Session 6

10/09/23

# Wild Goose Chase

The gang springs into action as Glimmer the Goose paddles toward Cadaver Island. Ten Hun impulsively dives into the water, determined to chase after the goose. The rest of the party quickly acquires a rowboat to catch up with the loose goose. Fletcher takes a different approach, moving to intercept the goose on land. After some effort, he manages to corral the goose and scoop it up. The party restrains Glimmer with rope and ties it around his legs and body to create a makeshift leash. As they follow Glimmer, the goose suddenly stops at a tree, next to which they discover an open box that appears to have contained echo resin. It becomes apparent that Glimmer might have a taste for the substance. With Glimmer and the open box secured, the gang returns to their boat. Bellamy attempts to climb a tree but can't see much. Ten Hun leads them on an investigation along the coastline of the island, hoping to uncover more clues. Suddenly, they spot people down the beach, preparing to board a canoe. They give chase, with Fletcher shooting an arrow at them, and Ten Hun swimming after the fleeing group. Ten Hun catches up to the boat in the water but gets struck by an oar during his attempt to board. Bellamy and Fletcher come up with a plan, tying a rope to an arrow that Fletcher shoots at the boat, embedding it in the keel. Honey Heart and Bellamy start pulling the boat back to the shore, while Ten Hun and the men on the canoe engage in a struggle. Tarlok reaches the scene and uses his intimidation skills to assert control, compelling the men on the canoe to submit. This unexpected encounter takes the gang one step further in their quest to resolve the mysteries of Whisper Hill and its enigmatic inhabitants.

The gang makes a decision to release the two thieves, providing them with a gold piece each as they return Glimmer the Goose to Finnick. The hope is that these former criminals will choose a new, crime-free path in life and start afresh. They learn from the thieves that the Underlords in the city monitor the waters between the island and Cadaver Island, as it serves as a location for dead drops. As the gang proceeds with their plans, a mob with an Underlord arrives to speak with them. This Underlord, Sylas, is a short man clad in heavy armor and scales. He questions them about their presence on Cadaver Island, and Tarlok provides an account of their activities. Sylas exhibits a formidable power that allows him to take control of their bodies, searching them for the Seals. In the process, he robs them of their money. However, an interruption occurs when a man wearing a Golden Glade cloak approaches and hands Sylas some money. This man then informs the gang that he will meet them at the Loose Goose.

The man in the Golden Glade cloak reveals his motivations for having stolen the seals from the gang. He's deeply concerned about Alias Mierfield, who is not only his uncle but also the King of the Golden Glades. Alias has suffered from a debilitating psychosis for the past three years, leading him to live as a hermit in his manor. Despite various attempts, nothing has seemed to alleviate his ailment. In an effort to help his uncle and uncover the mystery of his illness, the man has sought to hire a group of individuals to infiltrate the manor and assess the situation and report back to him. This mission involves infiltrating the manor as "Opera Users," individuals with magical abilities. He has asked us to go undercover as an opera yser as the "Limerick of Life," rumored to possess the ability to heal any ailment. The original plan was to employ a group of thieves, the same ones encountered on the Swayback, for this mission. However, now, the gang is being asked to take on the role of infiltrators in exchange for compensation. Their objective is to investigate the king's condition and discover if there is indeed something wrong with him. If they find any issues, they are instructed not to reveal it to the world but rather to convey the information to the man, so he can make preparations to aid his uncle. The man himself is a Pawn and an Opera User with the palm of polymorph, granting him the ability to change people's shapes and manipulate them in various ways. This mission not only presents an opportunity for the gang to use their unique talents but also to potentially make a difference in the life of the ailing king.

The gang accepts the job to infiltrate King Alias Mierfield's manor in an attempt to uncover the cause of his ailment. Before their departure, Halvin Mierfield, a half-orc with a tall and lean physique, presents them with a few items to aid in their mission. He provides an amulet that allows the wearer to cast Lay on Hands with 10 points once per day, this is given to Bellamy. Additionally, he offers flash paper capable of carrying 10 written words that only Halvin will be able to see, and two doses of "wipe powder," which can erase 10 minutes of memory from those affected. Upon accepting the mission, they return to Lumberlight via the wagon, with Halvin replacing the horses with griffins to expedite their journey. During the trip, Halvin engages in a conversation with Fletcher, shedding light on the Operas, which are crystalline objects found in the ocean by the government. These Operas are unique, each embodying a specific tune that aligns with the energy of the powers granted to the Opera user. For example, if an Opera provides the power to create explosions, the tune within it would have an explosive quality. Halvin, a member of the noble Mierfield family, possesses the ability of polymorph palms. He shares a peculiar connection with the horse that accompanies them, as the horse happens to be his brother. An unfortunate incident occurred when the Opera was bestowed upon their family by the world government. A dispute among family members regarding who would receive the powers ensued. Halvin's brother desired the power but was denied, leading to his frustration and eventual outcasting from the family. He was even threatened with death. In a desperate bid to save his brother's life, Halvin resorted to turning him into a horse, an action that preserved his life while keeping him hidden. This revelation adds a layer of complexity to the mission as they embark on their quest to discover the cause of King Alias Golden Glade's mysterious ailment.

