seasong's Light Against The Dark (FEB 06)


log in or register to remove this ad

Slavery, pt III

Athan talked a good talk, but when the chips came down, he was as angry as anyone else. The day had started as most slave days did, until he saw a young boy in the beating circle.

The orc doing it was Gach, who had captured Athan so many months ago. Athan had since learned to avoid him, as he seemed to feel that the shaman's debt was also Athan's debt, and lorded it over him where ever possible. Gach was very formality driven, and prone to feeling insulted.

Today, apparently, Gach intended to arrange to take a beating for the boy's accidental death, because he seemed to be trying to get the boy around the circle by the head.

Athan remained calm enough to remember the orc words he wanted to say, but not calm enough to not say them.

"YOU! ME! NOW!"

To Theralese ears, it sounds somewhat like grunting (Ur, Meh, Haa). To orcs, it was a throw down as old as time, the opening words to a duel.

There was silence.

Athan was called Uthehn (a 'chewing bull') among the orcs, and was generally not considered much of a threat, despite his strength. He seemed too simple minded, too pretty. But deep in the brains of the nearby orcs were faint memories of a different Athan, one that had hurled death over the tops of shields, and killed more orcs than Gach's entire warband.

To Gach, however, Athan was already beaten. He laughed, and stopped kicking the slave to face Athan. "You? Me? Now? Your accent is appalling. If you are twice as good at fighting as you are at speaking, I would be laughed at for bothering."

"I thought you prefer fights easy," Athan managed, pointing at the crumpled slave. Orcs around Gach laughed at that one, but Gach did not find it particularly humorous.

"Very well, slave, I who gifted you to the shaman will now..."

He was interrupted by the arrival of Olgah, who looked furious.

"What goes on here!? Uthehn, why are you challenging the one who gave you to me!? Are you that daft?"

Athan, forcefully, "I owe him nothing. If he kept me, he already dead."

More orcs had gathered, and a number of them cheered the two on. Olgah simply glared at them, yelling, "You wouldn't be laughing if it was your that!" and was greeted with laughter.

Common sense, meanwhile, seemed to have found Athan, if a bit late. He realized that the orcs were taking his challenge seriously - it had not occurred to him that the orcs would respect his challenge. This penetrated, primarily, because Gach had begun selecting a large knife about the length of Athan's forearm, and some of the orcs were drawing a circle on the mountainside with yellow pigments.

The circle was fifteen feet in diameter, just enough space to maneuver in. Gach stepped to the edge, tested his knife one last time, and stepped in. Athan considered, and, in a final rush of youthful testosterone, stepped into the circle.

Orcs began pounding their chests, making a soft imitation of the war drum thump. Gach cut a circle in the air, waiting for Athan to get a bit closer. Athan waited, hands out and ready, but did not immediately approach.

A moment. Two. Three.

Athan rushed in, and was stabbed deep in the forearm for his trouble. The blade sliced in, out, and was already arcing back for another cut when Athan slammed into the orc. Both went down, Gach landing on his back, and reversing his knife grip to stab inward.

Athan had no such option. He arranged himself to minimize where he could be stabbed, sank his teeth into the orc's neck and BIT.

Blood sprayed as Gach stabbed Athan in the shoulders and arm, and tried to roll him off. But the stabs became more feeble, and Athan continued to stay on top. Gach finally managed to knee Athan in the groin, but Athan knew what would happen if he let go. He kept his head at Gach's neck, trying to tear out the enemy's life.

Athan won.

And then he fainted from blood loss and shock.

The others were not allowed near him, particularly Merideth. He would heal or die on his own. In the end, he lived, but without her healing, he had a three point scar on his right shoulder, to match the birthmark on his left.
 

A few notes about that last one: the characters reached 3rd level during their enslavement, and Athan in particular had picked up Rage.

Under the hit point system I'm using, Rage gives an extra +8 HP, which is pretty darned impressive.

However, I don't allow damage to magically go away when the temporary hit points do, and Athan dropped to -2 when the rage wore off. Still, he healed, and I gave him a few scars to remember the experience by.
 

Slavery, end notes

In the end, Greppa finished tutoring Olgah by the next summer, and learned enough in the experience of teaching to master one of the more difficult spells he'd, ah, requisitioned from Hurath. Merideth managed to survive her own mulish pride, and gained some measure of respect for her uncompromising heart. Athan continued to be the pretty thing, but he got considerable respect from Gach's old warband.

At the end of it, Olgah gave Greppa a gift in return: his freedom, and the freedom of his two friends. She even arranged for a scout to take them within sight distance of the Theralis valleys.

Athan had matured somewhat over the long year. Aside from adding a few inches in height, he'd reached unsuspected depths of feeling in himself, and replaced the invincible armor of youth with a solid willingness to throw himself into danger for the good of others.

