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Voyager23 - 04 December 2003 - Cleanup

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I. The Flying Sorceress

After the battle with the Giants, a sorceress named Sokanon will fly into the area (using her 3rd level “Fly” spell). She is employed by King Ra, but avoid politics as much as possible. She is aware that the king is evil, but justifies her employment by saying that she is not involved in his nefarious plans. (Standard Chaotic Neutral stuff).

Note: Her name means “rain”. Coincidence?


Sokanon, female human Sor9: CR 9; Size M (4 ft., 11 in. tall); HD 9d4+9; hp 33; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +4 melee, or +6 ranged; SV Fort +4, Ref +5, Will +6; AL CN; Str 11, Dex 15, Con 12, Int 12, Wis 11, Cha 15.

Skills and feats: Craft +8, Diplomacy +4, Gather information +3, Hide +2, Knowledge (arcana) +6, Listen +0, Move silently +2, Profession +9, Scry +11, Spellcraft +13, Spot +0; Brew potion, Craft rod, Empower spell, Improved initiative, Still spell.

Sorcerer Spells Known (6/7/7/6/4): 0th: Disrupt Undead, Flare, Light, Mending, Message, Open/Close, Prestidigitation, Read Magic. 1st: Alarm, Burning Hands, Chill Touch, Magic Missile, Obscuring Mist. 2nd: Blindness/Deafness, Gust of Wind, Invisibility, Rope Trick. 3rd: Fly, Haste, Sleet Storm. 4th: Greater Invisibility, Scrying.

Magic Items: Staff of Healing (DMG p.244, only 9 charges left), Potion: Endure Elements, and Potion: Fox's cunning.


Footnote: The spells on this list differ from what was laid out in the last game's notes. This is because I didn't use her last game - and I downloaded a new version of the NPC Maker that supports the 3.5 rules.

She is *very* interested in potions and will provide services and advice freely if the party gives her potions. Chief among this advice is that there is another sorceress in Shiriki named Polikwaptiwa, who is very well skilled with magic items. If paid the right price - and given enough time, she may be able to restore any damaged items the party has. This extends to items whose magic was lost when the magic changed! See Section V below.

Note also that she has the Scying spell! The party might be very interested in this - should it come up in conversation.

II. The Cleanup

Around the city there will be dozens of killed and perhaps 100 wounded. Many of these could use the party's assistance. In addition, there will be two major structural fires that were started when the giants knocked down walls on their way to the docks.

Shortly after the battle, Matchitisiw will appear to Roget and (with his assistance) move Aramil's body into the river. This will be done away from the rest of the party. They will only notice once Aramil is gone. See the secret note below for more information.

Since the battle took place early in the morning, the party has all day to cleanup, rest, or offer whatever assistance they deem appropriate. There will be no obvious threats during this day, though the party will get the lay of the land and come to understand how evil the city guard can be. For the most part, the guards will do nothing but shore up their own defenses. The suffering of the wounded civilians means nothing to them - and several guards will remain on watch at one of their garrisons, despite a nearby fire.

III. The new threat

Word will spread (via whisper and rumor) during the first day that the party was the true target of the giants. By the end of the day, the civilians will start becoming openly hostile. This will not necessarily extend to Sokanon. She understands that there are forces beyond this world and will believe the party if they offer any reasonable other-worldly explanation.

By the second day, the city guard will be on the lookout for the party. Since the party killed four giants, though, the guards will be extremely cautious and “invite” the group to leave. If they refuse, the guards will return in force on the third day.

The city guard rule mostly through fear. As a result, the guards are not overly skilled in combat. This, coupled with the threat level of the party, will mean that many of the guards will not respond to the call to action. In all, only eleven guards will show - ranging in level from 2 to 5, as follows: 6 are 2nd level, 2 are 3rd, 2 are 4th, and 1 is 5th.

Here are stats (all within a level may be treated equally). All are male human fighters, CR=Level, Size M, Spd 30 ft and wear Scale mail (+4).


