Sunday, January 09, 2011

Episode 33: 10/31/10

The Party:
Ashelia Raminas, elf ranger 6/rogue 3
Nineve, human knight/9
Xicar, human cleric 7/entropomancer 2

After the party is over, we reunite with 31E and Dog and gather our belongings. The Palace guards escort us through the great gilded doors of the Silverspire, and out onto a wide terrace overlooking the snow-frosted and foggy city far below. Fog is everywhere. Fog along the river, where it glows orange, lit by streetlamps; fog rolls among the tiers of towers and tenements , and the polluted streets of a great and dirty city.

A short distance ahead is a sort of staging area for small, personal airships. A few seem to be available for hire, but most are elegant and ornate affairs that are certainly the private conveyances of wealthy individuals. After a brief discussion with the airman, we board a small airship. It begins its decent toward Dura, and the
Tower Macabre far below. The airship resembles a cross between a carriage and a longboat, with a comfortably appointed cabin. Outside we can see the fog-enshrouded city growing slowly nearer as we descend.

Suddenly, the airship lurches alarmingly, free-falling for a few heart-stopping seconds before returning to its previous controlled descent. Outside the cabin the airman begins shouting, obviously frightened by the strange turn of events. That's not a good sign!

The airman explains that occasionally the magic that suspends an airships fails, but it’s really rare. We press him about emergency procedures, you know, just in case. He tells us that normally he carries a supply of Tokens of Featherfall, but most of his went “missing” and he never replaced them. He currently has 2. He insists on keeping one for himself, but that only leaves 1 for all of us! As we're arguing with him about it, the airship simply begins falling. The sudden roar of rushing air is nearly deafening as the airship lists to one side, pitching us into empty space over the great city!

Nineve begins gently floating downward. I hear Xicar casting Air Walk and I quickly lose sight of them both as a bright flash catches the small part of my brain that isn't wholly consumed with the rapid approach of the unforgiving ground. A blinding bolt of energy leaps from the strange bronze canister, striking Haroldur in the back, and he stops plummeting! The intricate metal wings he has worn for so long have somehow become a pair of broad and graceful white-feathered wings! Lucky bastard.

Clutching a very tense Dog close to my chest, I turn my attention back to my impending doom. I know there's no way I'll survive the fall, but I begin to brace for impact anyway. Suddenly, I feel someone grab me from behind - It's Haroldur! With the combined weight of all three of us, he can't completely control our descent, but his powerful new wings turn a lethal plummet into a tumble we all walk away from with not so much as a sprained ankle. I'm not sure I've ever been so relieved to see him, and with our history, that's saying a lot!

We land roughly on street level and collect ourselves. Surprisingly, we managed to avoid being scattered too widely. After a few moments, Nineve and the airman touch down nearby - the airman wisely takes off at a sprint. Xicar finishes his descent down the AirStairs a few seconds later, breathing heavily from the excitement and exertion. However, there is no sign of 31E anywhere. Above us, we hear a faint whistling that rapidly grows louder. Looking up, we see a golden object tumbling out of the sky toward us! It strikes the pavement near us with a tremendous crash, throwing stone and dirt high into the air, along with a blinding shower of… rose petals of all things.

As the dust settles we recognize the familiar shape of the bronze canister we recovered from the Starry Mirror half-buried at the bottom of a shallow crater. As I climb down to retrieve it, I realize with a sinking feeling that 31E might well be in pieces at the bottom of a similar crater. Suddenly, I notice that my companions have turned away from my rescue effort. I grab the canister and vault over the lip of the crater to see 31E approaching! He's holding a feather token! He explains he found the "curious object" under his seat and was examining it when the airship malfunctioned. We're all thrilled to see him in one piece.

It is now very late at night, and there's no way we can make it back to the Cabal at this hour. We'll need to find a place to stay for the night. We’ll be unable to leave our current district (wherever that may be) until morning anyway.

I use my extensive local knowledge to lead us to the Duck and Goose, a six-story tower converted into an inn and tavern. We raise the sleepy innkeeper, who lets us two rooms. Nineve somehow intimidates him into providing us with hot baths in the middle of the night. We clean up and go to sleep.

A little while later, I'm pulled from my trance by a loud noise. Nineve is awake and bleeding from the head, and the Ulolock is rolling slightly on the uneven floor. It must've somehow fallen and hit her on the head. Then I notice something else that's strange...the inn is on fire! We wake the men and make our way out of the inn, and find that the rest of the staff and guests are also fleeing the burning building. We step outside just as part of the inn collapses and the fire rages out of control. We work with the innkeeper and other citizens to put out the blaze. Hours later the fire is extinguished with little damage to nearby buildings. Thin fingers of grey stretch across the sky, heralding the coming dawn. Just before we leave, I sift the ruins of the inn:

I see a cook loading the stove, knocking some coals onto the floor. Then a scullery maid accidentally sweeps a large coal through a doorway, where a boot just like Xicar’s kicks it down a stairwell to land in a pile of straw. It smolders for some time, before bursting into flames.

My companions are curious. I dust the ash from my hands and shoot Xicar a look, but chose not to share my findings with the innkeeper.

As we start for home, Haroldur calls an informal meeting which turns into a minor argument. He points out that we've had nothing but trouble lately: the airship's failure, the fire at the inn, and blames our misfortune on the Ulolock. He thinks we should get rid of it or leave it here, because it's too dangerous to take with us back to the Cabal. Nineve agrees, rubbing the large knot on her forehead. I point out that the Ulolock has saved our lives twice, once by giving him wings (which, disappointingly, have turned back into his familiar mechanical accessory overnight), and once by waking us up, which alerted us to the fire. Furthermore, if the canister really is dangerous, leaving it anywhere but the Cabal would be completely irresponsible. No one seems to have a retort for this, so we continue on with the Ulolock in tow.

As a foggy dawn breaks and the legitimate portions of Istivin wake, we begin the last leg of our journey home. Before we really have an opportunity to look for a hire carriage, one drops its first hire of the day directly across the street. As the wealthy-looking passenger disembarks, the driver glances toward us and indicates that his carriage is now available.

As Xicar finds a seat within the carriage, he sits upon something wedged between the cushions. He finds an unmarked coin pouch with a handful of coins within. A quick count reveals 40 platinum pieces! We glance about for the carriage's previous occupant, but he's already gone. Xicar shrugs and happily tucks the pouch into his pack.

A short while later a loud crack interrupts our journey. The carriage lurches violently, nearly throwing a couple of us from our seats and comes to an abrupt halt. The driver quickly explains that one of the coach’s wheels has broken, and
he’ll be unable to take us any further. He apologizes excessively for the inconvenience.

Back out on the street, it takes us a few minutes to secure a new coach, but soon enough we are under way again. The coach continues for several hours uneventfully, as I reflect upon the relative peace of Istivin. A panicked shout disturbs my reverie.

A moment later the coach is full of dust and noise as something large crashes through the roof into the passenger compartment! The coach comes to an immediate stop. After a second or two, we determine that a worker has somehow fallen from his perch on a ladder far above the street, and into our carriage! Lucky for him, the coach broke his fall, and he is completely unhurt, although a little shaken.

The startled driver explains that he will be unable to continue your journey. He apologizes for the inconvenience.

As we make our way towards Dura on foot for a while through the crowded and foggy streets, we are once again interrupted. A young man rushes up to us, carrying on at some length about his day-long search for a Greycloak such as ourselves. He explains that recently, the Cabal helped him sort out a tangled legal affair involving his inheritance. Extremely grateful, he has been searching for a Greycloak to whom he can pay the legal fee. Luckily, we came along when we did. Unfortunately he knows nothing about the Cabal member who aided him, but he seems sure we can
locate them. He hands Haroldur a small pouch containing several gems, and seems content that that should cover the fee.
A quick count values the gems at about 1,200gp!

The young man shakes hands with all of us vigorously, and turns to leave. As he is crossing the street, he turns to wave to us, again shouting his thanks. Tragically, he doesn’t see the heavily loaded wagon that plows into him before any of us can react, despite the driver’s attempt to halt his draft team. After doing what we can to help clean up the mess, we continue on our journey.

The remainder of the trip back to the Cabal can only be described as strange. Several more peculiar and unlikely events punctuate the bizarre journey home. Needless to say it takes far longer than it should, but eventually we make our
way through the long rows of mausoleums that encircle our home, and arrive at the Tower Macabre.

When we arrive it is late evening, but the familiar faces of Legionnaires and acolytes greet us warmly. Apparently Marten has told the Cabal staff to expect our return. We are shown to our old chambers; although spartan, they are familiar and comfortable. Clean clothes and a simple meal awaits each of us, as well as a note from Mossad requesting a word once we’ve settled in. Dog jumps onto my bed, turns around a few times, and immediately falls asleep. It's not a bad idea.

I take a long, relaxing bath, thoroughly soaking the dust, sweat, blood, and grime from my hair and body for the first time in months. Why is it the road to adventure is never lined with saunas and spas? I'm not given to vanity, but I revel in the thought that good personal hygiene is once again a luxury I can afford.

I slip into clean clothes, climb into bed around the immovable weight of Dog, and drift into a deep, restful trance.

In the morning, we visit Mossad. Though normally quiet and reserved, he is clearly happy to see us. Mossad’s office is covered with maps of Istivin. Each is marked in red with circles and numbers, although what they indicate isn’t clear. We inquire, and Mossad explains that there have been a couple outbreaks of undead throughout the city. At first they seemed unrelated, but the increasing severity of the outbreaks has raised concerns. Also, the alchemical nature of the undead in each of the outbreaks provided a common thread.

The first outbreak, which happened over two months ago, wasn’t very bad. There were less than 200 casualties. Most were simply killed by the rampant undead, but a few awakened as undead and continued the outbreak for a short time before it burned itself out.

A little over a month ago there was another outbreak. This one was worse. With the help of several other Churches, the outbreak was controlled after several days, but with nearly 1000 casualties. Many of the victims rose as undead to spread the problem, more than with the previous outbreak, but most of the victims were simply killed. The undead were mindless, like zombies, but quicker, and dripping with caustic alchemical fluids.

We get the feeling we've seen something like this before. Our thoughts turn to Filge as Mossad drops the subject and asks us about our long travels. We give an informal explanation, trying to hit the important highlights without taking all of his time. We leave out the part about Lazare turning into a copper dragon...

Mossad tells us that Marten is already expecting a full formal report of our actions since leaving the Cabal nearly 3 months ago, and notes that he'll be glad to have 31E returned.

We show him the Rod of Lawsome and the Uloloch. Mossad is impressed and intrigued by the Rod Fragment, and handles it reverentially. However, he is visibly concerned about the Ulolok, and recommends speaking to Advocat about it.

Mossad also jokes with us about the incident at the palace and the play we put on, asking that we perform it one day for the members of the Cabal. We politely decline.

As we are about to leave, our attention is once again drawn to the maps of the recent outbreaks. Xicar brings up the name which has been on all our minds: Filge. Mossad gets up, and gesturing with his remaining hand, leads us out of his office. He guides us to a portion of the Tower that we have rarely had reason to visit: the Feeble Rooms.

