Friday, September 7, 2012

Session #24: the Charge of the Light Brigade...


{Game clock resumes at 12:01pm 03/23/3200:  Session starts off with a re-cap of the last game and getting everyone back up to speed… then everything goes pear-shaped.  I’ll summarize the remainder of their time in the army camp so as to spend more time on the important bits that happened later on.}

Milo informs everyone that the spring equinox will soon be upon them and that this is one of his holy days as well as the traditional day upon which campaigns begin in the north lands.  He informs them that this is a good omen and the most fortuitous time for them to undertake the next part of their journey; so they decide to scrap plans for leaving with the third wave and start looking into new options.  Thingerlun has been talking and searching amongst his wizardly compatriots within the army camp and looking for a way to short-cut all the remaining travel, and he cooks up an idea that he then sells to Dwight…

The Plan:
Scrap the remodels and such and get a couple of regular mule-powered wagons and a bunch of pack mules so the whole company is still mobile.  Thingerlun has tracked down several wizards of his order that can cast the Planar Step spell, but none of them will risk performing the spell as a ritual and that is the only way that everyone can be transported.  So Dwight informs his commanders that it is imperative that they order the wizards to comply.  The reason for this is simply that no matter how the company preps, they will never be able to push their way into Blessings Be with a frontal assault; the town is already 80+ miles behind enemy lines… and the Empire cannot risk the Scourge getting their hands on a creature with perfect fore-knowledge! 

The Commanders agree to the ritual which is only 4 days long; so they will save a significant amount of time and probably catch the orc horde by surprise.  Unfortunately, when the party approaches Archie and asks him if he will bring the engine with him when they jump to Blessings Be he says, “Guild engines are too big to travel that way, and I’m not going to let them cast any spells on me or my equipment… but I hope you folks have a safe journey.  Thanks for the up-grades.”  

There are 6 wizards that are able, but they refuse to work together, and in the end the ritual is performed by 3 wizards… the spell ritual fails and one of the wizards disappears in a swirling purple vortex.  It takes 3 days to convince the remaining wizards to try again, but by then the first of the “Embers” of the Phoenix Lord’s return are spotted on the horizon.  Everything in camp stops for the 5 day observance of the Equinox.  Over the course of the next few days the shadowy arch of Valdreth continues to narrow, pressing into a single line in the heavens due east with the sun rising behind it.  The sparkles and comets of golden light climb from the horizon brightly at sunrise and blotting out the “the celestial shadow demons” (See post XX for details on the Skies of Áereth) growing and waxing in intensity until neither golden embers nor shadow demons are seen.  The arch of Valdreth begins to separate and the days are noticeably longer.  By the time the holy days have passed and the ritual is completed on the 14th of April; the third wave of the army has been on the road for 4 days; but this time everything goes smoothly and the party is transported instantly to their destination.  {Ritual total was 41, (16, 17, and leader got a 25) this could have transported the entire army, but the wizards were under orders not to transport any but those within the circle.}

 As they transit their way through the purple nothingness between spaces, they all see the missing wizard screaming silently and falling away from them, dwindling in size until he vanishes in the haze of distance.  Everyone within the casting circle ends up exactly where they are supposed to be: the road junction with the path to the Temple.  It is 1pm on April 14th and they have still managed to save themselves nearly 9 days of travel.  However, they are at least 80 miles behind enemy lines without any support beyond what they brought with them.  They spot a trio of colossal draexodons each carrying a howdah with a platoon of orcs just outside of maximum short bow range to the south.  The road to the temple is un-powered and leads uphill to the east for less than a quarter mile to the entrance.

The orc patrol spots them, hauls around and begins to advance upon the new arrivals: screaming and working themselves into a hateful fervor.  The extremely large quadrupeds wear leather barding along with the howdah on its back.  They are powerful beasts about half the size of the coal car of Archie’s train, but they are not the fastest of creatures even when they aren’t pressed into service as transports. Fortunately for the travelers, they had pre-deployed the buggy, and everyone was already packed onto the wagons.  All the pack mules had been distributed evenly and lashed onto leads, so it was decided to make a dash for the temple.  At least the high ground would give them the advantage.

Thingerlun thinks to Sythrixis; Hey, how many of us and our gear could you hide with an invisibility spell?

Sythrixis;  A fair few if the spell goes well and I can maintain my concentration.

Thingerlun;  Do it!  The best you can!  To everyone else “Try to stay together! I’ve got an idea!”

