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« on: November 13, 2003, 11:31:03 AM »

Marc
DM
 19:50 on Dec 28, 2000
Name: Imkluu

Email Address: dm_kluu@hotmail.com

ICQ# 30945747

Times: Not decided yet when game will be but have generally Sun form 2 to 11pm PST, GMT-8 and Mon, Wed and Thur 5 to 11pm PST, GMT-8.

Max # of Players: 7, attempt a group of 5.

Groups: Two (most likely only one and maybe a night for side sessions).

Description:
I like to have cohesion within the group and will not run an evil group. An evil character played well and with the proper motivations and background may be accepted but I do not like inter-group fighting outside of normal personal differences and interaction.
I have no preference to class or race, but would like the elves of Thardferr to be played properly as fits their special place and description for this world. Races should be able to have reason to cooperate and hold a united goal or reason for adventuring together.
Character depth and role-playing is important to me. I will generally run games that are about the characters or motivated and influenced by their backgrounds. Games will run the gambit of dungeon romps, cavern crawls, outdoor adventure, city and urban interaction and travel. Fighting is a part of adventure and so there will be possibility of it, though a way may be provided to get by without it if the PC uses their head.
I intend to use guilds and help to run guilds so that they have a place in Thardferr. Any PC that is a member of a guide and tries to maintain a contact with or gain use of or interaction with their guild, if done properly will see them used in my game.
Above all I like a character to be an individual that can work in a group and not grandstand. They should have a well worked out background and reason for adventuring and have ties to the world so that they are not loners.
Cooperation and companionship can link a group of people but I would also like to see a PC who is properly motivated actually leave the group and join another as a new member of the group joins. As in the real world friends sometimes drift apart and this should happen in the shared world of Thardferr as well. Any death in the group does not automatically gain you a new place in the group. Though you will have first attempt to join if no other player is waiting and taken the time to make a connection with the group.
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« Reply #1 on: November 13, 2003, 11:31:27 AM »

Imkluu
Player
 15:56 on Jan 04, 2001
Side Session: Dracut the Merchant

Active Players: Dracut

Session Time: 1:20 AM to 2:45 AM EST

Game Time: third week of Seroum, 729

Summary********************************
Dracut decided that he should begin making some money for himself in a
way more legal than thievery, and as such went to the Watcher's trade station in Coopersville in order to speak to someone about the watchers providing him with a carriage so he could travel and sell goods.

Speaking with the guild master there, Garant Steelmanson he was found out as a known felon, and Garant still
accepted him and gave him an adress to go to in order to finish his business.
***************************************

Details: Dracut was on his way to the post when two guards looked at him
as if they reconised him, then Dracut noticed behind them the wanted
poster with his face on it. So in order to remain on the safe side of
thier swords he left and went to an old burnt out building. There after frightening away a few urchins, he
changed into a different set of clothes, and used charcoal from the
building as makeup.

Returning once again to the Watch Post he made his way in with a caravan, having some small talk with one of the wagon drivers. Once in he was surprised at the vision of the area, and was truly impressed. The newly arrived caravan had brought out many merchants and buyers to see the new wares. He did not linger long, and when merchants began to try to sell them thier wares, he politely
declined, and they wandered off to find more potential buyers. Seeing a
line and guessing it to be the best way to talk with someone important he
entered the line. However, as the line moved closer up he noticed that
there was a sign pointing to Administration.

Dracut, impatient as he is decided to go directly to the admin rather
then wait around with the secrateries. Walking directly to the Guld Master's
office he made his polite move of the day, and asked the clerk if he was
busy first, then waited until he finished to enter. But not before the
clerk asked to talk with him about his plans first, Dracut explained
that he hoped to get funding for a carriage so he could distribute goods for watchers who cannot travel. Although he did have ulterior motives of
his own. THe clerk was impressed more with him being an elf than with his salesmanship skill and took down his name and some information. This gave the clerk an excuse to stop talking with a man complaining about his ponies. Just then the door burst open and Garant Steelmanson, the Guild Master, stepped out with another man, they said their goodbyes, and the clerk announced Dracut to Garant.

Garant extended his hand, and with his vicelike grip and an arm around his shoulder the much larger human takes Dracut into his office. Getting right down to business he confronts Dracut on
the fact that he is the elf who set fire to the palace. It seemed that
he could overlook that problem as he could tell Dracut was skilled
enough that it would be possible that he could get some more shady actions
done with his help.

Both of them agreeing to trust one another, to an extent Garant takes
out a small piece of paper, writes upon it and folds it into an envelope and sealing it gives it to Dracut. An adress is written on the outside. He also rumages around the office till he finds a small black stone and gives it to Dracut.
He tells Dracut to go to the address on the paper, and hold onto the
stone. Questioning Dracut says "The stone is some sort of guild symbol,
right?" Garant jumps on that idea, and Dracut makes a note to himself
that he better check out this rock sometime soon and find out what is
really going on with it. And here the session ended, for now.

Casualties: None

Treasure: A shiny black rock, and a sealed envelope

Spotlight: none

Exp: pending completion if side session
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« Reply #2 on: November 13, 2003, 11:32:00 AM »

Imkluu
DM
 03:02 on Jan 06, 2001
Side Session #2: Dracut the Merchant

Active Players: Dracut, Eran Rosethal Gabrella [cameo appearance]

Session Time: 9 PM to 1 AM EST

Game Time: later that day and the next morning

Summary********************************
Dracut having recieved the letter from Garant heads on his way, but stops by the cantina seeing the traveling circus. Before he actually goes through with his mission he spends some time going through town and picking up some gold from unsuspecting bar patrons, and only has one incident. Then he travels to a secret guildhall where he uses the stone to gain entry in an unusual way.

Once in he is questioned, and then made to read two magical scrolls, read magic and the IMG spell signature detecting spell. After a possible test of will Dracut refuses to leave, and they attack him. The combat goes well for Dracut until a third man shows up blocking his way. After some spellcasting and tumbling Dracut escaped hurt but alive. A

fter spending the night in the Inconnu guildhall he wakes up and goes to see Garant. After some argument Dracut is told he cannot be a watcher and cannot associate with Garant any longer. Having completed the mission he gives Dracut a symbol to show the clerks at the door to recieve pay and a letter. The letter informs him that he is not allowed to be in the Watchers as Dracut, but he created a false identity for him named Fracut [kluu will eventually pay for this one]. And Dracut walks off as a member of the Watchers with some extra gold.

***************************************
Details: Well, here goes. Dracut is on his way out to go to the assigned location. But he hears wonderful singing in the cantina and decides to stop in for a drink. A bard finished up his song when a man threw a fruit at his head and was promptly excourted out. Eran and Gabby converse briefly with each other. After another man does a stunning feat the cantina is very loud and disruptive and armed guards come in and Eran begins to confront them. Eran eventually backs down, Dracut leaves and began on his way.

Realizing he did not know how to read common he headed back toward some merchants hoping they could read it. Dracut found one and made up a lie about meeting someone there, and wanting to get her a gift. The gnome looked at him funny when he realized where it was but told him "The Street of Smells" After Dracut bought the most expensive pot he had, he headed toward the street of smells.

Dracut stops once for directions, and gives the man who helped him the pot, this made the man very happy. During his travel, he did stop in a few taverns, taking a few gold from the men there. He had managed to aquire 100 crown when a man caught him by the arm while his hand was in his pouch. Dracut attempted to make up an excuse but it did not work, and the man was drunk enough that he was willing to let Dracut go for a beer. But then he payed for it, and Dracut later realized he had been burgled of 8 crown by the man.

Arriving at the street of smells and unable to read common he tries to match up the look of the adress with the signs on the buldings. There are four different Tanners that all match up, and Dracut looking around tries to decide which one it is. Then he spots a man watching him. Turning he walks toward the man who runs away.

Dracut runs after and passes through a group of dyers dying clothing. They make some lewd comments and Dracut ignores them and moves on where he catches a glimpse of the man. He has lost the man, but two of the women come up to him, prostitutes. They are discouraged, but keep making moves on Dracut. Dracut refuses. She continued and Dracut decided to see if she was who he was supposed to talk to, he took out the stone and showed it to her. She did not seem to care much, and when Dracut finally made it clear that he did not want any of her services, she complained that she would not be payed for the day since she left to attempt to sell her services. Dracut gave her a silver piece and she smiled and told him "Try the second door"

Dracut tried to open the door, but it did not have a handle nor would it open. There was only a small hole in it, about the same size as the stone. Dracut caught onto this and put the stone into the hole. The round stone rolled inside the door and seemed to trip something that opend a secret door next to the now obvious false one.

Behind the door was a confined and dark hallway. Hesitating before walking in he hears a voice proclaim that timidness is not liked here so come in or leave and never return. Then he proceeded and was encountered by a man who asked him "Who sent you" Dracut told him and then was chastised. Dracut was given the stone back and he heard a comment that it looks like Shadowsteel.

After a few more questions the man handed Dracut a scroll with the IMG seal on it, and a read magic spell. "Cast it" he demanded. Dracut after asking a few questions did cast it. Then he was handed another scroll "Now cast this" he was told. It was the spell signature detection spell used by the IMG. Using it he could see 2 distinct signatures. One from a mage, and one on an injured man. "do they match?" the speaker asked. "No" Dracut replied. That was all they needed of him and Dracut was about to leave when the speaker said "And never return"

Dracut longed to aquire one of the scrolls with the IMG spell and so he turned around thinking perhaps this was a test. They did not seem happy, and after a breif argument, the assistant pulled out a dagger, as did Dracut. The two stare each other down until the boss tell his lacky to attack. A fight ensues. Charming the dagger man he has a chance for escape until a third man comes up and blocks the only exit.

