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The Game: Chapter 14.

Posted by DMFor group archive 0
Zuriel Silendril
player, 2321 posts
Lightbringer
House Silendril
Tue 7 Apr 2015
at 18:25
  • msg #33

Re: The Game: Chapter 14

[OOC I figure Lyriel can break the other guy from his enchantment, and Zuriel can work on trying to get them to cooperate. He'll quietly make it clear that he supports freedom for slaves, but that he worries the slaves are being used to other purposes. He also indicates that the more they cooperate, the more likely it will be that they will remain free. He specifically wants to know about how the Chainbreakers are being funded, and supplied with magic.]
DM
GM, 2847 posts
Omniscient Narrator
Destroyer of Worlds
Tue 7 Apr 2015
at 18:29
  • msg #34

Re: The Game: Chapter 14

In reply to Zuriel Silendril (msg # 33):

"Are we under arrest?" the prisoner asks. "I'd want to know under what statute and authority we're being charged, if so. If not, I want you to sign a contract hiring me and my colleague as mercenaries."

He narrows his eyes.

"If you intend to clap my wrists in irons, you will find yourself dragging me behind a horse -- I will not go willingly."
Keef
player, 1350 posts
First of Ka
Order Initiate
Tue 7 Apr 2015
at 18:34
  • msg #35

Re: The Game: Chapter 14

In reply to DM (msg # 34):

As Keef exits the top of the ziggaraut, he pauses, then withdraws Flame Tongue from it's sheath.

He then raises it above his head in one hand and brings it down quickly, piercing the stone of the temple and embedding the sword some inches.

There Keef leaves the weapon and makes his way down the steps to depart.
Zuriel Silendril
player, 2322 posts
Lightbringer
House Silendril
Tue 7 Apr 2015
at 18:37
  • msg #36

Re: The Game: Chapter 14

"As I see it, you've been rescued from ensorcellment, during which you cannot have been legally responsible for your actions. I don't think there's anything to arrest you for. I would counsel, however, that you may wish to 'forget' certain aspects of your past. Sorcery is odd, you know," Zuriel replies, grinning faintly. "I'll draw up the employment contract myself, if I have your cooperation."
DM
GM, 2848 posts
Omniscient Narrator
Destroyer of Worlds
Tue 7 Apr 2015
at 18:47
  • msg #37

Re: The Game: Chapter 14

In reply to Zuriel Silendril (msg # 36):

Both men will readily sign an employment contract hiring them for standard day wages, to be renewed or dismissed at the end of the month.
Zuriel Silendril
player, 2323 posts
Lightbringer
House Silendril
Tue 7 Apr 2015
at 19:03
  • msg #38

Re: The Game: Chapter 14

Employment secured, Zuriel will attempt to learn more about the Chainbreakers during the trip back to the General.

[OOC - ready to move on]
DM
GM, 2849 posts
Omniscient Narrator
Destroyer of Worlds
Wed 8 Apr 2015
at 13:33
  • msg #39

Re: The Game: Chapter 14

In reply to Zuriel Silendril (msg # 38):

Barring any objections from the group, the two captured knights are signed into your service at a rate of $2/day. The total caravan, then, consists of the following:

• 20x rank and file Dune Riders
• 14x rank and file Venture Company members
• Lt. Ababwa
• Staff Sergeant Komis Akkar
• Maeve
• Zuriel
• Boreas
• Keef

After the first night, Lyriel is nowhere to be seen. Concerned P.A.R.T.Y. members are filled in by Zuriel that she had an urgent personal matter to take care of, and that she would Send to them when she was able to return.

Notably, Amenhotep and the rest of the Husks have opted to stay behind to protect the city (well, the temple, mostly) from untoward aggression and to, in their words, prevent another prison from being fashioned for Ká.

The journey back to General Hassan's is relatively straightforward, though a bit slow-going at times. Unfortunately, a guard at the camp informs you that the General has been summoned north to handle a pressing matter and is not expected to return for several seasons.

Ultimately, the P.A.R.T.Y. finds itself in the bustling city of Caelah once more, with plenty of time on its hands to calculate any next steps.

OOC: There are many competing priorities within the P.A.R.T.Y. right now, and I'm not sure which ones are important to whom. I'm willing to handle a Choose Your Own Adventure-style party split if that's what players want to do, but I'm also willing to keep the band together for whatever next steps are deemed prudent.

