Tristan was out again this week so Taala was
again in NPC mode. The rest of the party racked suspicion and mistrust to new
levels and Charity barely survived the reunion. The party re-board the Heringburn, taking on
additional crew from the Amber fleet. They sail east and then north, landing
about 30 miles north east of the City of Amber. Cordelia heads directly inland
using Kolvir's peak as a guide. After about three hours walking, they come to a
fortified manor house belonging to Lord Assingbury. Using her Amber signet ring
and paying in gems, Cordelia acquires 5 horses with riding tack. After they've
grabbed a quick bite to eat and some rations they set out to the north west,
skirting the southern edge of Arden, a reaching the base of the north face of
Kolvir at sunset. Shortly after sunrise the following morning,
Cordelia rouses them all and they set off up the goat trail that scales the
north face. All ride except Ion, whose horse refuses to be ridden not trusting
the lack of confidence in the rider. By sunset they've climbed 6,000 feet, and
make a cold camp. With the sunrise they're up again and climbing, reaching the
Northern cleft at 9,500 feet by 1 o'clock. Unsaddling and hobbling the horses,
Cordelia leads them on the hour hike to the Eastern ridge. There, 1,000 feet
below them lies castle Amber. As the sun dips behind the mountains, Cordelia
begins the descent. As midnight passes, with no apparent thirteenth
hour, they enter what once was Florimel's ornamental garden. Crossing the garden
to where a fortified gate once stood, they identify and swiftly remove the three
guards lurking beyond. As Cordelia leads them through the castle to the central
staircase, they are forced two deal with another dozen or so guards. The 600
foot descent passes without incident, although there is a brief skirmish, with
the half dozen guards at the bottom of the stairs. Apparently taking an exit at
random, Cordelia leads the way once more. They pass several tunnels, left and
right, before Cordelia takes a right hand tunnel, stopping after about 200
yards. They creep forward for 20 yards, before Cordelia and Daida, disappear and
reappear amidst the guards. Both find their swords have limited affect on the
guards armoured hides, although with surprise they each manage to dispatch one
guard. Cordelia is now forced to make a fighting retreat, whilst Daida can just
hold his own against the pair he's facing. Once Ion joins the fight, its all
over in 40 or so seconds. Cordelia salvages 2 powder rifles and 60 rounds of
ammunition. Then unlocks and pushes open the door to the pattern room. She's
shocked at the amount of damage the pattern has suffered. Nearly one quarter of
it is black, and there are black splotches in spray patterns radiating from the
center over the rest of it. Locking the door behind them, the party retrace
their steps. As they approach the main tunnel, they encounter another squad of
guards. Another fight ensues, with both Ion and Daida taking injuries, Ion
taking the more serious slashing wound which puts a large hole in his mithril
mail. The study has been thoroughly ransacked. The
party search Dworkin's tower but can find no trace of him, although all the
signs point to Brand's handy work. They return to the study and begin a more
thorough search. Sorcha using Logrus sight determines that the door way, that
leads to the latrine, is actually a trump gate, although it appears to be
missing the key. Like all keys, Cordelia retrieves it from under the mat. The
key appears to be some kind of trump, on the back of which is Dworkin's mark - a
Dragon Rampant. Concentrating on it she determines its a multi-layer image, like
a flip book, and mentally thumbs through it until she finds the image she's
looking for. Ion suggests that before they go any where, they
get something to eat and stock up on provisions. The others agree, returning to
the study, whilst Ion takes a bath. With nothing else to do, Taala begins
putting books back on shelves, and notices one of the smaller book cases has
been moved away from the wall. Examining it more closely she finds the corner of
a piece of parchment stuck to the back of it and the mark where a larger piece
once was. When Ion reappears, they enter Dworkin's cave, and at the groups
request, Cordelia cancels the gate back to the study. The striking thing about the cave, apart from its
size, is the smell, and the stained floor. The whole place is completely unkempt
and filthy. Apart from the rooms off the cave, which have no other exits, there
is only one way out, a heavily bound wooden door. A cursory search of the cave
reveals a writing desk style unit, that has been moved to allow access to its
rear. Just lef of center, close to the floor, a panel has been removed,
revealing a hollow about 6 inches by 4 and 1 and a half deep. There is no dust
in the hollow section, as if something once resided there. Leaving by the door the party find themselves in
a pitch black cave. After about 20 yards, the corridor begins to brighten, and
the they find themselves passing a skeleton of about 70 feet in length from nose
to tail. Exiting the cave they find themselves in a caldera about 800 yards in
diameter, in the center of which, casting a blue illumination of the entire area
is a pattern. Lying in the center of the pattern is a body. Pinned to the
caldera wall opposite is another body. Cordelia identifies them as Random and
Bleys respectively. For Random they can do little, as Cordelia
advises against walking the pattern. Bleys they take down and build a cairn for.
As he places the body for burial Ion searches it and recovers a trump deck and
signet ring. Having interned the body Cordelia leads the way
out of the caldera. Shortly after reaching the top she appears to go into a
trance and the speed of travel halves. Its just over three hours later that
Taala works out that they've walked in a large circle, although the terrain
features have altered considerably. Another 3 hours and another circuit and
Kolvir now appears as a mountain peak. Another three hours and another circuit,
and they can now hear horses ahead. As they crest a bend, the horses they left
36 hours earlier hove into view. Meanwhile, Charity ponders over what to do.