Dracut takes a few hits and the charmed dagger man holds the boss off yelling at him to run quickly. To get past the blocking man in the confined hall, he casts reduce on the man shrinking him small enough for Dracut to leap over him. As he escapes he turns around to taunt them more, and the speaker throws an axe at Dracut hitting him. Dracut pulls the axe out of his shoulder and takes it running away. The shorter man chases him and calls on the dyers to attack as well. two are able to throw daggers at him missing.

He continues to run away outdistancing the shrunken man. Hiding in an abandoned building he casts alter self to keep from being found, and to the Inconnu guildhall by a circutious route.He heals a bit over a good night sleep and the next morning makes his way to the watchers post. Speaking with Garant he is told that he cannot be associated with him as Dracut is too chaotic. He gave him a token of some kind to give to the clerks at the main ofice in exchange for his reward for accomplishing his goal. But before Dracut leaves he is also told that he saved the life of an innocent man by using the IMG spell.

Dracut leaves and collects his 100 crowns and is also given a letter. The letter tells Dracut that the whole not being allowed into the Watchers was an act for the ears of posible spies considering the guild who Dracut encountered wants him dead. But Dracut cannot be a member now, so Garant created a false name for him Fracut [as I said kluu will burn in Ballogs hottest port-a-potty for this]. Garant feels there may ba a chances Dracut may be needed again for something or other, so he is to check for messages to Fracut at all watchers posts.

Casualties: No fatalities

Treasure: 190 crown, Watchers membership as Fracut, a warm fuzzy feeling inside for saving an innocent man, a hand ax and a small round black stone.

Spotlight: Two human street walkers trying to get Dracut to have some fun and Dracut telling them he couldn't because of a wound he had gained in the war.

Exp: 1450xp

Written by Dracut, the wanted by way too many people, edited by ?kluu
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« Reply #3 on: November 13, 2003, 11:32:27 AM »

Imkluu
DM
 23:49 on Jan 15, 2001
Group - Jan 13th 2001 side session with splinterd members of The Scions of Destiny.

Thardferr Date: 9/23/729 - 10/02/729

Players Present: Jelek, Verin, Mahdia (Vitriol)

Session Length: approximately four hours

Location: Rattletown Branch, goblin slave traders, Inconnu guild hall, Martini City of Industry.


Description of the game:

Short Version:

Verin sneaks inside of a goblin slave traders, Jelek catches up later. There they believe they will find their friend Mahdia. After a battle they manage to escape with the girl and retreat. Mahdia and Verin go to the NOA hospital and Jelek to the the Inconnu guild hall.


Long Version

The scene begins with Mahdia captured and in a cell. The goblins restrain her and try to convince her to eat some tainted but yummy smelling gruel. They tell her that they can remove the tatoo on her arm but they will replace it with one of their own. This way they can sell her to a 'good' master, not the 'bad' one whom she previosly belonged to. She refuses and manages to hit one of the goblins. They decide to return when she is more calm or more drugged.

Verin in the mean time makes his way to the slave compound. Building a fire in a near by house, he sneaks past the guards into the pit that holds the slaves. Here he meets a ten year old human boy who aggrees to help if his freedom is promised. Verin promises to help the child and the boy tells Verin that Mahdia is most likely inside the building because that is where they keep the 'more expensive' slaves. The boy then curls up and hurls himself at an oncomming guard. Verin manages to open the poorly made but hard to open lock and he sneaks inside. He slowly makes his way through the dirty building having to backstab a few guards and even impersonate one claiming that his scream of death was just a stubbed toe.

Jelek too is looking for Mahdia. Looking around the city he is able to come up with nothing so he heads to a local tanners that is also the Inconnu guild hall. He spoke to the shop keeper and slipped him a quick password. He was told that verin had been by earlier and said he had followed their friend tot he slave market. Once inside he rested and got a guide to show him the slavers market. Before he set out he turned invisible and the guide lead on. Once there he noticed that the surrounding buildings were on fire. He asked the guide to lead him to somewhere safe. He took him ito the Watcher's Martinin city of Industry and went into a tailors shop and tried on some pants. While alone, Jelek cast a fly spell to get past the gathering goblin fire watchers and orc fire fighters. He left the dressing room and few about the compound trying to find a way inside. He followed an Orc into the building who was putting out a fire inside the slave market which again was started by Verin. Jelek hid untill the coast was clear. Jelek heard a goblin speaking and decided to listen in. He swung open a door but a passing orc just shrugged and kept going. Much to their suprise Jelek blasted his foes with burning hands, two died and the third managed to get a hit in. Jelek then answerd back with a magic missle.

The three were together. Mahdia inside her sell had managed to break out of her restraints for fear that the building was on fire. She soon discoverd that it was Verin and Jelek in a hallway. Jelek tried using his powerfull voice (shout spell) to open the door to Mahdia's cell but instead he just jammed the door on its hinges and caused some damage to his friends. Mahdia managed to gather some strength and kick open the door. At the same time an Orc came bursting through another door. He was followed by two goblins. Jelek answerd their intrusion with a flaming sphere and one goblin perished. The first orc in the door managed to blow past the blaze and he made quick work of Verin knocking him to the ground. Mahdia noticed an old scimitar laying on the ground so she grabbed it quickly and went after the Orc while the Goblin loaded his crossbow. The fight was short. Jelek cast a strentgh spell on Mahdia and she made quick work of her foe eventhough she was suffering from a severe beating and food poisoning.

Mahdia bandaged Verin's wounds as he lay on the floor near death and Jelek began work on an invisibility spell. Mahdia took Verin in her arms and Jelek made the two invisible. He gave them directions to the tanners and said to meet there, he stayed back in case there was trouble.

getting caught in the crowds around the fire as she left, Mahdia had to fight through the crowd to find a more clear area and this casued her to become visible. A group of watchers and NOA healers coming to lend aid against the fire and help injured saw her appear in front of them and took her and verin to the Watchers Martini City of Industry and the NOA hospice to be healed.

Casualties: 4 Orcs and 6 Goblins?

Treasure: None

Best moment: Verin burning down a block of goblin ghetto housing to distract from his entering the slave pens.

Experience: pending
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« Reply #4 on: November 13, 2003, 11:32:53 AM »

kluu
DM
 17:18 on Jan 17, 2001
Session 1, Core Group: Well met in Coopersville (think Fritz Lieber)

Location: Coopersville Forge

Players Present: Eran Rosenthal, Lir, Mahdia, Jelek
Guest Appearances: The Rebel Bard (Verin)

Treasure awarded: None

Thardferr Date: 10/03/729 to 10/24/729

Significant events: The group meets, Eran pays too much for a lute, Mahdia attracts PC attention with her reserved yet enticing manner, Jelek plays a tough, (Kluu does a terrific Jelek impersonation)

Casualties: Eran's purse

High points: Kluu's Jelek imitation, Verin and Kluu's goblin-halfling interchange, Eran's gullible bartering

Low points: Slow start, Jelek's need to leave a bit early, and long periods on the sidelines for every PC due to need to splice IC threads

Short version of events: Jelek, Verin, and Mahdia (Vitriol) recover in a NOA hospital, then travel to Coopersville Forge to join the L'Baroosa travelling circus. In Coopersville Forge they meet Eran and Lir. Eran purchases a Lute for too much money. Lir spends a good few minutes figuring out what he needs to do. Lir and Jelek renew an old friendship. The party adjourns to the nearest inn for conversation before heading to Heartville in the morning.

Long version: We open with Jelek seeking Verin and Mahdia (Vitriol) after an altercation the previous session (see above notes). He then goes to the NOA hospice and finds his friends mending, though still in poor condition. The others have awakened in good surroundings. The three fellows rest for several days to recuperate, before Jelek and Mahdia set off to audition for L'Baroosa's travelling circus. Verin tells the others to go on without him, as he requires additional time to recuperate from his injuries, and besides, some of the priestesses are quite cute. They make friends with some gnomes who are driving one of L'Baroosa's old wagons to Heartville by way of Coopersville Forge, and see some magician's tricks along the way.

Meanwhile, Eran and Lir meet again at the Watcher's Outpost outside of Coopersville Forge, Lir recognizing Eran as another who auditioned. Eran is on his way to find a place on a wagon, which is travelling to Bridgeville and now has room after the withdrawal of Gabrella from the Circus. Lir tags along, then decides he needs to do some investigating rather than take a place in a rather cramped wagon. Eran and Lir set off to the office at the Watcher's outpost, Eran stopping along the way to find a lute, while Lir gets an explanation of what is needed to join the Circus. He finds Eran in a negotiation to purchase a lute, with Eran proving too eager to agree to the shopkeeper's demands. Eran pays too much for a lute, then sells his flute back rather than keeping a backup instrument.

