Sunday, February 21, 2010

Manticores and witches and chains, oh my!

As the days counted off, approaching our destination, the hold became almost unbearable to stay in. It was unnaturally cold, and we didn't feel very welcome. There wasn't much we could do about it, so we started rotating guards more often to minimize our exposure. After a few more days, we were more fully feeling the effects of the exposure. We all felt sick, and looked ill.

About 2 days from the island, the crow's nest called out that a ship had been spotted approaching us. The A'aloss identified it as one of their ships. On the upside, they did not engage in piracy; however, they could still attack us. The captain put up signal flags, and we received a friendly response. We passed close to each other, within about 100'. The A'aloss crew looked beaten up, and they were coming from the direction of the island. The ships were not willing to stop to exchange news.

Saigarn was willing to ask the ship about news as it passed. They didn't communicate well; all Saigarn could really tell was that they said they were haunted. He asked if they needed assistance. They didn't respond, other than to repeat they were haunted. They continued without stopping. The captain was happy to let them pass; he didn't feel we needed to take on any more troubles.

The next 2 days passed quietly, though we weren't sure how much more we could take. That night was cloudless, with a full moon. In the middle of the late watch, we heard the call of "land ho!" There was a lighthouse atop cliffs, the highest point of the island. The rest of it was relatively flat; maybe 3-4 mi across. There was a small, shallow harbor with a town. There were fishing boats but it was relatively undeveloped. There was no dock that would fit our ship.

As we came in and set anchor, we saw the lighthouse appeared to be built of shining white marble. The captain told us this island had originally been a prison island for O'ritan, but they had abandoned that projected centuries before.

The captain told us to get on with our mission once dawn came around. He told us he would stay as long as he could, depending on available supplies. We were given a dinghy, and rowed into the town. There were a few fishermen at the docks. Despite its poor appearance, the town seemed perfectly normal. The fishermen were friendly, waving and asking for news (though many continued about their work.)

There was a lot of mixed races; humans, A'aloss, a few half-elves, etc. Everyone seemed to get along pretty well, and most were friendly. Shatain spoke to some of the fishermen to see what could be discovered about the witch. The first fisherman he spoke to just shrugged and sighed; he told Shatain that many people sought the witch. She was hard to find. Many people said she was on the beach, or at the center of the island, just about everywhere. The fisherman pointed us in the direction of a shop in town where they might have good information.

We sat down with the fisherman. He told us that most of their commerce was subsistence fishing. Frequently though, ships came in and dropped off adventurers seeking treasure. The fishermen were happy to help us find the valuables on the island - for a cut of course. Shatain told him we weren't seeking treasure, just the witch. The fisherman told us he wasn't sure what to tell us. The witch wasn't known for helping people. Looking at our ill appearance, he asked if we were in need of healing.

We decided to head to the shop - called Adventure Town. The salesperson was very keenly interested in any new arrivals. He told us that the island was used for special prisoners. Contrary to popular belief, at this point the island was just a prison for the witch. The salesperson, Robert, could show us to her for the small fee of 100 gold.

Because of the enchantments to contain any prisoners, the island attracted a wide variety of magical beasts. Most adventurers came to hunt them, and then sell their kills for gold. Saigarn took the A'aloss crewmen out into the wild for an adventure.

We took Robert up on his offer, paid his 100g, and bought a week of rations for each of us (at 1 gold per day of rations.) Barring anything unforeseen, he expected us to be at the witch's residence by the end of the day. Robert was dressed in leather with a few weapons; dressed for skirmishes, not full combat.

However, it wasn't long before we ran into something. A few hours into our hike, we ran into a manticore. It was about 40' down the trail when we saw it. It was gnawing on the corpse of something when it looked up at us and roared.

The manticore flew spikes at us from its tail. 1 hit me for 7, 1 hit Shatain for 6, 1 missed Brennen, and 1 hit Barclay for 8. It then lifted off into the air. Robert fired at hit, hitting for 5. I called a hammer of spiritual force, which attacked and hit for 4. Shatain fired an arrow, hitting critically for 18. Brennen fired his bow, hitting with 2 of his 3 arrows for a total of 13. Barclay summoned a staff from thin air, and fired a bolt of lightning at the manticore. It didn't dodge, and took 21. The manticore fell out of the air, smoking.

