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v2session31a [2008/06/29 13:03] – created jimsv2session31a [2017/05/27 18:57] (current) – external edit 127.0.0.1
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 | Val | [[Allie]] | [[Lesser Aasimar]] | Favored Soul/7, Ranger/1 | | Val | [[Allie]] | [[Lesser Aasimar]] | Favored Soul/7, Ranger/1 |
  
-...+//Note: This session is merely a summary of an email session No XP was awarded and no module was used.// 
 + 
 +=== An encounter on the road from Castle Serastis === 
 + 
 +As you shepherd the freed slaves toward civilization, Ash spots a pair of 
 +soldiers on the road ahead As he is not the type to open fire unprovoked, the 
 +soldiers have time to act.  One signals to the other, who turns and begins 
 +running back the way they came. 
 + 
 +The remaining soldier adopts a defensive stance, places his hand on his 
 +shortsword hilt, and says, "Halt!" 
 + 
 +Based on the soldier's armor (light) and choice of weapons, he is likely some 
 +kind of scout.  While he has a crest displayed on his armor, it is not one that 
 +any of you are immediately familiar with. 
 + 
 +However, Ash recognizes it as from the private militia of the wizard [[Kevin 
 +Arcana]].  It is fairly well known amongst those in power because of the fact 
 +that [[Kevin Arcana]] has no "divine" right to any authority.  He is a commoner 
 +who has stepped onto the stage by virtue of the fact that he is extremely 
 +wealthy. 
 + 
 +As such, his militia is eyed with a heavy dose of concern by those who wield 
 +power through "legitimate" means - especially Baroness Karoline of the clan 
 +Simen - on whose land [[Kevin Arcana]] lives. 
 + 
 +[[kevin arcana|Arcana]]'s power has extended into the upper classes of Southbay, 
 +but has had little impact on the outlying baronies - including the Wildhurst 
 +barony (where your characters call home). 
 + 
 +=== Kevin Arcana's Army === 
 + 
 +Chris Havel wrote: 
 +> Are we still outside the boundary of a recognized barony? 
 + 
 +Depending on who you speak to, there is nowhere outside a recognized barony. 
 + 
 +Even Castle Serastis and the Yuan-Ti would //technically// be under the 
 +"authority" of a baron.  However, there are numerous such places that are 
 +lawless because the baron hasn't had the interest or ability to exert their 
 +authority. 
 + 
 +> I recommend parlay until flying kick-time arrives. 
 + 
 +I rule that despite the rolls, Likami and Allie's parlay/diplomacy will 
 +neutralize Freyrik's initimidation.  (Kinda hard to give somebody the stink eye 
 +when their cohorts are rolling their eyes and saying, "Don't mind him.  He 
 +hasn't had his coffee, yet."
 + 
 +> 1) Explain we're escorting these captives we freed from the snake 
 +> people. We're not outfitted to repel a big band of, well, anything, 
 +> and would appreciate help from trained soldiers. 
 + 
 +This interests him greatly.  He really perks up when you say "snake people"
 + 
 +> 2) What detachment are you from, and where are they? Take us to your 
 +> leader. 
 + 
 +What with the shock of Freyrik and the awe of Allie, he is remarkably compliant 
 +to your questioning.  He reveals that they are in the employ of the mage [[Kevin 
 +Arcana]], that their captain is named "Adrian", and that they number around 150. 
 +(This last point is clearly something he regrets revealing - further evidence of 
 +his compliant nature). 
 + 
 +> 3) Once with the main troop, we can figure out why they're here and 
 +> if our Baron should be worried. 
 + 
 +The main troop arrives after a few minutes.  They are extremely well equipped - 
 +and seem to be well trained.  Perhaps twenty are mounted and a train of pack 
 +animals and carts trail behind the main army.  Amongst the infantry, you 
 +recognize an unusual variety of races and ethnicities (though, naturally, most 
 +are from Southern Rota).  You even see elves, dwarves, and hobbits in the mix - 
 +which is highly unusual for a human-led force. 
 + 
 +While the main contingent remains "at the ready", they make no threatening 
 +advances and have no weapons drawn.  Your friendly scout trots over to a man 
 +who, shortly thereafter, is introduced to you as "Adrian, Captain of the Arcane 
 +Defenders" Despite the title, you sense that this man is not a spellcaster. 
 +(Though there are a few in the crowd that probably are). 
 + 
 +After a few cordial introductions, Adrian reveals that his soldiers have been 
 +sent to reconnoiter a place called "Serastis" He was told that it harbors a 
 +tribe of snake men and that these snake men recently suffered a great defeat. 
 +He is eager to know what (if anything) you know about this castle. 
 + 
 +Unlike the scout, this man seems less intimidated and/or awed by you. 
 + 
 +P.S.: //Your// baron probably couldn't care less - since you are something like 
 +a dozen baronies away from his lands... 
 + 
 +=== Serastis de-brief === 
 + 
 +In the absense of other player input, I will take [[Heilli]]/VW's response to be 
 +the group consensus... 
 + 
 +> Pssst....let 'em know we wasted Seratis.  [...] 
 +> Allie, flanked by Ash (all glowy) and [[Heilli]] (who appears 
 +> distracted) will lead the contingent, [...] 
 + 
 +At first (quite naturally), Captain Adrian seems unconvinced.  However, when the 
 +normals convincingly corroborate your story, his opinion is swayed. 
