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1.15 Sign, Seal, Deliver...

1.15 Sign, Seal, Deliver...

After discussing the problem, everyone finally agrees that the risk of fighting a Djinn, even a weakened one, is too much to tackle just for expediency's sake. The nexus means that there will be plenty of magic on hand to try and seal the Djinn and handle a battle if things go wrong. Since there is nothing to lose from trying, the decision is made to attempt removing the lamp.

Iitria and you begin to erase the analysis spell and replace it with a sealing one. Sealing spells are complicated work. Unlike other spells that can get away with a bad line or two, a sealing spell must be perfectly calibrated to the location and the target. You get the feeling that you recently saw someone do this on the fly, but there’s no use pondering it for long, you need to do what you can here and now. Since a misstep would lead to mortal danger, you and Iitria are constantly double checking each other’s work. Mal and Rip both keep a close, if bored watch, ready to jump in if a mistake causes the Djinn to wake. You’re glad for their vigilance, Lyrrica and Horton both make an effort to stay engaged, but the combination of things they don’t understand and a lack of anything interesting happening lead to the two wandering around nearby to relieve their boredom. Your two guards pass the time with chitchat.

“You seemed tense when Scaleun and Seven Crowns came up earlier, and I can’t help but notice that your armor was made in the rift…” Rip comments.

“Lots of armor gets made in the rift, lots of it gets sold as surplus too.” Mal answers. The statement is true enough, the pattern Mal is wearing can be seen on one out of three swordsman in town. You just feel something underneath the statement, Mal avoided the real question.

“That’s as may be,” The merfolk says with a shrug. “I’m not good enough at subtlety, apparently, so allow me to be frank…”

“Is not one of your oaths to always be truthful?” Mal remarks, you stop etching the runic character you were working on. Even when you tried to sneak a look under his helmet, Mal reacted in an easy manner. You wonder what has gotten him so worked up.

“Easy, friend! I only meant to gauge how you feel about the war I am here to stop.” Rip raises his arms and puts on a disarming smile. “If you have allegiance to one side or the other, it makes no difference to me. I just want to know how the people feel.”

Mal pushes himself off the massive root he was leaning on in annoyance. The rough scraping sound of his armor on wood makes Iitria look up from her work as well.

“Apologies. It is not a subject I wish to discuss.” Mal excuses himself to take a lap around the tree. As he moves, you see that under the moss scraped away by his sudden movement there is a magic circle etched into the wood. You call Iitria over to examine, it.

You might be reading a stolen copy. Visit Royal Road for the authentic version.

“Someone is definitely trying to sabotage the leylines.” The cleric states with the same amount of passion you would use to comment on the weather.

“Is it another trap?” Mal asks.

You explain that the spell is simply a channel, a way of focusing the flow of magic in a certain way. Under normal circumstances it would be so benign, nobody would think twice if it was drawn in plain sight. The slightest change in the flow of the leylines you are trying to sever the lamp from, though, would cause your seal to fail. Taking into account how this etching was carefully hidden, the only conclusion that can be drawn is that someone really wants this Djinn to finish its task. You call the party together and set them to looking for more. They would have to be within 50 feet of the lamp, which makes the search area manageable. You give instructions on which runes to erase or alter in order to disable the spells, you also tell them to wait for your assistance if the circle doesn’t look exactly like the one Mal found. As the group fans out to search, you and Iitria finish your sealing spell. It takes you almost the entire day to finish the spell and disarm all the spells that are found.

Considering the amount of power required, you ask Horton to assist you and Iitria with charging the rune. Spreading the power between the three of you leaves all of you fresh in case of a fight. Taking a deep breath, you begin charging the spell. For several agonizingly nervous minutes you monitor the powerflow, hoping you didn’t miss anything. Everything goes smoothly, though. The connection to the leyline severs and the Djinn doesn’t immediately come pouring out of the lamp to do battle.

Looking around, you see everyone relax as Iitria picks up the lamp with sure hands before wrapping it and sticking it in her bag. The sun is on its way down, but staying in an area laden with signs of malicious intent doesn’t appeal to you at all, it’ll be a tough hike in the dark, but with your numbers it should be safe enough.

You eat another quick turkey meal, and set out into the woods. The second Iitria crosses the border of the nexus’ clearing the forest floor lights up as a massive signal spell goes off. A screeching magical flare shoots up into the sky. Anyone for miles couldn’t fail to notice it, and another noise echoing through the low hills let you know that something definitely did. It sounds like a horse's whinny, if a horse's whinny was terrifying in the extreme. The party freezes at the sound that seems to be coming from every direction at once.

“What the hell was that?” Lyrrica is the first to voice the thought everyone has.

“I don’t care to find out, we should move!” Mal says.

“Are you sure? We could retreat to the nexus and use the power.” Rip counters.

“There could be more traps.” Iitria says with a hint of concern in her voice.

“It’s nice and dark, we might get away if we book it.” Lyrrica offers.

Stay and guarantee a fight in a place that may be advantageous or a trap? Or make for town with all you got?