Tuesday, January 15, 2013

Rumors of the Rise of Sakatha


In Quitokai, they reunited with Kreppu-Sen who informed them Imperial guards were in the area, hunting for the traitor General Goyat and the long chain of once trusted servants who had been sent to find him and in their delay or failure, had likewise proven themselves traitors: first General Kawabi, then Gwinch, most recently Tetsukichi and Golfo.  They decided together that they should leave the area and considered their options.  Most obviously, they could resume their quest to find Gwinch, Kawabi, and Goyat.  But both Tetsukichi and Golfo felt also a filial loyalty to Anca and the Sansar claim.  There had been hints from Anca that if they were to deal with the brigand problem, the local Khan, known as Eor Brunis, would reward them with titles and herds.  This seemed like the quickest route to respectability, and perhaps safer, since they might more easily hide from the Emperor’s men in the lands to the west.

So they traveled to the encampment of Eor Brunis and listened to the assembly of herders and merchants who had gathered there.  Eor Brunis boasted great herds in part because he was paid tribute by the many merchants who passed through his herding grounds on their way from one trading center to another.  They were happy to pay because he was fair and because he swiftly punished anyone who harassed them.  But now they were not so happy.  The brigands eluded capture in the Great Sea of Sand near Kumwei, once a very pleasant wayside.  When they attacked, they attacked swiftly, and the merchants’ guards were seized by a strange terror.

The party agreed to seek out the brigands and destroy them.  The next morning, they set off for Kumwei, accompanied by a merchant who had agreed both to pay them and to show them to Kumwei, hoping himself to profit greatly from a trip few of his competitors still dared to make.  They spent the first night at what, according to their guide, would be the last Wayside before they reached Kumwei.  An old seer heard were they were going and explained what was happening.  According to his song, the Earth had once been ruled by great lizards, and their king Sakatha made his court in the middle of the swamp that was now the Great Sea of Sand.  The race of men had replaced the race of lizards, but still the cycle turned and the race of lizards was preparing to rule the earth once more.  The party listened closely to song while their guide did his best to ignore it.
IMG_1955 by Brayo
IMG_1955, a photo by Brayo on Flickr.

The next day, crossing a bridge over a deep canyon, they were best by dozens of lizard-people who emerged from beneath the bridge.  They walked on two feet; in their forelimbs, they carried shields and spiked clubs.

Kreppu-sen took command of the party’s tactics.  The lizard-people were attacking from either end of the bridge.  The party’s spellcasters and archers broke up the line in front of them while the entire group moved forward, those in the lead urging their horses to trample their foes underfoot.  A few strong warriors at the rear held off the flank attack.  Once the party had crossed the bridge safely, they wheeled on their horses and met the surviving lizard-people on a single front.  Thanks to such tactics and the prowess of the individual warriors and, we may hope, the favor of a deity or deities, the humans vanquished the lizard-people without sustaining any serious casualties. 

The party pressed on for a few more hours.  They encountered a man sleeping by the side of the road.  He awakened when they approached and declared that he was a vassal of Khan Eor.  His dress, his name, and his speech all corroborated his claim.  He and his men had been attacked by brigands. The brigands commanded some kind of magic so that they easily overwhelmed his group of strong men.  He had escaped and now wanted to return to make a report to Khan Eor.  He was glad to share what information he knew.  The brigands operated near Kumwei. There was a large open grassy area between the buildings and tents of Kumwei and the shifting dunes of the Sea of Sand.  A cave there, on the edge of the Sea of Sand was used by the brigands as their hideout.  Kreppu-sen agreed to accompany this man—and also the merchant who was having second thoughts about danger-driven arbitrage—back to the encampment of Khan Eor.  Beatriss, Tetsukishi, and their retainers would continue on to Kumwei
Mojave by Brayo
 by Brayo on Flickr.

Beatriss and Tetsukichi learn that different groups of indigenous peoples claim different cultural practices.

Beatriss and Tetsukichi had plans to return with Golfo and their companions to Xitaqa, the place where Golfo had been imprisoned, and loot the wizard’s treasure.  But on their way up the River Lam, a ragged man on the shore waved frantically for their help.  Their sense of duty and fatalism outweighed their paranoia and they approached him.  He explained that he was from one of the sister villages of Quitokai and that he and several and his neighbors had been captured by slavers.  He had escaped, and needed help to rescue the others.  Beatriss and Tetsukichi agreed to help him.

