Saturday, December 29, 2007

Plane of the Sidhe

[Below is an account of the 16-Nov gaming session.]

The party meets with the local leader, a Sidhe elder who relates to them the plight of the Sidhe. Four hundred years ago, the Sidhe noticed that they began aging and subsequently, dying. They did not know the exact cause of their malady, but they were able to discern that it was magical in nature. Their solution was to create a gate to another existence where this malady was not present. It worked. Now, they had time to try and find a solution to their problem and be able to return to their homeland. This pocket universe, as it were, possessed some strange phenomena, the most noticeable being that the perception of the surroundings tended to mimic the feelings of the most willful person in the area. For example, the first area was “ruled” (for lack of a better word) by a Sidhe that was previously a skilled alchemist. He was always optimistic and certain that a cure would be found. As such, the area within his domain appeared to be a vibrant and busy alchemical lab, with all people in the area (regardless of their actual skills) appearing to be apothecaries, doctors, and assistants working in lockstep to find a solution. In reality, the Sidhe in this domain ran the gamut of experiences and skill sets (warriors, gardeners, carpenters, fishermen, etc.) but they all appeared outwardly to be workers in a laboratory environment.

In an adjacent domain, the strongest willed Sidhe is a man who, back on Arnur Soghal, was a skilled naturalist. The years away from Arnur Soghal began to take a toll on his spirit, putting him in a state of perpetual despair. As such, the appearance of his domain was one of darkness and gloom. The Sidhe here outwardly appeared to be sentient plants that would attack intruders by spitting thorns (Sidhe archers) or slashing with barbed vines (Sidhe soldiers).

Being a proud race, it is not within the nature of the Sidhe to ask others for help. However, in this case, after 400 years, they are beginning to get desperate and have beseeched the party to aid them in solving their problem.

The party, continuing through this Plane, traveling from domain to domain, finds Y’lora’s parents, discovering that they are her foster parents; her biological parents left Y’lora for dead at birth. Her foster parents have been calling to Y’lora from this existence through her dreams. They were apprehended by the Sidhe several years prior, thinking that they were the biological parents of a Severed Soul, and hoping to study them for a cure to their malady given that the Sidhe believed there was a link between a cure and Severed Souls. Finding out that her foster mother is barren (and thus, not the biological mother of a Severed Soul), the Sidhe left Y’lora’s foster parents on their Plane, determining that finding a cure and returning to their beloved homeland could be hindered if the other races of Arnur Soghal were to discover too soon the true reason that the Sidhe had disappeared from the land.

Y’lora’s foster parents had not been held as slaves by the merchant from Cloie. Rather, he was a philanthropist and had bought Y’lora’s foster parents from a slave trader in order to free them. Being miles from their (now destroyed) home in the Eastern reaches of the Tiarnach Forest, the merchant provided employment for Y’lora’s foster parents. When the Sidhe apprehended them, the merchant of Cloie assumed them dead after they had not returned for several years. Y’lora’s foster parents, being older than their appearance would indicate, began to die due to old age. Their souls, however, lingered on the Plane of the Sidhe, tormented until they could see their long lost daughter one last time whom they had not seen since her childhood. Now they could pass on to the afterlife.

After Y’lora’s foster parents fade away, everyone in the party begins to experience vertigo, with their surroundings beginning to blur. After a few moments, everything goes dark. The party members open their eyes and find themselves in their beds in the inn in Cloie, and it is morning.

Except for Alexis. She opens her eyes to darkness.

The party members go down to the common room to check on each other. Siglan awakens to find himself blind once again. When he gets out of bed and prepares to go to the common room, he picks up his staff and his eyesight returns.

In the common room, the party members (minus Alexis) talk of their dream; all of whom experienced the same thing. Outside the inn, Thain is engaged in a heated conversation with a noble and his two aides. The noble is Alexis’ brother, Vincent Gastoni. Vincent is demanding to know the location of Alexis. Thain explains that he has no idea as to her whereabouts. Vincent demands that until she is found, Thain is to remain in Vincent’s custody. The party comes to Thain’s aid, words are exchanged, and a fight breaks out between Vincent and his two aides, and the party.

The Sidhe

[Below is an account of the 02-Nov gaming session.]

