Interlude:
A Working Vacation
Nov 8, 163 (Sun): The party breaks up and heads their separate
ways. Layne, Gen, Mila, and Able head out for Ferryton
immediately while Sid and Magnus wait for a caravan bound for
Seahaven to travel with. Magnus dispatches Hank's runner
with their travel plans.
Nov 11, 163 (Mer): The caravan, along with Sid and Magnus,
departs Ballast for Seahaven. Towards the end of the
day. They rendezvous with Hank on the road towards the
end of the day.
Nov 14, 163 (Sat): Layne, Gen, Able, and Mila pass through
Ferryton from Ballast to Muellerville. They spend the
night at Pier
One.
Nov 15, 163 (Sun): Layne, Gen, Able, and Mila arrive in Muellerville.
Mila invites her friends over to her family home for dinner.
Able is aloof and distant, but Gen and Mila's father discuss
jewelry making. Layne, Gen, and Able leave the next
morning.
Nov 16, 163 (Moon): Mila sets about learning the trade of
weapon smithing from her Uncle Brahk.
Nov 17, 163 (Tyr): Layne, Gen, and Able arrive in Riverton
and spend the night at Layne's family home. It is a
modest home, but cozy and our friends say their good byes
in preparation for their next day's journey.
Nov 18, 163 (Mer): Able departs Riverton for the West Moon
Forest and Gen heads out to Kalfeg Keep. Layne spends
the day with his family before getting down to serious information
gathering.
Nov 20, 163 (Freya): Layne acquires some tools of his trade
from Wharf Rat Willy. Willy sells him a custom dagger
scabbard that hides a few common lock picks and a sword scabbard
with a hollow tip compartment fitted to hold a small amount
of acid, the universal lock pick. Layne gets down to
some serious snooping around and carousing.
Nov 25, 163 (Mer): Layne departs Riverton for the West Moon
Forest.
Nov 27, 164 (Freya): Gen arrives in Kalfeg Keep and immediately
gets to work at the temple of Aristaeus, healing and helping
as she can. Her Aunt Althea welcomes her back to the
temple with open arms. Althea explains to Gen that the
main fighting is about two or three weeks east of Kalfeg.
Dec 1, 163 (Sun): One day out from Seahaven, Sid sneaks away
from the caravan and enters Seahaven on his own in the night,
leaving a note for Magnus explaining his vague intentions
to skulk about Seahaven and search the shadows for allies
and information. He moves into the city without incident
and talks to a few colleagues. He decides to err on
the side of discretion and gets a room at the Flying
Fish.
Dec 2, 163 (Moon): The caravan from Ballast to Seahaven arrives
and Magnus heads off to the Octagon, eager to resume his studies,
which he does without difficulty.
Dec 3, 163 (Tyr): Magnus hunkers down to try and immerse
himself in magical studies for a good week. He begins
to try and learn Magic Missile. He succeeds.
Dec 4, 163 (Mer): Magnus begins trying to learn Find Familiar.
He succeeds.
Dec 5, 163 (Thor): Magnus begins trying to learn Dispel
Magic.
Dec 8, 163 (Sun): After a marathon session of studying at
the Octagon, Magnus finishes up his formula and it works,
much to his surprise and personal satisfaction. He eases
up on the pace of his spell studies and starts researching
information on various topics, hoping to better prepare himself
to deal with future threats, especially with regard to the
prophecy, Windsong, Malikos, and the other planar beings Henri
spoke of. He begins part time work on learning Comprehend
Languages.
Dec 9, 163 (Moon): Asking about Garth the Black, Sid hears
an odd rumor - "Garth the Black, he's gone of to become a
pirate captain. Pulled up stakes and sailed out a few
weeks ago, durndest thing I ever heard." Sid thinks
it is odd, but files it away regardless.
Dec 10, 163 (Tyr): Magnus finishes transcribing Comprehend
Languages, although his version is a little longer.
Sid inquires about magic info and hears of a Mage called
Roland who reputedly worked for some very powerful Mage.
Rumor has it that Roland has not been seen in town for some
time.
Able arrives back at the small Bloodthorn League community
he has come to call "home". He meets a female Druid
named Nutmeg that fills him in on the latest news. Aside
from trivial and ordinary topics, she mentions a strange occurrence
in the League. A Ranger named Briar left the League
a few months ago. In itself, not a very strange occurrence.
However, one of the members of the Inner Circle, Birch, has
reputedly sent some people after him. That is what done
is strange enough, but that it was done somewhat covertly
and without an overt reason given makes it even stranger.
She also relates that a Ranger named Tom was a friend of Briar's.
Able inevitably tracks down his mentor, Keith. They
become reacquainted and their discussion turns to talk of
conspiracy and dark goings on. The only thing new learned
from Keith is that Birch is overseeing the punishment/rehabilitation
of Henri Marnier, the Defiler our heroes had captured.
