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| Disclaimer: (1) I know quite well that the habitats and distributions of the real-life animals upon which the principle sentient species in this campaign are based differ from what is presented here. (2) although this campaign uses many "19th century" tropes and makes reference to historical events of the late 19th century, it does not take place in the time that is broadly equivalent to the 19th century on Equus. Recall that Equus has had long periods of technological stagnation, and that both ponies and zebras had been seafairing for many centuries by the seventh century AE, in which this story is set. The year 641, shortly before EL's first trip to the Dread Dimensions. The party are Equestrian journalists and their escorts (mercenaries or explorers) following rumours from a traveler that a unicorn wizard is brutalizing the indigenous population far upriver, and the press wonders if this is true and to what end. A month ago, you landed in Port Hoofcourt after a long sea voyage from Equestria. Eldritch Lore, under the alias "Elixir Lotus" and Colonel Curse, a unicorn mage and mercenary commander, were working to excavate an ancient Elephant civilization. Nearing the completion of their work, Curse realized that Eldritch was a dangerous partner who was probably likely to kill him to ensure a monopoly on Elephantine soul magic, and tried to kill her, failing (and being injured in the process) but managing to drive her off. The joint operation is reliant on the brutal exploitation of Warthog slave labor, including mind-control alchemy. (Naturally, no sooner had EL mastered zebra alchemy than she set about using it for evil.) EL made the difficult journey downriver toward Port Hoofcourt alone, having been deprived of her money and stuff by the circumstances of her escape. She was saved from death (when magically exhausted) by some zebra traders. There, she wrote a letter to the Canterlot Colonial Benevolent Society exposing Colonel Curse's wicked doings. (Saying nothing obviously about her own part in the enterprise.) The CCBS sent Angel Gaze, who recruited some help in Port Hoofcourt, rented a boat, and headed upriver with EL... EL will split with the party when they get to the Headwaters of Seven-Tusks, take her research notes and some artifacts, and steal the party's boat (destroying any others) to ensure she is gone from Port Hoofcourt before they get back. Kalamu was one of EL's tutors in zebra alchemy. He is protective of, and loyal to, her because she found his missing children with crystallomancy and helped to recover them from the bandits who had abducted them. "Sayyid" "Sayid-Eli" (i.e. Mistress Elly). "Afendi" for others. ---- upriver: |
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| The royal archmage, Dusty Tomes, and his four companions - the pegasus Rouge Rogue, the unicorn healer Mercy, the earth pony archer True Strike, and the earth pony warrior Clever Cleaver - managed to infiltrate the Helix and confront Eldritch at the top of her citadel. The citadel disappeared from Equestria mysteriously shortly thereafter, and was not see again until 1833 AE when it appeared near Pebble. | It's been a week since you began your journey up the Sabapembe river. A formidable obstacle lies before you: the Elephantine Cataract, a huge waterfall. For centuries, it blocked the way of outlanders who would journey up from the coast, but twenty years ago, an Equestrian company built a case of locks to allow boats to be moved upriver. Quite profitable, the locks have allowed Equestrian commerce to penetrate deeper and deeper into the continent. At the bottom of the locks is the creatively named Fort Lock, a trading post, and surrounding allied native villages. |
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| {{{ Notable Royal Relief Corps attackers in 704 AE, who were not Slimed: Dusty Tomes b. 493, d. 704. Archmage of the Royal Court, 677-704. 8th baron Vanhoover. Major, Royal Relief Corps. Yellow unicorn stallion with gray (formerly coffee-brown) mane and brown eyes, a long goatee, and a wizardly monocle. Dusty was born in the Royal Age to unicorn nobles in Canterlot. He received an excellent education, including several years as an advanced student at the Arcane Helix. Always playing things by the book, Dusty advanced through the ranks of the established hierarchy of magi mainly through quiet competence, careful not to step on too many hooves. Eventually, after his predecessor retired due to magical senility, Dusty Tomes became Archmage of the Royal Court. He married late in life to Mercy, a talented healer 149 years his junior, in 692. (She noted that he was a major stallion, as confirmed in the biographical