The villager led the party into the jungle for about an hour and then stopped to point ahead at a wisp of smoke.  There was a clearing there, he explained where the prisoners were held.

The party approached until they came upon a path, where they were spotted by one of the slavers’ sentries.  Before they could raise their bows to fire, the sentry ran away down the path, shouting the alarm.  The party pursued him to a clearing and there a battle ensued.  Beatriss and Tetskuich led the charge, but they were knocked to the ground, stunned, by a hidden spell-caster.  Afu and Ju-Mei called on the power of the Sun Goddess to apprehend the slavers’ archers.

The slavers, numbering about half-a-dozen, commanded another 10-15 men from the jungle.  Hunters rather than warriors, several of these men fell quickly under the blows of Golfo, Naron, and Al-Fitar, and the others fled.  Beatriss and Tetsukichi recovered from whatever spell had affected them.  The villager found his captive friends and began freeing them from their bonds.  Immediately, the freed villagers began attacking the other prisoners with sticks and stones.  Beatriss intervened.  “What are you doing and why are you doing this?”  The man they’d met at the river explained that, several of the captives were not village people, but jungle people.  “They are the ones who help the slavers to find us and catch us.  If you free them, they will kill us later.”  Beatriss ordered that the “jungle people” should not be killed and should not be freed either.   The party ordered the “village people” that they should follow them out of the clearing so they could be taken back to Quitokai.  Golfo stayed behind to free the remaining captives, leaving them to find their own safety. 
Kauaʻi by Brayo
, a photo by Brayo on Flickr.
The company returned to Quitokai without further incident.

Friday, January 11, 2013

Do you need a reason to go back to the Moathouse?

A few days after their expedition beneath Burne’s tower, Thimbur and Fezziwig were summoned to the local Church of St. Bocrates where Brother Calmer explained that Panyus had informed him of what had happened and that he had a theory regarding its cause.  Predictably, he believed it had something to do with the lingering evil that resided in the moathouse.  Brother Calmer introduced Fezziwig and Thimbur to Godith, the survivor of another party of adventurers who had recently ventured into moathouse.  Some of her companions (“the brave paladin”) had been killed and others had slunk out of Hommelet under reekish clouds of churlish suspicion, but Godith, somewhat inexplicably, had remained.  Thimbur and Fezziwig agreed that they would be glad for the assistance of someone with current knowledge about the moathouse, especially one who boasted some talent with magic, and welcomed her to the party.  The party shared their plans with other long-time residents of the Inn, and so their numbers swelled to nine, including their long-time associate Fernac the card-shark, Brother Doobius, an acolyte cleric, Clever Riff, and three from among Burne’s Badgers.  Panyus issued to each of the Badgers one of the peculiar items that the party had taken from the blue people under the tower.

Well-outfitted, the party made their way to the Moathouse along the usual path, and tried to enter by the main entrance.  A few of the giant frogs which infest the area attacked Fezziwig as he crossed the swampy moat by way of a pile of rubble and debris.  Although he was pulled from pile of rocks into the mud, he slew his attacker and the rest of the party killed or drove away the other frogs with arrows.
I think I found something! by Brayo
I think I found something!, a photo by Brayo on Flickr.
The party passed through the courtyard into the moathouse itself.  They explored the upper rooms, killed two giant beetles, and harvested their glowing glands for use as a light source.  Godith showed them the way to the lower level, warning them of the many dangers below.  Thimbur threw a beetle gland into the pit, illuminating it enough to satisfy that no undead creatures were lurking immediately nearby and that the floor was cleansed of slime and mold and mushrooms.  They tied a rope to a spke in the floor and descended into the pit.
Doge's Dungeon by ferrisnoxIn the lower level, they did not at first encounter any living thing while exploring dungeon cells, a torture chamber, a store room, and several small, smashed up rooms whose original purpose they could not determine.

