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giraine:summary-190

Summary 190: Demonic Hunters (2018-05-05)

Giraine Summaries


Hi,

You left camp with the Giranois, headed northwest to the Monastery and expecting a little over a day's travel. It was discomforting how a pale green vapour followed you, visibly (and rankly) centred on Captain Ahappi; who was distracted by dreams that intruded into his waking hours.

The travel, though was comfortable enough at first, with just the gently undulating mid-countryside of Giraine to cross; not swamps or Badlands. The farms you saw were either burned or shut for this Storm Season of the year 1622 (now day 30; the season being over halfway over and the year 1623 soon to come). With the abnormal politics and the normal weather it was no time for Dronari to make themselves easy targets. Yet Jzhurte and his band looked at the little farm houses and chuckled at how easy it would be to raid them.

Mid-afternoon, Giranois scout brought you to a dead tree on a hillock. The same bitter smell, tinctured with rot, came from it and greenish-black bubbling remains of leaves cluttered the ground around it. A single page of parchment was impaled on the tip of one lonely branch; and from that page gazed three squinting red eyes. You easily burned the tree and the page went up in flames with it in a final hiss.

That night, your whole band was reluctant to be close to one another, with the foul lingering stench that each of you emitted. You didn't notice your own smell, but others did. Ahappi was on one edge of the camp, not wanting to mix with anyone and muttering crazed thoughts of tripled-eyed enemies. You had camped in the open on a hillside, with the foetid mist still attending to you.

Late that night, Fraud Shaven turned from his guard just in time to block the swiping talon of a long-fingered, greenish amphibian-like demonic biped, which was plated in bony armour around its vitals and looked hungrily at him with three blazing red eyes. It packed powerful blows but his shield kept holding while he fought back, and soon he valiantly dispatched it with a very lucky final blow to the head. Other such demons, four in number, had set upon the Giranois warband and it looked grim at first, with one warrior and one wolf-toad falling quickly to them. But Jzhurte rallied them and by the time you joined the battle it was already being won; their forces being superior in numbers.

Ahappi, however, became the obvious target of the sudden attack, which had seemed to appear out of the mists themselves. A demonic hound-like thing, with a great faceplate of bronze bearing massive tusked jaws and with twin metallic eyeballs, each of which was set with three glowing, spinning red eyes set into it, lunged into him as he awoke. He tried to roll aside but it grabbed him about the upper waist and continued to shake him until he fell limp and bloody, seeming mortally wounded. Yet Boamund had come to his defense, and thrust his spear mightily into its back leg, tripping it and then running that leg though, causing the horrid demon to lose consciousness. He dispatched it and soon the battle was done.

Ahappi's wounds, amazingly, were not imminently life-threatening; with a Heal spell and a tentative attempt at surgery he was at least stabilized, and you could return to rest after burning the remains of the things, which bubbled with that green fog and blazed as they were set fire to. (It became apparent that fire was unusually effective on these creatures; like tinder - or the pages of a book?)

Jzhurte suggested a new strategy to Boamund: his forces has been weakened and you'd lost your best fighter. And this curse might not relent. Perhaps it was best to burn the book now with the bodies and be done with it; he could try to speak in your support that this deed was done. With Ahappi unable to insist on keeping the book and Boamund still in favour of burning it, the leaders now had an agreement. “On Blood Dranke and Spill'd” was tossed on the pile of bodies and it burst into flames too, with a fiery ashen bit flying into the sky as hot air lifted it, screeching while it charred. The book was destroyed! Miguel had caught an image of the scene with his magical crystal in case it would help provide visual evidence later.

Jzhurte thought that maybe the Elders would be more impressed by a thorough slaughter of Zzaburi at the Monastery, which he and his men lavished the thought of. Jzhurte had told you how the Sottogh's elder Ilk had forebade her clan from attacking them; “no threat to anything but a keg of beer” and the Sharde had respected that enough, especially since you'd made the truce with the colonists and Giranois. He asked if you thought that truce to have been a benefit or not and you laughed darkly with him.

