Everyone, except Oorvid, who is the slowest runner, manages to run through the strange doorframe after the Storyteller disappears. Oorvid stops and leans against the frame to catch his breath watching the others run several strides farther across the field before realizing that no change has occurred. Turning around to look back at the frame, Oorvid makes a silly wave at everyone. Once everyone gathers back together, he says, “Obviously, that did not work. There must be something more to it we are missing.”
GM:
NOTE:
As characters become more powerful, these travel devices will be more frequently encountered. They are an integral part of the game but require phenomenal power to fully use. Initial understanding is limited, though characters will begin to recognize similar markings.
Astrid: full wellness
Mantle: 22
Stones: 20 Oorvid: full wellness
Tunic: 56 Wrenn: full wellness
Tunic: 55
Ularin Arrows: 37 Star Wolfess: full wellness
Jerkin: 38
Shirt: 19 Maka: full wellness
Ularin Arrows: 20
41 marks: currency
(helps Astrid)
Aluminum: 2, {shock x3}
(helps all characters)
Bat Guano: 5 measures, {heat x2}
Spider Claws: 3 sets, {toxicity x2}
(helps Maka & Wrenn)
Viper Blood: 1 measure, {athleticism x3}
Star Wolfess uses her kinetic talent to pull Oorvid toward the group, but also (as she's aware it might not work) reach out her hand through the magic entrance and grabs his clothes to do this in standard way. "C'mon lad; what are you waiting for? Stick with us!"
Astrid bumps Star on the shoulder with her elbow and laughs. "You cannot move him. He outweighs you by more than double; besides, he is pointing out our foolishness. We did not follow the Storyteller. We are running across this prairie toward nothing important. We should walk back to Oorvid to see if we can figure out how to use that doorframe." Astrid begins walking back toward the frame motioning for the others to follow. Once there, she will examine the frame, especially where the Storyteller touched it, to see what she might learn.
Wrenn, realizing that more than mere passage of a physical body is required to activate the gate, feels quite foolish. He frowns, and begins examining the runes (by sight only, no touching) very carefully, attempting to discern some sort of pattern or meaning.
Maka says, "The Storyteller would not lead us to a place that we could not follow. He led us here with purpose and intention. He wants us to figure this out. These markings look old... very old. Older than the time of my grandfather's grandfather. Perhaps we should build a sweat lodge, and wait for a vision?"
Wrenn will continue to examine the markings, while Maka gathers enough kindling to start a strong campfire, which will be needed for the sweat lodge. The lodge will not be a proper tent; Maka intends to use a cloth poncho, draped over his head, to catch the smoke as he leans close to the fire.
Sorry for the slow responses this week. Tuesday was roadtrip day. Wednesday, Thursday, and Friday are conference days (TLA 2023, in Austin) and then Friday afternoon will be the return roadtrip. I am writing responses to my various game posts in-between conference sessions.
As Star Wolfess attempts to move Oorvid, she is utterly surprised to find that the attempt jerks her forward so suddenly that she drops the weave. She realizes that Astrid’s comment is correct. Still insistent upon her original course of action, Oorvid smiles and shakes his head as she grabs his tunic. Being far more muscular and much heavier than any two of the other party members combined, he gently picks up Star and moves her back through the frame, setting her down so that she can see that nothing had happened.
Astrid realizes that many of the markings are similar to those that Star had recorded from the circle on the floor of that Keep, but no one is able to decipher any of them. It is fully suspected that they are from the age of the Yahdram, as is this frame. Maka begins to realize that it is taking far too long to find suitable kindling in this pasture, but his desire for greater assistance proves unnecessary.
Wrenn notices that there is blood on the frame right where the Storyteller would have touched it. The blood is fresh, surely from the elder man’s own hand. Oorvid shrugs his shoulders at this finding, nicks the thumb side of his left hand upon his carving axe, spreads the blood across his palm, and places that hand upon the symbol on the frame containing the blood.
He has a second to look over at the party members, thinking that nothing is going to happen, when he is suddenly sucked through the portal and disappears with a flash of light and a sound likened to a pebble being thrown into a calm pool. Everyone else must now decide if they will follow suit or abandon their friend to his fate.
Astrid: full wellness
Mantle: 22
Stones: 20 Oorvid: full wellness
Tunic: 56 Wrenn: full wellness
Tunic: 55
Ularin Arrows: 37 Star Wolfess: full wellness
Jerkin: 38
Shirt: 19 Maka: full wellness
Ularin Arrows: 20
41 marks: currency
(helps Astrid)
Aluminum: 2, {shock x3}
(helps all characters)
Bat Guano: 5 measures, {heat x2}
Spider Claws: 3 sets, {toxicity x2}
(helps Maka & Wrenn)
Viper Blood: 1 measure, {athleticism x3}
Astrid screws up her face like that of a weasel, at the idea of having to cut herself. She sighs, "What must be done, must be done. One would think the Yahdram would have designed a better way to use the travel devises!" If it works for Maka and Wren, she will cut her left hand and follow suit.
Like Astrid, Star Wolfess doesn't wanna cut her hands, but curiosity what her companions found behind the magic door is even stronger so she does this.
All five young adults find themselves on their hands and knees. The overwhelming sense of vertigo is strong enough to cause nausea; but with the vigor of youth, this quickly passes. Composing themselves, everyone stands to see that the party is upon a raised dais that also acts as a bridge to span a small stream. The Storyteller is nowhere in sight.
Looking around, the overt observations of being in a completely new location could not be more obvious. The party is in a small valley with mountains steeply climbing on all sides except the South. The air is cooler. The location of the Daylight (Sun) indicates that no time has passed during the translocation. Birds of prey circle overhead and the normal sounds of songbirds and other creatures come from all around.
Small copses of various fruit and nut bearing trees dot the hillsides, along with definitive columnar stone structures. The structures are fairly large, but their purpose or use is not yet known. Flowering grasses grow along the floor of the valley nearest the stream. The direct view to the south cannot be seen due to another copse of trees into which the stream flows. The nearest square structure, which is to the East looks to have rooms built inside, away from the columned edges. (Picture ancient Greek architecture.) Larger copses of acorn trees are farther up the slopes.
Looking down, the dais is meticulously decorated with a divided circle with symbols etched into each division. This is very reminiscent of the similar such circle found within the Chain of Keeps, but this one is larger and has more symbols.
The Storyteller must have led the party to this location, but he must have somehow gone to a different place. There are no people to be seen or sounds of people, but everyone gets that creepy sensation upon the back of the neck like they are being watched.
Oorvid, regaining his composure, asks, “Where to first?”
Astrid: full wellness
Mantle: 22
Stones: 20 Oorvid: full wellness
Tunic: 56 Wrenn: full wellness
Tunic: 55
Ularin Arrows: 37 Star Wolfess: full wellness
Jerkin: 38
Shirt: 19 Maka: full wellness
Ularin Arrows: 20
41 marks: currency
(helps Astrid)
Aluminum: 2, {shock x3}
(helps all characters)
Bat Guano: 5 measures, {heat x2}
Spider Claws: 3 sets, {toxicity x2}
(helps Maka & Wrenn)
Viper Blood: 1 measure, {athleticism x3}