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Specifically knowledge skills based on your recent activities - so you could put "Knowledge: Throal", but not "Knowledge: Blood Wood"


The update is what happened at the last run - everyone should read it. I put it in a spoiler to keep it from taking up the whole page.


update:
You all managed to get through your first night in a city without getting mugged or murdered - congrats!

The following morning,it was attacked by pirates and you joined in the defense. Though not easily, you drove them off.

Captain George, being both appreciative and being a nice guy, gave you a letter of introduction to the head of the royal exploratory force.

Upon debarking, the 3 day trip up the road to Bartertown and Throal was uneventful. The size of Bartertown made the city on Lake Ban look tiny and Throal was beyond anything you had ever imagined. The main bazaar had more shops devoted to any given craft than the town of Esopus had buildings.

Your initial thoughts of trying to just settle in Throal were dashed by the costs of doing business - this whole "guild" thing was a strange concept. Fortunately, thanks to the letter, you were invited to join the exploration forces - and it was made clear that they understood your limited knowledge.

The fascination of working with people who had grown up so isolated ensured that not only were you able to train to second circle, but that fairly high circle folks did so - and for free.

While in Throal, people did some poking around/learning about cities/looking in the Great Library.

Finally, you set back out - you were directed to an area back near Esopus - the abandoned trail to the north, in fact.

Your trip down the river was not as enjoyable, the captain was unpleasant, but uneventful.

You spent the night at the town on Lake Ban (which I really need to look up the name for) and headed back the way you came. You had just passed the little town you helped save from the raiders when you had a strange, but rather nice, encounter. A group of Krakta birds joined you for conversation and lunch. They have limited telepathy and greeted you, telling you of the road and weather ahead. While you were suprised, you responded politely and invited them to join you for lunch. After lunch you set out on your way again.


Legend Point Award: 1450, 1200 of which you had when you were in Throal. You previously had one of 600 at Lenape.

I am going to try much harder to keep up on here, especially since I'll be gone for several weeks in July. Let's set some ground rules to keep things sane:

1 - Don't post after a game session until I have posted a summary.
2 - For non-initiative situations, the order in which you post will be the order in which I take actions.
3 - For initiative situations, you can post out of order, but you lose your ability to change your actions based on events that take place between your post and your initiative spot.

I am going to get back in the habit of a 3-day time response - if you don't post, I'll take your action for you.


It sounds like everyone is starting over at Five Bells for lunch and booking rooms.

For after that, however, I'd like a clear statement of who is doing what where and who is together vs. wandering alone.


Are you staying together, going in pairs or splitting up entirely?


Sorry about the delay, I hate testing season! As promised at the game on Friday, I’m going to cover everything from the previous in-person game & this one now.

Catch up:
To start with, we had a little bit of retcon- After leaving the Liferock, you encountered 3 rude, ugly, bird/human things (player knowledge – harpies). Maizi cast earthdarts and dropped one almost singlehandedly; Valsera cast bone dance, causing one to smash into another, which in turn, caused them both to fall from the sky, where they were easily dispatched.

The next day, you heard noises from the posts and saw the guy. You scrambled up to the rocks and saw a cougar. After an arrow shot from the man and several blows from you, it turned and ran. The man introduced himself as Xarek. He was the final survivor from his village which had been attacked and destroyed by giant termites. There had been a few others, but they had died over the course of the last month – some due to wild animals, some from injuries from the original attack. You suggested that he travel with you and he agreed. His town sounded even smaller and more isolated than yours – you aren’t sure whether there were only a few survivors from their kaer, or whether a small group split off after the kaer opened and lost touch with the others (he didn’t mention it).

After spending a night atop the mountain, you descended the other side and came to a small farming village. The guards stopped you and you performed the requisite checks. They pointed you toward the local inn – well, tavern at least. The “room” that they let out appeared to be the storage attic & you got the impression that, had you come in the fall when supplies were higher, you may have had trouble all fitting. Dwee spent part of the day at the forge, helping to sharpen blades (as well as various farm implements). Valsera offered to mend any linens for innkeeper, and Maizi did a little bit of embroidering on them: this got them both a little bit extra stew at dinner.