Beyond the door leading out from the large prison room is a hallway that leads into darkness, stretching as far as torchlight will reveal. Traveling down the hallway, the mages notice a step change in the mana level; it is now higher. Ahead in the distance, the party can see the hallway ending, opening into a room that appears to be a laboratory of sorts. Inside the room, there are three individuals who appear almost human, almost elven, but not the same as a half-elf. They are wearing smocks and appear to be carrying out some sort of alchemical experiment. The party attempts to engage in conversation with them. The three alchemists, instead, attack the party, trying to apprehend Y’lora. The fight ends with two of the three alchemists dead and the third captive.

Questioning their captive, the party finds out that:
1) the people here are in fact Sidhe,
2) the reason the Sidhe left Arnur Soghal several centuries earlier is due to the fact that they began to suffer a malady that caused them to age,
3) Arimas is in fact part-Sidhe.


When the party asked why they were so intent on capturing Y’lora, the person said that he did not know, and that he was only following orders. Demanding to see whoever was “in charge”, the party paraded their captive in front of them, having him lead them to his superior.

En route to see the Sidhe’s leader, the party passed through several more rooms, each of which having something to do with performing alchemical experiments. In one room was a bed with a Sidhe lying upon it who had several lesions about his body. Two other people were attending to him, applying various pastes and elixirs to his body.

Prison of Desolation

[Below is an account of the 26-Oct gaming session.]

Arimas calls out to the people speaking in what he perceives to be the Sidhe language. There is no answer. The party begins to approach the building. When they get to within a few yards of the nearest building of the town, the scenery changes. Now, instead of the village of Cloie lying in front of them, the party sees a vast landscape of rolling hills and sparse vegetation. There are few trees, some scattered boulders, and no signs of inhabitation, save one: a lone, run-down shack the size of a tool shed. Vyn notices that his super-human strength is still present, even though the magical gauntlets are not.

After a few moments, two individuals emerge from behind some boulders several yards from the party. They speak to the party in elven (appearing to be elves themselves), and insist that the party accompany them so that all their questions will be answered. The party, refusing to go anywhere before their questions are answered, resists the two elves’ persuasion. The talk escalates to a fight whereby one of the elves attempts to drag Y’lora by the arm. In the end, the party fends off the two elves, who tuck tail and retreat to the run-down shack. After several minutes, no one emerges from the small shack, so the party investigates it. Looking through the windows and eventually through the front (and only) door of the shack, the interior appears to be very non-descript with no visible exits within. Vyn, Arimas, Alexis, and Y’lora venture into the shack. When they cross the threshold, they disappear.

Siglan stays behind and prays, hoping for insight and direction. Instead, after half an hour, four robed individuals appear from over the nearby hills. They are dressed in the raiment of the Holy Order of Lady Ygnasia. They beseech Siglan to come along with them and all questions will be answered. Siglan speaks to them in six different languages, all of which they understand. He assumes these individuals are other-worldly (I mean, who would actually know six different languages fluently... right. Like that would ever happen... unless they were blind, perhaps). Figuring that they may actually be members of HOLY, and therefore trustworthy, Siglan accompanies them into the shack.

Upon crossing the threshold, Siglan finds himself back with his comrades. The inside of the shack has transformed… instead of a 15’ by 15’ run-down shack, the party now finds themselves inside a large cut-stone building with iron bar cells down either side of the enormous room. It appears to be a well-kept prison with no windows and a single door located in the middle of the opposite wall of the cavernous room. The doorway through which they entered is now gone. The HOLY members no longer appear as the robed humans they did earlier. Now, they appear to be similar to the two elves the party had encountered earlier (which are also within this large prison building). All six individuals are clad in leather armor and wielding weapons. They insist that Y’lora come along with them. The party (most of all, Y’lora) refuses to budge until it is explained to them what their intent is. A fight breaks out, with two of the elves attempting to apprehend Y’lora. In the end, the party is victorious, killing or severely wounding several of the elves. Those that are wounded or otherwise begin to flee, heading to the only door in this room. Arimas cooks one of them from the inside out.

During the fight, a bell is heard in the distance. Figuring it is an alarm, the party barricades the lone door with anything they can find (mostly consisting of cots and benches from within the empty cells). Alexis puts the ring back on, hoping that it may activate a portal out of this location. It does not. After an hour, the bell stops. After the second hour and having no one enter the room, the party decides to venture through the door.

