Showing posts with label GM. Show all posts
Showing posts with label GM. Show all posts

26 December, 2011

New Reader? Start at the beginning.
Game Master

Mediocrates examines the statue more carefully.  The axe it holds is stone and is part of the sculpture itself, not an object that could be removed somehow.  Stylistically, the whole thing is rather geometric and abstract.  Even though the creature it depicts is unfamiliar, it seems clear that the eye sockets are disproportionately large and deep.  The left eye socket is empty.  The little stone in the right socket seems to belong there but looks like it was designed to be easily taken in and out.  The stone isn’t exactly a gem, more like a polished river rock.

When Med beckons, Gragor crawls above the arch and comes down to listen to his questions.  

“The goblins have only been here for a few days.  We learned that they make poor food and then we started ignoring them.”  Gragor makes a strange gurgling sound and then goes on.  “I would prefer to see them gone, but rushing in to attack is work for mad heroes with broadswords and such, not sensible spider kings. No. Not sensible spider kings.”  He scurries off, then comes back again and sighs. “You have my leave to attack, if you must.”

Brother Landrau, wearing a look of disgust, watches him crawl away again.  “If we’re serious about going in there, maybe one of us ought to peek around the corner first so--”  

He’s interrupted by a goblin, which comes flying out the door as if it had been thrown.  In the air it howls loudly, but it is silenced suddenly when it crashes into the railing at the edge of the ramp with a sickening crack.  It crumples limply to the floor.  

Shouting can still be heard within.

22 December, 2011

New Reader? Start at the beginning.
Game Master

The spiders lead you down the corridor and out into the room at its end.  The sound of birds screeching is now quite loud, and the floor is thick with what you take to be their droppings.  The smell is overpowering.  

The room itself is enough to give you pause.  It is round, and fifty feet in diameter.  To your right is the base of a wide ramp which spirals counter-clockwise around the room.  This ramp circles the room at least three times--gaining twenty feet in height with each circuit--before it is lost high in the gloom beyond your lantern light.  The inner edge of the ramp is lined with columns, and the whole structure is intricately vaulted.  The overall effect is one of dizzying magnificence.  

Here at ground level, the central part of the floor is flat, but is mounded with obscure filth plastered in bird droppings.  Another exit leads out to the south, but Gragor takes you up the ramp.  The innermost portion of it, where the turning is tighter and the upward slope is steeper, is carved to form stairs.  The outer portion is smooth except for the grooves cut long ago by what you presume were the wheels of ancient wagons.  

The spiders swarm up and down the columns and among old webbing strung here and there, impatient with your pedestrian route.  After the first full circuit of the room, Gragor rushes in close to hiss over the sound of the birds: “Cover the lantern!”

This seems like a terrible idea, until Elendil sees the reason and points it out.  Across the room, another one and a half times around the spiral, a dim glow can be seen.  

“Must be goblins in there.  You’ll have to sneak past,” explains the spider king.

The group traverses this next loop and a half in near total darkness, feeling the way up the twisting stairs and wondering what the spiders might be doing nearby.  This brings you to a place where a cavernous archway leads west out of the spiral.  The ramp continues upwards at least one more turn beyond this point, and maybe more.

You are all pressed against the outer wall of the ramp just to the north of this arch, looking at the light spilling out across the floor.  It is a steady, whitish glow, not at all like firelight but not daylight either.  Over the sound of birds, you can just make out some kind of shouting or other noise coming from within.  You’ll have to get past this door if you want to follow the spiders farther upward.   There’s really no fear of being heard--the background noise is incredible--but the light is bright enough that you’ll be in plain view of whatever might be inside as soon as you go any further.

Next to the arch where you are hiding, is a stylized statue of a strange, humanoid creature about four feet tall.  The figure stands on a pedestal with its back against the wall.  It carries an axe and wears a long, braided beard.  It has curious sunken eye sockets, in one of which Med notices a polished stone about the size of a marble that appears to be loose.

21 December, 2011

New Reader? Start at the beginning.
Talia

Clearly they are not going to be given the chance to rest before looking for these sceptres. If Talia can speak to the others without the spider king hearing, then, she murmurs that they might do well to give to the spider king two of the sceptres, but promise to give him the third only when they have found and dealt with the goblins and are back at the exit, since this might be the only thing keeping them alive.

As for the possibility that the sceptres might turn a mad spider king back into a mad human king, it is perhaps a risk, but one she sees no way of avoiding.

Regarding practical matters, beyond pressing on into the hall as cautiously as they may, she has nothing to offer.

Mediocrates

Med whispers "Keep your guard up." He has a dart at the ready and keeps on alert as the party presses on. Five spiders might be possible for their small party to take. If given a chance to speak amongst themselves, he will see if the more godly characters in the group oppose such an idea.

Pral

Pral looks around as if not knowing how he has arrived at this point or place. 

"My head hurts and I feel like my body has a dozen sheep tied to it." 

He rubs his arms and legs before readying his weapons. It obvious from the urgency of the others and their speeches, of which Pral is even more bemused than usual, that action is needed. This Pral understands and whether fettered by imaginary ovine overgarments or not he checks his axes are in position and draws his broadsword with a flourish. 

With a nod to Brother Landrau and Med and a wink to Talia, Pral smiles. "Let’s go.  I'll protect and no spider will get me this time....where we going anyway?" 

He leads the party off into the passage with barely audible muttering about sandwiches and mealtimes, but the sweep of his ever ready blade never wavers and his eyes are focused and ready.

Game Master

Ben: Best turn of phrase in the game so far: "imaginary ovine overgarments". Well done.

Talia

"We may be able to defeat five spiders, if pressed," Talia murmurs. "But who knows how many more are here, who we would then have to fight first to continue onwards in search of the goblins, and then to escape again?