information above.) Dusty personally lead several of the RRC’s finest paramilitary agents on a mission to arrest Eldritch Lore, a former student of Dusty’s. Dusty was mortally wounded in his epic final battle with Eldritch Lore (stricken with a rapidly fatal magical pestilence, The Itching Death, specifically; he protected his comrades with an area-of-effect shielding spell, but was outside its area of effect himself) and died soon after driving her from the Helix. Believing (correctly) that his soul would be trapped in the Dread Dimensions by Eldritch’s parting curse which bound him to her throne room (cast to prevent him pursuing her when she fled), he asked them to come back for him, but they never did. (When, after some years of wandering, they finally found a way back to Equestria from the Dread Dimensions, it was only a transient opportunity and they were in a bad way; they made the decision to abandon Dusty - they did not know that he was eternally trapped in the tower, and thought they were only leaving behind a dead body.) The magical pestilence killed Dusty within days of his friends’ departure. His soul, bound to the tower by Eldritch’s curse, could not depart for the little pony afterlife. Unfortunately, over the decades, Dusty Tomes became angry and embittered, renouncing the power of friendship and his life of apparent selfless goodness, as his trust in his friends had now apparently condemned him to a bleak, lonely eternity. He used his magic to animate his own skeletal remains and inhabit them, becoming a fearsome undead mage, although his influence in the Dread Dimensions was limited by the fact that he could not leave Eldritch’s throne room at the top of the Arcane Helix. Still, through his minions, he became known as a local power, and all inhabitants of the Helix now regard him with awe and dread, as “the Deathless One.” (Hinds: Dusty Tomes’s immortality has not caused the usual memory problems partly due to the nature of the magic binding him, partly due to his own knowledge of life-extending magic, and partly due to him simply not making a normal millennium's worth of new memories. “So where did I go yesterday? Why, the Helix’s throne room! The same as yesterday, and the day before that, and the day before that, and the day before that, and...” While he has still had new thoughts and received new information, much of his millennium+, including pretty much all the visual data, can simply be summed up “I was here the whole time”. He also may have dropped some of his earlier memories, particularly happy ones about love and friendship. edit: Given Bryce’s addition of the throne having magical visualization systems, this may no longer work. Hm… He probably knows enough of life extension magic to deliberately drop memories of nothing much going on, though, so still, I think, no problem here.) |
There is a work camp where an overland road is being built. |
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| Rouge Rogue b. 680 d. 717. Red pegasus mare with rose mane and green eyes. Rouge Rogue was born into a life of petty crime in Manehattan before being caught and sent to Princess Celestia’s Reform School for Very Naughty Fillies in 694. Her talents for sneaking and burglary were channeled to constructive ends by the government, and she became part of the Royal Relief Corps Special Operations unit. She was chosen personally by Dusty Tomes for the raid on the Arcane Helix in 704; they had known each other previously as she was often on plainclothes security detail when the royal court traveled outside Canterlot. Rouge Rogue never publicly spoke about her time in the Dread Dimensions, and the transcripts of her debriefing are locked in the Canterlot Archives. She died in 717 in a terrible crochet accident which also maimed two others. |
If the zebra sailor is with the party, she might note that there are unusually few boats coming downriver, and maybe the smoke thing as well. |
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| Mercy b. 642 d. 710. Pale green unicorn mare with white mane, blue eyes. She was a talented physician in Canterlot, who had a flair for adventure and a position in the Royal Relief Corps. She married the Royal Archmage, and insisted on accompanying him on the expedition to the Arcane Helix. Mercy was instrumental in finding a way for the surviving members of the party who defeated Eldritch Lore to return to Equestria, but she was always regretful about having been unable to bring her husband’s body back to Equestria for a proper burial. At midnight on the winter solstice, she died of being struck by a runaway fruitcart on an alleyway near the Bearded Wing of the Canterlot Library. Her singular (and extremely unseasonable) fate baffled investigators. |