Within, dozens slack jawed men and women stare at us with blank eyes as Mossad leads us onward. Here and there an acolyte will occasionally wipe drool from a chin, or carefully spoon food into the open mouth of one of the pitiful wretches. As I suppress a chill, Mossad explains that we are walking among some of the most dangerous and notorious necromancers in Caledon. That they no longer have the power to harm is a blessing of the Lady.

With a dismissive gesture he indicates Tares, the young acolyte we captured in Diamond Lake so long ago. Curious, I look at him intently. The change which strikes me most is in his eyes: where there was once a bright, hard gleam reflecting madness, desperation and hate, there is now nothing. Looking into his eyes is like looking into an empty grey fog. I feel myself begin to pity him, and immediately stiffen. I force myself to recall his undead horrors, the Caller-in-Darkness which he was protecting, and to imagine the terror and suffering he would have unleashed on the world if given the chance. I turn away from him abruptly, as one would from a discarded object, and continue down the corridor.

A little further, Mossad stops before another of the drooling, mindless animals, and turns to us expectantly. It takes a second, but recognition dawns on us. Sitting before us, staring blankly off into space is Filge, the necromancer who plagued our early steps as Greycloaks.

Mossad tells us he was captured shortly after we left Istivin. The Church had a Seeker infiltrate what was left of Filge’s organization. It is suspected that Filge turned our agent against the Cabal, or killed him, but not before we got what we needed to trap him.

He was convicted, and his sentence carried out. He’s been here for nearly 3 months.
We thank Mossad for the tour, and take our leave.

In need of a lift, we decide to check in with Hezzrak. He isn’t in his small chamber when we arrive to speak with him. Life seems to be going well for the conniving little devil, however. Ostentatious displays of wealth are everywhere within the small room. Suddenly and with great fanfare, an opulently dressed but grubby young man steps into the chamber carrying a diminutive golden
throne atop a glittering miniature platform. Wrapped in lavish finery, Hezzrak glares at us contemptuously and gestures with a jeweled scepter for his porter to bring him closer.

Hezzrak can’t keep up the charade for long. Soon he breaks into gales of impish laughter, tumbles off of his throne, and tries to catch himself with his wings. They get tangled in his miniature cape and he falls to the floor with a smack. We try to suppress our laughter. He continues cackling madly until his porter reaches down to place him back upon his platform. “Don’t touch me, urchin!” the little devil snarls as he bats at the boy's hand.

Smiling, he starts chattering to us as he climbs back up onto his seat. "It sure is good to see you again. Things haven’t been dull since you left, but they’re bound to be much much more exciting now that you’ve returned!" Proudly gesturing at the lavish, gaudy surroundings, Hezzrak explains that he and Advocat have collaborated and created a lucrative trade in information ("And the occasional soul!" he whispers). He has contacts throughout the city, and so long as he gives Marten a 40% cut, the Cabal doesn’t get in his way.

We take a few moments to collectively grumble about Marten and insult his parentage. Then Ninenve, whom some might consider a connoisseur of enslaved help, gestures to the ridiculous footman and says "Who's the kid?"

Hezzrak explains that the “urchin” is his familiar. He decided that someone as mighty as Hezzrak the Shadowmaster (I raise an eyebrow) needed a loyal servant, and what is more loyal than a familiar? He cast the spell, and this street
urchin turned up. Hezzrak seems to find this quite fitting and begins muttering and cackling to himself about human wizards having imp familiars, and how he's shown them! We excuse ourselves and make our way to Dr. Morgus's lab.

The doctor is in and grumpy as ever. For a change, the lab seems to be focused on a single pursuit. The corpses of several humans lie in various stated of dissection, and the rest of the Doctor’s experiments seem to have been pushed into one corner. Dr. Morgus barely acknowledges our presence, and indicates that unless we have something important (or very interesting) to discuss, he really has essential work to get back to. I hand over our vials of Nineve-eating Cthulu goo samples from the Nexxus. He actually looks at them before shooing us out of his lab to continue his work. As we're opening the door to leave, he mutters that he might be able to actually study those "interesting new samples" if Marten would back off and give him some breathing room.

It's late afternoon when we decide to drop in on Tamclar. He grins widely and hugs our knees in the crushing embrace only a dwarf is capable of, and we all laugh and exchange greetings. Despite the happy reunion, Tamclar has changed since we last saw him, and not for the better. The left side of his face is badly scarred, and his left eye is cloudy and sightless. Tamclar also seems more care-worn, like he has aged decades in the 3 months since our parting. Something seems to be troubling him.

Tamclar explains that he got most of the people out of Diamond Lake safely, and had them scatter in small groups throughout the countryside to escape the dragon. His group was briefly attacked by the dragon, and he fell in the skirmish. Some of the townsfolk carried him to safety, and somehow he survived, but not unscathed.

While he was unconscious he had a vision of Wee Jas which he credits with his survival. Since then he has dedicated himself fully to the Cabal, and wholly embraced their teachings.

We chat about our adventures for a time, and eventually work around to If asked about what’s troubling him, Tamclar asks that the party come speak with him once they’ve ‘made the rounds’ and settled back in to life in the Cabal.

After dinner, we are asked to surrender the Rod and Uloloch to the safekeeping of the vault. Haroldur is bereft at the loss of his favorite accessory, so we leave him to pine for it alone.

The next morning, we are summoned to Marten. He greets us coolly, and then expresses interest in reading our complete report, especially the part that explains how we ended up on stage at the Prince’s celebration. Gods, he's such a douche.

Then, adopting his usual haughty manner, he says "About the Uloloch, I’ve spoken to Advocat and Mossad about that, and the Rod. It disturbs me that they fell unheralded
from the sky into your hands. You have been rather foolish to bring something so powerful into this place. At least together they seem to conceal each other in a way." He holds up his hand, dismissing any further discussion of the topic.

"Additionally, I expect your report within a week. When you are not compiling your account, I expect you to confine yourselves to the Chapel, and meditate upon your departures from the Ruby Lady’s teachings. I sense that the seeds of Chaos have taken root within each of you." He waves his hand dismissively and turns his attention back to the papers on his desk. As we're leaving, I mention Dr. Morgus' unusually organized and focused lab. I toss in that he seemed overworked when we spoke yesterday, and hint that pushing an unstable personality like Morgus can backfire if not handled delicately. Marten responds with a non-committal "Hmph". We leave, each of us fighting a mental battle to contain our seething hatred for the pompous ass.

At Haroldur's request, we head to Mossad to ask about the Rod (and the Uloloch). Mossad tells us the Legionnaires have secured the canister and the Rod in the Cabal’s vault for the time being. He says that according to Advocat, it is a battery, storing vast amounts of chaotic energy and influencing events around it. The Ulolok could prove devastating in a large city like Istivin. It seems to be stabilized somewhat by the presence of the Rod fragment. For the time being, they should remain in close proximity. He firmly adds "In the Cabal’s vaults" with an emphatic glance towards Haroldur, who looks positively crestfallen.

In the hall, we run into Arrad. His scarred face contorts itself into a rare smile as he stops to greet us. He seems genuinely pleased that the rumors of our disappearance were exaggerated, and makes it a point to observe that he was confident in our safe return as long as we have Nineve at our side. He mentions
that if we get time, he would be happy to train with the party, and see if we’ve learned any new tricks. He adds he might also show us a few tricks of his own, if we're up to snuff.

We settle into Cabal life, writing our reports, meditating in the Chapel. 31E retires to a storage room and asks to be left alone while he "runs internal processes". We even preside over a funeral, and for once, NOTHING HAPPENS!

One morning at breakfast, a junior acolyte informs us that Mossad would like a word with us in his office.

Mossad greets us warmly, but immediately gets down to business, occasionally pausing to take a bite from a tray of glazed cinnamon rolls on his desk. “You handled that funeral well, but there’s no rest for the weary. A local tax collector by the name of Blinder, was found dead yesterday evening, a hazard of the profession, I’m afraid.” Mossad pauses for another bite, then continues, “Evidently he left 3 children, and no mother. With his profession being a rather unpopular one, his children are at a considerable disadvantage.” Mossad seems somewhat troubled as he
continues, “The man was necessary, and did no harm through his trade. Taxes, though evil, are a necessity, and he maintained his children with his wages. I would like you to go to his residence and look in on his children, and make sure they are being cared for.”

Following Mossad’s directions, we soon arrive at the base of a run-down tenement tower in one of Dura’s poorer areas. Upon going to the entry and ringing the bell, a very ugly young boy comes out of a sort of office, and looks at us over a
spiked fence. “What do you want?” says the boy, fitting his chin between two of the spikes.

We start politely, inquiring after the childrens' address, but the boy is being unnecessarily evasive and difficult. It's not long before Nineve loses her patience with the brat, roaring at him that if he doesn't cooperate, she will teach him to know fear. He wets himself and gives us directions.

As we step into what passes for the tenement’s lobby, an unpleasant-looking woman with a case of dropsy or asthma or perhaps both gestures us over. “Whatcha want?” she asks, rather rudely. She suddenly seems to notice our dress and markings, and looks startled. “Oh, begging your pardon!” she says, then leans forward conspiratorially, “Has someone died? No one’s told me, I assure you.”

We ask her about Blinder and his children. She seems to relish her momentary usefulness and chatters on "Blinder? Neckett Blinder? His children? Yes, 3 of them, if you please. Five floors up, #7 on the left, opposite the stairs.” She slides a key across the counter, and looks at us expectantly. Xicar picks up the key, flashes one of his trademark megawatt smiles, and we head up the rickety stairs.

When we reach the second floor, we find that we’ve disturbed a man who was standing there, looking out of his room. “Is it Gridley that’s wanted?” he says, fixing his eyes on us with an angry stare. He is a tall, sallow man with a careworn head on which little hair remains, a deeply lined face, and prominent eyes. He has a combative look and a large and powerful build, though evidently in its decline. He blocks our path up the stairwell, and shows no sign of moving as he fixes the same angry stare on each of us in succession.

We spend a few minutes explaining our business, with Xicar attempting to placate the old codger, but without much success. This man is impossible! I could slip past him, but he'd still be a problem for everyone else. Just as Old Man Gridley starts in on yet another rant, Nineve steps up to him, a shade too close. In a quiet, even tone she explains that as Greycloaks, we help people complete their journey to the Ruby Lady. And sometimes, we help them start it, too. Gridley seems suddenly aware of the contrast between Nineve's imposing form and shining full plate, and the thin rags clinging to his aging body. Squinting at us, he tightens his grip on the moth-eaten blanket wrapped around his shoulders, and then turns into his apartment and slams the door.

When we come to the correct door and knock, a little shrill voice inside says, “We are locked in, the Land Lady’s got the key!” Xicar unlocks it.

Inside is a poor room with a low ceiling and containing very little furniture. A mite of a boy, some five or six years old stands near the door nursing and hushing a heavy child of about eighteen months. There is no fire, though the weather is cold; both children are wrapped in some poor shawls and blankets. Their clothing is not so warm that their noses are not red and pinched, and their small figures shiver occasionally.

We swiftly learn a few relevant facts. The boy’s name is Tom, the little girl’s name is Emma. "Charley", apparently also called Charlotte and presumably the third orphan, has locked them in the room. Also, Charley is out "a-washing".