Sythrixis lands at the center of the cluster and gets a 27 on the spell check which is in fact sufficient to cover all of them, but they fail to realize that they still leave a trail that even orcs can follow.  This tactic does allow them to get nearly to the plateau where the temple doors are closed tight before the spell wears off.  The orcs had found the trail and followed it up the hill but not at any great speed, so they were only just inside maximum short bow range, but still too far to sprint close enough for melee combat.  The adventurers got the advantage in the initiative, and Lex spotted the weak link in the enemies plan.  Each of the beasts had a drover that was lightly armored.  She figures that without anyone to direct the beasts the orcs would have a really bad time and be too busy to cause trouble.  She took out the lead drover with one clean shot that arced high and then pinned the drover to the howdah behind him.

Dwight, Bob and Thingerlun advance back down the hill a short distance and manage to take out the other two drovers.  Dwight kills the drover of the last beast in line; Bob misses, but Thingerlun managed to conjure up a screaming eagle that did enough damage to the drover of the middle beast that he simply vanished into a glowing ash.  The Draexodons buck and gyrate in fury as the orcs try to get control over them, but most of the orcs are thrown and trampled as the beasts head away from the danger.  The company sets up a defensive perimeter around the entrance to the Temple.  The huge brass doors are each10ft wide and nearly 20ft high.  Lex examines them and declares them unlocked and safe to open.  Dwight gives orders to have the door opened, and several of the troops rush forward.  The doors are well balanced, but it has been a while since they were opened and they squeal a bit as they are pushed inward to reveal the grand entrance hall.  It is a simple affair of polished white and gold marble that is as wide as the doors and just as high.  The hall drove straight back into the hill for less than 40ft and there were several alcoves carved out for statues of Arden Brightheart in various poses on either side.  There are scattered leaves and debris on the floor, confirming for them that they are the first to enter in some time.  This is taken as a generally good sign.  Dwight starts to organize who is entering and who stays to guard the entrance while Bob goes in and checks for traps and the equipment and mules are brought into the temple.  The company had been organized into “front line” and “archers” back at the depot based upon their talents.   The archers stay and along with two of the steam knights, one of the wizards and one of the clerics to defend the wagons and entrance.  Everyone else follows along into the temple after Bob. 

As their eyes adjusted to the lesser illumination within the temple they see that there is a wide, natural looking cavern that branches off to their right, and a smaller carved tunnel branches off to their right. Milo drops into prayer and asks “Which direction will take us to the Dread Watcher by the quickest pat?”  A few moments go by and he points to the left with reasonable assurance.  They head out, but Bob gets in their way and stops them just in time to avoid the statue that is rigged to collapse on anyone heading towards the left hand tunnel.

Dwight pulls out the sword of conviction; “OK, what can you tell us about the layout and such for the temple, secret doors, number of levels?”

Sword cheerfully; “Sorry, can’t help you there.  I have no idea.”

Dwight, annoyed; “WHAT!  You were in here for centuries, so you say!  How can you not know anything about the layout?!”

Sword, smugly emphasizing itself: “I… was pinning the Dread Watcher to the wall in an old cave.  The humans built the temple around me; I never saw anything but the room I was in.”

Hearn; “But what about when you were stolen?  You must’ve seen something then?”

Sword; “Nope… the thief put me into a scabbard and then tossed me into a sack.  Didn’t see anything outside the chapel where I resided for the better part of 1400 years.  Sorry.”

They set out again, but they need to move 2 by 2 down the hall with Bob in front, followed by a Gavid, Ffwylldyr, Khrasus, and the remaining Steam Knight and the rest waiting to go down the hall.  Everyone was so intent on looking at the floor that they missed the inky black shapes unfurling in the shadows above them.  Gavid and Ffwylldyr are enveloped by these black octopus type creatures and hauled back up to the ceiling.  The critters have eight tentacle legs have membranes connecting them and end in vicious hooks.  The result is a ‘bag’ that is more than sufficient to envelope even a large creature.  In the instant before the fracas begins they see that Gavid’s boots drop to the ground and still have his feet in them.  There is no struggling inside that critter, but Ffwylldyr’s feet are still twitching and kicking. 

The ceilings are 15ft high so Bob gets the steam knight to lever him up, but the knight overestimates his strength and accidentally tosses Bob about 20ft back down the hall.  Bob escapes with only minor injuries.  They try again and Bob succeeds at cutting the critters attachment to the ceiling while several of the others are using spears to kill the other one.  Milo tries to cast Bless but fails and has to spend time after the fight praying for forgiveness.  Hearn Blesses Bob to aid him in his attempt to cut Ffwylldyr out of the critter, Milo casts paralysis on the creature and Bob manages to open up enough to let them see the partially dissolved face of the Bard.  Lex poisons the creature with one of her ‘special’ daggers, but it is too late… the Ffwylldyr is dead.

Milo consecrates the bodies.

