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Author Topic: DM Cleo (aka Shelly)  (Read 596 times)
DMGralbor
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« on: March 24, 2004, 02:54:31 PM »

"The Three Houses" session #1
Date: 3/1/374

Wittenssing DMs:Rithas

Region: Lithar

Location: Hilltownforge

Players Present: Rick,Cro, and Burgundy.
NPCs Ranting Cripple, Maddy the performer.

Short Summary: Rick helps a Ranting Crippled and easies him out of oncoming thunderstorm. Cro catches wind of the lunatic while sitting in a tree and decides to follow them to see what all the fuss is about.
The two lose sight of the man and make it to the tavern just as the bad weather hits.

XP: 100/lvl/5hrs

Causalities: n/a

Session High Points: n/a

Session Low Points: Cro almost got killed by two table wielding orc bouncers.
Logged
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« Reply #1 on: April 05, 2004, 04:09:33 PM »

--------------------------------------------------------------------------------
 
Campaign: The Three Houses

Session: #3- “Our Heroes: Drunkards and Thieves”

Date: Thardferr 2.24.734 – Earth 4.3.2004

DM: Shelly

Region: Lithar

Location: Hill Towne Forge-Meminshire

Players Present: Cro, Rick, Boltt, Paks NPC: Missy

Short Summary:
After a drinking contest and an unmentionable event during the evening, Cro, Rick, Boltt, and Paks prepare for their journey. First dealing with a controversial shopping dispute, and followed by a horse raid, the group takes off for Meminshire without Cro or Missy, whom mysteriously disappeared. Cro catches up to the team on foot, with a strange bulge in his new tunic. After mounting a spare horse, Cro joins his companions, reaching Meminshire Forge by night fall. But not before battling a pair of wildcats, and vanquishing them to top off the days radical events.

XP: varied xp/per level/per hour

Session Length: 5 hours.

Long Summary:
While Paks and Boltt complete a successful barter for a nights rest for the party, a bored Cro goes and pesters Rick and Missy which eventually leads into a drinking contest. Rick and Missy highly intoxicated and Cro completely knocked out, the band retires to their separate quarters for a nights rest. Missy drags the out-cold savage boy to her room. The next morning, Rick wakes with a hangover, Cro has whelps and whip marks all over his body, and Missy is nowhere to be found.

From there, the nand decides to stop at a nearby shop to pickup previsions. At the shop, they meet a small boy who happens to be running the store since his father has fallen ill. While Rick and Paks wait outside, Cro quickly gathers package of new belongings, and Boltt goes to purchase an arm full of items. Strangely however, he attempts to steal from the poor boy, unnoticed by the rest of the party.

As Cro finally ready to buy his items, approaches the counter, he goes to find Boltt arguing with the boy over the price. Finally Boltt puts down an amount of gold he would be willing to spend. Cro follows up by pulling out a bag of gold which combined with what Boltt had given, would exceed what the boy had asked for in the first place. However, a seemingly disturbed Boltt snatches the bag of gold, and runs outside, waiting to gut the small boy with his sword.

Immediately Boltt is met by the child who ran to pull a small sword from beneath his counter, but Boltt was also met by the barbarian who too had his sword drawn and was prepared to fight his own companion for sake of the poor child. With bitterness in his face, Boltt throws the bag of gold back at Cro, not wanting to fight him for it. Cro immediately slings the bag to the child, and signals that all the money was his, having given the excess money on purpose.

With that, the group proceeded about their business, as Rick comes walking with a pair of horses for the group to use. However, a dissatisfied Paks decides she wants to steal another pair of horses from the town stable. Despite disapproval from Rick and the absence of Cro who disappears into the woods moments earlier, Paks escapes with the pair of horses and takes off with the present members to Meminshire. Despite the great distance they have already made, Boltt turns to see Cro sprinting at super human speed towards the caravan of horses. Cro leaping onto the back of the fourth, vacant, horse, looks down his shirt to secure some sort of item that has created a bulge in his tunic.

Happily continuing on, as the sun begins to set, the party finally has Meminshire in their sights. However, before reaching the town gates, the group is met by a ferocious pair of Wild cats. Cro downing one and, Paks scaring off another, the group is free to make their way into Meminshire. As Cro slings the dead cat over his shoulder, he and his compatriots make their way into the town, ready to put an end to an extremely eventful day.

Causalities (if any): Two Big Wild Cats

Treasure: Shopping Items and Four Horses/ Dead Wild Cat

Session High Points:
• Boltt and Paks successfully barter for rooms
• Cro got some  
• Rick acquired a pair of horses
• The team survives a pair of wildcats
• Drinking Contest

Session Low Points:
• Missy disappears
• Two thieving disputes take place
• Drinking Contest
Logged

That ferrets equipped!"
PC Tehfin exclaimed as he saw Orionseye the ferret for the first time
Cleobourne
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« Reply #2 on: April 17, 2004, 12:54:41 PM »

Campaign: The Three Houses

Session: #4- “The Hunted”

Date: Thardferr 2.25.734 – Earth 4.10.2004

DM: Shelly

Region: Lithar

Location: Meminshire

Players Present: Cro, Boltt, Paks, Solonius

Short Summary:
Cro gives Boltt and Paks the wanted sign he picked up while with Marie, and then goes to take a nap. Boltt and Paks ponder the events that led up to it, along with a cleric named Solonius who has offered his help. Rick disappeared after they reached Meminshire, however despite the recent events, most of the team is ready to move on to Coopersville Forge.

XP: varied xp/per level/per hour

Session Length: 2 hours.

Long Summary:
Later the next day, Cro is seen returning on horseback with a lovely young girl, however despite his company is obviously upset. Immediately upon return, he rushes in and drags out Paks, interrupting a little business transaction the girl had going on. Throwing the rebellious girl over his shoulder, and with Boltt following close behind to see what the commotion was about, Cro makes a short trek over to their new set of horses. Putting Paks down at the stable, all the savage boy does is point furiously at the set of stolen horses. Realizing the two had no idea what he was trying to say, or were just playing dumb, the boy whips out a sheet of tattered paper and hands it to him.

Quickly reading the page, Boltt and Paks learn that they are wanted all the way back at Hill Town Forge. Amazed by how quickly the news traveled, but not moved by the predicament, Boltt simply shrugs it off to Cro’s disbelief. Thinking that neither really cared, Cro returns to the bar and slugs down a drink, before retiring with his Pup to take an afternoon nap, figuring he could sleep away his troubles.

During these events, a cleric happens to be listening in on the conversation, and decides to intervene. Offering to pay for their meal, and lend his wisdom and council as a man of the cloth, Father Solonius attempts to help Boltt and Paks out of their ordeal. Without too much effort, he gets the pair to spill their side of the story, attempting to determine exactly what could be done to spare their lives. After conversing for a while, they decide they are prepared to leave, and decide to summon the savage boy from his room.

