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Ch03 - The Tome of Legends - Part 1.

Posted by FritzholmFor group 0
Fritzholm
GM, 391 posts
Dungeon Mastering
without a net
Fri 4 Jun 2010
at 07:57
  • msg #1

*** The Tome of Legends - Part 1 ***

Our four young Triplefang heroes have tasted adventure and gained some very important experience.  They've seen a strange new land and rescued a captured champion.  With the riches they gathered they have geared up and are ready for a new adventure.

The champion of Goldenpoint spoke of The Tome of Legends, a powerful artifact that can transform our heroes into living legends.  They will need to travel past the edge of the Triplefang lands to Rankor Heights, the capital of the Ferisedan and somehow convince their leader, Proctor Limon, to part with the artifact.  Luckily, he does not know what the book is, or its true power.

Meanwhile, Triplefang troops led by Rolf and Vidar Triplefang march to protect Gollag from future troglodyte raids.  Once secure the Triplefang plan to claim Gollag for their own and send craftsmen and settlers to make use to the area's natural resources.

The Ferisedan fishing village of Kammarra is a 5 day ride from Volge via the Triplefang village of Crim.  You can cover ground about twice as fast now that you are mounted.  The cart has been loaded with your extra equipment (camping should be a little more comfortable now), 40 pounds of fresh food, and two caged falcons to send short messages back to Volge if neccessary.  You are also accompanied by Moonlight and Snow's two new guard dogs.  Set out when you are ready.
Snow
player, 364 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 5 Jun 2010
at 05:07
  • msg #2

*** The Tome of Legends - Part 1 ***

Snow shows up on the day agreed upon to depart home for their next adventure.  She's feeling more competant and better equiped this time around.  It's a small comfort.  As she glances back, she knows she's already going to miss home.  The live stock, and Stupid should help ease the work around the farm for Snow's parents, but they're moving on in years, and Snow still worries for them.



She's dressed in leather armor that still feels a little stiff and in need of breaking in, and looking alot more competant since you last saw her.  She still has a good bit of stuff that she's carrying around, but most of it is in Midnight's saddle bags, or in the Cart.

Midnight lingers near by, and Snow takes the quiet moment to play with Mutt and Jeff.  A stuffed leather ball is tossed around as they play fetch with her as she waits for her cousins to show up.
Holly
player, 192 posts
Protect the Land
to protect your Children
Tue 8 Jun 2010
at 12:19
  • msg #3

Re: *** The Tome of Legends - Part 1 ***

Holly slips into the village with Dun and Moonlight in tow, acknowledging those she knows, and talking a while with some of the youngsters that are about. She quickly finds Snow, and welcomes her cousin with a hug, whilst wary of the dogs. She notices the Dun is a bit wary, but has to smile at Moonlight who is simply ignoring them, and checking out Midnight.

"Well met cousin. You look like you have taken your time off to put it to good use. Have you any new tricks and magic to aid us? I have been working with Dun and Moonlight, and enjoying the wilds."
Snow
player, 366 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 8 Jun 2010
at 13:12
  • msg #4

Re: *** The Tome of Legends - Part 1 ***

The time apart has given Snow time to settle a little.  Shes dressed a little nicer, and looks a little more confident and sure about herself.

"Elana been working on me for stuff.  It was nice just to be home for a bit and help around the farm.  I've bought a few dogs... Mutt", she points to a mixed breed dog of indeterminable pedigree, "... and Jeff", She points to the other dog who's sitting and scrathing his ear at the moment.

"I left Stupid at the farm to help with seeding.  They seem pretty happy with the livestock."

Snow was always a little prissy about her appearance, continuing that trend she seems to be experimenting with her hair more these days, teasing it out and tying it up in slightly more elaborate styles.  It's definitely not something the average triplefang does, but it does look pretty on her.

"The boys drink too much and oversleep or something?  Where's Glumr?  He's the one that was chomping at the bit to be off and away to be the first to pen his name in this book.", Snow eyes the cart full of food.

"At least we wont have to rely on Glumr's hunting this time out."
This message was last edited by the player at 13:14, Tue 08 June 2010.
Mord
player, 161 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 8 Jun 2010
at 16:52
  • msg #5

Re: *** The Tome of Legends - Part 1 ***

In reply to Snow (msg #4):

Mord rides up to meet with Holly and Snow.  Gone is the ragged armor of nappy hides and his oversized spiked club.  Smooth metal-studded leather and vicious two-handed axe have taken their place. He is also carrying an unusual looking longbow.  Between the rigorous training and heavy feasting/drinking he has been doing, he looks a little worn out to be honest.  But, he is very upbeat and greats them both with a big smile full of joy and hearty hugs that make them both groan.
Snow
player, 367 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 8 Jun 2010
at 17:35
  • msg #6

Re: *** The Tome of Legends - Part 1 ***

Snow gives Mord an affectionate hug, "Well met cousin you look well, i suppose we'll be kept waiting till Glumr's mum can dress him proper.", Snow laughs.  Teasing Glumr always seems to make her feel better.

"I wonder how livid he might be if we went and got the book and penned our names in with out him.  The look on his face might actually make it worthwhile."
Holly
player, 194 posts
Protect the Land
to protect your Children
Tue 8 Jun 2010
at 18:13
  • msg #7

Re: *** The Tome of Legends - Part 1 ***

Holly enjoys the hug from Mord, and tries not to cling on for too long. Turning away and calling out to Moonlight, she hides her face and the flush that had appeared. Finally turning back at the mention of Glumr's face at not being first in the book, she looks around to see if he has arrived late.

"It will be good to get going again. I have been given some good camping places along the way down to Crim, and good hunting grounds for Glumr, so hopefully it will be a less arduous task in getting there."

Turning back to Mord she asks, "Are you not sorry you aren't with Rolf and Vidar and the others around Gollag?"
Snow
player, 368 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 8 Jun 2010
at 18:16
  • msg #8

Re: *** The Tome of Legends - Part 1 ***

Snow thumps Holly playfuly, "HOLLY!  If Mord doesnt come, it means we'll have to rely on Glumr to protect us... or will it be us protecting him?"
Glumr
player, 301 posts
Robin Hood ain't
got nothin' on me
Tue 8 Jun 2010
at 19:05
  • msg #9

Re: *** The Tome of Legends - Part 1 ***

The sounds of a horse approaching fill the clearing.  A dark stranger on a white appaloosa approaches the Triplefang adventurers.

The stranger has a wide brimmed hat on which hides his face.  He is dressed in leathers and gear of dark green and brown, allowing him to blend well with the forest.  His dark cloak around his shoulders blows gently behind him.  A quiver of arrows and long bow across his back, along with the curved sword on his side show him to be an adventurer ready for the road.

A small glow and wisps of smoke trail from under the hat as he approaches.  When get gets near he dismounts, ruffling the horse's mane behind it's ears and running hand down the horses muzzle.

The stranger gets closer and lift's his hat back a bit. There's a flash of blue eyes and a grin that can only be Glumr's.

"Good to see you my friends.  I hope I didnt keep you waiting too long." Glumr says with a smile, but something about him makes him seem somber, and not quite as happy go lucky as he once was.  He smiles at Snow. "You've changed your looks cousin.  As lovely as a sunrise I might say."

Glumr has a small rolled cigar in his mouth, filling the air with it's sweet smoke.  "This is my new friend Bella" Glumr says to the group.  "She's been my closest friend in these past days"  Glumr says, not mentioning the point at which she bit him.

He has a serious look on him.  "I'm planning on an adventure to obtain the book of legends.  I feel it will be a difficult quest, but if we succeed it will bestow upon us abilities to make us legendary.  With these new gifts I plan on to rid our lands of the evil blights we have upon us.  Will you follow me?"
This message was last edited by the player at 19:14, Tue 08 June 2010.
Holly
player, 195 posts
Protect the Land
to protect your Children
Tue 8 Jun 2010
at 22:02
  • msg #10

Re: *** The Tome of Legends - Part 1 ***

Snow:
Snow thumps Holly playfuly, "HOLLY!  If Mord doesnt come, it means we'll have to rely on Glumr to protect us... or will it be us protecting him?"


"OUCH!", Holly says, with a smile, and rubs her arm as if it really hurt. "You been practicing that?", she adds before laughing. "You're right of course. We couldn't do with having to babysit Glumr without Mord around as well to protect us!"
Holly
player, 196 posts
Protect the Land
to protect your Children
Tue 8 Jun 2010
at 22:08
  • msg #11

Re: *** The Tome of Legends - Part 1 ***

Glumr:
Glumr has a small rolled cigar in his mouth, filling the air with it's sweet smoke.  "This is my new friend Bella" Glumr says to the group.  "She's been my closest friend in these past days"  Glumr says, not mentioning the point at which she bit him.

Holly for a half second thinks Glumr might be talking about his smoke, and then she realises that he has named his horse. She is almost tempted to walk up to the horse, and offer her her sympathies, but resists the urge. There will be plenty of time later.

Glumr:
He has a serious look on him.  "I'm planning on an adventure to obtain the book of legends.  I feel it will be a difficult quest, but if we succeed it will bestow upon us abilities to make us legendary.  With these new gifts I plan on to rid our lands of the evil blights we have upon us.  Will you follow me?"


"No disrespect, but I won't follow you Glumr. I'll happily walk besides you though, and see where being legends takes us! Hopefully being a legend will not just make us a legendary target!" With that, Holly offfers her hand on the deal.
Snow
player, 369 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 8 Jun 2010
at 22:14
  • msg #12

Re: *** The Tome of Legends - Part 1 ***

"Someone is having dellusional dreams of grandeur.
 I think Glumr's taken up bardic acting talking and dressing like that.
 No one really talks like that Glumr, who are you trying to impress?
"

Snow gives Mord a doubtful look, "I thought you two were boozing and partying together, is Glumr sober or did he suffer a head injury or something?"
Fritzholm
GM, 395 posts
Dungeon Mastering
without a net
Wed 9 Jun 2010
at 04:52
  • msg #13

Unlegendary beginning

The first day out is a chaotic mess.  Proud of their new status, and brimming with a sense of importance and excitement our young Triplefang heroes race off in a generally southernish direction.  There is no group cohesion and they often find themselves barely within view of each other.  Making matters worse, three inexperienced riders on new mounts badly misjudge their pace.  Glumr charges far out ahead with Mord (the only one with any real long-distance riding experience) left constantly trying to rein in his fellow travelers and Holly having to gather the cart horse that wandered off on its own during the day.  When she does, Moonlight goes into a panic.  Something is seriously wrong.  She scans all around her to find the source of her friend's agitation.  Squinting, she spots three wildcats on a nearby rise.  It's nothing to be alarmed about.  The white, tan, and grey furred wildcats are common in these areas.  It's well known that these wildcats give humans a wide birth.  Holly calms Moonlight.  They're not a threat...  right?  Meanwhile, Snow's new guard dogs get too playful with her horse and spook it.  The horse bucks Snow to the ground and runs off as Mutt and Jeff lick her and bounce around.  Stern words are issued to the canines.  Snow dusts herself off and goes after Midnight, glad that her cousins were too scattered for anyone to have seen that little situation.

The party regroups, having covered much less distance than expected on their first day out.  A good campsite is found and Snow cooks a hot evening meal.  For the moment, egos are set aside and everyone agrees that they need a plan for the next day's travel.  You are still two and a half days ride (at Mord's proper pace) from Crim.  You could reach Goldenpoint with an abrupt turn north-northeast and a long day of riding.  Glumr somberly mentions that his uncle's pastures are near your campsite.  This quiets the group for a while.  Everyone had heard whispers in Volge that something bad happen there.  Glumr's mother has been inconsolable all week.  No one quite has words for the moment.  The silence is broken by a soft tune from the floating eye that cheers everyone a bit and allows an awkward time to pass.


Do you guys want to post a watch tonight?  What's the plan for tomorrow?
Glumr
player, 302 posts
Robin Hood ain't
got nothin' on me
Wed 9 Jun 2010
at 05:25
  • msg #14

Re: Unlegendary beginning

"I think it best we set watch"  Glumr says to his companions as he readies the food stuffs to be put away somewhere safe where animals cant get them.  "Goblins have been terrorizing these lands"  Glumr spits in disgust from the hated goblins.  "I think it's not safe for us to be without one.   Holly and Snow, one of you take first watch and the other take last.  Mord can take the second, and I'll take third.  That way you ladies can be fresh to draw on your gifts when we need them."

Glumr takes note of everyones reactions expecting a disagreement.  Thinking none are coming, he starts to put the food stuffs away; getting lost in his thoughts about tragedy that had befallen his family's farm and the dangers in these lands.
This message was last edited by the player at 05:26, Wed 09 June 2010.
Snow
player, 370 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Jun 2010
at 11:58
  • msg #15

Re: Unlegendary beginning

"Why do we need to set a watch?  We're still in Triplefang lands arent we?  Mutt and Jeff are light sleepers and will start barking if approached by strangers, unless i tell them to heel."

Snow tosses her pets bits of dried beef for them to gnaw on after stewing it a little to soften it.

"It's not as if were in any rush to go anywhere, we've waited this long to travel to this book, we can set aside some time to check in on your uncle tommorow Glumr.  I've heard somethings gone wrong out there and i'd like to see if we can help first hand."

Snow's a little disappointed that no one wore her cloaks let alone mentioned it.  She shrugs the thought off after a bit though, "If we have to set watches i'll take first.  I'm not tired, and i have Mutt and Jeff to keep me up so i dont mind."

Snow takes out her blank book, and starts to keep a diary of the days events, observing distance and direction traveled, and the days highlights of falling off the horse, and sightings of wild cats in her journal.  While that's drying she takes a blank sheet of parchment and starts to pen in a map of sorts, starting with home in the center, and marking a compass of sorts for 'north', she starts to sketch in what she knows about the lands based on their last adventure and this one.  She'll mark points of interest on the map with a little rune, and and notes a 'key' to the symbols in the back of her spellbook, for reference, in case she forgets.
Glumr
player, 303 posts
Robin Hood ain't
got nothin' on me
Wed 9 Jun 2010
at 12:19
  • msg #16

Re: Unlegendary beginning

"The reason I'm concerned is that my uncle's farm is not far from here."  Glumr says solemnly.  "Goblins butchered everyone there.  My aunt and uncle, the children, the farm hands."  Glumr is obviously upset.  He cared a lot for his extended family and the pain of their loss is prevalent on his face.

He grabs a pinch of leaf from his belt pouch and rolls a small bidi. "Goblins are a sneaky bunch.  I dont want to trust my life to a sleepy dog.  No offence."   Glumr shrugs and lights his smoke.

OCC - What cloaks was that in reference to Snow?
This message was last edited by the player at 12:23, Wed 09 June 2010.
Snow
player, 371 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Jun 2010
at 12:23
  • msg #17

Re: Unlegendary beginning

Snow shrugs, "I'll take first watch.  Who's ever on watch can rouse Mutt and Jeff if theres trouble."

Snow has her activities planned, and will pass time bonding some more with Mutt and Jeff after she's done with her scribling.  She notes Glumr's report in her book, she's still curious about swinging by to see the damage, but she wont mention it again since Glumr seems so upset.  Is that why he's grown so... serious of late?  Snow reflects on things and decides to cut Glumr slack and feels alittle sad.  She pets mutt on the head and scratches Jeff behind the ear to help console herself.  She feels less lonely with the two of them keeping her company.
Fritzholm
GM, 397 posts
Dungeon Mastering
without a net
Wed 9 Jun 2010
at 15:19
  • msg #18

*** The Tome of Legends - Part 1 ***

The old watch schedule was Holly / Glumr and Rolf / Mord and Vidar / Snow

So if we swap Holly and Snow, and Mord and Glumr it looks like this now:  Snow / Mord / Glumr / Holly.   Good?

[EDIT]  Glumr wanted third watch.
This message was last edited by the GM at 18:27, Wed 09 June 2010.
Holly
player, 197 posts
Protect the Land
to protect your Children
Wed 9 Jun 2010
at 16:42
  • msg #19

Re: *** The Tome of Legends - Part 1 ***

Holly spots an opportunity, and moves over to Glumr. "I know it is difficult to talk about, but where abouts was your uncle's farm?"

Holly prefers to take the first watch, as she needs to prepare her spells for the coming day at the attuned hour. Setting the dun into a hobble so she can't go far, Holly suggests they build the fire high so they all can see, "If there is anything more out there than the wildcats, then I'd rather have the chance to see them."
Snow
player, 375 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Jun 2010
at 16:46
  • msg #20

Re: *** The Tome of Legends - Part 1 ***

Snow hasnt used any spells so she can sleep whenever, she'd stay up a little even if it's not her watch to jot stuff down and make her map, letting both dry to take her last watch slot.  It works out since she ends up cooking breakfast for people to wake to and if she needs spells, she should get back into that sleep cycle.  She just stays up late tonight to do her thing before bed.
Glumr
player, 307 posts
Robin Hood ain't
got nothin' on me
Wed 9 Jun 2010
at 18:27
  • msg #21

Re: *** The Tome of Legends - Part 1 ***

Glumr trys to explain where the farm is in location to their camp is.  He asks Snow to show her journal map so that he can point out where the camp is in relation to everything.

"I have not yet been there.  It's close.  We should make a small detour and see what's left there.  Perhaps we could find some things to aid us in our travels.  It's only about five miles from here."

After the farm discussion, and after the previous experience with the bear, the companions learned to try to camp next to a tree in these grassy lands.  Glumr hoists the food stuffs up into the tree for safe keeping though the night.
This message was last edited by the player at 18:28, Wed 09 June 2010.
Fritzholm
GM, 398 posts
Dungeon Mastering
without a net
Thu 10 Jun 2010
at 07:44
  • msg #22

Attack of the not-very-stealthy wildcats

Even newer watch schedule:   Holly / Mord / Glumr / Snow

Travel and camping times allow for Snow to make her extra notes without having to cut into her sleep time.

Things have settled down and tomorrow promises to be a better day for our heroes.  It is still rainy season, but this night is warm and clear.  The moon is bright and full.  The fire is high and visibility is excellent for your watches.  Holly notes that Moonlight is still agitated, but there doesn't seem to be anything out of place, and her watch goes uneventfully as does Mord's.
On Glumr's watch there's a loud splashing from a stream near the camp.  He spins around to see what made the noise, arrow drawn and ready.  There are two white furred wildcats between 50 and 100 feet away, looking rather sheepish at having just made such a racket.  On the other hand, they do seem to be running towards the campsite with intent to do harm.

Glumr may act normally.  The wildcats have only partial concealment for the darkness.  Any hit has a 10% miss chance (roll a d100.  1-10 is a miss)
Everyone else may make DC11 listen rolls to wake up (Snow's dogs have +5 to listen and Moonlight has a +4 if Holly would like him to participate in the ensuing combat).  Glumr and anyone who makes their listen roll may make initiative rolls for next round.
Snow
player, 376 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 10 Jun 2010
at 12:21
  • msg #23

Re: Attack of the not-very-stealthy wildcats

Staying up late to do her scribing and thinking she's in safe lands Snow sleeps good, maybe too good.  With a languid stretch she rolls over snuggling closer to the warm embers of the fire as she snoozes.

08:16, Today: Snow rolled 4 using 1d20+3. Snow wakes DC 11
YES~!  A MIGHTY FUMBLE!  I knew there was a reason to get guard dogs.


Mutt and Jeff are another matter.  Glumr might notice Mutt's already been alert and is in a low defensive crouch growling a warning for the cats to stay away.  The growling easily rouses Jeff who pads up beside Mutt to add a low gutteral growl.  Snow hasnt woken to tell them to attack, so unless they actually attack the camp they'll just make a warning growl to try and tell them to move on this is their turf.

08:16, Today: Snow rolled 18 using 1d20+5. Jeff.
08:16, Today: Snow rolled 25 using 1d20+5. Mutt DC 11.

This message was last edited by the player at 12:29, Thu 10 June 2010.
Glumr
player, 308 posts
Robin Hood ain't
got nothin' on me
Thu 10 Jun 2010
at 16:37
  • msg #24

Re: Attack of the not-very-stealthy wildcats

Glumr sees the cats approaching and knows that there's nothing he can do to change their attitudes.  Friend of the animals or not, these cats have eyed for dinner.  He readies his bow and fires at the nearest cat.  His first shot misses the target, but his second flies true and lands in the cat's haunches.

"Wake up! Wake up!" Glumr yells to his friends "Wild cat attack!" Glumr feels bad about fighting two creatures of the natural order, but he would feel worse being their dinner.

Glumr rolled 6 using 1d20+4. Shoot Closest Wild Cat +6 -2   (Miss)
Glumr rolled 13 using 1d20+4. Shoot Closest Wild Cat +6 -2  (Hit?)
Glumr rolled 28 using 1d100. But does it hit in the dark?   (Hit!)
Glumr rolled 7 using 1d8. Deal the hurt!.

Holly
player, 198 posts
Protect the Land
to protect your Children
Thu 10 Jun 2010
at 18:42
  • msg #25

Re: Attack of the not-very-stealthy wildcats

[Holly rolled 20, Moonlight rolled 22 for Listen checks]

Her ministrations to Obad-Hai over, Holly rolls into her bedding when her shift is over, glad for a chance to sleep in peace. Yet that sleep is disturbed, and she is quickly awake, her sling in hand as she wonders what has woken her. Certainly something other than Moonlight's vocal alarm. Taking a moment to adjust, she sees the twowildcats, and begins to turn around. "THERE ARE THREE!" she shouts in warning, her call perhaps putting Glumr off his first shot. Slipping a stone into her sling, she whistles Moonlight to her, and he moves quickly to be beside her. Scanning the darkness, and wondering what Moonlight can scent, she hopes to spot any attack from the third wildcat before it is in there midst.

[Holly rolled 19 for Initiative, Moonlight rolled 2. Sling and hoofs are ready]
Snow
player, 377 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 10 Jun 2010
at 18:59
  • msg #26

Re: Attack of the not-very-stealthy wildcats

Mutt and Jeff would probably start barking, aggitated, but not attack till instructed to or the camp is attacked...
Fritzholm
GM, 399 posts
Dungeon Mastering
without a net
Fri 11 Jun 2010
at 05:40
  • msg #27

Re: Attack of the not-very-stealthy wildcats

Init
----
Holly 19
Glumr 16
dogs 14
eye 12
wildcats 6
Moonlight 3

Neither Mord nor Snow were awoken by the loud, clumsy splashing, but the shouting and commotion does rouse them.  Mord can roll initiative this round and act next round.  Snow can roll initiative and act the round after that.  I need round 1 actions for Holly, Glumr, and the dogs.

http://zachery.path.med.umich....g/wildcat_battle.jpg


Wildcat1 is the injured one.  Mutt is the dog in row 19.
This message was last edited by the GM at 05:41, Fri 11 June 2010.
Mord
player, 162 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 11 Jun 2010
at 06:53
  • msg #28

Re: Attack of the not-very-stealthy wildcats

In reply to Fritzholm (msg #27):

Mord had just fallen into deep sleep so it takes him a few moments for his eyes to focus and piece together what the commotion is all about.  He will rise with axe in hand and begin to move toward the edge of the campsite closest to the wildcats once he finally "catches up" with the situation.
Snow
player, 378 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 11 Jun 2010
at 11:00
  • msg #29

Re: Attack of the not-very-stealthy wildcats

Mutt and Jeff are guard dogs, they guard.

They will manuver around in the circle of the camp barking loudly to alert the sleepers and make an effort to intimidate the wildcats off, by marking this 'territory' as theirs.

Mutt trots up to J11 (dogs move 40' i believe), and starts barking at the cats.

Jeff starts howling at the moon aggitated and will hold his action.  The first cat that tries to enter the campfire circle will be attacked by Jeff dogs.

"mmhhmmm.... Jeff it's just a house cat leave it alone...", Snow statrts to stir sleepily rubbing her eyes with the palms of her hands, not quite awake.

07:02, Today: Snow rolled 18 using 1d20+5. Intiative.
This message was last edited by the player at 11:03, Fri 11 June 2010.
Holly
player, 199 posts
Protect the Land
to protect your Children
Fri 11 Jun 2010
at 16:52
  • msg #30

Re: Attack of the not-very-stealthy wildcats

Wary that there is likely to be a third cat out there, Holly continues to face away from the seen threat, and searches the darkness for any prowling enemies. Moving to put the fire behind her, Holly relies on Moonlight to protect her back.

[Holly rolled 1d20+4 to spot 3rd cat, result of 21. Moves from G12 to C12.]
Glumr
player, 309 posts
Robin Hood ain't
got nothin' on me
Fri 11 Jun 2010
at 20:47
  • msg #31

Re: Attack of the not-very-stealthy wildcats

Glumr takes aim at the uninjured cat at fires two arrows in rapid succession.  The first hits it's mark, catching the wild cat in the back.  Glumr can see a red stain starting to grow on the cat's haunches.  His second arrow is a near miss, landing in the dirt next to the cat.

Glumr rolled 16 using 1d20+4. Shoot Uninjured wild cat +6 -2.      (HIT)
Glumr rolled 6 using 1d20+4. Shoot Uninjured wild cat again +6 -2. (MISS)
Glumr rolled 26 using 1d100+4. 10% miss?.   (STILL HIT)
Glumr rolled 8 using 1d8. Have more pain!.  (OUCH!)
Glumr rolled 2 using 1d2. Will Second Hit's Arrow Break?  2 = yes 1 = no. (YES)
Glumr rolled 2 using 1d2. Will First Hit's Arrow Break?  2 = yes 1 = no.  (YES)

Fritzholm
GM, 400 posts
Dungeon Mastering
without a net
Mon 14 Jun 2010
at 00:10
  • msg #32

Re: Attack of the not-very-stealthy wildcats

Having seen a group of 3 wildcats together earlier, Holly wisely scans the area for a third wildcat.  Either it is very well hidden or simply not there.  Holly is satisfied that the two attacking wildcats are the only ones near.

The eye bursts right into the exciting part of battle music he's played before.  It was a big hit with the Triplefang last time.

The Triplefang (including animals) now get +1 to hit and damage rolls.

The wildcats are remarkably swift.  One covers a serious distance to engage Glummr.  The archer had plenty of time to see this attack coming and deftly avoids the lunging bite of the wildcat.  The other wildcat rushes Mutt.  The two of them tussle.  So far the new guard dog is uninjured.

I need Mutt's round 1 attack (he's already moved), and Moonlight's round 1 action.

I also need round 2 actions from Holly, Glumr, and Jeff.


http://zachery.path.med.umich....g/wildcat_battle.jpg
Snow
player, 379 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 14 Jun 2010
at 00:17
  • msg #33

Re: Attack of the not-very-stealthy wildcats

Mutt barks and snaps at the wild cat but doesnt manage to get his teeth to close on fangs.

20:14, Today: Snow rolled 11 using 1d20+2. Doggy Bite.

With the wildcat in the campfire and attacking it's canine companion Jeff will move up and attack the wild cat too.

Jeff has better luck, with the cat's attention on Mutt, he manages to snap his jaws around the cat's leg.

20:16, Today: Snow rolled 20 using 1d20+2. Doggy Bite.
13:12, Today: Snow rolled 4 using 1d4+1. Doggy damage.


forget the damage though, but recalls he has a trip attack too.  (not home so wont be able to check stats anytime soon.)

(Round two the two doggies will pile down to bring one cat down, they've been trained to work together.  Fritz can roll for them, if he needs actions from them for round 2)
This message was last edited by the player at 17:21, Mon 14 June 2010.
Holly
player, 200 posts
Protect the Land
to protect your Children
Mon 14 Jun 2010
at 09:48
  • msg #34

Re: Attack of the not-very-stealthy wildcats

Moonlight Round 1 -

Moonlight guards Holly from the approaching cats, rearing up at the last moment to flash his hooves as a warning. With the attacks going elsewhere Moonlight considers his options, and glances over at Holly.

