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Scene 3: The Powers That Be


Welcoming Party 
Tuesday May 29th, 2012 9:03:03 AM

Very quickly after leaving Hegga's Farm, you leave the Spirit Swamp behind, without seeing any spirits, just rats. The party enters a beautiful oak tree covered hilly land heading east paralleling the coastline to the north. Two hours later, the road tops a hill and where a walled town perches near the edge of a cliff leading down to the ocean. A gate is the largest feature standing some 40' tall, looming over the 20' walls of the town.

A sign made of wood has a single word burned into it:

HELLMARR

A contingent of people await the group standing beneath the gate. Villagers carrying baskets of food and drink are flanked by 6 town guards dressed as Ebineezer, Ibraham, and Vgodd.

A slightly plump halfling man smiles hugely as you approach and says, "Welcome to Hellmarr!"

At exactly the same time, the lead soldier, a burly centaur woman, dressed as if she was a descendent of a native amazon tribe says, "Come with us to meet the PTB. By their will, all new arrivals in Hellmarr must appear before them to determine their motives."

The halfling says, "Their will be done."

[Feel free to make any checks and take any actions you wish.]

---------

I will be sending an area map and a town map soon. 'The time is not quite right yet,' the DM said mysteriously.

Urist - AC 17, HP 25/25 - Spells - Carl  d20+11=23 ;
Tuesday May 29th, 2012 9:41:13 AM

Spirits buoyed by the pleasant trip & greeting, Urist smiles broadly and clasps hands with the halflings and centaur before some of the group's less diplomatic members blow their first impression. "Certainly! Lead the way and we'd be happy to speak with them. Perhaps you can tell us more about Hellmarr while we walk..."

**

Sense motive: 23 - Urist is trying to get an idea of the town's personality as they walk through it.

Lori Rinduff AC 18 , HP 29/29  d20+9=13 ; d20+1=6 ;
Tuesday May 29th, 2012 11:51:44 AM

Lori having her hood pulled up as normal, keeps her eyes peeled for dangers as they make their way towards Hellmarr.
With the greeting the group gets, she remains quiet and lets the others do the talking. She nods as the group is directed to follow the centaur to these PTB's, and she keeps a careful watch of those around the group as well as the area in general.

Perc 13
Sen motive 6

Napalm AC 22/15/18 HP 24/24 (James D)  d20+6=20 ; d20+4=6 ; d20+4=23 ;
Tuesday May 29th, 2012 1:43:13 PM

ooc: Did Napalm learn anything from his previous question: Before we get there, can you tell us more about Hellmar? Who leads the people, who we should avoid or not trust, and the best place for a good meal and a stiff drink?

As the group approaches the gates Napalm is surprised to see so many people gathered and wonders if such a gathering is a normal occurrence, or if their arrival was expected thanks to Ebineezer, Ibraham, and Vgodd. He didn't like the sight of guards waiting fort hem or their motives being questioned, but the thing that irritated him the most was the stupid halfling parroting [I]"Their will be done." It was as if he was a beneath them in more than just height, a weak disgrace in Napalm's eyes. He would have expected such halflings to have been purged by the disease long ago, but supposed it said something of their race if a guy like that was strong enough to endure.

The halfling simply says, Lead the way as he watches out for pickpockets and scans their surroundings for trouble and a quality bar.

Perception = 20
Sense Motive of guard= 6
Sense Motive of PTB = 23

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation Morgrym Gorechylde  d20+5=11 ; d20+10=17 ; d20+9=15 ;
Tuesday May 29th, 2012 4:40:13 PM

What are the walls made of? What is the gate made of? Are they scarred as if the place is regularly attacked? If so what does it look like made the scars ( axes, fire, magic. I'm asking in general) How are the gates defended? Archers, catapults, oil ? Does it appear that the town can be buttoned up on short notice and defended? What quality of weapons and armor do the townsfolk and guards possess? How old do those townsfolk and guards we see look? Are they dirty or well kept?
Perception 11
Weaponsmithing 17
Armorsmithing 15
All of these questions come to Morgrym's mind as he sees the gate and the people for the first time. He is not sure what a "PTB" might be, maybe their headman or village elder. The others do not seem alarmed so he keeps a calm demeanor. Internally he listens for the sound of their forge and wants desperately to see it and start learning how they craft the sockets into their armor and weapons. He walks along with the group, all the while assessing those that he passes with a warrior's eye. How good do these guards that protect one of the last few towns in the Wold look?

Harden AC 15/11/12 -- CMD 19 -- HP 24/37 (Zach R)  d20+8=28 ; d20+6=7 ;
Tuesday May 29th, 2012 11:07:59 PM

Harden is so intent on noticing everything around Hellmarr that he doesn't get a very good read on the inhabitants of the city.

-------------------
Perception: 28
Sense Motive: 7


Seredal Hosah (Josh)  d20=6 ;
Wednesday May 30th, 2012 3:26:01 AM

Seredal walks along, taking notes of all she can see...

(Perception: 16)

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde 
Wednesday May 30th, 2012 7:06:12 PM

Morgrym waits expectantly.

Perfect Citizens Acting Perfectly [DM Jerry] 
Wednesday May 30th, 2012 11:35:39 PM

The halfling blanches a bit when Urist asks to be told more about Hellmarr. He stutters, "Better to...."