Monday, October 22, 2007

I Don't Think We're In Kansas Anymore, Toto.

[Below is a summarized accounting of the 19-Oct gaming session.]

1) The Sea Tiger arrives in Kroel upon Arnur Culri to pick up the party.
-- In the middle of the night aboard the ship, Y'lora awakes to see a man standing in her quarters. He jumps toward the porthole, transforms into a fish, and is gone.
-- the party's copper is gone; Vyn looks sheepish.
-- via their daily telepathic call, Y'lora tells Moorlun of their travel through the Sidhe towers; he is very interested

2) The party arrives in Falduin.
-- reward posters on the dock for Bannin Stredak (signed by Dyderick)
-- Alexis casts an illusion disguise on Vyn.
-- Siglan meets with Ghevard Rennes (high ranking member of HOLY) and briefs him of recent events
-- Ghevard tells Siglan that a man by the name of Woltjer will meet with him in Espydur.
-- Siglan gracefully trips while leaving Ghevard's office, dumping his books on the floor.
-- Siglan offers papers/books found in The Master's tower concerning the Sidhe to Ghevard, who has them transcribed.
-- Vyn's headaches continue to increase in intensity. Taking off the gauntlets alleviates the headaches.
-- Johan is called away to the Bailwick of Morong. The war with the kobolds is increasing in intensity. The Crystal Dawn has called him to aid in healing the wounded.
-- Negotiations between the Ramfandir Holdings and the Dwarven Kingdom in the Derzaunen Mtns. are getting heated. HOLY has requested by the Bretwalda to send an earth mage to the talks. They send Bruno.
-- Bruno, desiring to know what his ring is/does, figures that Moorlun (being steeped in magical research) may be able to find out. He gives the ring to Alexis to give to Moorlun, given that she apparently knows him and is able (at some level) to garner favors from him.

3) The party travels via horse and cart to Espydur.
-- Siglan comes across a letter that was accidentally leafed into his slave trade ledger. The letter is written to Ghevard from Renloc (another member of HOLY), stating that "Y'lora appears to be in good care and that Siglan's insight is serving the party well; it is working out as well as they had planned."
-- Vyn teaches Y'lora how to handle a team of horses.
-- Alexis teaches Arimas a few spells.

4) The party arrives in Espydur.
-- The party meets with High King Helkenbraugh and relate the events on the Isle of Souls; the High King, hearing that the immediate threat is gone, decides to send a detachment to the Isle of Souls when resources become available, to check on the current inhabitants of the Master's complex.
-- Y'lora requests (and receives) a writ from the King to gain an audience with the Lord of Cloie.
-- Arimas and Vyn visit with Fremont again (dwarven brewer). Fremont is elated to see them again. He works with Arimas to make a batch of ale; Vyn drinks for free.
-- Per the agreement, Moorlun put a word in to the High King for Alexis to have him grant her an audience. Alexis meets with the court, beseeching that he help in bringing her brother to justice. He agrees to detain him when possible, but it is up to her to present evidence against him.
-- Siglan meets with his Order; there was some confusion as to where Woltjer was supposed to meet Siglan; Woltjer is heading to Falduin.

5) The party travels to Cloie to search for information concerning Y'lora's parents.
-- White roses are growing fairly abundantly in the area.
-- The Lord of Cloie meets with Y'lora. He says that the merchant named in the slave trade ledgers passed away 10 years prior. His eldest son now owns the estate just outside of town.
-- The inn's offering of ale doesn't meet Arimas' standards; he provides trade tips to the innkeeper as they begin to make a new batch; Vyn drinks for free again.
-- Vyn overhears patrons of the inn mention Alexis' brother being out and about.
-- Alexis investigates the store that was owned by the man who had purchased Y'lora's parents; there are no elves currently working in the store.
-- Y'lora scouts out the estate now owned by the merchant's son. She passes a graveyard on the way, gets a funny feeling, and finds two tombstones with her parents' names. The graves appear to be tended. "Lost but not forgotten" is inscribed on the tombstones.
-- In the morning, Alexis, Thain, Verinda, and Frederick awake. The rest of the party is not to be found.
-- Thain enters the rooms of the others; they all appear to be dead in bed with no visible signs of injury.
-- Alexis notes that a small group of men on horseback is entering town bearing her brother's heraldry.
-- Bruno's ring begins to glow brightly.
-- Alexis puts on the ring and is whisked away, ending up on the top of a Sidhe Tower similar to the others, except this one has a sixth portal which appears to exist in thin air. The rune on the center of the top floor of the tower is "12".
-- Alexis steps through the sixth portal and finds herself back in Cloie, alongside Vyn, Arimas, Y'lora, and Siglan. It is morning, as she remembers, but it is overcast now (it was sunny when she had put the ring on). The ring is now ice cold, to the point of being painful, and is no longer glowing. She takes the ring off.
-- Siglan realizes that he can see.
-- Cries for help, in Elvish, come from a nearby building.
-- Arimas hears muffled talk from behind the building... low enough that he "shouldn't" be able to hear it. The language is one that he's never heard before, but realizes he can understand it... is "sounds" like Sidhe.

