dr_kromm: (Default)
Sean Punch ([personal profile] dr_kromm) wrote2009-01-17 01:51 pm
Entry tags:

Dawn of Magic

Another full house: Bonnie ("Leif"), Marc ("Mushamee"), Martin ("Kaeso"), Mike ("Rufus"), and Stéphane ("Vinz"). This recap will seem short, though, because we spent a lot of time discussing what the PCs would do with their substantial loot . . .

Time: Late afternoon, Odin 20, 1002 Imperial Reckoning.
Place: Toshtanag, Kotan.
Last Event: Being rewarded by King Hathig.

After collecting their reward of gems from King Hathig, the heroes bid the monarch adieu and set out for Tenosia, bringing along Kromm to help Helena translate the alchemical formulary found in Kapital. As they march to and through the portal, and on to Hippolyte's palace, they discuss what to do with the jewels from Kotan and the gold from the assassin god's statue. Kaeso and Rufus warn that once war breaks out with the Starfish-Men – or with Black Adolph, should diplomacy fail – chaos will reign and merchants won't be inclined to accept in trade anything that lacks value in total war . . . especially if word gets out that the enemy is bent on destruction rather than conquest, and doesn't value precious metals and rocks. These luxuries, as pretty as they might be, are liable to be devalued next to arms, beasts, foodstuffs, and the like.

This status quo also comes with an ethical puzzle. The heroes are acutely aware of the potential for disaster in upcoming months, and their allies and those allies' soldiers must have an inkling, but most of the world is still in the dark. This means that there's still time to trade baubles as if they had worth, but that this is liable to ruin many a merchant once hostilities break out and supernatural might – whether of Black Adolph or the Starfish-Men – has reduced a few cities to craters. Thus, there's a strong moral incentive to use the wealth in other ways.

Kaeso points out that alchemy can do a great many wonderful things with gold and gems as ingredients. He of course rarely works with such substances, because less-precious stones, animal parts, herbs, and so forth will suffice – they just require more effort to prepare. However, were he to have access to kingly materials, numerous shortcuts would be possible. He explains how gold yields orichalcum in very few steps, while jewels immensely accelerate the production of the most potent elixirs, including such wonders as paut and the Elixir of Resurrection! Kromm corroborates all of this. The adventurers soon agree that this would be the wisest use of their wealth.

On reaching Tenosia, the group separates. Leif uses his newly enchanted runic hammer, which he has dubbed "Roshambo," to powder a few gems for Kaeso to use in some tests. He then retires to his chambers with Diandra, while Kaeso uses the night to draft some plans for armor crafted of orichalcum. Rufus and Helena discusses the economic damage likely to result from the upcoming wars. Mushamee and Vinz get some rest in the arms of their wives.

The next morning (Odin 21), the heroes spend some time planning the disposition of their wealth. Kaeso, Leif, Rufus, and Vinz decide to turn much of their share of the gold into orichalcum, for personal armor that will allow them to weather the battlefield in the violent times to come. Kaeso will turn the gold into the indestructible metal, and then give the ingots and his technical drawings to the Amazon armourers, who know the secret of working the stuff. Mushamee already has the Sun Armor of Ré and thus no need for such things, so he opts to put his treasure toward potent elixirs, which Kaeso will also prepare.

With these plans made, the group adjourns for a meal. Kaeso wanders off to draw up the necessary plans and recipes. Mushamee sends out trusted servants – well-armed Amazons – to purchase a few ingredients that Kaeso needs. Everybody then washes up and gets ready for the next diplomatic mission: to Spirit Anaconda's temple, in Teclá. Given what happened during the party's last few "political" expeditions, they decide to go armed and armored this time . . . especially in light of Vinz's horror stories about Spirit Anaconda.

By mid-afternoon, everybody is ready to travel. They head to the portal to Teclá and step through into Spirit Anaconda's temple complex, deep in the steamy Teclán heartland. It doesn't take long for the travelers to come to the attention of the priest-king's functionaries, who escort them – sweating in the heat – into their master's presence, atop one of the many vine-bound ziggurats.

As always, Spirit Anaconda is strangely cryptic. Speaking to his visitors in accented-but-flawless Imperial, he immediately launches into talk of prophecies and insights. He claims to see their true souls, and matter-of-factly reveals some of the darkest, often secret moments of each hero's past. He then goes on to commend them for those acts, and counsels them to be proud of who they are, even their darkest deeds – especially their darkest deeds.

With this "blessing" done, Mushamee brings up the real reason for the visit. He summarizes the threat posed by Black Adolph, and the need to recruit him rather than battle him, if possible. He also describes the sheer size and power of the Starfish-Man legions. Throughout, the general makes it extremely clear that Spirit Anaconda and all of Teclá are threatened by these dangers, and that the world could use the priest-king's military and magical might.

Spirit Anaconda listens closely. He then tells Mushamee and friends that he would be only too happy to bring all of his power to bear on the dangers facing the world . . . if the heroes can prove their worthiness to him. Specifically, the priest-king explains that there are Dark Things under his temples, in places where even he has no power. If the adventurers travel there and bring back what they find, Spirit Anaconda agrees to pledge his support to their cause. If not, well, he has closed the portal to Tenosia, and they can walk home.

Faced with this choice, there is no choice. The group agrees to undertake Spirit Anaconda's challenge. The priest-king blesses Vinz – who has already accepted the Teclán gods – with a horrid paste made of the blood of his allies. Then he escorts them to the Pit of Sacrifice: a dark, gaping well into which Spirit Anaconda states the party must be cast in order to undertake the agreed-upon mission.

For reasons unclear to everyone, as Rufus peers down into the Pit, Leif shoves him in! The others, including Leif, are then more-or-less willingly pitched down after Rufus. Everybody lands in a viscous, putrid slime, where they see that Rufus is fine. Kaeso lands poorly, though, and goes under. Leif and Vinz move to rescue him, and in the process Leif almost drowns him. It's impossible not to wonder what, exactly, has come over Leif . . .

Once everybody is accounted for, Mushamee invokes the light of his blade and armor to illuminate the place. This reveals that the "slime" is in fact made of corpses, muck, and goodness-knows-what else. Skulls and bones float on its rancid surface. The adventurers hastily pull themselves out onto a narrow stone ledge, while Mushamee peers down a side-passage. Then Rufus realizes something terrible: The slime is starting to move, and isn't merely a nasty residue but in fact an undead entity!

To be continued . . .