The centaur interrupts him, "Going to see the Powers That Be is serious business. Perhaps we can save the niceties for afterwards, if...."

This sparks Urist's concern as there does seem to be alot of....fear. That's it fear. In general, but specifically towards the PTB. [results of your sense motive check.] The halfling looks at the group closely as if looking for something....hope perhaps?

Lori spots a group of children peeking around a curtain in the distance. A motherly hand forcefully closes the curtain and cuffs the children.

Napalm, is almost sure that Ibraham was avoiding his questions about the town on the way there. He commented with about a dozen variants of, "You'll see." He definitely discerns that strangers to the town is a rare thing. It is indeed strange to see no humans or elves around. The halfling is definitely busting at his considerable seams to try and warn you with his eyes. The eyes definitely project a different message than his smile does. You wonder if he could maintain that smile under torture. The centaur looks at you in a dispassionate way. As if he doesn't want to become emotionally invested in you...yet.

Morgrym imagines that he can hear a tour guide describing the scene to him. 'We're walking....we're walking....The walls of Hellmarr are more beloved than any citizen. They have saved more lives than any number of city guards could. Made of hardwoods, they are polished to a shine to prevent damage from the sun. The gate is huge and easily the tallest structure in the town. Full of secrets, the gates are the first line of defense for Hellmarr. Please mind your head if you're over 60' tall.'

'You'll notice, tourists, that there are guards on the walls and in arrow slits of the gate that are trying their best to look inconspicuous to our new guests. See them smiling at us now? They are very competent, or at least they believe so, if their body language counts for anything. We don't want you scared off. After all, strangers are the most exciting thing that happens around here, if you don't count the disease and Ratzilla roaming around.'

Harden follows along and moves along with the others. He sees signs of recent battles outside the walls, but nothing inside. A pile of bones, mostly humanoid, is smoldering 100' from the gate. A lively trade tent has been placed to cover the smoking bones. He also sees a trace of green blood on the walls. More than one attack has been weathered here recently--since the last rain even.

Serendal also notices the citizens acting just a bit too normal. No one acting out. No children running around. The perfect citizens acting perfectly. Very odd and disconcerting.

The guards, the six new ones in front and the three from your journey in the back guild you under the gate and into the town. The largest building in town is directly in front of you, a pillored rectangle of a building. It is built with much more love and care than any of th other buildings. The entrance is on the far side. The guards, faces with taking the northern road or southern road to circle around to the front of the building, choose the southern route. A small crowd watch from the northern road, a bright red rope setting a boundary that the citizens stay behind.



Harden AC 15/11/12 -- CMD 19 -- HP 24/37 (Zach R)  d20+8=12 ;
Thursday May 31st, 2012 2:11:09 PM

The brutish half-orc shakes his head slowly as he looks at the ground. "Something's not right here. Be on guard." he whispers keeping his voice low where hopefully only his comrades can hear. Being somewhat paranoid now, Harden's concentration is disrupted.

--------------
Perception: 12

Lori Rinduff AC 18 , HP 29/29  d20+9=22 ;
Thursday May 31st, 2012 2:50:31 PM

Lori is not very comfortable, and each step makes her more and more so. She's not sure how she can let the others know how she feels, not having worked with any of them before this trip.
The only image of what's happening currently is one she once saw at a slaughter house. That being all the cattle getting herded to the slaughter room.
As they move along she keeps a watch for escape routes and updates them with each step of the way....

Perception 22

Seredal Hosah (Josh) 
Thursday May 31st, 2012 4:48:20 PM

Seredal's pen stops, and the gnome's eyes glance up and around. Carefully, she returns her book to her belt and walks swiftly, trying to find the others.

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde  d20=15 ; d20-1=15 ; d20=4 ;
Thursday May 31st, 2012 5:36:41 PM

Morgrym starts to get the feeling things are...off. A quick survey of his friends, Harden's whispered caution, and the utter silence from the folks he has already fought next to show something is amiss. (Sense Motive 15) The warrior has already noted the archers and the abundance of guards. Most of them looked seasoned and the walls seem to see plenty of combat, so a hostile or perceived hostile action will likely cause more trouble that he wants to get involved in at this juncture. So instead of saying or doing anything hostile, the dwarf simply takes the northern route around the building. He hopes to provoke a reaction that will tell him more about why everyone is being so Nice . He realizes that they may be the first new folk that these people have seen in a long time, but something just isn't right. When called on his incorrect choice of paths, the dwarf, no stranger to new towns since he had helped often with his Father's trade caravans simply looks surprised that he has somehow offended the guards ( Bluff 15). Depending on their reaction he will see what he learns.( 2nd Sense Motive 4)

Urist - AC 17, HP 25/25 - Spells - Carl 
Thursday May 31st, 2012 10:27:26 PM

"This isn't right," Urist mutters under his breath. He saunters up to Morgrym as they walk. "Can you feel the fear coming from them? When was the last time there was this many halflings in one place without a hint of mirth?"

Napalm AC 22/15/18 HP 24/24 (James D) 
Thursday May 31st, 2012 11:39:10 PM

Napalm dismisses the fear he sees in the halfling's eyes. Clearly he is weak, both in body and spirit. Napalm follows the group figuring that they will have to be cautious around the PTB, but isn't overly concerned about the ordeal. Peasants are often afraid of their dictators.