[Crossroads]
This message was last edited by the GM at 19:34, Wed 08 Apr 2015.
Zuriel Silendril
player, 2326 posts
Lightbringer
House Silendril
Wed 8 Apr 2015
at 15:58
  • msg #40

Re: The Game: Chapter 14

Zuriel does his best to fill in for Lyriel's absence with his magic, but it is (presumably) Keef who provides the lion's share* of the magical resources for the long trip back, thanks to Keef's clubhouse. Zuriel is increasingly weary as days drag on, and does not appear to be getting much sleep.

Upon the PARTY reaching Caelah, Zuriel infoms the PARTY that he will be returning to the Eternal City to attempt Ma'or's resurrection. Though he intends to be as quick as possible, the difference in the flow of time might mean he is gone for quite some time.

[OOC cwut i did thar?]
Keef
player, 1353 posts
First of Ka
Order Initiate
Wed 8 Apr 2015
at 16:16
  • msg #41

Re: The Game: Chapter 14

In reply to Zuriel Silendril (msg # 40):

Keef is all too happy to fill in as best he can, and the Clubhouse is open nightly to all.

It is as welcoming as ever, but the overt presence of Ka's banners strung between the statues and reliefs on the wall are missed by none.
Maeve Hassan
player, 1704 posts
GRIFFON RIDER
Roller of 1's
Wed 8 Apr 2015
at 19:58
  • msg #42

Re: The Game: Chapter 14

Maeve is disappointed but not surprised to hear that her father has since departed Caleah.  Her immediate priorities are to A) see if she can find out more about this "pressing matter" in the north to try and figure out whether it might have something to do with the Chain Breakers and B) to release the surviving Dune Riders back to doing whatever it is they do when they're not accompanying ill-fated missions to hidden temples.

"I'm not going to be much help with Ma'or, I'm afraid," Maeve says in response to Zuriel's plan.  "Not really cut out to be resurrecting gods, especially not the old ones.  I was raised Hortite but only in the loosest sense of the word.  Church only on the high holy days and such."

Maeve as it turns out doesn't have a concrete plan, but will decline to accompany Zuriel to the Eternal City in order to instead try and tease out any connections between the Chain Breakers and OSA, whatever that might entail.  And also to try and figure out how the Ghosts tie in to all of this.
Boreas Highwind
player, 1479 posts
Fey Messiah
Bathes Regularly
Thu 9 Apr 2015
at 06:51
  • msg #43

Re: The Game: Chapter 14

I never took you as a pious one, but I could certainly see you enjoying the Feats of Strength.  Possibly also the Airing of Grievances around the great pole.

Boreas attempts to make contact with the Primal Voice in his eye or to make contact with Fey'driel through some other means.  He intends to ascertain whether everything is going well.  If all is well, he will accompany Maeve on her mission.  Otherwise, he may travel to Fey'driel to deal with whatever requires his attention.
Keef
player, 1354 posts
First of Ka
Order Initiate
Thu 9 Apr 2015
at 12:41
  • msg #44

Re: The Game: Chapter 14

In reply to Boreas Highwind (msg # 43):

Keef does not suggest any particular course of action or destination, nodding silently at each other P.A.R.T.Y. member's plans and ruminations.

(OOC:  Unless anyone objected or brought it up, Keef shows no signs of sharing any of the treasure from Ka's temple.)
Zuriel Silendril
player, 2329 posts
Lightbringer
House Silendril
Thu 9 Apr 2015
at 19:15
  • msg #45

Re: The Game: Chapter 14

With nothing further to do in Caelah, Zuriel bids the remaining PARTY a subdued farewell.

[Private to DM: Zuriel will check in with the Runesmith before he leaves to see if Lyriel had collected her brother's sword before departing.]
[Private to Keef: Zuriel finds the young mage before he leaves. "Good luck to you, Keef. I didn't get a chance to say it before, but I'm very proud of you." The paladin wraps Keef in a quick hug. "Leading a church is a lot of work, as I'm only beginning to find out, but I'm more than confident that you can shoulder the burden. It seems that light cannot exist without shadow. You have a real chance to redefine what that means, and help a lot of people." He smiles wanly at Keef. "I'm going to miss you. Good luck and fare well."]
[Private to Maeve Hassan: Before departing, Zuriel will sign the mercenary contract over to Maeve. "Take care, Maeve. This Chainbreaker revolt has me concerned. I fear a lot of innocent people are being used to foul ends."]
[Private to Boreas Highwind: Zuriel clasps hands with Boreas. "Keep your eyes - eye - peeled. This revolt has the potential to get out of hand very quickly. The slaves have a good cause, it's those pulling their strings we want. I doubt the Sultanate will make such a distinction." The paladin presses his lips into a thin line. "I know you'll do what you can," he says gratefully.]