Doge's Dungeon, a photo by ferrisnox on Flickr.
  At last they came upon a pile of “fresh” refuse, and heard voices nearby.  They prepared an ambush, and largely because of Godith’s sleep magic, very quickly dispatched of a group of men wearing black cloaks emblazoned with the symbol of a yellow eye.  They allowed one of the sleeping men to rest peacefully, while they killed the others, stripped them of their black cloaks, and hid their bodies.
When this was done, Thimbur and Fezziwig donned the black cloaks themselves and woke the sleeping man.  “It’s okay,” they told him, “we arrived just in time.”
Although suspicious at first because he didn’t recognize them, Thimbur and Fezziwig convinced their captive that they were his friends, and that while some of his companions had been killed, most were resting in their bunks, and the intruders had been driven away.  Yes, they said, they had come from the main temple, and they had come to check up on how things were being managed.  The captive was careful to avoid saying anything bad about “Master” while also emphasizing that he was new and didn’t know much about what was going on.  He did admit that some of the men were frustrated that they weren’t having as much fun as they expected.  “But I tell them, it doesn’t come all at once, you have to work for it.”  He was surprised to learn that they had entered by way of the pit and hadn’t yet checked in with Master.  He suggested that he should take them to check-in with Master, pointing generally to where they would find him.  And then he reached for his dropped sword and, not wanting to take any chances, Fezziwig and Thimbur killed him.
The party retreated to the dungeon cells and hid the informant’s body with the others.  They agreed that Godith’s sleep magic had very useful and that because it seemed quiet in the area of the pit, and because that wasn’t a commonly-used entrance, they should spend a few hours resting, tending to their wounds, praying for continued protection, and give Godith an opportunity to study her magic books and prepare the necessary ingredients for more spell-casting.
Soon, however, they were distracted by a strange grating noise.  After investigating several potential sources, they returned to the place near the refuse pile where they had met the black-cloaked guards.  Here, they met more black-cloaked guards.  Several of the party members were still similarly disguised and so rather than attack, they initiated a conversation.  This group was suspicious and wanted to know about a missing patrol.  When Fezziwig suggested that they had returned to their bunks, the guards attacked, one of them stabbing Fezziwig deeply with his spear.  Their leader sent one of their number to go and sound the alarm.
In the ensuing battle, two of Burne’s Badgers were killed.  Fezziwig’s wound was very severe and the party fully expected reinforcements to pursue them.  Thus, they abandoned their dead, made a swift retreat to the pit room, and climbed up the rope to the upper level.  They cut the rope behind them and, half-carrying Fezziwig, made their way back to Hommelet.

Monday, January 7, 2013

Realm of the Technomancer Play Report Part 2


 
It didn’t take long for Panyus to understand that they were not returning with news of victory.  But, dead hirelings aside, they did manage to pique his interest—mainly by talking about the exploding metal canisters and various other oddities (giant mushrooms, glowing fungus, a severed head wrapped up in wire tucked inside a niche in the stone column that rose from the bubbling mud)— and agreed to show him a little of what they’d found.  Evidence of their success—the dead blue men and the dead furry white monster— forced him to agree that the job was bigger than he’d previously imagined.  They returned to the presumed safety of the tower and discussed what should happen next.  Fezziwig, (for reasons not entirely understood by the other party members, something about an upcoming holy day he needed to plan for) would stay behind.  But Panyus would replace him, accompanied by two of Burne’s Badgers (or, as they prefer to be called, “guards.”)  Another guard would take Panyus’s place guarding the steel doors between Burne’s laboratory and the weird mud world beyond.

After a few days to recover from their wounds, the newly formed party returned to the mud world.  As soon as they opened the steel doors, they were attacked by another one of the furry white monsters.  An unseen second assailant flung one of the metal cannisters, but this one merely filled the area with smoke without injuring anyone.  Although surprised, Deah dodged the blows of the white monster, while holding its attention long enough for the rest of the party to fire their arrows and stab it with their long spears.

under the church by BrayoWhen the white monster was dead, the party made their way down toward the mud lake, stopping along the way to harvest a couple giant mushroom caps.  They noticed that there was a new head in the box—this one looking like it came from one of the blue men.  They decided that this time, they’d just leave it alone.

The mushroom caps were useful as both sleds and rafts.  The party split into two groups and using their spears, propelled themselves across the lake on the mushroom caps.  They approached a beach and landed there.  There were several huts on the beach and perhaps some movement on the distant side.  Thimbur went ahead to scout the area.

