Showing posts with label DarkAgesInquisitor. Show all posts
Showing posts with label DarkAgesInquisitor. Show all posts

Monday, 8 July 2024

Inquisition into the Unknown 3

A series played using Dark Ages: InquisitorThis post is published under the CC-BY-SA-4.0 licence.

Back in town, Amelina and Nigelle update Anna on their first expedition. They take care to describe the mural, illusion, and strange shrine. Anna considers their findings [Intelligence + Occult, 6 dice, 1 success]. There are vague stirrings of recollection in her mind, but nothing concrete. With a sigh, Anna realises that she will need to go in person to examine them. Together, and with Favian's aid, they set out for the estate at dawn.

They guide Sister Anna to the shrine off the throneroom. While Anna gets to work on the shrine, Nigelle and Amelina investigate the remaining side rooms. They find a trophy room stuffed with a variety of taxidermied animals (some chimerical) and weapons and armour. [Perception + Alertness, Amelina 8 dice, 5 successes / Nigelle 6 dice, 2 successes]. Nigelle recognises the arms and armour as being from a wide range of cultures, and confirms his suspicions that they have all seen use in battle. Amelina notices that all of the appartenly chimerical creatures were assembled after death. She also spots an intricate crystal goblet, which she wraps in cloth and slips into her bag.

Meanwhile, in the shrine, Anna is scrutinsing the idol and surrounding runes [Intelligence + Occult, 6 dice, three successes / Intelligence + Theology, 8 dice, 3 successes]. She confirms that this is a chamber where ritual sacrifices have taken place, and that the idol is not an obviously satanic one. She's unsure of the cultural origin but is certain that it has an occult significance and power. She reaches under the bandages on her back to feel the constantly open wounds beneath them. With blood on her fingertips, she anoints the idol while muttering a prayer to subdue the idol's power [Willpower, 6 dice, 4 successes].

The next room Amelina and Nigelle find is another well-appointed bedroom, less lavish than the others but still very respectable [Perception + Alertness, avg 7 dice, 4 successes]. The wardrobe contains several sets of men's functional clothes, a heavy mace and shield hang on the wall, the bedside table holds some momentoes. Among the latter is a carved wood and silver plaque, the message is an endearing and quite personal message to the estate's guard captain and is signed only "R." Nigelle quietly wonders what this could mean about the relationship between the two men. Amelina pockets a small hand mirror on the way out [Amelina Dexterity + Legerdemain, 7 dice, 3 successes / Nigelle Perception + Alertness, 6 dice, 1 success]. Nigelle remains oblivious to her light fingers.

Anna, the idol bound by her blood and faith, turns her attention to the sacrificial pit and it's runes [Intelligence + Occult, 6 dice, 2 successes]. She determines enough to gain a fragment of the True Name of the shrine's patron. She takes the time to obscure the runes to ensure that nobody else will be able to discover it. Satisfied with her work, she steps back into the throneroom to await the return of her acolytes. This could be a rewarding trip.

Monday, 1 July 2024

Inquisition into the Unknown 2

A series played using Dark Ages: InquisitorThis post is published under the CC-BY-SA-4.0 licence.

Nigelle and Amelina set out before dawn and travel to Quasqueton Manor, arriving around noon. Rather than a conventional estate, they discover the facade of a manor house carved into a large outcropping of black rock. Nigelle steps up to the heavy wooded doors and knocks firmly, while Amelina hangs back to examine the facade more closely [Perception + Alertness, 8 dice, 3 successes]. She notices that while the facade is extremely detailed, including what appear to be shutters over the windows, the structure is also one piece of rock. The shutters don't cover actual openings, which suggests that the front doors are the only way in and out.

Nigelle tentatively pushes the doors and is surprised when they swing open with no resistance. Beyond, a long hallway stretches deep into the manor, alcoves evenly-spaced, and what appears to be steps at the far end. Amelina joins him and together they begin to edge along the corridor, noting the smooth stone surfaces of the walls, floors, and ceiling. They see a worrying sight ahead, five bodies lay at the foot of a small set of stairs. [Perception + Investigation, Amelina 6 dice, 0 successes / Nigelle 5 dice, 3 successes]. Amelina turns pale at the sight, leaving Nigelle (who has been walked through similar scenarios) determines two fought against the other three, and they all died of their wounds.

Amelina offers a prayer for the departed, and the pair press on, taking the right-hand passage at the junction past the bodies. Passing a side passage, they plunge deeper into the manor, eventually reaching an end and a pair of doors. The first appears to be a mundane storeroom or workshop, filled with old furniture and some woodworking tools. The second is a lavishly decorated bedroom; alongside a canopied bed, an ornate mirror and other luxurious items hangs a portrait of a beautiful woman against a backdrop of a ruined, burning village. [Intelligence + Politics, 5 dice, botch] Nigelle wracks his memory but fails to recall whether either of the brothers had a spouse or lover. Perhaps this stranger is connected to whatever fate has befallen the brothers? Amelina spots a silver comb left out on the dresser [Dexterity + Legerdemain, 7 dice, 4 successes] and pockets it before the pair leave.