Just then, there comes into the room a very little girl, childish in figure but shrewd and older-looking in the face, drying her bare arms on a womanly sort of apron. Her fingers are white and wrinkled with washing, and here and there some
soap-suds are yet smoking in the cold air. Apparently she had come running from some place in the neighborhood, and had made all the haste she could. Consequently she is out of breath, and cannot speak at first, as she stands panting, wiping her arms, and looking quietly at you. The small child in the boy’s care stretches its arms and cries out to be taken by Charley. The girl takes the small bundle in a womanly sort of manner, and stands looking at us over the burden that clings to her most affectionately.

Once Charley has recovered from her dash up the stairs, we question her as well. She goes out washing as often as she can, and proudly states that she "earns six copper a day!" She says she comes back when she can, and Tom doesn’t mind being locked in. Tom nods emphatically in agreement. Charley tells us also that Mr. Gridley and the landlady check in on them (Tom & Emma) when she's out.

Charley sits on one of the unsteady chairs, and soon Tom lays his face among the scanty folds of her dress and passes from smiling to crying quietly. While Tom cries, although she sits quite tranquilly, looking quietly at us, not disturbing
a hair of the head of either of her little charges, several silent tears fall down her face.

Panting and gasping, the landlady bursts into the crowded room. “Really, it weren’t much to forgive them the rent, sirs. Who could take it from them?” She leans in the doorway, regaining her heavy breath by painful degrees.

It is obvious to me that we can't leave these children here. The spartan room is without light, heat, or food. It is obvious young Charley, whom I estimate to be about 10, cannot continue the pace she has set for herself, and even if she could, six copper a day is not a sufficient income to provide for three people. The drafty room is uncomfortably cold. With the approach of winter, I doubt the two younger children could survive the environmental conditions, even if they had enough food, which they don't. I make this case to my companions, who are at first disinclined to intervene. I point out that prisoners are treated better, and express my astonishment that humans take such poor care of their young. No wonder they're so short-lived!

At last, their guilt pushes them to action. As it's getting quite late, we decide to take the children back to the Cabal for the evening and figure out more permanent arrangements later. Xicar carries Emma, and I distract Charley and Tom from a potentially scary situation by pointing out tracks and telling them stories on our walk back to the Cabal.

The acolytes who greet us express reluctance to take the children in. We explain that it's just for one night, and we will personally see to other arrangements for them in the morning. We see the children to a simple guest room and put them in the charge of a matronly acolyte. I instruct her to ensure they are bathed and well-fed this evening, and to watch over them and tend to their further needs, if any.

Before retiring to our chambers, we drop in on Mossad and bring him up to speed. He's not happy we brought them here, as the Cabal is no place for children, but understands that we were doing the best we could under the circumstances.

In the morning, I use my encyclopedic knowledge of the area to locate a reputable orphanage. We take the orphans with us to check the place out. The place is well-built and clean (though worn), and the proprietress is a plump, cheery looking woman with curly red hair and rosy cheeks. She was obviously born to work with children. She greets us skeptically (people tend to get intimidated when a squad of Greycloaks in full regalia drop in unexpectedly), but relaxes a bit when she notices the children. We have her show us around the place, which she does with pride. It is obviously a well-run operation. The children in her care are healthy, happy and clean. She speaks at length about the "betterment program", under which the older children learn skills or trades of their choosing, so that they may be be prepared to make a life for themselves outside the orphanage.

Xicar asks Charley and Tom if they would like to stay here instead of going back to their old apartment. They enthusiastically agree and beg us to let them stay in the orphanage. With the children agreeable, we enter negotiations with the proprietress. She takes some convincing, but after a compassionate speech from Xicar and some bombastic religiosity from Nineve, she agrees to take them in. We see the children settled in and the proprietress shows us out. As thanks, and to defray the costs of their care, I donate 30 pp to the orphanage from party funds.

As we turn down a deserted alley on the way back to the Cabal, Zolara appears!

The Choosing:

Nineve - The Wax Works
Ashe - The Desert
Xicar - The Brass Dwarf

The Spread:

The Theater The Lost The Brass Dwarf
The Tangled Brier The Owl The Sickness
The Eclipse The Beating The Uprising

"The Theater represents both your position in the greater scheme of things, and your recent moment of triumph on stage. Although Lost for a time with in the Tangled Brier, you have emerged, with new knowledge and hope for the future, despite the dangers you may never really forget. The Eclipse reveals self-doubt and loss of purpose. It also represents losing one's way along a path. The Eclipse overshadows your most difficult trials, but thus far you have overcome ever one.

"Here, the Lost has finally been made whole, although now he is lost in a different way. For him, the word makes no sense. The Owl represents the harsh reality of the natural order. The Owl's needle binds life together, but can just as easily pick it apart. It is a card of life and death. The Beating warns of coming under attack from all sides, but also indicates the dissolution of a greater whole. Strength - no matter the source - dissolves under the relentless attack.

"The Brass Dwarf represents surviving a grave danger. He also warns of a possible dark fate for one, which may save others from danger. The Sickness warns of corruption, in this case of a multitude of souls, and is influenced by the Uprising. The Uprising represents a powerful force of overwhelming strength, that if not brought under control could spell disaster, especially being under the influence of the Sickness. I fear a terrible riot of plague looms in your futures."

On that cheerful note, we stop by Tamclar's house and invite him out for a drink. We get settled with our cups, and Tamclar tells us that he has a personal matter that has been distracting him lately. “I never spoke to you about my life before we met in Kolbenborg. I moved there to escape my past.” Tamclar rolls up his sleeves to reveal two tattoos: one a pair of crossed claw-hammers, the other, the dwarven characters HFLLFH.

Xicar recognizes the tattoos. The hammers indicate membership in the notoriously violent dwarven syndicate the Hammerheads. Infamous for numerous criminal activities in predominately dwarven lands, the Hammerheads have a presence in most cities with a significant dwarf population, especially among the underprivileged in dwarven communities. The runes stand for “Hammerheads For Life, Life For Hammerheads.”

Tamclar continues “I made a name for myself in the Hammerheads; that was when I was a lot younger. Then I got married, and had a son. I decided it was time to get out. I left the Hammerheads quietly, and settled in Kolbenburg, made a living as a miner. Things weren’t great, but we got by. Then my wife took ill. Later the goblins came, and you know most of the rest. A lot of the survivors of Diamond Lake made their way to Istivin, and I, uh, became something of a local hero in the community."

Attracting attention to himself was the last thing Tamclar ever wanted to do. He worries that his unintentional notoriety will put him back on the mafia's radar. Nothing's happened yet, but he wanted to come clean about his past and voice his present concerns. We tell him we've got his back, and head back to the Cabal after finishing our drinks.

The next day, Mossad calls us into his office. He greets us warmly, but immediately gets down to business, occasionally pausing to take a bite from a tray of cookies and dried fruit on his desk. “From your report, the situation with the tax collector’s children was a rather difficult one. I’m glad you handled it so well."

Mossad pauses to select a cookie from his tray before continuing, “A wealthy patron of the Cabal contacted me. It seems she has a servant that has failed to report for
her duties for several days now. She fears the worst, and would like the body collected and laid to rest appropriately. Here’s the address, and name. Try to be quick about this one; I’ve got more for you after lunch.”

The carriage drops us off several blocks from Mossad’s address, at the edge of a particularly poor slum. A street urchin, in exchange for a silver piece, guides us to the houses we seek. It is one of a cluster of wretched multi-story hovels, with cramped pigsties close to the broken windows and sad little gardens near the doors growing nothing but stagnant puddles. At the doors and windows some men and women lounge or prowl about, and take little notice of us, except to laugh to one another or to say something as we pass about gentle folk minding their own business and not
muddying their boots with coming to look into other people's.

The urchin guides us to a three story cottage at the farthest corner. The door squeals loudly as our group nearly fills the otherwise empty ground-floor room. The room is surprisingly dark, barely illuminated by the light from the doorway. The damp weather has reduced the floor to a sticky morass of smelly mud. The building is silent, except for the creak of floorboards above us. The whole pace smells foul; it’s not a scent we can put our fingers on, but it’s definitely unpleasant. I hear the faint sound of dripping water from somewhere above us.

The stairs creak loudly as we climb them. Near the top of the stairs, something black scuttles out of the shadows and races across the floor! Nineve startles a little, but I notice it’s just a rat. It’s got something in its mouth, but I can’t tell what it is. A strange, flickering light, like that of guttering candles, leaks out into the hall from a door only slightly ajar. The foul smell is stronger here, and we can clearly hear the sounds of dripping water.

We go through the door into the room. Besides ourselves, there are in this damp, offensive room a woman with a black eye, holding a little bundled baby by the fire; a man, all stained with mud and clay, lying at full length on the ground, smoking pipe; a powerful young man fastening a collar on a dog; and a girl doing some kind of washing in very dirty water. They all look up at us as we come in, and the woman seems to turn her face towards the fire as if to hide her bruised eye; nobody gives us any welcome. “There ain’t,” growls the man on the floor, “any more of you to come in, is there?” A pause. "Because I thought there weren’t enough of you, perhaps?” This elicits laughter from the man and the washing girl. The young man with the dog echoes the laughter noisily.

Nineve "Ahems" loudly. The sprawled man says "So what is it you want with us, other than crowding our cozy abode, that is?" Using as few words as possible, we explain we are inqiring after a missing servant girl. He answers, “Her? Ha! I been drunk for 3 days, and I’da been drunk for four if I’da had the money. She’s been here ta whole time. That’s her, by the fire. And how did she get that black eye? Why, I give it her; and if she says I didn’t, she’s a-lying!” We're a little taken aback by this, and stand in stunned silence for a moment at the candidness of this drunken lout.

Impatiently, he continues "I suppose you’re done now? You’ve done what you came for, its time you went." This seems pretty reasonable. Nineve tells the servant she should report back to work or send word to her employer. As we turn to leave, I glance at the child held by the woman near the fire. She only looks at it
as it lays on her lap, and she moves to cover her discolored eye with her hand when she feels my eyes upon her. I notice with a shock of dismay that the little baby is quite dead, and has been for some time.

The woman meets my gaze and she knows I know. At first she stares at me in astonishment, and then bursts into tears.

This is clearly the reason for the servant’s absence. She refuses to relinquish the deceased infant, or accept its pitiful fate. Perhaps we can help her move on with her life, as well as provide the child with a proper burial. Strangely, the rest of the family, particularly the abrasive man still lying on the floor, are silent as I speak to the woman by the fire. The others quickly realize the situation and join me.

I visit with the woman for a few moments, gaining a little insight into her misery. I learn that her name is Jenny, and this is the 4th infant she has lost.
Xicar carefully explains to the woman, and the rest of the family, the gravity of the situation, and the importance of moving on, and letting go. He finds a particularly moving passage in the White Book to relay to the woman and her family. They seem to find the words of Wee Jas especially comforting in this dark time. Building on this, he begins an impromptu sermon, conveying the message of Wee Jas in such a way that the woman finds a great deal of comfort in his words. After we at last convince the woman to relinquish the deceased infant (to Xicar, the baby-carrier), Nineve takes the opportunity to lambaste them for their putrescence. In a powerful speech about the physical dangers and moral degeneracy of filth, she intimidates them into cleaner living conditions. Even the drunk on the floor is up and cleaning the hovel by the time we leave.

