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


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Just wanted to hop in and say that I am soooo loving this Story Hour; great work all around. Truly, some nice RBDM moments.
 
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Things have looked better for our heroes.

They are in a world whose entirety consists of a small cloakroom. The only exit may lead into a misanthropic god-storm. And beyond that, the only known way out leads to a desert. And beyond that are a bunch of other sliced-off bits of worlds, all of which are somehow contained in the small stone tower of Het Branoi. Which is in the middle of a giantish town, the citizens of whom will probably be very ill-disposed toward the Company should the heroes emerge. And the town is in a cold northern wasteland where the giants are downright friendly compared to the beholders and blood foxes. And all of that is in a horrid alternate world where the supreme evil being has claimed victory over the good guys, and none of the party’s allies have ever even existed as far as they can tell.

Could be worse, though. Could be raining.

But enough gloomy editorializing!

Sagiro’s Story Hour, Part 210
mutually assured paranoia

“You wouldn’t have a bedroom in one place and a coatroom in another,” says Dranko, speaking between mouthfuls of bread and dried apples. “I think that somehow it all shattered, and the rooms got flung through the other dimensions.”

It’s a crowded breakfast in the cloakroom. Ernie has done his best without any fire, and the little room is filled with the sounds of contented chewing.

Morningstar nods. “And the ‘Rotunda’ was someplace where they were performing a ritual, and something went wrong, and that’s what made it unstable.”

Dranko gets up and starts gesturing as he speculates.

“Let’s imagine that the circle of gates in the grassy field was the ’Rotunda.’ That’s where they did their experiments. Something goes wrong, and reality shatters outward from there, in different directions. Like dropping a rock into a big bowl of milk, and there’s splatters in all directions…”

The other look up at him, awaiting the stunning conclusion, but Dranko pretty much runs out of steam.

“…which is a fascinating theory that doesn’t tell us a damn thing,” he admits, sitting back down and looking a bit sheepish.

Spell preparation follows breakfast. Morningstar plans to cast another find the path, and if all goes well they can avoid the storm entirely. Not that Grey Wolf believes that’s likely to happen.

“Ok.. let’s go get lit up!” he says once everyone’s ready.

They step through the gate, leaving the cloakroom behind. A few seconds later they are back in the lovely wilderness, but while they’re not in the midst of the storm, they can see it hovering a short distance away. The sounds of its wind and thunder are quite clear, and while Morningstar casts her find the path it starts to swirl in their direction.

Hoping to preempt hostilities, Dranko calls out to it.

“Oh great one! We wish to leave and not bother you again! Will you let us?”

WHY HAVE YOU COME BACK? booms the storm.

“That was a dead end!” shouts Dranko, pointing to the blue portal. “There was no other way to go! We want to leave this place and not bother you! We’re small and fleshy insects! We’d just like to leave!”

Flicker raises his eyebrows and silently mouths to Dranko: “Small fleshy insects?”

A jagged bolt of lightning strikes the ground not twenty feet from where the Company stands. Dranko tries another tactic.

“If we can free you, will you let us?”

Morningstar’s spell finishes up, and gets the direction of another portal out of this world.

ARE YOU PROPOSING SUCH A THING? rumbles the storm.

“We’re trying to free everyone!” says Ernie. “To bring an end to the prison that is this place.”

The storm agitates and billows for a few seconds, thinking. Then, loudly:

LEAVE! COME BACK WHEN YOU HAVE SOMETHING USEFUL TO DO. AND TELL MERCURY THAT I WILL NO LONGER ABIDE BY THE AGREEMENT WE MADE, SINCE YOU HAVE BROKEN IT.

Lightning starts crashing down all around them. The crackling and thunderous booms are deafening.

“Who is Mercury?” shouts Ernie. He gets no response.

“We sense there is a gate that way!” Morningstar calls into the wind. “May we proceed to it?”

AS FAST AS YOU CAN

Morningstar can only cast wind walk on half the group, so after adding a Rary’s telepathic bond, the party splits up. Some fly on quickly ahead in vaporous form, while the rest start an arduous overland march through the overgrown hills. It’s hardly fair. After only a few minutes of whooshing over lush, beautiful hills covered with red flowers, the wind-walkers arrive at another blue portal with enough time to take a refreshing swim in a nearby lake. The walking group sweats and labors through brambles and tall grass, though Kibi casts xorn movement when he gets bored, after which he and Scree dive through the hills rather than walk over them. The sight of the dwarven wizard popping up out of the earth and then diving back into it like a frolicking porpoise is at once amusing and surreal.

