Chat
Summary for 10 November, 2000
We
picked back up with the party still trying to figure out what they were going
to do. They want to find Ari, but the
path taken by the slavers was blocked by stone. Amber offered some spells to use to try and clear the way, but
Sane decided that wasn’t enough. He
suggested sending a few people back to Jurgenville to try and purchase some
Passwall scrolls. But then the DM
steped in and warns the party that using the Town Portal spell that way isn’t
what it was designed for (the “just send somebody back to town so we can buy
our way out of the current problem” phenomenon), so the rest of the party shot
that idea down.
Diana
and Castinar wanted to try a few more divination spells before the party
decided on a course of action. Castinar
cast Reflecting Pool and was able to find Ariessus. She was standing spread-eagle against a wall, dressed in a black
and red shroud. The stone of the wall
had been shaped somehow to securely hold her upper arms and hands, and her legs
below the knees. A large metallic belt
was around her waist, secured to the stone behind her. Castinar determined that the belt was
magical, theorizing that it was some kind of magic-dampening device, preventing
Ari from using magic to free herself.
When
Castinar pulled his view back he discovered that Ari was being held captive in
a Temple to Lloth, only a few feet away from the altar. Seeing that he was in an unholy spot to the
spider queen, Castinar quickly dropped the spell, having already had the impression
of a spider skittering across his field of vision.
With
this information in mind, Diana then cast a Genius spell to try and figure out
the best way for the party to get to where Ariessus was. The spell gave her a burst of inspiration
and insight, which she used to put several smaller clues together. She found a pin from the drow warrior slain
by the party which showed the family crest of the Aswadain family - the drow
house which destroyed Ari’s house. She
further found the name “Aswadain” inscribed on the inside of one of the drow’s
rings. With that information, and a
little help from the spell, Diana deduced that Ari had finally been captured by
her old foes and was probably being held in the Aswadain family temple in Ari’s
birthplace, the drow city of Sakar.
Diana then remembered that Valdaeron had once indicated that he knew
where Sakar was when Ari mentioned that she was from that city.
With
this newfound knowledge the party quickly decided that everybody should return
to Jurgenville, enlist Valdaeron’s and possibly others’ help, and that they
would pick up the search there.
Once
back in town they split up. Sane,
Castinar, and Shadow went to visit with Sane’s kenku friends to search for a
guide to Sakar. Katrina visited with
Laila to ask the healer’s help in finding Ari and, if possible, contacting
her. Just about everybody else went to
go see Valdaeron.
Castinar
was rather surprised when Sane led him into the Nexus. The last time he had been here there were
two small wooden buildings occupied by the kenku in the vast cavern. Now a veritable small village had sprung up
on the site. Castinar estimated there
to be over a hundred people there. Most
seemed to be merchants, but the town now had some permanent residents as well,
mostly gnomes. Later on, the group
discovered that the city council in Jurgenville had convinced the Jurgenville
Mining Company to open several major passageways under Dragonspeak, putting the
Nexus smack dab in the middle of a new shortcut under the Thunder Peaks.
The
trio went to the kenku trading post - one of the few stone buildings in
town. The kenku were obviously doing
quite well for themselves. Sane
explained the situation to his friends and asked for their help. The kenku elder they spoke with gave the
party several tidbits of information.
He
explained that Sakar was a drow trading city.
It had been founded over seven centuries ago when an enterprising drow
expedition had discovered an underwater passage linking two large sections of
the Underdark through what had previously been the impassable Great
Divide. They established the town of
Sakar on the shores of what became known as the Black Lake. They also developed unique “fishboats”,
which the kenku described as boats that travel under the water rather than on
it. Using these fishboats the drow
ferried goods through the water, linking two major caravan routes.
The
drow in Sakar quickly grew wealthy thanks to their monopoly. Sakar rapidly expanded, at one time claiming
to be the largest economic power in the Underdark. Several centuries later other passages were discovered linking
the two sides of the Underdark, but the Sakar fishboats remain the safest
method of traversing the Great Divide and, although its glory days have ended,
Sakar is still a prosperous city.
The
kenku explained all this since Sane was asking for a guide to Sakar. The kenku told them that Sakar was open for
a drow city, being a major trading area.
But, at the same time, if the party went there and exhibited any weakness
they would probably be slain. When the
kenku indicated that it might be difficult finding a guide to take the group on
a three to four week journey Sane told him the party had a “shortcut”. When Sane explained about their shortcut
(using Diana’s Town Portal spells to return down the tunnel they had just left)
the kenku expressed doubts, mentioning troubles in the City of the Glass
Pool.
The
trio quickly jumped on this and pumped the kenku for more information about the
City of the Glass Pool. The kenku told
them that the kenku trade mission in the Googler (Underdark slang for the
kuo-tao) city had disappeared a little over a year ago. Several missions were sent to try and find
out what happened. Most of them
disappeared. One made it back, reporting
that the Googlers had joined forces with the Illithid and were involved in the
slave trade now - specifically the trade of beings with magical power. This, of course, made the kenku more than a
little nervous and they now avoid the place.
