The Dream

Part 2 of 2
Session #5

Session 5 Event Log

Date

November 22nd, 1999

Storyguide

Merwin Shanmugasundaram

Logger

Jason Newquist

IC Time

Summer, 1221: Virgo 16-17 - Dream Time!

Location

The city of Segobriga.

Event Summary

The PCs completed a survey of the entire city, as well as major structures outside.  Evidence of a the old covenant was found.  A artifcact was discovered. The magi deliberated on allocating major usable structures to various purposes, and finally drew lots to determine the order in which sancta would be chosen.

The Session

Magi PCs: Arcturus, Electus, Bodor, Julius and Mateo

Grog PCs: Juan, Clara, Francisco, Gaspar, Teresa, Sebastian

PCs played by the SG: Carbo and Angeles

NPCs: None.

Retcon: The intention to go to the graveyard is decided that it did not happen, as the character who mainly wanted to investigate (and is capable of such) is not here.

It was Established: The Baron is located in Teruel.  Segobriga is 30 miles from Valencia (Moorish), 60 miles from Teruel (Christian).


Virgo 16, 1221

The night passes uneventfully.

Virgo 17

The storyguide asked each player to roll a die.

 Electus: 8
 Arcturus: 6
 Mateo: 3
 Julius: 8
 Bodor: 4
 Angeles: 7
 Carbo: 8

Those who rolled over a 5 take a fatigue level, wake up groggy.  The grogs look fresh and normal.  Those magi who woke tired are also thirsty.

Mateo sends a grog (Juan) off to check out hunting resources.

Arcturus suggests taking a survey of who speaks which language.

Arcturus, Mateo and Electus went off with Luis, Gaspar, Francisco and Teresa to take a look at the amphitheater.

Julius and Bodor leave with Clara and Sebastian to check the northeast quarter.  They find various buildings in some states of disrepair.  They encounter a building which looks quite large, looks like a villa.  It is a two-story building, from which the first story is only intact.  There is a short row of columns in the foyer.  There is a spiral staircase, but it is blocked with rubble.  There are six separate chambers in this structure.  There are some wall carvings, a sculpture or two, crumbled.  One room has quite a bit of pottery, and seems to be a kitchen.  There are servants quarters, an armory or trophy room, two unidentifiable -- one of those has a groove in the floor leading out of the building, as if to drain water; the other has an open archway leading outside.

Julius searches and eventually uncovers a flat metal disc, very dirty.  It seems to be gold yellow, about 3-4 inches in diameter.  There is a design on it.  There's a groove in the center, a smaller circle.  It is about 3/16ths of an inch thick.

Meanwhile, the other group has taken the southern road, underneath the aqueduct.  The area to the southeast is mostly flat.  Once through the southern gate, the group comes to the amphitheater.  From the outside, it looks in decent repair, with arches at the base.  There are about 12 gates, and 4 or 5 of them are unusable.  The bleachers are in good repair.  Footsteps echo -- anything anyone says anywhere can be heard by anyone else.  Whispers probably stay such, but that is all.

The group then moves on to check out the doors -- or the remains of such.  There are 28 doors leading from the base to chambers interior, either directly from the stage or leading off from tunnels.  Arcturus casts a spell to open all 28 doors, but they all fall apart, their metal bands falling to the ground.  Each opening reveals a chamber in variously good repair.  About half have wall sconces.  Some smell terrible, like decay, but there is nothing there.   Some are 20 paces square, but most are 5.  After that, the group heads to the theater, outside the city walls to the southwest...

Meanwhile, the villa is eclipsed in good repair only by the curia and, more than any other, by the basilica, which had an intact door.  The remaining area in the northeast quarter is quickly explored.  Two additional structures -- lesser villas, cottages -- each with four chambers.  Basic living quarters, they seem; in terms of quality, they rate lower than the villa.  When their survey is complete, they return to the camp, and Julius investigates the disc further.