"Be at the ready, Pral, but don't attack them unless they attack us - believe it or not, right now we are on the same side, in theory at least."

20 December, 2011

New Reader? Start at the beginning.
Game Master

Talia casts her final Speak with Animals spell as the argument between Gragor and the others subsides.  She calls out, "If we find these sceptres for you then we are free to hunt the goblins here, and then for us and our armoured friend to leave? Agreed. And we thank you for your good will."

The revelation that Gragor is selling meat for some kind of treasure has the effect of renewing the arachnid commotion.  Eventually, Gragor manages to talk over the din.  

Speaking in the tongue of spiders, he says, “Who brought you the birds?  Who showed you how to manage the flock?  Who found the secret ways?  Who invented the secret signs?  Who among you thinks to challenge me?”  The only response is grumbling.  “Faith, spinners.  I will not lead you astray.”

Finally, the mass of spiders moves away.  Gragor and four others crawl down into the main hall.

Mediocrates and Brother Landrau make their way over to the stairs.    They push through a thick mass of webbing at the bottom and begin to climb.  The webs make it impossible to see what might be lurking around them.  Every stair is a horrifying journey of its own.  They steel their courage, and push on.  

Emerging on the balcony,  where there aren’t nearly so many webs, they see Pral lying face down on the stone floor.  His body is rigid and his face is pale, but the cleric finds that his heartbeat is strong and his breathing regular.  Without fanfare, he casts a spell that brings color back to Pral’s face and makes him groan softly.  Before long he rises to his knees.  With a lot of help, he makes his way downstairs and starts putting his boots back on.

Ben: That spell was Slow Poison. Brother Landrau thinks that this poison is not lethal, but just causes sleep and paralysis. Whether Slow Poison will neutralize its effect entirely or merely delay it isn’t clear. For now, Pral seems to be coming around pretty well. Brother Landrau’s remaining spells are Cure Light Wounds (x2), Light, Command, Find Traps, and Spiritual Hammer.

None of the characters knows any legends that seem to bear directly on this situation.

Gragor keeps muttering to himself and seems impatient to be moving. Much of the time he gives the impression of being somewhat insane, but it’s hard to know what to make of that. He and his little band creep over to cling to the top of the western exit. “This way,” he calls.

Your group forms up in your previously planned two abreast marching order and approaches the archway. Beyond, you can see a broad passage stretching about twenty feet farther west and then opening again into some larger space. The spiders cling to the ceiling of the passage. Looking back, Elendil can just make out the shining eyes of a dozen or more spiders lining the balcony.

“Quickly!” hisses the spider king.

16 December, 2011

New Reader? Start at the beginning.
Game Master

The king spider makes a horrible sound that may or may not be laughter.  “The food wishes to hunt for us!  Ha ha!  Goblins?  The dwarfy things with the foul smell?  My spiders have tasted their meat and found it unwholesome.  Now they wish to taste human flesh.  Can I blame them?  Even though I was once human myself?”

The other spiders move about furtively, clicking and hissing among themselves.

The king goes on, still in Ercacian.  “You are surprised, perhaps?  Indeed, I was even the King of Men.  I tried to become the King of Dwarves, but I became the King of Spiders instead!”  It makes the horrible laughing sound again.  “The King of Darkness and Bird Blood!”  Its minions seem distraught.  

“You've made me think.  I offer you this deal instead.  You will accept it.  Yes.  Go up to the highest floor.  To the room of three thrones.  We will take you there.  Three silver scepters lie in that room.  I desire them, but they are too heavy for a spider to carry.  Bring them back to my nest and you shall all go free.   Wake the armored one.  He will come, too.”

He switches back to the tongue of spiders and sounds as though he is issuing commands.  This leads to considerable uproar, but after much protest and posturing, the other spiders finally seem to acquiesce.  Most of them slink off into the darkness.  The king and four others leap down into the main hall and prowl around Talia and Elendil.

“Send your other two up the stairs to bring the armored one down,” Gragor splutters, and then he begins humming softly to himself.

14 December, 2011

New Reader? Start at the beginning.
Game Master

Elendil  hastily lights one of the improvised torches as Med dashes off to the north, followed by the cleric and the lantern.   

Med passes along a very short hallway and glances around the next room.  It is  forty feet from east to west, and about twenty feet wide.  The walls are mostly obscured by huge, grayish spider webs, but on the eastern end of the room he can just make out the banister of what must be a staircase leading up and to the south.  The ceiling is only about eight feet high in here.  On it are three--no, five--of the largest spiders he has ever seen.  Each has a fat, hairy body about a foot across with legs spanning twice that far.   They are moving towards the stairs, but as Brother Landrau comes in behind Med with the light, they turn around and come directly at the two men with a frightful speed.

Med is on the verge of hurling a dart when he hears a loud and very strange voice coming from behind him.  It is recognizable as Talia, but the speech is made up of a series of chittering hisses that couldn’t possibly be made by a human mouth.  Med sees the spiders freeze.

Back in the big room., things fall into silence after Talia’s speech and there is a long, eerie pause.  Then Elendil sees two spiders emerge over the railing.  Finally, one of them speaks.

Ben: In the name of efficient gaming, I’m going to take the liberty of translating this on Talia’s behalf.

“The food talked,” the first spider hisses. “Why can the food talk?”

“It says it means no harm, but Akarr is already killed,” the second spider says.

Med sees the five spiders in the north room vanish up the stairs.

“Gragor should be summoned”, chirps a third spider as it creeps out on the balcony. “This is unusual food.”

Suddenly there are several more spiders spread out along the railing, the ceiling above it, and the wall below it.

“Gragor”, they howl. “Gragor!”

A minute later, as Talia is beginning to feel the spell fading, a new spider emerges. It is indistinguishable from the others, but as it appears, they all scurry to form ranks around it.