[GM aside: I was role-playing Jzhurte here, ad-libbing what Jhzurte would say under the current circumstances; hadn't thought you'd return to Jett (didn't really have an expectation what you'd do after demon attack) but it made good sense and sure did work out better than pushing onwards w/o Ahappi might have!]

Miguel found Jett's camp quickly and met up with one of his scouts along the way. The Giranois wanted to camp outside of the camp and that's the message the scout carried back too; so they stayed behind and you went to meet Jett. He was pleased to see you, but very serious-the impending assault on New Arv worried him, as it does everyone in these parts. You discussed various things while he had Maugis & other healers check over and treat Ahappi:

Giranois/Jzhurte's warband: Jett was pleased; the cause needs progress like this. They will be welcomed and Jett would spread word that they are to be left alone. Peace with the Giranois and colonists so far has been fairly stable; “we are on good footing with them now.” He strongly approved of your general mission to unite the Giranois with your forces, against the Rokari, as that could turn the tide of this war.

Other news: Jett is puzzled by rumours that Mostali from the far-off land of Slon have landed a huge fleet of concrete ships somewhere in the Jrustela archipelago. Elder Races haven't done anything like that since the Second Age. Another sign of the Hero Wars. Meanwhile, a huge war is still raging in distant Dragon Pass; the moon empire seems to be winning. But yeah, you've got your own local and regional Hero Wars to deal with!

The Book: not mentioned, nor Library; Boamund made vague mention of the demons that took down Ahappi et al. Jett did not pry or seem to suspect anything.

New Arv: you mentioned the Friends of the Sinners' Saint and he knew them, and thought they might indeed be useful to him or you.

Amaurius: he brought up that he'd heard of the monk's murder and that you'd been in town then, and pushed a bit to know more; he deflected the suggestion that Zefeddi's “Friends” were behind this, as they were no killers, and mentioned that Aym Alamyn's group are his suspects. But it was “no great loss”, he repeated; one less Rokari is fine with him, even though you said he had some useful intel. Mentioning the hidden info Amaurius had, Jett responded that the monk didn't wander far from the abbey and so it might still be nearby.

Eventually your plan to attack the Monastery came up: he mulled it over; it has little importance to the Rokari, except symbolic, and is likely to turn Dronari against the colonists. But the Rokari will not let its destruction be, either. They will seek vengeance, and they will know whom to seek. Jzhurte warned against it but was brought around by Boamund's insistence, with a bit of reluctance but maybe it was token reluctance? He didn't put up a big fuss, for Jett. He said it would be an easy deed for you anyway. (whereas assaulting New Humbertsville or St Thosos without him would be utter suicide)

Aria's Well was largely vacant now, with former settlers now fled or moved/captive. No one really went there, as far as Jett knew. St Thosos was like a fortress now, and Seshnelan presence very strong nearby-any approach to it or closer than the Monastery would be certain to bring larger and more frequent patrols down upon you.

As alternatives to the Monastery mission, or later ideas, he threw out some suggestions; “talking out loud” for discussion: You could work with Jett in a tactical mission (against Humbertsville is his next main focus), or Jett knows you have ties to Aym Alamyn and his own agenda and you could find him. Or you could play defense: defending New Arv against the next assault would give you *some* rest and time; and then a great opportunity to face the Seshnelans in mass combat, with Zzaburi targets sure to be plentiful. OR, he pondered, you might benefit from leaving Giraine to help things cool off; to avoid assassins or other threats. While the Rokari pride themselves on truth and honour and purity, they are by no means above hiring such uncouth types to take out major foes like you-or sending magics or other threats. The further you are from Giraine, the better off you may be. But Jett and Ron do need you, so this was just a suggestion that he floated…

As a symbol of that need, and for acknowledgement of your loyalty and trust, he granted you a special gift from the latest battles, with Ron's blessing; from a fallen enemy mercenary captain at New Arv's battle; “The Northwinds Blade”- a fine silver broadsword. Boamund kept it with gratitude. Fraud eyed it up curiously too, and Miguel's eyes widened at the valuable weapon.

