Sagiro's Story Hour Returns (new thread started on 5/18/08)

Sagiro said:

To be specific about Morningstar's commune, she learned nothing about the priority of attacking P. She learned that, if they were to attack him right now, they would no have chance of defeating him. There's a difference. [evil grin]
Ahah. I see now. Very RBDM of you Sagiro.


Also, I'm willing to move on to the next combatant while the previous one is still working out details, if I'm sure the former won't have an effect on the latter. And while I'm no Dr. Rictus-style walking rulebook, I have a pretty good grasp on the core stuff. Oh, and I'm also happy to make snap judgements, even if they're wrong, and look them up later.
Not a bad idea. I may adopt that in the one game I'm running and suggest it to the others. My game is thankfully only 5 players, so it's not too bad.


When it's important I'll stop combat while someone looks something up, but those delays never last more than about 45 seconds.
:eek:


There is a pretty clear correlation between number of PC's and length of combat, though. Not just because more characters take actions each round, but because out-of-game table-talk increases, dinner takes longer to order and eat, each individual is more likely to get distracted, and the general chaos level is higher.
So very true. Some days the game doesn't get started until one to two hours after everyone has arrived. I've also been thinking of adopting PC's "Pay the Pig" policy to keep things moving. I wouldn't want to limit it too much though. Game night is the only night some of us see each other so it's a good time to catch up with current events and such.
 

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To answer a previous question: all of Kay's journey to the Balani Peninsula took place over the table, as Kay's player was in town and able to play. (And her husband, who often comes with her, does an admirable job playing One Certain Step.) These scenes were actually interlaced with other characters' actions at the session, but for narrative purposes I'm presenting it at all once.

Sagiro’s Story Hour, Part 155

Interlude on the Peninsula, part II

Kay and Oa Lyanna travel from the air-city for another hour before their fly spell runs out and they float gently to the ground. For the rest of the day Kay walks across the rugged terrain of the Balani Peninsula, easily following the tracks of her departed escort. Night falls and the going becomes slower, but the moon is full in a clear sky, enough for Kay to continue on. An hour past sunset she is challenged by a well-concealed watchman set specifically to meet her, and from there she is escorted into the camp.

Hundreds of tents have been erected, dotting the landscape along with wagons, watch platforms and fires. There are over two thousand soldiers in the camp, and it smells like an army: gruel, sweat, urine, smoke, horses. Kay is led silently through the masses of soldiery, many of whom have set their bedrolls out beneath the moon on this warm summer night. She nods in passing to those still awake and on watch. After five minutes she is brought before a large tent, though not much different in style or color than the others. Two armed guards flank the tent flap. They snap to attention as Kay approaches. One speaks in a low voice to the guide who accompanies the General.

“Has she been checked?”

“Yes. She’s clean, and she is who she seems.”

Kay looks startled. She has noticed nothing in the way of divination spells directed at her.

“Very good,” says the guard. “General Largent is still up, and expecting a guest.”

He holds back the flap, and Kay goes in.

General Largent is a grizzled, middle-aged man, large in every sense of the word. He stands well over six feet tall, with a barrel chest puffing out over a paunchy gut. His nose and ears are over-sized on his large round head. His voice is deep and resonant even when speaking quietly.

The only other person in the tent, aside from four silent guards, is a smaller, unassuming man without uniform. Both men are leaning over a set of maps laid out on a low square table in the center of the tent. They look up as Kay enters, then rise to greet her.

“General Windstorm, welcome. I am General Largent, and this is Jonas, my chief strategist. Please, sit down. Can I interest you in some refreshment?”

Soon Kay is sitting comfortably in the General’s tent, drinking a cup of water and eating bread and sliced fruit. Largent shifts his bulk around in a low chair and clears his throat.

“I understand you have already spoken with Yaro Karenne.”

“I have.”

“Then you will have heard his grievances,” Largent continues. “I would like to know how he presented them to you.”

