I attempt to explain that I merely wished to speak with the Man with Gold (I shall henceforth refer to him as Gold Man) about where he acquired such a large quantity of gold. I offer my apologies for my outburst and offer to surrender my weapon as a sign of my good intentions to the half-elf. However, I notice that the mob in the tavern is growing louder and sounds of conflict can be heard from inside. I inquire to the mage if he knows any mass sleeping spells to halt the fighting without further bloodshed.
[RPG] Sword and Sorcery Play-by-Post
I approach the group and say "Everyone calm down! That gold was enchanted to instill rage in anyone nearby." Once the half-elf finishes healing him, I ask the man "Where did you get that gold? Were you the one who enchanted it?" In response to the soldier's question, I say "There is something I can try, but I'm not sure that it will affect everyone." I direct a spell of cleansing at the tavern, attempting to clear away the negative emotions and clam the patrons.
[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, you carefully remove the shards of glass and use the MAGIC OF YOUR PEOPLE to staunch the bleeding, but it is clear the injuries are quite severe: he appears to be bleeding internally. The SOLDIER offers you his sword in apology for the situation and proceeds to kneel down next to the man, hovering his hands over the wounds. A beacon of light spans the gap between them and before your very eyes the injured man recovers. It seems your combined efforts have repaired all of the damage from the glass. The soldier asks the MAGE if anything can be done to calm the bar, and the mage explains that there was a wicked hex on the gold that triggered this whole mess.
Both the soldier and mage appear to be more calm than when they were in the bar, and they are making dedicated efforts to help the situation. Do you trust them enough to share what you know, about the BARTENDER AND THAT BEVERAGE and its relation to the MAN ON THE HILL?
[MENTION=38704]mrz84[/MENTION]
Zataka, the HALF-ELF ADVENTURER takes your sword temporarily as a sign of good faith, and you proceed to assist in the recovery of the man with the gold. Once he is healed, you turn your attention to the bar and, seeing the brawl escalate, you ask the MAGE if there is any way to disable the crowd to prevent further catastrophe. The mage explains that he sensed some manner of wicked hex applied to the gold, which appears to be the source of the riot. He proceeds to trace out runes on the doorway with his finger, perhaps to cancel the bad magic.
The adventurer and the mage both appear to be doing their best to prevent further escalation of the situation. Do you trust them enough to share what you learned from the patrons, about the INCONSISTENT STORIES of the MAN ON THE HILL?
[MENTION=38796]Xyvol[/MENTION]
Malichor, you attempt to mediate the impending argument between the HALF-ELF ADVENTURER and the HEAVILY ARMORED SOLDIER, but your suspicions about the magic's effect are soon confirmed: it seems proximity is the worst factor and once removed from the gold the effects dissipate quickly. The two work quickly to mend the lacerated MAN WHO FORMERLY HAD GOLD, and you demand to know where he got the gold. He does not reply; you suspect you will need to apply some manner of COERCION to get the answers you seek. But the soldier has asked if you can deal with the bar brawl, so you approach the tavern door and, using your finger, you scribe ERASE in magic runes on the door, hoping to counteract at least the PSIONIC spell with your application of PAPER MAGIC. Something's wrong, though. Your spell should have been able to handle a psionic enchantment like this, but it doesn't seem to be having any effect on the brawl. You take out a piece of paper, scribe the same ERASER RUNE upon it, fold it into a plane and launch it at the pile of gold. While more effective than the first attempt, something seems to be severely interfering with your attempts to counter this spell. Squinting, you notice that the spell has actually bonded with some AIRBORNE POLLEN that is emitting from the pile of gold. Could this be the cause of the interference?
The adventurer and the soldier seem to be calm enough. Do you risk ENTERING the contaminated area again to lead other patrons away from the poisonous magic?
While hesitant at first, I decide to divulge what I've learned from the patrons about the Man on the Hill, whom I express my belief may or may not have a connection with the current problem. I turn to the Gold Man and attempt to inquire about anything he knows about the Man on the Hill, going as far to offer my entire coin purse in exchange for any and all information he knows leaving out no details.
