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1995-07-27
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Path: usenet.ee.pdx.edu!news.netins.net!news.eng.convex.com!news.ecn.uoknor.edu!paladin.american.edu!zombie.ncsc.mil!news.duke.edu!godot.cc.duq.edu!newsfeed.pitt.edu!dsinc!spool.mu.edu!howland.reston.ans.net!news-e1a.megaweb.com!newstf01.news.aol.com!uunet!in1.uu.net!not-for-mail
From: fraserm@dragon.achilles.net (Fraser MacDonald MacKenzie)
Newsgroups: rec.games.frp.archives
Subject: STORY: Fate's Fellowship - Chapter 7:Separate Ways
Followup-To: rec.games.frp.misc
Date: 26 Jul 1995 14:39:08 -0400
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Hi all,
This is chapter 7 in the Fate's Fellowship saga. I hope you all enjoy it.
If you wish to be added to the mailing list, contact me at:
fraserm@dragon.achilles.net
Enjoy!
--
Fraser MacKenzie
http://www.achilles.net:80/~fraserm
\|/
_____________________________ (o o)
__________________| Fraser MacKenzie |_____oo0_(_)_0oo____
\ Optimization | fraserm@dragon.achilles.net |If only I could be /
\ hinders | Voice: 830-5807 |respected without /
| evolution. | Fax : none |being respectable.|
/ |_____________________________| \
/___________________) (______________________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The characters contained in these writings and the writings themselves
are copyright 1995 by Fraser MacKenzie. Any resemblance to any persons
or characters either real or fictional is utterly coincidental. Copying
and/or distribution of these tales is permissible only under the sole
condition that no part of them will be used or sold for profit and that
they will not be altered in any way.
I wish to thank Eric Lindsey, Seng Ann Mah, Ron Trimmer, Max
Bullock, Charlotte Ashley, Tom DeSanctus, Bob Grob, Michael Clair
Haflidi Jonsson, and Drew Lahaise for their immense input without
which, there would be no story at all. ;)
Enjoy!
Fraser MacKenzie
fraserm@dragon.achilles.net
Note: You can FTP the chapters of Fate's Fellowship as they come
out from ftp.achilles.net in the directory pub/users/fraserm or
access them from my home page at http://www.achilles.net:80/~fraserm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Introducing the characters:
Name Race Class
~~~~~~~~ ~~~~~~~~~~ ~~~~~~~
Tenbar Human Warrior
E'tharn Elven Warrior
Ssylth Human Spellcaster
Ginafae Elven Spellcaster
Kelemvor Human Spellcaster
Crowe Half-Elven Thief
Fate's Fellowship
Chapter 7
Separate Ways
E'tharn uses a pinch of dust to disguise himself as a male human with brown
eyes, black hair, and an unremarkable face.
After creating his disguise and saying goodbye to the others, E'tharn heads to
the market to find something to eat. Moving among the open stalls selling a
variety of mundane items, he makes his way to the food vendors. He purchases a
loaf a bread and some fruit to satisfy his hunger receiving 5cp, 6sp in change.
Taking one of the silver pieces, E'tharn carefully wraps it in a piece of cloth.
The market is very crowded at this early afternoon hour. At different times, he
spots two pairs of city guardsmen circulating among the stalls and steers well
clear of them. He also overhear several conversations among shoppers about the
burning of the alchemist's shop and the death of Alkus. As well, E'tharn hears
talk about another sighting of the ghostship late yesterday.
Leaving the market, he heads towards the Cooper's shop. Entering the building
he finds himself in a small outer showroom filled with barrels and casks of all
shapes and sizes. Voices and the sounds of sawing and hammering come from a
back room. From behind a counter, a small figure rises and walks in E'tharn's
direction. It is none other than the boy to whom he gave his bow and quiver,
Marcus.