The fellows meet Jelek and Mahdia on the way to look for a wagon that might be associated with the circus. Lir recognizes Jelek from an earlier time in his life, inadvertently possibly blowing Jelek's cover as the thug Jonas, and perhaps revealing clues to his own identity. Mahdia exercises her charm on the newly met fellows, and Eran immediately starts paying close attention to the attractive elf. Lir and Eran secure places with the circus wagons. The session ends as the newly me group adjourns to the local tavern for food and conversation.

Experience: pending

(this ticket submitted by Lir)
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« Reply #5 on: November 13, 2003, 11:33:25 AM »

kluu
DM
 17:36 on Jan 17, 2001
Side Session with Corwyn Esnon, Vitriol, and DM Imkluu

Title- The Watchers Trade Station of Coops, a brief meeting.

Thardferr Date- 15th of Seroum, 729, afternoon

Location- Watchers Trade Station, and alley in Coopersville Forge, Tuth

Short Version- Corwyn Esnon and his two comrades arrive at Coopersville Forge after a long journey from the North. Corwyn learns that he can obtain the peasant families name that were slain in their home North of Coopersville on the Travelling way. He also learned a few more things of the Earths Blood commodity that he had some across. The trio was asked to take a pair of thieves to the Jail, and agreed, but came into some difficulty. The pair escaped after an ambush, but Corwyn and Jimi were able to subdue the leader, and another of his men, and return to the Orders Headquarters.

Long Version-

The three Order men rode silently for most of their trip after coming across the dwarven peasant family that was brutally murdered. Upon reaching Coopersville, Corwyn decided it best that the three should stop, and possibly get some information, hopefully a name. Anything to put their minds at a bit more ease.

Approaching the guard they were immediately recognized by the Watcher guardsmen. One approached Corwyn, and mistook him for the escort for two thieve captives they had. The trio agreed to take back the accused thieves after clearing up the misunderstanding, but required some time to clear up a few questions of their own first. The guard pointed Corwyn to the Post Office, and to the Watch Commander Garant Steelmanson. The two Order Infantrymen, Jimi and Jakob, left their horses at the stables with Corwyns, and went to the Inn for a beverage, apparently knowing that Order guards are served one free drink each.

After questioning a clerk, and getting more directions, Corwyn was directed to the Watch Commanders office, and introduced.

Corwyn apologized for coming unannounced, but after a few minutes eased into his conversation with Guild Master Steelmanson. The farm couple, he told them of, and the Watcher nodded that it would take about an hour to retrieve such information, and that it would be available when he return. The young paladin constable smiled, for one of the many mysteries that he had seen in the past few days looked like it could finally be over, and that the peasant family could have some rest, and their kin notified.

Corwyn also took the opportunity to ask of a cargo he had seen while coming from Downs, Earth’s Blood. He was aware of how precious it was, but not that it was still on the black market, that the Emperor or King had yet taxed it properly. What more, it seemed not to be going to any legitimate armies, or merchants, and eluded the Watchers. Again more questions were raised in his head. Garant explained more of his opinion of the properties.

With a firm handshake Corwyn left and rejoined the others, already waiting with the two thieves bound in leather straps provided by the Watchers. For several moments the paladin struggled with placing the men in his shackles, as was required for safety reasons for the innocent, but could not feel sorry to bind a man in such a manner. Looking at Jimi and Jacob, their wounds, his own, and their fatigue from the last three days of trial they went through, he decided to shackle both together. Right arm, right leg of one man to the left arm, left leg of the other, then throw a blanket to cover the shackles to provide the men a little dignity. It would be the best decision he ever made that day.

As they rode back into town, a couple street urchins, or so they thought, tipped a fruit cart, as if being mischevious and as a way to steal soem of the wares and run. In effect, they cut off the road, and set of a cascade of well planned events. Jakob rushed the urchins at the cart, and stopped when he saw the merchant injured. He got from his horse to help the man. Jimi’s horse reared up, not at the fright of the cart, but rather from a dart that had pierced into the horses’ hindquarters. Corwyn fought to get over to his comrade, and in doing so compromised his security of the two men. Another pulled the lead rope from his hand, and the two darted into an alley, as best they could. Corwyn concentrated on Jimi, and thanks to his training with horses was able to pull up beside the constable, and have him leap onto his own mount. The horse with the dart bolted down the road.

Instantly Corwyn saw the ruse before him unfold. He called to Jakob to join, and the three found the alley. Numerous peasants, or perhaps helpers, slowed their progress, but they soon made it to the narrow dark walk. Too narrow for a horse.

The horse that had bolted suddenly ceased. As if calmed by someone with a great affinity for animals. The soldier looked on, and saw an elven woman approach, with the horse quietly in tow. She was a pleasant woman, and Corwyn wish he had more time to say hello, to pay proper courtesy, but the situation they were in did not allow too much time for pleasantries. “I believe this is yours” she spoke. Corwyn nodded, and thanked the woman. He then turned and ordered Jakob to take the horses from the area, before they were stolen and come back with more troops. The elven woman suggested that they have the wound looked at, as she removed the dart. It may have been poisoned.

With their armor scratching along the bricks of the alley, Jimi and Corwyn heard a crash, followed by cursing. Apparently thieves are not so agile when shackled together. They raced on to see the duo face down, amidst some boxes, trying to get into a second story window. The paladin rushed, calling the men to stop, only to catch the words of another man, up the alley, approaching with another man to his side.

It was apparent what was going on, these were part of the group, and it did not take long to confirm these suspicions. The lead man spoke, and bid the Order soldiers to leave, with their lives now, that no one need know of this day. Another man came out from a window, with a club. The two others rise to their feet. It was 5 against two in a narrow alley. At least two were shackled Corwyn thought.

Again Corwyn told the men in custody to halt, and the others to leave, that they were prisoners of the Order of the Sword, and Lord Brand. The lead man retorted that the two should leave themselves, if they wished to remain alive. To forget this day.

Jimi and Corwyn stared at each other for a long moment. They could leave, and live. They had much to tell, Corwyn had a lot of information that he held alone, and it could be lost forever. But there was principal too. Law would yield to wrongdoing, and even if they walked off and never told a sole, they would know themselves. No, there was only one choice. “Halt! In the name of the Order, and Lord Brand, I command you both.” Corwyn called out as he turned from Jimi.

A ruffian with a dagger approached Jimi, but the soldier was too quick, and struck him down with a single blow from his long sword. Corwyn gained initiative, and threw a bolas at the lead man, hoping to subdue him, but they went wide, and clattered harmlessly of the stone wall. The shackled pair began ascending the wall, looking for escape.

The battle was swift, and the leader urged his other companion on blow after blow by shouting insults to the two officers. Corwyn finally bested the man with his blades, taking him unconscious. The other surrendered when it became apparent there was no escape. Unfortunately the others, whom they had in the first place, were gone. Corwyn stanched the wounded man he fought. Miraculously, neither man sustained injury. They walked from the alley with the pair, to meet the city guard at the opposite end, with Jakob. The third man’s body was removed, and the contingent of soldiers moved off to the Order compound with the new prisoners. They had traded two thieves for a ringleader, and his henchman. Not bad for an hours work.


High Points- Actually beeting the thugs, meeting Vitriol, however brief. Meeting a major NPC, Watcher's Guild Master Garant Steelmanson.

Low Points- Colgere cheering for the bad guys.

Treasure- Information, 2 men taken into custody, arrival at OOS headquarters.

Losses- One ruffian dead in the alley, a set of shackles, a blanket, and 2 men who were originally caught.


Experience- 180


Thank Dm imkluu for a great session! Thanks Vitriol for retrieving the horse, and wishing me luck. Needed it.

Watcher Tradestation description found at;

http://home.earthlink.net/~imkluu/WatchTradestation.html
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« Reply #6 on: November 13, 2003, 11:33:51 AM »

kluu
DM
 20:11 on Jan 22, 2001
Session: On the Road to Heartsville
Location: Coopersville Forge and the Merchant Way to Heartsville

Players Present: Eran Rosenthal, Lir, Vitriol Blue, Jelek

Date: January 21, 2001
Time elapsed: 2 days
Thardferr Dates: 10/25/729 to 10/27/729

Treasure awarded: A few orcish weapons, most of which were turned over to the watchers, and some orcish personal items worth a few silver which have not yet been divided among the survivors.

Significant events: Eran reveals a need for a bell, while Jelek purchases an odd set of glass rods. Jelek reveals Lir's old name in an accidental utterance (a very Jelek thing to do). Jelek proves his worth as an archer, and more, during an attack by orc marauders. Vitriol also lets a few arrows fly (all of which find their mark) after doing the smart thing and alerting the wagons, and Lir displays some sword skill during the battle. Lir loots a few orc bodies, a practice the Watchers did not seem to follow.

Casualties: All but Eran are wounded in an orc attack, several Watcher guards and a few orc marauder's meet their gods. Jelek's cover may also be among the lost.

High points: Jelek's spear attracting performance, Vitriol's camp singing, Jelek hitting with 3 arrows despite a Thac0 of 24.

Low points: Eran having to miss the battle to avoid parental sanctions, Lir's computer crash at the end of the battle.

Experience: To be awarded.

Short version of events: The party spends the morning buying equipment before rejoining the wagons for the trip to Heartsville. The party then gets underway with the wagons, only to be attacked by orc marauders a short distance away from the next town. Before this Lir and Vitriol calm the camp with performance and song, but somewhat out of sync, revealing the need for practice. The party survives the battle with a few wounds after sending a few attackers to meet their gods. Eran is the only one untouched, as he slept through the conflict.