I tell the soldier that I attempted to question the bartender about the man on the hill, but got no response. The bartender simply walked away when I asked the question. I do not mention the bitter drink, but I do tell him that the bartender mentioned getting herbs from him. I then ask him and the mage what they know about the man on the hill.
Rather than go into the tavern and risk casting a deadly spell in anger, I attempt to lure them outside instead. I take out a new piece of paper, scribe an illusion spell on it, and crumple it up in my hand. I wave it in front of me and shout through the door, "Hey! They're giving away gems now! Everyone come outside!"
[MENTION=38704]mrz84[/MENTION]
Zataka, you explain to the two other adventurers that the villager COULD NOT MAKE UP THEIR MINDS about the man on the hill. Some of them recognized him as a powerful HEDGE WIZARD. Others claimed he was the mayor. Still more were confused by the question and said that there was NO MANSION on the hill at all. The half-elf ADVENTURER tells you that the BARTENDER appears to have been in some sort of contractual employ of the mansion's owner, feeding details about TRAVELERS passing through the area. The MAGE is distracted dealing with the bar brawl.
You ask the GOLD MAN what his connection to the MAN ON THE HILL is, going so far as to bribe him with your coins. He takes the money and divulges what he knows:
Apparently, he raided the MANSION ON THE HILL and that's where he acquired the riches he was flaunting at the bar. He used an OUBLIETTE in disrepair on the mansion grounds to gain entry, so he avoided direct contact with the owner. From what he saw within, he is certain that the mansion's owner is a WIZARD, one of the highest caliber. He refused to go into more specifics, claiming he needed to maintain some trade secrets so that he might recoup his losses from tonight. He refunds you a portion of your coins for withholding this information... after a bit of coercion of course.
It looks like if you want to get to the bottom of this mystery, you'll have to GO TO THE SOURCE.
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[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, the SOLDIER tells you that he couldn't get a straight answer about the MAN ON THE HILL. Some of the patrons called him the MAYOR, while others recognized him as some kind of WIZARD and still more had never heard of him or the mansion. You explain that the bartender seems to be in business with the man on the hill, being a frequent consumer of some MAGIC HERB. When you ask what else the SOLDIER and the MAGE knows, the soldier explains that all he learned was the inconsistent stories. The MAGE is too distracted taking care of the bar brawl to participate in the conversation.
The soldier pays the GOLD MAN to find out what he knows about the MAN ON THE HILL, and he explains that he ROBBED THE MANSION to acquire the riches, and the property was plagued with MAGICAL TRAPS. You sense that he is telling the truth.
If you want to know more, you're going to have to ASK THE MAN ON THE HILL yourself.
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[MENTION=38796]Xyvol[/MENTION]
Malichor, with the inscription you crumple the paper as you curl your fingers into a fist, and when you open your hand again you are holding a DIAMOND... or at least something that looks sufficiently like a diamond from a distance. You show this to the patrons and they are instantly compelled by the greed that has taken hold of them, charging out of the tavern en masse. Once they are a safe distance from the toxic magic, you explain the situation and tell them it is not safe to return to the tavern. Congratulations, you have successfully ceased the RIOT.
But... looking back into the door, you see the BARTENDER carefully collecting each scattered coin. You try to SCRY magical influences on him, but the gold is generating too much interference. What is going on here!?
You overhear the two other adventurers speaking with the man who had the gold in the first place, and you hear mention of a powerful HEDGE WIZARD. It looks like you'll need to find this wizard to find the answers you seek.
I turn to the solider and say that I am going to go find this man on the hill to get some answers, and that if he wishes to join me, his company would be welcome. I then ask the mage what he plans to do know that he has ceased the riot.
I offer my blade and services to the cause, always willing to help those in need. After all, the powerful wizard may know something of my own personal quest, though I am in doubt.
As for gaining entry to the mansion, the entrance the Man with Gold used would be the safest possible way in, though we should still use caution as the wizard may have set up traps there after the previous theft. I advice that we get anything we may need before heading to the mansion.
The mention of hedge wizard catches my attention. I enter the conversation saying that a hedge wizard is the most likely culprit, given the pollen emanating from the gold. "The bartender may be in on it, or even the wizard himself. He was suspiciously unaffected by the spell on the gold." (I do not know of the man on the hill, or the strange drink) I pull my hood back and introduce myself as Malichor the sorcerer.