As we leave the pathetic scene behind us, we realize that it has grown quite late, evening is near, and a red, fierce glow spreads through the all-pervading fog that swirls around the city so that all seems like a waving, hazy sea of blood.

Mossad won’t be happy that we’ll be returning so overdue, but given the circumstances, he should understand. As we walk toward the closest area that we can reasonably expect a carriage to be available, we can’t help but notice several
plumes of dark smoke rising above the hovels and towers nearby. It is not the smoke of chimneys, but of large fires burning.

Nearby, a sudden commotion breaks out as a handful of dirty vagabonds come flying toward us out of the fog, like wisps of straw blown by the wind, their eyes wide with fright as they sprint past. A thin, high-pitched scream cuts through the air as a young girl, clad in a torn and blood-stained frock stumbles out of the heavy mist. The girl falls at Xikar’s feet with a wail and a sob, and lays clutching at his ankles. She lays still, and a quick examination shows that she seems to have only fainted.

Although we are used to grotesque sights, the figures that appear next cause a slight coldness to travel down our spines. Two men have emerged from the fog and stand before us in silence. They are tall and gaunt, and their clothes hang from them in bloody tatters. Blood and other fluids streak their faces and dribble from their slack-jawed mouths; their eyes are inhumanly large and inhumanly red. As they stand there, it seems that only their burning eyes live.

Several similar figures shuffle out of the obscuring fog, and stand for a moment, regarding us with their hideously red eyes as their torn lips and jagged teeth suddenly gape in a series of horrid, dripping grins.

In this silent moment of dread, it dawns on me: Oh my god, it's the Zombie Apocalypse!

Suddenly, the girl a Xikar’s feet leaps up, her talon-like nails tearing at his face, the hideous red eyes staring into his with a terrible threat, noxious fluids pouring from her nose and mouth!

As if responding to a cue, out of the mist they are swarming, the terrible, tattered shadowy shapes in the fog; out of the alleys they come charging and down the street they clamber, and their red eyes and dripping mouths are all turned toward us, the figures who stand alone in the street. The fog belches them forth in an unholy torrent.

Nineve bisects the girl clinging to Xicar and prepares to fight, but I know we have no choice but to RUN. I drag them after me, my mind racing through all the possible avenues of escape. As we flee into the fog the dead hands are close at our backs. We keep running. Gradually I realize that it has become silent for a moment. I look around to realize with growing dismay that we’ve become separated in our flight; my companions are gone. I am alone in the oppressive fog and growing darkness.

Cowering in a corner, near some crates, is a young boy. Standing protectively over him is a large dog, his fur and jowls smeared with gore. He growls deep in his chest as several lurching corpses approach. Reuniting with my companions is my priority, but I can't abandon these two to their fate. Dog, whom I have named Furmis'ul, seems to share my thoughts, and we leap down to their aid. I notice the zombies do not attack animals; they seem to only be interested in humanoids. I tell the boy not to be scared, and the two dogs and I tear through the approaching knot of zombies with a smooth efficiency.

When the immediate danger has passed I check the boy for wounds. Convinced he is unharmed (and thus uninfected), I tell him and his dog to come with me if they want to live. I know that mobility is our best defense. We stick mostly to the rooftops, leaping between buildings and balancing on ledges rather than risking confrontation on the ground. I take the time to frequently check for any sign of my companions, but the city is a maze and they are lost to me in it. Fortunately, I know we are all heading to the same destination: The Cabal.

Wholly in my element, I dance over obstacles and skirt the roving undead mobs as if it were child's play. I've trained my whole life for exactly this eventuality, and it's immensely satisfying to see my long preparations serve me so well. I reach the Cabal swiftly, with Furmis'ul, the boy and his dog in tow, all of us completely unscathed. The look on the faces of acolytes who quickly usher us in reminds me that I should probably not be grinning. I regain my stoicism and inquire after my companions. I'm apprehensive but not surprised to learn that I am the first to arrive back. Despite my fervent protests, Mossad forbids me from going out after them. I wait in the entry hall, pacing like a caged lion. After what seems like an eternity, Nineve staggers into the tower, barely alive and sentient, a shattered husk of her former self. There is no sign of Xicar.

In the morning, however, Xicar strides into the Cabal having somehow survived, "Courtesy of the Brass Dwarf", he says.

As we tend the wounded and work to come up with a plan for this new crisis, we are interrupted by a courier from one of the secure areas. It's a package from the orphanage! Inside is a note from the children and a doll for each of us, which they made as a thank-you for rescuing them and bringing them to such a nice place to live. The gift warms the cockles of our hearts (and we get a permanent +1 morale bonus to Will saves as long as the dolls are in our possession!)

~Ashe

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Thursday, November 04, 2010

Episode 32: 9/18/10

The Party:
Ashelia Raminas, elf ranger 6/rogue/3
Nineve, human knight/9
Xicar, human cleric/9
Haroldur, human fighter 1/cleric 5/divine knight 3

After we close the portal, we go back to the stinky chlorine room and find 31E has somehow been interfacing with the obelisk. As we approach him he morosely mentions that this chamber would have once housed a reflecting pool, but gesturing to the sludge, it has obviously been contaminated at some point. Still facing the obelisk, he says "This is a Beacon. It is a self-sufficient … recording device."

31E turns to us, and I swear, if a machine could show emotion, the only one that would describe 31E now would be despair.

"I am forced to face the possibility, however remote, that the Imperium is no more.
I have followed my directives to their termination. Without directives I have no … direction. I am unsure how, or even whether, to proceed."

His world is obviously shattered. We assure him that he'll always have a place with us. We also toss in the idea that there is no greater authority than religion, and at least in the Cabal, new directives aren't hard to come by. At the very least, we convince him to stop being a Melancholy Man-Bot and come with us as we try to find a way out of here.

The smashed doors we found earlier lead to a masonry wall. A large hole has been smashed through it, leaving a litter of rubble along the floor. On the other side of the wall is a storage room. It appears to be little used, but in nothing like the neglect we have seen thus far. Clothing of a staggering variety of shapes, colors and styles litter the room, many of which have been shredded by bestial claws; blood splatters many of the articles. Armor and weapons stand against the far wall, but a cursory examination shows that it would not stand up to simple sparring, much less a life and death struggle. A spreading pool of blood oozes toward us from the other side of the weapon racks.

After a careful examination, we are fairly certain that half a dozen bodies lie in a twisted pile here. They have all been horribly dismembered, in many heads and limbs are dozens of feet away from the rest of the body. It's pretty obvious the blue slaad I saw when I Sifted the doors did all this, probably right before he attacked us in the chlorine room.

We do a cursory check for valuables, but nothing here seems to actually be worth anything. It's like everything in this room is a replica of a useful or expensive object.

Leaving the storage room we enter a narrow corridor. Burning torches light the passage and leave sooty stains up the walls. As we proceed, a pudgy man in an ornate and gaudy jacket rounds the corner ahead of us.

There's no time to hide. To our shock, when he sees us, he shouts, “Finally! Finally, did you get lost? What are you doing down here? The show starts in a few minutes! This way! This way! What kept you? The prince won’t tolerate a delayed performance! Quick, quick, this way!”

We ask what we feel are fairly obvious questions, but the fat man rolls his eyes and mutters something about "method actors". Eventually we determine that he is the Theater Director Darion Averlander. He insists that we are late, and need to get ready for the performance of L. Frank Baum’s Astonishing Magician of Zor. Protests that we are NOT actors are waived off. Apparently no one is allowed in this area of the palace except the theater troupe, so we must be the troupe. (Mentioning the possibility of arriving in this area via a totally forgotten, long-dormant, extra-dimensional transportation device created by an extinct race of technophiles seems like a bad idea.) Darion Averlander also mentions that if we AREN'T the theater troupe, then he'd have to call the guards, and we'd probably all be hanged. We don't fancy explaining how we really got here, or how the old theater troupe got slaughtered by slaadi, so we decide that under the circumstances, it's best to just go along with him.

Darion bustles us backstage and yells "Curtain in five!" before slamming the door and leaving us alone. I use my extensive local knowledge to summon to mind the details of the first act - fortunately, it's a popular story and everyone is at least vaguely familiar with it. Xicar talks 31E into playing along and not killing anyone. Nineve and Haroldur help with the costumes.

The Cast:
Doria - Nineve
The Mechanical Man – 31E37
The Dog - Dog
Sir Lionheart the Cowardly - Xikar
The Harvester - Haroldur
The Astonishing Magician /The Evil Enchantress - Ashe

The play's action is narrated from off-stage:

"Our story opens with a young woman, snatched into the air by a dragon and dropped into a strange land, waking to unfamiliar surroundings."

Nineve/Doria gets dropped from a mechanical crane onto the stage, but fails her reflex save and lands in a heap.

"Doria awakes with a shock, catching her breath and wondering what had happened. Dog puts his cold little nose into her face and whines dismally."

Somehow Nineve and I manage to make Dog do this.

"The girl gives a cry of amazement and looks about her, her eyes growing bigger and bigger at the wonderful sights."

Nineve hams it up and does a great job of looking confused and astonished. Given the last few weeks, it's hardly a stretch.

"The dragon had set her down very gently--for a dragon--in the midst of a country of marvelous beauty. While she stands looking eagerly at the strange and beautiful sights, she notices coming toward her a group of the queerest people she has ever seen. They are not as big as she; but neither are they very small. In fact, they seem about as tall as a well-grown child, although they are, so far as looks go, many years older."

"When these people draw near to where Doria is standing, they pause and whisper among themselves, as if afraid to come farther. Among them is a tall fellow in robes, he approaches and greets Doria, introducing himself as the King of the Pygmies."

At this point, a bunch of halflings in wild costumes crowd onto the stage, along with a human with really bad fake elf ears.

"Doria explains her plight and need to return home; the robed fellow directs her to the Astonishing Magician in the Sapphire City of Zor, who is said to have the power to grant a person’s fondest wish, if he decides you are worthy."

"Doria sets off, and on the way, meets a Harvester, tirelessly toiling in his field. They discuss her search for the Astonishing Magician of Zor, and the Harvester decides to join her, as he too has a wish he would like fulfilled."

Haroldur takes this opportunity to proselytize, and it comes off awkwardly despite his obvious flair for the dramatic.

"The pair continues, and stumbles upon a Mechanical Man, tirelessly felling trees near the path. The pair tell the Mechanical Man of their journey, and he decides to join them, as he also has a wish he would like fulfilled."

31E somehow manages to convey this through a truly impressive interpretive dance.

"The trio travels on, but find their way blocked by Sir Lionheart, who guards the path. Sir Lionheart turns out to be quite cowardly, and the trio frightens him quite badly. In sympathy, they tell him of their journey, and he decides to join them, as indeed he has a wish he would like fulfilled."

Xikar really should've been an actor. Oozing charm from every pore, his grand gestures, facial contortions, and impressive vocal range totally steal the scene.

"Suddenly, in a flash of fire, the Evil Enchantress appears, and threatens the travelers with a horrible fate if they continue their search for the Astonishing Magician of Zor, and then vanishes as suddenly."

Of all people in the crowd, I somehow lock eyes with Marten. The wickedly bemused grin on his face unnerves me a bit, and I fumble my menacing entrance. Fortunately, I manage to pull off the scene with some impressive acrobatic stunts on my exit.

