Wednesday, October 21, 2015

Episode 4, Part 3: Journeys of the Mistress of the Blue

At the suggestion of Mark Hall, the team heads to the Sky of Fire to locate and explore a city in it's midst. Using Dee's ability to resist fire and Bob's minor tweaking of the ship's matrix, they create a field which allows them to enter and find the city.

With the help of the "Skeleton Key" given to them by Mark, they are able to access the city's throne room. Dee feels like he is at home and Abby disappears in shower of sparks; she begins speaking to everyone in their mind, explaining that she and Dee are now home -he is the Dragon King, the Atari which harnessed the power of a dragon to create this city - the city known in legend as Telanrem.

After carefully exploring the city, they're able to activate some features of the city - an incredible node of the Oracle - and manage to do a little mild reprogramming to give them access. Shortly thereafter, Ren - it's guardian/owner - appears. She graciously offers to show the team the city, and they quickly realize that most of the information is available through the city's reprogrammed system. It goes without saying that the entire team has high level access. Ren gravely reminds everyone that they are visitors here.

Ren - Guardian of Telanrem

The city is capable of housing 50,000 people, and some of the city is for rather large guests - giants up to 12 feet tall. The most notable lack is in anything organic. Even the places designated as gardens have NOTHING living in them. It will take quite a bit of effort to make the gardens viable again.

Our accompanying scholar-warrior - Regent Counselor Slick Stone - advises guarding the place until the remainder of the Council of Regents can be contacted and await a decision. The logistics of efficiently manning a city this size are incredible because of the size and multiple levels, but that is exactly what the Council would like to do if Ren is willing, which she is - reluctantly.

There is a great deal of work to be done here, on every level; this is one of the greatest finds in history!

First: the entire city is a High Manna area (all mystic arts are used at one level higher [MOD +2, with corresponding effects modified for rank]. Anyone functioning with a MOD above Master [+6] has 1 Style Die to use for a mystical effect. However, they are subject to become a little unbalanced by the amount of power flowing through them).

The most important find in the City of Telanrem is the Bridge (think Bifrost Bride in Thor). It can create a 2-way portal allowing for near instantaneous transportation to anywhere in the Dome of Heaven (max size of portal would allow a skyship to go through), but requires someone to operate it from the City side. The Bridge can only be used once ever 12 hours unless someone is willing to supercharge the Bridge (an Impressive task [TN: 15] costing 1 style die per time used in a 12 hour time period). It also greatly enhances Merhorse abilities (grants an additional power rank [+2] and grants an additional Style Die to use on top of the High Manna bonus). Those who are already functioning at MOD [+8] or higher can see anywhere throughout the Dome of Heaven: this is a Intimidating [TN: 17] Task.

Due to the way in which the system was reprogrammed, Alex and Bob may attempt to use it's functions at [+2].

Alex and Bob are sure that transportation to and from the city could be enhanced by connecting the city's gate system to the gate system which the Jedi have created, though Alex - and the Council - is reluctant to allow this until they find out what other threats the city may house. (GMs note to players: lots of opportunities for castle and manor sweeps, even a dungeon type scenario.) Without linking the two systems, only a handful of people, including Alex, Asharra, Bob, Blink, Gambit, and Mark Hall are able to safely use the gate system.

Alex is rightfully concerned about the prior inhabitants. Ren flatly states that she does not remember as there are several gaps in her memory from her periods of long, deep sleep and no one has (as of yet) been able to figure out how to see what happened during those times of sleep. Alex logically concludes that whatever happened in the past could happen again and so recommends that only a small force of men with a balance of speed and power be placed at strategic places throughout the city with key trusted persons given access to the system until they uncover more of the mysteries of this place.

The Council does not take Dee's position of Dragon King lightly (a title which Ren finds no pleasure in), stating that he has the most reasonable claim to the City if Ren should allow it. The City's system apparently agrees with this logic as he has unfettered access wherever he goes throughout the City! Even Alex and Bob only have "Architect" level access which is lower than that of the "King". The most effective level after that is "Steward", and each limited to a certain functional area (Steward of City Defenses, Steward of Maintenance, Steward of Ports, Steward of Information, Steward of Section 12 etc...)

(The players may stay here as long as they like, but it will take a minimum of 3 uneventful months before they feel comfortable enough to leave their new nest.)

Lastly, there is some crucial historical information which may help put things in a little perspective. I've reprinted it in the next post for you to read.

Tuesday, October 20, 2015

Episode 4, Part 2: Journeys of the Mistress of the Blue

Alex recognizes that new construction and modifications of variant A'Tari design is being performed to Cloud City as they approach. There, they each find out important information from the Oracle, and after interviewing each separately, she has them join her for dinner.

The Great Libraries


There were ten repositories of great knowledge created and seeded throughout the known world. 2 have been destroyed (one was on the lost island of Kroy), four are lost and their status is unknown. The locations of the others are as follows:

  • Barathi
  • Colorona (in the Zultanate)
  • Shaka Ruq (Rivendell)
  • The minor island of Chronos

The information in the library is encrypted in such a way as to require very high intellect and certain abilities to decrypt it. She believes the group possesses those abilities, especially since Alex is a Keymaster - an Architect with great access to the Atlantean system - knowledge which surprises him.

The Great Libraries were created in such a way that gathering appropriate materials from even 4 of them would allow a handful of Atlanteans to reconstruct their technological infrastructure, if necessary. The underlying device of that structure is The Oracle.

The Oracle of Cloud City
The Oracle informs them that they will not be able to complete everything quickly and that for them to remain consciously aware of the mission would pose a grave danger. Therefore, they have this info in dream form, and they will know what to do and where to go at the appropriate time. It is very difficult to even remember this conversation. Mostly, they remember an extraordinary time with a very sage and beautiful lady who gave them each key insights about themselves.