“The King of Spiders wants no business with men,” it shouts. “Leave the armored one to us and begone!”

The hair rises on the back of Talia’s neck. The spell had ended, but she’d understood it anyway. She glances at Elendil, whose eyes are round with surprise. He murmurs, “Did that spider just speak Ercacian?”

13 December, 2011

New Reader? Start at the beginning.
Talia

For a moment, Talia wonders what part of 'don't go up there without a rope' Pral didn't hear.

"Med, do you have another of those spells?" she asks him urgently. If so, perhaps Elendil can get up there quickly and help. If not, then unless someone has any other suggestions, she runs for the doorway beneath the balcony, hoping that it has stairs up to Pral, and trying not to wonder what she is going do if she manages to get up there.

John: All right, what bright games designer gave Speak With Animals a range of 0?!

Mediocrates

"There's no time for me to find the spell in my pack, we have to go now!" Med says as he readies a dart and runs towards the doorway beneath the balcony. "Pral we are coming!" Med states loudly, hoping that he doesn't get cut in two as he opens the door.

Matt: I will try to decipher the text and post a poorly drawn party map.

I have no problem with a "Caller" role being assigned, but I think it should rotate rather then have 1 person be "stuck" with the honor. Another option would be for players to post 2 or 3 options in order of their preference. EX) Joe the Barbarian will try to judge how far it is across the dark chasm. A) If he thinks he can jump it he will. B) If it's too far but he thinks he can toss a rope and grapple across and have it catch onto something he will try to do that and then climb across. C) If it's too far he will walk along the chasm until he does find a place he can cross. Thoughts?

Talia

John: And so the two unarmoured spell casters bravely rush in to help fight creatures who have already dispatched our well-armoured fighter. Shall we start rolling new characters now?!

Game Master

Ben: I think Speak with Animals has a range of zero because the target is the spell caster herself. Its area of effect is a 4” circle around the caster. I take this to mean that Talia could communicate with any animal that is within forty feet of her.

As for the rope, I wasn’t sure what to think. It had already been established that there wasn’t any rope available.

Talia

John: Ah, that might make a difference...how far away are the spiders? If less than 40 feet, then Talia will instead call out for them to stop attacking her friend, and that they mean the creatures no harm.

Game Master

Ben: Unless the spiders have moved away from Pral, Talia can easily get within forty feet of them. If she casts the spell, does that change Med’s plan to run north and look for stairs? Brother Landrau seems read to follow him if he goes. Elendil lurks mysteriously, his intentions still unclear.

Mediocrates

Med will continue to make haste to the door below the balcony. He knows that should Talia be able talk the spiders out of their current course of action she will happily relay that information. If the spell should fail or the spiders ignore her, will then Med won't have any qualms about attacking. Hopefully, Brother Landrau follows and he can aid their fallen friend.

12 December, 2011

New Reader? Start at the beginning.
Game Master

Med painstakingly explains to Pral how the spell will work, repeating details and answering questions.  Yes, Pral really needs to take his boots off.  Yes, he needs to put his weapons away now; his hands will be too sticky to let them go later.  No, it won’t actually turn him into a spider.  Yes, he probably will look kind of silly up there.

After all this lead up, the actual spell seems rather anticlimactic.  Med makes the gestures and speaks the strange syllables.  Pral spends an awkward moment getting used to the very strange feeling of having his hands and feet stick to everything.  And then, as if he did it every day, Pral simply crawls up the wall and over the railing.  Med grins and Brother Landrau furrows his brow.  Talia and Elendil cover his ascent with sling and bow.

Pral looks back down, laughing like a little kid.  “OK, I’ll pass you a...”, he trails off.   “Wait.  We still don’t have any rope, do we?”

He looks around sheepishly.  He is in a ten foot wide corridor leading from east to west.  A forty foot section of the southern wall is open, forming the balcony over the room below..  To the west, the passage stretches off into the gloom.  To the east, just twenty feet away, the passage turns north and becomes a downward staircase.

“Hey guys,” he calls out pointing to the east.  There’s stairs over, thAAGGHGH!”

The other three watch as Pral leaps backwards and draws his sword.  He swings it at something low to the floor and out of view from below. [d20: 14+2=16, 2d8: 9+3=12].  He seems pleased with himself, but even as he straightens up, a dark shape about the size of a loaf of bread falls from the ceiling and lands on his shoulder.  Pral shouts in pain and, panicking, knocks it off with his free hand.

“Guys!  There’s...”, he seems to be having trouble speaking.  “‘Dares ooge sp... spi...”.  He falls to his knees with a clatter and can no longer be seen from below.  

8 December, 2011

New Reader? Start at the beginning.
Game Master

Neither Talia nor any of the others have any specific ideas about who might have made this place.  Of course, there are all kinds of fables about creatures long ago who lived underground, some evil and some not.  But despite recent evidence suggesting that many of the old tales are grounded in truth, they are surely unreliable when it comes to particulars. Putting aside such pondering, Talia sheathes her knife and takes out her sling.

Everyone moves quietly into the room.

The three southern exits are all broad arches leading to short hallways and then to some larger space beyond.

It seems clear that the screeching is coming from the western exit.  It sounds like it might be a large flock of birds.  That exit is also arched and beyond it is a longer hallway.

As Elendil eyes the balcony, wondering how to get up (no one has a rope, let alone a hook) he notices that there are quite a few cobwebs visible along the railing.  Did something just scamper out of thelight up there or was he imagining things?

Below the balcony is a normal-sized doorway, beyond which there appears to be another room.

Ben: I wonder if it would be a could idea to nominate a "caller" who would collect all opinions about the group's actions and make a final decision. I prefer to treat everyone's actions separately, but when people propose different directions for the whole group to take, it's hard to know what to do. If you all think this will be helpful, I leave it to you to work out the details. Otherwise, we'll muddle forward, as is.