He reached the first hut, finding it constructed of shaggy white furs draped over a rusty metal frame.  Peering through a gap in the skins, Thimbur saw several of the blue men (or perhaps they were women) conversing with a much larger blue man who stood with his back to the door.  Thimbur returned to the group and reported what he saw.  They decided they should rush into the hut and attack with their melee weapons, in the hopes that the blue men would not use their explosive weapons inside the hut. Thimbur, Deah, and one of the guards rushed into the hut, ambushing the large blue man.  Panyus and the guards waited outside to watch for trouble.  The large blue man was a fierce opponent—despite receiving a grevious wound in the sneak attack, he returned the attack with fury.  The other blue people, however, fled screaming, and this attracted the attention of others on the beach.  Worst of all, a floating skull began flashing multi-colored lights and shrieking.

Thimbur and Deah killed the large blue man, but then, without understanding why, fell to attacking each other.  Panyus intervened, using his own magic to combat that of the floating skull.  Burne’s Badgers were as fierce as their namesake, firing arrows at the other blue men who were coming to the aid of their fallen leader.  Panyus added his magic to this fight as well.  The attacking blue men were killed without any loss of life among the party members.  Thimbur discover that the large blue man carried two of the exploding metal cannisters.  He kept one for himself and gave one to Thundar.

The party explored the beach and determined that while there were blue people remaining in the other huts, they were not an immediate threat and, for the time being deserved cautious mercy.  Thimbur discovered a rope bridge leading form the beach to a rock island in the middle of the mud lake.  He fought more blue people and retrieved more of the exploding cannisters.  Meanwhile the rest of the party discovered a corridor leaving away from the lake, and thought they detected a light source at the far end of it.  After rejoining Thimbur, the party explored the corridor.
blue bulb by Brayo
blue bulb, a photo by Brayo on Flickr.

They found its workmanship to be similar to that near the steel doors—very smooth and regular finishing.  And it was illuminated by the same amber lights they had seen in Burne’s laboratory.  At the end of this corridor, they found a single metal door, guarded by a single blue man and white monster.  After killing them both with an exploding canister, the party burst the door open—and found themselves in the engine room.

As Panyus had told them, it was filled floor to ceiling with enormous metal boxes, all of them shaking and glowing from the strangepowers they contained.  Thick metal ropes connected the engines to each other and to the walls of the room.  Small clouds of steam exploded from the pipes sticking out of the metal boxes.

But there wasn’t much time for close inspection, because the room was also filled with blue people, several of them carrying odd contraptions, all of them heavily armed.  One of their number , who stood in the corner, waving his arms and scribbling on the walls, seemed to be in middle of a ritual.  Both Deah and Thundar threw an exploding canister, one aimed at the leader of the ritual, the other tossed less deliberately into the middle of the room. The powerful blast killed several of the blue people, and also killed one of Burne’s Badgers.  The rest of the party retreated, closing the door behind them.  They stumbled down the corridor, finding the ground suddenly unstable beneath them.  They lay where they fell, shielding themselves from any falling debris.  A second explosion shook the engine room.

After waiting several minutes, the party returned to the engine room and found all the blue people dead.  And all the engines ruined, the metal boxes ruptured from within, their mechanical guts spilling out.  The party waited several more minutes, avoiding eye contact with Panyus, and scavenging for items of value among the blue people.  Thimbur pocketed what seemed to be an odd L-shaped club.  The other oddities—including what looked like a set of bagpipes filled with warm mud, a humming sword, and a leather armband with a needle apparently designed to stick into its weaerer’s flesh, were taken by memebrs of the party, but claimed by Panyus. 
55 60 65 by Brayo
 
When they returned back to the tower, Panysu flatly refused to pay the 250 g.p. fee.  According to his reasoning, he had hired the adventurers to save his master’s engines, not destroy them.  When Burne returned, he would summon them to discuss what should happen next.  As a sign of their good faith, he recommended that they should leave behind the bagpipes, the sword, and the armband.  They could keep a couple of the exploding cannisters.  And he never saw the L-shaped club.  If they wished, they could be permitted to stay in the tower until Burne returned.  That would avoid any awkward questions in the village about what had happened to Young Edward and Johnny the Morose.

