Chapter I: Damring Fortress, Part 1

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Simon
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Re: Chapter 1: Damring Fortress Part I

#21 Post by Simon »

Harlan scoffs at himself, clearly a bit ashamed of his own timidity.

Finn'd laugh to see me now! Jumpin' at mist and shadows, scared of a damn raccoon. Tally ho chaps! Though I do say, Raizenbrayne, what do you think could have caused such a persistent and widespread arcane residue?

He falls in line with Agrom after playfully flinging a stone at the feet of the bold raccoon.
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Re: Chapter 1: Damring Fortress Part I

#22 Post by Keehnelf »

The raccoon skips aside as Harlan's stone goes flying by, then bounds over to the edge of the roadway, falling in alongside the group with obvious curiosity as they move on. Upon somewhat closer inspection, the raccoon has been hard done by--its fur is matted in places and quite dirty, and the raccoon itself has a lean and hungry look as it scampers along the limestone paving stones.

Once Raizenbrayne has indicated his interest in moving on, I'll fast forward to the next encounter. I didn't see anyone indicate a desire to have torch(es) lit apart from Agrom--how are you proceeding in terms of lighting? The default condition is, as I mentioned before, Dim Lighting inside the forest.
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Re: Chapter 1: Damring Fortress Part I

#23 Post by sulldawga »

Agrom will sheath his sword and dig out a torch from his pack. He will, however, refrain from lighting it until conditions further deteriorate.

"That raccoon ain't normal. It shouldn't be following us. Anything out here would have skinned and eaten it by now. It should be scared witless of anything on two legs. Keep an eye on it."
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Re: Chapter 1: Damring Fortress Part I

#24 Post by Starbeard »

Raizenbrayne

Raizenbrayne begins to get his wineskin out, explaining that he'd like to attempt to preserve a samples of the mist; remembers that it's filled wine, figures he'll just dump the wine and take a sample anyway, and then changes his mind again and puts the skin back. 'Should be time to grab some on the way back, I suppose.'

'What? Sorry, distracted by this mist here. Not normal stuff, I'd say there's some powerful magic in the area, or a rupture of some kind, causing magical aether to stick around longer than it really ought to—you might want to be careful going in.'

OOC: is this kind of phenomenon something I should be able to make an Arcanist or Roll check on? If so, I'd like to tell if this is caused by a sentient malevolent magical force.

He gathers up his robe and moves along next to the others,
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Re: Chapter 1: Damring Fortress Part I

#25 Post by Keehnelf »

You're welcome to do some more in-depth exploration of the nature/origin of the Mist--it will advance you a turn and start The Grind to do so, however. Your call.
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Re: Chapter 1: Damring Fortress Part I

#26 Post by Keehnelf »

12 Brightmorn, 814 - Turn 1- The Forest of Est, Dim and Gloomy and Wreathed in Mist

After gathering their wits once again, the group heads further into the forest. The Old Road becomes more meandering as it passes among the trees, and its surface more uneven, broken by creeping vines or upthrust roots running along. More than once, a fallen tree blocks the roadway and the group are forced to cut through the undergrowth to get around or to clamber over the rotted trunk, all without major incident.

As they walk, the mist curls about the adventurers' legs, cooling any exposed skin to the point of discomfort but not pain. The vegetation overall seems healthy enough, though the dim light casts ominous shadows that keep the travelers on their toes. Throughout, the small raccoon remains the group's constant companion, now scurrying quietly from tree branch to tree branch along the left side of the roadway, watching them all intently whenever they stop to overcome some minor obstacle.

After a mile or so of this kind of travel, the sound of moving water is heard, and soon after the group finds itself before a stone bridge that spans a twenty-foot wide creek of fast-flowing water. The bridge itself appears to be in good condition as the trio approach, though narrower than the roadway and obviously designed only for one-way traffic. It has stout rails along both sides of the same yellow-gray limestone, and is overgrown a bit with moss and lichen in the moist air above the swift-moving creek.