He asks, "Can I help you?" As no one else is nearby, E'tharn tells him who he
is and asks about what happened last night. It takes some time, but eventually
E'tharn convinces Marcus of who he is. He appears genuinely contrite as he says
"I didn't mean to take your bow. I just went to get more help. When I got back
there were guards and people everywhere, with Master Alkus lying dead in the
street. They said they saw you standing over him and you ran away. I told them
you didn't do it, that there was someone else, but they wouldn't listen, said I
was too young to know anything. I guess you know they're looking for you now,
that's why you look different. I hid your stuff, didn't tell anyone I had it.
I'll get it right now."
He moves to a large barrel in the far corner, opening it to remove E'tharn's
bow and quiver from inside. As Marcus hands them to E'tharn, he says "I'm
really sorry about all this. I know you didn't do anything wrong, it was those
other guys you said you saw. Are you going to try to find them? Is there
anything I can do to help? Alkus was a good master and I liked my job there,
I hope you will catch the guys who killed him." As E'tharn gives him the
silver piece in the cloth he smiles and says "If you need anything just let me
know."
Thinking about it, there is a small errand Marcus could run for him. Telling
the boy this, he calls out to someone in the back that he is going somewhere
to help a customer. The two of them then head to Perk the bowyer where E'tharn
has Marcus go in and get the silver arrows you ordered, while he waits hidden
nearby. It takes a while, but Marcus finally comes out with E'tharns arrows.
As he gives them to E'tharn Marcus says "He asked a lot of questions about where
you were and stuff. I think the guards have been around telling the shopkeepers
to keep a look out for you. If there is anything else I can do for you let me
know." He seems really eager to help.
Leaving Marcus to return to work, E'tharn first changes his appearance again
then makes his way out of the city to the Silver Glade. He finds the temple
as before and Father Tercell is waiting to greet him when he enters. The good
father seems to have no trouble seeing through E'tharn's disguise. "Welcome, my
son, it is good to see you again. I have been warned trouble is brewing that
involves you and now I see something has indeed happened. Please, tell me why
you are hidden." E'tharn gives him the details of everything that has happened
since he saw the good father last.
Afterwards he says "You are in a difficult position, but I fear the danger is
only going to increase, for all of us. As I mentioned, I have been warned of
trouble. It seems that evil is stirring to the east, in the Great Marsh. The
denizens of that place are marshalling their forces for some unknown purpose.
Though it was not made clear to me how, their activity is in some way linked to
your experiences. Unless something is done to stop the evil that is growing,
the city and surrounding countryside will be plunged into darkness."
"Therefore, my son, I must encourage you to brave the current danger you face
and seek to uncover how these events are related. Though Silvanus Oakfather
places commands upon no man, you would find great favor in his sight were you to
discover a way to prevent the destruction that is sure to come if this evil is
not stopped. I have prepared something to help you in this task." With this he
takes out a pouch and hands it to you. Inside you find 22 dark red berries. He
says "These can help sustain anyone who eats them or provide minor healing."
He also agrees to have a look at the items E'tharn is carrying. After casting
a spell he takes the yellow gem and says that it does indeed carry power of the
sun and radiates a moderate level of magic, but he can tell E'tharn nothing else
about it. Looking at the shield, he says it radiates about the same level of
magic as the yellow gem. When he examines the purple gem E'tharn was given by
the alchemist, he says "This item radiates a strong magic, greater than any of
the others. It seems to carry both the power of divination and healing." This
is all he can tell E'tharn about them.
He welcomes E'tharn to stay the night at the temple if he feels safer here
than returning to the city. It is around 4:30 in the afternoon, with
sunset still a couple of hours away. E'tharn take the time to pray to
Silvanus Oakfather and offer tribute to him by way of his services and a 25gp
donation. Father Tercell says that whatever he is able to give is enough.
Father Tercell thanks E'tharn for the generous offering and gives him Sylvanus'
blessing before he leaves. The animals of the glade seem to have taken a
liking to E'tharn and several come up to accept food from him.
