The Game of Many Things

Sally Forth

With dawn on the horizon, Edel finished her watch atop the inn as a man rode into Colewyn Mill in an apparent hurry. Assuming her to be a stablehand, he passed Edel the reigns of his horse, which was his first mistake. 
Edel quickly went about making her new horse unrecognizeable. 

Inside, the man was in the midst of an urgent conversation with Beval as Nalqah awoke and attempted to ease his terrible hangover. Edel made her way back into her room via the window, and she and Dawn headed downstairs to obtain breakfast and see what the fuss was about. Below, they found that the man—Arskel—was a messenger who had just arrived from the northern town of Kanali. He brought with him the news that the armies of the Amber Wastes were departing the city of Gil Dorei and appeared to be heading south and west, towards the border with Migduar. Beval explained the hard times in Bala'Straal after an especially difficult winter left much of the population with illness and low supplies.
Meanwhile, Edel was busy negotiating a potential trading deal with the Blum Family in return for giving Arskel the horse she happened to have to replace the one belonging to him, which was obviously stolen. Deciding to follow the potential for a skirmish between Migduar and the Wastes, the party decides to head west in the hopes of finding one of the cards they had been sent to recover. Irina gave them three days' worth of rations as payment for the favor of checking up on a sick woman named Zilka, who lived by herself on the edge of the town. 
Finding Zilka asleep and feverish, Dawn mixed up an herbal tea while Edel helped the sick woman clean herself up a bit. Finnick convinced her that he was a priest of Pelor and the others his apostles, and with the help of a minor illusion and Dawn's very effective medicine, Zilka began to feel better. They left a parcel of food for her and continued west. 

On the road, the party was nearly ambushed by a small pack of wolves, which managed to do some damage before they were put down. Finnick's study of the dead wolves proved thought-provoking, as they were severely undersized and starved compared to normal. With the chance of another wild ambush hanging over their heads, the party continued on into the night, stopping only when a large fallen tree seemed to block their path. Magic on his side, Finnick quickly identified the blockage as a previously unknown form of enchantment. Before anyone could quite figure out what it was. the tree rippled and disappeared, leaving behind a single card. 


Recognizing that the card seemed to seek someone of more clearly defined morals than himself, Finnick gave the card to Dawn, who instantly received a vision of a blink dog and the urgent feeling that she needed to bring the creature down. 

Strange quests and unusual cards aside, the party camped for the night. With no visitation from the Lady to clarify the meaning of the card, everyone set out the next day, making for the border of the Wastes. 


thesilentrainbow thesilentrainbow

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