 + 
 +Once he believes you, he begins grilling you for specifics.  He doesn't seem to 
 +care WHY you were there and steers the conversation away from PAST events.  All 
 +he cares about is the NOW.  How many of the enemy remain?  What is their 
 +fighting style?  What kind of special abilities do they have?  Can you pinpoint 
 +where in the castle they might be located?  He then brings out a reasonably 
 +accurate partial map of Serastis and asks you to fill in as many gaps as 
 +possible - especially details about the entrance.  (The chief deficiencies of 
 +his map are that it shows the Upper Landing as open to the air; and that it does 
 +NOT show the secret entrance). 
 + 
 +Whether or not you reveal all you know about Serastis, this portion of the 
 +encounter is over.  Adrian and his troops will remain with you for only a short 
 +time before continuing on their way to Serastis.  They believe that they have a 
 +narrow window of opportunity and intend to capitalize on it as best they can. 
 + 
 +> First and formost, if I may speak for Ash, we want to rescue these 
 +> prisoners.  To take them to any place of safety where they can 
 +> recover and rest. [...] 
 + 
 +As for the refugees, Adrian offers two options: Bring them to the nearby village 
 +of Inger or bring them to [["Neroth"]] (which he says is [[Kevin Arcana]]'s base 
 +of operations).  In the process of this discussion, he sketches out exactly 
 +where you are and where you need to go to get home.  (Note: If you opt for 
 +caution, this information can be extracted without revealing your hometown). 
 + 
 +While both destinations are nearby - and would be reached after only one night'
 +camp, [[Neroth]] is farther from the path you'll need to take to get back home. 
 +Adrian's preference is for you to go to [[Neroth]] - which you interpret as a 
 +distrust of Baroness Karoline (in whose barony Inger is located). 
 + 
 +=== The trip to Neroth === 
 + 
 +When you decide to make the trip to [[Neroth]], Adrian tasks a young man from 
 +his support train to guide you.  He is unwilling to send any of his main army 
 +for fear that he will need every one of them when they reach Serastis. 
 + 
 +His name is Didrik and while he seems mildly disappointed at having to miss the 
 +"action", he quickly accepts his new assignment and makes a point to learn all 
 +of your names.  He strikes you as the type who would have a great future as a 
 +businessman or political leader. 
 + 
 +The rest of that day goes without a hitch.  While [[Neroth]] could have been 
 +reached that day under normal circumstances, the large number (and condition) of 
 +the refugees slows you down and forces you to camp the night. 
 + 
 +During this time, Didrik fills you in on some of the details of [[Neroth]] and 
 +[[Kevin Arcana]].  Arcana has been known to the locals for several years and 
 +(like most wizards) had a reputation as an eccentric.  On one hand, he lived far 
 +enough from the cities to gain respect from the rural communities, but on the 
 +other hand, he alienated many by offering his magical services only with a 
 +ruthless capitalism. 
 + 
 +Three years ago, though, everything changed.  This was the summer of 1108 -- 
 +which those in the know recognize as the year the magic changed.  Arcana began a 
 +massive construction project at a site near where he lived.  The construction 
 +was done with such an urgency and the pay was so high that it drained the 
 +resources from the surrounding farmlands.  [[Karoline|Baroness Karoline]] was 
 +none too pleased about the productivity of her peasants, but an "arrangement" 
 +was made which seemed to make her happy (at least for a time). 
 + 
 +Since then, construction has never stopped.  Now, [[Neroth]] consists of a 
 +massive, walled castle complex with three nearby stone-walled buildings and 
 +numerous wooden buildings -- including dormitories for the workers.  It is, by 
 +all measures, a town in and of itself. 
 + 
 +And, while [[Karoline|Baroness Karoline]] seems to have lost her patience with 
 +him, he now commands a massive contingent of mercenaries, so [[Karoline]] would 
 +be foolish to oppose him with force.  (This last detail is one which Didrik 
 +relays with great pride). 
 + 
 +Even with all of this information, when you arrive the following day at 
 +[[Neroth]], you are amazed at its size.  And, while the buildings and 
 +decorations are certainly not audacious, they still represent a vast wealth. 
 +This fact is augmented by Didrik -- who tells stories of wagons full of gold and 
 +silver that come and go in the wee hours.  (Naturally, he offers no specifics 
 +and when pressed, admits that he's never actually //seen// the wagons -- he's 
 +only heard about them from others). 
 + 
 +You are greeted at an outer gate to the complex by a squadron of armed soldiers. 
 +Didrik then does something unusal.  He pulls from his pocket a small gem on a 
 +chain and places it into a stone pedestal near the gate.  An orange glow arises 
 +from the pedestal -- at which point one of the guards opens the gate and the 
 +rest all step aside. 
 + 
 +Didrik then leads you to the main castle, where the process is repeated.  The 
 +same orange glow from a similar pedestal elicits the same response from the 
 +(very well) armed guards.  However, this time, one of the guards recites a small 
 +speech -- which appears to be one he says often. 
 + 
 +"Welcome to [[Neroth]].  Within the walls of this castle, any use of 
 +supernatural abilities is strictly prohibited.  This prohibition is 
 +automatically enforced by the castle itself, so I would advise you to dismiss 
 +any active spells immediately." 
 + 
 +----
  
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