A few moments later Lex and Bob set out down the hall; each of them checking floor and ceiling until they find two doors, one on the right and one on the left directly opposite each other.  In a display of synchronized ditch digging Lex goes right and Bob goes left.  Lex discovers that her door is blocked from the inside and can hear something moving around inside.  Bob discovers that the door he is examining is locked, but he deals with it deftly and pushes it open ever so slightly.  He sees that the room has benches in it and murals on the walls.  There is a soft golden light illuminating this room, but he cannot see what it is.  Everyone decides to check out that room first and they push open the door to see a strange scene. 

There is a black robed and hooded figure transfixed by fancy magic sword and pinned to the wall on the opposite wall to their right.  It is the sword that is emitting the soft golden glow that lights the room.  Bob, Dwight, Lex and Milo are the first ones into the room, and when Dwight sees all of this he must succeed at a willpower save against the sword’s ego… and fails.  {Player says nothing… just bows his head and hands me the character sheet.} Dwight then screams, “Destroy the sword!” and charges at the transfixed figure; leaping from bench to bench.  When everyone else sees this there is a moment of horror that passes over their faces as the same thought seems to occur to all of them at the same time. 

The thought might have gone something like this: “The sword of conviction is supposed to pin the Dread Watcher to the wall immobile and imprisoned, the scene in front of them suggests that that nothing is wrong here and that they’ve been duped into carrying a false sword to the temple in an attempt to get them to actually free the Dread Watcher.”  {Although the Player’s thoughts were probably more along the lines of; “That bastard tricked us!!”}  They immediately suspect Dwight is possessed by this ‘false sword’. 

Bob tries to kill Dwight, but misses.  Hearn fails at her attempt to use Command, Lex misses her shot, but Thingerlun successfully casts Sleep upon Dwight before he gets more than halfway across the room.  Dwight falls between a couple of benches and they secure him while they try to figure out what the hell is going on.  They check out the room in a lot more detail and notice the murals that seem to depict the opposite of everything they’ve been told.  The scenes show the Dread Watcher as the hero and Arden as the fiend that needed to be vanquished.  This just seems to confirm their suspicions.

{And all I did was describe the room… the rest just seemed to explode entertainingly around me.}

Bob: “OK!  Everyone gather around we need to figure this out! Lex, you and some of the rest watch the hall for any trouble.”  Everyone sorts themselves into the room and they start to rehash everything they know about the Dread Watcher. 

Thingerlun; “Sword, why have you tricked us into coming here to destroy the true sword of conviction?”

Sword, indignantly says; “I’M the true sword!  That is the false abomination!  IT must be destroyed!”

Thingerlun; “Riiight.  And we’re supposed to believe you?  It’s obvious this place hasn’t been entered since the thief supposedly left here, and then we find that the Dread Watcher is still hanging on the wall like a beef curing for market.  So tell me again, what is your goal, why have you brought us here?”

Sword; “To destroy the Dread Watcher!  To keep his power of Perfect Foreknowledge out of the hands of mortals… it is a power that you shouldn’t have.  It’s dangerous!”

{That is when a previously vague notion that had been lurking about in the backs of their brains pounced out of the shadows: they were fighting a creature that is supposed to have the ability to accurately predict the future…}

Hearn; “Well, if it can predict the future, then doesn’t it know who we are and what we’re going to do next?”

{Oddly this thought just amplified their sense of existential horror…  I love it when a plan comes together so nicely.}

Lex says from the doorway; “I guess the important question is: ‘what is the nature of Precognition?’”

They all turn to Thingerlun and Milo to answer this question… and while they cogitate upon the nature of Precognition, Hearn decides to take a more practical approach.  She casts Detect Evil and starts to survey the room in detail… including a rather candid search of Lex Anne. 

Lex; “What are you doing?!”

Hearn, impassively; “Detecting for evil.”

Lex says exasperatedly; “I’m NOT EVIL!  Now go look around the rest of the room!”

Bob turns to Hearn; “So, what do you see?”

Hearn; “Well, she’s not evil, but the sword and several splotches on the walls where some kind of evil spell has been used to mask them over are most definitely evil in nature.”

Bob; “What about the sword in Dwight’s hands?”

Hearn; “No, that sword isn’t evil.”

The conversation returns to the idea of precognition and Milo and Thingerlun tell everyone the following;
Milo; “Mortals, have never been given the ability to see the subset of ALL possibilities, which is the preview of the gods…”

Thingerlun; “Even if mortals can see the nature of the events, there is still no context for the events witnessed and the observer invites their own biases into the interpretation.  If this creature truly possesses the ability to accurately predict the future then how was it imprisoned the first time?”

