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Present:

Virgil the Tiefling Sorcerer. “Amnesiac”. Didn't used to be a tiefling.
Ren the Dwarven Bard: tall for a dwarf, with red skin
Percival the (ancient) Forgeborn Commander, the perfect Dwarven companion bot.
Ewoud Thon, Human Fighter.
Blunder, Human Ranger (Now a PC!)

So, we're all blind. Is it snow blindness from the fight out on the ice field? Or is the magic sword cursing us somehow?

Virgil uses his disguise self to don the guise of a vinterelven. This has no effect. Neither does moving away from sword. A discussion with prince about the magic sword is not super helpful and the news that its wounds are difficult to heal is kind of alarming.

After various experiments fail, we decide to move away from the vinterelven to see if sleeping lets us shake it off. The best room is the forge room, aside from the killer blue stuff that will be fun to dodge while blind.

During the night, Percival has the sense that he is in a pine forest. Can hear the faint sound of a song he has never heard before. He moves carefully towards the song. The sensation vanishes. He sits down again. The vision reappears. Just as it is getting really interesting, someone nudges him, and he loses the mental state. Percival does not dream, being a machine, so this is all very weird.

When he wakes, Blunder's blindness seems to be fading. On being woken, we all have the same feeling. Yay!

Prince gives us a token to signify we battled on his side, then leaves with his surviving warrior. We keep trying to recover. We use healing potions as eye drops. Itching and burning sensation goes away.

Percival's dream keeps coming back night after night. Very weird.

Vision continues to improve. Four or five days later, our vision good enough to travel, but we all have the sense it may never fully recover. We do our best to avoid the orcs we think are tracking us. We evade one party that comes close but since we get no experience for killing other beings, we let them pass. The orc parties are large, and well armed. We get the sense they are looking for us in particular....

After some time, we reach the court of the Dwarf King, who apparently became our patron in the few months I took off from the campaign. We hit a tavern to listen for gossip. The court came close to suffering loss of three sages! All three pulled through. Who paid for the assassins is an open question. Total telephone game. And not news, because we were involved in the whole affair.

The Dwarf King is pleased at the results of our quest. He is disappointed that we did not find Strange, but happy to get his effects. Ewoud sends a note to the Legate about what happen. The return envelope is sealed. Opening it, he discovers that he has recalled to active duty as a special circumstances agent under direct command of Legate Calpurnious: competence is its own punishment. The Empire want Strange to make an “anchor” for the Empire, to pin a wandering dungeon in place.

Chatting with a functionary, we learn that the acrobats involved in the attempted assassinations vanished. Dwarf agents looked into the troupe's leader Singh. He is a native of Qelong, a tropical delta region far away. The region has been caught between war between “powers unimaginable”, apparently not a lot of fun. Singh has bad habit of being around when people suddenly suffer outbreaks of knife wounds and poisoning. He may have killed the previous Prince of Shadows. He may be trying to become an Icon. He may be the current Prince of Shadows. But at least we pissed him off by getting in his way.

Rather than upset the King with all of this, his bureaucrats hid the whole part about how the dwarves may be caught in a war of Icons in a footnote in the appendix to a report on agricultural policy.

Strange's journals are fascinating. Strange was hanging out with vinterelven to learn about the movements in the firmament, tracking the significance of stellar configurations. Also, Strange either knows a source of anchors or can make them. Powerful and very rare.

We decide to head to a far off monastery, next on the list of places where Strange could be.

We have the dragon bones to sell, which is good because our party is short on Stuff and has been since the tavern exploded.

Virgil wants a Circlet of Approachability. Nobody seems to have one. No worries, because another way to look at Virgil's share of the loot is “ritual components”. Not only does he know exactly where he can get the circlet, getting it will let him keep a potential blabbermouth from sharing what it knows.

It's the work of moments to inscribe the summoning circle, even though Virgil has never seen one from this side before.

“Brizyra? It's Thelless. I have a deal for you. But I need you to bring something from my room with you....”

Date: 2016-05-11 06:19 pm (UTC)
From: [identity profile] james-nicoll.livejournal.com
Circlet of Approachability: While wearing this circlet, in regular
social situations, you appear to others as someone who belongs
there. You easily fit in with new groups of people, unless
there is some particular reason for others to be suspicious.
The circlet has no power in unusual social situations. Quirk:
Peppers speech with needless foreign words.

Sorcerer's Familiar: Brizyra looks like a tiny winged homunculus, like a
less Kylie version of the Green Fairy from Moulin Rouge. Their fixed
attribute is "can fly". Their two random attributes are "talkative" and
"insightful".

Date: 2016-05-13 03:10 am (UTC)
From: [identity profile] scott-sanford.livejournal.com
I'm reminded of a spell in GURPS that ensures that the wizard's words are found agreeable to the listener. The fun bit is that it's not mind control but illusion: the listeners hear the wizard saying things that they already agree with. Of course, the wizard has no idea what they were heard to say...

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