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Story Hour
Sagiro's Story Hour: The FINAL Adventures of Abernathy's Company (FINISHED 7/3/14)
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<blockquote data-quote="Sagiro" data-source="post: 5011301" data-attributes="member: 726"><p><em><strong>Sagiro’s Story Hour, Part 296</strong></em></p><p><strong><em>Old Acquaintance</em></strong></p><p></p><p>The wizards are up early the next morning to continue their studies. They pursue more about “Soul Shards” and learn that freeing the soul trapped therein is a dicey proposition. The only way is to melt down the Shard in the Necromantic Forge where it was made. That should release the soul and return it to the body of its owner.</p><p></p><p>“Maybe we have a Necromantic Forge in our basement too,” Kibi mutters. “Has anyone checked recently?”</p><p></p><p>They continue to read.</p><p></p><p></p><p>* *</p><p></p><p>Flicker and Dranko cannot help but overhear a heated argument among some of the Diviners. They have reached a point in their ritual where they can go two different ways, one of which is more dangerous to Belinda personally but has a greater chance of success. Belinda herself is arguing for that riskier path.</p><p></p><p>Dranko knocks on the door. When no one answers (or even seems to have heard), he opens the door to the ritual room and interjects: “I recommend that you cast the spell in such a way that you don't become hideously evil, such that we have to stop you. That's all. As you were.”</p><p></p><p>He closes the door again.</p><p></p><p>“Is that likely?” asks one of the younger diviners.</p><p></p><p>“Of course not!” snaps Belinda. The argument continues.</p><p></p><p></p><p>* *</p><p></p><p>Several hours later Kibi finds what they're looking for, written on one of several scrolls on necromancy. One flaking parchment in particular outlines methods for creating undead creatures. On the subject of “artificially” creating types of undead that would otherwise have to come about spontaneously, it says: <em>“Where the Black Mountains fork, beneath the ancient wooded graves of the Bur-Kesh, there lies Nazg Hodeth that houses the Necromantic Forge. It is here that some of the mightiest of risen dead were made in a time long past. A Skulltower was made without abyssal bones. Gravecrawlers were brought forth in great numbers. And the emanating power of the Forge itself was enough to create the Walking Necropolis that now lies sleeping. For those Necromancers who desire to call forth the most potent undead, seek the Forge in Nazg Hodeth.”</em></p><p></p><p>“Walking Necropolis?” Morningstar echoes dubiously.</p><p></p><p>“We're doomed,” Grey Wolf sighs.</p><p></p><p>“We are so going to that place!” exclaims Aravis. “We have to free Califax's soul, after all.” He leaves unspoken his desire to kill bugbears (sometimes called 'Bur-Kesh'). He doesn't talk about it much, but his own parents were killed by bugbears from the mountains, who sacked his family's estate while he was away studying.</p><p></p><p>Regardless, the Black Mountains are easily found on their maps of Charagan. The place described is not far from the city of Sentinel at the kingdom's far western border.</p><p></p><p>Beyond the information on the Necromantic Forge, the Company finds two more pieces of notable information in the Black Circle:</p><p></p><p>First is a blurb about Null Shadows and the cauldron that created them. </p><p></p><p><em>“Gurthin’s greatest claim to fame was his forging of the Three Cauldrons: Shadow, Smoke and Lies. In the Great War he used the first two to produce fell soldiers to counter the Spire’s greatest heroes. Their wizards quailed before the Null Shadows, and their priests uttered oaths at the sight of Smoldering Ghosts. But it was the Cauldron of Lies that was his greatest achievement, for knowing lies, one discerns truth. Of course, while lies are treacherous, the truth can be even more so. The story is told that when Naloric stirred the Cauldron of Lies, it told him that he would be trapped forever in the Prison of Volpos. Perhaps it would have been better for him had that been true, since he was slain by Alander soon after his escape. Let us hope Darkeye makes better use of it.”</em></p><p></p><p>The Company makes a note to move Darkeye up a few pegs on their list of enemies.</p><p></p><p>They also learn something about the boundary between Volpos (the Prime where Naradawk is imprisoned) and Abernia. There used to a be a conspicuous weak-spot between the two, at Verdshane, but Aravis fixed it just in time. Other theoretical weak-spots exist (though not as severe as Verdshane), and these could be forced open with a sufficient quantity of focused life energy. According to the Black Circle's notes, it would take dozens of Black Circle mage-priests decades to gather that much life-force, and there simply aren't enough Black Circle practitioners on Charagan to do that.