Crouched on the bank at the near end of the bridge is a stone statue of about a man's dimensions. It is cunningly detailed and in surprisingly good repair, and depicts a robed and cloaked figure in a squatted posture. Its left hand is held out with palm upward as though requesting alms, and its right hand is somewhat raised and clenched into a fist as though preparing to clout a misbehaving child on the ear. Unlike the rest of the statue, the face is vague, bearing the general shape of a humanoid face but without distinguishing features. The statue is carved of a speckled gray stone polished smooth, but there is a hint of red on the face that is barely visible in the dim light.

Agrom, as a native of Estwatch, recognizes the figure as The Wanderer, or The Pilgrim, a minor deity historically worshiped in this region but which has long since fallen out of favor. Several depictions of this being remain in the Estwatch Temple but no one actively venerates it and very few know anything about the faith. Agrom's mother provided the few tidbits he's able to recite based largely on tales she heard from her grandmother.

--

Party status:

All characters are Fresh.
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Re: Chapter 1: Damring Fortress Part I

#27 Post by sulldawga »

Agrom the Warrior

"Anyone got a coin to give to the Wanderer? I'm broke."

If no one has any coin, Agrom will open up his rations and leave a little food in the statue's hands, and say a short prayer asking for the Wanderer's blessing on their travels.

Then he'll take a quick peek under the bridge for trolls before proceeding across.

OOC: This reminds me, I was supposed to get some pouch of cash in lieu of not having a Mentor. I skipped it because I didn't have any room to carry it around. Any chance I could have just left it with my parents?
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Re: Chapter 1: Damring Fortress Part I

#28 Post by Keehnelf »

You can most certainly store it at your parents' place. You should expect, however, to have to face an annoying and/or embarrassing trial (low-stakes) as part of recovering them once (if) you return.
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Re: Chapter 1: Damring Fortress Part I

#29 Post by Keehnelf »

Another mechanical note: you're assumed to have the basic supplies on you necessary for field work with all your trained skills. This includes arcanist which may well involve a very small vial and a device that can allow simple aetheric testing of collected samples.
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Re: Chapter 1: Damring Fortress Part I

#30 Post by Starbeard »

Keehnelf wrote:Another mechanical note: you're assumed to have the basic supplies on you necessary for field work with all your trained skills. This includes arcanist which may well involve a very small vial and a device that can allow simple aetheric testing of collected samples.
Awesome. In which case, I better stick to my Instinct and investigate the mist, Grind or no Grind!

Also, I just realised that we never determined which spell I had in my spell slot from the pre-game 'town' phase. Which is a problem, since I'd actually like to cast Supernal Vision. Should I just assume that I didn't have time to prepare a spell, or roll randomly to see which of the three I memorised?

EDIT: The rules don't seem to say anything about memorising a spell during the adventure, other than that magicians & rangers may usually memorise their spells 'without a test during the camp or town phase'. Does this mean I can add a new spell to my spell slot, but I have to take a test (and therefore a turn) to do it?


Raizenbrayne, Who Is Unforeseen
Raizenbrayne laughs off the question about coins, muttering something about poor university graduates and deferred tuition.

'But, if I can glean some of the properties of this peculiar mist, perhaps the Tower of the Unseeing Eye will be willing to issue me a research grant to investigate its effects; then I'd have some coin for your deity!'

Raizenbrayne will pull out a couple of small vials, a tiny pipette, and a band of white silk, and then (assuming he doesn't have the Supernal Vision spell memorised) fishes for his spell book to begin memorising that old staple of the wizarding world, Mesmeric Supernal Vision (he explains in blithe detail that this one is Alastair the Fat's version of the spell, the most superior of the three main variants).

He will then stash his book, tie the band around his eyes and cast the spell, and if all goes well, start examining the mist, gather a few samples for further experiments, and examine the odd raccoon.
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Re: Chapter 1: Damring Fortress Part I

#31 Post by Keehnelf »

I'm going to rule based on your presentation of Raizenbrayne thus far that the choice of spell would make sense for him to have started with. Re-memorization of spells is impossible during the Adventuring Phase--it only happens (automatically) at the end of a successful Camp Phase or when Beginning or Ending a Town Phase.