[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, you invite the soldier to join you on your quest for answers and he agrees, stopping only to ask if you have need of supplies before you depart. Confirming you have everything you need, you pause to ask the mage if he will assist. The mage does not give you the opportunity, however. As soon as you mention HEDGE WIZARD, he chimes in that the magic was most likely the work of a hedge wizard and the bartender might be an APPRENTICE, an ACCOMPLICE, or the WIZARD HIMSELF. This mage also pauses to introduce himself as MALICHOR THE SORCERER.
Making the hike up the hill, you find the gates of the mansion are unlocked. This place is enormous! You can see a HEDGEMAZE, a GREENHOUSE, and a PUMPKIN PATCH, as well as the FRONT DOOR. You feel an eerie shiver as you step on the grounds, as if magic is pooling in this place.
================================
[MENTION=38704]mrz84[/MENTION]
Zataka, the half-elf adventurer introduces himself as SANCIREPH and the wizard introduces himself as MALICHOR THE SORCERER. Malichor mentions that the spell appears to be HEDGE MAGIC, and if the man on the hill truly is a HEDGE WIZARD this would be the place to start. You recommend gathering necessary supplies and then going to the mansion to investigate. When Sancireph tells you he has everything he needs, you take the lead as you make the hike up the hill. Arriving at the mansion's gates, you find them unlocked.
This place is enormous. From your position at the gates, you can see the FRONT DOORS, a HEDGEMAZE, a FOUNTAIN, and a GREENHOUSE, though there may be other structures on the grounds you can't see from here. It is not so much a mansion as it is a CASTLE, one in remarkably good condition. It looks almost... new.
================================
[MENTION=38796]Xyvol[/MENTION]
Malichor, upon hearing HEDGE WIZARD you jump into the conversation and inform them that the brawl was quite likely HEDGE MAGIC. Since the BARTENDER is still in the contaminated area, you recommend seeking the man on the hill as there may be some information on the spell he used that you can ply towards a counterspell. You also think the half-elf adventurer said his name, but you missed what it was.
You travel with the two adventurers up the hill, where you find the mansion sprawled out before you. This place feels very, very wrong. There's magic EVERYWHERE--up the walls, in the trees, in the animals. In fact, as you step onto the grounds you notice that every single animal in the area is staring at you. You try a few quick movements to test your theory and yes, you are being watched.
The FRONT DOOR is before you. There's also a GREENHOUSE to your left and a HEDGE MAZE to your right. What do you do?
(Don't be afraid to wander away from the group! I won't punish you for exploring separate areas. In fact, as a group you'll be able to discover more more quickly if you split up.)
I suggest we start by checking the greenhouse--going to the front door would be foolish, and I don't wish to get lost in the maze. I start off in the direction of the greenhouse.
((I want to point out at this point that I wear a Cloak of Elvenkind, which allows me to blend into shadow much the same way a thief or rogue might do. I can still be seen in lighted area, however))
The front doors would be the least favorable way for entry if we want to surprise the wizard (if that's even possible at this point), instead I follow Sancireph's suggestion with the greenhouse and take a defensive position at the main entrance to it with Sancireph on the opposite side of the door and Malichor ready to cast whatever spell that would give us the best advantage once the door is breached.
For now I will follow along with the others. As we walk, I comment on the strangeness of the place, and offer the opinion that the wizard already knows we are here, so it doesn't matter where we go.
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Rule Clarifications
General: Grouped Scenario
When more than one player takes very similar actions, I will lump the response into a single group paragraph, followed by several smaller paragraphs that represent each character's specific observations, and then sometimes another group paragraph. As always, the paragraphs that you are expected to read are those that begin with your character's name or with "all of you".
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[MENTION=60919]TheDarkOne[/MENTION] [MENTION=38704]mrz84[/MENTION] [MENTION=38796]Xyvol[/MENTION]
Sancireph, Zataka, and Malichor, on Sancirephs' suggestion you have come to the GREENHOUSE. The doors are not locked, and despite the party's trepidation what waits beyond is only rows of planters with various STRANGE FLORA. Malichor mentions that trying to lurk around is pointless, as the HEDGE WIZARD is already aware of your presence.