For Greppa, it was different. Being a slave was humiliating. And escaping through collusion with the enemy burned in Greppa's guts, but he mostly kept that to himself, and focused his considerable will on his now solid goal of being so powerful, so awe-inspiring an arcanist, that no one would ever be able to put him in a compromising situation again.

Merideth was, well, Merideth. She was suppressing a grin as they hiked up the last mountain to home - she was a bit disappointed in how things had turned out, but she had the rest of her life to be more heroic.

As they walked, they talked. Athan was more willing to give up his goals of being a soldier now, and Merideth had never lost her desire for it. Greppa agreed with her in principle (as part of the path to power), but wanted to check Hurath's tower to see if he had returned, first. Everyone came to agreement, and they were almost cheerful as they hiked into Theralis.

And in Hurath's tower, somewhere in the dimly lit interior, something stirred.
 

Coincidentally, Meredith is my ex-girlfriends name.

...and she would've acted the same way :) She is very high spirited, which is both inspiring and irritating:

...so maybe...just maybe...I wish I was the orc giving the beatings ;)


How much time has elapsed since the inception of the slavery?

For Q's tomorrow!
 
Last edited:

incognito said:
Coincidentally, Meredith is my ex-girlfriends name.

...and she would've acted the same way :) She is very high spirited, which is both inspiring and irritating:
Just something about that name... I actually built it as "merry death" -> meri deth -> merideth :).
...so maybe...just maybe...I wish I was the orc giving the beatings ;)
You know what? I'm not going to touch that one.
How much time has elapsed since the inception of the slavery?
Eleven months.
 

So, a bit of a rambling post, because I have a few minutes...

Firstly, if you're reading this, thank you! I really hope you enjoy it.

Secondly, the story coming up is closer to a 'traditional dungeon crawl'. It is, as the foreshadowing indicates, Hurath's tower. That's the problem with arcanists - they tap things not of this world for their power.

A nostalgic moment: Greppa's player, long ago, was in another campaign of mine which had a similar initial structure - the PCs started out part of an army, fought well, were captured by the enemy, and sold off, before finally escaping. That campaign, of course, was far, far grittier than this one. The enemies were humans, the PCs were drafted by a city they barely even knew existed, and their slavery was one of digging in unstable mining shafts. That was also the campaign wherein the enemy would swipe their shortswords through the latrines right before battle, so that wounding an enemy might still kill them... and there was no healing magic.

My players haven't let me run a really gritty campaign since ;).
 

That was also the campaign wherein the enemy would swipe their shortswords through the latrines right before battle, so that wounding an enemy might still kill them... and there was no healing magic.

ewwww! :rolleyes:

Ok, more questions, as Promised

Q1. Was th orc initiative just a plot device, that will now fade into the backgruond, or is this simply a lull in the war campaign? (most wars take several years, so I am still firmly in the 'behind th 4th wall' camp) - I thought you liked Orcs!

Q2. Oh captain, my Captain! What happened to Agina, dammit!

Q3. Can we get an interlude to the human city, to get an idea how the 11 months were passed? Or would this be giving too much away?

Q4. Is there ever a problem adjucating spotlight time in your game? Seems like there is not (and this becomes an issue sometimes in my game, I have high ego players - dying to be 'munchy'). What are the mechanisms you use to ensure relatively balanced PC development..

Q5. Where are the magic items? The PCs are third level, and we have yet to see a scroll read or a potion drunk! You mentioned this is a low magic world - will there be a time when the PCs have a chance of owning something downright magical (flaming sword, crystal ball, carpet of flying)?

Q6. You guessed it - there is no Q6 (heh)
 


incognito said:
Q1. Was th orc initiative just a plot device, that will now fade into the backgruond, or is this simply a lull in the war campaign? (most wars take several years, so I am still firmly in the 'behind th 4th wall' camp) - I thought you liked Orcs!
The PC's best guess at this point (that they've chosen to share with me) is that some large event to the east is forcing the tribes west. If true, the war is far from over.

However, the Bunahken are not likely to rejoin the fight for a bit. They've got slaves, a reduced population, a good valley that they're defending from the other orcs. And, of course, there's one tribe that the dragon got - the evidence indicates we will not be hearing from them again.

And since summer is starting up again, the orcs will probably be by soon. In the meantime, the PCs will be getting into other kinds of trouble as a break from the war.
Q2. Oh captain, my Captain! What happened to Agina, dammit!
Heh. Sorry, I'm just more motivated to write about the PCs. Here's the summary notes I have, without my usual florid prose, in case I don't get around to it:

Captain Agina calls for retreat. Line is routed, scattered. Three orcs close off escape for Agina's aides, banner drops and Agina draws sword, orcs die under spear (aides) and sword.