Holding the yellow gem up to the sun has no effect. He tries several other
things to activate its power, but nothing seems to work. E'tharn recalls
Thornwalden saying there was most likely a command word or phrase to activate
it. Putting in away, he takes out the purple gem.
Concentrating on the second gem's violet depths, E'tharn thinks of an old
friend from back home. Nothing happens. He tries to picture the faces of his
new companions, nothing happens. He tries many different things, but
still nothing happens. After several minutes he gives up and moves to put
it in his backpack. As he places it inside with the rest of his belongings,
it begins to glow faintly. Startled, he does some testing and discovers that
the closer the gem is to his backpack the brighter it glows. Soon he has the
contents of his pack spread on the ground and moves the gem from item to item.
He finds that the gem glows brightest when it nears the vial containing his
sleeping poison.
Putting everything back in his pack, E'tharn makes his way back to the city.
It is dark by the time he returns and he heads straight for the mansion.
Arriving at the gate, he finds it is as you left it, locked, and he is forced to
jump the wall, which poses no major problem. Inside the grounds, he makes
himself comfortable under a tree and eats dinner from his rations.
As the night progresses, the wind picks up and he begins to hear the sound of
thunder. Soon lightning streaks the sky and drops of rain begin to fall. A
downpour ensues and he is forced to find shelter inside the mansion. Though the
darkness prohibits a satisfying search for tracks, even with his infravision, as
best as he can tell no one has been inside since the party left. E'tharn finds
an out of the way room and beds down for the night. For the most part he sleeps
peacefully, though he is woken twice; once from the sound of footsteps upstairs
and once from the sound of laughter. Investigation reveals no source for these
sounds. In the morning, he rises, eats breakfast and waits for his companions in
the entryhall. It is still raining outside.
--------------------
After getting a room at the inn and making sure everyone checks in, Ssylth
heads out to find a way to send a message back to Modrake's isle. He ends up
at the docks where he finds a ship leaving tomorrow willing to deliver his
message for 10gp. They say the price is high due to the increased risk of
encountering the ghostship caused by the detour to the isle. After checking
around and finding no other ship leaving in that direction he is forced to agree
to their price. After writing the message and paying the man, Ssylth returns to
the inn.
--------------------
As the group parts for a while, Crowe decides to head to The Jackpot to report
to Ardan Fiske. Upon reaching the gambling establishment, he finds one of the
men in charge and tells him that you want to see Ardan. To Crowe's surprise he
replies without pause "Wait here." and ascends the nearby stairway. He returns
a few minutes later and tells Crowe to go on up.
Upon reaching the door to Ardan's office Crowe gives a knock and hears a reply
from inside for him to enter. Inside he finds Ardan reclining on a long couch
with a book in one hand and a glass of wine in the other. He tells Crowe to
help himself, motioning toward the wine cabinet across the room, saying "You'll
have to forgive my manners as host, my wounds are giving me some trouble." Once
Crowe has gotten a drink and made himself comfortable in a nearby chair Ardan
asks what information Crowe has for him. He tells Ardan the tale of what has
befallen him.
After Crowe has finished Ardan says, with a tone of amusement in his voice, "So,
your career has barely begun and already you have the guard on your tail. No
matter, but do me a favor and don't bring any snooping around this place, that's
the last thing I need. I assume you will take proper precautions about being
followed."
"I had hoped you would have more information about the cult, but you've done
well enough. I haven't had any more pay me a call, but we'll see what happens
tonight. Sounds like it's a good thing you ran into those others, guess it was
a bit much expecting you to go it alone. I still want you to return to find out
more about who's behind the cult and where their hideout is exactly. From your
description the mansion may simply hold an entrance to the sewer system that
runs for miles beneath the city rather than being their hideout itself. But it
may be the closest entrance to the section of the sewers they use as a hideout.
I need you to find out so I can avenge the death of my master."