During the night, you awake to a clanging alarm. The innkeeper’s wife pounds on your door, shouting something about someone’s barn being on fire and there being trouble. You toss on armor and go downstairs. She tells you that one of the farmer’s 5 year old daughters had run into town saying they needed help. You try to ask the girl for more details, but she says “Mommy said something bad was there and I should stay at the inn until she gets me.” You can see a fire about ¼ mile outside town and head towards it.

You arrive to see the farmers fighting a group of men and joined them. While they were too much for the farmers (one was dead, several were badly injured), they were not much of a match for you folks. Several of you were injured, but you killed all but one of them – the final one was the subject of Valsera’s bone dance spell, so you tied him up and turned him over to the local guards. Dwee used her physician skill to help all of you who were injured as well as several of the injured farmers.

The following morning you headed out. After several uneventful days of travel you arrived at the gates of a city (small, but a heck of a lot larger than you had ever seen). You are rather surprised that the guards at the gate don’t seem to know any of the boat captains – in Esopus, everyone knows everyone – but get directions down to the docks. The guards seem to sense your ignorance of cities and warn you to keep your purses close. On your way, you marvel at the size of the city and the size of the buildings. You pass several stores that all sell the same thing, as well as multiple taverns.

When you arrive at the docks, Kikawhet (the t’skrang who has traveled with you from her village) goes in search of employment, Grayson takes point and asks several people on ship decks if you all can “get a ride on their boat”. After several attempts you finally get someone who seems amused and makes you an offer of 9 silver a person – 8 if you bring your own food. You aren’t sure if that’s a good price and he points out several other boats heading the same direction and says you should ask them – but that the phrase “booking passage” is more appropriate than asking for a ride.

While you head out to investigate other options, you run into Kikawhet again – she’s found work on a boat heading the opposite direction. She had seen the captain you were talking to and made inquiries – he has a reputation as very fair. You decide to take him up on his offer.

When you do so, Grayson inquires about the potential of sleeping on board since the boat (The Coil Wanderer) will be leaving at dawn. Captain Tugan says the crew has too much to do, you offer to help, but he grins slightly and says something about doubting how much help a crew of folks who don’t appear to know a thing about boats could do and points you toward an inn that much of the crew stays at when they have leave (The Five Bells). Grayson also asks about the possibility of finding a stage to perform on, but Tugan says that most theaters and better inns book their acts several weeks to months in advance. He does, however, say that several of the cheaper inns sometimes let folks perform at the last minute for a cut of the profits and mentions several possibilities.

So - what do you do for the rest of the day (you haven’t had lunch yet) and evening in the “Big City”?


Gilraen will swing the sickle at Maheem again.

1d20 + 5 ⇒ (12) + 5 = 17 damage: 1d6 ⇒ 6

She'll drop the sickle now, she doesn't want to risk actually killing him.


We'll certainly be around for Stone House Day - not available that Friday or Saturday. Potentially both around from July 2-14. Once we are up there we could do Monday the 8th if Mondays are best.


I'll post something hopefully tomorrow. I've been a bit out of it - sorry.


Karen: The mountain trail pix are from the place near where I grew up. Back in the day, I could do that whole trail in under an hour....last time it took me about 2.


I took both profession cook and profession fisherman when I last leveled. I'm not sure why, but the bonus is different. Anyway....

Day 15
Cook 1d20 + 6 ⇒ (2) + 6 = 8
Fish 1d20 + 5 ⇒ (4) + 5 = 9
Rum 1d20 + 1 ⇒ (17) + 1 = 18

Well, that was pretty bad. Hopefully performing for the crew will help make them not be so cranky about the lousy meal.

Perform, wind instrument 1d20 + 6 ⇒ (14) + 6 = 20

Day 16
Cook 1d20 + 6 ⇒ (18) + 6 = 24
Fish 1d20 + 5 ⇒ (14) + 5 = 19
Rum 1d20 + 1 ⇒ (7) + 1 = 8


Maizi - initiative 1d10 ⇒ 10
Valsera - initiative 1d10 ⇒ 7
Eriene - initiative 1d10 ⇒ 8
Kikawhet - initiative 1d12 ⇒ 9

ORDER:
Maizi
Kikawhet
Eriene
Dwee
Xyanna
Valsera
Greyson
Kiranov - was able to pick a rock a little north of the others
Xarek

You all manage to scramble onto various rocks by the man and see a cougar leaping onto a rock within easy pouncing distance to all of you.