Saturday, December 15, 2012

Realm of the Technomancer Play Report Part I

yellow fork by Brayo
 
Burne’s apprentice Panyus rarely emerges from the tower of his master. One day he showed up in the common room of the Inn and quietly approached the table where Thimbur and Fezziwig were seated. He had a job for them. Burne was out of the village on important business and something strange had happened in the master’s laboratory. He needed some assistance in “cleaning up” the problem. Absolute discretion was required and due to the sensitivity of the problem, he needed their commitment before he could bring them into the tower. After some bargaining, the parties agreed on a price. The next morning, Thimbur and Fezziwig arrived at the tower together with two other adventurers (Deah and Thundar) and two local hirelings (Johnny Morose and Young Edward).

Panyus led the group up to Burne’s laboratory, a dusty, cramped room halfway up the tower. Moving aside a large oaken table, Panyus slid two large stone blocks out of the wall revealing a narrow chute illuminated by a soft amber glow. Panyus led them down the ladder to a larger laboratory underneath the tower. This room was large and bright, illuminated by unseen light sources. An assortment of oddly-shaped glassware sat on a steel table, several of the containers holding brightly colored fluids, bubbling over brightly colored flame. A soft warm breeze wafted through the room. Panyus did not allow the party to tarry, but opened a set of steel doors and led them into a small chamber. He closed the door, the room trembled slightly and another set of doors opened. “Here,” he said “is where things get weird.”

He showed them a map, illustrating their way to the engine room. They were to discover the source of the weirdness and correct it. The weirdness, he explained consisted of lots of mud, things being moved around, and weird creatures. No, he wouldn’t come with them, but would wait for them in the small chamber. They should signal their return with a special knock. And he would let them borrow his special glowing wand. The party stepped into the corridor and the doors closed behind them.

About thirty feet down the corridor, they began to notice the mud Panyus had told them about. It was black and slick, and a thin layer covered the smooth stone floor ahead of them. Cautiously, they walked onto it, and noticed no ill effects. Continuing, they saw a bright, pale light ahead of them. Approaching, they found a stone column, clouded in steam, and encircled by a pit. An iron bridge crossed the pit to the column. Ropes made of braided metal hung from the unseen ceiling. When Thundar stepped onto the iron bridge, a ferocious-looking creature covered in white fur dropped down and grabbed him. His companions pulled him to safety while Thimbur rushed at the weird beast—a bipedal combination of a bear and a man, but stronger and more agile than either. It grabbed Thimbur and threw him down the pit to land in hot mud. But having been shot by several arrows and stabbed with spears, the creature jumped across the pit to the far side and ran away. The party helped Thimbur out of the mud and continued their exploration.
steaming black iron by Brayo
 
They found that Panyus’s map did not resemble the reality they were experiencing. While he drew a straight corridor to the engine room, the party found themselves in rough-hewn, steeply-sloped and forking passages. They followed one of these passages into a room illuminated filled with giant mushrooms and glowing fungi. A pair of odd-looking blue men were there, harassed by foot-long centipedes. When the blue men saw the party, one of them threw a metal canister in their direction that erupted into a ball of flame as it hit the ground. All sustained minor injuries, but none were prevented from attacking the blue men. After the blue men were killed, the party searched them, but did not find any more of the powerful missiles.

The party decided to harvest some of the giant mushroom caps, turning one of them into a “sled,” for continuing down the sloping mud passage. They placed the dead blue men on the mushroom sled, and, let it slide down the passage before them, and then anchoring a rope to follow after it. Hearing the sounds of their mushroom sled meeting living—and alarmed—creatures, the party hurried back up the slope to find easier ground to fight on if necessary. The party caught only a glimpse of the humanoid forms that were climbing up their own rope after them before another one of the exploding cans landed among them, killing Johnny the Morose and injuring other party members severely.

Leaving Johnny’s body behind, the party fled, and took refuge in a nearby side passage. From there, they waited and watched. They saw five of the blue men who, seeing Johnny’s body, scrambled to examine it. The party seized this opportunity and attacked with a volley of arrows. In the ensuing melee, Young Edward lost his footing and slid down the slope. Thimbur, after ambushing and killing one of the blue men, slid down after him.