Do Not Do This [DM Jerry] 
Friday June 1st, 2012 12:27:36 AM

Vgodd, closing the gap to Harden whispers, "Just be respectful, no matter what. They are....powerful." When Ebineezer frowns at the dwarf, he backs off.

Meanwhile, Lori looks for escape routes. The best thing she sees at the moment is a gap in the buildings south of her that lead to the wall and a guard post. It would require 20' of climbing, but other than reversing through the gate, it is the best option she currently sees.

Serendal catches up with the group, only to see Morgrym move towards the crowd and the roped off northern road with Urist on his heels. Instantly Ebineezer shouts, "HALT!"

This causes the centaur to spin around into a combat stance and pull his bow and point it at Morgrym. Almost at the same time, everyone on the wall, the guards in front and behind the party, and even a few folks in the crowd draw weapons. Both Urist and Morgrym are covered.

Vgodd sprints to stand beside the wayward dwarfs. His weapon comes out too, but his voice doesn't match the posture, "Morgrym, do not do this. Urist, you picked the wrong time to follow your friend. They will indeed kill you. No one goes free through the town until they have gone before the Powers That Be. Do not be foolish my friend! Please. See the PTB. Do it right, and the drinks are on me afterwards."

The centaur says, "That's enough Vgodd. Step back to your position....That's an order."

"Now as for you two. Kindly walk back to your group. You are not free to roam our village yet. You have not been CLEARED!"

....CLeared.....Cleared.........cleared.

The centaur's booming voice echoes off the walls of the town.

The crowd begins to back up. They look to the tall Council Building with worried looks. A few break and run for safety.



Urist - AC 17, HP 25/25 - Spells - Carl 
Friday June 1st, 2012 1:34:19 PM

"I gave up a mead at the Giggling Ghost for this? I'm beginning to think this world may not deserve saving..." Urist will indeed join the group again, but any sign of his usual good-natured self has vanished.

Lori Rinduff AC 18 , HP 29/29  d20=5 ; d20+9=29 ;
Friday June 1st, 2012 2:48:40 PM

With the overt threat of the so called guards, Lori's hands become clasped behind her back, under her cloak. She continues to update the escape route if everything goes south. Life at home may have been almost unbearable but this here has yet to prove any different. She also tries to see if anyone might try attacking the group....

Bluff 5
Perception 29 (nat 20)

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde 
Friday June 1st, 2012 3:32:32 PM

Morgrym's hands stay at his side, despite the itch he feels to fill them with the blade on his back. He looks at Vgodd, not unkindly, but not happily either. It almost looks as if Morgrym expected something like this to be the result of his wandering and that he is sad to be proven right. To Vgodd he says, " I don't doubt they would kill me Vgodd, not for a second. Seems that killing rather than talking to strangers is the way of this Wold. Sad, it wasn't always like this. Not in the Wold I came from. Suspicion is good, it keeps you alive. Continual deception and manhandling of those you ask to help you, indeed to SAVE you is another thing. Let's go see your Powers That Be. Perhaps they will be able to speak plainly about this place." He turns and rejoins the group, leading the way toward the meeting house.


Seredal Hosah (Josh)  d20+7=10 ;
Friday June 1st, 2012 9:05:12 PM

As Urist rejoins the group, Seredal distances herself from the provokers, keeping the others of the group between her and them. She calls out to the guards, "Come now, there's no need for this, is there? I'm sure it was just an honest mistake. It's not the end of...the world...or....uh...." (Diplomacy: 10) Seredal winds down as the death glares continue, then bows her head and follows meekly along the path.

No Harm [DM Jerry] 
Sunday June 3rd, 2012 12:02:47 PM

Vgodd smarts at Morgrym's words and hangs his head. He follows along, but there is shame in his movements.

Ebineezer puts a hand on Vgodd and says, "You did nothing wrong my friend. We answered every question that we are allowed to answer and we did not lie. They will understand soon."

The centaur guard in the front of the group answers Serendal, "No harm has been done. It was not harmless, however. The gentlemen walked away intentionally; however, in his stead, I might have done the same. Come."

He rounds the eastern corner and you can now see the entrance to the large Council Chambers. Two additional guards stand at the entrance. Formally, Ebineezer steps forward and says, "Six new visitors to see the Powers That Be. May we enter?"

The Gnome guard is very strange. Gnomes are not supposed to be THIS muscular, especially female ones. She answers with a voice trained in command, "Yes, Ebineezer sir. You may enter. They are prepared."

"Thank you Jinx," Ebineezer answers formally.

Ebineezer, fully in guard mode and walking stiffly, leads the way in.

The first room is a waiting room. Biscuits and a Fruit drink are on a decanter cart.

"If you are in need of refreshment, you may do so. Or you may enter through the doors beyond. The Powers That Be are awaiting you."

Two large 10' doors lead from this room to the next. The wood in this place is amazing! The building shows both the strength of dwarven planning and the craftsmanship of the gnome. The furniture is ancient and has been reupholstered recently. The lavishness of this room doesn't even come close to matching the rustic nature of the rest of the town.

