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18:50, 27th April 2024 (GMT+0)

The Game: Chapter 12.

Posted by DMFor group archive 0
DM
GM, 2347 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Oct 2014
at 15:04
  • msg #1

The Game: Chapter 12

CHAPTER 12
Outskirts of Lo'driel
Early February


Having left Cassie and the Slyvan Remanent to their own devices in Fey'driel, the P.A.R.T.Y. executes a magical jump to return them to Aeryis Prime.

The transportation spell goes off without a hitch, reverting the P.A.R.T.Y.'s surroundings from the lush, verdant lands of Nature's paradise to the drab reality of Aestrenian winter.

The bitter winds of winter whip against your cloaks and skin as you suddenly find yourself standing in a sparse forest blanketed in ankle-deep snow. The stars twinkle faintly where they peak through thinning clouds and scattered limbs in the light canopy above your head.

Far to the south, a plume of smoke that appears black even against the velvet shroud of night can be seen. The light forest extends in all directions, and if you had to guess, the weather patterns suggest the next day will be a snowy one.
Zuriel Silendril
player, 1955 posts
Flamebringer
House Silendril
Mon 13 Oct 2014
at 15:14
  • msg #2

Re: The Game: Chapter 12

Zuriel shivers in the icy air, drawing his cloak tightly about him.

"Our first priority is to meet up with Baldwin. Do we have any idea where we are? Or where he is, more specifically?"
Maeve Hassan
player, 1415 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 13 Oct 2014
at 15:27
  • msg #3

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 2):

Maeve watches, less astonished than when it happened the first time, as Wes and Stony materialize beside them.

Damndest thing, that.

"Never hurts to ask him.  We do have the journal.  Or if we know of a particular item that he carries on his person, Lyriel can scry for it."

Probably a flagon of icewine. . . .
Boreas Highwind
player, 1313 posts
Eye for an Eye
Mon 13 Oct 2014
at 15:38
  • msg #4

Re: The Game: Chapter 12

Boreas takes stock of the surroundings, but the fallen snow makes it difficult to tell where the group has emerged.

[Survival 11]

He pulls out his magic compass and looks at all three settings.
DM
GM, 2348 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Oct 2014
at 15:47
  • msg #5

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 4):

Boreas takes a moment to ponder the compass, then puts it away thoughtfully.

[Private to Boreas Highwind: Nearest magic: Southwest; Nearest Evil: South; Nearest Good: Northeast]

Though the woodsman cannon determine precisely where he is at the moment, he is aware that the position of the stars and moon implies night has only just started to fall.

Perhaps in the morning he'll have better luck determining their location, but the pressing question of the moment involves whether the P.A.R.T.Y. wishes to march through the night or set up camp as best they can on the cold, wet, snow-covered ground.

While Boreas is determining this, the others check the journal for word from Baldwin.
This message was last edited by the GM at 15:49, Mon 13 Oct 2014.
Lyriel Vesper
player, 895 posts
To Heal is Divine
House Vesper
Mon 13 Oct 2014
at 15:48
  • msg #6

Re: The Game: Chapter 12

Lyriel shakes her head. I don't need an item, I  can scry him directly. We'll want to let him know though, or it might fail.

She looks out into the darkness. Come morning, Keef can teleport us to him, if we're close enough. And then from there to Lo'driel. I'll want to inform Choso of our plans. Incidentally, Knight-Captain Edrahil has Order mages on retainer. He can create a temporary gate where and when we need him. Choso is likewise prepared for war.

Lyriel takes a moment to cast a Sending while the others make an inquiry to Baldwin via the journal. Sending > Choso: We have returned to Aeyris. Going  to find Baldwin. Can we teleport to Lo'driel? Or are there wards? Could also use the lake tower.

A shiver runs through the priestess as the wind wips up a flurry of snowflakes. We should make camp for the night. I don't think it will be helpful to press on without our bearings.
This message was last edited by the player at 15:49, Mon 13 Oct 2014.
Baldwin
NPC, 77 posts
Master of Lore
Living Legend
Mon 13 Oct 2014
at 15:50
  • msg #7

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 6):

Baldwin's journal holds the following message for the P.A.R.T.Y.: "Holed up in Crannymeade, a small village about three days northwest of Lo'driel. The snowfall has rendered travel impractical, and I will have to remain here until the weather improves. Besides, Wardens are everywhere."
This message was last edited by the player at 15:53, Mon 13 Oct 2014.
Morachiga Choso
NPC, 19 posts
Tyrant-in-Exile
Lord of Lo'driel
Mon 13 Oct 2014
at 15:51
  • msg #8

Re: The Game: Chapter 12

In reply to Baldwin (msg # 7):

The Glass Tyrant's response to Lyriel's inquiry comes almost immediately.

"Teleportation within Lo'driel without using one of the appointed circles is impossible for all but the most staggeringly powerful mages. Use the tower or walk."

Lyriel, familiar with the limitations of Sending magic, is wise enough to realize that the terse response was due to the spell's terms than any implication of ill will or annoyance.
This message was last edited by the player at 15:52, Mon 13 Oct 2014.
Lyriel Vesper
player, 896 posts
To Heal is Divine
House Vesper
Mon 13 Oct 2014
at 16:26
  • msg #9

Re: The Game: Chapter 12

Lyriel dutifully relays Choso's response to the PARTY. We don't have time to wait for the snow to melt. I propose we teleport to Baldwin tomorrow, and then from there to the lake tower. Plus, we can avoid the Wardens better this way.

She eyes the cold and wet ground dismally. Let's get some rest while we can.
DM
GM, 2350 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Oct 2014
at 17:38
  • msg #10

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 9):

Lacking any better options, the P.A.R.T.Y. makes camp as best they can, sets watch, passes the night without incident.

[Private to Lyriel Vesper:

Lyriel's dreams dredge up a memory of time long past...

A little over two years ago

Lyriel looks down in concentration at the glyph before her. Lines of saltpeter swirled and curved together on the tabletop to form the alchemical runes for Creation. She wrinkles her brow, and compares the rune to the illustration in her tome. Making a slight correction to a line with her ring finger, she nods in satisfaction.

Holding a single white feather above the rune, she closes her eyes and focuses inward. Opening her other senses, in her mind's eye Lyriel beholds the web of energy that permeates all existence. Focusing on the nexus before her, she utters a single word of power. "Prakarana!" she intones clearly. The glowing nexus resonates, as if a chord has been struck in the fiber of reality. She opens her eyes, and beholds a white dove in her cupped palm.

Letting out a cry of delight, Lyriel looks up to show her instructor. She arches a sculpted eyebrow in confusion as she notices Professor Annalíena absent from her usual position at the lecturing podium. Looking over to the entranceway of the instruction hall, she sees the professor deep in conversation with one of the Academy aides, usually responsible for running messages between Academy council members and professors. Professor Annaliéna and the aide were discussing something in urgent whispers, both of them shooting glances over at Lyriel.

Annalíena beckons Lyriel over with a wave. Confused, Lyriel gets up and walks over, dove still cooing in her open palm. "Well done," she says absently, indicating the dove. The professor brushes a lock of hair - black shot with silver - from her eyes, tucking it behind her ear before addressing her student.  Her normally businesslike demeanor was colored with concern.

"Lyriel, the aide here has brought a message for you. Your father is waiting in the reception hall, and bids you attend him immediately," she says. A look of confusion comes across Lyriel's face, and she makes to return to her desk to gather her things.

Professor Annalíena notices her hesitation, and gently interrupts. "Don't worry about your workstation dear, I will tidy it up. You had best hurry along," she says, her voice infused with a kindness very unlike her normal succinct lecturing cadence. It was that tone, along with the indecipherable look in the older woman's eyes, that turned Lyriel's confusion to concern.

But Father isn't due back from Tris for another two fortnights... The aide holds the door open for her before letting it slam shut with a dull boom. What is this about? Lyriel asks the messenger pointedly.

"With respect milady, I know nothing more than I was bade tell Professor Siléndril. Lord Tolliver Vesper awaits you in the High Council chambers, and asks you to attend him with all due haste. I'm sorry, that's all I know." To emphasize the point, the messenger picks up the pace to a speed Lyriel would have found quite rude had she not more on her mind. She follows without further comment.

The day is unseasonably cold for spring, as if winter was making one last bid for dominance before surrendering to spring's thawing warmth. Her footfalls echo distantly through the stone hallways as she follows the aide to the center of the Twilight Order complex. The young apprentice's mind begin to churn as she walked. There were only a few reasons why her father might require her presence and interrupt her studies in such an uncustomary manner. None of them were good. The one she feared most was the one which cold reason told her was the most likely, and with each step, her sense of dread grew.

Entirely forgotten, the dove vanishes into a pile of dust in Lyriel's palm.

***

Before Lyriel quite realizes what has happened, the aide is opening the door to the High Council antechamber. He gave her a respectful bow as she entered, and then closed the door behind him. Of all the buildings at that Twilight Academy, the High Council building was by far the most opulent. It was built in the traditional Hae'driel Imperial style, with marble columns supporting a frescoed ceiling. In departure from the traditional Hae'driellian subject matter, the ceiling was a map of all the planes in the multiverse, inscribed by arcane runes of translocation. The runes were inert, of course, but they still looked rather impressive. The few times in the past Lyriel had occasion to visit the building, she was always entranced by the ceiling. She would trace out a route among the cosmos, starting in the center and marking a magnificent journey to some plane where ships sailed the skies like oceans, or cities of living crystal rose from seas of glass. Today, however, she hardly even noticed where she was.

Despite the grandeur of the room, Lyriel saw only its sole occupant. Upon her entrance, Lord Tolliver Vesper struggles to his feet, leaning heavily on his cane. It seemed every time Lyriel saw her father, he was bearing more and more weight on his shoulders. He greets his daughter with a strained smile that doesn't even begin to conceal the weariness in his eyes.

"I apologize for the sudden summons, dear one, but..." Tolliver Vesper's voice breaks, and he trails off. "We - I - need to talk. Let us return at once to the estate."

Her father's dark expression caused her stomach to knot, and her mouth became dry as cotton. No, Father. Whatever ill tidings brought you here personally to find me, I would know now. I'll not sit in dread the whole carriage ride home. Tell me. What is so urgent?

To her credit, Lyriel manages to keep her voice from quavering, though her heart is racing madly, and the bitter taste of acid fills her mouth. Her father simply looks at her with an exhausted expression, eyes filled with unfathomable sadness. He speaks, and his words confirm Lyriel's darkest fears. With six words, Lyriel's entire world is shattered.

"Your brother has fallen in battle."

Though she had feared the worst, nothing prepared her father confirming it in truth, making all her nightmares for the past month real. Her entire body goes numb, and she sinks into the chair her father had formerly occupied. Distantly she notes that she is shaking uncontrollably, but she cannot actually feel it. She sees her father's lips move, but she cannot hear his words. Her entire body contorts into great, wracking sobs, and the world becomes a smear of light and color through her tears.

***

Her memories of the week that followed are disjointed. Snarled, fragmented, and incomplete. Images of her family, shattered and grief stricken. Her time was spent either mourning in her room, or at other times frantically pacing the rest of the manor, when it seemed as if Eldric was just in the other room, and if she could only get to him he would come back, alive and well. The lines between reality and her fevered nightmares blurred, and she could no longer tell which was which.

Her mother, red eyed and, for the first time in Lyriel's life, unkempt - hair awry, her makeup forgotten black smears on her face. The high-pitched wails of little Alara. Her father, stooped on his cane like an old man with the weight of ten thousand lifetimes on his shoulders, crushing him, grinding him into defeat.

A vision of Eldric, the day he and his force were deployed. Where to, he could not say, but the grim look in his eyes spoke volumes. Lyriel had a horrible feeling that chilled her to her marrow. As he sat mounted at the city gates, ready to ride forth, she had begged him on the brink of tears not to go, to ask for some other assignment. He had simply looked at her sadly. We all serve as we must, sister, he had replied distantly. No matter the cost. Honor demands it. Our family knows that better than any other. Then, leaning over in his saddle, he placed a gentle kiss on her forehead. Be well, Lyr. You have your first semester at the Academy to keep you busy. I'll be back before you hardly even realize I've left.

She had smiled through her tears and nodded, but they both knew neither of them believed it.

Every clanging of the manor doorbell brought fresh condolences from the rest of society. Too many 'sorry for your losses,' 'Tassada has a plan for us all,' and 'he died a heroes' death' to count. Lyriel didn't wan't sympathy. She didn't want pity. And she didn't want memories of a hero. She wanted her brother back.

One night found her prowling the manor well past the stroke of midnight. With all the tapestries replaced with gauzy black curtains, the house seemed darker than the Abyss. She pads silently from room to room in a daze of grief and restlessness.

Voices from the sitting room draw her attention, and she floated over the hardwood floors as the voices became distinct. With dull surprise she registered her mother and father speaking in hushed tones. Drawn more by a need to breakup the monotony of her own thoughts than any desire to eavesdrop, she drifts closer, silent as a specter.

How could they do this? Our only son, lost to some fool mission! her mother said in a quavering voice. To send him to - Lady Vesper's voice is cut off by a curt shushing from her father. "Not even here, Regina. The official story must stand. They can't know you know the details."

From Lyriel's position in the shadows, she can see where here parents stand silhouetted against the dying embers of the fireplace. Her mother sets her jaw, but doesn't say anything further. A long moment passes before her father speaks again. "I am assured that the Tyrant is arranging for the bodies of the fallen to be returned for a proper burial. It seems he is allowing us that much."

Lady Vesper makes a sound in her throat like a strangled cough. Then, Tolliver...why must he remain dead? If we're getting the body, surely the priestesses will restore him life? It hasn't been that long, there's still time! We've served faithfully, surely they won't deny our request! Surely! Her mother's voice becomes hurried, desperate, and she clings onto this last hope with an intensity that frightened Lyriel.

Her father looked as if somebody was twisting a knife in his gut. "Regina...that's not how it works. Even if they could restore the spirit to his body - and it's an iffy proposition at best - there are...other considerations. It's not an option," he concludes dully.

No! I refuse to believe that! I won't! Lady Vesper hisses. I know damn well that the magic isn't flawless. By all the hells, you're a constant reminder of that! she says, pointing sharply at his leg. But to not even try?! If you're too much of a coward to demand his resurrection, then I'll do it myself. If there is even the slightest possiblity, I WILL have my son back!

"NO." Lord Vesper punctuates his flat imperative with the crack of his cane on the floor. "You will do no such thing. I absolutely forbid it. You know not what you ask, woman." Lord Tolliver Vesper stands upright, shoulders unbowed, icy blue eyes glinting with determination in the flickering firelight. For the first time, Lyriel saw her father as the mighty warrior she was told he once was. And for the first time, she believed it.

Lord stares at his Lady for a long moment, and then he continues in a softer voice. "Regina, do you really think I want him back any less than you? And if that there was any way we could have him restored to us, that I would not do anything in my power to do so?" Though he remains unbowed and unbroken, tears now stream freely down her father's face. "Please, my dear, for once in our marriage, trust me on this. You can't make a scene. There's much more going on than you realize. Our family's blood debt.."

Lady Vesper takes an involuntary step back, shocked by her husband's sudden stand. Her lower lip quivers, and then her mask breaks entirely. She rushes to her husband and buries her head in his shoulder sobbing. I'm...su...sorry. she chokes in between sobs. I shouldn't have...I just...he was to be everything for this  family. He could have been Grand Marshall, given time. My sweet, dear boy. Now we'll never know. He'll never get married, never have children of his own. Never has a brighter future been extinguished so prematurely. But most of all, I never... A fresh sob chokes out of her mother's throat. I never truly told him how proud I was of him. Of all that he was. And now...I never can. With those words, her mother loses her composure entirely, and dissolves into tears on her husband's shoulder.

Tolliver, for his part, seems just as shocked by his wife's sudden affection as she was by his determination. He lets his cane fall clattering to the floor as he wraps his wife in his arms. He says nothing, but tenderly strokes her back as she cries herself out onto him, tears continuing to stream down his own cheeks.

After a while, Lady Vesper regains her composure somewhat. Her husband wipes away a tear from her cheek. "Either Alara or Lyriel will have to take Eldric's place, you know. On that there can be no compromise. One must always serve the Church."

After a moment, her mother responds Lyriel. Have Lyriel do it. She is already out of the house, and with you at Tris, Alara is all I have left. Please...don't take her away from me too. I couldn't...bear it. Lyriel can serve.

Lord Vesper considers a moment, and nods. "Yes, I suppose that makes the most sense. She isn't too far along in her studies at the Academy yet, it shouldn't be too painful for her to transition to her duties. Though, she was so excited to enroll, I hate to take that from her." He heaves a sigh. "We all serve as we must."

Regina Vesper folds herself in closer to her husband. "That transition might not be all bad for her, you know. As a Priestess she'll be a much more suitable match for marriage. And that becomes even more important now, with...now we have no male heir."

Tolliver Vesper simply nods. "That's a mess that will need to be sorted later. I believe our family name passes to our first male grandchild, but I'll have to consult with the solicitor to be sure. It will matter, for future generations of the blood oath...that's one inheritance that cannot be neglected."

He falls silent, and for a long while the two simply hold each other as the embers fade. "You know...this isn't what I wanted for you, Regina," Tolliver says wearily. "You deserved so much more. More than a crippled old diplomat." He lets out a quiet self-deprecating chuckle. "I know you always blamed me for that," he says, holding up a finger before she can interrupt. "Sssh. I'm not saying this to chastise. I just wanted you to know that I would have done anything to be the man you wanted. So blame me and my failings if you must, but just know that I wished better for you."

This elicits a fresh wave of tears from the Lady Vesper. "Come, let us go to bed," her father says softly. Her mother nods mutely, and together the two leave the sitting room, walking right by Lyriel without noticing her presence. Lord Tolliver's cane remained on the floor before the dying fire, forgotten. He leans instead on his wife as they retire to their chambers.

Lyriel stands there for a while yet, stunned. Too many emotions whirled through her, and the intensity of the moment makes her wish she was somewhere, anywhere else. She fades back into the darkness of the house and returns to her room, where sleep claims her. For once, it is blessedly free of dreams.

The next day, when her father came to tell her that she would be expected to serve Tassada in Eldric's place following his funeral, she didn't argue.

She simply nods. We all serve as we must, she whispers hoarsely.

***

Eight days after receiving word of her Eldric's death came the day of his funeral.

Lyriel stands in cemetery, dressed in black. She shivers in the cold air. A blanket of freshly fallen snow covered the grounds. Snowflakes continue to fall lightly from the leaden skies, stirred by the chill wind into playful flurries. Winter, it seemed, was quite unwilling to relinquish its grasp on the land. Under different circumstances, she would have called the scene beautiful. In the moment, the beauty was entirely lost to Lyriel and her grief.

She stood with her family, likewise arrayed in mourning clothes, all facing the coffin. A older priestess of the faith read the usual rites. Her sonorous voice was the only sound breaking the crisp, snow-muffled silence. The words washed over Lyriel, entirely devoid of meaning. How could mere words express the loss she felt?

Lyriel looked around at the assembled. In the forefront stood the honor guard of six Knights of the Flame, arrayed in their finest dress armor. Comrades of Eldric, she supposed. At least, comrades who hadn't accompanied him on his final mission. Those comrades were to a man all being buried in other plots around Hae'driel.

The rest of the guests were comprised of the usual mix of family friends, and then family acquaintances. People who Lyriel didn't count as close, but who would have felt slighted had they not received invitations to attend the services. A good portion of the aristocracy was in attendance. Eldric was well-liked, and it served many to be seen at his funeral. There were a few faces she did not recognize in the very back of the service. Tall men with cowled robes watching the proceedings with blank faces. Idly she wondered who they were. Some other church officials, she supposed.

Lyriel was jarred back to reality as the monotonous rites drew to what Lyriel knew to be near the end, but before they came to the traditional conclusion, the priestess began a section of the rites she did not recognize. These, it seemed, were reserved for those soldiers of the faith who had fallen in righteous combat. The virtue of the fallen was praised, his heroism held as an example to all the true faithful to emulate. "A life laid down in service of the Goddess is never laid down in vain, and is the most glorious end to which a believer can aspire," the priestess intones.

Those in attendance nod almost as one, and there were many whispers of "En Taro Tassada" in response.

Lyriel felt sick. She didn't want a hero, she wanted her brother. And she didn't want his death cheapened to be some recruitment drive for the Church. Lyriel grits her teeth as the bile rises in her throat as she looks  at the happily nodding congregation. For a brief moment, she hated them all.

The honor guard in particular look particularly smug, and if possible they hold their chins even higher, basking in the knowledge that they were the closest to such grace as described by the priestess. Or rather, all except one.

One of the six knights stands at perfect attention like the rest, but tears stream openly and unashamedly down his face. Lyriel studies him, wondering who he was, but in their dress armor it was nearly impossible to tell them apart. His eyes, though, are a curious shade of amber, and for a brief moment, they meet Lyriel's. A distant shock of memory runs through her, hauntingly familiar, though she could not place it. They look at each other for but a few seconds, acknowledgment flickering through their gaze of their shared grief. Whoever he was, he also felt the loss of Eldric keenly.

The moment was broken as the priestess comes to the true conclusion of the rites. As one, the honor guard steps forward, three on each side of the grave. They salute the coffin, and the one bearing the rank Lieutenant-Commander produces a flame from his palm, which he uses to light the ceremonial wreath placed on the coffin. Though the Vesper family had chosen burial over cremation, all of Tassada's funeral rites featured fire to some extent.

Then, as the wreath caught, the six knights grasp the ropes that lowered the coffin into the earth's waiting embrace. With a dull thud, her brother came to his final rest. The grave was dug into the rich red dirt of the Hae'driellian countryside. It gaped like an open wound - a black pit marring the otherwise pristine white landscape. Then, each attendee in turn steps forward to pitch a handful of dirt into the grave. One by one they come, slowly sealing her brother in his rest. The last four handfuls were reserved for the immediate family. Lyriel places hers last, completing the mound of red dirt.

The wound has become a scar.

The funeral party slowly filters away, back towards the light and warmth of the city, but Lyriel remains. At last, it is just her and her father. He squeezes her shoulder comfortingly before he too turns and heads for the city, limping through the snow with his cane.

How long she stands there, she doesn't know. The wind tugs at the hem of her dress and at her veil, bringing a swirl of snowflakes eddying around her, but she hardly notices. Her tears have long since frozen tracks down her cheeks. As the day's last light fades, she says her final farewell. Goodbye, brother. May you find some peace and comfort in the hereafter. If any I knew deserved paradise...it was you. A low sob escapes her. It was you.

At long last she turns her numb feet towards the lights of Hae'driel, glowing warmly in the distance, and towards whatever new future was in store for her as a servant of the Church.

She begins the long walk home.

We all serve as we must.
]

The morning dawns, cold and dreary, with darkening clouds making good on their promise of additional snow.
Lyriel Vesper
player, 897 posts
To Heal is Divine
House Vesper
Mon 13 Oct 2014
at 17:58
  • msg #11

Re: The Game: Chapter 12

Lyriel awakens with a start and a gasp. For a long while she stares out into the gray expanse, looking through past the snow, gaze six hundred miles away.

She shakes herself back to reality when Maeve begins to bustle about getting the kettle on. Rather than its usual soothing effect, however, Lyriel is deeply unsettled by watching the eastern woman prepare the tea, and the priestess busies herself at the other end of camp. Pouring out water into a cooking pot, she incants a few words, and the surface of the water ices over in hoary haze, and then goes clear as glass.

[Casting Scry > Baldwin]

The image of the bard resolves on the mirror-like water, and Lyriel gently rouses Keef.

Get a good look, we need you to take us there as soon as you can. I will conjure us breakfast when we're all together.

Lyriel shivers once again. I hope wherever he is, it's someplace warm...
This message was last edited by the player at 18:01, Mon 13 Oct 2014.
Boreas Highwind
player, 1314 posts
Eye for an Eye
Mon 13 Oct 2014
at 18:08
  • msg #12

Re: The Game: Chapter 12

Boreas rouses himself and sets to helping Maeve make tea.  He glances over as Lyriel prepares her makeshift scrying pool, Keef walking over to have a look.  Realizing that this means he and his companions will soon be meeting Baldwin, he sets to breaking camp and ensuring that everything is properly packed and ready.
Maeve Hassan
player, 1416 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 13 Oct 2014
at 18:11
  • msg #13

Re: The Game: Chapter 12

Maeve notices that Lyriel turns slightly green as she prepares her morning tea and wonders why before suddenly recalling.

Oh.  Oops.

She continues preparing some hot beverages, albeit a bit more subtly, in as much as that can be accomplished.

Lyriel's breakfast better have a vast assortment of delicious warm beverages.  A trip into the deep deserts is beginning to sound more and more appealing.
DM
GM, 2351 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Oct 2014
at 18:43
  • msg #14

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 13):

Keef takes a moment to study the image etched into the frozen water, then cracks his knuckles with a flourish.

"All aboard the Cabin Boy Express," he says, tracing a series of arcane symbols into the air with careless-looking flicks of his finger. These runes burn into the stillness of the sky itself, hovering around the boy like lost souls until he completes the spectral circle with another exaggerated swish.

With the entire P.A.R.T.Y. -- complete with horses and equipment -- safely nestled within the circle, he raises both hands toward the heavens and jerks his arms downward, hands balling into fists as he does so.

The air flashes with a blast of red energy, and everything beyond the floating barrier of runes encircling the P.A.R.T.Y. blurs into a haze of nothingness.

"Next stop, Baldwin!"

Keef flicks his wrist, and the circle of magical runes begins to spin in the air like a top. The blurred scenery twists in time with the circle, until both slow to a graduate stop. The journey completed, the runes flare up and explode in a glittery burst of fireworks, which color the hazy surroundings and snap them back into full focus.

The P.A.R.T.Y. finds itself standing in the snowy courtyard of a small, thatched-roof inn -- surrounded by a half-dozen peasants staring unabashedly at your entrance.
Maeve Hassan
player, 1417 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 13 Oct 2014
at 18:55
  • msg #15

Re: The Game: Chapter 12

"Hello!" Maeve says with a disarming grin and a wave.  "Terrible day to be out traveling, wouldn't you say?"

The peasants make no move to say anything.

"We're meeting a friend of ours here.  Bard, carries a lyre, bit elven-looking with long blond hair, enjoys. . . partaking, if you know what I mean."

Maeve makes a drinking-from-bottle gesture.
DM
GM, 2352 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Oct 2014
at 21:27
  • msg #16

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 15):

The townsfolk shake their heads mutely at Maeve's description, then eventually disperse to continue about their business.

The P.A.R.T.Y. enters the inn to find it toasty warm and packed with townsfolk. Evidently the snow has put an end to most of the town's daily tasks.

A large woman wipes down the bar on one side of the room, laughing loudly along with her patrons. Three serving maids whirl about the common room, collecting dirty dishes and setting down piping hot bowls of what appears to be a leek, watercress, and potato soup. Two young boys scurry about the room, as well, lugging logs to toss onto the fire and sweeping crums off the floor.

A fair number of travelers can be spotted as well, set apart from the townsfolk by their style of dress and, in some cases, signs of wealth. A trio of sellswords sit holed up in one corner, throwing dice, while a merchant debates the qualities of Gaelian silks with a seamstress and a haberdasher near the fire.

The trenchers are populated by farmers, for the most part, along with the town's blacksmith, tanner, carpenter, herbalist, sheriff, and mayor. Everyone seems to know everyone, minus the travelers.

Such is the scene the P.A.R.T.Y. stumbles upon as they enter the building, standing wet, cold, and dripping in the foyer to take in the scenery. Eventually, one of the serving maids finds time to slip over to them.

"G'morning, travelers," she says with a slight curtsy. "Welcome to the Singing Nettle. As you can see we're full up, but I'd be happy to help you today if I can. What can I do you for?"
This message was last edited by the GM at 21:30, Mon 13 Oct 2014.
Zuriel Silendril
player, 1956 posts
Flamebringer
House Silendril
Mon 13 Oct 2014
at 21:41
  • msg #17

Re: The Game: Chapter 12

"Some hot drinks to fight the chill, and some breakfast, if you would please miss," Zuriel says with a kind smile.

To the PARTY, he says in an undertone. "They may be traveling under glamor. Let's write to Baldwin and have our breakfast. Lyriel can always prepare a magical luncheon, once we're all reunited."

Zuriel scans the crowd keenly, looking for anything out of place. "See any magical auras?" he whispers to Boreas.
Boreas Highwind
player, 1315 posts
Eye for an Eye
Mon 13 Oct 2014
at 21:45
  • msg #18

Re: The Game: Chapter 12

Ah, hot drinks.  They really get me going.

Waiting for the beverages, Boreas does a scan of the room.
DM
GM, 2353 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Oct 2014
at 21:51
  • msg #19

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 18):

The room contains a variety of magical auras, most of which emanate from the sellswords, the merchant, the haberdasher, and the sheriff. None of them are consistent with a glamor, however.

"How many of you are there? Five?" the maid says, counting the P.A.R.T.Y. "I'm afraid all we have left is the bar. Will that do?"

Assuming the P.A.R.T.Y. remains agreeable, she leads them to five barstools and leaves them to the care of the barkeeper.

"Welcome, huns," the large woman behind the bar says, wiping down the counter in front of your new seats. "Here you go."

Five mugs of mulled cider and five plates of lumpy, doughy biscuits covered in thick white gravy are quickly laid out before the P.A.R.T.Y.

After waiting long enough to allow them to eat, the woman returns her attention to the group.

"Beastly weather, ain't it? You trying to pass through, or wanna wait out the storm here? I've got a few empty rooms left -- most of these folks live in town, y'see, so there's plenty of space."
This message was last edited by the GM at 01:59, Tue 14 Oct 2014.
Zuriel Silendril
player, 1958 posts
Flamebringer
House Silendril
Tue 14 Oct 2014
at 01:57
  • msg #20

Re: The Game: Chapter 12

Zuriel looks around to the rest of the PARTY. "We will be here at least one night. We're hoping the snow will be light enough that we can continue tomorrow, but..." he shrugs. "In any case, three rooms please, if you have them."

He finishes eating his plate of biscuits, looking to his comrades for seconds.

It's...simple. Simple but delicious.
Maeve Hassan
player, 1419 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 14 Oct 2014
at 02:25
  • msg #21

Re: The Game: Chapter 12

"Cheers to that," Maeve says, nodding in agreement with Zuriel's plan.

Now where in the hells is Baldwin?

She scans the common room of the inn, wondering where the bard and their young friends could be.  Maeve decides to mingle after the meal, debating whether the sellswords or the merchant would be a better source of information for what's going on in the world.

"Leave the sellswords to me," she decides, murmuring to Zuriel.  "I doubt they'll warm up and be talkative with someone as. . . .clean as you," she says.
DM
GM, 2355 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Oct 2014
at 02:40
  • msg #22

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 20):

The woman nods, piling a few more biscuits onto Zuriel's plate with a smile.

"Room's $3 per night," she says. "Stay as long as you like. Meals change at midday, sunup and sundown. Enjoy."
Zuriel Silendril
player, 1959 posts
Flamebringer
House Silendril
Tue 14 Oct 2014
at 03:53
  • msg #23

Re: The Game: Chapter 12

Counting out the gold for the night's stay, Zuriel passes them over to the barkeep before returning to his breakfast. In between bites, he speaks in low tones to the PARTY. "Have we heard anything from the journal yet?" he asks anxiously.
Keef
player, 1092 posts
Hero in training
Tue 14 Oct 2014
at 11:52
  • msg #24

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 23):

Keef, after wolfing down his meal with usual gusto, wanders over toward the fireplace to warm up.

There he enters into an animated conversation with the haberdasher concerning the relationship between haberdashery, lion taming and cabin boy-ing.
Keef
player, 1093 posts
Hero in training
Tue 14 Oct 2014
at 13:17
  • msg #25

Re: The Game: Chapter 12

In reply to Keef (msg # 24):

Keef nods excitedly and gestures wildly.  Whatever is being discussed, the haberdasher appears to be just as interested.

From his pouch, Keef withdraws the Lion Bag and shows it to his new friend.

[OOC: Preparing a Contingency this morning.  If Keef is ever falling from a dangerous height, he will polymorph into a young blue dragon]
Maeve Hassan
player, 1420 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 14 Oct 2014
at 13:32
  • msg #26

Re: The Game: Chapter 12

Maeve watches warily as Keef produces the lion bag, undoubtedly recalling what happened the last time that it made an appearance in an inn.  Trusting the lad to do the proper thing this time, she makes her way to the table where the sellswords are occupying themselves.

"Gentlemen," she says (assuming they are all, in fact, men.) "May I?" Maeve inclines her head toward an empty seat at their table.
DM
GM, 2356 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Oct 2014
at 14:15
  • msg #27

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 26):

The Bar

Zuriel, Lyriel, and Boreas consult with the journal to see if there has been any new correspondence from the bard. Sadly, there is none.

The Sellswords

"Sure, sure," one of the men says, motioning to the chair across from him in a welcoming manner. "The more the merrier -- long as you're playing."

The men make for a curious sight up close: to Maeve's left sits a fellow who appears to be more of a dandy than a mercenary, though his clothing has seen better days. To her right sits a man with salt and pepper hair and close-cropped beard who might have once served in someone's army before he developed his impressive beer gut.

In Maeve's estimation, the speaker seated across from her seems to be the biggest threat, if it were to come to blows. Though his musculature is certainly not what one might call "chiseled," he seems athletic enough, and his movements are fluid and precise. Most notably, however, is the countenance that accompanies his solid stature -- a brash, confident demeanor coupled with a pencil-thin mustache that does little to mitigate the calculating look dancing behind his flint-gray eyes.

"We're playing Thirsty 28," the speaker says, explaining the game to Maeve. "There are three dice with six sides each. Two are normal, but this third one's different: it's got three sides that show a coin, two sides that show two coins, and one side that shows three coins. See for yourself."

He allows Maeve to take a look at the dice, then continues.

"We take turns rolling. Each roll, we total the two normal dice and add them to the game's score, which starts at 0. After you roll, you gotta add $5 to the pot for every coin showing on the third die. If you're the roller when the score hits exactly 28, you win the pot. If your roll would make the game's score go over 28, we subtract your roll from the game's score instead, and the game continues. Do you understand?"

When Maeve nods, the man smiles and all three sellswords slide some coins to the center of the table.

"Ante's $5, sweatheart. Let's begin."

OOC: Remember, Zuriel has a set of loaded dice in his pack... in case anyone's interested...

The Fireplace

Keef and the merchants continues to cheerfully discuss what sounds like lions and magical containers and garments... though you do think you hear the haberdasher ask Keef if he could show him how the sack works.
This message was last edited by the GM at 14:23, Tue 14 Oct 2014.
Zuriel Silendril
player, 1960 posts
Flamebringer
House Silendril
Tue 14 Oct 2014
at 14:22
  • msg #28

Re: The Game: Chapter 12

After frowning at the blank pages for longer than he would like, Zuriel leans over to Lyriel. "Do you think you could cast a quick Sending to Baldwin? His silence is concerning. He could still be sleeping off last night's icewine, but..."

Suddenly, Zuriel gets a tingle along his spine, sensing impending catastrophy. He politely excuses himself from the bar and ambles over to where Keef is in conversation with the haberdasher.

"My," he says by way of introduction, "It sure is crowded in here." He looks  at Keef meaningfully.

[OOC Zuriel has not told anybody about the loaded dice, and does not intend to.]
This message was last edited by the player at 14:22, Tue 14 Oct 2014.
Maeve Hassan
player, 1421 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 14 Oct 2014
at 14:31
  • msg #29

Re: The Game: Chapter 12

"Very well," Maeve says, counting out the appropriate coinage.  "I'm in for a game.  But just one.  Can't have you fellows cleaning me out entirely."

As they play, Maeve takes the opportunity to ask about the latest news, which was her intention for joining the sellswords in the first place.

"What news of the war?  The last time we passed through here it looked as though it was brewing, but now it appears to have well and truly arrived."
Lyriel Vesper
player, 898 posts
To Heal is Divine
House Vesper
Tue 14 Oct 2014
at 14:48
  • msg #30

Re: The Game: Chapter 12

Lyriel, returns from their block of rooms upstairs and rejoins the PARTY in the common room. Baldwin is camping outside of town, she informs everybody quietly. He's been avoiding taverns, shockingly enough. We ought to join him.
This message was last edited by the player at 14:49, Tue 14 Oct 2014.
DM
GM, 2357 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Oct 2014
at 14:51
  • msg #31

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 29):

The Hearth

"The snow'll do that to a place," the haberdasher says, giving Zuriel a slight bow in greeting. "Your... squire, is it?... was just telling me some most fascinating tales about an ordinary sack that can summon animals from thin air. What a treat!"

The merchant and the seamstress nod as well.

"I'm always amazed at what they can make magical items do," the merchant says. "And at the priorities of mages! I dare say we have enough singing teapots and lion-summoning bags. What we need are animated logging saws, self-emptying chamberpots, and the like. I'd make a fortune."

The Bar

Boreas watches Zuriel head over to prevent a lion-related accident, then watches Lyriel excuse herself to head to the P.A.R.T.Y.'s rooms (and Send to Baldwin). Once he's alone, the barkeep returns and speaks softly to him while polishing the countertop with a damp towel.

"You look like nice folks... lookin' for work?"

OOC: Lyriel's return will not occur for another 9 minutes.

The Dice Game

Maeve continues to slide coins on the table as the dice get passed around, with no one seeming able to hit the target number with any consistency.

"War?" the man with the pencil-thin mustache asks. "There's no news of any official war. Not yet, anyway. Though I hear the Empire has sent a few legions this way. The highborn prats have done the same. Haven't heard a peep from Lo'driel, so it's anyone's guess what happens next."

"They're taking their sweet time with recruitment notices, that's for sure," the dandy sniffs distastefully. "Came here expecting work, and so far? Nothing."

"The biscuits are good though," the soldier with a beer gut points out. "Mighta been worth the trip just for that."
This message was last edited by the GM at 14:55, Tue 14 Oct 2014.
Zuriel Silendril
player, 1961 posts
Flamebringer
House Silendril
Tue 14 Oct 2014
at 14:58
  • msg #32

Re: The Game: Chapter 12

Zuriel latches onto the change in conversation, hoping to steer the discussion further away from the topic of demonstrating the lion bag.

"A self-emptying chamber pot would be a godsend. I think you might actually have something there sir. Or how about a magical way to keep drinks cool, even in the summer? Or a magically automated town well?"
Maeve Hassan
player, 1422 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 14 Oct 2014
at 15:07
  • msg #33

Re: The Game: Chapter 12

"Odd.  I'd have thought mercenaries would be in demand now. Smoke on the horizon and what not--literally and figuratively.  Lo'driel can't remain neutral in this for long."

Figuring that she's exhausted this particular fount of knowledge, Maeve decides to finish up the game and rejoin the others.
Keef
player, 1094 posts
Hero in training
Tue 14 Oct 2014
at 15:41
  • msg #34

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 33):

Emptying chamber-pot... well that's a simple one really.  The influx just needs to match the proper confines of the pot itself, and you can repeat it... I mean... it will be RELIABLE enough, the bigger problem is to set the egress properly...

Keef is lost in thought for a moment.  Then an expression of 'deep understanding' crosses his face.  He winks at Zuriel in a terribly non-seruptitious manner.

Oh.. I mean, I can show you the lion bag, but um... lions prefer the outdoors maybe?  We should go outside.

Keef begins to lead the Haberdasher and seamstress outside.
DM
GM, 2358 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Oct 2014
at 15:52
  • msg #35

Re: The Game: Chapter 12

In reply to Keef (msg # 34):

It is at this moment that Lyriel reappears at the bottom of the staircase and heads over to where Boreas is chatting with the barkeep.
This message was last edited by the GM at 15:52, Tue 14 Oct 2014.
Boreas Highwind
player, 1317 posts
Eye for an Eye
Tue 14 Oct 2014
at 16:27
  • msg #36

Re: The Game: Chapter 12

Boreas breaks off his conversation as tactfully as possible and joins the others to head outside and meet Baldwin.
DM
GM, 2359 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Oct 2014
at 17:20
  • msg #37

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 36):

Ignoring both the barkeep's side quest and the bitter weather, the P.A.R.T.Y. makes its way to the outskirts of the village and toward the logging camp Baldwin mentioned.

Tarps and hides have been pulled over the piles of wood that lay scattered around, keeping them as dry as possible, and the four sheds filled with tools and supplies are boarded up tightly. Despite the weather, now is not the season for logging -- the work's long been finished, with cords of wood sold and set aside for the hard winter ahead.

Trudging past all of this, the P.A.R.T.Y. heads to the treeline, beyond which they see a faint illumination. Following this, they soon find themselves in a sheltered clearing in which a large tent has been set up. Several tarps have been set upon stakes to create additional snow-free space, beneath which tables, chairs, and other such amenities have been set up. A humble fire crackles in the center of the clearing,over which hangs a small iron cauldron filled with rapidly melting snow.

Two humanoid figures stand with their backs toward you, tending the pot and chatting idly among themselves. At the clanking of Zuriel's armor, however, they whirl around to reveal a drawn sword and a loaded crossbow.

The tension reigns for less than a second as the weapons are sheathed and hoods are thrown back to reveal the smiling faces of Rachel and Oliver.

In short order, Baldwin himself steps out of the tent, leaning heavily on a tall staff and dressed in furs from head to foot. Karl -- the driver of the cart at the start of your adventure -- stands at his side, supporting him. Sadly, Filbert is nowhere to be seen.
Keef
player, 1095 posts
Hero in training
Tue 14 Oct 2014
at 17:23
  • msg #38

Re: The Game: Chapter 12

In reply to DM (msg # 37):

To the faint sounds of a lion growling in the distance, Keef splashes and slips through the snow to catch up with the rest of his companions.

Sorry I... I mean... well I'm here now.
Baldwin
NPC, 78 posts
Master of Lore
Living Legend
Tue 14 Oct 2014
at 17:24
  • msg #39

Re: The Game: Chapter 12

In reply to DM (msg # 37):

"Ah, my friends," Baldwin says, spreading his arms in welcome. "It's no tavern, but I trust you'll find our camp tolerable all the same. Let's get down t-"

He pauses, pulling out a handkerchief and wheezing into it for a few seconds. After the coughing fit has passed, he tucks the handkerchief away and clears his throat.

"-to business," he finishes weakly. "I want to hear all about your adventures in Fey'driel.... and to discuss my latest findings, of course."
This message was last edited by the player at 17:26, Tue 14 Oct 2014.
Maeve Hassan
player, 1423 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 14 Oct 2014
at 17:45
  • msg #40

Re: The Game: Chapter 12

Maeve shakes her head.  "First lunch, then we can talk business.  Lyriel can magic us up something nourishing and I'll make something warm to drink.  No offense Baldwin, but you don't sound so good."
Zuriel Silendril
player, 1962 posts
Flamebringer
House Silendril
Tue 14 Oct 2014
at 20:04
  • msg #41

Re: The Game: Chapter 12

"Indeed, you sound under the weather, as it were. Let me see if I can do something about that."

Zuriel walks up to Baldwin and places a hand on his forehead. White light swirls around his hand before seeping into the bard.

[Casting: Remove Disease]

"There we go. Feel any better?" he asks. I wonder if it will do anything for his rampant alcoholism...

He turns to Lyriel. "Do you think you might be able to conjure a hot breakfast?"
This message was last edited by the player at 20:05, Tue 14 Oct 2014.
Baldwin
NPC, 79 posts
Master of Lore
Living Legend
Tue 14 Oct 2014
at 20:18
  • msg #42

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 41):

"Somewhat," Baldwin says after a moment. He looks no less weak, but sounds a bit less sniffly. "Thank you. Shall we go inside?"

The group enters the tent, where Baldwin removes his fur-lined gloves and pulls back his hood before sitting by a small, well-contained fire within the canvas walls.

The healers among you notice a spiderweb of pale red veins on his cheeks, a yellowish, jaundiced hue in the whites of his eyes, and a raw redness in his palms. All told, he does not look well.

"Just soup for me, I fear. I doubt I can tolerate much else," the bard continues, spreading the holy symbols out on a blanket rolled nearby with considerable effort. "Come, sit. We can eat and work at the same time. Were you able to procure the missing symbol?"