Before departing, and with Ahappi healed, Miguel struck a bargain with Jett to get 10 iron-tipped arrows for fighting supernatural beings (Jett didn't put up too much of an argument and Miguel did), but Miguel failed to convince Maugis to let him learn how to ensorcel Flesh into Bronze-“such magic does not suit a Dronari; Zzaburi alone have the discipline to keep Godlearner magics wisely used.” Hmm.

Yet your visit to Jett's camp was very useful in another way: you gathered abundant knowledge of the Monastery to add to your own prior understanding. Jett himself knew that:<BR><OL><LI>the Monks had recently hired some mercenaries (a dozen or so; with cavalry horses), led by a big man (name unknown; not of that great repute) with a big iron greatsword; those mercs had fought around Giraine lately but now were settled, at least for the time, at the abbey- and they would be an obstacle but Jett assured you not one you couldn't handle;</LI><LI>more mysteriously, a younger monk had arrived and Jett had been keeping his eyes on him. Brother Qasim Al-Qurtubi, the Sacrist and Chamberlain, had come here early this year and remained draped in secrecy. It is said that he was exiled here from Pithdaros for political reasons but no one knows what those might be, and Jett strongly suspects he is a Rokari-planted spy to watch on the region/monastery. As he is a true sorcerer (but no battle-wizard), Jett thought you might take some care in dealing with him, but Jett also made it clear he didn't mind this monk “disappearing” permanently.</LI></OL>

Other monks are: Abbot Usculus Botanicus “Uzzi the Scuzzi”; a Seshnelan in 40s; wiry, veiny, sweaty, bloodshot, poppy breeder. He replaced the old Abbot who threw himself off the cliffs of Giraine in despair; causing lasting confusion in the Monastery until Uzzi finally relented and stepped into the Abbot role-and deep into drug-induced stupor. He used to preach damnation in St Thosos but these days hardly anyone sees him. The main trouble with him might be finding him?

Brother Basharus Saburus the Novice-Master and Cantor; a Seshnelan in 50s; muscular, imposing, fit, but foolish. Proud of his body; believes in unity of body and soul. Brutal to novices; “hard life is good for the soul and for the song”. Tough as nails. Likes to wrestle and to drink (I think he'd wrestled Ahappi/Fraud on your first visit?). Sadomasochistic streak. Grouchy, sneering, but beautiful singer and musician. Skilled sorcerer in punishment magics that he uses on repentant sinners and naughty novices alike. He is the most likely to be a straight-up threat in some ways, but he's no match even for one of you.

Prior Mujahid Pecunius the Treasurer and Almoner. Olive-skinned Pithdaran in 40s, corrupt, greedy, deceitful (habitual liar), but curiously sympathetic to the Giranois, has a soft side. Wears hair in fancy curls, medicates w/stinking herbs to keep pests out. Other monks stare at his hair; it is sinful to them. Forbids scaring the birds/ pterodactyls away to avoid angering the Giranois. Is the active participant in Golden Poppy trade and profit of the Abbey. Interested in trade in spider silk and related products. Somewhat knowledgeable about Giranois clans; knows members of Sottogh, Sharde, Huru, others. Hardliner when it comes to religion; very conservative. But he is demanding conversion of the Giranois; not slaughter (but has had almost no success; although he spoke out in favour of the colonist-Giranois truce and did marshal some Rokari peasants behind that cause). He has converted 1 Giranois girl to his faith lately; she tends to hang around him. He is weak and could easily be intimidated.

There are 13 novice/lay monks (liturgists; trainee Zzaburi teenagers). None will be any threat to you.