Wednesday, October 10, 2007

Dreams Made Real

As Y'lora struggled to get back out of the water, Alexis noted that the beast that had rammed the boat was a shark. As she was about to get into the boat, she slipped and fell back into the water. The shark came back about and bit Y'lora's leg. Arimas was able to apportate Y'lora out of the water and began moving her back to shore. Meanwhile, after another ramming of the boat (which then began to leak, much to the dismay of Alexis and Thain), Thain was able to cut the shark as it passed by the boat. Wounded, it began to run. However, it's attempts to flee were dashed as Bruno crushed its head with good-sized stone missile. As its lifeless body began to sink, its tail began to change shape and a pair of humanoid legs could be seen just before it sank out of sight.

Pulling the boat inside the tower through the gaping hole in the wall of the tower (courtesy Bruno), the party sat down to rest while Alexis healed Y'lora's wounds. Bruno, Arimas, and Siglan went back up to the top floor of the tower to see if the ring that Bruno pulled from the hand of the wraith on the Isle of Souls would activate the transportation gates. After an hour of pulling, pushing, twisting, and prodding the ring, along with adorning it on various extremities, Bruno gave up.

With the party now rested, Arimas apportated the party to the shore, with Y’lora pulling the boat via rope. The party then talked with Yngvi, the Ascomanni villager from whom she had borrowed the boat. After relating the story of killing the shark in the tower, an apprehensive Yngvi let the party off the hook by only charging them 100 copper for the damages to his boat.

Flashing forward in time a bit, the Sea Tiger, with Vyn aboard, made port in Nestbaggann. Vyn stayed on the boat in order to avoid any imperial entanglements. Captain N’Questra sent several of him men ashore in order to find some way to offload the slaves and captured Master’s minions. While the ship was in port, Verinda, Frederick, and Thargus took the opportunity to see some of the city. They made their way to an inn where Verinda and Frederick took a much-awaited bath. Thargus tried to woo one of the bar wenches. Apparently, it worked, as they left the inn together. Thargus has not been seen since.

Back on the ship, several of the city guard boarded the Sea Tiger and spoke with Captain N’Questra at length. After the conversation was over, N’Questra took Vyn aside and explained to him that the guards were looking for a man by the name of Bannin Stredak who is wanted for murder. They were told that he had been seen aboard a ship in the Sea of the Bereaved and might be making port in Nestbaggann. N’Questra assured the guards that he was not harboring any fugitives and made it worth their while to take him at his word. He then told Vyn that he recalled back on the Isle of Souls that Vyn claimed his name was actually Bannin. In the end, N’Questra informed Vyn that he is effectively abetting a fugitive, and then asked Vyn what it would be worth to him for the good captain to keep Vyn’s presence on his ship a secret. They settled for one iron-bound chest full of copper (the one that the party looted from The Master’s tower). The Sea Tiger, now restocked and unburdened of its many passengers, weighed anchor and is now heading out to sea, making for the Bay of Arnur Culri.

Back in the coastal village on Anur Culri, Johan asked if any trading ships visit this village regularly. Yngvi said that they didn’t, given that they do not have a large enough population in the village (not to mention not having a dock big enough for a sea-faring ship) to warrant regular arrivals of large ships. There is, however, a larger town, Kroel, 30 miles to the west that does receive larger ships. The party rested for the evening, with Siglan spending time at the local temple to Gix, learning of the Ascomanni’s deity what he could, and in turn teaching the locals what he could of his Order.