A true struggle at first, Paks is able to lure the boy downstairs with promise of food and drink. Upon meeting the new companion, Cro is kindly invited to a chewing spice to help him shake off sleep and hangover. To everyone’s dismay, Cro mistakenly swallows the spice which should make things quite eventful as they prepare to leave for Coopersville.

Causalities (if any): None

Treasure: None

Session High Points:
• Father Solonius Joins the Campaign
• Cro meets Marie
• Solonius tries to help Boltt and Paks
• Uube is revealed to the party

Session Low Points:
• Boltt and Paks are wanted for Crimes in HilltownForge
• Cro swallows Sol’s herbal treatment
Logged

That ferrets equipped!"
PC Tehfin exclaimed as he saw Orionseye the ferret for the first time
Cleobourne
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« Reply #3 on: September 20, 2004, 07:57:18 PM »

Session: #4- “The Hunted”

Date: Thardferr 2.25.734 – Earth 4.10.2004

DM: Shelly

Region: Lithar

Location: Meminshire

Players Present: Cro, Boltt, Paks, Solonius

Short Summary:
Cro gives Boltt and Paks the wanted sign he picked up while with Marie, and then goes to take a nap. Boltt and Paks ponder the events that led up to it, along with a cleric named Solonius who has offered his help. Rick disappeared after they reached Meminshire, however despite the recent events, most of the team is ready to move on to Coopersville Forge.

XP: varied xp/per level/per hour

Session Length: 2 hours.

Long Summary:
Later the next day, Cro is seen returning on horseback with a lovely young girl, however despite his company is obviously upset. Immediately upon return, he rushes in and drags out Paks, interrupting a little business transaction the girl had going on. Throwing the rebellious girl over his shoulder, and with Boltt following close behind to see what the commotion was about, Cro makes a short trek over to their new set of horses. Putting Paks down at the stable, all the savage boy does is point furiously at the set of stolen horses. Realizing the two had no idea what he was trying to say, or were just playing dumb, the boy whips out a sheet of tattered paper and hands it to him.

Quickly reading the page, Boltt and Paks learn that they are wanted all the way back at Hill Town Forge. Amazed by how quickly the news traveled, but not moved by the predicament, Boltt simply shrugs it off to Cro’s disbelief. Thinking that neither really cared, Cro returns to the bar and slugs down a drink, before retiring with his Pup to take an afternoon nap, figuring he could sleep away his troubles.

During these events, a cleric happens to be listening in on the conversation, and decides to intervene. Offering to pay for their meal, and lend his wisdom and council as a man of the cloth, Father Solonius attempts to help Boltt and Paks out of their ordeal. Without too much effort, he gets the pair to spill their side of the story, attempting to determine exactly what could be done to spare their lives. After conversing for a while, they decide they are prepared to leave, and decide to summon the savage boy from his room.

A true struggle at first, Paks is able to lure the boy downstairs with promise of food and drink. Upon meeting the new companion, Cro is kindly invited to a chewing spice to help him shake off sleep and hangover. To everyone’s dismay, Cro mistakenly swallows the spice which should make things quite eventful as they prepare to leave for Coopersville.

Causalities (if any): None

Treasure: None

Session High Points:
• Father Solonius Joins the Campaign
• Cro meets Marie
• Solonius tries to help Boltt and Paks
• Uube is revealed to the party

Session Low Points:
• Boltt and Paks are wanted for Crimes in HilltownForge
• Cro swallows Sol’s herbal treatment






Campaign: The Three Houses

Session: #4- “New Beginnings”

Date: Thardferr 2.26.734 – Earth 4.10.2004

DM: Cleobourne

Region: Lithar

Location: Meminshire

Players Present: Solonius

Summary:
Cro has left with Marie, again, and Boltt and Paks have skipped out, leaving Solonius with a letter and a package. Rick has still not returned to the inn.

Solonius briefly examined the necklace, and then sought some asistance from Maximus, the owner of the inn. It appears that the jewel will "open" if pried away from the casing. Not wishing to possibly bring the type of curse that Hilltown is experiencing upon Memenshire, Solonius decides to wait till morning to conduct an augury to determine the wisdom of that course of action.

Solonius, in a moment of inspiration, sets up a wager with tavern patrons. He wins the wager, and wins 19 gold, and 25 silver. The patrons have also pledged to donate an equal amount to a temple of their choice. After buying a round of drinks for the patrons, Solonius talks to a waitress and goes with her to aid her ailing mother.

He discovers that the woman has been gradually been fed poisoned soup. He heals some of her wounds, and herbally treats her poisoning. An interrogation of the woman who brings food to her, and an inspection of her hands reveals traces of the poison. She confesses, and Solonius escorts her to the constable, and makes an official report.


XP: 65 xp/per level/per hour

Session Length: 5.5 hours.

Causalities (if any): None

Treasure: 19 gold, 35 Silver

Session High Points:
• Father Solonius causes Vur the goblin to laugh with a single word.
• Solonius solves a mystery and saves Lavenders Mother from death by poisoning.

Session Low Points:
• Boltt and Paks skip town, leaving the burden of their quest on Solonius
• Vur the goblin's foul breath






Session: #5- “road to coops”

Date: Thardferr 2.26.734 – Earth 4.10.2004

DM: Cleobourne

Region: Lithar

Location: Meminshire

Players Present: Solonius, Vur (NPC Goblin)

Summary:
Solonius conducted several divinations to determine the nature of the neclace. It is not magical, radiates no evil, and contains no poison. An augury revealed that opening the necklace would pose no ill for the people of Memenshire. Solonius opened the locket, and found a small parchment folded within.

The Parchement contained a short phrase written in Orcish. With Vur's translation of it, Solonius decided that their next stop should be Coopersville Forge, at the Black Dragon Inn, no less. Solonius informs Maximus of his intended destination, and Maximus gives him some packages to deliver to Riddick, the barkeep at the Black Dragon Inn.

Vur agreed to accompany Solonius, and together, bundled up against the snow, they headed out on the road to Coopersville. The travel was slow going, and at one campsite, Vur was attacked by a Trapdoor Spider, that nearly dragged him into the snowbank it had nested in.

Solonius grabbed a flaming brand from the fire, and burned the webbing, before Vur could be dragged under, and they decided to move on, rather than further anger the creature.

At their new camp, Solonius improvised a nice hot meal for them, and they slept till dawn. As they continued toward Coops, the snow seemed to begin to melt, and their way was slowed by mud.

Once in Coopersville, they met up with Riddick at tht eBlack Dragon Inn, and delivered the packages from Maximus. He offered them free room and board, and a warm meal and bed was a welcome thing, indeed.