Long version: The session opens the morning after the IC chat on the Prism's boards, with the adventurer's ready to head out, but first they head into town to find a few things they might need, after Lir bargains for a full guard's wages. In town, Lir bargains for a couple of OOS swords (with crudely ground off insignia) that had been salvaged from battle fields in the south of Tuth, getting a very good price and an eating knife short enough to wear in Coops. Jelek buys a cheap and very well used short sword which adds to his disguise. Vitriol buys some leather armor that had been sized for a squire, and some pieces for a suit of her own design (obtaining a few coins from Jelek to complete the purchase), although it is clear she wishes for a more robust suit of mail. Eran buys a bell and some string, and wishes for a longbow, while Jelek finds a glassblower's shop, and buys a few lengths of glass rod. Thus equipped, our heroes rejoin the wagons for the trip to Heartsville. During the shopping trip, Eran reveals his curious nature, asking about Vitriol's tattoo and Jelek's offer of the loan of his bow. Jelek, with a little help from Lir, gives Eran a polite warning about being too curious, while Vitriol tells Eran to simply ask her later.

The first day's travel passes relatively uneventfully, with Vitriol cutting and shaping her new armor, and Lir sparring with whomever will play at such. The next day the trip goes equally well, and the party settles down to camp outside town, wary of rumors of orc mercenaries in the area. In camp, the guards and merchants grew restless, and asked the troupe to perform, or sing. Vitriol complied with a song, while Lir tried to accompany the performance with a show of juggling. Despite being a bit out of step with each other, the caravan was calmed. Later that evening, some of those in the party heard some noises in the brush. After going to investigate, Lir found a watcher guard talking to a pair of orcs in the bush, the orcs wanted Lir and the guard to sell them some of the merchants' goods on the side. Both men refused the request, advising the orcs to trade in the morning with the merchants or to leave.

Moment after they made their retreat a warband of orcs attacked the other side of the camp. The heroes sprang into action, Jelek casting a protection from normal missiles on himself, Vitriol waking those in the wagons and stringing her bow, Eran sleeping (since he was not connected at the time), and Lir running to join the battle. Jelek surprises everyone OOC by hitting with three arrows despite a thac0 of 24, But gives a good show of his disguise as a scout IC, while Vitriol makes every arrow count (literally no misses, every arrow finds an attacker). Lir does well with his sword, dropping a couple of orcs, but misses every time with his left hand dagger. At the same time, several watchers are gravely wounded before they start to effectively return damage after grouping in to their trained fighting formations. Jelek is making himself a deliberate target, attracting the bulk of missile fire from the orcs, but starts taking serious damage after the orcs close to melee. He then unleashes the most devastating attack of the evening, using burning hands to down 3 attackers, provoking an exclamation from one of the Watcher guards. The orcs become demoralized, and those standing retreat from the battle, leaving several of their dead and also several dead watchers.

Lir, Jelek, and Vitriol all suffered significant damage, but are helped by those with some healing ability, regaining some of their lost hit points. Eran awakes, upset that others have died while he slept; Vitriol and Lir reassure him that he was not at fault. The session ends quietly, with the caravan intending to head into town in the morning and make some arrangements for those who have fallen, and perhaps hire new guards though the town has no watch post to do so.
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« Reply #7 on: November 13, 2003, 11:34:17 AM »

kluu
DM
 20:30 on Jan 31, 2001
Group Name: Circus de L'Baroosa, The 'Prism Players'
Session Name: Orcs, The Goat Man, & Heartville

OOC Time: Jan 28, 5:20 to 10:00
Time elapsed: 13 days
Thardferr Dates: 11/28/729 to 11/10/729

Current Players (5/5):
Jelek, Vitriol, Eran, Lir, Dionysus

Treasure:
Costumes, Making the Circus, New member

Losses:
Empty Slot within Group, The Superbowl ;o)

Experience:
+------------+
Pending 00 / hour(4.5)
+------------+

TripTicket Writer:
Eran Rosethal - Edited by Kluu
==================================
+--x--+--x--+--x--+--x--+--x--+--x
Spot Light:

Eran's spotlight deleted, (ask if you want to hear it.)

Added by Kluu:

Looking through costuming, Vit finds a pretty litle green silk garment puts it on and models it for all to see. Without embarrassment she is told it is used to excentuate the hips and bust of a woman, but worn underneath other clothing. Vitriol looke fetching in her Madonna-esque outfit but decided to find other clothes to wear over it after noticing the color of Eran's face while he looked at her.
+--x--+--x--+--x--+--x--+--x--+--x

Pot Hole:

Dionysus having computer problems and crashing during his introduction, then everyone bombards Eran with website complains until he comes back.
+--x--+--x--+--x--+--x--+--x--+--x

Short Version:
The Orcs who attacked last night come and ask for their weapons back for some money. As they get it and are on the way, the wagons head off towards Hendville. They reach the town and head off shopping. Lir and Jelek recognize the 'Goat Man' in a crowd of children tesing a human for the goats he leads around by a rope, as Dionysus, a former companion, who is also trying for the circus. Eran and Vit are off at the Fletchers and having small chit chat.

Soon they are on the road once again this time with the Goat Man. After several days they reach Heartville, make the auditions, and are looking for ideas/props for a play to put on.

+--x--+--x--+--x--+--x--+--x--+--x--+--x

Long Version:
The session begins with the group getting as much sleep as they can get after their battle with the orcs, which isn't alot. After the tired group awakens and are about to head off a few orcs approach the camp with appearently no weapons at a moderate pace. A Watchers agent sees them and yells to arms. The group picks up weapons, while Lir suits up in his armor. Slowly the orcs approach while some of the group watch the treeline for any orcs setting a trap. One of the orcs, seemingly higher rank, speaks to the head Watcher and the gnomes in a fleant Common tounge. They seem to be wanting their weapons back and will be willing to pay for them. They exchange conversation when Vitriol gets annoyed and heads off for the caravan. They then speak of paying for the dead and the orcs keep talking about slavery and the price of a slave life. Eran gets mad and also leaves. Eventually Lir comes back and contributes his bartering skills and his contribution. They seem to plead that dwarves destroyed their village/tribe, and want vengence. Eventually they agree to get the money for the weapons/dead and tell them they can get them when they head off. Soon it seems that 40 orcs come from the hill take the weapons and quickly head off.

Next the group reach the city of Hendville where they have til noon before leaving once again. There they meet a man being chased after by children chanting 'Goat Man! Goat Man!'. Jelek and Lir realize the man with the goats is Dionysus and quickly go to meet him and have a chit chat.

While Eran and Vitriol head off towards the fletchers for some arrows and a possible bow for Eran, and to cheer each other up, Jelek/Lir head off towards the inn while Dionysus leaves his goats outside with the care of a stable boy, they ask for a private room and get one being the mid morning and having no one else there.

They talk about Dionysus now learning the powers of magic and being within the Inconnu. ((Now all we need is that fancy lil elf maiden!!)) Jelek counters having lived his whole life as a mage and suffering the hatred of everyone. But Dionysus keeps complaining that he seemed useless and that magics have saved their lives more than once.

Now the Bard and elf have done their shopping and they decide to head off towards the inn where Vit decides to serve Eran some hot food as opposed to travell rations. Vit speaks with the gnome innkeeper in elven not knowing Eran knows it and is listenning in. As they sit, Eran makes a decision to pay for the food and they hear their companions in the nearby room and nmake out some of their words and mumblings.

The gnomes ask the men then for some of their food, and they soon reconized the vague discriptionsof the others he is trying to feed, so they head out to join them. Before they can satisfy their hunger the gnomes they have beentraveling with arrive and say its time to head out. They comply and Lir helps pack. Soon once again they are on the road for several days and are introduced to the 'Goat Man' being Dionysus.

In what seems no time they are at Heartville and are asked to once again make auditions. The group make it and are jubulous ((See thread of CircusIC board fo their performances!)). They are asked to perform/construct a play to entertain an audience at Heartsville and spend most of the time rumaging through the costumes pulling seductive nightgowns to a 'wild man' suit. They vaugely make out a plot, and choose a few characters, Vitriol using the nightgown and a formal dress to make it look like nobility, Lir the 'Wild Man', Dionysus a thug or something, and Eran a dim witted OOS soldier.
Lir asks for air and he heads off with Vit to gaze at the stars and make remarks on their possible failure to be in the circus. Eran also heads out to take a longbow from a supply wagon and fire off arrows at trees thinking of the past. He discovers the Longbow is only a prop and has a max range of perhaps fifty feet delivering the arrow with little force.
Here the session ends!

+--x--+--x--+--x--+--x--+--x--+--x--+--
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« Reply #8 on: November 13, 2003, 11:34:47 AM »

Imkluu
Player
 00:57 on Feb 06, 2001
Sunday Group: Circ de L'Baroosa Circus.
Sunday, February 4, 2001

Session: A night at the circus

Game Time: 4 hours

Players: Eran, Lir, Vitriol, Dionysus (only briefly), Horace… (Visit from Dracut)

Thardferr Dates: 11/10/729 to 11/11/729
________________________________________

Summary (no long version)

The circus held the final auditions in Heartsville, and hired a new stage manager from a defunct rival troupe, Horace a Gnomish priest. As other hopefuls auditioned, the group got to know each other better, discussing different techniques and act ideas. So far the group has actors, musicians, jugglers, and acrobats. They still seek an animal trainer and possibly a magician. The elves showed off their acting skills by disguising themselves as humans, and wandering through the crowd. Lir completed his circus costume and defeated the circus strongman in an arm wrestling contest.