Halvin Mierfield, a member of the noble Mierfield family, possesses a unique and powerful ability known as polymorph palms. This ability allows him to manipulate and transform objects or creatures into different forms. However, Halvin's gift comes with a complex and emotional backstory. The source of this complexity stems from an Opera, a mystical crystalline object, that was bestowed upon the Mierfield family by the world government. When this Opera entered their possession, it sparked a fierce dispute within the family regarding who would be the recipient of the Opera's powers. Halvin's brother passionately desired these powers but was denied, which led to intense family conflict. His fervent desire and the subsequent discord he caused resulted in his expulsion from the family and an impending death sentence. Facing this dire situation, Halvin made a heart-wrenching decision to save his brother's life. He used his polymorph palms to transform his sibling into a horse, effectively hiding him from those who sought his execution while keeping him alive. This revelation underscores the weight of the mission and the complex relationships that tie the characters together, adding depth and intrigue to the narrative as they set out to uncover the cause of King Alias Golden Glade's ailment.

This content may violate our content policy. If you believe this to be in error, please submit your feedback — your input will aid our research in this area.

The party arrives at the Golden Glade Manor. A guard named Rooke Stagern, wearing rare and powerful Harmonian armor, expresses skepticism about your mission's success. Bishop is present, looking after the King, who is seriously ill. The room is frigid, and an unsettling man is in the King's bed with a laughing dagger stabbed into the King's chest. The dagger speaks to your party, and objects are thrown about by a dark force. After some investigation, Ten Hun removes the Dagger of Regicide. A mysterious, flashpaper note confirms that your party is now complicit in the King's murder and is now bound to the cursed dagger. Ten Hun is unable to let go of the dagger and cannot speak of the murder's circumstances, or else he'll be forced to kill himself with it. The note advises you to remain silent. You leave the room, wipe Bishop and Rooke's memories, and quickly depart in a wagon with Halvin, leaving questions about your actions

The gang arrives at the Golden Glade Manor. Here, they encounter a guard named Rooke Stagern, who dons the coveted Harmonian armor, known for its rarity and formidable strength. Rooke skeptical of our ability to save the King but allows us to enter. Inside, the Bishop is present, tasked with caring for the ailing King. The Rook stands guard outside, while Bishop remains inside to ensure the King's safety. Numerous attempts to heal the King have tragically resulted in the death of those who tried. The room is shrouded in an eerie coldness, and a maniacal figure lies on the bed, with a dagger cruelly embedded in the King's chest. The dagger itself takes on an eerie persona, laughing and communicating with the group. Dark forces within the room hurl objects about, adding to the chaos. The room is unnaturally frigid, and decaying food only intensifies the eerie atmosphere. In the King's hand, something hums gently, revealing itself to be an opera with a mildly cheerful tune.

Ten Hun decides to remove the Dagger of Regicide. A flashpaper note surfaces, delivering a nefarious and mysterious message. Its essence suggests that they are now complicit in the King's murder and inextricably tied to the murder weapon. The dagger is revealed to be cursed, and Ten Hun is unable to release it. Additionally, the message warns that if he tries to disclose the circumstances surrounding the King's murder, he will be compelled to take his own life with the cursed dagger. They are instructed to remain silent and not share what they have witnessed. Leaving the room, they are questioned by Bishop and Rook regarding their findings. To prevent revealing too much, they use the wipe powder on them. In a hurry, they rush to the waiting wagon where Halvin is patiently awaiting them. Halvin inquires about their actions, but they insist on leaving as quickly as possible, promising to divulge the details as they travel.

We arrive at the Golden Glade Manor. A guard wearing Harmonian armor (the rarest and strongest in the world) his name is Rooke Stagern, who is not optimistic about us doing well here. Bishop is here too and is taking care of the King. The Rook stays outside and Bishop stays inside and protects the king at all times. People have died trying to heal the king. The room is cold, a man laughing laying in the bed. The king has a dagger stabbed into his chest. The dagger is laughing and talking to us. Some dark force is throwing objects around the room. The room is extremely cold, there is rotten food in the room. Something is humming in his hand, it turns out to be an opera with a mildly cheerful tune.

Ten Hun pulls the Dagger out, it is called the Dagger of Regicide. There is a note that was on flashpaper that delivers a nefarious message shrouded in mystery. The essence of the message is that we are not complicit in the murder of the King of the Golden Glades and we are now attached to the murder weapon as well. It is a cursed Dagger that Ten Hun cannot let go of and if he tries to tell anyone about the circumstances of the murder, he would be forced to kill himself with the dagger. The message said that we shoudl remain quiet and not tell anyone of what has transpired. We leave the room and the Bishop and Rook ask us what we've found. We use the wipe powder on them and run to the wagon where Halvin is waiting for us. He asks what we did but we tell him we need to leave ASAP and will fill him in on the road.

Goose is paddling towards Cadaver island

Ten Hun jumps in and chases the goose across the water while the rest of the party gets a rowboat to catch up

Fletcher goes to catch it on land and is able to coral the goose with some effort and he scoops it up. The party restrains the goose with rope and ties it around its leg to put it on a leash.