</p><p></p><p>Ernie gasps. “But they <em>are</em> doing that in Kivia!”</p><p></p><p>These new discoveries are interrupted by a <em>sending</em> from Dranko, that Belinda and her diviners are ready to start their ritual. The others stop stop their studies and <em>teleport</em> to the Diviners' Guild in Hae Charagan. Belinda announces that they have decided upon the more dangerous version of the casting – one that has a higher chance of success, but could result in insanity or death for Belinda. She declines an offer of <em>false life</em>, not wanting any necromantic spells upon her while divining for a necromancer. (On a similar vein, the Company is asked to leave any magic items with powerful divination or necromantic magic in a lead-lined room so as not to interfere with the ritual.)</p><p></p><p>The Diviners first go through a brief “trial run” of the key parts of the spell, where they don't actual expend the rarer components. Confident that they have it down, they start the ritual for real. There is an etched triangle in the stone floor, with Belinda standing at one angle as the focus. A dozen other diviners all have their parts to play, chanting and striding and burning components and reading passages from divinatory scrolls. </p><p></p><p>Less than a minute before the ritual's completion, a fuzzy image of a book appears above the triangle – unmarked and unremarkable, bound in black leather. It's the Tome of Deceit, that's foiling any divinations aimed at Praska.</p><p></p><p>Belinda, sweat rolling down her face, utters the final syllable of the spell. The book vanishes from the triangle as her eyes roll up in her head. She falls backwards and her head cracks loudly on the stone floor. Ernie rushes up to check her, and finds her dead as a doornail. </p><p></p><p>“Yours,” Dranko says to Morningstar.</p><p></p><p>Morningstar nods and casts <em>revivify</em>, which can bring someone instantly back from the dead if cast quickly enough.</p><p></p><p>Belinda's eyes flutter open and she sits up groaning, while the other diviners crowd around in concern.</p><p></p><p>“Damn it,” she hisses. “I'm not strong enough. We need a more experienced diviner than we have here. The ritual... it worked! But I couldn't break through at the end.”</p><p></p><p>“Does Praska know you came that close?” Dranko asks.</p><p></p><p>“I don't think so,” Belinda answers. “Unless the Tome itself has a consciousness. I doubt anyone outside this room was aware of our spell. I was not attacked – it was simply a built-in defense of the book itself. I'm surprised it didn't kill me.”</p><p></p><p>“Er...” says Ernie.</p><p></p><p>“Your soul was on its way out,” Morningstar says. “I put it back.”</p><p></p><p>Belinda looks at the other diviners, who shrug uncomfortably.</p><p></p><p>“She did cast <em>something</em> on you after you... blacked out,” one of them confirms.</p><p></p><p>“Thank you for that,” says Belinda. “You are indeed as powerful as we've heard. But I don't suppose you know any <em>diviners</em> of transcendent power?”</p><p></p><p>The Company talk among themselves, not sure if they do or not. Then Kibi perks up. “Didn't we meet a powerful diviner in Het Branoi?”</p><p></p><p>“Yeah!” Dranko exclaims. “That guy!”</p><p></p><p>“Chiswick,” says Aravis. </p><p></p><p>Indeed, Chiswick was a very old diviner they had met at the Eye of the Storm; he had sent the Company the Lucent Tower as thanks after Het Branoi was dissolved. And the party wizards remember clearly that he had divination spells beyond the normal 9th-level valence. </p><p></p><p>While Morningstar casts <em>heal</em> on Belinda (just to be sure), Ernie <em>sends</em> to Chiswick.</p><p></p><p><em><strong>Chiswick, Ernie here. Want to get back at people who made Het Branoi, and help us save the world? Many thanks.”</strong></em></p><p></p><p>A few seconds later he gets a response.</p><p></p><p><em><strong>I'd like to help. I'm too weak to travel. My world is 'Therris.' Plane shift key is salt. Elgo Farm, country of Rehna. Find path.</strong></em></p><p></p><p>It's unclear what Chiswick will be able to do from a different plane, but they're eager to find out. Despite the late hour they make quick preparations before casting <em>plane shift</em> to Therris. Instead of using <em>find the path</em> and <em>wind walk</em>, Morningstar <em>sends</em> again to Chiswick asking if he minds them using <em>scry</em>-and-<em>teleport</em> instead. </p><p></p><p><em><strong>All right. Give me ten minutes to lower my wards.</strong></em></p><p></p><p>An hour later Aravis finishes casting <em>scry</em>, and sees the wizened little wizard reclining in a deck chair, next to a cleared-out space where the other chairs have clearly been pushed aside. Aravis <em>teleports</em> the party to that spot, and they find themselves on the deck of a large farmhouse. It's early afternoon here, with a warm sun casting its rays across verdant fields. The air smells of fresh apples and horse manure. </p><p></p><p>“What a pleasure to see you in a place that isn't a bounded demi-plane,” Dranko says.