Current Campaign: 01 | |
Episode 03: "StrangeIsle Forever" | |
Year: 1782 (Sycamore Reckoning), 6353 (ante Silwaris) | |
Location: Loth, The Citadel, The Temple of Moloth | |
PCs: Annisele, Antagur il-Anyatim, Captain Fred, Vartis Telwin | |
NPCs: Template:Data | |
Synopsis
Antagur has a fearsome vision and Father Alnon arranges for him to assist a mission to Garland; Fred and Vartis are given their orders and they meet Antagur. They ride out of Loth and retire to a roadside inn.
Story
Act One
Antagur is meditating alone in the catacombs when his mind is filled with a vision: light emanates from the walls of The Citadel, which stands under a blood-red roiling cloud. The sky splits and a booming voice utters a dread incantation -- the sound of which chills Antagur. From the cloud an immense sword falls from the sky and cleaves the Citadel in half. Antagur is exhausted and shaken by this vision and as he collects himself a fellow priest assists him back to his quarters.
As Fred and Vartis leave Duke Owen's office, Owen instructs them to meet in the courtyard when the bell tolls eight. Fred asks Owen if he can provide the two with a capable intelligence officer and Owen instructs Fred to contact Captain Voren, who can be found at the Blue Salamander. "Tell him you spoke to me and tell him 'we're even on the mule'." Fred orders Vartis to collect five good men and have them kitted out for travel in the courtyard by eight.
"Scribe!" Vartis shouts. "Kelesh, sir, at your service." He responds. Kelesh is ordered to find the healing mage and order him to the Blue Salamander; he is also charged to contact Vartis' mistresses and to collect fine clothing for the trip.
Fred locates Captain Voren, communicates Lord Owen's message and invites him on the journey; Captain Voren agrees to attend. Jesswick rallies four soldiers and a warmage and presents them to Vartis and Fred, who inspect them and send them packing. Vartis hurries off to enjoy a quick tryst.
Act Two
Antagur stirs from his sleep resolved to journey out of the temple. As he stirs, Sister Calla brings him a familiar food and eats with him; she promises to watch his belongings in his absence. Antagur reveals his vision to her and she claims to have seen a word from it. She leaves to research it.
Antagur meets with Father Alnon, who shares a bottle of wine with him and leads him out of the temple and into the city. Antagur speaks his reason for leaving the Temple: "It's very clear to me that from my vision that I must ask for the name and try to find out what happened to my family and there will be other people endangered if he doesn't choose the path of action." Father Alnon nods and admits he is eager to know where Antagur's path shall lead and provides him with a clue to the mystery of the death of the Antagur family: a man named Tirusin. Tirusin knew Antagur's father.
Tirusin is a Quercushite and was at Keldoras the same time Alnon was. "I have arranged for you to go to him," says Alnon, "there is a mission that requires a priest and I have assigned you." Antagur asks where to meet the men. "Here" Alnon replies.
Everyone is in the courtyard. Fred and Jesswick are kitted out for hard travel, the soldiers are dressed in their service uniforms but packed for travel. Vartis is in his evening dress uniform. Lord Owen arrives in a night shirt and heavy boots, with a drink in one hand and cigar in another. He greets Father Alnon and the priest turns Antagur over to the team. Introductions all around. The followers of Yllion in the party acknowledge Antagur's spiritual presence and prestige. Vartis and Antagur share a welcome in Malkostian.
Duke Owen sends them off and wishes them luck and the team decides to leave that evening. Antagur returns to the temple to prepare for journey; Kelesh measures him for fitting and Vartis sends Kelesh off to have the tailor prepare clothes for travel. The men kit out and when Antagur returns he blesses the journey and they leave the city. They pass partying soldiers who salute and shout out at them, past the sleeping town and drive out into the chill night. Antagur glances up at the men and is startled by a fragment of his vision.
Fred expresses to Antagur his reservation at starting at night and suggests riding a few hours and finding an inn along the main road. Antagur agrees. The first village out is a day's ride out, so Fred sends Vartis and Dela out to the Sow's Ears to secure rooms. Vartis rents individual rooms, has the owner prepare a grand meal and asks for a few prostitutes (he reserves one for Dela). The crew arrives and stables the horses and when they enter the tavern it has been cleared out and the tables set with a lavish dinner. Antagur offers a quick blessing and they chow down.
Fred and Vartis sit near the fireplace and discussion the mission. There have been several scouts at a strategically inconsequential pass (essentially a "goat trail") -- their mission is to find out what the problem is and then make it to Garland Brooke manor. They have 3 days of travel until they reach the pass. Fred sits down next to Antagur and Jesswick over to discuss the course of plans and they decide to tone down their appearance to resemble a band of travelers. Vartis reluctantly agrees to this and retires to his room with his prostitutes.
Later that evening in his room, Antagur spies a figure lurking outside the inn. He casts a spell and knows this mysterious fellow is not a foe.
Meta
- played on Thursday Sep 25 08
- Mary was absent this game
Points Awarded
- 1 point
Season Pool
- 3 points