The curtain falls on Act I, and we have a few minutes backstage to prepare for Act II. We find a copy of the script and frantically try to familiarize ourselves with the next part of the play. Suddenly, we're back on stage.

From off-stage, the narration resumes:

"The foursome arrives at the gates of the Sapphire City of Zor, but the Gate Keeper demands to know their purpose before granting them admittance to the Palace of the Sapphire City."

They plead their case, and in the end, Xicar seals the deal. The Gate Keeper lets them in.

"There are many people in the Palace--men, women, and children--walking about, and these are all dressed in blue clothes and have bluish skins. They look at Doria and her strangely assorted company with wondering eyes, and the children all run away and hide behind their mothers when they see the travelers; but no one speaks to them.
The Guardian of the Gates leads them through the Palace until they come to a great throne room, exactly in the middle of the palace, which is the Throne Room of Zor, the Astonishing Magician."

"In the middle of the room is a big throne of blue stone. It is shaped like a chair and sparkles with gems, as does everything else. In the center of the chair floats an enormous head, without a body to support it or any arms or legs whatever. There is no hair upon this head, but it has eyes and a nose and mouth, and is much bigger than the head of the biggest giant."

"The booming voice of Zor demands to know why the travelers seek an audience."

The onstage props are pretty good, but verbal intimidation has never been my strong suit. I draw on all the haughtiness of my people, but through the voice apparatus the best I can manage is meek defiance. To my dismay, there is snickering in the crowd. To make matters worse, as soon as Dog hears the distortion in the voice apparatus, he startles. For an instant, I'm afraid he'll run off stage, but Nineve and I manage to keep him where he's supposed to be. In the end, all his growling and hackle-raising at the fake magician head really works for the performance.

"Each of the quartet then, in turn, explains just what it is that they seek from the Astonishing Magician."

Xicar and Nineve are turning into full-blown thespians. They eloquently state their cases in heart-wrenching monologues. 31E's acting is pretty mechanical (har-har), but it works for his character. Haroldur once again manages to turn his part into a pitch for Wee Jas, requesting that the Astonishing Magician spread the word of the Ruby Lady's ultimate power throughout the Kingdom of Zor. As devout servants of Wee Jas, even we are rolling our eyes at his heavy-handedness. There are a few groans from the audience. This has to stop.

"Satisfied, the booming voice of Zor tells the travelers that he will grant their wishes if they return with the hat of the Evil Enchantress. Dismayed, the travelers leave the Sapphire City to find the Evil Enchantress."

With Act II behind us, we've finally reached the halfway point. As far as I'm concerned, it can't end soon enough. For elves, art appreciation is innate. I know what good acting looks like, which makes my mediocre performance all the more cringe-worthy. To make matters worse, with my superior elven senses, I'm forced to see and hear everyone in the crowd: watching us, scrutinizing us, judging us. It's very unsettling. Xicar and Nineve seem to be having the time of their lives, however. We have just enough time to argue with Haroldur about the proselytizing. He's very stubborn, but we manage to convince him to tone it down a bit because he's turning people off. Wee Jas or no, it's within the Prince's power to execute bad actors. We haven't survived this long to be sent to Ocanthus for poor dramatic interpretation of a popular children's story.

We barely have time to get to our places before the curtain goes up for Act III:

"Soon the Sapphire City is far behind, as the travelers near the Yellow Castle of
the Evil Enchantress. Suddenly the gates of the Yellow Castle burst open and a horde of the Enchantress’s slaves, lead by her Champion, rush to defeat the travelers."

The human with the fake elf ears and the throngs of halflings from earlier have been transformed into the Enchantress's army. The heroes duck behind a rock, hiding them from the army but in full view of the audience, and pantomime a plan.

"As Doria and the Harvester sneak past, Sir Lionheart and the Mechanical Man face the
Champion and his slaves in a fierce battle!"

Fake fighting is different than real fighting. Xicar fumbles at first, but quickly picks up on how it's done, thanks to the "bad guy" actors. However, he's not the one I was worried about. 31E was cutting a swath through the swarm of halflings; his fluid, efficient motions spoke of cold, lethal accuracy. For a moment, I thought he was actually killing the halflings! Then, I noticed he was missing them by the narrowest of margins, as only a machine could have done. I breathed a sigh of relief, and the sound alerted me to the fact that I wasn't the only one who had been fooled: The audience held their breath, gaping at the Nimblewright's beautiful and deadly display. There is a stunned silence for a moment after the last of the Enchantress's minions fall, and then the crowd erupts into applause! After a few moments, the cheers die down and the Narrator continues.

"While the battle rages at the gates, Doria and the Harvester sneak into the Evil
Enchantress’s castle to face the villain. The Enchantress threatens them with her
wicked might, promising them a horrible demise, as the valiant pair and their loyal hound defend themselves."

We spar back and forth, enjoying the chance to blow off a little steam. We involve Haroldur enough to sell the scene, but the real fight is between me and Nineve. Using the entire stage, we go all-out, her massive defense and hefty blows against my acrobatic mobility and blindingly-fast flurries. We revel so much in this friendly brawl that we momentarily forget that I'm supposed to be an evil old enchantress, not an elven warrior, and Nineve is a dainty young heroine and not an imposing knight. Fortunately, the Narrator snaps us back to reality:

[nervous throat-clearing] "Just as all seems lost, Doria’s faithful hound leaps upon the Evil Enchantress, giving the heroes their chance to defeat her!"

Dog has been following us the whole time, jumping around us in excited circles. We use this to our advantage and manage to get him to "attack" me. He jumps up and knocks me over, and I roll around encouraging him to play-growl at me as I pretend to try to fight him off. We somehow get him to keep the face-licking to a minimum.

The curtain falls and we regroup for Act IV. That last act went really well, and we know it. Soon, we'll be finished with this nonsense. Time slows to a crawl as we wait for Act IV to begin.

"The heroes, triumphant, return to the throne room of the Astonishing Magician of
Zor, to present the hat of the Evil Enchantress and claim their rewards. The floating head of the Astonishing Magician greets the heroes and congratulates them on
their victory."

I'm a little more familiar with the voice apparatus now, so I manage to embarrass myself slightly less. Since I'm offstage, I shrug to myself. It's passable, at least.

"Each of the travelers steps forward to claim their reward and thank the Astonishing
Magician."

Eloquence all around! Well, except for 31E, but it works. Everyone makes a great show and I only have to give Dog a stern look once to keep him from running over to me. We wrap up the scene. To my incredible relief, the curtain falls, signaling the end of the play.

Then, we hear something I certainly didn't expect - thunderous applause! The stage manager and other actors bustle us out and back a couple of times for curtain calls, some actually crying with pride at the standing ovation. I'm too dumbstruck to do anything but bow stiffly, but Haroldur, Nineve and Xicar look gratified, bashful, and triumphant, in that order. Dog's vigorous tail-wagging spreads up the better part of his body.

As we're gathering our stuff backstage to leave, the Theater Director bursts in, beaming and hugging everyone. The play was a smashing success, and we have been invited to be the Prince's guests at his Gala Ball & Feast. He hands each of us a formal, engraved invitation, and suggests we change out of our costumes and not keep the Prince waiting. Then he exits stage left.

We look at each other. We're wearing torn, bloodstained clothes and battered armor. We're all covered in a mix of blood, dirt and about a dozen other things none of us wants to name. I can't remember the last time I had a real bath. We don't have time to solve any of these problems properly, but declining the invitation is not an option.

Nineve gives us a quick rundown of what is expected, namely, no magic, no weapons, bring a gift, and be on your best behavior. She gives me a brief description of appropriate attire, and I quickly rummage through the costumes and props backstage until I find suitable outfits for everyone.

We clean up as best we can and change hastily as we make last-minute decisions about what we have on our person which we can reasonably give to a prince. This is a little dicey since we left the Cabal loaded for bear, and in the intervening time we haven't exactly been shopping for knick-knacks. We decide to leave 31E behind with Dog - making excuses for him will be easier than trying to explain why he came to the Gala "in costume". At last, we're ready.

An armored guard leads us down a richly appointed corridor. Heavy carpets muffle our steps, and exquisite tapestries hang along the walls. The illuminated panels usually found in Imperium structures are missing, replaced with bright lanterns burning perfumed oils. The guard escorts us to a brightly lit and opulent ballroom. The ballroom is full of guests milling about in small groups, talking quietly. Several guests carry wrapped packages cradled under their arms.

During the gift giving the servants flutter about with wine and trays of lightly roasted almond biscuits of exquisite taste. At least, that's what Xicar says as he gingerly grabs a biscuit from almost every passing tray!
A noble comes up to the group and strikes up a conversation about the play. Nineve and Xicar chat with him, but don't seem to gain much ground.

After a few minutes the Crown Prince arrives amid great fanfare, with his Jester alongside. The Jester blows on a battered flute to attract everyone’s attention, but it is a needless move, as all eyes are focused on the Prince. The Jester
clears his throat, and speaks in a surprisingly strong and deep voice: "My lords, ladies, and other honored guests! Prince Mariss bids you welcome!” The strange little man looks around, leers at some of the guests, and continues, “You may now present your gifts to honor the Prince!” and then steps back, gesturing toward a low table as the other guests reach into folds in cloaks and pockets.

We get in line to present our gifts to the Prince. It seems presentation is just as important as the object presented, and I get a little nervous as our turn approaches. Haroldur goes first, presenting a red Adura crystal he's had at the bottom of his pack for I don't know how long. It's pretty and exotic enough to spark interest; his eloquent pitch makes it seem even more mysterious and practically invaluable. I'm next. I apologize for my ignorance of human customs (this always seems to work), and explain that among my people, a fine weapon is a sacred gift. With a reverence for my blades which comes naturally, I present him with Aernin and Earthdu, the pair of swords I retired when I took up Icosiel's arms. Fortunately for me, Prince Mariss knows a good blade when he sees one, and I sense with relief that my gift is well-received.

Nineve presents an intricately carved adamantine bracer. Because of her noble upbringing, these social gestures seem to come naturally to her, and she pulls it off with aplomb. Xicar steps up with a twinkle in his eye. He's in showman mode. With a flourish, he produces a metallic belt we found in the Nexxus. As he recounts in very vague terms it's mysterious but undoubtedly ancient provenance, he holds it up for inspection, allowing it to jingle faintly. By the time he hands it over, half the nobles in the room are craning their necks to get a better look at this "priceless artifact of a bygone era"... I have to hand it to him, he really knows how to play to a crowd!

We mill about for the remainder of the gift-giving. After the presentation of gifts, the Jester leads the guests out of the ballroom and onto a long grass-covered balcony, overlooking the great city below. The prince is standing at the far end of the lawn, holding a skull carved from dark, exotic wood, and set with glittering gems. At his feet are numerous differently-colored balls.

The Jester blows on his whistle again, “And now my friends, a brief game as the ballroom is prepared for dinner! The prince shall throw his glittering treasure (whom I call Jack) to the far end of the garden. The rest of you shall toss one
of these polished orbs. The thrower who comes the closest to Jack shall be declared the winner, and gets to take him home!”