Tuesday, September 15, 2015

Episode 4, Part 1: Journeys of the Mistress of the Blue

As promised by the Sage's Guild, the characters are well rewarded for the things they find, and there are a few minor items they are allowed to keep from the Temple. With a few strings pulled, Halmaro the Red is making a serious bid to fund both the Temple venture and will be putting the town to work. New offers for jobs for the team is available... :)

The rescued villagers are incredibly thankful and decide to settle and work in Wayhaven. Rumors of how the Sun Lord helped the adventurers are floating around, and Beorn Fletcher and his religion start to experience quite a bit of popularity. It helps (Not) that Sandy has been seen by one or two of the villagers.

During the year that they are resting, helping, and learning more about themselves, they are also contacted by Mark Hall, the Jedi who pointed them in the direction of Lantara. Since they've found out about who they are, he offers to help them with the next step and gives them a special Skyship called "The Mistress of the Blue" with a friend of his, Captain Titania. He packs them off to Gambit Isle.

Gambit Isle is a bit of an enigma wrapped in a mystery. A little over a dozen years ago, it rose from the Blue with an intact Kroyu research facility. Mark Hall and his Team of stalwarts overcame the numerous challenges on the Isle and befriended a trapped man who was, at one time, also tortured there, a Kroyu Tech-mage named Gambit.

Someone else had made it to the aisle a little before them: Captain Aurelius, a vicious mercenary who had somehow made the jump from Earth. Mark Hall, Debreu and crew dealt with Captain Aurelius and locked him away and turned Gambit Isle into a research and training facility in light of the coming war with the Dragons... Oh, you don't know about that yet? Let me clue you in.

Dragons are said to be either offspring of the gods of Old (the Kana) or actually Kana themselves. They were spawned by during the War of Heaven to defeat the Consulate. They were defeated by Torian Starwielder who took the Starsong into the heart of the Sea of Fire, defeating several of the Great Dragons and forcing the rest to yield to him, becoming the Dragon King. Most of the dragons moved to Sevenheim, a cluster of 7 islands which fell into the Blue during the 7 Days of Endless Light. The sleeping dragons descended into their strange "grave".

Rescuing Gambit, Mark Hall, Debreu, and team find out that at least some of the dragons are alive and have been patiently plotting a way to return to the 7 Skies. Gambit Isle is proof and prototype, and it won't be long before the isles of Sevenheim rise with their none-too-happy passengers.

While visiting the island, the Team takes on a dragon. They win the confrontation, forcing the dragon to leave, though hindsight indicates that the confrontation was much too easy, and no one on the island seems surprised when they tell what happened. Hmm...

To Barathi


After leaving Gambit Isle, it's noted that a cloaked (invisible) Barathi ship is following them. Dee, with his typical brand of diplomacy, manages to damage the ship. Technically, there's no law from following someone, even while cloaked, so things get sorta twisty. The ship's captain settles for an IOU of favor to call in at a later time. The characters then decide that it's time to change course and head to Barathi...

Through the Mists


While on their way to Barathi, the characters are travelling through The Mists. There is a heavy presence of ghosts hanging around the ship and the crew becomes rather edgy. Their dreams become rather vivid, somewhat outlandish. One night, Titania is found to have suddenly grown to 12 feet tall, putting a hole in the ship. In order to get help, the ship changes direction and heads for the Cloud City and the Oracle.

Saving The Rowyn


Suddenly, Alex is jolted awake with a sudden desire to lay in a new course. The ship draws close to the new location and finds an incredible battle taking place - 10 miles out they realize that powerful mystical weapons are being used. At half a mile out, they are able to see the battle taking place - The Rowyn is under assault by a ship of strange design. Alex discovers they are using Psion Ballistae, weaponized devices used by the A'Tari to enhance the range and scope of their own abilities, a system that would be very effective against ships. The team hatches a plan to redirect one of the bolts using a dimensional gateway created by Alex - using Dee as a target/"bait"; the alien ship explodes. They gather what debris and refuse they can and help the survivors. The last survivor turns the Ships Log over to Titania, charging her to get it to Mark Hall.

At Ashcroft


The characters continue their journey; Titania informs them that the best chance to get hold of Mark Hall is to stop at the village of Ashcroft, on a minor island of the same name 4 days away from Barathi. Ashcroft is a food source (mostly trigo) for Barathi - and is also home to the First House of the Jedi. They meet with Mark Hall who receives the ships logs from Titania and helps them to understand what happened during the battle.

The 14 person crew of the Rowyn were led by 3 Jedi who had been trailing the strangely designed vessel for awhile. They are not sure how they were detected, but they were suddenly fired upon by the alien vessel. They were taking precisely targeted shots designed to cripple and play with them when The Blue came to their rescue. 7 of the crew - including all 3 Jedi - survive the battle, but their physical and psychic wounds were severe enough that they had to be placed in medical comas and worked on by healers. The reports indicate that the Rowyn could have, perhaps should have, been taken out quickly. It seems that the alien ship was using the Rowyn to test the power of the Psion Ballistae. When the alien ship was heavily damaged by their own bolt, it triggered a self destruct mechanism which finished the ship thoroughly.

This is crucial and disturbing information which Mark Hall takes to the Council of Regents.

Mark Hall informs the team that the Oracle is looking forward to meeting them all, and they head off to meet her at Cloud City, a growing fortress-island which apparently moves! 

An Info Opportunity: The A'Tari

The Arhomai A'Tari

The Arhomai Atari - the First Walkers of Shadow/Chosen People - are descended from Enoch and were selected by Elohim for great purpose in The Scheme of Things. They eventually settled Lantara in the Second Age.

On Earth, the Arhomai A'Tari would be known as Atlanteans.

Above all things, the Arhomai A'Tari were travelers and builders who had a tremendous respect for the Universe and its Creator. Their desire was always to leave things “better” than when they found it, but only after they had come to understand it. Moreso, they are called to maintain order, to police the universe and keep things in check so that normal (mundane) humans can live their lives slightly more carefree.