Solonius has been told to meet with a female named Cleo Bourne in the morning, to discuss House Dragon.


XP: 85xp/per level/per hour

Session Length: 4 hours.

Causalities (if any): None

Treasure: Maximus's cart and draft team (on loan) Several packages (for delivery to Riddick at Black Dragon Inn)

Session High Points:
• Father Solonius' "Carrot-Cheese soup"

Session Low Points:
• Vur nearly becomes supper for a trap-door spider.
• Barron the Mule had gas





New Group

Campaign: The No Names
Session: #1 - Three Men and a Little Lady
DM: Shelly

Date: Thardferr 4.21.734 - Earth 9.11.2004
Region: Tuth
Location: Coopersville Forge

Players Present: Maerek, Caleb, Lalina, Vandar
NPC: Kanjin and her amazing ferret, Meep!

XP: 70/level per hour - plus individual RP bonuses
Session Length: 4 hours.

Short Summary:
Three young IMA students meet Lalina in an inn, and after a spirited game of - uh - darts  , they agree to help her in her quest to populate the landscape of the confederation with hospitals and adult book stores.

Long Summary:
Meeting at an inn after a long day of studying and toadying up to the instructors at the Imperial Mages' Adademy, Caleb, Maerek, and Vandar look to blow off a little steam. When the amazing-looking Lalina strolls into the inn for a quick bite, the young male wizards, as is typical of their kind, quickly develop a wager regarding each other's chance of success towards romantic involvement with the hopebringer. Vandar approaches her first on a dare, and seems to succeed, as Lalina invites him to sit down at her table.

Caleb decides to give Vandar an extra challenge through the use of a cantrip that causes Vandar's breathe to be extremely offensive. Maerek is unsure about the wisdom of this tactic, but goes along with the prank, and they watch gleefully from the bar, as Vandar attempts to overcome the new handicap.

Vandar, decding that if the others want to play this way, he'll give them a little extra challenge as well, and so tells Lalina of certain burning problems that the other two seem to be having as a result of their wicked wenching ways. Vandar finally decides the only way to get rid of the odor at the table is to invite the others over. He excuses himself, and invites Maerek and Caleb over to the table. They quickly agree.

As they approach the table, Lalina regards them skeptically, and asks if they need any 'special' healing. Vandar, realizing that his small prank is about to be revealed, excuses himself from the table to get drinks for everyone. As he now sits at the bar, he uses his own cantrip to provide symptoms in Caleb of the 'problem' that he described to Lalina. Caleb successfully disguises his discomfort. Lalina realizes what is going on, as she continues to talk to Caleb. Maerek has joined Vandar at the bar, with the intention of thrashing him for his 'disease' tactic. But instead, he joins in with Vandar as the new cantrip on Caleb takes effect.

When Vandar and Maerek return to the table, Lalina scolds Vandar for his devious tactics in obtaining a dinner date with her, and surprisingly is told that all he really had to do was ask her. Vandar is encouraged by this turn of events, and continues with his attempts to be charming, with as much sophistication as a 17 year old's worldly charm goes, in any case.

Discussion turns towards Lalina's purpose in Coopersville, and she tells the magelings of her desire to build hospitals to care for the wounded in the coming spring offensives. The three mages are intrigued, and being out in the world instead of spending their days in dusty libraries seems to be a great opportunity to them. Perhaps, to impress Lalina, they tell her that if they did not have to report to the IMA every day, they would surely join her. Suprise and concern ensues when Lalina offers to write letters to the IMA and IMI chiefs to clear them for this quest.

Meanwhile, Maerek discovers an unwanted guest in his pack. A small ferret is caught as it rummages through his things, perhaps only looking for some meat. As he shouts, the ferret scurries over to its owner, who approaches the group and apologizes for the ferret's excursion into Maerek's belongings. Every one checks their pack, and deciding that the newcomer is probably not a thief or she'd be running by now, things settle down.

The ferret owner introduces herself as Kanjin, and the ferret as Meep. She tells the group that she is a wandering warrior, who would be glad to travel with them, and notes the lack of muscle among the mages. When the others show a little skepticism, she skewers three beetles with quick tosses of spears as they crawled along the far wall of the inn. Suitably impressed, the others agree that she would be a useful companion on the road. Vandar's overactive imagination conjures up a vivid fantasy of life on the road with Kanjin and Lalina, and he nearly goes catatonic.

We leave our adventurers at this point, as they plan on the direction of travel, and Lalina prepares to request the IMA student's dispensation from classes, to participate in her project.

Causalities (if any): The world of Academia

Treasure: None - Er, Meep got some ferret snacks

Session High Points:
Cantrip pranks
Caleb and Maerek finding out about their 'problem'
Meeting Kanjin and Meep
Lalina, explaining how she will write letters to Gibreel and Collerian to get them out of classes, and the mages' reaction to this accouncement

Session Low Points:
The unnecessary killing of three innocent beetles. When will the slaughter stop?!
Logged

That ferrets equipped!"
PC Tehfin exclaimed as he saw Orionseye the ferret for the first time
Cleobourne
XP: 32000
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« Reply #4 on: October 15, 2004, 05:51:15 PM »

Campaign: The No Names
Session: #3 – Reaching Windtown
DM: Shelly

Date: Thardferr 4.24.734 - Earth 9.25.2004
Region: Tuth
Location: Windtown

Players Present: Lalina, Vandar, Reinlad
NPC: Kanjin, Major Gosslink, Lalina's father (Robert) and brother (Karl)

XP: 80/level per hour - plus individual bonuses

Session Length: 6.25 hours.

Short Summary:
The group reaches Windtown. They meet up with Reinlad and turn in the bandits and their equipment. They then make their way to the Duke's residence in Windtown and Lalina is reunited with her family.

