Sapphire:Sessions:20181020

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Dark Days 7: Neville brings in a carpenter to discuss rebuilding his house.

As Chalker and Cal head to Ironsinger's, Cal asks "How should I present myself?" "As a guard. You're here to protect me ahead of yourself. By the way, get used to being followed." Chalker notes that there are no priests of Asseraah following them at this time. Chalker continues, "You can keep a secret, right? You're gonna see some secret stuff soon. If you tell, I'll kill you."

At the forge of the famed dwarven smith, Tron Ironsinger himself informs Chalker that Dink-Dink is almost ready and will be "better than new," including the sword's name engraved along its blade. Ironsinger is glad that Neville will start working for him soon, as "some of my apprentices have gone on walkabout."

Alastor returns to Jules' laboratory to continue examining the bags. He sees several ways to alter the proportions of herbs in order to induce symptoms ranging from mild to 'violent'.

Shawna portals to Wicera. Her lieutenants there have made contact with a group of merfolk led by a female called Blue. Belandrie is in town, has procured maps of the lands to the north of Wicera, and is gathering political information on the human kingdoms. He has learned of an item or totem that may be useful in the Malprin campaign; it is located within the Troubled Lands five days' journey to the north.

Belandrie shares with Shawna his concern that he has lost contact with three Ranger Wardens -- Tychree, Solbandin, and Maize -- who had headed into Tabbitt Hills, an area currently controlled by a self-styled king named Blackburn, who is said to have three mages working for him. The elven Wise Ones are getting a strong foreboding, and the Farseers have detected that something ancient has "broken" and its power is "shifting", and Belandrie requests that Shawna get her companions to look into this.

Back in Sapphire, Shawna checks in at the imperial prison, then visits Lady Thire, who says that her husband has gone to Ordin to investigate a situation regarding the reappearance of High Lord Bajeeter and a sighting of reptile men.

Shawna writes in her journey book: Please meet me for lunch at the Boar's Head. Ahn-Lee almost immediately writes back, We are investigating contracts, following a chain. At lunch, Shawna gives the short version of her assignment in the Troubled Lands. Neville has things holding him in Sapphire, including a new job, so he can't commit to leaving for an indefinite period.

After lunch, Chalker tells Cal to move his stuff to Envoy Manor. Chalker visits the Temple of Dar in order to "speak with the Dark Lords." An older, scarred male priest approaches. Chalker prays, "I am beginning to be worried about time travel. Did we have your permission?" You have not been called to my domain. "Do you know why the Mother of Night is keeping Asseraah from killing me?" Yes. "Will you tell me?" No. It is a subject of discussion among the First Chosen. "Is Janus active now?" He is assisting Cor. I have lent him out, so to speak. You will not come to me before your time. The priest's eyes glow "like dark pools of moonlight."

Chalker says to Cal, "Let's go before he changes his mind." Cal: "I heard every word that was said, though it was not my wish."

Shawna visits the Temple of Yasseph, speaks with the high priestess, and prays that things in Sapphire not get worse in her absence.

Chalker picks up Dink-Dink. Alastor buys a new set of leather armor.

Early the next morning, Alastor visits Azzhik. The lizardman gives him a couple of different contact poisons -- one causes hallucinations, the other causes death -- and a potion to test that causes humans to go berserk.

At Soldier's Friend, the Old Town building repurposed as inexpensive lodgings, Chalker speaks with his property manager, Allie, who assures him that all is well.

Chalker and Shawna show Alastor down to the sub-basement to the Venettian portal. Shawna inserts the crystals and they pass through to Wicera. Horses and supplies have been made ready, and they are to be accompanied by two of Belandrie's rangers, Tara and Solant. (Chalker uses his Aura Sight to get a baseline on each of them.) Chalker speaks briefly with Belandrie, saying "One day I would like to ask you something."

The group makes good time. On the fourth day of travel, they come across some ruins that still show traces of "ancient demonic activity." Chalker detects a single chunk of dark mithril fifty feet underground. He can tell it's resting on a pedestal. He hooks onto it and Shawna casts some earth magic to move dirt aside. It measures about 3" x 2" x 1" and is shaped into the form of a black owl.