“Yaro is concerned for the welfare of the Yrimpa,” Kay says. “He worries that you are putting them in too much danger, considering how few they are in total. And he said that you’ve asked him to break an agreement you’ve made concerning the number of Yrimpa to be committed in a single maneuver.”

“Did he talk about that… maneuver?”

“No. He didn’t go into detail.”

“Ah. Then allow me. The Delfiri war operations are as a rule very well organized on a strategic level. Their positions are strong, and they don’t overextend themselves. They don’t throw away soldiers unnecessarily. They may lack creativity at times, but they make very few mistakes. When they do, it is imperative that we take full advantage.

“Just recently, they have made a mistake. Here, look.”

He points to one of the large maps between them.

“Our scouts report that they are shifting their main focus from this region here, to the Seven Hills region, southwest. At first glance their positions seem too well entrenched for us to accost them. But they have left a gap, here, a gap with a blind-spot caused by these cliffs to the north.”

Largent gestures to various features on the map as he talks.

“We have a tremendous opportunity. If we can dislodge the Delfiri from the Smokehill Valley, the terrain and numbers will suddenly favor us for a series of follow-up strikes. From there we can gain control of several strategic hills and valleys in the area, giving us new launching points to harry their supply lines. Jonas and our other strategists estimate that we could push the Delfiri back another fifteen miles, and hold that territory with enough strength to deter a counterattack. It would be the most decisive victory for our side in months.

“But the window on this opportunity will only last another three days, four at the most. And the Delfirians, as I said, are no fools. They may realize the potential weakness at any time and correct it. We must act now.

“What part are the Yrimpa going to play in this?” asks Kay.

“In order to breach the near-side defenses, we must draw away a good part of their force for the initial assault. I intend that the Yrimpa fly high above the Smokehill Valley and launch a surprise assault from the rear. If that threat is credible, it will force the Delfiri to take it seriously. We have set the minimum number of Yrimpa needed to make it work at thirty, to provide the offensive force that will convince them it’s not just a distraction.”

“You said it’s unlike the Delfiri to make this kind of mistake. What if it’s a set-up? We could be sending thirty Yrimpa into a trap.”

“We have discussed that possibility at length. All signs, including good information from scouts, say it’s not. And if it is, the Yrimpa are my soldiers most able to make an safe and easy retreat. They can go straight up! An ambush here would be more costly to my conventional troops. But I, and they, are willing to risk it. Which seems more than we can say for the Yrimpa at the moment.”

“If this operation goes as planned, what casualties do you expect for the Yrimpa?”

“Less than a half-dozen,” says Largent. Probably less than four. Very likely zero or one.”

“You understand Yaro’s concern,” says Kay. “Those Yrimpa represent all that there of his race in the whole world.”

“I am very aware of that,” says Largent. He lets out a long breath. “Look, I won’t lie to you. The Yrimpa are extraordinary soldiers, and I am grateful for all they’ve done for us. Without them, we would not have held the enemy back even as well as we have so far. And… I have grown to rely on them for certain types of missions, I admit. Perhaps more than I should have. But I do not risk them unduly. Did Yaro tell you that a group of six Deliochan clerics of significant skill accompany the Yrimpa (as well as they can on foot) on every mission, specifically to provide healing at a designated fallback position?”

“Er… no.”

“Furthermore, if this maneuver is successful, we should not need to risk the Yrimpa at all for several weeks, giving them time to rest and heal at their leisure.”

“And what if this whole thing turns out to be a trap, set specifically for the Yrimpa? What if they cannot escape, and all thirty are killed? I know it’s unlikely, but do you realize what a blow that would be to them?”

“Of course I realize! Do you think I have a desire to commit genocide on my own allies? Yaro Karenne needs to be cautious, I realize, but I don’t think he gives me enough credit. I know the situation. General Windstorm, I am supremely confident that this is not a trap, and that the potential outweighs all reasonable risk. And…”

He pauses, touching his fingertips to his lips.

