[Sunday, 14 Sarenith 4708
A.R. continued]
With the corpse of an
accuser devil on their hands and no clue who or what it was working for, the
Harrowed Heroes decide to get rid of the evidence. Mounted on Rocky, Goldcape dumps it in the
river.
[Moonday, 15 Sarenith
4708 A.R. continued]
In the morning, members
of the group begin a final day of preparations before a planned departure to
the Cinderlands the following day. The
Reckoner tells Majenko that he’ll be leaving Korvosa temporarily, and Majenko
replies with valuable intelligence: the Gray Maidens have started training on
the disbanded Sable Company’s hippogriffs.
In time, the skies above the city may no longer be safe.
For now, however, Rocky
provides the group with an unmatched aerial advantage. They put this advantage to good use, scouting
the shops of Eodred’s Walk and the nearby Gold Market from the air. They spot several Gray Maidens lying in wait
on rooftops, their full plate armor gleaming in the sunlight. Goldcape has Rocky set down on a distant
rooftop to avoid the ambush. She uses a
magical ring to disguise herself, lends her magical hat to Anorak so he can
disguise himself, and Ralph Blackfeather makes himself look like a common
day-laborer. Yraelzin, however, would
rather remain completely out of sight and decides to stay with Rocky on the
rooftop while the others split up to go about their errands.
Goldcape makes a quick stop at Old Lady Cloggins’ house to retrieve some
gold coins stored there and then makes her way back to Eodred’s Square. There, she buys a magical robe covered in
patches, each of which can be removed and turned into a real object! In addition,
Goldcape finds a magical scroll that will allow her to turn Rocky into a
hand-sized stone miniature and back again.
The vanara then decides she would be less conspicuous in the city if she
weren’t always travelling by roc, so she flies Rocky across to East Shore to
the city’s horse market. She asks if
there are any horses for sale that have been on the market for a long time, and
is told of Nipper, a fast stallion that has the unfortunate tendency to bite
anyone who gets too close. But upon
examining the horse (and speaking with it through magic!), Goldcape realises
part of the reason for its foul disposition is a cracked hoof and an infected
wound on its leg. Once she applies some
healing ointment and has the hoof re-shod, Nipper no longer seems so unfriendly—at
least to her. Goldcape sends Rocky to
fly back to Yraelzin on his own and leads Nipper across High Bridge. There’s a tense moment where it looks like
the detachment of Gray Maidens on the bridge might recognise her, but they let
her through.
At the same time, Anorak
purchases several new magical scrolls and material components from Hedge
Wizardry, nearly exhausting his funds.
Ralph enters as well and (after revealing to Phaeton who he is) learns
the man’s cousin is doing well. As
Anorak continues shopping, Ralph does a favour for Goldcape and looks into the
circumstances of her boyfriend’s death a year previously. Goldcape knows only that Longtail, a
professional acrobat, was seen being murdered in an alley behind Kendall
Amphitheater by men working for Gaedren Lamm.
Ralph starts at a tavern called Bard’s End which is right across the
street from the playhouse. Posing as a
collector of ghost and horror stories, Ralph chats with the bartender and an
old regular and learns that Longtail was murdered by Lamm’s enforcers because
he refused to help them steal the performing company’s take after a show. Longtail’s body, it turns out, was picked up
by a city street-sweeper’s cart and thought to be an animal carcass. Ralph follows the trail all the way to the
Gray District, where he learns that the body of an unidentified vanara was
buried in a numbered pauper’s grave at about the same time that Longtail went
missing. In lieu of a donation, the
mirthless Pharasmin who helped Ralph find the grave asks him to reflect on how
best to spend the dwindling number of days ahead of him.
Having spent the better part of the afternoon on the task, Ralph
realises his new armor should finally be ready at the Stalwart Shield in
Northpoint. He changes into his alter
ego as The Reckoner just before entering.
Only one of the three brothers who run the shop (a man in his
mid-forties named Kriskin) is present, and he confirms that the armor is ready
and is in the back. But he seems
strangely nervous. Just before
disappearing into the backroom to get the armor, he motions The Reckoner
towards the front door with his eyes.
The Reckoner takes the hint and starts making for the exit. But before he’s completely out of the door,
four figures emerge from the rear of the armorer: Red Mantis assassins! Immediately, all four begin a strangely
entrancing series of gestures and movements meant to lull their prey into a
completely befuddled state before slitting his throat. But The Reckoner is as strong mentally as he
is physically, and resists the assassins’ hypnotic power. Three then rush him, while a fourth races out
the back door to come around from the front and cut off The Reckoner’s
retreat. Despite the fact that he’s
outnumbered, taken by surprise, and wearing a temporary, ill-fitting suit of
armor, the assassins are no match for him!
One by one, they fall to his enchanted earthbreaker.
After the battle, Kriskin
steps out warily and apologises profusely, explaining that he had no choice—his
brothers were tied up in back, and the assassins said they’d kill him if he
didn’t take part in the ambush. The
Reckoner absolves him of any shame, and eagerly collects his new armor: a
heavily-enchanted masterwork that has been given sapience and a devotion to
protect Korvosa! Given the nickname
“Plate”, The Reckoner’s intelligent armor is fully supportive of his master’s
endeavours but seems a bit of a know-it-all.
After meeting at Old Lady
Cloggins’ house, where everyone is treated to tea and biscuits, the Harrowed
Heroes make their goodbyes and return to The Reckoner’s safe-house in Old
Korvosa (with Nipper having been left in Old Lady Cloggins’ care). During the journey there on Rocky’s back, they
see some hippogriffs lift off from the parapets of Castle Korvosa, but the Gray
Maiden riders are unskilled and rapidly left behind. Once back in the safe-house, Ralph tells
Goldcape what he’s learned about Longtail, and they agree that when they get back
from the Cinderlands, they can arrange for a proper headstone. Ralph also explains to Plate that, in order
to defend Korvosa, they need to leave the city.
Having completed their
preparations for the journey, there’s no longer anything standing in the way of
the Harrowed Heroes departure from Korvosa.
But even if they succeed on their mission in the Cinderlands, what will
the city be like when they return?
---------------------
GM Commentary
From one perspective this is a classic "shopping session", as the PCs get everything ready for their departure to the Cinderlands. As the GM, I could secretly enjoy the fact that they all assumed it would be a quick "go there, talk to this guy, come back" errand--they had no idea they'd spend weeks (both in game and in real life) journeying through the Cinderlands on a quest that would take the entirety of Chapter Four to complete.
The stuff with Nipper was a bit of improv fun. I think I rolled on a random table somewhere to figure out the horse's quirks (a biter) and then took it from there.
This session sees the first use of carry companion scrolls by Goldcape, which proved very useful when having a roc around would be too ostentatious or would cause a spell like teleportation to exceed the number of creatures in the party.
We also get the first appearance of Plate, a suit of intelligent armor. In future campaigns, I don't think I'd allow PCs to craft or purchase intelligent items--they're surprisingly cheap, distort the action economy of the game, and force me to role-play yet another NPC. I do like Plate's personality (at least when I remember to portray it, which unfortunately isn't as often as I should!).
It was very sweet of The Reckoner to use his skills to investigate the death of Goldcape's boyfriend (the backstory event that tied into Goldcape's campaign trait). I don't know what prompted The Reckoner to do it, but it provided some nice closure even if I had to think fast to flesh out some of the details.
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