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(New page: It is the morning of Harvest Time 4. Trace tells the others that he is thirty-three years old and hails from a place called Ardon. He had spent time...) |
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The next day, after a morning's travel, the group comes upon another set of ruins of about the same antiquity as the ones where they'd met Trace. Aliana finds the tracks of three orcs, but they are nowhere nearby. Trace takes a rubbing of some runes carved in stone, but the carvings are so effaced by time and weather that he can only vaguely make out a rune meaning "protect." | The next day, after a morning's travel, the group comes upon another set of ruins of about the same antiquity as the ones where they'd met Trace. Aliana finds the tracks of three orcs, but they are nowhere nearby. Trace takes a rubbing of some runes carved in stone, but the carvings are so effaced by time and weather that he can only vaguely make out a rune meaning "protect." | ||
As the evening's camp is being set up, Aliana goes scouting. She whistles a phrase from the tune she had heard Nylene play; in her path appears a gray-haired male faun, and a younger male leans against a tree. The older faun is indeed Nylene's friend Neville, and he agrees to join the group for dinner. Neville and Rory talk about the layout of this land, mentioning that there are communities of goblins, ellyllon, orcs, and ogres. There's a goblin village about a day and a half away. Neville | As the evening's camp is being set up, Aliana goes scouting. She whistles a phrase from the tune she had heard Nylene play; in her path appears a gray-haired male faun, and a younger male leans against a tree. The older faun is indeed Nylene's friend Neville, and he agrees to join the group for dinner. Neville and Rory talk about the layout of this land, mentioning that there are communities of goblins, ellyllon, orcs, and ogres. There's a goblin village about a day and a half away. Neville outlines some of his travels; he has been to Sapphire (capital of the Calventine Empire) and Gateway, and has even traveled through Dolyena and Bicarn. | ||
That night, Chalker becomes aware of Mensep at his side. M: "Well, did you decide whether you'll take that message?" C: "'No' is still the answer." M: "Everyone's busy, but you're still in their minds and thoughts." C: "Where do you want us to go?" M: "I like that question. 'Where you'll do the most good.'" C: "Why is Yasseph mad at me?" M: "She's not mad at you. She's looking at the tactical advantage." | |||
Crouching beside Aliana is a beautiful youth clad in long robes. "You've impressed her." Aliana asks, "Why are your First Chosen so interested in us?" The youth replies, "Some people become fulcrums and catalysts by the actions they take. Your free will is important." | |||
Rory asks the boy he sees beside him, "How soon?" Glossing over the question, the boy says, "You helped the children. I have a special fondness for them." "What's the best question I could ask you?" Without hesitation the boy growls, "Which one of these people should I kill?" | |||
Trace, again unable to sleep, asks the young man walking beside him, "Am I on the right path?" "Absolutely!" | |||
In the morning Chalker asks, "Neville, how was your night?" "He wins." (The previous evening, someone had bet Neville that if he camped with us, he would receive a vision from the First Chosen.) Neville teaches Trace about some medicinal herbs that might help him sleep. | |||
After some discussion, the group decides to follow the band of orcs. Staying on our current trail, Rory calculates that we should cross paths with them. As dusk falls after the day's travel, many campfires can be seen to the east-southeast. Aliana returns from her recon and describes the orc camp. There are about 120 orcs and 40 horses, as well as three or four ogres. The camp is set up with military precision, including a command tent at its center. In front of the command tent is a standard that blazes with magic, marked with a clan symbol, and a crate that also shows as magical. Visible holy symbols include those of the Mother of Night and of Gauder, and one particular tent is marked with the symbol of Asseraah. In the trees at intervals around the camp platforms have been built, each manned by one or two orcs with shortbows. | |||
The group decides to capture an orc for questioning. After night has fully fallen, Trace and Aliana sneak close a platform. Aliana casts Daze on an orc, then hoots like an owl, which signals Trace to teleport with the orc to Chalker. Aliana climbs up so the patrolling inspector won't see an empty platform. Trace secretly casts a Wizard Eye before he leaves. | |||