Pressed for time, Able gets to work trying to master the
higher mysteries of his faith and forge himself into a more
effective weapon against evil. He is certain that he
will need every possible capacity in the days ahead.
Dec 11, 163 (Mer): Layne arrives at his mentor's home and
begins studying. He manages to learn. Over weeks
he develops a keener eye, a more nimble body, a greater understanding
of magic in all of its forms, and knowledge of the tongue
of one of his foes, the Kobolds. Sinos also manages
to successfully teach him the ability to distort his form
to confuse his enemies [Blur], see the last minutes
of a person's life before dying [Death Recall], sense
those that are hidden from sight [Detect Invisibility],
create magical duplicates of himself to deter attacks against
himself [Mirror Image], cast fear into the hearts of
his enemies [Scare], deceive the ears of his foes [Audible
Glamer], and resist the mundane needs of the body
[Protection from Thirst and Hunger].
Dec 12, 163 (Thor): Magnus finishes whipping up Conjure
Spell Component.
Over breakfast Sid hears an outbound traveler speak of a
wizard's tower near Ballast, maybe somewhere south of the
trade road. Sid finishes his simple breakfast and hits
the streets. Soon, he thinks he feels the eyes of someone
following him while he pays visits to various temples, but
dismisses it after earnest attempts to lose the tail.
Sid makes contact with Ty, the librarian of the temple of
Tyche over the casino, The Lucky Penny. Little information
is available, but Sid leaves contact info with Ty for his
family home in Muellerville.
He stops at the temple of Hermes, god of messengers, rogues,
and travelers, and makes a generous donation. The priest
on hand gives him a medallion of Hermes, a very common accouterment
for travelers. Sid slips it on beneath his clothes and
continues.
He finds a dealer in . . . roguish equipment, Back Alley
Bob, and orders hollow heeled boots from him.
Sid is awakened in the night by something he can not explain.
He notices the doors and window shutters closed. A gust
of wind stirs up the dust on the floor and suddenly he is
in combat with the very wind itself! He exchanges a
few blows, not going very well. Suddenly, the cloak
seems to teleport him from the room into the alley outside,
without his request.
The air creature bursts out of the room. The shutters
shatter and the alley whips up into a small vortex of dust
and debris as it closes with Sid. The beast rages towards
Sid and begins assaulting him again. Sid manages to
exploit his cloak to teleport behind the creature and flank
it repeatedly. This gives him just enough of an edge
to vanquish the creature, but not before coming close to dying
himself. Sid counts himself lucky and rests up for a
number of days. He realizes that in hindsight, the cloak
seemed to provide more protection than his armor does . .
.
Dec 14, 163 (Sat): Mila is awakened from her sleep.
She scans her room to see no one and no portal breached.
Suddenly, the wind itself attacks her. She fights valiantly
and bellows for help, but does not reach her blade in time.
She falls unconscious from wounds . . . only to wake up to
see her father, Simon, standing over her. He is in bed
clothes, wielding an exquisite shield and an obviously magical
blade that glows with a light that illuminates Mila's entire
room. He helps her to her feet and explains that he
arrived as she fell and he vanquished the beast. He
apologizes for his slow response, obviously concerned for
his daughter's safety, in spite of her formidable form.
Brahk dashes in moments late, bewildered and clumsily, holding
a sword.
The simple smithy boy, Sparks also appears in her door.
Simon sends him to search the grounds and he takes off.
Sparks may not be much for conversation, but when it comes
to animal instinct and survival, Sparks is a scholar above
most. Soon, Sparks returns reporting of a man sneaking
about at the edge of the property. Our trio hems the
villain in and captures him. When they go to question
him, Mila spots a ring on the man's finger. Wary of
magical rings, she pulls it off of his finger. His hand
and arm fade to black as if a hand casting a shadow before
a candle flame. He dies almost instantly. Simon
identifies the ring as probably containing a poison.
Dec 16, 163 (Moon): Mila sets out for Kalfeg keep, stopping
in Riverton to recruit soldiers for the colonial army.
Dec 17, 163 (Mer): Mila spends a few days recruiting and
finds 29 good men who accompany her to the Keep.
Dec 18, 163 (Mer): Burning the midnight oil, Magnus finishes
wrestling with Tongues and can now count it among his
tools. Meanwhile, Sid has recovered from his wounds
and hits the streets anew.
Sid inquires about Pete's whereabouts and is told that Pete
has left Seahaven, heading East. Sid quickly slips into
a caravan headed to Ballast.
Dec 20, 163 (Freya): After a valiant effort, Magnus fails
to learn Hypnotism.
Dec 24, 163 (Tyr): Magnus regains some self-confidence when
he successfully learns ESP, a potentially very useful
spell.