All of the player characters are of A'Tari blood but many generations have passed… (Obviously I am intentionally not giving a whole heap of information about the A'Tari at this point because more information will unfold as we go along. That’s a continuing arc woven into the adventures. Just who were these Atari and why were they given such an important place in the universe?)

Katan Pur


All 'Tari go through a rite of passage called Katan Pur, or Fire of Purging/Truth. This time of testing reveals two things: 1) their ability and potential and 2) their nature/alignment.

Those of the A'Tari that pass the Katan Pur and are found to be of noble bent emerge as Arhomai A'Tari: beings of incredible power, who eventually become Champions of Light.

The others who survive the Katan Pur but fail the moral testing become Koldun Ata: the "Unfettered Ones" (as they call themselves), who often believe they have been freed to wield great power and to set humanity and other intelligent life free from servitude to anything save themselves. Moral failure is almost always because one chooses not to follow their pre-ordained path. All of the Koldun Ata wield great power and have the potential to become or are Arch-Koldun.

A few of the Koldun Ata see it as their goal to destroy the Arhomai A'Tari believing that they would enslave others to the Divine Order of Things, and slavery is wrong!

Though the actual rite of Katan Pur died with the waning of Atari civilization, it is said that the Call of the Pur happens spontaneously to individuals or small groups in times of great crisis to the world and humanity. Also, some fringe peoples (especially the Blue Men and Rock Men) and minor nations/islands have held on to the rite or younger cultures have developed similar rite of passage/initiations, but without understanding the fullness of their actions.

Once the team checks their status in The Subsystem it shows that each is listed as being Katan Pur Ata, or "Elect Ones undergoing Katan Pur".

A'Tari/Atlantean Technology


"Any sufficiently advanced technology is indistinguishable from magic." -Arthur C. Clarke.

The Dome of Heaven is apparently infused with some weird property which finds its origin in The Blue. These particles are called Psion Particles by the A'Tari, who were taught how to manipulate this stuff by Enoch and other servants of Elohim. They, in turn, learned how to create Artifacts which had the capacity to use the Psion particle/energy field - which is also known as Manna - in a programmed fashion. Anyone who has the ability can manipulate the Psion field. Very few have the potential that the Arhomai A'Tari have, who use it with incredible effect.

The Arhomai A'Tari created two important Meta-Artifacts: the City of Atlantis and The Oracle. Atlantis is currently nowhere to be found and the characters have just contacted a node of The Oracle, which has informed them of the information which you are reading. The particular portion of the Oracle is of the Lantara substation, and thanks to a glitch in the system, was disconnected from the entirety of the Oracle, which is apparently some sort of world spanning Network.

All Atlantean Artifacts draw their power from the Flux points (or the 7 Gates, of which only 4 are active at the beginning of this Chapter) and their guidance from The Oracle OR a wielder who is Keyed to the Item. Though these items are capable of performing some minor tasks drawing, from the lesser ambiance of Manna, their full potential can only be realized at the Gates or when the system is fully active...

The Oracle monitors and maintains things. Potentially EVERYTHING. But something… happened… to the Oracle about 1000 years ago, and she became slightly…. erratic. Shortly after that, Atlantis faded from the life of The Dome of Heaven, her inhabitants now hardly more than a myth. The A'Tari, though active in the world of men, are only whispered memories...

Chapter 2 Begins (GMs Notes)

As I re-post and edit the parts of this story, it's astonishing that this covered 13 months of real time at an average of maybe 2 sessions per month, maybe a little less. The players had learned the basics of using the S7S (Swashbucklers of the 7 Skies) system and were feeling (and filling) out our campaign environment. 

Of course, the short amount of writing contained in these articles do nothing for the sheer amount of roleplaying that was done. A lot of details were cut (I'd draw from my memories, and sometimes I wouldn't post for a few days), and it's amazing that 1 evening of climactic play can be boiled down to 3 paragraphs, but that's the way it is in stories!

The players decided to build a base in Wayhaven with the patronage and assistance of Halmaro the Red, and (predictably) the little village started growing overnight. During this time the characters learned quite a bit about their heritage and their destiny. 

It was time for a Major Character rebuild, where the players could essentially melt down the characters they currently had and work with the points available, with sweeping mods - as long as it still carried some element cohesion. A new addition is the beginning of burgeoning Super Powers. I was determined to make this campaign as expansive as possible and was realizing some things I could do better and different. 

It was time for a New Chapter to begin in the character's lives.

Episode 3, Part 5: Enter the Temple; Hello Dragon!

The team the temple. Even with Alex's seeming bad luck, they are able to enter into an area they simply call the Control Zone, a location "somewhere" in or near the temple site (a pocket Nexus?) which allows them to see what is going on in the main temple area. Using the Control Zone's abilities, they deactivate some of the defenses of the Well Room where 7 Koldun who control the area are holed up.

They overwhelm the 5 koldun on duty quickly by surprise, and then the 2 bigguns come in. Though the team attacks valiantly, the two Master Koldun's defenses are significant. The battling goes back and forth, starting to look grim. Dee switches tactics and decides to use his Dragon power to destroy the Matrix floating over the center of the Well... and the team escapes with their lives due to a desperation teleport via Alex. When they return to the outside of the manor, they all immediately fall unconscious due to the incredible drain of power they all expended.

The crystal was the channel for the power which was being used to create and control the Curse Slaves/gnolls, so a number of the people (about 20) have been freed. The ones who were completely transformed have either escaped or were herded together to see if something can be done to undo their transformation. Eventually Noah will be able to assist in breaking the curse.

This is their first time meeting with Azapuuf, who, having been crossed, is now their mortal enemy...

Episode 3, Part 4: Remix!