Someone might smell smoke on the breeze. |
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| True Strike b. 678 d. 706. Grey earth pony stallion with black mane, green eyes. An archer from a fine Trottingham heritage, True Strike was renowned as an archer when he came to Equestria to open an archery school in the capital. He joined the RRC specifically to aid the attack on the Arcane Helix, as a childhood friend of his had been killed in the Squamous Horror attack on the Crystal Empire library. Sadly, True Strike died in the Dread Dimensions, dying in sight of Mercy, who could not divert her magic from opening the portal that would lead the party home. |
{{{ You hear the sounds of the waterfall long before you see it. You round a bend in the river, and see the spectacular cataract, water cascading down a drop of at least forty meters, branching over rocky outcrops and creating a beautiful rainbow in the afternoon sunlight. |
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| Clever Cleaver b. 680 d. 708. Pink earth pony mare with red mane and eyes. Cleaver hailed from the Frozen North, and was highly adept with dual-wielded cleavers. (How exactly an Earth pony dual-wielded cleavers is left as an exercise to the reader, but my imagination suggests several possibilities.) Although strong and swift, Cleaver defied melee fighter conventions with her motto, “Fight smarter and harder.” She became well known for her feints and bluffs, a fact which annoyed her and caused her briefly dye her mane chartreuse so that enemies wouldn’t recognize her and expect her clever tactics. Sadly, Clever Cleaver was never quite the same after her excursion to the dread dimensions, and turned to drink. She died young of complications therefrom. |
For several seconds, the lovely scene distracts you from the horrific devastation. Fort Lock is burning. Corpses bob in the river. A few riverboats are on fire, some beached, some floating free. One of them seems at first to have escaped successfully, but you see its helmsman impaled with a spear, and it circles aimlessly in the plunge basin. |
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| The attack must have been swift, and not too long ago, or surely someone escaping downriver would have warned you. | |
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If the party had warning, they are more likely to avoid the initial volley of spears form boars lurking in the jungle. The boars are completely unresponsive and if examined more closely or captured will be seen to be in a feral trace state. There are few other boars - mostly just looters, and they are of local tribes primarily. The raiders are Curse's boars from upriver, trying to ensure privacy. It should be clear enough on examination that the local warthogs have been killed along with zebras and ponies - a warthog killed by spears for example. There are enormous circular tracks in front of the fort's gates, which were battered down. Most of the corpses are in here; the civilians sheltered in the fort during the attack, but were massacred, pony, zebra and allied-warthog alike. Some have been killed with native weapons, some have been slain with some sort of much larger stabbing weapon. The sole survivor is one of the warthogs, who is driven mad and keeps repeating the name of the warthog river goddess, a mercurial being made of water. In the factory of the trading post, which is barricaded, the manager of the fort has killed himself by taking poison, leaving a note that says: {{{ The fort is lost. A thousand warthogs, at least, out of the northeast. I don't know what they want. They had poor old chief Ngiri's head on a spike when they showed up, and they killed our translator without saying a word. They fight like fiends. No mercy. The pigs have some kind of monster with them -- what sort of great evil this is, I cannot say, but none can stand against it. I can't listen to the screaming anymore. I don't want to die like that. Call me a coward if you want but I won't die like that. }}} Locks puzzle: There are four locks controlled from a central operator's position. The operator is, of course, dead, so the party will have to figure out how to open the locks. If the party screws up very badly, there is another riverboat, intact but with a dead crew, on the upstream side of the locks just around a bend. The locks are hydraulically powered. The water only goes downhill. The gates are operated by waterwheels in a race leading from the upper river level to the lower, which has a manually operated GATE VALVE, which is presently closed; a clutch engages each water wheel forward or reverse to open or shut each gate by means of a screw arrangement that prevents back-driving when the