Fear and Toading in Dylath-Leen

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Fear and Toading in Dylath-Leen
Date2085-12-30
GMSarcarian
LocationSnohomish and the Metaplane of Man
Status Threat Level: High
Factions Involved
ShadowHaven
Adalai
Gum Toad Faction
Zan Zan
Mara
Gum Toad
Leg Head
Tentacle Neck
Casualties and losses
Gum Toad
Leg Head
Tentacle Neck

Summary

ZZ and Mara meet up, do a little bit of divining and take a dive into the metaplanes.

Background

Previously the runner pair met to do some astral sparring. Both were skilled, but ZZ won out. Afterwards, they discussed the missing mentor and Mara offered to help using divination. After much longer than either meant for things to go, they finally get in touch for some casual divination.

The Meet

Deciding to meet at Lady J's talismans they head into the back of the establishment. Mara is well familiar with the proprietor who is willing to lend a backroom for their activities. Some tea is provided and the pair drink and discuss. ZZ shares what she knows about her spirit mentor, Yamaboshi. It seems that he was last known to have been in Los Angeles.

Divination

With the tea imbibed, Mara gets down to the task at hand, sharing what she sees through a mind link.

Before the backdrop of L.A. underwater, they see a black ship docking. Mara has seen such ships ferrying slaves of the Men From Leng. The ship meets with envoys of the Munma Order, recognized by their lavendar cloaks. Rubies, a currency used in the metaplane of man, are exchanged and hooded figures are loaded on to the ship before it sails back through an Alchera.

The vision cuts to Dylath-Leen. Mara has been here before and recognizes the open air slave markets. The same ship moves through, docking and then sailing on. A brief perspective is given from a nearby building. A familiar, but hard to place, glow shines from within.

In the final scene of the vision, they sea a moon deep in the astral sea. The ship sails on as stygian figures swirl about and drain life from others.

To The Dweller

Having seen something of an answer to her question, ZZ is eager to find more. Mara offers to accompany her to the metaplane of Man, which she recognized from the vision. With the talismonger's permission, a dose of shade and under the watchful eye of Tygar, they project. Wandering out of the basement, they find a door in a tree and enter. Following stairs down, they find themselves in a hallway with two hooded figures. One figure looked in to ZZ's soul, interrogating her readiness. The other noted that Mara has changed and told her to look out for the unidentified lantern from her vision.

Finally they head to the doors. One is carved from ivory, the other from horn. Passing through, they enter a wooded area in the metaplanes.

Ulthar and the Centipede Train

The cat city of Ulthar is a place Mara has visited before. She's able to get them to the train station, where there is indeed a separate area for cats to board. The train itself resembles a large centipede with luxurious palanquins adorned with carpets, pillows, hookahs and the like. The conductor wears a frilled shirt, bird mask, tricorn hat and holds a cane. He issues ZZ a ticket for the Dreamland Express (Mara still has hers) and the pair board. They find a place to sit toward the back of the whole thing. Near the cats.

During the ride, Mara shares some about Dylath-Leen. She also manages to make two preps and rest off some drain. ZZ makes friends with a young cat.

The Port City

Dylath-Leen is a port city. It's black basalt walls house many markets. Most interesting is the open air slave trade and the black ships. In search of information, they enter The Drunken Whaler, a drinking establishment near the markets. The building has a stone foundation and wooden walls mounted with the skeletons of fantastical sea creatures. Hooded figures meet them with suspicious stares. The mustachioed bartender serves them drinks and they spot someone attempting to cover tattoos of chains on their wrists.

Making contact, they meet Adalai, and offer a drink for conversation. Adalai looks to possibly be a former slave, carrying a black sword and rubbing at the hidden tattoos. Asking after slaves, ZZ describes her mentor from Yin as having hard features, leathery skin from intense training and sun exposure, and a wiry but muscled form. He has scarred hands, no tattoos, a bald head, no facial hair, and stone grey eyes. It is nearly impossible for Adalai to have seen one particular face, but after some negotiation they point out a building, saying that it is likely to hold records. At the top is that familiar lantern glow.

==

Outline

  • They go over and Mara starts by slashing a guy after ZZ tries to be polite. They intimidate goons to run. Then they break down the door and avoid an ambush. Inside they fight a spider legged head and a tentacle neck. It’s perilous for a moment, but they prevail.
  • Going up the stairs there is toxin.
  • Then they meet the toad. They offer not to kill him and the toad says he needs something in return. ZZ says no price is too high, while Mara compels a freebee.
    • Ship: Raven
    • Captain: Havelock
    • Traded to: Beasts of the Black Moon
    • Gaf - Black moon, Bogeyman.
    • Darksider
  • Gum Toad attacks. ZZ and Mara kill him, but not before the toad tries to eat Mara.
  • Toads name is found.
  • They offer rubies to Adalai, let him keep half, but save half for us.


Rewards

  • 8 karma
  • 18 CDP
  • Initiation ordeal, if desired
  • Mara can buy off Driven (following the toad's successful banishment from the Metaplane of Man)

Narrative Consequences

  • ZZ crosses the threshold for the first time, initiating into the higher mysteries and discovering a concrete lead on the fate of her missing mentor.
  • Mara obtains her hated enemy's True Name, and thus the means to banish them permanently in order to put an end to their machinations.

Game Quotes

Player After Action Reports (AARs)