After the main party had killed the blue men, they followed after Edward and Thimbur, arriving on the shore of a vast mud lake just in time to see Thimbur kill the shaggy white-furred monster with his spear. Edward had been killed by the monster. Thimbur skinned the white furred monster while the rest of the party worked to carry Edward up the muddy slope. Together, they returned with both of their dead hirelings to the steel doors. They knocked and Panyus opened.

Tuesday, December 11, 2012

Monk Rage

The morning after Jiro was assassinated at the Monastery of the Two-Fold Path, The Founders’ Council announced that the Abbot was banished from the town of Pasar. The Council also banished the monk who made the initial attack. He did deserve execution not only because he did not harm Jiro, but also because he did not show a clear intent to do so, but was clearly manipulated by sorcery. Jiro death was the result not of one monk’s evil intent, but of the entire monastery’s mismanagement. The Abbot was responsible for the management of his monastery.

In protest, about half of the monks chose to banish themselves with the Abbot. As the monks prepared to leave the monastery they agreed that the Shining Path had caused them this dishonor. They should be punished. Gwinch and his sohei agreed to support them in breaking into and vandalizing the main temple of the Shining Path.

About 75 monks, marched through Pasar with long knives hidden beneath their robes and bows hidden in a cart of firewood. They convened near the Temple of the Shining Path and, finding the front gate hanging open and unguarded, charged into the courtyard with their weapons!

But the warrior monks of the Shining Path were ready and waiting. Archers shot them from the walls, and spearmen emerged from the temple, followed by about two dozen of the mercenaries commonly employed as Silk Merchant bodyguards.

The Two-Fold Path monks were less disciplined than those of Shining Path, and were guided by fury and revenge rather than well-conceived tactics. Many were shot with arrows, and when they broke ranks, killed by the well-organized Shining Path spearmen and battle-hardened mercenaries. Gwinch’s sohei, on the other hand, responded to the surprise attack with level-headed confidence. They escaped the courtyard into the Shining Path Temple. When the Shining-Path monk pursued them, Saisho suddenly appeared and with a magical blast of steam killed their leader and his lieutenants. At the death of their leader, many of the Shining Path monks and the mercenaries were put to flight. The remainder fought to the death.

Victorious, the Two-Fold Path monks began appropriating the Shining Path prayer banners, while Gwinch searched for evidence that they were responsible behind his own temple’s recent misfortunes. A letter on the body of the dead leader showed that someone had warned Shining Path that they were going to be attacked, and had offered both weapon and the mercenary support. But there was nothing to confirm that they had planned or caused the death of Jiro.

Demolition 5371 (exposed slats) by BrayoDemolition 5371 (exposed slats), a photo by Brayo on Flickr.
An old priest who lived at the temple castigated the Two-Fold Path monks for their violence and so they fled from the Shining Path temple and from the town of Pasar. Together with Gwinch and his own sohei, they rejoined the Abbot in the wilderness. The Abbott led them to a small, secret temple in the jungle which they began to expand and fortify. He told Gwinch that he should continue his quest to find Tempat Larang. Beyond fulfilling the Emperor’s orders to locate and apprehend Governor Goyat and General Kawabi, if Gwinch were to find the legendary lost capital-- from the time before the great divergence of the Paths to Enlightenment-- then he might begin to restore the honor of his monastery.

Saturday, December 8, 2012

Monks & Merchants


Gwinch, Kishi, and Gunjar have spent the past year as guests of the Two-Path Monastery in the market town of Pasar. Pasar is a peaceful town, having benefited from the age-old wisdom of its Founding Families, who continue to direct its administrative affairs and staff the militia. The Founding Families aversion to both violence and commerce have made Pasar an ideal place for foreign merchants from all corners who know it as a place where they bring their goods to market without fear of criminals or corruption. Tariffs and duties are high, but it’s a small price to pay knowing that the businesses they build are well-protected.

The foreign merchants bring their foreign faiths with them and the most prominent temples are those dedicated to One Law and to Shining Path. Both have multiple temples and monasteries throughout the town. The Two-Fold path is one of several faiths whose place in the town is currently small but may be larger in the future.