[Private to Keef: These symptoms remind you slightly of your father -- particularly the jaundiced eyes -- as they are the symptoms of cirrhosis of the liver.]
This message was last edited by the player at 20:32, Tue 14 Oct 2014.
Zuriel Silendril
player, 1963 posts
Flamebringer
House Silendril
Tue 14 Oct 2014
at 20:22
  • msg #43

Re: The Game: Chapter 12

Zuriel nods, and holds out the holy symbol of Le'lothriel. "We did indeed. And knocked down the Fey'driel tower in the process."
Lyriel Vesper
player, 899 posts
To Heal is Divine
House Vesper
Tue 14 Oct 2014
at 20:24
  • msg #44

Re: The Game: Chapter 12

Lyriel looks Baldwin over with concern, and nods. Of course.

The priestess extends her hand towards a sheltered portion of the clearing, and with an emerald flash of light, the banquet table appears. The conjured wooden table creaks under the weight of steaming hot cider, oatmeal, cinnamon porridge, and a mound of syrup-slathered pancakes. Before Baldwin's setting is an enormous terrine of piping hot chicken soup, with carrots and fluffy dumplings bobbing in the broth.

The PARTY, having grown quite used to this, seems about as impressed as Chubbs. Lyriel suppresses a smile, eager to see Rachel's reaction.
DM
GM, 2362 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Oct 2014
at 20:42
  • msg #45

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 44):

"That explains a great deal," Baldwin murmurs, nodding thoughtfully at the tale as it is told and fumbling to put the symbol of Le'lothriel into its appropriate analyzer. The numbers whirl and spin, then lock onto a figure that Baldwin jots down on a notebook. "And now to tabulate the results."

Rachel, Karl, and Oliver whistle appreciatively at the summoned feast, and dig in with gusto along with the others.

"We've had adventures of our own," Rachel says around a mouthful of porridge. "Dodging Wardens, sticking to the back roads, tearing down wanted posters depicting our brave, handsome bard... there's been plenty to do."

"Rotten, lousy mercs," Oliver nods, tucking into a tower of pancakes with vigor. "A couple groups have been tailing us ever since we left Ikuabai. There's two trios in particular we've yet to shake entirely, though I haven't seen 'em yet around here. Hopefully the snow's done 'em in or tossed them off the trail for good."
Maeve Hassan
player, 1425 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 14 Oct 2014
at 20:57
  • msg #46

Re: The Game: Chapter 12

Maeve helps herself to a large cup of cider and some of the porridge, still rather full from the biscuits from the inn.

"I don't suppose that one of those trios consisted of some fellows that looked like. . . ."  Here she proceeds to describe the dice players from the inn.
DM
GM, 2363 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Oct 2014
at 21:05
  • msg #47

Re: The Game: Chapter 12

In reply to DM (msg # 45):

"That's one of the sets," Oliver nods, scowling. "I knew it was too much to hope for. The other group looks a lot different."

He then proceeds to describe Bill, Derek, and Flint -- the group who once attempted to return Lyriel to her family at swordpoint (back in Chapter 9).

"That settles it," Baldwin interrupts, looking up from his notebook. "Just look at these numbers..."

He slides the parchment to the P.A.R.T.Y. for perusal.

quote:
Church | Analyzed Number | Trend

Tassada | 50,874 | down ~50/week

Hort | 37,197 | down ~55/week

Rachelle | 19,564 | down ~33/week

Tyblin | 21,998 | down ~67/week

Cenadora | 19,231 | down ~24/week

Ignati | 23,355 | down ~29/week

Le'lothriel | 16,933 | down ~41/week

Darilen | 17,229 | down ~37/week

Vora | 13,983 | down ~12/week

Bevenglode | 11,632 | down ~14/week

Kazul | 1 | no change


"As you can see, there are some notable outliers, particularly when it comes to Kazul and Tassada," he says wearily. "Any ideas about what these mean? I'll share my hypothesis after everyone weighs in, so as not to taint the value of having fresh eyes on my work."

[Crossroads]
This message was last edited by the GM at 21:06, Tue 14 Oct 2014.
Boreas Highwind
player, 1319 posts
Eye for an Eye
Tue 14 Oct 2014
at 21:20
  • msg #48

Re: The Game: Chapter 12

Boreas scratches his beard, scribbling numbers on a piece of paper.

Looks like Tyblin, Le'lothriel, and Darilen have it worst.  What kind of common thread connects those three?  Also, there's no positive gain anywhere, which makes me think it's all being diverted to some outside source.
Maeve Hassan
player, 1426 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 14 Oct 2014
at 21:25
  • msg #49

Re: The Game: Chapter 12

"It's hard to tell what with the varying numbers, but that seems correct.  Why just the one for Kazul?"
Keef
player, 1097 posts
Hero in training
Wed 15 Oct 2014
at 01:17
  • msg #50

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 49):

The Gods are fading... I mean,,,, maybe... moving out of alignment... the part of the wheel that doesn't touch ground...

Keef, who has been more intent on studying Baldwin himself than the holy symbols or measurements, mutters something along the lines of an excuse to leave and ducks out of the tent.
Lyriel Vesper
player, 900 posts
To Heal is Divine
House Vesper
Wed 15 Oct 2014
at 02:26
  • msg #51

Re: The Game: Chapter 12

Lyriel likewise takes the opportunity to study Baldwin more closely, and what she sees concerns her deeply.

[Heal: 29]

Liver failure. I'm sure of it. No wonder Zuriel's magic didn't work...this is bad. He doesn't have much time left. We need to get him to Lo'driel immediately. I don't have the magic to cure something like this.

Setting that subject aside, she considers the revelation that Derek and Bill were on Baldwin's tail. Sent by my mother, I'd wager. Though how she managed to convince House Mason to chase criminals I have no idea. Derek and Bill aren't bounty hunters...

Lyriel's face darkens as she considers her would-be abductors, and their family. She had quite a few questions she would just love to ask the Masons...

That too was a problem for another time, however. She could only focus on so much at once.

That's true Boreas, Tyblin does have the fastest decrease. But there's more too it than that...You have to also look at the decrease as a ratio to the starting amount...

Lyriel grabs a piece of parchment, a quill, and an inkwell, and begins furiously scribbling. Anybody looking over her shoulder would see a disconcerting amount of mathematics. She references Baldwin's numbers, making several lists and columns as she does to, dividing, sorting, and ranking the Churches by various criteria.

At one point she looks up at Baldwin, blowing a stray strand of hair from her face, not wanting to smear her forehead with her ink-smudged fingers. Do we have any idea what these units even mean? Are these worshipers? Overall strength of the faith? What?

Over the course of the breakfast, Lyriel creates several lists of rankings. She clears her throat, drawing the PARTY's attention to her findings.

I've added two more columns to Baldwin's list. The first is the weekly decline, expressed as a percentage of each faith's current total number. Keep in mind that these rates may not be fixed, and we don't know what the base numbers were initially. Kazul I've left out entirely. I don't know what to make of it.

The second column is how many weeks it will take for the numbers to reach zero, if the rate of decline stays constant.


Church           Number Decrease         % decrease      Weeks to null
Tassada           50,874 50            0.10%           1017
Hort           37,197 55            0.15%           676
Rachelle          19,564 33            0.17%           593
Tyblin           21,998 67            0.30%           328
Cenadora          19,231 24            0.12%           801
Ignati           23,355 29            0.12%           805
Le'lothriel       16,933 41            0.24%           413
Darilen           17,229 37            0.21%           466
Vora           13,983 12            0.09%           1165
Bevenglode        11,632 14            0.12%           831

As you can see, the decline is quite alarming, especially for Tyblin and Le'lothriel. Tyblin is across the board the worst off. At the current rate, his numbers will hit zero in just over six years.

Lyriel points to a different sheaf of parchment. I've also compiled some rankings, to make things easier to read.

Church by number:

Tassada
Hort
Ignati
Tyblin
Rachelle
Cenadora
Darilen
Le'lothriel
Vora
Bevenglode

Church by decrease (highest decrease to lowest)

Tyblin
Hort
Tassada
Le'lothriel
Darilen
Rachelle
Ignati
Cenadora
Bevenglode
Vora

Church by % decrease / soonest to zero

Tyblin
Le'lothriel
Darilen
Rachelle
Hort
Cenadora
Ignati
Bevenglode
Tassada
Vora

Lyriel points to each ranking in turn. As you can see, the evil churches appear to be affected less significantly. Also, take a look at Tassada. She is an interesting example, as her church boasts the third highest decrease by number, but second lowest by percentage.

She sits back in her chair, wiping her ink-stained hands on a napkin.

The bottom line is, I don't know what's going on, but it doesn't look good. I don't know what happens if a faith zeros out, but I can't imagine it would be good for planar stability...
This message was last edited by the player at 03:26, Wed 15 Oct 2014.
Zuriel Silendril
player, 1964 posts
Flamebringer
House Silendril
Wed 15 Oct 2014
at 04:36
  • msg #52

Re: The Game: Chapter 12

"That's...quite comprehensive, Lyriel," Zuriel says appreciatively, mulling over the priestess' findings.

Zuriel glances over to Baldwin. "What of Cedrick's symbol. Has it been fluctuating at all? Have the rates of change been stable lately?"

"I can't make much rhyme or reason of it, except that it seems that in general, the good deities are worse off and the evil deities better off. Not sure why Tyblin is suffering so much. I also have no idea what to think of Kazul's symbol. Could the numbers possibly be skewed because the symbol was blessed by High Priest Balaur himself?"

Zuriel frowns, deep in thought. "I wonder..." He takes his symbol of Tassada from around his neck, and hands it to Baldwin, and beckons Lyriel to do the same with hers. "I wonder if there are differences between symbols of the same faith. Baldwin, could you compare ours with that third symbol of Tassada you had already?"
DM
GM, 2365 posts
Omniscient Narrator
Destroyer of Worlds
Wed 15 Oct 2014
at 13:00
  • msg #53

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 52):

Baldwin scans Zuriel's holy symbol, but does not get a different result. Cedrick's symbol, however, does provide numbers that get added into the mix:

Cedrick | 48 | no change
This message was last edited by the GM at 13:06, Wed 15 Oct 2014.
Baldwin
NPC, 80 posts
Master of Lore
Living Legend
Wed 15 Oct 2014
at 13:05
  • msg #54

Re: The Game: Chapter 12

In reply to DM (msg # 53):

"I had been working on the assumption that these values were associated either with the total number of empowered followers or the total number of spells each immortal's followers could cast, as a reflection of the church's overall power level," Baldwin says, heaving a sigh and setting the quill aside.

"But Kazul's numbers just don't make sense in any capacity. And neither do Cedrick's. It is worth noting that those rates of change are not absolute -- they are an average of how much it has changed on a daily basis."

Seeing that some of the P.A.R.T.Y. members are still confused, Baldwin tries to explain it again.


"For every church, what we're seeing is a large number that ticks down throughout the day at seemingly random intervals, then resets at dawn or dusk to a large number once again. The rate of change I've noted represents how much lower the large number is compared to the previous day's, on average. Does that make sense?"

"That's why I thought it was related to empowered spell capacity... clerics would cast spells throughout the day, and then be restored at dusk or dawn. But if that's the case, why would the total number of available spells be steadily dwindling? And how do we mesh that with our observations of Kazul and Cedrick?
"
This message was last edited by the player at 13:08, Wed 15 Oct 2014.
Maeve Hassan
player, 1430 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 15 Oct 2014
at 13:19
  • msg #55

Re: The Game: Chapter 12

"I'm going to go and find Keef," Maeve says.  "He should be here to hear this also.  He has a mind for this sort of thing."

With that, she too ducks out of the tent and scans the snowy surroundings for the young mage.
Zuriel Silendril
player, 1965 posts
Flamebringer
House Silendril
Wed 15 Oct 2014
at 13:22
  • msg #56

Re: The Game: Chapter 12

"I suppose we could ask the Book of Answers tonight," we'll have to spend at least one night here. "In the morning, I think the plan is to teleport to the lake tower and take the portal to Lo'driel."
DM
GM, 2367 posts
Omniscient Narrator
Destroyer of Worlds
Wed 15 Oct 2014
at 13:38
  • msg #57

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 56):

Outside

Maeve exits the tent to find Keef staring into the fire, upon which the cauldron of melting snow has transformed into a cauldron of boiling water. The boy looks distracted and self-conscious.

Inside

"I'd hate to be followed to the tower," Baldwin says. "It would leave a gaping hole in Choso's defenses."
This message was last edited by the GM at 13:40, Wed 15 Oct 2014.
Maeve Hassan
player, 1431 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 15 Oct 2014
at 13:44
  • msg #58

Re: The Game: Chapter 12

Maeve joins Keef next to the cauldron.

"It's cold out here.  Come back inside and we can have some coffee."

When not even the mention of Keef's beloved "koffee" fails to perk him up, Maeve sighs and decides to stop beating around the bush.

"What's wrong, Keef?"
Zuriel Silendril
player, 1966 posts
Flamebringer
House Silendril
Wed 15 Oct 2014
at 13:51
  • msg #59

Re: The Game: Chapter 12

"It would, if we were followed. Do you have a reason to think that you're being tracked magically? Otherwise, nobody should be able to follow us vanishing into thin air and teleporting."
Keef
player, 1098 posts
Hero in training
Wed 15 Oct 2014
at 13:57
  • msg #60

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 58):

Keef doesn't break eye contact with the cauldron.

Baldwin he... I've seen that look before.  And now HE knows what I'm doing so... I mean I always assumed he knew where I went, that's why I had to keep moving... good thing Baldwin found all of YOU because it means I can keep moving so...

Keef turns to Maeve.

What if HE's coming... I mean he never liked to leave home if he could help it but... now he can find me again... the Gods turning out of alignment like that is a bad sign too... and without Baldwin how can we face what's to come?  HE'd tell me it's my fault, but a tower was destroyed and it's still happening... we don't even know if the towers are helping us or hurting us.

Keef sighs.

It used to be so much easier... we knew who we were and who we were up against.  Now we're a... group of soldiers, avengers, saviors and messiahs... what does that mean for what we stand for?

Keef's eyes suddenly sparkle.

Maybe that's it!  Maybe what we have to do is save HIM!  I mean... and Baldwin... maybe we need to save him and everything will be... I mean from there we'll have a path and we'll be able to keep moving forward, not going back.
Baldwin
NPC, 81 posts
Master of Lore
Living Legend
Wed 15 Oct 2014
at 14:00
  • msg #61

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 59):

Inside

"I'm not sure I'm willing to take the chance," Baldwin says, more forcefully than before. "We have been quite unable to evade even the stupider of the groups following us for long. And you forget that the Masons, at least, have a hired mage from the Order with them."

He sighs.

"It might be best for me to remain here while you go on ahead. They will not be tracking you, after all."
Maeve Hassan
player, 1432 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 15 Oct 2014
at 14:08
  • msg #62

Re: The Game: Chapter 12

"" "He?"  Keef, who are you talking about?  Is it your father?"


I suppose it only makes sense.  From the little I know of Keef's father, it sounds as though he enjoyed the bottle a little too much also.  And he wasn't a jovial drunk.


"Keef, you know he can't hurt you or even tell you what to do anymore. Not only do you have powers that I sometimes can't even believe, but, well, you've grown up.  You can make your own decisions and protect yourself too if need be."
Keef
player, 1099 posts
Hero in training
Wed 15 Oct 2014
at 14:20
  • msg #63

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 62):

I... well, HE doesn't know that and... now he DOES know where we are.

Keef waves that away with a flick of his wrist, either forgetting or burying the concern totally.

But Baldwin, we should find some way to help him... maybe Lyriel knows who can help us?

Keef bounces back toward the tent and throws open the flap.

WE ARE GOING TO RESCUE YOU! he proclaims loudly and points both pointer fingers squarely at Baldwin.
Baldwin
NPC, 82 posts
Master of Lore
Living Legend
Wed 15 Oct 2014
at 14:22
  • msg #64

Re: The Game: Chapter 12

In reply to Keef (msg # 63):

"Er, yes. What a charming sentiment," Baldwin says, after recovering from the shock of the situation. "What will we be saving me from, Keef?"
Maeve Hassan
player, 1433 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 15 Oct 2014
at 14:25
  • msg #65

Re: The Game: Chapter 12

"Keef, if your father wishes to harm you he is going to have to get past one angry paladin, the Fairtheora, Lyriel's death cookies, and also me.  That's not going to happen," Maeve says.

Or would have said.

What she actually manages to say is "Keef--" before the boy races back into the tent.

Maeve stands in the snow momentarily, wondering what the hell just happened. With a resigned sigh, she sets to making use of the cauldron to prepare tea.
This message was last edited by the player at 14:27, Wed 15 Oct 2014.
Keef
player, 1100 posts
Hero in training
Wed 15 Oct 2014
at 14:27
  • msg #66

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 65):

From the sickness... it's not too late, it hasn't taken over yet!

He turns to Lyriel.

You... well you must know!  What do we need to help restore Baldwin?
Lyriel Vesper
player, 902 posts
To Heal is Divine
House Vesper
Wed 15 Oct 2014
at 14:34
  • msg #67

Re: The Game: Chapter 12

Well, your failing liver would be a good start, Lyriel says primly. The magic you need is well beyond my abilities, and Lo'driel is the closest place likely to have a healer of sufficient skill to fix what's wrong with you. I'm sorry Baldwin, leaving you behind is absolutely not an option. Even if you weren't  critical to this whole question of the failing planes, the truth is we've all grown quite fond of you.

She shakes her head. I will contact Choso and ask him if the portal to the tower can be sealed if we were followed, and ask what he wants us to do. If he wants us to walk, so be it. My magic can help us walk over the snow easily. We should make good time to the gates of the city. More importantly, we ought to be able to leave anybody following us struggling through snowdrifts miles behind our passing.
DM
GM, 2369 posts
Omniscient Narrator
Destroyer of Worlds
Wed 15 Oct 2014
at 16:49
  • msg #68

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 67):

"It's a three-day walk to the gates," Oliver says. "Maybe less with your magic, but we can only move so fast with all this gear."

Rachel nods.

"Are we leaving immediately? We should start packing up!"
Lyriel Vesper
player, 903 posts
To Heal is Divine
House Vesper
Wed 15 Oct 2014
at 17:00
  • msg #69

Re: The Game: Chapter 12

Well, let me speak first with Choso. I'll let you know what he says.

Lyriel takes several minutes to cast her Sending spell, at which point she returns to the PARTY. He would prefer we didn't use the gate, if Baldwin can make it. Let's start on foot. If it ends up being too strenuous, we can always re-evaluate. As for when to leave...I don't have any of the magic prepared today. It would be slow, strenuous going, and we'd leave a trail a blind idiot ogre could follow. And if we don't return to the inn, our dice playing friends might get suspicious. I think I'd recommend waiting to leave on the morrow. Then we can leave quickly and discreetly.

She turns to Maeve. Maeve, could you cozy up to the bounty hunters and keep them occupied with dice? We can front you the money if you're losing. It might be better if you lose, in fact. Keep them focused on the gold.

She takes Keef aside. In an emergency, it will be extremely important to be able to get Baldwin to safety. Do you think that you can prepare at least enough teleportation magic to get him to the tower? From there you can go right into Lo'driel and get him help.
Maeve Hassan
player, 1437 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 15 Oct 2014
at 17:22
  • msg #70

Re: The Game: Chapter 12

"Are we leaving Baldwin here?  Not that I think bringing him to the inn where the bounty hunters are is a remarkable idea, but leaving him out here in the cold in a makeshift shelter seems equally bad, in his condition."

Maeve pulls a face at Lyriel's suggestion that she "cozy up" to the trio of bounty hunters but reluctantly agrees to keep them occupied if need be. "It's for Baldwin, after all."

As she walks away though, you can swear that you hear in a muttered undertone something about "pushy priestesses being much more suited for cozying up-type wiles."
Zuriel Silendril
player, 1969 posts
Flamebringer
House Silendril
Wed 15 Oct 2014
at 17:29
  • msg #71

Re: The Game: Chapter 12

"I don't like it either," Zuriel says. "But if we left now, he'd be out in the cold anyway, *and* exhausted. If we can't smuggle him into the inn, then maybe we can bring him blankets or some such to make the wait easier. If we do have to walk, waiting until tomorrow will allow us time to prepare magic that will make the journey much easier on him."
Keef
player, 1101 posts
Hero in training
Wed 15 Oct 2014
at 17:32
  • msg #72

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 71):

Keef salutes Lyriel.

Consider it done!
Boreas Highwind
player, 1320 posts
Eye for an Eye
Wed 15 Oct 2014
at 17:47
  • msg #73

Re: The Game: Chapter 12

Boreas listens to the plans laid out.  I have to agree with Zuriel.  We'll do our best to keep Baldwin comfortable here, since taking him through the snow would be riskier anyway.  Maeve and I can talk to the mercenaries once we get back, possibly getting a little information in the process.
Keef
player, 1102 posts
Hero in training
Wed 15 Oct 2014
at 19:23
  • msg #74

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 73):

Information, Keef agrees gravely, about helping Baldwin.
Zuriel Silendril
player, 1970 posts
Flamebringer
House Silendril
Wed 15 Oct 2014
at 19:27
  • msg #75

Re: The Game: Chapter 12

"Those are the bounty hunters helping Baldwin, Keef. Let's be careful not to mention anything about him where they can hear."

Having decided that it would draw attention if they were gone from the inn much longer, Zuriel bids a temporary farewell to Rachel, Oliver, and Baldwin before heading back to the tavern. Before he goes, he leaves his chalice with Rachel. "You'll need this more than I do, but for the love of all the gods and goddesses, keep Baldwin out of the wine."

Upon returning to the tavern, Zuriel retakes his seat at the bar and orders mulled wine. "My comrade mentioned that you had some trouble of some sort," he says to the barkeep. "I can't promise we can help, but I'd be happy to hear you out."
DM
GM, 2371 posts
Omniscient Narrator
Destroyer of Worlds
Wed 15 Oct 2014
at 19:31
  • msg #76

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 75):

"I'm afraid you're too late," the barkeep says with a shrug. "Your friend didn't seem to want the work, so I offered it to the trio of gentlemen who were gambling here this morning. They were only too happy to accept a paying gig while they were stuck in town anyway."

She wipes down the countertop absently.

"Anyway, kind of you to ask in about it after the fact."

Maeve is already sitting at a nearby bar stool, and shrugs at Zuriel as if to say that the gamblers were already gone when she arrived.

The merchants, however, are still there, as are the sheriff and the mayor. These last two seem to be engaged in a rather serious conversation on the far side of the room, and they fall silent when Zuriel enters and stare at him -- or, more appropriately, his tabbard -- for an uncomfortable length of time before returning to their hushed conversation.
This message was last edited by the GM at 19:47, Wed 15 Oct 2014.
Zuriel Silendril
player, 1971 posts
Flamebringer
House Silendril
Wed 15 Oct 2014
at 19:48
  • msg #77

Re: The Game: Chapter 12

"I see. No worries. I'm sorry for my friend, he can be brusque. He doesn't mean to be rude, but..." Zuriel shrugs apologetically. "If you don't mind me asking, what was the job? I'm not looking to poach their work, obviously," he says, gesturing at his tabard. I learned that lesson...

"I was just wondering what the trouble was."

 "This is excellent mulled wine, by the way." The paladin takes another sip appreciatively. He shoots a glance over to the mayor and the merchants. "What's that all about, do you think?"
This message was last edited by the player at 20:55, Wed 15 Oct 2014.
Boreas Highwind
player, 1321 posts
Eye for an Eye
Wed 15 Oct 2014
at 21:12
  • msg #78

Re: The Game: Chapter 12

Boreas leans over to Maeve and whispers, I'll go see what they're up to.  Probably get better information if they think they're talking privately.

He heads out to the privy.  Once inside, he fades from view.

[Casting Walk Unseen]

Boreas leaves the privy and makes his way over near the group of merchants, listening quietly to everything they say.
Maeve Hassan
player, 1438 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 15 Oct 2014
at 21:43
  • msg #79

Re: The Game: Chapter 12

Maeve shrugs, nods at Boreas, and then proceeds to pay no attention to the merchants once he leaves.  It's not as if invisible woodsmen are lurking near their table.

She just hopes they don't notice the smell.
DM
GM, 2372 posts
Omniscient Narrator
Destroyer of Worlds
Thu 16 Oct 2014
at 18:40
  • msg #80

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 79):

At the Bar
"Oh, just a minor task," the innkeeper shrugs. "Some of the boys on the western edge of town thought they saw some weird tracks in the new-fallen snow. More likely than not it was just some deer or rabbits, though. I'm sure they'll be back in short order and have a laugh at us for worrying about it in the least."

Overheard at the Merchant's Table

"I'm telling you, there's more of a market for lion-spawning sacks than there is for self-draining chamber pots," the haberdasher is saying. "Sure, it would be nice to have one, but you can't rely on a chamber pot for self-defense. Which would you rather have on the road?"

"A self-draining chamber pot," the merchant says defiantly, crossing his arms. "I'd never have to crouch in the woods and hope against hope to find some decently soft leaves again."

"You'd still need the leaves," the seamstress sniffs. "Unless your chamber pot also spritzed cleansing water from its lid and came with self-laundering towels."

The men stare at her for a moment, the haberdasher in disbelief and the merchant in wonderment.

"Preposterous!"
"Brilliant!"

Overheard at the Sheriff/Mayor's Table

Though nobody was staking it out directly, it's impossible not to notice when the Sheriff slams his half-finished mug of ale upon the table, stands up so forcefully that he knocks over his chair, and strides out of the tavern in a huff.

The Mayor simply watches him go, drinking slowly from his own mug.
This message was last edited by the GM at 18:42, Thu 16 Oct 2014.
Zuriel Silendril
player, 1972 posts
Flamebringer
House Silendril
Thu 16 Oct 2014
at 18:55
  • msg #81

Re: The Game: Chapter 12

Zuriel dispatches his alarm at the bounty hunters very likely being dispatched to investigate the very area their quarry was hiding. He exchanges a quick look with Maeve, but as it would be far too suspicious to immediately give chase to follow, he nods politely to the bartender and then wanders over to the Mayor's table.

[Private to Maeve Hassan: "That's a problem. We need to do something about it. Where did Boreas go?"]

Zuriel sits himself down in the chair vacated by the sheriff, after asking permission from the Mayor. "Frustrated law enforcement is rarely a good sign. Mind if I inquire what the trouble seems to be?"

I don't like this at all...would that we could leave today.
This message was lightly edited by the player at 18:56, Thu 16 Oct 2014.
DM
GM, 2373 posts
Omniscient Narrator
Destroyer of Worlds
Thu 16 Oct 2014
at 19:00
  • msg #82

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 81):

"The day I worry is the day the Sheriff's wearing a smile," the Mayor shrugs, snapping his fingers to summon a serving girl with drink for Zuriel. He looks at Zuriel's tabbard for a moment, bringing his drink to his lips for another slow sip.

"He wants me to pardon his daughter," the mayor says at last. "He caught her stealing, poor guy, and did the decent thing by locking her up. But I'm the judge in this town, and when I said six months, I meant it. It's only been two. I'm sure as a paragon of justice you understand the importance of sticking to the laws on the books."
Maeve Hassan
player, 1439 posts
Not keen on scarecrows
Death to Shoes Lady
Thu 16 Oct 2014
at 19:03
  • msg #83

Re: The Game: Chapter 12

With the fellows off gathering information, Maeve remains parked at the bar, sipping thoughtfully at her beverage.

[Private to Zuriel Silendril: "He's turned himself invisible to try and listen in to the merchants' conversation.  Try not to step on him if you're planning on joining them."]
Zuriel Silendril
player, 1973 posts
Flamebringer
House Silendril
Thu 16 Oct 2014
at 19:07
  • msg #84

Re: The Game: Chapter 12

"That put's you in a tough spot for sure," Zuriel says sympathetically. "What were the circumstances if she that she was caught?"

[Private to Maeve Hassan: "Well try to get his attention. Somebody needs to warn Baldwin, and Boreas is best suited for the job if we don't want to cause everything to go to hell."]
This message was last edited by the player at 19:09, Thu 16 Oct 2014.
Maeve Hassan
player, 1440 posts
Not keen on scarecrows
Death to Shoes Lady
Thu 16 Oct 2014
at 19:15
  • msg #85

Re: The Game: Chapter 12

Maeve says, in a rather louder than usual tone, to Lyriel:

"Boreas has been out at the privy for a while.  I hope it wasn't something he ate.  I'm going to go see if he's ok."

She leaves to go wait by the privy, hoping the woodsman can take a hint.
Lyriel Vesper
player, 906 posts
To Heal is Divine
House Vesper
Thu 16 Oct 2014
at 19:49
  • msg #86

Re: The Game: Chapter 12

Lyriel sighs, rubbing her temples as she looks down into what is not nearly enough mulled wine. She exchanges a brief look with Zuriel, but upon seeing him take a seat and Maeve leave, decides that it's best to avoid panicking.

Of all the rotten luck...

The priestess takes a long sip of her wine.
Boreas Highwind
player, 1322 posts
Eye for an Eye
Thu 16 Oct 2014
at 20:19
  • msg #87

Re: The Game: Chapter 12

Boreas makes a mental note: Craft self-draining chamber pot...

Then, he heads outside to meet Maeve.
Maeve Hassan
player, 1441 posts
Not keen on scarecrows
Death to Shoes Lady
Thu 16 Oct 2014
at 20:37
  • msg #88

Re: The Game: Chapter 12

Maeve is pleased when Boreas joins her outside the privy in short order.  It is, after all, quite chilly outside.

"It seems that our dicing friends were sent out to investigate some tracks in the snow.  Zuriel 's worried that they are on to Baldwin and frankly so am I.  He also seems to think that you're the best-equipped to be able to do something about it."
Boreas Highwind
player, 1323 posts
Eye for an Eye
Fri 17 Oct 2014
at 00:12
  • msg #89

Re: The Game: Chapter 12

Boreas nods to Maeve, dismissing his spell so she can see him do it.

I'll follow them and see what they're up to.

He fades from view once again, heading off to the location of Baldwin's camp.

[Casting Walk Unseen]

If he arrives without incident, he starts off in the direction of any tracks that he sees.  They should be fairly obvious.
DM
GM, 2374 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 13:59
  • msg #90

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 89):

The Fairtheora

Boreas trudges off toward Baldwin's camp under the cover of his illusory cloak of magic, which bends light around him to create the appearance of... well... disappearance.

He carefully notes the tracks he finds along the way, identifying the heavy footfalls of Zuriel, Lyriel, Maeve, and the horses alongside the lighter imprints left by himself and Keef.

He soon finds a new set of prints, indicating the heavy footfalls of two humanoids. Strange, wide-spaced indentations almost too hard to see accompany these tracks, which do indeed lead toward Baldwin's encampment.

Boreas hurries along, and is relieved to find that all three sets of tracks veer off to the south before they reach the logging camp. He continues to follow them, but they show no sign of stopping.

After reaching a point about two miles southwest of Baldwin's hiding place, the tracks become scuffed and muddled in a wide field that seems to contain quite a few other footprints. It's impossible for a tracker of Boreas's skill to tell one from the other in the damaged snow, but the rusty flecks spattered around make it obvious that combat of some sort has occurred.

A pair of humanoid tracks continues east from here, while the strange, flat impressions that are difficult to see head northward. Three more sets of humanoid tracks also head northward, though one is consistent with someone who is being dragged.

Boreas is forced to consider whether he wants to continue or double back. There's plenty of daylight left for him to continue for another few miles -- should the tracks continue for that long -- before being forced to double back to reach the inn by sundown.

The Tavern

Lyriel, Keef, and Maeve are left to their own devices in the tavern while Zuriel chats up the Mayor.

"Circumstances? Nothing that would worry the Flame, I assure you. The girl was stealing all manner of hard-to-get goods, most notably a supply of jet-black writing ink, a lacquered hunting bow with matching quiver, and a bundle of fine vellum. The latter was destroyed during the apprehension, which is why it's six months instead of four."

He takes another measured sip, sizing Zuriel up for a moment.

"I know things are different in Hae'driel, but around these parts, we don't go around showing favoritism to the law's kin. Sends the wrong message."
This message was last edited by the GM at 14:00, Fri 17 Oct 2014.
Zuriel Silendril
player, 1974 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 14:08
  • msg #91

Re: The Game: Chapter 12

Zuriel listens attentively to the Mayor as he describes the situation. This doesn't make sense. What would a child want with any of those things? And why would the Sheriff be protesting the judgement now, after arresting his daughter himself? There must be more to this.

"Aye. I'd like to see the law more equitably applied in Hae'driel too. Seems more often than not those without connections are the ones who faces the stiffest penalties." He frowns and takes a sip of his drink. "It seems like you have a good, law-abiding man in your sheriff, if he was willing to arrest his own daughter. But he's unhappy with your judgement now? Why is that? That does put you in a uncomfortable position."
DM
GM, 2375 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 14:14
  • msg #92

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 91):

The Tavern

"Oh, he's been flighty about it from the start. Babbles about love against duty or some such. The man's got a good head on his shoulders for the most part, but he's gonna have a tough time remaining Sheriff if he can't teach himself to stop quibbling over the details. The law's the law. No ifs, ands, or buts."

The Mayor shrugs, finishes his drink, and sets it aside.

"But enough about local matters. You and your allies aren't from around here, but I can tell you aren't just passers-by, either. You've got a dangerous look to you, if you don't mind me saying so. What brings you here? Has the war already reached our non-existent walls?"

He points a finger at Zuriel accusingly, though there is warmth in his tone.

"I warn you, I'll not have what able-bodied men remain conscripted. I'll fight you over it."

The mayor pauses to collect another drink from the passing maid and grins across the table.

"In court, of course."
This message was last edited by the GM at 14:17, Fri 17 Oct 2014.
Zuriel Silendril
player, 1975 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 14:23
  • msg #93

Re: The Game: Chapter 12

The paladin smiles back reassuringly. "No, nothing of the sort. We have no intention of conscripting anybody, and if there is to be a war, it is my hope that it will be fought far from this place. No, we're just passing through. Today we're stuck here by the snow, same as everybody else."

Zuriel finishes his drink. "On that note, I've really nothing pressing to do with my time today. With your blessing Mayor, I'd like to talk with the Sheriff, perhaps settle him down. It's not good for the law enforcement and the judge to be at odds. Especially in times like these."
DM
GM, 2376 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 14:26
  • msg #94

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 93):

The Tavern

"I can't stop you," the mayor shrugs. "You can talk to whomever you like."
This message was last edited by the GM at 14:37, Fri 17 Oct 2014.
Maeve Hassan
player, 1442 posts
Not keen on scarecrows
Death to Shoes Lady
Fri 17 Oct 2014
at 14:28
  • msg #95

Re: The Game: Chapter 12

Maeve snags Zuriel as he passes by.

"It's entirely possible that we're going to have to leave--maybe fighting--at a moment's notice.  Do you really want to get involved in some local politics at a time like this?"
Zuriel Silendril
player, 1976 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 14:37
  • msg #96

Re: The Game: Chapter 12

"I'll do what I can to calm him down. It was a pleasure, Mayor." With that, Zuriel excuses himself politely from the table.

As Zuriel passes Maeve, he gestures to the window, from which Shahara can be seen appearing in a flash of light. "The Sheriff seemed to react strongly to our presence here. If there's a problem, I want to know. I think there's more to this. Shahara will stay here. If something happens, I'll know instantly through her."

After inquiring with the barkeep where the Sheriff lives, Zuriel heads out the front door.
This message was lightly edited by the player at 14:37, Fri 17 Oct 2014.
DM
GM, 2377 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 14:39
  • msg #97

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 96):

The Tavern

Keef, Lyriel, and Maeve are left to tool around the bar, behaving themselves and not sticking their nose into the business of others.

Local Matters

Zuriel trudges through the snow in search of the Sheriff's house, but finds nobody home once he gets there. The door is locked, as are the windows, and no smoke comes from the chimney.
Zuriel Silendril
player, 1977 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 14:42
  • msg #98

Re: The Game: Chapter 12

Zuriel will knock on the door nonetheless, and if there is no response, he will shrug and head off to the courthouse/jail/government building.
Boreas Highwind
player, 1324 posts
Eye for an Eye
Fri 17 Oct 2014
at 14:43
  • msg #99

Re: The Game: Chapter 12

Boreas continues to follow the tracks for as long as he can, keeping his eyes and ears open to determine if he's getting close to his quarry.
Maeve Hassan
player, 1443 posts
Not keen on scarecrows
Death to Shoes Lady
Fri 17 Oct 2014
at 14:48
  • msg #100

Re: The Game: Chapter 12

Maeve heads outside to see if the [organic] horses will accept some pieces of withered apple and to keep an eye out for Boreas' return if he decides not to investigate further.

"You're a good horse, Shahara," Maeve says, idly stroking the horse's mane and knowing that the mare can't understand her anyway.  "It's not your fault that your master insists on sticking his nose in local business wherever we go."
Zuriel Silendril
player, 1978 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 14:55
  • msg #101

Re: The Game: Chapter 12

Shahara nuzzles Maeve's palm as she gratefully accepts the apple. Maeve can't be entirely sure that the charger actually understood her, but in response to her statement the charger tosses her main in the direction Zuriel departed and heaves a snort that could be quite easily mistaken for a wearily resigned sigh.

When the mare rolls her eyes and gives the easterner a plainly commiserating look, Maeve is reasonably sure that she understood the sentiment, if not the specifics.
Keef
player, 1103 posts
Hero in training
Fri 17 Oct 2014
at 15:23
  • msg #102

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 101):

Keef wanders the bar asking everyone there (often repeatedly) where the best healers in the world can be found, how to get there, etc.

Chubbs squats on the bar snoozing and glaring condescendingly at everyone.
DM
GM, 2378 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 18:58
  • msg #103

Re: The Game: Chapter 12

In reply to Keef (msg # 102):

The Tavern

"Healer? What do you need a healer for?" the merchant says in response to Keef's antics. He fishes around his bags and pulls out an assortment of brightly colored bottles. "I guarantee that I've got the ointment, tonic, or other remedy to soothe whatever ails you. At a very good price, I might add."

"Now wait a minute," the haberdasher says. "You don't need those potions and tonics -- one sip and it's like you poured your gold down the drain. I'm confident my Turban of Rejuvenation will do the trick. Sure, it's a little expensive, but I don't apologize for pricing a permanent solution to your troubles at a premium."

The seamstress sniffs disdainfully at her colleagues and produces a spool and thread.

"Nonsense and hogwash," she says. "What you need is some runic embroidery, not glorified lemonade or  ridiculous headwear. Simply give me an article of clothing you like, and I'll emboss it with imbued, magical thread. Whoever wears it is sure to feel better... for a price, of course."

Team OCD

Zuriel satisfies himself that the Sheriff's house is empty, and instead heads down to the jail. The door is slightly open, and there is a flickering light inside consistent with a fire in the hearth. Low voices can be heard speaking within, but it's impossible to make out the words.

Team Fairtheora

Boreas ignores the eastern tracks in favor of the northern ones, and follows them for another two miles, at which point he finds a temporary campsite. One large tent has be set up in the center, into which all the tracks lead. A campfire burns weakly nearby, next to which a large metal stake has been impaled into the ground.

Tied securely to this stake is the dandy from the gambling table, bound and gagged. The bindings and the gag seem like overkill, as the man's been beaten half to death and does not appear to be conscious.

Louder voices can be heard from the tent.

"I'm telling you, enough's enough. There's a bounty on him, plain and simple, and we've already got him, so let's go. We've been after the bard for far too bloody long with nothing to show for it."

"He ain't worth the cost of keeping him alive and under guard all the way to Tris," another voice interjects. "The bard, however, is."

"Where's your sense of adventure?" a more familiar voice says, though you can't quite put a face to it from where you're standing. "If you can't find that, appeal to your sense of profit. Linus is a welcome bonus, but we're not leaving until we've got what we came for. And that's the end of it."

The voices fade to muttering, and the sounds of eating and the scraping of plates dominates the tent.
This message was last edited by the GM at 19:01, Fri 17 Oct 2014.
Zuriel Silendril
player, 1979 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 19:00
  • msg #104

Re: The Game: Chapter 12

Zuriel, entirely unable to sneak anywhere, announced himself before entering the jail proper.
Keef
player, 1104 posts
Hero in training
Fri 17 Oct 2014
at 19:14
  • msg #105

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 104):

Keef, very excited, finds Lyriel and drags her over to the three peddlers, hopeful glint in his eye.

What do you think? 
Lyriel Vesper
player, 907 posts
To Heal is Divine
House Vesper
Fri 17 Oct 2014
at 19:17
  • msg #106

Re: The Game: Chapter 12

Lyriel allows herself to be dragged over to the peddlers. What's this you wanted to show me, Keef? she asks.
DM
GM, 2379 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 19:18
  • msg #107

Re: The Game: Chapter 12

In reply to Keef (msg # 105):

Team OCD

Zuriel enters to find the Sheriff talking to a young man who appears to be one of his deputies, but the conversation ends abruptly when the paladin arrives.

"Well, you heard me," the Sheriff says, standing up and smoothing his leather jacket self-consciously. "Get to it."

"Yessir," the other man says, fumbling for his hat. "Right away."

He gives Zuriel a side-long glance, then squeezes past and heads out into the snow.

"Not much crime these days, on account of the weather," the Sheriff says stiffly, after the other man has departed. He gestures to one of the wooden chairs placed near the fire, heaves himself into one, and rubs his temples with an exhausted sigh. "Or that's what I keep telling myself. How can I help you, sir?"
This message was last edited by the GM at 19:19, Fri 17 Oct 2014.
Maeve Hassan
player, 1444 posts
Not keen on scarecrows
Death to Shoes Lady
Fri 17 Oct 2014
at 19:22
  • msg #108

Re: The Game: Chapter 12

Already outside and with not much better to do, Maeve sets to currying the horses even though Shahara, having just been summoned from the realm she vanishes to and Stony, being made of stone, don't really need their manes brushed.  Regardless, they seem to enjoy the attention.
Zuriel Silendril
player, 1980 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 19:33
  • msg #109

Re: The Game: Chapter 12

Zuriel takes a (slightly clanking) seat. "Actually, I was wondering if I might be able to help you," Zuriel replies gently. "I couldn't help but overhear in the inn. I understand that it's not, strictly speaking, either my jurisdiction or my business, but I wanted to hear your side of the story of your daughter."

The paladin looks at the Sheriff intently. "I personally believe that prison is no place for children. There is almost always a better alternative," he says kindly.
Boreas Highwind
player, 1325 posts
Eye for an Eye
Fri 17 Oct 2014
at 19:54
  • msg #110

Re: The Game: Chapter 12

Boreas sneaks over near the entrance of the tent, staying out of the line of sight and using the loud talking to cover his footfalls.  He leans over, still invisible, and peers inside.
DM
GM, 2380 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 21:18
  • msg #111

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 110):

The Fairtheora

Boreas peeks into the tent and, predictably, sees Derek, Bill, and Flint dining on jerky, carrots, and boiled potatoes.

Team OCD

The Sheriff looks at Zuriel for a long moment, unsure of what to do.

"I, er, that is," he stammers. "She's a thief, sir. She was caught stealing, and has been punished to the fullest extent of the law."

His eyes never leave Zuriel's tabbard.

"Perfect justice, sir. Nothing to concern yourself with. The Flame would be proud, sir."

The Tavern

The merchants repeat their sales pitch to Lyriel.

The Stable

Maeve continues to kill time with the horses.
This message was last edited by the GM at 21:34, Fri 17 Oct 2014.
Zuriel Silendril
player, 1981 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 21:43
  • msg #112

Re: The Game: Chapter 12

"You misunderstand me, sir. This isn't a test of your loyalty. You're a father, and your daughter is in prison. Justice must be tempered with mercy, and informed by a clear understanding of motivation. A thief who steals to feed his family, by the letter of the law, has committed the same crime as one who steals to enrich himself. Yet the former is a much lesser threat to society than the latter."

Zuriel sighs. "What I'm saying is that it sounds like there is another side to this story, and I would hear it in confidence, if you would tell it. As I said before, jail is no place for children."
Lyriel Vesper
player, 908 posts
To Heal is Divine
House Vesper
Fri 17 Oct 2014
at 22:00
  • msg #113

Re: The Game: Chapter 12

I'd be happy to take a look, Keef, but even if these are truly magical, the energies needed for the kind of healing we need in this case are both immense and require extreme finesse. I don't want you to get your hopes up.

Lyriel sits down with the merchants, and her eyes flash amethyst. [Casting: Detect Magic]

Well then, let's have a look.