Similarly, the local Dronari clustered about the Abbey were loyalists. If pressed, they might even defend the Abbey; but as nothing more than rabble. Five families have farms very close by; maybe a dozen able men.

You got extensive briefings/reviews on the Monastery modern layout- it is improved since you first visited, no longer just being a leaky ruin, but its roofing mostly could be burned with time and effort (remember it is Storm Season; very wet and mossy), and the main quarters of the 4 true monks and 13 novices are all newer, wooden constructions unlike the stronger stone-dominated parts of the main Abbey.

Jett said that rumour holds that the Abbey is haunted but details differ and he is not sure; you said “It will be!”.

I won't belabor layout of the Abbey here but you have the map and now know most details. The back door at 22 will be attacked by the Giranois (idea to attack from roof w/arrows was declined; but Monastery is climbable), while you attack the mercenaries at A and then drive your way into the Nave of the Abbey.

Also general knowledge for you: The Evracian order is a small order of Zzaburi dedicated to caring for faithful Rokari outside of the Kingdom, whilst engaging in scholarly activities to bring new Knowledge back to it. All on Giraine agree: as the Evracians strengthen, so does the Rokari movement, even though the mainland Rokari ignore or even despise the monks. Their drug trade in the Golden Poppy has addled some local peasants, causing crops/harvests to sometimes fail (but the monastery supports the starving if they swear faith). Insight roll and your PC is wondering: Somehow, the new Abbot has managed to both fall completely under the Golden Poppy's intoxication and become inept (as you'd seen years ago) AND use its influences to marshal to Abbey to newfound wealth and influence. That is strange! Maybe there was something to the late Amaurius's insistence that the Golden Poppy of Beauteous Dreams had major magical potential, not just sinful decadence?

Finally, you left the rebel camp and made way back west to hunt the monks. It was again an easy journey, with the Giranois in high spirits (there is tension though that they want to kill everyone on the site and you'd rather let the novice monks live; well, sort of…). You no longer have the disgusting smell of the demonic curse on you, Ahappi is well again, and the Giranois report no undead nearby. You made it to the border region without incident.

The following morning, you were in a well-travelled hilly region dotted with groves of trees. You came across an open area where there were scattered bodies of people and horses: a dozen in total, all wearing heraldry of the Seshnelan army (closer inspection: they were followers of St Orvar the Mighty; virtuous hunting knights and scouts or skirmishers). Miguel had a careful look on his own and saw tracks coming in (just theirs), but none coming out; and they'd been hit with arrows and dealt nasty weapon blows but no indication of who did it or where they came from/went to was there. As he inspected toward the north side of the slaughter, a group of nine mounted Seshnelans charged out of a grove of trees and bolted to the west, seeking escape. You let them go; even the Giranois toads could not catch them. You burned the bodies and hurried onward- now, maybe, your foes might have more warning, but you'd be pissing off the Rokari in a bigger way soon enough! And you had a few extra weapons for the Giranois to benefit from.

[GM note: Miguel was fortunate here: it wasn't worth it to the ambush for them to shoot him full of crossbow bolts and lose their loaded ammo for just 1 person whom they didn't know anyway. So, seeing a superior force and no good way to cause havoc safely, they fled. A different, less fortunate approach could have sprung the trap more effectively.]

Later that evening, you arrived within sight of the Monastery (aka Abbey- it is large and nice enough now to be called the latter). You'd passed Dronari settlements and some watched you go, warily; some must be loyalists and word would spread but they did not challenge you and you moved quickly enough. The night passed again and you prepared your assault.

Jzhurte's band now consists of (including attrition from battles since Library exit): Him; a good warrior at ~100% top skills His fierce spiny toad “pet” 2 wolf-toads with 2 tenders (hunters; not as good warriors but skirmishers) to command them 10 Sharde warriors in frog-skull-masks (elite warband) A massive monstrous toad that likes to swallow things whole; tends to guard the rear (isn't fast but can take big leaps now and then, and grab things from afar with its tongue)


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