Sapphire:Sessions:20190112

From Ages and Alternities
Revision as of 14:02, 21 January 2019 by Wikiadmin (talk | contribs)
Jump to navigation Jump to search

Alastor, Chalker, Shawna, Scout, Cal, elven rangers Tara and Solant, and ranger wardens Solbandin and Maize make their way to Wicera. They catch up with Sonya and Dinah's combined group shortly before arriving in Wicera the evening of Dark Days 17.

Shawna introduces Dinah and Sonya to the elven elder Sa'tire Belandrie. She debriefs him about the 'anomaly' and shows him the 13 pieces of the artifact. He informs her that "something with a reptilian feeling" is preventing the merfolk from entering Colvin harbor, though ships are seen to pass freely.

Shawna tells Chalker about the developing plans to destroy slavery and the slave trade in Malprin. She intends a rapid strike to eliminate the royal leadership and the slave merchants.

Chalker, Shawna, Alastor, and Cal return to Sapphire. Chalker writes to Ahn-Lee to meet him at Envoy Manor, where he tells him about the Malprin invasion and all the concentrated wealth to be had.

Shawna explains, "This is not an invasion, it's a coup d'état." Troops and ships are being gathered in Wicera and Saxony.

The group will visit Colvin through the hidden Venettian gate, and each person will use their unique talents to gather intelligence and generate ideas ahead of the attack.

Shawna's personal mission is to liberate the dragon spirit that is imprisoned in Colvin. She has been given to understand that she will need to place the thirteen pieces of the artifact at thirteen "anchor points".

Ahn-Lee gives Jeeves a message to be delivered to Tron Ironsinger in case he's not back by the 23rd.

Alastor borrows some "high-class merchant" clothes from Chalker.

The group emerges in Colvin under the cover of night. Alastor locates an herb shop called Happy Leaf. He introduces himself as an alchemist who would like to open a shop, so would need herbal supplies. The herbalist would welcome a new market for his wares, though he adds "We've lost a lot of shipments... we need new connections" at least in part because many countries no longer engage in trade with Malprin. Alastor locates three apothecary shops in Colvin.

Ahn-Lee checks out the night scene. He observes a thief communicating with a bartender. He tries to pick the thief's pocket; the man puts his hand over his money pouch, turns to Ahn-Lee, and says, "Professional courtesy, please." Ahn-Lee buys him a drink and engages him in conversation. The thief says, "Not many visitors pass through Colvin... pressure from the northern countries... The 'big boys' might free their slaves but keep them working." Ahn-Lee: "Who's got the power to free them?" Thief: "King Kolton rules the roost... The palace is well-protected by Protectors and royal guards... Technically, he owns most of the 'good stuff'... He's a stubborn SOB, looking instead for new markets..." Ahn-Lee: "Doesn't sound like a long-term solution for me."

Ahn-Lee wanders near the palace. The obvious guards seem attentive but there's something "off" about them. He figures there are a couple of them he could easily sneak up on. He doesn't spot any unguarded entry points.

Chalker expresses great interest in the dragon spirit. Shawna shows him an "anchor point"; it looks like a memorial with a small shrine to Gauder. Chalker sees no aura. There is resistance to his penetrating vision, but he sees blue-black scales inside the memorial itself. Chalker suggests placing all the artifact pieces in the anchor points tonight. Shawna tries to place the first piece, but it resists fitting in, and she gets a bad feeling. "The powers that be are telling me that this is not the right time." They move away from the memorial, and five minutes later two heavily-armored horsemen gallop up. Their features are blurred. "Protectors," murmurs Shawna disdainfully.

Twelve ships are in the harbor: five small merchant/slave trader ships at the pier, three Malprin warships, two ships from somewhere to the south, and two large merchant-type ships -- the latter with no lights showing, no visible crew, no sails rigged, anchored about 90 feet out. Chalker is immediately intrigued by the dark ships. His metal sense tells him neither ship has an armory.

Ahn-Lee realizes he's picked up a shadow, and Alastor spots at least three people. He notices signals being exchanged, then a man staggers to the door of a nearby bar and opens it in front of Ahn-Lee, loudly inviting them inside. In the same loud, slurred voice, the man repeatedly blurts out that Ahn-Lee owes him money "since I opened the door for you." Ahn-Lee sits at the bar and says a code word to the bartender, who serves up a beer and mutters, "Take your drink to that booth in the corner. He'll be with you shortly."

The "drunk" man staggers up, now insisting Ahn-Lee owes him a drink, and slumps into the booth across from Ahn-Lee. In a lower voice he says, "Call me Rolf Vernay. Who's the mark? The fancy one that came in after?" Ahn-Lee: "How high of a 'mark' would you go after? What's the going rate? How soon?" Rolf: "That would be 'midrange'. I could do him tomorrow night for one gold. Five silvers now."

Rolf takes his beer, lurches over and sits right next to Alastor. "You owe me a beer." Alastor: "You were checking me out. Why?" "Tell your buddy, thank Delsa I didn't kill him -- he'll make a good client." Rolf leaves, no longer playing drunk.

Alastor lip-reads a conversation at another table. "Bringing up slaves from the south that know how to fight." Alastor and Ahn-Lee leave the bar separately.

After several moments, Shawna says to Chalker, "The dragon spirit permeates the entire city, very faintly. It is blocking the harbor and summoning the protectors."

An unseen spy takes note of each of the four from Sapphire and slips away unnoticed.

Around 10pm Ahn-Lee slips inside a window. The bored guards are easy to avoid. Twenty slaves are being held here. Ahn-Lee quickly figures out the marking system; these slaves are fighters. He stealths up to a corner cell where a man lies prone on a hard cot. He asks, "You're not cold in there?" "No," the man answers without opening his eyes. "I've been here four days, five hours, and ten minutes. Brought here from north Malprin, Don's Cove. But originally I'm from south of Shalaret on the island." "I'm surprised you let yourself get caught." "It was a surprise." "What if the cell doors were unlocked and you had a weapon?" "I'd look for my owner and find out who to fight." The man claims he's 'incapable' of escaping. "Name's Chun. I'm a very good fighter. My specialty is the throwing disc... If we meet again, I hope by the First Chosen we're on the same side."