dr_kromm: (Default)
Sean Punch ([personal profile] dr_kromm) wrote2008-10-15 01:18 am
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Dawn of Magic

Everybody showed up to game again: Bonnie ("Leif"), Marc ("Mushamee"), Martin ("Kaeso"), Mike ("Rufus"), and Stéphane ("Vinz").

Time: Afternoon, Odin 17, 1002 Imperial Reckoning.
Place: Royal baths, Asok's palace, Mahash, Kali.
Last Event: Discussions with the Asok about military matters, and the arrival of the Harb.

As the Harb approaches, it becomes clear that it has changed forms to better fit in with humanity. Instead of a frightening animated mummy, it resembles a tall, blond man with fetching looks. It ("he") steps out of the steam and from behind the pillars, and speaks in a beautiful, clear voice quite unlike its former undead rasp. Once the Harb and the adventurers have traded new insults, the discussion returns to business: Black Adolph, the war against the Starfish-Men, and related matters.

The heroes attempt to find out what the Harb knows about Black Adolph. It tells them that Adolph is the "divine will of Frigidia made tangible" -- a relationship with some similarities to the role of the Asok's bloodline in Kali. He doesn't share the group's concerns about Adolph, pointing out that while Adolph has appeared in every previous Age, he has never succeeded at conquering and destroying the world, despite his supposed destiny to do so. The Harb does admit that Adolph's timing this time around, on the eve of war with the Starfish-Men, is "unfortunate."

When grilled on the matter of whether Black Adolph's army could be put to use in the war, the Harb points out that Adolph's soldiers are specters of this world, bound by a compact with their god to serve until they die their true death on the battlefield. A major ramification of this is that they cannot pass into other realms. Specifically, they cannot travel to the realm of the Starfish-Men -- or even to the displaced, subterranean Tenosia. Worse, the Harb feels that it's very likely that the "spirit seers" of the Starfish-Man legions probably know all of this, which means that Adolph's forces won't even be useful as a threat or for a feint.

The Harb goes on to point out that the war against the Starfish-Men will take years, even decades, and so won't be viable for mortal legions that require supply. While supply via portal is always an option, that will mean committing troops to guarding the portal from enemies who would use it to invade, thus splitting an already numerically inferior force. Black Adolph's forces, unviable for the offensive action, could guard this, of course . . . but it seems unlikely that Adolph would agree to such a supporting role. When talk turns to assassinating Adolph so that a more rational, less destructive leader could take command of his legions and use them to guard the exit, the Harb dismisses the notion. It explains that the armies are Adolph, and that nothing less than the defeat of one would remove the other. This of course means that slaying Adolph requires destroying his men, which would be counterproductive at best.

The solution the Harb proposes to all this is making the world's armies undead through ritual suicide, or at least binding all the fighting men to oaths to return from the dead as wights if slain in battle -- an option that it adds isn't available for "recruiting" Black Adolph's soldiers, because they are neither alive nor dead, and are bound to forces beyond the reach of even the most potent wizardly necromancy. The Harb is quite persistent with his theories about using the undead, but does offer as an alternative the possibility of luring the enemy into the world and fighting a defensive war at home, on familiar ground and with the support of the gods and conceivably Adolph. Of course, this would spell vast death and destruction for mortal Man, whichever side wins . . .

Still, the possibility of fighting on the defensive, while well-supported, appeals to the heroes somewhat. Their understanding is that if humanity can crush the enemy decisively, and then send a group into the Starfish-Man realm to finish off the Dark Gods while they are weakened by their loss, it might be possible to sever the links between realms permanently. The Harb confirms this, and also points out that this would be an excellent strategy, as humanity's heroes are -- individually -- far more potent than the enemy's, thanks to being true living beings bound to their world by eating, drinking, breathing, and living in it. They might just have the chi and the magic and the will to carry out the daunting task of defeating weakened but hardly helpless forces of chaos.

During all of this, several party members point out possibility of popping the displaced Tenosia back into the real world, complete with its new gate network. This would give humanity a powerful tool in the war, as it would let legions cross vast distances in the blink of an eye, yet not be vulnerable to Starfish-Man infiltration. However, the Serpent Queen said this wasn't possible, and the Harb confirms this. It adds that the outcome of Tenosia being physically transported to the Starfish-Man realm was a direct consequence of it cursing the Inquisitors' Ritual of Perfection -- a kind of vengeance against Ramasi -- and that undoing the curse would prove tricky in any event.

Eventually, the heroes break off this rather disturbing series of revelations and prepare to depart. They bid adieu to the Asok, and then step through the portal back to Tenosia. After a short break to clean up again and prepare for more meetings, they walk through the portal to Indu, Indistan to visit with the Shahim (and perhaps his daughter, fair Jasmina).

In Indu, the party is immediately challenged by alert troops guarding the portal. Rufus quickly defuses the situation, and ultimately gets the party invited to have tea with the guard captain while a messenger goes to request an urgent audience with the Shahim. During this time, the captain mostly tries to convince the obviously wealthy heroes to part with some gold at several of his family's businesses in town. Eventually, a runner appears and rescues the group.

The Shahim's servant leads the group through Indu along a secret route designed to reach the palace with minimal interruptions or wasted time. However, a few short blocks from the palace, in a narrow alleyway, Vinz feels that something is not right, while Leif smells the scent of men who've ridden hard in armor. An instant later, a noose drops upon the runner and yanks him from sight . . . and a dozen and a half armed men leap from doorways and rooftops ahead and behind the adventurers, trapping them in the alley.

Warned by Vinz and Leif, the squad isn't surprised, and immediately moves to defensive positions. Being on a diplomatic mission, they are of course only lightly armed and totally unarmored. Fortunately, their foes aren't any better equipped. There are no demands or threats -- the enemy moves immediately to the job of assassination, while the heroes see to the task of staying alive.

In the ensuing affray, the heroes quickly prevail, despite being surrounded, outnumbered by more than than three to one, and largely deprived of their best arms and armor. Mushamee slays seven and strikes three more down with grievous wounds. Leif and Vinz each slaughter two and knock out one. Rufus kills one and smashes another to the ground. It's all over almost before it begins.

Among the party, Kaeso and Leif are nicked, while Rufus is stuck rather severely -- all by poisoned blades. Leif of course merely shrugs off the poison, and Kaeso quickly produces and downs an antidote. Rufus' reaction is rather severe, and he convulses and collapses. The others move to aid him. Kaeso gets there first and sticks him with a great huge brass syringe.

To be continued . . .