Ebineezer keeps his face and stance completely neutral. It is obvious that he is doing his best to give away nothing. However, the ends of his fingers twitch to the close observer. He picks a spot on the wall and concentrates on it.

Harden AC 15/11/12 -- CMD 19 -- HP 24/37 (Zach R)  d20+8=16 ; d20+6=17 ;
Sunday June 3rd, 2012 6:48:51 PM

The large half-orc stands, arms crossed, as if waiting for something to happen. He acts as if he is bored and uninterested though in truth the large brute is looking for the precursors to any signs of trouble.

----------------------
Perception: 16
Sense Motive: 17


Lori Rinduff AC 18 , HP 29/29  d20+9=21 ;
Sunday June 3rd, 2012 7:31:57 PM

Lori, after entering the building, does as careful an examination of the room to determine if there are any secret ways out, or just the way they came in and the doors deeper into the building. Having an escape route is still her primary concern.
Since entering she keeps trying to become less and less noticeable, but there is light all around and there really is nothing but those she's with to hide amongst so she feels out in the open. She hasn't felt this without cover since she left her fathers people, the elves. At least while with her mother, they only considered her an outsider, not like someone who had a communicable disease as while with her father.
She pills the hood even further forward and wraps herself with her cloak....

Perception 21

Seredal Hosah (Josh) 
Monday June 4th, 2012 4:45:08 PM

Seredel mutters to herself as she writes: "Hmm....may have to streamline that walk....this is a great buildup, but after too long a journey scene the impact might be lost..." She starts walking forward eagerly.

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde 
Monday June 4th, 2012 5:42:30 PM

Morgrym does not spare the refreshments even a glance. He steps directly to the indicated door and opens it and steps into the room beyond.

Napalm AC 22/15/18 HP 24/24 (James D) 
Monday June 4th, 2012 7:22:50 PM

Taarie glance at the refreshments and waits patiently, hoping the others will eat first. When no one does she follows Morgrym in to meet the PTB.

The Powers That Be [DM Jerry] 
Tuesday June 5th, 2012 12:23:21 AM

Both Hardin and Lori sense concern and worry in the stance of Ebineezer as he waits for you to open the doors and enter. Lori sees no exits other than the way that you came in from this waiting room; however, not much time is given to her to scout the area as Morgrym walks forward directly to the inner doors.

The doors open with a touch. Amazing craftsmanship. He enters. Napalm follows.

Within is a large conference looking room. However, it has trappings of a throne room. Filling the center of the room is a large ornate conference table some 20 feet long. On the far side are three ornate thrones. They pivot allowing access to the conference table.

There are no seats on your side of the conference table. However, there are 10 chairs up against the near wall.

Once everyone is inside, the doors close.

The three chairs are occupied. The left chair is occupied by an attractive dwarven woman. She obviously is in amazing shape. Either that or she pounds on an anvil with a 50 pound hammer all day. She speaks--louder than she has to.

"Greetings. I am Cashandra--Holder of the Seat of Truth. While I hold this seat, no lie can be told to me. It is both a blessing and a curse." She glances at the man in the center seat with disgust as she says this, not even attempting to hide her feelings towards him. "If you lie to us here, you will die. Tell the truth and all go well with me."

In the center throne sits a tall lean Minotaur. Dressed in greens and browns he has a strongbow laying on the table in front of him with a quiver at his back. His face is a perpetual sneer. In a gravelly voice he says. "I am Izmael the Hunter -- Holder of the Seat of Power. While I hold this throne, [emphasis on throne] I cannot be slain or even harmed. I am invulnerable. He turns his head to the man in the right throne.

In the right throne sits a bald halfling with a treasure map on his scalp. He is taller than any halfling you've ever seen coming in at over 5' in height. "Listen up ye baduns! I am Torvah, captain of the Unsinkable. I sit in the seat of Rulership. While I remain in power, I cannot be refused. All my direct commands must and will be obeyed. My goals for Hellmarr are survival and independence. This is not a nice pleasant hamlet. That is not the legacy the long departed gods have left for us. If 'Marteaus' Revenge' was unleashed upon the Wold to toughen us up and test us, then he was successful. At least we survive this day. Tomorrow is a challenge as yet unmet.

"The lesson you are here to learn today is that Rulers of Civilizations and People of Power are in those positions for a reason. In Hellmarr, we are those rulers! Duly elected. We are survival oriented and at times even oppressive. We do not foster heroism, nor get people to do things out of altruism or nobility. We may and will use any means to ensure the survival of Woldkind. We are not your enemies unless you choose to be so. Neither are we your friends."

Izmael interrupts him. "To sit in these chairs is to accrue enemies. Some are jealous [he glances to his left to Cashandra] and yet here we....."

"SILENCE!" Torvah shouts.

Izmael instantly stops talking his face quickly moving from a bright red to purple in his anger. Yet he does not talk. Cashandra snickers her eyes down upon the conference table.

Torvah continues. "You have been summoned before us to determine one and only one thing. Do you represent harm to the Township of Hellmar? Answer our questions and then we will answer some of yours. Cashandra, do your duty."

Cashandra rises on her throne and in turn asks each of you in turn 2 questions:

"Has Hegga cured you of the disease?"

"Do you intent harm to Hellmarr?"