Long Summary:
The group reaches Windtown. They decide to immediately get rid of the bandits and their equipment and make their way to the Order garrison first. They were questioned by the garrison's guards before a higher-ranking young man comes over, having just been attempting to drill some soldiers. Introductions are made and the young man, Corporal Reinlad Bransfiel, realizes that this woman is the person he was looking for! He explains that he is to assist her and hands over his orders for her to look at. It is clear that Reinlad has been assigned to them and Reinlad then helps Lalina navigate the Order garrison.
While Vandar and Reinlad go to a local tavern to talk while Lalina meets with the garrison commander, Major Gosslink. He is cordial, even friendly, with her and sees intently interested in how she apprehended the bandits. He indicates that the Order will pay the bounty as well as buy the equipment and provides her with a letter to present to the garrison accountant. He asks her to join him for dinner and the evening but she refuses, saying she wants to see her family. He seems disappointed but understands. Lalina informs Major Gosslink that Reinlad's orders require him to go with her. He concurs and then she leaves, making her way to the elderly Rolf, who handles the accounting. After a brief encounter, Rolf provides Lalina with the bounty and the money for the equipment.
Meanwhile, Vandar and Reinlad begin to discuss a variety of topics, especially about the Order and their current mission. Vandar thinks Reinlad shouldn't take any the disparaging remarks of some of the older members too seriously. The two of them meet up with Kanjin whom they both have their own thoughts about. Vandar hits on Kanjin and then on the shapely barmaid and Reinlad seems a bit disgusted with Vandar's shameless plugs. Reinlad, Vandar and Kanjin begin to eat a meal before they are interrupted by Lalina's returned presence, having just finished her business at the garrison. When they are finished with their meal, Lalina leads them toward her home of her family.
The group arrives at the somewhat imposing residence of the Kronidars, the ruling family of the Dukedom of Windtown. Reinlad seems in awe of the place while Vandar seems at home in the place. Reinlad, being clumsy, almost knocks over a tapestry but Vandar manages to prevent any real damage and hang it back up. The guards notice Lalina and instantly perk up and allow her entrance. The group is approached by a female servant, named Mary, who welcomes Lalina home. She leads them to a waiting room before she then moves to tell Lalina's family that she has returned.
Just then, a deep, rich voice rings out from a strapping young man: "MY SISTER HAS RETURNED!" Karl, the older brother of Lalina, quickly embraces his sister and a conversation ensues. She introduced Reinlad and Vandar, whom Karl at first thinks are suitors. Karl invites them to tea which the group settles into comfortable furniture while they talk about their lives and adventures. As the group finishes tea and telling their stories, Karl is called away to business. Moments later, Mary returns and says that Lalina's father, the Duke, is ready now to see them. However, Vandar makes a comment, as if he was Lalina's suitor. It confuses the priestess and she questions him, at which point he indicates his love for her and thought she returned it. She seems stunned that he is so sure of love so quickly but she tries to comfort him. He expresses that he thinks he should leave her company to which she says nonsense and asks him to come meet her father. As she turns around to make her way to her father, Vandar looks to Reinlad and smirks and winks knowingly. The group makes their way to Lalina's father, the Duke. Introductions are made and then Lalina tells her father the stories of her adventures, the war council and her current mission. He seems to take it all in and then asks Reinlad and Vandar to allow him to talk to his daughter privately. They are led out by two female servants, whom Vandar makes a pass at it, while Lalina converses with her father into the night.

Causalities (if any): None

Treasure: 200 crowns (bounty plus sale of equipment)

Session High Points:
Adding another player to the group; some great RP moments particularly with Reinlad's clumsiness

Session Low Points:
None
Logged

That ferrets equipped!"
PC Tehfin exclaimed as he saw Orionseye the ferret for the first time
Cleobourne
XP: 32000
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« Reply #5 on: October 15, 2004, 05:51:52 PM »

Campaign: The No Names
Session: #4 – New Mission
DM: Shelly

Date: Thardferr 4.25.734 - Earth 10.9.2004
Region: Tuth
Location: Windtown

Players Present: Lalina, Vandar, Reinlad
NPC: Robert Kronidar and Karl Kronidar

XP: 70/level per hour - plus individual bonuses
Session Length: 4 hours.

Short Summary:
The next day the group resembles for another conversation with Robert Kronidar, the Duke. He informs them of a problem in the town involving thieves and magic; the group decides to investigate. Karl indicates he wants to come along to protect Lalina, his 'little flower'. Lalina takes care of some other business as the group prepares to investigate.

Long Summary:
The group meets up for breakfast with Lalina's family there as well. Lalina informs them she has some business to take care of in the city and that they are welcome to join her or do their own thing. Reinlad asks if there is anything they can do for; Lalina replies in the negative but asks her father or brother if there is something her companions can help them with.
Her father speaks up, talking about a rash of stolen goods recently. Lalina volunteers Vandar and Reinlad to look into it and the two men agree to do so. They then begin to discuss this problem; the Duke indicates that he believes they are using the river for transportation and are hiding somewhere in the Thorn Woods. The Duke indicates that the robbers are using magic to paralyze people while they rob them. The victims are not physically hurt which Vandar thinks is likely due to the harsher penalties for crimes involving magic. The Duke thanks them for being willing to take on this task and provides them with some contacts for further information.
Lalina decides to personally look into this matter for her father, after she takes care of some other business. Her brother, Karl, insists that he come along with her on this mission so that he can help and protect his sister. She agrees to his company and the group discusses where to start. Lalina then informs them of her other business and they agree to make preparations to investigate; they agree to meet back up in a few hours. Karl leaves them to make ready with his arms. Vandar goes off on his own while Reinlad decides to accompany Lalina on her tasks. The two make their way to the mansion which serves as the headquarter of the New Order of the Ages.

Causalities (if any): None

Treasure: None

Session High Points:
Another great RP session

Session Low Points:
Open and IRL troubles meant the pace of the session was a little slow
Logged

That ferrets equipped!"
PC Tehfin exclaimed as he saw Orionseye the ferret for the first time
Cleobourne
XP: 32000
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« Reply #6 on: October 15, 2004, 05:52:20 PM »

Campaign: The No Names
Session: #5 – "A Foreigner"
DM: Shelly

Date: Thardferr 4.25.734 - Earth 10.13.2004
Region: Tuth
Location: Windtown

Players Present: Lalina, Reinlad (for 3.5 hours), Daigotsu
NPC: NOA individuals

XP: 80/level per hour - plus individual bonuses

Session Length: 5.5 hours.

Short Summary:
Reinlad and Lalina make their way into the NOA headquarters where they meet with a few people. They eventually are led to an injured man who seems to be foreign to Thardferr. A conversation ensues and Daigotsu agree to travel with Lalina.