Holly Round 2 -

With the belief that the enemy is now only in front of them, Holly takes a calculated risk and slips her sling back into her belt and draws out her sickle. Turning to face the cats, she considers the distances and how best to help Glumr and Snow's dog. Deciding that she needed to get behind the cats, she moves out into the edge of the firelight, hoping nothing else is out there.

[Holly moves from C13 to F9]

Moonlight Round 2 -

Moonlight sees the cat and Glumr fighting, and decides that that was the immediate threat to Holly. Lowering his head, he charges at the cat, rearing up to attempt to shatter bones with his hoof.

[Moonlight charged Cat 1 moving to D8/9. Moonlight rolled 1d20 for a 6, -2 BAB, +1 Eye, +2 Charge for a 7. Miss.
Moonlight AC of 11 this round.]

Glumr
player, 310 posts
Robin Hood ain't
got nothin' on me
Mon 14 Jun 2010
at 17:01
  • msg #35

Re: Attack of the not-very-stealthy wildcats

Glumr sees the cat pounce and dodges it's attack.  He counters by firing two arrows directly at the beast.  Unfortunately the tussle causes him to fire the first into the dirt at the bests feat and the second glances harmlessly off of the cats pelt. Glumr growls in frustration.

Glumr rolled 13 using 1d20+6. Shoot Cat - Arrow 2 - +6 -2 +1 +1.
Glumr rolled 6 using 1d20. Shoot Cat - Arrow 1 - +6 -2 +1 +1.

This message was last edited by the player at 17:01, Mon 14 June 2010.
Fritzholm
GM, 401 posts
Dungeon Mastering
without a net
Mon 14 Jun 2010
at 18:27
  • msg #36

Re: Attack of the not-very-stealthy wildcats

I'm going to assume Glumr took a 5 foot step to A8 before firing.  Otherwise you draw an attack of opportunity upon readying the second shot.
Fritzholm
GM, 402 posts
Dungeon Mastering
without a net
Mon 14 Jun 2010
at 19:00
  • msg #37

Re: Attack of the not-very-stealthy wildcats

Inspired by the eye's energetic music, Jeff bites just hard enough to take down the wildcat.

Jeff did 5 damage not 4.  Don't forget your +1 to damage for eye music.

Wildcat1 leaps onto Glumr's left side and latches its teeth to his arm, threatening to rip off his whole forearm, but Glumr manages to twist away and shake off the wildcat.

Glumr takes 4 points of damage.

Init
----
Holly 19
Snow 18
Glumr 16
Jeff 14
eye 12
wildcat 6
Mutt 6
Mord 3
Moonlight 3

We already have Moonlight's round 2 action.  I need Mutt and Mord's 2nd round action.

I also need Holly, Snow, Glumr, and Jeff's round 3 action.


http://zachery.path.med.umich....g/wildcat_battle.jpg
This message was last edited by the GM at 19:03, Mon 14 June 2010.
Snow
player, 380 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 14 Jun 2010
at 19:16
  • msg #38

Re: Attack of the not-very-stealthy wildcats

Round (2) (?)

Mutt and Jeff snap and bite at the offensive intruder working in tandem to keep the wildcat at bay.

Jeff having drawn blood fades back a little bark and snapping at the wildcat, his bark doing more damage than his bite as he fades back.
15:08, Today: Snow rolled 5 using 1d20+3. Jeff Attack.

Mutt takes advantage of the momentary distraction and lunges in Jaws snapping.
15:08, Today: Snow rolled 14 using 1d20+3. Mutt attack.
(Doggies are small so it the cats would lose the size bonus of thier armor class if they were small, so i think they hit armorclass of 15, which is...good nuff?)

15:13, Today: Snow rolled 6 using 1d4+2. Doggy damage.

Jaws snapp and try and Mutt shakes his head about to try and tear through the cat's flesh...

"OH... were in combat?", Snow shakes her head trying to shake the sleep away and evaluate the situation.

(I think in round one, one had a held action, and the other was a move and hold/attack of opportunity?  What was the movement cost for moving diagnol again?  >.<)
This message was last edited by the player at 19:19, Mon 14 June 2010.
Fritzholm
GM, 403 posts
Dungeon Mastering
without a net
Mon 14 Jun 2010
at 19:30
  • msg #39

Re: Attack of the not-very-stealthy wildcats

The dogs finished off wildcat2 last round.  Since the other wildcat is more than 40ft away from them I'm not sure what they are attacking.

Moving diagonally costs 15 ft for two squares.  If you must move just one square diagonally it's 10ft, which is a big rip-off.  However, if all you are doing is taking your 5 foot step you can use that to move one square diagonally.  It so much easy with LEGOs.  :-)
Snow
player, 381 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 14 Jun 2010
at 19:34
  • msg #40

Re: Attack of the not-very-stealthy wildcats

The doggies are biting and pawing at the carcass of the dead cat.  They're not bright enough to move on to a different target, with out Snow directing them too.

They bark and howl over the fallen cat feelng pretty pleased about themselves.

Snow
movemet diagnol 30's to D12.
Standard Draw Dagger.
This message was last edited by the player at 19:35, Mon 14 June 2010.
Holly
player, 201 posts
Protect the Land
to protect your Children
Mon 14 Jun 2010
at 20:25
  • msg #41

Re: Attack of the not-very-stealthy wildcats

Holly hears the dogs barking and yapping in the background as she moves into attack the other cat. With the cat directly between herself and Glumr, she takes advantage of the exposed flank and strikes with her sickle. Seeing an exposed tendon on the back leg she hooks the blade behind it, and pulls so the blade slides along the area getting best benefit of the shape of the edge. As the blade moves, Holly can feel the tendon give, and smiles at the nice clean cut she has performed.

[Holly moves to C6, to Flank the Cat. Holly rolled Nat 20 for Hit, Nat 20 for Crit, 2(d4+1)for 3+2 = 5 total HP damage, .]
This message was last edited by the player at 11:42, Tue 15 June 2010.
Snow
player, 382 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 14 Jun 2010
at 20:34
  • msg #42

Re: Attack of the not-very-stealthy wildcats

Dont forget to add eye damage!
Mord
player, 163 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 15 Jun 2010
at 02:01
  • msg #43

Re: Attack of the not-very-stealthy wildcats

In reply to Snow (msg #42):

Mord moves to E12 in round 2
Fritzholm
GM, 404 posts
Dungeon Mastering
without a net
Tue 15 Jun 2010
at 20:18
  • msg #44

Battle over

Holly should be doing 2D6+2 (sickle does 1D6 plus 1 for eye music, rolled twice for a critical).  I re-rolled the damage for Holly.  The roll was pretty bad (total 6), but still enough to take down the already wounded wildcat.
Snow
player, 383 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 15 Jun 2010
at 20:36
  • msg #45

Re: Battle over

Snow watches the last cat go down and pauses to catch her breath.

"I suppose i missed the fight, i should have stayed asleep maybe?", Snow walks over to check on Mutt and Jeff, to make sure they're both unharmed.

"Who's a good doggy?", she pets them both affectionately.
Holly
player, 203 posts
Protect the Land
to protect your Children
Tue 15 Jun 2010
at 21:51
  • msg #46

Re: Battle over

"There might still be one more out there." Holly says as a warning, whilst she moves to Moonlight and pats him as a thankyou. Moonlight would prefer a scratch behind his ear and tells her so by dipping his head under her arm. Holly gets the message and scratches there as well, before leading him back towards her bedding.
Snow
player, 384 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 15 Jun 2010
at 22:52
  • msg #47

Re: Battle over

"Fresh... meat for breakfast... and maybe some nice pelts.", Snow looks around to make sure the area is secure and theres not a third one around before cutting out a few pieces of the dead cat to feed Mutt and Jeff, it's only right they did kill the damn thing.

"Everyone's okay then?  Glumr are you hurt?"
Mord
player, 164 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 16 Jun 2010
at 03:35
  • msg #48

Re: Battle over

In reply to Snow (msg #47):

"You guys killed them before I even got close to one... next time I think I will just sleep in" Mord says with a wide grin
Holly
player, 204 posts
Protect the Land
to protect your Children
Wed 16 Jun 2010
at 11:20
  • msg #49

Re: Battle over

"I think we have learnt a few things in our little trip to the pyramid, and in the last month. That and we are better prepared and equipped. But I think we'll still need you awake Mord, in case there are every more than two of anything!"
Snow
player, 385 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 16 Jun 2010
at 11:51
  • msg #50

Re: Battle over

Snow is pleased that her new pets are becoming useful, and even happier that they both seem unharmed.  She stifles a yawn, "So...i can go back to sleep now?  How long till my watch?", Snow didnt feel rested at all.
Glumr
player, 311 posts
Robin Hood ain't
got nothin' on me
Wed 16 Jun 2010
at 13:34
  • msg #51

Re: Battle over

Glumr slings his bow over his shoulder and grins.  "Not in the least." he says to Snow.  "poor cats eyed the wrong folk for dinner tonight, eh?"
Fritzholm
GM, 406 posts
Dungeon Mastering
without a net
Wed 16 Jun 2010
at 15:39
  • msg #52

Re: Battle over

By "Not in the least" Glumr means "Yes, one of the wildcats took a big chomp outta my arm."

He has 4 points of damage.


Glumr and Holly can both make DC 15 Search rolls.
This message was last edited by the GM at 15:40, Wed 16 June 2010.
Snow
player, 386 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 16 Jun 2010
at 15:53
  • msg #53

Re: Battle over

Doggies have a 5 spot/listen and alertness, Snow lets them wander the camp in case that third wildcat shows up.  Snow's preoccupied drawing the wild cats closer to the fire to contemplate skinning for pelts, and usefulness of wild cat meat for stew or something for breakfast.
Holly
player, 206 posts
Protect the Land
to protect your Children
Wed 16 Jun 2010
at 16:00
  • msg #54

Re: Battle over

Holly takes a quick look around, but finds nothing to grab her attention in the dim light from the fire. She wonders what the cats were after in making the noise, but decides its best to leave that til the morning light.

"Glumr, can you remember what is out where the cats came from? A sound waked me, that and Moonlight, and I wonder what the cats were doing so close to our fire?"
Snow
player, 387 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 16 Jun 2010
at 16:02
  • msg #55

Re: Battle over

Providing fresh meat and pretty pelts i think?
Fritzholm
GM, 407 posts
Dungeon Mastering
without a net
Wed 16 Jun 2010
at 18:22
  • msg #56

Re: Battle over

The dogs had at one wildcat pretty good, but when Snow got the notion to drag the other wildcat to the fire for butchering, she noticed a mark on the wildcat's hide.  It looks something like a brand and is shaped somewhat like this

@<

There's a non-uniform spiral with two rays jetting out.  It's hard to tell which way the brand-like mark should be oriented.
Snow
player, 388 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 16 Jun 2010
at 18:25
  • msg #57

Re: Battle over

"uhmm... uh...", Snow looks up, "I hope these werent someones pet... They have markings on them.  They mean anything to anyone?"

Snow leaves the carcass alone for the cousins to review.  She has plenty to do with the ruined one.
Glumr
player, 312 posts
Robin Hood ain't
got nothin' on me
Wed 16 Jun 2010
at 22:15
  • msg #58

Re: Battle over

"Means nothing to me...." Glurm says  "My arm is pretty tore up.  Kind hurts but I think I'll manage." He stretches it back and forth a bit but thinks there's no permanent damage.

I some how missed my damage. It's what happens when you post from a phone I guess. Noted on sheet.

"I heard one of them splashing through the stream Holly.  Normally I would think hunger attracted them to us, but seeing is how they have this mark, I'm not sure what to think."

Glumr rolled 6 using 1d20+5. Search +5.  Dice hate me
Fritzholm
GM, 408 posts
Dungeon Mastering
without a net
Thu 17 Jun 2010
at 04:25
  • msg #59

Re: Battle over

Glumr:
Glumr rolled 6 using 1d20+5. Search +5.  Dice hate me


Don't worry.  It was a roll to notice the mark without specifically examining the wildcats.  Snow ended up getting a close look and saw the mark.
Mord
player, 165 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 17 Jun 2010
at 04:48
  • msg #60

Re: Battle over

In reply to Glumr (msg #58):

OOC-Its not the dice, you were too busy trying to remember your old partner's name---it was Siegfried ;)
Holly
player, 207 posts
Protect the Land
to protect your Children
Thu 17 Jun 2010
at 11:05
  • msg #61

Re: Battle over

Taking a very close look at what Snow had found, Holly considers the mark, before running her finger over the design.

"If they were a pet, I don't expect them to have been kept by anyone friendly. I suggest we be careful for a few days, and actually stay together. If we are parted, and someone attacks, I don't think we are able to tell what will happen."

Holly moves back to her bedding, but isn't sure if she wants to sleep quite yet.
Snow
player, 389 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 17 Jun 2010
at 11:26
  • msg #62

Re: Battle over

Snow spends some time skinning, and salvaging some fresh meat from the cats.  She gives Mutt and Jeff their fill, some raw pieces but mostly cooked.  She'll make stew of some of the meat for morning breakfast and attempts to smoke as much of the rest of it for the road strip.  Would like to try and skin the cats for pelts too.
Glumr
player, 313 posts
Robin Hood ain't
got nothin' on me
Thu 17 Jun 2010
at 13:13
  • msg #63

Re: Battle over

Glumr thinks Snow has the right idea and rolls some of his leaf up and has a smoke.  He sits and leans against the cart and blows some smoke rings.  Seems like Snow is up and about for her watch so he relaxes and considers a nap before the morning is here.  Glumr pulls his hat down in front of his eyes a bit and tries to get comfortable with his injured arm.
Fritzholm
GM, 409 posts
Dungeon Mastering
without a net
Thu 17 Jun 2010
at 21:24
  • msg #64

The Tome of Legends - Part 1

The rest of the night passes uneventfully.  Snow and Glumr work together to skin and butcher the wildcats.  Wildcat1's pelt comes out pretty good and the other one not so much.  You also cut 50 pounds of meat from the two carcasses.  The Triplefang adventurers have 86 pounds of food as of the beginning of day 2 of your trip.

In the mid-morning it starts pouring.  By late morning you finally finish pulling up camp.  Glumr leads you to his uncle's farm.  You're a little surprised as you approach the pastures to see (very soggy) sheep in the fields and a shepherd minding them.  He is an old man named Bevin Triplefang.  He's quite impressed to see you all ride up.  Bevin passes his condolences to you when he hears why you came.  He tells you that he doesn't live on the farm, but that he's been taking care of the heard since the goblin attack.  A girl about your age named Keelia is living there now.  Even through the heavy rain you can just make out the buildings of the farm in the distance from here.
Snow
player, 390 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 17 Jun 2010
at 22:07
  • msg #65

Re: The Tome of Legends - Part 1

"Bevin, If were that close, could you be kind enough to watch our cart and our mounts.  It might be best if we didnt ride up there and approached on foot instead.  If there are clues to find regarding what happened it's less likely to find them from on top of a horse."
Glumr
player, 314 posts
Robin Hood ain't
got nothin' on me
Fri 18 Jun 2010
at 06:15
  • msg #66

Re: The Tome of Legends - Part 1

"Thank you for tending the herd Bevin" Glumr says  "Can you tell us anything of the goblins or this Keelia?  Why would she just take up residence at my family's estate?"
Holly
player, 208 posts
Protect the Land
to protect your Children
Fri 18 Jun 2010
at 08:36
  • msg #67

Re: The Tome of Legends - Part 1

"Roofs are seldom left long before they are used Glumr." Holly says, as she lets some thoughts run through her head. Moving over to Moonlight, she rubs his face, knowing he will appreciate the rubbing of the water off his nose.

"Bevin, have you been plagued by any wildcats around here recently?"
Snow
player, 391 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 18 Jun 2010
at 11:45
  • msg #68

Re: The Tome of Legends - Part 1

Snow gets off midnight and plays with Mutt and Jeff, tossing a small leather ball around for them to play fetch with her.
Fritzholm
GM, 410 posts
Dungeon Mastering
without a net
Fri 18 Jun 2010
at 18:34
  • msg #69

Re: The Tome of Legends - Part 1

quote:
"Bevin, If were that close, could you be kind enough to watch our cart and our mounts."


"Sure thing, young lady.  Watching animals is what this old gentleman has done most of his life."


quote:
"Thank you for tending the herd Bevin" Glumr says  "Can you tell us anything of the goblins or this Keelia?  Why would she just take up residence at my family's estate?"


quote:
"Roofs are seldom left long before they are used Glumr."


Bevin nods.  "The girl with the odd hair is right.  We're all family, son.  This is a fine place.  Would you rather it just crumbles into ruins?  No...  we can't have that.  But seeing as to how you were close family, you can take a few sheep with you if you'd like."

"As for Goblins, an attack like this is unusual.  Of course, I've been around long enough to see all manner of oddity out of those little bastards.  They're wild and unpredictable.  Sometimes they'll just do a thing to do it as long as there's not much danger involved.  Attacking farmers is a sight easier than going toe-to-toe with warriors.  Little cowards."

He thinks for a while, head tilted back and rain pouring off the front of his hood onto his face.

"I heard goblins killed a couple of hunters too.  That was down by them Dark Woods.  Just asking for trouble going too close to that place."

He shivers at the thought of it.

"That Keelia's a peach, and cute as a baby button quail.  You might never meet a sweeter girl.  I'm guessing she'll have a stream of visitors once word gets around she's out here alone."

quote:
"Bevin, have you been plagued by any wildcats around here recently?"


"They'll grab a lamb here and there if you're not careful, but an old dog like me can run 'em off easy.  Why do you ask, Miss?"
Snow
player, 392 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 18 Jun 2010
at 18:38
  • msg #70

Re: The Tome of Legends - Part 1

"We should looks around, see if there are Goblins about, maybe deal with them a little to give them second thoughts about coming back.  They's small, and cowardly, but numbers give them courage.", Snow seems to be talking to Mutt and Jeff, or maybe herself while she's playing fetch with the dogs.
Mord
player, 166 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sat 19 Jun 2010
at 05:32
  • msg #71

Re: The Tome of Legends - Part 1

In reply to Snow (msg #70):

Aye Snow, I've been itching to try out my new axe, and goblins should break it in just fine.  We'd be best to see if we can catch a few during the daylight hours before nightfall gives them an edge.
Holly
player, 209 posts
Protect the Land
to protect your Children
Mon 21 Jun 2010
at 12:09
  • msg #72

Re: The Tome of Legends - Part 1

Fritzholm:
"They'll grab a lamb here and there if you're not careful, but an old dog like me can run 'em off easy.  Why do you ask, Miss?"

"I saw a pack of three yesterday, and was wondering if their domain included here. I'd rather only have goblins to worry about, and not hungry cats." Holly said, aware she was just trying to play out a hunch, and hoped the others would not mention the attack during the night.
Glumr
player, 315 posts
Robin Hood ain't
got nothin' on me
Mon 21 Jun 2010
at 22:33
  • msg #73

Re: The Tome of Legends - Part 1

"Thank you Bevin.  I dont have any need for sheep, especially as I am on my way out of triplefang lands, but if you could make sure to send some of the harvest from them to my Mother in Golag, you would have my appreciation."  Glumr says to the old man.

"Well my friends, if you be looking to kill some goblin, you wont have to be askin me twice."  Glumr spits in disgust.  It's no secret that he hates goblins.

"Shall we go investigate the dark woods where the goblins have been spotted and plan to camp at my relatives this evening?  Bevin could take our horses there and let Keelia know we are going to stay the night.  If you dont mind Bevin?"
Fritzholm
GM, 411 posts
Dungeon Mastering
without a net
Tue 22 Jun 2010
at 02:53
  • msg #74

Re: The Tome of Legends - Part 1

"What?  You're going to the Dark Woods on purpose?  It sounds to me like a plan to throw your lives away."

"You can leave your horses here for this old timer to watch over, or you can take them to the farm's stables.  I'm sure they're good and empty now.  But I can't take them to the stables for you.  I've got business to attend to right here."

With well over a week since the attack, and all the rain Glumr is pretty certain that he won't be able to find any tracks from the goblin attack at the farm without a major stroke of luck.  He's hoping to pick up a trail MUCH further south where they are reported to be plentiful.  They probably won't be the same goblins who killed his aunt and uncle and the others, though.  On foot you could not reach the dark woods today, much less go there, track, fight, and come back.  They are further south than Crim (and you're still 3 days ride from there), which was your original destination on the way to Rankor Heights.
Fritzholm
GM, 412 posts
Dungeon Mastering
without a net
Tue 22 Jun 2010
at 17:04
  • msg #75

Re: The Tome of Legends - Part 1

So...  what's the group plan?  What are our heroes going to do next?
Holly
player, 210 posts
Protect the Land
to protect your Children
Tue 22 Jun 2010
at 21:34
  • msg #76

Re: The Tome of Legends - Part 1

Holly considers for the moment, and then says, "Perhaps we should leave going to hunt in the Dark Wood until after we get our name in this book. I say we visit your old place Glumr, and check that all is well with the new inhabitant. If goblins are around they will find us soon enough, and we may find more on our way south. For now I'd rather like to see more of the Triplefang lands."
Snow
player, 394 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 22 Jun 2010
at 21:56
  • msg #77

Re: The Tome of Legends - Part 1

"It doesnt hurt to go look around.  If for no other reason to reminence.", Snow unsaddles Midnight anticipating a long break, and wanting to ease the horses burden so that it might get a proper rest.  Once the horses are settled, Snow is ready to procede however Glumr wants to continue.

He knows the lands better than anyone else here, is her presumption and he has a personal stake in the matter.  She'll procede, or not as Glumr desires, and uncharacteristically give him zero hassles about anything he decides and even be more free with support of anything she approves of.
Holly
player, 211 posts
Protect the Land
to protect your Children
Tue 22 Jun 2010
at 22:13
  • msg #78

Re: The Tome of Legends - Part 1

Holly doesn't say much as Snow uncinches her horse, but keeps the Dun saddled, and herself riding. If the others wanted to move out on foot, that was up to them, but being up on the horse gave her a good view, which might be useful if something was trying to ambush them, cat or goblin.
Glumr
player, 316 posts
Robin Hood ain't
got nothin' on me
Tue 22 Jun 2010
at 22:42
  • msg #79

Re: The Tome of Legends - Part 1

I'm thinking it's still morning, not past noon?

Glumr reconsiders things after putting travel in perspective.  "I agree with Holly.  Let's go to the farm house, see what is happening there.  And then move on to get the book. It can aid us when we come back to clean the goblins from the dark woods"

Glumr draws the symbol they saw on the ground.  "Bevin... Have you ever seen this symbol, or has it any meaning to you?"
This message was last edited by the player at 22:44, Tue 22 June 2010.
Fritzholm
GM, 414 posts
Dungeon Mastering
without a net
Wed 23 Jun 2010
at 05:43
  • msg #80

Re: The Tome of Legends - Part 1

It's just after noon.

quote:
"Bevin... Have you ever seen this symbol, or has it any meaning to you?"


"Sorry son, this old man does have much use for reading."

You bid farewell to Bevin and make your way up the gentle muddy slope to the farm.  There are two main houses and a smaller secondary house, a stable, two barns and a nursery, as well as several fenced off pens.  It looks like the granary has been burnt down as well as some sort of small coop.  There are some crops planted in the fields which don't look like they've been tended much.  You also notice that there's no livestock here.  Upon closer inspection some of the structures have fallen into mild disrepair.  You stable the horses and dogs and try the living quarters.  A girl about your age (Bevin was right.  She is cute.) in a plain dress answers the door of the secondary house.

"Oh hello, can I help you?" asks Keelia.

Glumr tells her why you are here and she invites you to come in out of the rain.  Her toddler is in the main room playing with a set of wooden balls.  You all sit down around a table there that Glumr recognizes from his last visit (it seemed larger then) and Keelia brings you some fruity wine that has a startling sting to it.  The house is quite pleasant.  It has a comfortable feel to it which is more welcoming than Elana's cabin.  You imagine the main houses must be even grander.  The farm would make a good Inn like The Lion, but it's not on the way anywhere so there are very few travelers.

"I'm sorry about your family.  I don't know why goblins would've attacked here.  I sure hope they don't come back.  If you'd like I could show you where your aunt and uncle are buried."

The girl strikes you as genuine and empathetic.
Snow
player, 395 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 23 Jun 2010
at 10:44
  • msg #81

Re: The Tome of Legends - Part 1

Snow smiles but declines the wine, she'll use it while cooking but wont drink it otherwise.  Mutt and Jeff are left outside to wander around while Snow is inside she doesnt want them wandering around the Inn.  They get a little fidgety when they're cooped up someplace new.

"So you havent seen them (the goblins) again since the attack?  I think it might be nice to pay our respects before we move on."
Glumr
player, 317 posts
Robin Hood ain't
got nothin' on me
Wed 23 Jun 2010
at 14:17
  • msg #82

Re: The Tome of Legends - Part 1

Glumr agrees "I'd like to see them Keelia.  We are traveling, but upon our return, we plan to deal with the goblin problem and make the dark wood safe once again."  Glumr enjoys the wine and rolls up some leaf to enjoy when they walk outside.

"I'd like to walk through the main house as well.  Maybe grab some supplies or items that might aid us on our journey."

Glumr takes some chalk out of his pouch and draws the symbol they seen on the cats on the table. "Keelia, have you ever seen this symbol?"
Fritzholm
GM, 415 posts
Dungeon Mastering
without a net
Wed 23 Jun 2010
at 15:42
  • msg #83

Re: The Tome of Legends - Part 1

quote:
"So you havent seen them (the goblins) again since the attack?"


"That's right, Miss.  I haven't seen a goblin with my own eyes for almost two years."

quote:
"I'd like to walk through the main house as well.  Maybe grab some supplies or items that might aid us on our journey."


"What, like blankets and stuff?"

quote:
Glumr takes some chalk out of his pouch and draws the symbol they seen on the cats on the table. "Keelia, have you ever seen this symbol?"


"No I haven't, Mister.  Is that a goblin mark?"

quote:
"I think it might be nice to pay our respects before we move on."


quote:
"I'd like to see them Keelia."


"Alright, I'll go get my slick and show you out there."

You finish your wine and put your outerwear back on.  Keelia gathers up her son and puts on a oilskin poncho.  She picks up on of the lanterns to light the way.  She takes you out past the fields and past a low stone wall to an area where the grasses have been cleared away.  There are 6 mounds marked with poles.  You see other poles rising above the grasses outside the cleared area.

"These two are your aunt and uncle's.  I'm sorry.  I'm not sure which is which.  These three are for their children.  I think their oldest was my age," says Keelia, shifting her son over onto her other hip.  "They were good people - well respected by everyone in the southlands.  I don't think either aimed to be an elder some day, but folks sometimes looked to them for direction anyhow.  Now no one comes.  Well... short of Bevin and you four.   The soldiers don't stop by to camp here any more.  What are they going to do?   Discuss strategy with me?"

When you're done at the gravesite, Keelia leads you to one of the main houses.

"The other house is empty.  I don't think you'll find anything there.  No one's lived in it for years."
Glumr
player, 320 posts
Robin Hood ain't
got nothin' on me
Thu 24 Jun 2010
at 14:49
  • msg #84

Re: The Tome of Legends - Part 1

"Thank you Keelia.  I'm much appreciative to be payin my repects to my family."  Glumr tells the young mother.  "I hope the area stays quiet for you.  I might tell our elders that this is a fitting stop to rest for our kin on their travels.  It'd be good for ye to have some visitors now and then I'm thinkin'."