[Want to see which of these items, if any, is actually magical. And if they are, Spellcraft checks to determine the nature of the magic.]
DM
GM, 2381 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 22:07
  • msg #114

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 112):

Team "Justice Is Variable"

"That's not... it's just... what I mean to say," the Sheriff continues to stammer, before clenches his hand into a nervous fist and coughing into it. "I must be misunderstanding you, sir. Forgive my ignorance, but it has not been my understanding that either Tassada or her anointed knights endorsed the idea of extenuating circumstances beyond those found in the annals of the law itself. There are no plea bargains in Hae'driel, I'm told -- only executions, imprisonment, banishment, or pardons."

He sighs again.

"Well, the Flame always gets the truth eventually, and I've no appetite for the more painful methods of extracting it. I'll tell you my tale, sir, but note my cooperation for your superiors when you turn me in."

"My daughter, Willow, is 16 years old, and has been obsessed with an older boy from a nearby village for years. Idolizes him, I'm certain, in part just to make my life difficult. The boy's a troublemaker, mark me, and don't be fooled into thinking that's Willow's father speaker instead of the town's Sheriff. It's not. He's a scoundrel and a horsethief and a murderer, though I can't prove it. But ask around town. Everyone knows it."

"Willow kept running away to spend time with him, my warnings falling on deaf ears, and so I decided to put a stop to it once and for all. I learned that they were to meet on a certain night, forbade my daughter from going, locked her in the house, and made sure to tell her I'd be indisposed for the evening. She, of course, passed that news along to that ruffian, and they arranged to have him break into my home in order to spend some time together."

"I, of course, was there the entire time, watching with my deputies. We arrested the boy without much of a struggle for breaking and entering, trespassing, taking advantage of a minor, and similar offenses. My daughter was distraught -- she doesn't realize it's for the best -- and hasn't spoken to me since."

He narrows his eyes slightly at this point.

"What she did do, however, was steal the cell's keys from the peg in this very office, slip into the jailhouse, and set the boy free not a week later. The penalty for such a crime is severe, no matter the age of the perpetrator, so I reported that the boy had broken himself out of jail himself instead."

The Sheriff sighs.

"I was repaid for this humiliating kindness by catching Willow red-handed stealing ink, parchment, and hunting equipment from the Mayor's shed perhaps two weeks afterward... she was either planning to run off with the fool of the boy or help him remain on the lamb in the wilderness, and she's never told me which."

He sits up in his chair a bit straighter.

"It was then that I realized I'd been coddling her, and that it had been a mistake to cover up the jailbreak. I vowed to do nothing further to help mitigate her crimes, and the Mayor was quick to throw the book at her for... obvious reasons, I'm sure."

"That's why I'm upset, really. It's personal. The mayor should have recused himself, but I have no room to talk, what with my own secret."

He raises his head and locks eyes with Zuriel.

"That's why you're here, isn't it? To arrest me for the coverup, and ensure my daughter is brought to proper justice?"

The Sheriff puts a hand on the pommel of his sword, draws the blade, and tosses it aside.

"It's all I deserve, I suppose. I'll go peaceably, sir, but please... take pity on the girl. She's young and foolish and blinded by what she thinks is love. Let my crime absolve hers. That's all I ask."
Boreas Highwind
player, 1326 posts
Eye for an Eye
Fri 17 Oct 2014
at 22:08
  • msg #115

Re: The Game: Chapter 12

Boreas slinks back from the tent and over to the bound captive.  He dismisses his spell about five feet away from the prisoner, shimmering back into view.  Holding up one finger in a "shh" gesture, he approaches and loosens the gag.

Leaning in, he whispers, Who are you, and why is there a bounty on your head?
Zuriel Silendril
player, 1982 posts
Flamebringer
House Silendril
Fri 17 Oct 2014
at 22:28
  • msg #116

Re: The Game: Chapter 12

Zuriel listens to the sheriff's tale without interrupting, sitting in silence for a moment upon the conclusion of his story.

This situation spun way out of hand.

Finally, he speaks up. "The Mayor should not have sitten in judgement on a crime involving him personally. This was, in my opinion, the grossest mishandling of the case. While what you did is indeed a crime..." Zuriel heaves a sigh. "If I were a father I can't say I'd have been able to do otherwise." He runs a hand through his hair idly while he thinks. "Sheriff," he begins slowly, "if I were to sit in arbitration of the case as a truly impartial agent of the law, would you accept my judgement, and not hold it against the Mayor? I think I could convince him to allow a retrial. He would save face, and the ruling would have greater standing. And be markedly less colored by the circumstances," he adds meaningfully.

At the Tavern

Shahara's molten eyes whirl happily at the attention, and she emits a half-whinny half purr of bliss.
This message was last edited by the player at 22:35, Fri 17 Oct 2014.
DM
GM, 2382 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Oct 2014
at 23:33
  • msg #117

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 116):

The Fairtheora

The man's been beaten bloody, and it takes a bit of prodding from Boreas before he regains consciousness. To his credit, however, he doesn't scream out in surprise.

"L-linus, sir," the says quietly. "And I d-don't know about any b-bounty. Please, help me escape!"

Team "Justice"

"A... second trial?" the Sheriff says slowly. "Isn't that illegal?"
This message was last edited by the GM at 23:47, Fri 17 Oct 2014.
Boreas Highwind
player, 1327 posts
Eye for an Eye
Sat 18 Oct 2014
at 03:27
  • msg #118

Re: The Game: Chapter 12

Boreas whispers, All right, I'm going to get you out, we're going to get away from here, and then you're going to tell me everything that happened and everything you know about these guys.  Deal?

Assuming Linus agrees, Boreas places a hand on him.  We're going to be teleporting a few times.  You won't be harmed, but be silent.  The two of them disappear, bindings falling to the ground next to an afterimage of Boreas.

[Casting Fey Step]

They reappear in the branches of a nearby tree.  He repeats this process, going from tree to tree, a few times until he and Linus are out of sight of the camp.  Then, he teleports to the ground and they begin to head back to town.
Maeve Hassan
player, 1445 posts
Not keen on scarecrows
Death to Shoes Lady
Sat 18 Oct 2014
at 03:30
  • msg #119

Re: The Game: Chapter 12

Maeve lets out a surprisingly light-hearted giggle as the horses gently butt her with their heads, enjoying a brief moment free of mortal peril.
Zuriel Silendril
player, 1983 posts
Flamebringer
House Silendril
Sat 18 Oct 2014
at 16:18
  • msg #120

Re: The Game: Chapter 12

"Not if the first has been invalidated as a mistrial," Zuriel replies. "Which it really ought to be. The problem is the process normally takes quite some time in appealing to a higher court. With weather like it is, but the time it was conducted it's likely your daughter would have already served out her full sentance."

"I suppose I could declare Flame jurisdiction and retry the case on that authority, but unless there was malevolent magic involved that would cause its own set of problems if the Mayor took exception to it."

Zuriel looks over at the Sheriff. "There wasn't, was there?" he asks hopefully. "That would make things easier."

"If not, then the only real route is to declare Flame jurisdiction, but with the Mayor's blessing. I would have to convince him that it was in his best interests to allow me to retry the case. I would have to persuade him that it would be bad for his long-term authority as a judge if he were seen sitting on cases where he should have recused himself. If *he* were to 'invite' me to retry, then he couldn't be accused of favoritism, or improper administration of justice. It all gets wrapped up tidily. I can assure you that Willow's punishment would be certainly no worse than what she has currently."

"Your actions would need to addressed, however," Zuriel says softly. "You would be discharged of your position. What is your name and trade, Sheriff? Would this be justice to you?"

After a pause, Zuriel continues. "And before this goes any further, I think I ought to speak with Willow. The whole purpose of this is to save her, after all. From a life down the wrong path."
Keef
player, 1105 posts
Hero in training
Mon 20 Oct 2014
at 12:27
  • msg #121

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 120):

Team Clear Objectives

Keef waits patiently with his hands clenched together while Lyrial indulges him and inspects the 'magical' 'healing' wares.

Chubbs watches the process intently.  The unspoken understanding being that he would like to know which object is the most magical and the most valuable so that he can focus his disinterest appropriately.
DM
GM, 2383 posts
Omniscient Narrator
Destroyer of Worlds
Mon 20 Oct 2014
at 13:37
  • msg #122

Re: The Game: Chapter 12

In reply to Keef (msg # 121):

The Fairtheora

Linus (as has been mentioned and ignored several times) was severely beaten by his captors. He is unable to walk without support, making the journey back to town difficult unless Boreas plans on Fey Stepping most of the way.

Provided that's what Boreas chooses to do, the pair returns to town just shy of sundown without further incident.

The Tavern

The items all look magical, yes, though none have the remarkably powerful aura you'd expect in terms of substantiating their claim.

The Jail

"You're... not going to arrest me?"

The Sheriff blinks several times, trying to absorb what Zuriel is saying.

"I don't know, sir. There's no justice in stringing me on the line but lettin' the mayor off the hook," he says after a moment, a mixture of relief and anger washing over him. "He should have recused himself and he didn't, but your solution lets him enjoy 'long-term authority' while asking me to dismiss myself for a similar dereliction of duty? At least mine wasn't motivated by selfishness."

The man shakes his head.

"Since you've been kind enough to ask my opinion on those terms, then no, sir, I don't think that'd seem like justice to me. Willow'll be out of jail in a few months anyway, and I do want her freed, but not at the cost of our livelihood. What does it matter what my trade and profession might be? A dismissed Sheriff is not seen as an honest merchant, sir."

He clenches a fist slightly.

"Besides, as Sheriff I have more leeway to protect her from the bad sorts she seems to attract. And can keep a closer eye on the mayor's self-serving ways."

The Sheriff clears his throat.

"Y'know, what this town really needs is a new civil position. If you could convince the mayor to appoint or elect a judge -- separating that power from the mayorship -- that might go a long way toward making things right."
This message was last edited by the GM at 13:38, Mon 20 Oct 2014.
Zuriel Silendril
player, 1984 posts
Flamebringer
House Silendril
Mon 20 Oct 2014
at 14:28
  • msg #123

Re: The Game: Chapter 12

Zuriel shakes his head. "Again you misunderstand me. It would not be right for you to be allowed to hold office, but that doesn't mean we have to crucify you publicly. This solution would be contingent upon you being allowed to retire from your post honorably. As for the mayor, you must understand, his actions were at worst unethical. Your actions, strictly speaking, were criminal."

The paladin holds up a hand to forestall protest. "That being said, from a moral standpoint what you did is much more forgivable, but the legal standing is worse. You do make an excellent point about the separation of the powers in the town, however."

Zuriel fusses idly with a smudged armor plate while he thinks. "This is what I might propose. The Mayor allow me to retry the case. He then moves to spin off his judicial responsibilities to a new office, which be decided by town referendum, so that all future legal issues are isolated from his mayorly responsibilities. At the same time, you will willingly resign your post as Sheriff. The real reason need not be divulged. Perhaps tell the town that you want to spend more time focusing on being a father. That post will likewise be filled by town referendum."

The paladin frowns. "All of those changes would I think help the civil situation here in town. But it's ignoring the original source of the issues. May I speak with Willow?"
DM
GM, 2384 posts
Omniscient Narrator
Destroyer of Worlds
Mon 20 Oct 2014
at 14:35
  • msg #124

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 123):

The Jail

The Sheriff seems more pleased with this explanation, though still a bit nervous about the whole thing.

"You'd have a devil of a time convincing the mayor to do anything, I think. Well, you might not. I always did, though."

He fumbles with his keys.

"You can speak to Willow if you'd like, sir, but I can't promise she'll speak back. She hasn't said a word to me since we locked her up."

He leads the paladin to her cell and heads back to the lobby, giving him some privacy.

Willow turns out to be a relatively scrawny 16-year-own girl with tangled black hair that falls down to her shoulders. She is dressed in the plain, clean clothing that probably serves as the jail's normal attire, and is in a modest cell with brick floors and walls and a single barred window.

She sits on a wooden bench, which is affixed to the stone wall with two chains, and looks at Zuriel with a mixture of suspicion and fear.
This message was last edited by the GM at 14:41, Mon 20 Oct 2014.
Maeve Hassan
player, 1446 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 20 Oct 2014
at 14:52
  • msg #125

Re: The Game: Chapter 12

Boreas is stealthy enough to have passed unnoticed, but Maeve is drawn from the stables by the sound of Linus' pained groans.  Shahara follows her, no doubt wishing to report these new proceedings to Zuriel.

Maeve's eyes widen, but only slightly, at the state of her one-time dicing companion.

"Better get him in to see Lyriel," she says.  "Then we can talk."
Zuriel Silendril
player, 1985 posts
Flamebringer
House Silendril
Mon 20 Oct 2014
at 15:03
  • msg #126

Re: The Game: Chapter 12

Zuriel regards the child wordlessly for a moment, scrutinizing her with his intense gaze. His amber eyes flicker briefly to glowing white as he reads her aura, frowning slightly.

Evil, but very faint. Not what I had hoped, but it could be worse, all things considered.

"Hello Willow," he says aloud. "My name is Zuriel Silendril, and I'm a Knight of the Flame. If it's all the same to you though, I'd prefer we skip the titles and formalities."

He pulls over a chair and sits by the bars, facing the girl. "I've heard about your case from both your father and the mayor. For what they claim you did, your sentence seems much to harsh to me. I'd like to help you, if I can. I'd like to hear your side of the story, if you'd tell it," he says kindly.

The paladin notes the girl's suspicious expression. "I'm not sure how much you know about my order, but you can be assured that this is not a trick or some such to extract a confession. If you are guilty of the crimes they claim you are, I think there are more constructive ways for you to repent than to sit in here for six months."
Boreas Highwind
player, 1328 posts
Eye for an Eye
Mon 20 Oct 2014
at 15:13
  • msg #127

Re: The Game: Chapter 12

Boreas nods, himself panting and dizzy from repeated fey steps.  Help him get there.  I'll catch up with you.

He takes a moment to steady himself, then goes to join Maeve and Linus.
Maeve Hassan
player, 1447 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 20 Oct 2014
at 16:10
  • msg #128

Re: The Game: Chapter 12

Maeve easily shoulders Linus' weight and helps him into the inn, calling for Lyriel as she does so.
Lyriel Vesper
player, 909 posts
To Heal is Divine
House Vesper
Mon 20 Oct 2014
at 16:22
  • msg #129

Re: The Game: Chapter 12

Lyriel looks up in alarm as Maeve enters with a limp body. After a brief shock she notes that the body does not belong to any of the PARTY.

She excuses herself from the table of merchants. I'm afraid this will have to wait. She makes her way over to Maeve, gauging the extent of the man's injuries.

Doesn't look too serious. Let's get him upstairs. I can have him back on his feet in a moment.

She does, however, examine Linus' face suspciciously. Just what were you tracking, I wonder?
This message was last edited by the player at 16:22, Mon 20 Oct 2014.
DM
GM, 2385 posts
Omniscient Narrator
Destroyer of Worlds
Tue 21 Oct 2014
at 13:57
  • msg #130

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 129):

The Jail

The girl stares at Zuriel for a few minutes, fidgeting slightly but saying nothing.

"It doesn't matter," she finally says, letting out a pent-out sigh. "Michael says the world'll end before my sentence does, so what's the use?"

The Inn

Lyriel leaves the merchants with their various healing items and heads upstairs with Maeve to tend to Linus with her own magics. As she turns to leave, the merchants can clearly be seen arguing over the waste of a perfectly good opportunity to test their various wares in a real-time demonstration.
Keef
player, 1106 posts
Hero in training
Tue 21 Oct 2014
at 14:09
  • msg #131

Re: The Game: Chapter 12

In reply to DM (msg # 130):

Sorry about all that, we're very busy helping lots of people, Keef explains.

If a lion would help in any way...
Lyriel Vesper
player, 910 posts
To Heal is Divine
House Vesper
Tue 21 Oct 2014
at 14:10
  • msg #132

Re: The Game: Chapter 12

You do make a good point, sirs and madam, Lyriel says, fighting back a sly smile. Why not give a first-hand exposition. Which of your remedies works best, I wonder?

Lyriel spares a quick glance for Linus. He isn't critically wounded. There's no harm in letting these merchants play healer. Besides, if something goes wrong I'll be right here...

She shoots Keef a knowing wink. But no lions, she whispers. This time.
This message was last edited by the player at 14:11, Tue 21 Oct 2014.
Keef
player, 1107 posts
Hero in training
Tue 21 Oct 2014
at 14:15
  • msg #133

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 132):

Keef nods and stares first at the bag and then at the healers.

I wonder if there's a HEALING lion...
Maeve Hassan
player, 1448 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 21 Oct 2014
at 14:32
  • msg #134

Re: The Game: Chapter 12

Maeve idly wonders if there is an ethical code among clerics which prohibits the withholding of healing so as to allow for medical experimentation.
Zuriel Silendril
player, 1986 posts
Flamebringer
House Silendril
Tue 21 Oct 2014
at 14:33
  • msg #135

Re: The Game: Chapter 12

Zuriel manages to keep his dread surprise from showing, but only barely.

"Why would Michael say something like that?" he asks curiously.
DM
GM, 2386 posts
Omniscient Narrator
Destroyer of Worlds
Tue 21 Oct 2014
at 15:32
  • msg #136

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 135):

The Tavern

"Well... which would you like to see demonstrated first?"

The Jail

"Because Michael knows things," Willow says with a smile, her eyes losing focus as thinks about the boy. "He found a place -- a hidden place -- where he sees things, hears things."

She looks at the paladin for a moment, then settles back on her bunk with a satisfied smile.

"We can show you, if you want. Just let me out and help me reach him."
Zuriel Silendril
player, 1987 posts
Flamebringer
House Silendril
Tue 21 Oct 2014
at 15:45
  • msg #137

Re: The Game: Chapter 12

The paladin blinks, and decides to ignore  the fact that this girl just attempted to request a Knight of the Flame to let a criminal out of jail.

No wonder her father is concerned about her lack of judgement. Teenagers...

"Tell me more about Michael," Zuriel asks, "You seem to care for him a great deal. How did you two meet?"
DM
GM, 2387 posts
Omniscient Narrator
Destroyer of Worlds
Tue 21 Oct 2014
at 16:10
  • msg #138

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 137):

The Inn

A combination of the tonics, the turban, and the embroidery seems to do the trick, restoring the man named Linus to full health. Each merchant claims that the others' wares were ineffective and that the man had solely them to thank for his recovery.

The Jail

Zuriel and Willow chat for a while.
Keef
player, 1108 posts
Hero in training
Tue 21 Oct 2014
at 16:39
  • msg #139

Re: The Game: Chapter 12

In reply to DM (msg # 138):

Keef gives the merchants a small pile of coin, not discriminating terribly how much or how they divide it.
Lyriel Vesper
player, 911 posts
To Heal is Divine
House Vesper
Tue 21 Oct 2014
at 17:51
  • msg #140

Re: The Game: Chapter 12

Lyriel does her best to determine the nature of each item as it is applied, paying attention to the strengths of the auras, and more importantly, their effects on the patients.

She does attempt to organize it such that each remedy is applied one at a time.

Once her observations are complete, the nods to the merchants. I appreciate your time. Give us a moment to evaluate the results, dismissing them politely but firmly. She also smiles in approval of Keef providing the merchants compensation for the demonstration.

As soon as they leave, she turns to Linus and Boreas. Alright, what in Tassada's name happened out there? she asks.
This message was last edited by the player at 17:51, Tue 21 Oct 2014.
Boreas Highwind
player, 1329 posts
Eye for an Eye
Tue 21 Oct 2014
at 20:00
  • msg #141

Re: The Game: Chapter 12

Boreas watches, confused as Lyriel lets Linus writhe in pain while applying various cures that may or may not work.

When she poses her question, he shakes out of his thoughts, Ran into your friends out there.  You remember the ones - they tried to kidnap you that time.  Looks like they tried to do the same to Linus.
DM
GM, 2388 posts
Omniscient Narrator
Destroyer of Worlds
Tue 21 Oct 2014
at 20:46
  • msg #142

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 141):

The Tavern

"That feels much better, thank you," Linus says, rubbing his head wearily. "My friends and I were just walking through the snow, looking for a wolf or bear or whatever it was that spooked the townsfolk, when we ran into three... three... hooligans!"

He flushes.

"Pardon my Dwarven," he says hastily. "But they really were unsavory fellows. Asked all kinds of pointed questions, and I guess they didn't like our answers, because before I knew it we had steel on steel! Clayton and Leland must've gotten away, because when I came to, I didn't see them anywhere."

The dandy looks at those around him.

"I don't suppose you've seen them, have you? I'm worried sick!"
Zuriel Silendril
player, 1988 posts
Flamebringer
House Silendril
Tue 21 Oct 2014
at 20:53
  • msg #143

Re: The Game: Chapter 12

After a long chat with Willow, Zuriel excuses himself and returns to the Sheriff.

"Well, that went about as well as I expected," he said, heaving a sigh. "But not as well as I had hoped. Your daughter is infatuated with Michael, who seems emotionally abusive and manipulative, criminal acts aside. To her credit, she was very open with me. The only thing she refused to tell was where I could find Michael. That we can determine easily enough, especially if you have a possession of his. Well...she also wouldn't talk about her mother," he says, looking meaningfully at the Sheriff.

"At any rate, I've uncovered something rather concerning. Willow is convinced that the world is ending imminently, because Michael is convinced the world is ending imminently. Normally I'd just dismiss it as teenagers being dramatic, or controlling, but..." He gives the Sheriff a grave look. "Her words and phrasing are similar to the teachings of the Church of Vora. If you aren't familiar - and I certainly won't blame you if you're not - the cult of Vora believes in bringing about the end of the world. We've been tracking increased activity from their members across the world. It's possible that Michael is being influenced by them, officially or unofficially."

"What this means is, while I don't want to have to resort to such measures, this now could absolutely become a Flame matter. I think it's time we go back to the Mayor."
DM
GM, 2389 posts
Omniscient Narrator
Destroyer of Worlds
Tue 21 Oct 2014
at 21:06
  • msg #144

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 143):

The Jail

"I knew there was something wrong with that boy," the sheriff says, making a fist and smacking it into his palm. "You'll be hauling him off to Hae'driel, then?"

He grabs his coat and makes for the door.

"Let's go tell the mayor what you told me."

He pauses, one foot out of the door, then turns to Zuriel.

"Her mother's gone, sir. Dead and buried. She never knew her."

He turns and trudges out into the snow.
This message was last edited by the GM at 21:07, Tue 21 Oct 2014.
Zuriel Silendril
player, 1989 posts
Flamebringer
House Silendril
Tue 21 Oct 2014
at 21:09
  • msg #145

Re: The Game: Chapter 12

That's rough all over...

"Let's talk with the Mayor first, Sheriff. I likely won't be here long enough to be able to oversee an investigation, but there is a certain amount of support I can render. This may be a good time to call a Warden."

And if calling the Wardens and putting them on Michael's case gets them off Baldwin's...so much the better.
DM
GM, 2390 posts
Omniscient Narrator
Destroyer of Worlds
Tue 21 Oct 2014
at 23:52
  • msg #146

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 145):

The Jail

"Fair enough," the sheriff says. "Betcha he's still at the bar. Like always."

The Tavern

Zuriel and the Sheriff enter to find the mayor where they left him, and the three merchants still arguing about healing garments. Keef, Lyriel, Boreas, and Maeve are nowhere to be seen, having headed upstairs to chat with Linus.
Zuriel Silendril
player, 1990 posts
Flamebringer
House Silendril
Wed 22 Oct 2014
at 00:17
  • msg #147

Re: The Game: Chapter 12

"Mayor, might I have a word with you in private?" Zuriel asks quietly. He spares a glance around the tavern, wondering where the rest of the PARTY went before Shahara helpfully informs him that the smelly one had returned with an injured human and that then they all went inside.

I hope they can tend to them quickly. The warrior-mare was brushing my hair, and it was very nice. And then she left. She whinnies mournfully.
Maeve Hassan
player, 1449 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 22 Oct 2014
at 02:58
  • msg #148

Re: The Game: Chapter 12

The "warrior-mare" in question shakes her head from where she sits perched on the edge of the bed.

"Haven't seen either of your friends since this morning.  I suppose it's possible that they got away. What did those fellows want with you lot anyway?  What exactly where they questioning you about?"
Lyriel Vesper
player, 912 posts
To Heal is Divine
House Vesper
Wed 22 Oct 2014
at 03:05
  • msg #149

Re: The Game: Chapter 12

Lyriel narrows her eyes dangerously at the mention of Derek and Bill. Those three are known to us. Have you met them before?
DM
GM, 2391 posts
Omniscient Narrator
Destroyer of Worlds
Wed 22 Oct 2014
at 03:31
  • msg #150

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 149):

Upstairs

"We, ah, we haven't met them as such, no," Linus says, furrowing his brow in concentration. "Seen 'em a few times here and there as we made our way south this winter, though, and that's a fact. Figured they were soldiers of fortune, so to speak, looking for work during the lean winter months. I never suspected the work'd involve me!"

Downstairs

The mayor looks from the Sheriff to the paladin, and gestures to the seats in front of him.

"I don't do business in the backroom," he says simply. "Have a seat and we'll talk."
This message was last edited by the GM at 13:31, Wed 22 Oct 2014.
Maeve Hassan
player, 1450 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 22 Oct 2014
at 15:24
  • msg #151

Re: The Game: Chapter 12

"You said they were asking pointed questions.  What sort of questions?" If Linus appears hesitant to answer, Maeve says "Don't worry.  We're not going to hurt you.  The fellows you who did this to you are no friends of ours and as they say, the enemy of my enemy. . . "

While she waits for Linus to gather his thoughts, she peeks downstairs and frowns deeply to see Zuriel engrossed in conversation with the town officials.

"He *does* know that we are leaving tomorrow morning come hell or high water, doesn't he?" Maeve grouses to Lyriel.  "This is no time for him to become embroiled in local politics."
DM
GM, 2393 posts
Omniscient Narrator
Destroyer of Worlds
Wed 22 Oct 2014
at 15:32
  • msg #152

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 151):

Upstairs

"They wanted... hmm... what did they want?" Linus says, rubbing his head absently. "They were very keen to know what we were doing so far from town. I think we stumbled upon them by accident while tracking whatever beast the villagers tipped us of to."

He gives a pained smile.

"My colleagues think themselves a gifted warrior and a gifted negotiator, respectively. When the latter proved unsuccessful, the former asserted himself. That's when things got... violent."
Zuriel Silendril
player, 1991 posts
Flamebringer
House Silendril
Wed 22 Oct 2014
at 16:12
  • msg #153

Re: The Game: Chapter 12

"Very well then." Zuriel takes a seat.

"Long story short, there has been a new development in Willow's case. It would appear that Michael is involved with the Cult of Vora."

Zuriel proceeds to explain the gist of the conversation with the Mayor. "While this technically makes it a Flame matter, I would rather not force my jurisdiction on it. For one thing, I won't have time to stay here and investigate properly. However, I do think the Wardens need to be involved. This is something beyond local law enforcement."

The paladin fixes the Mayor with a penetrating gaze. "Here's where things get tricky. The Willow case has not been handled well, and will not withstand judicial scrutiny from the Wardens or any of the higher Imperial courts. The fact that you were both the victim and the judge will weaken your position, and may cause you issues, Mayor," he states, though not unkindly.

"At the same time, the Sheriff admits that his handling of the case has not been exemplary. Here is what I recommend. You ought to step down as judge. Hold a town referendum, and spin off a side office. Likewise, the Sheriff will retire voluntarily, and a new Sheriff elected. The new Sheriff and new judge ought to be responsible for a retrial of the Willow case. You can quietly call a mistrial without loss of face, in light of the new facts."

"I recommend you send for the Wardens immediately. Michael needs to be tracked down. If he is a criminal, he needs to be brought to justice. Either way, it must be determined how he is linked to the Vorites. Having such a dangerous group so close to your town is not good for public safety, your Mayorship."

He lets out a breath. "I regret that I cannot oversee the investigation myself, but duty compels me to leave first thing tomorrow. I can support the Wardens magically from afar, however, especially if you have an item of Michael's."

Zuriel gazes intently at both the Mayor and Sheriff. "Does this seem acceptable?"

[Diplomacy (Divine Insight): 46]
DM
GM, 2394 posts
Omniscient Narrator
Destroyer of Worlds
Wed 22 Oct 2014
at 16:17
  • msg #154

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 153):

Downstairs
The mayor and the sheriff argue and bicker with each other and the paladin for quite some time, but in the end, cooler heads prevail. The mayor agrees to have a new judge elected and a new sheriff appointed by the time the Wardens arrive -- likely within two or three weeks, given the weather and distances involved.

The sheriff doesn't have anything of Michael's on hand, but suggests that Willow probably does. When the Wardens arrive, they can use whatever means they like -- probably traditional hounds -- to ferret out the location of Michael and resolve this whole Vora business. At least, locally.
Zuriel Silendril
player, 1992 posts
Flamebringer
House Silendril
Wed 22 Oct 2014
at 17:40
  • msg #155

Re: The Game: Chapter 12

Zuriel says his farewells and good lucks to the Mayor and the Sheriff, and then heads upstairs to join the PARTY.

"Well," he says, letting out a breath as he rubs his temples. "That was a thing. I think it's been resolved. As best as can be expected, anyhow." He raises an eyebrow at Linus. "Looks like you all have been busy."

After getting filled in on the story from Linus, he asks "So, where are your companions now?"
This message was last edited by the player at 17:43, Wed 22 Oct 2014.
DM
GM, 2395 posts
Omniscient Narrator
Destroyer of Worlds
Wed 22 Oct 2014
at 17:50
  • msg #156

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 155):

"Who's to say? We were all together before I lost consciousness."
DM
GM, 2396 posts
Omniscient Narrator
Destroyer of Worlds
Wed 22 Oct 2014
at 18:53
  • msg #157

Re: The Game: Chapter 12

In reply to DM (msg # 156):

Linus looks around, then stands up.

"Thank you for saving me," he says to Boreas. "And for restoring my vigor," he says to the others. "If you don't mind, it's been a long day, and should like to retire to my own quarters. I'm sure you have other things to do than worry about my problems."

If no one stops him, the dandy will depart.
Maeve Hassan
player, 1451 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 22 Oct 2014
at 21:34
  • msg #158

Re: The Game: Chapter 12

"A capital idea," Maeve says, and retires to whichever of the three rooms is the furthest from Zuriel and Lyriel's, as is her custom.
Boreas Highwind
player, 1330 posts
Eye for an Eye
Thu 23 Oct 2014
at 05:40
  • msg #159

Re: The Game: Chapter 12

Boreas nods, also retiring to a room well separated from Zuriel and Lyriel's.
Keef
player, 1110 posts
Hero in training
Thu 23 Oct 2014
at 11:36
  • msg #160

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 159):

Keef stays up late in the inn, talking with anyone around and reading up on healing magics, healers, quests and heroes.

At some point he passes out in a chair before the fire.

Chubbs retires early, the day being altogether too pedestrian for his taste.  He claims both beds in Lyriel and Zuriel's room by alternating between them throughout the night though he strongly disapproves of whichever bed he's on at any given time and always leaves them slightly moist and slimy.
DM
GM, 2397 posts
Omniscient Narrator
Destroyer of Worlds
Fri 24 Oct 2014
at 14:04
  • msg #161

Re: The Game: Chapter 12

In reply to Keef (msg # 160):

The evening passes uneventfully, and soon it is morning. The P.A.R.T.Y. gathers its things and prepares for the long journey ahead.
Lyriel Vesper
player, 913 posts
To Heal is Divine
House Vesper
Fri 24 Oct 2014
at 14:40
  • msg #162

Re: The Game: Chapter 12

Lyriel arises at dawn, and begins her morning rituals. Her prayers are slightly different than usual, as she asks for specific boons for the journey ahead.

She encourages the PARTY to forgo breakfast at the Inn. The sooner we get back to Baldwin, the better. I will conjure breakfast there. Lyriel notes Zuriel gazing longingly at the biscuits and gravy at  the bar. Oh come now, I can just make some for you. You'll be fine.

And *I* could use some coffee...

[Private to DM: Spell substitutions - 1st level (1 Summon Monster I > Endure elements). 3rd level (all but 1 Dispel Magic > Water Walk). Heroes' Feast  cures disease, sickness, nauseated, and poison, so should Baldwin help manage his symptoms.]
Keef
player, 1111 posts
Hero in training
Fri 24 Oct 2014
at 14:47
  • msg #163

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 162):

Keef is roused from his sleep on the chair and limps around in a haze while everyone else gets ready.
Zuriel Silendril
player, 1993 posts
Flamebringer
House Silendril
Fri 24 Oct 2014
at 15:03
  • msg #164

Re: The Game: Chapter 12

"Are you alright, Keef?" Zuriel asks with concern when he sees the boy stumbling and limping. "Did you not sleep well?"
Keef
player, 1112 posts
Hero in training
Fri 24 Oct 2014
at 15:35
  • msg #165

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 164):

Sleep?  Keef mumbles.  Sleep... SLEEP... sLEEp.... slEEP... From the look on his face, he's genuinely confused about what the word means.

He thinks a little more then responds.  "No... I don't think I did.  Too much read."
Zuriel Silendril
player, 1994 posts
Flamebringer
House Silendril
Fri 24 Oct 2014
at 15:44
  • msg #166

Re: The Game: Chapter 12

Zuriel pats the boy's shoulder sympathetically. "Maybe we can rig up a way for you to doze a bit in the saddle. It's going to be a long ride, but hopefully uneventful."
DM
GM, 2400 posts
Omniscient Narrator
Destroyer of Worlds
Sun 26 Oct 2014
at 22:24
  • msg #167

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 166):

The P.A.R.T.Y. hurries over to the logging camp, where they find the remnants of Baldwin's camp. Karl, Baldwin, Oliver, and Rachel are packed and ready when you arrive, though there is still a single tarp still set up for breakfast.
This message was last edited by the GM at 00:25, Mon 27 Oct 2014.
Lyriel Vesper
player, 914 posts
To Heal is Divine
House Vesper
Sun 26 Oct 2014
at 22:35
  • msg #168

Re: The Game: Chapter 12

Lyriel sets about preparing the now-customary incredible breakfast spread. As Oliver helps Baldwin to the table, she casts an additional spell on the ailing bard.

[Casting: Endure Elements]

A faint aura of emerald settles over him before fading, and you can see snow on his skin and extremities melt as the warming magics take effect.

There we are. That should make the journey a bit more bearable, Baldwin. She gestures to a bowl of porridge conjured at Baldwin's place setting. Please eat. The magics in the food will help manage your symptoms until we can get you some better restorative magic.
This message was last edited by the player at 22:37, Sun 26 Oct 2014.
Maeve Hassan
player, 1452 posts
Not keen on scarecrows
Death to Shoes Lady
Sun 26 Oct 2014
at 23:55
  • msg #169

Re: The Game: Chapter 12

When everyone has had a chance to eat breakfast, Maeve helps Baldwin up onto Shahara's back, figuring that the charger's smooth gait and non-stony back will provide the bard with the easiest ride.
Boreas Highwind
player, 1331 posts
Eye for an Eye
Mon 27 Oct 2014
at 00:06
  • msg #170

Re: The Game: Chapter 12

Boreas prepares to ride alongside the others, eyes scanning the trail for any sign of trouble.
Zuriel Silendril
player, 1996 posts
Flamebringer
House Silendril
Mon 27 Oct 2014
at 18:58
  • msg #171

Re: The Game: Chapter 12

As Zuriel eats breakfast, he glances through the Book of Answers. "Hmm. Interesting. I asked the book last night what the numbers meant."

He shows the response for the PARTY to read.

Baldwin:
In reply to Zuriel Silendril (msg # 170):

The numbers represent divine power in terms of the number of spell slots allocated to the sum total of all related clergy through their divine mirrors. Numbers lost either indicate clergy members are dying or being disconnected from their source of divine power in some way or leaving their respective churches.

quote:
Church | Analyzed Number | Trend

Tassada | 50,874 | down ~50/week

Hort | 37,197 | down ~55/week

Rachelle | 19,564 | down ~33/week

Tyblin | 21,998 | down ~67/week

Cenadora | 19,231 | down ~24/week

Ignati | 23,355 | down ~29/week

Le'lothriel | 16,933 | down ~41/week

Darilen | 17,229 | down ~37/week

Vora | 13,983 | down ~12/week

Bevenglode | 11,632 | down ~14/week

Kazul | 1 | no change

Zuriel Silendril
player, 1997 posts
Flamebringer
House Silendril
Mon 27 Oct 2014
at 19:01
  • msg #172

Re: The Game: Chapter 12

He furrows his brow, considering the implications. "That still doesn't explain Kazul, though. A follow-up question might be in order there. He glances around the clearing."

"I'm looking forward to leaving this place. The House Mason bounty hunters are in the area  too. The sooner we're gone, the better. Lyriel, when we're  ready here, I think some water walking wouldn't go amiss. If we intentionally stick to snowbanks, it should help us cover our tracks, too."
Boreas Highwind
player, 1332 posts
Eye for an Eye
Mon 27 Oct 2014
at 20:15
  • msg #173

Re: The Game: Chapter 12

Definitely curious what these numbers could mean, especially regarding Kazul.  Is something else giving them their spells?  Or have they simply lost their magic?  And what is that one, single slot?
Zuriel Silendril
player, 1998 posts
Flamebringer
House Silendril
Mon 27 Oct 2014
at 20:46
  • msg #174

Re: The Game: Chapter 12

"That seems unlikely. I mean, Saul himself blessed you with a throwaway spell. There must be something else going on affecting the numbers. Even if Kazul isn't causing the disturbance, he seems to be affected differently by it. And in my mind, that alone is enough for concern."

A dark part of Zuriel pointed out that in a matter of days they should be finding out whether or not Kazul's clergy were empowered.

Either way, we'll have our answer soon, I'll wager.
Baldwin
NPC, 83 posts
Master of Lore
Living Legend
Mon 27 Oct 2014
at 21:14
  • msg #175

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 174):

"Their high priest is capable of casting a great many spells," Baldwin interjects with a withering expression. "I've watched him cast them, after all. I believe his Serpentmen can, as well, but I can't claim I've seen them do so."
Lyriel Vesper
player, 915 posts
To Heal is Divine
House Vesper
Mon 27 Oct 2014
at 21:31
  • msg #176

Re: The Game: Chapter 12

Lyriel furrows a delicate brow at the parchment, shivering in her riding coat and wishing that she had more spell slots to dedicate to traveling in comfort.

Well, if what the book says is true, and the numbers for Kazul are reliable, then...wouldn't that mean that Kazul would have to have some method to empower his clerics other than using divine mirrors?

[Knowledge: Religion: 26]

You have to understand, scholars and theologians have been debating whether or not divine mirrors exist in the first place. The alternative is that each and every empowered petitioner receives individual attention from their deity. The book seems to indicate that they do exist, so I'm willing to accept that. But that doesn't mean that there aren't other methods for empowering one's believers. Kazul is using *something* to that effect, after all.
This message was last edited by the player at 21:39, Mon 27 Oct 2014.
Zuriel Silendril
player, 1999 posts
Flamebringer
House Silendril
Mon 27 Oct 2014
at 21:59
  • msg #177

Re: The Game: Chapter 12

"I know of at least one divine mirror," Zuriel adds softly, almost to himself.

He shakes his head to clear it, then  rises. "This conversation might be better had while we are putting miles between this place and us. Let's be underway before Derek and Bill decide to examine this neck of the woods."
DM
GM, 2401 posts
Omniscient Narrator
Destroyer of Worlds
Tue 28 Oct 2014
at 13:18
  • msg #178

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 177):

The P.A.R.T.Y. spends exactly one hour at their feast, which is required to gain any magical benefit from it, then quickly packs the remaining tarp and begins along the long and winding road toward Lo'driel.

Lyriel's magic makes traveling across the dunes of snow much quicker than was previously possible, and only the faintest of traces are left behind (bits of hair, sloshed water from carelessly consumed canteens, etc.).  It would take a very skilled tracker indeed to follow you by mundane means.

The weather has not done you any favors in terms of comfort, alternately sleeting and snowing the entire time. It has, however, likely deterred anyone who might be following you.

The day passes without further incident, as does the next. By midmorning on the third day, Lo'driel's great walls can be seen in the distance -- still a good half day's travel away.

[Crossroads]
Maeve Hassan
player, 1453 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 28 Oct 2014
at 13:43
  • msg #179

Re: The Game: Chapter 12

"Look, there's Lo'driel.  Looks to be about a good half day's travel away."
Zuriel Silendril
player, 2000 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 13:45
  • msg #180

Re: The Game: Chapter 12

"I take comfort in knowing it would have taken a very skilled tracker indeed to have followed up by any mundane means."
Lyriel Vesper
player, 916 posts
To Heal is Divine
House Vesper
Tue 28 Oct 2014
at 13:46
  • msg #181

Re: The Game: Chapter 12

Yes, and though the weather has not done us any favors in terms of comfort, it has likely deterred anybody from following us.
DM
GM, 2402 posts
Omniscient Narrator
Destroyer of Worlds
Tue 28 Oct 2014
at 13:53
  • msg #182

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 181):

~~ End Crossroads ~~

The P.A.R.T.Y., having spent the journey being sassy instead of discussing tactics, Sending ahead to Choso with a more accurate prediction of their arrival, or even bothering with the Book of Answers for the last several days, reaches Lo'driel's gates without incident.

They are, of course, locked and under heavy guard from Lo'driel's soldiers. They gesture with their weapons that the P.A.R.T.Y. is in no way permitted to advance once they get within about 50 feet, at which point a knot of three guards -- all mounted -- ride out to approach them.

"What do you want, Flamebringers?" the lead guardsman says, venomously jabbing a finger at Zuriel's tabbard. "Be quick about your business, and quicker about departing. And no funny business -- there are hundreds of crossbows pointed at you."
Zuriel Silendril
player, 2002 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 14:30
  • msg #183

Re: The Game: Chapter 12

"No funny business," Zuriel says evenly. "The Lord Tyrant is expecting us. If you would please inform him we've arrived?"
DM
GM, 2404 posts
Omniscient Narrator
Destroyer of Worlds
Tue 28 Oct 2014
at 14:38
  • msg #184

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 183):

"Oh, the Lord Tyrant is absolutely expecting the Flame," the guard sneers. "But he's not likely to invite them inside, is he? Look, I'll even humor you. Give us your names, we'll run 'em by the list."
Zuriel Silendril
player, 2003 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 14:40
  • msg #185

Re: The Game: Chapter 12

Zuriel shrugs, nonplussed. "As you wish." He relays the names of the PARTY as they introduced themselves to Choso at the lake.
This message was last edited by the player at 14:41, Tue 28 Oct 2014.
DM
GM, 2405 posts
Omniscient Narrator
Destroyer of Worlds
Tue 28 Oct 2014
at 16:44
  • msg #186

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 185):

The guard heads back to the gate and disappears. Minutes pass, leaving the P.A.R.T.Y. in the shadow of the walls, until the guard returns at a rapid trot.

"It would seem you're expceted," he says through clenched teeth. "Lords. Ladies. Right this way."

The P.A.R.T.Y. is escorted directly to Lo'driel's central fortress without further delay. En route, they cannot help but notice that the entire city appears girded for war. Men and women alike line the streets clad in chain and plate, while the unarmored civilians seem uniformly hard at work in various shops -- many of which seem to have been converted into bakeries, blacksmiths, tanners, and fletchers.

It's hard not to admire the efficiency of at all, but then you remember that for these, it is a matter of survival.

The banner of Lo'driel has changed since last time, as well, with the iron Dominion Fist serving as the fulcrum point upon which the Scales of Justice rested nowhere to be seen. Instead, there is a new banner: a bronze Dominion Fist encircled by what you've come to understand is the symbol of Cedrick, half of which is white and half of which is black, with a dot of the opposite color etched into each.

A few of the children stop and stare at your procession, and there are noticeable moments of hushed whispers and pointing, but the guard escorting you dutifully dismisses any interruptions.

The guard leaves you in the care of a steward once you enter the fortress proper, who quickly arranges for Baldwin to be taken to the infirmary. Rachel, Oliver, and Karl elect to go with him, while the rest of the P.A.R.T.Y. is led to another chamber.