Sancireph, you notice several of the plants are MEDICINES grown by your people. You are surprised by this; an outsider should not be able to make such plants thrive.
Malichor, you are unfamiliar with plants and Hedge magic in general, but some of these specimens look excessively dangerous. Are they reagents for some POISON? Probably. You feel you are coming to understand just what this wizard is up to.
Zataka, despite your fears there does not appear to be any peril here, though some of the plants seem possessed of a dangerous sentience. A VENUS FLY TRAP catches your eye, particularly because the plant's mouth is surrounded by thorns that are exuding a NOXIOUS OOZE.
To the three of you, you might be able to learn something about the plants if you are curious enough. Otherwise, this greenhouse seems to be nothing more than a source of raw materials for the mansion owner's chosen profession. You can see a PUMPKIN PATCH through the window, and there is also a TOOLSHED just outside the back door.
((By "your people," I believe you mean elves? Aasimar do not have their own society))
I look around at the plants grown by the elves(?), to see if I can discover how they survive here. I will also try to find the herb used by the bartender to make his special drink.
I will examine the plants more closely, to try and determine if any could be the source of the pollen that was on the gold. If I discover something of importance, I'll share it. If not, I'll wander over to look at the toolshed.
I examine the fly-trap with caution to see if there anything I can gleam from it, if not, I continue to the pumpkin patch and from there, the tool shed with similar intent. I plan on sharing anything I notice immediately with my comrades.
Noticing their interest in the toolshed, I warn my companions to be wary of traps. I have the distinct feeling that something here not quite what it seems.
[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, the plant is a WRAITHWOOD TREE, old enough to bear fruit, though only one. The black plum-looking fruit rests dangling from the tree's largest branch, swelling before bursting into a puff of black fog and growing back. You know of these plants from family history; your parents told you these things can only be grown with blood infused with celestial power. AASIMAR BLOOD. The stories were warnings to beware of mages, particularly those that extended offers of hospitality.
Either the owner of this mansion is AASIMAR himself, or he has a ready source of the blood. WRAITHWOOD is a tremendously precious commodity, though this plant isn't large enough to be worth harvesting. The fruit is worthless, considering it can only cling to one dimension for minutes at best, but you've heard some mages use it to practice DARKSPACE magic. Any which way, you are incredibly offended by the presence of this plant.
You search the greenhouse for the MYSTERIOUS PLANT used by the bartender, but alas you cannot be sure what it looks like, as it was already ground into powder by the time he placed it in your beverage. You'd need an expert in HEDGE MAGIC or HERBALISM to help you distinguish which plant is correct, or at least an ILLUSTRATED GUIDE TO HOME GARDENING.
[MENTION=38796]Xyvol[/MENTION]
Malichor, you don't have the training to know for sure, but you do know that the more colorful a plant, the more likely it is poisonous. And this greenhouse is practically a TIE DIE SHIRT of colors. Still, you can't sense any latent magical traces on the plants; they appear to have been grown through natural means. If he did use these to create that toxic pollen, he must have conducted the conversion somewhere else.
Bored, you go to the TOOLSHED and open the door. A rake falls on you, but otherwise it's just a boring collection of gardening tools. A manual PUSH LAWNMOWER... you pity the employee that has to use this thing to mow the grounds of this mansion. A RAKE, of course... it fell on you. GARDENING SHEERS... no doubt used to shape the TOPIARY ANIMALS on the grounds. And... wait, the SHOVEL is missing.
From where you're standing, you can see the PUMPKIN PATCH as well as a gated section of the yard. You can't see past the fencing; vines have overgrown the gaps. What do you do?
[MENTION=38704]mrz84[/MENTION]
Zataka, as you examine the FLY TRAP more closely it opens its maw, revealing a BLACK PEARL. It is of astounding quality and it bears an almost mesmerizing gleam to it. You find yourself wanting to grab it, but as you reach out you hear a SNICKER in the distance. Yanking your hand back, you barely evade the snapping jaws of the trap.
