The Choice – Vision Group

Episode One - A Soul in the Hand

Day One

Description
The first thing you notice about the chamber around you is the noise: For those of you who served on the Fleet during the war the klaxon sound is almost comforting but for others it is a audible weapon attacking every sense and destroying your coherency. The effect is enhanced by the angry red lights that whirl in their sconces along the wall indicating danger and an acrid smell, familiar again to some, that can only be engine oil as it vaporises in the air.

Staggering to your feet you look around, first at each other: Mallory De Mandeville: Prime Minister, Honest John Cobb: Weaver, Tessica Spears: Priestess, NAV: Confused Pilot, Malak al’Moalej: Priest of Oethis and Mathius Larkwood: Staunch follower of Bethylak. Your eyes meet, each of you straining to focus as though all of you are hidden from each other behind some gossamer Veil. An eldritch keenness clings briefly to each of you alluding, perhaps, to whatever force pulled you here and as it fades it seems unlikely that you will soon forget its GOLDEN glow. With it gone the veil is lifted and you snap into the reality around you.

This IS the Grey Keep, one of the main engine rooms if the sign above the door is anything to go by:

However the extensive patchwork of repairs would indicate that this is a time of war and that the keep has seen a great deal of battle and recently. Whenever you are they are short of supplies with pots and pans having clearly been melted down to be welded over damaged areas. As a group you take in your surroundings and realise that there is something more unusual than just the damage to the keep:

Whilst you are in an engine room for sure much of the area is dominated by a viscous, umbral mess of grey matter, clearly magical in origin, that forms a barrier against further mobilisation deeper into this chamber. This you decide to label as “Grim Matter” for ease of reference and turn your attention to more real matters.

A huge piece of Artifice dominates, clearly a piece of the direct engine manifold, regulating power flow perhaps and heavily damaged. The control panels are still dripping slag metal onto the floor pooling next to the figure of Dazak North.

The King is dressed in his Black and Gold Uniform but is slumped unceremoniously before the engine, dangerously close to the molten metals and the numerous fires that dance playfully across the engines facia. His hair is brittle, crumbling and his skin barely clings to the jagged outlines of cheek and jaw bones beneath. Even against the black a terrifying stain marking his side makes the cloth sag heavy depositing tiny drops into a growing mere of blood beneath him.

His right hand has found its way beneath his regal coat, perhaps it holds the wound that so clearly ails his side but from there, below the wool, a soft blue glow radiates. At the sound of your movement his head jerks, two empty sockets glare from blood stained face as if seeking you. He whispers words unheard before his head drops and you are unsure if he still breaths.

A battered bench containing tools, paperwork and a handful of spare overalls sits not far away supported by a number of charred and damaged books. A half drunk bottle of engine oil and a clipboard covered in unusual symbols catch your eyes.

The only way from this chamber that does not involve entering Grim Matter seems to be via a sealed blast door although the control panel has blown out and would probably need repair before they would open. The slumped form of a deck officer lies face down by the door, they have been badly burned and seem dead although that could be movement that you see.

Unusual Circumstances

  • You are dressed and carrying equipment but it doesn’t seem or feel real

  • Whilst you can draw swords and the like they are intangible to the world around you

  • Everything is blurred until you enter an area.

Rules

  • All Current Rules are in play

  • Remember that until an area is revealed you will not gain Actions for it.

  • If you have Fate Points to spend tomorrow you will need to reveal an area today!

Actions

 

Action

Type

Fate Points

Examine the Grim Matter

Interact

2

Magically Examine your situation

Threat

Approximately 10

Aid the King

Interact

2

Investigate the Engines

Interact

4

Go through the Table

Interact

2

Aid the Deck Officer

Interact

2

Repair the Door

Threat

Approximately 5

Go through the Door Alone

Interact

3

Go through the Door Group

Interact

4

 

Day Two

Description

Mallory sits slumped next to the spot where the King once lay, watching as his contemporaries busied themselves around the small area available to them, as if to distract themselves from what they were just told by both the king and the Deck Officer, his gaze moving from one to the other before falling back to the Grim Matter opposite him, blocking entry into the rest of the room. Honest John slumped down next to him, staring absently across them room, lost in thought. With one last sweep of the room; the broken engine, the closed blast door, the sword by his feet, a strange cog shaped device upon the table, and the nod from Tess, Mallory motioned the others to rejoin him to discuss and try and collate what they had discovered thus far.