6 December, 2011

New Reader? Start at the beginning.
Game Master

Talia accepts Pral's offer to lead the way into the caves.  When Med finishes assembling the makeshift torches, everyone scrambles up the rock pile.

Eyeing the size and shape of the hole, Pral sheaths his broadsword.  He then unbuckles his shield and entrusts both it and his backpack to Mediocrates.  He squeezes between the two huge boulders that frame the entrance, his shoulder plates scraping noisily against the stone.  Crouching down to look at the carvings on the wall, he finds that they aren't words at all, just decoration.  What little can be seen of the archway is ringed by elaborate geometries made of spirals and scallops and waves, all of it now badly damaged.

Pral, however, is a man of action with little interest in historical systems of ornamentation.  He turns around, gets down on his hands and knees and works his legs back into the opening.  This process makes a dramatic racket as metal scrapes and bangs against the stone.  For a moment, it looks like the huge man and his banded mail aren't going to fit, but soon enough he's worked his way back until only his head and shoulders are showing.  He sticks out his tongue and rolls his eyes while he concentrates on feeling around for footing.  Finally, he works his shoulders through and disappears into the gloom.

After another painful minute of listening to his clamour, he can be heard whispering within.

"There's better head room down here.  Pass me the lantern."

Med lights the lamp and hands it to Brother Landrau who is preparing to follow Pral inside.  After some difficulty, the light is passed within.  "Oh," Pral says, "it's easy now that I can see."

Pral is standing within a half dome that has been hollowed out of the cliff face to form a semi-circular floor and a semi-circular archway.  Had there never been a rock slide, this dome would form a generous portico, thirty feet across the front, reaching to a height of about fifteen feet and giving access to a pair of large double doors at the back.  With the rock pile, though, the space is crowded and awkward, offering very little floor space.  

The ornamental carving is in much better condition in here.  Some of it shows traces of having been painted with gold leaf.  The doors, you guess, were once made of wood, banded with iron straps and hung on massive iron hinges.   The wooden parts have vanished, but some of  the rusting iron hardware still hangs in the opening.  

As Brother Landrau feels his way in through the hole, Pral glances through the doorway.  There is a wide passageway beyond that heads directly inwards, to the west.  

He puts the lantern down on the floor, and moves to help everyone else with the climb.  After several minutes of effort, everyone and all the gear have made it through the hole and safely down to the floor.  Pral's shield and pack are returned to him.

All eyes turn towards the dark passage, out of which a rich stink is wafting.  In the silence a muffled screeching can be heard.

Ben: Here's my understanding of the marching order.

    Pral (in hand: shield and broadsword) Brother Landrau (in hand: mace and lit lantern) Talia (in hand: knife, spells: Faerie Fire x 2, Speak with Animals x 2) Med (in hand: nothing, spells: Spider Climb) Elendil (in hand: short bow)

Forming ranks, the party moves through the collapsed door and into the passage. It is fifteen feet wide and vaulted to a height of about twelve feet. The walls here are also covered in decorative carvings. It looks as though the doors and the passage were designed for carts to be driven through; grooves worn into the floor recall the passage of their wheels. After forty feet, the hall ends in another set of doors with only the hardware remaining.

Beyond these second doors is a room about sixty feet square. Peering inside you can see that the roof soars to at least twenty feet. In the dim light of the lantern, exits are barely visible in the center of the northern and western walls. On the south wall, there are three exits. The upper half of the north wall is open, forming a balcony behind a stone railing. It isn't clear how to get up there.

"Thunder and lightning," swears the cleric softly. "To think that all this has been right here all along."

The screeching sound is a bit louder here, and the smell somewhat stronger.

2 December, 2011

New Reader? Start at the beginning.
Game Master

Med's attempt to memorize Spider Climb (96 or lower succeeds)

d100: 4

Ben: The rain has turned much of the road to mud. If anything passed along it after the downpour stopped, it would be fairly obvious, but no such tracks are visible.  Tracking anything that happened before or during the rain seems nearly impossible.

It looks like Pral has a lantern.  Med is able to find some branches which might be wrapped in oil-soaked rags to serve as low quality torches if the lantern should fail.

If the plan is to enter, please let me know who will go in first and how.  The opening leads down a narrow and awkward slope made of piled boulders.  Unless you have more creative plans, it will be necessary to enter feet first and backwards, blind to whatever might be within.

I also need a default marching order that I can assume when no more specific plans are stated.  Who will carry the lantern?

[To John]: Yes, let's drop the formalities around spell acquisition, at least for now. Talia can claim whatever spells she wants whenever she has time to sleep. Which spells did you have in mind this time?

30 November, 2011

New Reader? Start at the beginning.
Game Master

Having come to a loose consensus that the goblin cave is the first priority but that everyone is willing to follow Nills into the mountans later, the party sends Med as its unwilling delegate.

Nills listens to what Med has to say, but is a bit surprised by the notion that better equipment is needed.

"I do confess that I have very little experience in, um, in the mountains." He also seems to have very little experience with people actually listening to what he says. A bit flustered, he goes on. "Perhaps you could draw up a detailed list of what you think will be necessary? I will see about acquiring it all. I would, indeed, be easier in my mind if I saw Her Ladyship back to Featherstone in person. I will return in seven days."

"But see, um, see here, Wizard. Don't you and your people go stirring up trouble while I'm away. I don't want any... that is, I don't think," He pauses. "This quest is too important to bungle. Pral seems a straight-forward fellow, but your other friends have a rough look about them. I'm all for putting down the goblins, or whatever they supposedly are, but the whole business smells wrong to me. Clegg and I will make the journey into the Wild alone if... if, ah... well if need be."