Agina (total attack +8) does a normal hit 67.5% of the time, does a crit 7.5% of the time, and does d8+5 damage. She does an average of 7.8 hp per round, against orc 24 hp. On a round that she kills an orc, she does an additional 7.8 hp average, due to cleave. She kills one orc every 3 1/2 rounds without help.

Agina's aides are about half as good as she is, and there are two of them. An orc will die almost every round against the three of them.

(some sketches of placement and no scanner, sorry)

Agina + aides kill the three orcs, continue calling people to her. More soldiers arrive, begin dedicated push up-mountain. Several shields join up, semi-circle is made.

Orcs largely irrelevant at this point - distance 400 feet, cover in 13 rounds, not likely to be stopped.

Agina is dropped about 18 hit points at center of fighting, lose about a hundred soldiers, would be more if unable to switch out front line of huddle.

Summary of the Summary: They made it back, but they lost a lot of people. And Captain Agina and two level-2 aides can kill a CR 4 orc in one round. Chew on that, Athan.

Agina resets the line, calls together a meeting of captains. They discuss the ram problem. A few brainstorms, decide on a few contingencies.

Agina fights with overall leader of Eastpass force over 'damned stupid assault'.

Orcs start trickling out of the valley. Theralis military mystified. Captain Agina warns against following - reminds everyone about Hurath, as she suspects ambushes may be laid.

By end of day, most of the orcs are gone. A few scouts are sent down, they report that camps are removed.

That night, hear drums again. Scouts report orcs are returning.

Captain Agina suspects that when they weren't followed, they gave up on the ambush. She's wrong, of course - these are different orcs, they just all look alike.

And then the incident with the dragon.
Q3. Can we get an interlude to the human city, to get an idea how the 11 months were passed? Or would this be giving too much away?
Roughly, Theralis is in bad shape. While the PCs were hanging out with orcs, Theralis was fighting off the hordes and then going through a very rough winter.

I don't know that saying more would 'give anything away', but the PCs don't know any more than that, so I'll just keep mum.
Q4. Is there ever a problem adjucating spotlight time in your game? Seems like there is not (and this becomes an issue sometimes in my game, I have high ego players - dying to be 'munchy'). What are the mechanisms you use to ensure relatively balanced PC development..
That question deserves a treatise :).

Seriously, I haven't been running this one long enough to answer that very well. The PCs are (as of this next 'scenario') only just now beginning to control their fate directly.

I may answer this later, or write that treatise ;).
Q5. Where are the magic items? The PCs are third level, and we have yet to see a scroll read or a potion drunk! You mentioned this is a low magic world - will there be a time when the PCs have a chance of owning something downright magical (flaming sword, crystal ball, carpet of flying)?
I don't determine magic items by PC level, but by the production capabilities of society (and those of historical societies that may have left items lying around). Very few NPCs in Theralis are above 5th level, which severely restricts what kinds of magic are commonly available. A few examples of available stuff:

Potions: Potions are made by enchanters, who must take the Brew Potions feat and have decent Herbalism skill. All potions have material components required to make them, many of which are extremely difficult to acquire. A typical 4th level enchanter might have a half dozen different types of potions on hand, with a handful of each type, and they will all be expensive. The military maintains a sizable stock of potions - these were in use in Theralis during last year's battles. A potion is typically good for 1d10 years after it is made.

Charms: This is the other low-level enchanter item. Charms are minor enchantments that do small stuff (normally cantrips), or one-shot enchantments for slightly more powerful stuff (level 1-2 spells). Most are protective or buffing in nature. Event the cantrip level charms rarely last for more than a few months, however. Note: I forgot to mention it, but the shamaness had a few one-shot Charm spell charms that she put on the PCs - the charms universally failed, however, so it didn't really matter.

Craftsmanship: Masters of a craft can eventually learn to bind a small amount of magic and themselves into their creations. The upshot of this is that certain magic items can be made by a crafter with sufficient skill (Craft Arms 9+ and a feat is needed to make a sword +1, for example). Captain Agina's sword was of this type, and the shields of the elite guard in the city itself are of this type.

In addition to the above, there are plenty of heirlooms amongst Theralis families, one active 9th level enchanter in the city, and some lost treasures of ancient civilizations scattered in the wilderness. Hurath, before he became a fuddy-duddy old mage, adventured for a year or two, and collected some loot that the PCs may stumble across in the tower.

However, this is not the end of the story. There are powerful things out in the world, and there are civilizations with higher production capabilities than Theralis. Eventually, assuming they survive, we may see Athan wielding a flaming, returning spear of orc doom, Greppa gripping a staff of the magi, and Merideth equipped top to bottom with buffing gear and a vorpal sword, all of them flying under Greppa's power and buffered against harm by Merideth's will, as they hurl fireballs, mass inflicts and great cleave into hordes of dying orcs.

But for right now, they've got nice shirts, solid sandals, and each other.
 

Remove ads

Top