Maizi weaves a thread in anticipation of casting Earthdarts: 1d10 + 1d6 ⇒ (8) + (4) = 12

Kikawhet had paused to grab her throwing daggers before climbing onto a rock, so she doesn't have any time to throw one yet.

Eriene waits - she doesn't have any ranged attacks, but she has her sword ready.

OK, post any further actions for this round. Tuesday evening I'll continue.


Since I told you that you heard/saw it, there's no need for a perception roll. Go ahead and roll initiative and post what you want to do at the same time.


For those of you who weren't here, I forgot to mention that you have one of the T'skrang traveling with you as far as the Serpent River. She is a trader, a good sailor and needed someone to travel with. She's also a Questor of Garlen.

You spend a few days talking to the Obsidimen. They tell enough stories that if you hear the name of Barsaive's major cities/rivers/forests/moutain ranges you can identify which they are(if you hear Kratas, you know it's a city, not a river) and maybe even a vague notion of what area they are in.

Also, as you talk to them, they realize how very sheltered you've been and give you some basic city survival tips. For example - having grown up in such a small community, the concept of "hide your wealth" had never crossed your mind - everyone knew how much everyone else had.

You leave them feeling both more confident and more nervous about what lies ahead.

The first day passes uneventfully - the terrain is becoming less densely woods and more rocky, you must be getting close to the northern edge of the mountains that you cross.

On the second day in the late morning, the forest gives entirely away to rocks. You spend the next hour or two scrambling over and under rocks. (See the "mountain trail" pdf in dropbox to get an idea) The exploring expeditions from Throal have marked the easiest trail, but you still slow to crawl to prevent falls and wrenched ankles. You don't get too far when you stop for lunch.

As you are eating your rations and resting, you hear a roar just ahead of you on the trail. As you leap to your feet, a human figure scrambles onto a large rock ahead of, turns toward the sound and fires an arrow. He seems oblivous to your presence - focused on whatever is chasing him.


Recap – I’m putting my write-up (which I had done in case it was still on-line at this point) and what y’all did. If you want your character to have done something else, post & I’ll retcon, otherwise, I’ll move the game along come mid-week. Putting it in as a spoiler to save space on the page, but everyone should read it.

Lenape:

The trail continues to descend (not surprising, since you are headed back toward the river).

After about 20 more minutes, the woods end abruptly at a rocky “beach” which extends about 50 feet down to the river. It also extends about 30 feet both up and downstream before the woods close back in to the banks. The river is wide and calm at this point. You are startled, however, by four stone pillars that rise approximately 30 feet over the river – each about 10 feet in diameter and are placed in a diamond formation with about 100 yards from one end to the other. The one closest is about 20 feet from the shore. In spite of the lack of noticeable stonework on them, you are all confident they cannot be natural – their shape is too regular and their positions too precise.

Several loud splashes are heard downstream. As you turn to face whatever is coming, a voice calls in Dwarven from the woods upstream “You are being covered – do not try anything foolish. Show us you have no taint and then we will do the same.”

You have no idea what he (you are fairly certain it was a male voice) means by “taint” or how you can show you don’t have it. Before you can form a response, however, a dozen figures silently emerge from the water along the bank. They appear to be some sort of lizards – if lizards stood on two legs, wore clothing, were human sized and used weapons (the water dripping from the blades does not make them appear any less deadly).

One of them seems to note the confusion on your face and snorts derisively – “Can you sing, dance, paint a picture? Show us that we might know that no Horror has touched you.”

You finally understand what they want you to do and comply. As they finish performing their skills for you, two more appear from the woods, one young-looking carry a basket of fish and the other a much older woman (at least that’s your guess).

“Light a fire and we will dine.” She glances at several of the others and, after a quick, deferential nod to her, they begin to gather wood. “Perhaps you will be so good as to tell us where you came from and how you happened to find us. Then we will answer the questions that I see in your eyes. I think you have not seen a T’skrang before, am I correct? First, however, your story.

Grayson tells them about Esopus and how you came to leave.

As you tell it, the other – T’skrang she called them – began cooking the fish. Listening to you attentively, the old woman nods. When you finish she replies “Years ago, when I was very young and we had only recently awakened, a troll, G’tarhat, came to our shores. He was badly injured and we attempted to nurse him back to health. He came, apparently, from your village and had been driven out when his Talents developed. He never really recovered - I think it was the grief of leaving and loneliness that hurt him more than his injuries – and died within the year. As a result of his story, we have not sent any scouting parties in the direction of your valley. We have also warned others to stay away.” She sees them pulling the fish from the fire and stops there.