With this vague warning he walks off, moustache quivering.


The night passes stormily, but by sunrise the sky is clear. The temperature has fallen considerably, and the wind, now out of the east, is brisk and raw. At breakfast, you are wondering how to pass word up to Brother Landrau, when he steps in the door unbidden.

"I heard the supplicants of the Oracle had returned safely, so I figured it was time to see about these goblins." He seems impatient, not exactly nervous, just flushed with the thrill of what might lie ahead.

The hike back up the road to the rock pile is cold and muddy. Upon arrival Elendil climbs up the rocks to see how things look. A moment later, he is back down, whispering, "The rock we used to block up the hole. It's gone."

Ben: I feel like I've rushed things a bit here. Feel free to make any preparations you want back at the inn or correct any misunderstandings I've had about plans. In particular, it might be a good idea to post a list of the equipment each of you are carrying--once inside the cave the details might matter.

28 November, 2011

New Reader? Start at the beginning.
Chapter IV: Into the Cave
Game Master

In the late afternoon, Samuel Prospero Mallbeck, born 1478, died in the twenty first year of the Gods' Dawn, 1551, is committed to the earth in a hastily constructed coffin. surrounded by the entire staff of the High Road Inn.  The guests, including Elendil, Talia, the Countess' coachman and maids, and the five boys (now quite sober) watch respectfully from the periphery. An aged and dignified priest of Kronnor conducts the service in the little graveyard above the horse pasture.

Later, back in the great room, someone produces a mandolin and someone else a flute.  All through the evening, and far into the night there is music, song and poetry.  Much of it is an old form, seldom heard in the lowlands, in which a speaker reciting poetry takes turns, line by line, with an instrument which attempts to repeat the meaning of the poem in music.  The doors to the inn are barred, but no guard is posted.

In the morning, Thumbs still seems to have no intention of making Talia and Elendil pay for their lodging, so long as they plan on investigating the goblin threat.  They while away the day, looking out constantly for the return of their friends and pacing the grounds.  As evening falls and a storm gathers, the Countess and her company can be seen picking their way down the slope to the inn.  Everyone seems to be in a foul mood.

As Med suspected, the horses had been spooked by the scent of the great mountain lion.  It took an hour to get them rounded up and ready to ride, and they remained skittish all the way down the ridge.  To make matters worse, Harwold seemed to have an least two cracked ribs, which made it very painful for him to ride.  The pain made him surly. The Countess, for her part, became pale and withdrawn, her wide eyes darting around the mountain side.  By the time the group reached the inn, she appeared to have aged ten years.

Over dinner in the great room, Med and Pral swap stories with Elendil and Talia.  The rain hammers on the roof. The four talk about what comes next.

The goblins' cave is quite close and the inn seems vulnerable.  Thumbs has made it clear that he would welcome the aid of bold adventurers in this matter with all the hospitality at his disposal.  Word has come down from the Harmonic Brotherhood that Brother Landrau has consulted with his order and will be glad to accompany any excursion into that cave.

Meanwhile, the Countess has ordered Sir Nills to lead an expedition to The Scimitar to pursue the prophecy and report back to her.  She seems to assume that Med, Pral and Clegg will be joining this expedition, since the goddess doomed them as well, but there hasn't actually been any discussion about it.  She herself plans to return to civilization--at least as far as Featherstone--with Murton, Harwold, the maids and the coachman.  It is true that the doom included her, too, but after the incident with the cat, there really can be no thought of her making such a venture into the wild.  True to her word, though, she sends her coachman with a bag containing 45 gold pieces for Med and Pral to split.

To reach The Scimitar, one would first have to follow the road to the foot of Ferrill's Pass.  Then, one would step off the road, into trackless wilderness to skirt--somehow--around the base of Gabbert's Peak.  The Scimitar itself is much higher than Mount Dain, where Med and Pral have come from, and the top half of it is locked in snow and ice year round.  Exploring the whole mountain without any further clue what to look for is a daunting proposition.  There are certain to be other dangers, not least among them, elves.

And, of course, it's a big, bright world.  A spirited little group like yours might have ideas of its own...

24 November, 2011

New Reader? Start at the beginning.
Game Master

Outside the gate to the sisterhood, the little party prepares for its descent. Sir Nills bows before the Countess. "My lady, I shall hurry ahead to see that your path is clear." Not in the habit of getting much of a reply, he immediately begins to move away. He's brought up short by her response.

"No."

He turns back. "My lady?"

"You will stay with us, Sir Nills. Take the rear guard."

For a moment, he seems taken aback, but he soon collects himself. "Of course, my lady."

Clegg and Murton stare at each other. To Med's questioning look, Murton whispers, "He’s been hanging around pretendin' to serve her for three years now, and she won't have him. Won't give him no orders, won't send him away. Won't call him by name. Followed us all the way from Ailmoran, he did. This here's the first time she ever--"

He's interrupted by an evil look from Harwold. In silence, the party trudges off down the steep trail.

As you walk, it occurs to Med that Harwold wasn't at the Oracle's ceremony. He slept in the courtyard with the other men, but then Med has no memory of seeing him when it came time to go up to the platform.

The morning is cold, but the hike soon warms everyone. Going down is easier than coming up, but still tiring. It's near midday when the group crosses the little stone bridge and draws close to the point where they expect to meet Aaron coming back with the horses.

Something moves on the uphill side of the path. Everyone looks up and then freezes. Not twenty feet away is an enormous mountain lion, rising to its feet. Neither Med nor Pral know much about such creatures but both of them are certain that it is freakishly large. As it comes fully to its feet they realize it is as tall as a horse.

The cat's gaze sweeps leisurely back and forth across the group, which is paralyzed with awe. In two great strides it reaches the path and looks directly at Med for a moment.