Before Asharra returned, someone by the name of El Kabong showed up at the village. He claims that he is a protector of the weak and the wronged. He speaks to the group (minus Noah, who was carried away by Sandy while he recovered from 'Shroom dust), and it's agreed he can help. Apparently he's been briefed a little by someone and he takes off to one of the attacked villages in search of some key.

Really Bad Stuff?

After Asharra returns, they search the manor basement and discover a secret entrance to the Temple complex. They also come across a very powerful being sitting in an extradimensional space (or pocket Nexus) who is watching the main temple entrance, previously sealed and warded by Asharra and Noah.

He gives off an extremely powerful aura - Champion of Light (more powerful than a Master of Renown) and explains he’s been watching the characters and this temple entrance for awhile. He bears the symbol of the shrine and entity which Fletcher Beorn is a priest. He explains that there is tremendous evil awaiting the party and the decisions they make will have an incredible impact on whether the evil that is in this temple is allowed to escape into the world.

Suddenly, Alex catches a fantastic headache and senses his awareness snapping in two as he sees Dee running, then bouncing down into the secret entrance of the Temple - when he arrives, he is greeted with almost certain death. He’s caught off guard by a group of gnolls - but they aren’t caught off guard by him. In fact, his rather noisy decent gave them time to prepare, and they light him up like a Christmas tree. And he goes down. Hard.

The team rushes down after him and a bitter but brief fight takes place. They barely revive him and they eventually continue their mission. Unfortunately their very noisy entrance plus the time it takes to revive Dee has not only alerted those of the Temple, but has given them time to prepare - and the fighting is very bitter and challenging after that.

Remix

...and suddenly he wakes up, back at Wayhaven. All of the party does. When they look at each other, they know that it was more than just a dream: they all experienced it.

GMs note to players: One of Alex’s abilities manifested itself in an extraordinary way while in the pocket Nexus and the entire group was thrust into a time spanning scene where all saw what happened. Though it has cost Dee 3 Style Dice, the entire group has essentially started this day over. They will not find the pocket Nexus, but there is a shining Sun emblem hovering in front of the entrance to the Well. Noah and Asharra realize that it is a ward far more powerful than their own; their ward is no longer in place. They know that they ARE supposed to enter through the secret entrance and not through this door.

Alex: When we play again  you make make a Strategy roll at an additional +2, for a total of +6 total (based on the power of your Merhorse). 

Episode 3, Part 3: The Manor

The team finds a ruined Manor upon the hill above the temple. There, they defeat a number of gnolls which are apparently holed up in the cellar of the Manor which has been repaired and made livable (well, by gnoll standards). They hurd the creatures together into a small section of the manor and barricade the area.

It's agreed that the remaining creatures which are alive should be kept alive and tended to, within the team's limited abilities. It's then that they make a discovery that hadn't been seen before. Some of the "creatures" are very disheveled humans, looking like they're pumped up on mega-steroids! Noah and Asharra identify them as Curse Slaves, and both of them are not very happy at the discovery. Curse Slaves are mind controlled brutes which eventually become gnolls - legend says by eating humans. Those who haven't reached the point of being gnolls can be freed from the curse, but it would take time and research. The original Curse Pits were either created or (more likely) discovered by the Old Kroyu Mages and were outlawed by every reasonable government. It has been whispered that the Kroyu discovered the techniques from Kana devices, duplicated and then put their own twists upon them.

Checking out the remainder of the level, we come across a couple hundred silver worth of money, nothing to write home about. No special gear.

In the room/hall leading to the well (temple entrance shaft), there is a discomforting feel to the place, one would even say evil. Resting in this accursed place would be nightmarish.

Noah and Asharra take the time to place some MageLocks upon the doors to - hopefully - insure that no one will get in... or out. The final door before entering the gnoll level is most heavily Locked and barred.

The general consensus after all options is to head back to Wayhaven and dispatch Asharra to The City. She could fly there in 1/4 the time in which we originally made it (round trip of 2 days). During that time, the guys set up camp at Wayhaven and make a few sorties around the temple and village.

Dee can - and does - run swiftly, increasing the amount of area covered in the patrols. Noah talks with Fletcher and goes through his meager library and notes to see if he can glean any useful information. Alex and Sandstorm the dire wolf make a day's trip day to insure the "guests" are still comfortable while staying away from them (he can "see" at distances).

There are a couple of villages within a couple normal days ride of Wayhaven (the team is reasonably certain that it's safe to take the horses). They are both burned down husks, with signs of brief fights all over the place. There are a couple of cellars which contained some shreds of notes and information (from journal or scribblings on the wall). Nothing else of value. The village to the east looks like it was attacked most recently, maybe 1 week ago. Fletcher guessed that they might have been attacked, as visitors would usually make a circuit between the three villages once every week. There were a couple of devout folk that would come visit Fletcher at the shrine and he hadn’t seem them lately.

Asharra returns and tells them that she informed the Sage’s guild, who used their influence to contact Lord Erasmus, the city’s leader. He informs her that he would dispatch some soldiers and a couple of specialists to keep an eye on the gnolls and curse slaves, and the guild would send some help to figure out what’s going on. Picking up Alex’s special gear, she returns and informs the team that given the road conditions and the amount of time it will take to prepare, the earliest person can be expected here 2, perhaps 3 days after she returns; the main group of soldiers will take 4 or 5 days.

We don’t have long to get to the bottom of this before the Lord’s men arrives, and who knows how this thing will pan out - and we still haven’t gotten inside the temple yet.

Fletcher wants to know if he can see any of the creatures in holding. Avowing him to secrecy, she pulls him into a mind link and allows him to see them. Sadly, he's able to identify 5 of them as once living in Wayhaven and 2 as dwellers of the other two villages... and through the link, the group can feel the anguish in his soul and the true compassion he has for all of them. In grief beyond words, he breaks the mindlink, and he shuffles back to the shrine where he covers his head and laments for the valley, praying for the afflicted souls of those who were once his friends...