Your mouth is watering – it was hard to focus on her last words as the aroma from the meal wafted through the air. It is incredible – the spices are unlike anything you have ever tasted. You force yourself not to wolf it down, and are delighted that there seems to be plenty for seconds – and thirds.

As you eat, the old woman introduces herself as Achwangundowi Epigachink Gettemageleman, and says she is the Lahala of the Lenape.

[ooc] Rather than typing all this out, assume that, during the course of the meal, the talkative T’skrang tell you the [u] general information [/u] about their race and culture that you would find in the T’skrang chapter of Denizens of Earthdawn #1. [ooc]

After lunch, she speaks again. “It is clear that your education, like that of G’tarhat, was thoroughly stifled. I would like to extend to you an offer to stay with us for a few days that you might have the opportunity to know better the dangers you face outside your valley. She smiles “We won’t even make you swim. When we awoke, we rebuilt the tunnels that allow us access to the surface without entering the water.”

You take them up on their offer. Being in an underwater city is pretty weird – but Maizi is delighted at seeing what elementalists are capable of. There are Adepts who are Elementalist, Scout, Troubadour, Warrior and Tail-dancer (a Swordmaster variant for T’skrang). There are no Weaponsmiths (although there is forge – underwater, which kind of freaks Dwee out) or Nethermancers.

During the couple of days you learn more about the Scourge. You also learn the basics of post-Scourge history (which has not advanced to the Therans landing the airship on the Liferock yet), what horrors are, what happened to the elves of the Blood Wood, what a Liferock is, what Obsidimen and Windlings are. Dwee asks if any others have come from your town and shares that her mother was exiled.

After you left there, you decided to go toward Throal, which would put you past the Liferock.

Liferock:

When you got to the Liferock, you didn’t see any one or any indication that anyone had been there. Maizi went up and starting knocking on the rock saying “anyone home?” Suddenly the rock near her started to ripple and two Obsidimen “emerged”.
You have been chatting with them for quite a while and learned some more about them.


Grayson - you can make a recovery test (step 5 - d8). If you use a charge from the healer's kit, you'll get another +1. If, when you stop for lunch, someone with the Physician skill spends 30 minutes with you and gets a 5 on their skill check, you can do your second recovery test at +their rank in Physician.

You move slowly away from the animal, which follows a short distance, then simply stands and watches you leave.

Another half hour of walking lands you at where the trail continues straight with a branch off to the right (the place marked “to Lenape” on the map).

Perception 8 OR wilderness survival 6 OR nature 6 OR tracking 5:
The trail is suddenly more visible and easier to follow. There are indications that it has been intentionally cleared, rather than “more game is using it”.


"If a character takes damage equal to or higher than his Wound
Threshold in a single attack, he can be knocked down. To determine
whether the character resists being knocked down, the player must
make a Knockdown Test using his Strength step. The Difficulty, or
Knockdown, Number is the difference between the Damage Points
taken and the character's Wound Threshold +3. If the Knockdown
Test is successful, the character remains standing."

I rolled it already, though. Your target number was 20-8+3= 15 on your d10, so it was pretty darn unlikely you'd manage to stay up.


Perhaps you mean "Valsera".


The beast roars deafeningly into Grayson's face and brings a massive claw down on him. Since Grayson isn't attempting to dodge, he takes the full force of the blow to his head. He drops to the ground like a rock, blinking blood from his eyes and barely conscious.

The creature steps back and watches for everyone's next move.

Grayson has 1 wound.
Damage: 1d12 + 1d10 + 1d10 ⇒ (2) + (10) + (8) = 20 (with the exploded die included)
Knockdown test: 1d10 ⇒ 3 (fail)


One minor point - to leave its territory, you have to know what its territory encompasses - which apparently includes the road you want to travel on.


Kiranov:
Yes, the attack qualifies as responding to the challenge. No, you don't know that much about the animal - you've only heard of them, not seen them yourself.


Grayson spins agilely and brings his short sword around. The blade connects with the beast's left arm. The animal flinches slightly, but does not appear unduly concerned.
damage 1d10 ⇒ 5

Kiranov - Grayson has already attacked by the time you get to speak, but he's the only one.


Kiranov: You can have a main weapon forged at +2 steps and a second one forged at +1.