Crowe, feeling a bit bolder from the treatment he is getting, asks Ardan "When
can I start my training?" Ardan gives a wry grin and says "Eager to learn
that's what I like to see. Actually, your current task should provide training
enough, however, there is something you must do, in addition. All new members
of the guild are required to prove their skills with a theft of exceptional
skill, before being admitted full membership. You will find that being my pupil
offers you some advantage in status with the guild, however, it also has it's
disadvantages, one being that your 'entry' theft is expected to be even more
exceptional than most. Expected by both the other members and myself." with
this Ardan gives a toothy grin. "I do after all have a reputation to uphold and
your skill reflects on me."
"Fortunately, I think we have a way for these two tasks to overlap. The Death
Cult is rumored to have a valuable relic from the old temple of Valeska, goddess
of death. It is a candelabra standing about 3ft high, made of silver shaped in
the form of a skeleton with rubies for eyes. Retrieve that and your status in
the guild will be assured, but more importantly you will impress even me. If it
proves too difficult we will find something else for you, but I want information
about the cult."
"In the mean time, just so you'll feel like your getting some training,
why don't you go over there and open that coffer for me" he points to a
small jewel studded box on a nearby table. Looking at him uncertainly, he
nods his head and motions for Crowe to go over. Crowe moves to the table and
takes out his tools. After a few minutes of examination he finds the
spring of a trap inside the lock. Carefully inserting the proper tool,
he manages to undo it without making it go off. Next he sets to picking
the lock and after another few minutes hears a satisfying click. With a
pleased grin Crowe opens the coffer; only to have a small glass orb pop out
and hit him in the chest, splattering yellow paint over him when it
breaks. Behind him, Ardan laughs and then curses as he spills some wine on
himself. When Crowe turns to look at him he grins as says "The lesson is:
don't let a little success make you overconfident. Caution is the key to
survival in our profession. Don't worry, most can't even find the first
trap even though it's obvious."
The two of them then spend some time talking about the politics of the guild,
its standing in the city and other things of such nature before Ardan gives
Crowe leave to go, with the admonishment not to get caught. Crowe goes
downstairs and spends the rest of the afternoon at the tables. Luck proves to
be on his side this day and he wins 18gp before hunger calls him away.
Crowe leaves the Jackpot and head to The Griffin's lair where he orders a meal.
The tavern is crowded and as he eats, he overhears conversations about the
burning of the alchemist's shop and the all out manhunt for some murderer; Crowe
eventually realizes that they are talking about Tenbar. After his meal, Crowe
feels the exhaustion of the day's events settle over him and decides to turn in
early. He returns to his room at the Circled Star Inn and sleeps peacefully
through the night.
--------------------
When the party divides up, Ginafae heads to her room at the Circled Star
Inn. After putting away the items she has found, she casts featherfall and
takes out her spell book to learn a new spell.
By the time she has accomplished that, night has fallen and her stomach begins
to rumble. She decides to visit her fellow mages at the Merry Warlock, who owe
her at least a free drink if not a full meal for her successfully meeting the
'new member challenge'. Taking up her new staff to show off to everybody,
Ginafae makes her way to the Warlock.
As she enters the tavern filled with young mages, someone calls out her name and
it seems the room full of faces turn your way. Soon she is surrounded by a
crowd of curious people who are shaking her hand and patting her back while
ushering her to the bar. Someone asks what she wants to drink and shortly a
glass of wine is shoved into her hand. Then the questions begin. "What
happened in the mansion? Were you there all night? Who were those people you
were with? Did you get that staff from inside? Did you see any ghosts?"
Ginafae does her best to answer them as they come and describe the events that
took place. It takes some time and several rounds of drinks before the story is
told to their satisfaction, but eventually the excitement dies down and the
group around her thins out. They seem impressed and she realizes that she has
developed a 'reputation'.