No longer comfortable in the GREENHOUSE, you advance to the PUMPKIN PATCH. The gourds near the edges are reasonable enough, but the ones in the center are TALLER THAN A MAN. As you wander into the patch, you find yourself turned around, unable to determine which direction you came from. And you hear FOOTSTEPS approaching.
Hiding behind one of the tall gourds, you peek around the corner and see a SILHOUETTE OF DARKNESS. It is roughly the shape of a man, but its posture is wrong. Bestial. It pauses to sniff the air. You still have the element of surprise, what do you do?
I suspect that the shovel has been recently used. After disentangling myself from the rake trap, I will make my way to the pumpkin patch, looking for signs of freshly dug ground.
I attempt to get a better look at the creature from my position without alerting it to my presence, if possible. Otherwise, I lay in wait until the creature's back is turned, with that moment being my chance to strike, and if it lives still after that, attempt to alert my comrades of the creature.
Offended as I am by the presence of a Wraithwood tree, I draw my swords and use a scissor-slash on the tree to cut it in half. I then pull the lower half of tree from where it is planted, pour some lantern oil on the roots, and set fire to it to be sure it is destroyed. No one who is not aasimar has any right to grow this, and if this mage was aasimar, I would have sensed it by now. Afterwards, I follow over towards the toolshed, still on the lookout for any traps.
[MENTION=38796]Xyvol[/MENTION]
Malichor, you go to the PUMPKIN PATCH in search of the shovel or some evidence of its whereabouts, having assumed that since your host is a HEDGE MAGE he must have put the tool to use in the garden. You are quite surprised by the pumpkin patch upon your arrival; many of the gourds are TALLER THAN A MAN. As you wander in, you feel the air around you swirling. Closing your eyes, you sense wyrmholes of DARKSPACE connecting various sections of the pumpkin patch. You can't tell if this is intentional or the backlash of another spell, but the wyrmholes all seem to be drawing matter in towards the center of the patch.
You hear a shout in that direction. Do you brave the darkspace to reach the center of the patch?
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[MENTION=38704]mrz84[/MENTION]
Zataka, erring on the side of caution you stay your blade until you can identify the creature. It is a WEREWOLF, dressed in the garb of a MAIL CARRIER and is carrying a watering can. What is this beast doing? Tending to the crop, it seems. Is it under some manner of enchantment? You are disturbed by this, but knowing that your sword does not have a silvered edge you fret that you won't be able to battle this monster. You haven't faced a werebeast before and you don't know which rumors are true. Can they only be harmed by SILVER? Can they not cross moving bodies of water? Do they change back into human beings when the sun is out? Do their wounds heal unnaturally fast? Is the ailment contagious? You decide there are too many unknowns to risk a solo confrontation, so you set out to distract the beast instead.
You slash open one of the GREAT PUMPKINS, hoping that the LYCANTHROPE will pause there as he passes. Much to your shock, you catch a peek inside the gourd as the seeds pour out. There's a MAN, suspended by the lining of the pumpkin, within. He appears to be alive, but comatose. He's human, pale with a white beard. He has no possessions.
Your gasp of shock has caught the attention of the beast. It lunges at you. What do you do?
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[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, you sever the WRAITHWOOD and then set fire to its roots. Much to your surprise, the flames lick around the roots and harden the rootball into a rigid CANDELABRA OF SPIKES. You attempt to break this... thing... apart with your sword, but it appears to be HARDER THAN STEEL. Could this be why the plant is such a desired commodity? Your parents never mentioned this property; perhaps they did not know. The top of the tree is still intact; you might be able to shape it into a dagger or shortsword and then harden it with flames. Or you could keep the pointy CANDELEABRA as an effective (but clumsy) tool of war.
Heading for the toolshed, you see MALICHOR depart for the PUMPKIN PATCH. After he enters, you hear a shout. What do you do?
Keeping the Candelabra with me (in my pack, not wielded), I run for the pumpkin patch, calling to Zataka that Malichor may be in trouble. I keep my blades at the ready and hurry in the direction of the pumpkin patch.
