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V2 Session Thirty-One Alpha - July 2008 - (email interlude)
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Player | Character | Race | Class |
---|---|---|---|
Dave | Freyrik | Human(Feytouched) | Warlock/8 |
Ken | Ash | Aasimar | Paladin/7 |
THF | Líkami | Human | Monk/6, Tattooed Monk/2 |
VW | Heilli | Human | Illumine Soul/3, Soulknife/5, Psion/1 |
Kurt | Ketamine | Crag Gnome | Barbarian/1, Witch/7 |
Chris | Yosi | Wood Elf | Barbarian/8 |
Val | Allie | Lesser Aasimar | Favored Soul/7, Ranger/1 |
First up: An encounter on the road from Castle Serastis.
As you shepherd the freed slaves toward civilization, Ash spots a pair of soldiers on the road ahead. As he is not the type to open fire unprovoked, the soldiers have time to act. One signals to the other, who turns and begins running back the way they came.
The remaining soldier adopts a defensive stance, places his hand on his shortsword hilt, and says, “Halt!”
Based on the soldier's armor (light) and choice of weapons, he is likely some kind of scout. While he has a crest displayed on his armor, it is not one that any of you are immediately familiar with.
However, Ash recognizes it as from the private militia of the wizard Kevin Arcana. It is fairly well known amongst those in power because of the fact that Kevin Arcana has no “divine” right to any authority. He is a commoner who has stepped onto the stage by virtue of the fact that he is extremely wealthy.
As such, his militia is eyed with a heavy dose of concern by those who wield power through “legitimate” means - especially Baroness Karoline of the clan Simen - on whose land Kevin Arcana lives.
Arcana's power has extended into the upper classes of Southbay, but has had little impact on the outlying baronies - including the Wildhurst barony (where your characters call home).
Chris Havel wrote:
Are we still outside the boundary of a recognized barony?
Depending on who you speak to, there is nowhere outside a recognized barony.
Even Castle Serastis and the Yuan-Ti would technically be under the “authority” of a baron. However, there are numerous such places that are lawless because the baron hasn't had the interest or ability to exert their authority.
I recommend parlay until flying kick-time arrives.
I rule that despite the rolls, Likami and Allie's parlay/diplomacy will neutralize Freyrik's initimidation. (Kinda hard to give somebody the stink eye when their cohorts are rolling their eyes and saying, “Don't mind him. He hasn't had his coffee, yet.”)
1) Explain we're escorting these captives we freed from the snake
people. We're not outfitted to repel a big band of, well, anything,
and would appreciate help from trained soldiers.
This interests him greatly. He really perks up when you say “snake people”.
2) What detachment are you from, and where are they? Take us to your
leader.
What with the shock of Freyrik and the awe of Allie, he is remarkably compliant to your questioning. He reveals that they are in the employ of the mage Kevin Arcana, that their captain is named “Adrian”, and that they number around 150. (This last point is clearly something he regrets revealing - further evidence of his compliant nature).
3) Once with the main troop, we can figure out why they're here and
if our Baron should be worried.
The main troop arrives after a few minutes. They are extremely well equipped - and seem to be well trained. Perhaps twenty are mounted and a train of pack animals and carts trail behind the main army. Amongst the infantry, you recognize an unusual variety of races and ethnicities (though, naturally, most are from Southern Rota). You even see elves, dwarves, and hobbits in the mix - which is highly unusual for a human-led force.
While the main contingent remains “at the ready”, they make no threatening advances and have no weapons drawn. Your friendly scout trots over to a man who, shortly thereafter, is introduced to you as “Adrian, Captain of the Arcane Defenders”. Despite the title, you sense that this man is not a spellcaster. (Though there are a few in the crowd that probably are).
After a few cordial introductions, Adrian reveals that his soldiers have been sent to reconnoiter a place called “Serastis”. He was told that it harbors a tribe of snake men and that these snake men recently suffered a great defeat. He is eager to know what (if anything) you know about this castle.
Unlike the scout, this man seems less intimidated and/or awed by you.
P.S.: Your baron probably couldn't care less - since you are something like a dozen baronies away from his lands…
In the absense of other player input, I will take Heilli/VW's response to be the group consensus…
Pssst….let 'em know we wasted Seratis. […]
Allie, flanked by Ash (all glowy) and Heilli (who appears
distracted) will lead the contingent, […]
At first (quite naturally), Captain Adrian seems unconvinced. However, when the normals convincingly corroborate your story, his opinion is swayed.
Once he believes you, he begins grilling you for specifics. He doesn't seem to care WHY you were there and steers the conversation away from PAST events. All he cares about is the NOW. How many of the enemy remain? What is their fighting style? What kind of special abilities do they have? Can you pinpoint where in the castle they might be located? He then brings out a reasonably accurate partial map of Serastis and asks you to fill in as many gaps as possible - especially details about the entrance. (The chief deficiencies of his map are that it shows the Upper Landing as open to the air; and that it does NOT show the secret entrance).
Whether or not you reveal all you know about Serastis, this portion of the encounter is over. Adrian and his troops will remain with you for only a short time before continuing on their way to Serastis. They believe that they have a narrow window of opportunity and intend to capitalize on it as best they can.
First and formost, if I may speak for Ash, we want to rescue these
prisoners. To take them to any place of safety where they can
recover and rest. […]
As for the refugees, Adrian offers two options: Bring them to the nearby village of Inger or bring them to “Neroth” (which he says is Kevin Arcana's base of operations). In the process of this discussion, he sketches out exactly where you are and where you need to go to get home. (Note: If you opt for caution, this information can be extracted without revealing your hometown).
While both destinations are nearby - and would be reached after only one night's camp, Neroth is farther from the path you'll need to take to get back home. Adrian's preference is for you to go to Neroth - which you interpret as a distrust of Baroness Karoline (in whose barony Inger is located).