Long Summary:
Reinlad and Lalina enter the mansion that serves as the headquarters for the NOA, despite it being in some disrepair. They look around for anyone that may serve the NOA but no one seems to be around. Finally, an elderly man enters the scene and does not seem to notice the two of them. They try to get his attention but he is apparently deaf and so it takes Lalina getting in his way for him to stop. He motions to them with his hands but neither Lalina or Reinlad can understand what he is trying to express. Eventually, they get it and he leads them to another room, where Reinlad and Lalina settle into overstuffed chairs, waiting.
From behind a curtain, a woman emerges, greeting and introducing herself and asking how she could be of help. Lalina replies that it is her who wants to help the NOA and she begins to tell the woman about her ideas and her desire to work with the NOA. The woman misunderstands her at first and asks her how much she would like to be paid to heal the people under their care; Lalina agrees to see some patients but tries to explain the grander picture of what she wants to do. The woman seems to understand and leaves Lalina to take care of some patients while she moves to discuss with others in the headquarters.
Lalina eventually makes her way to a young woman with white hair tied up in a blue bandana. The nurse informs Lalina that he has just been brought in. With a simple prayer to Celenia, Lalina heals the young man, who looks like just a young teen. He seems confused and disorientated and speaks in a tongue foreign to Reinlad. Lalina understands him, however, and the two begin to converse. The young man seems to be a stranger, a foreigner from a place he calls Nar'Qusan. Lalina informs him of where he is, since he does not know that.
He asks for his equipment and Lalina asks Reinlad to search for it. A few minutes later, Reinlad returns with two strange swords as well as a tunic and an amulet. The man, who introduces himself as Daigotsu or Dagger, asks for the amulet. Reinlad seems distrustful and reticient and wants the Order to question the man; Lalina wonders why Reinlad cannot question him but the young, stuttering priest does not give an answer. Lalina trusts him more easily, and half-scolds Reinlad for his distrustfulness. Lalina gives the amulet to the young man, who then begins to speak in common. Reinlad seems surprised at this but Daigotsu informs them that the amulet allows him to communicate. However, Daigotsu lips are not in unison when he is speaking; it seems the amulet essentially translate what he says for others.
He seems to long to hold his blades but Lalina informs him that this is a place of peace and healing. Reinlad examines the strange blades and notices the familiar glint of Mahacto in them! He seems excited by this and calls Daigotsu "Brother!" and the two begin to talk about their faith in Mahacto; however, there seems to be a difference between them. Daigotsu is a warrior dedicated to Mahacto whereas Reinlad is a Priest of the Word. Despite this, Reinlad still feels like the Order of the Sword needs to question Daigotsu because he could be a threat. Despite Daigotsu saying he is not, Reinlad still feels the local authorities must be contacted. Lalina seems frustrated by Reinlad's distrustfulness; eventually, she confronts him on it. She says if it is that important to him perhaps he should go get someone from the Order to question Daigotsu. Reinlad meekly replies and then heads off to the Order garrison to find someone to question Daigotsu. Lalina hands Daigotsu his tunic which he quickly puts on.
In the meantime, Lalina and Daigotsu continue to converse, although Lalina has difficulty understanding him at times. They talk about the Syth and about elves, ogres, halflings, dwarves -- things new to either Daigotsu or Lalina. The two realize they have mutual acquaintances in the form of Jereth, Nalia, Whitefyre and others. Daigotsu explains why he is in Thardferr and tells her a bit about his homeland. He seems disappointed that Jereth, Whitefyre, etc. are not there with him. Lalina takes pity on him, empthazing with his fate as being in a completely foreign place entirely by himself. She asks him if he would like to come with her and that she will show him her land. He accepts although he seems nervous about Reinlad and the need to question him. Lalina assures him she will not let him be harmed or questioned needlessly. She helps him get up and eventually stand; he then takes up his blades again. Lalina indicates that he may want to make an effort to hide them just because they will mark him as a foreigner and might frighten others. He agrees and makes an effort to conceal them a bit.

Causalities (if any): None

Treasure: None

Session High Points:
Another new member!

Session Low Points:
Trouble with Open meant some difficulties keeping everyone connected in the same room!
_________________
Logged

That ferrets equipped!"
PC Tehfin exclaimed as he saw Orionseye the ferret for the first time
Lalina
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« Reply #7 on: November 06, 2004, 01:27:58 AM »

New Group

Campaign: The No Names
Session: #6 – "Beginning the Investigation"
DM: Shelly

Date: Thardferr 4.25.734 - Earth 10.16.2004
Region: Tuth
Location: Windtown

Players Present: Lalina, Reinlad, Daigotsu
NPC: Karl (Lalina's brother), NOA, various residents of Windtown

XP: 75/level per hour - plus individual bonuses

Session Length: 4 hours.

Short Summary:
Lalina and Daigotsu continue to speak and Reinlad comes and interviews him. The three of them then meet back up with Karl only to split up again to begin their investigation.

Long Summary:
Daigotsu has begun to mediate while Lalina has moved on to other patients at the NOA. Reinlad re-enters the place. He moves and whispers to Lalina whom immediately disrupts Daigotsu's meditation and informs him that Reinlad wants to question him. Reinlad casts detect lie and then begins to question Daigotsu about his intentions and tries to discern if he is a threat to the Confederation. His answers never set off Daigotsu's divine lie detector and his story remains unchanged from what he told Lalina. The two then begin to look to find Lalina. Karl also arrives at the NOA, looking for his sister.
Meanwhile, a page whispers to Lalina. summoning her away. Lalina is directed to the library, where the doors close behind her. She waits for some time before beginning to get nervous. She tries to open the door but cannot; she calls for help, then, and no one seems to come. Finally, when she begins to get really concerned, the doors open, revealing a misshapen that indentifies as the person who is running things at the mansion. Lalina does not seem to judge the person on the weird experience and the two begin to discuss her ideas, plans as well as what help can be given this way and that, etc.
Finally, Daigotsu, Reinlad and now Lalina's brother Karl meet up with her and the other person talking. They seem a little disturbed by the person's presence but Lalina's conversation ends shortly after they arrive and they all make their way out of the NOA. They decide to split up and question the few leads they have. Lalina and Daigotsu move to question the young boy, Reinlad to the woman at the general store and Karl to the merchant. The group agrees to meet at the Kronidar residence after they have finished.

Causalities (if any): None

Treasure: None

Session High Points: Soldifying some things in regards to Lalina's relationship with the NOA

Session Low Points: None
Logged

o hurt is easy; to heal, difficult.  Bones break in an instant but take months of care to repair.  The weak and cowardly hurt; the strong and brave take the more difficult task and heal.

~~Lalina Kronidar, Hopebringer of Celenia
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« Reply #8 on: November 06, 2004, 01:28:35 AM »

New Group

Campaign: The No Names
Session: #7 – "The Investigation"
DM: Shelly

Date: Thardferr 4.25.734 - Earth 10.23.2004
Region: Tuth
Location: Windtown and then south of the city, near the Thorn Woods

Players Present: Lalina, Reinlad, Daigotsu
NPC: Karl (Lalina's brother), NOA, various residents of Windtown and local farmers

XP: 100/level per hour - plus individual bonuses

Session Length: 5 hours.

Short Summary:
The group completes their investigations and meets to discuss what they have discovered. They make an effort to get some help and then set out for the bandit's camp.