Yalulitza, Ftr5: HD 5d10+10; hp 39; Init +4 (+4 Improved initiative); AC 14 (+4 Armor); Attack +9 melee, or +5 ranged; SV Fort +6, Ref +1, Will +1; AL CE; Str 18, Dex 10, Con 15, Int 12, Wis 10, Cha 9.

Typically fights on mounted horse.

Climb +9, Craft +9, Handle animal +7, Hide +0, Listen +2, Move silently +2, Ride +7, Spot +2; Alertness, Blind-fight, Combat reflexes, Improved initiative, Mounted combat, Toughness.


Ftr4: HD 4d10+8; hp 38; Init +5 (+1 Dex, +4 Improved initiative); AC 15 (+1 Dex, +4 Armor); Attack +7 melee, or +5 ranged; SV Fort +6, Ref +2, Will -1; AL CE; Str 16, Dex 12, Con 14, Int 16, Wis 7, Cha 6.

Appraise +4, Diplomacy +0, Disguise -1, Escape artist +3, Gather information +1, Hide +1, Jump +5, Knowledge (nature) +5.5, Listen -2, Move silently +4, Pick pocket +3, Sense motive +1.5, Spot -2; Blind-fight, Improved initiative, Improved unarmed strike, Weapon focus (longsword), Weapon focus (warhammer), Weapon focus (shortbow, composite).


Ftr3: HD 3d10+3; hp 26; Init +3 (+3 Dex); AC 17 (+3 Dex, +4 Armor); Attack +5 melee, or +6 ranged; SV Fort +4, Ref +4, Will +3; AL N; Str 14, Dex 16, Con 13, Int 11, Wis 15, Cha 10.

Climb +8, Craft +6, Handle animal +4, Hide +3, Listen +2, Move silently +3, Spot +2, Swim +4; Blind-fight, Combat reflexes, Improved unarmed strike, Point blank shot, Precise shot.


Ftr2: HD 2d10+2; hp 16; Init +4 (+4 Improved initiative); AC 14 (+4 Armor); Attack +3 melee, or +2 ranged; SV Fort +4, Ref +0, Will -1; AL CE; Str 12, Dex 11, Con 12, Int 11, Wis 8, Cha 10.

Climb +3, Handle animal +5, Hide +2, Listen -1, Move silently +0, Spot -1, Swim +6; Blind-fight, Improved initiative, Track, Weapon focus (greatsword).


IV. The return of Aramil

On the third of June - two mornings after his death - Aramil will resurface near the city of Shiriki. He will have little in the way of possessions, and will have no obvious means of contacting the other party members. How he gets back in touch is anybody's guess. See the secret note below for more information.

V. Polikwaptiwa and Shiriki

Polikwaptiwa, female human Sor9: CR 9; Size M (5'0“); HD 9d4+18; hp 38; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +4 ranged; SV Fort +5, Ref +3, Will +7; AL CG; Str 7, Dex 11, Con 14, Int 17, Wis 9, Cha 16.

Concentration +12, Craft (Painting) +15, Craft (Stonemasonry) +15, Diplomacy +8, Gather Information +7, Hide +0, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +7.5, Knowledge (Geography) +5, Knowledge (Nature) +4, Knowledge (The Planes) +4, Listen -1, Move Silently +0, Perform (Keyboard Instruments) +4, Spot -1; Craft Wondrous Item, Iron Will, Scribe Scroll, Skill Focus (Concentration), Skill Focus (Craft (Stonemasonry)).

Sorcerer Spells Known (6/7/7/7/4): 0th: Dancing Lights, Detect Magic, Detect Poison, Flare, Mending, Prestidigitation, Read Magic, Resistance. 1st: Burning Hands, Charm Person, Chill Touch, Magic Missile, Unseen Servant. 2nd: Bear's Endurance, Spider Climb, Touch of Idiocy, Web. 3rd: Haste, Invisibility Sphere, Vampiric Touch. 4th: Arcane Eye, Shadow Conjuration.