She watches you intently as she listens to your answers.


Harden AC 15/11/12 -- CMD 19 -- HP 24/37 (Zach R) 
Tuesday June 5th, 2012 5:02:52 AM

Harden replies simply, "Yes. No."

Urist - AC 17, HP 25/25 - Spells - Carl 
Tuesday June 5th, 2012 1:36:15 PM

Urist stares at Cashandra for the briefest of moments before a slight sigh escapes him. "Aye, she has. Nay, I do not..."

Lori Rinduff AC 18 , HP 29/29 
Tuesday June 5th, 2012 2:14:33 PM

Still hidden in the shadows of her cloak, "As far as I know, Hegga has cured all of us, We also were asked to come here and assist in some problem that Hellmarr was experiencing. If we came to help, why would we intend to Harm. Our intentions are to help, not to harm. So to answer your questions in a very direct method, I am cured as far as I know and I plan on not harming Hellmarr."
Lori's irritation is clearly showing in her voice, she doesn't even attempt to hide that fact. First they are asked to come and help, then they are given a disease so they can be cured of it and now these three pompous, self serving idiots demand to know why they came here.

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde 
Tuesday June 5th, 2012 4:42:01 PM

Moirgrym listens to what the Powers have to say and is intrigued by abilities thier seats each give them. They speak in a straightforward way, which is the most refreshing thing the dwarf has heard in several days. Most straightforward of them all though seems this Dwarven woman, Cashandra. She says the seat allows no one to lie to her, but does it compel her to speak truly? The fighter ponders this as some of the others step forward and speak their answers. Morgrym is careful when it is his turn. Clearly the laws are different here. What was harmless in his Wold may well be a tragedy here. He frames his reply carefully.
Morgrym takes a step forward and answers the questions posed by Cashandra. He is careful to address her and only her so that her chair may do it's work.
" I am known as Morgrym Gorechylde. I am a smith and a warrior both. I have had one of Hegga's foul rats bite me, making me sick beyond anything I have experienced before. She then gave me a concoction that tested the statement I just made for it was vile beyond description. Taking her at her word that vile drink has cured me of the disease you speak of."
" As for whether I intend harm to your community, I do not. However, the laws of your society here are clearly different than those I know from my Wold. I would ask for a written version of them so that I do not mistakenly transgress your laws and cause harm."
" May I ask you a question? Does your seat likewise compel you to speak only the truth? If so it must be a difficult seat to sit."

He then steps back into line so that the rest may answer. He still had many questions, but thought that listening would serve him better at this point.

OOC
I do have Magic Resistance, though pitifully low at MR8. I doubt that interferes with the seats, but I thought I'd mention it.

Seredal Hosah (Josh) 
Tuesday June 5th, 2012 5:00:24 PM

"I didn't think I really had it, it was more of a preventative measure, but she certainly did something to us, and it was awful...like a baby ferret eating its way out of your stomache... As to harming Hellmar? No. I don't intend to harm anyone."

Napalm AC 22/15/18 HP 24/24 (James D) 
Tuesday June 5th, 2012 5:56:10 PM

Napalm grimaces, contorting his face in disgust as he remembers the cure. Yeah, Hegga gave us the cure. Worst stuff I ever tasted!

In response to the next question he replies, No harm intended. He decides it best to see the PTB reaction to the group before he asks any questions of his own.

We'ze All Baduns Here [DM Jerry] 
Wednesday June 6th, 2012 9:40:02 AM

Cashandra turns to the others. "First, each is telling the truth. Second, as usual, they in their earnestness, tell us more than we asked, which is helpful."

She turns to Lori, "What is your name? Who asked you to come here. That person may be a traitor. No one should be "asking" anyone to come here without our permission."

Izmael interrupts her. "This person will be killed."

"Stop interrupting me! Your ignorance is showing the newcomers information about..." She stops mid sentence and takes a calming breath. She glances at Torvah.

She turns to Morgrym. "What do you mean when you say 'your Wold?' There is only one Wold. And as for rules, Torvah will speak to that...and all three seats are...difficult."

Torvah says, "There are no written laws as such here. We're far too paranoid for that. Dangers come from unpredictable places. Our edicts are always posted. Standing rules are simple and can be summarized with this phrase: "Don't harm the town.

"We'ze all baduns here. [Cashandra and Izmael both roll there eyes] Setting up a law and order town won't work in Hellmarr. Greed and power rules. Get too powerful and you get enemies. Get soft and someone eats you up. Most say its safer out in the wilds. It ain't. Most say there's fortunes to make out there. There isn't. Most stay stupid things."

He pauses to let that sink in.

"We believe in freedom AND slavery here. I don't mean by this that we foster literal slavery, though it is not outlawed. What I mean is that here, everyone is a prisoner and a slave. We're a slave to our environment, to the disease, to the legacy Marteaus the Reviled left for us. We are prisoners to our circumstances, to the trolls, to the undead, to the twice deads. We're the last town left. All the others are....gone, having failed to survive. Now answer Cashandra's questions."

It is obvious that these here in the Seats of Power are much more serious about things than the three guards that brought you into town or Hegga. Perhaps it is perspective. Perhaps a function of position. Much still remains to be seen and understood. Cashandra does not completely answer all of Myrgrym's questions. It is obvious that at the moment, they expect to be asking the questions and you answering them, for the most part.