They retrace their steps to the passage they passed earlier and take it, then turn left a few times before arriving back at the initial junction (near the bodies). They passed a few doors on the way, so backtrack and explore them. Behind the first, they find a minimalist bedroom dominated by a wall-carving showing a lone figure wielding elemental power to drive away an army. [Amelina Perception + Investigation, 6 dice, 3 successes / Nigelle Intelligence + Academics, 4 dice, 2 successes]. Nigelle recognises the sorcerer as Zelligar, but this isn't a scene from any history Nigelle is familar with. Meanwhile, Amelina appraises the bad as being the most valuable item in the room by far - she stores the information for later.

Before leaving, they decide to investigate the side door - perhaps it's a workshop or similar? Instead they find a room filled with overflowing chests of coins and jewels! [Thralldom! Amelina Self-Control + Wisdom, 4 dice, 2 successes / Nigelle fails but spend 1 Conviction]. The pair see through the illusion, however, and realise that it is merely a distraction masking an empty chamber. This confirms the rumours of Zelligor being a sorcerer of some kind. They make a note to pass this on to Sister Anna.

Beside the bedroom is a small study; it becomes apparent that Zelligor managed the estate's finances very closely. Among his ledgers are four tomes written in an unknown script and featuring mysterious illustrations. They take them for Anna to examine, if they are occult in nature she will best qualified to disposed of them safely.

The final room to backtrack to is an armoury, the pair are shocked by the scale of the armaments the brothers have amassed. Beyond is a barracks with room for at least forty people. This bunker-like aspect of the manor raises a degree of concern. The brothers created a heavily-defended position and populated it with dozens of soldiers, combined with the confirmation of at least one sorcerer, the inquisitors prepare for the worst as they explore further. There's also the nagging issue of where have all the guards gone?

They consider this as they retrace their steps further to another passage, this one leads to a pairs of doors, which they resolve to try in turn. The righthand door leads into a vast, slate throneroom with read granite pillars and dais, and a pair of white marble thrones. Directly opposite the dais is a doorway into a small chamber dominated by a large idol of a horned head which overlooks a shallow sacrificial pit. This confirms the inquisitors' worst fears, Zelligar's sorcery is also infernalism. They withdraw from the estate and make the return trip to update Sister Anna on their discoveries.

Monday, 19 February 2024

Inquisition into the Unknown 1

A series played using Dark Ages: Inquisitor. This post is published under the CC-BY-SA-4.0 licence.

Nigelle von Murnau arrives in the isolated town of Clertou, having ventured here at the cryptic request of his late wife's family. All he knows is that the Church have requested the Murnau's aid in uncovering potential nightkin in the region. He is accompanied by his loyal manservant, Favian. He seeks out the church where he has been told to meet Amelina, the Church's observer for the town. He wants to make a good impression, so he presents himself as best he can [Charisma + Etiquette, 6 dice, 3 successes]. He makes a decent impression as he arrives in Clertou and by the time he reaches the church the town is aflutter with news of the visiting nobleman.

Amelina has been attending to her daily chores, some of which have taken her into the town [Perception + Alertness, 8 dice, 2 successes]. She hears word of Nigelle's arrival and hurries back to the church to prepare for his arrival. Another member of the Shadow Inquisition, Sister Anna, has already arrived but will need assistance due to her infirmity. After helping Anna to the vestry sitting room, she crosses into the church to greet Nigelle. She's impressed wit his commitment to his craft at least, Amelina puts little stock in titles but he carries his authority well.

Nigelle's first impression of Amelina is that she has an air of humility and quiet piety [Perception + Empathy, 5 dice, 5 successes]. He also detects an underlying current of guile that, to one less devout, might be mistaken for untrustworthiness. He follows her through the small church into the vestry, a far humbler environment than he's used to. It takes a moment before he realises there is a third person in the room - a venerable and frail nun sits in a chair in the corner.

Sister Anna appraises the pair of lay-inquisitors; they are young and inexperienced, which will limit their usefulness but also make them easier to manipulate. Confident in her ability to guide them toward her goals, she tries to make an impression by leading them in a ritual prayer [Charisma + Theology, 7 dice, 0 successes]. Amelina and Nigelle give her the benefit of the doubt but fail to truly appreciate (or be cowed by) the high ritual experience. Instead, Sister Anna sticks to the facts of her current lead, her manipulations will have to be a more long-term activity.

Amelina does her best to follow along with Sister Anna's prayer [Intelligence + Theology, 3 dice, 2 successes]. She manages to keep up and even discerns a potential motive for using such a complex rite, but acts as befuddled as Nigelle. Sometimes it's best not to let the mark know you're aware that you've been made. She busies herself preparing tea for the group, using the busywork to focus on Anna's briefing.