Grayson: You didn't say what you wanted for a main weapon, so I'm defaulting to a short sword.

From now on, feel free to roll damage when you roll the attack if you think there's a chance in the world of it hitting - if it doesn't hit, I'll let you know. If you don't roll it and it does hit, I'll roll the damage.


I realized I didn't specify the plus on the forged weapons. It is a bonus of step 2 (Delamater was helping, so I'm splitting the difference).

You all have a reasonably sized set of supplies for both your karma ritual and your artisan skill.

In answer to Kevin's first question: How about the first three people post their actions, then the next three so that I don't have to do too much backtracking.

So: Maizi, Grayson & Xyanna - post your actions

Meg: on your character sheet it will be on the Talents tab, look at the appropriate Talent and it will give you the Step number and dice you roll for it.

Kevin: I'm going to say that it depends on how low your initiative is compared to other folks - so with both Maizi & Grayson doubling your initiative, you won't be able to say anything until Xyanna goes (which, in this case, is your turn). If your roll had been closer to theirs, I'd probably let you give a quick shout.


I'm going to go ahead and roll for Eriene so that we can keep moving

Eriene: 1d10 ⇒ 4

Animal: 1d8 ⇒ 2

Round 1:

Maizi
Grayson
Xyanna
Kiranov
Valsera
Creature
Dwee

Kiranov:
It takes you a second to realize what the creature is - a brithan:

Brithans are territorial and will stand on their hind legs and roar a
challenge to anything that enters their domain. If a single character
answers the challenge, the brithan enters into ritual combat with him,
and the two fight until one submits. Brithans submit after taking their
first Wound; battering a brithan to unconsciousness is also a victory. A
character need not kill the brithan in order to win the combat. A brithan's submission lasts for about 72 hours, after which the creature tends to forget who beat him. Any character who submits to a
brithan must move himself and his team at least half a mile (800
meters) away from the victorious creature, or the brithan will attack the character in an attempt to kill him. If more than one character attacks a brithan, the animal fights back savagely.

Of course, by the time you realize it, several of your compatriots have already done things, so this may be a "file away for next time" factoid.


That works. Alternately, if you preview, you can see that you've exploded it and change the 2d6 to 3d6. The numbers don't change after you preview, so it will just add another d6 roll on.


With a roar, a huge animal crashes out of the trees, stands on the path in front of you and roars. It is almost 9 feet tall and ursine in nature, but huge horns wrap around its ears, protruding about 6 inches past the front of its face.

Roll initiative.

Kiranov - you can use your wild animals knowledge skill to see if you know anything about it - if you want to, go ahead and make a roll.


For those of you unfamiliar with Earthdawn, Karma is used to augment rolls on a certain set of Talents. In Second Step, if you go to the Discipline tab, choose yours and look at the list of Talent, you'll see some with (D) next to them. For any of those, you can spend a Karma point and roll your Karma die in addition to your regular roll. When you perform a Karma Ritual, you get back your rank in Karma Points. There are, in fact, a few Talents that require the use of Karma. Therefore, you want to ensure that you do not keep your Karma Ritual Talent at zero.

Kevin: If you want to swap out of your Knowledge Skills for nature, you can, but the three you have also make sense.

Roni: I forgot that your Karma Ritual required them - Delamater had a set among the supplies - as well as two dozen small strips of an unusual metal, which he says to be careful with as they will melt in a very hot campfire.


If you don't have Nature or Nature lore as a skill, you can make a perception check. Actually, you can use your tracking skill.


You can spend the LP on increasing your rank in any 1st circle talent or current skills. You cannot train to 2nd circle.


Yes, I meant a free rank.

I knew it would be close - but, well, this time around you've got to find someone to train with and a way to pay them.


Kiranov: Yes, it is Forged - Delamater helped. It has a +1 damage step for the next 5 months.

Grayson: You can get a set, and you can juggle them, but you don't have throwing weapons as a talent or skill, so you can't use them for throwing.

MAXIMUM KARMA, not standard starting karma!

Once you update your character sheets to reflect spending the LP, upload it back to dropbox, please.


They don't ever have to leave the valley. Coming up here to get game and then having to haul it an extra mile down the slope to the valley floor isn't worth it - there's plenty of game in the woods down there. It's unlikely that they would send anyone after you, but on the other hand, they've never had a half dozen kids take off before.