Glumr goes into the house to see what may be about.  He's not sure what he'll find in there, but since he's here, he might as well check.  Maybe there will be some extra arrows around.  Maybe some animal traps.  Maybe some dried meats.  These are things that could come in handy for the travels.

These whole events have left him feeling a bit lost.  Unsure of what to do for his family.  He think the best idea is to move onward with the quest to get the Tome of Legends, focus on that, and then hopefully things will fall into place.
This message was last edited by the player at 15:14, Thu 24 June 2010.
Fritzholm
GM, 417 posts
Dungeon Mastering
without a net
Thu 24 Jun 2010
at 19:16
  • msg #85

Re: The Tome of Legends - Part 1

The main house has some standard household items unsurprisingly, such as table cloths, blankets, lamps, candles, pots, a cauldron, various carpentry tools, a few hatchets, an old bow and plenty of arrows (Keelia would appreciate it if you left the bow just in case, but you're welcome to take as many arrows as you like).  There are indeed some traps and snares, a lot of firewood, a couple of shovels, 4 50 foot coils of hemp rope,  and various men's and women's clothing including a nice white dress with green ribbon trim that Snow can't help but take a closer look at.  If there's anything else you'd like to search for in particular, let me know.

You head back to the stables (with whatever gear you want to take from the main house) and mount up.  It's not raining quite so hard now.  For a few minutes everyone is just milling around.  Holly gets her bearings first and leads the way towards Crim.  Bevin waves to you as you ride off.
Holly
player, 213 posts
Protect the Land
to protect your Children
Thu 24 Jun 2010
at 19:20
  • msg #86

Re: The Tome of Legends - Part 1

Holly has been her usual quiet self, simply using her time to observe and take mental notes. She is glad GLumr brings up the symbol on the cats, as she had thought of a way to see how Keelia would react to it appearing in the home she kept. One concern was nearly answered by the response given, and her mind wondered off on other things.

She followed the others to the graves, marking the passing of those buried with the respect owed to those that had lived long, and for those taken before a life had really begun.
Snow
player, 397 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 24 Jun 2010
at 19:24
  • msg #87

Re: The Tome of Legends - Part 1

Snow does take a closer look at the clothing, particularly the white one with the green ribbon.  She doesnt touch, and definitely has no plans to take any of it though.  It would be disrespectful.  Snow's always curious about clothing and the white dress seems sorta out of place and she wonders where it came from and what it's use might be.

Does th Fabric look Triple Fang?  Is it a local cut?  Can she guess as to it's use?

(OOC:you can make what ever rolls you think appropiate for this Fritz)
Holly
player, 214 posts
Protect the Land
to protect your Children
Thu 24 Jun 2010
at 19:28
  • msg #88

Re: The Tome of Legends - Part 1

Holly takes the lead, leading the group further into their journey, and hoping that the rain stops before they camp. The rain cuts down the visibility, and that worries her a little, but as Moonlight seems to be enjoying the rain, she lets the worry slip.
Snow
player, 398 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 24 Jun 2010
at 19:39
  • msg #89

Re: The Tome of Legends - Part 1

"Ugh... were here, cant we stay till the rain stops?", it's the first selfish thing Snow's asked for since stopping off at the house.  She absolutely hates traveling outdoors, and the sentiment triples in foul weather.
Glumr
player, 321 posts
Robin Hood ain't
got nothin' on me
Thu 24 Jun 2010
at 19:41
  • msg #90

Re: The Tome of Legends - Part 1

Glumr suggests that if anyone sees anything that would be handy, feel free to take it.  His Aunt and Uncle would have wanted it that way.  "Dont worry Snow, there's no disrespect.  This is all the clans now.  They were my relatives, so it's more than fair if we take a few things for our use."

Glumr grabs a shovel, two of the ropes, a couple traps and snares, and some arrows and packs them on the cart before they ride out.

He takes up on his mount and rides Bella into the rain, hat pulled low to keep the rain out of his collar, puffs of sweet leaf smoke trailing behind him.

The decision to focus on the book helps him put the other worries and issues aside for now.  He feels good despite the rains best attempts to put that off.

Glumr adds 40 arrows to his horses bags
Puts rope, snares, and shovel on the cart

This message was last edited by the player at 19:42, Thu 24 June 2010.
Snow
player, 399 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 24 Jun 2010
at 19:44
  • msg #91

Re: The Tome of Legends - Part 1

Snow wont touch any of it, she's been to the otherside, and somehow it doesnt seem right.  She'll nod and smile agreement to Glumr though.

"We're travelling we dont need to be bogged down with a lot of pretty clothes."
Glumr
player, 322 posts
Robin Hood ain't
got nothin' on me
Thu 24 Jun 2010
at 20:01
  • msg #92

Re: The Tome of Legends - Part 1

"Agreed there, but you might find some thread and needle, or some tools for leather work if you look around." Glumr responds.

It's a form house/ ranch house... So if you think there would be something you can use, ask Fritz and it might be there
This message was last edited by the player at 20:17, Thu 24 June 2010.
Snow
player, 400 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 24 Jun 2010
at 20:05
  • msg #93

Re: The Tome of Legends - Part 1

Snow looks around mostly to humor Glumr, but she's really not looking to loot the dead, it would have to be something particularly exceptional or unique to tempt her.
Fritzholm
GM, 418 posts
Dungeon Mastering
without a net
Fri 25 Jun 2010
at 02:20
  • msg #94

Re: The Tome of Legends - Part 1

Snow is pleased when the rain breaks.  There's hope of finding a dry place to camp tonight and actually drying off by the fire.  I'll will feel good to not be soaked.  Later in the evening Holly slows down.  She's scanning around very carefully.    She's been worried wildcats lately, perhaps she's spotted something.
Snow
player, 401 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 25 Jun 2010
at 02:23
  • msg #95

Re: The Tome of Legends - Part 1

Snow keeps her eyes open for trouble, but doesnt really expect it.  After the beating Mutt and Jeff gave them yesterday she's feeling pretty safe in the presence of her two dogs.

She's fairly confident that Mutt, Jeff, or herself will notice something if trouble comes.  It's not raining and that's just too much good news for her to hope for.  She hates camping, camping in the rain is just so much worse.
Glumr
player, 323 posts
Robin Hood ain't
got nothin' on me
Fri 25 Jun 2010
at 15:54
  • msg #96

Re: The Tome of Legends - Part 1

Thought we were at camp, so this is what I'll do when I get to camp.  Till then, scratch it.

Glumr rolls up some leaf and enjoys a smoke now that the rain has broke.  He busies himself tending to camp.  He gets some firewood and kindling chopped with the hatchet and sets the animal snares and traps a bit away from camp, hoping to catch something nice and fresh for their breakfast or lunch.  He mentally thanks his Aunt and Uncle for the items since they came from their estate.

Glumr is in good spirits.  He loves camping out in the open like this.  He thanks Ehlonna for the break in the rain and takes a bit of time just to relax.  His arm is still tore up from the previous cat encounter, but he knows if trouble shows up, he's got a couple potions stashed in his clothing.  Hopefully things will just heal on their own.

This message was last edited by the player at 17:41, Fri 25 June 2010.
Holly
player, 215 posts
Protect the Land
to protect your Children
Fri 25 Jun 2010
at 21:41
  • msg #97

Re: The Tome of Legends - Part 1

Holly points out the tree, and calls out to the others. "Lets see if that tree can provide us with cover and wood for a fire to dry off." With that Holly waitsfor a moment, and then leads the others towards the tree.
Fritzholm
GM, 419 posts
Dungeon Mastering
without a net
Mon 28 Jun 2010
at 04:31
  • msg #98

Re: The Tome of Legends - Part 1

It's a little early to camp, but good firewood is sometimes tricky to come by in these wide open grasslands.  As you ride up closer to the tree you all notice it's dead, which means you can chop it clean down without any qualms about killing one of the rare trees.  You decide to chop this tree down and load as much of the wood as you can onto the cart.  Mord and Glumr work on the tree with their axes while Snow, Holly, Moonlight, the eye, and Snow's dogs search around for another tree to camp near.

It doesn't take long before the girls realize that all the trees in the area are dead. (Holly and Snow can make either Survival DC 17 or Knowledge Nature DC 12 rolls.)  Furthermore you ride up on a strange stone construct of some sort.  It has very low stone walls that starts out as ground-level slabs at the outer edge and grow to a height of about 2 feet high near the center.  The walls spiral together in a twisty, chaotic fashion and come together in a stone spire at least 8 feet tall.  The walls are very roughly made and not uniform at all.  Including the flat ground-level tendrils of the walls the construct fills a circle maybe 75 ft across, but since it's mostly at or below the level of the surrounding grasses it's not very visible from afar.   The eye makes a fanfare trumpeting sound to get your attention.  It is floating near carvings on the spire.  Prominently among the carvings in several places is the @< mark you saw on the wildcats.  (Holly and Snow may also both make search rolls.)
Snow
player, 402 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 28 Jun 2010
at 09:04
  • msg #99

Re: The Tome of Legends - Part 1

"This can't be good.  I think there might be more at work here than just goblins.  Possibly something directing them?  We should get the boys... in case it's dangerous."

08:29, Today: Snow rolled 10 using 1d20+2. Nature check, untrained.
05:02, Today: Snow rolled 13 using 1d20+4. Search.


Snow will work Detect Magic to look around, sensing something is amiss, perhaps looking into the arcane, would hint if it was natural or something more magical at work here.

This message was last edited by the player at 12:29, Mon 28 June 2010.
Holly
player, 216 posts
Protect the Land
to protect your Children
Mon 28 Jun 2010
at 12:06
  • msg #100

Re: The Tome of Legends - Part 1

Holly nods in agreement. The tree was not dying naturally, or so she thought [Holly rolled total of 22 for Know Nature against DC12] and had an idea on what it might be. Yet finding the stonework and the spire was more worrying. She moved over to the eye when the others were all together, and looked over the markings, trying to make sense of them.

"Something is definitely claiming our land, with this and the cats we saw yesterday. Mord, do you think we could destroy this spire with the help of ropes and our horses?"
Glumr
player, 324 posts
Robin Hood ain't
got nothin' on me
Mon 28 Jun 2010
at 14:00
  • msg #101

Re: The Tome of Legends - Part 1

"This is beyond the average goblin tribe if you ask me" Glumr says as he ponders this structure.  "I'm not sure we should just go and knock it down without knowing more about it.  I wonder if there is anything inside."

Glumr tries to examine the structure looking for loose stones or a way inside.
Fritzholm
GM, 420 posts
Dungeon Mastering
without a net
Mon 28 Jun 2010
at 14:46
  • msg #102

Re: The Tome of Legends - Part 1



Snow and Holly look around the site a bit before leaving.  Snow spots some blood and possibly a carcass of some sort on one of the low walls.  She convinces Holly that it's time to go fetch the others before any closer investigation.  They ride back to the first tree where Mord and Glumr are chopping wood.  The boys set the task aside for now and follow Holly and Snow to the stone structure.

(Mord and Glumr may make search rolls and Glumr may make a survival roll in addition.)

Everyone examines the carvings.  They look more like a random collection of marks than writing and no one recognizes any more than the mark from the wildcats.
Speaking of wildcats, the blood and carcass that snow spotted appear to be of a wildcat.  It does not have a mark on it and has been there long enough to putrefy.  It smells awful (but not as bad as the Trogs).  It's a good thing it's in open air where the smell can dissipate.   A carcass like this should have been ravaged by scavengers by now but it looks mostly untouched after the original fatal cuts which slashed open the torso.


Holly and Mord discuss whether they might be able to tear down the spire with horsepower.  You'll have to use your best judgement on this one.  No help from the DM.

It's easy to get "inside" the structure. There are only low walls, about 2 feet high at their highest in the center, and there is no roof.  You can step over the walls or walk to the center via unwalled ground sections.  Glumr does find a few stones which look loose enough to pull out of the wall with some determined effort.  The walls don't look like they were built to last.
This message was last edited by the GM at 14:50, Mon 28 June 2010.
Snow
player, 403 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 28 Jun 2010
at 14:54
  • msg #103

Re: The Tome of Legends - Part 1

"Magics been used here in the past...", Snow murmers to no one in particular,possibly to herself.

Seh starts to move around to try and find the source of the glimmer of magic.  Possibly it might lead to a clue on something more important.  The Carcass while distasteful is for the most part mundane.  As are the scratches and writings.

There does seem to be something 'beneath' it all and Snow slowly starts to circle the area she detects, to see if she can isolate a source/location she might seek 'entry'.
Mord
player, 169 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 28 Jun 2010
at 14:59
  • msg #104

Re: The Tome of Legends - Part 1

10:53, Today: Mord rolled 12 using 1d20. search roll.   (OOC) not sure what mods I would get, if any)


I don't like the looks of this thing at all.  I'm pretty sure we can tear it apart.    Snow, can you tell if its enchanted or cursed?
Snow
player, 404 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 28 Jun 2010
at 15:01
  • msg #105

Re: The Tome of Legends - Part 1

"Faint magics... I'm trying."
This message was last edited by the player at 15:02, Mon 28 June 2010.
Glumr
player, 325 posts
Robin Hood ain't
got nothin' on me
Mon 28 Jun 2010
at 15:48
  • msg #106

Re: The Tome of Legends - Part 1

Glumr is worried about this structure.  He's not really sure if they should tear it down.  It's not natural and doesnt belong in these lands.  This he knows.

"I'm not sure about knocking it down.  What if it's cursed or worse?" Glumr says to his friends.  "While Snow is pondering with her abilities, let me look around before we do anything."


 Glumr rolled 15 using 1d20+5. Search it!.
 Glumr rolled 30 using 1d20+11. Track +11.

Holly
player, 217 posts
Protect the Land
to protect your Children
Mon 28 Jun 2010
at 18:14
  • msg #107

Re: The Tome of Legends - Part 1

Holly nods at Glumr as he walks off to check for tracks. She looks over at Moonlight, aware that he is more attuned to the world than she is sometimes, especially as he is not focused on the task as she is. And the spire and the wall were something unusual, that was for sure. "Snow, shouldn't we record the symbols? I have parchment and ink. You take the symbols, and I'll draw out the spire and circle wall, then we can copy the others work to get two complete sets of information." Holly was more than willing to shorten their time here, if it meant she could do her copying in peace later.
Snow
player, 406 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 28 Jun 2010
at 18:51
  • msg #108

Re: The Tome of Legends - Part 1

"In... a minute... doing something.", Snow tries to run down her magical trail, and examine the source for 'type' of magic if it's strong enough before her spell fades.

Mutt and Jeff trail along beside her sniffling.  They'll behave unless they smell something seriously wierd and un~natural.
Fritzholm
GM, 421 posts
Dungeon Mastering
without a net
Mon 28 Jun 2010
at 21:34
  • msg #109

Re: The Tome of Legends - Part 1

Snow is wandering around at the perimeter of the stones.  She's muttering to herself about magic.  Glumr is drawn by curiosity to follow her out there.

"Hey, someone's been digging here," he says, pointing out broken ground and lack of grasses.


The two of them walk around just beyond the outer edge of the structure and find two other places where digging has occurred.  Glumr sets to tracking.  There are human, wildcat, goblin, hobgoblin, bugbear, and some claw-footed small to medium sized bipedal tracks here.  This is a popular place!  The human tracks and the goblin tracks are about the same age- several days to a week.  Glumr tells Snow that he'd have a better chance of following the goblins even though the trail is very cold.

As for Snow's dogs, they actively dislike the entire place.  They stay clear of it and reluctant to come near it even when commanded.  They bark at the structure and keep their distance.   Moonlight is similarly agitated.  It's similar to your first spotting of the wildcats.


Mord begins rigging up ropes that could be used to knock over the spire.  Glumr is once again distracted and goes running over to Mord.  Glumr has had experience setting up a rope harness to pull down trees and thinks he might be able to help Mord set up something like that.

If it turns out that you'd like to try pulling down the rock spire Glumr will need to make a rope-use roll at +2 for Mord's assistance.
Snow
player, 407 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 28 Jun 2010
at 21:39
  • msg #110

Re: The Tome of Legends - Part 1

"The magic is too old and weak for me to learn much, they take place where theres digging and where theres writing."

Snow hops up on the low end of the wall to climb up carefuly towards the center of the structure to examine the tip.  If they're going to topple it, she wants to examine it first.
Fritzholm
GM, 422 posts
Dungeon Mastering
without a net
Tue 29 Jun 2010
at 03:51
  • msg #111

Re: The Tome of Legends - Part 1

It's very easy at first.  The "wall" begins like a flat paved walkway of thin slabs of stone.  After about a dozen steps it rises a bit and becomes an uneven surface.  Snow balances, walking very slowly up on of the spiraling walls.  The wall twists and snakes its spiraling way inward.  The balancing act is not dangerous.  A misstep can be corrected by stepping on the ground instead.  Soon Snow reaches the center.  (Tada!)  She's now standing about 2 feet off the ground.  The other low walls meet here in the center to form a tall stone spire.  Snow can reach up and touch the tip and she can almost touch her fingers together, hugging around the stone.  There doesn't seem to be anything supernatural about the stone spire.  It the only part of this structure that is visible above the grasses from a distance.

The wildcat carcass lies slashed all over one of the walls less than a foot high.  Since all the walls spiral, Snow had to walk past (but not over) the body on her way to the center.  The three areas where there has been digging recently are just beyond the outer edge of the structure.  They are space unevenly around the perimeter not too close to one another.
Snow
player, 408 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 29 Jun 2010
at 05:43
  • msg #112

Re: The Tome of Legends - Part 1

Snow pauses to look out and around from the spiral to see what she can see from this view point.  Its possible that this was used as a marker, it's height possibly used for some means to scout or navigate.

Can she see other such spires as this one anywhere from her vantage point, or anything else that might be of interest?

If not at least she's at the center and can help knot a rope around the spire to help teeter it easier.  Are the stones just stacked on one another?  how is it all held together?  Sorta important if the boys want to take it apart.

The structure feels mundane for the most part.  The magic used more a risidual of what was done here as opposed to the object being magical.

Snow is making an educated guess that possibly shaman magic was used to summon critters to ... do something?
Glumr
player, 327 posts
Robin Hood ain't
got nothin' on me
Tue 29 Jun 2010
at 14:16
  • msg #113

Re: The Tome of Legends - Part 1

Glumr sets the ropes up to tear topple the stone object.  "So we all want to pull this down?  Mord and I can do it.  I still feel uneasy about this thing, but I guess we're better off with it broken."   Glurm says to his friends.

"Snow, do you agree?"  Glumr wants to make sure she she doesnt have any doubts from things her abilities may be telling her.

Glumr rolled 30 using 1d20+13. Use Rope +13.
This message was last edited by the player at 14:17, Tue 29 June 2010.
Fritzholm
GM, 423 posts
Dungeon Mastering
without a net
Tue 29 Jun 2010
at 14:26
  • msg #114

Re: The Tome of Legends - Part 1

The main spire is a single long stone, probably splintered somehow to create the shape, and sunk into the ground.  The rest of the walls are built up around its base.  You cannot see any other spires around, just grasses, a few dead trees, and the setting sun.

Mord and Glumr have the spire and ropes hooked up to their two horses ready to tear it down.  Holly is madly scribbling some notes and sketches.
Mord
player, 170 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 29 Jun 2010
at 14:31
  • msg #115

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #114):

No rush Holly.  Draw what you need to draw--we will pull it down when you and Snow are ready.
Holly
player, 219 posts
Protect the Land
to protect your Children
Tue 29 Jun 2010
at 17:34
  • msg #116

Re: The Tome of Legends - Part 1

"Thanks." Holly said to Mord as she sketched the symbols a little more carefully. They would need recording she knew, and the size and position of the wall was easy enough to remember.
Snow
player, 409 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 29 Jun 2010
at 19:49
  • msg #117

Re: The Tome of Legends - Part 1

Snow helps secure the rope to the spire, that looks like the 'weak point' of the entire structure.  Then she gets down to help Holly finish her scribing.
Fritzholm
GM, 424 posts
Dungeon Mastering
without a net
Thu 1 Jul 2010
at 03:04
  • msg #118

Re: The Tome of Legends - Part 1

When Holly is done with her notes she nods.  Mord and Glmur command their horses to pull.  At first it looks like nothing is going to happen, but eventually the stone starts to tip, causing the supporting walls on that side to crack.  The stone lists over to one side.  Glumr thinks his horse (and Mord's) are getting tired.  They give the horses a break to rest.  Holly suggests using her riding horse and Snow's while the other horses are resting.  Glumr hooks the rope harness up to the other horses and they give it another go.  The progress is slow but steady, now that the initial damage has been done.  It all ends with a loud crash that spooks the horses.  Luckily, Glumr and Holly are very good with animals and get them calmed down in short order.  The stone is laying on ground and low wall chunks.

It's getting late.  Is there anything you'd like to do before leaving and setting up camp elsewhere?
Snow
player, 410 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 1 Jul 2010
at 11:50
  • msg #119

Re: The Tome of Legends - Part 1

Now that theres a huge crack in the structure, Snow is curious to see if theres anything in/under it before departing.
Fritzholm
GM, 425 posts
Dungeon Mastering
without a net
Thu 1 Jul 2010
at 14:27
  • msg #120

Re: The Tome of Legends - Part 1

Directly under where the spire stone used to stand there is now dirt and small rocks.
Snow
player, 411 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 1 Jul 2010
at 15:18
  • msg #121

Re: The Tome of Legends - Part 1

Snow frowns mulls it over, and works another detect magic now that the spire is toppled to be certain they're not missing anything.  If nothing is found she'll get ready to depart with her cousins.

"Do you think we should take those stones with the markings with us?", she asks absently to Holly.
Holly
player, 220 posts
Protect the Land
to protect your Children
Thu 1 Jul 2010
at 17:49
  • msg #122

Re: The Tome of Legends - Part 1

Snow:
"Do you think we should take those stones with the markings with us?", she asks absently to Holly.

Holly looks down at the mass of stone they would need to carry, and says, "I think it would be too much of a burden. We may need to move quickly at some point, and I'd rather not have to lug it around with the cart."
Glumr
player, 328 posts
Robin Hood ain't
got nothin' on me
Thu 1 Jul 2010
at 19:48
  • msg #123

Re: The Tome of Legends - Part 1

"Holly wrote them on her parchment, didnt you?"  Glumr asks.
This message was last edited by the player at 20:23, Thu 01 July 2010.
Snow
player, 412 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 1 Jul 2010
at 20:08
  • msg #124

Re: The Tome of Legends - Part 1

Snow shrugs, "Nothing like having the original but if you think it's too heavy a copy will have to do."
Fritzholm
GM, 426 posts
Dungeon Mastering
without a net
Thu 1 Jul 2010
at 20:46
  • msg #125

Re: The Tome of Legends - Part 1

Snow casts again and wanders around the structure.


The spire stone is too big to take with you without slowing the expedition down to a crawl.  Holly did copy down the markings.

What's your next move?
Snow
player, 413 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 1 Jul 2010
at 20:52
  • msg #126

Re: The Tome of Legends - Part 1

"Ugh...", Snow wanders back to where she detected the glimmers of magic and makes a face.  There was no way around it.  She was going to have to dig or will she...?  Snow whistles for Mutt and Jeff to come along to her and glances at Holly.

"I dont suppose you can convince Mutt and Jeff to dig here for us?  It would save us work and from getting messy."
Holly
player, 221 posts
Protect the Land
to protect your Children
Thu 1 Jul 2010
at 21:19
  • msg #127

Re: The Tome of Legends - Part 1

"If you think there is something to find, then I can try." Crouching down, Holly starts to play with Mutt and Jeff, getting them onto her side, and then casts a spell to let her talk with them.

"Bone time guys! Lets dig here and try to find one the lady has buried for you. I'll get there first!", at which point Holly begins to scrape at the earth where Snow had indicated, trying to incite the two dogs to join her and then carry on digging for an imaginary bone.

"You'll need to give them a treat, as they are digging for a bone you have buried Snow", Holly said as she let the two dogs go for it.

[Casts Speak with Animal to incite Mutt and Jeff to dig for a bone.]
Snow
player, 414 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 1 Jul 2010
at 22:11
  • msg #128

Re: The Tome of Legends - Part 1

Snow has some of the meat from the cats they killed earlier, seasoned and marinated ready for dinner tonight, she'll sacrafice it to the doggies if they spare her from getting her hands dirty.
Fritzholm
GM, 427 posts
Dungeon Mastering
without a net
Fri 2 Jul 2010
at 04:58
  • msg #129

Re: The Tome of Legends - Part 1

Mutt and Jeff do not like this place.  They have been barking and howling and warily keeping their distance.  They look at each other with curiosity when Holly speaks to them.  Then they bark and yip and jump at each other.


After the short exchange with each other they reluctantly set to digging at the spot Holly instructed, but without the enthusiasm you might expect.  After a couple minutes they have a hole about 18 inches deep.  You could easily plant a bush here now in this hole.  They stop digging and run around the hole once, chasing each other.  They appear to have lost interest.  Luckily, you have a shovel that you picked up at the farm house.
Mord
player, 171 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 2 Jul 2010
at 05:48
  • msg #130

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #129):

Mord grabs the shovel from the cart and starts digging where the dogs left off. He will empty the shovels of dirt in a broad ring around the hole.  In case something small comes up in a shovelful of dirt, it should hopefully be easier to spot spread out that way.
Holly
player, 222 posts
Protect the Land
to protect your Children
Fri 2 Jul 2010
at 08:25
  • msg #131

Re: The Tome of Legends - Part 1

"I'll play with the dogs while you finish off the hole, care to join us Snow?"

With that Holly bounds off after Mutt and Jeff, telling them its time to play, and that they should play nicely with her and the Alpha.
Snow
player, 415 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 2 Jul 2010
at 09:31
  • msg #132

Re: The Tome of Legends - Part 1

I believe, from what little i know of dog training that the owner is considered the 'alpha' and hence the reason why they listen to orders/commands from them.

Snow nods and asks just a little deeper, and if nothing is found Snow will give it up thanking Mord for the indulgence.

Snow plays with Mutt and Jeff a little more, she's been doing it all day, though it's probably a novelty for them to 'talk' to holly as they do it.  She parts with a raw piece of cat flank she was saving from the cart, to reward the doggies.  It probably wasnt going to last longer uncooked anyway so it was best to part with it now was her thoughts.

After a couple of minutes of this she goes to check on Mord and examines the hole.
Glumr
player, 329 posts
Robin Hood ain't
got nothin' on me
Fri 2 Jul 2010
at 12:31
  • msg #133

Re: The Tome of Legends - Part 1

Glumr sits by Mord, keeping him company with idol chat as Mord works his way through the earth.   Glumr rolls up some leaf and his friends can catch whiffs of the sweet smoke that blows through the air.  It's nicer to smell than the dead animal that was here.

Glumr sits and relaxes, watching Mord work, and watching the girls play with the dogs.  He blows smoke rings, trying to blow one ring through another.  Keeping an eye on the dirt that is being removed, but he is not sure if there's going to be anything to notice or not.
Fritzholm
GM, 428 posts
Dungeon Mastering
without a net
Fri 2 Jul 2010
at 15:09
  • msg #134

Re: The Tome of Legends - Part 1

About 3 feet down Mord reaches something - part of a body.  He clears away more dirt and uncovers more of the body.  By now everyone has gathered around.  The sun is setting and it getting hard to see into the shadowy hole.  With a dramatic flourish, Glumr produces a torch from his pack, inexplicably already lit, to shed more light into the hole.