Scout flees from a great feline beast. Time is moving oddly. He's been traveling 30 miles per day, and he's sure he should have reached a town by now. He pauses, smooths out a patch of dirt, and with a twig sketches himself a map, indicating landmarks with stones and moss. Satisfied, he commits it to memory.

On the fifth day of travel, Shawna points out a line of forest that seems dark, chaotic, and out of place. Alastor observes that although it is daytime, the sun is hidden in a pall of unfriendly twilight. To Chalker, all sounds are intensified, intimidating.

Scout now hears two big cats in the underbrush. Further away are the sounds of several horses. Listening for a moment, he determines that the cats are moving toward the horses. He decides he must warn the riders about the approaching beasts.

Tara, the ranger riding point, raises her hand. Out of the woods dashes a short, slim male, clad in browns and greens, running faster than a charging horse. His hair is a strikingly bright green. Pulling up fifteen yards away, he calls, "Circle up! Ambush! There are large feline predators stalking you!" He then climbs up a tree. (Chalker quickly checks his aura: Weirdness Magnet, young, impulsive, pleasant personality.)

The cats rush toward the horses. The group reacts with ranged weapons and spells. One cat drops in its tracks and the other snarls in pain and distress. Both animals suddenly shrink to the size of housecats. Shawna says that something had enlarged them and driven them insane.

The young lad shimmies down from the tree. "The maps don't match! I've been traveling for days! I see the same landmarks over and over! Time's not right..." Chalker: "What's your name, son?" "Scout." Scout takes a stick and draws a map of the area, pointing out various landmarks. He had come from the north or northwest, while the party had arrived from the southeast. Saying "I'm going to find the edge!" Scout takes off again.

Shawna leads the others, backtracking the cats. They come to a farmstead with three houses, a barn, and a wagon near the barn. While the place looks kept up, there are no people or animals in view. There is no smoke coming from the chimneys. Scout returns and reports to Shawna (having ascertained that she is the leader), "I tended to veer to the left, but if I paid attention I could say on track. I crossed the interface and turned around, and the differences were very pronounced. The edge of the interface is about two miles that way."

Chalker heads for the main house. The hayloft door is open; Scout uses his bolas and climbs up. He hears the small sounds of insects and rats, hears breathing, and spots someone toward the back of the loft lying on a bale of hay.

Shawna dismounts and opens the barn door. There are cows and horses in the stalls, all fed (and the cows milked) and given fresh hay. Shawna sees a pair of bare feet.

Chalker enters the farmhouse and although there had been no smoke, he smells food cooking. In the kitchen he finds a zombie woman stirring a pot atop a glowing-hot stove. "Excuse me, miss. How are you doing today?" In a slow, creaky voice the woman replies, "I've been better." "What's the matter?" She doesn't answer. Looking carefully, Chalker sees she is alive (barely) and breathing; her will has been completely suppressed. "Are you alone?" "No." "Who's with you?" "The one who must be obeyed."

Behind the haybale Scout sees a sleek, well-groomed rat with a glint in its eye. It looks startled when it sees Scout. Atop the haybale lies a young male, one bare leg bleeding from many teeth marks. Scout attacks with his bolas, but the rat dodges and runs to the hayloft door. Scout fast-draws his shuriken, and calls out "Target engaged." He pursues the rat, finally striking it twice.

Inside the barn Shawna notes a human male in his fifties, barefoot, shirtless, with shoulder-length grey hair and dried blood staining his hands. His skin is pale and sickly. He makes no move to attack her. Shawna draws her sword and waits.

His two shurikens pop out of the rat and fly past Scout. Scout fast-draws another shuriken and gashes the rat's head. Shawna throws Lightning and the rat falls. Alastor sees the man twitch. Hearing a groan from above, Shawna climbs up to the loft.