Long Summary:
Reinlad heads into the general store and begins to talk to the man behind the counter. The man, at first, begins to answer his questions good-naturally. He seems to grow distrustful of Reinlad even when Reinlad states his position. Finally, Reinlad convinces the man otherwise and he agrees to let Reinlad talk to his wife. The woman spoke about how she heard enchanting music and had to go find out where it was coming free. As she followed the sound, she met up with a man who said he had gotten separated from his troupe and asked if she knew if there was any town nearby. When she had indicated that the closest place was a bit away, Windtown, he said "Good, no one will hear you scream" and found herself unable to move after she heard a few other words intoned in a language she did not understand. The group gathered around her and took her money purse and then went away. She said that she was unable to move for a very long time. Reinlad thanks her after questioning her and then exits the place. He sits down on a bench for a good amount of time, mulling things over. He thinks about investigating further but decides he ought to meet up with the others instead of doing this solo.
Meanwhile, Lalina and Daigotsu go to the place where the young boy is supposed to be. The door is answered by an elderly lady, his grandmother, who seems very upset that the woman and man are there, asking for her son. The boy emerged from the house a bit and Lalina manages to convince the old man and the boy that she means no harm. The boy tells her that he has heard/seen bandits who move using the river and who seem to be based out of the Thorn Woods. Lalina tries to get a sense of numbers from the boys and he seems to indicate it is a relatively large group. He also tells her that there are both men and women in it. After thanking the boy and his grandmother, Lalina and Daigotsu head back to her family's residence. Daigotsu notices a gnome - something he has never seen before - and Lalina explains gnomes to him.
Meanwhile, Karl approaches the merchant and begins to ask him questions about his experience. The merchant focuses on the feeling of being unable to do anything while people robbed him and his utter fright at feeling so helpless. He distinctly remembered that the voice that had spoken in some strange language, right before he was unable to move, was feminine. Karl thanks the man and heads back, meeting up with the others.
The group reassembles and discusses what they learned separately. Lalina wants to immeidately go to the river and the Thorn Woods where the boy had indicated and see if they can find the bandit's camp. Reinlad wants to launch a full investigation of bards within the city, due to the woman's reports of the man playing music. Lalina informs him that that they do not know if the man playing music was a bard and that even if he was, there were a lot of bards in Windtown, due to the College. Reinlad relents to her logic and agrees that they should go to the place she talked about first. Daigotsu seems to be uncomfortable with going to seek out this bandit camp without other help. Lalina, in frustration, tells them to remain where they are while she marches off to the Order garrison.
After talking to Major Gosslink about what they've discovered so far, etc. and explaining the situation, the Major explains that he really does not have anyone he can spare. However, for her, he will provide his own two personal guards. At the Order garrison, Lalina also meets a ranger of Aqualie concerned about the bandits using the rivers. Albert, a riverman of Aqualie, agrees to join the group as well. Lalina returns to the others with the two Ordermen, Earl and Ralph, in tow as well as with Albert. She introduces everyone and then the group quickly sets off for where they the boy had indicated.
Upon arriving near the spot, they notice some tracks. Albert begins to study them; Reinlad sees some farms nearby and decides to go off and question the locals. The two ordermen go with him. Albert discovers fresh tracks but the group is forced to wait for Reinlad to get back, though Lalina considers moving on without the ordermen.
Meanwhile, Reinlad and the two Ordermen go to the nearest farm, which is quite a bit away. Reinlad knocks on the door and no one answers. He sends the Ordermen around to the back and to the barn while he starts demanding louder for the door to open. When there is no reply still, he bursts into the house, only to find nothing. The other Ordermen enters as well and the two search the place. After some considerable searching, they discover it to be empty and abandoned with nothing out of the ordinary. Indeed, the barn is empty and abandoned as well, except for some old hay. The three then set off for the next farm, which is a considerable distance away. They reach it and see a farmer at work. Reinlad questions him and learns that the man had recently bought the farm and does not have any idea what he is talking about. Reinlad excuses him and thinks about moving to the next farm along the row. However, he has spent considerable time now and is almost to the point where the place the others are at can not even be seen in the distance. He decides to return.
By the time he and the ordermen return, it is now getting quite late in the afternoon and dusk will be approaching soon. Lalina seems frustrated by Reinlad's delay to question farmers when they had a fresh track that they let go fallow for some time. Reinlad also gets frustrated and seems upset. Lalina indicates that because of the time, they need to make a decision to follow the trail or wait for the next day; Lalina refuses to make this decision and forces Reinlad to make it. He decides that they should follow it. The group gets on a tiny make-shift raft that was there and heads across the river.

Causalities (if any): None

Treasure: None

Session High Points: Some amazing RP moments

Session Low Points: None
Logged

o hurt is easy; to heal, difficult.  Bones break in an instant but take months of care to repair.  The weak and cowardly hurt; the strong and brave take the more difficult task and heal.

~~Lalina Kronidar, Hopebringer of Celenia
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« Reply #9 on: November 06, 2004, 01:29:03 AM »

New Group

Campaign: The No Names
Session: #8 – "The Battle"
DM: Shelly

Date: Thardferr 4.25.734 - Earth 10.25.2004
Region: Tuth
Location: South of Windtown, on the edge of the Thorn Woods

Players Present: Lalina, Reinlad, Daigotsu
NPC: Karl (Lalina's brother), The Bandits

XP: 100/level per hour - plus individual bonuses

Session Length: 5 hours.

Short Summary:
The group follows the trail to the bandit's camp, where a very long battle ensues. The group is ultimately successful.