Trace casts a spell to make the orc easier to question. Chalker, wearing a heavy cloak that conceals his features, disarms the confused orc and then asks, "Do you know me, son?" "Yes, lord." "Where are you headed?" "Wherever I'm ordered to go." "Has my companion, the Mother of Night, contacted you?" "No. Her devotee, Fear, scares me." | |||
The orc army originated from the village of Barrow Brown. Their commander's name is Oak Thief. The blindfold that the orc wears is made of enchanted cloth that allows the wearer to see in the dark. A dozen scouts are sent out every day. Oak Thief has been pleased with the gold and gems they've found, and the two 'magic men' are happy with certain other items. | |||
Chalker asks questions to try to narrow down the location of Barrow Brown, but the lands the orc describes are not familiar to Rory. The orc doesn't know how far south the orcs traveled; they started back north three days ago. No, they never went by ship; the orc says he's never been on a ship in his life. | |||
Chalker tells the orc, "This will appear like a dream to you. I would keep it to yourself." "Yes, my lord." Chalker knocks the orc out, then slings him over his shoulder and walks him back to the platform. Aliana casts a healing spell on the orc's bruised jaw. | |||
The group decides to break camp and continue on the projected path of the orc army. Toward dawn, Aliana finds traces of an old road flanked by two tall oaks with a "shimmer curtain" between them. Chalker uses his power on a copper piece to move it through the curtain; he feels a slight shiver. He still has control of the copper, but it has disappeared. | |||
Trace looks through the curtain from the other side and sees a dilapidated two-story manor with lightning-struck trees fallen around it. The mana level here is slightly elevated, and is aspected toward Protection and Air. |
Revision as of 23:40, 22 March 2014
It is the morning of Harvest Time 4.
Trace tells the others that he is thirty-three years old and hails from a place called Ardon. He had spent time at the Mage Guild in Alpina. More recently he has been studying ruins.
About an hour after lunch, Striker sniffs the air and growls. Aliana follows him for about a quarter of a mile to where a band of about 100 orcs and 30-40 horses crossed the path.
That evening's camp is set up in a forest gully which provides concealment. Aliana goes scouting, picking mushrooms and herbs along the way. After a time she hears the lilting sounds of a flute. Moving as quietly as she can, Aliana reaches the edge of a clearing. A beautiful faun is playing the flute for a troop of foxes. Aliana has never before seen a faun. Unwilling to disturb the enchanting scene, she watches and listens for about a half-hour until the faun puts away the flute, waves cheerily to the foxes, turns, and trots away.
Aliana follows the faun, who ascends a tree platform which is evidently her home. Hoping not to startle the faun, after a bit of hesitation Aliana calls out a greeting in her oddly accented Elven. The faun seems happy to have a visitor. She gives her name as Nylene, and gladly accepts the mushrooms Aliana had gathered earlier. Nylene suggests going in search of an "adventuresome" faun she knows, an older male called Neville, recently returned to these woods after wide-ranging travels.
That night in camp:
Chalker feels he is on the verge of awakening. He senses the presence of someone who is impatient and/or anxious. Crouching near his feet is a radiantly beautiful woman who he recognizes as Roo. Before he can speak, Roo says, "Not tonight, Mister Chalker Jackson. You're exasperating."
Aliana feels a fierce, angry presence near her head. Looking up she sees a beautiful woman with the harsh expression of someone who has been greatly wronged but must wait before taking action. Aliana looks straight into Aakbarath's eyes and says, "I've seen you twice now." Aakbarath replies, "Yes. I like that," perhaps referring to Aliana's directness.
Rory hears faint music playing, a flute perhaps.
Trace is unable to fall asleep this night, but he sees a vision of a radiant young man clad in wizard's robes, upon which are embroidered mystic symbols in silk. The hood of his sky-blue cloak is thrown back. Trace tries to alert the camp, "We have a visitor," but all he can utter is a musical hum. The man says, "You have a very inquisitive mind. You study many aspects of the Arts. Choose well." Trace feels certain that this young man is Cor.
The next day, after a morning's travel, the group comes upon another set of ruins of about the same antiquity as the ones where they'd met Trace. Aliana finds the tracks of three orcs, but they are nowhere nearby. Trace takes a rubbing of some runes carved in stone, but the carvings are so effaced by time and weather that he can only vaguely make out a rune meaning "protect."