The spell is broken by the sound of Sir Nills drawing his sword and rushing forward. The cat twitches its tail, and then leaps clear over Med, striking Harwold in the chest with both front paws and knocking him to the ground. It bites at the Countess, snatching the silk scarf right off her head and then bounds away downhill.

Sir Nills, with Pral right behind him, attempts to give chase, but the creature moves like lightning on the steep terrain. It is immediately clear that there is no hope of catching it.

Not too far up the trail you can hear horses whinnying in fright.

23 November, 2011

New Reader? Start at the beginning.
Mediocrates

Med, suitably impressed at Pral's gift and favor by Vexia, remarks to him as they descend the stairs, "Pral, my friend. I will never again misjudge you when you see writings. I or any of our friends would be happy to help you make sense of them."

Med formulates a bit of a plan as they descend the stairs, as there's nothing else that requires his attention. He thinks to himself, that should a battle occur, Sir Nills will be the recipient of Med's enlarge spell. Med will then keep a careful eye on that ring to see if and where it might go during the growth caused by the spell. During the heat of battle, it should be easy enough to pick up and hide in his boot with no one the wiser and if he would be asked for it he would return it as he was really just keeping it safe. With a smile at his plan, he adjusts his pack and continues down the stairs with a bit more spring in his step.

Matt: Was my guess at the unknown spell correct?

Game Master

Ben: Your guess seems plausible, but further experimentation may be the only way to tell for sure...

Pral

Pral looks bemused at what has just happened. He sees Med next to him and hears the kind words. Pral thinks that he can trust Med as much as anyone.

"Med, I am not good at understanding all these fancy people and what they say. That woman wants me to come back and take council, but I am not sure I should." He looks distant as he obviously gathers his thoughts after the mammoth speech.

"I was just trying to fit in when I pointed to the writing. I didn't want you to look silly. I want you to help me in places like that please Med, in return you can be assured Pral will watch your back and protect you." The big friendly grin crosses his face and he puts a friendly arm about Med's shoulder and hugs him in a matey fashion, which nearly knocks the breath from Med! "I need breakfast! let's go and eat, even if I have to carry us both back to the inn. I'll make you a dragon-choker sandwich!"

Pral strides off down the trail, all the troubles in his world now erased; Med will advise him and explain things, Pral will protect Med. Easy, and therefore its time to eat.

Not many people would think that anyone would live in a world so simple, but not many had met Pral.

22 November, 2011

New Reader? Start at the beginning.
Game Master

The Oracle of Vexia turns to face the first rays of the sun.  A look of rapture overcomes her, and her eyes roll back into her head until only the whites are showing.  She stiffens and throws her arms wide.  She, and only she, is suffused with sunlight.  When she speaks, her voice is otherworldly, sounding in chords rather than single pitches, more than one word tumbling out at the same time.

"These things shall come to pass:
        A kind man shall perish in fire.
        A priest shall weep ancient tears.
        One among you shall trade namelessness for colorlessness.
        One among you shall become great in my sight.
        The path to the throne shall be swept clear in order that a legless boy may walk to its end."

"Countess, having asked to hear this future, you are doomed to create it.  All those who have heard it wear this same doom.''

This last word rattles like a jail door slamming.  Each of you feels it somewhere deep inside your rib cage.

'Your road begins there.  Refuse it at your peril!"

With the word "there", the Oracle rises, almost as though lifted by puppet strings and whirls to point to the southwest, directly at the mountain known as The Scimitar. She holds this pose for a moment and then crumples to the ground, limp and unconscious.

The others of the sisterhood begin a long series of chants in praise of Vexia, Mother of Order, Font of Righteousness, Rod of Discipline. Finally, they gently lift the still catatonic Oracle and carry her away. All of you are ushered out.

Coming back down the stairs, Clegg elbows Med and whispers, "What in the Hag's teats was that? I didn't sign up fer no doom!"

It appears that breakfast is not a meal enjoyed at this Sisterhood. Hunger, and a deep nervousness about what just happened up above makes everyone eager to be on their way, but the Countess steps inside to talk with the high priestess. While everyone is standing around in the courtyard, Med notes that Sir Nills is wearing a battered copper ring on his right index finger. Pral looks around at the various ancient inscriptions on the walls and asks Med what they say. Med, unfortunately, has no idea.

Finally, the Countess returns and you all make for the final staircase down to the gate. Pral asks Med about one more inscription. But Med just shakes his head and says "Pral, what are you pointing at? There's not even anything there."

At this, your white-robed escort turns around and looks at Pral. "Can you indeed see those letters? Very few can. Could you see them before the ceremony?" Pral, of course, doesn't remember.

"I will translate them for you, for what they say is no great secret." She reads aloud:

        "Over the void, capricious fate.
        Over capriciousness, rage.
        Over rage, cruelty.
        Over cruelty, love.
        Over love, honor.
        Over honor, truth.
        Over everything, discipline."

"To see those letters is a sign that Vexia has her eye on you. When your part in this doom is complete, you should come back and take council."

With that, she shows you all down the stairs and outside to the base of the cliff. The portcullis lowers behind you.

18 November, 2011

New Reader? Start at the beginning.
Game Master

Dinner in the refectory is a dismal, solemn affair.  A dozen sisters in white robes file in silently to join you in a meal of boiled grain and boiled greens.  The sisters seem to intentionally avoid looking at you.  Med does notice one young woman glancing furtively at the Countess, but she looks away immediately when Med catches her eye.

No one says a word, and the meal progresses in silence until Pral belches.  He asks forgiveness, rather loudly, and then the silence returns.

