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Double and Triple Agents

As the group came to terms with suddenly being thrust into broad daylight, The Interloper noticed that the colours and lights were brighter than usual but there were fewer details on the grass and trees – they looked almost as if they had been painted. However, there wasn’t much time to analyse this as a gigantic green and yellow dragon suddenly confronted the group. Upon closer inspection the dragon appeared to be made of wool and fabric. The dragon made short work of the group as it exuded a rancid green gas for its breath weapon which stripped the skin of the bones of all that encountered it. As the last of the group died all members of the PCS suddenly awoke around their campfire in the dead of night once again. The party decided to leave the area quickly before continuing their rests.
  Eventually the party felt safe to rest again. Throughout the night however, the observed some marble eyed, white-skinned, hairless humanoid creatures peeking out of the trees. They are accompanied by the sounds of mimicked human voices and clicking noises. In the morning the group sees more snares and bear traps laid out where the creatures were. They may be the ones setting traps.
  The party dropped the wagon off and managed to convince the Mantle Family contact that the seal on the tarp was broken in a scuffle with bandits. The party received payment.
  The PCS then travelled back to Admontem Pass. The group witnessed Jonah Ranger arresting the people who were tricking musicians into giving up their blood. The group then went to deliver payment to The Mantle Family, where they met Barnabas Mantle, Osrick’s father and the patriarch of the Mantle family. He was a character. He offered the PCS work – ripping off the Owners of the Boozehouse – but the party declined.
  The group then received two summons – one from the Boozehouse and one from Jonah Ranger. Jonah claimed he needs help in his hunt for Horizon, so he is willing to deputize the group as a thank you for saving him from the snare trap. The party was told to meet him at Cooper’s Dream. The party went to visit The Boozehouse and met the proprietor of the establishment – Eddie The Sage. Eddie the Sage (a Loxodon who frequently spouted inspirational quotes) stated he had a job for the PCS – his thieves had intercepted a cart which contained artefacts belonging to the Jentraskaar family – Eddie wants the PCS to deliver this wagon to his contact Hadvar in Magmare Urbs. Hadvar will then, according to Eddie the Sage, deliver the goods to South Gespara and alert the Jentraskaar family that their property is being smuggled in the Freeholds – this will get the Mantle family in trouble. The group decided to sleep on it.
  The Party went to Cooper’s Dream and exchanged stories for a while before going to bed. In the middle of the night everyone was woken up by a loud crashing noise outside – a small airship had crashed into the centre of the square, remarkably killing no-one. From the Airship emerged an Earth Genasi and his large Warforged companion – the Genasi introduced himself as Professor Branqo and his companion as Watcher. Upon seeing Neb Watcher’s eyes turned glowing red, bellowed “INTRUDER DETECTED” and a symbol on his chest began to glow, Branqo however, hastily deactivated Watcher before he could attack. Branqo apologised- he thought he had disabled that feature.
  Branqo revealed himself as the person who discovered, repaired and reactivated STU 13. It seemed that Branqo mistakenly reactivated STU13’s ability to move before activating his memory banks and, on autopilot, STU wondered off – presumably getting on an airship that was headed to Tezca. Then a couple of days ago something reactivated STU13’s main core which brought his consciousness back and reactivated the tracking chip placed at the bottom of his left foot. Branqo used that chip to locate him however, not anticipating him to be so far away, didn’t provide enough fuel for the journey and has crash-landed here. Branqo explained that STU13, in his unconscious state, was probably auto-programmed to find “The Saviour” a Warforged figure of great significance. From his research Branqo believes the Saviour is likely in the Gespara continents somewhere, so STU13 was halfway there. Recognising that STU13 has new companions Branqo announced that he wasn’t interested in taking STU13 back now – as it’s a passion of his to repair and help Warforged integrate into modern society. Branqo’s ship was moved to the outskirts of the town by druids in giant eagle form. The group then finished their rest – the next morning they met with Jonah downstairs in Cooper’s Dream.
  Jonah informed the group that he needs them to infiltrate the ranks of a Teifling criminal and former acssociate of Horizon’s, known as Hartfell Jentraskaar. As an outcast of the Jentraskaar family she is interested in intercepting the artifacts and is using an unwitting Eddie the Sage as her mule – Eddie the Sage’s contact is posing as a double agent working for her and pretending he’s Eddie the Sage’s contact, when he’s actually working for Jonah making him a TRIPLE AGENT. It was all very complicated but espionage always is.
  The group accepted the job after being walked through the circumstances and the plan a few more times and visited Eddie the Sage to “accept” his job but really they would be working for Jonah.
  They set off on their journey. On the first leg of the journey they encountered a highwayman – he was athletically built, wearing a cobalt blue dress and a sea green coat, with a shock of blonde hair in a mowhawk. He told the group to pay a toll – Nemo challenged him to a musical battle, if they won then the group wouldn’t have to pay the toll. A group of charmed animals would act as judges. Unfortunately, the highwayman just edged it and the group paid the toll.
  When the group rested they discovered that they had distinct markings of a bear’s head with a bird’s beak on various parts of their bodies – they decided to burn the tattoo off as it was obvious this was connected with Uncle Pally Wal. However, they were unable to burn STU13’s off as it was etched onto his metallic neck.
  The next day the PCS began travelling again however late into the afternoon they found themselves caught in a tremendous thunderstorm.

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