That being the case, and that you have the Lore Master skill, we can get away with one test to cast the spell (Arcanist vs. Ob1 unless you plan to extend the duration beyond the current turn, just let me know before you roll), with no help from the others due to their skills and abilities, followed by a second test that will be Lore Master vs. the complexity of the feature. In the end this will only advance the Turn count by one, since spellcasting does not require a Turn regardless of whether it results in Conditions or a Twist. Does anyone want to offer help or advice to support Raizenbrayne's plan?

EDIT: Actually, we can use this as an Instinct Trigger for Raizenbrayne and not use up a turn if he just hurries off to perform his experiments without consulting anyone or anyone else having the ability to chip in. Let me know if this is the option you'd prefer.
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Re: Chapter 1: Damring Fortress Part I

#32 Post by Simon »

Harlan Wax
Harlan halfheartedly paws at his pockets, searching for loose coins he knows aren't there.

Sorry Agrom. All's I've got are crumbs and candles, and I suspect we'll be needing the candles.

He turns to the Wanderer, rubbing it ruefully on the head and says

Wanderer, old chap, you see us safely through this little jaunt and I'll be sure to drop you off a little something on the way back home.
Is it possible to have more than one goal at a time? If so, I'll make it a goal to grab something for the Wanderer during our adventure. Harlan isn't particularly religious, but he's always looking out for new allies, imaginary or not.
As Raizenbrayne begins his arcane preparations, Harlan will restlessly scan the woods surrounding the bridge, eventually fixing his attention on the Raccoon.

And you little friend? You're more persistent than I'd have guessed. Know any good riddles?

EDIT: I'd help Raizenbrayne with his arcane business, but I dont think I've got any appropriate skills. Best to leave the strange man to his strange businss.
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Re: Chapter 1: Damring Fortress Part I

#33 Post by Starbeard »

Keehnelf wrote:I'm going to rule based on your presentation of Raizenbrayne thus far that the choice of spell would make sense for him to have started with. Re-memorization of spells is impossible during the Adventuring Phase--it only happens (automatically) at the end of a successful Camp Phase or when Beginning or Ending a Town Phase.

That being the case, and that you have the Lore Master skill, we can get away with one test to cast the spell (Arcanist vs. Ob1 unless you plan to extend the duration beyond the current turn, just let me know before you roll), with no help from the others due to their skills and abilities, followed by a second test that will be Lore Master vs. the complexity of the feature. In the end this will only advance the Turn count by one, since spellcasting does not require a Turn regardless of whether it results in Conditions or a Twist. Does anyone want to offer help or advice to support Raizenbrayne's plan?

EDIT: Actually, we can use this as an Instinct Trigger for Raizenbrayne and not use up a turn if he just hurries off to perform his experiments without consulting anyone or anyone else having the ability to chip in. Let me know if this is the option you'd prefer
I'll go ahead and activate my Instinct, so no Turn is used up but no one is allowed to help.

I'll also add the duration = 2 turns Factor (which counts as 1 factor in the description)—that should give me a total Ob of 2, if the base Ob to cast is 1.

Rolling Arcanist 4… [1d6] = 3, [1d6] = 4, [1d6] = 6, [1d6] = 4 = 3 successes. (Gah, I should've increased the duration to the whole phase! Oh well)
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Re: Chapter 1: Damring Fortress Part I

#34 Post by Keehnelf »

12 Brightmorn, 814 - Turn 1- At the Pilgrim's Bridge, Dim and Gloomy and Wreathed in Mist

Raizenbrayne goes through a series of elaborate steps in preparing himself for his research, finally intoning the words that will allow him Sight Beyond Sight and straight to the source of these Aetheric Vapours. The spell is cast successfully (you may appreciate not getting stuck with the -1D to all physical activities for the entire phase down the road), and Raizenbrayne is almost overwhelmed by the flood of information that surrounds him.