Glimmer the goose stops at a tree and theres the open box by the tree which seems like it may have had echo resin in it. The goose is a crack head.

we travel back to the boat and stow Glimmer and the box on the boat. Bellamy climbs a tree but can't see much. Ten Hun leads us on an investigation along the coastline of the island to see more stuff. We suddenly see people down the beach getting on a canoe. We run after them and Fletcher shoots an arrow at them and Ten Hun swims after them. Ten Hun catches up to them in the water and tries to get on the boat but gets whacked by the oar. Bellamy and Fletcher tie a rope to an arrow, then Fletcher Shoots it at the boat, embedding itself in the keel of the ship. Honey Heart and Bellamy begin to pull the boat back to shore. Ten Hun and the men on the boat are struggling. Tarlok gets to the boat and intimidates them into submission.

Sylas is the Underlord who hired the thieves to do the job. The thieves were going to take the money from the job to turn to a new life without crime and away from Sylas.

We release the the two thieves with gold piece to go return Glimmer the Goose back to Finich. They will keep the rest of the money and turn a new leaf. They tell us that the Underlords of the city watch the water between the island for boats because cadaver island is a place where dead drops are made for pickup. A mob with an Underlord is there to speak with us about something.

The Underlord is is a short man with large heavy armor and scales. His name is Sylas. He comes up and asks us what we were doing on our island. Tarlok tells them about what we were doing. Sylas uses some sort of power to take over our bodies and searches our selves for the Seals. He robs us of our money but is then interrupted by a man with with a Golden Glade cloak. He gives Sylas some money and says he'll meet us at the Loose Goose.

Finnick is at the Loose Goose with glimmer and the Golden Glade man who saved us. The two thieves split because we told them the mob was headed this way, they say they may meet us back in Lumberlight some day.

The Golden Glade man had our seals stolen because he is worried about Alias Golden Glade, his uncle and king of the Golden Glades. He is sick with psychosis for 3 years now and has been a hermit. He has been in his manor now and is a shut in, nothing seem to help his ailment. He has a bishop and a rook there to help him. This man is trying to set up a mission for people to infiltrate the manor as an "Opera User" with the idea that these magic powers may be able to help the king. An opera known as the limerick of life was discovered by this man and it is said to heal any ailment. The original plan was to have a group of thieves that we fought on the Swayback to go in and do the mission. Now we are being asked to be the infiltrators for compensation to see if we can find out something is wrong with him. If we find something, we should not reveal it to the world and tell him instead so he can prepare to help his uncle. The man is a Pawn and an Opera User. He has the palm of polymorph. He can change peoples shape, he can change and hold

The king is the one who monitors the owl's visions. Halvin gives an amulet that lets me cast 10 points of lay on hand once per day, Flash paper that can have 10 words written on it and then Halvin will see it, one time use. He also give us 2 doses of "wipe powder", it will erase 10 minutes of time from their memory. Half orc 6 and a half foot tall lean body, white cloak, leather suit, bloused shirt underneath, always wears two gloves to cover his hands and fingers.

We take the job and return back to Lumberlight and the manor via the wagon. Halvin changes the horses to griffins to go faster,. He discusses with Fletcher how the Operas are and what they look like. They are crystals that the government finds in the ocean, and they have a tune. The tune tends to match the energy of the powers given to the opera user. Examples would be if the opera power let us shoot explosions then the tune would sound explosive.

Halvin Mierfield of the noble Mierfield family. He has the polymorph palms. He's got a weird thing with the horse who happens to be his brother. There was some stuff that happened with the opera that he owns. When the opera was given to the family by the world government, there was confrontation amongst the family about who would receive the powers. His brother wanted the power but when denied, he got upset and upset the family and was subsequently outcasted and threatened with death. Halvin's only option was to turn his brother into a horse to save him from execution and keep him alive.

We arrive at the golden state manor. A guard wearing Harmonian armor (the rarest and strongest in the world) his name is Rooke Stagern, who is not optimistic about us doing well here. Bishop is here too and is taking care of the King. The Rook stays outside and Bishop stays inside and protects the king at all times. People have died trying to heal the king. The room is cold, a man laughing laying in the bed. The king has a dagger stabbed into his chest. The dagger is laughing and talking to us. Some dark force is throwing objects around the room. The room is extremely cold, there is rotten food in the room. Something is humming in his hand, it turns out to be an opera with a mildly cheerful tune.

Ten Hun pulls the Dagger out, it is called the Dagger of Regicide. There is a note that was on flashpaper that delivers a nefarious message shrouded in mystery. The essence of the message is that we are not complicit in the murder of the King of the Golden Glades and we are now attached to the murder weapon as well. It is a cursed Dagger that Ten Hun cannot let go of and if he tries to tell anyone about the circumstances of the murder, he would be forced to kill himself with the dagger. The message said that we shoudl remain quiet and not tell anyone of what has transpired. We leave the room and the Bishop and Rook ask us what we've found. We use the wipe powder on them and run to the wagon where Halvin is waiting for us. He asks what we did but we tell him we need to leave ASAP and will fill him in on the road.