Between excitement and fear, the night in the kaer crawls by almost sleeplessly. By the time first light arrives, you have been standing near the entrance with your packs for what seems like hours.
You cross the river at the upper wide shallows nearby and strike up the hills toward the area where the “road” should be.

Fear of being seen makes you move as quickly as you can over the rocky incline that borders the valley. Even moving as quickly as you can, it takes you almost an hour to traverse the mile of steep hill. Between the heavy packs, the attempt to speed up a barren hillside and the morning sun, you are sweating by the time you reach the shade created by an outcropping of rock at the top of the ridge. After catching your breath, and having a drink, you take a look around.

Make a knowledge “Nature” roll – if you get a 10 or above, it only takes you a few minutes to discover that you did apparently pick the right spot - you can see a game trail that, based on the size of the trees, was a wider road a few centuries ago. If no one makes the roll, it takes over an hour.

You aren’t sure of the map scale, or even if there is one, so you move slowly to ensure you are staying on the trail. After another, you reach the “T” and turn northward. This trail seems a little clearer and you are able to move a little faster – even with another steep incline ahead. You estimate you will reach the road that passes near the Liferock at about lunchtime.

As you travel, you can hear the roar of the falls off to the east – you are almost to the top of where the river enters the valley.

Perception 8:
The sound of the water does not quite drown out the sound of branches snapping from the same direction – something large seems to moving through the woods towards you.


Alisa: No one left the kaer to go back to town after training.

Kiranov: Yup, you can have a battle axe.

Xyanna: Your ghost master was Terwilliger, an ancestor of the baker.

Everyone should update their character sheet so that they've used all their Circle one slots. Additionally, you have another 600 Legend Points you can spend.

As in my old game, you can generally take 10% of that and put it directly into knowledge skills that relate to what you have been doing. In this case, however, you don't have a choice - giving you a bonus of a rank 1 in "History of the Scourge".

Since you have trained, you now have access to your karma - you all start at full.


OK, the Liferock is probably about the same distance - but given the location of the river, Lenape can't be very far down the path. But, as you have no idea how far you are from the Aras, it's almost certainly closer than that.


Sure, sure, ignore the place that is probably the closest, I don't mind.


Post any last actions for the kaer - you leave the valley on Saturday morning.

Also - look at the map of the area around the valley in dropbox and figure out which direction you want to head.


Ghost Master Ritual in a nutshell: Most of the time, people are trained by an actual Adept of a higher level. Sometimes, however, that's not possible and a Ghost Master is used. A Ghost Master is an actual ghost of an Adept. The tricky bit is that you have to know the name of an Adept of a higher level than you who died in the area. Fortunately, you had Delamater to do the research (and pull from his memory) and figure out how to get around the whole "paying" bit. When you hit higher Circles you will presumably be somewhere that you can use person, rather than a ghost.


There are a few new files in the "Kaer Esopus Game Files" in dropbox - the most important being the map that shows the area near the valley.

Also - I realized that I didn't put the kaer entrance on the map - it is in the cliffs north of the Freer farm.

Oh, and I realized I've been putting files up in .docx format - if you need .pdfs instead let me know and I'll try to remember to convert before I put them up.


You all make it through the winter without giving too much away. Several of you get comments from people who assume your odd demeanor is a result of a young love. You do nothing to change people’s minds – better they believe that than the truth.

Maisi:
As the winter progressed, you spent a lot of time thinking (well, brooding, you are a young female) about what Delamater and Crispell said. You still hadn’t entirely made your mind up until the day before you were scheduled to meet at the kaer. You had just settled in to think in your usual hiding place when you heard the door to the storehouse bang open.
”Where are you, girl?” Your father was bellowing. “I saw you come in here. Don’t think that – even if you are knocked up – I’ll let you marry him and leave the farm. And you, boy, I’ll figure out who you are and if you don’t stay away from her, I’ll kill you.” The door banged again as he left.
You sat there, stunned for a moment. You slowly remembered your mother and siblings concern and their probing questions since the meeting with Delamater.
I’m just a farmer’s daughter, you had said to them. If your father had his way – and he always did – that was all you’d ever be. You hadn’t actually given Crispell or Delamater a decision and you hoped that it wouldn’t be a problem when you showed up at the kaer in the morning.