Lori Rinduff AC 18 , HP 29/29  d20+9=20 ;
Wednesday June 6th, 2012 11:36:12 AM

"My name is Lori, Lori Rinduff. I was one of many in a magical place called the Giggling Ghost. It is, was a location where many from all over go, er went to enjoy each others company, and occasionally places in need of Heroes send representatives to gather help for one reason or another. One of these tapestries, the portals that those seeking help use, opened up to a ripping sound that left all in the Giggling Ghost staring in wonder. The face of a witch appeared on the tapestry and said something about coming from the future and having a gift to see into the future. Also about needing Heroes from our time, there in the Giggling Ghost that is, to bring the time of salvation here, in Hellmarr, into a beginning or a starting of salvation. Well it was something like that.
I volunteered to come to this future, because there was not really anything I couldn't live without in that time, and If I could help here and now, It would be a good thing."


To everyone's surprise that has been with Lori over the past couple of days, she is a lot more loquacious here and now than ever before. Maybe it's the requirement or the compelment to tell the truth, she seems to be using the whole truth as if it were a rapier and she is fencing with an opponent, keeping them at bay.

Urist - AC 17, HP 25/25 - Spells - Carl 
Wednesday June 6th, 2012 12:12:16 PM

Having been asked no questions, Urist holds his tongue. He does stop to wonder at how unimpressed these PTB are to be addressing someone who is a mix of two supposedly extinct races...

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde  d20=5 ;
Wednesday June 6th, 2012 4:59:42 PM

Morgrym looks at Torvah. He doesn't particularly like the power that seat is said to hold. He likes his freedom, but he also likes the structure that comes with a societies laws. Seeing that this is going to be a long discussion, the dwarf turns to the gallery seats along the wall and, selecting a sturdy one, picks it up and returns to where he had been standing. He gently rests his armored figure in the chair. In order to accomplish this he unstraps his sheathed falchion and leans it against the chair.
" Ah, that is much better. Now, about your questions. What do I mean by 'my Wold'? In 'my Wold' there are gods that the people turn to in times of trouble, in times of joy, in times of sorrow and in times when the path forward isn't clear. For the most part, the people love these gods and pay them homage. In 'my Wold' these gods grant power to their worshipers. In 'my Wold' there are Humans, and Elves, and Half-elves. In 'my Wold' there are many great cities, populated by thousands upon thousands of people. In 'my Wold' there is no plague. There is no land like the one surrounding this town. To the best of my knowledge there is no place called Hellmarr."
"Your unwritten laws seem to say that if you are not strong enough to keep others from taking your things then you don't deserve them. That is all well and good, but to my eye it violates the law that no one should threaten the well being of Hellmarr. For while a farmer would need to be tough under your ideals, that would not necessarily make him a good farmer. Were he extended the protection of some law he would be able to devote more time to his farming and less time to worrying who was out to get him. Thus he could turn in a higher yield and Hellmarr could support more citizens. With more citizens would come strength due to more folk to defend the walls when trouble comes. This principle is academic and applies to almost every skill and profession you can name."
" You ask Lori who t'was that asked for heroes to come and aid you. Then in the same breath you threaten to kill this person. Oddly enough that would put you in violation of your unwritten law. The person in question is clearly integral to Hellmarr's survival since your first question named her as the one who had to administer the cure to us 'newcomers'. What is the penalty for threatening to harm Hellmarr I wonder. From your stern looks I am pretty sure it isn't pleasant. How long would you like to continue to use circular logic to find out what we know while telling us little more than nothing? I can do this all day until Torvah there either tells me to shut up or to kill myself, both of which, from his description, I would be unable to resist doing."

Inside, Morgrym wonders if he has just signed his own death warrant. All he said is true, to his eyes and logic. Far more could be accomplished by working together as a community than as individuals. Also from what he has seen and heard Hegga is the go to person for administering the cure to newcomers. Threatening her is the same as threatening Hellmarr itself. More and more, Morgrym was beginning to think that these seats held no more power than the chair in which he sat. Their real power lay in these three telling the people before them what they WANTED the chair to do.
OOC
Did Morgrym feel any compulsion to NOT go get a chair and sit down before he answered Cashandra's question? After all, Torvah had ordered him to answer her questions from his chair of power. Is there some check you want me to make to determine this? Sense motive maybe.
Sense motive 5

Harden AC 15/11/12 -- CMD 19 -- HP 24/37 (Zach R) 
Wednesday June 6th, 2012 5:18:45 PM

Harden shakes his head. His comrades are, in his opinion, giving up too much information. Even a brute like him understood that information was the most valuable currency in the Wold. One would gain nothing by giving it away freely.

There is one bit of information Torvah said that Harden agreed with. "Most say stupid things".

The Half-Orc shakes his head... that much was true at least.

Seredal Hosah (Josh) 
Wednesday June 6th, 2012 11:36:12 PM

Seredal pipes up at Morgrym's statement. "Er, I don't think it was Hegga that summoned us, exactly; according to my notes she was a little surprised too..." Looking to the seats of power, she adds, "Oh, and just to be clear, I'm not a hero like them; I just came along to be able to write their story after. Who I'll be telling it too....I'm not sure anymore."