With a nod and a wave, the paladin vanishes in a flash of light.
Keef
player, 1355 posts
First of Ka
Order Initiate
Thu 9 Apr 2015
at 20:24
  • msg #46

Re: The Game: Chapter 14

In reply to Zuriel Silendril (msg # 45):

Keef watches Zuriel go, blinking and standing silently with his 'new' Longshank.

[Private to Zuriel Silendril: Keef nods solemnly, but smiles.  I think I'm starting to see a path.]
DM
GM, 2856 posts
Omniscient Narrator
Destroyer of Worlds
Fri 10 Apr 2015
at 03:13
  • msg #47

Re: The Game: Chapter 14

In reply to Keef (msg # 46):

Maeve, Boreas, and Keef are left alone to tend what remains of the venture company along with the two mercenaries.

"The mission's over, ma'am, so we'll be redeploying to the front," Lt. Ababwa says. "If you're heading that way anyway, we wouldn't mind escorting you. If you're going to catch up later, though... well, we'd understand."

Komis is strangely quiet, and avoids eye contact while the officers speak.
DM
GM, 2857 posts
Omniscient Narrator
Destroyer of Worlds
Fri 10 Apr 2015
at 13:42
  • msg #48

Re: The Game: Chapter 14

In reply to DM (msg # 47):

Boreas is silent as well, communing internally with the voices in his own head.

[Private to Boreas Highwind: All is well, my Fairtheora, the Primal Voice says. The Sylvan people have done much to re-establish themselves, and we have been left largely alone by the other factions that vie for power here.

I watched the resurrection of Ká through our shared eye. Well done. Ká is an old friend, and a powerful ally... though you can never be sure he's given you the full truth. But your cunning has already discerned that.

The fallen spire remains rubble, as well. Feydriel spins smoothly; you may continue your quest from afar.
]
This message was last edited by the GM at 13:42, Fri 10 Apr 2015.
DM
GM, 2872 posts
Omniscient Narrator
Destroyer of Worlds
Mon 13 Apr 2015
at 13:52
  • msg #49

Re: The Game: Chapter 14

In reply to DM (msg # 48):

The awkward silence continues for a short time, after which Lt. Ababwa takes it as his cue to leave. He, Komis, and the others pack up, favor Maeve with a final salute, and ride off into the desert.

The remaining venture company members depart as well, eager to begin the work of publishing their findings and stripped of the desire to face more danger at the present. Besides, the contract was with Dr. Jones, and he appears to be among those who were kidnapped.

Though none of the treasure of Ká has been volunteered, Boreas and Maeve were able to collect a good $30,000 from collecting and selling the various pieces of masterwork armor dropped by the heavy cavalry that were dispatched back at the ruined city.

Seeing as Lyriel and Zuriel left before the armor could be sold, the treasure is ostensibly split three ways to the remaining P.A.R.T.Y. members. ($10,000 each to Maeve, Boreas, and Keef).

After a brief shopping spree, Maeve, Boreas, and Keef find themselves seated at a local watering hole with their two new mercenaries, debating next steps.

"If you want to know the truth about the Chainbreakers, you'll want to visit Jannah," one of the mercenaries says quietly. "But I'm not about to bring one of the Sultan's Finest to our headquarters without some sign of good faith. And if it's Ghosts you want, I'm afraid we can't help you with that at all. I didn't even think that was a real organization until you started chatting about it on the ride back."
Maeve Hassan
player, 1707 posts
GRIFFON RIDER
Roller of 1's
Mon 13 Apr 2015
at 15:25
  • msg #50

Re: The Game: Chapter 14

[If the trio is indeed headed in the direction of "the front," wherever that happens to be, Maeve will happily retain the service of the Dune Riders.  It not, she'll dismiss them with her effusive thanks.]

She is a bit miffed about taking on the mercenaries, having not really wanted to do so in the first place but tries to get them to cooperate.