Sword in Dwight’s sleeping hands; “Bravery!  Arden’s entire company died to get him into position to make the final strike, and he had to take a mortal wound to accomplish the deed!”

While this is going on, Bob finally gets up the courage to go over and examine the golden bowl on the altar at the front of the room, and then sidles over to the corpse pined to the wall.  He sees that the sword is glowing, but otherwise looks just like the sword in Dwight’s hand.  The corpse and his robes don’t appear to be that old, a few years at most.  He looks at the walls where Hearn had shown the ‘edits’ and he comes to the conclusion that this was a trap designed to fool them into killing one of their own and taking the real sword far away: possibly even destroying it.

They decide that ‘perfect’ precognition might not be so perfect after all, but that their enemy probably still knows a great deal about them.  They wake up Dwight, who succeeds at his willpower save this time and after he is briefed on what happened during the last half hour that he can’t remember: he wanders over and smashes the faux sword with one mighty chop from the Sword of Conviction.  They decide to take a better look at the entrance to see if there are holy runes or wards that are still intact or if they have been destroyed.  It takes them a few minutes, but they find them inlayed with gold into the door-jam, and threshold.  The Ward is still active, which tells them that the Dread Watcher must still be in here somewhere.

They circle back to the natural grotto that they passed over earlier and see that there are a few steps down into a pool of water that is of indeterminate depth.  The cavern itself is probably less than 50ft across, but the pool of water covers most of the cavern’s floor.  There is a large marble statue of Arden Brightheart in the center of the pool wearing full platemail armor inscribed with the religious symbol of Thormyr.  The long dead hero has a penitent, kneeling posture and is looking directly at the entrance to the grotto.  Lex tosses a copper coin into the pool and offers a prayer to the dead hero and thanks Thormyr for watching over them thus far.  She spots the submerged ledge that circles the cavern and points it out to the others.

Milo, Lex, Dwight, and Bob are standing side by side on the last step above water, peering out at all of this when Lex points out the ledge that is actually the extension of the last underwater step when two sets of skeletal arms lurch out of the pool.  One misses Bob, but Dwight is Paralyzed and pulled deep into the pool.  The sword in his hand begins to emit soft silver light that reveals to the party that there are two undead humanoids lurking at the bottom of the 10ft deep pool; along with a couple other inanimate bodies.

Milo grunts, then says; “Lacidons.”

Thingerlun; “What’re those?”

Milo; “Ghouls that live in the water ‘cause they drowned.  Watch out, they can paralyze you with a touch.”  He then holds up his holy symbol and invokes the power of Ormazd to cast away the minions of darkness.  The results are so powerful that his aura of light concentrates down into a beam that lances out from the golden sun disc medallion in his hands to strike the nearest of the foul creatures leaving a sizzling, streaming trail of bubbles in the water and both of the lacidons scramble to the back of the pool trying to escape the righteous power emanating from the cleric of the Sun God.  Several of the warriors are tasked to help Milo with destroying the fell creatures while Lex and Bob perform another amazing display of synchronized ditch digging.  This time she dives for the jumble of bodies at the near end of the pool, and to help drag Dwight out of the pool for Hearn to check over.  At the same time and without prior planning, Bob dives in and swims to the statue and begins to check it over for traps and clues. 

Hearn directs several of the soldiers to lift him up by the ankles and let the water drain out of his lungs before the paralysis wears off and then casts Detect Magic and looks into the pool.  She sees that there are some magical crossbow bolts and a mace that glows with arcane power.  Lex brings them up to the surface without having to be told that they are special… she assumed that since they weren’t tarnished or otherwise degraded from their long submersion that they needed further study.  Bob finds the placard which reads: When strength of steel in trouble fails, Silent reverence shows the way. / Arden’s arm was strong and true, but ‘twas his faith that won the day. Is what he reads out to everyone, then, “What the hell does that mean?” 

Before he delves into that he also notices that the statue is well balanced and can be rotated to the left or right rather easily.  He spins it around a couple of times while everyone else ponders the words and discovers that there is a slight ‘catch’ in the rotation when it passes over a certain section.  “Everyone get ready for anything strange!  I think I found a secret trigger for something.” And he sets it in place without even waiting for anyone else to really understand what he was doing.  A section of wall on the far side of the cavern lowers into the floor revealing another room.  The heroes of Silverton make their way over to the new room and leave their retinue to guard the entrance.

They find a cloister that is maybe 5 paces on each side, but was oriented at 450 from the entrance.  It is packed with a desk and shelves on their left and a chest of drawers and cot along the right hand wall and there is a petrified corps in robes upon the cot.  A few dozen flies are flitting about the room and everything is silent but for their breathing and the buzzing of the flies.  Then they see a translucent copy of the dead humanoid rise up from the corpse.  “BE GONE FROM MY CURSED SANCTUARY!  LEAVE THIS PLACE OR SUFFER MY WRATH!!!”
{Game clock suspended at 2:30pm 04/14/3200}

Friday, August 31, 2012

Session #23: So you're in the army now...