</p><p></p><p>Chiswick peers at him. “Where'd you learn that kind of fancy talk?”</p><p></p><p>Dranko points at Aravis. “I copied him.”</p><p></p><p>It's evident that Chiswick's health has deteriorated noticeably since they saw him in Het Branoi. He's grown extremely gaunt, his skin is a pasty white, and his limbs quiver when he shifts his weight.</p><p></p><p>“Is there anything I can do for you?” Morningstar asks, voice full of concern.</p><p></p><p>Chiswick smiles wanly. “Old age is the one malady for which there is no cure, my dear.”</p><p></p><p>“Unless you count reincarnation!” Dranko says brightly.</p><p></p><p>“I don't wish to come back,” Chiswick sighs. “I think I've earned myself a good long retirement in some heaven or other.”</p><p></p><p>“I think you have too,” says Ernie.</p><p></p><p>The Company pulls up chairs and regales the reclining Chiswick with tales of all their recent adventures, and their attempt to locate Praska. Chiswick listens with eyes a-twinkle; whatever the degradation of his body, his mind is still as sharp as ever.</p><p></p><p>He's especially interested in how the Company brought about the dissolution of Het Branoi. “When Het Branoi was dismantled,” Chiswick tells them, “the Eye of the Storm ended up in its home plane. I <em>plane shifted</em> back here that very hour. I was eager to get home.”</p><p></p><p>He grows silent for a moment before continuing. “I <em>do</em> miss not aging. My time is nearly up. But I've got a few weeks left, and what better way to spend them than to help you with your problems? I'm sure I can dig up something that can be of assistance. Could someone help me up? My servant is off tending the horses.”</p><p></p><p>“Why don't you just use a fly spell and float around?” Dranko suggests. “I figured gratuitous use of magic is the reason you become a wizard in the first place.”</p><p></p><p>“I try not to use magic unless I have to,” Chiswick answers. “I find it very tiring. It takes a lot out of a person, casting spells. It's something you'll realize when you get to be my age.”</p><p></p><p>His shoulders have slumped as he explains, but after a moment he perks up again. “You're trying to divine something that's heavily warded, right? I've dealt with that sort of problem from time to time over the years. Do you have a diviner already of reasonable skill?”</p><p></p><p>The members of the Company look at one another, and there is a round of virtual head-slapping. Why didn't they bring Belinda with them? Fortunately they have the spells prepared to cover up their oversight – more teleports and <em>plane shifts</em>. Kibi, Aravis and Morningstar go back to collect Belinda.</p><p></p><p>“Like I said,” says Dranko with a grin. “Gratuitous use of magic.”</p><p></p><p>Chiswick chuckles, a weak but earnest laugh that collapses into a coughing fit. When he's recovered, Chiswick asks, “Did you get my presents?”</p><p></p><p>The Company gushes with thanks, specifically about the Lucent Tower which they adore. Ernie tells Chiswick about how they used it when last confronting Shreen the Fair.</p><p></p><p>Soon enough the rest of the party returns with Belinda, who was more than willing to meet Chiswick. Immediately the two of them set to talking shop while the party sits nearby on the deck, basking in the warm afternoon. The diviners' discussion is interrupted only by another of Chiswick's coughing fits, after which his personal servant shoos everyone away for a couple of hours while she takes the old wizard upstairs to his bed. When he recovers he sends a servant down to fetch Belinda while another farmhand prepares a hearty lunch for the Company. They talk among themselves, enjoying the beautiful weather and rare opportunity for relaxation.</p><p></p><p>Sometime in the early evening Belinda comes down from the farmhouse's upper floor, where she has been deep in private conversation with the old diviner. She's wearing an enormous and gaudy pendant on a gold chain.</p><p></p><p>“Taught you all about bad fashion sense, did he?” asks Dranko</p><p></p><p>“Yes,” says Belinda, fingering the pendant. “And he <em>also</em> gave me this, with which I'll tear through the Black Circle defenses like wet paper – to use Chiswick's exact phrasing.”</p><p></p><p>“What does it do?” asks Dranko.</p><p></p><p>Belinda takes a deep breath. “I need to activate it with some lower level divination spells, but it is specifically made to break through divinatory abjurations. It can only be used once. Chiswick said he made it many years ago for some specific need that it turned out was unnecessary. It's been in his attic unused since then. He says I'm powerful enough to make use of it, which is kind of humbling. I wish I had another year with him. He's going to send me as many of his notes as he can collect before he passes on. I think I used up a lot of his remaining strength just talking to him.</p><p></p><p>“Given that we've gone through the ritual once already, and that everything is set up, it should only take an hour to recast. And when we're done, I'll know where that stupid book is, and we will find Praska, and then we will break the Black Circle.”</p><p></p><p>...to be continued...</p></blockquote><p></p>
