(5.5e PBP) Red Wizards' Gambit (IC) Gr1

FitzTheRuke

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Red Wizard's Gambit: Introduction.
Location
: Immilmar, Rashemen, 1501 DR.


Alone or in groups, several Adventurers recently arrived in the capital city of Rashemen: Immilmar, the seat of power for the nation's Iron Lord. Beyond its political importance as the heart of Rashemen, it was perhaps most famous for its great crafters, whose goods were renowned across the Unapproachable East and the Cold Lands. On a hill overlooking Immilmar was the Lord's citadel, built with the help of the mighty Wychlaran. Around the keep was the heart of Immilmar, comprised of stone buildings that were only found in the country's largest cities.

While the city's sprawl bustled with the stone and iron industry for which the city was famous, it was a charming part of the city that was highlighted by footpaths that wound around hills emerging with saplings. The homes that were built on and around these hills were constructed like those found throughout the rest of Rashemen: wood-and-stone lodges that featured steep-sloped roofs.

The waterfront on the western side of the city overlooked the great Lake Ashane, a cold and misty expanse that was always active with fishers and other boat-faring folk.

While Immilmar and the entire nation of Rashemen were ruled by the Iron Lord, known by Rashemaar as the Huhrong, the true power was held by the Wychlaran. It was by their permission that the great warrior-rulers were able to wield their power.

Merchants and traders from Thesk and the Cold Lands regularly traveled throughout Immilmar, selling wares and goods from their respective homelands. Foreigner traders would usually stay at Blackstone House, the finest inn. While traders and fisherman from nearby Rashemi villages who had come to the city to earn their keep would frequent the Guardian Witch, a cozy local inn.

Trade was overseen by the Carvers' Hall, the guildhouse of the city's skilled artisans. The bustling covered City Market was where anyone could buy local goods or products imported from outlanders. Worship could be found at the House of Bhalla, a longhouse and walled garden dedicated to Bhalla, the Rashemi name for the Earthmother, Chauntea.

Each Adventurer gathered their bearings, their wits, and their allies, with an unknown but exciting future ahead.

GM: Group 1: @Byrd, @Kobold Stew, @Snarf Zagyg, @VLAD the Destroyer
Please introduce your characters to the city, and perhaps each-other if you like, and I will speak of their mission next post.
 
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AC 16 Pass Perc 15 Move: 40' Dark: 120' Telepathy: 30'
HP 24/24 HD 3/3
SSdc13 FP: 3/3
GoodBerry 1/1 Rapport 1/1 SkillMeld 1/1

Vast had just arrived in Immilar. This was a strange place to Vast, but all places in the upside down were strange. Vast longed to be back with the Colony and for its thoughts to be reunited into the Endless Dream again, but continued on with the Colony's directive. To see, to know, to understand what the upside down was like so that this life might one day stop with the striving and the noise and the countless individual thoughts and join the spores that would bring peace. We wish the tinker was here with us. He laughed.

As Vast walked around, it could not help but notice that the meat bags here payed Vast little heed unlike the other places Vast had been. Vast's presence rarely produced more than a quick glance, and Vast did not feel the meats' thoughts all turned to him. Vast recalled that it did not like the feeling of the meat when it focused on Vast. We were at that village when all the meat was thinking about us. The tinker tried to talk to them in the clumsy air language, but the other meat would not listen. The meat struck me, burned me ... and we shared our spores with them. The meat made more sounds in their air language, loud, piercing. Then we saw the tinker also shared our spores. The tinker did not laugh again.

Vast felt something then deep inside and was not sure what it was. We miss the tinker. Vast knew we had to explore and learn more; but we did not have a tinker. We will explore. We will find others to help us. We will find someone who laughs.
 
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Vast (@Snarf Zagyg)

While most in Immilmar, save the wisest Hathran, did not know that Vast was a Myconid, nor indeed had ever heard the word, they had a great respect for nature spirits, which came in many forms. Most assumed that was what the creature was, and if they acknowledged his presence at all, it was to bow their heads with respect, and give way as it strode along the city's walkways, lost in its own thoughts.
 
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AC:16 HP:19/19 HD:3/3 Init:+0
Move:35' DarkV:60' PsvPercpt:14
SplSlts-1 (4/4) SplSlts-2 (2/2) Longstrider (1/1)
SplAtt:+4 SplSv:DC12

Aril turned to gaze at the sun, briefly visible through the clouds.
Late afternoon, or early evening?
A nearby curse brought his attention back to the docks. The ship was nearly secured, and the taverns of Immilmar beckoned.
While he waited, Aril sat down on his foot-locker, pulled out a book, and hummed gently to himself(1).

He had heard nothing to indicate that the people of Immilmar were wary of magic, so Aril's favourite test of a new place would soon begin. It was neither as extreme nor amusing as when someone walked through the Market Ward(2) with a (Tenser's) Floating Disk trailing twenty feet behind, laden with goods, and no apparent guards.