The Prince makes his throw, and the skull lands near the far end of the garden, about 50 feet away. Each guest that wishes to participate selects a colored ball, and makes their throw, Marten does not participate. During the sport, servants pass around gingerbread men without heads. Xicar mentions a few times that these are also very good. The evening grows late as the game ends, and the sun sinks behind the horizon.

As we're waiting for our turn to throw, an impromptu round of boasting begins among the nobles. Haroldur, Nineve and Xicar join in, but an old fellow with a large mustache wins hands-down with his outlandish bravado.

The boasting circle breaks up and a pair of handsome (for humans) young nobles approach Nineve and me. We have an engaging and well-informed discussion of the intricacies of criminal justice in Caledon, and the men seem impressed by our understanding of the legal code. At last, it's our turn to throw.

The distance, and the ball’s awkward balance make it quite difficult to throw accurately. Nevertheless, we all give it a go. Nineve and I get pretty close, along with a handful of other guests. When the measuring sticks come out, it's determined that Nineve is the winner! She gets to keep the gemmed skull as her prize, and everyone seems very impressed with her.

The evening grows late as the game ends, and the sun sinks behind the horizon. We are ushered back inside.

The grand ballroom has been transformed in our brief absence. A tremendous table of polished wood now dominates the room, and portraits and landscapes of great quality have been hung along the walls. The Jester bids the guests to be seated. Each setting bears a name on a card, and a dazzling array of cutlery, including ten different spoons.

Haroldur and Xicar look thoughtful for a moment, as if trying to remember the proper etiquette. It appears they do. Thanks to her upbringing, Nineve just instinctively knows what each bizarrely-shaped utensil is for. I have no idea. Fortunately, I am able to fake it convincingly by closely observing the people around me.

The Jester makes a jab about Xicar's poor roll during the Bowling for Heads, but he comes back with such a witty retort that the rest of the room chuckles at the Jester.

As the guests are seated, the servants pass roasted bird glazed in honey and spices amongst the guests. The Jester clambers upon the great table, and tells an amusing tale about a dryad whose tree is unknowingly transplanted into a bitter noble’s garden, and of the delightfully ironic fate she devises for the man. When the tale is done, the Jester bows and takes his seat, at which point the Prince invites any other guests to tell a tale if they wish.

None of the guests do, but Nineve and Haroldur each share an anecdote that is even more engaging than the Jester's tale. Again, everyone seems very impressed.

For the second course, the servants bring each guest a small and delicately sugared almond pie filled with minced meats, along with vegetables and wine. While the guests are dining, the Jester once again clambers onto the table and plays
a jaunty tune on his battered flute. When he finishes, the Prince invites any of the other guests to share a song if they like.

The wine is especially potent, which is probably why Xicar and I decide to each share a song. Xicar sings a sea shanty (where does he come up with this stuff??), and I sing a traditional elven feast song. Neither of us blows anyone away with our hidden musical talent, but we at least manage not to embarrass ourselves.

A noble across from Xikar begins boasting of his amazing accomplishments, much to the amusement of his neighbors. Fortunately Xicar sees right through his claims, and avoids the embarrassment of being strung along by a pompous ass.

As the second course is being cleared away, the Jester decides to pick on Haroldur about his attire. His outfit is the least polished of the four of us, but he is still well-dressed and doesn't look the least bit out of place. Haroldur brushes off the jab gracefully.

The Jester announces the third course as a recipe of the Prince’s own, delectable bastistirdge for all! The servants bring out steaming plates heaped with a curious dish apparently involving roasted stirge stuffed with ground basilisk steaks.
A trio of olives is impaled on each stirge proboscis. A single taste of the dish is enough to realize the entire thing is remarkably foul.

As the course begins we all do our best to cover up our distaste of the dish. Thankfully, the prince also realizes the dish is horrible, and declares the third course finished after only a few bites. The servants quickly clear the failed dish away. I manage to avoid eating any (the smell was enough!), and I don't think anyone noticed.

The wife of a wealthy nobleman, seated next to Haroldur, begins making awkward advances, as a result of her indulgence in drink. The lady’s husband takes offence, but Haroldur deftly smooths the situation over without insulting either party.

As the fourth course begins, each guest is presented with a crystal bowl. Within shudders a strange purple jelly. The Jester observes that purple worms are infamous for their deadly poison, but there exist recipes for turning that poison
into a delightful delicacy. If done correctly, it is delicious, but should the chef make a mistake, the result is deadly. The Jester wonders if any of the guests is brave enough to taste the dish before the prince puts his health at risk for
deliciousness. The nobles shift uncomfortably in their seats, but we're fearless. A little food poisoning never hurt anyone, right? The four of us dig in without hesitation, and the jelly is actually quite tasty and perfectly safe. It is served with a particularly potent iced wine, which I sip nonchalantly as the embarrassed nobles take their first bites of the aspic. They all seem impressed by our bravery; I wonder what kind of lives they must lead if trying new foods qualifies as a brave act!

As desert is being brought out, I look over an notice that Nineve is trashed! While I'm distracted, one of the servants accidentally spills wine into my lap! I chide myself for not dodging it in time, but manage to take the mistake gracefully.

Finally, as the last bowls of purple worm aspic are cleared, the smell of cloves, honey, and cinnamon waft into the ballroom as a troupe of servants enter with a nearly eight-foot-tall cake. The cake itself is shaped like the city of Istivin,
but crowned with a figure of the prince atop the tallest tower. Everyone applauds loudly as the cake is levered onto the table, but as they do, the cake begins to fall apart! Large rents appear on the side, and several towers fall onto the table.

The figure of the prince topples and tumbles down the side of the cake in an avalanche of frosting. The sugar prince’s head snaps off, and rolls across the table to land in Xikar’s lap! The Prince glares at him, and it's obvious that he'll be offended if Xikar can't come up with some way to redirect his ire at the symbolism.

The irony causes a few stifled chuckles and giggles, but for the most part the guests to an admirable job covering their amusement. We all do our best to hide our reaction, but the anger in the Prince’s eyes is palpable. Perhaps a little humor could defuse the situation?

Xicar announces that the Prince sure seems to be getting AHEAD these days, as he's always coming out ON TOP. As he tosses the candy head back towards the prince and the jester (who catches it), he remarks that it is truly generous of the Prince to share with us all a little of his good fortune. He ends his little speech with such a winning smile that even the Prince has to shake his head and chuckle. The Jester actually claps.

With the conclusion of the great feast, the Jester calls for a round of dancing. The servants quickly clear the ballroom, the Jester joins several other musicians as the guests pair off and begin a complex series of steps and turns. With a glance, Haroldur, Xicar and I silently agree to seize this opportunity to make a discreet exit. Nineve is too loaded to protest, so we quietly escort her out of the ballroom and head back to the backstage area to join up with 31E and Dog.

~Ashe

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Sunday, December 06, 2009

Episode 19: 9/19/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Xicar, human cleric/6
Haroldur, human wizard 2/cleric 4

Mossad is very concerned about what we have to say. We present him with our evidence - the charred parchment, and hope he believes us. Fortunately, he doesn't have to. Mossad sifts the letter himself, and after a few moments tells us to get what rest we can here at the Cabal - he'll take care of this. We're keyed up from our adventure, but exhausted from our long and frantic journey, and it IS the middle of the night, so we head off to get some sleep (in our REAL rooms!)

A frantic Hezzrak wakes us early in the morning. He insists that we come down to the crypt RIGHT NOW because he has something to show us. He pesters and pushes us into the depths of the crypts, and then shows us... absolutely nothing important. After some antics, we piece together that the town guard is currently at the Cabal searching for us, and Mossad has sent Hezzrak to hide us in the crypt. About an hour passes, and we are summoned from the crypt to Marten's office.

Mossad is there as well. Marten restores us to our position and returns our stuff, and awards us Influence for our deeds. Then he leaves. Mossad helpfully fills us in. The Church is protecting us because Justice Ironbriar has moved against us in the night and has sent half the Ministry of Justice after us. They are currently trying to figure out what to do with us. Since we need more hard evidence to clear our names in the eyes of Istivin's authorities, Haroldur suggests we go to the lair of the Morg, which we assume must be Lillybrook Manor, to look for clues. This sounds like a pretty good idea to Mossad except for the fact that the city is crawling with guards looking for us. We'll have to sneak out.

We make preparations (including having Remove Disease cast on a few of us who are feeling rather unwell), and discuss tactics for escaping the city and confronting the morhg. Xicar comes up with the idea to cast Searing Light into Captain Lorring's sword, since that spell is particularly effective against undead. Also, a few days ago when Haroldur and Sarek were researching the Nerull human sacrifice runes, I checked out the history of Lillybrook Manor. I share what I learned.

83 years ago - the Lillybrook Manor is built by Vorel Lillybrook. Construction is partially funded by an unknown outside source.
63 years ago - Lillybrooks living in the Manor perish mysteriously over the course of a few years.
30 years ago - Vorel's great nephew Traver Lillybrook and his family move into the manor; Ondore Lillybrook is born.
14 years ago - The servants' quarters at the manor are destroyed in a fire. Ondore's mother commits suicide by flinging herself from the Conservatory window, and Traver kills himself. Ondore is taken by a fleeing servant to Istivin to be raised by relatives.
1 year ago - Ondore returns to Lillybrook manor and begins restoration work.
8 months ago - Ondore found dead.
5 months ago - Ondore's body stolen (from second funeral)

We finish our preparations and begin our attempt to sneak out of Dura.

We begin our escape in a civic quarter. Civic quarters are home to government buildings, temples, and trade houses. Guard patrols are heavy here, as well as being more alert, making hiding difficult. However, the tall, ornate towers, bridges and sculpture gardens make vaulting from building to building or scrambling up a wall a fairly simple affair. We escape the civic quarter without incident.

From the civic quarter, we find ourselves in a slum. Guards rarely enter the squalid slums. Crumbling old buildings, flop houses, run-down taverns and other seedy establishments dominate this quarter, along with tenements filled to overcrowding. The thugs and criminals of this quarter have little use for social niceties, but respond well to strength and bravado. Streetwise individuals may easily find dives that the guards avoid, side alleys, and other ways to keep out of sight. We round a corner and are face-to-face with an accident: a cart has overturned, and a small contingent of patrolling Ministry of Justice agents has stopped to assess the situation. It's terrible luck, and of course they recognize us and drop what they're doing to give chase. We scatter like quail and after several very tense minutes of ducking down alleys and hiding in plain sight, we manage to lose our pursuers. We escape the slums and find ourselves in a poor quarter.

The poor quarter is an impoverished area home to laborers and the downtrodden. Failing businesses, warehouses, and seedy taverns populate this quarter. The poor folk here pay little attention to genteel language, but this quarter provides ample opportunities to blend in with the crowds of laborers, or slip into a rowdy tavern. Our bad luck follows us here as we encounter a group of town guard. Fortunately, these guys will usually seek any excuse to avoid a fight, and we manage to convince them we're not worth it. We get away from them, but a few blocks later a swarm of rats suddenly pours out of a sewer grate, sending the crowded street into a panic. Xicar doesn't move in time and gets slightly trampled by the fleeing mob, but I realize that we can use the sewers to escape this quarter - there's no way we'll find guards down there! It's hard to convince Nineve, but we all hop down the sewer and once I get my bearings, we're home free! We emerge in another civic quarter.