And so it came to pass that the P.A.R.T.Y. found itself ushered in the inner sanctum of Lo'driel, standing in a war room occupied by Lord Choso, Sir Culley, and the Marquise de Pellinore. Lo'driel's other generals and dignitaries who until recently also occupied the room have been ushered to another chamber for refreshments, leaving you largely alone.
This message was last edited by the GM at 16:46, Tue 28 Oct 2014.
Morachiga Choso
NPC, 20 posts
Tyrant-in-Exile
Lord of Lo'driel
Tue 28 Oct 2014
at 16:49
  • msg #187

Re: The Game: Chapter 12

In reply to DM (msg # 186):

"You have returned," the tyrant begins, clasping his hands behind his back without expression. His face appears more haggard than when last you met, and his demeanor less energetic. "And not a moment too soon. The invasion is imminent. What have you learned?"
This message was last edited by the player at 16:49, Tue 28 Oct 2014.
Zuriel Silendril
player, 2004 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 16:55
  • msg #188

Re: The Game: Chapter 12

"Lord Choso," Zuriel says, bowing respectfully. "Sir Culley. Lady de Pellinore."

He glances around the war room, taking it all in. "Baldwin has completed the bulk of his research. The implications are still elusive, however." Zuriel extracts the PARTY's notes from his pouch and lays them on the table. "In summary, each faith is losing empowerment daily, measured in the number of spells boreas is smelly available to the empowered faithful per day. Whether this is through death, loss of faith, or difficulty in the divine mirrors channeling influence is unclear. The notable exception is Kazul. According to the numbers, Kazul utlizes but one divine mirror, which empowers somebody with but one spell per day."

Zuriel fixes Choso with an intense gaze. "This confuses me, as clearly Kazul's faithful are capable of working magic. Would you have any insight into this, Lord Tyrant?"
This message was last edited by the player at 16:56, Tue 28 Oct 2014.
Morachiga Choso
NPC, 21 posts
Tyrant-in-Exile
Lord of Lo'driel
Tue 28 Oct 2014
at 17:14
  • msg #189

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 188):

"That's not... strictly true," Morachiga says tapping his fingers against the table thoughtfully. "And it's an interesting point I can't believe I haven't considered prior to now. I just... assumed..."

He stops himself and shrugs.

"You must understand, the Church of Kazul has long held that only the worthy would be granted divine power. The various shrines and temples accept offerings and issue penances, but are not known for bestowing benedictions of any kind. Money, on occasion, is issued in return for certain favors, or perhaps a collection of potions, herbs, and poultices, but that's about it. The sick, the weak, the poor, the needy -- these will find no help from the dragon's church. And those who are none of those things do not require its aid."

"It is true that Lord Saul wields divine power, of course. But I always assumed that the lack of traditional clerics and blackguards was merely aesthetics, with the arrogance of the church being responsible for some equivalent faction known as the Serpentmen. But now that you mention it, I cannot recall having seen them cast even the simplest cantrip."

The tyrant purses his lips.

"That's not to say they cannot, of course. That would be a dangerous claim to have floating around, unless we're certain. I will say that healing in the Dominion's army has traditionally been carried out by wands, staves, potions, and clerics of Bevenglode -- the latter providing such services in the expectation of the recipient either incurring or doling out sufficient future pain to offset the difference. Or from neutral sources, of course."

He looks at Zuriel for a moment.

"To my knowledge, it is entirely possible that the Church of Kazul has but a single divine spellcaster: Lord Saul himself."
This message was last edited by the player at 17:16, Tue 28 Oct 2014.
Zuriel Silendril
player, 2005 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 17:32
  • msg #190

Re: The Game: Chapter 12

Zuriel idly scratches his neck as he considers Choso's revelation. "That could change a great deal. Would that we knew more; there could be a way we could use this to our advantage. It does seem to indicate, though, that Saul is the sole recipient of Kazul's entire might. Which is a frightening prospect, to say the least."

"In terms of the greater imbalance, this could indicate that Kazul's might remains constant, even as all the other faiths wane. Something to look into further. In other news, the OSA pillar in Fey'driel has been destroyed. It is unclear what effect this will have, if any, but the deed is done. Darris and his ilk are devotees of Vora. One would hope that if the OSA want something done, thwarting them is likely in all our best interests."

He gestures to the charts and maps of troop dispositions. "Still, it would seem that we are out of time. Such matters will have to wait. According to the Book of Answers, the invasion has begun in earnest. Tell me, Lord Tyrant. Is war truly upon us?"
Keef
player, 1114 posts
Hero in training
Tue 28 Oct 2014
at 18:21
  • msg #191

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 190):

Keef stands off to one side, doing his best to stand up straight, not fidget, not fall asleep, and overall look competent, imposing, older and more impressive.

He casts worried glances at the Marquis from time to time.
Morachiga Choso
NPC, 22 posts
Tyrant-in-Exile
Lord of Lo'driel
Tue 28 Oct 2014
at 18:55
  • msg #192

Re: The Game: Chapter 12

In reply to Keef (msg # 191):

"The Dominion has landed," Choso confirms. "My spies are certain of it. They have established a beachhead south of here, and are in the process of bringing their war machine ashore. Word is spreading that a Kordican assault has already begun on Telsid'Fas, as predicted."

He levels his gaze at Zuriel.

"Both the Imperial Army and the Flame are hurtling toward Lo'driel with all speed; it is the obvious foothold for Saul's invasion force. They will not want it captured... and there are many who believe I would merely welcome the Drynnian forces with open arms."

"A portion of the Imperial Army has, of course, been dispatched to assist Telsid'Fas, and missives have been sent to Gaelia pleading aid, but we do not expect much from the East. Not yet, at least.
"

He points at the map.

"So it would seem we are to be besieged by three armies. You would be wise to be elsewhere when the combat begins. What is the status of the token force trapped in the Hells? What is your current plan?"
This message was last edited by the player at 18:59, Tue 28 Oct 2014.
Zuriel Silendril
player, 2006 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 19:10
  • msg #193

Re: The Game: Chapter 12

"My father has contracted with Order mages. They can relocate to where they are needed, when they are needed, with minimal warning."

How that must have irked him, to resort to such measures...could he be growing into open-mindedness in his dotage?!

"Which then leaves us with deciding where. Now, I see two valid options for possibly ending this conflict. The first is to teleport the army to Hae'driel, where the Knight-Captain can use the Emerald Table to hopefully talk some sense into the Flame. I take it the Empire is at last aware that they are being invaded?"

He pauses before continuing. "The other options is to go for a single, decisive blow." Zuriel narrows his eyes and brings his finger down on the capital of Drynn. "And confront Kazul at the source. Though if we aren't certain that Saul has emptied his forces, it would be suicide, and little more than a distraction. Furthermore, it would do nothing to prevent the conflict between the Flame, and the Empire, which likely bodes poorly for Lo'driel. A victory it might be, but at terrible cost."

He looks around the room. "I myself lean towards the first option. We need to be united in confronting Saul's forces. There will be time to discuss a counterattack later, if we survive. I would, however, hear your counsel."
Morachiga Choso
NPC, 23 posts
Tyrant-in-Exile
Lord of Lo'driel
Tue 28 Oct 2014
at 19:18
  • msg #194

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 193):

"I have no clear knowledge concerning the whereabouts of Saul himself. Traveling directly to Drynn is a gambit, but not necessarily a bad one."

He looks at the map again.

"Supposing you did capture Hae'driel and sent off your message, what then? What would change? There would still be three armies around Lo'driel, at least two of which would be tugging at their leash."

"What of your other allies, Sir Silendril? Surely they have assets worth calling upon, as they have traveled here with you."
DM
GM, 2406 posts
Omniscient Narrator
Destroyer of Worlds
Tue 28 Oct 2014
at 19:22
  • msg #195

Re: The Game: Chapter 12

In reply to Morachiga Choso (msg # 194):

The Marquise clears her throat at this point.

"We have offered to transport the Knight-Captain's army to a location to be determined shortly, yes, but we cannot move him around haphazardly. Once he's been moved, he's on his own."

"For our part, the Order is neutral. This must be seen as a personal favor from myself, if it becomes known at all. Which I hope it won't."

She smiles encouragingly at Keef.

"The Order's Academy is, of course, going to remain open despite these turbulent times. Anyone of ample arcane ability is welcome to wait the conflict out within its walls."
Zuriel Silendril
player, 2007 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 19:39
  • msg #196

Re: The Game: Chapter 12

Zuriel turns to look at Keef. "Keef, Baldwin will need somebody to protect him while we find healing. While he is here, perhaps you might want to attend lessons at the Academy? That way you'll be close at hand to help him recover, protect him, and if necessary, help him escape the conflict."

The paladin regards the young mage carefully. There's no doubt he would be a force to be reckoned with on the battlefield. And he's proven his courage time and time again. But I would do anything to spare him the horrors of true war... Zuriel thinks to the terrible battle  on the mountaintop. He hadn't slept through the night since, waking up at least once a night with nightmares. I'd do anything to spare him that.

He glances back to the Marquise. "I assumed as much. Once we commit, we need to be sure. I still think that Hae'driel is the best bet, for avoiding senseless conflict within the Empire."

"The point of going to Hae'driel would be to prevent the Flame from going to war with the might of the Empire, as currently seems likely. And we do indeed have other assets. Thanks to the efforts of Boreas, we have allies from the Fey. And it might be possible to convince the wildkin to come to the defense of the land, if not the Empire."

He gestures to Drynn. "In Drynn itself, we have King Prak. Should Saul falter, and should the opportunity present itself, he would rather ally himself with you. Though he puts the welfare of his people above all else."
This message was last edited by the player at 19:42, Tue 28 Oct 2014.
Morachiga Choso
NPC, 24 posts
Tyrant-in-Exile
Lord of Lo'driel
Tue 28 Oct 2014
at 20:55
  • msg #197

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 196):

"Don't sound too excited by that prospect," Choso warns. "Should Saul succeed in branding me an Imperial puppet and subsequently fall, Drynn will implode upon itself in the bloodiest civil war in recent memory."
Zuriel Silendril
player, 2008 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 21:03
  • msg #198

Re: The Game: Chapter 12

"But if we can prevent the masses from swallowing his lies, you could restore stability and peace to an entire continent, and restabilize political relations for the entire world."
Morachiga Choso
NPC, 25 posts
Tyrant-in-Exile
Lord of Lo'driel
Tue 28 Oct 2014
at 21:16
  • msg #199

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 198):

"How do you propose we discredit or silence the propaganda in Drynn? That's beyond the scope of our military planning thus far."
Zuriel Silendril
player, 2009 posts
Flamebringer
House Silendril
Tue 28 Oct 2014
at 21:22
  • msg #200

Re: The Game: Chapter 12

Zuriel shrugs. "Would not the high priest of the god of power and ambition be thoroughly discredited by a horrific military rout, and subsequent dismantling of his military power base?"

"If such a thing were to come to pass, I doubt many would be taking Saul very seriously at all." He shakes his head. "But that's not just putting the cart before the horse, but putting the cart a few miles down the road from the horse. Let's focus on avoiding annhiliation here first."

He gestures towards Harlindon's forces. "Redirecting him will be key. Without his destabilizing influence, the Imperial army should be able to easily confront Saul's southern forces."

"But it's his main army that is our greatest concern. Everything else is ultimately just noise if we cannot keep Tris from being captured by Drynn."
This message was last edited by the player at 21:23, Tue 28 Oct 2014.
DM
GM, 2407 posts
Omniscient Narrator
Destroyer of Worlds
Tue 28 Oct 2014
at 22:07
  • msg #201

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 200):

The conversation continues at some length, during which the following courses of action are decided upon:

1) Keef will remain in Lo'driel with Baldwin et al., and will study with the Marquise de Pellinore instead of being directly involved in the war. Unless Lo'driel is successfully besieged, in which case he will either be actively involved in its defense or flee to the Order's Citadel in Astria.

2) Zuriel will use his locket to planeshift his way back to Hae'driel, where he hopes to meet up with the Knight-Captain, capture the city, and force the Grand Marshall to recall the Flame to deal with this domestic issue.

3) Lyriel will voluntarily surrender herself to Derek, Bill, and Flint, the bounty hunters hired by House Mason to drag her back to Tris. Once in Tris, she hopes to seek out her father, a diplomat of some influence, in an attempt to sort things out on the Imperial side of the table (and aid in the defense of Tris, if it comes to that).

4) Boreas and Maeve will seek magical transport to rejoin the Sylvan Remnant in the forests outside of Hae'driel, at which point they will lead this army to either obstruct the Grand Marshall's return to Hae'driel, assist in the defense of Tris, assist in the defense of Telsid'Fas, or assist in the defense of Lo'driel.

OOC: Please reply to confirm that this is correct, or to issue a counter-proposal for what you wish to do instead. I am not forcing anyone to do this; this is what I understand folks want to do. Could be wrong. Let me know!

[Crossroads]
This message was last edited by the GM at 22:09, Tue 28 Oct 2014.
Boreas Highwind
player, 1334 posts
Eye for an Eye
Tue 28 Oct 2014
at 22:54
  • msg #202

Re: The Game: Chapter 12

Boreas is fine with this plan.  He will confer with the others and determine where to best deploy his troops.
Lyriel Vesper
player, 917 posts
To Heal is Divine
House Vesper
Tue 28 Oct 2014
at 22:59
  • msg #203

Re: The Game: Chapter 12

Lyriel will not voluntarily surrender.

She will agree to accompany Bill and Derek back amiably with the understanding that if they try to tie her up or pull any shit somebody will be forcefed fire cookies.
Maeve Hassan
player, 1455 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 28 Oct 2014
at 23:06
  • msg #204

Re: The Game: Chapter 12

Sounds good.

Her one caveat is that she'd like to Send to her dad to let him know that she's getting involved in the war over in the west--perhaps her involvement will spur Gaelia's troops to sit up and take some notice.
This message was last edited by the player at 23:11, Tue 28 Oct 2014.
Keef
player, 1115 posts
Hero in training
Tue 28 Oct 2014
at 23:35
  • msg #205

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 204):

That works as long as 'stay here' can involve researching/seeking/searching for healers for Balwdin.
Zuriel Silendril
player, 2010 posts
Flamebringer
House Silendril
Wed 29 Oct 2014
at 00:01
  • msg #206

Re: The Game: Chapter 12

Sounds good to me
Morachiga Choso
NPC, 26 posts
Tyrant-in-Exile
Lord of Lo'driel
Wed 29 Oct 2014
at 14:30
  • msg #207

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 206):

"Then we're all agreed," Choso nods, as the conversation reaches its conclusion. "Gods willing, we'll speak again once the war is at an end."
Boreas Highwind
player, 1335 posts
Eye for an Eye
Wed 29 Oct 2014
at 15:11
  • msg #208

Re: The Game: Chapter 12

Boreas and Maeve will take the Sylvan Remnant north to Tris to defend the capital.
DM
GM, 2409 posts
Omniscient Narrator
Destroyer of Worlds
Wed 29 Oct 2014
at 16:06
  • msg #209

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 208):

The P.A.R.T.Y. divides as indicated in the war room, with the promise to meet again someday. After all, the brewing conflict has nothing to do with the Vorites...

Choose Your Own War: Aeryis Edition

Lo'driel, Month 1

Keef remains in Lo'driel, along with Baldwin, Oliver, Rachel, and Karl. The bard seems to be recovering, but very slowly, and Choso spends a few hours with him each day to talk about the past together and confer about the future. The Marquise de Pellinore leaves several large tomes for Keef to pour over when he has the time, but then departs to assist with the transit of the Knight-Captain's forces from Hell to Hae'driel.

All too soon, the first outriders return to the city with sightings of a large army approaching from the south, from the northeast, and from the northwest. These are later identified as the Drynnian army, the Imperial army, and the Flamebringers.

Morachiga decides against sending his army into the field, fearing it will be routed in a three-way pincer, and instead fortifies Lo'driel in preparation for a lengthy siege.

By the end of the week, it becomes clear that the Drynnian army plans to march right past Lo'driel's western walls, placing the Imperial army between itself and the Flamebringers.

Morachiga and his generals hotly debate what to do about this situation, weighing the merits of remaining safely walled in with the merits of potentially crushing an enemy force in a pincer of their own. Eventually, he decides to send a portion of his forces to the northwest, intending to assist the Empire in engaging Saul's troops -- and hoping the Flame doesn't decide to attack them indiscriminately.

quote:
Decision Points for Keef
~~ Choose One ~~
1) Keef joins the outgoing army
2) Keef joins the active defense forces of Lo'driel
3) Keef remains with Baldwin as a personal guard and studies

~~ Choose One ~~
1) Does Keef bother to read the tomes left by the Marquise? If so, how carefully?


Hae'driel, Month 1

The Marquise de Pellinore transports Zuriel, Knight-Captain Edrahil, and the Knight-Captain's embattled army from its foothold in the Hells to the large mustering area south of Hae'driel.

Seeing as most of the town's defenders have traveled south with the Grand Marshall's army, and since those that remain don't view the Knight-Captain's forces as "opposing forces," they have no trouble gaining entrance to the city.

By the end of the month -- and with as little bloodshed as possible -- Knight-Captain Edrahil's forces (which have rebranded themselves as The Heartseekers) manage to usurp control of the bureaucracy. All Houses loyal to the Grand Marshall are cordoned off, with their occupants placed under house arrest.

Hae'driel is, essentially, placed under martial law, but there is one stronghold that has yet to be penetrated: the Grand Abbey, seat of the Emerald Table. The High Priestess of Tassada has locked herself inside with several dozen of her strongest clerics and paladins -- though her honor guard is weakened by the numbers who opted to go to war with the Grand Marshall -- and all attempts to enter have thus far been rebuffed.

"We can't keep the populace under our thumb forever," Lt. Faye says for the tenth time of the day. "We need access to the Table so you can sort out whatever it is that needs sorting out, and summon the Grand Marshall home in the process. What's the plan?"

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Attempt to negotiate access to the Grand Abbey and/or Emerald Table
2) Attempt to gain access to the Grand Abbey and/or Emerald Table by violence
3) Attempt to gain access to the Grand Abbey and/or Emerald Table by stealth

~~ Choose One ~~
1) Maintain martial law, house arrests, and curfew restrictions
2) Ease above restrictions


The Sylvan Remnant, Month 1

Maeve and Boreas arrange for magical transportation to the forests near Mi'driel, where they reconvene with Cassie and the Sylvan Remnant. This group begins its slow and steady march toward Tris, several weeks away.

While on the road toward Tris, they encounter a dwarven outrider heading the same way. His eyes widen at the sight of the army, but he relaxes when it becomes clear that they are Imperial allies.

"Telsid'Fas is under siege!" he pants imploringly. "Y'know the Imperials have Tris locked up tighter than a lump of diamond wedged in a bed of obsidian. Bound ta be safe. We could sure use a hand further north, before the blasted minos manage to demolish the bridge that connects our mountain fortress to the mainland and cut off all hope of support."

quote:
Decision Points for Boreas
~~ Choose One ~~
1) Lead your army to Tris, as planned
2) Lead your army to Telsid'Fas instead
3) Divide your forces and send some to each

~~ Choose One ~~
1) Detour to the Krall territories to appropriate magical beasts
2) Contact the Krall territories and ask for magical beasts to be sent
3) Contact the Krall territories and purchase magical beasts with delivery
4) Ignore Krall territories entirely


quote:
Decision Points for Maeve
~~ Choose One ~~
1) Contact your father and ask for Gaelian ground support out of Ikuabai
2) Contact your father and ask for Gaelian naval support out of Ikuabai
3) Contact your father for a pleasant, noncommittal chat

~~ Choose One ~~
1) Train Sylvan Remnant's infantry on melee combat maneuvers
2) Train Slyvan Remnant's officers on large-scale tactics


Tris, Month 1

Lyriel allows Derek, Bill, and Flint to transport her to voluntarily to Tris, promising them that they'd be paid as if they'd captured her for their trouble.

Upon arrival, the group makes a beeline to House Mason, where Lyriel's father is waiting. Yelling, hugging, forgiving, and other emotions run wild, after which Lyriel quickly explains her true purpose in coming to the capital.

"There are many threats to the Empire," her father says gravely. "What makes you so sure an invasion here in imminent? Not that I don't believe you, darling, but at court you need concrete proof... the more, the better."

quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Prepare your father to go to court
2) Go to court yourself
3) Skip the court entirely and seek direct audience with the Empress

~~ Choose One ~~
1) Investigate into Eldric's death herself
2) Pay a private investigator to look into Eldric's death

~~ Choose One ~~
1) Speak with Lady Vesper in any way
2) Do not speak with Lady Vesper in any way


[Crossroads]
This message was last edited by the GM at 16:57, Wed 29 Oct 2014.
Zuriel Silendril
player, 2012 posts
Flamebringer
House Silendril
Wed 29 Oct 2014
at 17:20
  • msg #210

Re: The Game: Chapter 12

Decision Point 1 for Zuriel:

1) Attempt to negotiate with the High Priestess and gain access to the Emerald Table diplomatically and non-violently.

Decision Point 2 for Zuriel:

2) Ease martial law restrictions. Encourage father to make the Heartseekers a very visible presence in helping citizens. Attempt to hold discussions with hostile houses on a 1:1 basis.
Keef
player, 1116 posts
Hero in training
Wed 29 Oct 2014
at 17:27
  • msg #211

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 210):

3) Keef remains with Baldwin to protect and serve him.

Keef does certainly read the tome left by the Marquis, studying it thoroughly as time allows between his duties of tending to Baldwin, making sure he is getting the healing he needs, etc.
Maeve Hassan
player, 1457 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 29 Oct 2014
at 17:33
  • msg #212

Re: The Game: Chapter 12

Maeve, Decision 1.3:

Seeing no reason to involve Gaelia in the simmering conflict, Maeve does indeed have a brief chat with her dad but makes no request for aid from the East.  She does however apprise the General of the situation that's unfolding.

Maeve, Decision 2.2:

Maeve occupies herself on the journey to Tris by training the Sylvan officers--particularly Gwen-something-or-other (totally forgot her name) on large-scale battle tactics, her reasoning being that the officers can then instruct their own units and, should death or destruction befall Maeve herself, the Sylvan will have trained leaders.
This message was last edited by the player at 17:33, Wed 29 Oct 2014.
Lyriel Vesper
player, 918 posts
To Heal is Divine
House Vesper
Wed 29 Oct 2014
at 20:03
  • msg #213

Re: The Game: Chapter 12

Lyriel's adventures in Tris

Decision 1.1:

1) Prepare her father to go to court

Decision 1.2:

1) Investigate Eldric's death herself

Decision 1.3:

1) Contact her mother, imploring her not to do anything silly and letting her know that, if worst came to worst, she could trust Zuriel to protect her and Alanna.
Boreas Highwind
player, 1336 posts
Eye for an Eye
Wed 29 Oct 2014
at 20:21
  • msg #214

Re: The Game: Chapter 12

Boreas and his troops will attempt to appropriate some magical beasts from the Krall lands, negotiating with Kat if she's still there.  Otherwise, he'll just take them, assuming an overwhelming opposing force isn't present.

He will head to Telsid'Fas as the dwarf requested, in an attempt to stop the dwarves from getting bottled up and break the siege.

[OOC]I'm under the impression that the magical beasts thing happens before meeting the dwarf?  If so, I'll do that.  If it would be well out of the way, I'll just skip the Krall lands instead.[/OOC]
Maeve Hassan
player, 1458 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 29 Oct 2014
at 20:37
  • msg #215

Re: The Game: Chapter 12

Assuming that Boreas decides to collect some magical beasts from his familial land, Maeve will have a "the fuck" moment upon learning that he comes from the much-detested Krall family (unless he opts to continue to feign that he's not related.)  She'll be sore for a day or so but ultimately shrug it off because hey, who *doesn't* come from a horrible family?

She also bemoans the loss of Lyriel's daily breakfast smorgasbord.
This message was last edited by the player at 20:39, Wed 29 Oct 2014.
DM
GM, 2411 posts
Omniscient Narrator
Destroyer of Worlds
Fri 31 Oct 2014
at 02:43
  • msg #216

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 215):

Choose Your Own War: Aeryis Edition

Lo'driel, Month 2

The Tyrant ultimately dispatches nearly 75% of the city's defenses to the west, with the stated goal of assisting the Empire in annihilating the Drynnian forces there. Morachiga and Sir Culley both remain in the city, coordinating the actions from the war room.

The Marquise returns from time to time to discuss the contents of the tome with Keef, but does not remain in the city for long, preferring instead her chambers in Astria.

The first reports from the war zone were anything but positive: Flamebringers attacking Drynnian and Lo'driel forces with equal vigor, while the Imperials attempted to direct their main strength toward Drynn.

The losses were staggering, until a strange thing happened toward the end of the month: the Flame's forces disengaged and withdrew from the front. They split into two halves, with one returning northeast, to Hae'driel, with all speed, while the second began the task of placing Lo'driel under siege.

The departure of the Flame swung momentum in the battlefield, and soon the Drynnian forces were retreating toward the southern coastline with all speed. The Empire chased them there, but were ultimately rebuffed by a wave of reinforcements from the beachhead.

Drynnian forces, with their back against the sea and supported by their naval cannons, entrenched themselves where they stood, and so began their standoff with the Empire, who set up camp nearby. The two are poised there still, with ground neither being lost nor gained.

Lo'driel's forces did not chase Drynn's army south, and instead attempted to return to Lo'driel. These ran smack into the Flame's barricade. A terrible battle ensued, and Lo'driel's army was forced to withdraw.

The bulk of Lo'driel's army now sits in a temporary camp within sight of the walls of Lo'driel -- not far from the ring of besieging Flamebringers.

quote:
Decision Points for Keef
~~ Choose One ~~
1) Continue to guard Baldwin and study with Pellinore
2) Offer to help with the defense of the city
3) Offer to help bring the stranded segment of Lo'driel's army home


Hae'driel, Month 2

Zuriel, Knight-Captain Edrahil, and others attempt to breach the Grand Abbey through flowery words and diplomacy, but find their efforts matched verb for verb and adjective for adjective by the extraordinarily honey-tongued High Priestess. You are accused of heresy, treason, and all manner of nastiness in the process, until finally the High Priestess deigns to share a useful tidbit of information.

"There's really no point to all this," she says after about a week of constant effort. "I've already sent word of your treachery to Tris and to the Grand Marshall. By the terms of our alliance, the Empire will be forced to send military aid to liberate us... that, plus the returning paladins is sure to be sufficient to snuff out your misguided insurrection."

This attitude is largely shared by those you have placed under house arrest. Though certain restrictions are eased and the Heartseekers are instructed to be as friendly as possible, given the circumstances, a series of disruptions (or riots, if you're being blunt) forces the Knight-Captain to make several high-profile arrests and impose a second curfew even more stringent than the last.

"We must maintain law and order," becomes the common refrain, and a certain restlessness falls over the troops. They are uneasy being thought off as the villains by the general populace of their hometown, and it's beginning to make them doubt their actions.

By the end of the month, the heads of many prominent opposition Houses are no longer under house arrest -- they are in actual prison for inciting riots and stirring dissent, and Lady Vesper is among them.

"This is untenable," Lt. Faye (ever the outspoken one) says for the hundredth time. "We need to reach the Table before the Flame and the Empire come crashing down on us."

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Attempt to gain access to the Grand Abbey and/or Emerald Table by violence
2) Attempt to gain access to the Grand Abbey and/or Emerald Table by stealth
3) Continue diplomatic efforts to gain access to the Grand Abbey and/or the Emerald Table

~~ Choose One ~~
1) Release Lady Vesper from prison in person
2) Release Lady Vesper from prison via a catspaw
3) Speak to Lady Vesper in prison, but do not release her
4) Ignore the plight of Lady Vesper entirely


The Sylvan Remnant, Month 2

Maeve and Boreas take their army to Telsid'Fas, making a brief detour in the Krall lands in the process. Boreas's sister manages to deliver two-score griffons and three-score manticores, along with 50 saddles sufficient to carry the weight of one man and a moderate amount of equipment.

Now armed with a cavalry and an air force, the army proceeds to Telsid'Fas.

Maeve has a nice chat with her father along the way, and manages to teach some Gaelian principles of leadership to the Sylvan commanders, who take to it more readily than Maeve would have expected.

The only access point to Telsid'Fas by land is a large, ancient bridge the spans the Gullet River, a wide and horribly dangerous stretch of water a good three miles wide in that area.

Aerial reconnaissance shows that there is considerable minotaur presence on the bridge, particularly on the side nearest to Telsid'Fas. The minotaur also seem to have drawn a large runic symbol onto the center of the bridge itself. It pulses with Evocation auras, but doesn't seem to be doing much else.

Dozens of minotaur longships bob up and down in the waters that surround the bridge and the mountain fortress, with siege weapons raining down on all sides. The minotaur camps on the bridge are the most concerning, however; if the dwarves had the capacity to drive them out, they would have certainly done so already.

 
quote:
Decision Points for Boreas
~~ Choose One ~~
1) Harass the bridge with aerial strikes
2) Scatter the ships with aerial strikes
3) Retake the bridge with land and aerial strikes
4) Retake the bridge with land strikes and scatter the ships with aerial strikes
5) Hold off on military action

~~ Choose One ~~
1) Stroke your beard
2) Glint your eye
3) Bathe


quote:
Decision Points for Maeve
~~ Choose One ~~
1) Attempt to parley with the minotaur ground forces (prior to any combat)
2) Attempt to parley with the minotaur naval forces (prior to any combat)
3) Maintain tactical silence and, with it, the element of surprise

~~ Choose One ~~
1) If combat occurs, lead the charge
2) If combat occurs, stay back with Boreas


Tris, Month 2

Lyriel prepares her father as best she can to address the court on the issues at hand, spending her spare time scouring the records rooms for any mention of her brother or the mission that claimed his life.

She has little success, unfortunately, though he father fares better in court than might be expected. Unfortunately, any and all progress made is completely nullified when word reaches the capital that Hae'driel has been captured... by a rival faction of paladins split from the Flame called the Heartseekers.

"We must honor the High Priestess's call for military aid," the council decides, overriding Lord Vesper's objections about the need for Tris's armies here at home. "That is the defining aspect of the Empire: mutual protection. This is not negotiable. But never fear, we will not send so many soldiers so as to render ourselves indefensible."

Lyriel and her father quickly learn who the Heartseekers are from a series of angry Sending messages from Lady Vesper... though these messages stop abruptly about three weeks into the second month, and further attempts to reach her are unsuccessful.

By the month's end, Tris has dispatched roughly a third of its remaining troops to march on Hae'driel, as stipulated by the law of the land. As no formal request has reached Tris from Telsid'Fas, no troops are sent to its aid.

quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Join the forces being deployed to Hae'driel
2) Remain with the forces defending Tris

~~ Choose One ~~
1) Continue to investigate into Eldric's death herself
2) Pay a private investigator to look into Eldric's death


[Crossroads]
Maeve Hassan
player, 1460 posts
Not keen on scarecrows
Death to Shoes Lady
Fri 31 Oct 2014
at 02:55
  • msg #217

Re: The Game: Chapter 12

Maeve, Decision #1.1

Maeve will attempt to parley with the minotaurs on the bridge, given that they pose the more immediate problem. Also, it's unlikely that they will have somehow failed to notice a massive Sylvan ground force advancing on them. She will speak with them in their own tongue, naturally--but will tactfully refrain from mentioning the griffons and manticores.  Keeping a trump card under wraps for the time being seems wise.

She is, of course, absolutely thrilled to interact with the creatures, and will spend considerable amounts of what free time she has trying to figure out how to ride a griffon through the air.

Maeve, Decision #2.1

Why would Maeve *not* lead the charge? :)
Zuriel Silendril
player, 2015 posts
Flamebringer
House Silendril
Fri 31 Oct 2014
at 04:29
  • msg #218

Re: The Game: Chapter 12

Zuriel rubs his temples and nods wearily at Lt. Faye. "Aye. That foolish woman is forcing the Empire to redirect forces from where they're needed most. This must end. Now." He then lays out a plan to his father and his strategic council.

Decision: Gain access to the Emerald Table through diplomatic violence

For what feels like the hundredth time in the past week, Zuriel marches up the causeway leading to the Grand Abbey. Shahara's heavy hoofbeats thud solidly on the stone masonry. To his right rides his father, resplendent astride his gray-dapple stallion Pennance. At his left rides Lieutenant Faye, on a celestial red roan mare. Zuriel shields his eyes against the glare of the morning's light reflecting off the freshly fallen snow. He nods to himself in satisfaction at the small assembly already gathered at the gates of the abbey. A large retinue of Heartseekers stand guard over several influential nobles, many of them dissidents.

Good. We need as many of them to see for themselves as possible.

All but the most dangerous were in attendance, though some were fettered to various extent. Zuriel locks eyes with Lady Vesper from across the crowd, and he fixes her with a penetrating stare, until at last she looks away.

The crowd is shepherded back from the causway as the trio approaches. Faye and Edrahil hold back as Zuriel closes the distance to the gates and dismounts smartly, sabatons thudding against the ground as he lands in the archway.

With gauntleted fist he hammers on the doors. The booms echo from nearby rooftops before fading.

"High Priestess Gwendis! Knight-Errant Zuriel Silendril of the Emerald Flame stands before the gates. I hearby challenge you to a Trial by Combat to break this impasse. Send forth a champion of your choice, and let Tassada herself decide the outcome. We ask only the opportunity to commune with the Emerald Table. If your cause is in the right, why should you fear? Surely Tassada would strike us down for our gall, for our heresy."

Zuriel swallows, taking a breath to calm himself before continuing. "Accept my challenge, or cower in indecision before the surety of our purpose. But decide quickly, because it's actually rather cold out here, as I'm sure the citizens gathered here today would agree."

The Knight-Captain scowls slightly at Zuriel's improvised cheekiness, but refrains from speaking.

Zuriel takes a step back, reaching out a hand to pet Shahara's mane, and awaits the High Priestess' response. His cloak billows gallantly in the frigid morning breeze.



Secondary Decision: A day or so after Lady Vesper is imprisoned, she finds herself with a rather unexpected visitor. The door to her cell quarters opens, and in strides her very favorite bastard paladin.

"Good day, Lady Vesper" Zuriel says politely. [Private to DM: Things I don't say - "Hi! I have licked your daughter's nipples!"] Whether or not Zuriel decides to allow her to return home depends entirely upon how the Mistress Vesper conducts herself.
This message was last edited by the player at 04:30, Fri 31 Oct 2014.
Boreas Highwind
player, 1337 posts
Eye for an Eye
Fri 31 Oct 2014
at 07:57
  • msg #219

Re: The Game: Chapter 12

Boreas dispatches a small air contingent over the bridge with the purpose of identifying and stopping anyone trying to activate the rune that is clearly designed to destroy the bridge if necessary.  Think of it as a bunch of griffin riders with readied actions.

While Maeve makes diplomatic overtures to the minotaurs, Boreas sends a small contingent of Sylvans to inform the Dwarves of the plan and request their aid in an assault.

Should diplomatic methods fail, the plan is thus: land assault on the bridge with small-scale aerial support, with the rest of the air force dedicated to driving the ships back beyond a safe perimeter.  Not going all-out on the ships, though.  At least not yet.

As Boreas bathed this morning, he will stroke his beard.
Lyriel Vesper
player, 919 posts
To Heal is Divine
House Vesper
Fri 31 Oct 2014
at 13:20
  • msg #220

Re: The Game: Chapter 12

Lyriel will accompany the army to Hae'driel. No way is she allowing her mother and Alanna to be caught in a warzone.

She will continue to investigate her brother's death herself, even if that means pausing her efforts while she is on the march.
Keef
player, 1119 posts
Hero in training
Fri 31 Oct 2014
at 15:27
  • msg #221

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 220):

Though antsy, Keef stays the course of guarding Baldwin.  1
DM
GM, 2413 posts
Omniscient Narrator
Destroyer of Worlds
Fri 31 Oct 2014
at 15:49
  • msg #222

Re: The Game: Chapter 12

In reply to Keef (msg # 221):

Choose Your Own War: Aeryis Edition

Lo'driel, Month 3

Imperial and Drynnian forces continue their standoff by the coastline, with the Drynnian army in no hurry to leave and the Imperial army unable to risk a full assault against the naval cannons.

Stranded outside of Lo'driel by the sea of Flamebringers, the bulk of Lo'driel's army begins a series of skirmishes designed to break the siege. These do not go as well as one might hope, and result in the further decimation of Lo'driel's forces.

Eventually, the Tyrant stops by Baldwin's chambers to talk not to the bard, but to the boy.

"Keef, you are no doubt aware that the Order cannot actively participate in wars like this," he says with a sigh. "But you are not the Order, and loathe though I am to endanger someone so young, you've proven yourself by the company you keep. Baldwin trusts you, and that's enough for me."

He looks at the fidgeting mage for a moment, then continues.

"I have a plan that will help bring our soldiers home, but it requires more powerful magics than my mages can provide. Are you willing to help? I know we aren't your countrymen, but it would mean a great deal to me. At the same time, there will be no hard feelings if you do not wish to assume that risk. It would be understandable. What do you say?"

quote:
Decision Points for Keef
~~ Choose One ~~
1) Politely decline the offer and continue to guard Baldwin and study with Pellinore
2) Agree to at least listen to Choso's plan


Hae'driel, Month 3

Zuriel's challenge for single combat is met with silence, then the High Priestess leaves to confer with the Emerald Table. When she returns, she accepts the offer on the following terms:

quote:
1) No outside interference (buffs, etc.)
2) If the High Priestess's champion wins, the Heartseekers must surrender themselves to her custody
3) If the Heartseekers champion wins, they will be granted unfettered access to the Emerald Table
4) The fight is to the death


Zuriel, of course, objects to this final stipulation, but it's the only way the High Priestess will agree to the duel.

The duel commences with as much fanfare as one might expect, with the High Priestess selecting a promising knight-errant named Sir Michael Kingsly in the absence of her most powerful defenders, who have all been deployed to the war. Knight-Captain Edrahil allows Zuriel to take up the challenge, confident for reasons he doesn't fully disclose.

The Sir Kingsly steps into the cold winter sunlight with surprising grace and confidence, draws his sword ceremoniously, and holds it vertically in front of him -- the typical preparatory greeting for a duel of this nature.

The crowd lets out a gasp as he does so, for the sword is instantly recognizable as the Edge of Glory, a legendary weapon once wielded by Sir Gabriel Perigren, First of Tassada. Apparently this was deemed an appropriate use for the blade, which had spent the last 2,000 years or so tightly gripped in the stone hands of Sir Perigren's sarcophagus.

Zuriel draws his own sword and mirrors the ceremonial pose, and then the duel begins in earnest. The two feint, cut, and parry, doling out experimental lunges and counters to get a feel for their opponent before fully committing to the fray.

Zuriel attempts to disarm the knight, but his foe was expecting this -- a savage counterblow connects with Zuriel's neck, just below the gorget. The strike was clearly meant to be decapitating, but when contact is made, a flash of pure white light showers both combatants.

Zuriel gropes at his neck and finds it entirely unscathed, even as the pendant around his neck glows with a comforting warmth. The song from his childhood loops through his mind, as it often does, only this time he can hear the breathy whisper of audible words hanging from the notes.

Take heart, my champion. The Edge of Glory is elsewhere; Sir Kingsley unknowingly wields Dawn, and she cannot harm you.

Zuriel, startled, lowers his guard in wonder, allowing Sir Kingsly to land a series of four blows to his critical areas in the process. Each time, a shower of white sparks follows the attack, and each time Zuriel is left unscathed.

Sir Kingsly's eyes widen with fear and indecision as he realizes his sword cannot hurt the paladin, and he turns toward the High Priestess questioningly.

At this very moment, Zuriel lands a well-placed kick that sends his opponent sprawling, and Dawn clatters to the ground at his feet. "Goddess, save me," Sir Kingsley murmurs, raising a wrist to protect his head, even as Zuriel raises his sword for the final blow.

"STOP," the High Priestess commands, her voice quavering. "The... the will of the Goddess is... is abundantly clear. We move to dismiss the fourth edict and to... to declare the Heartseekers... victorious. You, champion, may approach the Emerald Table. It is clear that the Goddess wishes to speak with you."

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Reject the offer and execute Sir Kingsley, as per the initial rules
2) Accept the offer and spare Sir Kingsley

~~ Choose One ~~
1) Allow the High Priestess to be present when you commune with the Emerald Table
2) Disallow the High Priestess to be present when you commune with the Emerald Table



The Sylvan Remnant, Month 3

Boreas dispatches a small air contingent to keep watch over the bridge, their attention entirely devoted to keeping the bridge intact, while Maeve makes diplomatic overtures to the minotaurs.

These go surprisingly well, and word quickly spreads throughout the Kordican forces that the битва теленок is here at the head of an unknown army that is fighting for -- but not allied with -- the Empire.

"Stay away," the Tribal Commandant snorts. "It is no cowardice to march off, битва теленок. We do not wish to harm you or your forces, and we respect your father greatly. But we must take this city, and if you mean to stop us, I fear we must lock horns."

Boreas sends a small contingent of Sylvans to inform the Dwarves that battle is imminent and request their aid in an assault, but the results are not encouraging. The dwarves were apparently routed in their first attempt to clear the minotaur from their side of the bridge, and are afraid that a second charge will leave the city indefensible.

There is a fighting spirit left among the Order of Hort, however; these are dwarven paladins aligned with the God of Strength, and they promise to charge when the signal is given. It is better than nothing.

Maeve reports that diplomatic methods have failed to resolve the situation, leaving Boreas with no choice but to begin the assault on the bridge, using small-scale aerial support to assist his ground forces while spending the rest of his air power driving the ships back beyond the range at which they can assist the conflict.

Maeve spearheads the charge, which barrels across the three-mile bridge under the constant support of griffon riders. They only make it two miles across before they are met by a minotaur countercharge, and there combat lines are drawn.

Boreas gives the signal to the dwarves, and the Order of Hort faithfully responds by crashing against the Kordican flank. In response to this, the Kordican longships attempt to pull closer to the bridge, peppering the air force with arrows, stones, and lightning bolts in the process. The air force commanders report back that they are suffering horrible losses in terms of riders, but the beasts themselves seem to be weathering the beating rather well.

 
quote:
Decision Points for Boreas
~~ Choose One ~~
1) Continue to use your air force to suppress/inhibit naval support
2) Redirect your air force to the bridge

~~ Choose One ~~
1) Engage in the bridge battle
2) Engage in the aerial battle
3) Stay back in the command tent
4) Sneak into Telsid'Fas


quote:
Decision Points for Maeve
~~ Choose One ~~
1) Knock as many infantry to the ground as possible, cutting a swathe in their forces
2) Attempt to isolate and eliminate enemy leadership targets

~~ Choose One ~~
1) Ride a griffon into combat
2) Do not ride a griffon into combat


Tris, Month 3

As the P.A.R.T.Y. is no longer present in Tris, no further reports are available from the Empire's capital. No further research into Eldric is possible while Lyriel is on the road.

Lyriel takes her leave, accompanied by Derek and Bill -- Flint's contract being fulfilled, the mage opted to return to Astria rather than risk the Order being affiliated with this conflict.

The march is entirely uneventful, and by the end of the month they still aren't close enough to Hae'driel to make a difference. Lyriel spends most of her time conjuring food and water for the troops and treating fatigue symptoms. Next month, however, they expect to make it to their destination.

quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Explain what's going on to Derek and Bill along the way
2) Keep the truth to yourself

~~ Choose One ~~
1) Attempt to slow the army's advance somehow
2) Continue to march along as quickly as possible


[Crossroads]
This message was last edited by the GM at 16:19, Fri 31 Oct 2014.
Keef
player, 1120 posts
Hero in training
Fri 31 Oct 2014
at 15:52
  • msg #223

Re: The Game: Chapter 12

In reply to DM (msg # 222):

Keef will certainly listen to the plan, and will provide any help he can that does not involve abandoning his quest to save Baldwin for more than a day or so.
Maeve Hassan
player, 1463 posts
Not keen on scarecrows
Death to Shoes Lady
Fri 31 Oct 2014
at 16:13
  • msg #224

Re: The Game: Chapter 12

After some consideration, Maeve decides to divide her forces into tactical units to try and take out the leaders of the Kordican forces, hoping against hope that the army will break and scatter without the guidance of the chieftains.

"I suppose locking horns was inevitable," she mutters to herself.

Naturally, she decides to ride a griffon into battle despite the fact that it's the more dangerous option. She is a talented rider, and her hope is that her bravery will inspire her troops to fight more valiantly.

Father always said that your soldiers will never respect you if you don't face the same danger that they must. I need to lead byexample.

Not to mention that flying on a griffon is TOTALLY AMAZING.
This message was last edited by the player at 16:14, Fri 31 Oct 2014.
Boreas Highwind
player, 1338 posts
Eye for an Eye
Fri 31 Oct 2014
at 16:25
  • msg #225

Re: The Game: Chapter 12

In reply to DM (msg # 222):

As Maeve has taken to the skies, Boreas will join the fight on the ground.  He orders the air force to reinforce the charge and get his men off the bridge and over to the other side.  Once a foothold is established, they're to return to harrying the ships and driving them back.