Tuesday, August 18, 2015

Episode 3, Part 2: Wayhaven

The site is four days out. After the characters have gathered their gear together and paid a month’s rent in advance to ensure that their room would not be rented out, the characters set out. There is one village named Wayhaven that is along the way. It is suggested by Tharivian that if they must set up a base camp, that may be a good place to do so.

Wayhaven

Upon arriving at Wayhaven, passing through a gate in the stockade, you can see that there is a sense of unease in the small village. People are milling about, looking nervous, and sheep that should be out to pasture bleat unhappily in pens in the village square.
Asking questions of the villagers it is found that they are worried about some missing friends, and that they are afraid to take the sheep to pasture because there are gnolls in the area. A couple of the villagers insist on taking them to see the village cleric.

Beorn Fletcher

Beorn Fletcher, the cleric, is a tall, heavily built man about 40 years of age. He wears a simple blue robe and a holy symbol of the Sun God. There are worry lines in his friendly face, and he seems to have a difficult time walking quickly. He welcomes the party into his modest apartment within the small village temple and tells them a sad tale in his rustic accent.

“We’re a small village, as you can see. Mostly we get by trading our wool to the cloth merchants what travel through on their way to the city. Regular as rain, they come through. Just a couple of weeks ago, a couple of our riders came back and said they found the caravan less than a day’s ride away, and the merchants were all slaughtered. Guards were gone. They followed the trail to a door in the mountain, but they were attacked by gnolls before they could reach it. Barely made it back alive. That’s when we dispatched a couple more riders out to the City – imagine that’s why you are here now.”

“Our village is poor and we have no money to offer you, but whatever we can do to assist you we will. We just hope that you are here to deal with those strange creatures that reside in that place.”XBeorn assures the characters of the accuracy of their maps and states that if they truly need a guide they will offer one, but they would like to avoid sending one if possible. The characters rest up, and the next morning, they leave their horses and head towards the tomb.

Alex: Sandstorm informs you that she would take a long looping journey outside of the village and down south of the temple entry area to see what activity can be learned from the opposite side of the site.

Shortly after noon the characters arrive at the area. Looking down into a valley they can see a magnificent stone structure protruding from the mountainside. It is decorated with relief sculptures of half-men, half-animal creatures. To the left and right of the doors are 14 foot tall stone statues of naked men with jackal hands. To your right you see a pile of rock and dirt debris you; hear birds chirping from the trees north of you.

OK. Well... here's the start of our first dungeon adventure...

Episode 3, Part 1: Did Someone Say Dungeon?

The Adventurer's Guild actually seems to be courting you somewhat, or someone has taking a great liking to you. The characters receive a request to head for the Sages’ Guildhall. The sages have a new archaeological dig that has been found and they would like a recon team to ensure that it is safe. Upon arriving at the Guildhall they are shown to the well appointed office on the second floor.

The large room is full of comfortable clutter. Thickly cushioned chairs are scattered about, wall-to-wall bookshelves are crammed with hundreds of books, scrolls, and maps, devoid of any discernible filing system, and well-worn rugs covered the floor. The far wall is almost entirely occupied by large windows that look over the courtyard gardens. The tops of the windows are inset with stained glass that allow rose-colored light onto the dust motes dancing in the air. Before the windows, a massive oaken desk takes advantage of the sunlight. Behind the desk and its stacks of books and papers, an aging man sits scribbling furiously in a ledger.

Tharivian Atterwood of the Sages's Guild

Tharivian Atterwood is an amiable old man with a neatly trimmed gray beard and shrewd blue eyes. He welcomes the group, offer them wine and other drink from the sideboard, and geta down to business.

Researchers for the Sages’ Guild have recently discovered the tomb of Toth Nekamek, an ancient King believed to have reigned over 2000 years ago. The tomb is assumed to be full of artifacts: it would be very useful in the research of both the late King and in the ancient god he worshiped. That the treasure within the crypt is also of great monetary value is considered a given.

The Guild would very much like to send teams to excavate the tomb and catalog is contents. However the initial scouts returned with reports of a hostile group of humanoids that has taken up residence within caverns near the tomb. The local villages have also felt the effects of having these hostile beings nearby.

Tharivian is looking to hire a group of adventurers to clear the tomb of its current residents as well as any ancient traps that may have been left by the builders, so that it will be safe to send their researchers. They are willing to pay $5000 with 1000 in advance. He also understands that the treasure from the tomb would be very tempting to enterprising adventurers.

“Now, I know that it is standard protocol to allow people such as yourselves to keep the treasure they find. However, please understand that that is impossible in this case. Still, with no desire to cheat you out of your reward (or for incurred artifacts to find their ways into your pockets, he says with a wink) the Guild will gladly pay fair value for any items you are able to carry out of the tomb. Simply bring them back here when you come for your fee. Good, solid coin will undoubtedly be more to your liking than a bunch of clunky old junk, anyway, right?”

Maps are given of the region with a smaller more detailed map given of the area leading to the opening of the site.

GM’s note: It is assumed by now that everyone in the group has purchased a horse and basic gear. Each character now has the Ephemera of Good [+2] Wealthy. It will last throughout the next Episode. As with all Ephemera, you can you can continue to keep them by expending one style die per Ephemera per episode.

Though you have been paid considerable amounts of money, unless your character pays out points to take the Wealthy Forte, or something similar which would indicate an above average flow of income, it is assumed that your character has essentially squandered your wealth on getting equipment, having riotous parties, sending money home to your families, investing in failed schemes, helping people out, etc.