gate is retaining water. The clutches are operated by a pulley and cable system, ten handles, one "OPEN" (in Zebra) and one "CLOSE" (also in Zebra) for each gate, these cables pull the water wheel to engage one way or the other. (It reverts to a neutral position when neither handle is pulled.) There are also five handles each labeled "MAIN". When the "MAIN" handle is opened, the boat-passing gate itself moves, otherwise the small gate to allow water movement only is actuated. A note in Zebra reminds the operator "Sluice for the gate-moving wheels to be closed when the lock is not in use. Wear on the machine has become excessive." https://docs.google.com/drawings/d/1Ko8NO0Fwb-XLJOPGDOHJg8rQKv36SsITmvFB2zM81f4/edit ---- 1/2 day. Upriver there is a plantation run by some zebras, mostly with their own labor, though they pay (in junky trade goods) Warthogs to help during the harvest. It was not attacked, but they did hear about the large warthog migration, and indeed saw them return as well - there is still the path made through the jungle. The zebras are hospitable and will sell provisions to the party if desired. They are sympathetic to the cause of "fairness" in colonial enterprise, though their vision thereof basically means not persecuting or enslaving the locals - they have no problem with cutting down their forests and putting the land to "productive" agricultural use. A unicorn zony hedge mage lives with the zebras. ---- 3-4 days. Further upriver there are a few more stations and depots, which are mostly staffed by the colonial military and are not very friendly, especially if the mission is discussed. They will warn off anyone from meddling with Curse's operation. They don't like him, but think he is best left alone, hang the warthogs. ---- Deadhorse Station is the last outpost upriver. It looks at first to be abandoned. The Equestrian Maretonia Company banner is tattered. However, there are still two ponies and some native auxiliaries here (warthogs). Corporal Waters, a pegasus, and private Fire Rush, a unicorn. They are overdue to be relieved, having supposed to have been here for two months, but instead having been here for five. Supplies are running low, and they will wish to barter for Equestrian foods (canned goods, etc). They know of Curse, but only the same sorts of rumors the other stations know - excepting that they do know that one of the native auxiliaries, Upamba, knows much more. Upamba speaks little Equestrian. Upamba's sister and her family were taken by Curse in a raid on their village by equines. He went to the compound to try to free them, slipping inside the palisade with laborers whom he quickly realized were in some sort of dissociative state. ("No... mind, to them. They were... without peopleness.") He saw Curse and Elixir, and is terrified of Elixir Lotus, if he sees her. (Elixir lotus will not go onshore at these stations unless pressed, for fear of having such an encounter at chance, but since it would seem suspiscious if she totally refused and she has no specific knowledge of warthogs who have seen her, the encounter is possible.) He saw the warthogs being made to build dig huge mines into the earth, under the eyes of the pony and zebra overseers. The trees around are being felled to build the mine works. Carts of huge objects of art and tools were being brought up, but all but the finest were being dumped into untidy stockpiles, some broken up for the inlaid gems. He tried to find his sister in the mines, which were into huge underground ruins now covered by jungle, but was recognized as not being drugged by one of the guards, who tried for force him to drink a potion, but he gored the guard and escaped into the bush. ------ Session II. Colonel Curse. |
Disclaimer: (1) I know quite well that the habitats and distributions of the real-life animals upon which the principle sentient species in this campaign are based differ from what is presented here. (2) although this campaign uses many "19th century" tropes and makes reference to historical events of the late 19th century, it does not take place in the time that is broadly equivalent to the 19th century on Equus. Recall that Equus has had long periods of technological stagnation, and that both ponies and zebras had been seafairing for many centuries by the seventh century AE, in which this story is set.
The year 641, shortly before EL's first trip to the Dread Dimensions.
The party are Equestrian journalists and their escorts (mercenaries or explorers) following rumours from a traveler that a unicorn wizard is brutalizing the indigenous population far upriver, and the press wonders if this is true and to what end.
A month ago, you landed in Port Hoofcourt after a long sea voyage from Equestria.