According to Mord the body looks to be some kind of mud and rock man.  It's a little bigger than a human and it appears to be made as much of earth as flesh.  The Triplefang peer down into the hole to get a better look.  Suddenly, everyone but Mord jumps in surprise as the body moans and moves ever so slightly.
Glumr
player, 330 posts
Robin Hood ain't
got nothin' on me
Fri 2 Jul 2010
at 15:14
  • msg #135

Re: The Tome of Legends - Part 1

"Wow" Glumr says holding his magic torch.  "You dont see that everyday".  He looks at his friends and shrugs.
This message was last edited by the player at 15:31, Fri 02 July 2010.
Snow
player, 416 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 2 Jul 2010
at 15:17
  • msg #136

Re: The Tome of Legends - Part 1

"Uhmm....", Snow starts to back away, "Maybe we should back up a little and give it some room?"

'eww eww eww ick...', does it look whole/decomposed friendly/hostile?

"I'm guessing there are two others buried around here, the question is, do we need to kill them or something..."
This message was last edited by the player at 15:19, Fri 02 July 2010.
Mord
player, 172 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 2 Jul 2010
at 15:31
  • msg #137

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #134):

Mord shrugs and mutters a "Hmmph", hopping out of the hole.   He drops off the shovel at the cart and takes up his axe again, watching at the edge of the hole to see if the groaning body will need some extra attention.
Glumr
player, 331 posts
Robin Hood ain't
got nothin' on me
Fri 2 Jul 2010
at 15:33
  • msg #138

Re: The Tome of Legends - Part 1

"No... Let's not kill anything without knowing what it is.  If it does anything hostile, let's get it.  But we should figure out what this before we take action."  Glumr says.  He's intrigued by this whole thing.  He draws his scimitar just to be on the safe side.
Holly
player, 223 posts
Protect the Land
to protect your Children
Fri 2 Jul 2010
at 16:59
  • msg #139

Re: The Tome of Legends - Part 1

"Two more buried? Where abouts Snow." Holly asks, her sickle in hand, and her thoughts moving into darker images of what it could be. I didn't look natural, but Holly tried to remember if they had taught her anything that might look like this creature.

[Holly rolled 18 using 1d20+6. Holly - Know Nature - Creature type. ]
Snow
player, 417 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 2 Jul 2010
at 17:36
  • msg #140

Re: The Tome of Legends - Part 1

Snow seems to gesture 'over there' and 'over there' with her hand.

"They're still buried, and depending on how this one acts, they might stay there."
Glumr
player, 332 posts
Robin Hood ain't
got nothin' on me
Fri 2 Jul 2010
at 18:33
  • msg #141

Re: The Tome of Legends - Part 1

Glumr gets down close to the hole.  "Hey buddy...  What's going on down there.  Are you okay?"  He yells into the hole.  He looks at his companions and shrugs.  He feels odd, but it is an odd situation.
This message was last edited by the player at 18:33, Fri 02 July 2010.
Snow
player, 418 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 2 Jul 2010
at 18:53
  • msg #142

Re: The Tome of Legends - Part 1

Snow gives Glumr a doubtful look, as if he were being seriously reckless with something that might be a hostile mud/earth/rock elemental that would crush him between it's rocky fist to clear the way to sitting up.

"Umm... Maybe you shouldnt stand so close to the hole...?"
Fritzholm
GM, 429 posts
Dungeon Mastering
without a net
Fri 2 Jul 2010
at 19:35
  • msg #143

Re: The Tome of Legends - Part 1

Knowledge Nature fails you in this case.  This mud and rock and flesh man this is not normal and does not occur naturally to the best of Holly's knowledge.  Then again, neither does a floating eye, and that hasn't turned out so bad.

After its initial moan and quiver the unburied earthen humanoid just lies there in the pit.  It doesn't respond to questions.  The thing is twisted and misshapen like some parts are more developed than others.  For instance, one arm is a lot bulkier that the other.  It doesn't look human, that's for sure.
Snow
player, 419 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 3 Jul 2010
at 02:23
  • msg #144

Re: The Tome of Legends - Part 1

Snow made a face.  It didnt look friendly at all, and it looked VERY dirty.

"ugh... dammit...", Snow stamps her foot fustrated and shoos Glumr away and peers closer into the hole to see what they're dealing with.  Fingers curl silvery locks around her fingers as she regards the earthen humanoid.  She wasnt sure what it was but she started using some deductive logic.

It looked to be from the elemental plane of earth, and yet it also seemed to be imprisoned in the earth.  Had exposure to water and air done it harm of some sort.  It looked as if it was asymetrical, perhaps some of it was deteriating and in need of 'help' of some sort to help it along.  There were stones aplenty around now.  Lots of loose stones were about after toppling the spire.  Snow picks up a stone rock and gingerly brushes it against the 'smaller' limb, to see if she can get a reaction of some sort, possibly a 'sucking sensation to draw the stone into itself perhaps was what she was hoping for.
Fritzholm
GM, 430 posts
Dungeon Mastering
without a net
Sat 3 Jul 2010
at 23:55
  • msg #145

Re: The Tome of Legends - Part 1

Shooing Glumr away would leave Snow with no light to see by, so she takes the more practical approach of walking around the other side of the hole and peering in from there.

Hmmmm...  Elemental Plane of Earth...  You've heard the words and you understand them, but what experience to you really have?  How would an elemental plane of earth differ from this one?  The answers are elusive.

Arcana, on the other hand.  Now we're on to something.  Surely magic has created this thing.  You've had training and practice in this field.  (and your roll was quite good too.)  It's not an elemental, nor a golem.  It is a creature created by goblin magic, but it appears to be only half baked so far.  Poking rocks into the smaller limb does seem to incorporate them, but the effect is subtle and might happen without magic.  It's hard to tell.
If you want to know more about this creature,  (like its name) please refer to the handouts:
link to a message in this game
Snow
player, 420 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 4 Jul 2010
at 00:03
  • msg #146

Re: The Tome of Legends - Part 1

Snow blinks... "This... This was a goblin... They're... making it into something... 'else'., Snow's face twists into something that expresses her repulsed sentiment.

"They're probably using them for something.  If they want them, we obviously need to get rid of them.  There are two more...", Snow points, "There and there... we should dig them up, stack them up and burn them till they're nothing but bone and ash."

Snow backs away looking around for something resembling dry wood, there were alot of dead trees but it had just rained and finding dry ones to make a fire might be difficult.  Snow's magic was on the wet and cold side, and not particularly good at making fires.
Fritzholm
GM, 431 posts
Dungeon Mastering
without a net
Sun 4 Jul 2010
at 07:35
  • msg #147

Re: The Tome of Legends - Part 1

Glumr and Mord remind you that they had just been in the process of chopping firewood not long ago.  There's plenty for a fire and there are more dead trees around to replenish your stock tomorrow.
Snow
player, 421 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 4 Jul 2010
at 10:58
  • msg #148

Re: The Tome of Legends - Part 1

Snow wants to very badly make a pyre, dig them all up and have holly give them whatever passes for last rites as they burn them and put them to final rest.
Mord
player, 173 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 6 Jul 2010
at 03:57
  • msg #149

Re: The Tome of Legends - Part 1

In reply to Snow (msg #148):

Maybe this is how they make hobgoblins.
Snow
player, 422 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 6 Jul 2010
at 12:51
  • msg #150

Re: The Tome of Legends - Part 1

"What it is... is something that has to die.", Snow sounds very certain about this.  She heads back to the cart to get firewood to do the task herself if no one else will.  They're going to be stillborn if Snow has anything to say about it.  She'll start up a pyre near the stone structure and will drag the bodies up onto them, she'll take the shovel herself and will dig up the other two, to add, before setting it off to put them all at a final rest.  She'll do this all herself if no one else helps her.
Glumr
player, 333 posts
Robin Hood ain't
got nothin' on me
Tue 6 Jul 2010
at 13:23
  • msg #151

Re: The Tome of Legends - Part 1

Glumr realizes what this is.  "These be Trolls" he mutters at first to himself.  "Trolls!"  He says much louder to make sure everyone heard him.

"I think it'd be in our best interests to stop them from growing into full grown trolls.  I thinks the stone must be some marker for the goblin ceremony for where they create the trolls.  We done right in breaking the rock, but I dont know if that would actually prevent their rituals for working.  Might just be ceremonial.  Either way, we have three trolls here who wont be coming into our world once we're finished here."

Assuming the handouts are the character's base knowledge and that Glumr's favored enemy is golbinoids, he would know a bit or two about this.
Mord
player, 174 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 6 Jul 2010
at 13:24
  • msg #152

Re: The Tome of Legends - Part 1

In reply to Snow (msg #150):

mark the two spots with the shovel Snow and then give it to me.  I will dig up the others while you build the pyre.
Glumr
player, 334 posts
Robin Hood ain't
got nothin' on me
Tue 6 Jul 2010
at 13:48
  • msg #153

Re: The Tome of Legends - Part 1

"Do we need to burn them?  Maybe we should just scatter their pieces and interrupt the magics at work?" Glumr isnt sure on what to do.
Snow
player, 423 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 6 Jul 2010
at 15:02
  • msg #154

Re: The Tome of Legends - Part 1

"That would probably work, but I'd rather burn them to be sure and put them to rest proper."

Snow takes two shovels and walks around to where she detected the other two and shoves a shovel into the dirt to mark them for Mord.
Glumr
player, 335 posts
Robin Hood ain't
got nothin' on me
Tue 6 Jul 2010
at 15:29
  • msg #155

Re: The Tome of Legends - Part 1

Glumr shrugs.  "They's just some goblins, but if you want to have 'em rest proper, that's okay with me."
Snow
player, 424 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 6 Jul 2010
at 15:34
  • msg #156

Re: The Tome of Legends - Part 1

"You rather they finish growing cause we dont, or worse they become some sort of undead troll abomination?", Snow makes a face, "I dont tell you how to track, dont lecture me on the hazards of magical constructs."

Snow's been on her best behavior since meeting up with her cousins from hiatus.
This is the first time Snow's gotten snippy with Glumr for a few days now, so most of her cousins should notice she's either really aggitated or she's had enough of being nice to Glumr.
This message was last edited by the player at 15:36, Tue 06 July 2010.
Glumr
player, 336 posts
Robin Hood ain't
got nothin' on me
Tue 6 Jul 2010
at 15:51
  • msg #157

Re: The Tome of Legends - Part 1

"You misunderstood.  I'm all for interrupting the magics.  Dont be carin' about a goblin proper rest though.  That's all I meant."  Glumr shrugs off Snows sharp tongued response and rolls up some leaf.  He's not sure why she's so quick to anger with him.  "Just be tellin me what you want me to do and it'll be done."  Glumr figures if anything he can help Mord dig.
This message was last edited by the player at 16:14, Tue 06 July 2010.
Fritzholm
GM, 432 posts
Dungeon Mastering
without a net
Tue 6 Jul 2010
at 19:42
  • msg #158

Re: The Tome of Legends - Part 1

There's not much Glumr can do to help dig, so he stands and holds the light for Mord.  The sun sets while the party prepares  to destroy the bodies of these partial trolls.  All 3 bodies are dug up and decapitated.  Snow uses one of the holes as a deep fire pit and loads it with firewood.  The bodies and heads are dumped on the fire one by one.  They don't burn well, but the fire eventually does its job.  No one is sure what to do next.  Normally you'd fill in the fire pit, but you're concerned that maybe burying the troll remains might somehow allow them to regrow.  Instead you douse the smoldering fire with water and scoop out the wet ashes.  Everyone goes a different direction scattering ashes and returning to the pit for another load.

It's deep into the late late night when you finally finish the task.  There's a satisfied sense of accomplishment, but you're all weary with no campsite laid out yet.  You find the nearest dead tree and plop down there.  Holly has first watch, so she sets about tying the food up in the tree, clearing a small area for the fire, gathering flammables, and starting the campfire.  Moonlight and the eye attentively watch for trouble while she's busy.  The others fall right to sleep.  Holly decides to let Glumr sleep, since he's still injured and needs rest.  She wakes Mord next.  The sun is beginning to rise when Mord wakes Snow.  Overall the party is still tired, and rests at the campsite until after lunch.  Mord and Glumr take down the dead tree next to the campsite and chop firewood from it before you set out in the mid-afternoon.  The day is overcast, but warm.  It has looks like rain a few times, but only drizzles lightly once in the evening.

You travel southeast towards Crim.  It's nice to be riding instead of walking after a tiring night.  You feel your spirits rise.  You struck a blow against the goblins yesterday and the mystery and wonder of the Tomb of Legends still lies ahead.

Glumr recovers 2 HP for a full night's rest.
Snow
player, 425 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 6 Jul 2010
at 20:50
  • msg #159

Re: The Tome of Legends - Part 1

Snow will suggest that who ever has the watch wake one of her dogs for company, and when the watch shifts, to 'change dogs' so that if we run into trouble who ever is on watch isnt 'totally' alone.

The dogs werent digging and stuff much today and are probably better rested than us so it should be okay?
Glumr
player, 337 posts
Robin Hood ain't
got nothin' on me
Tue 6 Jul 2010
at 20:53
  • msg #160

Re: The Tome of Legends - Part 1

Before the adventurers roll out of camp Glumr complains to Holly about his wound and asks if she could use some of her divine powers and fix him up.

"Holly, I'd like to be at my best, but this arm isnt cooperating.  Can you help out a fellow servant of Ehlonna?"  Glumr asks her with a wink.
Holly
player, 224 posts
Protect the Land
to protect your Children
Wed 7 Jul 2010
at 11:42
  • msg #161

Re: The Tome of Legends - Part 1

Holly simply smiles, taking the insult to her following to Obad-Hai as the gentle chiding it was intended as, and moves quickly to use the skills Obad-hai had granted her as she watched the fire burn the trolls. She was intrigued that this was were they came from, and decided this was something she would make note of herself.

"There Glumr, let the healing work its magic. I will recover as much as I can now, and anything else we can do in the morning." Holly says.

With the morning sun, Holly prays to Obad-Hai, and takes care of the Dun and Moonlight.

[Holly rolled total of 7 for casting CLW on Glumr]
This message was last edited by the player at 11:46, Wed 07 July 2010.
Glumr
player, 339 posts
Robin Hood ain't
got nothin' on me
Wed 7 Jul 2010
at 12:25
  • msg #162

Re: The Tome of Legends - Part 1

Glumr thanks Holly.  His arm and shoulder feel almost instantly feel better as the divine power flows through her into him.  "That should do the trick"
Fritzholm
GM, 434 posts
Dungeon Mastering
without a net
Thu 8 Jul 2010
at 05:11
  • msg #163

Welcome to Crim

The third day of your trip to Crim is short day of travel.  You soon find yourselves camping again.  This time you make a proper campsite and have a well prepared evening meal.  The eye plays tunes until long after nightfall.  Everyone except Snow agrees that the evening would have been perfect with a little ale, wine, or other light spirits.  Perhaps you can pick some up in Crim.  The night's watches go uneventfully and you set out the next day well rested ad well fed.

In the late afternoon of the next day you begin to pass new farms along a river too small to use for travel.  Agriculture and cultivation of crops are both familiar to this young generation.  The Triplefang have used them your whole life, but you can tell they differ starkly to the old ways.  Crim is a good example of that.  It is a village built up around an old hunting lodge.  You have heard that long ago The Triplefang burned down all  of the nomadic clans' lodges in the south and invited them (demanded) to use the Triplefang lodges.  This was unpopular in its days and led to more than a few skirmishes, but the Triplefang prevailed and now their lodge policy is accepted.

Riding in on horseback gains you a small measure of instant respect despite  your young age.  You meet Baywald, a hunter and the youngest elder you've ever known of.  He's an impressive fellow, strong but not quite as massive as Mord, who carries a massive sword strapped to his back (an unusual choice among your kind)  He welcomes you to Crim, but wont let the eye or the dogs in the lodge, and asks to hear about your adventures.

Crim is more spread-out than Volge, though it appears to be home to about the same number of people.  There aren't any visitors from the Empire, but at least one in three people you meet here are from a clan other than Triplefang.  Food, hunting and farming tools, furs and cloth, and livestock are all plentifully available at market here.  There are also shrines to Pelor, Harix, and Elhona, and a small school here.  You are welcome to stay at the common house (a long barn-like building for travelers to eat and sleep in) or the old hunting lodge.
Glumr
player, 342 posts
Robin Hood ain't
got nothin' on me
Thu 8 Jul 2010
at 12:33
  • msg #164

Re: Welcome to Crim

Glumr rolls up some leaf and lights it, blowing out a smoke ring.  "I vote hunting lodge" he says to his friends.  "I'd also like to stop by my temple when we get a chance."
Snow
player, 430 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 8 Jul 2010
at 13:10
  • msg #165

Re: Welcome to Crim

You can stay there if you want Glumr, Snow wont stay someplace her dogs arent welcome.  She'll wander the market and looks at the various fabrics and stuff that she might find useful to do something with.

She has a new pet project in mind for herself, Gloves.  Something to keep her hands warm in the colder season, but light enough not to interfere with spell casting.  Possibly fingerless gloves.  She'll work out the pattern on fabric first, and use that as a liner for light flexible leather.
Glumr
player, 343 posts
Robin Hood ain't
got nothin' on me
Thu 8 Jul 2010
at 15:02
  • msg #166

Re: Welcome to Crim

I misunderstood and thought the stay in lodge was different than the center of town lodge.

Glumr agrees with Snow.  "Aye.  I didnt realize the lodges we're one and the same.  We should defiantly stay in the common house where our entire group is able to go.  Dogs, Eye, and Us alike."
Snow
player, 431 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 8 Jul 2010
at 15:44
  • msg #167

Re: Welcome to Crim

Snow shrugs, "I like comfort as much as the next person, but i have to tend to Mutt and Jeff, i cant have them wandering around unattended, and there is Eye.", Snow nods, "If you want to rest in a nice cushy room, by all means i wont hold it against you."
Glumr
player, 344 posts
Robin Hood ain't
got nothin' on me
Thu 8 Jul 2010
at 19:20
  • msg #168

Re: Welcome to Crim

"No... I mean that you, me, the others, the eye, and the dogs can all stay in the common house together.  We are all permitted."
Mord
player, 175 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 8 Jul 2010
at 23:27
  • msg #169

Re: Welcome to Crim

In reply to Glumr (msg #168):

Staying in the common house or even camping again are fine with Mord.... he's got more important things on his mind--Ale.  Just tell me where I need to stagger back to.
Glumr
player, 345 posts
Robin Hood ain't
got nothin' on me
Fri 9 Jul 2010
at 15:13
  • msg #170

Re: Welcome to Crim

"I'd love a good pint myself.  Mord, you want to split a couple barrels to keep on the cart?"
Mord
player, 176 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 9 Jul 2010
at 16:12
  • msg #171

Re: Welcome to Crim

In reply to Glumr (msg #170):

Nah...can't store it proper--and warm jostled ale is a foul beast i'd rather not slay.
Holly
player, 228 posts
Protect the Land
to protect your Children
Fri 9 Jul 2010
at 16:26
  • msg #172

Re: Welcome to Crim

Holly lets the others discuss the topics of ale, food and shopping, whilst looking around her self. She wants to find someone in particular, but is unsure as to how to go about it. Perhaps she should stick with Glumr whilst he visits his temple, she thinks to herself, and thens decides to ask Baywald.

"Baywald, are there any of the druidic order in Crim, or nearby? I have a message for them if I can pass it on." Holly doesn't know if the order is on good terms with Baywald, or Crim, but would like a chance to talk with one of her own.
Fritzholm
GM, 436 posts
Dungeon Mastering
without a net
Sat 10 Jul 2010
at 21:36
  • msg #173

Re: Welcome to Crim

Snow wanders the market for a bit and strikes up a conversation with Lady Gilfa Triplefang about the gloves she intends to make.  Lady Gilfa has just the wool for the job.  She agrees that while mittens would fend off the cold best in winter, the fingerless gloves you describe to her would be best for fine manipulation.  Ah, but wait, another merchant overhears!  Maureen Triplefang sidles over and extolls the virtues of a linen glove.

"Wool is far too bulky and rough.  What you need, my dear is to craft yourself a delicate pair of fine linen gloves.  They are much more graceful and soft to the touch," says Maureen, brushing a sample across your cheek.

"Nonsense," dismisses Lady Gilfa. "The cold will eat right through such light and flimsy material.  Linen gloves would be no more than vain decoration."

"I beg your pardon.  How warm will wool keep this poor girl's unprotected fingers?  Why they're bound the blacken from the frost and fall off while her palms stay toasty.  Linen will allow her to cover her entire hand, keeping even her fingers warm."

"And I suppose we have the sight of Maureen Triplefang running around in her linen knickers to look forward to this winter, hmmmmm?  Even a fool knows what to wear when the cold comes."

Even though Maureen and Lady Gilfa make the matter sound like one of life or death it's basically all the same.  You can get plenty of wool or linen to make 3 or 4 pairs of gloves for 2 silvers and they'll each work equally well.
Fritzholm
GM, 437 posts
Dungeon Mastering
without a net
Sat 10 Jul 2010
at 21:53
  • msg #174

Re: Welcome to Crim

Boys, you are in luck.  The long benches are out, the banners are up, and the beer garden open for business.  It's just outside a small pub on the opposite side of town from the common house.  Three young ladies are serving up ale and wine by the boot, a tall and wide mug the size of your boot, for a silver each.  Your server suggests that you start with 2 boots each, one of wine and one of ale, one for each hand, and see which you like better.  If you're looking for harder (or finer) stuff, she recommend a quick trip to the bar inside.

Mord is no fan of warm beer, so picking up a keg to go might be out of the question, but bottles of clear spirits are available inside for a gold apiece.   That would certainly kill the taste of wildcat you always carry on your tongue these days.
Fritzholm
GM, 438 posts
Dungeon Mastering
without a net
Sat 10 Jul 2010
at 22:10
  • msg #175

Re: Welcome to Crim

Holly stays back and joins Baywald in the lodge after everyone else departs.  The lodge is decorated with animal trophies, which tends to rub Holly the wrong way.  But it's otherwise very comfortable and functional, if a bit dark.  There's a very small fire in the center of the lodge and a few small windows letting in the afternoon light.  She inquires about druids.  Baywald gives her a long looking over to get a read on her before answering.

"You're one of them too, aren't you?"

"I do know of a druid here, Harj, but he doesn't spread word of that around.  I suppose there's no harm in telling you.  He mostly keeps to himself, but I'm not about to let talent go to waste.  I've sent him off with Tora's force as a healer where he'll do the most good."
Snow
player, 432 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 12 Jul 2010
at 04:03
  • msg #176

Re: Welcome to Crim

In reply to Fritzholm (msg #173):

Snow nods politely to both, "It's true, for the winter, wool will keep my hands warmer. I will take a little wool, for my gloves, since the point is to keep them warm during the winter.  Though winter is only one season in four, and linen might work better for the cooler weathers.  I also plan on using it as a liner, so the thinner material will be more useful for that.  It does feel better against the skin too.  So I'll take a bit of linen too."

Snow buys a silvers worth of fabric from each and starts to go to work on her gloves to kill time.
Fritzholm
GM, 439 posts
Dungeon Mastering
without a net
Wed 14 Jul 2010
at 04:51
  • msg #177

Re: Welcome to Crim

Snow returns to the common house and sits outside to make use of the fading daylight to begin work on her gloves.  Holly arrives before sunset and calls in an early night.  It's nice to get some peaceful rest free of worry of attack.  The boys enjoy their time at the beer garden, but don't stay out too late after dark.

Glumr gets up early the next morning to make a visit to the shrine of Ehlonna.  It's a quiet little spot not to far or too near the center of town, with just the right mix of shade, shelter, and sunlight.  The altar area has a life-sized statue of Ehlonna with her sword drawn, some incense boats, a stand for the priest to speak from, and a collection box for donations.  The priest suggest that a small donation is perfectly fine.  Followers are not currently engaged in any costly endeavors.  There's not a lot of seating.  When larger numbers gather here the able tend to stand, as you all are now even though you could all be seated if you prefered.  He says a prayer for Glumr and a small gathering of 3 others.

The general gist of it includes the following philosophy:
As you are the guardians of nature, so too is nature watching out for your well being.  She provides you with that which you need to prosper when at peace and to strike a quick, decisive victory when peace is threatened.


Kammarra, your next stop on the way to Rankor Heights, is a two day ride from here to the east and with a hook to the south at the end.  This will take you into Ferrisedan lands.  However, maybe you'd like to find the Triplefang warriors out in the field first.  You're currently lacking in information about them, so you're not yet sure where to start looking if you were to choose that path.  There's also plenty of time to engage in other activities here in Crim.  You're in no real rush.
Holly
player, 229 posts
Protect the Land
to protect your Children
Wed 14 Jul 2010
at 09:10
  • msg #178

Re: Welcome to Crim

Fritzholm:
Baywald gives her a long looking over to get a read on her before answering.

"You're one of them too, aren't you?"

"I do know of a druid here, Harj, but he doesn't spread word of that around.  I suppose there's no harm in telling you.  He mostly keeps to himself, but I'm not about to let talent go to waste.  I've sent him off with Tora's force as a healer where he'll do the most good."

"If there is anything in the healing department I can aid you with until his return, then I am happy to help out. When do you expect Tora's party to return?" Holly asked, aware that some felt oddly about the Druids, and yet were always happy to accept their aid. Perhaps Holly would understand it more when she grew up into the role. Although her healing skills needed work, she was always happy to aid those in need.
Glumr
player, 346 posts
Robin Hood ain't
got nothin' on me
Wed 14 Jul 2010
at 12:34
  • msg #179

Re: Welcome to Crim

Glumr donates a couple gold coins to the shrine.  It feels good to have a blessing with others that follow his beliefs.  It's nice to listen to the priest even though it isn't the most inspiring sermon.  After the priest finishes, Glumr makes some idol conversation with him and tells him a bit about the wild cats and troll "shrine" they knocked down.

Glumr asks if the priest knows the best way to deal with Trolls, or if he recognizes the symbols (Glumr draws them using a bit of chalk).  Glumr also checks to see if he can get a holy symbol of Ehlonna to wear out into the wilds.
Snow
player, 433 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 14 Jul 2010
at 12:49
  • msg #180

Re: Welcome to Crim

Snow naps down with her dogs in the barn, oddly she doesnt seem bothered too much by it.  It's hardly a comfortable room, but it's a darn sight better than camping in the woods.  Since were in town she wont have to cook for anyone so she's off to market early.  She'll spend a few more coins to buy breakfast, and to purchase some thin, supple, hide/leather suitable for use for her gloves.  It'll have to be very thin and very flexible for her to work with as if it were thick fabric.
Fritzholm
GM, 440 posts
Dungeon Mastering
without a net
Thu 15 Jul 2010
at 05:22
  • msg #181

Re: Welcome to Crim

quote:
"If there is anything in the healing department I can aid you with until his return, then I am happy to help out. When do you expect Tora's party to return?"


"We have a few that can watch over the sick and tend wounds.  The plants need more attention than the people do.  I'm afraid we have a lot more farms out there than farmers, if you know what I mean.  If you think you could do something to help with that I could point you towards a couple of our more lost causes.  Otherwise, you're free to wait around here if you'd like.  Tora sends a runner to the lodge with messages around when the moon is half.  That's something like four, maybe eight days at most."  (As if you needed a lesson on the moon phase.)  "You could follow the runner back to where ever they are camped down.  They tend to move around, cover ground, keep the gobs guessing."

Remember that you are speaking to Baywald on the first night you arrived in Crim.  As of then, the full moon was just 2 nights ago.  The moon is still very mostly full, but starting to wane.
Fritzholm
GM, 441 posts
Dungeon Mastering
without a net
Thu 15 Jul 2010
at 18:39
  • msg #182

Re: Welcome to Crim

quote:
Glumr asks if the priest knows the best way to deal with Trolls, or if he recognizes the symbols (Glumr draws them using a bit of chalk).  Glumr also checks to see if he can get a holy symbol of Ehlonna to wear out into the wilds.