“…and, if by some horrible miscalculation this is a trap, and all of the Yrimpa are slain, then I would excuse the remaining 142 from the duration of the war. If they wanted that.”

Kay glances down at the map, covered with markings, arrows, and small wooden disks. She looks back at Largent, trying to read his expression. There is no hint of desperation there, no trace of deception, or even nervousness. If she had to guess, Largent was probably already thinking about alternate plans if she took Yaro’s side.

“You are welcome to spend the night considering what I’ve said,” Largent says. “But I’ll need to know tomorrow morning. If we wait much longer, the whole debate will become moot.”

“Thank you, General,” says Kay. “I’ll make a decision in the morning.”

“We have a tent at your disposal, as well as a personal guard. I’ll see you again at dawn.”

* * * *

The next morning sees Kay again standing in Largent’s tent.

“Sir, I’ve made my choice. I will fly to Yaro Karenne and try talking him into accepting the mission on the terms you gave last night. I can’t make you any guarantees, though.”

“I cannot ask for more than that,” booms Largent. “Good luck to you.”

* * * *

Kay and Oa Lyanna fly back to the air-city, and are soon in audience with Yaro Karenne.

“So, you’ve spoken with General Largent. What is your opinion?”

“He seems like a reasonable man,” Kay says. “It sounds like he really has given the matter a lot of thought. We talked about the risks to the Yrimpa, and I don’t think he’s underestimating that risk. Also, he has offered that if the mission goes as planned, he won’t use you in battle for several weeks afterward. And… and if the worst happens, and all thirty are killed, he’d expect that you would remove yourself from the war altogether.”

“I see.”

“Do you think… I mean, could the Yrimpa survive if they suffer thirty more casualties?”

“I think so. It’s not quite the same as it is with you humans and elves and such. Our reproduction only requires individuals, not pairs, but is less frequent and less… predictable. In theory a single one of us could replenish our race, but not with certainty.

“Nonetheless, if you command us to return to the war, and to take part in Largent’s mission, we will. You are a Bonded One, and we will obey you.”

“Yaro, I don’t want to command you. You are not slaves. You don’t have to do what I tell you.”

“But you are a Bonded One. The only one remaining. It is part of our being that we do as you command. I don’t blame you for not understanding fully. We are not slaves. We have all the free will we desire. But it is our will that a Bonded One should lead us, command us. Don’t you see?”

“I’m afraid not,” says Kay. “How is part of your nature? Where did the Yrimpa come from?”

“Many of the details are lost to us,” says Yaro, “but this much we know. We Yrimpa are not natural. There are no Yrimpa native to the world, not to the Primes, and not to the Elemental Plane of Air. We were a creation, long ago, of a mortal being, a wizard of great power. He crafted us from the primal elemental stuff, imbued us with life, intelligence, and the ability to perpetuate ourselves. That we were created makes us no less real, no less alive. All races were created by some high power, after all.”

“And what about people like me? Bonded Ones? What does it mean to be a Bonded One?”

“I don’t know,” admits Yaro. “I have never been Bonded to a mortal. But that was also part of our creation. One of the rules of our being, you might say, just as you must eat food and breath air. We must have ties to the elvish people.”

“Then what happens if I die? If I’m the last Bonded One, and I die, what would happen to the Yrimpa? Would you all immediately perish?”

“I doubt it, but who knows?” Yaro spreads his arms wide. “Perhaps a new Bonded One would come into being. We would not have you live as a recluse because of those possibilities. You must live as you must.”

“Yaro Karenne, I’m still not going to order you to follow Largent’s orders. But as the Bonded One, I’m going to ask that you do. Largent is a good man, and like I said, he understands the issues.”

“If you say it is so, then I believe you,” says Yaro.

There is a pause, and then Kay speaks again.

“I would like to accompany you on the mission."