[QUOTE="Sagiro, post: 5011301, member: 726"] [I][b]Sagiro’s Story Hour, Part 296[/b][/I] [b][I]Old Acquaintance[/I][/b] The wizards are up early the next morning to continue their studies. They pursue more about “Soul Shards” and learn that freeing the soul trapped therein is a dicey proposition. The only way is to melt down the Shard in the Necromantic Forge where it was made. That should release the soul and return it to the body of its owner. “Maybe we have a Necromantic Forge in our basement too,” Kibi mutters. “Has anyone checked recently?” They continue to read. * * Flicker and Dranko cannot help but overhear a heated argument among some of the Diviners. They have reached a point in their ritual where they can go two different ways, one of which is more dangerous to Belinda personally but has a greater chance of success. Belinda herself is arguing for that riskier path. Dranko knocks on the door. When no one answers (or even seems to have heard), he opens the door to the ritual room and interjects: “I recommend that you cast the spell in such a way that you don't become hideously evil, such that we have to stop you. That's all. As you were.” He closes the door again. “Is that likely?” asks one of the younger diviners. “Of course not!” snaps Belinda. The argument continues. * * Several hours later Kibi finds what they're looking for, written on one of several scrolls on necromancy. One flaking parchment in particular outlines methods for creating undead creatures. On the subject of “artificially” creating types of undead that would otherwise have to come about spontaneously, it says: [I]“Where the Black Mountains fork, beneath the ancient wooded graves of the Bur-Kesh, there lies Nazg Hodeth that houses the Necromantic Forge. It is here that some of the mightiest of risen dead were made in a time long past. A Skulltower was made without abyssal bones. Gravecrawlers were brought forth in great numbers. And the emanating power of the Forge itself was enough to create the Walking Necropolis that now lies sleeping. For those Necromancers who desire to call forth the most potent undead, seek the Forge in Nazg Hodeth.”[/I] “Walking Necropolis?” Morningstar echoes dubiously. “We're doomed,” Grey Wolf sighs. “We are so going to that place!” exclaims Aravis. “We have to free Califax's soul, after all.” He leaves unspoken his desire to kill bugbears (sometimes called 'Bur-Kesh'). He doesn't talk about it much, but his own parents were killed by bugbears from the mountains, who sacked his family's estate while he was away studying. Regardless, the Black Mountains are easily found on their maps of Charagan. The place described is not far from the city of Sentinel at the kingdom's far western border. Beyond the information on the Necromantic Forge, the Company finds two more pieces of notable information in the Black Circle: First is a blurb about Null Shadows and the cauldron that created them. [i]“Gurthin’s greatest claim to fame was his forging of the Three Cauldrons: Shadow, Smoke and Lies. In the Great War he used the first two to produce fell soldiers to counter the Spire’s greatest heroes. Their wizards quailed before the Null Shadows, and their priests uttered oaths at the sight of Smoldering Ghosts. But it was the Cauldron of Lies that was his greatest achievement, for knowing lies, one discerns truth. Of course, while lies are treacherous, the truth can be even more so. The story is told that when Naloric stirred the Cauldron of Lies, it told him that he would be trapped forever in the Prison of Volpos. Perhaps it would have been better for him had that been true, since he was slain by Alander soon after his escape. Let us hope Darkeye makes better use of it.”