As the evening meal ended, Edgar - the circus owner’s son, informed the group that a large bird-like creature had been spotted on the south road. Horace is gathering a group to investigate and possibly capture the creature for use in the circus acts…

Will Jelek ever be let out of that chest???
________________________________________

High Point --- The elves (Dracut/Derik and Vitriol/Janna) trying to fool each other with their disguises

Low Point --- The crash of the room (Earthquake???)

Treasure: makiing the final cut and making some friends

Casualties: none

New CHaracter Introduced: Horace

Experience: still Pending, some bonus xp for posting auditions given

Written by Horace (mostly)
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« Reply #9 on: November 13, 2003, 11:35:15 AM »

Circus Reviewer
Player
 08:45 on Feb 16, 2001
Sunday Group: Circ de L'Baroosa Circus.

Sunday, February 11, 2001

Session: Ogres in the Grotto

Game Time: 6 hours

Players: Eran, Lir, Vitriol, Dionysus, Jelek, and Horace

Thardferr Dates: 11/12/729 to 11/13/729 ________________________________________

Short Version (and I mean short!!) Left circus hunting bird, met ogres in grotto, killed three, two got away.

Long Version (sorta)

Awaking to the smell of Vitriol cooking porridge, the group began discussing what they thought the "bird beast" they heard of the night before was. Soon, Edgar arrived with a guest, a tall human dressed in robes. He introduced himself as Larial, a guard with the Watcher's. He told of the bird creature he had seen and offered to take the arty to it. Hearing the description, Lir was reminded of a fabled beast he fought once that could turn people to stone with just its gaze. The other party seemed doubtful, and Larial himself said he made eye-contact with the thing.

After heated discussion wherein Vitriol and Dionysus didn't want to hurt or cage the bird, the group set out on a four-day ride towards the last sighting of the birds. They stopped after the first night to sleep in an inn, then set out again that morning. Soon after taking the road, it began to rain, causing the well-worn path to turn to mud. Larial spoke ofa grotto he knew of a short ways off where the group could make camp and escape the downpour. The rain-weary party made camp and looked after their gear. The night was quiet, until the third watch when Jelek noticed shadowy figures moving through the out-lying woods. As they watched, the shapes were made out to be ogres. Five.

Dio snuck back into camp to wake the other group members, telling them to be quiet and letting them no what was out in the wild. As the group decided what to do, Dionysus got a wild glint in his eyes, demanding that they kill the Ogres. He made enough fuss and comotion that it didn't matter. The ogres came. Letting out a scream, dio attempted to make the first strike, but all his blows went wide. The group sprang into action. Eran, Jelek, and Vitriol drew bows as Lir and Larial engaged the ogres. Five ogres were among the group, two of them armed and armored with falchions and mail. Dionysus's bloodlust seems quenched by one of the Hell Ogre's blows, and he tumbles out of the way after this. Eran abandons his bow in exchange for a short sword, and Vitriol draws her shortsword and scimitar. Quickly, Lir fells one ogre with a single blow and turns to face the others.

As the battle rolls on, Horace hides from the onslaught, coming out only once to aid Larial. Three ogres fall, but one fells Larial before he turns to run. Vitriol and Lir each chase after an ogre. Lir's finally gets away, while vitriol's turns and strikes at her. He deals her a large blow, then turns again to leave. Wounded badly, Vitriol returns to the grotto to find the others tending to the sorely injured Larial. Lir, it seems, has gone off searching for Vitriol, and the echoing grotto makes it difficult for him to find his way back. Lir also states that he could see an ogre encampment in the distance. no doubt, the Ogres are returning to report and will be back with reinforcements. Vitriol seems extremely bothered by events, and prepares to leave, ahrdly waiting for the others.

With Eran and Horace tending to Larial, he gains enough strength to say that he has an ointment in his bag that could aid him. Taking the healing tincture, he heals his most threatening wounds. The group mounts up and heads back again towards the inn they had just left. Dionysus berates the rest of the group for fighting the ogres, saying they should have taken the horses and hid. Larial shares the rest of his balm with the other injured members, and they ride the remainder of the way in silence.
________________________________________

Highlights --- Horace the Gnome coming out of hiding to attack an ogre in his genitalia.

Low Points --- The near death of Vitriol and Larial

Treasure: Only the balm that Larial shared.

Casualties: Three ogres

Experience: To be announced at breaking point.
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« Reply #10 on: November 13, 2003, 11:35:39 AM »

kluu
Player
 17:55 on Feb 26, 2001
Sunday Group: Circ de L'Baroosa Circus.

Sunday, February 11, 2001

Session: Ogres in the Grotto

Game Time: 5 hours

Players Present: Lir, Eran Rosenthal, Vitriol, Horace, Jelek (unfortunately for a short time only), Maya Enika Sunglory (guest appearance), Spanakopita (guest appearance)

Thardferr Dates: 11/14/729 to 11/16/729 ________________________________________

Major NPC's: Larial, the watcher ranger

Treasure earned: possessions of bounty hunters, perhaps other things?

Location: an inn aday and a half south of Heartsville

Casualties: several bounty hunters, Lir's peace of mind?

XP: to be awarded at a break

High points: Vitriol's questioning of Spanakopita and receiving the unexpected return of a treasured possession, Maya's fainting and sneaky listening, Spanakopita's (foolhardy) taunting of two ogres.

Low points: Jelek having to leave early, Dio not being able to make it

Short version: The characters awaken after a night's sleep to spend the day resting and healing. Some Ogre's were spotted chasing a shepherd's flock, but were driven off by the party without incident. Later on, the party was attacked by a party of bounty hunters which were driven off by the PC's, Lir being wounded slightly in the attack. The session ends with the bounty hunters subdued and the situation resolved.

Long version: The session began with Vitriol and Jelek making the acquaintance of a goblin name Spanakopita. They were suspicious of his origins and his possible affiliation with slavers, and questioned him carefully. Horace was put off by Span's casual mention of being a thief, while Jelek left telling the others that he had things under control. Lir went outside for a while while the rest of the circus PC's discussed things with the goblin and the elf.

Maya having stopped a thief after he had stolen an item from a gnome trader in heartsville, found out that the person's name on the leather case was one of the circus performers she had gone to see. When she was told they had gone south for a few days she decided to try and catch her and give it to her. It turned out to be a valued sword to Vitriol's, which greatly interested Eran, Span, and Horace as the blade was of extroidinary value.

Lir returned later, and the conversation continued only to be interrupted by the sighting of ogres, which were met by taunts from Span and Lir. The Ogres turned out to be young ones chasing a shepherd's flock and were easily diverted from the inn. Larial expressed the opinion they were probably foraging behind the main body, and there would be no trouble.

The conversation resumed, only to be
broken up as Lir spotted something moving outside. He and Larial went to investigate, while Vit tried to use her nightvision to spot any enemies. Lir succeeded in subduing one of the shapes, only to be wounded by a spell, and then a crossbow bolt. Supporting fire was provided by those in the inn as Lir returned, dragging the unfortunate captive, however Larial was left outside with the attackers.

Maya faints at the sounds of combat, while the attackers demanded that Vitriol be handed over, along with Jelek, who was suspiciously absent from the inn. The attackers stormed the inn, only to be hit with bolts of sorcerous energy from behind. The PC's then dragged them in and tied those that were still living, binding the wounded. Interrogation showed that they were hunting the escaped slave, Vitriol, and the mage that freed her slaying several in the process. The slave hunters were traveling with two IMG mages who had been tracking the rogue mage they called a murderer. The group refuted the merits of the slave hunters, and everyone bedded down for the night keeping watch.

During the night Lir met with a stranger, and in the morning the two captive IMG mages were missing, Lir attesting to Vit and Horace that he had dealt with them in an honorable way, turning them over to someone he trusted. Maya was silent during the exchange, but the extent of her knowledge is unclear. The bounty hunters were turned over to Larial, who felt he could no longer keep company with the PC's knowing that some were pursued by the IMG, while the goods of the bounty hunters were picked over by Lir.

Larial escourted the bounty hunters away and released them to head back on their own recognasance and a warning. The bounty hunters were in now shape to contest and feared the attack of the mysteroius mage from the night before and so left willingly.
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« Reply #11 on: November 13, 2003, 11:36:36 AM »

kluu
Player
 19:17 on Feb 28, 2001
Sunday Group: Circ de L'Baroosa.

Sunday, February 25, 2001

Session: Ogre Ambush
Game Time: 7 hours

Players Present: Lir, Eran Rosenthal, Vitriol (for last 2 hours), Horace, Jelek, Dionysus

Thardferr Dates: 11/17/729
________________________________________

Major NPC's: Larial, the watcher ranger

Treasure earned: Ogre treasure hoard, small chest(600 gold crowns), a fat pouch (20 gems), a slacking pouch (a key, a ring - Tuthien family crest Griffon), a glass figurine, a sheathed dagger (glows when unsheathed), a rusting chain shirt, some rusting banded mail, a few rusting broad swords (all salvageable) and a wagon wheel, 10 ogre tusks (Ivory), a jar of translucent green stones

Location: an hour north of an inn a day and a half south of Heartsville

Casualties: several river ogres, Lir's self esteem, nearly Horace and Dionysus (Whew, close one!)