Yaro smiles at her. “It is a offer both bold and kind, but I do not think it wise. Even when you are flying, the Yrimpa are both faster and more agile in the air. You mean well, I know, but I think you would only impede us. Also, should your own life be in specific danger, we would be in the position of possibly having to compromise the mission for the sake of the Bonded One.”

“I understand,” says Kay, disappointed.

“But we for our part are still citizens of Charagan,” Yaro says. “We will continue fighting for our kingdom. You ask us to return, and a request from the Bonded One is as good as a command to us. Your confidence is enough. We will return.”

And please, Kay thinks, let Largent know what he’s doing.

…to be continued…
 

Sagiro said:
There is a pause, and then Kay speaks again.

“I would like to accompany you on the mission."

As I was reading the story, this is exactly what I was thinking. Cool.

Are Yrimpa stats available anywhere?
 

Nail said:
On a tangent:
Arcane spell casters can summon whatever aligned beings they choose. We've seen good casters summon evil things......do evil casters ever summon good things? Moral ramifications of the good creatures doing evil acts? Perhaps evil arcane casters do this "just for fun"? Perhaps the much vaunted BoVD suggests this? Or is that not Vile(tm) enough?

I played a NE halfling conjurer who did just this. For some reason it gave people even less reason to suspect he was evil. (Most people merely assumed he was grouchy.) He did it because it amused him to force good creatures to fight for him.

If I were an evil caster, though, I would be very wary about summoning powerful, intelligent good creatures to fight for me. They may be forced to attack my enemies but that doesn't guarantee that they won't show back up later to whup my butt for my insolence.

J
 


That's why you only summon the dumb ones, so they can't find you and don't think to tell anyone smarter. Skip the archons & osyluths -- too damned sneaky, never mind all that teleporting they can do.

But that's trivial. The important thing is -- will we get to find out how the raid went? Were the yrimpa slaughtered? Was there a double-cross brewing?
 

Sagiro’s Story Hour, Part 156

“Hey Eddings, you’re sure Skorg had nothing to do with this meal, right?”

“Yes, Master Proudfoot. Our guest has been out all morning. This is bread from the Icebox, accompanied by expensive cheeses I purchased yesterday from the market. I’m sure it’s not up to Ernest’s standards, but I trust it will be to your satisfaction.”

Flicker picks up a large platter of food from a butcher block.

“It’s just that the smell down there is already pretty bad, and I don’t want to make it worse!”

He carries the tray down to the basement. As he reaches the bottom step his nose crinkles up reflexively. He averts his head quickly to avoid coughing on the food.

“I’ll just leave this bread and cheese on the bottom step if anyone wants some,” he says. “I wouldn’t worry about the cats getting it. They have enough sense not to come down here.”

Flicker bounds back up the steps.

The basement of the Greenhouse has been transformed into a large laboratory, replete with bubbling flasks, palettes of various powders, alembics, mortar-and-pestles, retorts, funnels, fermentation chambers, and dozens of additional pieces of alchemical apparatus. Ernie stands over a large basin, carefully measuring herbs and chemicals into a progression of glass vials. Dranko’s workbench has some coarser tools – chisels, a hammer, an engraving knife – in addition to iron pots of glowing inks and dyes. Morningstar is alternately turning a long black wand over a small fire, and painting it with a fine brush. And Aravis, whose workplace reeks of something sulfurous, tinkers with some gold wire that will be looped through his Headband of Intellect.

“I still plan on going into the Maze once this is done,” he says. “Somewhere are the previous Keepers of the Maze who have had experience using it. Well, in theory they’re in there. I’m pretty sure. Anyway, it’ll be fine.”

“Tell us that again when you really are smarter.” Kibi points to the Headband.

“He’ll be smarter, not wiser,” Ernie observes.

Kibi and Grey Wolf are still setting up their own work spaces in different corners of the basement; they have spent the past several days cloistered in their rooms scribing spells into their spellbooks. (Kibi is particularly excited about adding teleport, and is eager to try it out , but he also wants to get everything prepared properly for making sashes of transparency for Grey Wolf and Dranko).