"And what would you consider a sign of good faith?"
DM
GM, 2882 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Apr 2015
at 14:36
  • msg #51

Re: The Game: Chapter 14

In reply to Maeve Hassan (msg # 50):

"A signed document wherein you agree that Jannah does not constitute Gaelian territory, and thus you have no jurisdiction there as a military officer or as an agent of the Sultan. We'll destroy the document with your supervision afterward; this isn't an attempt at blackmail."
Maeve Hassan
player, 1709 posts
GRIFFON RIDER
Roller of 1's
Tue 14 Apr 2015
at 15:02
  • msg #52

Re: The Game: Chapter 14

[Actually, forget the Dune Riders.  If we're visiting a compound unfriendly to the Gaelian military, it would be ill-advised to show up with a whole bunch of them.]

"As if I could take down an entire organization on my own. But if that's what it takes to get to Jannah, then so be it.  So long as you adhere to your end of the bargain."
DM
GM, 2884 posts
Omniscient Narrator
Destroyer of Worlds
Tue 14 Apr 2015
at 15:04
  • msg #53

Re: The Game: Chapter 14

In reply to Maeve Hassan (msg # 52):

"But of course," the mercenary nods. "The Amir has often said that most of the disagreements between Gaelia and Jannah could be shored up diplomatically, if only we had a conduit for such conversations."

Once the document has been drafted and the P.A.R.T.Y.'s shopping has been completed, the mercenaries will be ready to lead you onward.

"The journey may take up to two weeks, depending on the weather. Be sure to provision yourselves accordingly."
Keef
player, 1357 posts
First of Ka
Order Initiate
Tue 14 Apr 2015
at 15:08
  • msg #54

Re: The Game: Chapter 14

In reply to DM (msg # 53):

Keef nods gravely, but though he follows Maeve and Boreas around the city, he doesn't do any shopping of his own.

For a moment, Maeve is certain the young mage has wandered off, then she notices a young man with dark hair, a long hooked nose and dull red robes who appears to be following her.

Instinctively, her hand falls to her weapon, but the strange man raises one hand and speaks in a familiar voice.

It's me, It's incognito. Don't know who might be following. 

[Private to DM: (OOC:  Disguise Self)]
This message was last edited by the player at 19:13, Tue 14 Apr 2015.
Boreas Highwind
player, 1480 posts
Fey Messiah
Bathes Regularly
Wed 15 Apr 2015
at 15:42
  • msg #55

Re: The Game: Chapter 14

Boreas looks Keef's disguise over with a chuckle.  Seems to have worked.
Maeve Hassan
player, 1710 posts
GRIFFON RIDER
Roller of 1's
Wed 15 Apr 2015
at 15:54
  • msg #56

Re: The Game: Chapter 14

"Very nice, Keef.  Useful skill to have."

With their cleric absent on her killing spree, Maeve searches the city for something that might prove useful in the desert--maybe a wand of create water or endure elements.
DM
GM, 2892 posts
Omniscient Narrator
Destroyer of Worlds
Fri 17 Apr 2015
at 14:15
  • msg #57

Re: The Game: Chapter 14

In reply to Maeve Hassan (msg # 56):

After spending some time carefully shopping around, Maeve is able to purchase a Wand of Endure Elements (50 charges) for $750, and a wand of Create Water (50 charges) for $375.

Boreas looks for a healing wand, and manages to find a Wand of Cure Moderate Wounds priced at $4,500. The proprietor suggests that a stronger wand might be available, but it would be even more expensive than that one to procure.

Keef wanders around in his excellent disguise, but purchases nothing.

When the shopping is completed, the trio gathers along with the two mercenaries at the outer gate of Jannah. Maeve is mounted upon her griffon, while Wes travels dutifully behind. Stony was left behind when Lyriel raged out of Gaelia, and thus both Boreas and Keef have a horse to ride if they wish. The mercenaries, for their part, have mounts of their own, assuming you've restored their armor and property to them.

The sun has just set, as the mercenaries insisted on traveling at night.

"Not only is it convenient to be out of the heat," one says, "but it's the only way to be sure we're on the right track."

The other one pulls out a thin sheet of parchment, unrolls it, and holds it up toward the starry sky. Maeve, Boreas, and Keef note that the parchment looks like a compass rose has been drawn onto it, and as the mercenary holds it aloft, the light from one of the stars it should have been obscuring shines through as though the paper wasn't even there.

The mercenary nods and rolls the scroll back up, pointing in the direction indicated by the star.

"That's our bearing tonight, then. Let's get going."
This message was last edited by the GM at 14:15, Fri 17 Apr 2015.
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