The day before the Planting Festival finally arrives. Luck, perhaps helped by some effort by Delamater & Crispell, was with you and you encounter no one on the trip to the kaer entrance. As you arrive, Delamater smiles and tells you to go inside and wait for the others.

He smiles extra broadly when he sees Maisi. "Happy you decided to join us, lass."

When everyone has arrived, Delamater joins you. It is the first time you have been in the kaer – due to the “taint” of Adepts, it is shunned almost as thoroughly as the barren scorched areas of the valley that were found when the kaer opened.
Small light quartzes still dimly light the corridor where they were embedded into the rock hundreds of years ago.

Entering the Kaer:
Delamater moves assuredly to the front and leads you further in, chatting all the while. Finally having someone other than Crispell he can share with has made him garrulous. At first, he describes where you are going, but as you get further from the entrance, he begins to talk about Adepts and what is going to happen.
“In spite of your educations, Adepts did not cause the Scourge. It was, however, Adepts who figured out how to protect people from it. Apparently, there are cycles in magic – times when it is almost non-existent to times when it is all over the place. When it is very high, the border between Astral space and this world weakens and allows Horrors to enter this world. Horrors are, well, much as the name suggests – big, bad nasty things. Some of these Horrors just like to kill things, but most like to cause a lot of pain first. When everyone sealed themselves in the kaers, it was presumed that after several hundred years, the magic levels would return to what they had been before and it would be safe to come out. However, the level reached a certain point and stopped going down. After about a century, we gave up and figured that it was never going to return to normal and emerged. No one knows why it didn’t end, but it probably means that there are still Horrors around. We never had any attempt to enter our kaer, so I can give you no ideas of what they look like or are capable of – although the scars on the land should be a clear warning.”
“Training to be an Adept requires someone to teach you. For Dwee and Kiranov, this was easy enough, but it will be different for the rest of you. You will have to learn as I have – through a Ghost Master. There is a special ritual which allows someone to bring back the spirit of one who has died and receive training in that way. Fortunately, to train to first Circle, only requires part of a day – to progress to subsequent Circles requires a full two weeks. You should spend the night here tonight and leave at first light. While most people will be down in town for the Festival, your absence will likely have been noted and you need to be gone before anyone begins to look for you.”
After what seems like an hour, he reaches what seems to be a dead end at a roughly hewn wall. He turns to the left and pushes several rocks that are jutting out. You jump slightly as you hear a grinding sound and a door that you swear was not there before, opens in front of you.
Delamater smiles wryly as you startle. “Even after Kirran showed me, it took me a few tries to get it open.” He steps into the very large chamber on the other side and gestures you all in. The room has two cluttered tables and a bookshelf crammed with scrolls, but other than that is empty.
He gestures to one of the tables “These are items that I have gathered that you may wish to take on your journey, although you may not be able to carry all of it. Some are magical in nature – I’ll explain how they work in a bit. Since both Dwee and Kiranov have already trained, they can spend their time working with me on organizing the supplies and learning other information that they can share with you as you travel.”

perception 11:
As you look at the items on the table, he slips Kiranov a small leather packet and winks.

Kiranov:
As folks begin to look at the stuff on the table, Delamater slips you a small leather packet and winks. When you are alone you take it out and unfold it – it’s a small tool kit – with tools of the trade for picking locks.

supply lists:

GENERIC STUFF

2 tents
6 backpacks
4 sacks
5 bedrolls
Thick woolen cloaks for everyone
4 fur-skin blankets
6 water/wine skins – 3 filled with wine
8 weeks trail rations
Three 50’ lengths of rope
1 hooded lantern
1 bullseye lantern
Flint & steel
Healer’s kit (10 uses)
3 scroll cases
5 sheets of parchment
1 vial of ink
Overview map of Barsaive
Overview map of immediate area around valley

MAGICAL STUFF

3 booster potions
2 healing potions
1 Keila’s poultice
1 Keila’s antidote
1 last chance
Spellbooks w/1&2 second circle spells for Illusionist, Elementalist & Nethermancer
2 Firestarters
Hot Pot
2 Light quartz lanterns

After he goes over the magical items, he points to several weapons that are also on the table. “Dwee and I spent some time over the winter forging these weapons so that they have a better edge than the average ones. Xyanna already has hers, so these are for the rest of you. I believe we ensured that we have weapons similar to the ones you currently use.”