As the evening's camp is being set up, Aliana goes scouting. She whistles a phrase from the tune she had heard Nylene play; in her path appears a gray-haired male faun, and a younger male leans against a tree. The older faun is indeed Nylene's friend Neville, and he agrees to join the group for dinner. Neville and Rory talk about the layout of this land, mentioning that there are communities of goblins, ellyllon, orcs, and ogres. There's a goblin village about a day and a half away. Neville outlines some of his travels; he has been to Sapphire (capital of the Calventine Empire) and Gateway, and has even traveled through Dolyena and Bicarn.
That night, Chalker becomes aware of Mensep at his side. M: "Well, did you decide whether you'll take that message?" C: "'No' is still the answer." M: "Everyone's busy, but you're still in their minds and thoughts." C: "Where do you want us to go?" M: "I like that question. 'Where you'll do the most good.'" C: "Why is Yasseph mad at me?" M: "She's not mad at you. She's looking at the tactical advantage."
Crouching beside Aliana is a beautiful youth clad in long robes. "You've impressed her." Aliana asks, "Why are your First Chosen so interested in us?" The youth replies, "Some people become fulcrums and catalysts by the actions they take. Your free will is important."
Rory asks the boy he sees beside him, "How soon?" Glossing over the question, the boy says, "You helped the children. I have a special fondness for them." "What's the best question I could ask you?" Without hesitation the boy growls, "Which one of these people should I kill?"
Trace, again unable to sleep, asks the young man walking beside him, "Am I on the right path?" "Absolutely!"
In the morning Chalker asks, "Neville, how was your night?" "He wins." (The previous evening, someone had bet Neville that if he camped with us, he would receive a vision from the First Chosen.) Neville teaches Trace about some medicinal herbs that might help him sleep.
After some discussion, the group decides to follow the band of orcs. Staying on our current trail, Rory calculates that we should cross paths with them. As dusk falls after the day's travel, many campfires can be seen to the east-southeast. Aliana returns from her recon and describes the orc camp. There are about 120 orcs and 40 horses, as well as three or four ogres. The camp is set up with military precision, including a command tent at its center. In front of the command tent is a standard that blazes with magic, marked with a clan symbol, and a crate that also shows as magical. Visible holy symbols include those of the Mother of Night and of Gauder, and one particular tent is marked with the symbol of Asseraah. In the trees at intervals around the camp platforms have been built, each manned by one or two orcs with shortbows.
The group decides to capture an orc for questioning. After night has fully fallen, Trace and Aliana sneak close a platform. Aliana casts Daze on an orc, then hoots like an owl, which signals Trace to teleport with the orc to Chalker. Aliana climbs up so the patrolling inspector won't see an empty platform. Trace secretly casts a Wizard Eye before he leaves.
Trace casts a spell to make the orc easier to question. Chalker, wearing a heavy cloak that conceals his features, disarms the confused orc and then asks, "Do you know me, son?" "Yes, lord." "Where are you headed?" "Wherever I'm ordered to go." "Has my companion, the Mother of Night, contacted you?" "No. Her devotee, Fear, scares me."
The orc army originated from the village of Barrow Brown. Their commander's name is Oak Thief. The blindfold that the orc wears is made of enchanted cloth that allows the wearer to see in the dark. A dozen scouts are sent out every day. Oak Thief has been pleased with the gold and gems they've found, and the two 'magic men' are happy with certain other items.
Chalker asks questions to try to narrow down the location of Barrow Brown, but the lands the orc describes are not familiar to Rory. The orc doesn't know how far south the orcs traveled; they started back north three days ago. No, they never went by ship; the orc says he's never been on a ship in his life.
Chalker tells the orc, "This will appear like a dream to you. I would keep it to yourself." "Yes, my lord." Chalker knocks the orc out, then slings him over his shoulder and walks him back to the platform. Aliana casts a healing spell on the orc's bruised jaw.
The group decides to break camp and continue on the projected path of the orc army. Toward dawn, Aliana finds traces of an old road flanked by two tall oaks with a "shimmer curtain" between them. Chalker uses his power on a copper piece to move it through the curtain; he feels a slight shiver. He still has control of the copper, but it has disappeared.
Trace looks through the curtain from the other side and sees a dilapidated two-story manor with lightning-struck trees fallen around it. The mana level here is slightly elevated, and is aspected toward Protection and Air.