Monday, August 17, 2015

Episode 2, Part 5 (Interlude)

Two days after the wedding, an incredible storm whips through the area. At first it seems normal as though maybe the island is just entering the Sky of Thunder. But the intensity of the storms are a little harsh for the beginning of the season, and they pick up in intensity much too soon. The rainfall is far greater than is usually on the island as well. This storm lasts 3 days. There's quite a bit of lightning, a little too much. Anyone with Merhorse or Thunderbird or sailing skills will know two things; 1) this isn't natural and 2) it's happening all over the island. Roads are being washed out, flooding is occurring, travel is grinding almost to a halt. For the first time in many people's memories, several of the major rivers are flowing over their banks. It takes about a week for things to get back to a semblance of "normal".

Adventurer's Guild 

The characters are approached by the local adventurer's guild where they are offered a free year's membership. They are also informed that the guild gets 20% of any take on anything done within the region.

A little investigation on the guild shows that they are legit, a specialized group with close ties to the Mercenaries, Thieves, and Merchants guilds.

Though it's challenging for them to enforce their rules, verified rumors shows that they wind up with great intel. Bottom line: if there is something to learn here, it's a good place to start. And with free membership, it's a good way to get in!

Though they aren't a very powerful guild, there's been a little more activity lately. Anyone who does any further checking will know that it's better to join the guild than not.

There is a registry and the information needed includes your skills, specialties, and special abilities. During the interview by Master Adventurer Rid Enower, you're also asked if you're available to take on consignment jobs as either individuals or as a team. Consignment jobs are negotiable: the guild gets 10% and the consignees get up to 50% - negotiations are up to the parties involved.

So, who tells what to the guild concerning themselves?

Thursday, August 6, 2015

Episode 2, Part 4: Journey's End; A Wedding!

The caravan has continued it's trip North. Three days later the caravan is about a day’s journey south of the town of Desh Ava. Tsorvano calls for a stop at Desh Ava; he has an errand to perform at the abbey, and he wants Strike Team Alpha to come along. The caravan will go on to Desh Ava and spend two days there, lodging their camels and transferring their goods to horses and mules.

The abbey is a cluster of gleaming white buildings on a hillside to the west of Desh Ava. It is a shrine and home devoted to the homeless and orphaned. Anyone who has nowhere else to go is brought here; this is where mothers who can’t care for their children bring them, for instance. Everyone there is expected to work to earn their keep, including visitors.The sisters don’t ask Tsorvano to do any physical work; he is just asked to play his kalba (a musical instrument resembling a seven-stringed balalaika) in the evenings.

Riana

Bob volunteers his duties as a chef. Asharra offers to entertain. Alex and Noah get hit with stable duty. Dee gets stuck with kitchen duty; while there he meets the beautiful Riana, Halmaro's other daughter.

Riana

Riana didn't know that she was a merchant princess, but she does now, and it's explained to her that she's to be married to a prince of Mashandi. As they are getting ready to leave, they notice that Tsorvano is saddling up an extra horse. Riana emerges from the abbey, dressed for travel and carrying a bundle (this contains everything she owns). The group meets back up with the caravan.

The caravan stops in a small valley two days’ journey from Ein Arris. Tsorvano meets with Strike Team Alpha and about 30 other guards to explain the situation. Katsaya (Halmaro’s wife and mother of Kira) found out about Riana and exploded in anger. Taking her personal retinue of some 40 guards and servants, she left the caravan, saying she was going back home. Halmaro doesn't believe her.

The Vigil

As part of the wedding ritual, Riana is to spend a night in vigil. Tsorvano has made arrangements to have Riana perform her vigil at a small church on the hill above the valley. He is almost certain that Katsaya will try something before the wedding, and he wants plenty of able-bodied guards around Riana. Tsorvano, Riana, the PCs, and the guards will go up to the church.

Tsorvano divides the guards into shifts; he assigns the PCs to the third shift (roughly three hours, starting at midnight). They will be able to sleep or relax for a few hours so long as they are at their posts at midnight.

An hour after midnight Dee starts hearing the theme from Jaws and a knock occurs at the door. Alex has already come up with some neat plan and when the attackers come through the door, they are surprised, overwhelmed, and repulsed. One of the attackers is captured by Asharra and it’s confirmed that the attackers came from Katsaya.

When the fight is over the survivors are praised for their dedication; each gets medical treatment. There are no more attacks, and the caravan reaches Ein Arris; Tsorvano is in a good mood, and Halmaro is very thoughtful. His domestic problems are getting out of hand, and are beginning to affect national politics. Fortunately, Katsaya overstepped herself when she ordered the attack on the church; that’s far worse than simple assassination. By using that against her, he can keep her in line. For a while.

Ein Arris

Two days later, Halmaro, Riana and the caravan make it to Ein Arris. Halmaro calls the PCs in, invites them to work for him at an even better pay than before and pays the following:
  • Dee: $2500
  • Alex, Asharra, Bob: $2000
  • Noah: $500

The Wedding

The job is over, and at the suggestion of Tsorvano (hey, if you see anything out there, let me know) the PCs decide to stick around for two days to see and attend the wedding – it’s a public spectacle. Halmaro is on the dais with Riana and her bridegroom, and the king and queen of Mashanda. Katsaya is conspicuous by her absence, and is represented by an empty chair. And after the wedding, there will be celebrations for days. The PCs will have a chance to spend all the money they’ve made, if not more.

Episode 2, Part 3: Kira

The team, having accepted this new Secret Squirrel mission is briefed by Tsorvano. He informs them that Halmaro’s daughter Kira, the bride-to-be, is supposedly with the caravan but in reality her carriage is empty. The characters are being sent out to find her. 

Kira

Kira is 18 years old, blue-black hair and brown eyes. She's about 5' 6", 125 lbs and is gorgeous with a deadly, graceful, athletic kind of way about her.



Kira was a student at an abbey school at Urlo, studying courtly arts, etiquette, and the Mashandi language and culture. Kira wanted to go out and do things, and staying cooped up in school, even if it meant she got to marry a rich prince, was torture.