After a night’s rest, Y’lora, Johan, and Arimas got up to travel to the larger town in order to tell the harbor master that if the Sea Tiger were to make port, tell the captain that the party is in a small village to the east. As they were making ready to leave, Yngvi approached Y’lora, handed her a white rose (which pricked her finger), and told her that he overheard her speaking of her search for the final resting place of her parents on the mainland. He gave her his condolences. Just as the three adventurers were about to leave the village, several of the fishermen arrived back from their early morning catch. Arimas was unfortunate enough to be in the way of one of the men as he tripped, spilling a basket of fish on top of him and soiling his armor. At the end of the day’s march, Y’lora, Johan, and Bruno arrived in Kroel and booked rooms at an inn. In the morning, they found themselves back in the fishing village. To make a long story short, the previous day’s events were only remembered by Y’lora and Arimas. To Johan, they had not yet left for Kroel. This appeared to be yet another dream. This time, however, Arimas and Y’lora shared the same dream. And, when they awoke, Y’lora was holding a white rose and her finger was bleeding. Arimas awoke to find fish slime on his armor. After relating to the rest of the party what they remember of the previous day (which did not appear to have actually occurred), Alexis recounted that white roses only grow in a small region in the Ramfandir Holdings, southeast of Espydur, in the hills around the town of Cloie. This is the same town that The Master’s slave ledgers indicated was the home to the merchant who had purchased Y’lora’s parents.

Saturday, September 29, 2007

Teleportation and Going for a Swim

Mid-morning, Anarire 19, 370 F.S.

En route to the Sidhe tower on the Isle of Souls, Thargus asks others in the party who "the other ship" was, referring to Dyderic's ship who had shown up on the Isle of Souls when the Master's minions decided to launch an attack upon the Sea Tiger. The party lets him know it was a merchant named Dyderic. Thargus then tells the party that Dyderic is more than a mere merchant, dealing in extortion and black market trade (Thargus had done work for Dyderic in the past). He found it interesting that Dyderic would take interest in the party.

The party continues to investigate the archways atop the ancient Sidhe tower on the northern end of the Isle of Souls. Deliberation ensued as to the operation of the gates. In the end, Siglan's adventurous streak won out and he (with the aid of Alexis) walked under the arch with the numeral "7" inscribed on its lintel in Sidhe. He disappeared. More deliberation ensued. After a bit, curiosity won out and, one by one, everyone in the party except for Vyn and Thargus (who has been following Alexis around like a puppy) walked under the arch. Before Y'lora entered, she told Vyn that if the party did not make it back, that he was to travel back to the Sea Tiger and tell Captain N'Questra what has happened.

They did not come back.

After an hour, Vyn begins the one-day trek back to the Sea Tiger and informs Capt. N'Questra of the events, and that most likely, the rest of the party is in the Bay of Arnur Culri (according to the text found in The Master's library, this is where they believe the tower would be taking them). Vyn requests that N'Questra voyage up to Arnur Culri to pick up the party. N'Questra, realizing that the "cargo" for which he was charged with safely delivering to, and returning from, the Isle of Souls is now 1800 miles to the north, agrees to travel to Arnur Culri with the condition that he must first make a two-day delay by stopping in Nestbaggann to drop off the rescued slaves and captured minions with "somebody", as well as restock the ship's supplies. Vyn acquiesces, and travels aboard the Sea Tiger.

*flashback one day*

Arimas, Siglan, Alexis, Thain, Y'lora, Johan, and Bruno, having stepped through the teleportation arch, find themselves on the top floor of yet another similar yet very different tower. The Sidhe sigil "7" is inscribed in the middle of the floor. About the pentagon-shaped room are five more archways, each with a Sidhe numeral inscribed in their lintels (6, 9, 12, 5, and 3). Arimas notices that arches 6, 9, and 12 possess an aura whereas 5 and 3 do not. After closer interrogation of the diagram found in the tome concerning the 12 Towers, Alexis hypothesizes that all gateways may not be presently working, and some may only work one-way. In any event, after stepping into the various arches and realizing that nothing happened, the party came to the conclusion that they are stuck here.