{For the record... I embellished some of the NPC's responses here, but nothing that changes what the players know.  I just decided to spice things up a bit with the descriptions and scenery.

Game clock resumes a little after dawn; 03/07/3200}

***
For a few blissful hours after they arrive, there is a sense of relief, even one of security if not safety while they wait for the bureaucracy to catch up with them.  The can see that the camp is a nest of tremendous industry and activity, but all of it is mobile to one extent or another.  Off in the distance they can see that the city farther down the eastern slope of mountains they had just crossed; it has smoke from several fires raging through different sections.  The camp itself has several black-smithies, a mobile Guild Foundry along with hundreds of tents and temporary structures to process and house the ever growing ranks of the Imperial Army.  Dotted here and there are the camps of mercenary units each with their specialties. 

The clergy of the Empire are well represented within the camp; Gorhan being the embodiment of honorable battle is the most prevalent, followed by Justica the Incarnation of Justice and wife to Gorhan.  Soleth the Sheppard and Protector of Souls also has a traditionally strong presence in military affairs due to their healing abilities, but mostly because the temple of Elyr has the unsavory practice of healing friend and enemy alike… which has a nasty habit of prolonging any conflict.  The fact that She is unwelcome doesn’t deter Elyr’s faithful from establishing a large contingent of the Temple of Blessed Relief, but it is set off and apart from the actual military camp.  

 Milo is disappointed to find out that Ormazd is not a very popular God within the Empire due to the fact that the Clerics of the Sun chose not to take sides in the civil conflict between the Empire and its Southern Province.  Additionally, the temples of Ormazd are found mostly in that province and elsewhere in the sandy dunes of the Lost Lands, so there is a general disapproval of his presence.  Fortunately Ormazd is the father of Gorhan and there is no escaping the fact that Milo outranks every other cleric here of his level or lower; with the only exception being the clerics from the Order of Soleth.  It is this rank that actually affords the adventurers some status and means the Commanders will at least have to listen politely to them before sending them off to fates unknown.

The first tendril of the Imperial bureaucracy to arrive is the Guild Road master for this line. On officious chap being carried about on a desk that has a half-dozen legs sticking out from underneath; a chair was affixed to the side opposite the viewer and there was a rather garish umbrella on a metal pole to protect him from the elements.  He had not seemed to be at all pleased by Archie’s tardiness and the Road Master wandered off with Archie following upon his cart… the two of them deep in a discussion that got more animated as they got farther away.  The Heroes of Silverton get the feeling that Archie is deep in one of the most important arguments of his life. 

After a little while a pompous looking man in robes arrives at their camp followed by a parade of servants each seemed tasked with carrying several thick tomes bound with heavy locks as well as several pieces of a portable office.   A few moments later most of the travelers from Silverton are gathered around as the servant’s dash about, efficiently setting up the desk and chairs and have his writing implements set for him as he sits down in front of an opened ledger.  He takes his quill from a servant who has inked it for him.

“I’m Lord Reginald of the Imperial Registry and now Quartermasters Office.  You have answered the call to duty and the Emperor salutes you.”  This was a practiced speech and not one that he seemed to particularly care for, or even believe.  He continues in the same disinterested voice, “Now, who are you that your service may be recorded?” The party of dungeon delvers decide to let everyone else get processed first, and when it is their turn they give their names and other pertinent information to the Lordly Scribe and then Milo takes full advantage of his rank, “I really think that the first order of business is to arrange an audience with representatives from the temples of Gorhan, Justica, and Thormyr.”

Lord Reginald is shocked at the audacity of being spoken to in this fashion and he blinks a few times not quite sure how to proceed.  “And why would you be important enough to merit such attentions?”

Dwight, in a deep flat voice; “That’s why we need the clerics here.  Without them no one would believe us anyway.”

This was most assuredly NOT the answer the lordly burocrat was expecting and as such he seemed more intrigued than annoyed.  A servant was waiting for him as he snapped his fingers, and the lord speaks over his shoulder absently, “You understand the requirements…?”

“Yessir!” and the servant is off and running even as Lord Reginald is vaguely waiving his hand.  Not once having even looked at the servant.

He continues, “Very well, but for your sake I hope this is not an attempt to avoid your duty, or worse… wasting my time.”