"Hmmm," says the priest, looking at Glumr's chalk rendition of the mark. "I don't think I've seen anything like that before.  Do you think those might be legs?  Maybe a mouth?"

"You know Mr Glumr, other than what you just told me about the buried bodies, I've never had much reason to believe in trolls at all.  It's hard to know what's true and what's made up or exaggerated, and I hear plenty of all three.  I don't think my powers would be much use against a giant dirt monster."

"I don't have any holy symbols for sale, but..." he digs through a shoulder pack on the ground. "Here, you can have this one."

He smiles and hands Glumr a small, green, wooden holy symbol.
Holly
player, 230 posts
Protect the Land
to protect your Children
Thu 15 Jul 2010
at 19:12
  • msg #183

Re: Welcome to Crim

Holly passed on the information about the roaming party, and that she'd like to go check them out, and warn them of the trolls and the circle. "I'm in no rush to leave Triplefang lands, and any help we can give will aid the tribe. A four day or so will give Snow chance to work some leather, and you two to empty more barrels of ale. I'd also like to work on Dun and Moonlight before the swamp."
Glumr
player, 347 posts
Robin Hood ain't
got nothin' on me
Thu 15 Jul 2010
at 19:39
  • msg #184

Re: Welcome to Crim

Glumr thanks the priest and moves on to find his companions.

A bit confused about the options.  We wait here for a few days till the runner comes back?
Holly
player, 231 posts
Protect the Land
to protect your Children
Thu 15 Jul 2010
at 20:02
  • msg #185

Re: Welcome to Crim

Holly is slightly out of synch, but that is the idea.
Glumr
player, 348 posts
Robin Hood ain't
got nothin' on me
Thu 15 Jul 2010
at 20:41
  • msg #186

Re: Welcome to Crim

Glumr decides they are in no rush and a wait cant hurt anything. So while Holly waits on her meeting, he spends free time training his horse.
Mord
player, 177 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 15 Jul 2010
at 22:29
  • msg #187

Re: Welcome to Crim

In reply to Glumr (msg #186):

Agree on waiting to meet with the patrol when it returns or head to them if we hear about a place we can meet up with them sooner.  In the meantime, Mord will see if there are any weaponsmiths or blacksmiths serving double duty and volunteer to help out with the physical labor in exchange for a little mentoring on techniques.
Fritzholm
GM, 442 posts
Dungeon Mastering
without a net
Fri 16 Jul 2010
at 05:38
  • msg #188

Re: Welcome to Crim

Crim turns out to be a rather pleasant village.  You stay at the common house with a couple dozen others.  About half of them are near permanent residents calling the manner their home.  The other half are mostly people living in the area in the village proper on business, with the rest made up of travelers like yourself stopping in Crim on their way somewhere else.

Goblins are a constant topic of idle talk in the common house.  Word has it there are more about these days.  They're feistier.  They're up to something, and something should be done about it.  One man suggests that someone should just set fire to the Dark Woods and be done with it, but talk of fires is never popular when you live in the grasslands.  The common wildfires are probably what kept everyone nomadic for as long back as the stories tell.  Natural fires are bad enough without people setting more themselves.

As for the rumors of increased goblin activity, you've heard it all before.  It seems that even in Volge that's what everyone says each season.  Goblins on the decline or staying the same...  That's just not as juicy, so the rumors always have them on the rise.

You all keep busy.  A local weapon crafter is more than happy to accept Mord's help in exchange for some tips and tricks of the trade.  Snow makes a pair of gloves.  Holly and Glumr spend time with their horses.

I need a craft seamstress roll from Snow and a handle animal roll from Glumr.


After 5 nights, Balki, the runner from Tora's force arrives the next day.  You go to the lodge to meet with Baywald and Balki.

"Balki, these are Holly, Mord, Snow, and Glumr Triplefang.  They've been waiting for a messenger from your warriors to come to town.  They have had some scuffles with goblins themselves and they'd like to discuss it with Tora," says Baywald.

"And this one has some business with your healer," he adds.

Holly looks a bit surprised that Baywald would mention that, but Balki doesn't pay it much mind.  He greets you each and goes right to filling you in.

"The fight against the gobs is all Triplefang these days.  Those cowards don't want to stand and fight.  They want to creep around at the edges and ambush you at night.  Tora's a crafty one.  Our bunch is big enough that the goblins can't gather enough to outnumber us 3-to-1 like they'd like without giving away their location.  Then we hit them by surprise and scatter them.  It's a rout.  Ha ha!  I love it!" says Balki with a hearty laugh.

"And we're small and quick enough to stay on the move, not too many men.  We've got a couple of good scouts.  We have as good an idea of what's going on out there as you can put together if you ask me."

"You youngsters are welcome to come out to help fight or pass on information first hand to Tora.  She'll welcome either.  But you can't bring your horses.  This is strictly...  what do those empire types call the foot-on-ground men?  Whatever."
Holly
player, 232 posts
Protect the Land
to protect your Children
Fri 16 Jul 2010
at 11:58
  • msg #189

Re: Welcome to Crim

At the mention of not taking their horses, Holly has to consider for a moment. She could "ask" Moonlight not to follow, but he made his own mind up about most things.

"Balki, I am happy to travel by foot, as my Dun is still not hardened to combat as much as I'd like, but the other horse, well lets say he has a mind of his own. I reckon he'll stay here and all, but if he decides to come along, he'll likely stay far enough away to not give us away to any scouts. Will that cause you problems?" Holly didn't want to say out front that Moonlight was her companion, but as Balki hadn't been against her seeing someone suspected as a druid, she wasn't too worried if he jumped to the obvious conclusion.
Snow
player, 434 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 16 Jul 2010
at 12:27
  • msg #190

Re: Welcome to Crim

Snow shrugs while she does some needle work, she looks very much at home doing something so domestic with Mutt and Jeff at her feet, "I'll go where my cousins need me.", she says simply.

08:25, Today: Snow rolled 14 using 1d20+6. Craft Seamstress Roll.
Glumr
player, 349 posts
Robin Hood ain't
got nothin' on me
Fri 16 Jul 2010
at 12:56
  • msg #191

Re: Welcome to Crim

GM:  Can I buy more leaf to smoke in Crim?  If so, I'm doing that before we leave

Glumr spent the days trying to train his horse.  While sometimes it seemed like the horse was getting it, really Glumr thinks she just wanted to be near him and wasnt really coming to his whistle.  The day the runner arrives, Glumr decides that in fact the horse is just not getting it.  Oh well, there will be plenty of training time in the future.

You rolled 11 using 1d20+5

When the runner arrives, Glumr is happy to sit back and enjoy a smoke of some of his leaf, blowing some rings as he listens to the discussions.  "It's okay with me.  Our horses will be well tended here."
Fritzholm
GM, 443 posts
Dungeon Mastering
without a net
Tue 20 Jul 2010
at 05:06
  • msg #192

Re: Welcome to Crim

The glove making goes fine.  Snow now has one new pair of gloves.  The horse training not so much.  Glumr can find smokes to buy in Crim, no problem.

The next morning you set out with Balki for Tora's camp.  Everyone brings 4 days of food (4 pounds) with them except for Balki who carries back a large pack of raw rations.  Not only does he want to leave the horses and dogs, but he also insists on leaving the eye behind since he doesn't consider it capable of stealth.  It's easy enough to find folks to watch over the animals and the eye takes to the beer garden.  The day is thickly cloudy, but doesn't rain.  From time to time the sun burns through the clouds for a little while, but the dark clouds win out more often than not.

After a little less than two hours of walking you make your way down into a valley  to cross a stream.  There are more trees and bushes down here than along the open stretches of grassland.

Everyone please make a spot or listen roll (whichever is better).
Snow
player, 435 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 20 Jul 2010
at 13:05
  • msg #193

Re: Welcome to Crim

Snow thinks about that a bit.  It's not totally true.  Dogs are often trained for hunting companions, and prowling and stalking is required for hunting.  They're more stealthy than some of her cousins, by virtue of their size and low to the ground movements if nothing else.  They eye is alot harder to justify since it does have a tendacy to break out into song.

Snow will make an effort to impress on the dogs that they're 'hunting' and they're to stay 'heeled' unless told otherwise.  That should keep the dogs quiet and stealthy.  Snow brings along extra rations for Mutt and Jeff, an extra 8 pounds.  It's heavy but she wont complain about it.

08:59, Today: Snow rolled 16 using 1d20+6.
Holly
player, 233 posts
Protect the Land
to protect your Children
Tue 20 Jul 2010
at 16:42
  • msg #194

Re: Welcome to Crim

Holly has some difficulty in keeping Moonlight from joining, but gets easily distracted when a mare comes into season. Whilst he is off impressing the ladies, Holly moves out with the others, glad for the chance to run free again.

As they approach the stream, Holly finds her eye drawn to something...

[Holly rolled a total of 24 for Spot check]
Fritzholm
GM, 444 posts
Dungeon Mastering
without a net
Wed 21 Jul 2010
at 14:35
  • msg #195

Re: Welcome to Crim

Snow:
Snow thinks about that a bit.  It's not totally true.  Dogs are often trained for hunting companions, and prowling and stalking is required for hunting.  They're more stealthy than some of her cousins, by virtue of their size and low to the ground movements if nothing else.  They eye is alot harder to justify since it does have a tendacy to break out into song.

Snow will make an effort to impress on the dogs that they're 'hunting' and they're to stay 'heeled' unless told otherwise.  That should keep the dogs quiet and stealthy.  Snow brings along extra rations for Mutt and Jeff, an extra 8 pounds.  It's heavy but she wont complain about it.


Balki looks at the group, ready to leave in the morning.

"I hate to be the man who ruins the party, but these dogs have to stay here."

Mutt barks, and growls at the messenger.

"Hey," he says to the dog.  "It's Tora's rule, not mine.  She's done a real good job with us out there so far, so I tend to agree with her rules.  No horses," he says looking at Holly.  "Or dogs," says to Snow.  "Or pet goats...  If you have mice in your grain sack, leave them here in Crim too.  If this guy turns into a bear when the moon is full," he says pointing to Mord.  "He can't come either."

"You don't turn into a bear, do you big guy?"
Snow
player, 436 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 21 Jul 2010
at 14:40
  • msg #196

Re: Welcome to Crim

"Meh...", Snow finds a place she can leave the dogs where she's told to leave them.
Fritzholm
GM, 445 posts
Dungeon Mastering
without a net
Wed 21 Jul 2010
at 15:32
  • msg #197

Re: Welcome to Crim

Holly sees a bunch of goblins capering around on the other side of the stream and a big ugly hobgoblin.  This might be the first time she's seen a hobgoblin in real life.  She signals everyone as quietly as she can.

"Get down in the grass slow and smooth," says Balki in a hushed voice.  "Looks like they have almost the 3-to-1 odds they like to attack.  What do you guys think?  Fight, run, or stay hidden?"

I need hide rolls from everyone and a short discussion of strategy.

The goblins are still about 350 feet away and they have some cover nearby.
Snow
player, 437 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 21 Jul 2010
at 15:37
  • msg #198

Re: Welcome to Crim

"The element of surprise is very powerful.  I believe we have it at the moment, and should be able to take them.  We would have to get closer or lure them out first to be effective."
Glumr
player, 350 posts
Robin Hood ain't
got nothin' on me
Wed 21 Jul 2010
at 17:38
  • msg #199

Re: Welcome to Crim

"I'm for fighting" Glumr says as he hides in the grasses.  His eyes flash a tell blue of excitement.
Holly
player, 234 posts
Protect the Land
to protect your Children
Wed 21 Jul 2010
at 18:17
  • msg #200

Re: Welcome to Crim

Holly slips into cover and considers for a moment. "How close might Tora be? If this is a scouting party for a bigger group, and they come at us, I'd like to know what be on our side, and nearby?"

"Other than that, I think we try and take them on. We have decent ranged weapons and then Mord to go in hard. I can slow them down a little, if that helps." Holly didn't want to blatantly say she would call on nature, but it was what she planned. Moving forward a little to get a better view of the hobgoblin Holly froze as she felt something break beneath her hand.

[Holly rolled an 8 total to Hide]
Snow
player, 438 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 21 Jul 2010
at 18:40
  • msg #201

Re: Welcome to Crim

"I can provide and able distraction to make it easier for Mord to deal with them when they get closer.  Help with them a bit to make sure he's not over whelmed completely."
This message was last edited by the player at 18:42, Wed 21 July 2010.
Fritzholm
GM, 446 posts
Dungeon Mastering
without a net
Fri 23 Jul 2010
at 06:01
  • msg #202

goblin battle

Just as you sink down to take cover in the grasses the goblins spot you.  They take to the ground too, but much quicker.  They bark and shout short bits of speech you don't understand as they close through the grasses.  It's almost impossible to pick any one of them out, but they shake the grasses as they move, so you catch movement here and there.

Anyone who would like to make ranged attacks (this includes long range spells) may do so at 250 feet and again at 150 feet.  If Glumr would like to use rapidfire he can at either or both distances.  The shot at 150 feet will be into total concealment, so there an additional 50% miss chance if you hit normally.  You've got time to prepare spells and move into combat position or charge the enemy.

After that I'll need initiative rolls and I'll post a map.

Snow
player, 439 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 23 Jul 2010
at 11:15
  • msg #203

Re: goblin battle

Snow glances at Holly looking amused, "They're using grass... as cover... with you here.  That has to be working to our advantage...?", Snow whispers quietly to her cousin, recalling their first fight.
Glumr
player, 351 posts
Robin Hood ain't
got nothin' on me
Fri 23 Jul 2010
at 12:31
  • msg #204

Re: goblin battle

"They see us!"  Glumr says to his companions.  "I dont think cover is going to do much for us this time"  and with that he pulls his bow and fires a couple arrows into the rustling grasses. "I love shootin' me some goblins."

Waiting for Fritz to ask about the 250 foot shot
Snow
player, 440 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 23 Jul 2010
at 12:43
  • msg #205

Re: goblin battle

Snow takes the quiet moment to shrug her backpack off and put it down safely behind a tree.

"Well theres no getting around it i suppose.", Snow sounds alot more steady than she usually does about looming combat.  She's holding her longspear in a loose one handed grip so she's obviously not going to use it just yet.

"I will try and stay near Mord to provide what support i can."
This message was last edited by the player at 12:48, Fri 23 July 2010.
Glumr
player, 352 posts
Robin Hood ain't
got nothin' on me
Fri 23 Jul 2010
at 15:33
  • msg #206

Re: goblin battle

Glumr fires arrows at the goblins when they are crossing the stream, and then again at them in the bushes.  Unfortunately at that distance the arrows come close but miss their marks.  Glumr curses under his breath.

Glumr rolled 6 using 1d20+2. 250' shot 1: +6 -2 -2.
Glumr rolled 7 using 1d20+2. 250' shot 2: +6 -2 -2.
Glumr rolled 9 using 1d20+3. 150' shot 1: +6 -2 -1.
Glumr rolled 7 using 1d20+3. 150' shot 2: +6 -2 -1.
(the dice hate me)
This message was last edited by the player at 15:34, Fri 23 July 2010.
Snow
player, 441 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 23 Jul 2010
at 16:01
  • msg #207

Re: goblin battle

Snow sighs and shakes her head.

'The more things change... the more they stay the same...', she thinks quietly to herself.

Evidently she's matured a little because she doesnt tease Glumr openly about his aim.
Holly
player, 235 posts
Protect the Land
to protect your Children
Fri 23 Jul 2010
at 16:12
  • msg #208

Re: goblin battle

Holly didn't acknowledge Snow immediately, considering her options. She did indeed intend to use the grass and plants around the goblins to her advantage, but wanted more of a chance to use that advantage.

"Barki, Mord, let them charge and then take on anyone who gets through my spell. If I can, I'll help Glumr knock off a few with my sling." With that Holly prepared her spell and waited until the enemy was closer before acting. Slipping the sickle into the ground besides her, in case she lets too many goblins through, she also slips her backpack off and hides behind it.

[Holly intends to cast the Entangle spell when the enemy are clumped together and fairly close, to catch as many as possible...]
Mord
player, 178 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 26 Jul 2010
at 01:30
  • msg #209

Re: goblin battle



21:23, Today: Mord rolled 12 using 1d20. STR bow shot @250 ft.  (+4 - 4=0 mod).
21:24, Today: Mord rolled 19 using 1d20+2. STR bow shot @150 ft.  (+4 - 2= 2 mod).
21:26, Today: Mord rolled 47 using 1d100. 50% miss chance for 150 ft shot.

Mord arcs a couple shots towards the approaching goblins.  Looks like both are near misses. Since they will be closing in a few moments, he slings his bow after the 2nd shot and readies his greatsword.
Fritzholm
GM, 447 posts
Dungeon Mastering
without a net
Tue 27 Jul 2010
at 05:53
  • msg #210

goblin battle - round 1

quote:
Since they will be closing in a few moments, he slings his bow after the 2nd shot and readies his greatsword Great Axe.



Init

Goblins 20
Balki 19
Mord 13
Snow 9
Glumr 5
Holly 5


The goblins scurry through the grasses avoiding the occasional Triplefang arrow that zips through the air.  When they get close enough a cry goes out from the hobgoblin, who is clearly their leader.  The goblins spring up launching a volley of javelins.

Two goblins behind the hobgoblin chant some strange arcane words and ghostly red balls fly unerringly into the centers of the chests of Mord and Balki.

The first wave of goblin attacks is devastating to Mord and Balki.  A rain of magic and spears pepper both warriors.  Balki is badly staggered by his wounds, but is still in the fight for now.  Mord absorbs several deep wounds that do not appear to slow him.   Snow's luck is much better as three javelins miss her by a comfortable margin.

Mord takes 11 points of damage total and Balki takes 8.

His wounds send Balki into a rage.  With a terrifying howl he charges recklessly into the the opposite flank of the goblin line.  Holly yells for him to stop, not wanting him to be in the entanglement zone when she casts, but Balki either cannot hear her over his own cries, or ignores the tactical advice.  He leaps at a startled goblin, chopping it down with a massive overhead swing.

Balki charges from P8 to I15 and cuts down goblin2 with 8 points of damage.

I need round 1 actions for all players.

http://zachery.path.med.umich....blin_battle2_map.jpg
Snow
player, 442 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 27 Jul 2010
at 06:06
  • msg #211

Re: goblin battle - round 1

"Oh... that was just unfriendly...  This isnt going to go well.", Snow mutters.

Snow moves forward with nimble hops and leaps as she closes the distance to the goblins.

Move to M14

Once she gets into position she starts to cast her spell, Snow Flurries,  creating a cold snap of wind and snow into the midst of several goblins.

Cast Snow Flurry in M17  (Affect 10' Rad)
Goblins K17 L17 N17 and O17
Save vs Will DC 14 to avoid effects
This message was last edited by the player at 06:07, Tue 27 July 2010.
Holly
player, 236 posts
Protect the Land
to protect your Children
Tue 27 Jul 2010
at 11:34
  • msg #212

Re: goblin battle - round 1

Taking into account where Balki had charged off to, Holly centres the spell on the end of the line, aiming to catch all of the goblins and the hobgoblin in the spread of the gripping plantlife. With spell cast, she moves forward to close the range for her sling. "I hope that holds some of them off", she says to no-one in particular.

[Holly casts Entangle on R17, covering all but the one in combat with Balki. She then moves to P8 to close the range and to support Mord.]
Mord
player, 179 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 28 Jul 2010
at 07:01
  • msg #213

Re: goblin battle - round 1

In reply to Fritzholm (msg #210):

Mord isnt sure where the edge of Holly's weeds will be, so he heads toward S9, hoping that he gets closer to their leaders flank without being hindered by the growth.   This should let Snow and Glumr rain down more pain while Balki and I chop our way toward the middle from each end.
This message was last edited by the player at 07:03, Wed 28 July 2010.
Glumr
player, 354 posts
Robin Hood ain't
got nothin' on me
Wed 28 Jul 2010
at 15:09
  • msg #214

Rain the Pain!!

Glumr, understanding how Goblins think, decides that if he takes the leader out, the goblin ranks will crumble.  With that thought, he takes a step forward and fires arrows at the hobgoblin.

Glumr moves to M3.
Glumr rolled 6 using 1d20+3. Shot 2: +6 -1 (distance) -2 (rapid).
Glumr rolled 11 using 1d20+3. Shot 1: +6 -1 (distance) -2 (rapid).


The first shot glances off the hobgoblins armor, which changes his stance causing the second to miss.  Glumr utters a growl in disgust.
This message was last edited by the player at 15:10, Wed 28 July 2010.
Fritzholm
GM, 448 posts
Dungeon Mastering
without a net
Thu 29 Jul 2010
at 14:27
  • msg #215

goblin battle round 2

Snow's spell dazzles the goblins in front of her, which freeze their little minds.  Holly's spell brings the grasses into the fight, rising up to grab both friend and foe alike.

I need Snow and Mord to make reflex saves (DC15) to avoid entanglement.  If Mord succeeds he may take a free 5 ft step out of the effected area.


Goblin1 whacks Balki in the knee with an axe.  Even in his berserk rage Balki's wounds overwhelm him.  He teeters and slumps to the ground.  Goblin7 deftly avoids the coiling grasses and makes his way over to Snow brandishing his axe, but expended too much effort to be able to attack this round.  Goblins8 and 11 were not so lucky.  The grasses root them where they stand.  These goblins throw javelins at Mord.  One hits him in the upper arm and the other glanced off a metal rivet sewn into his new armor.

Balki goes unconscious.  Mord takes 2 damage.

The hobgoblin stubbornly tests his might against the powers of nature and comes up short.  He is unable to get free of the animated grasses.  The two spellcasting goblins agilely retreat out of the magical field.  The last goblin ducks and weaves, slashing at the grasses with his axe, and makes his way forward towards Mord.

I need round 2 action for everyone.

Anyone who ends up entangled may attack (melee or ranged) at -2, or try to break free (DC20 STR check or escape artist).  Casting spells requires a concentration skill roll (DC15).  Movement is at half speed, but you can still double move.

http://zachery.path.med.umich....blin_battle2_map.jpg
Snow
player, 443 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 29 Jul 2010
at 14:42
  • msg #216

Re: goblin battle round 2

Snow's eyes widen as she realizes she's gotten too close to the goblins and is now affected by Holly's spell.

10:31, Today: Snow rolled 6 using 1d20+3. save vs Ref.

"Oh... this is no good...  This is really really no good.", For a bunch of grass and weeds, it was alot stronger than it looked.  Snow mumbles to herself as she draws her dagger to defend herself.

10:36, Today: Snow rolled 2 using 1d20-1. Str check.

Spells would have been alot better, but with weeds pulling her arms, it was unlikely she was going to do any real harm.

10:40, Today: Snow rolled 12 using 1d20+1. Attack Roll.
10:40, Today: Snow rolled 1 using 1d4-1. Damage ?.

Holly
player, 237 posts
Protect the Land
to protect your Children
Thu 29 Jul 2010
at 14:53
  • msg #217

Re: goblin battle round 2

Distracted that some of her colleagues are caught in her spell, Holly doesn't load the sling properly, and finds the stone flying wide as she aimed at the closest goblin.

[Holly rolled 2 +2, for AC4 hit. Missed miserably]
Glumr
player, 355 posts
Robin Hood ain't
got nothin' on me
Thu 29 Jul 2010
at 17:21
  • msg #218

Re: goblin battle round 2

Glumr lets an arrow fly at the Hobgoblin and makes his way to the fallen Balki.  In his rush, the arrow nearly hit the Gobli, but didn't. Glumr shouts several Triplefang obscenities.

Glumr moves to I9 I7.
Glumr rolled 10 using 1d20. Shoot at Gob1. +2 + 6.
(forgot to add the bonus into the roller first)


[GM edit: where does this other +2 come from?  You get +2 to damage against favored enemies, but not to hit]
This message was last edited by the GM at 00:20, Mon 02 Aug 2010.
Mord
player, 180 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 30 Jul 2010
at 02:22
  • msg #219

Re: goblin battle round 2

In reply to Fritzholm (msg #215):

Mord breaks free of the entangled area

             22:07, Today: Mord rolled 16 using 1d20+2. bust out of weeds.

and moves to W9, attacking the goblin coming toward him, cleaving him mightily with his greataxe.

          22:19, Today: Mord rolled 20 using 1d20+5. Attack goblin in round 2.
          22:20, Today: Mord rolled 10 using 1d10+5. Damage to goblin.
Fritzholm
GM, 451 posts
Dungeon Mastering
without a net
Mon 2 Aug 2010
at 01:12
  • msg #220

goblin battle round 3

When Holly activates her spell Mord springs back away from the edge of the grasping grasses just in the nick of time.  He meets goblin12 and cuts him down quite convincingly.  Snow isn't quite so lucky.  She's deep in the interior of the magically animated grasses.  They wrap around her legs and hold her in place.  She grips her knife with both hands and rams the tip down at goblin7 but the grasses hamper her too much to land the knife home on goblin flesh.

Goblin1 intercepts Glumr, but has moved too far to attack without throwing caution to the wind.  The grasses swarm all around goblin7, but he continues to elude them.  He swings wildly at Snow with his axe while avoiding the grasses, but misses badly. Goblin8 throws his second-to-last javelin at Holly.   To everyone's surprise it is snatched out of the air by the grasses themselves before it can reach her!  Goblin11 and the hobgoblin throw javelin's at Mord.  One hits him in the leg.  Mord is starting to look like a javelin pincushion.

Mord takes 3 damage.

The spell casting goblins both hum a low repetitive chant while moving their bodies like serpents.

Holly and Mord must make DC11 Will Saves or fall asleep.

I need round 3 actions for everyone.


http://zachery.path.med.umich....blin_battle2_map.jpg
Glumr
player, 356 posts
Robin Hood ain't
got nothin' on me
Mon 2 Aug 2010
at 14:46
  • msg #221

Re: goblin battle round 3

Glumr sees the goblin rushing at him and fires of two quick shots as he takes a step back.  The first just misses but the second hits the goblin in the chest with a resounding thud.

Glumr steps to I6.
Glumr rolled 8 using 1d20+5. Goblin1 - Shot1.
Glumr rolled 16 using 1d20+5. Goblin1 - Shot2.
Glumr rolled 4 using 1d8+3. Arrows Hurt.

Snow
player, 447 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 2 Aug 2010
at 15:02
  • msg #222

Re: goblin battle round 3

Snow fights the goblin, but even if she werent enwrapped in weeds, it would be a challenge.

No modifiers used for entanglement.

10:58, Today: Snow rolled 16 using 1d20. Attack Roll (modify as needed).
10:59, Today: Snow rolled 0 using 1d4-1. Presumed hit.
(Would be a point of damage if you let me use the dagger two handed.)

10:59, Today: Snow rolled 7 using 1d20. Attack Roll. (miss)
10:59, Today: Snow rolled 5 using 1d20. Attack Roll (modify as needed). (miss)
Holly
player, 238 posts
Protect the Land
to protect your Children
Mon 2 Aug 2010
at 16:15
  • msg #223

Re: goblin battle round 3

Holly suddenly feels very sleepy, and even though she tries to fight the effect, she goes down in a swoon to lie down on the nice warm grass.

[Holly rolled a 3, which even with her +7 to save against Willpower, she falls into a nice slepp, dreaming of Moonlight no doubt...]
Mord
player, 181 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 2 Aug 2010
at 16:33
  • msg #224

Re: goblin battle round 3

In reply to Fritzholm (msg #220):

Mord leverages the pain of his wounds to scoff at the caster's feeble spell attempt to make him sleep.

               12:18, Today: Mord rolled 17 using 1d20. Will check to stay awake.