Eldritch Lore, under the alias "Elixir Lotus" and Colonel Curse, a unicorn mage and mercenary commander, were working to excavate an ancient Elephant civilization. Nearing the completion of their work, Curse realized that Eldritch was a dangerous partner who was probably likely to kill him to ensure a monopoly on Elephantine soul magic, and tried to kill her, failing (and being injured in the process) but managing to drive her off. The joint operation is reliant on the brutal exploitation of Warthog slave labor, including mind-control alchemy. (Naturally, no sooner had EL mastered zebra alchemy than she set about using it for evil.)
EL made the difficult journey downriver toward Port Hoofcourt alone, having been deprived of her money and stuff by the circumstances of her escape. She was saved from death (when magically exhausted) by some zebra traders. There, she wrote a letter to the Canterlot Colonial Benevolent Society exposing Colonel Curse's wicked doings. (Saying nothing obviously about her own part in the enterprise.)
The CCBS sent Angel Gaze, who recruited some help in Port Hoofcourt, rented a boat, and headed upriver with EL...
EL will split with the party when they get to the Headwaters of Seven-Tusks, take her research notes and some artifacts, and steal the party's boat (destroying any others) to ensure she is gone from Port Hoofcourt before they get back.
Kalamu was one of EL's tutors in zebra alchemy. He is protective of, and loyal to, her because she found his missing children with crystallomancy and helped to recover them from the bandits who had abducted them.
"Sayyid" "Sayid-Eli" (i.e. Mistress Elly).
"Afendi" for others.
upriver:
It's been a week since you began your journey up the Sabapembe river. A formidable obstacle lies before you: the Elephantine Cataract, a huge waterfall. For centuries, it blocked the way of outlanders who would journey up from the coast, but twenty years ago, an Equestrian company built a case of locks to allow boats to be moved upriver. Quite profitable, the locks have allowed Equestrian commerce to penetrate deeper and deeper into the continent. At the bottom of the locks is the creatively named Fort Lock, a trading post, and surrounding allied native villages.
There is a work camp where an overland road is being built.
If the zebra sailor is with the party, she might note that there are unusually few boats coming downriver, and maybe the smoke thing as well.
Someone might smell smoke on the breeze.
You hear the sounds of the waterfall long before you see it. You round a bend in the river, and see the spectacular cataract, water cascading down a drop of at least forty meters, branching over rocky outcrops and creating a beautiful rainbow in the afternoon sunlight. For several seconds, the lovely scene distracts you from the horrific devastation. Fort Lock is burning. Corpses bob in the river. A few riverboats are on fire, some beached, some floating free. One of them seems at first to have escaped successfully, but you see its helmsman impaled with a spear, and it circles aimlessly in the plunge basin. The attack must have been swift, and not too long ago, or surely someone escaping downriver would have warned you.
If the party had warning, they are more likely to avoid the initial volley of spears form boars lurking in the jungle. The boars are completely unresponsive and if examined more closely or captured will be seen to be in a feral trace state.
There are few other boars - mostly just looters, and they are of local tribes primarily. The raiders are Curse's boars from upriver, trying to ensure privacy. It should be clear enough on examination that the local warthogs have been killed along with zebras and ponies - a warthog killed by spears for example.
There are enormous circular tracks in front of the fort's gates, which were battered down. Most of the corpses are in here; the civilians sheltered in the fort during the attack, but were massacred, pony, zebra and allied-warthog alike. Some have been killed with native weapons, some have been slain with some sort of much larger stabbing weapon. The sole survivor is one of the warthogs, who is driven mad and keeps repeating the name of the warthog river goddess, a mercurial being made of water.
In the factory of the trading post, which is barricaded, the manager of the fort has killed himself by taking poison, leaving a note that says:
The fort is lost. A thousand warthogs, at least, out of the northeast. I don't know what they want. They had poor old chief Ngiri's head on a spike when they showed up, and they killed our translator without saying a word. They fight like fiends. No mercy. The pigs have some kind of monster with them -- what sort of great evil this is, I cannot say, but none can stand against it. I can't listen to the screaming anymore. I don't want to die like that. Call me a coward if you want but I won't die like that.