Napalm AC 22/15/18 HP 24/24 (James D) 
Thursday June 7th, 2012 12:21:48 AM

Looking at Seredal, Napalm interjects. Technically, I don't think we have been "summoned" or been contacted by anyone yet. From what I can determine, we have arrived at a time prior to the date that the person who contacted us spoke to us from. It would make sense that they haven't spoken to the PTB yet, since they have not yet set out to contact us.

ooc: Is this correct to the best of our knowledge? This was my interpretation, I'm not trying to lie to the PTB.

From the Antiquated Past Come Heroes Long Extinct [DM Jerry] 
Friday June 8th, 2012 2:59:41 AM

Torvah jumps into the conversation just as soon as Lori is finished with her answer. "So not only did this "witch" looking figure invite you here, but ASKED you to come help with something? That is traitorous!"

Cashandra's mouth drops. "So you're not in a magical disguise? You are really an elf? I thought the ears would be more pointed!" She turns with hope to the other two. "If we could find a mate we could repopulate the race!"

When Morgrym begins talking, Torvah gets very stiff. Then, as seems to be his wont, he turns red--steaming. He sits wrestling with his temper.

Cashandra, looking worried says, "I read that about adventurers from the past. That they would walk into the presence of kings and demand change. Then when the king threw them into the dungeon to be hung the next day, a 2nd group would come and demand their release fighting to the death for their freedom and beliefs. They later called it 'a hero culture.'"

Morgrym shouts, "Get Hegga in here!"

The doors open instantly. Hegga walks in. "I didn't need to have 'the sight' to see this coming. I had--uh have plans to send a message back into the past to see if help would come. Alex the Seer and I have both received a prophesy. She brings out a crystal. "I took the liberty of asking Alex some time ago to record it into my memory crystal. It basically says that if we send a message into the past asking for help, that help would come. That we could change history and save The Wold before we all become extinct. I hadn't sent the message yet. But evidently in the future I will, because these heroes arrived--arrived before I asked for help. And when they came to me for the cure, they said I had asked them to come. They arrived...early as Napalm here has iterated."

All is silent for some time.

Cashandra says, "Play the prophesy."

A cronish looking figure appears in the crystal. She speaks, eyes whirling:

"From the antiquated past come heroes long extinct,
summoned by the brave, who care for the weak.
Heroes may circumvent fate on that holy day,
if they find the key to change our destiny."

Torvah instantly says, "Boarwash."

He spins on Hegga and pointing at her prounces: "Inviting visitors to Hellmar without permission is not allowed. Asking them for help without permission is treason. Hegga, your methods have always been suspect. You have used your position as Prime Healer to advantage, taking actions that repeatedly was against the wishes of the Powers That Be."

He pauses for effect. "

You are under arrest. We will consult privately to determine your fate."

Cashandra objects saying, "You can't! Who will heal the diseased?"

Torvah says, "Watch yourself Cashandra. Halfast Wayfaring is a priest. He'll have to do it for now."

Then with finality, "Hegga, submit to arrest and detention!"

Hegga calmly puts he hands behind her back and quickly the guards waiting outside come in to lead her away, peaceful as a lamb.

Turning to Morgrym Torvah he adds adds, "Watch yourself fighter. Your mouth is your worst enemy. The next time you talk to me in this manner, you will join Hegga and face our judgment, assuming that I don't have Izmael kill you outright!"

Turning to the group, he says. "I do NOT like this entire mess. Heroes stir up trouble. The histories teach us this. We have more trouble than we can currently deal with. However, fools die and it remains to be seen whether you, collectively, are fools. Cashandra says you are not lying to us. That you do not represent a threat. So I am curious as to what fate will hold for you. You are free to enter the township. I have spoken."

He slams his fist upon the table.

With that, Ibraham enters and simply says, "You are free to enter the city. Follow me please.

---------------
OOC:
Morgrym, to this point in time, you have not experienced any compulsions. Email incoming.

Urist - AC 17, HP 25/25 - Spells - Carl 
Friday June 8th, 2012 11:20:39 AM

Urist decides it's fairly obvious why this world is going down hill. When those in power care more for their own seat and tradition than bettering the lives of those they should be serving, tragedy and oppression always follow. Something must be done about these louts if this world is to heal.

However, he also values his life and freedom and is happy to follow Ibraham out of this chamber. Once away, Urist turns to Ibraham. "Tell me, this Halfast Wayfaring...is he able to heal the diseased as Hegga is?" Ideas flood the dwarf, but he keeps them within for the time being.

Lori Rinduff AC 18 , HP 29/29 
Friday June 8th, 2012 1:01:04 PM

"I am most assuredly not an ELF! I should know that very well with how I spend my growing up years. I am also not a piece of meat to be bred like a brood mare. I am here to do what is needed to save the Wold, but that is not going to be a possibility."
Still covered up with her hood pulled up as well, Lori turns and heads out of the room.

Hazel [DM Jerry] 
Friday June 8th, 2012 1:54:40 PM

As Urist exits, an old friendly grandmotherly lady approaches him. Very surreal. She hands him a ring.

"Here honey. Take care of this for me."

Instantly, the ring imparts the following information to Urist.