Polikwaptiwa is an artist - and her shop is filled with surreal paintings of a variety of subject matters. If the party is invited in, one painting will stand out (Lashmere may be the first to notice it). It is of a giant tower piercing through a low cloud layer. The painting is so unusual that it appears to bend and move if one stares at it too long. Also, as the base of the tower cannot be seen and the style of the painting is surreal, there is no real sense of scale. She has no other information about the tower - just that she was inspired recently to draw it. As far as she knows, it is a fictional place.

She also uses her painting to imbue magical properties to items. This is done with her Craft Wondrous Item feat. Combined with her Shadow Conjuration spell, she has devised an ingenious way of restoring items that have lost their magic since shadow took over.

Note also her knowledge of geography! She can provide a wealth of useful information to the party - and with Roderick's Sending spell, she could be a resource in the future, as well.

Roget,

During a lull in the cleanup, you find yourself standing next to Aramil's body. The rain is still steady and the soothing drops hitting your skin have slowly stitched up your physical wounds.

But today's pain runs deeper.

It was only three weeks ago that you stood like this over Kesi and Bigby. But this time, things are different. You have no dead king to use as leverage. And you fear that there is no friendly high priestess waiting for you down river.

Beyond the docks, the screams and chaos of battle continue. And somewhere, a fire has started - in the distance, you see its smoke curling up toward the rain clouds.

You have no allies here. And the enemies - Chaos's “soldiers” that Matchitisiw warned you about - are getting harder and harder to survive.

This quest, you fear, may not last. And Aramil will surely have to be left here - so far from his home that you have walked three months just to get halfway to a kingdom he had only read about.

The natives have started to investigate the battle scene. How long has it been since the last giant was killed? A minute? Ten? An hour? The growing crowd stirs you from your reverie.

There is still work to do. And the risks to the party may not have died with the giants.

You look back past the docks to find the others. In the distance, you spot Kesi. But as you start to walk to her, a woman steps from the crowd and crouches down at Aramil's feet.

“Grab his shoulders, Roget. We need to get him into the river.”

While the rest of the crowd huddles against the rain under cloaks and coats, she wears only a light, summer dress with a simple, leather belt. The rain has soaked her from head to foot, and her dress clings to her perfect golden skin, revealing a shapely form with which you have become quite familiar.

The daylight reveals details that you hadn't realized were missing before. The color of her eyes. The shape of her nose. The bright, golden ring on her left hand in contrast with the dark, golden skin. Your senses are overwhelmed. You stammer for a second, like a child who can't remember what words to use.

“Well? Are you going to help me?” And then, with a mischievous smile, “Or are you going to exercise your free will and say 'No'?”

Jim VanWinkle jimvw@cecs.pdx.edu wrote:

*grab shoulders and start dragging him to the water*

Despite Aramil's heft, the two of you are able to lift him with ease, and after a short hobble to the river's edge, she wades in up to her waist. You have no choice but to follow. She lets loose Aramil's feet and nods for you to do the same with your end. Without additional instruction, you feel strange. Is she going to bring him back? Or is this just her way of dumping the body?

You realize, with slight embarrassment, that people on the bank are curiously watching you. You and Aramil, of course, stand out in any crowd in this land, so the feeling is not new. And, though her skin and hair are the right color, her wardrobe makes her stand out as well. What must they be thinking? Do they know she is who she is?

You let go of Aramil's shoulders and he begins to sink under the surface. She deftly (and quickly) undoes his pack and scabbard and hands them to you. Without the extra weight, Aramil rises back to the surface. Then, she gives him a nudge and he begins to drift out into the deeper waters.

“What…” you start to ask, but can't quite think of the right question.

She steps (wades) next to you and puts her hand over your chest. The water of the river laps at your waist. The warm water of her touch seeps through to your skin. The water of the rain drizzles down your shoulders. It all combines into a deep sensation of relief and comfort. The worries and fears from earlier melt from your mind. She is all that there is - and all that matters. And when she smiles, you smile. As long as she is pleased, the chaos beyond the river seems a distant annoyance.

She stretches up to kiss you. In the light of day, and with the closeness of her body, you get a sense of her that you had been unable to see before. She is not only much shorter than you thought, but also light - almost elfin.