Mila arrives at Kalfeg Keep, with her new recruits in tow.
She immediately sets about assisting with weapon crafting
and training soldiers to fight.
Dec 26, 163 (Thor): Magnus learns Burning Hands.
Dec 27, 163 (Freya): Magnus finishes his research:
Baatezu & Tanar’ri
General: The Baatezu are the dominant force on the planes
of the Nine Hells, whereas the Tanar’ri inhabit the Abyss.
They are both diabolical races. The Baatezu tend to
be more organized and subtle than the Tanar’ri, in general.
The Tanar’ri, on the other hand are the quintessential embodiments
of chaos and evil. The less intelligent Tanar’ri attack
without question and fight to the death. Some of the
more powerful Tanar’ri roam the Astral and Ethereal Planes,
posing a threat to those traveling the planes. There
is record of a mage being slain outright by a powerful Tanar’ri
while using an ethereal state to pass through a wall.
The Baatezu have a very rigid caste system and their diabolical
powers directly relate to their position and status.
The Tanar’ri have more of a survival of the strongest approach.
In both cases, those of higher rank are inherently powerful.
The driving goal of these two races is to destroy one another.
The Prime Material Plane is considered a key factor in the
conflict, and both races vie for power there, typically by
deception or simply providing services or power to the inhabitants.
Special powers: legends would attribute virtually every imagined
magical ability to various Baatezu. The only one that
is recurring throughout accounts and seems to be somewhat
verified is the powerful innate ability to teleport without
error. The ability to regenerate is common among them.
Tanar’ri are fierce opponents but legend attributes less spell-like
abilities to them, although the more intelligent ones seem
to be able to communicate with any other intelligent being.
Vulnerabilities: Any magical weapon will affect most Baatezu
and Tanar’ri normally, but the more powerful ones are affected
only by powerful magic weapons. Acid and magic missile
attacks have their usual effects. Any silver weapon
is effective against either race. The most powerful
creatures are partially invulnerable to silver as well, taking
less damage from them, provided they are not magical enough
to overcome their defenses anyway. Iron weapons have
no special effect on Baatezu, but all Tanar’ri take full damage
from them. Being creatures that live among the fiery
depths of the Hells, the Baatezu are immune to all forms of
fire, everything from a torch to a Dragon’s breath.
The Tanar’ri are immune to normal flame and partially immune
to magical fire. Whereas the Baatezu are vulnerable
to lightning, the Tanar’ri are not. Poison is not known
to have any effect on either race, but it is quite possible
that a substance that is not considered poisonous by mankind
would in fact be poisonous to them.
Elves according to the Seahaven resources: helped formed
the Bloodthorn League, along with Humans. The only cities
Four moons, no one else has seen any other settlements Magic,
aloof, very little info on West Moon Elves
Song Magic: it does exist, but is very rare, no record found
of practitioners in the New World region.
Cultures with Music: The ancient predecessors of the Chrogahri,
the people of Cecilios, composed an isolated culture that
was reputed to have placed a great deal of emphasis on music.
The information is unclear, they may have used song magic,
but it is uncertain if said magic was truly song magic or
simply songs related to religious ceremonies that preceded
the normal use of priestly magic.
Dec 28, 163 (Sat): Magnus fails to learn Web.
Weary from research, he stops by his favorite tavern, The
Owl's Roost. The place is sparsely occupied. When
the owner brings his food, he puts down a glass of wine instead
of Magnus' usual beer and draws attention to it by saying
"And here's your wine." Magnus takes the cue and figures
that the drink is supposed to have an unwanted effect on him.
He drinks it and feigns unconsciousness. As if on cue,
every patron in the tavern begins moving towards him (about
ten men). He waits until they group together and then
launches into action with spells He uses Color Spray
to down some men, then he turns Invisible and Levitates
up to the roof.
The apparent leader of the bandits takes the owner prisoner,
threatening to kill him if Magnus does not show himself.
Magnus looks about, thinking frantically. He finally
decides to drop the heavy iron chandelier on the foes.
His gambit works and the innkeeper gets free with his wife
and child while the villain and his thugs wrestle free of
the huge metal fixture. Magnus makes good his escape
as well via a ring that his mentor gave him that allows him
to return to the Octagon immediately.
Jan 2, 164 (Moon): Magnus moves to the outskirts of Seahaven
and summons a Familiar with his Find Familiar spell
and a black cat answers his call. He names her Megan.
[Familiar: Black cat, 7 HP, excellent night vision, superior
hearing.]
Jan 3, 164 (Tyr): Magnus fails to learn Spectral Force.
Jan 4, 164 (Mer): Magnus books a caravan passage from Seahaven
to Ballast for two weeks hence, then sneaks onto another caravan
under an assumed name. Magnus leaves Seahaven once again,
unsure when he will return.