Cautiously exiting the Abyss she finds nothing about to knock seven bells out of
her and settles down for more observation and thought. She arrives in front of a set of stairs on a
mountain side, and barely has chance to take in her surroundings, before the six
heavy set, ridge spiked demons, that she surprised with her entrance react. The
first throws its javelin/lance, which lands by her feet. As she retrieves it and
begins to alter her skin structure, the javelin from the second demon pierces
her leg, causing her to fall, which save her from the third javelin, which
passes though the air where she had just been standing. As the first one leaps
at her, she uses the javelin to deflect its attack, wounding it, but leaving
herself open to the leap of the second. It all goes black. It's nearly dark when she awakes. The remnants of
six bodies lie scattered about. Her left arm dangles useless, and her right leg
is in not much better condition. Her right arm is damp from the blood, now
trickling from the gash in her forearm, as is he lower abdomen and back from the
puncture wound through her right side. She feels like she's been put into a
blender and spat out. None of her shape shifting abilities work. Exhausted, she
slumps back into a fitful sleep. The first rays of the sun wake her. She is now
covered in fur, as the remnants of her clothing fail to cover her modesty let
alone keep her warm. Her leg has healed enough to walk on, although her left arm
is still unusable. About a mile distant to the East is a castle, two miles to
the south a burning city and the sea, and 150 yards away the Black Road. She
decides to head North, away from the road, and castle to put the mountain
between her and any enemies.
It is late afternoon before she hears the horses,
and approaches cautiously. In a cleft in the mountain side 5 horse have been
left hobbled. Hidden around the edges of the cleft 5 sets of riding gear have
been left. One path leads north from the cleft, another east towrds the castle.
She follows the east path until she reaches the ledge above the castle. Deciding
a descent into the castle is a fools errand she returns to watch the cleft,
replacing the fur with a fine set of scales. Cordelia staggers into the cleft, extracting
what's left of her food and wine from her pack. "We stay here tonight. You
lot are on watch. I'm going to sleep." She strips off her armour, huddles
down in her blankets, and within 30 minutes is fast asleep. It's shortly after 11:45 when she makes her way
noisily towards the camp. It takes a minute or two for Sorcha to recognize
Charity, and slightly longer for Daida, although Sorcha doesn't lower the rifle
she has pointed at Charity, and Daida doesn't lower his sword. Sorcha tries to
elicit from Charity what's happened to her and where she's been, but Charity is
not very forth coming. When Daida distracts her with his own set of questions,
Sorcha brings up the Logrus. Charity is not best pleased and asks her to desist
which she does. As Sorcha attempts to ascertain why, She hears the telltale
chime of the thirteenth hour. As the world goes gray Charity becomes frozen.
Sorcha now brings up the Logrus and examines Charity's aura noting the
significant changes since last she did this. After discussing this with Daida,
they decide to wake Ion and Taala. For some unknown reason, Ion doesn't behead the
Charity statue there and then. A discussion follows. As the thirteenth hour ends
Charity is surprised to find that she is now surrounded by four awake and armed
relatives. At a loss as to what to do next Sorcha wakes Cordelia, finding
herself hurled across the camp for her troubles. Using pattern sight, Cordelia
examines the Charity. All she can say is that she doesn't think Charity is
possessed. Faced with the weight of doubt and hostility, Charity is a little
more forthcoming, giving rise to the postulation that her change in aura and
reaction to the thirteenth hour is due to Abyssal taint. As far as Cordelia can see Charity is of no
immediate threat, may prove useful later, and in no real position to do anything
against them. She returns to her bed, leaving the others to argue over what to
do about Charity's return.
Some interesting facts came to light and the GM forgot to give out certain
pieces of information, which he'll need to recap at the start of next session
but which are detailed in the log below..
Amber - Searching for Dworkin
After disposing of the guards, they backtrack towards the stairs, until Cordelia
takes a right hand passage which begins a helical rise. As she crests the rise,
Cordelia shoots the single guard, and they part now find themselves in the guard
room of a cell block. Collecting the keys and a lantern she makes her way to the
end cell on the left, the one her father was kept in. With every one squashed
into the cell, she places her hand into the right-hand half of the area that has
been carefully chipped out of the wall. After about 30 seconds of concentration
lines begin to appear, a minute later solidifying into a sketch of a study.
Cordelia steps back and forms a different focus, a trump gate appearing before
her. She ushers the rest of the party through before following them.The Abyss, The Courts, and Amber
After a while she flips through the trump deck and pulls the four cards with the
Manticore symbol on the back that feel cold to the touch. Concentrating briefly
on each one, but insufficiently to fully activate it, she manipulates the cards
for several minutes, before shuffling them quickly, cutting them, and then
activating the card on top, and diving through the portal that forms.Reunion
The others sit and talk for a while before Ion and Taala retire, as they're
taking second watch. Out in the shadows Charity sits and watches, waiting.
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