The anti-caster detachment keeping the rune from being activated is to remain on its task.

If the charge is successful, Boreas will leave Maeve in command while he sneaks invisibly into Telsid'Fas.  Once inside, he will attempt to speak with the leadership there to pull together a sortie that will be timed with a charge from the Order of Hort and the Sylvan Remnant.  He will arrange a signal in advance with the other two forces to coordinate this.
Zuriel Silendril
player, 2016 posts
Flamebringer
House Silendril
Fri 31 Oct 2014
at 16:46
  • msg #226

Re: The Game: Chapter 12

Zuriel pauses a moment, pulse hammering in his head. The eyes of all in attendance are upon him, and in the utter silence of the courtyard, his heart echoes like thunder. With grim inevitability, Zuriel brings his sword down with both hands in a mighty blow, leaving the sword buried in the stone, quivering just inches from Sir Kingsley's neck.

"Let it be done," he says loudly, and reaches down to help the defeated paladin to his feet. "You fought well, Sir Kingsley," Zuriel says quietly. "The Goddess clearly recognizes your skill. The Empire needs men like you defending her."

Zuriel's knees almost buckle with the overwhelming relief of not having to kill his opponent. One wonders, however, if the High Priestess would have extended the same courtesy to me, were our roles reversed...

He reaches down to pick Dawn from where it lies fallen on the cobblestones. He does not return it to Sir Kingsley, however, instead buckling it onto his own tasset. Adrenaline still surges through his system, exhileration from the fight, the music, the pendant, and his Mother's voice leaving him almost dazed.

Still, he manages to keep his composure. He extracts his uncle's sword with a firm tug, and returns it to his father for safekeeping. Then, he ascends the steps to the Grand Abbey, pausing at the top before the High Priestess. "Come, Lady Gwendis," he says softly, offering the High Priestess his arm in the polite gesture of younger male escorting a higher-ranking woman. "Let us see what the Goddess wills."

Before vanishing inside,  Zuriel nods gravely to his father. For the briefest of moments, his eyes flick over to Lady Vesper's. It takes all of the young paladin's willpower to suppress his smile.
Lyriel Vesper
player, 920 posts
To Heal is Divine
House Vesper
Fri 31 Oct 2014
at 17:11
  • msg #227

Re: The Game: Chapter 12

Lyriel will take the opportunity to attempt to get to know Bill and Derek - and House Mason - better. She will explain the nature the PARTY's quest, and the threat to the planes, and most relevantly, that they strongly believe that the fighting to the south and the north are just distractions to draw the Empire's defenders away from Tris. Which, so far, seems to be exactly what is happening.

If Derek and Bill are sympathetic to that cause, she may propose that they take subtle efforts to slow the army, delaying their arrival at Hae'driel and keeping them closer at hand to Tris, should they need to turn around.

If Derek and Bill are not sympathetic, Lyriel will not propose such, but will do it herself, if possible.
DM
GM, 2416 posts
Omniscient Narrator
Destroyer of Worlds
Mon 3 Nov 2014
at 03:57
  • msg #228

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 227):

Choose Your Own War: Aeryis Edition

Lo'driel, Month 4

The weather is slowly turning warmer and wetter as March comes to a close and April begins, though the dawn of spring is blunted by the lingering chill in the air.

Imperial and Drynnian forces continue their standoff by the coastline, with the Drynnian army in no hurry to leave and the Imperial army unable to risk a full assault against the naval siege weapons.

The Tyrant's plan involves Keef being called upon to provide a vibrant distraction for the besieging forces to focus upon, utilizing a series of fire walls, ice walls, and copious amounts of lions to cover the army's piecemeal approach until it can reach the gates in the confusion.

This plan is executed with near perfection, with several dozen troops sneaking home each day, until finally the Flame catches wind of the plan and turns to crush what remains of the now-drastically weakened encampment.

"We cannot risk a countercharge from the city," the Tyrant decrees. "That was off the table from the start, and it hasn't changed. We saved all we could; I won't have it be in vain."

He sends word to the remaining forces to rush south to join the Imperial forces at the coastline, but the grim lines upon his features reveal what everyone already knows -- they will not be fast enough to reach it before being outrun by Flamebringer chargers.

quote:
Decision Points for Keef
~~ Choose One ~~
1) Take solace in saving who you could and return to your studies/Baldwin's side
2) Leave the city to help save the remaining soldiers


Hae'driel, Months 3 & 4

The Emerald Table is a curious thing, a slab of pure gemstone carved into a surprisingly small table that stands at about waist height and looks as though it might support a single pint of ale.

Under the High Priestess's instructions, Zuriel kneels and presses his forehead to the table, closing his eyes .and stretching out with his consciousness. He is soon met with a curious tingling sensation, and a voice blazes through his thoughts like wildfire.

Six weeks later, Zuriel leaves the Grand Abbey as though in a daze, and seeks an audience with his father immediately afterward.

The next morning, a startling change can be seek among the occupants of Hae'driel: two distinct groups of paladins seem to have emerged overnight. One wears the traditional livery of the flame, while the other wears a new uniform: pure white upon which a pastel heart has been emblazoned.

The traditional Flamebringers are outnumbered 3 to 1 by these new Heartseekers. Lacking leadership (both the Knight-Captain and Lt. Faye are among the new Heartseekers, as is Zuriel), they turn to the High Priestess for guidance. She, in turn, asks the Table.

By the end of the month, the High Priestess is still communing with the Table, and the banners of both the Empire and the Flame can be seen approaching the city's gates.

Harlingdon and the Imperial reinforcements have arrived.

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Sequester the Flamebringers in the Grand Abbey with the High Priestess
2) Split patrols on a schedule, some going to Heartseekers, some to Flamebringers
3) Integrate patrols to incorporate paladins of both sects

~~ Choose One ~~
1) Explain what happened to the populace (If so, how?)
2) Do not explain what happened to the populace.

~~ Choose One ~~
1) Send a Heartseeker emissary to the Imperial contingent outside
2) Send a Flamebringer emissary to the Imperial contingent outside
3) Send both to the Imperial contingent outside
4) Send no one

~~ Choose One ~~
1) Send a Heartseeker emissary to Harlington's contingent outside
2) Send a Flamebringer emissary to Harlington's contingent outside
3) Send both to Harlington's contingent outside
4) Send no one



The Sylvan Remnant, Month 4

After much difficulty, Boreas and Maeve are able to capture the bridge, but in doing so the Kordican ground forces pull back into Telsid'Fas itself. The fighting that ensues is brutal and bloody, but in the end the minotaur are driven from the twisted tunnels and passages entirely.

Though the ground forces are utterly routed, their fleet is another matter. Hounded and harried by strategic air strikes, the longships take their leave, sailing south with a sizable presence still aboard.

As the fighting inside Telsid'Fas comes to an end, the Tribal Commandant finds himself backed into a corner with the last of his troops and abandoned by his reinforcements. He locks eyes with the nearby Maeve.

"Fancy a duel, battle calf?" he snorts. "If I'm to die, I'd rather go properly."

 
quote:
Decision Points for Boreas
~~ Choose One ~~
1) Help secure the liberated Telsid'Fas and meet with dwarven leadership
2) Immediately redeploy your army southward, keeping air units with you
3) Immediately redeploy your army southward, sending air units to tail the ships
4) Split your forces to do some combination of the above


quote:
Decision Points for Maeve
~~ Choose One ~~
1) Duel the Tribal Commandant, aim to kill
2) Duel the Tribal Commandant, aim to capture
3) Offer to accept his unconditional surrender instead of a duel
4) Refuse the duel, and have your troops finish steamrolling them

~~ Choose One ~~
1) Name your griffon and keep him/her with you after the battle
2) Return the griffon to the air force after the battle


Tris, Month 4

As the P.A.R.T.Y. i s no longer present in Tris, no further reports are available from the Empire's capital. No further research into Eldric is possible while Lyriel is on the road.

Lyriel discusses her situation with Derek and Bill, but the pair don't seem to fully comprehend the gravity of the situation.

"Highborn have always been like this," Bill shrugs. "Present company included, I'm afraid. Though the bit about the world ending seems even less plausible than the death cults of a century ago."

The two agree to help you look into the end of the world thing, but aren't interested in delaying the march to Hae'driel. That, they say, would be treasonous. They either don't notice or don't care about the little things Lyriel does to slow things down herself, including the hour-long heroic feasts at every stop and her insistence the each and every horse enjoy a 15-minute "breather" for every hour they spend carrying or pulling a heavy load.

All told, it takes quite the rest of the month to reach the gate of Hae'driel... just about the same amount of time it takes the Grand Marshall's forces to arrive. The armies form a ring around Hae'driel proper, and the siege begins in earnest.

quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Leave the Imperial camp to seek out the Grand Marshall
2) Leave the Imperial camp to seek out the Grand Marshall's son
3) Stay with the Imperial camp and hope to go unnoticed
4) Try to sneak into Hae'driel

~~ Choose One ~~
1) Keep Derek and Bill with you
2) Ditch Derek and Bill at the first opportunity


[Crossroads]
This message was last edited by the GM at 04:03, Mon 03 Nov 2014.
Maeve Hassan
player, 1465 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 3 Nov 2014
at 04:11
  • msg #229

Re: The Game: Chapter 12

Decision #1:

"Very well," Maeve says. " But we duel on my terms. If I lose, you're free to go.  As far as I am concerned, you'll have won your freedom and your life fair and square.  But if *you* lose, then you and your men join with us.  The city's already lost, but you fought well.  No sense in your going to your deaths, and I would be honored to have you at our side."

"What say you?"

Decision #2

KEEP THE GRIFFON KEEP THE GRIFFON OH MY GOD IS IT A BOY OR A GIRL I NEED TO COME UP WITH A NAME!!!!!!!!!
Boreas Highwind
player, 1339 posts
Eye for an Eye
Mon 3 Nov 2014
at 04:23
  • msg #230

Re: The Game: Chapter 12

As the fighting dies down, Boreas meets with the Dwarven leadership to return control of the city to them.  He asks them to Send to the military command in Tris, informing them of the movements of the enemy fleet, and requesting reports of the situation.  The army will stay for a few days, except for a rotating detachment of griffon riders who will keep tabs on the fleet.  A team of Dwarven mages will be sent to dispel the glyph on the bridge.

Boreas will send Maeve and the rest of the army south after that, heading toward the most likely Kordican target, a shipyard at the mouth of the river leading to Tris.  Their destination may change, however, depending on the reports from the recon team.

Boreas will plane shift to Fey'driel, taking a small group of Sylvan with him.  They will travel south through that realm, awakening more Sylvan as they pass.
Zuriel Silendril
player, 2018 posts
Lightbringer
House Silendril
Mon 3 Nov 2014
at 05:09
  • msg #231

Re: The Game: Chapter 12

Decision 4.1:

Though it pained him to see several of his former comrades elect to remain with the Flame, Zuriel nonetheless respected their decision, and told them so. In the weeks after declaring faith for Ma'or, Zuriel took efforts to ensure that patrols were integrated with Flamebringers, and that as far as it was possible, relations were cordial. The vast majority were, after all, former comrades-in-arms who bravest the Hells to join his father. Of all the ranks of the Emerald Flame, it was these he wanted least to come to blows with.

The gesture of inclusion was also extended to the High Priestess' honor guard. In particular, Zuriel took efforts to befriend, or at least to get to know, Sir Kingsley, the knight whose life Zuriel spared in the duel.

Decision 4.2:

Only a few days after the High Priestess entered her own trance to commune with the Table, Zuriel called a general gathering in the market square. In a (surprisingly short and concise) speech, Zuriel explained the nature of the Heartseekers, and of Ma'or. Any who had questions or were interested in learning more were encouraged to speak with any member of the Heartseekers.

The headquarters for the Heartseekers was transitioned into a makeshift church, and while boreas needs to bathe more often, any who were interested were welcome. Zuriel strongly supported acts of charity, especially amongst the poorer parts of the city. Every day, each Heartseeker was expected to enact at least one act of kindness to somebody to whom they had not shown kindness to before.

Zuriel hoped that they could win back some of the Flamebringers from Edrahil's original contingent who had elected to remain with Tassada.

Decision 4.3:

In the interest of explaining the exceedingly complicated situation to the Imperial contingent, a representative of each sect was sent.

Decision 4.4:

Zuriel, Edrahil, and Faye were all reasonably sure that any representative sent to Harlindon would be considered a deserter, traitor, and oathbreaker, and summarily executed. It was decided that a Flamebringer would be asked to request a parlay, with the full protections of such. Ideally, the representative would be one of the High Priestess' honor guards, if there was one willing to, who was reasonably non-biased. Perhaps Sir Kingsley, if he is on good terms with Zuriel.
This message was last edited by the player at 05:41, Mon 03 Nov 2014.
Lyriel Vesper
player, 921 posts
To Heal is Divine
House Vesper
Mon 3 Nov 2014
at 05:55
  • msg #232

Re: The Game: Chapter 12

Knowing Grand Marshal mostly by reputation, Lyriel thinks it unlikely that she could change his mind. Finwë, however, might be more open to at least listening to reason.

Therefore, as distasteful as it was, Lyriel performed a Sending, asking the Grand Marshal's son for the opportunity to speak.


As far as Bill and Derek go, the priestess was irritated, but not surprised, by their nonchalance. Believe me or not about the planar instability, it doesn't change our current situation much. I think you'll agree that a civil war is in nobody's best interests, regardless of whether or not there is another army threatening Tris.

Lyriel fixes Bill with her green eyes, a small smile tugging at the corner of her lips. You want to focus on the real, tangible problems? I can respect that outlook. Well, we've got a big one right here. Care to help me solve it?

[She will keep them with her, as long as they care to accompany.]
Keef
player, 1121 posts
Hero in training
Mon 3 Nov 2014
at 13:18
  • msg #233

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 232):

Keef chooses to remain with Baldwin.

Decision 1.
DM
GM, 2417 posts
Omniscient Narrator
Destroyer of Worlds
Mon 3 Nov 2014
at 19:44
  • msg #234

Re: The Game: Chapter 12

DISPOSITION UPDATE -- The Empire

- 50% of the Imperial Army is camped on the southern edge of the continent, locked in combat with the Drynnian advance force, which has entrenched itself along the shoreline backed by allied ships

- 20% of the Imperial Army is camped before Hae'driel, in response to a summon for aid in freeing an occupied city

- 20% of the Imperial Army is in or around Tris, protecting the capital

- 10% of the Imperial army is in or around Telsid'Fas (the dwarven forces)

DISPOSITION UPDATE -- The Flame

- 33% of all Flamebringers are camped before Lo'driel, besieging it

- 33% of all Flamebringers are camped before Hae'driel

- 33% of all Flamebringers are within Hae'driel under Knight-Captain Edrahil's command

- 60% of those under Edrahil's command are now Heartseekers

DISPOSITION UPDATE - Lo'driel

- Lo'driel lost 25% of its total troops in the pincer movement. The remaining 75% are safely within the city's walls, besieged

***

Lo'driel, Month 5

The weather is slowly turning warmer and wetter as April comes to a close and May begins, though the spring continues to feel unseasonably chilly.

Imperial and Drynnian forces continue their standoff by the coastline, with the Drynnian army in no hurry to leave and the Imperial army unable to risk a full assault against the naval siege weapons.

Lod'riel had initially sent out a large portion of its army in the first month of the war. It got about two-thirds of that force back under Keef's brilliant distractions, but the remaining third was mercilessly run down by the besieging Flamebringers and routed to a man.

The Flame remains outside Lo'driel's walls, and resources within are starting to become scarce.

Baldwin is doing much better, though he complains about a persistent headache, and he passes the time between Keef's study sessions by telling stories and conferring with the Tyrant about the best course of action.

For now, the siege is not doing any real harm... but if it were to last into this new year's winter, a robust supply chain would be needed to keep the denizens of Lo'driel fed, clothed, and content.

quote:
Decision Points for Keef
~~ Choose One ~~
1) Have the Marquise de Pellinore help you perfect a new spell
2) Have Baldwin help you perfect a new spell
3) Have the Everstaff help you perfect a new spell
4) Get any combination of the above's input on your new spell

~~ Choose One ~~
1) Continue to guard Baldwin fiercely despite his recovered state
2) Find other things to do with your time


Hae'driel, Month 5

With the High Priestess indisposed, Sir Kingsley is selected to be the speaker for the Flamebringers within the city. He delegates a paladin to travel with the Heartseeker paladin to chat with the Imperial forces, and goes himself to speak with the Grand Marshall's forces. No Heartseeker goes with him, as all agree it would likely end poorly for that individual.

Relations remain uncomfortable, but cordial, among the Knight-Captain's newly divided forces, and tension reigns throughout the city. Civilians have no idea what to make of the new "temple" that Zuriel has constructed in the city, and by and large seem to be keeping their heads down until this whole thing blows over one way or the other.

The delegates return with news from the armies camped outside the gates of Hae'driel:

quote:
1) The will of the Empress is stated to be as follows: the gates of Hae'driel are to be unbarred and opened, as a free Imperial city's should be when dealing with allies.

2) The Grand Marshall and the Knight-Captain will be summoned to Tris, to work out further terms for the brave new world Hae'driel finds itself in. A new addition to the Pantheon of Light deserves a lengthy bureaucratic conversation, after all, and the new order of paladins requires registration.

3) The Flame must end its siege of Lo'driel and assist the Imperial forces in securing the beachhead.

4) Once complete, these joint forces are instructed to escort Morachiga Choso to Tris, so as to sort out this entire mess in one go. The Grand Marshall was elated to hear that this last part was not optional, and the Tyrant would be induced to travel by force if necessary.


Rejection of these terms, it is suggested, will lead to the classification of the rejecting party as an enemy of the state. The parties involved are given two weeks to formulate their decision, as the various armies involved could use a bit of a rest after the long march.

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Advise Edrahil to accept these terms
2) Advise Edrahil to amend these terms
3) Advise Edrahil to reject these terms

~~ Choose One ~~
1) Remain in Hae'driel to oversee the development of the Heartseekers
2) Delegate development of the Heartseekers to someone else


The Sylvan Remnant, Month 5

Maeve and the Tribal Commandant engage in a traditional duel, which ends (rather predictably) with the minotaur up to his snout in the stone floor. He yields and is spared, as promised, ending the war in Telsid'Fas entirely. His are the last Kordican forces in the area, and their numbers are now hovering at exactly 8.

Boreas meets with the dwarven leadership, which pushes to have the prisoners of war executed, arguing fiercely that minotaurs are savage brutes that annihilated the gnomes and cannot be kept alive. Maeve slakes their bloodthirst by offering to take them with her on the next leg of their journey.

The Sylvan Remnant is then sent south with Maeve, with an air force being deployed separately to keep tabs on the ships. Early warning it sent to Tris, such that Imperial forces will be expecting aggression from the north as well as the south.

The journey goes well for the first three weeks, but during the fourth week, the aerial riders report that a series of skirmishes have been recorded near the shipyard. The longships have engaged the Imperial vessels defending it, and they are not alone: an enormous armada of vessels flying the Dominion banner is with them, forcing their way through like a battering ram.

As of yet, the shipyard's defenses are holding, but they expect to be forced to fall back any day now.

Meanwhile, Boreas takes an elite team of Sylvan troops -- numbering less than a dozen -- into Feydriel itself, marching swiftly southward while recruiting more souls to his army.

By the end of the month, he has amassed another 500 troops and encountered no meaningful resistance.

 
quote:
Decision Points for Boreas
~~ Choose One ~~
1) Continue to march around Feydriel
2) Come on back home


quote:
Decision Points for Maeve
~~ Choose One ~~
1) Reinforce the shipyard
2) Reinforce the capital


Tris, Month 5

As the P.A.R.T.Y. i s no longer present in Tris, no further reports are available from the Empire's capital. No further research into Eldric is possible while Lyriel is on the road.

Lyriel, Derek, and Bill meet with Finwe, the Grand Marshall's son, under the cover of darkness on a particular morning, and have a lengthy conversation about Flamebringing, justice, and the true threats to the world.

By the time the conversation is at an end, Lyriel is fairly certain the brash young man will advocate for shifting the focus of their efforts where it belongs -- the high priest of an evil god, and not some politician in the middle of a ruined city.

They all hear about the diplomatic envoys at about the same time, with mixed opinions. Finwe sneaks over to the Imperial encampment one day to speak with Lyriel: apparently, the Grand Marshall is outraged at his treatment and is considering accepting the terms, entering the city, then abruptly closing the gates and purging these Heartseekers once and for all.

He looks pained by this, and suggests that Lyriel might be able to have some kind of an affect on the Grand Marshall's thought processes.

"House Vesper has always been well-respected by our family," he implores. "Will you come?"

quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Go with Finwe, and bring Derek and Bill
2) Go with Finwe, alone
3) Advise Finwe on what to do, but stay put


[Crossroads]
This message was last edited by the GM at 19:45, Mon 03 Nov 2014.
Zuriel Silendril
player, 2019 posts
Lightbringer
House Silendril
Mon 3 Nov 2014
at 20:07
  • msg #235

Re: The Game: Chapter 12

After considering the terms of the Empress' will, Zuriel strongly advises his father to accept them as is. "We have to begin our relationship with the Empress on good faith, Father," Zuriel says with conviction. "The Imperial forces will be more than enough to ensure that Harlindon doesn't do anything foolish. This is what we had hoped for: a diplomatic solution."

"With access to Sending magic, I'm certain that I could convince Choso to come to the negotiations table. He wouldn't need an escort of the Flame, the Marquise de Pellinore could teleport him directly. But such details can be ironed out in Tris."

Though Zuriel is loathe to leave the fledgling Church, he resigns himself to the fact that his skills will be needed in Tris and Lo'driel. He spends much of his time with his fellow Heartseekers, and after gathering suggestions, oversees the appointment of a council of Heartseekers to grow and run the church in his absence, when the time comes.
This message was last edited by the player at 20:11, Mon 03 Nov 2014.
Maeve Hassan
player, 1467 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 3 Nov 2014
at 20:18
  • msg #236

Re: The Game: Chapter 12

After bidding farewell to Boreas (who may have grunted a cursory "goodbye" in response; it's hard to tell really), Maeve turns toward Tris accompanied by the vast majority of the Sylvan Remnant, as well as the Tribal Commandment--whose name happens to be Damek-- and the last of the Kordican forces.

It is a surprisingly pleasant trip, and the minos proves to be surprisingly good company.  As Maeve rides Wes, she swaps stories and battle strategies with Damek.

Although ground travel proves more practical, Maeve occasionally takes to the sky. Her griffon, a sleek bronze female whom Maeve names Sekhmet, has accompanied her, although she spends much of the day riding the thermals and hunting.  When Sekhmet returns from hunting, she will occasionally bring Maeve a token of affection such as a mauled deer carcass.  Needless to say, Maeve's two animals have an uneasy relationship at the beginning, although Wes calms down considerably once Sekhmet learns that the stallion is off limits.

Upon hearing the news, Maeve considers her options.

"I don't know about you," she says to Damek and Gwen (unless the latter is with Boreas),"but I don't much care for the idea of sitting around in a city under siege. Let's send those ships back where they came from."

[Decision (in case it wasn't clear): shore up the shipyards]
This message was last edited by the player at 21:05, Mon 03 Nov 2014.
Lyriel Vesper
player, 922 posts
To Heal is Divine
House Vesper
Mon 3 Nov 2014
at 20:42
  • msg #237

Re: The Game: Chapter 12

Lyriel nods, pleasantly surprised that Finwe, for all his faults, seemed to be listening to reason. Yes, of course I will speak with the Grand Marshal.

Before departing, she takes her leave of Bill and Derek. I think it's best I handle this one myself. The Grand Marshal in proud, and may not be receptive to non-highborn in attendance, she says ruefully. I don't expect to be gone long, though. Stay safe, you two.
Boreas Highwind
player, 1340 posts
Eye for an Eye
Mon 3 Nov 2014
at 21:06
  • msg #238

Re: The Game: Chapter 12

Having assembled more Sylvan willing to fight for his cause, Boreas returns to Aeriys Prime and makes his way to join Maeve's army.
Keef
player, 1122 posts
Hero in training
Mon 3 Nov 2014
at 21:17
  • msg #239

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 238):

Keef does his best to remain stalwart by Baldwin's side and avoid complicating himself in the war.

However... he is always open to suggestions from the Marquis and could be convinced by her to help in some manner.

Keef will absolutely consult her with respect to his research, though he will also loop in Longshank.
DM
GM, 2418 posts
Omniscient Narrator
Destroyer of Worlds
Tue 4 Nov 2014
at 17:45
  • msg #240

Re: The Game: Chapter 12

In reply to Keef (msg # 239):

Choose Your Own War: Aeryis Edition

Lo'driel, Month 6

The weather is slowly turning warmer as May comes to a close and June begins, with the chill finally giving way to abject humidity.

Imperial and Drynnian forces continue their standoff by the coastline, with the Drynnian army in no hurry to leave and the Imperial army unable to risk a full assault against the naval siege weapons.

Keef presents the idea for a new spell to the Marquise de Pellinore, and is delighted to find her receptive to the idea. Combined with the Everstaff's guidance on the side, he is able to craft a new spell of his own devising.

quote:
Keef's Fiery Entrance
Conjuration, Level 5
Casting Time: 1 standard action
Range: Short (50 ft)
Target: Self only
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You sheath yourself in roaring flames and instantly transfer yourself from your current location to any other spot within range. These flames last a single round, and any creature who strikes you with its body or a handheld item while they burn takes 1d6 points of fire damage per caster level (max 10d6). Spell resistance does apply to this effect.

You always arrive exactly where you want to be in a gout of flames, dealing 1d6 fire damage per caster level in a 10-foot radius from your landing point (max 10d6, reflex saves for half).

Once you arrive you cannot take further actions until your next turn. You can bring objects and your familiar along with you, but not other creatures.
If you arrive in a place already occupied by a solid body, you take 1d6 damage and are shunted to a random open space nearby. If no such space is available within 5 feet of your target, you take 2d6 more damage and are shunted to an open space within 10 feet of your target. If no such space exists, you take 4d6 damage and stay where you are.


Once it becomes clear that Baldwin has recovered sufficiently to not be in any real danger of his organs shutting down -- with Rachel, Oliver, and Karl taking turns keeping him away from any alcohol -- the Marquise suggests that Keef has a choice to make.

"The Order is neutral in these sorts of conflicts," she says demurely. "And though I would certainly be interested in admitting you into our ranks -- should you wish it -- it may be prudent to wait until the war has finished. What do you think?"

By the end of the month, the Flame has broken up their siege of Lo'driel and marched south to reinforce the Empire, offering no explanation to the Tyrant. The answer comes from a series of Sending communications from Zuriel, who explains the situation at Hae'driel and the plan to bring everyone together at Tris once the Drynnian beachhead has been expunged.

quote:
Decision Points for Keef

~~ Choose One ~~
1) Apply to join the Order now
2) Defer your application until after the war
3) Defer your application until a later, unspecified date
4) Graciously decline the invitation to join the Order

~~ Choose One ~~
1) Offer to accompany the Tyrant to Tris when the time comes to leave Lo'driel
2) Offer to accompany the Marquise de Pellinore when the time comes to leave Lo'driel
3) Offer to accompany Baldwin when the time comes to leave Lo'driel
4) Remain behind when the time comes to leave Lo'driel


Hae'driel, Month 6

The High Priestess remains entranced at the Emerald Table, leaving Sir Kingsley and the Grand Marshall to sort out the details of the Imperial decree.

With prodding from Zuriel, the Knight-Captain opens the gates to the forces mustered outside them. With prodding from Lyriel and Finwe, the Grand Marshall rather sullenly maintains an icy truce with the Heartseekers.

The order is given to break the siege around Lo'driel, as indicated in the terms; martial law and curfews are lifted; and the city returns to a semblance of normality -- though those jailed for dissidence remain imprisoned.

Zuriel carefully creates a basic hierarchy for his fledgling church to allow it to continue to grow and develop in his absence, and packs for the long road ahead
After a few weeks of rest and resupply, the Imperial army begins the journey back to Tris, with the Grand Marshall, the Knight-Captain, Lt. Faye, Zuriel, Lyriel, Finwe, Derek, and Bill in tow.

The reunion of Lyriel and Zuriel is both awkward and suitably sappy, with neither knowing quite how to handle their starkly different wardrobes.

quote:
Decision Points for Zuriel

~~ Choose One ~~
1) Check the Vault before you leave
2) Do not check the Vault before you leave

~~ Choose One ~~
1) Bring Dawn with you, to allow for potential empowerment of new followers on the road
2) Leave Dawn behind to allow for the potential empowerment of new followers in Hae'driel


quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Hide your relationship
2) Do not hide your relationship

~~ Choose One ~~
1) Invite Alanna to come with you to Tris, asking for permission from Lady Vesper first
2) Invite Alanna to come with you to Tris, not asking for permission first
3) Invite Lady Vesper to come with you to Tris
4) Invite both to come with you to Tris


The Sylvan Remnant, Month 6

Boreas and Cassie sweep through Fey'driel with impunity, then transport themselves back to Aeryis Prime with the help of a rather powerful faerie who was feeling profoundly bored at the moment, but not before doing him a few harmless favors like collecting honey and helping him clear some land.

By the time the 500-strong army has reassembled in Aeryis Prime -- about a week's march from Tris -- the month has come to an end.

 
quote:
Decision Points for Boreas
~~ Choose One ~~
1) Make for Tris
2) Make for the shipyard
3) Make for Lo'driel


Tris, Month 6

Maeve takes her forces to the shipyard, which has been prepped and made ready for the arrival of enemy naval forces. By the time she arrives, she finds a scene of desolation on the water. Longboats and galleons and cruisers and destroyers lay scattered about, burning in pools of oil upon the waves.

Many and more are still operable, however, and battle continues in earnest everywhere she looks. A large advance force has already made landfall, and is battling it out in the shallows with the Imperial defenders stationed there.

The shipyard itself is burning, and much attention is being diverted to keeping it from going entirely up in flames.

quote:
Decision Points for Maeve
~~ Choose One ~~
1) Focus on repelling the landing force
2) Focus on winning the war at sea
3) Focus on keeping the shipyard intact


[Crossroads]
This message was last edited by the GM at 17:49, Tue 04 Nov 2014.
Zuriel Silendril
player, 2020 posts
Lightbringer
House Silendril
Tue 4 Nov 2014
at 18:22
  • msg #241

Re: The Game: Chapter 12

Despite a nearly overwhelming curiosity to learn what secrets the infuriatingly mysterious Vault holds, Zuriel and his father both agree that the situation is not sufficiently dire to merit unsealing doors. On the contrary, it seems like everything is going about as well as could be hoped, realistically speaking.

As for Dawn, never is Zuriel seen without the blade at his side. He decides to take it with him to Tris, in the hopes that he may meet others willing to walk the path of love and compassion. More practically, with the conflict with Drynn not even near resolution, having a godsword on hand seems only prudent.
Keef
player, 1124 posts
Hero in training
Tue 4 Nov 2014
at 19:18
  • msg #242

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 241):

Oh I... well I mean I wouldn't want to be.... UN-prudent... Keef says, blushing.

2. Keef agrees to defer until after the war.

2. Keef suggests that it would be REALLY GREAT to accompany the Marquis... wherever.
Lyriel Vesper
player, 923 posts
To Heal is Divine
House Vesper
Tue 4 Nov 2014
at 19:36
  • msg #243

Re: The Game: Chapter 12

Lyriel, having spent the last half a year separated from Zuriel by necessity, has absolutely no interest in cheapening their reunion by skulking about and keeping their relationship secret.

At Lyriel's insistence, the two take no efforts to hide their courtship. When Zuriel points out that Lyriel might undergo unpleasant scrutiny for her decision from certain elements of society, Lyriel dismisses his concerns, eloquently stating that Bitches can get over it. And so the matter was decided.

The Priestess of Tassada and the Champion of Ma'or were seen together publicly quite often together, nonvocally but loudly answering the question of "can followers of Tassada and servants of Ma'or get along?" with a resounding "Why yes, quite well actually, thank you very much."

One aspect of the enhanced scrutiny that Lyriel quite enjoyed was the ability to employ her glamor to its full effect. No matter the occasion, Lyriel was always dressed impeccably, bringing together ensembles inspired by the different fashions of all the regions the PARTY had visited, from the eastern opulence of Ikuabai to the dark elegance of Umbr'iel.

**

Prior to leaving for Tris, Lyriel visits her mother in prison. And while she manages she manages to refrain from saying 'I told you so' (she had even worked up a little dance to go with it, but elected to be the bigger person), she couldn't help but feeling a twinge of well-concealed vindication. This doesn't stop her from working to get her mother released, of course. Nor from slightly smugly informing the Lady Vesper that one of the most outspoken proponents of securing the release the highborn prisoners in general (and Lady Vesper in particular) has in fact been Zuriel.

That's actually one of the points that he is hoping to negotiate in Tris. With any luck, we will manage to secure your release within a couple of months. Father is helping too, of course. Speaking of the journey to Tris, I was wondering if you might consent to allowing Alanna to accompany me, if she wants to go. Given how...uncertain...things have been, and with you stuck here for the immediate future, I would honestly feel much better about her safety if she were close to me. Plus, it would do good to expose Alanna to the Trisian social scene. If you ask me, her introduction there is long overdue.
This message was last edited by the player at 20:19, Tue 04 Nov 2014.
Maeve Hassan
player, 1471 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 4 Nov 2014
at 21:02
  • msg #244

Re: The Game: Chapter 12

Maeve decides to let the sailors/navy do what they do best; namely: sail.  She keeps her own troops on land and in the sky.  The minos outright refuse to have anything to do with flying, so Maeve puts Damek and Gwen in charge of a mixed contingent of minotaurs and Sylvan whose job it is to keep the shipyard more or less intact.  Meanwhile, she will personally command her air force in harrying the troops trying to make landfall and stop them from doing so

Assuming Boreas and his reinforcements make it to Tris in a timely fashion and decide to join the fray, she'll divvy them up as well.

[Decision: little of column 1, little of column 3]
This message was last edited by the player at 21:24, Tue 04 Nov 2014.
Boreas Highwind
player, 1341 posts
Eye for an Eye
Tue 4 Nov 2014
at 22:36
  • msg #245

Re: The Game: Chapter 12

After finding their bearings, Boreas and his reinforcements make to join with Maeve and the rest of the army.
DM
GM, 2420 posts
Omniscient Narrator
Destroyer of Worlds
Wed 5 Nov 2014
at 16:02
  • msg #246

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 245):

Lo'driel, Month 7

The sticky humidity of June finally fades as summer bursts into its full fury with the dawn of July. Sunlight dances across the waves by day, and fire flickers across them by night. Slowly but surely, the beachhead was losing ground.

With the Imperial army reinforced by the Flamebringers, the grinding path to victory becomes a rout. By the end of the month, the charred remnants of the Drynnian camp have been scattered to the winds, and all but a scant few ships scuttled in the shallows. The remaining Drynnian forces take to the sea, sailing south and west as quickly as their battered ships can take them.

This accomplished, the combined mass of Imperial and Flamebringer troops return to Lo'driel, where they issue the Empress's decree that the Tyrant has been summoned to the Empire. Morachiga agrees, taking the Marquise de Pellinore and Sir Culley with him. Baldwin, Rachel, Karl, and Oliver elect to go, as well, as does Keef, who never strays far from the Marquise's side.

Lo'driel's army, however, was to remain behind to defend the city -- and also because having it with the Tyrant made Imperials and Flamebringers alike very nervous. The city was placed under the stewardship of a governor of the Tyrant's choosing, with the full support of the generals in order to ensure a smooth transition until his return.

"Taper down the war machine," Choso told them as he made to depart. "But don't dismantle it. We may yet have need of it."

Once on the road toward Tris, Baldwin finds time to sit down with Keef and have a frank conversation in which he thanks him for his help and dedication to the cause.

"The P.A.R.T.Y. still has much to accomplish, if the world is to be saved," Baldwin says at last. "If you join the Order, you may find that your studies and other responsibilities will interfere with your ability to freely travel with the others. Still, it's your choice, lad. It always has been."

quote:
Decision Points for Keef
~~ Choose One ~~
1) Reassure Baldwin that the P.A.R.T.Y. comes first
2) Tell Baldwin you'll do what you can for the P.A.R.T.Y., but the Order comes first
3) Tell Baldwin you intend to give the Order you full attention from now on
4) Tell Baldwin you have no intention of joining the Order (read: lie)

~~ Choose One ~~
1) Tell the Marquise about Baldwin's concerns
2) Keep Baldwin's concerns to yourself


Hae'driel, Month 7

Lyriel secures permission for her sister to travel with her to Tris before they leave, with the understanding that she will be staying with her father once she arrives. Lady Vesper, however, remains in prison for stirring dissent and dissidence during the occupation.

The Imperial army marches west in no particular hurry, with about half of the Grand Marshall's Flamebringers marching alongside them. The other half was left in Hae'driel to secure the city's defenses.

Zuriel finds himself in the uncomfortable position of being quite important among his peers, many of whom flock to him for information about this new religion (or cult, depending on who you ask). Not all are friendly, but all are curious.

As the P.A.R.T.Y. no longer has any presence in Hae'driel, and further updates as to the city's status are thus unavailable to you.

By the end of the month, the shining capital of Tris is within sight, and with it, the end of a rather long journey.

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Try to subtly recruit new Heartseekers from the Grand Marshall's army
2) Accept new Heartseeker recruits from the Grand Marshall's army that come to you, but do not actively seek out new recruits
3) Spread the teachings of Ma'or to those who ask and keep notes on who seems interested, but politely insist any interested candidates wait until a less awkward time to begin the conversion process


quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Essentially babysit Alanna to keep her out of mischief
2) Leave Alanna mostly to her own devices

~~ Choose One ~~
1) Share what you've learned about Eldric with Alanna
2) Keep your knowledge of Eldric to yourself for now


Tris, Month 7

Boreas and Cassie return to Tris at the head of an army 500 strong, and are immediately redeployed to the shipyards by the grateful Empire. They arrive to find the rest of the Sylvan army hard at work battling the main forces of Drynn.

It's not going well.

To her credit, Maeve's quick thinking salvaged the shipyard, leaving it damaged but not burned to the ground. The rest of her forces -- air and ground alike, have been bitterly contesting a landing party that seems nigh impenetrable.

Drynnian forces under the banners of the Dominion and Kazul had managed to get a minor foothold on the beach near the mouth of the river before Maeve even arrived, and are now ferrying troops ashore using a series of enclosed longboats that look like giant turtles. Arrows do not readily pierce these targets, and they do not burn easily, but giant rocks dropped from the sky still have the desired effect of puncturing their carapace, if not sinking the vessels entirely.

The naval engagement being fought in the background began in a promising manner, but all progress was lost with the arrival of a half-dozen new war machines than even Maeve had never seen before.

They looked for all the world like immense zeppelins, each of which was chained to four armored ships to keep them hovering about 100 feet above the waves. Instead of the traditional, highly fragile hide and canvas one might expect to cover such a thing, these zeppelins were entirely encase in scale-like armor. How they retained the ability to fly was a mystery.

Beneath each zeppelin, attached to its underside, was a modified ballista, which peppered ships and shoreline alike with massive blasts of steel, timber, and magic. The Imperial naval forces had tried and failed to repel them, and now lacked the strength to do more than hug the shore and try to deter the landing parties.

Maeve's air force had some initial successes, but found to its dismay that rocks and arrows did almost nothing to the hardened zeppelins or their anchoring ships. Even the chains proved to be magical, resisting the few courageous attempts that were made to shatter them.

In front of these, but still far from the shoreline, was the most recognizable ship of them all: Saul's personal flagship, a floating fortress named Awe that laid in anchor just out of range of traditional siege weapons and directed the fight through traditional naval flag maneuvers.

If Maeve had to guess, she suspected it was waiting for the beachhead to be more definitively secured before moving any closer.

With the naval battle lost, aerial superiority in jeopardy, and a free-for-all going on at the shoreline, Boreas and Maeve are forced to consider how to best divide their forces to handle the threat at hand.

 
quote:
Decision Points for Boreas
~~ Choose One ~~
1) Get personally involved in the ground battle
2) Get personally involved in the naval battle
3) Get personally involved in the air battle
4) Don't get personally involved


quote:
Decision Points for Maeve
~~ Choose One ~~
1) Focus air strikes on the war machines
2) Focus air strikes on the floating fortress
3) Focus air strikes on nearer naval targets
4) Focus air strikes on the nearer ground targets

~~ Choose One ~~
1) Remain in the air force
2) Join the melee at the beachhead


[Crossroads]
This message was last edited by the GM at 16:12, Wed 05 Nov 2014.
Zuriel Silendril
player, 2022 posts
Lightbringer
House Silendril
Wed 5 Nov 2014
at 16:50
  • msg #247

Re: The Game: Chapter 12

Zuriel, having been informed by Lyriel just how close the Grand Marshall was to breaking his oaths and attempting to purge the Heartseekers, deems it prudent to refrain from attempting to convert Flamebringers until Ma'or had specific legal status within the Empire. He does, of course, continue to share Ma'or's teachings with any and all interested, and will take detailed notes of Flamebringers who seemed receptive to his message. Likewise, any Flamebringers who specifically approach him to convert will be asked to wait until Ma'or is recognized.

Any other potential converts, however, Zuriel will gladly initiate into the faith. If any from the Imperial army wish to join the faith, Zuriel will perform the conversion. This is a matter of personal faith, however, and not of military structure. If any candidates for actual empowerment arise in the Imperial ranks, Zuriel will initiate them into the faith but require they remain within the current Imperial military structure until the Heartseekers gain status as a recognized Order within the Empire.
This message was last edited by the player at 16:53, Wed 05 Nov 2014.
Keef
player, 1125 posts
Hero in training
Wed 5 Nov 2014
at 17:02
  • msg #248

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 247):

2 and 1

Keef does not want to abandon his friends, but he has little to no sense of direction with respect to P.A.R.T.Y.'s mission.  Therefore, he wants to help the MEMBERS of the group, but not necessarily the mission itself except in a research and fact-gathering sense.

Keef will gladly tell the Marquis de Peleanor absolutely anything and everything.  At all times.  Loudly.  Repeatedly and with lions thrown into the conversations.
Maeve Hassan
player, 1472 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 5 Nov 2014
at 17:12
  • msg #249

Re: The Game: Chapter 12

Maeve for all her chutzpah is also a realist, and it becomes readily apparent to her that her tactics aren't working.

"It's become readily apparent to me that my tactics aren't working," she says with no small amount of frustration during a meeting with the "commanders" one evening.  Boreas, Cassie, Gwen, and Damek are all there, as are the menagerie that is Wes, Fluffums, and Sekhmet.  The griffon eyes the panther with blatant disinterest, almost like a large feathered-and-clawed Chubbs.

"As it stands, I can't do anything about those ships.  Maybe if I had a unit of wizards, but not with our current assets.  And I'm not going to risk the Sylvans' lives needlessly just to put a few more holes in some boats.  The holes aren't stopping them anyway."

Assuming the others are in agreement, Maeve decides to re-route the air force and have them instead focus on the nearer ground and naval targets rather than continuing to ineffectively bombard the war machines.  For now, she'll continue to command from the air.
This message was last edited by the player at 17:16, Wed 05 Nov 2014.
Lyriel Vesper
player, 924 posts
To Heal is Divine
House Vesper
Wed 5 Nov 2014
at 17:43
  • msg #250

Re: The Game: Chapter 12

As Lyriel has not even confided in her parents regarding Eldric, she will continue to keep her worries to herself, at least until she can tell whether or not Alanna has a level head on her shoulders.

As for Alanna herself, Lyriel has no interest in being a mother hen. This is Alanna's first time in the capital, and Lyriel thinks it important that she get out an learn about the cultures without an overbearing mother figure breathing down her neck. Unless Alanna is legitimately in danger of causing herself or others harm, Lyriel is content to let her explore, have fun, make mistakes, and learn from them.

That does not, however, mean that Lyriel is ignoring her sister. Lyriel hasn't seen Alanna in over a year, and is looking forward to shopping sprees on the wide Imperial boulevards of Tris, introducing Alanna to the best Trisian dining (The Flickering Lantern, in particular, is well known for its culinary legacy), attending garden parties, and in general showing Alanna to the Trisian social scene. Despite the overall gravity of the situation, moments of happiness ought to be taken where they can, and especially when Rachel shows up they can all go out on the town together and ohmygodthisisgoingtobesomuchfun!