We spot a group of soldiers patrolling a little ways up the street, but we manage to avoid their notice. At last, we find ourselves at the gates of Dura. I bribe an urchin to make a small disturbance and we slip past the distracted soldiers guarding the gate with ease.

We escape Dura and reach the boundaries of Istivin at dusk. A little ways outside of the city, we find a farm family to stay with for the night by passing ourselves off as traveling priests of Pelor. The evening takes an awkward turn when Haroldur suddenly drops the Pelor bluff and starts trying to convert our hosts to Wee Jas, but we leave in the morning after a great breakfast.

After several hours of hiking, a storm rolls in. The clouds hang oppressively low in the heavens as we pass through a singularly dreary tract of country. At length we find ourselves within view of the House of Lillybrook. An unredeemed dreariness seems to hang over this part of the countryside. The manor's principal feature seems to be that of excessive antiquity. Minute fungi overspreads the whole exterior, hanging in a fine tangled webwork from the eaves. The manor clings remarkably to a sheer cliff overhanging the dark waters of a small lake far below. The foundation stones of a ruined outbuilding thrust up from the weed-choked earth like rounded and decayed teeth. Several large, ragged black birds perch on the old stones, eyeing us warily.

In front of the house, we find a neglected hedge maze that appears to house a mausoleum at its center. We enter and wander around for a few minutes, eventually
finding a weeping marble statue. Just as we're moving past the statue, we hear a strange rustling in the bushes... a spellstitched ghast, accompanied by ghouls, bursts through the maze and attacks us! It's time to kick ass and chew bubble gum, and we're all out of gum! The West Side Wee Jas crew (complete with hand signs) cleans up, and we move on towards the crypt.

Two corroded bronze doors carved with the Lillybrook crest bar our entrance to the mausoleum. I begin to pick the lock, but then Haroldur remembers we have a Lillybrook key! We try it and it works! We advance down the stairs and arrive at an octagonal chamber in the depths of the crypt. Three crates full of completely normal dirt are in the center of the room. Shipping manifests are tacked to the outside of the containers. I take samples of the dirt while paranoid Nineve stabs the dirt to ensure nothing is in there. Nothing is. I also collect a shipping manifest. As there is nothing else of interest here, we exit the crypt.

It starts to rain as we pick our way through the ruined hedge maze and approach the house. Politely, we ring the doorbell. No one answers, so we go in. The doors close ominously behind us. The entry hall is large and lofty. The windows are long, narrow and pointed, reaching upward to a vast distance from the black oaken floor. Dark, stained draperies hang upon the walls, and moth-eaten, rotting trophies hang crookedly here and there. Upon entry, Haroldur and I smell the faint scent of burnt fur. Suddenly, Haroldur dodges out of the way and swears the stuffed manticore head on the mantle has lunged to attack him, but he as avoided it, saving the party! We smile and nod and move into the parlor.

The dark paneled parlor seems unaccountably gloomy, as motes of dust drift through the air and settle on the dilapidated remains of a once magnificent piano. Hezzrak bangs on the keys, but mercifully no sound comes out. Suddenly, Xicar inexplicably begins waltzing with an invisible partner, but comes to his senses after a few moments. We shake our heads and move on.

Nineve hears some scratching behind a side door. She opens it and finds a washroom. An ancient metal washtub stands against the far wall, a ring of mold crusting its inner surface. Several eyeless, tumor-covered rats are scrambling frantically within the filthy basin. We leave them and advance to a gloomy lunge.

A sagging couch slumps in one corner of the lounge, opposite a grand fireplace. Motes of dust and ash skitter and swirl along the warped floorboards near the hearth. Xicar is suddenly seized with a sense of impending doom and tries to push us all out of the house. Nineve restrains him, and after a few moments he regains his composure. We move on, through a damp, mildewy drawing room and into the library.

The door to the library creaks loudly as we open it. Feeble light struggles to illuminate rotten books, sagging shelves, and stained rugs and tapestries. Oddly, amongst this gloom is a splash of bright color - a red silk scarf is draped over the side of a fallen and molding chair. I attempt to sift the scarf. When I pick it up, a shriek startles me. Then, I see Lord Ondore's face as he suddenly wraps the scarf around my neck and chokes me to death! I pass out. Xicar heals me, and Nineve and Haroldur tell me I strangled myself with the scarf - she had to cut it off my neck! We quickly leave the library and move to a stairwell that takes us upstairs.

We pass through a landing and enter a small, unremarkable bedroom. We advance through large double doors to a musician's gallery. Large dusty windows dominate the curved wall of the gallery. Despite the heavy glass, we can hear the rising wind and the branches of the trees crashing together in the yard outside. Aside from the mold and dust of ages covering the room and several ruined musical instruments, nothing is remarkable. We continue on.

Nineve gets bored first and opens the door to another fungus-covered bedroom. Suddenly, she slams the door shut and starts clawing at her own face! She regains her composure and starts to complain about the fungus attacking her and causing boils on her face. She also mentions a child. Before we can make sense of her ramblings, Hezzrak comes up the stairs, eating cancer rats. I try to dissuade him, as they are CLEARLY diseased, but then I remember that outsiders are usually immune to disease. I shrug and tell him he can eat what he wants.

We wander into a gallery with covered portraits on the walls. We uncover the portraits and the room grows icier and icier...until they explode outward in a shower of freezing dirty water. Afterwards, I feel ill, but I try to shake it off.

We move on into a completely preserved bedroom! However, the lack of dust and mold does nothing to dispel the bewildering influence of the dark and tattered drapes which, tortured into motion by the rising tempest outside, sway fitfully to and fro. Haroldur rushes to a writing desk in the corner and appears to contemplate stabbing himself in the throat with a large splinter of wood, but then decides against. We move on.

Nineve and I force the door to a small bathroom. An iron tub, scaly with rust, squats in the center of the room. The floorboards sag and bow with the tub's weight. Green scummy water fills the tub to the brim, and dribbles over the side to pool on the floor in several nasty puddles. As I approach, the floorboards crack and give way! I barely manage to jump back in time to avoid falling through the floor. The tub falls into the cancer-rat bathroom below and explodes in a shower of water.

There's only one more door to investigate. We open it and find ourselves in a large bedroom. Everything in the room, including the bed has been torn to pieces - with one exception. A portrait hangs backward, untouched. Xicar turns the picture around and claims to recognize the beautiful woman depicted therein. As we turn to head back down to the first floor, Xicar inexplicably kicks Nineve down the stairs! Then, he turns on me with his shortspear! He shouts "Traitorous women! You filthy whores! I'll kill you all!!!" We easily restrain him and Nineve intimidates some sense into him.

We abandon the idea of going back downstairs and head up to the attic, which is full of steamer trunks. Among the random luggage, we find a well-appointed study which has an amazing view of the lake at the bottom of the cliff several hundred feet below. We proceed cautiously. Scorch marks mar the walls. A battered telescope stands in one corner, and a trapdoor leading to the roof is tied closed. I sift the scorch marks and witness a brief scene: A man and his wife are arguing. She is accusing him of something; he denies it. She throws a lantern at him and accidentally catches herself on fire... Just as I snap out of it, Nineve flails about like she's on fire and throws herself out the window! I toss one end of my troll gut rope to the boys and dive after her. Luckily, her armor had gotten hung up on the ornate roofing, and I barely manage to rescue her before she plummets off the cliff to her death! We climb back into the study, regroup, and head for the assumed safety of the basement.

We find ourselves in a vast kitchen which is damp and completely dark. It's silent at first, but soon the walls are alive with the sound of hundreds of diseased rats. We brace for impact. Several large cancer rats like the ones we saw in the bathtub emerge and approach us. I cut two of them down, but then 2 large swarms pour out of the walls and over our party. The clerics detonate negative energy bombs and we are soon saved from what would have truly been a fate worse than death! We leave the rat-ridden kitchen and investigate an unremarkable servants' quarters, complete with rusted, sagging bunk beds.

Moving on, we find the rotting pantry, which is filled with dozens of blind, bloated, diseased rats. The stench is horrible. Despite the smell, I take a moment to closely observe the rats. They appear to be suffering from some kind of bubonic plague variant. We all realize we're feeling less than stellar, all of a sudden. We're concerned and quickly move on.

Next we find an ancient wine cellar. Haroldur and I poke around and identify 8 bottles of non-vinegar that are probably worth something. We collect them and move on to a ruined workshop.

Broken glassware, shattered pottery, and rusty tools litter the floor. Suspicious crates of dirt, similar to the ones we found in the mausoleum, stand in the center of the room. As we're looking around, Xicar suddenly falls through an unseen trapdoor and disappears! Hezzrak spots a darkened doorway behind Haroldur and starts down the stairs he finds. Meanwhile, I locate the release mechanism for the trapdoor that claimed Xicar. After a brief conference with Nineve and some crate-shuffling, I open the trap door and send her down to the cavern below, riding a crate, Dr. Strangelove-style!

Haroldur disappears down the stairs with Hezzrak and calls for a locksmith. Usually that's my cue, but through the open trapdoor I can see a skeletal figure menacing Xicar and Nineve! It's the morhg, and I'm not really surprised to see it's none other than our old friend Lord Ondore. On hearing this, Hezzrak whizzes past me and flies down to the action. I call for Haroldur to quit being such a baby and get his ass down the hole like everyone else, as I line up the morhg in my Line of Lightning Sword sights. Reluctantly, Haroldur flings himself down the hole, clockwork wings flapping.

Xicar accidentally blinds himself with his own spell, and Morhg Ondore and Hezzrak point and laugh (who can blame them?). Flame leaps from Morhg Ondore's fingertips as Nineve is fricasseed! Things are dire. In a truly unimpressive display of lightning, I zap Ondore and teleport into a flank behind him. Nineve throws herself at Morhg Ondore with the last of her strength, and then I draw Captain Lorring's longsword (previously prepared by Xicar!). I savagely slice through his undead body and discharge the stored Searing Light. The glory of Wee Jas and Xicar's plan rips through his husk, destroying him utterly.

~Ashe

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Thursday, October 29, 2009

Episode 18: 8/23/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Sarek, human wizard/6
Xicar, human cleric/6
Haroldur, human wizard 2/cleric 4
Enoch, human sorcerer 1/monk 5

The next day we travel with the survivors from the ruins of the keep back to the hunting lodge. That evening, Vander approaches Nineve and mentions some helpful things he remembers about working with the cultists and Akasha, the leader. It seems she HATES silver! It's a strange thing to remember, but it struck him as odd and it was all he could think of.

As we're all sitting around the campfire, I notice the strange dog is hanging around the edge of our camp. It shrinks into the woods at my approach, but I leave it some food and I notice it back again a few minutes later, eating.

As we're heading off to bed, Zolara appears! She looks concerned. She says, "Your resilience and courage will see you through the trials ahead."

The Choosing:
Ashe - The Trumpet
Nineve - The Teamster
Haroldur - The Sickness
Sarek - The Tangled Briar
Xikar - The Waxworks
Enoch - The Desert

The Spread:
Paladin Teamster Cricket
Locksmith Eclipse Hidden Truth
Liar Rakshasa Survivor

Zolara interprets our reading:

"The Paladin represents strength in adversity. In this case I see one of you standing in victory over a fallen superior, perhaps an instructor or or father? The locksmith grants the keys to unlock destiny. He grants the tools but not insight as to how they may be used. One of you will unlock secrets from your past. The liar represents treacherous love, deception that pits brother against brother or father against son.