After
receiving assurances that the kenku would try and find the Seekers a guide,
Sane and the others departed.
That
brings us to Katrina’s meeting with Laila.
Laila was unaware of Ari’s capture and was somewhat upset by it, going
off on how Ari should stop adventuring and become a healer. Kat asked if Laila could contact Ari
somehow. Laila replied that she should
be able to, and would try to do so. Kat
then asked for any healing magic Laila could give the party. Laila responded that she would provide the
party with some healing magic if they ended up going on a rescue mission after
Ari, but that otherwise the party would have to pay for anything she provided
them with. The pair discussed healing
magic and what the party might be able to purchase for a while, then Katrina
left.
Finally
we go to Diana, Matar, Amber, and Nikki, who all went to go see Valdaeron. They found that Val wasn’t in town, but
Shalut thought that Jondon might want to meet with them. While they waited he went back and set up a
meeting with Jondon.
As
the group was escorted into Jondon’s manor house they were amazed by the wide
range of styles in the place. Some were
familiar to all, some only to individuals - like Diana recognizing a motif from
Evermeet and Matar recognizing a room in the Wu style. Some were completely foreign to everybody.
When
they finally met with Jondon in a sitting room outfitted in black dragon
leather, Matar handed Jondon the drow pin and asked if Jondon could identify
the markings. He couldn’t, pointing out
that Val was the drow expert, not him.
The party then explained to Jondon the problem, about the fight with the
slavers and Ari’s disappearance. The
half-elf didn’t seem overly surprised.
He
then confirmed what most everybody suspected.
Being the Guildmaster in Jurgenville is Valdaeron’s ‘day’ job, more of a
cover than anything else. Val’s true
passion is keeping track of the drow in the Underdark. He runs an extensive intelligence network
covering most of the major drow cities - including Sakar. Thus it was that Val discovered that Ari was
being held captive in Sakar earlier that day, and had left to personally
investigate what was going on. Jondon
suggested that the party wait for Val’s return before they made any further
moves, and told them he believed Val would return within a few days. The group thanked Jondon for his help and
left.
Once
everybody got back to the Truth Seekers Retreat they compared notes and decided
to wait for Val to return.
That’s
where the IC portion of the chat session ended. When then chatted OOC for a short while about possible future
courses of action. We are currently
transitioning from 2e-PO to 3e rules.
The DM suggested and the players (those that were still there) agreed on
a course of action for the game over the next few weeks.
Over
the next week or two the players need to work with Saif to get their 3e
conversions done. Gaming will be put on
hold until the party is converted over.
While this is going on Saif is going to work up a couple encounters to
run the party through to get them (and him) familiar with the 3e rules.
Once
everybody is ready to go Valdaeron will return. He will enlist the party’s help in a rescue mission to free Ari
(more details on why he’s willing to do that once it happens). While the party isn’t overly pleased with
their role, their initial job will be to create a diversion. This will evolve into the first 3e combat in
the game. Saif plans on making it fairly
easy - more to get everybody accustomed to the rules than to be a real challenge. If the party does well there will be a
follow-on encounter which will stretch the party a little, letting them explore
their options under 3e.
That’s
where we ended the chat session.
There
is one other thing I meant to bring up last night but forgot. How do you guys want to “explain” the 3e
conversion of your characters in-character?
I’ve thought of three options:
1)
We don’t even bother trying to explain it, just keep on playing like
normal. Since it doesn’t look like
anybody is going to switch characters, that is the easiest route.
2)
The “it’s somebody else’s fault” scenario.
Somewhere else in the Realms a party has failed in their quest, and the
result is that everything “shifts” somehow.
The more powerful figures in the Realms will understand what happened,
but the normal people won’t. Some in
the party might suspect something, but won’t have details. This would explain things like new weapons,
monsters, etc.
3)
The “something strange happened to us” scenario. This might fit in well with the party going off to fight a bunch
of high-powered drow. Something happens
in the battle that subtly changes the party (a cross-dimensional switch with
another reality perhaps, or an Alter Reality spell gone array? Or, in keeping with the Seeker’s past
history, one of Nikki’s surges). As far
as the party knows, only they are affected.
(Everything else (NPCs, etc.) switches to 3e as well, but that’s
transparent to the party.)
Or
perhaps a fourth solution? Any ideas
from anybody? TSR had to use a war
between the Gods to transition from 1e to 2e.
I don’t want it to be that major. <g> I’m sure WotC will have with some kind of explanation once the FR
supplement comes out, but I don’t want to wait until April for it.
So
that’s where we stand right now. You
should all focus on converting your characters over. Once they are done I’ll let you do a few more things in town
(you’ll only be there about five days) and then the rescue mission will be
launched.
Saif