((By the way, CJC, the word "wyrm" refers to dragons. I understand what you meant by "wyrmholes," but the words "wyrm" and "worm" are not interchangable. They mean entirely different things))
Assuming the shout may have been made by one of my new found comrades (because who else would it be), I decide to investigate it's source. Quickly, but carefully, I make my way to the center of the patch. While I do so, I try to remember as much as I can about darkspace so that I may deal with it if it becomes a problem.
TheDarkOne wrote:((By the way, CJC, the word "wyrm" refers to dragons. I understand what you meant by "wyrmholes," but the words "wyrm" and "worm" are not interchangable. They mean entirely different things))
Do they? :tranquillity:
One wonders if it was a typo, an oversight due to fatigue, or a subtle hint of things to come.
Worm refers to the shape, that is true, but perhaps Wyrm references the beasts that travel through?
We will have to wait. And watch.
I attempt to block the werewolf's attack with my greatsword. I push back with all my might while attempting to get my comrades' attention. Once they arrive I plan to tell them of the man in the pumpkin I cut open. I also have the suspicion that the other gourds are similar, with comatose occupants.
In the meantime, I try to cast a spell to enchant my blade with fire in hope that will at least have some effect on the beast.
[MENTION=38796]Xyvol[/MENTION]
Malichor, you recall that DARKSPACE is folded space or compressed space. For those without control of the magic, a darkspace portal is as normal as stepping through an archway, connecting two physically distinct places that normally should not be adjacent. Non-mages wouldn't even notice such a transition. The space has to come from somewhere; it is relocated in the act of casting a darkspace spell. Such relocations are usually local like the disturbances in the PUMPKIN PATCH, but truly talented mages know how to borrow space from the depths of the dark night sky, apparently working their magic with no drawback.
You step through one of the portals, arriving near the SOLDIER, who is fending off a WEREWOLF wearing a postman's outfit. The wizard cursed the postman? What a jerk! As you moved through the portal, you noticed the space was a compression, meaning some space nearby must have been EXPANDED. You believe this contraction was an unintentional side-effect of the spell, though, as it seems rather random.
Suddenly the werewolf runs off deeper into the patch. What do you do?
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[MENTION=38704]mrz84[/MENTION]
Zataka, you bless your blade with fire and shove the beast away from you, singeing its fur with a forceful gash as you rake your weapon across its chest. It snarls.
Well, you DREW BLOOD, so the SILVER THING appears to be a myth. Still, it seems like the beast is RECOVERING RATHER QUICKLY. You stab it through the chest, inciting a yelp. It pulls free of your blade and runs off deeper into the pumpkin patch.
The mage Malichor has arrived. Will you stay to chat, warning of the PEOPLE IN THE GOURDS, or will you PURSUE THE BEAST into the depths of the patch?
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[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, you run to the PUMPKIN PATCH, following the sound of the shout. But as you enter, you get lost in the tall gourds... much too tall to be grown naturally. You have a headache: you sense something very awful is nearby. And when you turn around, the exit of the patch is nowhere to be found. You CALL OUT. There is no response.
You're ALONE and LOST IN THE PUMPKIN PATCH. What do you do?
[Well, I have been trying to think of how to get in on this but failing to think of a way to work my way in. So, I now figure That's [MENTION=39330]CJC[/MENTION]'s job! Anyway I will just describe a character I have in mind.]
Reven, often accused of looking like a thief but has not once been caught stealing. Taller than most men and of strong but lean build. A light cloak mostly covers a black tunic of a tough but flexible fabric. The reversible cloak on one side looks nearly matte black but more dark grey and the other side a pattern of earthy colors and textures that is not obvious camouflage but blends in very well with most environments. Either side of the cloak is noticeably worn. Baggy earth brown slacks extend from the tunic to a pair of black travel boots that are obviously much newer than the rest of his garb. Altogether he has the look of a traveler and one that clearly likes to often go unseen. His face is neither pale nor very sun-darkened and a thin layer of facial hair covers his round jaw, a very human face with pale grey-green eyes. Though he appears to carry nothing he often pulls various useful items inexplicably from under his cloak such as a satchel of odd wares and foodstuff but this time it is a canteen of strong ale he bartered for in the last town passed. The canteen being half empty is what led him to his current circumstance, notably that he in unmistakeably lost...