Chalker suggests the woman sit down. "Who is the one who must be obeyed?" "Gwendolyn." "How can I make you feel better?" "Make me normal again." "Come with me..."

The young man on the haybale groans again. There is movement at the back of the hayloft. A beautiful human woman in a long flowing gown steps toward Shawna, saying, "You're finally here. It took you long enough." With an evil smile, she raises her hands and gestures. Suddenly she bursts into flame and a demonic rift opens. Shawna prays, "Dar, claim her soul!" A hand reaches out from the rift and pulls the dying woman's soul away, then the rift closes.

The grey-haired man says to Alastor, "You saved us! What can I do for you?" He explains, "I've been kept prisoner by my son's wife... I think. Let's look for my family. Will you help us some more?" He wishes aloud for some clothes, and instantly he is fully dressed.

The story comes out, fragmented and disjointed. Two weeks ago to the north-northwest there was an especially bright flash of lightning from the ground to the sky. (Scout remembers that someone in his mercenary group had seen that flash.) After that, they found that things they wanted to happen, happened... until Gwendolyn took control of their wills and they could no longer think for themselves.

Immediately Alastor takes out one of his blades and says, "I wish this was a masterworks dagger." He feels a flow of power, and the blade transforms into the finest weapon he's ever held. Alastor is delighted.

Scout says aloud, "I wish I fully understood what is happening." A moment later, he relates to the others that "something magical broke and it is flooding the area in weird ways... I see people dancing, children playing in a ray of light... also, I may never see my old companions again." He hurries off to find paper and ink to record his visions.

Shawna prays to Cor, who says: This may be mended with your courage and skill... It is an ancient art not due to be revealed to the world... You will do a good job. Shawna frowns.

Alastor shows Shawna his new dagger. She warns him that the enchantment might last only while it is in a high-mana area, or it might become permanent. After a certain number of kills, Alastor will lose his own knife skill which will become embedded within the dagger.

The group is two miles outside the town of Parslin. Tabbit Hills is nine miles away. The broken artifact is 7 miles from their current location.

Scout tells a little more of his story. He was raised by a mercenary group, so he is used to following a command structure. He has always been called 'Scout'. "I scout, I make maps, observe, give reports. I don't like to fight... I may never see my group again. Can I come with you?"

Chalker examines the dark mithril owl. It has very fine wavy lines etched into its surface.

The group moves on, Scout going on ahead. He comes upon two armsmen with hand-and-a-half swords, wearing leather armor. They bear no house markings. They watch his approach with concern, but their postures are relaxed. One of them says, "You know this is dangerous, don't you? She sensed your approach. We suggest you turn and go back. We found this complex; we claim it. It's ours by right." Scout: "You're under a misapprehension -- We're going through, not to. Our destination is beyond this area." "Do I have your word?" Scout nods, and the mercs turn and march away.

Scout returns and reports, then moves up into the trees. He sees the two mercs enter a clearing (cut and cleared by magic) containing two tents and a larger command tent.

The group approaches the clearing. Seven mercs have lined up across the road. A woman steps forward and raises her hand. "You are not wanted or needed. Please go away." Shawna replies, "You have no authority to stop us." "Are you on your way to Tabbitt Hill?" As the group moves forward, the tents and the men fade away.

They follow a graded road up a hill topped with standing stones. Tents are arranged in five encampments around the ruins. The artifact lies somewhere below, and the mana is shifting. Alastor's amulet heats his skin.

One person from each encampment approaches. In the lead is a very tall (6'6"), broad-shouldered brunette clad in chainmail. A two-handed sword is strapped to her back. Her aura shows she is a mage.

Chalker: "Hi, I'm Chalker." "Sonya," she replies, shaking his hand. She continues, addressing Shawna, "You are quite an impressive party. I encourage you not to go below. It's already been claimed." Glancing at Scout, she refers to him as "one of the wild children." It comes out that the five camps are five different factions, and the leaders of each camp are watching overtly. Chalker: "We are going below. Why don't you go with us?"

Scout murmurs to Shawna, "I'm going to go have a look."




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