The Teamster is a driving external force that keeps you going, no matter what. The Teamster exhorts you to continue on, despite the self doubt and loss of purpose shown by the Eclipse. Elsewhere, the Rakshasa sits upon the backs of its slaves, imposing its will on them, opposing your every move, from the shadows.

The Cricket represents travel, in this case, a speedy return home. The Hidden Truth has the power to reveal secrets. I see family histories revealed in a new light to allow you to see past the obvious to the greater truth, and dark secrets hidden within."

Then, faster than you can say "Oops, forgot to mention the GRW!", she's gone.

The next day, we part with Vander, Edain, and the other survivors and begin the 5 day journey to Turtleback Ferry. We're not in a hurry, so I have plenty of time to spend with the strange dog that keeps following us. We win him over after a day or so, and he starts actually traveling with our group. I'm delighted that he's traveling with us, but the next day, he seems incredibly nervous. I get the sense that he's trying to get us to take another path. Intrigued, I follow the dog and lead our group down a smaller game trail that takes a slightly circuitous route around (rather than through) a valley before rejoining the main trail at the top of the ridge. I'm feeling a little irritated at myself for allowing a flight of fancy to add 45 minutes to our hike that day. As we crest the ridge, I pause a moment to take in the surroundings. As I glance back, I spot a grey render lurking in the valley below. My original path through the valley would have taken us right into its territory! I give the dog a few appreciative pats and continue on our journey.

A few days later we arrive at the tiny hamlet of Turtleback Ferry. We all buy riding horses, practically gorge ourselves on a hearty home cooked meal, and spend a welcome night in warm beds. The next day, the dog brings me a dead chicken, and I have a slightly sticky encounter with an irate farmer. I apologize and pay him 5sp for his chicken... and he suddenly offers us some more chickens "for the road". We take him up on his offer of a few fresh eggs, and spend our last night at his house.

After a hearty farmhouse breakfast, we head out to Istivin. We travel through rural but civilized lands for a few more days and finally arrive at the city walls. We take a winding path through the lower tiers of the city and make our way to the Cabal, purchasing some badly needed fresh clothes along the way. The journey takes about two days.

We finally arrive at the Cabal and are greeted by acolytes who are happily surprised to see us. We have about an hour to get situated before we're summoned to Marten's chambers.

Marten is pretty put out at us for vanishing on him, and, more importantly, The Ministry of Justice, and specifically Justice Ironbriar are after us for questioning regarding the events at the Sawfish Boys slaughterhouse. He asks us why he SHOULDN'T just turn us in. We present our arguments, with varying degrees of success, before Nineve jumps in and actually tries to INTIMIDATE him! It's a great performance, but it was doomed from the start. Marten is none too impressed, and we are taken into custody by Legionnaires (who are polite). We are escorted to a nearby prison facility, and handed over to those authorities. They shackle us and admit us to our cells.

After a few days we are transferred to a smaller prison facility. That evening, we are taken to meet Sheriff Hemlock. The Sheriff tells us he has specifically requested our transfer here to his facility and proceeds to explain why.

Apparently, there have been a number of murders in the city of late that have our names all over them. Hemlock produces a note from the most recent murder. It is battered and written in blood. It reads "You return, and now the chase begins. I am simply what you have made me, O my masters!" Apparently it was attached to the victim with something of Sarek's. Clearly, we aren't involved, but whenever Hemlock tries to look into the murders, his investigation is inexplicably blocked by someone higher up the chain. He asks if we'd be willing to investigate for him, and of course, we're in no position to disagree.

Hemlock takes us to a lumbermill. At the bottom of the logsplitter is the nauseating mess of what used to be a person. Apparently this was the miller's wife, Cassandra Vinder. Despite the gruesome scene, this isn't the murder he's interested in.

We head upstairs and find another body. Embedded in the corpse's sleeve is Sarek's missing dagger. Carved into the corpse's chest are some sort of symbols. Sarek can't identify the symbols, but he's sure they're related to ritualistic human sacrifice. I sift to to find out some information, but I don't get much of use. We discuss the murder and its similarities to other murders in question. We are told a survivor from another attack is being held at a local sanatorium. We decide to visit the survivor at the Saintly Haven of Respite while Hemlock cleans up the lumber mill mess.

The survivor's name is Grayst Savilla. It takes some convincing, but we are eventually admitted to see him. He's a wild-eyed fellow drooling on himself. He shrieks as we approach, but Haroldur seems to calm him down. Suddenly, he starts spouting nonsense. Between thrashings and mumblings, we get "He, he, he said that the victims are the harvest of seed you have sown!" and "When the harvest is done, you shall remember him forever and, and, and". Several minutes of screaming later, we get "the Misgivings shall, they shall be his throne, and there you shall bow before him!" He then collapses to the ground and lies still. Enoch and I recognize that he's still twitching slightly as Xicar moves in to check if he needs healing. Suddenly, Grayst the Mad lunges at Xicar and bites his hand! Enoch leaps in and restrains the crazy and Xicar tries to calm him down again. He spouts more nonsense, and then Sarek stuns him with a Word of Authority. While he's out, I heal check him and determine that he is suffering from the advanced stages of ghoul fever. The friar runs into the room and starts apologizing, swearing he didn't know, and he had no idea Grayst would react so strongly. We promise not to make a fuss and leave the sanatorium.

We are reutnred to Hemlock's smaller prison facility. Haroldur manages to convince Sheriff Hemlock to allow us to stay in a large communal cell instead of our individual ones. We pass the evening discussing our leads and options: basically none.

Sarek and Haroldur are interested in doing some research at the library. Amazingly, Hemlock manages to arrange this, and the next morning we are returned to the Cabal (under supervision) to research the arcane runes found on the bodies. We discover that these runes are related to a Nerull worshiping death cult and prevent spells such as Raise Dead, Speak with Dead, etc., as well as damning the soul to Nerull's realm. We share this knowledge with Hemlock, who is disturbed by the news. When we return to our cell, we find a package from Mossad! There are of course no weapons or anything, but it does contain a few essentials - better food, spellbooks, holy symbols, etc. Tucked inside the outer packaging is a crumpled scrap of paper that reads "Hambly farm" in scrawled blood.

We find out where Hambly farm is and convince Hemlock to equip us. Then we head out, under guard of course, to the boondocks where Hambly farm is. On the way, we are regaled with tales of the shocking boredom of rural life by one of the guards, who is as local. The guard mentions that if anyone knows what's going on in these parts, it's Farmer Gump. At this, naturally we stop by and talk to Farmer Gump. Gump thinks it's a bit odd that he hasn't seen the Hamblys around in the past few weeks. He mentions that he warned the Hamblys not to live near the Misgivings, a local haunted house. Haroldur inquires rather directly about the Hamblys and the history of the Misgivings, an old Lillybrook homestead. After an awkward and tactless interrogation, we leave and are led to the Hambly farm.

We come to a large cornfield and are told it's the Hambly farm. The house is apparently in the center of the fields. I stand on Enoch's shoulders to orient ourselves, and then we head in the direction of the farmhouse. At one fork, we encounter a scarecrow shaking violently. We approach it and Sarek discovers that is in fact a human in the advanced stages of ghoul fever. We're about to leave the person there and move on when we're ambushed! Several scarecrow-ghouls break free of their bonds and attack us! We wade through the ghouls and manage to only lose one of the guards, even though a few do get bitten. An eerie silence falls over the cornfield. This is an unsafe place for anyone, especially unseasoned recruits. We send the remaining guards back to town with the surviving scarecrow guy and move along.

A little while later we come to another scarecrow ghoul ambush. Enoch gets five-across-the-eyes and Xicar gets paralyzed from behind, but we finish off the ghouls before they finish off him. At length, we come to the farmhouse and barn in the center of the cornfields.

The smell of death hangs heavy in the air. The barn is constructed around a 12 foot tall stone head. Inside, it is a macabre tangle of bones and animal (mostly) carcasses. Ghouls are obviously lairing here, but none of the foul beasts are occupying the place at present.

We press on to the house, where the stench of rotting death is overpowering. We move to the kitchen and find another rune-caved corpse. Before we can investigate, I hear movement in the adjacent bedroom. I hiss a warning and Enoch sees a foot climbing out the bedroom window. In a moment, we're outside, battling the foul creature on the roof of the farmhouse. I climb the pillars of the porch and find myself facing a ghast. He opens himself up for an attack so I slash him as he shoves me off the roof. He rears, calling ghouls out of the corn. Soon, I am up on the roof again, locked in battle with my sworn enemy. More ghouls climb out of the well and attempt to pull Sarek and Enoch down to the watery depths. Fortunately, they don't manage to move the unusually tall humans. Nineve, Haroldur, Xicar and Enoch battle the ghouls, and Sarek offers ranged support to me as I battle the ghast. Eventually, Sarek vaporizes the ghast and we all prevail.

Back in the house, we search for clues and find a note. It's crumpled and written in blood, like the others. It reads, "You fools! You left them unprotected! Now I will take them from you one by one, until you come to me! Who will burn next? The scholar? The Dwarf? The Sheriff?". We have a brief pow-wow and decide to return to the city to warn our friends. I sift on the body and we discover that the killer must be a mohrg.

We rush back to the city, arriving very late at night and check on Tamklar. He's fine, though he almost puts an axe through Xicar's skull for busting in on him at this time of night. We quickly explain and bustle Tamclar and his family over to Alastor Land's place. We rouse him and take them all to the Cabal for safekeeping. Then we go to Sheriff Hemlock's place.

Our stomachs sink as we find his door is open. We burst onto a gruesome scene, much like the other rune-carved corpses. Enoch fishes a letter out of the fire, while we check on the mutilated corpse of the late Sheriff Hemlock. The letter is badly burned, but I examine it and use Sift to read its original message:

"Your Honor, Lord Justice Caradoc,

It's taken me some time, but I've finally managed to determine who has been obstructing my investigations into these strange murders. I fear a sinister and calculating mind has both perpetrated these killings, and endeavored to obscure them. A dear friend, whom I hesitate to name, has brought me information and evidences that point to a horrifying possibility. If he is correct, and I fear he may be, these murders are much more than the work of a simple madman. He has brought to light the facts that my, and many other, investigations have been misdirected, denied, reassigned, and otherwise defeated by note other than the direct intervention of Lord Justice Ironbriar, Justice of Dura and 7th Justice of Istivin, capital city of The Kingdom of Caledon. I await your direction in this matter.

Your loyal servant,

~Giles Hemlock Sheriff, Whietwall, Dura, Istivin."

Of course, this pivotal evidence is merely circumstantial, as it requires a person with the ability to sift in order to decipher any meaning from the scorched and ruined scrap of parchment. Nevertheless, this could be enough to at least clear our names with the Cabal. Besides, we all decide it's not wise for us, currently prisoners, to be hanging around the murder scene of our current jailer... We rush back to the Cabal, rouse Mossad, and tell him everything.

~Ashe

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