In last week's game, the party leave the captured but helpful Fishman with the Irish Guard after Setanta inform them that Manannan isn't keen on these pesky people interfering with the sea floor and would like him to do something about it.
the party pack what they're taking with them and wait for the ship that ManannĂ¡n mac Lir sends for them to arrive.
They lay down to sleep with no difficulty whatsoever, and pretty soon there's a knock at the door and Sung Pow, Kuval, Harry and Fingolfin are picked up by Lord Setanta who is grudgingly sailing the boat which helpfully expands to the size of the QEII to take on Fingolfin's luggage, alla Skidbladnir.
Kuval decides to bring along his cobra. Setanta experiments with not steering the boat, but it evidently not a particularly self steering model. Setanta doesn't really care, he doesn't want to be here due to an embarrassing incident when he was young but is obliged to Manannan. At one stage he's vaguely considering just letting the boat drift away and possibly crash but is asked to take the tiller by Harry, who is the only person who seems to have noticed.
Jonathon and Sara are still asleep and are left behind. Hopefully they will be alright, although it's clear that messengers from Harry are being intercepted (after Harry's interview with some confused runners) and that the place is possibly being watched...
And so into the night they sail..., up into the air which soon becomes dark and full of fishes great and small, all rushing towards a dimly glowing shore.
Lord Fingolfin protests the situation, how can there be an island when they're underwater, how can they be breathing, how can there be fish...
Harry advises him to take it in his stride, these things happen in the Otherworld.
Perhaps prompted by the elf's suppositions, an enormous serpent becomes apparent following the boat, and quickly gains speed, the thin light gleaming thinly on its enormous teeth. It makes to bite off Setanta's head, who ignores the whole situation with disdain and fatalism, but Kuval interposes himself and gives it a skritch.
As always, his way with snakes is a wonder.
Sung Pow dismisses it as a dragon.
Setanta waits grumpily with the boat while the party goes to meet the son of Lir. It's a largely civil meeting, and Manannan gives them a map to get to the place where the Fishmen are setting the earthquake spell and somewhat sketchy instructions to invoke the Blessing of Earth which they got from Echidna for rescuing Orthrus back from contemporary London.
All of this is raising somewhat theological arguments amongst the party and the mixing of Greek and Celtic mythology.
Review your characters' abilities, spells and especially those abilities you think will be useful in the situation. Spend character points now because you will not be able to once the session starts next week.
What will your character do in a sudden crisis? Does your character have combat reflexes? What will happen once the Blessing is Invoked? And how does that work exactly?
And lastly, can anyone read this map?
what ever we do, we must do fashionably and with dash
ReplyDeleteBound to succeed then!
ReplyDeleteMaps are for the weak!
ReplyDeleteErr...
You've got it upside down! Perhaps you all should stop and ask somebody...:-)
ReplyDeletemaps just hasten a journey to a premature conclusion
ReplyDeleteThat's true. And it's not like there's any pressing hurry or anything.
ReplyDeleteafter re reading the last post err paragraph grim min/maxing reassessments are taking place as remaining points are allocated and spent.
ReplyDeleteFingolfin starts to hum
Lord Minmaximus!
ReplyDeleteElaine Walker did you miss reading this? I can email you the weekly summaries if you like.
ReplyDeleteHadn't been reading google+ much but can if there is stuff posted on it relevant.
ReplyDeleteI generally post the synopsis of the rpg events as a refresher there as well as lj+dw.
ReplyDelete