Campaign1/session-2
Some Enchanted Evening
Session Date: June 30,1999
Assynt 18, 1022
Beneath the city of Kalen, the PCs explored the mysterious underground passages which may have aided in the Dargai's escape after stealing the stone from Garrin. After a few turns and branches in the tunnel, they found a possible exit from the underground covered by some rough boards. With a boost from Max, Mazériyan moved aside the boards to reveal a dark cellar. With the exception of Charlis (who seemed to injure himself trying to climb), the group entered the cellar, which contains sealed barrels and crates.
To determine where they are, Max tries to sneak up the stairs to the ground level of the building. Despite some creaking stairs, Max goes undetected by the inhabitants of the dwelling. To get a better view, Mazeriyan creates a disembodied eye which shoots past Max (causing Max to leap back to the cellar in surprise) and into a small gap between the rough hewn boards of the door and the floor. Through this magical construct, Mazeriyan can clearly see a man and a woman, in rough, dirty clothes sitting at a well used shabby table. The two figures appeared to be conversing over the contents of some papers they woman was handling. Rheanon overhears parts of a conversation which suggests they may be discussing the decoration of pottery. After a bit of work, Max finds some stoneware vases in one of the crates which supports the theory that they have emerged into a potter's cellar.
The group rejoins Charlis in the tunnel, and they continue onward. After a relatively long stretch of straight tunnel, the group notices that the walls have taken on a glistening appearance, and a thin film of viscous slime now seems to coat all sides of the tunnel. Undaunted, the group continues forward for a time until they reach a branching with two tunnels that slope downward. Max warns that the general rule is to never go into a tunnel which heads deeper underground, and the group turns back. Charlis becomes concerned and confused when the party reaches a branch in the tunnels which they do not recall passing just moments before. Max explains that the tunnels seem to change their paths, which makes navigation very difficult. Mazeriyan finds the whole thing "fascinating", though no one shares his enthusiasm for the phenomena.
Avoiding the downward sloping passages, the PC's eventually reach another exit to the surface, this time covered with another thin capstone. Mazeriyan floated up, and manages to push the stone aside by himself. This time, everyone manages to climb into the room, which appears to be roughly 40 - 50 feet in diameter, with a circular stair leading to a wooden trapdoor in the ceiling.
Again exercising extreme caution, Max slips through the trapdoor, and creeps close to an open doorway which leads to a busy street. The ground floor room has another circular stairway leading to a 2nd story, and 3 arrow loops in the wall opposite the doorway. Max also notices that there is a man standing guard just outside the door, preventing a clean escape. Max returns and explains the situation to the others. Upon returning for a 2nd look, Max hears "Stop, Thief!", and notices that the guard has left in pursuit of a wiry adolescent sprinting up the street. Utilizing this fortuitous timing, the group manages to escape into the street unobserved by the authorities, and they quickly blend into the crowd.
After a few detours, the party re-assembles and makes their way to the Whitehall Playhouse (which is the headquarters for the Royal Players troupe) with the hope that Max can get into the Islay's party as a stagehand for the troupe. Max does not seem keen on the idea, but agrees that a standard invitation seems rather unlikely.
At the playhouse, the stage producer/general overseer for the troupe (Niven Apley) is overjoyed to see his star arrive, noting that there are some last minute changes to the script which need rehearsal! Before being whisked away, Charlis manages to land a job for Max as a stage hand for the evening's performance. Max is instructed to return to the playhouse at early evening, first at 7pm, but after counseling with Charlis the time is set at 6pm. It would seem that Niven lacks the keen nose for logistics that Charlis has.
With a few hours to kill before the plans are set into motion, the group scatters to take care of personal affairs. At the appointed time, Max arrives at the side door of the playhouse where Niven is apparently fighting to make order out of chaos. A wagon drawn by two horses pulls up outside the door, and the loading of sets and costumes commences. Finally, after a little sweaty lifting and carrying, the troupe and stagehands ride up to Islay Manor.
The manor itself is a three story building, with two regular floors and attic space above two square towers which anchor the left and right side. The building's exterior is made up of stone blocks which present a profile of roughly 12x4 inches in size. The wall provides ample footing for ivy, which reaches to the eaves along the south-west side of the house. The front of the house is complemented by a small garden composed of seasonal flowers and several varieties of hardy shrubs. A low hedge runs along the edge of the garden closest to the house.
