Thursday, February 1, 2018

In A Wicked Age Writeup, Session 1: Towerfall

Previously, in a Wicked Age…

…a rough wolf-hunter, surly, filthy, and crude…
…a necromancer who steals the knowledge of the dying…
…a slow-moving caravan with many wagons and travelers…
…the soul of a dead wizard, seeking an advantageous rebirth…

Starring:
Quaylude “the Wise” a once-powerful wizard now deceased, his spirit has been trapped within a mystical green stone and hidden at the summit of his tower. Wishes to be resurrected so he can find the one who killed and imprisoned him. Holds a soft spot in his heart for ice cream.
Wizzie, one-time apprentice to Quaylude who may have had a hand in his defeat. She joined a caravan moving through the Outer Lands in hopes it would pass by her erstwhile master’s tower…which it does. Skilled in healing magic, she yet seeks to prevent her late master’s rebirth…or to steal the power of resurrection for herself…
George O’Hallohan, necromancer from the distant Green Isle. Driven to raise the dead and learn their secrets, when rumors rise of a powerful spirit imprisoned in the Outer Lands, George poses as a historian and accompanies the caravan. Along the way, he discovers he harbors a particular distaste for the music of a certain bard…
Helfspar “the Magnificent,” a bard of some fame and staggering, endless confidence in his musical abilities. This drive to prove his skills has delivered him to the caravan, rumored to pass through the shadow of the dead wizard’s tower in the Outer Lands. Once encamped near the ruins of an ancient village, he finds himself entangled in the dead wizard’s web…
Darra, a secretive wanderer, pick-pocket, amateur magician, and general ne’er-do-well. Dressed as a man to keep herself hidden, she joined the caravan after hearing of a powerful amulet hidden atop a mystical tower along the caravan’s path. Recently stolen of her canine companion, Darra is drawn along by a need for vengeance, wealth, and blood.
Drahn Skrallguard, filthy wolf-hunter, wild-man, and legendary hunter. Long aware of the tower in the Outer Lands, it only begins to draw at his mind when he catches ear of the tale of the Red Moon Wolf, a legendary beast of particular magnificence. When he hears of a famous bard who may possess knowledge of the magic needed to tame this beast, he makes himself known to the caravan to see if he can’t twist the situation to his needs.

A caravan, seven days into a journey across Outer Lands, comes across the ruins of a village at the base of a legendary wizard's tower. As the wagon settles in for the night, Helfspar’s playing draws quite a crowd. After being confronted by a filthy wolf-hunter and drunken historian, the three discuss the legends surrounding the tower and its supposed inhabitants. Darra, confronted by a man wearing a familiar wolf pelt, decides it may be best to seek out additional help before making her presence known.
Wizzie, overhearing the trio, goes to the base of the structure with George in tow. The door, sealed with glowing runes, has grown weak in the years following its inscription and the pair easily break its wards. Followed unknowingly by Darra, the three enter the tower and are confronted with its strange Esoteric Architecture (Action, Unique). Overcome by the shifting staircases, redundant doorways, and twisting passages, the three are deposited at the foot of the tower with little to show for it besides bruised knees and bruised egos.
Helfspar and Drahn notice the change in light emanating from the tower and make their way to its base where they meet up with the three previous tomb raiders. After some harsh words and harsher promises are exchanged, George manages to convince Helfspar to make the next run into the structure. Driven by his Endless Confidence (For Myself, Consequential [For Myself]), Helfspar rushes the first staircase and is immediately incapacitated by a recursive pit trap, which causes him to fall constantly for about six hours before he’s plopped on the grass outside as the sun rises in the morning. Sorry, buddy.
Thinking the tower’s defenses weakened by the immediate attack, the seal is broken and the rest rush the tower to try and steal the wizard’s gem. Wizzie and George break from the other two and take their own path, which ends up with Wizzie getting caught in a number of traps. Realizing she’s still not up to the task of taking on her master (even as a spirit), she decides discretion is the better part of valor and waits outside.
George, for all his magical ability, is unable to pierce the tower’s illusions. He wanders for some time before discovering…the stone chamber. Not questioning the ease with which he’s bested the tower, George takes the amulet and makes his way to the graveyard at the ruins of the village outside, intent on capturing the wizard’s secrets once and for all. Of course, the false stone offers him no knowledge, but the graveyard's corpses are more than acceptable for George's immediate purpose...
Drahn and Darra stick together and, with their mutual histories of quick thinking, wilderness survival, and sleight of hand, make it to the tower’s summit. Drahn, accustomed to physical exertion in the wild, soon outpaces the cut-purse and reaches the chamber atop the tower. Unfortunately, his speed betrays him and he’s caught and turned away by a descending ceiling of spikes. Ultimately, Drahn finds his way to the base of the tower and retreats into the wilderness, swearing off wizards as fools.
The sudden activity and presence of fellow magic-users pulls the spirit of Quaylude from his slumber. Sensing the presence of one who can remove his stone prison from the tower, he forces the spirit of his father in the structure’s stones to stand down, and Darra finds her passage to the amulet unimpeded. Unaware of the spirit in the stone, Darra makes her way outside and leaves the caravan behind, intent on learning the secrets of the stone…

We Owe…
Drahn Skrallguard
Wizzie
George O’Halloran

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