Page AQ for Catalog F3
GM: Slinger
Players: Page
Synopsis:
Page returns to the fantasy setting where some of his previous
Quests have taken place, and must convince the others in the group
he can work with them. Page takes the form in this scenario of a
dark elf, come to the surface. The others in the party are:

Piotr, Human Mage. Page stole his robe in the first meeting.
Robyn Freewind, Halfling Bard. Friendly, outgoing, inclined to trust.
Cryssan, Elf Rogue. Suspicious of Page.
Thaddeus, Human Warrior. Not real bright.

Date: Jan 23, 2009

This was run tabletop. What is listed here is a written summary. You can find the audio at:
http://aelfhame.net/~jharvre/audio
Times are listed next to each item to mark its location in the audio file.


(0:00) Travel to the Metaplanes


Page does preparation, with Ourrez curled up at his feet to watch over Page
while he's on the Astral Quest. He projects from his body to the metaplane
of Air for Detection Magic.


(2:06) Dweller on the Threshold


Page appears in a dark place. The Dweller asks if he learned anything from
last time. Page, it would appear, did not. Smartass to the Dweller.

(4:40) Willpower + AP:5 versus TN 2. 9 successes.

4 extra KP for the duration of the quest.

After attempting to kick the Dweller in the shin, Page finds himself elsewhere.


(6:02) Place of Charisma


Page finds himself back in the clearing where he was before, at the end of
the last quest. The group had just rescued him from some brigands, after
Page stole one of their horses, believing that Robyn intended to betray his
identity to the others.

Now, Page must convince the group of his good intentions.

Page spins a tale that an evil wizard put a spell on him to transform him
into a dark elf, that he is not really one. In short, he tells the rest of
the group about the Dweller on the Threshold. The group discusses
undertaking a Quest to vanquish this evil mage and restore Page to his new
form.

(14:48) Etiquette.Magic + AP:5 versus TN 2. 11 successes.


(21:32) Place of Fear


Thaddeus points out that the team found another horse. After some
discussion, Page is sent to figure out what the horse is carrying. Robyn
already knows what the horse is carrying of course. But this is a small
test. After all, there is some coin in the saddlebags.

First Page has to get the horse's trust. He manages to grab an apple, feed
it to the horse, which seems to relax the horse for the most part. He has
to hold his hand steady while the horse snaps at the apple.

(24:52) Willpower + AP:5 versus TN 2. 9 successes.

Page finds the following (26:58):

Canteen with cheap, bad wine.
Ration bars.
Flint and steel.
Leather pouch which jingles.
Pot for cooking
Parchments with maps.

He returns to the group and indicates what was there. Reporting all of it,
which helps win the group's trust.


(30:48) Place of Magic


The group decides to head into a nearby dungeon to acquire treasure and rid
the place of monsters. On the way there, since they're travelling in the
dark, Page ends up in front and helps guide the group around any pitfalls.

(35:36) Perception + AP:5 versus TN 2. 9 successes.


(37:08) Place of Knowledge


The group travels for much of the night, then arrives, and finds a stone
staircase leading downward. Cryssan examines the staircase and heads
downward, checking for traps, and misses one.

(38:29) Metalworking + AP:5 vs TN 2, 11 successes.

Page spots a trap embedded in the wrought iron railing, which is rigged to
trigger a trap. Cryssan manages to disable the trap, and open the lock on
the door, permitting entry.

Once Page steps through the doorway, that is the Citadel for this particular
quest, and he finds himself sent back with the Dweller.


(42:28) Return to the Dweller


Once again, Page is rude to the Dweller. But this is normal. He gains the
knowledge he needs, and is sent back to his body.

IC Quest Duration: 7 hours


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License