Go ahead and make your Lore Master roll against Ob2. Basic success will provide you with information about the type and likely source of the mist, and additional successes will provide you with additional details about it that may or may not be useful.

Also note that you should have rolled an additional die for your Fresh condition.


--

Party Status:
All characters are Fresh
Raizenbrayne has Supernal Vision effect (expires at the end of turn 2).
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Re: Chapter 1: Damring Fortress Part I

#35 Post by Starbeard »

Keehnelf wrote:12 Brightmorn, 814 - Turn 1- At the Pilgrim's Bridge, Dim and Gloomy and Wreathed in Mist

Raizenbrayne goes through a series of elaborate steps in preparing himself for his research, finally intoning the words that will allow him Sight Beyond Sight and straight to the source of these Aetheric Vapours. The spell is cast successfully (you may appreciate not getting stuck with the -1D to all physical activities for the entire phase down the road), and Raizenbrayne is almost overwhelmed by the flood of information that surrounds him.

Go ahead and make your Lore Master roll against Ob2. Basic success will provide you with information about the type and likely source of the mist, and additional successes will provide you with additional details about it that may or may not be useful.
Lore Master 3… [1d6] = 2, [1d6] = 6, [1d6] = 2, 1 success. Well, guys, I tried. Without any Fate points, I don't think there's anything I can do to up the roll.

Apparently the rush of stimuli is all too much for Raizenbrayne, who's probably stumbling around blindfolded and in a stupor.

Edit: Oh yeah, I forgot about being Fresh again. Does that still count? If so… [1d6] = 4
Last edited by Starbeard on Thu Aug 14, 2014 5:52 pm, edited 1 time in total.
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Re: Chapter 1: Damring Fortress Part I

#36 Post by Keehnelf »

Roll one more die and hope for the best (Fresh Condition, per my previous post).

Maybe it will come out just enough!
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Re: Chapter 1: Damring Fortress Part I

#37 Post by Starbeard »

Keehnelf wrote:Roll one more die and hope for the best (Fresh Condition, per my previous post).

Maybe it will come out just enough!
Hah, just edited my post at the same time. See above for the extra die.
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Re: Chapter 1: Damring Fortress Part I

#38 Post by Keehnelf »

Raizenbrayne starts to mumble aloud as he peers to and fro around the area, obviously quite interested in currents and contours that are completely invisible to the other two adventurers. He stands in front of the raccoon for a long moment and mutters something about demonic possession before shaking his head vigorously as though trying to clear it and moves on. Finally, he removes the blindfold from his eyes in order to assist him in communicating with his fellows a bit more easily, and intones with obvious glee:

"The Arch-Sages of the Ancient Tower identified three forms of Aetheric Vapour through their original studies which, although we've discovered a wide array of variations and blurrings between the three in the centuries since, continue to provide a meaningful taxonomy by which we can classify and discuss magical energies..."

The blank looks on the faces of his companions forces him to pause a moment and re-think his explanation.

"Well, there's Arcane Magic, Divine Magic, and Demonic Magic, and they're all basically the same stuff but the result of different processes. Although at first look this stuff appears to be Arcane Aether, it is in fact a powerful mixture of Divine and Demonic Aether, with nothing Arcane in evidence. I would need to do some more research in a laboratory to be sure, but my first guess is that a Deity (or their representative) imprisoned a powerful Demon somewhere nearby, and that the Demon has since escaped. It's unclear to me why the residue of that has remained, however. Some third effect must be present."
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Re: Chapter 1: Damring Fortress Part I

#39 Post by Keehnelf »

No rush on this, but I'd love some feedback on a proposal I've made in the operating procedures thread.
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Re: Chapter 1: Damring Fortress Part I

#40 Post by Keehnelf »

I also forgot the +1Ob for actions in Dim Lighting, but since that works in your favor I'll let the current results stand. For future Tests it will be enforced (unless something is done about the lighting conditions).
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