Jan 8, 164 (Sun): Sid rides past Ballast continuing on to
Muellerville at best speed.
Jan 11, 164 (Mer): Layne leaves his mentor Sinos, and returns
home to Riverton.
Jan 12, 164 (Thor): Sid arrives in Muellerville and visits
with his parents just long enough to determine where to go
and who to talk to in Gladshire.
Jan 14, 164 (Sat): Sid blows past Riverton, bent on reaching
Gladshire as quickly as possible.
Jan 16, 164 (Moon): Sid arrives in Gladshire and begins an
intense crash course in the language of Kobolds. He
quickly picks it up, having grown up hearing bits and pieces
of it.
Jan 21, 164 (Sat): Able departs for Riverton. His concerns
unaddressed and questions unanswered, he leaves with a heavy
heart.
Jan 24, 164 (Tyr): Magnus arrives in Ballast.
Jan 25, 164 (Mer): Layne arrives home and gets down to some
solid drinking with his father.
Jan 26, 164 (Thor): Magnus is awakened from a sound sleep
by a sense of danger. He jumps to his feet only to find
that the air around him is whipping up. Suddenly, the
very air begins to lash at him. He fights bravely, taking
considerable damage but barely vanquishes the fell beast with
liberal use of the Magician's best friend, the Magic Missile.
Magnus hears a noise of in the forest and moves to investigate,
along with his familiar, Megan, who he sends ahead to scout.
He is startled by a Lightning Bolt rips through the night
and arcs towards him. The bolt fortunately grounds into
a nearby tree, but it splits and collapses the mighty oak,
pinning him beneath its fallen branches. He signals
(empathically) for Megan to flee immediately. A shape
appears from the shadows of the trees. It is someone
that could easily pass for a wandering traveller. The
stranger says gloatingly as he approaches "And this was supposed
to be difficult . . ." Before the villain can finish
laughing, Magnus raises his new Wand of Fire and immolates
his would be assassin with a Fireball. The night's calm
returns once again.
Jan 27, 164 (Freya): Sid departs Gladshire for Riverton,
a little wiser in the tongue of his racial foe, Kobolds.
Jan 28, 164 (Sat): Layne is awakened by blood curdling screams
from outside of his bedroom window. He races outside
to find a man dressed in simple clothes beaten and lashed,
as if scourged to death. He sees what appears to be
a spent scroll in the corpse's hand. Layne moves to
dispose of the body and is almost discovered by his neighbor.
He barely avoids detection and moves out into the woods where
he is discovered by his father. Without question, his
father helps him dispose of the body where animals will take
care of it. Layne offers an explanation, but his father
is content to simply hear that his son did nothing wrong.
Able arrives in Riverton and continues on to Kalfeg Keep.
Feb 1, 164 (Sun): Magnus arrives in Muellerville, but
leaves again almost immediately, much to the dissatisfaction
of his friends and family.
Sid arrives in Riverton and moves on to Kalfeg Keep.
That night, Gen is awakened by a sense of evil. She
finds her door and window closed and the dust on her floor
whipping about. Suddenly the very air attacks her, lashing
and buffeting her. She calls vigorously upon Aristaeus
to aid her in this time of need and the raging creature winks
out of existence. Gen falls down in a prayer of thanks
and returns quietly to bed.
Feb 2, 164 (Moon): Able is assaulted by a creature of the
very wind. Caught off guard, he is lashed by the beast.
He soon regains his wits and commands the very stuff of the
beast, the air itself to be no more. The forces of nature
answer his call and the beast is destroyed piece meal, although
Able is wounded in the process.
Able hears something approaching soon after. It is
a man, apparently inquiring after Able's body. Able
surprises him with his fists and his quarterstaff, making
short work of the man. It turns out to be a spell caster.
When Able tries to question him, he hisses "Never!" and turns
a ring on his finger. It as if death visibly spreads
from the ring. His hand and arm turn black with death
and he falls to the ground still, ever more.
Layne departs from Riverton for Kalfeg Keep.
Feb 3, 164 (Tyr): Magnus arrives in Riverton and continues
on to Kalfeg Keep.
Feb 4, 164 (Mer): Able arrives at Kalfeg Keep, checks into
the Fading Warrior Inn, and catches up with Mila.
Feb 6, 164 (Freya): Sid arrives at Kalfeg Keep, checks into
the Fading Warrior Inn, and catches up with Able and Mila,
Feb 7, 164 (Sat): Layne arrives at Kalfeg Keep, checks into
the Fading Warrior Inn, and catches up with Sid, Able, and
Mila.
Feb 8, 164 (Sun): Magnus arrives at Kalfeg Keep, checks into
the Fading Warrior Inn, and catches up with his companions.
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