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Bjarne's Pause
I thought it was time Simson had an explorer plotline for his character Bjarne. When he couldn't make it for a week I saw an oppotunity to drop something in. This also allowed me to give the party a reason to move on to another place as they'd been in San Arrant for a while.
You wake in the morning knowing the day holds little but the funerals of people you don't know. The group you have fallen in with seem very preoccupied. But for now they seem to make good travelling companions. You decide to leave the day to them, and go for a walk on the docks. You miss the sea, and the sight of the ocean reminds you a little of the view from your hometown.
  As you walk, your thoughts turn again to Meg. You wonder if the restless maiden 
  would ever find peace from just looking at the sea as you do now. If not, then 
  maybe she will find it in your arms one day. But that will never happen unless 
  you can find her! So you decide to ask at the docks again to see if any of the 
  sailors have heard news of Meg, or even Angus.
  A few drinks later you are a little wiser about your companions. It seems that 
  an Avalonian woman and a Highlander sailed with one of the crews on a recent 
  journey to Montaigne. It is possible they are still there.
  But another conversation gets your interest. A Vodacce captain called Virago 
  is talking about a device that was stolen from him. It seems that recently his 
  ship blew up for no good reason after a voyage to Avalon. He had an item he 
  was going to sell to Caligari on his return to Vodacce. When he went to save 
  it as the ship sank, it seems that one of the crew had already 'retrieved' it 
  before him. But Captain Virago figured out who the culprit was, the only man 
  from his crew unaccounted for. The ship exploded near here. So this is where 
  most of the crew washed up, alive or dead. But there was no sign of Stephano, 
  so the captain thinks he must be the thief. He must have been washed up here, 
  so he can't be far. He and his men have been searching the area, but found nothing 
  yet. He offers a reward to anyone who can help.
  You toy with the idea of offering your services. But you are aware of the cutthroat 
  nature of the Vodacce. This captain looks no better than the worst you've met. 
  As the explorer's rather than Caligari would be better keepers of his item, 
  you decide to find it yourself. This Stephano may be glad to get rid of it.
The question of course, is where to begin looking. Gathering your equipment you make for the fields and forests away from the town. Out there among the trees and tall Castillian grasses you find a quiet place to ask the gods for help. Gathering your rune stones in your hands and offering a short prayer, you throw the stones onto the ground. To anyone else, the stones would make no sense, but your trained eye can see the patterns in their chaos. You asked for directions, so you look for the compass points in the casting. To the north is the rune Villskap – fury. That path leads to Montaigne, perhaps it warns of the unrest brewing there. To the south fell the rune Sinne – anger. Perhaps it is telling you about the rage of the Castillians at war with the Montaigne. Westward shows Reise – journey. But you know this as that way lies the sea and the town. So you stare more carefully at the east and find Uvitenhet – mystery. You take this as an omen of the Syrneth and set off east.
  You walk for most of the day, and find no sign of your quarry. But then your 
  attention is called to a strange humming sound. It begins softly, and grows 
  in intensity. Despite the fact it is only sound, there is a feeling of power 
  that is carried with it. You make your way towards the sound, just as it abruptly 
  stops. But you carry on up the hillside until you come across a small cave. 
  You take cover to observe just in time. A thin mean looking man comes out and 
  looks around. He seems to be checking the coast is still clear before returning 
  to the cave.
  This must be Stephano. If the sound was something to do with the artefact, he 
  is obviously experimenting with it. You may have got here just in time, as he 
  is obviously no scientist. Readying your fighting staff you follow him into 
  the cave.
  It is very dark in the cave, but ahead through a crack in the ceiling a shaft 
  of light pierces through. Stephano crouches by a box lifting a device out covered 
  in a heavy black cloth. He puts it in the shaft of sunlight and removes the 
  cloth. The object resembles the devices the Vendal use in their astrology. It 
  is a silver sphere covered in markings surrounded by several rings of gold. 
  It has no stand and seems to float above the ground slightly. Once the cover 
  is removed the rings begin to move around the sphere. The sound begins again, 
  as well as a throbbing as the sphere slowly begins to beat like a heart. The 
  rings spin faster and the sound becomes louder. With each beat of the sphere 
  you can almost feel the walls of the cave resonate. Stephano is intent on the 
  object, and you seize your chance. You rush him from behind and smash your staff 
  into his head. He drops to the floor unconscious. The object is building to 
  a piercing pitch, but how to shut it down. You try to poke at it with your staff. 
  The rings catch and gouge a piece from the iron bindings, the force throws you 
  and the artefact in opposite directions. It lands on the other side of the cave, 
  still moving but slower. You realise that is must be light that powers it, as 
  it rests outside the shaft of light. Gathering the heavy cloth you cast it over 
  the item and it abruptly stops.
  It is surprisingly light for an apparently metal object. You place it in the 
  wooden box and close the lid. Stephano is alive but unconscious. You reason 
  that if he never saw you he will assume the pirates found him. So you leave 
  him there and head back to town.
  You return to the inn as the evening wears on. You have trouble getting a late 
  dinner as the innkeeper is out somewhere. But one of his serving girls manages 
  to find you something. The others are nowhere to be found. All the better, as 
  you hide the box in your room. You aren’t sure if you should tell them 
  about it. They seem trustworthy, but who can tell. You think carefully about 
  how to get this to the Explorers. They have a safe house in Montaigne, maybe 
  that is the nearest and best place to aim for. Perhaps you can think of a story 
  to get the others to join you, just in case the pirates come after you.