As the troupe enters the manor, they notice that the front hall is framed by a pair of elegant sweeping stairs that descend from a landing on the second floor. Passing through ornamental glass doors underneath the landing, the troupe enters the main hall of the manor, whose width appears to be at least 40 feet, with a depth of 60 feet capped by a curved wall with glass windows looking out over the rear gardens, and a fine view of Kalen beyond.
While most of the actors warm up and apply various levels of makeup and costume, the stagehands (and some of the 2nd string actors) unload and compose the stage area, while several servants of the house look on with a vague disdain. The head butler makes a point to instruct each person not to damage the polished marble and granite floor while they work.
As 7:30 approaches, the preparations are complete, and the cast and crew are corralled into a room adjoining the main hall to await the signal to start the play. Rheanon and Mazeriyan arrive separately and mingle with the other guests between 7:30 and 8. As the last of the nobles arrive, Niven takes the stage to introduce the play, and to thank their hosts, Faegan Islay and his escort, Dahlia Exton of Mejis, Yarrowford.
The play is well received by most of the audience, though less appealing to the few elves and fauns which populate the room, whose cultures enjoy different dramatic expression. After the closing curtain, the cast mingle with the guests and the party gets well under way, with drinks and food brought in by the household staff. The stagehands (including Max), whose social status is not elevated by the performance, are sequestered back into the waiting room with their own supply of food and drink. While enjoying the hospitality of their hosts, Max acquaints himself with the other stagehands in the troupe, Kyle and Arthur, who love the perks of their jobs.
Meanwhile, Rheanon, Mazeriyan and Charlis make the rounds of the party, speaking with many interesting guests, and meeting the enigmatic and mysterious Dahlia Exton. Though distant and often aloof with respect to most of the guests, Dahlia takes a keen interest in Nolana Hengrave's conversation with Charlis regarding the possible Demarian Woman at a party a few weeks ago (at Islay's). Nolana explained that the woman sitting next to her uttered "What a lie! We drove them before us, and slaughtered them like cattle!" during a scene in a play where the Human commander was ordering a strategic retreat. The implication drawn from the comment was that the woman was with the Demarian forces depicted in the play. Dahlia's interest drifts again, once Nolana is through relaying what little she remembered of the incident.
Seoras introduces Mazeriyan to Brohma Te Selmoc, a Nilhen who just returned from an expedition to the "Ring of Fire" found northeast of Arbordale, in a no-mans land amongst craggy mountains and volcanoes. Within this area, a number of ruins are known to exist whose origins are shrouded in mystery. The expedition was financed by Faegan Islay, and led by Nai, an attractive young female elf with blond hair and green eyes. Nai is briefly introduced, but is quickly whisked away to other introductions. Selmoc seems taken with a specific artifact composed of 4 jade statues, whose bases fit together with the 4 figures facing the center. The arms of the figures have their hands outstretched in a manner that together they might hold something... perhaps a ceremonial urn. Selmoc indicates it might be possible to persuade Faegan to show off his prize later in the evening.
Dahlia returns to ask Charlis about a man on the stage crew whose description sounds like Max. Charlis feigns not to know Max, and explains that he was someone that was hired today to replace some errant stagehands. Dahlia indicates that she thinks she recognizes him from somewhere, and goes in search of Niven for more information. While Dahlia sifts through the crowd, stopping to talk to various guests, Charlis makes a determined effort to reach Niven first, and asks him to hide the fact that Charlis knows Max. Niven agrees, and Charlis wanders off to join Rheanon and Mazeriyan. The three witness Niven escort Dahlia over to the side room where the stagehands are waiting, and points out Max. Dahlia shakes her head and returns to the party, and Niven resumes his solicitations with a nearby noble.
While considering further action, Mazeriyan excuses himself and seeks privacy in the bathroom, where he casts a spell to allow him to see magical auras from a distance. Upon returning to the ballroom, he sees that almost everyone in the room is wearing one sort of enchanted item or another. Several figures stand out from the rest of the crowd: Seoras, Nai, Dahlia, Selmoc and another woman in her mid 20's whom Selmoc identifies as another Nilhen, named Fersai Ne Nara. Though the nature of the magic is not clear, several plausible explanations of their magical aura are discussed, including a magical disguise, or a large number of enchantments (or enchanted garments).
Previously: Introductions
Followed by: Dancing Partners
Campaign 1 Index