“You do have free will,” she says quite suddenly. “It is just that the events before you lead to only one possible conclusion. I chose you because you were smart enough to see that and strong enough to make the choice, despite the risk.”

She turns briefly to look at Aramil. His body has drifted several yards out into the river, but remains afloat - despite being burdened with his armor and some leftover gear.

“Chaos knows you are coming, Roget. They sent the giants here to stop you, and they will continue sending more such obstacles at you until they succeed or they are destroyed. But they do not understand this world. Life perplexes them. But they learn and adapt. I do not know what they will do next, but I fear they will strike in new ways - ways we have not seen before.”

She steps back and pulls her hand from your chest. The warm spring rain becomes slightly colder.

“I will see you in Shiriki.” And, then she turns and dives headfirst into the river - a maneuver so graceful that the ripples on the water fade almost immediately. You see her shadowy form below the surface as she swims out toward Aramil's body, but it fades from view after only a few feet.

And then, Aramil sinks and is gone.

Aramil,

You float in a sea of mist and shadow, disoriented and confused. There is a silence around you - which seems very wrong. You try to remember how you got here, but it is as if your mind does not want you to know.

Slowly, piece by piece, your curiosity wakes up and wrestles the confusion out of your mind. You begin to remember. There were noises. There was chaos.

Chaos. That word has meaning to you.

And then, it all comes rushing in. You wake up fully and realize just how wrong things are!

The mist and shadow around you is much like the ethereal plane - however the astral sun is nowhere to be seen. And there are no shapes from the material plane.

But the biggest problem is that you feel no pain.

You remember the giants. And you remember that club (or was it a small tree?) connecting with your head and torso. You remember the pain - so sharp and so deep. But now there is nothing.

You reach up to feel your neck. Surely it was broken from the impact. You remember the sound of the bones breaking. Or was that something else?

Confusion starts to seep back in to your mind.

“Aramil!” A woman's voice snaps you back to attention.

She stands (floats?) in front of you. Her straight, black hair and golden skin mark her as a native of this region - much like the many you have encountered these past four months. She has a very light frame - almost elf like - and stretches less than five feet from head to toe. Every inch of her body and hair are wet - as if she just emerged from a river - and a sheer white robe clings tantalizingly to her wet body, revealing contours and features that most women would be embarrassed to reveal. Around her waist is a black belt emblazoned in silver with the stylized rain cloud that the Rain King and his sodliers used on their armor. On her left hand is a plain, gold wedding ring. She is stunningly beautiful.

“We do not have much time before Chaos notices that I am here, so I must apologize for being forward.”

She steps up to you and swiftly grabs your face in both hands. The water from her palms is warm and drips down your cheeks into your beard. Before you can even react, she kisses you - hard - on the lips.

Emotions surge through you. At once you are both embarrassed and aroused. But both emotions are supplanted by surprise when a warm water begins to flow from her mouth into yours. It fills your mouth in a flash and begins bubbling out the corners - where your lips are still held firmly next to hers.

A second later, the water is both gushing down your front onto your chest, and filling up your throat. You gag, but still she holds you firmly in place. She is far too strong for someone her size. You instinctively try to break free, but are unable.

The water in and around you builds until it feels as though you are immersed in it. It breaks through your gag reflex and forces its way into your stomach and lungs. You are drowning.

You kick to break free, but the water slows you down and seems to have sapped your strength. You thrash in a panic, hoping that somehow you will be able to get away. A terror reaches deep into your mind and heart and you lose control.

The water is cold now - but above you is sunlight. You kick in that direction, realizing quite suddenly that the woman is nowhere to be seen.

And then you break the surface and feel the sting of the cold morning air.

Your lungs scream as they try to gulp in air. Nearby, a muddy river bank offers solace and your body finds its way there by instinct. You cough up water for several minutes until you begin to breathe normally.

You are lying in the mud of a river bank. You still wear your armor, but there is no sign of your weapons or your pack. Nor is there any sign of the docks where you fought the giants … or the raft … or any other person.

You are alone. You have no idea where you are. You have no idea where your friends are.

But you know one thing that makes those concerns seem trivial: You are alive and you should be dead.


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