Looking out from the windows of the tower, it could be seen that this tower was located in a large body of water, with the shore about 50 yards to the north. Siglan and Y'lora heard a splashing sound from within the tower, some floors below them. Investigating, they find that the first floor of the tower is completely submerged. Y'lora finds some relatively fresh humanoid tracks on the second floor near the stairway that leads down into the water. The tower contains nothing of noteworthiness; just some sparse and very old and decayed furniture. While investigating the second floor, Siglan hears something in the water. Looking into the stairway leading down, Y'lora sees the water boil (as in movement below the surface... not steam and such).

Returning to the top floor, the party debates on how to escape to land. Arimas apportates Y'lora out of the tower and onto shore. Soon afterwards, several of the villagers living on the coast approach Y'lora. She begins a discussions with one of them, a fisherman. She explains that her party is in the tower and needs to reach land. The fisherman wants nothing to do with "that blasted tower", explaining that they have lost some men in the past when attempting to investigate the tower in the bay. He tells of a mysterious great shark that can pull men from dry ground into the water that haunts the tower. Y'lora convinces him to let her borrow his boat (for a nice deposit of copper, of course) and she makes her way back out to the tower. Alexis and Thain are the first two to climb into the boat. Just as Thain makes his way into it, the boat shudders as something very large runs into it from below the water. Y'lora loses her balance and falls into the water.

Thursday, September 27, 2007

Leaving The Master's Complex

The entire timeline of the campaign, from its onset to now, can be found here. In the middle of this post, I have described what Arimas found out about Bruno's ring when he analyzed it. I had notes on this written up ahead of time prior to last week's game session, but I couldn't find them last week, so I winged the descriptions of what was found on the ring. Well, I have now found my notes, so I've given the findings by Arimas later in this post.

As the party finished looting the Tower, a robed figure looking to be The Master arrived in the complex via cart. The party speaks with him inside the Tower. They call his bluff and the imposter (named Ecbert) succumbs to the party. The end result of the "negotiations" is that the party is leaving ASAP (with a hefty pile of swag), Ecbert is staying behind in the complex. One of The Master's minions, Thargus, becomes enamored with Alexis and follows her around like a puppy. The party offers passage back to Arnur Soghal for all fifty of the slaves being held in the complex. The remaining ten or so minions of The Master run out of the main gate of the complex during negotiations with Ecbert.

Waiting on the dock for the Sea Tiger to arrive, the party sees a large ship flying The Master’s colors (and then pulling them down) sail down the river. N’Questra later tells the party that they saw a large ship pass them that came from upstream.

After some quick negotiations with Captain N’Questra, he agrees to house all fifty slaves, along with the eight minions of The Master that the party apprehended the previous day.
The party raids the larder of the complex in order to feed these extra mouths.

Information gained by the party from books in the Tower indicates that one of the 12 Towers is located on the northern end of the Isle of Souls. With some aid from Moorlun, the party has N’Questra sail around the southern end of the island, up the west coast of the island, and around its northern end. Along the way, they spot several isolated buildings on the island, scattered about its southern end.

While on board the ship, Arimas analyzed the ruby ring that Bruno found on the robed figure in The Master's complex that was standing guard over the Black Cauldron. Each of the spells enchanted onto the ring, as far as Arimas can determine, are variants of spells that he has heard of. Here is what he found:

1) the first enchantment on the ring is something that involves the opening of doors
2) the second enchantment is something that involves everlasting life
3) the third is a location-finding enchantment
4) the fourth enchantment has something to do with rapid movement

Throughout the four hours of analysis, Arimas sensed an overriding enchantment on the ring... almost as if it were yet another odd variant of spells he is not really familiar with. This one overall "impression" seems to create a tether or an anchor to something. It is difficult to discern, but Arimas' mind sees the tether as being a link to a physical place and a state of being. As he examines the enchantments' magical properties, it tends to give him a headache whenever he looks too long at the tether itself.

Making their way onto the north end of the island, the party begins scouting for Sidhe tower that is allegedly on this island. Vyn picks up an old foot trail, the party follows it, and they end up at an old (but well-built) 5-story stone tower. On the top floor of this tower, there are five archways. Three of them emanate a magical aura. Two do not. Y'lora enters into beneath one of the magical archways (labled "12" upon its lintel in Sidhe) and one of the non-magical archways (labeled "2" in Sidhe). Nothing happens in either case.