Long Summary:
The group arrives on the other side of the river and begins to follow the trail. Knowing their trick of holding people, Lalina casts a Free Action spell as the group comes closer to the bandit camp. They eventually make it to the bandit camp, but a group of individuals with swords drawn are waiting for them. They see two men with swords, a female woman and a man behind them, the man wearing a strong skeleton helmet. The group begins to draw blades as it notices the potential danger. Reinlad recognizes one of them fitting the description of a bandit and immediately demands they drop their weapons and tells them they are under arrest. In response, they attack. A battle ensues.
Lalina, Reinlad, the woman and the skeleton-helmeted man all begin casting. Arrows from the trees fly down and strike Albert,the ranger, and Reinlad, disrupting the priest of law's spell. The woman completes her spell; the two ordermen (Earl and Ralph), Albert and Reinlad all become stuff as the hold spell goes into effect. Daggers fly from behind the group and one strikes true at Lalina just as she completes a spell that saps the male diadrians strength and he tumbles to the ground, his spell disrupted. Daigotsu moves against the man throwing daggers but swings wide. Karl moves to protect some of the held victims and strikes true at one of the sword-wielding men, sending him to the floor unconscious with solid blows from his broadsword. Karl dodges the blows of the men in response.
However, arrows still fly from above, striking at Reinlad in succession. As Daigotsu slices through the dagger-throwing man, the casting woman disappears. Lalina completes a spell that frees Earl as well as Reinlad from the magic of the hold spell. Karl lands blows on the other sword-wielding man and fells him as well. Reinlad casts a light spell, heavily illuminating one of the marksmen in the trees. Daigotsu begins to climb one of the trees. However, the collapsed Diadrian cleric yells "Fall!" with the power of his diety and sure enough, Daigotsu falls to the ground. Lalina's spell completes and the entire group is healed of some of their wounds from the battle. Albert moves to gag the Diadrian cleric as Reinlad uses the power of law to make one of the marksmen in the tree go rigid. Daigotsu gets up from his fall and looks around for more enemies as Lalina heals Reinlad and others even further.
Reinlad moves to cast a hold on the other marksmen still firing from a tree but a fireball strikes the entire collected group, damaging them all heavily and disrupting Reinlad's spell. The group turns to look where the fireball came from and see the man who threw it, along with the woman from before and others. Two of the men with the new mage are quickly climbing trees. The woman completes a spell on Earl and he tries to block Daigotsu as Daigotsu rushes towards her to tackle her. Reinlad moves up as well, trying to block the other fighters from injuring Daigotsu further. Lalina further heals the group as Daigotsu attempts to stand up and step on the woman to block her. However, she manages to wiggle and roll away, getting up. Meanwhile, Reinlad exchanges blows with the two fighters.
Both mages then casts another spell, creating a huge web that threatens to enwrap Lalina, Karl, Albert and Ralph. It manages to get everyone but Lalina, who seems to be able to act freely despite the webs. Karl and Albert begin to try and break out of the webs, as Reinlad continues to exchange blows with the two fighters, but is fighting a losing battle. The mage tries to cast another spell but it seems to have an effect he did not want and a bright light source appears a few feet behind Reinlad. In response, Reinlad manuevers around the fighters and strikes at the male mage, hitting true with his sword. Lalina, meanwhile, cures Reinlad from a distance and remains inside the webs. Daigotsu likewise seems unaffected by the webs and he manages to meet up with Lalina, who cures him in his injured state. Reinlad manages to strike at the mage again, which sends him to the floor before turning back to face the two fighters. The female mage tries a spell and to her frustration, a bright light source appears behind Lalina.
Meanwhile, Karl and Albert have broken out of the webs and have begun to use their bows to fire at the man in the tree, even as he fires back down at them. Exchanges of arrows strike both parties, but eventually the marksman in the tree falls from the onslaught of Karl and Albert. The new people who had climbed the trees had halted their fire because of the melee but now see an opportunity and fire upon Daigotsu, striking him. Daigotsu moves and flanks the two fighters and fells one of them.
The two ordermen rush the female mage but one slows, and then as her spell goes off, the other one slows as well. They then turn around as if to protect her. The other fighter strikes to avenge his friend and lands a powerful blow on Daigotsu before Daigotsu respond and fells him as well. Lalina rushes to heal Daigotsu and does so just as three arrows strike him; her healing spell are just enough to keep him alive. Reinlad also heals Daigotsu but it is insufficient to bring him to consciousness. Karl and Albert fire upon one of the bandits in the tree and their arrows strike true, making the guy collapse into the tree before he falls to the ground. Lalina casts a spell at the two ordermen, which seems to effect on of them. He attempts to tackle the female mage but is blocked by the other one and the two begin to wrestle. The female mage attempts to run away but Reinlad hits her as she does so however it is not enough to stop her.
Karl and Albert continue to exchange arrow fire with the last man in the tree; they eventually send him tumbling to the ground as well. Albert begins to climb the tree to get the bandit that Reinlad had held earlier in the combat. Lalina casts another spell, healing Daigotsu further, which brings him back to his feet and then she chases after Reinlad and the other woman, hoping the stuttering priest has not gotten into trouble. Meanwhile, Reinlad chases the female mage to near the riverbank. He tries to tackle her but misses miserably and falls, hurting himself.
She laughs at his fall and when he looks up, he sees new bandit faces. He tries to get up but another mage casts a spell which holds him rigidly in place. Lalina arrives and interposes herself between Reinlad and the two sword-weilding men who were about to make mincemeat of Reinlad; they miss the priestess in their attempt to harm her. Karl, seeing all enemies have been defeated where he is, also moves to help his sister while Albert sees to tying up all the still alive bandits. The two ordermen continue to wrestle; Daigotsu jumps on both of them trying to stop them by pinning them. It then becomes a three-way wrestling match.
Lalina casts another spell, which holds one of the fighters and the new mage rigid and in place. The female mage then tackles Lalina to the ground where the two begin to wrestle and fight for control. The remaining fighter strikes at the frozen Reinlad, injuring him severly. Karl finally arrives to see his sister on the ground with the woman as well as the man striking at the helpless Reinlad, about to kill him. Karl moves in and stops the fighter's death blow and the engage in a melee which Karl easily wins and the man ends up in a heap ontop of Reinlad. Meanwhile, Lalina has successfully turned the tables and pinned the female mage. Karl moves over and helps Lalina tie her up. Meanwhile, Daigotsu has successfully kept the two ordermen completely pinned to the ground with his superior strength.
Lalina and Karl tie up the two held figures and then force the mage to release the spell on Reinlad. However, Reinlad remains on the ground, his eyes closed and his breath shallow. Lalina moves towards him. As she glows in a pure light and touches him, Reinlad feels himself completely restored and opens his eyes to see Lalina looking at him. She seems weakened by the affair and Reinlad is worshipful of her before he realizes that what he just said and blushes, getting up while embarassed. Lalina gets up as well. Karl leads the still alive individuals back to camp at swordpoint. Karl force the woman to release her spell on the ordermen and Daigotsu, Earl and Ralph all get up. Reinlad and Lalina make their way back to the group. The whole affair seems to finally be ended and the group is safe.
However, at that precise moment, they hear a yell of help from Albert who is being pursued by six alligators and a strange woman also wearing a skeleton helmet. The alligators tear into Albert causing nigh-fatal wounds. Karl moves in and orders the others to help him clear the area around the injured ranger. Karl kills an alligator with his sword while Ralph and Daigotsu kill another one, with Earl dropping his sword. Lalina and Reinlad arrive. They clear enough area around Albert that the two ordermen to bind his wounds and get him to safety. Daigotsu unleashes the fury of his blades, killing two more gators. The woman casts a spell and Karl and the ordermen all go stiff but Daigotsu resists the spell. Lalina's Prayer finishes, which boosts her allies and weakens the alligators and the strange woman. Reinlad rushes to protect the others and manages to land a few blows, killing another alligator. Lalina pulls out a rusty sphere and hurls it at the female cleric, which unleashes itself at her words into bands that successfully wrap around the woman and capture her. The alligators tear into the easy prey of Karl while the tail of one whips around and smashes into Daigotsu, sending him flying back into a tree, unconscious. Lalina moves in to get her very-injured brother out of harms way as Reinlad steps in to protect her and her brother from the remaining alligator. He cannot seem to land a hit on the alligator however and it begins to tear into him. Daigotsu manages to shake off his injury, getting up and moving to help Reinlad. However, the cleric sees Daigotsu manuvering himself to strike at the alligator and screams "Sleep!" with the power of her diety, which sends him to the ground again. Lalina moves in with her staff to help Reinlad and the two battle the alligator and kill it, with Reinlad scoring the fatal blow. Reinlad gags the female cleric of Diadria as Lalina moves over and treats Daigotsu's wounds. Reinlad then moves to heal Albert. Lalina looks at the female cleric and uses the power of her own diety to force the woman to release her hold spell on her brother and the ordermen. Lalina and Reinlad exhaust the remainder of their healing spells as well as using more mundance methods of healing. They manage to bring consciousness back to Albert and heal and bind wounds until the injuries no longer seem bad at all and everyone feels a bit invigorated. As they finish doing so, Reinlad turns to Lalina and asks, anxiously, "SSoo wwhat do we ddo now?"