Since there is no easy way to get to the chief with his axe, Mord decides to switch back to his bow and take a shot at him.

He curses as the arrow pulls to the right.

                12:23, Today: Mord rolled 9 using 1d20+4. shoot arrow at goblin leader
Fritzholm
GM, 454 posts
Dungeon Mastering
without a net
Tue 3 Aug 2010
at 04:30
  • msg #225

goblin battle round 4

Goblin7 throws its left arm up reflexively to protect its face from Snow's knife, and the pointy tip plunges into the goblin's arm.

Goblin7 takes 1 damage.  (Why did Snow make 3 attacks this turn?)

One of Glumr's arrows strike his enemy in the body.  The goblin squeals in pain, but battles on.   Gob1 chases the slowly retreating archer, waving the axe in front of it, but Glumr is able to avoid being hit.

Goblin7's has mixed luck.  The grasses finally tangle around its small hips and legs, but it still manages to slash Snow's hip with its axe.  Goblin8 and Goblin11 throw their last javelins at Mord.  The agile warrior avoids them both, but is hit in the shoulder by the hobgoblin's javelin.  The magical goblins send two more of their evil red spheres, one after Snow and one after Mord.  Both land directly into the center of our heroes' chests, causing pain, shortness of breath and possibly cracked ribs.

Mord takes 5 damage and Snow takes 6.

I need round 4 actions for Mord, Snow, and Glumr.

http://zachery.path.med.umich....blin_battle2_map.jpg
Fritzholm
GM, 455 posts
Dungeon Mastering
without a net
Tue 3 Aug 2010
at 04:39
  • msg #226

Re: goblin battle round 4

Mord is down to 6 hit points.  May I suggest drinking a healing potion (1D8+1 HP), Raging (+4 temp HP, but -2AC), or both?

Snow might also benefit from a healing potion as she is down to 5 HP.  However, I strongly advise against drinking one right now, since it would draw an attack of opportunity.
Snow
player, 449 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 3 Aug 2010
at 04:48
  • msg #227

Re: goblin battle round 3

Fritzholm:
I need round 3 actions for everyone.</Orange>


misread...?

for some reason i thought you said I need 3 rounds of actions for everyone....

I was puzzled but just made three attacks cause of that, the first one is the only one that hit regardless.

Presume she misses the next two rounds if you want, the fight isnt going to be won or loss on what Snow does at the moment tied up as she is...
This message was last edited by the player at 04:50, Tue 03 Aug 2010.
Snow
player, 450 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 3 Aug 2010
at 05:37
  • msg #228

Re: goblin battle round 3

Snow figures she isnt going to win this knife fight, melee combat is not her strong suit, especially when she's by herself and wrapped up with weeds.

Snow takes the slash to the hip, as if the Goblin had just cut her open with a mortal wound.  There was a real enough injury to help her along on her bluff as she staggers and drops her dagger, collapsing in a helpless heap at the goblin's feet looking for all the world as if she were dying or already dead.

01:33, Today: Snow rolled 22 using 1d20+8. Play Dead. 
No modifiers were taken on the bluff for circumstances, (the knife injury the goblin inflicted to help the act along.)
Mord
player, 182 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 3 Aug 2010
at 18:06
  • msg #229

Re: goblin battle round 4

In reply to Fritzholm (msg #226):

Mord will drink a potion in the next round and take another arrow shot if he can do both, or just drink if he cant.
14:03, Today: Mord rolled 9 using 1d8+1. healing pot for Mord round 4.

When able to shoot (round 4 or round 5) assuming no one closes to melee range
14:04, Today: Mord rolled 14 using 1d20+4. shoot arrow at goblin leader.
14:05, Today: Mord rolled 6 using 1d6+2. dmg to goblin leader.
Glumr
player, 357 posts
Robin Hood ain't
got nothin' on me
Tue 3 Aug 2010
at 21:36
  • msg #230

Re: goblin battle round 4

Glumr takes a step back and haphazardly fires two arrows at the goblin, both missiles flying harmlessly past.

Glumr rolled 7 using 1d20+5. Shot2 to Golbin1.
Glumr rolled 10 using 1d20+5. Shoot Golbin1.

Fritzholm
GM, 456 posts
Dungeon Mastering
without a net
Wed 4 Aug 2010
at 05:14
  • msg #231

goblin battle round 5

Mord guzzles down a potion (a standard action, so attacking will have to wait 'til next round) to great effect, revitalizing him for further battle.  Snow puts on an award winning performance faking her own death.  Glumr continues to retreat.

Goblin1, so anxious to chop Glumr to bits, trips over its own boots and clatters to the ground in a heap, barely holding onto its axe.  Goblin7 believes it has done Snow in and switches to throwing javelins at Mord, as does the hobgoblin (tossing its last javelin).  Mord skillfully avoids one and deflects the other.  Goblins 8 and 11 are now out of ammunition, so they switch to the brutally hard task of getting free of these tenacious weeds.  It's no use.  Goblins 9 and 10 make their way around the outside of the entanglement zone, rudely stepping off the bottom edge of the map.  They don't look like they're in any great hurry.

I need round 5 actions for Mord, Snow, and Glumr.

http://zachery.path.med.umich....blin_battle2_map.jpg
Glumr
player, 358 posts
Robin Hood ain't
got nothin' on me
Wed 4 Aug 2010
at 14:39
  • msg #232

Re: goblin battle round 5

Glumr fires his bow and lands an arrow into the fallen Goblin's back, finishing it off. He pulls a second arrow from his quiver and let's if fly at Snow's goblin.  It hits it squarely in the head, dropping it to the ground dead.  Glumr grins.

Glumr rolled 18 using 1d20+5. Shoot Goblin1.
Glumr rolled 4 using 1d8+3.
Glumr rolled 15 using 1d20+4. Shoot Goblin7.
Glumr rolled 7 using 1d8+2. Arrows Hurt.

Snow
player, 451 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 4 Aug 2010
at 15:22
  • msg #233

Re: goblin battle round 5

Once the goblin turns away, Snow quickly sips down a healing potion, it taste a little stale and weak but still seems to being working at least a little as the bleeding stops and she feels better.

11:20, Today: Snow rolled 3 using 1d8+1. Healin potion.
3 of 6 damage healed

She makes an effort to recover her dagger, now that the attentions been taken off her.
This message was last edited by the player at 15:23, Wed 04 Aug 2010.
Fritzholm
GM, 457 posts
Dungeon Mastering
without a net
Wed 4 Aug 2010
at 19:45
  • msg #234

Re: goblin battle round 5

We'll say you can be stealthy enough with the potion to go unnoticed, but getting and readying the knife would be a Hide or Move Silent DC10 next round.  Even if you fail to be stealthy you'll still be able to ready the knife (unless you roll critically fail).  Don't forget you're at -4 DEX while entangled, which unfortunately effects both skills.

[DM Edit:  Actually, you don't have to be stealthy about it.  The goblin next to Snow has been shot dead.]
This message was last edited by the GM at 21:18, Wed 04 Aug 2010.
Fritzholm
GM, 458 posts
Dungeon Mastering
without a net
Fri 6 Aug 2010
at 00:21
  • msg #235

Goblin battle round 6

Out of javelins and shot, the Hobgoblin tries its hand at diplomacy.  In broken clan tongue he shouts to Mord  "We surrender if you let us go."

The spell casters continue to make their way slowly around the perimeter of the entanglement.
Snow
player, 452 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 6 Aug 2010
at 04:52
  • msg #236

Re: Goblin battle round 6

Well with the goblin dead Snow will make an effort to pull free to leave the field of entanglement.
Glumr
player, 359 posts
Robin Hood ain't
got nothin' on me
Fri 6 Aug 2010
at 13:02
  • msg #237

Re: Goblin battle round 6

Glumr runs over to the fallen Balki, pulling out one of his potions to revive the fallen friend.

Glumr double moves to I14. (full turn action)
Will feed potion to Balki next round

Snow
player, 453 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 6 Aug 2010
at 13:13
  • msg #238

Re: Goblin battle round 6

Wait ... it's a DC 20 Strength check to get loose?  okay Snow cant get loose since she's at a -1 Strength.  She continues to 'play dead' for now, trying to keep an eye on the spell casters, they're the threat as far as Snow is Concerned.
Mord
player, 183 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 6 Aug 2010
at 13:41
  • msg #239

Re: goblin battle round 5

In reply to Fritzholm (msg #231):

Mord doesnt care about the hobgoblins request to surrender.  There are still several more goblins who aren't free now but will be soon and most of us are badly injured.  He sticks with his original plan and pumps 6 points of arrow dmg into the hobgoblin (previously rolled)

Mord is pretty much planning to keep shooting til the entangle spell ends, we're down to only 1-2 alive instead of like 7-8, or he runs out of arrows--whichever comes first.
Fritzholm
GM, 459 posts
Dungeon Mastering
without a net
Fri 6 Aug 2010
at 15:06
  • msg #240

goblin battle round 6

Mord has already fired that arrow and injured the hobgoblin (round 5) before the hobgoblin attempted to surrender. (round 6)

If you want to continue firing you need to roll another attack roll (round 6)
Mord
player, 184 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 6 Aug 2010
at 15:54
  • msg #241

Re: goblin battle round 6

In reply to Fritzholm (msg #240):

Mord shoots at the leader again (round 6).  A light hit if it hits at all:
         11:52, Today: Mord rolled 13 using 1d20+4. Shoot arrow at goblin leader.
         11:53, Today: Mord rolled 3 using 1d6+2.
Fritzholm
GM, 460 posts
Dungeon Mastering
without a net
Mon 9 Aug 2010
at 02:34
  • msg #242

Re: Goblin battle round 6

Snow:
Wait ... it's a DC 20 Strength check to get loose?  okay Snow cant get loose since she's at a -1 Strength.  She continues to 'play dead' for now, trying to keep an eye on the spell casters, they're the threat as far as Snow is Concerned.


You do have a small chance.  You can use escape artist untrained.  Snow would have a 10% chance of making a DC20 roll for this.  Not great, but better than 0%.  Playing dead might still be the best plan.
Fritzholm
GM, 461 posts
Dungeon Mastering
without a net
Mon 9 Aug 2010
at 02:56
  • msg #243

Goblin battle round 7

Upon seeing their leader shot down, the two spell casting goblins hightail it back towards the stream.  Goblins 8 and 11 struggle in vain to escpae the grasses.  Goblins 3-6 are stirring now, but they're entangled, holding no weapons and look totally dazed.  They're no threat yet.  Glumr moves to Balki's side and will begin administering healing potion next round.

If Snow is planning to continue playing dead the only round 7 action I need is Mord's.

http://zachery.path.med.umich....blin_battle2_map.jpg
This message was last edited by the GM at 18:10, Tue 10 Aug 2010.
Snow
player, 454 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 9 Aug 2010
at 03:04
  • msg #244

Re: Goblin battle round 7

She's playing dead till she can get untangled.
Mord
player, 185 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 9 Aug 2010
at 04:37
  • msg #245

Re: Goblin battle round 7

In reply to Fritzholm (msg #243):

Mord take a shot a goblin 8 and misses horribly.
          00:37, Today: Mord rolled 7 using 1d20+4.
Fritzholm
GM, 462 posts
Dungeon Mastering
without a net
Tue 10 Aug 2010
at 08:27
  • msg #246

Re: Goblin battle round 8

The goblins fail to escape the entangling grasses this round too.  The Goldenpoint healing potion magically mends enough of Balki's wounds to get him back on his feet.

In an attempt to speed up this rather dull portion of the fight I'd like round 8, 9 , and 10 actions for Mord, and Glumr.
Mord
player, 186 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 10 Aug 2010
at 14:50
  • msg #247

Re: Goblin battle round 8

Fritzholm:
The goblins fail to escape the entangling grasses this round too.  The Goldenpoint healing potion magically mends enough of Balki's wounds to get him back on his feet.

In an attempt to speed up this rather dull portion of the fight I'd like round 8, 9 , and 10 actions for Mord, and Glumr.


Mord regains his composure a bit, ignoring the pain of his wounds and starts raining death with his bow.  One by one, 3 goblins suffer grievous wounds from his arrows.   "Chuck spears at me will you?!" he roars as his arrows start to fly.

Round 8  - shoots arrow at Goblin 8
            10:36, Today: Mord rolled 19 using 1d20+4. R8 shoot Goblin 8.
            10:36, Today: Mord rolled 8 using 1d6+2. R8 dmg Gob 8.


Round 9 - shoot arrow at Goblin 6
            10:39, Today: Mord rolled 22 using 1d20+4. R9 Shoot Gob 6.
            10:40, Today: Mord rolled 8 using 1d6+2. R9 dmg Gob 6.


Round 10 - shoot arrow at Goblin 5
             10:42, Today: Mord rolled 14 using 1d20+4. R10 shoot at Gob 5.
             10:43, Today: Mord rolled 6 using 1d6+2. R10 dmg on Gob 5.

Snow
player, 455 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 10 Aug 2010
at 14:56
  • msg #248

Re: Goblin battle round 8

Goblins that are snow flurried, are unconscious for 2d4 rounds, blind for d4 rounds and stunned for one more round.  So even if they wake up they're blind and you have a few more rounds advantage before they fade.
Mord
player, 187 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 10 Aug 2010
at 16:31
  • msg #249

Re: Goblin battle round 8

In reply to Snow (msg #248):

So be it, some of them are never going to wake up.
Fritzholm
GM, 463 posts
Dungeon Mastering
without a net
Tue 10 Aug 2010
at 18:15
  • msg #250

Re: Goblin battle round 8

Yep.  Those grayed out goblins were treated as unconscious before, but as of round 7 they were stunned and blinded.  Thanks to a typo I listed them as no "treat" (which I guess is also true), but I meant they were no threat.  lol

Once we have Glumr's actions (He's off today) I'll sort through which goblins got shot down.  My guess is the fight will be over.
Holly
player, 240 posts
Protect the Land
to protect your Children
Tue 10 Aug 2010
at 18:20
  • msg #251

Re: Goblin battle round 8

Just in time for Holly to wake up!
Mord
player, 188 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 11 Aug 2010
at 06:03
  • msg #252

Re: Goblin battle round 8

In reply to Fritzholm (msg #250):

Note that I let Gob 11 alone intentionally because he's not close enough to reach anybody but me in a combat round, so when entangle ends, my axe kinda hopes he does.
Glumr
player, 360 posts
Robin Hood ain't
got nothin' on me
Wed 11 Aug 2010
at 11:51
  • msg #253

Re: Goblin battle round 8

Glumr launches a volley of arrows at the nearest goblins.

Round 8  - shoots arrow at Goblin 3
     Glumr rolled 8 using 1d20+7. Shoot Goblin 3, Shot 1 : +6 +1 +2 -2.
     Glumr rolled 23 using 1d20+7. Critical Failure?.
     Glumr rolled 12 using 1d20+7. Shoot Goblin 3, Shot 2 : +6 +1 +2 -2.

     Not sure if this is a hit.  What's his trapped AC?

Round 9 - shoot arrow at Goblin
     Glumr rolled 8 using 1d20+7. Shoot Goblin 4, Shot 1 : +6 +1 +2 -2.
     Glumr rolled 20 using 1d20+7. Shoot Goblin 4, Shot 2 : +6 +1 +2 -2.
     Glumr rolled 3 using 1d8+2. Goblin 4 Arrow Pain.

     Guessing he's still standing.

Round 10 - shoot arrow at Goblin
     Glumr rolled 8 using 1d20+2. Shoot Goblin 4, Shot 1 : +6 +1 +2 -2.
     Glumr rolled 18 using 1d20+2. Shoot Goblin 4, Shot 2 : +6 +1 +2 -2.
     Glumr rolled 10 using 1d8+2. Goblin 4 dies.

     He is no longer standing.
Fritzholm
GM, 464 posts
Dungeon Mastering
without a net
Thu 12 Aug 2010
at 02:37
  • msg #254

Goblins defeated

Round 8
Mord shootgoblin 8 in the head with an arrow, dropping in into the grasses.    Glumr's shots miss their marks.

Note to Glumr: Your point blank to hit is +5 (+2 BAB, +4 DEX, +1 PB, -2 Rapidshot)  There is no bonus to hit for favored enemy.
Note to Mord:  Your arrows do 1D8+2 damage


Round 9
Mord takes careful aim and picks off the next goblin in line with a shot to the chest.  One of Glumr's shots hits the nearest goblin.  It is now aware of what's going on, but can't seem to see anything.  Balki joins in on the target practice, taking goblin4 out with a sling stone to the noggin.

Note to Glumr:  You do 1D8+3 to goblins within 30 feet.  (+2 favored enemy, +1 PB)

Round 10
Mord shoots goblin5 in the hip hard enough to take him down and out of the fight.  Glumr finishes off the nearest goblin with a shot through the ear.  Balki takes down the last goblin with another deadly sling stone hit.



For all you know Snow has been bleeding to death all this time.  I'm a little disappointed that no one tried to save her.  Of course, as it turns out she's OK.  She was just faking, but none of you knew that.  She struggles to get to her feet but the grasses pull pull back down, drawing all manner of foul language.

Someone wakes Holly, who spends a moment willing away the effects of her entangle spell.  Snow is finally able to rejoin the group.

Taking a quick survey of the damage, Mord and Balki are badly hurt, but are both able to travel.  Snow is also injured, though not as badly.

Balki thanks Glumr for the potion rescue and then says
"I'm not too keen on sticking around here.  Two of those little grubbers got away.  They might be back with reinforcements.  We should keep moving."
This message was last edited by the GM at 02:44, Fri 13 Aug 2010.
Snow
player, 456 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 12 Aug 2010
at 02:40
  • msg #255

Re: Goblins defeated

Snow doesnt say much, she doesnt look happy at all and decides not to vent it on what she likes to think was an accident on Holly's part.  She brushes away bits of dirt and grass off herself as she joins her cousins.
Fritzholm
GM, 465 posts
Dungeon Mastering
without a net
Sat 14 Aug 2010
at 05:17
  • msg #256

The Tome of Legends - Part 1

Balki guides you out and away from the stream that he admits he was going to follow to find his way.

"As long as I keep the rise at this side of the valley in sight I should be able to get back to the camp alright," he says.

It doesn't fill you with confidence.  You end up traveling until after nightfall.  Balki sits down on a rock at the top of a hill.  The moon is noticeably smaller than it was the night before and light clouds throw ghostly shadows across unfamiliar terrain.  Balki rests and drinks some water.  You can't help but notice that he's been coughing blood the last couple of hours.  Traveling isn't doing his wounds any good.

"Are you sure you know where you're going?" Mord asks Balki.

Balki nods.

"We're not far.  We shouldn't camp apart from the group."

He's right.  Less than an hour later your tired group comes upon Tora Triplefang's campsite.  You are met first by a watch guard.  He goes to fetch Tora.  There's an unlit fire pit here and little else to mark it as a camp.  What few warriors you can see are bedded down in the tall grasses and are asleep or resting.  They look like they travel very light, and like your own group they sleep in their light armor.  Tora and Harj greet your group and guide you off away from the camp a ways so your conversation will not disturb those sleeping.

"Who are these people?" asks Tora.

"They are young Triplefang explorers.  They are here to tell you about encounters with goblins.  In fact, we fought some on the way here."

Balki introduces you each to Tora and Harj and reports briefly on the earlier fight.  Tora is quite small for a warrior.  It's hard to make out her features in the dark apart from long, impressive hair.  Harj is a tall man, not armored like the others.  He is dressed in a simple robe that is cut to be armless and slit below the crotch in the front and back.  It is tied close to the body and legs almost like pants. Harj examines your wounds while you speak to Tora.

"I apologize for Balki.  He's a good runner and follows orders well, but he never should have let you fight goblins at 3-to-1.  You youngsters will go away with the wrong impression.  You were very lucky not to lose anyone.  Even if you were all trained warriors you shouldn't fight against such odds.  Foolishly pressing your luck like that hurts the Triplefang," scolds Tora.

Balki quietly accepts his admonishment.

Harj casts Cure Light Wounds on Mord and Balki, and Cure Minor Wounds on Snow.

Balki gains 5 points of health.  Mord gains 3 points.  Snow gains 1 point.

"So, tell me about your other encounters with the goblins," Tora says.
Snow
player, 457 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 14 Aug 2010
at 12:40
  • msg #257

Re: The Tome of Legends - Part 1

Snow silently agrees with Tora, but would never publically admit it.  It would be a sign of weakness, and probably contradict anything her cousins were about to say.

"Thank you.", is about as verbose as she gets at the moment, for the cure spells.
Glumr
player, 361 posts
Robin Hood ain't
got nothin' on me
Mon 16 Aug 2010
at 13:21
  • msg #258

Re: The Tome of Legends - Part 1

GLumr steps forward to address Tora.  "You are probably right Tora.  We intended to surprise the group but when we were spotted early on, it was a tough fight."  Glumr explains. "We fought goblins before.  They were tracking us and we set up a little ambush for them.  All and all that was easy work.  Today we just werent on top of our game.  I personally cant stand the little creatures. "
This message was last edited by the player at 13:25, Mon 16 Aug 2010.
Holly
player, 241 posts
Protect the Land
to protect your Children
Mon 16 Aug 2010
at 14:10
  • msg #259

Re: The Tome of Legends - Part 1

"Obad-Hai was with us, but some people forgot what the plan was, so some got into difficulties. Without our horses, we were unable to run, so we took a good position and laid a trap." Holly said, not trying to labour the point that the others had not listened to her, or the fact she had fallen asleep even though she had been taught how to resist that type of spell.
Fritzholm
GM, 466 posts
Dungeon Mastering
without a net
Mon 16 Aug 2010
at 20:13
  • msg #260

Re: The Tome of Legends - Part 1

quote:
"... Without our horses, we were unable to run, so we took a good position and laid a trap."


"Next time, when you *do* have your horses and you see the goblins outnumber you 3-to-1, don't think.  Just do as I say and RUN.  I look forward to the day you pass this advice to my grandchildren."

quote:
"We fought goblins before.  They were tracking us and we set up a little ambush for them.  All and all that was easy work.  Today we just werent on top of our game.  I personally cant stand the little creatures. "


"I hope that isn't what you came all this way to tell me."
Glumr
player, 364 posts
Robin Hood ain't
got nothin' on me
Mon 16 Aug 2010
at 20:33
  • msg #261

Re: The Tome of Legends - Part 1

Tora:
"I hope that isn't what you came all this way to tell me."


"No ma'am"  Glumr says a bit taken back "This was simply to answer your question about the other goblins we have encountered.  The reason we came all this way is to tell you about some Trolls we found."  And with that Glumr re-accounts their trip to Crim including the wild cat marks and the troll creating ceremony and shrine.
Fritzholm
GM, 468 posts
Dungeon Mastering
without a net
Wed 18 Aug 2010
at 16:11
  • msg #262

Re: The Tome of Legends - Part 1

Glumr tells Tora about the mark on the wildcats, but it's too dark to draw the symbol out. He goes to his saddlebag and pulls out the light cylinder from the trog temple.  It gives off enough light that everyone can see the symbol but is dim enough not to give away your location from a distance.

@<

"We've seen that mark.  It's one of the goblins' new gods," says Tora.

"One of the *old* gods, actually," Harj corrects. "That's the mark of Krammishir, ancient enemy of Obad-Hai, the god of unnature."

Tora gives Harj an odd look.

Glumr continues telling about the shrine and the trolls.

"It's good that you destroyed the trolls.  The last thing we need is those monsters in Triplefang lands.  I wonder if we can use the shrine as a trap.  I doubt the goblins know that you've desecrated it yet.  Where exactly is this shrine?"
Holly
player, 243 posts
Protect the Land
to protect your Children
Thu 19 Aug 2010
at 18:23
  • msg #263

Re: The Tome of Legends - Part 1

Holly notices the look, and wonders what it means for Harj. She was happy to wait for a quiet moment to talk with Harj, and introduce herself.

Meanwhile, she let Glumr indicate the direction to the shrine, only willing to add anything if she could make the directions clearer.
Glumr
player, 365 posts
Robin Hood ain't
got nothin' on me
Thu 19 Aug 2010
at 18:37
  • msg #264

Re: The Tome of Legends - Part 1

"It's near my family's farm" Glumr says and tries to explain as best as he can the route to get there.
Snow
player, 461 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 19 Aug 2010
at 18:58
  • msg #265

Re: The Tome of Legends - Part 1

Snow unrolls a map from her scroll case, the one she draws on in her free time, a journal of ther travels.

"We're... Here. On the map.  The Trolls were trying to be created... here.", she points it out in the faded lighting being provided.  It's a simple map, mostly made with landmarks of things she's seen in travel, and definitely not to scale, but it's better than drawing in the mud with a stick."
Glumr
player, 366 posts
Robin Hood ain't
got nothin' on me
Thu 19 Aug 2010
at 20:18
  • msg #266

Re: The Tome of Legends - Part 1

"Thank you Cousin... Most helpful."  Glumr says to her.
Fritzholm
GM, 469 posts
Dungeon Mastering
without a net
Fri 20 Aug 2010
at 14:46
  • msg #267

Re: The Tome of Legends - Part 1

Tora examines the map and notes the locations mentioned.

"In the morning I'll send a runner up that way to look for it.   Would you be willing to show your pictures to the runner tomorrow?"

"Thank you for bringing us this information.  Did you have any questions for us?" Tora asks.
Snow
player, 462 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 20 Aug 2010
at 14:53
  • msg #268

Re: The Tome of Legends - Part 1

Snow nods slowly thinking, "I can certainly show them the map tommorow, though if it's useful to you, i can copy my map for you.  I believe I have some blank sheets i can spare for the task.  I'll need more lighting though.
Fritzholm
GM, 470 posts
Dungeon Mastering
without a net
Tue 24 Aug 2010
at 02:26
  • msg #269

Re: The Tome of Legends - Part 1

"Oh, no thank you.  One less thing to carry.  I'll keep it in my mind,"  she says to Snow.

Seeing that you have no questions Tora sets about showing you each specifically where to sleep.  The attention to detail strikes you as a little obsessive.  Things do work out, however.  The night passes peacefully, so peacefully in fact that it feels like certain sounds are missing.  You can feel free to take the abnormal quiet as pleasant or unsettling.  Either way you are rousted earlier in the morning than you are used to, and since there is no cooking fire allowed you decide to set off back towards Crim just after dawn.  Holly has a short conversation with Harj, and the rest of you say your good-byes to the Triplefang warriors, scouts, and runners.


Tora simply cannot let you go without giving you a mission of sorts.

"You know, we've got who you see here," Tora refers to her dozen. "And about 20 reserves, but I could do with two other units like mine down here to really keep the south safe.  If you youngsters have Heinrich's ear in some way, please slip the idea into it for me.  Trouble is leadership.  We'd need two more really sharp tacticians with a talent for command.  I've taught my troops well, but it would be a vast stretch to say more than one of them would make the sort of leader we need down here.  Keep an eye out for someone of this rare breed and send 'em to me if he or she can be spared."
Snow
player, 463 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 24 Aug 2010
at 02:34
  • msg #270

Re: The Tome of Legends - Part 1

Snow sleeps good.  Nice quiet is something that does not keep her up, and its as close to time under a solid roof as shes going to get.  She doesnt look a gift horse in the mouth.

WHen they part she does look at Mord and Glumr a little worried, they were both young... and ambitious.  Either would do well in the role of leadership, or at least they might think they would.