Robert warned us the manticores rarely traveled alone. I knew the organs were our best catch - heart, liver, kidney. Robert had killed hundreds of animals, and offered to carve it up and preserve the pieces. We could negotiate prices later. We were fine with that, since we weren't terribly interested in treasure. Shatain & I watched for companions while Brennen watched Robert work. Unfortunately, Robert was cagey and Brennen really couldn't see much of the extraction.

Robert commented we were lucky it was a female; the males tended to be larger & more aggressive. Just as he spoke, we heard a roar and saw a larger manticore flying in. I fired my bow, hitting for 5. Shatain fired next, but missed. The manticore was flying directly into us, and loosed a volley of spikes. They hit me for 13, Barclay for 8, Brennen for 13 and Robert for 11. Brennen returned fire, hitting with 1 arrow for 6. Robert missed with his short bow.

We started to feel the effects of the poison - everyone made their save but Robert. We'd need a little more time to get it out of our systems. Robert drew his longsword and moved forward, but missed the beast. Shatain couldn't bluff it, but still hit for 9. I hit it with my warhammer for 9. The manticore struck back, hitting me with both claws for 11 and 15. It missed with its bite; I couldn't take advantage, but Brennen & Robert did, hitting for 7 and 6. Brennen attacked with his axe, 2-handed, hitting heroically for 11. He missed with his 2nd strike. Barclay struck with a bolt of lightning. The manticore managed to avoid the worst of it, but still took 10.

Everyone was able to avoid the effects of the poison, except for Barclay. He was looking pale. I healed myself for 30. Shatain bluffed the manticore, and hit for 26. Brennen attacked with his axe again but missed with both swings. Rob hit with his longsword for 4. Barclay sent a wave of arcane missiles at the manticore for 12. The manticore struck back, attacking Shatain. It hit with both its claws for 10 & 14; the bite missed.

Robert shook the poison off. Barclay started to. Shatain feinted the manticore again and struck with her longsword for 24. The manticore died.

Barclay overcame the poison. I healed everyone with holy energy. The first was for 6, then another for 16. That just left Shatain still injured; I healed her up with another spell.

Brennen watched Robert extract the venom sac from the manticore's tail, but couldn't tell how Robert did it. He was pretty sure about how (though he didn't know it was completely wrong.) Brennen was able to determine how the organs were extracted, however.

As we continued our march, Shatain asked Robert about the witch. He told us she was believed to speak common, but people didn't mostly come to her to ask questions. She was also known to have a... less than conciliatory attitude.

After a few hours of marching, we reached a small, round hill. It was very symmetrical; obviously man-made. At the top was a 6' high stone table. The witch lay atop it, completely naked. She was a A'aloss. As the only person who could see over the lip, I respectfully asked if she could help us.

She asked if we'd traveled far, and suffered many hardships. After we answered in the affirmative, she told us to ask our question. I held up the orb, and asked if she could repair it. At her request, I told her what we knew about the orb's history.

She asked what we could do for her in return. I said we didn't know much about her needs, but we were bold and creative. She turned, and showed us where a magical chain was embedded in her back. It was attached to a small stone that lay on the table. The table itself had a low rim around the edge; just enough to not move the stone over.

She told us the stone was a magical stone that could not be moved from the lowest point it was set on. The chain could not be broken. We could conceivably move the stone for her, but that wouldn't be good. She told us that Oritan had implanted the chain. She'd won an argument with an Oritan wizard, but in the process left him crippled. He went to his homeland, and later returned the favor.

At my request, she let me examine where the chain was implanted. The last link seemed to circle her spine. Removal would not be easy, but her freedom was her price for repairing the orb. We showed her the orb, and she told us it would take time to study.

I attempted to identify the chain, but failed. Brennen studied the metal; it was definitely not any metal he'd seen. The surface was both rough and smooth. It had not been mined or forged. I then used my knowledge skills to learn about her bond to the chain.She was a very powerful druid. The chain appeared to be a living creature. If for example I was looking at her soul, the essence of the chain would be the opposite of hers.

This was definitely necromancy. Oritan did not care for necromancers; this chain might have been forged with the assistance of Emilgar.

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