“Oh… drat!”

Ernie is sitting at his small table, a flask in either hand, having just been dripping the contents of one carefully into the other. Said other is now foaming over with a stinking black froth and spilling onto his hand.

“Oh dear, oh dear! And quickling sweat is so expensive…”

He chucks the flask to shatter against the side of the basin. There is a small flash, a puff of gray smoke, and then a pleasing smell of fresh fruit that lasts for almost a minute.

“Everything’s under control.”

He grins nervously at the others, all of whom have paused in their own projects to stare.

* * *

Another day passes, and things are for the most part going smoothly, but Ernie and Grey Wolf are both feeling ill, and some of the others are noticing a disturbing shortness of breath. Ernie comments to Kibi about it during lunch, and the dwarf promises to come down from his spell scribing and have a look.

He spends a few minutes sniffing the air and examining everyone’s reagents before stopping at Dranko’s table. Dranko is working on improving his whip of the searing tongue, but on the corner of the table he is steeping sparrow feathers in a thick infusion, anticipatory of the winged shield he intends to make for Ernie.

“Ah!” says Kibi. Here’s the problem. The vapors from the yellowvine extract Dranko’s using for his bird wings are mixing with Aravis’ sulfur. You don’t want those things to mingle in the air – it’ll thicken in your lungs and give you the wheezes. The extract’s pretty thick though, and the vapors don’t travel far. Aravis, you should probably switch places with Morningstar. That should solve the problem. And we should all get cure disease spells in the next couple of days.”

The arrangements are made, and work continues apace. The only incident that comes of the switch is when Edghar, finding himself closer to Aravis’ pungent project, vomits on the floor. Aravis glances up only long enough to observe:

“Save that. Spell components.”

…before returning to his headband of intellect

One Certain Step has stumbled into an unusual way to avoid boredom. Only a few days into the item-crafting frenzy, the Kivian paladin finds himself the only one in the living room. Flicker is off honing his roguish skills on an unsuspecting citizenry (and the less Step knows about that the better), and the others are all either down in that horrific basement or shut in their rooms with their spellbooks. He has spent the morning out in the back yard hacking up a practice dummy, and is enjoying a cup of juice on the sofa when there is a knock on the door. Eddings is in the kitchen cleaning up and doesn’t hear, so Step gets up and answers the door himself.

He greets a young teenager, a boy of fourteen or so years, wearing a tabard denoting him as a novice of Werthis. The youth is clearly nervous, and Step (after applying the Farazil Test himself) invites him into the Greenhouse.

“I am Foster, from the Church of Werthis,” he says. “You must be…er… One Certain Step, right?”

“Yes,” says Step. “You know me?”

“This is the Greenhouse, right? I was told that the Heroes of the Kalkas Peaks lived here. The ones who also helped Faskel Giantbane kill the Ventifact Colossus. That’s you, right?”

“While I personally was not involved with the Colossus, yes, you have come to the right place,” says Step. “What can I do for you?”

“Er. Well. We were, um, hoping that you could help us. Over at the church, I mean. Of Werthis.”

“Take a deep breath, boy,” says Step, giving a reassuring smile. “I’m sure we can help you. What do you need?”

“Well, it’s kind of embarrassing, but…er… we need warriors. To train the kids. You see, the place is pretty much emptied out what with the war going on, but there’s always the need to teach the next group of students. One of our last trainers just got called to duty down on the Peninsula. Mosca is the only one left, and said we could really use the help, but all the likely people are gone, except for some city guardsmen who can’t take the time with manpower stretched so thin already, and someone said that there were fighting men and women in the Greenhouse who might be able to help, so they sent me to… er…”

Step stands up and bows to the boy.

“Foster, I would consider it an honor to come and assist in the training of your young warriors. Please, lead the way.”

Foster is dumbstruck but delighted. He stammers out an expression of gratitude and the two of them head for the door.