If only Cassie were there too... Lyriel feels kind of shitty about how she treated her last time, and wants to apologize :(
Boreas Highwind
player, 1342 posts
Eye for an Eye
Wed 5 Nov 2014
at 19:46
  • msg #251

Re: The Game: Chapter 12

Boreas consults with the Imperial Command on the front and arranges the requisition of a Wand of Fly after informing them of his plan.  In about an hour, a bright flash of light heralds the arrival of a wizard from Tris, who provides Boreas with the wand along with a stern warning that "this had better work."

Boreas takes a moment to take in the sight of his troops and Maeve, considering the danger of the mission and burning the image of them into his mind.  His gem shimmers and he fades from view, then he activates the wand and floats into the air.  The battle lines shrink from view as he glides out, undetected, over the ocean.  As the spell starts to fade, he clicks the wand again to stay aloft.

Over all the chaos, he feels surprisingly calm.  Silently, his feet light on the steel dome of the floating fortress nearest to Awe.  He concentrates for a moment and teleports inside.

****

Boreas will infiltrate the zeppelin with the intent of turning its main ballista on Awe first, and then on the rest of the fleet, if possible.  Barring that option, he will attempt to crash the floating hulk into Awe or, failing that, another floating fortress.

He will escape through a combination of teleportation, invisibility, and flight, if possible.  Otherwise, he will plane shift.
DM
GM, 2423 posts
Omniscient Narrator
Destroyer of Worlds
Fri 7 Nov 2014
at 23:15
  • msg #252

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 251):

Choose Your Own War: Aeryis Edition

Lo'driel, Month 8

July turns to August with little fanfare, and a colder-than-normal summer seems to be inescapable. As the P.A.R.T.Y. no longer has a presence in Lo'driel, there are no further updates available.

Hae'driel, Month 8

As the P.A.R.T.Y. no longer has any presence in Hae'driel, further updates as to the city's status are  unavailable.

The Road to Tris, Month 8

Keef travels with the Baldwin, Choso, and the Marquise as they make their way toward Tris, arriving at the city's gates just as the month comes to a close.

The Marquise advises Keef that joining the Order requires a certain amount of bureaucracy, and that she won't have time to process it until after the war has ended. She gives him another book to study, this one entirely dedicated to the Order's entrance examination. At first glance, at least, it seems rather rudimentary compared to the boy's abilities.

Baldwin accepts Keef's explanation when the boy tells him about his decision.

"The Order is a good fit for you, and maybe give you additional insight into this nasty business once and for all. You'll have access to the Observatory in Astria that we've never had before, and that's no small thing."

Further pleasantries are ended by the reality of the military situation, which makes itself abundantly clear after their arrival: Tris is bracing for war, and an all-out battle is being waged at the shipyard that defends the water route to the capital even now.

"The P.A.R.T.Y. is there," Baldwin says, checking his journal to double check. "Well... Boreas and Maeve are, at least. Zuriel and Lyriel are actually here, in Tris, but we'll have a devil of a time reaching them without annoying the Court. I have half a mind to go to the front and help out. What do you think?"

Meanwhile, the Tyrant and his allies are quickly taken to a temporary quarters, where they are to remain until the Court summons them. They apologize for the delay, but are currently trying to sort out a vexing issue regarding a new order of paladins.

quote:
Decision Points for Keef
~~ Choose One ~~
1) Tell Baldwin to stay put, and offer to travel to the front yourself
2) Bid Baldwin good luck as he goes to the front, and stay behind with the Marquise
3) Accompany Baldwin to the front
4) Convince Baldwin to stay here with you and help with the negotiations

~~ Choose One ~~
1) Try to meet up with Zuriel and/or Lyriel
2) Keep your nose down, stick close to the Marquise, and study for the Order's entrance exam


Tris, Month 8

The arrival of both Heartseekers and the Flamebringers to the shining capital of Tris is heralded by exactly none of the pomp and circumstance you might expect. After all, a war's brewing. All the relevant dignitaries are swiftly quartered where the Court can readily summon them, while the Imperial Army is redeployed to the shipyards.

Alanna and Lyriel have a rather cordial trip back, all told, speaking of fashion and boys and mother and father and generally catching up. They try to talk about the Heartseekers and the Flame, but the topic swiftly gets out of hand and they eventually agree to drop it entirely for the time being.

Much to the annoyance of both Lyriel and Zuriel, Alanna seems to be making eyes at Finwe, and the pair are spending entirely too much time together for things to bode well in that regard.

Zuriel tells anyone who asks about the teachings of Ma'or -- at least, what he knows of them. He gets bits and pieces during his meditations, and hopes in time he'll come to understand them better than he does now.

Once at the city, Alanna goes to her father's house and is no longer your concern.

The Court proceedings, predictably, are a slow and laborious process that leaves no one satisfied. The Grand Marshall holds fast to the idea that the Heartseekers should be punished for taking over Hae'driel, and that any established Order would not be welcome within its walls. The Knight-Captain, for his part, speaks of a sort of joint custody, pointing out that it is not the city's place to govern the religious lives of its citizens.

The Court, for their part, agree that they cannot sanction using force of arms to upset established laws, but neither do they particularly want another Order riding around dispensing justice (or love, or whatever) beyond the authority of the Wardens.

Things only become more pronounced with the return of the Lo'driel forces, which arrive toward the end of the month. The Grand Marshall absolutely refuses to treat with the Tyrant, though he hints that he might be willing to sit down at a table with everyone if a favorable decision is made regarding the upstart new religion he's been forced to deal with.

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Suggest some sort of compromise
2) Remain firm in your conviction that both faiths can coexist in Hae'driel

~~ Choose One ~~
1) Try to slip away to meet with Baldwin, Keef, and Choso
2) Obey the custom of staying in your allotted chambers for the duration of the diplomatic envoy


quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Suggest some sort of compromise to Finwe
2) Suggest some sort of compromise to Zuriel
3) Suggest some sort of compromise to Lord Vesper
4) Stay out of it

~~ Choose One ~~
1) Warn Alanna against trying courting for station over affection
2) Stay out of Alanna's affairs


Battle at the Shipyard, Month 8

Maeve redoubles her efforts on securing the shoreline and repelling the naval forces supplying it, managing to halt the expansion of the Drynnian forces but not, ultimately, managing to repel them.

Again and again she leads aerial diving attacks, cleaving vast swathes through the Drynnian defenses. On one such pass, she notices that the trenches contain more than just rank-and-file soldiers; she's certain she's spotted a group of the infamous Serpentmen, who seem to have set up a fortified camp between the trenches and the waves.

Boreas has better luck, infiltrating one of the floating fortresses and usurping its control with a great deal of skill and a little luck. He turns the ponderous craft and unleashes a devastating shot at the flagship Awe, but only one.

The blast is immediately noticed by the other flying fortresses, who turn to unleash their own ordnance against the captured craft. Boreas manages to get a second shot off against one of the fortresses before wisely choosing discretion over valor, and flies out of the vessel just moment before it is torn to shreds by a barrage of ballistic projectiles.

The damage to Awe is considerable, but the vessel does not sink. Instead, it raises anchor and begins limping toward the shore, with two floating fortresses still functioning near at hand.

 
quote:
Decision Points for Boreas

~~ Choose One ~~
1) Try to capture one of the remaining fortresses
2) Try to get aboard Awe
3) Turn your attention back to other aspects of the battle


quote:
Decision Points for Maeve

~~ Choose One ~~
1) Continue to harass the forward ground forces
2) Try to attack the Serpentmen's campsite


[Crossroads]
This message was last edited by the GM at 23:16, Fri 07 Nov 2014.
Maeve Hassan
player, 1474 posts
Not keen on scarecrows
Death to Shoes Lady
Sat 8 Nov 2014
at 01:21
  • msg #253

Re: The Game: Chapter 12

As the war continues, Maeve's feeling of impotence grows.  Her attacks seem to have little to no impact on the Drynnian forces--although they aren't gaining any ground, they are neither retreating before her onslaught.  The most exciting event is Boreas' rather spectacular destruction of one of the flying fortresses.  Maeve's heart leaps into her throat upon witnessing the ensuing explosion, unsure as to whether her friend made it off the vessel before it blew, and her conviction that he must be dead isn't helped by the fact that Boreas takes his sweet time getting back to base.  What a bastard.

(In her limited downtime, Maeve writes a letter to be delivered to the Lady Kataigida Krall thanking her effusively for the use of the family animals and reporting on their health and well-being.  She throws in a few lines about the close rapport she's formed with Sekhmet.)

Unsure of how to proceed, Maeve does something she only has on a handful of occasions--before her qualifying trial by battle as a new recruit, the night before her first taste of real combat more than a decade ago-- and retreats to a secluded clearing one night to deliver up a heartfelt prayer to Hort for guidance. When she emerges some time later, she is still none the wiser but feels a bit better for her meditation.

As such, she is almost pleased to see the Serpentmens' camp, as it presents a new and interesting target on which she can focus her energy.  Perhaps Hort was listening after all.

"Right then folks, small change of plan."

Maeve puts together a force of some of her more talented soldiers to attack the Serpentmen camp.  In addition to some griffon riders, she'll also have a ground force consisting of various Sylvan, the minos, as well as Cassie and Fluffums.  The once-and-future druid's powers are slowly reasserting themselves, so Maeve will ask Cassie to use her abilities to make the terrain less hospitable to their foes rather than joining the melee outright.  And Fluffums alone is a force to be reckoned with.

[I have no idea what sort of magic Cassie has now, but I figure she's got to have something along the lines of entangle, call lighting, fun stuff like that. Whatever she can do to fuck with them will help.]

Gwen will be temporarily placed in charge of continuing to hold the line and keeping the troops from advancing.  By now, the Sylvan leader is a seasoned general in her own right, and Maeve trusts her to keep things under control for a bit.

Boreas is free to join in the attack as he pleases.
This message was last edited by the player at 01:45, Sat 08 Nov 2014.
Keef
player, 1128 posts
Hero in training
Sat 8 Nov 2014
at 02:57
  • msg #254

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 253):

3 and 2.

Now that Baldwin is all patched up, keef will be damned if he lets anyone break him again!

Apart from keeping Baldwin safe, Keef does his best to focus on study, though distractions abound, the Marquis is usually able to keep him on task.
Boreas Highwind
player, 1343 posts
Eye for an Eye
Sat 8 Nov 2014
at 03:59
  • msg #255

Re: The Game: Chapter 12

Boreas, invisible, flies over to another fortress and lights on one of the chains holding it in place.  He systematically begins to shatter the bolts holding it to the floating hulk.

[Repeatedly Casting Baleful Utterance]

When the tension gets to the point that the chain is ready to break free, he flies away as quickly as possible.  Because of the precarious balance of the companion ships holding the fortress in place, the loss of one chain should send it wrenching upward, ultimately pulling the other companion ships into each other in a spectacular crash.

Of course, if anything doesn't go according to plan, he will fly away.
Zuriel Silendril
player, 2025 posts
Lightbringer
House Silendril
Sat 8 Nov 2014
at 17:40
  • msg #256

Re: The Game: Chapter 12

Decision point 8.1: 1) Try to find a compromise

Zuriel takes to politics, diplomacy, and court intrigue like a bird to the air. That is to say, with an awkward initial adjustment period followed by graceful soaring. Zuriel's ability to read people served him well as he analyzed the hidden meanings in flowery court language, cutting to the underlying intent beneath the prose. He utlizes his charm and eloquence to win friends and influence people, working all the while to cast the fledgling Church of Ma'or in the best possible light while indirectly discrediting and thwarting Grand Marshall.

Put short, Zuriel is in his element.

Zuriel is quick to clarify that the actions of the Heartseekers, while regretable, were deemed the least harmful method of preventing an actual civil war. "With the Grand Marshall poised to defy the Empress' will, we believed that simply communing with the Emerald Table would be enough to clarify the will of Tassada, and redirect Harlindon's forces towards the true threat. A threat which, I might add, has become all too apparent. While the...complications...arising from the communion have put us in the current legal predicament, I can only imagine how much more dire our situation would be had we not acted as we did, and the Imperial armies were still pinned in a four way standoff to the south with Saul at Tris' doorstep."

Courtspeak Translation: I told you so!

If Harlindon continues to press the point of Ma'or's contingent disobeying laws, Zuriel will mildly point out that such accusations seem tinged with hypocrisy, given that Harlindon himself laid siege to Lo'driel in direct defiance of the Empress' mandate, and can we please move on to more pressing subjects?

Courtspeak Translation: You really have no room to talk, all things considered, so let's let bygones be bygones and focus on the DEATH ARMY THAT IS ACTIVELY TRYING TO KILL US

In the court proceedings, Zuriel will push for two primary things.

1) Recognition of Ma'or as a member of the Divine Pantheon and a Goddess of good, light, love, and redemption. As such, all Imperial citizens shall be able to freely associate themselves with her Church.

2) Establishment of the Heartseekers as the Church's knightly organization, to be dubbed the Order of Breaking Dawn.
The Order would of course be answerable to the Empress, and would welcome an Imperial liason to allow for proper oversight. With Imperial recognition, the Dawn would be allowed to freely recruit, train, and arm its members. As Ma'or was not a deity of Justice, Zuriel felt no need for the Dawn to have legal authority or jurisdiction akin to the Flame. Rather, any criminals apprehended by the Dawn would be turned over to the existing legal authorities. Their focus would be more on defending those who cannot defend themselves, rather than apprehending criminals.

"If the Imperial Army is the Empress' spear and the Flame her sword, then let us be her shield."

To forestall arguments from Harlindon, Zuriel will suggest that the discussion for the ultimate location of both the Church and the Dawn be tabled for the time being, with temporary headquarters for both being set up in Tris. The Dawn's first Imperial mandate would, of course, be to help repel Saul's forces.

3) Zuriel will also advocate that members of the nobility imprisoned for dissent during the turbulence of the past few months be released with full pardons. "After all, in our own ways we were all doing what we thought was right." [Private to DM: Zuriel will bring this up at a politically opportune time, to demonstrate that the Heartseekers were open to compromise in contrast to Harlindon's rigidity, as well as to demonstrate the Forgiveness aspect of Ma'or.]

"Remember, ladies and lords, war is upon us, and the longer we debate here, the longer it takes before we can bring our forces to confront Saul."

Decision 8.2: 2)

Zuriel will respect tradition during his stay at court, and not stray from the alloted diplomatic quarters. He does make many social calls within the diplomatic compound, however, notably visiting the Masons and Lord Vesper.

[Private to DM: On the subject of Choso, Zuriel publicly attempts to avoid discussing him, at least at first. In private, however, Zuriel organizes several meetings between Choso and the representatives of the court closest to the Empress and the Imperial Army. Essentially, Zuriel will revisit the old conversation with Choso about Lo'driel. If the Empire manages to repel Saul, and somehow put Drynn in a position such that Choso can resume power in a way that he does not appear to be a catspaw of the Empire, then Choso would presumably cede Lo'driel back to the Empire. If that happens (I understand that this is putting the cart way, way before the horse), then Zuriel floats the idea that Lo'driel could be the ultimate home of Ma'or and the Dawn.]
This message was last edited by the player at 23:32, Sat 08 Nov 2014.
Lyriel Vesper
player, 925 posts
To Heal is Divine
House Vesper
Sat 8 Nov 2014
at 18:46
  • msg #257

Re: The Game: Chapter 12

Lyriel takes a less visible, but no less active role in the court politics than Zuriel. Most of her time is spent visiting between the various factions whose interests are being represented in the courts. Lyriel serves as one of the primary go-bewteens for the Heartseekers, House Harlindon, House Mason and her Father, and to a lesser extent, the Imperial interests. She is always dressed superbly, and very quickly gets a feel for the current court fashion, tailoring her own glamours accordingly to fit in seamlessly.

Her message is always the same: resolve this, compromise, put your differences aside; we have the enemy at our gates.

So when Zuriel makes his motions to compromise, Lyriel encourages all of the parties to consider it, if for no other reason than it will allow them all to get to the front faster.

That's not to say that Lyriel isn't enjoying Tris. If at all possible without violating the laws of the court, Lyriel will try to organize at girls' night out on the town with Alanna and Rachel, to sample the best of Tris' dining, merchants, and sightseeing.

On the subject of Alanna, Lyriel will tactfully refrain from telling her sister what to do. She will, however, make her feelings on Finwe known. Just be careful, Alanna. Finwe can be cruel, and a bully when he does not get his way. I just want to make sure that whoever you're devoting your time to is treating you properly. You deserve somebody who truly cares for you.

Lyriel narrows her eyes, and a faint nimbus of greenish fire manifests at her fingertips. If he *EVER* mistreats you, I will of course be forced to burn him to a crisp, she says in a dangerously icy tone. She then blinks and smiles sweetly, fire vanishing in an instant. And that would be just unpleasant, wouldn't it? She laughs airily at her half joke, leaving her sister unsure exactly how serious she was.

Oh fire cookies...I might have need of you yet...
This message was last edited by the player at 18:49, Sat 08 Nov 2014.
DM
GM, 2425 posts
Omniscient Narrator
Destroyer of Worlds
Sun 9 Nov 2014
at 18:05
  • msg #258

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 257):

Choose Your Own War: Aeryis Edition

Tris, Month 9

It takes all month, but the Court finally comes to a decision regarding this new religion it finds itself forced to deal with. (Thanks, Zuriel).

quote:
1) The Church of Ma'or is hereby registered as a Neutral Good church dedicated to Love, Redemption, and Light. Imperial citizens are welcome to freely associate themselves with her Church

2) As a recognized Church, a High Priest must be designated (for tax and census purposes). Any and all temples must be declared and registered, as per standard regulations surrounding church bodies in the Empire.

3) The temporary church Zuriel had established in Hae'driel is formally commissioned a 90-day operating permit, but discussion about whether it will become a permanent structure is tabled until a later date.

4) The Order of the Breaking Dawn is hereby established in tandem with, and subordinate to, the Church of Ma'or. This organization will be permitted to carry arms throughout the Empire, recruit and train members from within its congregation, and work with the local Wardens as Peacekeepers of the Realm. They are afforded no judiciary rights whatsoever, beyond a citizens' arrest until such time as the Wardens or the Flame can be summoned.

5) The Cathedral of Ma'or is formally registered to Tris, at a location TBD. The Architects Union is eager to show you what it can do, aesthetically, for Ma'or.

6) All dissidents imprisoned in relation to the Knight-Captain's coupe are to be swiftly tried in civil court, fined commensurate to the property damage assessed to their actions, and released upon payment-in-full.

7) Hae'driel is free to pass legislation pertaining to the Heartseekers and their allied Houses, so long as in doing so no Imperial laws are broken.


It is not a Court matter, but the Grand Marshall makes it clear that all Heartseekers are stripped of their titles, duties, and station with the Flame, and may no longer called themselves affiliates of the organization. As such, all Heartseekers have lost their judiciary abilities, effective immediately

With all that shored up, the Court turns its attention to the Tyrant and Lo'driel, dismissing Flamebringers and Heartseekers alike to do as they see fit within the context of the new laws. The Grand Marshall, for his part, makes it clear that he wants to break something, and the battlefront is conveniently nearby.

Lyriel, for her part, does her best to educate Lord Vesper on Lo'driel and asks him to help in any way he can.

quote:
Decision Points for Zuriel
~~ Choose One ~~
1) Stick around to help with the Court's next case
2) Head to the front, but leave your father behind to help with the Court's next case
3) Head to the front with all your strength


quote:
Decision Points for Lyriel
~~ Choose One ~~
1) Stick around to help with the Court's next case
2) Head to the front with the Heartseekers
3) Head to the front with the Flamebringers


Battle at the Shipyard, Month 9

Maeve's tactical strikes at the Serpentmen seem to take them by surprise, and to Maeve's joy, they are no slouches in combat. Cassie's druidic magic lances through the camp, transforming hard-packed sand into a treacherous quagmire that squelches as it sucks the Drynnian forces down into its gaping maw.

Maeve notes with some satisfaction that the Serpentmen do not seem capable (or is it willing?) to cast spells, choosing to fight instead with mundane (though often enchanted) weapons. These are not sufficient, and her elite squadron rips through them like a heated sword through a butter golem.

With the Imperial Army reinforced from the returning legions that were once at Lo'driel and Hae'driel, the entrenched beachhead finds itself caught between a rock and a hard place. Still, to their credit, the Drynnian forces are supported by suppressing fire from its allied naval forces -- which are now more or less unopposed by Imperial ships -- and from the floating fortresses, which cleave huge swathes in the Imperial ranks with every barrage.

Boreas soon puts a stop to the most egregious offenders, carefully sabotaging the remaining flying fortresses such that they break free of their anchoring ships, smashing them to pieces before soaring off in an uncontrolled tailspin. They do not crash, per se, but neither are they relevant to the battle any longer.

Much to Maeve and Boreas's delight, Baldwin, Rachel, Oliver, Karl, and Keef arrive to help reinforce the assault. The lions and searing columns of flame -- combined with the morale-boosting sway the legendary Baldwin and his magical music has over the rank-and-file -- completes the job that Maeve's courageous ambush on the shore-side flank began, and by about three weeks into the month, the Drynnian beachhead is all but overrun.

The final push is blunted, however, but the arrival of Awe. The flagship has some kind of odd construction or magical enchantment that keeps it from dredging itself in the shallows, and it plods into the mouth of the river slowly and surely, virtually impervious to small arms.

The ship is so large that, up close, it seems like a mobile naval fortress. Once it has nestled itself at the mouth of the river, like a dam bristling with weapons, the sails are withdrawn beneath a dome of canvas and steel that is erected on top of it.

Huge metal structures ring the fortress, each of which is shaped like a dragon's head. These begin spewing gouts of flame and flows of lava indiscriminately upon the battlefield, transforming sand to glass in certain places and hardening the water around it with a thin film of stone, which the ship then smashes through as it plods along.

Though Boreas, Maeve, Keef, and Baldwin are able to prevent the bulk of their forces from being mowed down by this assault, there seems to be little they can do to stop Awe's slow-and-steady progress down the river... and, ultimately, toward Tris.

quote:
Decision Points for Keef
~~ Choose One ~~
1) Focus on mopping up remaining ground forces
2) Focus on the naval forces
3) Focus on stopping Awe


 
quote:
Decision Points for Boreas
~~ Choose One ~~
1) Focus on mopping up remaining ground forces
2) Focus on the naval forces
3) Focus on stopping Awe


quote:
Decision Points for Maeve
~~ Choose One ~~
1) Focus on mopping up remaining ground forces
2) Focus on the naval forces
3) Focus on stopping Awe


[Crossroads]
This message was last edited by the GM at 18:12, Sun 09 Nov 2014.
Maeve Hassan
player, 1477 posts
Not keen on scarecrows
Death to Shoes Lady
Sun 9 Nov 2014
at 18:31
  • msg #259

Re: The Game: Chapter 12

For the first time in what feels like forever, Maeve is pleased.  Things are finally going her way.  The Serpentmen are putting up a seemingly token resistance, Cassie's powers are asserting themselves more strongly every day to the their mutual delight, Boreas continues to wreck some war machines, and her soldiers are fighting like a well oiled-machine.  Even Fluffums is a help, his fearsome presence driving the weaker-willed soldiers away in fear. Maeve's spirits improve even further when a group of familiar faces arrive at the front.

"Keef!" Maeve cries delightedly, flapping down to where the boy and Baldwin & Associates have joined them one day.  Strictly speaking, entrance via griffon is not necessary, but the expressions on her friends' faces are totally worth it.  She resolves to do the same thing when/if Lyriel and Zuriel make it to the front.  Sekhmet twitches her tufted tail and sniffs at the young mage with interest, making soft purring/chirruping sounds if the boy deigns to pet her.  Chubbs is, as to be expected, less than impressed.

"You've grown," Maeve says to Keef with approval after having greeted everyone and remarked on how much better Baldwin looks.  In more ways than one.  In addition to having sprung up half a foot, Keef also seems more confident in his magical abilities.  Clearly his time with the Marquis has been beneficial.  Privately, Maeve thinks that the dignified mage is a much more suitable target for Keef's hero worship than Sir Giles ever was.  (The fact that Keef has spent the last several months studying with her is made readily apparent by his constantly mentioning how "the Marquis said this" or "the Marquis did that.")

The war effort, which has been going rather more in her favor, continues to improve with the arrival of her companions.  Maeve attributes this in part to Baldwin's stirring new composition "Kill, Kill, Kill, Kill the Serpentmen."  The return of Awe throws a wrench into her plans, but Maeve can't help but be impressed with the sheer grandeur of the warship.

"We need to stop this thing, but first I need to find out more about it," Maeve says.  "Keef, would you be able to identify some of the spells warding the vessel? Consider it spellcraft practice for your entrance examination. And Boreas, do you still have that hat?  If so, send to Zuriel or Lyriel. Tell them something big is coming and to stop gallivanting around Tris. We'll need their help."

The time for messing around with the foot soldiers is over. It's time for a decisive strike at Awe.

[OOC: The plan is to go for the ship, but I'm not entirely sure *how* yet before I know more about the spells protecting it and also if we're getting assistance from the highborn.]
This message was last edited by the player at 18:58, Sun 09 Nov 2014.
Boreas Highwind
player, 1344 posts
Eye for an Eye
Sun 9 Nov 2014
at 19:26
  • msg #260

Re: The Game: Chapter 12

After the final fortress soars up above the cloud line, Boreas flies back to shore and lands lightly near Maeve, rippling back into view as he dismisses his invisibility.

He listens to the impromptu council of war, responding when appropriate.  The hat is gone, I'm afraid, but one of our spellcasting officers should be able to get the message off to Tris.</b>

Boreas tracks down a caster of appropriate skill and requests that he send a message to Lyriel and Zuriel that Awe is on its way.  Time to get the band back together to keep this thing from reaching Tris, and if they can put aside whatever quarrels they have with the other elves, we'll need all the help we can get.

[OOC]Going with Maeve's plan to stop the ship, but we need to get as much high-level support together as we can.  Fairly confident that even Harlindon would put aside petty religious squabbles in the literal face of a true, common enemy bearing down on Tris.[/OOC]
Zuriel Silendril
player, 2029 posts
Lightbringer
House Silendril
Sun 9 Nov 2014
at 20:24
  • msg #261

Re: The Game: Chapter 12

Zuriel responds to Boreas through a series of Sendings, offering an alternative strategy. "Gathering our forces to join the front. Try to figure out what the Awe can do, but be careful about engaging it. We might be better served by isolating the Awe, cutting down the remaining ground forces, and ensuring naval superiority. We have plenty of space to fall back; plenty of defensive depth. We can conserve our forces and wait to fight on our terms. Then, when we know what we're dealing with, we take it down with one decisive strike with all of our strength. I will ask the Book of Answers what I can to ascertain weaknesses. I have enough priestesses to conduct a Sending relay. We should be able to stay in touch and feed you intel from the book."

Zuriel will dedicate subsequent Book of Answer queries to tracking Drynnian troop movements and learning about the Awe. Any insights he gains are immediately relayed to the front.

When the Heartseekers receive official recognition from the Imperial Court, the faction explodes into a flurry of activity as they organize and muster themselves. The clergy of Ma'or cast Sendings to the people who had shown interest in conversion, and recruitment begins in earnest. Newly empowered converts are quickly issued equipment and integrated into the ranks of the more veteran ex-Flamebringers. With the help of a council and meditation, Zuriel creates a chain of command for the Order of Breaking Dawn. Knight-Captain Edrahil is appointed the head of the Order, and given the rank of Protector General. Amusingly, this gives him social status equivalent to Grand Marshall Harlindon, the irony of which is not lost on either Siléndril.

Rather than taking a direct place in the military hierarchy, Zuriel creates an office of special assignment of sorts, which he calls the Shield of Ma'or. "That's what it used to be called," he explains. "The Shield balanced responsibilities to both the Church and the Priesthood, and was supposed to have the flexibility to create task forces to respond to specific situations more fluidly than the Order as a whole."

All in all, he was rather relieved, as the weight of the mantle of responsibility he bore was already heavy enough without having to directly lead an entire army. Besides, his father was much more skilled in large-scale strategy. Each to our own strengths.

The matter of the High Priest or Priestess was left unresolved for the time being, rather than rushing into a hurried decision. The administration of the Church itself would continue to be directed by the council of leaders that had been elected, paying all applicable taxes to satisfy the Imperial officials.

Then, after no more delay than absolutely necessary to organize, recruit, equip, and muster, Zuriel sets off for the front, accompanied by Defender-General Edrahil and the whole might of the Dawn. He had to trust that the groundwork that he laid for Choso would hold, and he understood that what the Empire announced publicly might not reflect the true state of relations between the Empress and the Tyrant. Indeed, Choso might be ultimately harmed by too close of an association with the Empire, if he ever wished to reclaim his homeland.

After what seemed like entirely too long of political quagmire, Zuriel at last sat astride Shahara, next to his father at the head of the column of the Dawn. Girded for war, the Order of Breaking Dawn departs the crenellated walls of Tris not far behind the Flamebringers.
This message was last edited by the player at 20:27, Sun 09 Nov 2014.
Keef
player, 1129 posts
Hero in training
Sun 9 Nov 2014
at 22:22
  • msg #262

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 261):

Keef will go along with whatever Baldwin or the Marquis suggest.  Tie goes to whatever Maeve is doing.
Lyriel Vesper
player, 926 posts
To Heal is Divine
House Vesper
Mon 10 Nov 2014
at 02:44
  • msg #263

Re: The Game: Chapter 12

The conversation with Alanna went about as well as Lyriel expected, with her younger sister being quite confident that she had everything under control. As before, Lyriel recognizes the futility of attempting to tell Alanna what to do, and resolves to take a step back and let her sister learn for herself.

The very day that the courts officially recognizes the Church of Ma'or, Lyriel steals away to visit the Clothier's Guild headquarters with a large folio of parchments tucked under her arm. She alters her glamor to a traveling cloak with a voluminous hood to conceal her features such that she can run her errand surreptitiously. Or at least, as surreptitiously as one bounding with barely-contained glee can be.

Within only a few days, all the followers of Ma'or could be seen sporting a dramatically upgraded wardrobe.

The Knights of the Breaking Dawn were each issued a crisp white cotton surcoat, trimmed in gold with varying colors and designs to denote rank. Each coat is fashioned with appropriate slits at the sides for the comfort of riding and general ease of movement. The surcoat is open at the front and fastens with golden buttons in the shape of suns, and hits each wearer precisely at mid thigh. The symbol of Order of the Breaking Dawn is emblazoned over the left breast: a bright red heart with rays of light emanating forth from behind it in a sunrise. Each member is also issued a crimson cloak which falls to the heel, and features a white shield on the back bearing the emblem of their order.

Not to be left out, the priestesses (and priests) are likewise given vastly improved attire. The women wear an underdress of crimson with wide bell-shaped sleeves. The fabric is dusted with tiny symbols of Ma'or: the standard pink heart with golden rays emanating forth. The rays of light are embroidered with a shimmering thread that give the symbols an almost glowing effect, especially in the light. Over the underdress is worn a cyclas surcoat; a white sleeveless garment with wide open arm holes that show the beautifully designed underdress. The surcoat is brought in some at the waist by lacing at the sides with golden cords. Once again the trim on the garment denotes the rank of the individual. The symbol of Ma'or is show prominently on the front of the surcoat. The dress, while conservative in length, is nonetheless sufficiently short as to show off the priestess' choice of footwear.

Priests wear a variation of this garment. The underdress has straighter sleeves, and the surcoat is of a more like that of the paladins, with a more masculine cut, opening at the front with buttons of gold featuring the enameled design of Ma'or.

In addition, each priestess wears a delicate golden circlet featuring a heart shaped pink jewel resting on the forehead surrounded by delicate rays of light in filigree.  Priests wear a read velvet cap with gold trim around the base that has interlocking symbols of Ma'or decorating the trim.

The ultimate effect, Lyriel thinks, is quite fashionable indeed. The priestesses in particular look rather fetching, and it's clear that Lyriel spent some time on the design. She surveys her work the day they debut with wistful satisfaction as she looks at her own hopelessly formless robes.

At least one of the goddesses will have a properly dressed Church...

She then leaves her traditional robes of Tassada hanging, electing to adopt a much more flattering variation for her own glamour. [Private to DM: If anybody finds out / gives me shit for helping design Ma'or's wardrobe, I would gladly do a similar overhaul for the Flame. High time, if you ask me.]

Lyriel more or less appoints herself as the Flame's liaison to the Dawn, and as such, will accompany Zuriel to the front after bidding her father and sister farewell. Somebody has to keep your sense of heroism from getting yourself killed, you know, she tells Zuriel primly. If you thought you could get rid of my by changing Goddesses, you're sadly mistaken, Lyriel says with a playful smile as she straightens his surcoat. There. Now no matter how you acquit yourself on the field of combat, you'll at least look the part of the knight in shining armour.
This message was last edited by the player at 02:49, Mon 10 Nov 2014.
DM
GM, 2428 posts
Omniscient Narrator
Destroyer of Worlds
Mon 10 Nov 2014
at 15:44
  • msg #264

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 263):

The Defense of Tris, Month 10

The better part of October is spent coordinating the various forces being dispatched along the riverfront and toward the shipyard in order to prevent Awe from accomplishing whatever its aims might be.

Though the Empire's ground forces enjoyed a string of victories, the Imperial Navy has been well and truly routed by the combined might of Drynn and Kordica. The shipyard, though unburned, now stands over a barren wasteland -- a graveyard filled with sunken mastheads poking up above the water like headstones. Those ships still able to weigh anchor fell back toward Tris proper before the entrance to the river was filled with Awe.

The Drynnian ships -- too large to navigate the Gullet River -- seem content to hold the shoreline, blockading and securing the mouth of the river as best they can while the more nimble Kordican longships slip into the river, trailing behind Awe at a safe distance.

Boreas, Keef, Baldwin, Cassie, and Maeve lead the Sylvan Remanent on a sort of fighting retreat, harrying the longships and Awe from as safe a distance as possible in an attempt to slow their progress and learn more about their enemy.

Word comes from Telsid'Fas that the Order of Hort is marching south to lend its aid, though that section of the river is too treacherous to navigate and thus the dwarves will be forced to march for Tris. With luck, they will arrive by the end of the month.

Zuriel and Lyriel's column of Heartseekers stake out the northern side of the riverbank, marching alongside the Flamebringers -- even the Grand Marshall is willing to set aside his grudge in the face of a true invasion force. Truth be told, the Flame is a little too excited about the coming opportunity to smite heathens.

There are so many divine casters that communication via Sending is simple, though not particularly fast. Fortunately, the P.A.R.T.Y. still has access to its own cloud ink method of communication.

Sustained recon on Awe reveals the following nuggets of information:

quote:
• The ship's fire-spewing dragon cannons do not seem capable of sustained use, with every minute of fiery death followed by an equal amount of time spent inert.

• The scale-like dome of the ship is impervious to arrows, bolts, rocks, spears, and similar weapons.

• Magical blasts directed at the dome seem to be absorbed. Every so often, the dome lights up and fires an orb of energy that seems to have significant range.

• There is a gaping hole on the starboard side (about 5x5) where the floating fortress's blast struck it, well above the water line. A solider plugging the hole with a tower shield seems to be stationed there at all times.

• The ship's steel, canvass, timber, etc. is thoroughly enchanted -- Shatter, Warp Wood, and similar spells don't seem to affect it (this may be due to the dome's absorption effect, however).


All told, it's starting to look like you'll either have to board the damn thing or let it get within range of Tris's defensive artillery... unless you have a better plan, of course.

Map: https://docs.google.com/drawin...DtEoqgr4FxHeKkKI9nWA

[Crossroads]
This message was last edited by the GM at 15:48, Mon 10 Nov 2014.
Maeve Hassan
player, 1480 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 10 Nov 2014
at 15:57
  • msg #265

Re: The Game: Chapter 12

Annoyed with the drawbacks posed by solely magical communication--namely keeping messages succinct and receiving them sporadically--Maeve decides to pay a personal visit to the highborn.  She and Boreas hop on Sekhmet and fly off to where Zuriel and Lyriel are stationed with their various forces.  Maeve assumes that Keef will want to remain "guarding" Baldwin and see to his studies, but if he wants to join, he may certainly teleport with them.

[Sorry Keef, I have been duly informed that griffons can only bear two people.]

It doesn't take long to locate Zuriel and Edrahil's forces, what with their ostentatious (yet really quite stylish) new garb.  Maeve tries to refrain from smirking too broadly as Sekhmet lands gracefully in a flurry of bronze feathers and fur.

"Fancy seeing you here."

Sekhmet immediately eyes Shahara with a bit more than curiosity.  Her golden eyes narrow and her tail lashes from side to side as she tries to stalk toward the mare.  Maeve, seeing where this is going, gives the griffon a light smack on the beak.

"No, Sekhmet, no!  I've discussed this with you, we do *not* eat the horses."

Sekhmet sits back, but continues to eye Shahara hungrily.  Maeve stares at Zuriel, taking in his new attire for the first time.

"Nice duds."
This message was last edited by the player at 15:58, Mon 10 Nov 2014.
Keef
player, 1130 posts
Hero in training
Mon 10 Nov 2014
at 16:00
  • msg #266

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 265):

If Baldwin really insists on being on the front line, GriphonKeef will take him.
Zuriel Silendril
player, 2030 posts
Lightbringer
House Silendril
Mon 10 Nov 2014
at 16:52
  • msg #267

Re: The Game: Chapter 12

Zuriel looks up in surprise as a griffon lands in front of him. After a start of alarm, he notices its riders and his face breaks into a wide grin. "Maeve! Boreas! You two are a sight for sore eyes indeed. Talk about arriving in style..." Zuriel nods appreciatively at the griffon.

Shahara, for her part, tosses her mane and eyes Sekhmet frostily.  She paws the ground with her front hoof, almost daring the griffon to start some shit.

This lionbird creature seems to think it could make a meal of me, she says with dry amusement before tossing her mane again in a clear indication of 'as if.'

Zuriel pats Shahara's neck soothingly. Just ignore it if it won't be nice, Shahara.

He looks back up to the warrior and the warlock.  The massive frame of the Awe looms in the background, a constant reminder of the gravity of their situation. "I have an idea, but we're going to need everybody working together. Even then, it won't be easy. We need to call a war council."

[OOC want to call a meeting with representatives of each of the armies present.]
This message had punctuation tweaked by the player at 16:52, Mon 10 Nov 2014.
Lyriel Vesper
player, 928 posts
To Heal is Divine
House Vesper
Mon 10 Nov 2014
at 17:06
  • msg #268

Re: The Game: Chapter 12

Lyriel nods, and organizes the Sending chain that will call the Protector General, the Grand Marshall, Cassie, Baldwin, and representatives of the Sylvan and Imperial armies together.

Having completed the summons, she stares out across the water downstream. Her eyes narrow and her pulse quickens as she surveys the invasion force intent on bringing destruction to her home.

You come to our shores, unprovoked, to bring death and destruction? I don't think so.

You will all burn.

This message was last edited by the player at 17:08, Mon 10 Nov 2014.
DM
GM, 2429 posts
Omniscient Narrator
Destroyer of Worlds
Mon 10 Nov 2014
at 17:11
  • msg #269

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 268):

The war council is convened with haste, including the Grand Marshall, the newly designated Protector General Edrahil Silendril (formerly the Knight-Captain), the P.A.R.T.Y., Gwendowhachamacallit of the Sylvan Remnant, and General Alexis Malone, Supreme Commander of Imperial Allied Forces.

Supreme Commander Malone deserves a bit of backstory, as everyone present would be aware of it. The amazonian-like woman is pushing 50, but remains strong as a bull even now. She has a reputation for preferring overwhelming force to subtly, but is also known to be quite cordial when considering the tactics of junior officers. She is also the first female to hold her position in the Empire.

(Still waiting on Boreas to truly progress, but I wanted to response to Zuriel's indicated action in case that affects his plans.)
This message was last edited by the GM at 17:12, Mon 10 Nov 2014.
Zuriel Silendril
player, 2031 posts
Lightbringer
House Silendril
Mon 10 Nov 2014
at 18:06
  • msg #270

Re: The Game: Chapter 12

Prior to the meeting, Zuriel spends a good while speaking with Boreas and Lyriel regarding magic on a large scale. After hearing Zuriel's outline, Boreas suggests a rather brilliant addition, and for the first time after seeing the dread fortress, Zuriel feels they might just have a chance.

The war council is called in short order, and not much longer after that all the representatives are sitting at a long campaign table with an oversized map of the Trisian river basin.

"Lords and Ladies," Zuriel begins, "I won't waste your time waxing poetic on the gravity of the situation here. We all know what is at stake. The question is: what are we going to do about it?"

He indicates the current position of the Awe on the river.  "Before long, Saul's fortress will be within artillery range of Tris. And while that would allow us to bring Tris' own weapons to bear, I think we can all agree that the devestation caused to the city would be immense. We have to stop it here, and now."

Gesturing to the markers indicating the various Imperial and Imperial-aligned forces, he continues. "Over the past two weeks, we've been testing this thing's defenses. A full scale assault on the Awe would likely not only be useless, we would  be throwing away the lives of  our men putting them in range of the dragonsbreath cannons. Thanks to the ingenuous efforts of Boreas, however, there is a better option."

"There is a small opening in the hull, not much larger than a swamp rat, where Boreas turned the flying barrage ship's guns on the fortress. Using that as an ingress point, a small team of elite fighters could infiltrate the Awe from within, dismantle the war engines, and ultimately confront Saul. The obvious question of course, is how to get such a team onboard."

He waves a hand at the entire assembly. "That's where all of you come in. The first part of the plan would be to utilize the power of our druids and clerics to temporarily damn the river. With enough casters working in unison, we could temporarily dry out the riverbed, forcing the Awe and Saul's fleet to a halt. Then, we release the pent-up water at once in a massive wave to founder their ships. I don't expect we'll be so lucky as to take out the Awe, but the Kordican longships ought to founder outright."

Zuriel fixes the Supreme Commander and the Grand Marshall in particular with a piercing gaze. "That's where this gets fun for the ground troops. Advancing on the heels of the deluge will be the greater part of our forces. Not to engage the Awe but to push past it and finish off whatever troops and ships Drynn has remaining to it. Maximum destruction, maximum mayhem. We need the Saul's attention on the grand melee."

"Meanwhile, a small team comprised of representatives from each army will infiltrate the Awe itself, using any combination of water walking or flying magic. Once inside, we will systematically dismantle the fortress, and bring this conflict to an end. Then we can rejoin the greater army and march back to the sea, kicking Drynn from our lands for good."

Zuriel's mouth tightens into a grim line. "Any questions?"

quote:
TL;DR:

1) Make big-ass wave to sink as many ships as possible
2) Ground forces engage remaining Drynnian forces that aren't the Awe.
3) Elite strike team of big damn heroes infiltrates the Awe
4) ???
5) Profit

This message was last edited by the player at 18:16, Mon 10 Nov 2014.
Boreas Highwind
player, 1345 posts
Eye for an Eye
Mon 10 Nov 2014
at 18:07
  • msg #271

Re: The Game: Chapter 12

Boreas dismounts behind Maeve, approaching the council with his trademark smirk.  It turns to a genuine smile at the sight of his old friends after so long apart.  He poses no objection to the ideas proposed so far.
Maeve Hassan
player, 1481 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 10 Nov 2014
at 18:38
  • msg #272

Re: The Game: Chapter 12

Maeve, more than a little starstruck, does everything in her power to secure a spot near Commander Malone at the council, up to and including shoving other people out of the way.  When Zuriel is (finally) done speaking, Maeve stands up.

"I think it goes without saying that Gwen" [seriously Boreas, *what* is her name?] "and I will volunteer to lead a cadre of Sylvan on the mission that Zuriel proposes.  We don't have much in the way of magic, but we have been training extensively with the griffons that Lady Krall was kind enough to donate to our effort."
This message was last edited by the player at 19:09, Mon 10 Nov 2014.
DM
GM, 2430 posts
Omniscient Narrator
Destroyer of Worlds
Mon 10 Nov 2014
at 19:15
  • msg #273

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 272):

"I would like to volunteer for the away team, as well," Baldwin says, glancing at the P.A.R.T.Y. encouragingly. "I'm really feeling much better."

"But what of my men?" Grand Marshall Harlindon says. "The ground forces would benefit more from your leadership than the elite team, and make the feint more convincing to boot."

Baldwin ignores the man.

"I shall lead the Heartseekers in the melee," the Protector General says, with Lt. Faye nodding eagerly beside him. "Espionage and infiltration are not my strong suit."