[/i] The Company makes a note to move Darkeye up a few pegs on their list of enemies. They also learn something about the boundary between Volpos (the Prime where Naradawk is imprisoned) and Abernia. There used to a be a conspicuous weak-spot between the two, at Verdshane, but Aravis fixed it just in time. Other theoretical weak-spots exist (though not as severe as Verdshane), and these could be forced open with a sufficient quantity of focused life energy. According to the Black Circle's notes, it would take dozens of Black Circle mage-priests decades to gather that much life-force, and there simply aren't enough Black Circle practitioners on Charagan to do that. Ernie gasps. “But they [i]are[/i] doing that in Kivia!” These new discoveries are interrupted by a [i]sending[/i] from Dranko, that Belinda and her diviners are ready to start their ritual. The others stop stop their studies and [i]teleport[/i] to the Diviners' Guild in Hae Charagan. Belinda announces that they have decided upon the more dangerous version of the casting – one that has a higher chance of success, but could result in insanity or death for Belinda. She declines an offer of [i]false life[/i], not wanting any necromantic spells upon her while divining for a necromancer. (On a similar vein, the Company is asked to leave any magic items with powerful divination or necromantic magic in a lead-lined room so as not to interfere with the ritual.) The Diviners first go through a brief “trial run” of the key parts of the spell, where they don't actual expend the rarer components. Confident that they have it down, they start the ritual for real. There is an etched triangle in the stone floor, with Belinda standing at one angle as the focus. A dozen other diviners all have their parts to play, chanting and striding and burning components and reading passages from divinatory scrolls. Less than a minute before the ritual's completion, a fuzzy image of a book appears above the triangle – unmarked and unremarkable, bound in black leather. It's the Tome of Deceit, that's foiling any divinations aimed at Praska. Belinda, sweat rolling down her face, utters the final syllable of the spell. The book vanishes from the triangle as her eyes roll up in her head. She falls backwards and her head cracks loudly on the stone floor. Ernie rushes up to check her, and finds her dead as a doornail. “Yours,” Dranko says to Morningstar. Morningstar nods and casts [i]revivify[/i], which can bring someone instantly back from the dead if cast quickly enough. Belinda's eyes flutter open and she sits up groaning, while the other diviners crowd around in concern. “Damn it,” she hisses. “I'm not strong enough. We need a more experienced diviner than we have here. The ritual... it worked! But I couldn't break through at the end.” “Does Praska know you came that close?” Dranko asks. “I don't think so,” Belinda answers. “Unless the Tome itself has a consciousness. I doubt anyone outside this room was aware of our spell. I was not attacked – it was simply a built-in defense of the book itself. I'm surprised it didn't kill me.” “Er...” says Ernie. “Your soul was on its way out,” Morningstar says. “I put it back.” Belinda looks at the other diviners, who shrug uncomfortably. “She did cast [i]something[/i] on you after you... blacked out,” one of them confirms. “Thank you for that,” says Belinda. “You are indeed as powerful as we've heard. But I don't suppose you know any [i]diviners[/i] of transcendent power?” The Company talk among themselves, not sure if they do or not. Then Kibi perks up. “Didn't we meet a powerful diviner in Het Branoi?” “Yeah!” Dranko exclaims. “That guy!” “Chiswick,” says Aravis. Indeed, Chiswick was a very old diviner they had met at the Eye of the Storm; he had sent the Company the Lucent Tower as thanks after Het Branoi was dissolved. And the party wizards remember clearly that he had divination spells beyond the normal 9th-level valence. While Morningstar casts [i]heal[/i] on Belinda (just to be sure), Ernie [i]sends[/i] to Chiswick. [i][b]Chiswick, Ernie here. Want to get back at people who made Het Branoi, and help us save the world? Many thanks.”[/b][/i] A few seconds later he gets a response. [i][b]I'd like to help. I'm too weak to travel. My world is 'Therris.' Plane shift key is salt. Elgo Farm, country of Rehna. Find path.[/b][/i] It's unclear what Chiswick will be able to do from a different plane, but they're eager to find out. Despite the late hour they make quick preparations before casting [i]plane shift[/i] to Therris. Instead of using [i]find the path[/i] and [i]wind walk[/i], Morningstar [i]sends[/i] again to Chiswick asking if he minds them using [i]scry[/i]-and-[i]teleport[/i] instead. [i][b]All right. Give me ten minutes to lower my wards.