“Eddings, please tell the others that I will be at the Church of Werthis for the remainder of the afternoon.”

“Very good, sir.”

A few minutes later Step is being greeted by at the Church by Mosca, a strong, heavyset, middle-aged woman in chainmail. She is overjoyed at the volunteer brought back from the Greenhouse by Foster.

“We have two classes,” she says to Step, leading him down a high-ceilinged corridor. “They were supposed to start this morning, but Tyveron was called to the war last night. I can teach one, but there are too many for a single instructor. The group I was going to give you is mostly teenagers, with a few younger children. The oldest is seventeen. Have you taught children to fight before?”

“No,” says Step. “But I am a skilled fighter, and I learned the arts myself at a young age. I will be able to train them.”

“We don’t have as much time as I’d like. The church leaders want them ready for real conflict in six weeks. Now, I don’t think anyone intends them to be front-line combatants that soon, but they will serve as runners, aides and servants, and should know what to do with a sword in a pinch. A couple of the older children have real potential, I think. And here we are.”

She turns from the hallway into a courtyard, where thirty children ranging in age from nine to seventeen are taking the opportunity to misbehave in the absence of adult supervision. Most are sparring chaotically with their wooden training swords; Step notes that their technique ranges from decent to atrocious.

Mosca clears her throat and the students snap to attention, forming up in ragged rows in front of her. The gawk at Step, an impressive figure in his magical plate mail.

“Children, this is One Certain Step. He has seen many battles and vanquished many enemies. He is going to help make you into strong warriors. You will treat him with the respect due to any elder of the Church, and obey his commands as they were my own. Understood?”

Thirty heads bob up and down.

Step looks out over the ranks of kids – mostly boys, but with a few girls as well – and picks up a wooden sword that leans against the wall. Without saying anything he walks to the nearest boy (a gangly kid about twelve years old), flicks his sword out, and trips him with a clean sweep. The boy falls with a thud on his posterior.

The other kids start to laugh, but Step is already moving to the next kid. Whoomph! A sixteen-year old tomboy is sent sprawling. Before ten seconds have passed, another three kids have been knocked on their butts. The others, realizing what’s going on, start to defend themselves.

It doesn’t matter. Step moves gracefully through the crowd, leaving bruised, scattered children on the ground in his wake. One minute later, all thirty kids have been knocked down. Only the oldest boy, the seventeen-year-old (whose name is Thommel) forces Step to execute so much as a single feint. The paladin returns to stand by Mosca and watches while they stand, groaning and muttering.

“That was the first lesson,” he says gravely. “How to fall down. The next lesson will be how to fall down without hurting yourselves so much. Let’s begin.”

Mosca turns, somehow manages to suppress a grin, and murmurs “have fun” before leaving her students alone with their new teacher.

* * *

Step returns in the early evening, satisfied that his students have made progress. By tomorrow their bruises should have healed well enough for another session. Mosca was pleased that Step wanted to return, her students somewhat less so. The others of the Company are greatly amused to hear what Step has been up to. Several of them express interest in helping with the training with some of their few free hours – Ernie especially, who knows plenty of tricks useful for shorter combatants.

Kibi announces that he’s going to leave for Eggemoggin in a few minutes.

“I’m going to teleport he says proudly. “Anyone want to come with me? It’ll just be for the evening, so I can surprise my folks. We’ll be back in the morning.”

“On your first teleport?” Morningstar raises her eyes skeptically.

“I’m sure there won’t be any problems. We’ll go to my front doorstep – I’m very familiar with it, so the chances of a mistake are really small.”

Morningstar agrees to accompany him – she just wants a few minutes to pray for the spell water breathing. Step also agrees to go with him. Kibi waves his arms around, utters some arcane syllables, and in a sliver of an instant the three of them are standing safely outside Kibi’s childhood home. The sun is setting over the mountains, and the sounds of dwarven laughter come from a neighbor’s house.