“Now, it is time for your training. I have managed to find a description of the Ghost Master Ritual for each of your Disciplines. I have set up rooms for each of you with the necessary items to perform the ritual. Just follow the directions – from my own experiences and discussions with my own Ghost Master, those that inhabit this kaer will be more than willing to help you on your way. It may be frightening as you begin it, but you will not be in any danger. If you will follow me.”

He leads each of you to a room and hands you a scroll then leaves.

This is the moment of truth. If you aren’t actually an Adept, the ritual will have no effect. You stare down at it for a moment then begin preparations.

Ghost Ritual:

As you begin to follow the steps, you feel the air begin to crackle. A figure, surprisingly substantial, appears before you. It smiles, introduces itself and welcomes you as a fellow Adept. Over the next few hours you learn the basics of magic and your discipline.
Rather than detail – at the end of the time you can assume you know the stuff from the core book on your discipline, the workings of magic, thread-weaving and some portion of the information about your discipline from the Warrior’s/Wanderer’s way. Additionally, you know a VERY little bit about this history of Barsaive and the Scourge.
When you finish, you make your way back to the room where you left Dwee and Kiranov.

Kiranov & Dwee:
Delmater goes over the maps and gives you as much information as he can from the tomes. Among other things, you learn that the “dragons” people have seen are actually creatures called “Espagra” and that dragons are far larger and more dangerous. You also learn of several other name-giver races that sound like bedtime stories – tiny winged creatures and moving rocks. After a number of hours, spotted with too few breaks, Delamater stands and says “That is enough – rest now until the others return.” As you both stretch, he looks at Dwee. “I would speak to you alone – follow me please.”

Dwee:

He goes heads back down the corridor and ducks into a small room. He does not turn to face you as he speaks. “For the rest of them, I have fewer words, but for you…” He stops, as if uncertain as to how to proceed. “As an Adept in hiding, I dared never marry lest I give myself away – the forge became my wife and child. I was still fairly young when Laran was my apprentice, it was only as I aged that I began to have regrets. When he chose you, you were a light in my life. Even before I knew you were an Adept, you held a place in my heart as if you were my own child” His voice catches slightly, he clears his throat and continues. “Once I realized you were also a Weaponsmith, well, helping you has made my choices both more and less bearable. More, because I can give you the chance I never had. Less because, I’ll miss you, daughter of my heart.” He pauses for a moment and clears his throat again. “Go on back now, lass, I’ll catch up in a few.”

Delamater is absent when you return to the large room, but when you are all gathered, he comes to the doorway. He looks very tired, which in turn makes his age more evident than it has been before.

perception 9:
His eyes have a slight redness about them – Could he have been crying?
“I should take my leave. My absence this evening would likely be remarked upon.” A sad smile crosses his face but his eyes hold a hint of envy. “It has been my honor to conspire with you. Good fortune. You will be missed.” He turns quickly and heads down the corridor.


Eriene:

W: 1d10 ⇒ 3
W2 1d10 ⇒ 1
P: 1d12 ⇒ 1
P2: 1d12 ⇒ 4


Not Karen - Debbie. Karen is Xyanna.


They aren't sharing the name. We do know it's a girl (I know, given my family, that's a HUGE shock).


Just looked at the calendar and realized that we had put this Friday as a potential start date. I've got family coming in for my niece's baby shower (YEAH BABY!!!) so we'll wait until the 22nd.

I'll do a plot move again on Saturday morning.


Yes, I wanted two of each.

Alisa - you need to go back and post the dice rolls using the formatting rules so that the rolls are automated.


I would like everyone to give me two willpower and perception tests.


Crispell smiles and says "Of course you should. Perhaps some of the books in the kaer will allow you to have even a better sense."


Delamater nods approvingly at Kiranov. "Excellent point. There is much in the kaer that is in good shape, and you don't want to raise eyebrows making purchases. If you have a good backpack, a spare set of warm clothes and a decent pair of boots," he smiles at Grayson at this, "it would be a good start. If you have a weapon of choice, bring it by the forge after about two weeks and Dwee will ensure it has a good edge. If you don't own a weapon, but there is one you can use, let Crispell or I know and we'll make certain there is one for you when you arrive at the kaer. Kiranov, perhaps you will help Crispell get a little extra small game that can salted or smoked as part of the provisions."

He glances around the tent. "Are there any other questions while we are here? It may be hard to talk freely again until we meet at the kaer."

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