After the representatives from the various temples arrive, each of them tells their story; only leaving out things like treasure acquired and the part about handing over the key to the gypsies; but each of them makes sure that they are standing firmly within the Aura of Truth projected by the clergy of Justica.  By the time they are done there are several more clerics of Justica on the scene creating overlapping fields of influence just to see if these people had found some way to circumvent this divine power.  As the heroes stories come to a close Dwight turns to the clerics of Thormyr and unwraps the Sword of Conviction and says; “I think this belongs to you.”

Sword; “I belong to myself and the goals for which I was crafted by the hands of the Arch-druid Cyramath 3262 years ago!  My destiny was determined long ago and Thormyr guards the way to my future.  I have killed giants, and dragons, kings and paupers: but I was made to slay the Dread Watcher!”  The Sword knew this was likely its only chance, and was aided by the fact that it need not stop for breath, “It all started back in 1806 when the Red Emperor, the last Demon-King of Old Nimoria commanded the greatest demonic army ever summoned so that he might rid the world of non-human filth.  He ordered his arch-mage to devise the necessary rituals and in his researches, the Demonologist known as Skullshank summoned forth the entity known only as the Dread Watcher to instruct him.  It is a foul creature that has the power to see the past, present and future with perfect clarity and accuracy, and it told Skullshank that the Emperor’s command could only be fulfilled upon the solar eclipse in the summer of 3202.  Skullshank was ordered put to death, but the Emperor chose to summon his own army and to rely upon the Dread Watcher to help him crush his enemies.

But the forces of the Elves and Daenkelder still proved too much for his demonic horde, so he turned his attentions eastward to Kothia.  That mighty nation would have fallen were it not for the brave efforts of Arden Brightheart, myself, and his loyal company of soldiers.  We had lured the Nimorian forces deep into Kothian territory and hidden ourselves within a cave that had been blessed by Thormyr himself to shield us from the evil eyes of the Dread Watcher.  Thus vexed, the vile creature was drawn to the cave and there we did battle!  The brave and loyal company died to a man trying to contain the vile being once the trap had been sprung, but in the end it came down to Arden and I to vanquish the Dread Watcher for all of time and Arden allowed himself to be struck a mortal blow in order to skewer the foul spirit.  And his strike was so powerful that it pierced the Dread Watcher and pinned it to the wall of the cave where it remained as my ossified sheath for thousands of years… until that greedy beast of a man pulled me out and shipped me off like third rate luggage!  Then I was put in that awful cell until this uncouth man delivered me here.”

All of the Priests of Thormyr were pale by now and one of them stammers; “Then the Dread Watcher walks freely again?”

Sword; “For a good many months now… weren’t you listening?”

Different priest of Thormyr; “Yep.  That’s the Sword of Conviction all right.”

Dwight; “So it’s yours then?”

Priest of Thormyr; “No!  Our lord has chosen you. So it is up to you to complete this task.”

Sword; “May the Gods help us all…”  the rest is muffled by Dwight rolling up the sword into the leather sheet and then bound it off and secured it on his back again.

By now several of the officials and lords that were actually in charge of this camp were making alterations to their plans and handing over samples of the silver polish and distributing copies of the formula to the alchemists.  In the shuffle the commanders decided to formally assemble the Heroes of Silverton into a ‘Detached’ unit on special assignment.  They ask who is in charge and everyone but Dwight takes a step backwards… and that’s mostly because Bob got behind him and wouldn’t let him move.  The commander of the camp grants Dwight the field promotion to Knight-Sergeant of the Realm.  They tell him to report the command structure and coat of arms to the Registry and then recruit such troops as will volunteer. 

After this the meeting breaks up and the adventurers move back into the familiar surroundings of the train that they have lived in for the last week.  Of those who left Silverton, only the deankelder who finally introduces himself to them as Khrasus of Soulgrave, a weapon smith and mercenary by trade; Lex Anne, and the Gavid the Huntsman.  The rest were swallowed up into the camp and off to their various fates.

They appoint Milo as second in command, and Archie is the Quartermaster, so that makes him third in charge of the company.  Archie retains full command over guild property and they are not happy about the detached duty status… the Engineer's Guild likes to know where every engineer and piece of equipment is at all times.  As Dwight is briefed on the military command structure and their overall plan they ask him if his unit will be going with the 1st, 2nd, or 3rd wave of troops, or whether they will set their own schedule.  The first wave leaves in 4 days and then the others follow in 2 week intervals.  They decide to travel with the army on the third wave so they can take maximum advantage of the army’s resources and supplies; but most importantly, because they want to stay informed about all the latest developments.