“It worked!” Kibi exclaims.

“Just as you said it would,” says Step. “Well done.”

Kibi knocks on the door, and is soon swept up in the overjoyed embrace of his mother.

“Bim! Your son is here! He just magicked himself over straight away from Tal Hae!”

A warm family reunion follows. Kibi notices that his parents have acquired more expensive furnishings since his last visit. It seems that the prestige afforded the father of one of the Heroes of the Kalkas Peaks has increased the demand for his stonecutting. Business has been booming for Bim Tazhadson.

Overnight in the Bimson household, Morningstar goes into Ava Dormo to meet again with Evenstar. Evenstar introduces a dozen or so of her sisters from Kivia, training in the field outside the dream of Amber’s church in Tal Hae. There are others, says Evenstar, who are busily scribing scrolls of direct dreaming so that they can all come to Charagan when the pinch comes. They discuss matters of personnel and training techniques for a few moments, before Evenstar suddenly holds up a hand.

“Excuse me, Morningstar. I am being addressed. Please guard my body for a moment.”

Her eyes glaze over for a second, and she stands mute. Morningstar looks on, puzzled. A minute later Evenstar’s eyes refocus.

“My apologies,” she says. “One of my sisters had a message for me to give to you.”

“How did you do that?” asks Morningstar, intrigued. “I mean, communicate with someone in the waking world while also staying here with me.”

“Don’t you know?” Evenstar looks surprised. “It is one of the dreaming techniques my mother taught me. I can maintain a general awareness over my real body while I walk in Ava Dormo. If someone approaches or addresses me, I will know it. If I wish, I can move my consciousness from one aspect to the other, depending on where my awareness is needed. For a short period of time, I can even act in both places at once. If you’d like, I can teach how the techniques.”

“I’d like that very much. But what was the message?”

“It was a query from your associate Snokas. He wishes to know if you give your permission for him to return to his home in southern Kivia.”

Morningstar thinks for a moment before answering.

“I’d like for him to stay with you a little while longer,” she says at last. “But tell him soon. He has served us well, and I’d like to have him as a possible guard and messenger until out business – whenever that is – is concluded.”

“As you wish.”

* * *

The next morning Kibi teleports back to Tal Hae, again without mishap. Most of the Company settles in for another day of busy crafting and scribing, while Flicker hits the streets and Step heads over to the Church of Werthis to continue his volunteer work. All is going smoothly, when Grey Wolf (in the midst of drawing a tricky symbol of the spell assassins’ senses) hears a sharp sound from down the hall. He sits bolt upright. It sounded like the start of a high-pitched shriek, cut off after less than a second. It was a familiar sound. It was…

“That was the crystal ball!” cries Ernie, bounding up the stairs. “It’s Ozilinsh!”

They rush into the secret room, expecting to see Ozilinsh’s face (or maybe Mrs. Horn’s) in the glass globe upon the table. Instead they find that a piece of paper has been stuck to the – well, the “inside” of the crystal ball. It’s bowed out (from their point of view) in a convex curve, making it hard to read. The badly scrawled handwriting doesn’t help matters any. But soon the whole Company is crowded around the crystal ball, and together they make out the content of the message:

cannot disengage now. 3 months at outside, probably less. Tell Crunard, assemble troops at Verdshane. Stasis will double as 48-hour warning when it falls.

...to be continued...
 
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What the heck does that mean?

You'd think someone would invent a more powerful version of Sending with a greater than 25 word capacity.
 

Victim said:
What the heck does that mean?

You'd think someone would invent a more powerful version of Sending with a greater than 25 word capacity.

That means that Naradawk and his army are about to break through. The Spire are too busy holding them up to let off for a second. They think they can keep this up for three months, but probably less. Naradawk et al will be coming through a portal in Verdshane. Forty-eight hours before they do, the stasis trap on said portal will fail.

The Company are to inform King Crunard of the problem so he can concentrate troops in the area.
 


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