Nigelle sat through the prayer, nodding politely, but otherwise failing to grasp any of it [Intelligence + Theology, 4 dice, 0 successes]. Instead he focuses on the subsequent briefing, which is much more comfortable ground for him. He doesn't recognise the names of Rogahn and Zelligor Quasqueton, assuming them to be of a minor noble house. Their story, two noble sons trying to establish their own holding, does however. It's deeply frowned upon as it ruins a house's reputation if it fails.

Anna explains how the brothers, Roghan with his military background and Zelligor the reclusive scholar, took over an old estate and rebuilt it with resources that can only be partially accounted for. She chooses her words carefully to entice the pair while concealing certain facts of the story [Manipulation + Expression, 5 dice, 3 successes]. She feels confident her hook is properly baited and presents the mission. Both brothers have failed to return missives from their family and the local priest's visits have been rebuffed. The Church suspects foul play and has requested that operatives visit to ascertain what has happened.

Amelina pauses to consider what she's heard about the Quasqueton brothers, they're local enough that some of the locals might have shared rumours with her [Intelligence + Investigation, 4 dice, 3 successes]. She recalls three possible leads; the brothers used slave labour in the restoration of the estate, the renovations included laying a curse on the grounds to repel intruders, and that the brothers are still in residence. She doubts the curse is real but sees no reason to doubt the rest. She shares the details with Nigelle and Sister Anna, while she'd normally guard information closely, she sees no reason not to share with her fellow inquisitors.

With the evening drawing in the trio decide to rest and set out for the estate in the morning...

Monday, 11 December 2023

Inquisition into the Unknown - Preludes

A series played using Dark Ages: InquisitorThis post is published under the CC-BY-SA-4.0 licence.

Amelina's prelude: the streets of a small town

Concept: Reformed child thief

Order: Oculi Dei

Nature (Flaw) / Demeanour: Penitent (Masochism) / Bravo

She hides in the shadows of an alley, waiting for a drunken mark [Dexterity + Stealth; 7 dice; 3 successes]. As one stumbles past, she makes to reach for their purse [Dexterity + Legerdemain; 7 dice; 5 successes]. With a graceful hand she relieves her mark of the burden of their wealth as a robed figure watches on [Perception + Alertness; 8 dice; 3 successes]. Amelina notices her watcher and pauses to gauge their reaction. The figure looks on impassively before slipping away into the darkness.

She sits in the vestry of the small church, her book of simple Latin verse open before her [Intelligence + Linguistics (Latin); 4 dice; 1 success]. It is a struggle but she passably completes her studies. Later the teacher questions her knowledge of catechism [Intelligence + Theology; 3 dice; 2 successes]. Her answers please her teacher well enough.


Nigelle's prelude: the Murnau estate

Concept: Politically married in

Order: House Murnau

Nature (Flaw) / Demeanour: Dreamer (Escapism) / Gallant

He meets with his soon-to-be father-in-law to discuss his prospects as a suitor and potential member of the family [Charisma + Politics; 5 dice; 4 successes]. He makes a good impression with a mixture of charm and political acumen. He is invited to walk the grounds of the estate with his intended [Appearance + Etiquette; 6 dice; 0 successes]. He fails to impress; it's a very chilly day even for the autumn. He makes a desperate play for her affections to secure the match [Manipulation + Empathy; 4 dice, 3 successes]. A bold action that breaches protocol turns out to be the key to making a good impression.

He is taken through the family crypts and libraries with his mother-in-law. She quizzes him on aspects of historic accounts of the supernatural [Wits + Investigation; 4 dice; 3 successes]. He's learned well and she invites him to duel her [Dexterity + Melee; 4 dice; 0 successes]. She politely disarms him and demonstrates the shortcomings in his technique, he graciously accepts the critique and promises to train harder.


Sister Anna's prelude: the Convent of Saint Perpetua

Concept: Nihilist theologian

Order: Red Order

Nature (Flaw) / Demeanour: Rebel (Anarchism) / Judge

She attends mass in the convent's small chapel, her sisters sing their hymns around her. She joins her voice with theirs [Charisma + Expression; 4 dice; 1 successes]. She sings well enough but her heart isn't entirely in it. After the mass, in her seclusion, she contemplates scripture and tries to rationalise away her doubts [Intelligence + Theology; 8 dice; 4 successes]. She's able to console herself for the time being. Later that evening she is preparing the evening meal with another sister, taking time to listen to her sister's pious prattle [Wits + Empathy; 5 dice; 3 successes]. As little as she actually cares, she is able to mask her impatience.

She stands over the fallen witch and bends to pry the worn codex from her hands. Somehow the book is untouched by the flames that had consumed its owner [Courage; 4 dice; 1 success]. She is able to overcome her distaste and recover the text. Later that evening, still in the witch's hovel, she pores over the text [Perception + Occult; 6 dice; 3 successes]. She learns much and vows to uncover more mysteries...