One day she disappeared. The brothers and sisters of the abbey searched for her fruitlessly. Her bed hadn’t been slept in and there were no signs of a struggle, so they had no idea what had happened – until a ransom note appeared on the abbey’s front door one morning. HELP, the note read. I HAVE BEEN CAPTURED BY BANDITS. THEY WANT $50,000 TO RELEASE ME. LIGHT TWO FIRES ON THE HILL NEAR THE RING OF OAK TREES JUST NORTH OF THE BANDOTHRU RIVER. HURRY. The note was signed by Kira, and so far as anyone can tell was in Kira’s script.
Halmaro is suspicious; the note looks genuine but he has learned to be cautious of anything having to do with both Kira and money. When the caravan gets near the Bandothru (which is between Narhanha and Marshanda), he wants the PCs to investigate and see if they can find the bandits. Has Kira been kidnapped or did she just run away? If she has been kidnapped and they can rescue her without paying the ransom, so much the better; otherwise they will be deputized to pay the ransom and retrieve Kira.
The characters are to travel through Satrhan Pass, and from there follow the road down to the Bandothru and the rendezvous point. They will be given $500 for expenses, but will be expected to use it wisely and account for it upon returning. Their mission is to find out if the bandits really have Kira, if she’s all right, and to rescue her if they can. If necessary, they are to make arrangements for the ransom. 

Snatch and Grab

The team (which is unofficially being called Strike Force Alpha) manages to stealthily find the camp and conducts a well planned raid, greatly aided by the silencing power of their new friend, Noah and the cooperation of Dee. They rescue Kira handily though it's quite a ride back. 
The trip back is 3.5 days. Almost 4. Long. Days. During the trip back, she exhibits all of her character flaws. She is glad to be out of the brigand’s camp, but the word “grateful” does not describe her attitude. Her saddle is uncomfortable, she hates the weather, she’s glad to get away from Karhan (the bandit leader we just left) because he turned out to be so boring, she’s been wearing this same outfit “forever,” she needs a maid to do her hair, and on and on.
Asharra spends as little time around her as possible (she consistently does roving scout maneuvers) because it's rather obvious that Kira's jealous of anyone that could be reasonably attractive or of possible competition for the "Beautiful Deadly Female Fighter" award. That, combined with her stubborn temper makes dealing with her a little challenging and difficult to take. 

Seductions

On the way back, Kira attempts her feminine wiles first on Dee, but Asharra pulls her to the side and whatever conversation happened serves to deter Kira from making any further moves on Dee, and she has begun to give Asharra the cold shoulder (Asharra clearly doesn't care). She then turns her attention to Alex who separates the two of them from the rest of the team and takes Kira ahead of the group. Alex becomes infatuated with her and she convinces him to take her away to someplace else, but Blink manages a caveat appearance, just long enough to persuade Alex that it might be a bad idea.

Before they get back to the caravan, Alex informs the team that it would be wise to avoid sharing all of the little details of the rescue to anyone, not even Halmaro. Don't tell about specific abilities that were used. They stress that the mission was carried out covertly, exploiting the opportunities made available by very careful recon.

Once Kira gets back to the caravan there will be a big, happy family reunion. Halmaro splits $5,000 among the PCs ($1,000 each)! Kira herself will be very happy for a day or two and then get bored with the whole routine.

Halmaro indicates that he is rather happy with the PCs work and re-extends his offer to work for him (which, of course, they turn down). 

Episode 2, Part 2: Recon Force Alpha

Though risky, Halmaro decides it might be best to perform a little preemptive strike on the Raider base. Recon Force Alpha is formed and the teams are sent out.

The Recon/Strike Team has been released and travels a little over 2 days distance (they left at night, of course) when Asharra assures them they are only a couple of hours from the stronghold and that the smaller scout team must approach the camp with great stealth. Alex is doing a wonderful job stealthing along and getting great information (he actually makes it to the stronghold) when Dee decides he wants to make the group a target, shattering any chance of surprise. The group takes off to hide while the raiders stream out of the stronghold to find out who is attacking them.

Dragon Hole


Somehow, the group comes across a very large hole and runs into an old man in the hole. The old man assures them that he’s found a dragon hole and sure enough, Alex heads down there. Dee wakes the dragon up while leaving Alex in the hole and the group somehow manages to survive while the dragon flies away.

Somewhere along this time, the smaller Recon Team finds out that Lieutenant Long Mark and the main group is about to get trashed by this much larger group of 40 raiders. They manage to head them off and give warning. While preparing for the skirmish, Noah comes and sides with the players.

With some good planning by Alex, some phenomenal fighting by Dee, awesome shooting by Long Mark, and some pretty fearful mystical abilities, the larger group of raiders are routed and they begin to run down the rest of the group with the player's team heading after the leaders. Noah also proves himself useful to the group during the battle.

Prince




The main leader manages to lose them, but Alex manages to relocate him. When a desert trap door is opened, he pulls off a gutsy surprise by vaulting out of his hidey-hole with a truly aerobatic maneuver that lands him behind the group with a crossbow pointed at Dee. Warning the group that his crossbow bolt is rather deadly to the Griffin-gifted, they accept his terms of escape and he surrenders his hidey-hole to them (it has a couple of neat items, though the hole is trapped, which Alex manages to get around). Prince, the Merhorse, lives to fight another day.

While heading back to camp, Lieutenant Long Mark informs the entire team should report directly to Tsorvano the guard captain and Halmaro the Red.

Tsorvano (Halmaro's #1) puts a gag order on the details of this mission and all people involved are paid handsomely. The players receive $1,000 each and a "Red" gold coin. This is usable at any Merchant's Guildhouse for a favor. He also informs the players that the details of this mission shouldn’t be discussed with others. The “official story” is the group went out and due to a powerful, fear inspiring display of swordsmanship by Dee (along with some solid planning and strategy), the bandits were routed soundly. Part 2 to this story is that there were signs of other bandits out there working together with this group (we really don’t have evidence of this, but it will keep everyone sharp and alert). In essence, it’s being made clear that we should keep the “mystical” aspects of the fight on the down-low.