Without incident the Company reconvenes at the new blue portal some four hours later. The storm has not followed them. An examination of the grass around the portal indicates that it is not regularly used – big surprise there! As usual Dranko wants to go through first, but Aravis (not entirely trusting Dranko’s diplomatic skills) wants him to have company. After some haggling they decide that Ernie, Dranko and Aravis will go through the portal, each tied to ropes held by those staying behind. In they go.

The first thing Dranko and Aravis notice upon arrival is that things are brushing against their faces. They ring like small bells or wind-chimes, which turns out to be exactly what they are, suspended from a wooden contraption like a gallows.

They are outdoors, on a small circular patch of ground ringed by a wide, deep and empty moat. Above them, suspended on a circle of poles on the far side of the moat, is a heavy mesh netting. The only to walk off the small “island” they’re on would be via a single slender rope bridge, itself also covered by the netting.

On the other side of the moat, near to where the bridge goes, about a dozen figures stir, their attention captured by the ringing of the chimes. A normal-looking sun is setting behind them, making it hard to make out details, especially given that the mesh netting already obscures their lines of sight.

“Ernie,” whispers Dranko. “Head back through. We’ll probably need teleports and wind walks to get through that.” Ernie hops right back through to rejoin the others.

From beyond the moat and the netting, a female voice calls out to them.

“Drop your weapons and declare yourselves!”

It’s strange, but what they hear is a fuzzy background noise of someone speaking in a strange language, while (more clearly) they hear the same voice speaking in Charagan common! Before Aravis can say anything, Dranko shouts back across the moat.

“We’re from the elemental plane of water. We’re a little lost!”

You couldn’t tell from looking at him, but Aravis rolls his eyes.

“Can you give us directions on how to get back?” adds Dranko.

“To the elemental plane of water?” says the woman, sounding a bit confused.

“Yeah,” says Dranko. “Somehow we ended up in a desert.”

Dranko and Aravis become aware that somewhere near the crowd of people, a loud bell has starting to ring in a repeating pattern.

“What are your intentions?” shouts the woman.

“To get back… to the elemental plane… of wah-ter,” answers Dranko slowly, as if taking to a child.

Aravis nearly gives himself eye strain from all the eye-rolling he’s doing by now.

In a similar tone to Dranko (though maybe more peeved), the woman responds, “If you’ve been there before, I suggest you simply retrace your route."

“There’s something blocking our way,” says Aravis.

“How did you pass the storm?” asks the woman curiously.

“The storm allowed us to pass,” says Aravis. “But it will not allow us to pass back.”

“Say, is there a Mercury here?” asks Dranko, switching gears. “The Storm said something about wanting to talk to Mercury.”

Aravis thinks to himself that not letting Dranko ply his diplomacy alone still didn’t solve the problem of Dranko simply being there in the first place. He corrects Dranko, amending that the Storm wanted them to talk with Mercury.

“Are you prepared to disarm yourselves?” asks the woman, wearily.

Although this request is easily granted (Aravis carries no weapons, and Dranko subtly drops his whip into his handy haversack before making a show of dropping his non-magical mace), the question sparks another flurry of verbal jousting. But when Dranko starts pressing with more questions, the woman interrupts him.

“You will answer our questions first. We need to be assured of your intentions.”

“We’ve told you our intentions,” says Aravis. “You can believe them or not.” I know I wouldn’t, he thinks.

“Actually, I have another intention, now that you mention it,” calls Dranko. “If you have an outhouse or something, that would be great.”

Someone near the woman starts laughing, and she wheels on him and demands he be quiet.

“How many of you are there?” the woman then demands to know. “There was a third member of your group, who went back through the gate. To get others?”

“It’s standard operating procedure,” explains Dranko cheerily. “Whenever we go for a swim into the unknown, back in the plane of water, we always make sure there’s one person in…er, what’s the word I’m looking for. Oh, yeah… reserve!”

“Answer the question, please.”

“There is one more of us,” lies Aravis.

“So there are three of you. If he did not go back for others, why did he go?”

“I think you scared him,” says Aravis. Boy, this is getting thin…

“If we find that you are lying, it will not color our perceptions well.”

“How do you color a perception?” asks Dranko. He turns to Aravis and says, “Maybe it’s a translation error.” Then, back to the woman: “We’ll go get him back. I’ll stay here with you.”

Aravis hops back through the portal.

Meanwhile, Ernie has explained the situation to the others. There is a short but furious debate about how much subterfuge they should use – the more of it, the harder it may be to win trust later. Caution wins the day; all the remaining party members are made invisible, and some are already connected with a telepathic bond. They can reveal their true numbers once they’re assured that things are on the up and up.