The rest of the session covers the first 16 of the 32 days before they set out towards Blessings Be.  Most of this time is spent figuring out if they want to keep the passenger car and add personnel or drop the car and travel lighter with a minimum complement.  Archie says the pluming can only handle 30 more people beyond everyone that is already here.  {They go for the cannon fodder… I mean extra troops.Two of them are 1st level clerics of Elyr named Ethel and Nanda; Ethel has strength and agility scores of 5, but has a 17 stamina and 18 for Personality.  Two are wizards of Aristemis; brothers Earol and Marol Dayrl.  Earol is the elder and he has an Intelligence score of 13 and is 2nd level, but only has a luck score of 7 and s strength of 3.  {I have all the stats, saves, and HP for everyone on scratch paper… most won’t last long.}   

Including Khrasus and Gavid there are 20 warriors Khrasus is 4th level (Dwarf), there are 6, 2nd level warriors and 12 first level warriors.  All but Khrasus have studded leather armor along with a shield and axe.  Khrasus is wearing full platemail and a shield.  About 10 of the warriors are best as archers… and one was given permanent kitchen duty.

They asked around for any specialty troops, and managed to sign on 3 steam knights, which are another marvel of Gnomish Teknologie.  These are essentially a suit of full platemail that has steam powered gear-work and a gnome pilot inside of each.  There is also a trio of rangers who sign on.  A couple of clerics of Elyr named Ethel and Nanda follow Hearn back from their enclave when she returns from buying the healing supplies and tithing to her temple.

Thingerlun spends his time searching for the area set aside for his order of wizards, and is directed to a district on the edge of the camp where there are several huts and shacks that appear to have grown out of the ground as well as a great many ornate doorways standing all over the encampment.  There is no discernible pattern or distribution of the doors and no two are alike.  One of the huts is acting as a tavern (because none of the others will serve wizards) and after a day of poking around he gets the name and door number for the wizard he needs to see about procuring a particular spell.

An old scraggly haired man opens the door; “Who are you that you would bother Therard of Kassantia before mid-day!”

Thingerlun puffs himself up; “It is Thingerlun, Wizard of the 3rd circle of Aristemis.”

Therard; “Oh, your that chap with the dragon familiar?  What do you want?” And the old man came outside and locked the door behind him.

Thingerlun; “I was looking to trade for some spells.”

Therard; “Well, I doubt I have anything you’d be interested in, you can’t cast fireball yet.  I have Choking Cloud and Sleep; those are good spells against orc because they cover an area.”

Thingerlun; “Actually I have Sleep, and what I’m looking for is the spell of extra sensory perception.”

Therard looks at him quizzically; “Whatever for?  You going to sift orc minds for anything of value?  Waste of time boy!”

Thingerlun says with an element of detached boredom to his voice; “I’m going to sift their minds for the location of their leader and kill him.  The Scourge will dissolve if it doesn’t have a leader.”

Therard stands there for a moment like a horse that’s been pole-axed; “Ambitious.”

Thingerlun; “Do you have the spell I’m looking for or not? And if so what’s the price.”

Therard; “I do, but that is a second degree spell so I would have 2 spells of the first degree or one of equal value, might I look through you spell book to see if there is anything I don’t already have?”

It was an innocent enough question, but Thingerlun isn’t a fool; “No, you shall have to tell me what you are looking for.”

Therard; “Well, no harm in asking.  At the moment I could really use Force Manipulation and Ropework if you have them.”

Thingerlun; “Actually, I have the Force Manipulation, but how about Spider Climb instead?”

Therard thinks for a moment; “Yah, that’ll do fine.  Wait here; I’ll go get my things.”

A few moments later he returns and a mound of fabric follows him out the door and starts to assemble itself into a small pavilion with a writing desk and a few chairs.  Thingerlun recognizes that they are being set up by unseen servants; it seems that Therard is showing off a bit.  Therard sits down at the desk opposite to Thingerlun and opens his spell book to a blank page: now, you sit there and open your book to the right pages so that I may scribe the spells while you review this scroll I had prepared for just such an occasion.  Thingerlun unrolls it and recognizes the basics of the spell well enough to see that this is the proper spell and then opens his book to the right pages and then spends the afternoon enduring Therard’s feeble attempts at hospitality while the old man copies over the spells he bargained for.  When he is finished Thingerlun closes his spell book and starts to leave then stops and says; “One last thing…” and as he turns to face Therard to ask him another question he sees that Therard has adopted a combat stance and is pointing a finger at him getting ready to cast. 

Therard; “You’ll not get the better o’me lad!  No funny business!”

Thingerlun; “I was just going to ask if you knew of any wizards who might be interested in joining up with me for a detached duty assignment?  Especially anyone who’s good with pyrotechnics and large areas.”

Therard relaxes a bit; “Oh, uh… try over at the Bent Wand, ask for the Daryl brothers, they’re good at making things go boom.”  And then he dashes for the door and slams it shut, the pavilion seems to fade into shadows and smoke.