The merchants also organize themselves along commercial lines and most belong to one of two merchant’s guild. The Silk Guild is the older of the two, but The Spice Guild may have more members today. Most Silk Guild members are dedicated (in varying degrees) to the Shining Path faith while most Spice Guild members have submitted (at least nominally) to One Law. That said, neither guild is restrictive as to membership. At the same time, both guilds expect loyalty of its members—especially with respect to what territory each member may buy and sell in and the prices charges for various goods.

In the past, when controversies have arisen among guild members or, more seriously between the two rival guilds, one of the temples of the Shining Path has offered its priests and facilities as a neutral meeting place for the resolution of differences. In response to complaints of bias, the merchants recently met at a One Law temple—but merchants from both guilds found the priests too intrusive and the atmosphere generally inhibiting. 

So, in response to the latest controversy, the Abbott of the Monastery of the Two-Fold Path offered to host negotiations, pointing out that the Two-Fold Path claimed few adherents from the merchant class. His offer was accepted, and a meeting scheduled. The Abbott asked Gwinch and his associates to delay their pursuit of Goyat and Kawabi until after the meeting so that they could help ensure everything ran smoothly. He was excited about this opportunity to raise the status of his monastery, but had strong concerns that something bad would happen. His long-time visitors agreed to repay his hospitality by preserving peace at the event.

With about a week to prepare, Gwinch, Gunjar, and Kishi decided they should get to know what they could about the most prominent invitees. Jiro, as the de facto leader of the Spice Guild was their first person of interest. With the help of Saisho’s magic, they made themselves invisible, and after a couple hours exploring the streets of Pasar and were able to find Jiro. They trailed him for the rest of the day, watching him interact with customers, share a lavish dinner with other members of the Spice Guild and, at the end of a long night, retire to an inn. They heard him refer to the upcoming negotiations in conversations with both customers and his associates, but did not hear say anything that suggested any underhanded plans.


When the day of the meeting arrived, the adventurers divided themselves into six patrols and circulated throughout the monastery grounds, giving special attention to the entry points and the rooms where the merchants were meeting. Jiro and the other Spice merchants had just finished a private meeting and were leaving it to rejoin the Silk Merchants in the larger room where negotiations were taking place when— one of the Two-Fold monks drew a sword from under his robes and charged Jiro. Gunjar’s patrol was passing nearby; the priest responded quickly, using his magic to apprehend the attacker. Unfortunately, Jiro’s bodyguards regarded Gunjar as a threat and drew their swords on them. Other monks joined the fight and for several minutes confusion and chaos reigned.
super monk by letgoandletsgo
super monk, a photo by letgoandletsgo on Flickr.
As Gwinch and Kishi reached the scene, they noticed an odd sight. While most of the servants who worked at the Monastery were fleeing from the brawl, one woman was standing and watching. This woman raised a blow gun to her lips; seconds later Jiro raised his hand to the back of his neck and then crumpled to the ground. Kishi attacked the mysterious servant with her magic, but the woman disappeared. Gwinch’s sohei helped to calm the general melee while Gwinch looked for the invisible assassin. 

Gwinch’s efforts were unsuccessful. The chaotic fight among the monks, the merchants, and their bodyguards ended without any deaths— except Jiro’s. The other Spice Merchants did their best to save their leader, rushing his unconscious body to the One Law temple. There the priests determined that he had been poisoned, probably by a dart, and administered their most powerful drugs. Despite their efforts, after a few hours, the priests of One Law announced that Jiro had died. Before dying, he expressed remorse for the dissipation, pride, and occasional deception that had marred his life, exhorting all people, and especially his fellow Spice Merchants to adhere more closely to One Law. The priests announced that they were organizing a procession to carry his body back to his home village for burial.

Meanwhile, at the Temple of the Two-Fold Path, the Silk Merchants expressed their outrage at the poor hospitality and despite the Abbott’s apologies, departed very soon after the Spice Merchants. Gwinch questioned the servants and learned that they had noticed a new laundress among them. He searched the servants’ quarters and found several scrolls inscribed with prayers characteristic of the Shining Path. The monk that attacked Jiro was also found to be carrying Shining Path prayer scrolls, although he claimed he had not seen them before. He was turned over to the City Guard. 

The Abbott was disappointed. But more than disappointed, he was absolutely furious.