Snow just nods to Tora's request, "I wont forget.", she comments simply.  It was dark making it hard to see if Mord or Glumr were tempted in the least.
Glumr
player, 367 posts
Robin Hood ain't
got nothin' on me
Tue 24 Aug 2010
at 18:05
  • msg #271

Re: The Tome of Legends - Part 1

"It may be a bit before we see Heinrich again, as we are traveling away from our village.  However when we do see him, we will give him your message Tora."  Glumr says to her.
This message was last edited by the player at 18:05, Tue 24 Aug 2010.
Fritzholm
GM, 471 posts
Dungeon Mastering
without a net
Wed 25 Aug 2010
at 06:42
  • msg #272

Re: The Tome of Legends - Part 1

Even though you get a very early start, the trip back to Crim takes you 'til nightfall.  You take a wide arc north before curling back east and south to give the area where you encountered the goblins on the way to Tora's camp a wide birth.  It pays off in a safe trip.  The four of you arrive in Crim exhausted from two days of over-traveling.  Mord has stoically toughed out the journey with serious injuries.  He's been even quieter than usual, which is unnerving.

It would be a good idea to rest in Crim a full day and heal Mord.  He needs at least one cure light wounds, maybe two.  Snow would probably be fine with just a full day of rest.
Holly
player, 244 posts
Protect the Land
to protect your Children
Wed 25 Aug 2010
at 16:51
  • msg #273

Re: The Tome of Legends - Part 1

With everyone back in the village, and relatively safe, Holly quickly moves to Mord and casts her most powerful healing spell over him. Checking to see how effective it had been, she considers whether to cast again. Seeing the wounds bind nicely, she asks him, "Are the any other wounds less obvious Mord? I have a few lesser spells if you need them". Holly knows she could use her healing spells, but running her hands over Mord might send the wrong impression.

[Cast CLW, for total of 10HP recovered. Think that should do it!]
Glumr
player, 368 posts
Robin Hood ain't
got nothin' on me
Wed 25 Aug 2010
at 20:34
  • msg #274

Re: The Tome of Legends - Part 1

"Well that was a near disastrous little side trek we took.  Blessings to Ehlonna that we didnt get taken down by those shifty little goblins. "  Glumr says to his cousins.  "Maybe we should just stick to our current goal of the tomb moving forward.  Once we become 'legends' we should be better equipped to deal with such things as goblin battles and what not.  What say you all?"
Fritzholm
GM, 472 posts
Dungeon Mastering
without a net
Thu 26 Aug 2010
at 07:29
  • msg #275

Re: The Tome of Legends - Part 1

After a full day of rest in Crim you're ready to continue your journey.  When you first set out it's a beautiful, clear, sunny day with songbirds chirping.  The floating eye incorporates some of their little whistles and warbles into full length songs that seem to be of its own spontaneous creation.  It's very hard not to be in a good mood fully rested, tummy full of fresh lunch, riding in comfort, warmed by perfect weather, and regaled by cheerful tunes.  It isn't long before Triplefang farms and settlements become scarce.  You pass occasional evidence of smaller nomad clans in the area, but you don't encounter any directly.  There's no border out here, but you all get the sense that you have departed Triplefang lands.

You set up camp on the first night and have a short discussion about Tora's methods.  There's no reason to forego a campfire, so you set up your standard campsite.  It's a lot easier to find trees in this area.  It's not exactly a forest, but it looks like it has been well over 10 years since there's been a wildfire in these parts.  The ground is more moist here.  You think it would make good farmland, but there are no villages around.

Your watch goes uneventfully on the first night. and you set off again the next day leisurely late.  You are still amazed at how much more ground you can cover on horseback.  By afternoon you come across an old north-south road that is still in very good condition.  It's wide enough for two carts and has bridges wide enough for a single wagon over creeks and small riverbeds.  Travel along the road is very easy and you have no doubts about finding your way to Kammarra.

The little fishing village had to have been a larger town at some point to warrant the creation of such a nice road, which ends here.  Now it is little more than a few storage barns, a market (which is closed down right now), docks and piers, and a public house.

You meet Erling Ferrisedan, who runs the public house.  He's a short stocky weather-beaten man with thick fingers who wears a long thick leather smock.  They serve a small selection of large, fresh water fish that you've never tried before, as well as bread, some oily spreads, and ale from a local brewery that they call Pete's Tremendous.

You also meet Dalla Ferrisedan, a Ferrier who is willing to take you across the misty Loch to Utsk for 5 silvers apiece.  Her boat is too small to take the horses too.  (You *might* be able to persuade her to take Moonlight).  She says they'll look after your horses while you're in Rankor Heights.

There is, of course, a land route around the Loch.  The locals say it's much slower and dangerous.  You'd want to hire a guide.
This message was last edited by the GM at 07:32, Thu 26 Aug 2010.
Holly
player, 245 posts
Protect the Land
to protect your Children
Thu 26 Aug 2010
at 19:46
  • msg #276

Re: The Tome of Legends - Part 1

Holly would normally have no quaalms about leaving the dun here in the village, but would find it difficult to leave Moonlight behind. She knew that he could probably make his own way around the Loch safely if he wanted to, but she had to admit, leaving him to go and talk to Tora had hurt her.

"I would like to go around. We are in no hurry after all, and although the land might be dangerous, I do not want to leave Moonlight here. Harj told me there are many dangers, but with a guide, we could make it." Holly said as they discussed the options. "I'll go with the majority." she adds as she lets the others discuss.
Mord
player, 189 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 27 Aug 2010
at 04:24
  • msg #277

Re: The Tome of Legends - Part 1

In reply to Holly (msg #276):

Im up for the land route.  Lets talk to a guide and find out about any towns along the way we can count on for supplies if we need it.
Glumr
player, 369 posts
Robin Hood ain't
got nothin' on me
Fri 27 Aug 2010
at 12:46
  • msg #278

Re: The Tome of Legends - Part 1

Glumr is anxious to get to Rankor heights and to start dealing with trying to get the Tome, but a nice walk around the loch might be enjoyable.  Plus he enjoys having Bella around.  "Doesn't matter to me either way" he says to the group.  "Hopefully with a guide it will be a quiet trip and we wont show up too tattered."  he finishes with a wink and a grin.
This message was last edited by the player at 12:40, Mon 30 Aug 2010.
Fritzholm
GM, 474 posts
Dungeon Mastering
without a net
Sat 28 Aug 2010
at 05:38
  • msg #279

Re: The Tome of Legends - Part 1

You're sitting around outside the common house discussing which route to take.

quote:
"Hopefully with a guide it will be a quiet trip and we wont show up too tattered."


From behind you comes a strange, deep voice.  "Cuma can be your guide."

You turn to see a very tall but somewhat slim, bald man in a very plain, ill-fitting small robe.  His attire is like that of a religious zealot, but he is heavily tattooed.

"Cuma knows the evils.  Cuma knows the darkness.  Also, customs in city."

The man strikes a dramatic pose which makes him look even larger.

"YOU"

"NEED"

"CUMA!"
Mord
player, 190 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sat 28 Aug 2010
at 15:40
  • msg #280

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #279):

Mord eyes Cuma's display for a moment and then counters "Need? I don't think so, but a guide would be useful... tell us something about the farms and villages between here and Rankor and maybe we will discuss the cost of your services"
Fritzholm
GM, 476 posts
Dungeon Mastering
without a net
Sun 29 Aug 2010
at 03:42
  • msg #281

Re: The Tome of Legends - Part 1

"West shores of Loch Grmikel too close to darkness.  Dangerous.  Bad place for farms.  No human villages.  Ferrisedan live south of Loch Grmikel.  Utsk is town between Kammarra and City.  Utsk built in the light on southern shore of Loch.  Many farms and ranches there."
Glumr
player, 370 posts
Robin Hood ain't
got nothin' on me
Mon 30 Aug 2010
at 18:32
  • msg #282

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #281):

Glumr rolls a smoke while listening to Cuma.  He lights it and blows a smoke ring and blows smaller ones through it.
Mord
player, 191 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 30 Aug 2010
at 20:56
  • msg #283

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #281):

I'm fine with riding around the south side.

OOC: If Cuma doesnt have a horse, how much would it cost us to "rent" one for his use from the local stables?  How much does Cuma want for his guide services? -- prefer a flat rate for the whole trip rather than daily so that he has no reason to have us dally anywhere
Snow
player, 465 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 31 Aug 2010
at 01:43
  • msg #284

Re: The Tome of Legends - Part 1

Snow watches the proceding quietly.  She wasnt keen on leaving Mutt and Jeff behind.  Much as Holly would hate it, it might be possible to loan him a horse, and have Holly ride Moonlight for a while for a solution, or, they could all just walk.  They did it before and it wasnt such a bad method of travel truth be told.

"A guide might be useful.", Snow repeats the obvious watching Cuma, trying to judge how much of his own advertising this man believes and how much of it was smoke.


21:43, Today: Snow rolled 15 using 1d20+7. Sense motive.
This message was last edited by the player at 01:43, Tue 31 Aug 2010.
Fritzholm
GM, 477 posts
Dungeon Mastering
without a net
Tue 31 Aug 2010
at 06:11
  • msg #285

Re: The Tome of Legends - Part 1

"Cuma will walk.  Guide cart horse.  Cuma travel fast and light.  Good with animals."

"Five days to city.  Day six Cuma guide IN city.  You pay Cuma 3 gold.  Hire Cuma more then.  Deal is good."

Cuma crosses his wiry arms and leans back on his heels as if relaxing against an invisible wall.  Snow gets the impression that Cuma is not putting on the strange style of dress and speech as an act, but beyond that he's tough to read. This character is quite unlike the typical social specimen she is used to judging. He exudes confidence for sure.  What to make of that?
Mord
player, 192 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 31 Aug 2010
at 06:44
  • msg #286

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #285):

Mord kibbitzes briefly with Holly, Snow and Glumr about Cuma's offer.  He thinks it could be priced a little high for a low key ride to Rankor City through farmland, but its well within our means and will save us a lot of time and trouble when we get there.  Mord is comfortable with hiring him.
Glumr
player, 371 posts
Robin Hood ain't
got nothin' on me
Tue 31 Aug 2010
at 12:36
  • msg #287

Re: The Tome of Legends - Part 1

"Three coin isn't too bad.  It's nearly a week of his time.  I've go no qualms with the fee."  Glumr says to his companions and then adds with a whisper and wink "Besides, he sounds like he's going to be an amazing conversationalist to keep us busy.  We found a special one here."

As an after though Glumr adds "We should give him one coin up front and the other two upon our arrival in the city".
This message was last edited by the player at 12:37, Tue 31 Aug 2010.
Snow
player, 467 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 31 Aug 2010
at 12:52
  • msg #288

Re: The Tome of Legends - Part 1

Snow shakes her head doing the math in her head, "It's only six silvers a day.  A days ration is five silvers.  That barely covers food and leaves a very modest profit, we'd be taking advantage of him for that price.  Guide... no Guide... that's less important than, he's a strong back hopefully with a strong arm for swinging weapons around.  He'd be good to have in a fight.  I'd say take him, and offer him another 3 gold, for every fight that we get into that he helps us win.", Snow discusses with her cousins.
Fritzholm
GM, 478 posts
Dungeon Mastering
without a net
Tue 31 Aug 2010
at 14:54
  • msg #289

Re: The Tome of Legends - Part 1

"No no no.  Cuma only fight if attacked.  Make enemies in home...  very bad."

"Also, Cuma bring no food."

He purses his lips in thought, then waves his hand back and forth, palm down.

"New deal.  2 gold.  Give Cuma 1 gold tip in city if happy."
Snow
player, 468 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 31 Aug 2010
at 14:57
  • msg #290

Re: The Tome of Legends - Part 1

"So... You expect us to feed you?", Snow gives Cuma a doubtful look, he looks like he can eat alot.
Fritzholm
GM, 480 posts
Dungeon Mastering
without a net
Tue 31 Aug 2010
at 15:59
  • msg #291

Re: The Tome of Legends - Part 1

"Some travel slow.  Cuma help find food.  Hunt.  Ten day trip to City more dangerous.  Also cost more gold.  Some take twenty day trip!  Too slow for Cuma," Cuma says shaking his head vigorously.  "Good journey five days."
Snow
player, 470 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 31 Aug 2010
at 16:27
  • msg #292

Re: The Tome of Legends - Part 1

"Five day trip.  We feed you.  After trip over we give you two gold.  Maybe more if you're helpful.  Good?", Snow counter offers, half hearted, mostly because she thinks the sum is incredibly 'low'.  Old habits die hard though.
This message was last edited by the player at 16:27, Tue 31 Aug 2010.
Holly
player, 246 posts
Protect the Land
to protect your Children
Tue 31 Aug 2010
at 18:43
  • msg #293

Re: The Tome of Legends - Part 1

Holly listened to Glumr and Snow bartering with Cuma, wondering whether it was a good idea to just accept the first guide who offers himself. There could be more "suitable" people out there, Holly thought to herself.

As the discussion went on, she asked, "How many times have you made the trip Cuma? And what trouble have you encountered before now on those trips?" She wanted to see if he identified the same concerns as Harj had in Tora's camp.
Fritzholm
GM, 481 posts
Dungeon Mastering
without a net
Tue 31 Aug 2010
at 22:10
  • msg #294

Re: The Tome of Legends - Part 1

"Not enough fingers to count Cuma journeys," he says pointing around to your hands.  "Cuma always walk on land.  Nothing hold boat on water!"

"Dark Forest cast shadow.  Darkness spill over hills from marshes.  Once place to hide goblin.  Now worse hide in darkness.  Cuma knows them.  You guess and dream bad dreams."
Glumr
player, 372 posts
Robin Hood ain't
got nothin' on me
Wed 1 Sep 2010
at 17:48
  • msg #295

Re: The Tome of Legends - Part 1

"I'm convinced... Let's do it."
Holly
player, 247 posts
Protect the Land
to protect your Children
Wed 1 Sep 2010
at 17:52
  • msg #296

Re: The Tome of Legends - Part 1

"Would you just take the first option offered to you Glumr?" Holly says, before looking over to Cuma and saying, "Cuma, is there anyone else who has been on a trip with you, who we can speak to here? I mean no offence, but Moonlight is precious to me, and I will not put anything into place until I am sure."
Fritzholm
GM, 482 posts
Dungeon Mastering
without a net
Wed 1 Sep 2010
at 21:20
  • msg #297

Re: The Tome of Legends - Part 1

"All in Kammara know Cuma."

I'm going to assume that you follow up and ask around the village.  Snow is best equipped for this task which consists of speaking to Dalla, Erling, a few fishermen, and a girl who tends animals.  She does most of the casual chit-chatting with these villagers.  The basic consensus is that Cuma is a very able guide.  A phrase you hear a lot is "He always comes back alive."  That on its own says something.  There's also no doubt that he's odd, and no one knows where he came from originally or why he's the way he is.  Two of the fishermen think that Cuma casts spells, but they've never actually seen him do it.  Dalla admits that he's got a very unusual collection of abilities without elaborating on what those abilities might be.

There are a couple others who sometimes lead expeditions around the Loch to Utsk.  From there it's pretty easy and you don't need a guide.  Collosk is in town right now he has his own shack by the Loch.  Word is he doesn't take many trips per year and only travels with large groups.  Dalla can't understand why you'd want to walk around the Loch.

"Most people take my ferries to Utsk and back.  They're safe and fast.  Going by land is just asking for trouble," she says.
Snow
player, 471 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 1 Sep 2010
at 21:34
  • msg #298

Re: The Tome of Legends - Part 1

Snow retells her cousins what she's learned indicating that Cuma coming back alive is true, he is alive, this doesnt mean automatically that those he guides get where they're going alive.
Mord
player, 193 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 3 Sep 2010
at 01:30
  • msg #299

Re: The Tome of Legends - Part 1

In reply to Snow (msg #298):

Lets go with him... it will definitely be entertaining.
Snow
player, 472 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 3 Sep 2010
at 01:31
  • msg #300

Re: The Tome of Legends - Part 1

Snow sighs and nods...

'Takes a meat head to love a meat head...', it was a depressing thought since she loved her cousins, so which included Mord so what did that make her?
Glumr
player, 373 posts
Robin Hood ain't
got nothin' on me
Fri 3 Sep 2010
at 12:23
  • msg #301

Re: The Tome of Legends - Part 1

"Maybe we should just leave the animals to be tended here and take the boat.  Seems much simpler, safer, and faster.  I mean the towns folk think we're crazy to go the long way around."  Glumr says to the group.  "Besides, once we're in the city, we're not going to be able to keep them with us and the gods only know who we'll find in the city to tend after them.  I think these folk would take good care of them."

Glumr rolls up a smoke and lights it.  "I'm just sayin'... It really doesn't matter to me either way."  He blows a smoke ring and then blows it away in a puff of smoke.
Snow
player, 473 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 3 Sep 2010
at 12:40
  • msg #302

Re: The Tome of Legends - Part 1

"Dont put yourself down like that Glumr.  Holly and I would never leave you behind to such an ignoble fate just because of what we thought of you.  We'll take the long way around.  Where's that noble spirit to seek adventure youre always longing for.  If *I* am willing to take a long stretching of the legs in the wild.  I have no idea what you're complaining about.  We can go home and forget this Tome business if youre Yen for adventure is sated?"
Glumr
player, 374 posts
Robin Hood ain't
got nothin' on me
Fri 3 Sep 2010
at 15:36
  • msg #303

Re: The Tome of Legends - Part 1

"I was just saying 'maybe' as the town folk seem to think we're crazy for going the long and expensive way around so we can leave the animals with people we havent met in the city.  But if you want to jest and insult me without thinking of the logic, then by all means let's head out into the dangerous woods."  Glumr says annoyed with Snow always putting him down.

"I'm ready to go whenever you all decide what you want to do. As I said, it doesn't matter to me either way." Glumr blows a puff of smoke at his cousin and moves off to gather his gear.
Snow
player, 474 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 3 Sep 2010
at 15:45
  • msg #304

Re: The Tome of Legends - Part 1

"Most decent folk think its crazy to seek out a legendary tome to sign your name in too Glumr... Shall we take a quick poll and ask?", Snow's sarchasism was in rare form today, and evidently she had judged cutting Glumr slack for his recent losses was at an appropiate end, and she was back to her little snippy self.
Holly
player, 248 posts
Protect the Land
to protect your Children
Fri 3 Sep 2010
at 16:06
  • msg #305

Re: The Tome of Legends - Part 1

Holly half smiled as Snow and Glumr chatted. Interceding a little, she said, "If they were willing to take all of our animals, then I would take the water route, but the Dun and the other horses are not allowed. I'd have enough trouble convinving them that Moonlight could be trusted. That is why I suggest we take the very dangerous route around. I would rather like the quiet life if possible."
Fritzholm
GM, 483 posts
Dungeon Mastering
without a net
Fri 3 Sep 2010
at 17:44
  • msg #306

Re: The Tome of Legends - Part 1

Since this has gone on for over a week now I'm going to make a couple of assumptions to move things along.

1) You are taking the land route.  Holly does not want to leave Moonlight.  Snow does not want to leave Mutt and Jeff.  You all like riding your horses.

2) Unless I hear otherwise, in the next day, from two or more players, you are going to hire Cuma as your guide and depart in the morning.  Your other choices are to go without a guide or wait until more people show up that take the land route with the other guide.
Snow
player, 475 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 3 Sep 2010
at 20:04
  • msg #307

Re: The Tome of Legends - Part 1

I'm good with all the assumptions Fritzy
Fritzholm
GM, 484 posts
Dungeon Mastering
without a net
Wed 8 Sep 2010
at 01:36
  • msg #308

Re: The Tome of Legends - Part 1

Cuma arrives at the common house the next morning at dawn and wakes you all up.

"Rested first day.  Leave early," he says as you blink sleepily.

This is the second time this week you've all been woken at first light.  You're used to a more leisurely waking hour.  Never-the-less you gather up your animals and supplies and head out.  At first you travel west along crumbling, overgrown remains of an old road.  Nature can quickly reclaim a path no longer traveled, but this is different.  There are stonework elements along the way that have been reduced to ruins over time.  They clearly pre-date your births.  When you ask Cuma about the old road he has this to say.

"Darkness come to hide goblin.  Road die."

Other than the dead road, there's little sign of anything dark during the early part of your journey that day.  The land is quite normal here.  But later you veer away from the road to the south into some hills.

You're far enough west that you can't see the shore.  The terrain here is very strange.  The hills poke out here and there within a lowlands marsh.  Travel by horse is slow and tricky in the low areas.  You are instantly grateful for having an experienced guide that knows where the land routes are.  It would be very easy to end up lost, trapped, or blocked by impassible swamps here.  Even with a guide it's rather unpleasant.  There's a constant smell of rot (not as bad smelling as the troglodytes), and the swamps are engulfed in a hazy fog.  You can escape the fog on the hilltops, but your view, even from there is just one of more hills and marshes.

Even the weather has gotten gloomy.  Clouds gather to obscure the sun and it threatens to rain all afternoon.

During one of your many dips into the lowlands you hear creepy sounds off to your left.  Moonlight is uneasy and the dogs bark away in different directions.  Holly spots gator-headed humanoids in the distant fog and points them out to the rest of you.

"Alligogs.  Stay here.  Cuma walk ahead."

And that he does, fading off into the fog.
Holly
player, 250 posts
Protect the Land
to protect your Children
Wed 8 Sep 2010
at 06:44
  • msg #309

Re: The Tome of Legends - Part 1

Holly was intrigued by the sight of the strange creatures, but was not in any rush to meet them, so allowed Cuma to go out to them. Although it meant that they were now potentially trapped and surrounded by swampy ground that could eat them up, Holly was still relatively relaxed. She appreciated that Moonlight was near, and that he would give some warning hopefully of any trouble. She looked up at her friend, and knew he would be suffering more from the smell of the land with his heightened senses. Picking out a treat, Holly fed both her animals an apple as a way to distract them.
Snow
player, 476 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 8 Sep 2010
at 12:09
  • msg #310

Re: The Tome of Legends - Part 1

Snow brushes fingers against her nose, the smell was terrible and horrible.  She hated it.  Why couldnt they ever travel someplace that smelled nice once in a while.  Her cousins always seemed to find a way to dragging her into places that smelled like bathrooms on a rancid summer day.  Shaking her head to distract herself from the smells, "Just so we're all on the same page, if this goes bloody.  Do we stay and fight or ride for it?  If were staying to fight we should dismount and be prepared for it?"
Glumr
player, 375 posts
Robin Hood ain't
got nothin' on me
Wed 8 Sep 2010
at 12:31
  • msg #311

Re: The Tome of Legends - Part 1

"I dont know how well we can out run things in this marsh...  Plus what of Cuma and our cart and horse?  Much of our supplies are on the cart"  Glumr reminds his cousin.

"I'm going to be ready, but hope it doesnt come to bloodshed.  I'm putting my trust in Cuma."  Glumr adds as he draws an arrow and notches it into his bow.
Snow
player, 477 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 8 Sep 2010
at 13:06
  • msg #312

Re: The Tome of Legends - Part 1

"Cuma always returns, remember?  Nothing was ever said about those he guided.", Snow dismounts since it sounds like a fight if it comes to it.  She walks about to find someplace reletively 'safe' to leave her mount tied off loosely before finding a more solid piece of dirt to fight from.  She makes a kissing sound in the air calling Mutt and Jeff to her, taking a moment she pats them on the head as much to reassure them, as herself.

"As much as i hate the smell, i bet you two hate it more?, Snow braces her spear keeping an eye out.
Fritzholm
GM, 485 posts
Dungeon Mastering
without a net
Fri 10 Sep 2010
at 03:57
  • msg #313

Re: The Tome of Legends - Part 1

You apprehensively and cautiously prepare for possible combat.  There's no prepared battle formations or plans.  Everyone makes their own individual preparations.  The dogs bark out into the fog and the eye begins a low suspense-filled string movement.

Time passes slowly with nerves on edge, but you eventually see Cuma returning.

"Follow Cuma.  We go now."

He takes up the cart horse's reins and leads you in a slightly different direction from where you were previously headed.
Snow
player, 478 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 10 Sep 2010
at 04:11
  • msg #314

Re: The Tome of Legends - Part 1

Snow lets the Spear settle into an at rest position and gathers the reins for her horse to lead along and follow Cuma, "What were those things?"
Fritzholm
GM, 486 posts
Dungeon Mastering
without a net
Fri 10 Sep 2010
at 05:34
  • msg #315

Re: The Tome of Legends - Part 1

"Alligogs.  Lizard man with long mouth.  Slow to move and think, but strike fast.  Cuma talk to them.  Remind Alligog humans kill.  Alligog not so hungry.  They like to live."

You've never heard of such things.  Maybe they're a creature you know by a different name.  Maybe they're something you've never seen or heard of.  You do know that Alligators are not to be messed with.  It's safe to assume these thing might be as dangerous.
Fritzholm
GM, 487 posts
Dungeon Mastering
without a net
Fri 10 Sep 2010
at 14:36
  • msg #316

Re: The Tome of Legends - Part 1

The eye is still playing the somewhat ominous, deep string music when Cuma returns.  The odd robed and tattooed man peers at the eye and the eye peers back.

"Crazy!  Floating ball eye play magic music."

The minstrel eye changes the tune, still played by unseen string instruments, to a bouncier upbeat song.  Cuma takes the opportunity to dance a little jig.
Snow
player, 479 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 10 Sep 2010
at 14:57
  • msg #317

Re: The Tome of Legends - Part 1

"No point in spilling blood where none needs to be spilt.", Snow nods approvingly.  Snot pats Mutt on the head as she leads her horse along still not happy about the smell of the place but pleased to avoid a fight.
Glumr
player, 376 posts
Robin Hood ain't
got nothin' on me
Fri 10 Sep 2010
at 15:23
  • msg #318

I click where I want!

Glumr stows his arrow and bow and rolls up a smoke, happy that for once the group can continue without a fight.
Fritzholm
GM, 488 posts
Dungeon Mastering
without a net
Mon 13 Sep 2010
at 03:03
  • msg #319

The Tome of Legends - Part 1

It never does brighten up that day.  The clouds get thicker and the rain begins to pour down. You can barely tell when the sun sets, but it gets starts getting chilly.   Cuma leads you slowly through the hills and marshes to a not-very-deep cave.

"Good camp.  Stay dry and warm.  Smoke up hole.  Fresh rain down hole."

Cuma is referring to an air tunnel leading up from a pile of ashes inside the cave.  Water is pouring through the tunnel into a very shallow pool near the ash pile, and along a little stream out the cave mouth.  You can hitch the horses outside.  The cave mouth is visible from the campsite.  The person on the watch can stay just inside the mouth.  Tying the food in a tree isn't practical here, but you can bring it inside the cave.  Hopefully it doesn't attract bears.
Holly
player, 251 posts
Protect the Land
to protect your Children
Mon 13 Sep 2010
at 11:51
  • msg #320

Re: The Tome of Legends - Part 1

Holly hobbles Dun, but lets Moonlight stay free as usual, and moves quickly inside to help set up the camp. Checking out the hole to compare its size to likely critters, Holly begins to settle down. She has had a few thoughts about the trip so far, but keeps quiet until they are all settled.

"I wonder if the creatures Cuma spoke with earlier are anyway related to those we found on the other side of the tunnels?" Holly asks, having considered the question herself for most of the afternoon.
Fritzholm
GM, 489 posts
Dungeon Mastering
without a net
Mon 13 Sep 2010
at 19:41
  • msg #321

Re: The Tome of Legends - Part 1

The tunnel leading up from the cave is big enough for a cat to get through, but nothing much bigger.  Surely, none of you would fit.
Glumr
player, 377 posts
Robin Hood ain't
got nothin' on me
Tue 14 Sep 2010
at 13:20
  • msg #322

Re: The Tome of Legends - Part 1

Glumr gathers wood to make a nice big fire to keep the group warm and dry.
Fritzholm
GM, 490 posts
Dungeon Mastering
without a net
Tue 14 Sep 2010
at 20:59
  • msg #323

Re: The Tome of Legends - Part 1

quote:
"I wonder if the creatures Cuma spoke with earlier are anyway related to those we found on the other side of the tunnels?"