Unusual Circumstances

  • You are dressed and carrying equipment but it doesn’t seem or feel real

  • Whilst you can draw swords and the like they are intangible to the world around you

  • Everything is blurred until you enter an area.

Rules

  • All Current Rules are in play

  • Remember that until an area is revealed you will not gain Actions for it.

  • If you have Fate Points to spend tomorrow you will need to reveal an area today!

Actions

Action

Type

Fate Points

Examine the Grim Matter

Interact

2

Loot the King’s Sword

Interact

0

Take the CogWrench 420

Interact

0

Translate the Clipboard Code

Interact

Approximately 8

Investigate the Engines

Interact

4

Repair the Door

Threat

Approximately 5

Go through the Door Alone

Interact

3

Go through the Door Group

Interact

4

 

Day One Outcomes

Magically Examine the Situation:

 

Tess and Mathias stand gathering themselves through prayer they reach out to the divine for guidance, insight on the magics that hold them here. The gods can be felt but but their intent is not present in the power that holds them here.

Honest John calls upon the story of the world, of his experience traversing the weave in past days of sobriety, again a great story can be felt, One of the fleet and it’s struggles, but again the narative flow of story did not bring them to this moment.

Feeling out with the powers of focus and weave, this is what you can fathom.

Around you the lines of Fate are in chaos: You can make out Fate lines that have been present for decades, centuries and all are in flux as if trying to regain purchase in the world to which they belong. Meanwhile Fate lines, equally as old but not at home here seek to fill the same space, some kind of battle takes place and Dazak is at the core of it. He is why you are here.

Fate Points allocated – 11.

Original Estimate For Fate points required – 9.

Fate points spent – 8.

Current Fate tally spent – 8.

 

Aid the King

 

Malak is the first to rush to the kings side, the other swiftly following behind. As you reach the King you realise that you are already too late, his death is rattling in his chest, his skin slides from his bones and his hair breaks, brittle like old leaves. His left hand grips your arm tightly and he speaks:

It is the End, but the moment has been prepared for. The Keep must survive, the engines need to be repaired and you must get to the bridge. The co-ordinates…you must get us away from here. Take this:”

His right hand emerges from his coat, here the skin is young and vital touched by the blue light that he holds. This he places in your hand and you feel his warmth, his strength, the story of ages, the lives of all those that he has touched.

Take my life, keep it safe. With this you can talk to the others and perhaps bring me back: You must find my other self. Trust Archibald.”

And then the King is gone. Ash and dust blows away on the gentle drafts coming from the engines leaving behind only am ancient blade, covered in blood.

Open Action Available:

  • Tell the system you are looting the Kings Sword: 0 Fate Points

    • Adds 2 Fate to any Combat Threat

Fate Points 

Spent – 2.

Current Fate Tally Spent – 10.

 

 

 

 

 

 

 

 

Aid the Deck Officer

 

As the group recoils from the shock of the king’s visage, and his haunting words, Honest John steps back, looking over at the Deck Officer in the corner, he beckons the group to join him as he moves to the man.

Rolling him over you discover that he is passing already and is beyond any position to help, he grasps your top pulling you close to his burnt face:

Tell the King: I saw them, our own ships being torn apart and rebuilt into something different, the sky is on fire. The Red Keep……The Red Keep…….

Fate Points Spent – 2.

Current Tally Spent – 12.

 

Go through the Table

 

Nav walks to the table, there has to be something, anything, that would make sense in all this, clutching at the table she begins her frantic search.

A lot of work has taken place here and reports indicate that a lot of Shadow Damage is being repaired across the fleet. However the clipboard contains the following: (see Handout)

Open Action Available:

  • Translate the Code: Approximate Fate Points 8

Stepping back to show Tess and Mathias the clipboard, Nav enables Tess to look past her at the table itself. from under a pile of hastily written papers a familiar glint of artifice shines out at her. As Mathias takes the clipboard from Nav’s hand, Tess motions for her to help clear the papers, revealing a tool, that as survivors of the fleet 

both Tess and Mathias 

recognise. The Cog Wrench 420, designed and made exclusively during the war to aid in the 

construction of CEED’s.

Open Action 

Available:

  • Take CogWrench 420: 0 Fate Points

  • Adds 1 Fate point to an engineering action. 2/4 uses remaining.

Fate Points Spent – 2.

Current Tally spent – 14.

14/17 fate point’s spent.

3 Fate points carried over to tomorrow’s actions.