2007-09-14
Cast of Characters:
Ismael - disguised as Mr. Krupp, Master Merchant of Kellog, Bruin, and Raceen.
Kraypike - disguised as Mr. Vandermar, Master Merchant or Kellog, Bruin, and Raceen.
Dain - disguised as Human Bodyguard.
Arteasian - disguised as Human Bodyguard.
Rene - disguised as Human Bodyguard.
Fingolfin - disguised as Human Bodyguard.
Errandis - disguised as Human Wizard Bodyguard.
Jospeh - disguised as a servant of Mr. Krupp.
Location:
Duchy of Serrun, Capital and Port City
Duchy of Zehan, Capital and Port City
Duchy of Ekhans, Capital
Errandis's Journal:
After much debate we agree to revive our disguise as Arms Dealers for the Merchant House of Kellog, Bruin, and Raceen. Ismael, Dain, and Fingolfin aquire our stock and I requisition a ship. Before we embark I Teleport to Telperion (Steringling Wood, Caithness) and make arrangements to recharge my Powerstones in the Very High Mana Zone under the Mallorn Tree and security. Then I Teleport back,
We spend 8 days at sea. I sleep every day of our voyage. We study spells, practice our skills, and play in the sea (Shapeshift & Shapeshift Other Dolphin). A relaxing and uneventful trip. Before we arrive I retrieve my Powerstones and when we arrive in Zehan. When we disembark, we do so in disguise and the ship heads back out to sea.
Master Krupp hires Caravan Guards for the journey to Ekhans while everyone gathers information for the trip. The Civil War has made commercial travel difficult and Merchant Caravans have been raided by Bandits and Lords alike. It should prove to be an entertaining couple of days.
We meet our Caravan Guards the next morning and get aquainted before we leave. They appear to be what they say they are, but after a few hours it is obvious to us that they are Bandits and we probably try to ambush us along the way. There is much amusement among the disguised companions about this. Something to look forword too.
After 2 days and no attacks our disappointment is obvious. I think that our "Caravan Guards/Bandits" have realized we are more than we appear to be and decide not to attack us, but to speed us on our way. Their horseman ride ahead and warn off the other Bandits waiting along our path.
We arrive in Ekhans and enter the Duchy Capital with little trouble. The "Caravan Guards/Bandits" collect their pay and ride out the gate. Mr. Krupp and Mr. Vandermar arrange for the safe storage of our trade goods and we split up to gather intelligence before arranging out covert meeting with the Duke.
Still in disguise I pump my Merchant and Bard Contacts for information about the Duke and his missing Mistress. It turns out that Duke Aston of Ekhans had truely fallen head over heels for the young Lady Justina. Apparently the young Lady was a delicate beauty and feel ill to some disease. the Duke did everything he could to find a cure, but before he succeeded she vanished without a trace.
Shortly aftewords the Duke declared for the Rebel Earl Gavin Magnus of Dekamura and attacked his neighbours and the Duchy of Shoo'jour. It was at that time that rumours spread that Duke Aston was being blackmailed and complled to side with the Rebels.
When we are done gathering and analyzing our intelligence and go from there. Our goal is to get the Duke to change sides. If we can find the Lady Justina, cure hero disease, and present her to the Duke as a symbol of the Empire's intent. It just might work.
Politics 101
Cheers
QM
Saturday, November 3, 2007
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