Meanwhile, at the theater...  The acoustics in this room produce a focus of the sound toward the seating, rather than spreading out evenly.  There are chambers backstage, most are small places to store things, some are larger, perhaps 10 paces square.  There are many times many alcoves, and there are 8 of the larger rooms -- the largest of which are 30 paces square.  The group then returns to the center of town.

The group converges.  The disc is revealed, and Electus casts a spell upon it to determine some mundane properties.  It is gold, but an "enduring alloy" of gold.  There is a mundane mechanism for it, which releases thin slivers of additional gold from the small holes along the sides, so as to make it look like a sun.  It is an enormously intricate piece of jewelry, though it is non-functional, for it is missing a piece.  Mateo casts a spell of Intellego Vim, but admits detecting no magic upon it.

After the inspections are complete, the group agrees to complete a survey of the grounds, sweeping in a clockwise fashion through the town.

In the northeast quadrant, there are two additional smaller structures, and a third that's perhaps three quarters the size of the largest villa.  There is a glass here... perhaps laboratory glass.  The building is a lot like the basilica in shape, but there is no platform/balcony here.

In the southeast quadrant, there is a wide expanse of rubble, with some concentrated piles of such, and signs of animal life.  The aqueduct continues through this, going down to the river.  Upon investigating, the noise seems to be coming from rodents and insects.  Electus is interested in a scorpion he discovers.  There is nothing of salvage here.

In the southwestern quadrant, there are soldier's buildings.  Very sturdy.  Mostly metal doors.  Roofs are intact.  There are four barracks,  10 paces wide and 15 paces long.  They are not attached to outcroppings.  There are small turrets on top.  There are small stations next to them.  Inside, there are three rooms.  One is a large room (common quarters), one smaller (for a commander), and then there's an open porch area -- furthest away from the gate.  There is actually one per quarter, or so.

Continuing in this quarter, there are about 20 small buildings.  None that are larger than 5x5 paces -- but they are all weather worthy.

The final quadrant contains the known buildings -- the baths, the marketplace, the religious buildings.

Survey results (italics designate structures reserved for Covenant use):

Outer Quarter (structres outside the city walls)

  • Amphitheater: 28 rooms ranging from 5x5 to 20x20.
  • Theater: 8 large rooms, as large as 30x30

Civic Quarter (center)

  • Basilica: 2 rooms - Great Hall?
  • Curia: 1 room, 7x7 - Library?
  • Mosque: ruins
  • Cemetery: graves

Noble Quarter

  • 1 Large Villa: 20x20, six sizable chambers.
  • 1 Medium Villa: 15x15, four sizable chambers.
  • 4 Small Villas: 10x10, two sizable chambers.
  • Guard House: 10x15, sturdy, with turret - by main gate

Peon Quarter

  • Rat-holes: nooks, crannies and tunnels for insects, pests and vermin
  • Guard House: 10x15, sturdy, with turret.

Common Quarter

  • 20 small buildings: 5x5 - reserved for grog use
  • Guard House: 10x15, sturdy, with turret.

Mercantile Quarter

  • Columbarium and Bathhouse: open bath, small arched chambers
  • Guard House: 10x15, sturdy, with turret
  • Marketplace: ruins

General Structures

  • Aqueduct: runs through the city, and far beyond the walls.
  • Cisterns: scattered throughout the city.

The magi argued for a length of time, and a proposal for apportioning sanctums emerged:

The large villa shall be divided into two sancta.

The medium villa shall be its own sanctum.

Two small villas shall be considered a sanctum.

A guard house is a single sanctum.

A sanctum shall extend from its center to 50 paces in all directions, and up to the end of the aura and down unto the depths of hell, with the exception with the large villa.

The lots for sanctum selection were drawn as follows:

  1. Electus
  2. Angeles
  3. Arcturus
  4. Bodor
  5. Carbo
  6. Mateo
  7. Julius

End.


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