"I'll go," Cassie says, winking suggestively at Zuriel when no one is watching (except Lyriel, of course). "It seems like the right thing to do."

"We should come, too," the rumbling voice of the Everstaff says as it works its way through your mind, though it seems that only the P.A.R.T.Y. can hear it. "I have a score to settle with Kazul..."

You'll need to decide who stays and who goes on the mission. Taking too many people is a bad idea, but so is taking too few. Choose well!
This message was last edited by the GM at 19:17, Mon 10 Nov 2014.
Zuriel Silendril
player, 2032 posts
Lightbringer
House Silendril
Mon 10 Nov 2014
at 20:01
  • msg #274

Re: The Game: Chapter 12

Zuriel looks around the table, weighing their options. The council seems to have broken into smaller discussions, so he takes the opportunity to stand up and move around. He walks over to Cassie. After a quick but warm greeting, Zuriel pulls her aside. "Actually Cassie, as much as I'd love to have you fighting by our side, I was hoping that you'd be willing to lead the task force of druids and clerics. They won't be used to working together, and manipulating the water on that scale with that precision will require somebody who can make everybody get along. You seem to be rather good at that." He smiles at her. "Then of course you'll be needed with all the fire and lightning you can summon. I imagine you'd be able to do a lot more good outside in your element, rather than on an enclosed metal fortress."

"It is entirely up to you, of course. We'll be happy to have you in whatever capacity you think is best."

Leaving Cassie to consider her options, Zuriel walks over to Baldwin. "We need to get a hold of Choso," he says quietly. "He may not be able to come directly, but Sir Culley would be a great boon. Lyriel or one of our priestesses can conduct the Sending, if you'd like."

Lastly, Zuriel moves over to Harlindon. "Excuse me Grand Marshall, but I wanted to offer you a place in the boarding team, if you want it. I know we've certainly had our differences, but your strength is undeniable, and we are facing true, unadulterated evil here."
DM
GM, 2431 posts
Omniscient Narrator
Destroyer of Worlds
Mon 10 Nov 2014
at 20:43
  • msg #275

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 274):

After much debate and discussion, the Supreme Commander formally commissions and assigns the following individuals to the away team:

• Sir Zuriel Silendril
• Lady Lyriel Vesper
• Lord Boreas Krall
• Major Maeve Hassan
• Keef, Cabin Boy Extraordinaire
• Knight-Errant Finwë Harlindon
• Baldwin
• Titus Chubbicus, 4th of His Name, Lord High Stweard of RottenStump, Holder of the Sacred Stool, Retributioner of the Everpool, and Master of the Fifth Ring

Unfortunately, neither Sir Ravn Culley nor Tyrant Morachiga Choso are able to extricate themselves from matters at court to join the expedition.

The Grand Marshall and the Protector General both vow to dole out appropriate amounts of smiting on the battlefield, as does Gwen.

Cassie sulks a bit at being left behind, as do Karl, Oliver, and Rachel, but they do perk up at the prospect of being useful in the battle to come.

"We must all make our preparations," the Supreme Commander says as the company is dismissed. "Tomorrow is a busy day."
This message was last edited by the GM at 20:44, Mon 10 Nov 2014.
Zuriel Silendril
player, 2033 posts
Lightbringer
House Silendril
Mon 10 Nov 2014
at 21:26
  • msg #276

Re: The Game: Chapter 12

Zuriel spends his time before the battle catching up with old friends, especially Keef, Boreas, and Maeve. He also makes a point to visit Cassie, Baldwin, Rachel, Oliver, and Karl. There's a lot of news to catch up on, after all.

Towards evening he wanders through the Heartseekers' camp, offering support and encouragement where he can. He speaks for a while with his father and Lt. Faye, and then retires to his camp tent for a nice, quiet dinner with Lyriel.
Maeve Hassan
player, 1482 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 10 Nov 2014
at 22:42
  • msg #277

Re: The Game: Chapter 12

With nothing else to do, Maeve tries to catch Commander Malone at a moment when she's not busy.  She approaches the legendary woman almost timidly.

"If it's not being too forward, ma'am, I. . .I just wanted to say that I'm a big fan.  That is to say that I admire your career greatly!  You've done such amazing things!  Damn. . ." Maeve trails off, flushing, realizing that she'd probably rambling.
DM
GM, 2433 posts
Omniscient Narrator
Destroyer of Worlds
Mon 10 Nov 2014
at 23:07
  • msg #278

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 277):

"Don't apologize for making a courageous approach, Major," Commander Malone says, though there is kindness in her eyes. "And please, stand at ease. From what I've heard, you and your squadron of griffon riders have done some amazing things yourselves."

She smiles at Maeve, though the thought behind it remains a mystery. Her wizened features seem to read Maeve's stance, posture, and eyes like a book.

"Let me share a secret with you, Major. One that took me far too long to learn: There is no shame in having an admirable pedigree. There is no shadow to escape. General Hassan may be a great man, but my reports from the front show that Major Hassan is many things, as well. You've been noticed."

"Compassionate. Strong. Smart. Loyal," she recites as though from a memorized list. " Good qualities for any soldier, but all too rare in those who aspire to lead them. You're a force worthy of recognition on your merits alone."

She places a hand on Maeve's shoulder and squeezes gently.

"Good luck tomorrow, Major. Trust in your arms, and they will never let you down. I look forward to hearing all about it over dinner when this whole nasty business is said and done."

With that, the Supreme Commander favors her with a final smile, nods, and makes her way out of the tent.
This message was last edited by the GM at 00:16, Tue 11 Nov 2014.
Lyriel Vesper
player, 929 posts
To Heal is Divine
House Vesper
Mon 10 Nov 2014
at 23:08
  • msg #279

Re: The Game: Chapter 12

Lyriel raises her eyebrows as the roster is announced. Lord Krall? she murmurs to Boreas. When were you going to tell us that little tidbit?

She doesn't seem offended, more bemused. There were more important things to be concerned about.

At Lyriel's insistence, her early dinner with Zuriel stretches late into the evening, and then the night. Somehow, she didn't quite seem to make it back to her own tent. If anybody noticed the priestess' impropriety, she certainly didn't care.

With the dread of impending battle the next day, she took advantage of every moment of happiness she could.
Maeve Hassan
player, 1483 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 10 Nov 2014
at 23:12
  • msg #280

Re: The Game: Chapter 12

Maeve vows never to wash that shoulder again.  It and Boreas should get along swimmingly.
Boreas Highwind
player, 1346 posts
Eye for an Eye
Tue 11 Nov 2014
at 05:52
  • msg #281

Re: The Game: Chapter 12

Boreas looks a bit sheepish.  I wasn't intentionally not telling you.  It just never really came up.  I'm sure you've figured out that I'm not much like the rest of my family by now, anyway.  He smiles, still a little off-balance by the unexpected revelation.  Besides, 'Highwind' sounds much more impressive, don't you think?
Lyriel Vesper
player, 930 posts
To Heal is Divine
House Vesper
Tue 11 Nov 2014
at 07:05
  • msg #282

Re: The Game: Chapter 12

**Earlier**

Lyriel gives Boreas a wry look. Do you really think we would have judged you by your family instead of your actions? I mean, just look at *my* mother...anyhow, it's good to have you back... her face breaks into a wicked smile, Lord Krall.

Before meeting Zuriel for dinner, Lyriel will also catch up with the PARTY. She is particularly surprised by how much Keef has grown in the past 8 months.

Look at you! she exclaims, giving Keef an enthusiastic hug. You must have grown almost half a foot! You're filling out those robes, too. Lyriel grins at the young mage. I'll bet all the girls in Lo'driel were all over you. Did you manage to get any studying done at all? She turns to Chubbs. You'll have to keep an even closer eye on him, I think, Sir Titus Chubbicus.

After taking her leave of Keef, there is one other visit Lyriel needed to make.

The priestess finds Cassie leaning up against the side of the war council tent, tossing pieces of jerky into the air for Fluffums to catch. Lyriel watches her from a distance for a moment before approaching and announcing herself.

Hello Cassie, she begins, unsure. I'm glad you're here. That is to say, here and safe...

Lyriel looks off to the distance, words not coming out quite the way she wanted. Last time we spoke, I was...unfair, and unkind to you. I just...wanted to apologize. I didn't really mean it, and shouldn't have said it. And with all this... she waves a hand towards the glow on the horizon that indicated the Awe, it rather puts things in perspective. I've heard remarkable things about how much you've aided us, and well, I'm proud to count you an ally. And, if you'd like, a friend.
Cassie
NPC, 13 posts
Part Sugar, Part Spice
Half Naughty, Half Nice
Tue 11 Nov 2014
at 12:16
  • msg #283

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 282):

"How could I stay away?" Cassie says with an easy smile, Fluffums curled up nearby in a big purry ball of fluff. "The last time Drynn invaded, the entire southern edge of the continent lost its basic ecosystem. We can't afford to have the same thing happen here, or to the river."

Her eyes hold a playful character to them.

"Besides, I kinda like you guys. What're friends for?"
Lyriel Vesper
player, 931 posts
To Heal is Divine
House Vesper
Tue 11 Nov 2014
at 13:55
  • msg #284

Re: The Game: Chapter 12

Lyriel flings her arms around Cassie, drawing the surprised druid into a fierce hug. Be careful tomorrow, alright Cassie? When this is all over, you, Rachel and I are going to have night out on the town that Tris won't soon forget.

She bends down to pet the adorably purring Fluffums. Take care of her, Fluffums.

Then, before things can get too much more emotional, she departs, drying her eyes and finding Rachel to convey similar sentiments, minus the overdue apology.
DM
GM, 2435 posts
Omniscient Narrator
Destroyer of Worlds
Tue 11 Nov 2014
at 15:25
  • msg #285

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 284):

Evening passes and morning comes, dawning bright and clear in a cloudless October sky.

The winds have begun to get rather nippy, and the water is downright cold -- the
perfect conditions for making anyone doused by the tidal wave of river water uncomfortable and potentially hypothermic.

Cassie is nowhere to be found, having left at the crack of dawn with the other watershapers to begin the process of creating a massive tsunami, which will be contained between the riverbanks to scour the Drynnian invaders from its surface.

The Flamebringers, Heartseekers, and Imperial Army stand ready to charge alongside the the unleashed torrent of water, their goal being to engage any land forces they come across and push them all back to the ocean and out of Aestrenia.

Tactical Maneuvers

The column of cold, churning water blasts against the Awe, nudging the enormous vessel backward only slightly while dealing significantly greater damage to the longships behind it. Curiously, the water curls harmlessly around several of larger Kordican vessels -- apparently the minotaur have clerics, druids, or both among their ranks.

Still, the damage is done. The bulk of the attacking ships are smashed outright or driven all the way back to the mouth of the river, where the Drynnian blockade vessels must struggle to avoid being wrecked themselves.

The ground forces find piecemeal resistance until they reach the beachhead, which has been reinforced by the troops that had been garrisoned in the remaining naval ships. These have been further reinforced by the remnant of the force that retreated from Lo'driel, which has looped around the continent in the intervening months to reploy here with the rest of the Drynnian army.

The Grand Marshall, the Knight Protector, and the Supreme Commander take stock of the situation, then order an all-out assault upon the beachhead, bearing down upon it with crippling force.

The results of this charge, however, remain a mystery, for our heroes have other work to attend to.

The Away Team

Boreas, Lyriel, Zuriel, Keef, Maeve, Baldwin, and Finwë make their way through the churning haze and confusion of combat to board the flagship. Boreas dissolves the offending tower shield with a word and a gesture, and the gasp of surprise from the sentry is quickly followed by a distinct SPLUNK a Maeve hauls him bodily off his feet and chucks him into the river below.

The group quickly assembles within the vessel, taking stock of their surroundings. For all the ship's outward size, the interior is still very much a ship, which means the doors and passages are more narrow than is strictly comfortable. Two abreast is possible in some places, but single-file is required for others.

Eventually you come across a loosely detailed map of the ship, which has been painted onto canvas and placed behind a waterproof shield of glass. From this you learn that the ship has eight decks -- nearly twice that of a standard ship-of-the-line. Maeve quickly points out various sections of the ship and makes guesses about what might be located where, with a little help from Baldwin here and there.

quote:
From bottom to top, Maeve's educated guesses are as follows:

Deck 1: Storage and cargo holds for things that need to be less accessible
Deck 2: Sick bay, additional cargo holds for things that need to be more accessible
Deck 3: Midshipman's bay, tiller, additional cargo holds, ship's armament
Deck 4: Crew cabin suite with dining, day, and sleeping quarters
Deck 5: Officers cabin suite with dining, day, and sleeping quarters
Deck 6: Captain's cabin suite with dining, day, and sleeping quarters
Deck 7: Main deck with quarterdeck, steering, forecastle, and dragonbreath cannons
Deck 8: Only exists when dome is erected. Lookout area.


The P.A.R.T.Y. is definitely on Deck 8 somewhere, but the dome is constructed in such a way that you can't see much below you beneath the floor of steel, timber, and canvas. There are ladders every so often leading downward, and keen ears can head the sound of footsteps working their way around the deck you're currently on, as if on patrol.
This message was last edited by the GM at 15:29, Tue 11 Nov 2014.
Boreas Highwind
player, 1347 posts
Eye for an Eye
Tue 11 Nov 2014
at 15:55
  • msg #286

Re: The Game: Chapter 12

Boreas turns to the others, whispering, Wait here.

He fades from view before heading down one of the ladders to scout around.

[Casting Walk Unseen]
Zuriel Silendril
player, 2034 posts
Lightbringer
House Silendril
Tue 11 Nov 2014
at 16:25
  • msg #287

Re: The Game: Chapter 12

Zuriel spends a while looking at  the diagram, trying to get a feel for the ship's layout. Never before had he been on a ship so massive. He wasn't even sure how the leviathan of a vessel managed to stay afloat.

After a few moments of contemplation, he drafts a tentative plan, which he shares in hushed whispers with the boarding team.

"Alright, this might get complicated, but I think I have an idea. We have an advantage with Boreas here: if we don't have to follow the ladders if he can teleport us. And he can scout out safe compartments to ferry us to and from when we change decks."

Zuriel narrows his eyes at the diagram. "So let's stir the pot a bit, shall we? I propose we descend to Deck 2, and cause some ruckus. Destroy the tiller and their steering, sabotage their armaments. Hit them hard, fast, and loud. Cutting the steering should make it harder for them to bring their arms to bear. Then, while they scramble to investigate and their troops are drawn down to the bottom decks, we port back up to the main deck, and handle the dragonsbreath cannons. Then, we confront Saul."
Maeve Hassan
player, 1486 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 11 Nov 2014
at 16:31
  • msg #288

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 287):

"Let's also see if there's anything we want to take for our own use.  The sick bay might have helpful potions."
Zuriel Silendril
player, 2035 posts
Lightbringer
House Silendril
Tue 11 Nov 2014
at 16:55
  • msg #289

Re: The Game: Chapter 12

Zuriel nods. "If we have the opportunity, sure. But our priority has to be shutting down those guns. Otherwise a lot of our troops are going to die. They can skirt around the Awe for a while, but eventually it will catch up."

He nods to Lyriel and Finwe. "Between the three of us, we have an awful lot of healing already."
This message was last edited by the player at 16:56, Tue 11 Nov 2014.
Baldwin
NPC, 84 posts
Master of Lore
Living Legend
Tue 11 Nov 2014
at 17:30
  • msg #290

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 289):

"Among, you mean," Baldwin says, raising his eyebrows as the others look at him. "What? You use 'among' when dealing with more than two things, and 'between' when dealing with only two."

He clears his throat self-consciously.

"Right. Well, Boreas's plan to scout ahead is sound, but how do we want to deal with the approaching sentries?"
This message had punctuation tweaked by the player at 17:30, Tue 11 Nov 2014.
Maeve Hassan
player, 1487 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 11 Nov 2014
at 17:54
  • msg #291

Re: The Game: Chapter 12

"Easy.  Put them out of commission."  Maeve grips her guisarme firmly and raises an eyebrow at Zuriel as if just asking him to try and show compassion to the sentries.
Zuriel Silendril
player, 2036 posts
Lightbringer
House Silendril
Tue 11 Nov 2014
at 18:41
  • msg #292

Re: The Game: Chapter 12

Zuriel shoots Baldwin a withering look. "Amongst those of us who are focusing on the task at hand, rather than making pointlessly pedantic grammatical corrections, I would say that the consensus is that we deal with them in the quickest, quietest way possible."

The paladin gazes down the hatchways sadly. "There are too many lives at stake here. We have to be decisive."
This message was last edited by the player at 18:47, Tue 11 Nov 2014.
DM
GM, 2436 posts
Omniscient Narrator
Destroyer of Worlds
Tue 11 Nov 2014
at 19:12
  • msg #293

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 292):

"Why was it even a question?" Finwë sneers, gripping his two-handed warhammer eagerly. "There's no sense in waiting, either. Might as well clear the deck from its filth while Lord Krall scouts ahead. This place reeks of evil."

He walks toward the source of the footsteps without another word, apparently assuming the others will follow.
This message was last edited by the GM at 19:12, Tue 11 Nov 2014.
Lyriel Vesper
player, 933 posts
To Heal is Divine
House Vesper
Tue 11 Nov 2014
at 19:36
  • msg #294

Re: The Game: Chapter 12

Hold on a moment, if you would please, Finwe, Lyriel murmurs quietly. There will be plenty of time for smiting, but we need to do this in the proper order.

She narrows her eyes as she catches the zealous Knight-Errant's gaze. Believe me, we're going to make these heathens burn, she says in a dangerously low voice, but if we want to maximize the damage, we have to be smart about this.
This message was last edited by the player at 19:37, Tue 11 Nov 2014.
Maeve Hassan
player, 1488 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 11 Nov 2014
at 19:41
  • msg #295

Re: The Game: Chapter 12

Maeve, on the verge of springing into battle after Finwe, shifts uncomfortably as Lyriel talks with great zeal about burning heathens.

And this is why I don't get involved in religious matters.
DM
GM, 2437 posts
Omniscient Narrator
Destroyer of Worlds
Tue 11 Nov 2014
at 19:42
  • msg #296

Re: The Game: Chapter 12

In reply to DM (msg # 293):

Finwë stops, as requested, but looks impatient about it.

"What do you propose, m'lady?" he says, fidgeting with his warhammer.
This message was last edited by the GM at 19:42, Tue 11 Nov 2014.
Lyriel Vesper
player, 934 posts
To Heal is Divine
House Vesper
Tue 11 Nov 2014
at 19:50
  • msg #297

Re: The Game: Chapter 12

Lyriel smiles grimly and extends her hand. Resting in her open palm is a single holly berry. It appears entirely ordinary, except for very occasionally glinting emerald when the light hits it just right.

This will detonate with the force of a naval cannon, when it is called upon, she explains. Before the troops are alerted to our presence, we should place this below the waterline, ideally near the powder storage. Then, once we've deactivated whatever magic shielding this ship possesses, we can blow it sky high .

She nods at Baldwin. One of his gifts, other than grammatical mastery, is to be able to speak very, very loudly. He can trigger the detonation remotely, from a safe distance.

Lyriel raises an eyebrow at Finwe. Is that worth delaying the smiting a bit, Sir Harlindon?

[Private to DM: Spell substitutions

2nd - Bear's > Bull's, Spiritual Weapon > Owl's Wisdom
3rd - Searing Light > Water Walk
4th - Air Walk > Dismissal; 1x Sending > Dimensional Anchor
6th - Wind Walk > Mass Bear's Endurance
]
This message was last edited by the player at 15:11, Thu 13 Nov 2014.
DM
GM, 2437 posts
Omniscient Narrator
Destroyer of Worlds
Tue 11 Nov 2014
at 19:53
  • msg #298

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 297):

"Perhaps," he responds sullenly. "But it does nothing to prevent the sentries from discovering us here while we wait for your scout to return."
This message was last edited by the GM at 19:53, Tue 11 Nov 2014.
Zuriel Silendril
player, 2037 posts
Lightbringer
House Silendril
Tue 11 Nov 2014
at 20:11
  • msg #299

Re: The Game: Chapter 12

Zuriel nods. "That is a good point. If there's no side room nearby to hide in, then we should just ambush the sentries and deal with them here and now. We can't  stray too far from the area, or Boreas won't be able to find us when he returns."

Where is he? We don't have much time...
DM
GM, 2439 posts
Omniscient Narrator
Destroyer of Worlds
Tue 11 Nov 2014
at 20:15
  • msg #300

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 299):

There doesn't appear to be a single room big enough to hold everyone nearby, but there are a series of nooks, crannies, and utility closets within about 20 feet of each other that are within easy walking distance.

Baldwin looks over the P.A.R.T.Y. sadly.

"I do believe only Master Keef and myself are dressed for subtle movement. Walk with care."

OOC: Stealth checks for Lyriel, Zuriel, Maeve, and Keef, please. Post about how you're moving accordingly. I'll handle the roll for Boreas's scouting mission.
This message was last edited by the GM at 20:16, Tue 11 Nov 2014.
Zuriel Silendril
player, 2038 posts
Lightbringer
House Silendril
Tue 11 Nov 2014
at 20:33
  • msg #301

Re: The Game: Chapter 12

Zuriel and Finwe look at each other skeptically. For once, they seem to be in agreement. "That's not going to happen," Zuriel replies simply. "We ought to just take them out when they round the bend."

[Private to DM: Spell List for this excursion - 1st- Devastating Smite, Protective Interposition; 2nd - Conduit of Life, Divine Insight; 3rd; Greater Angelskin, Righteous Might]
This message was last edited by the player at 15:34, Wed 12 Nov 2014.
DM
GM, 2440 posts
Omniscient Narrator
Destroyer of Worlds
Wed 12 Nov 2014
at 12:48
  • msg #302

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 301):

Then sentry was a simple man from a small thistle farm in the swampy eastlands of Drynn. He wasn't particularly invested in this war against the Empire, but when the call for conscription went out, there was nothing for it but to enlist. Besides, the pay was decent, the company was impressive, and the promise of wealth and glory was everywhere.

The man acquitted himself well during boot camp, and to his delight, was eventually assigned to the flagship Awe. It was the happiest day he'd had since being forced to leave his friends and family behind in the name of war. He'd allowed himself a sliver of optimism with his new assignment. Maybe -- just maybe -- he could make enough of a name for himself to elevate his family from poverty.

Those hopes and dreams died with him on the cold steel floor of Deck 8, to which he was forcibly hurled with an expert flick from Maeve's guisarme. A sickening CRACK followed as Finwë's hammed forced a column of air, sound, and kinetic energy through the man's head. A ghastly silence filled the air where the regular march of footsteps once reverberated, punctuated by the ebbing tide of blood as it seeped through his useless armor and pooled pathetically on the ground.

Boreas returned a few minutes later, describing what appeared to be a complicated latticework of hallways, hatches, and small rooms dedicated to specific functions. Guards were everywhere, but they didn't seem particularly alert -- clearly no one was expecting the flagship to actually be invaded.

A calculated series of teleportation hops could probably evade most of the patrols, but there's always the risk of discovery during the process. After all, Boreas would need to make six jumps to move everyone a single floor, and during that process the P.A.R.T.Y. would look quite conspicuous. The only areas large enough for seven armored folks to occupy at the same time were common rooms, mess halls, and other places frequented by the crew, and the risk of discovery in such places was fairly high.
This message was last edited by the GM at 12:49, Wed 12 Nov 2014.
Zuriel Silendril
player, 2039 posts
Lightbringer
House Silendril
Wed 12 Nov 2014
at 16:41
  • msg #303

Re: The Game: Chapter 12

Zuriel looks away from the expanding pool of blood. "Boreas can port 50 feet in one go. We should be able to clear the distance to the second deck in one, maybe two stops. Even with those limitations, it's still going to be faster, safer, and quieter than using the ladders."

[OOC: Proposed teleport order: Maeve, Lyriel, Keef, Baldwin, Finwe, Zuriel]

"As soon as we get to the second level, we want to plant Lyriel's bombs, and then make as much noise as possible. Destroy the tiller, sabotage the weapons, and then secure a room to port back up to the top. Then we finish this."

The paladin turns to Keef. "Once the bombs are planted, it would be an *excellent* time for lions."

Zuriel takes a deep breath and draws his sword, heart pounding in his chest. "Alright everybody. Are we ready? Let us begin."

May Ma'or shield us all...
DM
GM, 2442 posts
Omniscient Narrator
Destroyer of Worlds
Wed 12 Nov 2014
at 19:05
  • msg #304

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 303):

Boreas executes a series of short hops designed to take the P.A.R.T.Y. down to Deck 2, which is below the waterline of the vessel. The deck seems like an enormous warehouse, with a much wider space available between the various rooms than what was found in the upper decks.

Or there would be a wider space available, if not for the boxes, barrels, crates, and sacks are neatly stacked everywhere, forming a labyrinth of sorts in the bowels of the ship. It is well lit, however, by a series of glowstones nestled into the walls at regular intervals.

The P.A.R.T.Y. congregates in an aft corner of the ship, standing near the reinforced hull.

"If you wanted to plant a bomb, this is as good a place as any," Baldwin advises. "Though I'm not sure I'm clear on what happens next. If we create a racket, won't the crew be alerted to our presence? How will that help us confront Saul?"
Zuriel Silendril
player, 2040 posts
Lightbringer
House Silendril
Wed 12 Nov 2014
at 19:11
  • msg #305

Re: The Game: Chapter 12

"This part is a diversion, of sorts. We can cripple the ship here, and by causing a commotion cause guards to be sent down to this level. Then, once a sufficient number have been drawn off, we teleport back up topside, and begin dismantling the dragonsbreath cannons and breaking the ladders leading back up.Then, we can confront Saul on our terms, with his ship disabled, the majority of his troops trapped belowdecks, and an emergency failsafe of blowing a hole in the side of the ship, if worst comes to worst."
This message was last edited by the player at 19:13, Wed 12 Nov 2014.
Baldwin
NPC, 86 posts
Master of Lore
Living Legend
Wed 12 Nov 2014
at 19:27
  • msg #306

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 305):

"The diversion won't last long if it's just a couple lions. What if I stayed down here and kept the distraction going while you take the fight to Saul himself? I daresay I'm more useful against large groups of targets -- like crewmen and officers -- than I am against a single, powerful foe anyway."

There's something in Baldwin's eyes as he makes the suggestion that looks unnervingly like fear.
Zuriel Silendril
player, 2041 posts
Lightbringer
House Silendril
Wed 12 Nov 2014
at 19:34
  • msg #307

Re: The Game: Chapter 12

Zuriel frowns slightly before shaking his head. "I don't like it. If we need to leave in a hurry for some reason, you'd be stuck down here. I think it's better that we stick together. Besides, of all of us, you're the only one who has confronted Saul before. We need your help, if this second meeting is to have a different ending."

The paladin gestures to the cargo scattered about. "A few lions and a few fires ought to be more than a sufficient distraction. We have plenty of capacity to unleash both. We won't need to keep them occupied for long, anyway. Just long enough to raise the alarm and draw them down here. Then we can cut the ladders and get to the real work."
Baldwin
NPC, 87 posts
Master of Lore
Living Legend
Wed 12 Nov 2014
at 19:44
  • msg #308

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 307):

"You aren't going to draw the entire crew down here with a few lions and a few fires. At best you'd get a small portion... fire control, maybe a squad or two. These are disciplined Drynnian elites, and they aren't going to abandon the main deck -- on which their primary weapons are located -- en mass to deal with a little smoke and fire and roaring."

Baldwin steeples his fingers.

"I have faced Saul before. The ease of our infiltration thus far is causing you to become brash and overconfident. We don't need to damage the ladders or disable the cannons if we're going to sink the ship anyway, right?"
Zuriel Silendril
player, 2042 posts
Lightbringer
House Silendril
Wed 12 Nov 2014
at 19:58
  • msg #309

Re: The Game: Chapter 12

"Backups and contingencies. We don't know how quickly the ship will sink. If we just blow a hole and  leave, they might be able to fix it."

Zuriel runs a hand through his hair. "If you don't think that's a good enough distraction, fine. We blow the hole as we leave this floor. Then they have lions, fires, and a hole in the ship to deal with. Worst case scenario Baldwin, you're dealing with the troops you would have dealt with down here, topside instead. Best case, we clear the topdeck, cripple the ships offensive capability, and set it on the path to sinking unless Saul comes out and deals with us."
Boreas Highwind
player, 1349 posts
Eye for an Eye
Wed 12 Nov 2014
at 22:16
  • msg #310

Re: The Game: Chapter 12

If we're going to face Saul, we need every one of us there.  We have means of escape if we need them.  So we either need to band together and face him, or disable the ship, then retreat and gather more allies before taking him down.
Baldwin
NPC, 88 posts
Master of Lore
Living Legend
Wed 12 Nov 2014
at 22:21
  • msg #311

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 310):

"Together, then."

The bard's voice is steel. He closes his eyes for a moment, and when he opens them, the kindly fire behind them is gone, replaced with determination.

"Once again, into the breach. Let's go."
DM
GM, 2446 posts
Omniscient Narrator
Destroyer of Worlds
Wed 12 Nov 2014
at 22:23
  • msg #312

Re: The Game: Chapter 12

In reply to Baldwin (msg # 311):

"Why so serious?" Finwë says, hefting his warhammer and leaning it over his shoulder with a casual ease. "The high priest of Kazul dies today, and you'll get a grand story out it. Let's quit jabbering and get the job done."
Zuriel Silendril
player, 2044 posts
Lightbringer
House Silendril
Wed 12 Nov 2014
at 22:26
  • msg #313

Re: The Game: Chapter 12

Zuriel nods, drawing Dawn. The bare metal of the blade shimmers in the dim light, and you can make out faint patterns of waves and whorls in the steel. Those with a keen eye would note a striking similarity in the material to Zuriel's pendant. With a thought, the blade blazes to life, pulsing with a steady white-hot glow.

"Indeed. It's time to end this."
This message was last edited by the player at 22:27, Wed 12 Nov 2014.
DM
GM, 2447 posts
Omniscient Narrator
Destroyer of Worlds
Wed 12 Nov 2014
at 22:45
  • msg #314

Re: The Game: Chapter 12

In reply to DM (msg # 312):

The plan unfolds much as it had been outlined. Lyriel's charged acorns blast a tremendous hole through the lower deck of the ship, creating a tremendous inferno that sweeps across the ship like... well... like a firestorm. The tiller is quickly disabled as well, and anything else important-looking smashed or set ablaze before the P.A.R.T.Y. takes its leave to a less apocalyptic deck of the ship.

Icy river water pours into the gaping hole left behind, pressurized by the crushing tidal wave churning outside. Drynnian soldiers rush onto the scene to control the blaze and patch the hole, only to be confronted with a healthy collection of lions, bears, horses, and even a rhino from Keef's magical bag.

These animals are equal parts hungry and terrified, and trample crates, boxes, and soldiers alike as they attempt to escape the horrible flames and the icy grip of the rising water.

Further information about the ship's status is unavailable, as the P.A.R.T.Y. has transported itself back to the upper decks in order to disable the various ladders, a process that goes rather smoothly, given the general commotion occurring elsewhere.

After much hustle and bustle, the P.A.R.T.Y. materializes on the main deck of the ship. Sailors march back and forth in orderly columns, and gunners stationed at the guns are keeping them trained on your allies on the riverbanks.

You are, of course, spotted the moment your boots hit the deck, but Baldwin's commanding presence (and a few choice words) sow chaos within the rank-and-file. The infighting assures an easy initial victory, clearing the deck of all. Interestingly, the dragonsbreath cannons continue to spew gouts of flame even without their gunners.

For now, at least.

As the alarm is sounded above and below, a rumbling shakes the deck, and a set of double doors near the stairwell leading deeper into the ship is flung open with careless ease.

There, standing in the doorway amid a backdrop of smoke and fire, looms Lord Saul Balaur, the Harbinger, Lord Herald of the Dragon, and High Priest of Kazul.

He does not look happy, and as his angry orange eyes take in the scene around him, all except Boreas and Baldwin get their first glimpse of him.

Saul is a minotaur, of course, with fur as dark as a moonless night. His horns are capped with golden spikes, and look like nothing so much as sharp laurels accentuating his stark facial features. A golden ring is looped through his nose, as well, but the only other ornamentation he wears is a resplendent coiled serpent that dangles from the thick golden chain around his neck.

He is wearing an embroidered dragonscale vest that seems designed for fashion, not protection.  It has no sleeves to speak of, and he has left the front unsecured so as to expose his muscled torso from neck to waistline. He wears a pair of traditional minotaur-style pants embellished by a dragonscale belt and polished greaves, and his shaggy hoofed feet are protected by horseshoes made from what appears to be dark iron.

Those with magical aptitude are aware of a staggering number of magical auras woven around his person -- at least two of which seem laced with permanency -- as well as in his garments and in the iron-shod staff he holds easily in his hands.
Saul Balaur
NPC, 1 post
The Harbinger of Kazul
Both Church and State
Wed 12 Nov 2014
at 22:51
  • msg #315

Re: The Game: Chapter 12

In reply to DM (msg # 314):

"Brave," the minotaur booms after a moment's consideration, taking a lumbering step forward to allow a half-dozen Serpentmen to file out from behind him. They fan out before him in an orderly, almost leisurely way, none within 10 feet of the other. Their expressions are unreadable beneath their cowls, but even so they look irritatingly competent. "Arrogant, even. But such displays of Power must be treated with respect."

He regards the P.A.R.T.Y. carefully, his gaze lingering on Boreas for a moment or two before coming to rest on Baldwin.

"I wonder, are you Imperial agents, or merely Choso's pawns? If you've come to defect or offer terms of surrender, know that your pleas do not fall on deaf ears."

He taps his staff against the ground and looks at the group expectantly.

"My time is precious. What do you want?"
This message was last edited by the player at 23:16, Wed 12 Nov 2014.
Zuriel Silendril
player, 2045 posts
Lightbringer
House Silendril
Wed 12 Nov 2014
at 23:04
  • msg #316

Re: The Game: Chapter 12

With a deft heave, Zuriel draws his sword out from the stomach of a fallen Drynnian soldier. He turns to face Saul, advancing slowly. Dawn blazes brightly beside him.

"You come unprovoked, bringing war to our shores. With your machinations you hoped to divide us, waste our strength against ourselves, but you failed. We stand united. You attempted to take Telsid-Fas, but were repelled. Our strength was superior. You attempted to mire us down in the swamps of Lo'driel, but were outmaneuvered. And now you advance on the heart of our Empire, and speak of *our* arrogance, and ask *our* surrender? No, Saul. We are not your subjects to be beaten and cowed, terrified of your power. And this Empire?"

Zuriel levels his sword at the High Priest of Kazul. What little skin of Zuriel's is exposed blazes golden-white. [Casting: Greater Angelskin]

"It. Is. Defended."

"The only surrender we will speak of today is yours. Immediately, and unconditionally."

[Active Buffs: Conduit of Life, Righteous Might, Greater Angelskin]
This message was last edited by the player at 23:07, Wed 12 Nov 2014.
DM
GM, 2449 posts
Omniscient Narrator
Destroyer of Worlds
Wed 12 Nov 2014
at 23:13
  • msg #317

Re: The Game: Chapter 12

In reply to Zuriel Silendril (msg # 316):

Finwe nods in approval at Zuriel's display of righteous fervor, and readies his warhammer with a cocksure grin.

"It took years of wandering and a blasphemous defection, Zuriel, but I dare say you've learned to talk like a Flamebringer at last."
Maeve Hassan
player, 1491 posts
Not keen on scarecrows
Death to Shoes Lady
Wed 12 Nov 2014
at 23:18
  • msg #318

Re: The Game: Chapter 12

Maeve rolls her eyes are Zuriel drones on about justice and such, sizing up her opponent and feeling Lyriel's magic flow over her.  But, Saul did ask, so she figures it's only polite to announce why she's there.

 "Я приехал сюда, чтобы надрать задницу и пить кофе . И я только что из кофе ."


[Private to DM; Saul Balaur: I came here to kick ass and to drink coffee.  And I'm fresh out of coffee.]
This message was last edited by the player at 23:20, Wed 12 Nov 2014.
Lyriel Vesper
player, 935 posts
To Heal is Divine
House Vesper
Wed 12 Nov 2014
at 23:47
  • msg #319

Re: The Game: Chapter 12

Lyriel gestures to Zuriel. I'd take his terms, if I were you Saul. Tassada is a good deal less forgiving, and Kazul is not the only god who can play with fire.

On cue, gouts of emerald flame flicker into existence, wreathing the priestess in their glow.

[Buff list:

All - Heroes' feast: 9 temporary HP, and all the benefits listed here http://dndtools.eu/spells/play.../heroes-feast--2400/
Mass Bear's Endurance: +4 CON; 24 max HP to all (@ lvl 12), +2 to Fort
Blessing of Starbucks: +2 WIS (+1 Will save)

Maeve - Bull's Strength, Protection from Evil

Zuriel - Eagle's Splendor, Bull's Strength

Self - Barkskin, Shield of Faith, Entropic Shield, Magic Circle Against Evil (+5 total AC, +2 to all saves vs. evil creatures)

Additionally, anybody within 10 feet of Lyriel gets +2 AC vs. evil creatures, and +2 to saves against them]
Boreas Highwind
player, 1350 posts
Eye for an Eye
Wed 12 Nov 2014
at 23:53
  • msg #320

Re: The Game: Chapter 12

We meet again.  The last time we spoke, you told me about power.  You have come here to attack my home, and I stand with my friends to defend it.  Let me show you what I've learned.

As he finishes speaking, he fades from view.

[Casting Walk Unseen]

Maeve's voice booms as she makes her exhortation in Minotaur, growing louder as she doubles in size.

[Use Magic Device 29: Enlarge Person (Take 10)]

[For Everyone: Fly]
Keef
player, 1132 posts
Hero in training
Thu 13 Nov 2014
at 00:39
  • msg #321

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 320):

Keef, already shrouded in reddish golden plates of magic, stands just to one side of Baldwin sword and Longshank ready.

it's hard to tell whether he enjoyed more summoning lions from his bag, or being able to shout "cabin boy" as his battle cry.
This message was last edited by the player at 00:40, Thu 13 Nov 2014.
Baldwin
NPC, 89 posts
Master of Lore
Living Legend
Thu 13 Nov 2014
at 14:56
  • msg #322

Re: The Game: Chapter 12

In reply to Keef (msg # 321):

"You're a blowhard, a fool, and a petty despot ruling over a weak-willed populace with lies and promises of unobtainable glory," Baldwin says, his voice harsh and loud to carry about the cacophony below them. "It's all a show. The Dominion, Drynn, Kazul... everything you've done is for your sole benefit, and it always has been."

He draws the Two-Edged Blade of Truth in a smooth motion and points the tip in Saul's direction.

"You've written your final chapter. The book of Saul closes today, and let me tell you, it does not end on a high note for its protagonist."
This message was last edited by the player at 14:57, Thu 13 Nov 2014.
Saul Balaur
NPC, 2 posts
The Harbinger of Kazul
Both Church and State
Thu 13 Nov 2014
at 15:23
  • msg #323

Re: The Game: Chapter 12

In reply to Baldwin (msg # 322):

"Disappointing, but not surprising," the minotaur snorts after the various speeches have concluded. "I trust you've secured a more formidable group of aspiring heroes this time around, Baldwin? The last batch wasn't even interesting to combat. But don't worry... I'll be sure to let you limp off afterward to tell the tale of your continued failure."

He taps his staff against the deck once more, takes a deep breath, and raises it to a fighting stance. The iron-shod staff appears to be dotted with golden etchings that run the length of the shaft. As he holds it horizontally above his head, they shimmer slightly to bathe him in orange light. A leathery tearing sound can be heard, and two draconic wings emerge from his back.

The Serpentmen, too, look different from those Maeve has battled before. Though a cowled cloak covers much of their body, it is open in front to reveal half-plate armor. The hilt of a sword lies against their hips, and each grips a two-handed ranseur firmly in their armored gauntlets -- gauntlets equipped with chains to further secure their weapons.

"For god and glory," Saul rumbles, his eyes nothing but orange points of light.

"In service to ourselves," the Serpentmen respond as one, assuming combat-ready stances themselves.

~~ Disposition ~~

There's a good 30 feet of vertical space between the main deck and the deck above it. The dragonbreath cannons are pointing away from the deck, and it's not clear whether or not they can be turned. The doors behind Saul are open, and lead further down into the ship. With the ladders destroyed there is no way up except by climbing the mast or flying.

Note: If you're going to approach within 10 feet of Saul, you need to make a Will save (DC 22).

Note: The Serpentmen Elites all have reach of 10 feet. You will suffer Attacks of Opportunity when/if you approach them.

See map for specifics: https://docs.google.com/spread...usp=drive_web#gid=12

~~ INITIATIVE ~~
Keef
Elite 1
Saul
Elite 2
Elite 6
Finwë
Baldwin
Elite 3
Maeve
Elite 5
Elite 4
Zuriel
Boreas (Invis, Flying)
Lyriel

OOC: You bombed your initiative rolls so hard it hurts. Lyriel rolled a natural 1, and Boreas rolled a natural 2. Hopefully your future rolls are better. As usual, Keef's improved initiative + decent Dex gives him the win on this roll.
This message was last edited by the player at 15:53, Thu 13 Nov 2014.
Keef
player, 1138 posts
Hero in training
Thu 13 Nov 2014
at 17:29
  • msg #324

Re: The Game: Chapter 12

In reply to Saul Balaur (msg # 323):

Keef takes a single step to cover Baldwin's left flank.  Lightening crackles in his eyes and all up and down his body.

From each hand he points a single finger and reddish energies leap forth, combine and form a mighty bolt of electricity.  With a rumble and a crack, this bolt strikes the closest enemy (Elite 5), then immediately arcs to each other enemy, sizzling and crackling.  A thin shimmer of energy appears around Saul, but it doesn't protect him from catching some of the electrical energy.

Only one serpent elite is quick enough to duck, and even then it's not fast enough to avoid all harm.

[OOC:  39 damage to Elite 5, 19 damage each to # 2, # 3, #4,  #6 and Saul.  #1 made his reflex save so only 9 damage].

The following thunderclap echoes over the bridge.

Maeve, Keef yells in a voice you barely recognize, eyes still glowing with energy.  You're the biggest now, can you turn the guns inward?
DM
GM, 2458 posts
Omniscient Narrator
Destroyer of Worlds
Thu 13 Nov 2014
at 22:06
  • msg #325

Re: The Game: Chapter 12

In reply to Keef (msg # 324):

Keef's lightning blasts through the ranks of Serpentmen, a stray blast even lancing through Saul's formidable defenses. The cleric raises an arm reflexively, and narrows his eyes.

"You will regret that, calfling," he says simply, flexing his draconic wings to hurl himself forward about 15 feet -- 10 up, 5 over. Once in position, he points an enormous finger downward at the P.A.R.T.Y. and utters a word so profane it defies description.

[Casting: Blasphemy]

The maleficent word echoes within the fragile confines of Boreas, Lyriel, Keef, Maeve, Zuriel, and Finwë's mind, leaving them Dazed and Weakened.

quote:
Dazed: You can take no actions for 1 round, though you defend yourself normally.

Weakened: Your Strength score is decreased by 2d6 (9) points for 2d4 (5) rounds.


Content to leave the debuffed P.A.R.T.Y. to his Serpentmen, Saul turns his attention toward Baldwin -- who seems completely unaffected by the spell.

"They were strong enough to avoid the worst of it," he snorts. "You're learning."

Elites 2, and 6 use the opportunity afforded by the spell to surround the gigantic Maeve, who is still an enormous and obvious threat. Standing at 10 feet out, they jab at the dazed warrior with confidence in an attempt to knock her weapon out of her hands.

[Improved Disarm (Elite 2) vs Maeve: 27 vs 31]
[Improved Disarm (Elite 6) vs Maeve: 45 vs 42]

Note: I have Maeve rolling at +28, and I'm pretty sure that's accurate. +21 normally; +24 with buffs; +4 two-handed; +4 for size; -4 from Weakness. If I missed a bonus let me know.

The dazed Maeve manages to deflect the first attempt, but the second attempt knocks the weapon from her hands and sends it clattering to the deck at her feet.

Elite 1 can't reach Maeve from where he's standing, so he instead decides to close to within 10 feet of the more conveniently located Lyriel.

[Attack (Lyriel): 28]

The attack strikes true, drawing blood. A spark flashes from the blade as it strikes her, causing her to flinch.

[Damage(Lyriel): 25]

Finwë clutches his warhammer woozily, but is unable to act.