Aware that she still hasn't eaten, Ginafae orders a meal. After the bartender
takes her order he says "I have something for you" and takes out a sealed scroll
that he hands to her. She sees the sign of the wizard's guild on the seal and
remembers the message Thornwalden was going to leave for her. Before she can
open it and read it, Darinby Sart, one of her 'friends' who left her at the
mansion takes a seat beside her. He is an ameable fellow with whispy ginger
hair, hazel eyes and soft features. He says "You sure are brave coming here
like this with the guard sure to be looking for you. You should have seen that
Corporal they got out of the chest you left at the guild. He was fit to be
tied. What was he doing in there? Did you really have something to do with it?
He said that two of those men you were with were wanted for murder..." He is
interrupted by a shout from the door "GUARDSMEN HEADED THIS WAY."
Before Ginafae has time to do more than put away the unread scroll, take up
her staff, stand, and look for all the exits, the front door opens and four
guards enter the tavern. The lead one calls out "WE'VE COME FOR GINAFAE
TINUVIEL. DON'T ANYONE GIVE US ANY TROUBLE."
Ginafae wonders mildly just how much her newfound friends are willing to
help her. Glancing around at the unexperienced kids she figures not much.
Just in case, though, she whispers in Darneby's ear "I don't suppose any
of you can create any kind of discrete diversion?"
After she whispers in his ear, a grin breaks out on Darneby's face and he
gives her a wink. As Ginafae ducks down and begins making her way to the
kitchen door, she hears the sound of chanting erupt from various locations
across the room. Either she has more friends than she realized or there are a
lot of over eager spell casters in the room, but for whatever reason she is
provided with a distraction to cover her exit.
She manages to make it to the door just before pandemonium breaks out. Risking
a quick look back, Ginafae see the guards slipping and sliding across the a
floor that has suddenly been covered with grease. A multitude of lights dance
and cavort around their heads. The noise level in the room has risen to a
deafening din and as she looks on the number of people abruptly doubles, then
triples, with many of the new figures looking like her. With a smile, she
ducks through the door.
The kitchen is approximately 20x20, with several tables laden with food and
utensils, a large fire place, and 3 cooks. The exit is in the middle of the far
wall with a small window to it's right. The cooks have paused in what they are
doing and are looking in her direction. Two are young boys, overseen by a
chubby, pleasant faced man. All are wearing yellow aprons and matching hats.
The large man looks at her and says "What's going on? What's the commotion out
there and why are there guards at my back door?" The noise coming from the room
behind Ginafae is quite loud, and will soon be heard from the street if it
hasn't been already.
Ginafae feigns panic at the cooks, and gasps, "The guards! They are all over in
there! They think that elf and the human who were accused of murder are here!
Oh, please! I need out, it's total chaos, the guards are wrecking everything..."
she looks around with a wild look in her eye, scanning for a back door.
At her words, the head cook grabs up a heavy iron skillet, saying "Those guards
have barged in here once too often, storming in like they own the place, for
no good reason, disrupting business. Well this time some heads are going to
roll!" Hefting the skillet menacingly, he stomps toward the door she just came
through. As he disappears behind it, Ginafae hears him call over his shoulder
"It might be best if you do leave little lady, this ain't going to be pretty!"
Wasting no time, she dodges quickly for the door on the opposite side of
the room leading outside. In moments Ginafae finds herself in the dark street
behind the tavern. A cool breeze stirs the night air and she pauses for a
moment for her eyes to adjust. Over the din coming from inside, which seems
to be growing louder and louder, she hears the rumble of thunder. Suddenly a
voice to her left calls out "Hey you, where do you think you're going?"
Looking in that direction she sees two guards round the corner of the tavern
heading her way so she takes off in the opposite direction.
Fortunately, with the benefit of her infravision, she is able to move more
quickly than her pursuers and soon their footsteps fall behind. Just to be sure
she has lost them, she stops in a dark alley long enough to cast change self and
then takes a long winding route back to the inn. About halfway there, drops of
rain begin to fall and she begins to see lightning streak the sky. Upon
arriving at the inn Ginafae takes a few minutes to scout around, but all seems
to be quite. Finally, once her spell has worn off and rain begins to pour down,
she enters.