About ten minutes later, he put away the book, stood, and hefted the foot-locker into the air. A quick check confirmed that the sheath on his halberd was secure, so he then placed it across the top of the levitating box.

With a smile beneath his moustache, Aril walked down the gang-plank, guiding the levitating box before him.

'Hauling Han'. I wonder if I'll ever figure out why so many in the shipyards called it this.(3)



(1) Ritual Adept casting of Float-in-Air.
(2) The Market Ward of Sigil, City of Doors.
(3) Solo. Carbonite.
 

Aril (@Byrd)

Aril's floating foot-locker was met with reactions ranging from indifference to respect, but none of surprise or fear. He spotted only one startled face, and that was upon a foreigner - a human with the proud, simple look of the Dalelands. But even she quickly masked her surprise and simply went about her business, knowing that she had arrived in a land famed for its powerful witches.
 

"Another ale lassie." Morgrim bellows to the server girl Louder than he intended. He brings his voice down to a more normal rumble and smiles at the girl. "This one seems to've developed a hole in the bottum. I can' seem to keep 'er full."

The big dwarf was at his usual spot in the common room of the Blackstone House. He had setup shop several weeks ago. The inn was frequented by most of the traders and was a perfect place to find work as a caravan guard. He had made some decent connections in his short time in town. In fact he had recently just returned from a foray which was why he was currently drinking most of the other patrons under the table.

He took the full mug offered to him and walked across the room to a chair and took a seat. He settled into the chair and began to listen to the conversations in the room. He was trying to deduce if anything interesting had occurred while he was out on the road.

OOC: Morgrim: AC:15 HP:28/28 HD:3/3 PP:11 PED(d6):4/4 TkM 1/1 SW/TaM 2/2 StC 2/2 ActS 1/1
 
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"Have a seat, have a seat." The dark feathers of Macquarrie sitting in the shadows had perhaps made the table seem empty, or perhaps the dwarf simply didn't mind joining him. In either case, Macquarrie was indifferent, and returned to his task, taking apart a fist-sized metal object with a screwdriver. The object had been an artificial shoulder joint, but now it was a number of curved metal pieces and some screws that were accumulating on a small kerchief he had laid out next to his drink, which remained untouched.

"You look like you've been here before," he said, his voice carrying a hint of condescension. If Morgrim had never spoken to a kenku before, he might read more into the tone than is meant; these were borrowed words, repeated now for ease, and not substance. "Just arrived today. Thinking I might stay," he continued,

Standing behind him, leaning against the wall and looking bored was Ivory. She was made entirely of metal, and she gave no hint of recognition that the dwarf had joined them. She was wearing Macquarrie's jacket, coloured ribbons hanging from the sleeves, and it was too big for her. She was apparently staring across the crowd. She hadn't moved for some time.

OOC: Macquarrie: AC 15 HP24/24 HD 3/3 PP13 SS(1):3/3 KR:2/2 HF:2/2
Ivory: AC 18 HP20/20 HD3/3 PP11(60dk) Toppy: AC11HP6/6 PP15(120dk)
 
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Whether on the street, passing through the markets, or in the common rooms of either of the Inns, it became quickly clear to the Adventurers that they had arrived just in time for a local event: A dedication ceremony to a new town well, and it's spirit-guardian statue. Made by local master-crafters out of rare marble, it would this day be revealed and presented to the people by one of the Wychlaran, the mighty order of masked Witches which held the real power in Rashemen. They both advised and appointed the Iron Lord, and more importantly, led the spiritual practices of the people.
 

AC 16 Pass Perc 15 Move: 40' Dark: 120' Telepathy: 30'
HP 24/24 HD 3/3
SSdc13 Fungus Points: 3/3
Shrooms 10/10 Rapport 1/1 SkillMeld 1/1

While Vast was walking the streets they came to an area where many of the meatlings were gathered. Vast reached out lightly and could feel some sense of anticipation here, and stopped, curious as to why all the meatlings would be pausing in their activity and work and constant activity to do nothing. Perhaps there is something for us to watch here.
 

After a couple of casual enquiries, Aril had begun to drift toward the Blackstone House, leisurely taking in the sights and smells. He noted a merchant with some nice blankets for sale, and made a mental note to return after securing a meal and lodgings.
With a quiet chuckle, Aril realized that he was following a current of people heading toward an event. He caught the words "well" and "dedication" spoken with excitement, and decided to follow along.


AC:16 HP:19/19 HD:3/3 Init:+0
Move:35' DarkV:60' PsvPercpt:14
SplSlts-1 (4/4) SplSlts-2 (2/2) Longstrider (1/1)
SplAtt:+4 SplSv:DC12
 

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