XP: Eran made 2nd level, others were given some XP as well.

High points: Jelek reveals his secret -- His friends show their support, Eran finally has some luck with his bow, Vitriol spots Lir on the hilltop by his bald pate shining in the sun, finding the ogre treasure hoard

Low points: Dio and Horace nearly dying in the fight with the ogres
________________________________________

Short Version: The group decides to leave the inn, hoping to lose any pursuers. Larial changes his mind about traveling with the group, after discovering one of the mages from the previous attack on the inn was not an IMG member but had a faked tattoo. The party takes the north road away from the inn, while Larial takes the south, promising to double back and meet the group as they ride north.

While riding north, Jelek reveals to Eran and Horace that he is the renegade mage that the bounty hunters were after. They are put off until the rest of the group rises to Jelek’s defense. The group also discovers an apparent signal from Larial in the road, pointing to the hills in the east. After debating, they decide to investigate, leaving an invisible Vit to guard the horses. They travel east over a hilltop and discover a treeline geowing along a stream. Strange Ogres ambush the group from the trees and attempt to drag their victims into the nearby stream. The party defeats the ogres after a close contest, and an underwater cave discovered during the battle, is investigated. The party locates and recovers an ogre treasure hoard from the cave.

Long Version: After a wild night of fighting bounty hunters and IMG? mages, the party wakes up to a beautiful spring day at the inn. They begin to have breakfast. Horace, seeing that Vitriol and Lir are still hurting, casts healing spells on both of them. Jelek and Dio go outside to have a private discussion about Dio’s studies. As the rest of the party makes their way to the common room, Lir explains how the prisoners ‘escaped’. When the innkeeper brings over breakfast, he tactfully and politely tells the circus folk that he would rather have them depart. Feeling sorry for the damage they caused, the party agrees to leave that morning, thanking the innkeeper for his hospitality. Jelek pays the innkeeper for his trouble and apologizes for any inconvenience.

The group then debates whether they would even be able to track the bird-like creatures, without Larial to guide them. In the midst of this discussion, Larial enters the inn and states that due to some recent discoveries, he has changed his mind about guiding the adventurers. He announces that he has discovered that the mages from the attack were not really IMG mages. He explains that their tattoos were forgeries, because of the damage done to them. He is still not happy about a renegade mage being among the group, but the unguilded mages allied with bounty hunter scum, seem to bother him even more. With Larial, to guide them, the party agrees to continue on their original mission.
To confuse any pursuit, Larial suggests that he take a different direction and meet the party later in the day. The party takes the north road, while Larial heads south. They leave the inn, saying loud goodbyes, and Larial declares that he will likely be hunting the group as criminals. Several group members wince and pull their hoods up as they ride away from the inn.

After riding for about an hour (4 mi. north of the inn), they find a signal set in the road, tree branches arranged in an arrow shape, pointing to the east. As the adventurers pause to examine the signal and the surrounding area, Jelek approaches Horace and Eran. Jelek nervously begins to tell them that he is the renegade that the bounty hunters referred to. Eran at first, does not believe him, pointing out Jelek’s use of a bow and armor. Horace, unexpectedly, is not too put off by the adminission. Jelek tells Eran that the bow and armor was just a clever disguise. Slowly, Eran realizes that Jelek is speaking truly. Vitriol, Dionysus, and Lir all jump quickly to defend Jelek as a force for good. Lir reveals a dagger that was enchanted by Jelek. It glows as he unsheathes it. Both Vit and Dio recall Jelek saving their lives several times. Seeing the loyalty of the others, Horace decides to trust Jelek, and offers his hand in friendship. Eran also decides to continue with the group, stating that he trusts the mage, and admitting that he too, has a small talent with spell throwing.

With this revelation the group’s attention returns to the signal in the road. They decide to investigate, leaving their horses with Vitriol by the road. Jelek, openly casts his spells now, and makes both Vit and Eran invisible. Eran, with this advantage heads out ahead of the group, scouting for any trouble. Scouting through the hills, the group reaches a hilltop, where they can see a line of trees and a streambed below.

Walking carefully down the hill, Dio realizes that this is the only possible source around for the branches in the road. They move toward the trees, watching for trouble. The area seems serene, though, and as they reach the treeline, Eran’s voice is heard. He did not see anything untoward, and the land seemed peaceful. As the others scout out the treeline, Horace heads back up the hill, fearing that the whole thing was a ruse, to separate them from their horses.

Suddenly, the ground around Dionysus, erupted, and a large, green scaled ogre that had been cleverly concealed, crushed him in its arms and threw him towards the streambed. Another ogre appears before the group can react. It brushed passes the invisible Eran and rushed to attack Lir. Lir had his sword ready and valiantly met the ogre’s charge. They exchanged deadly blows, ogre claw and flashing steel. Jelek backed slowly away and began chanting a spell.

Meanwhile, Dionysus staggered to his feet on the bank, only to have another ogre splash out from below the water and grapple with him. Dio managed to roll away from the ogre and attempted a spell of his own. Unfortunatley, the spell does not seem to work. The foul creature then grabbed Dio and smashed him against a nearby tree, knocking him senseless. The ogre then dragged Dionysus into the stream and held him underwater.

Two more ogres splashed out of the water as Jelek completed his spell, unleashing a bolt of lightning into three of the evil monsters. Shockingly (get it…), none of the ogres fell, but they did seem to be grievously injured from the magical blast. Two of them rushed toward the source of the attack, straight at Jelek, while the other dived back into the stream in retreat.

Horace, who was twenty yards uphill, when the battle erupted, began a charge at the ogres in the streambed, waving his staff wildly in the air, intending to help Dio get free. Eran readied his bow, looking for the most likely target. He settled on the ogre who was attempting to drown Dio, and let fly two arrows with blazing speed. One found its mark and sank deeply into the monster’s side. However, the creature fell on top of the hapless Dio and the dead weight of the beast pushed him further underwater.

Jelek, no match for the monsters in a melee was struck by a webbed claw as the still smoking ogre reached him, then the thing drove it’s tusk deeply into his shoulder. It then lifted the spell slinger and headed for the water. Seeing this, Horace changed targets, realizing that Jelek’s magic was their best hope against the beasts. He charged the ogre dragging Jelek into the stream, but the creature was too quick and dodged the gnome’s staff easily. The little gnome then received several claw slashes from the remaining ogre, that ripped huge gashes in his side, and he began to bleed freely.

As Jelek was carried towards the stream, he turned to look directly at the ogre, and issued the only magical attack available to him, a shout spell. The sonic blast delivered from the mage’s mouth surprised the beast and in pain and confusion, it fell into the stream and released Jelek. His arms now free, the mage prepared another spell…

Seeing Dio slip beneath the water, Lir executed a final thrust at the ogre before him, gutting it on his blade, and then rushed forward. The remaining ogre, that had been thrashing Horace, turned and tried to stop Lir, swinging its scaly arm in a broad arc, but Lir ducked under the clumsy swipe and dived in after Dionysus. Horace, saw his chance as the ogre turned to attack the warrior, and he dealt the ogre a sharp crack with his staff, then clawed his way up the hill, leaving a trail of blood behind him. Eran’s arrows continued to find their mark, sinking deep into ogre flesh with each snap of the bowstring. Another ogre broke the surface but was quickly dispatched as Jelek raised his arm out of the water and fired several magical missiles into the creature. The remaining ogre was finally felled by one of Eran’s arrows.

Lir, severely injured during the battle, still managed to lift the dead ogre off of Dionysus, and get him to the surface, where he sputtered and gasped for air. Horace only made it halfway up the hill when he collapsed from blood loss and exhaustion. Eran and Lir then tended to everyone’s wounds while Jelek sealed the stream with an ice wall, giving the party time to recover. Horace, regaining consciousness, uses his last healing spell on himself, completely removing all of his wounds.

Lir headed up the hill to signal Vitriol. She woke up from her nap and spotted Lir’s bald head shining in the sun. She lead the animals through the hills, while the rest of the party examined the ogres and discussed their next course of action. Lir and Jelek harvested the tusks from the ogres (10 tusks), they seemed to be very high quality ivory, and Jelek also recovered some mysterious green translucent stones, that were attached to the ogres’ hides. Dionysus remembered seeing a cave under the stream while he was struggling underwater with the dead ogre. As the ice wall melted in the sun, Jelek decided to see what is below the water. He cast several protective wards on himself, concluding with a spell that produced 7 images of himself. Diving into the water, he found the cave, and brought forth several items. With help from Lir and rope they were able to draw out all the treasure of the ogres, including a small but heavy chest and a wagon wheel that seeme non the worse for ware even though it had been underwater and half covered by a heavy level of river sludge.

The party planned to camp at that site for the night and settled in to divvy up the treasure. Horace was heard to ask jokingly “Uh… we don’t have to split this thirteen ways, do we?” while pointing at the eight Jeleks.
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« Reply #12 on: November 13, 2003, 11:37:10 AM »

Imkluu
Player
 20:49 on Apr 12, 2001
Sunday Group: Circ de L'Baroosa.