Ernie and Aravis remind everyone to duck down as they cross the portal, to avoid setting off the chimes.

Dranko sees that another large group of people has come to join those already on guard, presumably summoned by the (still ringing) bell. Wanting to put them more at ease, Dranko decides to introduce himself properly.

“Say, my name’s One Slippery Squid. Nice to meet you!”

“Did you say ‘Squid?’” asks the woman. There’s too much netting in the way to see, but Dranko can hear that her eyebrows are significantly raised.

“Hey, don’t make fun of my name!” he says testily. “It’s not my fault.”

The whole party comes through the portal. Only Ernie and Aravis are visible, and Aravis makes no attempt to avoid the chimes.

“Are you usually the spokesman for the three of you?” asks the woman. Some amusement has crept into her voice, but there’s mostly still frustration and impatience.

“No, says Aravis, shaking his head. “It’s just that we can’t stop him from talking.”

There’s some more back-and-forth banter, during which neither side earns much trust from the other. Once the rest of the party has taken in their surroundings, Dranko, Ernie and Aravis agree to cross the rope bridge, leaving their (visible) weapons behind. Most of the now twenty or so strangers have bows of various sorts aimed at them as they emerge, though there is a young man without a weapon, standing at the other end of the bridge, observing them intently as they cross. A holy symbol (a small yellow cross) hangs around his neck.

“What God is that?” asks Dranko, pointing to the holy symbol.

The woman interrupts before the man can answer. “The way this is still working is, until we deem you safe, information will flow from you, to us. We mean no offense, of course.”

“Speaking of flowing from me to you… outhouse?”

“Piss in the moat,” snaps the woman, nearing the end of her patience.

There are yet more tiring negotiations. The man with the yellow cross speaks to the woman in a language none of the Company understands. (“They don’t detect as evil,” he says. “Unfortunately I cannot detect for derangement.”)

Eventually the three of them agree not only to talk, but to have their hands bound, if instead of being taken away for questioning, their “hosts’” superiors will come here to talk instead. That’s agreeable to the woman, and a runner is sent away across some low grassy hills. It’s cool, and the sun has set by now. The people (mostly a mixture of various humanoid types, many of which are unknown to the party) have lit some torches. Kibi has activated his Ioun Stone of Tongues, while Morningstar has turned back into vapor and flown up through the netting to keep watch from high above.

Sitting down with his hands tied loosely behind him, Dranko clears his throat.

“Just so we get back on the right foot, I’m going to tell you about two lies I just told you.”

“Ah,” says the woman, looking unsurprised.

“You see, we were afraid you were Black Circle people.”

“Black Circle people?”

“Yeah. So, for starters, my name’s Dranko.”

“Not One Slippery Squid?”

“Naw, I made that up.”

“Ah. And you’re not from the elemental plane of water either, are you.”

“No,” admits Dranko. “But we did go there!”

“Ah.”

Morningstar relays via telepathy that there’s another group of people coming their way. Before long they hear the sound of a horse approaching, and moments later a group of six people come around the hill. There is no horse, but one of the newcomers is a large centaur, with a chestnut body and a large bushy beard. A sword hangs from his equine body, in easy reach of his human hands.

“So!” says the centaur in a deep, booming voice. “We have more visitors!”

Like the woman, his voice is somehow getting translated (from the Company's point of view) into Charagan common.

“Do you often have visitors?” asks Dranko.

“No, not often. What are your names?”

All three names are given honestly. The centaur smiles broadly at them and introduces himself in kind.

“Nice to meet you, “ he bellows. “My name is Mercury.”

…to be continued…
 
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Wow, Just finished the story hour, from beginning to end. Fantastic stuff Sagiro.

How often do you all play? Also, is Aravis making some sort of check to see if he can use Crosser's Maze? If so, what is the check?

Thank you for the info, and I can't wait for the next installment...=)
 

We play between once to twice a month; we try for every two weeks. It's never often enough. We played Friday night, and Sagiro is SUCH A RAT BASTARD. To quote ourselves from back when we tried to disarm a trap by throwing a summoned squid at it, the last game was not our finest moment. Luckily, the story hour isn't too far behind at this point.

Aravis makes a knowledge (planes) check to use the Crosser's Maze. I think he's currently at +15.
 

Thanks PC, anyone one have a guess as to when Aravis will be able to use the maze again? I'm curious what details it shows regarding Het Branoi.

And just FYI, the StevenAC PDF Compilation of the SH is really great and if you haven't checked it out, you should. Thanks StevenAC. And thanks Sagiro, for a great story hour.
 

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