Shortly after dinner, the Countess is ushered off somewhere within the buildings and is not seen again.  Pallets and blankets are brought outside, and the men, grumbling, prepare for a wretched night in the darkening courtyard,

In the reddish dusk, Med casts his spell.  The same odd feeling he's had before creeps in, but nothing else seems to happen.  Pral looks him over for a while, but sees nothing different.  When Med asks him to throw something at him, he compiles eagerly by playfully hurling a rock at Med's head.

Med ducks instinctively and then whirls around to see where the stone went.  Behind him, is Sir Nills, who has thrown up an arm to block the flying object.   Med gasps.  Something in the man's hand is casting a pure, golden light that shimmers like sunshine on water.  Oddly, the light, though bright, seems not too illuminate anything around it or to cast any shadows.

Looking back at Pral, Med realizes that Pral hasn't noticed anything.  In an attempt to get a better look, he approaches Sir Nills to apologize, but by the time he has reached him the light has faded, and then vanished.  Nills eyes him suspiciously but has nothing to say.  His hands are empty.

Later, Med whispers to Pral, asking him whether he noticed the light.  Pral seems confused, and then says that yes, of course he did. Med is fairly certain that he's lying so that he won't look stupid.

Ben: If Med wants to study a spell, let me know which one and I'll roll the dice.

The night passes quietly.  Tired from the climb and feeling safe within four thick walls, no one seems much inclined to stand a watch.  When first light begins to show in the cold windy sky it catches everyone sleeping.

It's only the arrival of the woman who first greeted you at the gate that wakes you all.

"Any who would see the Oracle, follow me now," she says.  Giving you only a moment to shake off sleep, she goes on,  "Leave your weapons here."

Murton goes back to sleep, but everyone else is overcome by curiosity and follows her through an arched passage and into another courtyard.  Yet another passage leads out from the second courtyard. This one rises up a long flight of stairs before emerging into a blast of cold air.

You find yourselves standing on a flat, round platform about the size of the great room down at the inn.  Except for an ornate but crumbling stone railing, nothing encloses the space.  No mountain peak looms above.  In all directions are long views to distant horizons, barely visible in the predawn light.  The full arch of the Skyvein, now pink, sweeps above you.  Three bright stars are still visible in the west.  The wind is fierce and bitter.

In the center of the platform is a raised dais on which a simple, wooden stool has been placed.  The Countess and several hooded sisters are kneeling in a circle around this.  Your guide kneels as well and indicates that you should do the same.

There is silence, but for the wind, and a long time seems to pass.  The sky grows brighter by imperceptible degrees.

Finally, another figure comes limping up the stairs.  She is a young woman, hardly more than a girl.  Her robe is the same simple white as the others, but her hood is thrown back to reveal a very ordinary face.  Leaning heavily on a walking stick, she makes her way to the dais, dragging her right leg.  She sits, straight-backed, on the stool and immediately begins to sing.

Her song is high-pitched and wordless, but filled with a haunting beauty.  It lasts only for a short time.

"It is time to ask your questions," she murmurs.  

The Countess rises and clears her throat.  "I seek to bring power, glory, truth and righteousness to the throne by aiding the Church of Vexia in Ailmoran.   I am at the service of the goddess.  How may I best serve her there?"

The seated woman nods to indicate her understanding.  Almost in a whisper, she says, "Are there any more questioners?"  Her eyes sweep the circle, pausing on each of the visitors.   The first ray of sunlight reaches over the eastern horizon and strikes her, adding a halo to her plain, brown hair.

16 November, 2011

New Reader? Start at the beginning.
Game Master

On the fringe of the little group, Med helps the stable hand by holding on to the lead line while he ties on the other horses and prepares to walk them back down the ridge for the night.  The stable hand is named Aaron.  He knows very little about wild animal signs, but he's happy to chat.  He supposes that whatever animal made the mess was not a horse.  Med gleans from him that Sir Nobody is actually named Preston Nills and that he has arranged to pay Aaron to lead his horse down as well.  Master Nills, it seems, has some sort of awkward connection to the Countess' retinue, but Aaron is puzzled by the details.  Having made quick work of his preparations, Aaron mounts the lead horse and sets off back down the ridge.

Med catches up with Pral and together they poke around the woods near the trail.  The slope drops off quickly on all sides, making it difficult to explore far.  Neither of them sees any further sign of a large animal.

When they return to the group, Sir Nobody has come among them.  He is young, perhaps twenty years, dressed in chain mail and helmet.  He carries an elegant longsword.  His gear and accessories are not fancy but appear finely made and well cared for.  His stony expression is partially obscured by a drooping mustache of the sort currently in fashion in cities.  He makes a stiff bow to the Countess before he speaks.

"With your leave, my lady, I shall travel ahead to inspect the path and warn the sisters of our coming."

Countess Grau does bother not look up from her food to make her casual reply.

"As always Sir, you are no part of my household and may do as you please.  Do not linger here."

Nills bows again, and strides off down the path into the crevasse.  The Countess pays him no heed.  Everyone else exchanges glances.


In the crevasse, the trail crosses a little stone bridge over a rushing stream and then begins its long, arduous ascent.  Though the peak didn't look far from the stopping place, the hike takes all afternoon and into the evening.  Those in armor, even Pral, find the steepest portions strenuous.  Harwold, though carrying no burden at all, has to stop frequently to catch his breath.   

Finally, the trail leads straight up to the base of a sheer cliff, perhaps two hundred feet high.  An ornate archway fitted with an iron portcullis leads directly into the side of the cliff.   The portcullis is open, and standing just outside are Sir Nills and a somber looking woman dressed in white woolen robes.

"Greetings Countess Grau," she says, "We are surprised and honored by your visit.  When you are ready, we shall make the final ascent."

It turns out that the final ascent is a long stairway through a tunnel in the cliff.  Med counts 473 steps before the stairs emerge in the center of a small, paved courtyard, surrounded on all four sides by buildings of ancient stonework.  Nothing but sky can be seen above these walls.  A cold wind howls above the walls.