Sun Mar 04 14:43:00 CST 2001

Game Time: 7:00 EST

Thardferr Dates: 11/17/729

Players Present: Lir, Eran Rosenthal, Vitriol, Horace, Jelek, Dionysus

Thardferr Dates: 3/6/731

Written by Vitriol
________________________________________
Major NPC's: Larial, the watcher ranger, Patrick, the Gnomeish child, and a Clerk from the Watchers of Twilight.

Treasure earned: The group purchased a Wagon from the Watchers. It is fairly rickety but can be fixed up...lets just hope the Beef smell comes out.


Location: One day south of Heartville in Alderd

Casualties: None

XP: To be announced

High points: Horace drawing a smiley face on the back of Lir’s shiny bald head.

Low points: Vitriol and Jelek sharing a keyboard. Eran missing much of the session.
________________________________________
Short Version:
The group explores a farmhouse on their way back to Heartville. They find a child and take him back to town with them. They buy a wagon.

Long Version: The group, after googling at their new found treasure, talks about what to do next. Vitriol suggests riding all night back to Heartville, Jelek wants to camp until morning, and Horace suggests heading to a nearby farmhouse. With little protest the group heads to said farmhouse. Before setting off they run into Larial, a ranger who previously traveled with them. Larial points out that the group left a huge trail through the field in which the trekked and he helps them travel more discreetly to the farmhouse.

Upon nearing the farmhouse Larial discovers Ogre tracks no more than two days old. Vitriol, realizing that the group is in no way ready for a fight, heads out alone making sure the Ogres have gone. She heads sneakily off to the house while the others stay behind and watch impatiently. Worried and frustrated Dionysus follows Vitriol’s path and peeks into the window that she had been previously looking into. Dionysus manages to hold back his lunch and now the others are startled. Jelek tells everyone to keep their cool because Vitriol knows what she is doing but they don’t listen. They make their way to the house and a scream is heard.

They run inside to find Vitriol kneeling on the floor next to a small gnomish child holding a very large knife. Around her is a scene of carnage. Two bodies lie mutilated on the floor, also gnomish. They appear to have been slit at the throat and then torn apart, possibly by wild animals. They look to be a few days old. The child is obviously startled by the group who is making quite a commotion and Vitriol tries to quieten them down with a few hand motions. She comforts the child and manages to get the knife away from him. Horace takes the child in his arms and escorts his cousin from the room. The others go about looking for clues. Horace, while speaking with the child finds that whoever did this has also carved into the child’s back a symbol of a trident in a pentagram. The group is upset by this, Vitriol and Eran more so than the others. Eran begins to work on the child, hoping he can heal some of the wound. Lir and Vitriol go to check the barn, Dionysus follows. Once inside the barn Dionysus announces that there is nothing, Vitriol confronts him about following her saying she can handle herself. The company regroups and speculates about what happened and what to do.

Lir and Larial goes about digging graves for the dearly departed and Vitriol cooks up a meal for the hungry. After a brief rest they decide to head back to Heartville. With steady riding they can arrive before midnight. Patrick, the child, goes with them. Larial rides with them a bit but then goes about on his previous quest, heading to Edilar. Dionysus is still following Vitriol.

The group returns and informs their circus leader Edgar that they did not find any spectacular side show creatures. He is disappointed but hearing of their situation he understands and comforts the group saying they still had plenty of time to finish their task. The group sleeps.

In the morning the child is taken to the orphanage and then they go about composing themselves. Lir wakes up late to find the group chuckling at him. It seems as though Horace, while healing Lir, has drawn a smiley face on the back of his shaved head.

The group decides to find a place where they can be alone and divide up the treasure. They head to Vitriol’s bunk to wake her. Once inside Lir and Alicia share a moment. She kisses him on the head where the smiley face is, removing some of the white paint. Lir, embarrassed heads out to join the others after a few words with Alicia.

They find a spot alone and divide the treasure, giving a fair amount of it to the circus and also some to the boy Patrick for his future care. Vitriol suggests that the group buy a wagon for themselves, even though she sleeps in the most comfortable cabin already she realizes that the others do not. She takes the group to the watchers hall after a circus member,Corbin tells them they have wagons for sale. They examine a wagon that seems to be in their price bracket and decide to inquire about it even though it reeks of meat. Horace enters trepedaciously, knowing that gnomish traders are often tuff bargainers. Horace greets the clerk, only to be ignored. Vitriol clears her throat and heads over to the man. She greets him and is met with somewhat rude behavior. He never looks up from his books and only speaks in two or three words. He asks if Vitriol is a member of the watchers and she pulls out a medallion given to her by Tektarast. He glances up and goes about his way, he looks at her again and fusses about her getting a seat and apologizing for his behavior. Seems that her old friends Watcher Council medallion came in handy. They manage to not only get a discount on the wagon but they also get some herbs to take care of the horrid smell, along with some other provisions.

The watch commander comes in and introduces himself to Vitriol. She sees about sending out a letter to the watch stations and then the group heads out.
_______________________________________
Side note, anyone looking for Vitriol and going to a Watch Post will have notice that she was in Heartville at this time.
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« Reply #13 on: November 13, 2003, 11:37:50 AM »

kluu
DM
 18:36 on Apr 30, 2001
The Curse of Chelm’s Ford
Condensed from several sessions.

Session 1 Highlights
Active PC’s: Lir, Horace, Vitriol, Eran

Treasure: Modifications to the wagon, Lir buys some fine brandy

Casualties: None

High Points: Horace catches Vit with a bucket of water, Vit negotiates with the proprietor of the Rolling Barrel Inn, One of the mules is named *Brayer*

Low Points: None

The Beginning Of It

Horace catches Vit with one of his practical jokes as the group rises the next day. A well placed bucket of water drenches the pretty elf as she exits her wagon, and the sight of her in wet clothing draws much attention from the male members of the troupe.

After, re-provisioning, the group rides out from Heartville to the east the following morning, following the instructions on the mysterious map. They meet a Gnomish farmer on the way, purchase his load of vegetables, and get some information about the area. After a long drive they come to the Rolling Barrel Inn, where the proprietor informs them of several special modifications to their new wagon. After paying the craftsman, he shows them how these modifications work. Lir buys some of the brandy that the inn sells.

He also mentions a small town to the east name Chelm’s Ford where the group could spend the night. The band continues on to Chelm’s Ford without further incident and rolls into the peaceful village just as night falls. Lir investigates the local weapon smithy where he discovers some finely made Elven blades that are way out of his price range.

Session 2 Highlights
Active PC’s: Lir, Horace, Eran

Treasure: None

Casualties: The town guard’s magical tarp

High Points: Horace and Lir’s argument with the town guard, Lir defeating the town guard single-handed with his bare fists

Low Points: A possible curse on Horace and Lir

Screams In The Night

Rather than pay for the inn, the adventurers decide to spend the night in their wagon, but are awakened in the middle of the night by a scream. Lir, Horace, and Eran decide to investigate, while Jelek sleeps soundly, and Vit guards the wagon.

Seeing a group of Gnomes gathering on the street, they head over to see if there is some form of assistance that they can offer. Seeing the group approach, the Gnomes leave, except for one, who informs Horace that the scream heard was probably a sheep, and that the town guard is probably chasing down the poachers responsible. The Gnome acts fairly suspicious, and seems afraid of something though, and when another scream rings out, Lir and Horace take off to find the source of the trouble. Eran, surprised by the scream, runs back to the wagon to get his armor and bow, and then follows Horace and Lir.

A Hidden Lair

Following some torch light in the countryside, Horace and Lir begin to overtake whatever is disturbing the local herds. Coming over a hillside, they are puzzled to see nothing where there should be the group they were following. Examining the ground in the area, they discover a flat portion of earth where the tracks of the quarry seem to just disappear. Listening intently, Horace hears voices from underground, and they begin to search for a passageway. Discovering that, people seem to disappear from sight when approaching flat spot in the earth, they assume there must be some magical effect on the area, and concentrate their search there. After digging around with his dagger, Lir finds some sort of tarp covering the ground, but he has damaged it with his knife while searching. The magical effect on the area is ruined. Just then Eran pops over the hill, but before they can do anything else, more voices are heard from underground, and footsteps are heard getting closer to the surface. The group backs away from the area and douses all light sources.

The ‘Town Guard’

As the circus performers wait silently in the shadows, a plank swings up out of the ground and a group of Gnomes, conversing excitedly in Gnomish, exits the lair. They notice the damage done to the tarp and begin to worry about what the ‘Guardians’ will do to them when the damage is discovered. Horace quietly translates for Lir and Eran. Lir, hearing the cause of the Gnomes’ anxiety and recognizing them as the Gnomes from the village, stands and speaks to the group, explaining how he and Horace were tracking some supposed poachers, when he accidentally tore their magical tarp while searching for a secret lair.

The Gnomes berate Lir for his clumsiness, and begin to worry again about the danger from the ‘guardians’. Horace questions them about the guardians and discovers that they are in fact a group of trolls left from the last Mage War, who supposedly guard the village. The Gnomes look very frightened though, and both Lir and Horace become suspicious of the ‘town guard’. Further questioning reveals that the town guard has figured out the troll hunting patterns and loot the troll lair while the trolls are out hunting, but with the tarp destroyed the trolls are sure to realize the discovery of their lair, and may even attack the village. They also reveal that the rest of the village has no idea of the trolls’ presence. They just believe that the town guard keeps the area clear of monsters and bandits. The town guard verbally attacks Lir and Horace some more, asking them why they just didn’t stay in town like they were told.