Thingerlun wanders over to the edge of the wizard’s sector to the make-shift tavern and after buying drinks for a few people he finds the brothers and asks them if they are interested in signing up with a special unit.  They are enthralled with him immediately and introduce themselves as Earol and Marol Daryl.  Earol has eyes of a strange hue: one has a red iris and one a yellow iris.  Both appear to be weak and sickly, and Earol is the worse of the two, but they seem decent enough for wizards.  Marol has a squirrel peeking out from underneath the hood of his robe.  Earol says; "You’re the one who has the dragon familiar aren’t you?”  Upon confirmation the brothers fall all over themselves in their haste to join the company.

Thingerlun is thinking to himself as they all walk back to the train; “Neither of them is anywhere near my level of intellect, but they will do for fodder…  Now I need to start working on the reverse of the ESP spell as well as some of the others in my book.Thingerlun spends the rest of his time studying his spells and learning some new ones.

About 2 weeks after they arrived at the camp, the reports from the front start to filter down to the troop level and the news is good.  The efforts to liberate Longdale are progressing well.  The Flying citadel Sable Tower has moved into position deep behind enemy lines to the north of Longdale and the Knights of the Sable March have disrupted enemy supply lines.  Gorhan’s Fury is still on course for its appointed role in liberating Arval City.

Bob has spent his time arranging for some better coverings for the ‘buggy’ that Archie is letting them use; Bob isn’t fond of the idea that there is no roof on the thing and he has a feeling they are going to need it before all of this is through.  Archie gets a list of modifications so he can start to make arrangements for augmentations to the passenger car.  It’s carrying all the armor it can, but the interior can be modified to a certain extent.  Hearn has one of the luxury rooms modified to serve as a clinic.  Lex Anne claims the other luxury cabin because no one else seems that interested and spends the entire time gathering information and brewing things with her alchemy tools and the rooms kitchenette.  Archie arranges to upgrade the clockwork motors so that the train will be able to travel off the main roadway with greater ease…

Plans within plans... they slowly prepare for the trek eastward.
{Game clock suspended at noon, 03/ 23/ 3200}

Saturday, August 25, 2012

Props Post

OK! Part of why it's taken me so long to get things caught up is that I've needed the time to get some of the props done.  Sorry it took so long, but I think these will help folks to get a better mental picture of the scenes in this story.  I sometimes forget that we have readers who can't see all of the props and maps that reach the table...  To that end here are some maps and pics to help understand some of the nuances of this story.

Map of the Scourge Lands 3198:

The main reason that the orcs are able to hold so much territory is that they take advantage of the fact that the dead don't stay that way.  They corral and direct the hordes of undead that the fighting creates back at their enemies.  A coalition of elves and the Barony of Koranth hold the eastern front, and the daenkelder (dwarves) hold the western front.  Thire and the Theocracy of the Lance are loosely cooperating, but there is still very little Imperial involvement beyond advisers and a few specialist troops.  The Cinai haven't been heard from in some time and are presumed lost or besieged.  The Free Cities of Amthor, Cyros, and Ilnoth still stand.


Scourge Lands 3199:

The blue arrows are the spring and summer campaigns of orcs sailing down Far Trader and Corsan  rivers as well as sending an armada across the High Sea.  Thire's forces are drawn away from Longdale to repel the orc landing force.  The forces of the Theocracy of the Lance are split between defending the shores of White Tip lake and Blueblade lake (just off the southern edge of the map) as well as the banks of the Far Trader river.  In the 'civilized' lands battles are fought in the spring and summer; leaving time to prepare for winter, and next season's campaigns.  The red arrows are the winter campaign... because the orc's don't play by 'civilized' rules of warfare.  

Scourge Lands 3200
(When the players hear about all of this.)

The Scourge have nearly enveloped Blueblade lake, have subdued large parts of the Free Holds and are pushing south for the Lirean Sea.  If they succeed then they will have completely severed contact between the western and eastern provinces.  Since this is something that the newly formed Imperial Government of Crieste cannot afford to let this happen they have formally declared war and are now putting their entire might into dealing with the Scourge.

***
The Train...  
It's amazing what can be done with some old cracker boxes and some paint... the last two aren't done yet, but eventually I'll make the time.

From left to right ->  (Game Scale 1inch = 5ft)
the engine (75ft long x 20ft wide x 25ft high)
the coal car (42ft long x 20ft wide x 15ft high)
the passenger car (42ft long x 20ft wide x 20ft high)

Top view:

Here's a shot of the engine by itself:
I have the interiors drawn out as well, but I'll save those for another post.
:D