[/b][/i][b][/b] An hour later Aravis finishes casting [i]scry[/i], and sees the wizened little wizard reclining in a deck chair, next to a cleared-out space where the other chairs have clearly been pushed aside. Aravis [i]teleports[/i] the party to that spot, and they find themselves on the deck of a large farmhouse. It's early afternoon here, with a warm sun casting its rays across verdant fields. The air smells of fresh apples and horse manure. “What a pleasure to see you in a place that isn't a bounded demi-plane,” Dranko says. Chiswick peers at him. “Where'd you learn that kind of fancy talk?” Dranko points at Aravis. “I copied him.” It's evident that Chiswick's health has deteriorated noticeably since they saw him in Het Branoi. He's grown extremely gaunt, his skin is a pasty white, and his limbs quiver when he shifts his weight. “Is there anything I can do for you?” Morningstar asks, voice full of concern. Chiswick smiles wanly. “Old age is the one malady for which there is no cure, my dear.” “Unless you count reincarnation!” Dranko says brightly. “I don't wish to come back,” Chiswick sighs. “I think I've earned myself a good long retirement in some heaven or other.” “I think you have too,” says Ernie. The Company pulls up chairs and regales the reclining Chiswick with tales of all their recent adventures, and their attempt to locate Praska. Chiswick listens with eyes a-twinkle; whatever the degradation of his body, his mind is still as sharp as ever. He's especially interested in how the Company brought about the dissolution of Het Branoi. “When Het Branoi was dismantled,” Chiswick tells them, “the Eye of the Storm ended up in its home plane. I [i]plane shifted[/i] back here that very hour. I was eager to get home.” He grows silent for a moment before continuing. “I [i]do[/i] miss not aging. My time is nearly up. But I've got a few weeks left, and what better way to spend them than to help you with your problems? I'm sure I can dig up something that can be of assistance. Could someone help me up? My servant is off tending the horses.” “Why don't you just use a fly spell and float around?” Dranko suggests. “I figured gratuitous use of magic is the reason you become a wizard in the first place.” “I try not to use magic unless I have to,” Chiswick answers. “I find it very tiring. It takes a lot out of a person, casting spells. It's something you'll realize when you get to be my age.” His shoulders have slumped as he explains, but after a moment he perks up again. “You're trying to divine something that's heavily warded, right? I've dealt with that sort of problem from time to time over the years. Do you have a diviner already of reasonable skill?” The members of the Company look at one another, and there is a round of virtual head-slapping. Why didn't they bring Belinda with them? Fortunately they have the spells prepared to cover up their oversight – more teleports and [i]plane shifts[/i]. Kibi, Aravis and Morningstar go back to collect Belinda. “Like I said,” says Dranko with a grin. “Gratuitous use of magic.” Chiswick chuckles, a weak but earnest laugh that collapses into a coughing fit. When he's recovered, Chiswick asks, “Did you get my presents?” The Company gushes with thanks, specifically about the Lucent Tower which they adore. Ernie tells Chiswick about how they used it when last confronting Shreen the Fair. Soon enough the rest of the party returns with Belinda, who was more than willing to meet Chiswick. Immediately the two of them set to talking shop while the party sits nearby on the deck, basking in the warm afternoon. The diviners' discussion is interrupted only by another of Chiswick's coughing fits, after which his personal servant shoos everyone away for a couple of hours while she takes the old wizard upstairs to his bed. When he recovers he sends a servant down to fetch Belinda while another farmhand prepares a hearty lunch for the Company. They talk among themselves, enjoying the beautiful weather and rare opportunity for relaxation. Sometime in the early evening Belinda comes down from the farmhouse's upper floor, where she has been deep in private conversation with the old diviner. She's wearing an enormous and gaudy pendant on a gold chain. “Taught you all about bad fashion sense, did he?” asks Dranko “Yes,” says Belinda, fingering the pendant. “And he [i]also[/i] gave me this, with which I'll tear through the Black Circle defenses like wet paper – to use Chiswick's exact phrasing.” “What does it do?” asks Dranko. Belinda takes a deep breath. “I need to activate it with some lower level divination spells, but it is specifically made to break through divinatory abjurations. It can only be used once. Chiswick said he made it many years ago for some specific need that it turned out was unnecessary. It's been in his attic unused since then. He says I'm powerful enough to make use of it, which is kind of humbling. I wish I had another year with him. He's going to send me as many of his notes as he can collect before he passes on. I think I used up a lot of his remaining strength just talking to him. “Given that we've gone through the ritual once already, and that everything is set up, it should only take an hour to recast. And when we're done, I'll know where that stupid book is, and we will find Praska, and then we will break the Black Circle.” ...to be continued... [/QUOTE]
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Sagiro's Story Hour: The FINAL Adventures of Abernathy's Company (FINISHED 7/3/14)
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