Bandits?

Both Lir and Horace decide to inform the village council of the dangerous trolls, reasoning that this ‘town guard’ must have some deal with the trolls, and have been keeping the village hostage for their protection, and looting the troll lair for their own personal gain. They inform the group of Gnomes of their intentions and turn to walk back to the village, when the Gnomes get very excited, and begin to plead with Lir and Horace not to do this. Seeing this display, Lir becomes angry, and both he and Horace are now sure that something is going on with these Gnomes.

A Curse?

Rebuffing them, Lir and Horace continue to walk towards the village. When the Gnomes see that there is no changing Lir’s mind they attack him and Horace with farm tools, but they are no match for trained warriors. Seeing that the Gnomes are no match for them, Lir and Horace fight half-heartedly and only use enough force to keep the Gnomes at bay. During the fight, one of them named Farthenpur pleads with Horace not to kill his family and friends in the village. He begins to tell a tale of a curse put on the village that only affects those who know about the trolls. Horace is very skeptical of this story, and argues with Farthenpur while Lir defeats the rest of the ‘town guard’ by pummeling them with his fists. Lir sends Eran to fetch Jelek and Vitriol, thinking that they will know what to do about all this. Lir then heads out to stop the rest of the ‘town guard’ from attacking the trolls until a plan can be devised.

Session 3 Highlights
Active PC’s: Horace, Jelek, Vitriol

Treasure: An old manuscript salvaged from the Mistress’s lab

Casualties: Most of Jelek’s clothing and disguise (not to mention his pride)

High Points: Horace sneaks around the village, The discovery of an actual mage lab

Low Points: Jelek being struck by flames from the tunnel, discovering that the lab is totally destroyed.

A Failed Ruse

When Eran returns with Vit and Jelek, Farthenpur explains more about the supposed curse on the village, saying that those that do not know about the trolls seem to be invisible to the trolls and the trolls are unseen by them. He also tells about a house where the mage who ruled the village and put the guardians in place, lived. After hearing the story Jelek is skeptical as well, while Vit seems more ready to believe the little Gnome. Fathenpur also relates a plan to destroy the trolls by collapsing their lair in on them. He reveals that he has some skill with illusory magic, and will use it to hide the damage to the tarp while this plan of attack is put into place.

Horace and Jelek come up with a plan to find out the truth. Saying that the group will investigate the Mage’s Manor, they return to the wagon, where Jelek casts a spell that renders Horace invisible. Horace then spends the morning, following Fathenpur around the village, hoping that something the Gnome does will reveal his true intentions. However, Farthenpur only does what he has told the party he will do, returning to the troll lair to cast an illusionary camouflage on the area. Reasoning that either Farthenpur saw through the ruse or he really was just telling the truth, the party heads out to snoop around the Mage’s Manor.

The Mistress’s Manor

Rolling up to the Mistress’s Manor, the group discovers that it is now no more than a pile of rubble, probably completely destroyed when the Syth had to flee the land. Picking through the area, Jelek finds a secret passageway leading underground. Vit examines the entrance and disarms some traps guarding the manhole cover entrance. After opening the entrance a stench oozes out of the tunnel, and then a gout of flame shoots out of the hole, setting Jelek on fire and singing Vit. After being attended to by Horace, Jelek is again ready to descend into the passageway, although he loses some of his enthusiasm for the venture.

Vitriol decides to descend into the lair alone, to scout out the area, while Jelek and Horace remain topside. Jelek casts some spells on her to aid her investigations and then he and Horace wait for Vit to return or call them down into the tunnel. Vitriol climbs down a runged ladder and finds what appears to be a destroyed wizard’s lab. She is only able to salvage some papers, which she then brings up, and they store them in the wagon for later pondering.

Session 4 Highlights
Active PC’s: Horace, Vitriol, Lir

Treasure: The group escapes with their lives

Casualties: One ‘guardian’

High Points: Escape from the tunnel, Escape from the ‘guardians’ on the road, Finally killing one of ‘guardians’ (they were beginning to look invincible for a while!), Horace’s panic attack when a ‘guardian’ appears across the campfire from him.

Low Points: Jelek being unable to make the session, nearly Vit and Lir both die

In The Tunnels

Jelek is excited by the prospect of investigating a wizard’s lab, even a destroyed one, and so the entire group descends into the tunnels this time. Meanwhile Lir has finished warning the town guard not to attack the trolls directly until a plan can be formed, and he is tracking down the whereabouts of the rest of the party. He enters the tunnels after speaking with Eran briefly, only a few minutes behind the rest of the group.

The group discovers a grisly ‘morgue’ in an antechamber. The contents are many ‘operating tables’ upon which several deceased creatures have been spliced together in a macabre mockery of life. Human heads on troll bodies with gnoll arms and legs, and one appears out of the shadows speaking in the Syth language. It tries to communicate with the party, but all that is understood is that a repeated phrase of “NO MORE”. Frustrated with its failure to communicate, the creature attacks the party.

Definitely NOT Trolls

Thinking that this will be a quick battle, Lir lays into the monstrosity with his sword, while Vit sneaks up behind it and thrusts her sword into the creature. The weapons seem to have very little effect on the creature. Jelek is too stunned to react, while Horace attempts to cast some magic pebbles at the now enraged enemy, but misses with all of them and nearly takes Lir’s head off with one. The party fights a desperate retreat from the tunnel, and Vit and Lir barely escape with their lives.

Successfully escaping into out of the tunnel the group notices that the creature does not follow, and seems to shy away from the sunlight above. Noticing that flame had very little effect on the creature, Horace returns to the village to warn Farthenpur about the creature’s decided lack of Trollish traits. Horace reasons that holy water may help against such a foe but none is available in the rural village. So, the party decides to head off to Heartville to re-supply and heal before returning to engage the creatures again.

A Ghostly Curse!

After stopping at the Rolling Barrel Inn to buy some more brandy, the party camps on the road for the night. During Horace’s watch he notices some shadows that do not look right and later on a ghostly apparition appears across the campfire from him. Panicking, he runs for the wagon, shouting about ghosts, waking the rest of the crew. He and Lir quickly hitch up the mules, and just before they take off down the road, several humanoid shapes appear in the road and around the wagon. They are recognized as the same type of creature fought in the tunnels under the Mistress’s Manor, and Horace wastes no time in urging the mules into a frenzied flight down the road. The echoes of the creatures’ ghostly cries of “NO MORE!” follow the party. Rounding a bend, after outdistancing the apparitions, Lir finally convinces Horace to stop before he runs the mules to death.

A Desperate Battle

Stepping out of the wagon, Jelek announces that one of the apparitions has appeared on the steps of the wagon, although no one else can see it. He begins casting spells at the thing, throwing bolts of lightning, and fire spheres at the invisible creature, tattered and burned clothing is seen falling to the earth from nowhere, where the spells strike their target. Horace tries to get the mules going again, but the poor creatures are exhausted from the previous flight, and he only manages to get them going at a walking speed.

Lir takes up Vit’s sword and joins the battle with the creature, while Vit rains flaming arrows from the roof of the wagon into the hapless enemy. The beast takes an incredible beating before finally being brought down by a score of magic missiles thrown from Jelek’s nearly exhausted arsenal of spells. The party travels the rest of the night to reach the circus and limp into camp exhausted and sorely wounded from the multiple battles. The mood is dark as they realize that they can probably expect more visits from the ‘Mistress’s guardians’
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« Reply #14 on: November 13, 2003, 11:38:47 AM »

Imkluu
Player
 18:40 on Apr 30, 2001
Circ L'Baroosa players
Players Present: Horace, Vitriol, Lir

Treasure earned: Respect of the dwarves of a small village on the edge of Khardfee

Location: a small village on the edge of Khardfee

Casualties: Horace and Lir suffered small wounds, a dwarf that Horace and Lir tried to save using a procedure that Lir had seen once on another battlefield

XP: DM keeping track. Lir, Jelek, and Horace all made levels with final addition of all XP to this point.

High point: Horace's terrific RP of the horror of losing a patient b/c he doesn't know healing

Low point: Low attendance (where is Eran? we miss him)

Short version: The PC's travel through a town, battling attacking orcs at night. They then continue on to Pokenay to set up for the circus.

Long version: The characters head into town after meeting a crew of orcs and humans chopping wood in a forest. A tree has fallen in the road, and Vitriol and Horace help move it, while Lir hangs back, suspicious. Jelek (played by Kluu) is warned that the village will be attacked, and the PC's decide to warn the villagers and defend their primary possesion, their wagon. A combat ensues where the adventurers give a good account of themselves (particularly Vitriol, who uses her bow to devastating effect). The party is lightly wounded, but despite the best efforts of Horace and Lir a dwarf in their care passes away. This powerfully affects Horace; Lir on the other hand is sorry, but feels that it is a twist of fate. The group moves on to Pokenay, where they try to secure a flat field where the circus can perform. Vitriol leads the negotiations, while Lir hangs back a bit, knowing that a pretty elf will get a better reception than a scowling, shaven-headed burly human. Horace ventures off to find some instruction in healing. The session ends with the party about to tour the taverns, before petitioning the council for the use of the town common.
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