Locks puzzle:
There are four locks controlled from a central operator's position. The operator is, of course, dead, so the party will have to figure out how to open the locks. If the party screws up very badly, there is another riverboat, intact but with a dead crew, on the upstream side of the locks just around a bend.
The locks are hydraulically powered. The water only goes downhill. The gates are operated by waterwheels in a race leading from the upper river level to the lower, which has a manually operated GATE VALVE, which is presently closed; a clutch engages each water wheel forward or reverse to open or shut each gate by means of a screw arrangement that prevents back-driving when the gate is retaining water. The clutches are operated by a pulley and cable system, ten handles, one "OPEN" (in Zebra) and one "CLOSE" (also in Zebra) for each gate, these cables pull the water wheel to engage one way or the other. (It reverts to a neutral position when neither handle is pulled.)
There are also five handles each labeled "MAIN". When the "MAIN" handle is opened, the boat-passing gate itself moves, otherwise the small gate to allow water movement only is actuated.
A note in Zebra reminds the operator "Sluice for the gate-moving wheels to be closed when the lock is not in use. Wear on the machine has become excessive."
https://docs.google.com/drawings/d/1Ko8NO0Fwb-XLJOPGDOHJg8rQKv36SsITmvFB2zM81f4/edit
1/2 day. Upriver there is a plantation run by some zebras, mostly with their own labor, though they pay (in junky trade goods) Warthogs to help during the harvest. It was not attacked, but they did hear about the large warthog migration, and indeed saw them return as well - there is still the path made through the jungle.
The zebras are hospitable and will sell provisions to the party if desired. They are sympathetic to the cause of "fairness" in colonial enterprise, though their vision thereof basically means not persecuting or enslaving the locals - they have no problem with cutting down their forests and putting the land to "productive" agricultural use.
A unicorn zony hedge mage lives with the zebras.
3-4 days. Further upriver there are a few more stations and depots, which are mostly staffed by the colonial military and are not very friendly, especially if the mission is discussed. They will warn off anyone from meddling with Curse's operation. They don't like him, but think he is best left alone, hang the warthogs.
Deadhorse Station is the last outpost upriver. It looks at first to be abandoned. The Equestrian Maretonia Company banner is tattered. However, there are still two ponies and some native auxiliaries here (warthogs). Corporal Waters, a pegasus, and private Fire Rush, a unicorn.
They are overdue to be relieved, having supposed to have been here for two months, but instead having been here for five. Supplies are running low, and they will wish to barter for Equestrian foods (canned goods, etc).
They know of Curse, but only the same sorts of rumors the other stations know - excepting that they do know that one of the native auxiliaries, Upamba, knows much more.
Upamba speaks little Equestrian.
Upamba's sister and her family were taken by Curse in a raid on their village by equines. He went to the compound to try to free them, slipping inside the palisade with laborers whom he quickly realized were in some sort of dissociative state. ("No... mind, to them. They were... without peopleness.") He saw Curse and Elixir, and is terrified of Elixir Lotus, if he sees her. (Elixir lotus will not go onshore at these stations unless pressed, for fear of having such an encounter at chance, but since it would seem suspiscious if she totally refused and she has no specific knowledge of warthogs who have seen her, the encounter is possible.)
He saw the warthogs being made to build dig huge mines into the earth, under the eyes of the pony and zebra overseers. The trees around are being felled to build the mine works. Carts of huge objects of art and tools were being brought up, but all but the finest were being dumped into untidy stockpiles, some broken up for the inlaid gems.
He tried to find his sister in the mines, which were into huge underground ruins now covered by jungle, but was recognized as not being drugged by one of the guards, who tried for force him to drink a potion, but he gored the guard and escaped into the bush.
Session II. Colonel Curse.
