Session 48: Discovering Labete

General Summary

Labete and the Laboratory

  • And so, the Crew entered the Laboratoire. They were greeted by Lorend, who introduced the Crew to Khatar, the primary researcher of la bête. Lorend was happy to see them, and unsurprised that they wished to learn about la bête. To truly answer, Lorend needed to tell them about the history of the Enclave. But, in a sentence, the Enclave transformed from a group of nomads to a duty-bound Enclave, watching over a slumbering Tarrasque.
  • Khatar shared what they had learned and studied about the creature with the help of a glowing blue prism in the center of the Lab. The Tarrasque seemed to be as old as the land itself - they were reasonably certain that its blows had created the Graywall Mountains that it now rests under. Research regarding its physical abilities indicates that it is a being of pure destruction, meant only to consume.
  • The Enclave has taken precautions to make sure it does not awake, and has eventualities if it does. But they understand its power, and know how futile such efforts could prove to be.
  • Their riskiest experiment, according to Khatar, was spending months refinining a magically enhanced blade to harvest the hide of the Tarrasque to study it. They were amazed at its sheer durability, and even magically repelling properties. When they had finished studying it, however, it had been given to Diinkara.
  • Glorker had a theory. Maybe it had eaten too many fishnrocks. He passed out for almost a week the last time he over-ate.
  • Professor Burnkles, who had been anxiously waiting, profusely began to spout the theories he had - are they sure there is only one? If it was a weapon, why would only one have been created? Could it possibly be a race of creatures that comes from some unknown dimension? In fact, are they sure it's even a creature? Are they certain it has a soul? You know, one of his fields of expertise is the study of souls, and-

Viribus Gets Poked by Ashpin while Riding N'nchyk

  • The next stop the party visited was Leslira Coliseum. It contained a jousting pitch, an archery arena, and a labyrinth. The Crew was greeted by Bill, who eagerly invited them to participate. The Valley's meta had grown stale.
  • The typical mounts for jousting were creatures called hook horrors, typically native to Khyber. They were the inhabitants of the Vautrabee Stables. However, at the encouragement of Bill, the Crew devised a match of their own: Ashpin atop his familiar mount Sylvain, against the more dissonant pair of Viribus atop Lion'nchyk.
  • As Viribus and Ashpin prepared for battle, Lumen located a betting station on the ground level. He offered his magical tattoo needle, which the croupier evaluated would be worth about 30 amethyst chips. Lumen went all in on Ashpin, straight bet.
  • Viribus had a nearly flawless first round, unseating Ashpin as cleanly as could be. The crowd was loving it. However, it became harder for Viribus to control Lion'nchyk, while Ashpin was as comfortable as an old glove atop Sylvain, defeating Viribus in the succeeding two rounds. The two exchanged handshakes while Lumen reaped his rewards.
  • Next was the archery competition. Representing the Crypt Crew was Lumen, Dooturr, and Quilly. Against them was a lean, fierce elven woman named Keya. She had remarkable accuracy, and she, Lumen, and Dooturr competed to the very last shot. After nailing the target's bullseye, each were made to land an arrow on the eye of a needle. But, alas, Keya came out on top. Lumen invited her to his quarters, but Keya parried with an offer for further training. Meanwhile, N'nchyk was showering Quilly with praise, who nearly made it within 10 yards of the target in one of the rounds.
  • Lastly, each of the Crew participated in a race through the labyrinth. They faced puzzles, natural hazards, and riddles, having to navigate their way and maintain a fast pace the whole way. Maleakos made it to the center first and discovered the prize: a silver-plated steel longsword with jet set in the hilt. But, it was secured within a mound of stone, and he could not tug it free. The rest of the Crew bounded to the center and shoved each other for a try, but it was the inexplicable effort of N'nchyk that wretched the prize free.

The Rest of the Valley

  • Maleakos met up with an old friend in the Chateau d'Arbe, the main haven for music in the Valley. Meanwhile, Dooturr began learning new songs with the Ensemble d’Hazelvale, who were fascinated with his instrument. Njord very much enjoyed the jam sessions.
  • The next day, several fellows were interested in visiting the Enclave's church. It was a beautiful place, filled with botany and bright with subterranean moonlight. One blemish upon the interior, however, was a darkened tree that lay barren in the northeastern corner of the room. According to Jandar, the head priestess of the church, it had been damaged when a former priest, Huntil, was wracked with terrible, nightmarish visions, and was overcome with a cryptic riddle.
  • The riddle was as follows: "Years, decades, centuries, the line along which lies far beyond the mortal reach. Find that time spent for such creatures of transience is as fruitless as the yonder fountain, or the journey into yesterday. Yet it opens. See the foibles of the light and know that the true answers lie in the numbers of men. So, too, does the greatest constituent in saving our kind. Only in discovering him will the Turning of the Age forestall. Only he will restore this tree. Then it will be known."
  • Later, while Ashpin was entrenched in meditation, he began to glow. And with a burst of light, the blackened tree began to heal, much to Jandar's shock and Ashpin's confusion. Jandar fetched Lorend, who said he shouldn't be surprised, having heard the deeds of Ashpin from Viribus, Maleakos, and Philip. Lorend said that he had promised himself that if any ever healed the tree, he would gift them with the Grande Ame, the weapon of his father; created to protect.
  • Oddly, Maleakos also spent much of the day praying within the church.
  • Dooturr, while spending time within the church, felt as if his connection to the dead was stronger there. In fact, later in the day, he felt a twinge in his soul. It cannot be explained where it came from - perhaps from the very essence of his being - but he knew it was related to his connection to those passed. And just then, he heard - or felt - the faintest whisper; the slightest strand of a call. The call of Verin.

Rewards Granted

  • Grande Ame
Date begun:
7 Therendor, 998 YK
Date ended:
10 Therendor, 998 YK
Party level:
8
Report Date
10 Feb 2022
Primary Location
Related Characters

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