Sapphire:Sessions:20161008

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Sybonne, the seer who is currently a "guest" at the Dolyenan Embassy, believes she must have been unconscious for 8-10 days to have traveled from Mallow Bay all the way to Sapphire. Chalker leads her to the Bicarn Embassy and asks to join the ambassador for supper. After ten minutes, Chalker and Sybonne are led to a small dining room. Chalker is seated to the ambassador's left.

Chalker asks after news from the Coastal Kingdoms. The ambassador says he is aware that Prince Frederick is on his way to Sapphire to replace Chalker as the Dolyenan Ambassador. Chalker: "I'm sure you're going to be good friends... 'Freddie' might expand the embassy." Chalker asks if a certain property is still for sale, but the ambassador has no information. The ambassador is familiar with Mallow Bay, giving the impression he had been posted there at one time.

Branamin is getting feedback from the icon he created, and gains insight into the connection among the icons. He has studied some of the amulets -- two linked to Cor (one of which makes it easier to research magic), two linked to Ven (who was slain centuries ago by Aaoo), and one with a connection to Mensep. The other amulets are "blank," prepared for blessing or enchantment.

Branamin offers to pay some kids to run errands for him. "Let me know how much the Copper King wants for your service." He gives them small created items and explains that they are lovers' tokens. "They will vanish as soon as they are let go." Branamin takes a walk to relax and clear his mind, then returns to his rooms and begins writing.

Chalker and Sybonne proceed toward the Temple of Zeph. Sybonne reveals her divination of the Bicarn ambassador: "He is a dangerous individual with a bloody future... no more than a month from now." Chalker replies, "Freddie is 6'6", 350, and he's not fat." Sybonne relates that back in Mallow Bay, a man wanted to hire her for a reading on an artifact belonging to Frederick; she sensed danger to herself if she accepted, so she turned the commission down. The man was accompanied by a two-swords.

Sybonne: "I want to convince you that I am not a danger." Chalker: "Sung is like you, but I trust her more -- which is not a lot. If you attempt to hurt me in her presence, she will kill you."

They enter the Temple of Zeph. Sung's injuries have almost healed, and she will be ready to travel tomorrow. Chalker gives observance to Zeph, then as is his way, begins walking the perimeter of the main sanctuary, speaking aloud. "If I proceed rightly, I have a 50% chance of being killed. If I proceed wrongly, I have a 90% chance of being killed. Those don't seem to be good odds." A young acolyte appears beside him and says, Your petition finds my favor. Chalker: "Why was Ven not your consort, rather than Aaoo's? I feel the two of you are a better match." Things change and responsibilities differ. Some of us are more constant than others. Ven was a center point around which most of the Chosen moved. I was not totally aligned with Ven.

Chalker: "What did the Venettians do that you stopped them? I am getting close to the answer." It is dangerous. Knowledge must be gained and interpreted for healing to occur.

Chalker writes in his journey book, "How about we leave at 9:00 tomorrow?" Shawna and Branamin acknowledge; Ahn-Lee has a mandatory assignment from his guildmaster.

Chalker instructs Sung, "Be at the embassy by 7:00am; I will have duties for you tomorrow... Zeph gave me life advice -- about keeping mine. Whenever they tell you you'll get what you deserve, be afraid." He tells Sybonne, "Go introduce yourself to Rory Borealis, but don't do a divination. Then introduce yourself to Bajeeter at the Boar's Head. Then join the Mage Guild, find Trace Dreygon, and tell him your situation."

In the morning, Chalker, Shawna, and Sung have breakfast in the embassy's kitchen before proceeding to Old Town, where they meet Trace. Chalker tells Trace to expect Sybonne to call upon him. Branamin flies in, in owl form, arriving five minutes late. The group descends into the room containing the Venettian portal.

There is an odd resistance to the gate's opening, so Shawna insists on stepping through first. The room on the other side is 30' x 15', magically lighted, with granite walls and a steel-banded oaken door. There are shelves and display pedestals all around, empty and free of dust. Shawna crosses the room and opens the door into a corridor 10' across. Words are engraved over the door: Claimed and Carved by Cray Stonemover / Welcome but Beware. She tells the others that Cray Stonemover was a great dwarven mage, craftsman, and explorer who lived some 1500 years ago and was one of the founders of Helm's Deep. He lived to be at least 300 years old, then vanished while exploring.

Chalker looks up with his penetrating vision; there is at least 20' of solid stone above them. He lifts up the bell-shaped glass cover on one of the pedestals and picks up the tiny gold warhammer that had been hidden under an illusion. This sets off a beacon. Chalker immediately and repeatedly lays claim to "my hammer" and asks Trace to keep it for him until he returns.

Branamin admits that he needs to rest, as the spells he used to reach Old Town have drained his mana. Chalker rebukes him for not using powerstones instead. Branamin is very curious about the portal crystals and the Venettian gate technology.

Shawna scouts ahead until the group comes to a room with two stone lions facing a door that opens outward. The lions and the door are magic. Shawna pats one of the lions on the head, then casts Lockmaster on the door, which opens into an ale cellar. She locks the door behind them. They emerge into an abandoned dwelling which includes an alchemy lab.

Chalker buys horses and tack for the ride to Helm's Deep. One of the horses particularly likes Shawna.

Helm's Deep, located 1200 miles east of Sapphire, is built on the side of a mountain. Mining is the chief industry, and there are several tunnels cut into the mountain. 80% of the population is dwarven, and doing business in the market square are also Winged Ones, humans, and goblins.

Shawna senses that the gray pentagram lies through a particular tunnel. The group pays 4cp for all-day access to the tunnel, and are instructed that they must be out by sundown. They are given brown badges to wear.

In the marketplace inside this tunnel, Branamin haggles for a nice ring.

A dwarf lounges beside the door that Shawna senses leads to the icon. The group exchanges pleasantries with the dwarf, then Shawna unlocks the door and the group rushes in, the dwarf shouting for help behind them.

They descend a spiral ramp to the level the icon is on. A dwarf armed with a warhammer and a battleaxe steps out from a camouflaged side tunnel. The group explains that they have business there, and the dwarf says, "I'll take you to Gamm-Tee and he can decide." He leads them through an illusory wall.

Sung observes, "These dwarves seem 'funny' even for dwarves." Chalker: "They seem less than the dwarves I've known." Chalker reads the dwarf's aura: The dwarf has been in the presence of demons for some time; has the Seeker talent and the lowest level of Magery, and is a zealot.

The dwarf leads them into a large chamber with a 9' ceiling, lit by mage globes. Spread out on a 15' table are maps and parchments, and behind the table are Gamm-Tee and several other dwarves, including two mages. Chalker senses that Gamm-Tee has been in the presence of demons a great deal; the dwarf is very strong-willed and fanatical. The group is introduced as Chalker Jackson, Redfalcon (a name that causes recognition and murmuring among the dwarves), Seven (Branamin in jaguar form), and Moon (Sung).

The ensuing conversation is brief. Gamm-Tee slams the gray pentagram onto the table and declares he will not part with it. Shawna lifts up her voice and invokes Santash, and a swirling effect appears over the table. "Who will join with me to teach these the error of their ways?"