Blink meets with the group and tells them that they should avoid aligning themselves too closely with any one force here on Lantara. Something big is brewing, and it’s hard to know who’s doing what. Halmaro is a good guy and outwardly his only goal is taking care of the Merchant's Guild. However, he has several marriages which are political in nature, and his own house, as well as the Merchant’s Guild which he leads and he's not above a little political intrigue and strong arm tactics. He is wise enough that peace is (usually) more profitable than war, but the bottom line is, well, the bottom line.

Halmaro's Offer


Halmaro will invite each character in separately and invite them to work for him directly, on contract, for a period of 2 years (but that's negotiable). The work assignment would essentially be Special Assistant to Halmaro, and what that entails would vary greatly. A number of perks come with it as well: access to free medical assistance, armorers, libraries… many of the resources a man of great wealth could offer. Special requests are available.

Regardless of the character’s reply to the individual offers, Halmaro informs them that he has another mission specifically for them. The pay is negotiable but VERY high.

Episode 2, Part 1: The Caravan to Ein Arris

The team - Dee, Alex, Bob, and Asharra - joins a caravan leaving from the southern city of Khedris, the most influential port city of Lantara (the best access for Lantara is through the South Sea). The caravan will take a two month journey traversing from one end of Lantara to the other carrying a bride for a powerful noble family in Mashanda. a notable kingdom on Lantara. The bride is the daughter of Halmaro the Red, head of the Lantara Merchant's Guild, and arguably one of the most powerful men in Lantara.

Dee and Alex sign on as guards, Bob joins as a cook, and Asharra as an entertainer.

Into the Desert

Our guards, Dee and Alex, rescue a young girl from what may have been a team of kidnappers. This causes them to stumble upon what seems to be the inside men of a team or group of potential caravan raiders - a group calling themselves No Quiero Taco Bell. Their diligence earns them a place on the Caravan's advance group which has to go to Tatsori, ahead of the rest of the caravan to prepare. Ostensibly, the team is led by Farvaro, a deadbeat weasel of a gambler if there ever was one. He insists on taking Bob along to help with negotiations (but he has his own plan...) 

Dee was separated from the group in a sand storm and he is attacked by Sandsharks. Reunited with the group, another sandstorm unearths some ruins. The ruins are home to rare treasures, particularly some crystal spheres of varying colors, some of which the team members take with them.

Dee and Alex provides come upon intel which is crucial in stopping what could have been a costly raid on the caravan. Halmaro the Red hires a few extra guards and sent sorties into the desert south. The three gangs that were working together decide the heat is way too high and leave town. Scouts find signs of a stronghold to the southwest and Halmaro is considering performing a raid on it. Alex has been promoted to Sergeant. You both spend a couple of days riding back and forth from the town to the desert, keeping your eyes out in the town as well. You're pretty tired. 

Bob wins what turned out to be an epic cooking challenge which lasted two days, which was initially set up by Farvaro (as a rigged event to make some money) - he know that Fat Eddie HATES to cook and LOVES to cook. Thanks to Dee's info, Halmaro told Bob to go all out and he would take care of Fat Eddie (he was trying to blackmail Bob). The food Bob put out was unusual and phenomenal, and tales of Bob's culinary prowess will be told for years around campfires. He even created a new recipe or two - simple, tasty, effective.

Because of all of your activities, you've all gained Ephemera.
  • Dee, your character has gained an Ephemera: Good [+2] Reputation - Warrior of Note (Uber-Bad News With Sword and Knives)
  • Alex, because of the Book of Shadows, you've also gained an Ephemera: Good [+2] Control with Chronos Gift.
  • Patrick, Bob has gained an Ephemera: Good [+2] Reputation - Iron Chef, Lantara edition. Your reputation includes Good Wealth, as many bets were made and some small fortunes amassed in your favor. 
No one has found out who the double agent is. Yet. Gang No Quiero Taco Bell was escorted back to the desert, but decided to play it cool and did not head towards whatever stronghold existed in the south.

At the insistence of Fat Eddie, the caravan stays an extra day (it was scheduled to stay 4, it is now staying 5). On day 3, Asharra manages to locate the stronghold with 40 to 60 people about 2.5 days to the southwest, 3 days if stealth is used to approach the area. Depending on how long the Recon Force takes, with horses they could easily catch up with the Caravan within 7 days.

Episode 1: (not so) Humble Beginnings

OK. This is more for background information and a recap so we'll be up to snuff. 

The characters met and were bought together by a combination of events which eventually landed them on a small stone where they fought some guys. This led to a little exploration and their arrival at a place called Rivendell, a floating island in it's own right which floated above the center of Sha Ka Ruq. 

Dee killed a couple of guards and then the Flying Lady talked to the PCs and requested that they perform a task for her: gain information on what is happening on a little frequented Island called Lantara. Asharra, a citizen of Rivendell, accompanied the team. 


Asharra

Thursday, July 30, 2015

Welcome to the Crossover Archives

This is an online environment devoted to the development of the Crossover Saga specifically as an online campaign and story telling venture, the roots of which are supplied here. There are two crucial repositories of information: our Crossover Saga Blog, and our Crossover Archives Site.

This blog, the Crossover Saga, will serve as the online nucleus for our collaborative story effort, the Crossover Saga - adventures of the A'Tari. The core blog is a reverse chronological narrative (newest events appear first) and will be heavily supported by the Crossover Archives. Support pages will tell about people, places, things, and events which are crucial to the storylines.

The Crossover Archives, our Google Sites wiki, will house setting-specific information in an organized fashion.

The power of an online community is that there are opportunities for everyone to add to the story and help build the world in which we find ourselves. Join in and let's see where our adventure goes...