To The Heart

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Overview

Being the events of the third run. In which our heroes venture into Orange, to meet with the Cult of Al'an and see what they know about the Breaker's plans, and are recruited to assist in a ritual to repair a fraying ancient-yet-familiar-sounding spell, which leaves many with strange new characteristics and behaviors. With diversions for parties and possible adventures.

Leaving the Islands

We just threw a dead goblin through a tree, where he went to Green. Vadim starts fading out, Managaratha shows up. Scout says the passplant spell will fade at dawn - can Managaratha tell anything? He wants us to go to Green to get ingredients. Everyone else is dubious.

Nesh discovers that his sword has become lighter, and sneaks off to investigate. Scout sneaks after him. It's lighter and sharper and rolls with agility!

Diomarch finishes chopping the tree by sunrise; no longer a spell.

Back to the keep - Managaratha has the sigil-getting spell. Gale unfolds the boat and we go up. (Purple and blue are visible from outside)

Blue extra effort battle thing Purple stasis Yellow unreality Can't see the green fog

7 Detect Magic: many small spells on people. There’s a red spell that stretches out of the region, that’s the most interesting thing. Probably Life rather than Blood. Sigil: three sigil-ish things on that. More or less got them.

(Scout's theory is the Duke and the Baroness merged their lives.)

We're going to Rinyin. Three days sailing to Kor. ( Managaratha makes vegetables ) Nothing too eventful - we see the Golden Falcon leaving Kor, but manage to evade before they spot us.

Gale badgers Scout into reporting to the ambassador. Stella points him to the elvish quarter.. Gale and Nesh and Stella stock up on some provisions. Managaratha wanders off, overseen by Diomarch.

"Hey, den mother! Where is an elvish ambassador?" Stella points out the Elvish quarter.

"Oh, I have a spell for splitting the party. I forgot to cast it."


Scout goes to the Elf Quarter. The halfling at the Forest Trade delegation says things are more expensive than you’d expect.

There's a courier service, or for something more discreet, talk to the Master Trader. He goes through a copy of the Tarn Evidence packet, calling out the elf things in particular, and leaving out the bit about Nesh. Any assistance? Horses! Master Trader can be called Rekar.

Guy in fancy robes comes in. Do I have the honor of addressing the remainder of the delegations? Guildmaster Vincenzo wishes to extend an invitation to after dinner drinks and a party - he'd like to speak to you all. It's a formal affair.

"We lost a lot of our luggage in the transformation event" -Stella

We get redressed in +1 charisma clothes. There's some orange Creation going on.

Party

The overall shape of the party - Guildmaster Vincenzo meets us and thanks us for the information (he has read the packet). People tell the story multiple times.

We hear Vincenzo was smart to send his journeyman. If people are going to be stuck there for a while, who is looking after what interests? 20 important guild members are stuck in a time halt!

Gale looks for adventure hooks because that's what she does. There's a journeyman who is talking about a line on some old stuff that is going to get dug up soon. He's looking for people to go run his dungeon when he finishes digging it up.

Scout scouts; there’s lots of Orange magic, and a moderately large priest of Jord, a priest of Tam, a priest of the Goddess. No spirits. Some orange magic has been thrown around actively at the party, but no miracles are being thrown around.

Nesh is Lucky but not Karmic; he notes that the tension is present but subtle between the humans and the Saurians. The one Saurian Guildmaster gets the story from Nesh, and offers him a job if he wants to apprentice. Nesh demurs, saying we’re stuck, something to do with a Blue spell. The fact that Nesh does not speak Saurian gets one of the other Saurians interested– a noble, not a merchant. The poor dear. She sends him a book.

Off we go towards Rin'yan. The main road is nice. We travel for four days.

To the temple.

Diana: Finally, you're back. Meraldi is off talking to people.

Stella sets up a nicer space for Diomarch than the standard stable.

Time to go to visit the Cult of Alan? They have an actual large compound - fifty priests rather than three. Ritasi is the head of the order, doesn't talk to people any more, retiredish. Leonardo is the one that mostly deals. There is a brief kerfuffle about the broken miracle, but Stella briefs Leonardo.

Leonardo looks to Managaratha - you didn't explain? How is Alan? Long dead. Oh.  :(

There is a person who has an old enchantment, and in need of some repair. Managaratha has repaired it before. A rainbow mage with skill in Purple and Yellow, usually. Stella might be able to repair magic. A person who is drawn to the Breaker's plans. It often transfers on their death. (We suspect the last of Tirinian's Mark!) That's a thing that the cult does, don't spread it around.

Gale runs into Giaconni! He's doing better here than he was in Kor. Anything worth doing right now? How much trouble you want to get in? Well, I don't want to get dead...

Leonardo comes in with a young woman and an older man who happens to be Giocanni. Thistle, this is the woman who might be able to get your spell under control.

What Needs Fixing? Managaratha notes his own sigil on the spell too. Probably the best is to do a ritual with Risto and some others. Have friends around because there will likely be consequences. Stella doesn't know who Risto is, but Thistle does. Let's not just turn him loose on it - he has a shtick in attacking magic, but working with Stella they could make it more surgery.

How are things going awry? Since she got it, she'll have unpleasant visions or wind up in a different part of the city - it's not very useful. Moving it to someone else would be fine. Visions of things like orcs and goblins. It's supposed to be less random, she hears.

Going out of the temple for Scout to look. It's on par with the Middlesea stuff, it's yellow/purple. Has been patched multiple times; refilled in power and restructured. It's close to full though could be topped up, but it's frayed - 50 to 100 years since it was patched. There's a major sigil and tons of patch sigils, several of which were Managaratha.

Three priests of the Goddess will do the ritual to let people work on the spell.

We are invited to Master Cassandra's party tomorrow and Master Divoli's party.

Meraldi says they are the two most able to step into Mariana's shoes (she is in the Conclave bubble). The masters have been given reports from Vincenzo, so this is more about leveraging her or us into conferring Mariana's blessing. Better to split the party or go to both, don't snub both of them. She suggests splitting 2:4 with Stella in the 2, and Meraldi will party hop and convince both parties that it's Not Throwing Influence.

A guy with a dog (Bran) is looking for Diomarch. The Commander got your message two weeks ago, and has sent him to get more details. Nesh gives him a Tarn Evidence Packet. Diomarch also briefs him on the Rush priest insights. (We still don't know who the Fourists are)

Tensions in Red with Darstan missing half its leadership. Looking at war. Victoria is taking advantage of orcs invading Purple. Richard and Baranna are both eying Darstan since the Baron is gone. The Lord Commander is not willing to actively ally to Darstan - he's not so great at *preventing* wars. Can we get the Baron out sooner? Diomarch doesn't have any sense in which that can be done soon. There's the red life thing too.

If he can get the Baron back without destroying everything else, do that. But the most likely is everything else explodes.


The ritual of Dominoes happens - we end up perfecting the spell at the cost of it not lasting as long.

Gale has run off to find a woman about to stab her husband. Nesh is in a force cage and floating up, speed drained, smells roses, can't lie, sees in black and white. Managaratha is blind Diomarch is extra big and hears a song. Scout can only say "What should I say?" and his eyes come back (illusion)

And, Thistle teleports out.