Inside, there are no signs that any guards have been here. On the way to
her room, Ginafae stops to check with Ssylth. He answers his door and says
all has been quiet. She decides to wait until morning to tell him of her
night's adventure. Going to her room she finds all as she left it. Getting
ready for bed, she takes out the scroll from the tavern and reads it. At first
the words are all blurry and impossible to read, but as she looks on they
reshape themselves into a message from Thornwalden:
+-----------------------------------------------------------------------------+
| |
| Ginafae, |
| You may tell the others I used what powers I could to discern the motives |
| of Corporal Fellard (the guard your group captured) when I questioned |
| him about his search for you. As best I can tell he is not aligned in any |
| way with the death cult. However, from his thoughts, I detected that |
| there is something unusual going on with the Sheriff. As such, the |
| orders the guardsmen follow are suspect and I advise you to proceed with |
| caution. I will look into the matter. |
| |
| I released Corporal Fellard late this afternoon. He was able to get |
| your name from the Guild membership lists and asked some of the others |
| about you. As predicted, you are all now wanted and cannot return to the |
| guild. I feigned ignorance of your names and told him you came asking |
| for a quick way out of the city, but that I refused to help you. |
| |
| Again, good luck with your search. I will also try to find out what I |
| can. |
| |
| Thornwalden |
| |
+-----------------------------------------------------------------------------+
After reading the message, Ginafae puts it safely away and turns in.
--------------------
Later in the evening, Kelemvor comes to Tenbar's room and offers to do what he
can for the wounds he received. Knowing he will need to be at your best for the
return trip to the mansion tomorrow, Tenbar agrees. Kelemvor tells him to lie
still, then begins chanting over him. After chanting for a while he kneels and
places his hands on Tenbar's wound. Gradually, an itching sensation spreads
across the wound, soon turning into a sharp burning. The pain increases such
that Tenbar begins to wonder if the cure isn't worse than receiving the wound
itself. Just when he thinks that he cannot contain a cry of pain any longer,
the burning stops and begins to lessen. Kelemvor removes his hands and to
Tenbar's surprise he sees that all signs of the cut are gone.
Tenbar relaxes and breathes a sigh of relief through clenched teeth. He raises a
hand to wipe the sweat from his brows and rises to lean on his elbow. "Whoooo...
that was rum. I warn't sure if I could keep meself from hollerin' out in pain,
but I thank ye, anyroad." He gets up and tests the wound, making sure that it
really is healed. "I've heard o' healin' magics before, but never 'bout ones
that hurt to hell..." He waits for an explanation from Kelemvor.
Kelemvor replies, "My magics come from my goddess, and that's just the way it
works. When I heal someone, they feel the same pain they felt when taking the
wound. Because you are not actually taking a wound, the pain seems more
intense. You should thank Valeska, not me. But you are welcome, nevertheless."
After making sure that Tenbar is fine, Kelemvor says goodnight to him and heads
back to his own room to turn in for the night.
---------------------------------
Later in the night a thunderstorm blows in from the sea and a downpour
begins. Sometime later Tenbar, Kelemvor, Crowe, and Ssylth, hear Ginafae's
door open and close as she returns to the inn. Apart from the rain, the night
passes peacefully and everyone rises well rested the next morning.
After breakfast, everyone gathers what they need and, as per the plan, make
their way back to the mansion separately. It is still raining fairly
heavily and there are few people on the streets, which works to the party's
advantage. Tenbar decides to forego another use of the dust in favor of
covering his head against the rain. Before long, everyone is standing
outside the locked gates of the mansion. Crowe steps forward and in a
few minutes has the lock undone.
Moving up the pathway, they enter the mansion. The entryhall appears as they
left it. Once everyone is inside, a figure emerges from the shadows. It is
only E'tharn, who greets everyone and says he was forced to spend the night here
when it began to rain. Kelemvor collects the skull he left hidden in the corner
and then everyone moves to the library.