Baldwin is under no such compulsion, and immediately tumbles his wave through the crowd of reach weapons to find a useful position not far from Zuriel. He then clears his throat, gives a dainty cough, and shouts at the Serpentmen.

[Casting: Greater Shout]

[Fortitude vs DC 21 (Elite 1, Elite 4, Elite 5): 28, 17, 19]

Elite 1 takes minor damage, but the other two targets find themselves badly rattled by intense sonic energies, stunning them. All three find themselves deafened.

[Damage (Elite 1, Elite 4, Elite 5): 20, 40, 40]

Elite 3 moves forward a few feet and takes a stab at Maeve.

[Attack: 29]

The attack penetrates her armor with ease, drawing blood. A flash light accompanies this blow, as well, causing the warrior to flinch with extra pain.

[Damage: 25]

Maeve is dazed and cannot act. Similarly, Elites 4 and 5 are stunned and cannot act. Zuriel, Boreas, and Lyriel are, you guessed it, dazed and cannot act.

~~ Round 2 ~~
Keef (Dazed 1, Weakened 5)
Elite 1 (Deaf 5, Damage: 29)
Saul (Flying, Damage: 19)
Elite 2 (Damage: 19)
Elite 6 (Damage: 19)
Finwë (Weakened 4)
Baldwin
Elite 3 (Damage: 19)
Maeve (Weakened 4, Damage: 25)
Elite 4 (Deaf 10, Damage: 59)
Elite 5 (Deaf 10, Damage: 79)
Zuriel (Weakened 4)
Boreas (Invis, Flying, Weakened 4)
Lyriel (Weakened 4, Damage: 25)

At the start of the next round, Keef is Dazed and cannot act.

The deafened Elite 1 narrows his eyes and does his best to murderkill Lyriel.

[Attack: 20]

Sadly, he whiffs.

Elite 2 takes a 5-foot step away from Baldwin and stabs at Maeve.

[Attack: 28]

This one hits home, as does Elite 6's similar attack on the poor warrior.

[Attack: 31]

The combined damage is hideous, and leaves Maeve bleeding visibly from several alarming gashes.

[Damage(Maeve): 59]

Saul whirls to face Baldwin from the sky, and utters further words of power.

[Casting: Divine Power]

[Private to GM:
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.
]

Orange energy swirls around the cleric, and he becomes noticeably stronger.

Finwë shakes himself from his daze, grips his warhammer, and finally commences with the smiting on Elite 1

[Smite Evil: 27]

The heavy, two-handed weapon slams the Serpentman in the shoulder, igniting with emerald light in the process.

[Damage (Elite 1): 22]

Baldwin turns, takes a five-foot step toward Elite 2, and taps him on the shoulder.

"Dance," he says simply.

[Casting: Irresistible Dance]

Elite 2 stiffens, then starts bobbing and weaving with the best of them, dancing to the beat of a drum heard only by him.

quote:
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.


Elite 3 takes another stab at the injured Maeve, but misses.

[Attack: 22]
This message was last edited by the GM at 03:46, Fri 14 Nov 2014.
Maeve Hassan
player, 1497 posts
Not keen on scarecrows
Death to Shoes Lady
Fri 14 Nov 2014
at 03:02
  • msg #326

Re: The Game: Chapter 12

Maeve five foots (upper left spot right is right under Keef), picks up her guisarme, tries to attack Elite 1 and totally whiffs.

Your turn!
DM
GM, 2460 posts
Omniscient Narrator
Destroyer of Worlds
Fri 14 Nov 2014
at 04:54
  • msg #327

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 326):

Maeve draws an attack from one of the Serpentmen -- the one who isn't aggressively pantomiming Hammer Time -- but manages to move as desired.

[Attack: 33]

The parting blow strikes home, continuing the streak of rather accurate skewering.

[Damage (Maeve): 25]

Maeve is now badly hurt -- worse than you've ever seen her. If not for the various enchantments coursing through her body, she might already have gone down.

Elite 5 takes a five-foot step and makes two lunges at Keef. Apparently magery is frowned upon more than paladinship on the confines of a vessel.

[Attack: 23]
[Attack: 31]


The attacks deal savage blows against the child, leaving what would have been a mortal wound if not for all the powerful magics protecting him.

[Combined Damage (Keef): 45]

The Everstaff flickers in his hand, but the familiar shield does not go up. It seems as though it is, for now, unneeded.

Elite 4 takes a five-foot step and attempts to do the same thing to Finwe, with mixed results.

[Attack: 21]
[Attack: 29]


One blow connects, ripping across his left shoulder with ease. This time, the bladed tip sparks twice -- more brilliantly than before. Apparently something about the paladin resonated with it.

[Damage (Finwe): 33]
This message was last edited by the GM at 04:56, Fri 14 Nov 2014.
Boreas Highwind
player, 1356 posts
Eye for an Eye
Fri 14 Nov 2014
at 05:15
  • msg #328

Re: The Game: Chapter 12

Zuriel starts to advance, then holds his movement after Boreas calls out, Hold!  I've got a plan.

Floating 20 feet diagonally upward (ending up 20' above I9), he returns to view as a quick, prismatic burst fires from his eye, streaking toward Elite 5.

[Quickened Eldritch Blast 25]
[Damage 23]

Then, he shouts out as his eye pulses with yellow energy.
Ddaer!

A hailstorm of razor-sharp stones tumbles from the sky, pelting everyone in the area.

[Casting Stone Storm]
(20' radius centered on Saul's square.  Hits Saul and Elites 1, 4, and 5)

[Damage 6 bludgeoning/magic, 8 slashing/magic]

(The spell persists for one round, so I believe it would force a concentration check based on the damage when casting spells.  Also, movement in the area is reduced by one-quarter, so no five-foot steps either, as with difficult terrain.)
This message was last edited by the player at 05:17, Fri 14 Nov 2014.
Zuriel Silendril
player, 2050 posts
Lightbringer
House Silendril
Fri 14 Nov 2014
at 12:17
  • msg #329

Re: The Game: Chapter 12

Seeing the extensive clobbering taken by Maeve, Zuriel reaches back to tap her gently with the flat of Dawn. The sword's light flares brilliantly, and as it does so, the entirety of the easterner's grievous injuries miraculously fade away.

[Lay on Hands: 100]

He then sidesteps to interpose himself between Keef and the Serpentman bearing down on him.

[OOC - Maeve should be at max health. She took 109 damage, but had 9 temp HP, so she should be at her normal max + 24 for bears.]
This message was last edited by the player at 12:18, Fri 14 Nov 2014.
Lyriel Vesper
player, 937 posts
To Heal is Divine
House Vesper
Fri 14 Nov 2014
at 12:25
  • msg #330

Re: The Game: Chapter 12

Lyriel glares at the Serpentmen facing her. She takes a measured step back and up, floating gracefully above the deck. Then, fixing the three non-deaf elites and Saul in her vision, she utters a word of power.

[Greater Command: Halt]

[Will saves vs. DC 24 (Saul, E2, E3, E4): pass, fail, fail, fail]

Saul, as expected shakes off the effect of the magic with ease. But the three Serpentmen seize up, incapable of movement, or indeed, any action at all.

STOP! She yells to the dancing elite in particular.

Lyriel nods to Finwe.

Hammer time.

[Greater Command lasts for 12 rounds. Each round, they may attempt a will save, which takes their entire action. DC is 24.]
This message was last edited by the player at 16:23, Fri 14 Nov 2014.
DM
GM, 2461 posts
Omniscient Narrator
Destroyer of Worlds
Fri 14 Nov 2014
at 23:03
  • msg #331

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 330):

~~Disposition~~

Map: https://docs.google.com/spread...usp=drive_web#gid=12

~~ Round 3 ~~
Keef (Weakened 4, Damage: 45)
Elite 1 (Stone Storm, Deaf 4, Damage: 65)
Saul (Stone Storm, Flying, Divine Power, Damage: 23)
Elite 2 (Dancing, Halt 12, Damage: 19)
Elite 6 (Damage: 19)
Finwë (Weakened 3, Damage: 33)
Baldwin
Elite 3 (Halt 12 (DC:24), Damage: 19)
Maeve (Weakened 3, HP: Max+24)
Elite 4 (Halt 12, Stone Storm, Deaf 9, Damage: 73)
Elite 5 (Stone Storm, Deaf 9, Damage: 116)
Zuriel (Weakened 3)
Boreas (Invis, Flying, Weakened 3)
Lyriel (Weakened 3, Damage: 25)
Keef
player, 1140 posts
Hero in training
Sat 15 Nov 2014
at 00:25
  • msg #332

Re: The Game: Chapter 12

In reply to DM (msg # 331):

Keef falls to one knee, supporting himself with both Longshank and Flametongue.

still, he raises his heads and points again, and again a massive thunderclap follows an explosion of lightening that lashes out and licks each enemy in turn.

(OOC:  Elite 4 was target because I think he's centermost but I don't have access to map.  38 damage to him but he made reflex so 18.  18 to Elite 3, 5, 6 and Saul.  Elite 1 and 2 also made reflex so 9 each to them).

Keef is panting, eldrich energies crackling and his voice hoarse.
DM
GM, 2463 posts
Omniscient Narrator
Destroyer of Worlds
Sat 15 Nov 2014
at 14:27
  • msg #333

Re: The Game: Chapter 12

In reply to Keef (msg # 332):

Keef's electric blast knocks Elite 5 to the ground, dead.

Elite 1 carefully withdraws further back, where his ranged weapon will be more useful.

Elite 2 begins to do a seductive pole dance using his ranseur, provoking an attack of opportunity from the nearby Baldwin.

[Attack: 25]

[Damage (Elite 2): 18]

Elite 6 takes a five-foot step forward and attempts to disarm Maeve.

[Disarm (Elite 6 vs Maeve): 34 vs 47]
[Disarm (Elite 6 vs Maeve): 44 vs 41]


His second try is successful, and the guisarme once again clatters to the ground.

Saul flaps forward through the churning stones until he is hovering 10 feet above Elite 5's smoking corpse. He then clears his throat, opens his mouth, and spews forth a cone of acid that engulfs Zuriel, Finwe, Keef, and Maeve.

[Reflex (Keef, Finwe, Maeve, Zuriel): 18, 17, 30, 23]

The acid splatters over the group indiscriminately, though Maeve and Zuriel are able to dodge the worst of the globs hurled their way.

[Damage (Keef, Finwe, Maeve, Zuriel): 38, 38, 9, 19]

As Keef is bathed in a torrent of acid, the Everstaff's shield snaps up to protect him from further harm. The shield flickers and surges and flickers once more as it repels the remaining acidic damage, then it fades entirely. (Keef left at 1 HP, and the shield is down).

Finwe steps forward to attack Elite 4, but misses.

[Attack (Elite 4): 20]

Baldwin sets his sword against the dancing guard's weakened defenses, striking him three times.

[Attack: 28, 30, 25]
[Damage (Elite 2): 45]


Elite 3 is locked in a mental battle of wills against Lyriel's command, but is unable to break free.
This message was last edited by the GM at 14:40, Sat 15 Nov 2014.
Maeve Hassan
player, 1500 posts
Not keen on scarecrows
Death to Shoes Lady
Sat 15 Nov 2014
at 16:14
  • msg #334

Re: The Game: Chapter 12

Maeve collects her guisarme again, provoking the inevitable attack op, and trips Elite 6, the closest enemy not under the influence of Lyriel's mind control.

[Touch Attack (FPA): 18]
[Trip attempt: 23 vs. 17]
[Attack: 29]
[Damage: 31]

"Help him!" she calls to nobody in particular, gesturing toward Keef.  Finwe looks rough too, but she figures the paladin can deal with his own injuries.


[OOC: Chris helped me out with the mods; I can only assume they are all correct.

I recall scoffing when I picked out that ring of acid resistance, wondering when I'd ever have need of it.  I guess battling an evil cleric whose god is a black dragon is a good enough occasion.]
This message was last edited by the player at 16:23, Sat 15 Nov 2014.
DM
GM, 2464 posts
Omniscient Narrator
Destroyer of Worlds
Sat 15 Nov 2014
at 16:27
  • msg #335

Re: The Game: Chapter 12

In reply to Maeve Hassan (msg # 334):

Elite 6 manages to get a stab off before he's tripped, and it's a good one.

[Critical Damage (Maeve): 56]

He then tumbles to the ground in a jumble of guisarme-induced pain.

Elite 5, being dead, declines to take an action.

Elite 4 struggles against Lyriel's spell, and surprises everyone by managing to break free.

[Will: 24]

Still, he can take no further action.
This message was last edited by the GM at 16:28, Sat 15 Nov 2014.
Zuriel Silendril
player, 2053 posts
Lightbringer
House Silendril
Sat 15 Nov 2014
at 18:05
  • msg #336

Re: The Game: Chapter 12

Zuriel points Dawn directly at Saul and closes his eyes. When he opens them, they blaze white, and his voice booms across the embattled deck.

"הֵאִיר"

[Casting: Holy Nova]

[Casting vs. SR: success]

[Reflex Saves [Saul, E1, E2, E3, E4, E6]: [fail, fail, fail, save, fail, save]] [Private to DM: E6's save was 22. If we say that Holy Nova is an effective spell level 5, he takes full damage. Otherwise, he gets half. E3 Got a Nat 20 (of course) so it's irrelevant for him.]

A brilliant flash of swirling light explodes from Zuriel, bathing the entire deck with a blinding white radiance. As the light washes over each combatant, the effects are markedly different. Those with evil in their hearts sizzle and burn under the pure radiance, while our heroes are bolstered, injuries washing away in the soothing light.

[Holy Nova: 16 damage to evil; healing to good. E3 and E6 take 8 instead]  [Private to DM: Let me know if channeling it through Dawn does anything interesting.]

Zuriel then launches himself into the air towards Saul, bearing down on the priest with inexorable determination. 10 feet from the High Priest of Kazul, he encounters some sort of barrier, but he smashes through with ease.

[Save vs. DC 22: 33]

Light streams from Dawn, throwing winged shadows behind him as Zuriel rises to confront his foe.

"Face me."

[Private to DM: 15 feet up, bearing down on Saul, but in my current space. I'll arc around behind in a spiral to avoid an AoO if necessary. I should end up in my current space, 15 feet off the deck.]
This message was last edited by the player at 18:16, Sat 15 Nov 2014.
Lyriel Vesper
player, 938 posts
To Heal is Divine
House Vesper
Sat 15 Nov 2014
at 18:12
  • msg #337

Re: The Game: Chapter 12

Lyriel throws her hood back and gestures in a wide circle. Emerald energy surrounds each of the PARTY and allies, providing additional healing to all.

[Greater Command > Mass Cure Light Wounds: 25]

[OOC I know I skipped over Boreas, but Zuriel and I are going to the NC ComicCon and we didn't want to hold anybody up this afternoon.]
This message was last edited by the player at 18:12, Sat 15 Nov 2014.
Boreas Highwind
player, 1360 posts
Eye for an Eye
Sat 15 Nov 2014
at 21:50
  • msg #338

Re: The Game: Chapter 12

Boreas glides sideways, flying almost horizontally, his gem charging with multicolored energy.  Along his way (I7), he turns his gaze to Elite 4.

Taste the Rainbow.

A burst of scintillating energy strikes Elite 4, multicolored arcs coursing over his body like lightning.

[Casting Eldritch Chain]
[Ranged Touch vs. Elite 4: 34]
[Damage: 26]

The energy continues its motion, arcing toward Saul and Elite 1.  A sphere of resistance glows like a prism around the minotuar for a moment, but the energy bypasses it.

[Ranged Touch vs. Saul: 20]
[Spell Penetration vs. SR 17: 26]
[Damage: 13]

[Ranged Touch vs. Elite 1: 34]
[Damage: 13]

Elite 4 collapses to the deck, dead.  Colorful afterimages of the energy linger for a moment before disappearing.  Boreas glances over at Elite 6 and starts to fire a blast, but the energy sparks around his eye and discharges harmlessly.

[Quickened Eldritch Blast]
[Ranged Touch: 11]
[Reflex Save: 28]

He shakes off the distraction and, in one continuous motion, flies to J6, where he reorients vertically.

[Shot on the Run]

[OOC]Last round, I cheated myself out of 1d6 damage by forgetting my item, but it's not relevant since 5 is dead anyway.  Posting so you don't think I just tacked on that extra d6 from nowhere.[/OOC]
This message was lightly edited by the player at 21:50, Sat 15 Nov 2014.
DM
GM, 2467 posts
Omniscient Narrator
Destroyer of Worlds
Sun 16 Nov 2014
at 02:43
  • msg #339

Re: The Game: Chapter 12

In reply to Boreas Highwind (msg # 338):

~~Disposition~~

Map: https://docs.google.com/spread...usp=drive_web#gid=12

~~ Round 4 ~~
Keef (Weakened 3, HP: 26)
Elite 1 (Deaf 3, Damage: 103)
Saul (Flying, Divine Power, Damage: 70)
Elite 2 (Dancing, Halt 11, Damage: 107)
Elite 6 (Prone, Damage: 76)
Finwë (Weakened 2, Damage: 46)
Baldwin
Elite 3 (Halt 11 (DC:24), Damage: 45)
Maeve (Weakened 2, Damage: 26)
Zuriel (Weakened 2, Damage: 0)
Boreas (Invis, Flying, Weakened 2, Damage: 0)
Lyriel (Weakened 2, Damage: 0)
This message was last edited by the GM at 14:40, Mon 17 Nov 2014.
Keef
player, 1142 posts
Hero in training
Mon 17 Nov 2014
at 13:08
  • msg #340

Re: The Game: Chapter 12

In reply to DM (msg # 339):

Feeling much better in the residual glow of healing magics, Keef summons forth yet another bolt of red lightening.

This one does not split, but arcs directly from Keef's hands onto Elite 1 (29 damage) blasting through his body and crisping both bone and flesh.

He collapses to the deck in a smoking pile.
DM
GM, 2470 posts
Omniscient Narrator
Destroyer of Worlds
Mon 17 Nov 2014
at 15:16
  • msg #341

Re: The Game: Chapter 12

In reply to Keef (msg # 340):

"Very well," Saul snorts at Zuriel, taking a five-foot flap upward, and grabbing his ankle with ease.

[Touch Attack: 23]
[Casting: Harm]
[Will (Zuriel): 23 (fail)]

Dark energies surge through the paladin's body as his lifeforce rapidly depletes to nearly nothing.

[Damage: Reduced to 1 HP]

The cleric isn't done yet, however, and clenches his hand around the armored foot even harder.

[Touch Attack: 27]
[Casting: Quickened Inflict Light Wounds]
[Will (Zuriel): 29 (success)]

Dark energies swirl through the paladin's boot once more, putting him at death's doorstep.

[Damage (Zuriel): 6]

Defeated, Zuriel gently floats 15 feet to the deck, where he lands softly in a surprisingly graceful heap. (-5 hp)

Elite 1 remains smoking on the deck, dead.

Elite 2's raunchy dancing provokes another AOO from Baldwin, who finishes him off with a precise cut to the jugular.

Elite 6 picks himself up, taking another 31 damage from Maeve for his trouble. He then attempts to stab her in the face.

[Attack: 30]

The blow hits, driving home additional damage.

[Damage (Maeve): 27]

Elite 3 is Halted, and fails to recover.

[Will: 19]

Finwe hurls himself upward to face Saul, breaks through the barrier inhibiting his approach, swings his hammer, and misses.

[Attack: 20]

Baldwin wipes his blade clean of Elite 2's dancing innards, then turns to face the P.A.R.T.Y.

"We can win," he says simply. "And we're about to."

[Casting: Good Hope (Maeve, Zuriel, Keef, Lyriel)]

quote:
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

This message was last edited by the GM at 15:52, Mon 17 Nov 2014.
Maeve Hassan
player, 1503 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 17 Nov 2014
at 15:53
  • msg #342

Re: The Game: Chapter 12

Maeve makes use of her flight for the first time, five-foot gliding up and to the left.

[Don't know where this corresponds to on the map]

From there she has attacks on Elite 6 and also Saul.

[FPA Elite 6: 21]
[FPA Saul: 24]
[Damage Saul: 32]

[Are my modifiers correct?  Fuck knows!]
Zuriel Silendril
player, 2057 posts
Lightbringer
House Silendril
Mon 17 Nov 2014
at 16:01
  • msg #343

Re: The Game: Chapter 12

Zuriel accomplishes nothing of note this round, beyond perhaps bleeding a bit on the ground in a valiant attempt to trip one of the serpentmen should they wander over.
This message was last edited by the player at 03:48, Tue 18 Nov 2014.
Boreas Highwind
player, 1363 posts
Fey Messiah
Bathes Regularly
Mon 17 Nov 2014
at 16:35
  • msg #344

Re: The Game: Chapter 12

Boreas darts down and to the left, drawing a small item from his bag as he moves.  At J6, 15 feet up, he calls to Saul.

Hey!  He hurls the rusty orb at the dragon priest, and it springs open, sealing over his mouth.  Listen.

[Ranged Touch: 21]
[Shot on the Run]

He continues to descend to K7, turning to face Elite 6 and firing a burst of energy.

[Quickened Eldritch Blast: 20]
[Damage 25]

The energy courses over the Elite, leaving him a smoldering, dead heap on the deck.
This message was last edited by the player at 16:36, Mon 17 Nov 2014.
Lyriel Vesper
player, 939 posts
To Heal is Divine
House Vesper
Mon 17 Nov 2014
at 16:42
  • msg #345

Re: The Game: Chapter 12

Lyriel rushes over to Zuriel, leaning over and pressing both palms to his chest.

[Casting: Heal - 130 HP restored, removes all negative stat effects]

Brilliant emerald energy rushes into Zuriel, making everybody's eyes water. As the paladin splutters back to life, Lyriel swallows a sigh of relief. Darling, what did we discuss about taunting agents of evil if you can't withstand their attacks? I can't *always* be putting you back together. I have things to smite too, you know.
This message was last edited by the player at 16:45, Mon 17 Nov 2014.
DM
GM, 2472 posts
Omniscient Narrator
Destroyer of Worlds
Mon 17 Nov 2014
at 19:48
  • msg #346

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 345):

~~Disposition~~

Map: https://docs.google.com/spread...usp=drive_web#gid=12

~~ Round 4 ~~
Keef (Weakened 2, Heroic, HP: 26/64)
Saul (Flying, Divine Power, Sphere-d, Damage: 102)
Finwë (Flying, Weakened 1, Damage: 46)
Baldwin
Elite 3 (Halt 10 (DC:24), Damage: 45)
Maeve (Flying, Weakened 1, Heroic, Damage: 53)
Zuriel (Weakened 1, Heroic, Damage: 0)
Boreas (Flying, Weakened 2, Damage: 0)
Lyriel (Weakened 1, Heroic, Damage: 0)
This message was last edited by the GM at 20:05, Mon 17 Nov 2014.
Keef
player, 1146 posts
Hero in training
Mon 17 Nov 2014
at 20:06
  • msg #347

Re: The Game: Chapter 12

In reply to DM (msg # 346):

Keef shieths Flametongue and begins to float upward.

We need to end this...

As Keef rises he seems to get bigger, or maybe just longer... No, definitely bigger.  His clothes fade into his body as his neck stretched out.  Wings, spines and a tail sprout from his back and soon yellow and green-tinged Keefdragon is rearing his ugly head at Saul.

[OOC:  Polymorph, Bronze dragon, regain a few HP for polymorph].
DM
GM, 2475 posts
Omniscient Narrator
Destroyer of Worlds
Mon 17 Nov 2014
at 21:47
  • msg #348

Re: The Game: Chapter 12

In reply to Keef (msg # 347):

Saul would probably enjoy spewing forth profound utterances or perhaps additional acid, but the Blueband Suppression Sphere's final curtain call has limited his options significantly.

He takes a five-foot flap directly upward, reaches to his bovine snout and muzzle with both hand, and wrenches at Boreas's trusty sphere with barely contained fury.

[Strength: 28]

The iron band shutters, bends, and eventually tears entirely as it is ripped asunder, and the orb falls worthlessly to the ground as a lump of inert metal.

His mouth free, he closes his eyes for a moment and whispers some words. When he has finished, a number of his wounds have vanished.

[Quickened Cure Serious Wounds: 35]

His eyes widen slightly at the approaching dragon, then narrow with resolution.

"You toil in vain against an inexorable tide," he rumbles. "I am Power incarnate! Yield while you still can."

Finwë does not, in fact, yield, and instead flies upward to attempt to strike him again.

[Attack: 19]
[Attack: 17]

"BY THE GODDESS!" he snarls in frustration. His expression makes it clear that he's totally looking forward to having his strength restored in the near future.

Elite 3 attempts to break free of Lyriel's spell, and fails. Again.

[Will: 17]

Baldwin smiles at the Keefdragon, opens his hands, and utters a few choice words. Instantly, a second, identical dragon appears in the sky next to Keef. Knowing what you know about bards and their illusions, it's not clear how real this entity might be... but as it flits back and forth around the Keefdragon, it certainly makes tracking which one is Keef much more difficult.
This message was last edited by the GM at 21:53, Mon 17 Nov 2014.
Boreas Highwind
player, 1366 posts
Fey Messiah
Bathes Regularly
Mon 17 Nov 2014
at 22:12
  • msg #349

Re: The Game: Chapter 12

[Didn't realize Maeve hadn't posted yet.  This happens after her stuff.]

Boreas and Zuriel make eye contact and nod to one another.  He shoots over to the prone paladin, laying a hand on his shoulder.  Suddenly, there's no paladin present and a woodsman on one knee, rising up to face Saul.

[Casting Fey Step]

Zuriel finds himself upright, on the other side of the High Priest of Kazul, floating 20 feet off the ground (F7).

Boreas is floating at the same height in E6.
This message was last edited by the player at 22:13, Mon 17 Nov 2014.
Maeve Hassan
player, 1505 posts
Not keen on scarecrows
Death to Shoes Lady
Mon 17 Nov 2014
at 22:12
  • msg #350

Re: The Game: Chapter 12

Maeve kicks things off by pulling a Finwe.

[1st attack Saul: 18]
[2nd attack Saul: 20]

But then just when she is about to unleash a string of truly vile words to rival Saul's blasphemy, she hits the priest of Kazul.  Hard.

[3rd attack Saul: 27]
[Confirm crit: 22]
[Damage: 45]

Even more fortunate, she can feel Saul's weakening magic beginning to wear off.
Zuriel Silendril
player, 2061 posts
Lightbringer
House Silendril
Mon 17 Nov 2014
at 22:35
  • msg #351

Re: The Game: Chapter 12

Zuriel reorients himself and drifts down towards Saul. Golden-white energy streams from every crevice of his armor, from his eyes, and Dawn.

"I may fall, Saul Belaur," Zuriel booms. "But not like this. It won't be by your hand."

With a great overhand cleave, Zuriel brings Dawn down, biting deeply into the minotaur's shoulder. In the same movement, the paladin's leg snaps around, driving his armored kneeplate directly into the High Priest's solar plexus. His sword whips around a second and third time with blinding speed, each strike scoring horrendous gashes into Saul's torso.

[Attacks: Devastating Smite, Kneepad, Smite, Smite: Crit, Hit, Hit, Hit]

Holy light burns away the blood gushing from Saul's wounds as Zuriel explodes into a whirlwind of righteous fury, demonstrating to Finwe how to properly smite one's foe.

[Combined damage: 120]

{Combat Experience: 3}
Lyriel Vesper
player, 940 posts
To Heal is Divine
House Vesper
Mon 17 Nov 2014
at 22:49
  • msg #353

Re: The Game: Chapter 12

Seeing Saul still alive, Lyriel decides to take matters into her own hands.

She extends both hands towards Saul, and a wind begins whipping up around her. This is the end, Saul. This is true fire. This is Justice.

[Casting: Sudden Empowered Flamestrike]

[Overcome SR: 25 - Success]

[Saul's Reflex Save: 23 vs. DC 24: fail]

An enormous ball of fire erupts into existence behind Saul and the rest of the PARTY, quickly expanding to encompass the minotaur in its grim circumference. The fire burns with an intensity you've never witnessed before, flickering emerald that is so pure it hurts. Tinged on the periphery are amethyst arcs, like proxima enshrouding a dread sun.

[Damage: 56]
Saul Balaur
NPC, 2 posts
The Harbinger of Kazul
Both Church and State
Mon 17 Nov 2014
at 23:01
  • msg #354

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 353):

Saul staggers under the onslaught, his wings fighting to keep him afloat throughout the struggle. Dark blood seeps from his torso, dripping slowly off the holy symbol worn prominently upon his chest. Emerald flames cauterize other wounds, leaving nasty scars and glistening welts alongside the smell of singed and burnt fur.

The orange fire in his eyes flickers with a spark of something else -- could it be fear? -- and he clenches his teeth to hiss in pain.

He looks pretty hurt... and he looks like he knows it.

"Th-the Harbinger's fall heralds th-the beginning of the end," he says, his voice much stronger than his body looks, though that's not saying much. "Only now, when it is too l-late, do I understand wh-what they meant."

He ignores the wisps of fire smouldering on his left wrist, along with the angry welts blistering around his body, and continues to speak, as though to himself.

"There is no sh-shame in falling to sup-superior power on the qu-quest for more. It pl-pleases the dragon."

Saul looks thoroughly out of it. Those among you trained in medicine might suspect it to be shock. Still, he's far from helpless; the fight goes on.

~~Disposition~~

Map: https://docs.google.com/spread...usp=drive_web#gid=12

~~ Round 5 ~~
Keef (Heroic, HP: 24ish/64ish)
Saul (Flying, Divine Power, Damage: Significant [Private to GM: (268)])
Finwë (Flying, Damage: 46)
Baldwin
Elite 3 (Halt 9 (DC:24), Damage: 45)
Maeve (Flying, Heroic, Damage: 53)
Zuriel (Heroic, Damage: 0)
Boreas (Flying, Damage: 0)
Lyriel (Heroic, Damage: 0)]
This message was last edited by the player at 23:05, Mon 17 Nov 2014.
Keef
player, 1150 posts
Hero in training
Tue 18 Nov 2014
at 01:56
  • msg #355

Re: The Game: Chapter 12

In reply to Saul Balaur (msg # 354):

It DOES please the dragon, Keefdragon tries to say, though it sounds more like a triumphant roar.

Keefdragon swoops in toward Saul and fixes his newfound jaws around the priest's neck (attack 31) yanking away a section of hairy flesh (damage).  The priest is raked with one claw but blocks the next (attack 26 and 17, 1 hit) followed by a fierce wing-buffetting (19 and 32, 1 hit: for a grand total of 7 damage).

(OOC:  damage was what I was least sure of... looks to have strength 17 which is +3 on basic bite/claw/wing d8, d6, d4... Saul has DR 5 so unless dragons inherently count as magic that should be right?)

Chubbs, far below the fray, focuses his eyes at the hovering Minotaur.  Without flinching, he delivers the single most devastating look of smouldering distain and dismissal you have ever witnessed.

[OOC: Toad's Dismissal: 1 damage]
Saul Balaur
NPC, 4 posts
The Harbinger of Kazul
Both Church and State
Tue 18 Nov 2014
at 15:26
  • msg #356

Re: The Game: Chapter 12

In reply to Keef (msg # 355):

Surrounded and alone, Saul seems to be calculating the odds over and over again, hoping for a different result each time even in the face of the obvious.

Resigned to his fate at last, he flaps his wings, sets his jaw, and closes his eyes.

"Thank you, Kazul, for my power, wealth, and station," he murmurs. "May your next champion bring you even greater glory."

His eyes snap open, and says two words very calmly and clearly.

"Draconic Benediction."

Surprisingly, Saul's holy symbol glows in response. A mournful roar rattles the ship all around you, and an oddly soothing song can be discerned amid the deep-throated, resonating sound. There are even words, if you listen carefully enough:

O Lord, who made the dragon, and the dragon's open sky,
And gave to me a dragon's soul; a dragon's urge to fly--
Let me dance within your cloudscapes far beyond this plane,
Let me rejoice in my grandeur, let me grow in fame!
Let me vindicate your tenets with my fang and claw,
Let my raging heart win power, and strength that knows no flaw!
Let me have the joy of all the shining gold I've stored,
Let the faithful ones among us all contribute to my hoard.
And, Lord, should the need arise and I be called to fight,
Dragon-Maker, make me victor, and, God--help that knight!


Some members of the P.A.R.T.Y. may find it harder to listen to the song than others, because while it's rumbling in the background, Saul is actively engaging in combat. His movements are fluid, precise, and devastating, and he seems to be obliviously singing along with the benediction as he fights.

[Attack (Finwe): 42, 35]
[Damage: 55]

Saul first twirls he iron-shod staff in an arc, striking Finwë in the skull with a sickening crack that evokes the sensation of crunching bone. Curiously, the paladin's helmet looks unscathed, but blood trickles from beneath it nonetheless as he floats gently to the ground and collapses in a shining heap of useless metal.

The priest then turns his attention to the Keefdragon, lashing out with a third strike that catches the polymorphed mage directly between the eyes.

[Attack (Keef): 31]
[Damage: 27]

Even as the Keefdragon roars in agony, Saul follows up with a flick of his golden-capped horns, goring the boy beneath his scaly throat.

[Attack (Keef): 28]
[Damage: 14]

The Keefdragon shimmers and fades, transforming back into a fragile humanoid shape as Keef joins Finwë and the various Serpentmen on the ground. For the first time since it was retrieved from the Feyic Vault, the Everstaff lays unclaimed on the deck by his side.

The song finally fades, leaving Saul drenched in sweat and blood and panting for breath. The holy symbol continues to glow white-hot, however, and smoulders against the cleric's chest. Soon the smell of charred flesh becomes unavoidable, and Saul's orange-hued eyes regard the P.A.R.T.Y.

"I'm on b-borrowed time," he says, with great effort. "But even y-your power is no match for the W-Wrath of Kazul."

His muscles begin to stiffen even as the burning orange light continues to emit from his eyes, mouth, and nose, even leaking out from every cut, scrape, and wound. It's as though his blood has been replaced by virulent light.

Saul manages a smile -- his very last -- and chokes out one final word: "Run."
This message was last edited by the player at 15:35, Tue 18 Nov 2014.
Baldwin
NPC, 90 posts
Master of Lore
Living Legend
Tue 18 Nov 2014
at 15:28
  • msg #357

Re: The Game: Chapter 12

In reply to Saul Balaur (msg # 356):

Baldwin rushes over to the deck where Keef and Finwë have fallen and raises his arms in a quick gesture.

[Casting Mass Cure Light Wounds: 9]

The paladin lumbers to his feet with great effort, still badly hurt, but Keef has time only to open his eyes (his turn has already passed).

"We need to be gone! Quickly!" he yells to the P.A.R.T.Y.

OOC: Note, you are still in combat order and are limited in terms of what you can do.
This message was last edited by the player at 15:36, Tue 18 Nov 2014.
DM
GM, 2478 posts
Omniscient Narrator
Destroyer of Worlds
Tue 18 Nov 2014
at 15:29
  • msg #358

Re: The Game: Chapter 12

In reply to Baldwin (msg # 357):

Elite 3 perks up when he hears the benediction song, which seems to clear his mind. That or the natural 20.

[Will: 24]

Either way, the final Serpentman breaks free of Lyriel's spell, but takes no further action.
DM
GM, 2479 posts
Omniscient Narrator
Destroyer of Worlds
Tue 18 Nov 2014
at 15:38
  • msg #359

Re: The Game: Chapter 12

In reply to DM (msg # 358):

Finwë looks at Saul, who appears to be atomizing in the sky, and then down at his own bloody hands. Finally, he looks at the small boy laying at his feet. After an obvious internal struggle, he bends over the mage and infuses him with emerald energy.

[Lay on Hands (Keef): 60]

Finished, he draws his weapon and faces the Elite 3. Apparently protecting a child and an old man is more important to him at the moment than joining the fight against Saul.
This message was last edited by the GM at 15:40, Tue 18 Nov 2014.
Maeve Hassan
player, 1507 posts
Not keen on scarecrows
Death to Shoes Lady
Tue 18 Nov 2014
at 15:46
  • msg #360

Re: The Game: Chapter 12

May you find your peace, Saul Balaur.  Such as it is.

Restored to her full power, Maeve [hopefully] gives Saul that final boost that he'll need to meet the Dragon.

[FPA attack Saul: 24 ]
[Damage: 36]

That accomplished, she'll move as far away from him as it's possible to on her turn to help cover Keef and Finwe (on the ground, upper left in F6?)

"Let's go."
This message was last edited by the player at 15:50, Tue 18 Nov 2014.
Zuriel Silendril
player, 2063 posts
Lightbringer
House Silendril
Tue 18 Nov 2014
at 15:59
  • msg #361

Re: The Game: Chapter 12

"This is looking less and less like a place we ought to be right now."

Zuriel drifts over to Finwe, hovering slightly off the deck. He claps the smaller paladin on the shoulder, and a white light suffuses both.

[Lay on Hands > Finwe: 92]

Zuriel nods to Finwe.

"Boreas, get Keef out. We'll hold the line and then follow you."

The paladin's gaze drifts to one of the many unattended ranseurs. "Incidentally, if somebody could grab me one of those on the way out, I'd be much obliged."
This message was last edited by the player at 16:16, Tue 18 Nov 2014.
Boreas Highwind
player, 1367 posts
Fey Messiah
Bathes Regularly
Tue 18 Nov 2014
at 16:30
  • msg #362

Re: The Game: Chapter 12

Boreas floats over next to Keef and the Everstaff.  He turns to the nearest cannon mount, looking for weak points.  Seeing that the device is on wheels, clamped to the deck, he shouts Egwyl!

The clamp shudders and breaks into hundreds of tiny fragments.

[Casting Baleful Utterance]

Maeve, push that cannon out, will you?  Everyone else, follow her out!
Lyriel Vesper
player, 941 posts
To Heal is Divine
House Vesper
Tue 18 Nov 2014
at 16:37
  • msg #363

Re: The Game: Chapter 12

Seeing the Elite stir back into action and bear down on Baldwin, Lyriel narrows her eyes.

Nuh uh.

She points imperiously at him, and intones a few words of power.

[Casting: Hold Person]

[Will save vs. DC 21: 5 (critfail)]

The Elite, having just a moment to taste freedom, once again seizes up in paralysis. Lyriel then moves to stand near the shattered cannon, making ready to pick up a new toy for Zuriel and then get the hell off the boat.
DM
GM, 2480 posts
Omniscient Narrator
Destroyer of Worlds
Tue 18 Nov 2014
at 17:19
  • msg #364

Re: The Game: Chapter 12

In reply to Lyriel Vesper (msg # 363):

The P.A.R.T.Y scrambles around the deck haphazardly, unsure what will happen next but perfectly willing to abandon ship.

~~ Round 6 ~~
Keef (Heroic)
Saul (Draconic Benediction, Flying, Divine Power, Damage: Irrelevant)
Finwë (Flying)
Baldwin
Elite 3 (Hold Person, Damage: 45)
Maeve (Heroic, Damage: 53)
Zuriel (Heroic)
Boreas
Lyriel (Heroic)
This message was lightly edited by the GM at 17:19, Tue 18 Nov 2014.
Keef
player, 1155 posts
Hero in training
Tue 18 Nov 2014
at 18:04
  • msg #365

Re: The Game: Chapter 12

In reply to DM (msg # 364):

Keef scoops up Longshank and rushes toward the broken cannon.

We can jump!  He calls over his shoulder.  There's going to be a dragon turtle!

[OOC:  As soon as cannon is clear, will leap overboard and turn into dragon turtle.  All are welcome to ride!]
DM
GM, 2481 posts
Omniscient Narrator
Destroyer of Worlds
Tue 18 Nov 2014
at 19:43
  • msg #366

Re: The Game: Chapter 12

In reply to Keef (msg # 365):

Keef wriggles past the cannon and leaps from the ship, transforming into a dragonturtle when he hits the water.

The larger P.A.R.T.Y. members (that would be all of you) cannot fit past the cannon until someone uses a standard action to move it, not that it much matters now.

The pulsing glow of energy surrounding Saul reaches its crescendo, ripping forth from the confines of his body to fill the entire area with an intense glare that assaults yours senses -- accompanied by a roar that drowns out all sense of sound.

A dark, glowing mass can be seen silhouetted against the blistering, sickly light, like the moon during an eclipse, which burns and boils before the High Priest until the massive minotaur resembles nothing so much as a charred onyx statue carved in the likeness of his former self. Tendrils of darkness that look like a pair of draconic wings reach out from the mass and curl around the minotaur like a cocoon, and when they withdraw, there is no sign of the mighty cleric.

In his place, a shadowy being shifts and shimmers in the darkness. Still silhouetted by an impossibly bright light, the black figure lingers for a moment, smiles, and pops out of existence like a candle being blown out by a sharp burst of breath.

The maelstrom of violent energy that expands to fill the void left behind creates an explosion that defies description.

Those closest to the blast -- Zuriel, Finwë, Elite 3, and Baldwin -- find themselves bodily hurled against (and, ultimately, through) Awe's steel-and-timber dome, which is rapidly becoming nothing more than molten slag in response to the acidic, fiery, negative-energy-laced storm that's been unleashed within the confines of the deck.

These four fall into the churning water below, sinking like leaden weights into the frigid river -- which has been swollen by the tidal forces of their Imperial allies outside -- and are lost to sight.

Maeve, Boreas, and Lyriel, who were huddled near the cannon, are likewise affected by the blast, but physics blesses them by smashing them through the cannon's opening and onto the relative safety of an unscathed Keefdragonturtle, which is forced to flee the vicinity of the doomed ship for safety purposes.

~~ End Battle ~~

The aftermath of the battle is a tale quickly told: the Imperial forces sustained terrible losses in and around Awe when then ship exploded liked a meteorite, but the survivors quickly rallied to secure the beachhead and the shipyard. By the end of the day, all known Drynnian forces in Aestrenia were either dead, captured, or limping home on the battered remnants of their naval forces.

A great feast is held in the capital afterward, with medals of honor being awarded to Zuriel, Finwë, Maeve, Keef, and Boreas -- the former two had been found washed up on the riverbank not long after the explosion next to the only surviving member of Saul's elite serpentmen, who is now safely confined to an Imperial prison cell.

The Grand Marshall and the Protector General stood at the forefront of the award ceremony, talking heartily to one another about the prowess each had exhibited on the battlefield. The High Chief of the Order of Hort was also present, participating fully in the glow of victory. Seeing the heads of all three orders of paladins being amicable -- even friendly! -- to each other was enough to give anyone hope for the future.

The tone turned more sombre and respectful shortly thereafter, when medals of honor were also distributed to those who could only receive them posthumously -- hundreds of soldiers, some officers and minor nobles, and one name that everyone knew: Baldwin of Blakehaven. The bard had been found in the shallows near the shipyard, where the river's current had carried him, and the cause of death was widely circulated as being the result of cleric-induced blunt-trauma drowning.

Rachel, Oliver, and Karl were among the survivors, but they sat sullenly at the P.A.R.T.Y.'s table, saying little and eating less. Cassie and Fluffums were on hand as well, though the druid's view on the circle of life made her comments regarding the death of a friend less soothing than she probably intended.

Eventually, the ceremonies came to an end and the populace began to begin the task of cleaning up and moving on with their lives.

In light of the power vacuum facing Drynn, Morachiga Chosen asked for and received leave to begin the work of stabilizing the Dominion under his banner of reformation. By mutual agreement (and by order of the Empress), Lo'driel was formally ceded to the Empire, where it would function under the jurisdiction of the Heartseekers similar to the way Hae'driel functioned under the jurisdiction of the Flamebringers.

Thus it came to pass that the P.A.R.T.Y. (plus Cassie, Rachel, Oliver, Karl, the Marquise, Choso, and Sir Culley) finds itself seated in Tyrant Morachiga Choso's chambers, with emotions running high and many questions left to be answered.

Ding! Boreas, Lyriel, Maeve, Keef, and Zuriel have reached Level 13!  Please update your sheets accordingly.

~~ End Chapter 12~~

quote:
You managed to recover the following items from the captured Serpentsworn Elite:

- Serpentsworn Ranseur (+3 Ranseur. Deals +2d6 to non-evil targets and +2d6 to non-chaotic targets.)
- Belt of Giant Strength (+4 Str)
- Bracers of Draconic Constitution (+4 Con)
- Onyx Key (nonmagical)

In addition, the P.A.R.T.Y. splits $30,000 from Baldwin's estate. Most of the bard's specific items are marked for inclusion in the Trove Museum, except of course for his journals, notes, collection of empowered holy symbols, and the three aural analyzers, which the P.A.R.T.Y. keeps.

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