Difference between revisions of "Low Estate/Turns/Turn 8"

From RPG Wiki
Jump to navigationJump to search
Line 33: Line 33:


"I do appreciate the extra guard patrols, however you managed that -- it makes me feel much safer when they stop by once a day to see how we're doing, and I'm sure Maldeghem has been forced to act more cautiously than he otherwise would. But I still don't understand what he wants from the orphanage, or how we can raise the money he's asking for. Do you think he was trying to find the laboratory? If we just gave him everything you found there, do you think he would be satisfied?"
"I do appreciate the extra guard patrols, however you managed that -- it makes me feel much safer when they stop by once a day to see how we're doing, and I'm sure Maldeghem has been forced to act more cautiously than he otherwise would. But I still don't understand what he wants from the orphanage, or how we can raise the money he's asking for. Do you think he was trying to find the laboratory? If we just gave him everything you found there, do you think he would be satisfied?"
''Aernoud frowns. "This doesn't fit. Why would a brute like Maldeghem care about a research lab, even if it does involve magical power?" He turns to Boudin. "You've got connections - is there any way you could be introduced to this man? I'm good at staying out of sight, perhaps I could follow and duck into whatever rat hole he lurks in. You could ask him some careful questions, which he probably won't answer, but then I'll stay behind in the dark and listen in on his reaction once you've left. Antheunis, perhaps you could come with me?"''


==The Grotto and the Genie==
==The Grotto and the Genie==

Revision as of 22:26, 18 June 2013

← Turn 7 • Turn 9 →

  • Aernoud van Nevel (josh_g): forest wanderer — FATE ▢▢▢▢▢ • Stress ▢▢ • Consequences unused (2), unused (4), unused (6)
  • Antheunis Opgieten (lpsmith): slippery urchin — FATE ▢▢▢▢▢ • Stress ▢▢ • Consequences unused (2), unused (4), unused (6)
  • Boudin Verdonk (maga): bravo and expeditor — FATE ▢▢▢▢▢ • Stress ▢▢▢▢ • Consequences unused (2), unused (4), unused (6)
  • Mattius Rothmann (Fang): brutish warmage — FATE ▢▢▢▢▢ • Stress ▢▢▢▢ • Consequences unused (2), unused (4), unused (6)
  • Willem de Vos (Jota): student magician — FATE ▢▢▢▢▢ • Stress ▢▢ • Consequences unused (2), unused (4), unused (6)
  • Lazer Dennis (Rob): manic-depressive man out of time — FATE ▢▢▢▢▢ • Stress ▢▢▢▢ • Consequences unused (2), unused (4), unused (6)

Wrapping up Act I

[Along with everything else, if you want to do some minor character tweaks before we get back into things -- shuffling skills or changing out unused aspects or renaming a primary aspect to something more appropriate -- feel free. This would also be a good time to join in if you are spectating or drop out if you are running out of time to play.]

You all spend the next week, along with your other more relaxation-oriented projects, picking through the items salvaged from the laboratory.

Willem does some experimenting with the wand, based on a few thoughts he had during his initial examination and some of the paperwork he found, and eventually determines it's sort of a dowsing rod for ley lines and areas of magical power: it can be used to determine their location and strength, with accuracy increasing with practice. He also reads up more on Lady Bellaire's invention -- although the scale model doesn't appear to be anywhere in the lab, there is enough information (measurements, incantations, detailed notes on her attempts to build the full-sized version, and so on) there for him to theoretically build one in the future, given a couple weeks to experiment in.

Aernoud reads through his salvaged notes and gains a great deal of amount of information about ley lines and places of power in the city itself. At least under Lady Bellaire's theories, some magical places tend to drift around over time, while others are stable (she theorizes some stuff about the difference having to do with alternate dimensions in which this energy is located and it bleeding through to this one in different ways based on the different way in which the dimensions are connected). Stable places tend to be associated with this-world physical phenomena, though the order of causation is unclear. She calls out a couple examples of this around the city: a particularly deep area of the harbor that is associated with Water; a glen in the forest that is associated with Life; the university catacombs being coincidentally (?) built on a place of Death; a line of Fortune that passes through the commercial district and moves around continuously, touching some merchants one week and moving on to their neighbors the next.

Antheunis examines the geode he rescued from the lab. It's a pretty, sparkling thing on the inside, despite the plain exterior, and it would probably sell for a reasonable sum, but nothing like the kind of money the orphanage needs. Whether it has any magical properties or not is unclear -- there's nothing in Lady Bellaire's notes to say where she got it from or what it is. He also locates a secluded inlet in the harbor, for who knows what purpose.

Lazer pokes around seemingly aimlessly, as he does, and manages to discover a secret passage from the other side of the lab leading back into a spiderwebby cellar of the main orphanage building. Later on, he has a middle-of-the-night realization about What It All Means, which vanishes like smoke when he tries to put it down, but that's not to say it's wrong.

Boudin splits his time between the streets and high society, looking for connections. Gang fighting continues, and in general the rest of the city is sticking to a "wait until the dust settles" sort of approach. There's some muttering among the nobility that the Duchess should step in before it turns into rebellion, but other nobles seem content to let things burn themselves out down there as long as it doesn't touch the rest of the city. In general, the nobility are at this point less interested in the fighting than in the masquerade ball Lord Laurent de Koningh is throwing next week.

Back with Sister Marianne

A week or two after the first meeting, you're back in Sister Marianne's parlor, talking about what you've discovered (or at least as much as you want to share). "Gracious!" she says. "And to think that laboratory was hidden down there all this time! Well, we had better keep it closed off -- I would hate for any of the younger children to get into trouble down there."

"I do appreciate the extra guard patrols, however you managed that -- it makes me feel much safer when they stop by once a day to see how we're doing, and I'm sure Maldeghem has been forced to act more cautiously than he otherwise would. But I still don't understand what he wants from the orphanage, or how we can raise the money he's asking for. Do you think he was trying to find the laboratory? If we just gave him everything you found there, do you think he would be satisfied?"

Aernoud frowns. "This doesn't fit. Why would a brute like Maldeghem care about a research lab, even if it does involve magical power?" He turns to Boudin. "You've got connections - is there any way you could be introduced to this man? I'm good at staying out of sight, perhaps I could follow and duck into whatever rat hole he lurks in. You could ask him some careful questions, which he probably won't answer, but then I'll stay behind in the dark and listen in on his reaction once you've left. Antheunis, perhaps you could come with me?"

The Grotto and the Genie

Antheunis gets Willem to teach him how to say 'Go, I release you' in whatever that ancient language was, then takes the lamp (and Willem and I guess anyone else who's interested) to the secluded beach. He carefully sets the lamp down in the sand and sun and opens it, then retreats to the water, where he sits cross-legged, submerged to his chest, facing the lamp. Hopefully, this setting will be more condusive to a reasonable discussion than the highly-charged original situation in the laboratory. He is interested in finding out, in roughly this order: whether the djinn is satisfied with his current lamp situation, and if not, what could be done about it; what the djinn can tell him about his (Antheunis's) mother, if anything (what kind of creature she must have been, if nothing else); what kinds of tasks the djinn would be able and willing to perform.

← Turn 7 • Turn 9 →