Causalities (if any): The bandits: 6 fighters with swords, 3 marksmen (fighters specialized in bows), 3 mages, 2 clerics of Diadria, 2 thieves and 6 alligators

Treasure: None

Session High Points: An amazing battle sequence! No one in the group dying, despite a few members dropping below 0 many times.

Session Low Points: None
Logged

o hurt is easy; to heal, difficult.  Bones break in an instant but take months of care to repair.  The weak and cowardly hurt; the strong and brave take the more difficult task and heal.

~~Lalina Kronidar, Hopebringer of Celenia
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« Reply #10 on: November 15, 2004, 09:52:20 PM »

New Group

Campaign: The No Names
Session: #2 – The First Battle
DM: Shelly

Date: Thardferr 4.8.734 - Earth 9.18.2004
Region: Tuth
Location: Coopersville Forge, then on the road to Windtown

Players Present: Maerek, Caleb, Lalina, Vandar (for 1 hour)
NPC: Kanjin and her amazing ferret, Meep!

XP: 80/level per hour - plus individual bonuses
Session Length: 4 hours.

Short Summary:
The group finishes preparations and then makes their way on the road to Windtown. They are attacked by some bandits whom the group overcomes with the aid of magic. They then continue their journey to Windtown with the captured bandits in tow.

Long Summary:
Lalina meets up with the three young mages and Kanjin again. They gather their things and make their way out of the city, inside a wagon Lalina has provided. Caleb rides his own horse while the other three ride in the wagon with Lalina. The first day of travel goes without any trouble and the group decides to camp for the night. They find what looks to be a common campsite established for traders and other travelers. The group settles in for the night, has a good meal and sets up watch shifts.

On the first shift, which Caleb volunteered to do alone, he hears something. He casts a quick cantrip to illuminate the area and all he sees the glint off metal. He quickly awakens the rest of his companions as the camp is encircled by some bandits. The men demand their money and jewels; Lalina replies that they do not really have any to give. The men press them and demand the mage’s spellbook. The mages then began to cast spells and a battle ensues.

Lalina calls for the bandits to desist and a few of them heed her words and they do not attack as they would have. Some of the bandits throw daggers however, and one hits Caleb and another hits Maerek, disrupting both of their spells and injuring them. Kanjin moves in and engages the man who was speaking earlier, who appears to be the leader of them. Vandar manages to complete his spell, which puts a few of the bandits to sleep. A few more spells and the bandits are either asleep or held.

The group quickly begins to tie them up and search them. They find some coins and Lalina finds a small white gem with a blue hue. After a quick spell or two, the injured mages are healed by Lalina’s magic.

The rest of the night goes without incident and the bandits seem cowed by the magical might of the group; enough that they fear trying to escape. They decide to bring the bandits to justice at the Order of the Sword garrison at Windtown. The group resumes its journey to Windtown the next day, with the bandits in tow. As they travel, they talk about where they come from and how they came to what they are now while they take care to watch the bandits to make sure they do not try anything.

Causalities (if any): Seven bandits captured

Treasure: 50 linerts, 100 pennies, a moonstone gem (50 crowns), the bandits weapons and armor (2 short bows and arrows, 24 daggers, 1 suit of leather armor, 1 long sword and 3 short swords)

Session High Points:
Defeating the bandits without getting killed or having to kill them

Session Low Points:
None
Logged

o hurt is easy; to heal, difficult.  Bones break in an instant but take months of care to repair.  The weak and cowardly hurt; the strong and brave take the more difficult task and heal.

~~Lalina Kronidar, Hopebringer of Celenia
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« Reply #11 on: November 15, 2004, 09:55:33 PM »

After having to figure out what exactly our date was, we've noticed a gap in the IC time and can't account for it -- ie. it was just time that nothing happened.  Rather than have that and be ahead of the timeline, we've decided to cut that time out and be on-time, for everyone's conveinance and sanity.

The following IC dates should read:

Session #1:  4/7
Session #2:  4/8
Session #3:  4/10
Session #4-8: 4/11

I'll keep better track of the IC time from now on.
Logged

o hurt is easy; to heal, difficult.  Bones break in an instant but take months of care to repair.  The weak and cowardly hurt; the strong and brave take the more difficult task and heal.

~~Lalina Kronidar, Hopebringer of Celenia
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« Reply #12 on: May 30, 2005, 10:18:21 AM »

Time 9pm - 12am
Place: Major Forge - The Rusty Ax
Present: Night Blade, Graefel, Penin, Kip the Kobold, Cipher, Tergis Silverghost, and two wolves
NPC's: Smorg, Slaver, Two Burly Orcs and a Serving Wench
3/18/736 5/25/05

Short: The Rusty Ax has been a new meeting ground for the stout of heart overhearing about vampires. Several who think they are up for a challenge have met together to disscuss rumors and hearsay.

Long: The Rusty Ax was full of patrons who came in from the rain to enjoy bad company, bad food and bad drink, but hey it's better than the bad weather. Night, Cipher and Penin began to discuss the rumors that Night had heard and posted the desire for help in seeking out a Vampire. At the other side of the pub a commotion starts with a larger than life gnome, a chained kobold and it's slaver. A spell is casted an arrow is shot and shouting takes place, when the smoke clears Kip is free, his keeper is not. The six men make introductions as the slaver is tossed out into the streets by two burly orcs. They agree to band together and hunt this vile creature out starting at first light.

High Points : Everyone aggreeing to help hunt the vampire
Low Points : New system of game led to troubled conversions
Casualties : The Slavers Pride broken by a spell and arrow

xp: 80/lvl/3hrs
Logged

That ferrets equipped!"
PC Tehfin exclaimed as he saw Orionseye the ferret for the first time
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