1) This ring, at times, can describe places, people, events etc. It loves to talk. Out loud.
2) This ring creates a map of any location "visited" or "researched" from the knowledge that its current wielder has, which you can alter, add comments to, etc.
3) You may attune the ring to anyone by saying "Hazel this is my friend," yet you will remain the prime wielder.
4) Anyone attuned to the ring can, if they are within 30', say "Gimme Hazel" and the ring will teleport onto their finger and they will be able to use it.

Then she walks away, fading out as she leaves. As she fades, it appears for a moment as if she is an old lady missing her left arm, with warts on her warts. But that's silly right?

------------

OOC: Sorry for the extra post. I thought it would be interesting to give you your maps in a different way. Sending the map of Hellmarr to you via email. Giving you permissions to the map key which is on Googledocs. Both incoming. I'm still working on the "regional" map, which I'm having to recreate to show what you currently know. I'll send it over the next few days.

Harden AC 15/11/12 -- CMD 19 -- HP 24/37 (Zach R) 
Friday June 8th, 2012 2:57:11 PM

The half-orc, who prefers to seem a dull savage says loudly, "I sure could use a drink, what say we head over to the tavern." In his mind he is actually thinking, "We sure could use some information, drunk people give it freely and bartenders know more than they like to let on."

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde 
Friday June 8th, 2012 3:42:14 PM

At the mention of drink, Morgrym's mood lifts, just a little." Fine idea Harden. I have only a few ways to relieve stress like this. Drinking is one, hitting some unsuspecting metal until it becomes what I will it to be is another and beating the snot out of people is a third, but far less socially acceptable method." When he catches up to most of the group, and they are fairly alone, he asks quietly," Did any of you spellcasters get a look at those chairs. If I were a betting dwarf, and I am at that, I would say there wasn't a shred of magic on those chairs.

Seredal Hosah (Josh) 
Saturday June 9th, 2012 12:04:18 AM

"I didn't think it would be wise to check in front of them. But if they're what they claim, I wouldn't be able to tell anyway. Convenient."

AC 19, touch 11, MR 8, CMD 18 plus bonuses by situation, 37/37 hp Morgrym Gorechylde 
Saturday June 9th, 2012 7:08:59 PM

" On second thought, the rest of you are far more subtle than I am. Go to the tavern and learn what you can. I will visit Hegga, and then go to the forge. When I am troubled and need to ask the gods of the wold for assistance I am not the kind of dwarf that goes to the temple, but works some steel to find my answers. I will be in one of the two places if something should happen."
Morgrym breaks off from the others at the door to the tavern and heads across the gate, to the guardhouse where he expects to find Hegga. He silently prays that talking to her does not get her, or himself, in more trouble.

Lori Rinduff AC 18 , HP 29/29 
Saturday June 9th, 2012 8:08:13 PM

After leaving the building, Lori decides to tail Morgrym rather than head to a tavern.
She disliked them back home, mostly because when people got drunk any governors they had on their mouths failed and their true feelings came out. After just so much "honesty" Lori is more than likely to bash with a mug than to just take it. "You others can investigate the tavern, I simply hate places like that, I'll go with Morgrym and visit Hegga, afterwards, who knows, I'll be around somewhere."

Urist - AC 17, HP 25/25 - Spells - Carl 
Saturday June 9th, 2012 11:14:09 PM

Urist can't help but wonder at the wisdom of the party splitting up when they finally get a chance for a bit of time together without guards present, especially with news of this new ring he's been given. Still, to each his own.

For what it's worth, he thinks they need a base of operations. If this inn has rooms by the week, all the better. Before Morgrym leaves, he'll clasp him on the shoulder and ask, "If you manage to speak with Hegga, see if she's willing to teach me her cure. We can't very well let the people of this backwards Wold suffer because of such short-sightedness."

He does keep his voice down. He's not suicidal, afterall...

He's excited about this new gift, of course. He's just waiting for some privacy to feel it out.

Harden AC 15/11/12 -- CMD 19 -- HP 24/37 (Zach R) 
Sunday June 10th, 2012 3:27:52 PM

Harden visibly winces at hearing the group is splitting up, but says nothing. To Morgrym the Half-Orc responds, "If that is the case, I'll buy our first round."

Napalm AC 22/15/18 HP 24/24 (James D) 
Sunday June 10th, 2012 4:56:16 PM

Napalm joins the others and heads to the bar and downs a couple large drinks, making sure to keep up with the others. I suppose finding some lodging should be our next stop. After that we should check out that shrine Hegga mentioned.

ooc: Remember Hegga told us: Though a few shrines still exist, they're probably not the kind you're familiar with. There is a small one in the neighboring town of Hellmarr. The sanctuary is kept by a kind of priest that revers divinity and deities. He has the largest collection of divine lore, which isnt much. Most of what I know I learned from either him or my visions."

Seredal Hosah (Josh)  d20+7=12 ; d20+9=19 ;
Sunday June 10th, 2012 9:15:14 PM

Seredel joins the group heading for the tavern. Inns are where she does her best work, and frankly, some stout sounds marvelous.

(OoC:
Perform (Oratory): 19 These folks could use some good stories, she thinks....
Gather Information for old legends and songs: 12 Meh. She's new in town.



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