"Please," the woman in white greets you all, "rest here a bit."  She indicates some stone benches under a covered walkway, onto which everyone drops in exhaustion.  "The bell will toll shortly to invite you into the refectory to sup.  We ask that you leave your weapons outside and maintain a wholesome silence while within."

To the Countess, she says, "You may sleep in the High Priestess' cell, where there is a modest bed.  Your company, being all men, must sleep out here.  We shall lay out some pallets and blankets. The Oracle, for I assume it is her that you seek, will see you at dawn."

14 November, 2011

New Reader? Start at the beginning.
Chapter III: The Oracle of Vexia
Game Master

The party setting out for the sisterhood consists of Pral, Med, The Countess, Harwold, two men-at-arms named Murton and Clegg, and a stable hand whose name you haven't learned. Harwold directs Murton and Pral to lead the way and Med and Clegg to bring up the rear, leaving himself, the Countess and the stable hand in the middle.

The morning passes without incident or conversation. Shortly after your departure from the inn, you crest a ridge whose densely wooded slope the trail had been climbing. Beyond the crest, an alpine meadow, studded with tiny flowers, wraps around the north side of the mountain.

The trail forks here. One branch is an easy, much-travelled trail, almost a road, that cuts across the meadow and turns out of sight. Little stone obelisks carved with symbols of Kronnor flank the path at regular intervals, marking the path to the Harmonic Brotherhood. Your path, however, turns to the southeast and follows the spine of the ridge line towards the peak. The climb becomes steeper and a bit more treacherous. The horses want to cluster more tightly, and it's all Med can do to keep his mare in check. The ridge itself is bare, but forest blankets the slopes on either side.

By late morning, well up the first stage of the ridge, you have broad views to the north and south. Med and the mare have gotten used to each other now, and he manages to twist in the saddle enough to look back to the west. Far below, he can make out the roof of the inn at the edge of the forest. The cliffs of the Collar seem less impressive from here. In fact, he can see the weirdly flat top of it, The whole thing is not even half a mile wide, and a matching set of cliffs drop away on the other side. Snakelike, it winds to the south almost as if the whole thing was built specifically to hold a road. Beyond it to the west, mountains stretch as far as can be seen.

As Med turns back, something moving lower on the ridge grabs his attention. A few hundred yards behind them, a mounted, armored figure is following the party. Med catches Clegg's eye and points. Clegg just shrugs. "That's Sir Nobody. Don't mind him."

Meanwhile, up front, Murton and Pral reach the peak of the ridge. Beyond, they can see that the trail makes a steep descent into a sort of crevasse, beyond which the true summit looms. There is no way that horses are going to make that final ascent, but it turns out that this has been planned for. Everyone dismounts. The stable hand tethers the horses to a long line and begins to lead them back down the ridge.

"We continue on foot", states the Countess plainly. "Harwold, fetch my walking boots."

The lady changes footwear. Murton opens a large bag packed with trail food and hands out the contents. While Pral munches his disappointingly small share, he looks around. There is a surprising amount of scat here from some large animal. Maybe a bear?

11 November, 2011

New Reader? Start at the beginning.
Talia

The sensible thing to do, Talia knows, is to head back to the inn and wait for their companions, so they can return later to explore together. And certainly not to crawl blindly into a dark and goblin-inhabited tunnel which was very probably blocked for a good reason rather than by blind chance. But on the other hand, she considers, who ever had any fun doing the sensible thing?

Looking to Elendil and Landrau, then, she raises an eyebrow. "Well? I don't reckon I fancy going in there alone, but it seems a shame to give up after having come this far. So do you want to take a look with me? Or shall we go back and wait until the others can join us?"

Game Master

Brother Landrau seems hesitant about the idea of crawling into the hole right at this moment. "Sometimes courage must rule and at other times prudence," he declares, "I have responsibilities to my order to consider." Looking about he says, "If we work together, we could roll that stone over there in front of the entrance. I think a goblin trying to climb out from within would have a terrible time pushing it away."

Reluctantly, Talia agrees. The stone in question turns out to be heavier than expected. It takes half an hour of straining for the three to maneuver it in between the two big boulders. Once there, it slides into place with a satisfying crunch. There is no way a goblin is going to move that stone from below and it blocks the entrance almost perfectly. Even from the outside it will require some significant leverage to move it again.

Having struggled all morning to arrive at this destination by the short path, you decide to return by a longer, but much easier route. The road, with its switchbacks, easily covers twice the distance of your earlier path, but it is gently sloped and, of course, you aren't try to follow a subtle track. Within an hour, you find yourselves back at the inn.

Talia returns alone to the stream where she found the snake. She eases it back into the little brook with words of thanks and then turns to leave. The snake immediately follows her. After several attempts to leave it behind, she is finally forced to cast Speak with Animals again and order it to stay put. Though she makes no such promise, the snake seems convinced that she'll return for it soon. It coils up on a rock to enjoy the afternoon sun, and Talia finally takes her leave.

By the time she reaches the inn again, Brother Landrau has already left to return to his order. Elendil is sitting on the front porch with his feet up on the railing. He stares absently at the mountains to the south, lost in his own thoughts.

Ben: Unless I hear otherwise, I'll assume these two characters will stay the night at the inn and hang around tomorrow waiting for their friends to return. After that, there will be some decisions to make...

Elendil

Elendil looks up, and smiles easily. "Brother Landrau said I should tell you goodbye." he begins, "That seemed to be a poorly spent morning." he says with some uneasiness. "There are elves in this area, I know there are. I have not yet found their tracks, but I have not given up looking." He cocks his head to the side for a moment. "Perhaps your greater knowledge of the forest and its creatures could tell me more.”

Here ends Chapter Two.