Maybe your cousins thought this was a rhetorical question.  There's no reply at all, so you roll the idea around in your own mind.  The various goblinoids are all related.  Despite their size and strength differences they show many of the same characteristics.  How about Troglodytes and "Alligogs" as Cuma called them?  From what you saw, which admitted wasn't much, they were different creatures.  Most notably they have differently shaped heads.  However, it's very reasonable to assume that various lizardman races could somehow be related to each other, and also related to dragons in some manner.  It gets you thinking about what it means for various creatures to be grouped together.  Do goblins see dwarves and humans as one type like we view goblins and hobgoblins?

Holly has plenty of time to think about this on her watch.  This swampy hills region has so many strange noises she doesn't recognize.  From time to time there's a loud sound, probably of some dreaded nocturnal predator that silences the others for a while.  Holly goes so far as to hide the ever-burning torch Glumr loaned her when these silences occur.  It's best to heed the warnings of nature.

Her watch passes safely, as does Mord's.

I need Glumr to make a spot or listen skill check.

At the same time this is happening Mord is awoken inside the cave with Cuma standing over him, hands dramatically raised above his head, holding his staff (non-threateningly) in his right hand.

"Arise!"
This message was last edited by the GM at 21:09, Tue 14 Sept 2010.
Snow
player, 480 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 14 Sep 2010
at 21:20
  • msg #324

Re: The Tome of Legends - Part 1

o.O

Snow watches curious...
Glumr
player, 378 posts
Robin Hood ain't
got nothin' on me
Wed 15 Sep 2010
at 12:38
  • msg #325

Re: The Tome of Legends - Part 1

Glumr sits through the watch.  He rolls up some leaf and has a smoke to pass the time.

Glumr rolled 13 using 1d20+2.  Listen check.
Fritzholm
GM, 491 posts
Dungeon Mastering
without a net
Thu 16 Sep 2010
at 16:21
  • msg #326

Re: The Tome of Legends - Part 1

Glumr notices movement and squints to see into the distant dim illumination of his everburning torch.

There's a quiet shifting rumble in the distance.  Soft, moist dirt bulges into a mound and a large, dirty, four legged, fur covered creature bursts from the mound.  It's bigger than a dog and smaller that a horse.  Even in the dark of night, at this distance you can see your light reflecting off its predator's forward facing eyes.  Before you can do anything a second creature emerges from the ground.  They take 2 short stalking steps towards you.  The creatures are about 50 feet away right now.
Snow
player, 481 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 17 Sep 2010
at 01:56
  • msg #327

Re: The Tome of Legends - Part 1

"zzzzzz....", curls up and naps comfortably
Glumr
player, 380 posts
Robin Hood ain't
got nothin' on me
Tue 21 Sep 2010
at 16:06
  • msg #328

Re: The Tome of Legends - Part 1

Glumr jumps up and grabs his ever burning torch while yelling to his companions "Wake up, wake up!  We've got trouble out there!".   "Get out of here! Git Git!"  He yells at the creatures as he waves the torch around in the air trying to dissuade the creatures from coming closer.
This message was last edited by the player at 16:07, Tue 21 Sept 2010.
Fritzholm
GM, 494 posts
Dungeon Mastering
without a net
Wed 22 Sep 2010
at 03:45
  • msg #329

Re: The Tome of Legends - Part 1

Snow and Holly can make DC 5 listen rolls to wake up from Glumr's yelling at the cave mouth.

Glumr's got a much tougher roll.  He'll need a 20 to intimidate the creatures.

I need initiative rolls for everyone on the assumption that the meaty dirt-covered  furballs attack.
Snow
player, 484 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Sep 2010
at 04:17
  • msg #330

Re: The Tome of Legends - Part 1

Snow stirs slightly, dreaming of Glumr having one of his adventures and yelling an alert as they sleep.  "mmmm...?  Blech~!  Mutt!  Bad doggy bad bad doggy!", Snow wakes with a start wiping her face and looking around.  She gets up quickly grabbing her staff as she goes to see what Glumr is upset about.




Good thing it's a five and not a ten...
00:14, Today: Snow rolled 2 using 1d20. waking up - base roll.

08:06, Today: Snow rolled 5 using 1d20+1. Intiative.
 

This message was last edited by the player at 12:07, Thu 23 Sept 2010.
Holly
player, 253 posts
Protect the Land
to protect your Children
Wed 22 Sep 2010
at 11:52
  • msg #331

Re: The Tome of Legends - Part 1

As Glumr's call rang out through the cave, Holly woke up with a start, he hand slipping to her sickle as she roused herself and stood up. "Whats going on?" she said, as she thought about what the 'trouble' might actually be. At least she was awake and ready for it.

[Holly has +8 on listen, so wakens. Rolled total of 13 for Init.]
Glumr
player, 381 posts
Robin Hood ain't
got nothin' on me
Wed 22 Sep 2010
at 13:48
  • msg #332

Re: The Tome of Legends - Part 1

Glumr realizes the creatures are not going to be scared off. He throws his torch towards the creatures trying to illuminate the area between him and them and grabs his bow to ready for the immenent attack.

09:44, Today: Glumr rolled 5 using 1d20. Intimidate Critters.
09:45, Today: Glumr rolled 5 using 1d20+4. Initiative. Really? Critical Initiative Failure?

Fritzholm
GM, 495 posts
Dungeon Mastering
without a net
Thu 23 Sep 2010
at 07:30
  • msg #333

Re: The Tome of Legends - Part 1

Looks like we had several bad initiative rolls.  Assuming that Snow beats a 4, I need first round actions from everyone other than Glumr.

init
Mord 13
Holly 13
Cuma 7
eye 7
Glumr 5
furballs 4

http://zachery.path.med.umich....fang/cave_battle.jpg
Snow
player, 485 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 25 Sep 2010
at 18:57
  • msg #334

Re: The Tome of Legends - Part 1

"Furries... I dont suppose you make friends with them or something Holly?", Snow rolls her shoulders and settles the spear comfortably in her hand as she stands in front of Glumr ready to receive a charge.

Move action to E11
Standard action, set to receive charge.
This message was last edited by the player at 18:58, Sat 25 Sept 2010.
Holly
player, 254 posts
Protect the Land
to protect your Children
Sun 26 Sep 2010
at 09:41
  • msg #335

Re: The Tome of Legends - Part 1

Holly quickly cast the spell she usually had prepared for just such a moment, and said to Snow, "Will try. Not hopeful".

Moving out to the entrance of the cave, Holly puts a hand on Glumr's shoulder hoping to stop him firing without giving her a chance to talk first.

"What do you want here. We will defend ourselves if you attack, and you will die. Let us talk and not die" Holly called out to the furries she could just make out.

[Holly casts Speak with Animals, and moves to F12, and talks.]
Fritzholm
GM, 496 posts
Dungeon Mastering
without a net
Mon 27 Sep 2010
at 07:15
  • msg #336

Re: The Tome of Legends - Part 1

The Triplefang adventurers move to the cave mouth.  The two large, dangerous beasts are taken aback somewhat by Holly speaking to them.  One edges away while the other circles to the side and snarls at Holly.


Holly will need to use wild empathy to influence the creatures.  I'll award a +2 for speaking with them, so combined with your level and CHR modifier you'll have a total of +4.  The DC for making them unfriendly is DC20  (They probably won't attack, but may stick around and hound you).  You'll need a natural 20 to get them to indifferent, which would get them to leave you alone for sure.

Just as Holly starts trying to talk some sense into the furballs the eye pipes out the opening round of a rousing battle chorus.  Holly gives the eye a quick glare of annoyance before continuing her negotiations above the music.

Anyone else that wants to can act this next round, but it will likely be detrimental to Holly's attempts to sway the creatures.

http://zachery.path.med.umich....fang/cave_battle.jpg
Holly
player, 255 posts
Protect the Land
to protect your Children
Fri 1 Oct 2010
at 08:09
  • msg #337

Re: The Tome of Legends - Part 1

"Is death better than living? Leave now. You can have the cave tomorrow." Holly said, trying to influence them into leaving the group alone. She was prepared for the worst, but hoped that they would be left alone tonight. She didn't blame the furries, they might be hungry, but that wouldn't stop her protecting her friends if needed.

"Glumr, if I call for Mord, shoot. Otherwise could you slowly lower your arrow a bit."

[Holly rolled an 18 against DC20.]
This message was last edited by the player at 16:16, Fri 01 Oct 2010.
Glumr
player, 382 posts
Robin Hood ain't
got nothin' on me
Fri 1 Oct 2010
at 12:39
  • msg #338

Re: The Tome of Legends - Part 1

Glumr nods and replies with an "aye".

Just for the record, I only grabbed my weapon, I didnt have it drawn and aimed yet.  ;)
Fritzholm
GM, 497 posts
Dungeon Mastering
without a net
Fri 1 Oct 2010
at 19:55
  • msg #339

Re: The Tome of Legends - Part 1

Holly makes a reasonable argument in a tough defiant tone that shows these humans are not to be messed with, but the creatures appear to be driven by an unusual fury.  They ignore her words and tear into the group.

These animals are truly fearsome now that they are bearing down upon you with large teeth and claws.  They are hugely over-muscled and have menacing hornlike bones protruding from thick, dirty fur.

Furball one charges the group.  Snow is almost shocked that something is actually charging her set spear instead of having the good sense to approach more carefully.  She can make an attack when the furball is 10 feet away from her.  The attack is +1 to hit and damage due to the energizing music minstrel eye, and then double that damage 2x(1d8+1) if she hits.
The charging monster rakes a mud-covered claw across Snow's side almost knocking her over with the momentum of the swat.
The other furball moves in more defensively through the shadows and claws Mord along his shoulder.

Both Snow and Mord take 4 points of damage.

init
Mord 13
Holly 13
Cuma 7
eye 7
Glumr 5
Snow 5
furballs 4

I need Snow's spear attack (round 2) and everyone's round 3 actions.  Anyone who successfully hits furball2 should roll D100.  1-20 is a miss due to concealment in the dimly lit area.  Furball1 is in full lighting and does not gain concealment.

http://zachery.path.med.umich....fang/cave_battle.jpg
Snow
player, 486 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 1 Oct 2010
at 20:02
  • msg #340

Re: The Tome of Legends - Part 1

Snow grimaces, wishing she had a fraction of Mord's bulk as she feels the impact, the braced spear shudders as the critter impales itself on the spear snarling and make an attempt to eat her.

"I suppose... this means negotiations didnt go the way you'd hoped?", Snow grits her teeth


15:58, Today: Snow rolled 18 using 1d20+2. Spear set against charing opponent. (hit)
15:59, Today: Snow rolled 11 using 2d8+2. (damage)


Letting go of the spear, which was less useful against an opponent that close quartered furball (free action), her dagger was quickly drawn and Snow made a swiping slash attack at the furball to try and keep it at bay.

16:11, Today: Snow rolled 5 using 1d20+1. Dagger attack

The attack is a little wide and wild, though she was hoping the spear had done it enough damage to make it think twice before continuing combat.
This message was last edited by the player at 21:35, Fri 01 Oct 2010.
Mord
player, 194 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 1 Oct 2010
at 20:12
  • msg #341

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #339):

Mord is off-balance from the beasts attack.  He counters with a swing of his mighty axe, but only manages to trim a few of its whiskers.

16:08, Today: Mord rolled 11 using 1d20+6. Attack furry 2 with axe.
Holly
player, 256 posts
Protect the Land
to protect your Children
Sun 3 Oct 2010
at 10:50
  • msg #342

Re: The Tome of Legends - Part 1

WHen the talking didn't work, Holly stepped forward besides her cousin Snow and sliced her sickle across the front leg of the furry, trying to reduce its capability. She was satisfied when the blade cut deep, and said to the creature, "See, you are hurt. Now run before you are dead!".

[Holly rolled 18 on 1d20+2, and rolled 2 damage from Sickle.]
Glumr
player, 383 posts
Robin Hood ain't
got nothin' on me
Mon 4 Oct 2010
at 15:00
  • msg #343

Re: The Tome of Legends - Part 1

Glumr draws his bow back and fires two arrows past Snow and at the nearest critter.  The first glances harmlessly off of it, but the second lands true, sinking deeply into the hide of the beast.

Glumr rolled 9 using 1d20+6. Shot 1, Critter 1: +6+1+1-2.  Miss
Glumr rolled 17 using 1d20+6. Shot 2, Critter 1: +6+1+1-2. Hit!
Glumr rolled 10 using 1d8+2. Hurts doesnt it?.

Fritzholm
GM, 498 posts
Dungeon Mastering
without a net
Tue 5 Oct 2010
at 05:22
  • msg #344

Re: The Tome of Legends - Part 1

The spear and sickle (Don't forget to add +1 to damage for the eye's inspirational music.) wounds wear down the furious furball and an arrow right in the throat finishes it off.  The beast slumps in a bleeding heap.  The other monster flies into a frenzy, shrieking, tearing, and biting at Holly and Mord.  Holly seems to get the brunt of the raging furball's attention.  She ducks her head and braces and manages to fend off the vicious attacks for now.  Mord gets raked again, which is really beginning to anger to big warrior.

Mord takes 5 more points of damage.

I need round 4 actions for everyone.


http://zachery.path.med.umich....fang/cave_battle.jpg
Holly
player, 257 posts
Protect the Land
to protect your Children
Tue 5 Oct 2010
at 14:25
  • msg #345

Re: The Tome of Legends - Part 1

Having survived the anger of the other furry, Holly strikes out again with her sickle, hoping to distract it from doing more damage to Mord who she thinks needs her healing powers rather soon.

[Holly rolled total of 15 to hit, with 6 rolled for possible damage]
Fritzholm
GM, 499 posts
Dungeon Mastering
without a net
Tue 5 Oct 2010
at 17:21
  • msg #346

Re: The Tome of Legends - Part 1

15 is indeed a hit now that the monster is raging.  Mord is very tough.  He will need healing, but he's not anywhere near critically injured yet.
Glumr
player, 385 posts
Robin Hood ain't
got nothin' on me
Wed 6 Oct 2010
at 17:55
  • msg #347

Re: The Tome of Legends - Part 1

Glumr takes a step back and fires off two arrows at the raging creature.  Hit first
sinks deep into the creature.  The pain causes the creature to rear up which makes the second arrow just miss it.

Glumr moves to e13
Glumr rolled 19 using 1d20+6. Shot 1, Critter 2: +6+1+1-2
Glumr rolled 88 using 1d100. Miss due to darkness?  Nope.   (1-20 was miss)
Glumr Hit! - rolled 8 using 1d8+1. Arrows Hurt!!
Glumr rolled 12 using 1d20+6. Shot 2, Critter 2: +6+1+1-2
Glumr missed. :(

This message was last edited by the player at 17:59, Wed 06 Oct 2010.
Snow
player, 488 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 6 Oct 2010
at 18:27
  • msg #348

Re: The Tome of Legends - Part 1

Snow was about to gesture for magic to strike at the furball and thought better of it.  Instead she decided she might be more useful moving around to flank the little bugger.  Small feet carry her around to try and strike at it from the side.

Turning sharply she makes a stabbing motion at the critter as it was busy with Mord.




Move action...
Move 5' to E10
Move 5' to F09
move 5' to G09

Standard action...
Sneak attack flanked critter. (everyone should be +2 hit melee this thing now)

+1 Eye, +2 Flanking, (Thought there was another +1 somewhere but cant remember what it was now.  Does the eye increase damage?  If so add another point.  No strength penalty cause she's using the spear with two hands to negate the minus one)

14:28, Today: Snow rolled 15 using 1d20+3. Attack furry.
14:28, Today: Snow rolled 5,3 using d8,d6. Long Spear damage plus sneak attack damage.  (Total 8 damage if it hits)
This message was last edited by the player at 18:33, Wed 06 Oct 2010.
Fritzholm
GM, 500 posts
Dungeon Mastering
without a net
Thu 7 Oct 2010
at 04:58
  • msg #349

Re: The Tome of Legends - Part 1

Mord gets some revenge by sinking his axe into the creature's hide.  Holly follows suit with her sickle.  Glumr drives home an arrow, and Snow stabs it with her spear (that I thought she dropped.  ;-) )  End result - another dead furball.

Those things were tough, but you guys really dished it out.
Glumr
player, 386 posts
Robin Hood ain't
got nothin' on me
Thu 7 Oct 2010
at 13:21
  • msg #350

Re: The Tome of Legends - Part 1

Glumr retrieves his ever-burning torch, unbroken arrow and then checks out the creatures.

OCC - Do I need to make any rolls?  Search or Knowledge: Nature?
I'd like to know what they are.  Check to see if they have the mark.

Holly
player, 258 posts
Protect the Land
to protect your Children
Thu 7 Oct 2010
at 16:17
  • msg #351

Re: The Tome of Legends - Part 1

Holly quickly moved to Mord and checked his wounds, whilst calling out to the others, "Anyone hurt? Stand still Mord while I take a look."
Snow
player, 489 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 7 Oct 2010
at 17:40
  • msg #352

Re: The Tome of Legends - Part 1

Snow shakes off the blood from her spear and shakes her head, "I'm okay.   Did they tell you what they wanted holly?"
Fritzholm
GM, 501 posts
Dungeon Mastering
without a net
Thu 7 Oct 2010
at 18:21
  • msg #353

Re: The Tome of Legends - Part 1

13:51, Today: Fritzholm, on behalf of Glumr, rolled 18 using 1d20+7. Knowledge Nature.

Glumr examines the creatures.  They are certainly very badgerlike.  They have heads, markings, and paws similar to badgers.  However, they are much larger and robust than badgers could ever get.  They have more prominent predator characteristics such as their eye placement and sharper, meat ripping teeth.  They have strange protruding skeletons, and are more violent than typical badgers.  The goblins have domesticated similarly hulking version of wolves.  The clans call them Dire Wolves, so it's reasonable to call these creatures Dire Badgers.  Cuma calls them Badgerbears.  He says they are "made by darkness", whatever that means.  It looks like they're great diggers.  That tunnel they came out of is big enough for humans to fit through (but crawling through a rough muddy tunnel that could collapse on you at any time is not your idea of fun).  You do not see the mark of Krammishir on either dire badger.

Mord's wounds *could* be treated with a single cure light wounds, but it would likely take a bit more.  Snow is either fibbing or being stoic.  You can see that she's injured too.  A CLW should take care of her completely.
Snow
player, 490 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 9 Oct 2010
at 03:46
  • msg #354

Re: The Tome of Legends - Part 1

Snow notices her arm is bleeding a little and tugs her sleeve down to obscure it, a night or two of rest and she'll be fine.  Mord needs the help more.




23:44, Today: Snow rolled 15 using 1d20+2. Healing check (first aid).

Not sure how your handling the healing skill, though it should be good for either immediate care and/or long term care (extra hit point from a night of rest)  If you'll allow both i'll make a second check.
Fritzholm
GM, 502 posts
Dungeon Mastering
without a net
Sun 10 Oct 2010
at 04:17
  • msg #355

Re: The Tome of Legends - Part 1

You bandage up the wound and stop the bleeding.  If you can convince folks to let you out of your watch shift tonight you should wake up fully recovered due to your own long term care.
Fritzholm
GM, 503 posts
Dungeon Mastering
without a net
Sun 10 Oct 2010
at 05:13
  • msg #356

Re: The Tome of Legends - Part 1

Cuma enlists Mord to help him drag the Badgerbear carcasses to a nearby steep hillside so they can roll the corpses down into the dark mire.

"Rotting meat attract more trouble."

I'm guessing that Holly will cast some healing spells on Mord before morning.

Glumr hands the watch torch off to Snow while the others rest.  Snow's shift isn't exactly quiet.  All manner of creepy noises abound.  Mutt and Jeff have a few barking fits, but do not stray further than the outer dim illumination of the magical torch.  In the end it is relatively uneventful and you're all glad to be moving on in the morning.

The clouds clear somewhat early in the day.  Cuma finds and follows a small, faint footpath.  On a couple of occasions you make small detours in places where the path clearly was not meant for carts.  After a brief lunch the skies darken again, but this time it is a thick black smoke that clouds the sky.

"So much smoke worries Cuma.  Cuma take you," pointing to Glumr.  "Or you," he says pointing to Holly.  "To rock point to look.  Rest stay here with horses, dogs, and music eye."

Whoever volunteers to go with Cuma may make a spot roll.
Holly
player, 259 posts
Protect the Land
to protect your Children
Sun 10 Oct 2010
at 10:36
  • msg #357

Re: The Tome of Legends - Part 1

Holly casts her curiative spell onto Mord, hoping that Obad-Hai is listening this night. As they progress through the morning, she keeps an eye out for further trouble, and is quick to volunteer to stretch her legs and take a look from the rock point indicated. "Lets take a look Cuma"

[Holly casts CLW for d8+2=6 points recovered. Rolled d20+8 for spot=25 in total.]
Snow
player, 491 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 10 Oct 2010
at 16:24
  • msg #358

Re: The Tome of Legends - Part 1

Snow takes her watch as normal, when the others go to bed she bandages her injuries up in a less hasty manner.  She keeps her spear close at hand and keeps Mutt and Jeff close at hand.  One might be asleep the other she keeps at least semi alert with pets and scratches behind the ear.

She doesnt get much bed rest, but she doesnt exert herself with trying to make breakfast either.  It's a rare morning that breakfast isnt made and ready to go by Snow.  If asked about it she simply says she wasnt hungry and didnt feel like cooking, some trail rations will make them all appreciate her cooking more is her stance if pushed on the topic.
Fritzholm
GM, 504 posts
Dungeon Mastering
without a net
Tue 12 Oct 2010
at 03:37
  • msg #359

Re: The Tome of Legends - Part 1

Mord is still lightly injured after the cure spell.  It's nothing that a few Cure Minor Wounds, or a full night's sleep can't handle.

Cuma and Holly hike off and climb up a rocking outcropping to get a view of what's causing all the smoke.  The smoke itself obscures what's going on, but this is a patient pair.  They sit and wait for glimpses of what's going on.  There appear to be 3 huge pits, each billowing up from underground.  The two outer pits are wide enough around to swallow up the main hall building in Volge and the inner pit is even larger, almost twice the size around.  Camped all around the pits are a horde of goblins.  While neither Holly nor Cuma cannot make out any individuals from this far away, Cuma knows the markings and layout be be that of the goblins.  Holly sees hints here and there of what's going on.  They're forging.  All manner of lumber and other flammables are being brought in and fed to the pits.  Whether they are cooking up weapons, or armor, or some other infernal devices it certainly can't be good.

"Gobins block way.  Cannot go too close.  Must choose dark forest, shore, or turn back."

He's right.  Hundreds, maybe thousands, of goblins are not to be messed with.  Holly and Cuma return to the other to report what they've seen.
Snow
player, 492 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 12 Oct 2010
at 12:24
  • msg #360

Re: The Tome of Legends - Part 1

Snow purses her lips thoughtfully but says nothing.  The wilderness was Holly and Glumr's strength, and as such she would yield to her cousins' wisdom.
Fritzholm
GM, 505 posts
Dungeon Mastering
without a net
Thu 14 Oct 2010
at 17:19
  • msg #361

Re: The Tome of Legends - Part 1

There is a long uncomfortable silence.

Who will be the first to suggest a route?
Holly
player, 260 posts
Protect the Land
to protect your Children
Thu 14 Oct 2010
at 19:14
  • msg #362

Re: The Tome of Legends - Part 1

Seeing no-one else seemed willing to say the first words, Holly simply says, "No turning back", and then adds, "Otherwise how are we going to get our names in the book?" With that she considers for a moment.

"I suggest the shoreline. The trees would hide any number of enemy within bow shot, so I suggest we paddle our toes in the water and make our path that way."
Glumr
player, 387 posts
Robin Hood ain't
got nothin' on me
Thu 14 Oct 2010
at 20:55
  • msg #363

Re: The Tome of Legends - Part 1

"Goblins?"  Glumr's ears perk up as he says the word. "I hate goblins."  He adds with a grin, fingering the point of an arrow.

"I still think we should leave the horses with those nice folk and take the boat, but like I said before, I'll go where ever the group decides.... but you know my vote."
Snow
player, 493 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 15 Oct 2010
at 01:01
  • msg #364

Re: The Tome of Legends - Part 1

"The trees might help hide us too...?", Snow comments uncertain.
Fritzholm
GM, 506 posts
Dungeon Mastering
without a net
Fri 15 Oct 2010
at 14:53
  • msg #365

Re: The Tome of Legends - Part 1

If I hear correctly Holly suggest the shore, Glumr suggests going back and taking the boat, and Snow suggests the forest.  I hope Mord weighs in with a tie breaker!
Fritzholm
GM, 508 posts
Dungeon Mastering
without a net
Sun 17 Oct 2010
at 01:29
  • msg #366

Re: The Tome of Legends - Part 1

With some hesitation, the group chooses to make for the shoreline.  It is a trek through the open with little or no place to hide, but turns out to look like a fine choice.  Travel on horseback here is a little quicker and the Triplefang adventurers make better time.  The cart slows them just a little, but it still faster than slogging through the swamps and hills.  Additionally, winds off the loch keep the thick black smoke from settling and suffocating the party.

Late in the day a shower of small arrow from atop low cliff catches our heroes by surprise.  Glumr and Mord return fire and then there is quiet.  Upon investigation, Glumr decides that the attackers were a very small group of goblins.  It doesn't look like there's any blood so the short return volley of shots must've scared them away.  It's pretty easy to scare cowardly goblins.

At nightfall, Cuma guide you to a small lightly wooded area just out of sight of the loch.  You make camp there and reluctantly decide to forego a campfire, still worried that the goblins will return with reinforcements.  Holly casts another healing on Mord, which patches up the last of his injuries.  Snow begs off her watch shift so that she can rest and better recover from her wound.  Cuma agrees to take her shift this once so long as he can have the eye with him.  As it turns out the night passes uneventfully and you're back to traveling the next morning with everyone fully healthy.

The party leaves the smokey skies behind them.  The sun is up high in the cloudless sky.  This day is turning out to be the hottest of the season so far.  The heat is welcome, not stifling.  Triplefang armor and clothing work well in moderate heat as it leaves many patches of bare skin where the body can cool off and does not include smothering helmets.
Fritzholm
GM, 509 posts
Dungeon Mastering
without a net
Sun 17 Oct 2010
at 01:35
  • msg #367

Re: The Tome of Legends - Part 1

Mid-afternoon you arrive at Ustk.  It's a Ferisedan village near, but not directly on the loch.  It is much like Triplefang villages, similar size with similar style buildings, but is more completely surrounded by farms and ranches.  Where one farm ends another begins.  Only around Silvergate are the Triplefang farms packed together nearly as close, and even there spaces are left unplowed where the elders have determined the ground is not as good.

"Utsk is good safe place to rest," suggests Cuma.

However, you still have a few hours daylight left for travel if you want to press on towards Rankor Heights.
Snow
player, 495 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 17 Oct 2010
at 01:38
  • msg #368

Re: The Tome of Legends - Part 1

Snow takes an academic view of the trip.  She continues to keep her personal diary regarding the events of their trip, and her modest map making.  She's started a new map for the area.

She collects interesting plants, that might be useful for herbs, or fabric dying and pretty much keeps Mutt and Jeff happy, playing with them from time to time while getting comfy on her horse.
Holly
player, 261 posts
Protect the Land
to protect your Children
Mon 18 Oct 2010
at 11:17
  • msg #369

Re: The Tome of Legends - Part 1

Holly suggests they stay a night in the village, with the chance to catch up on gossip among the Ferisedan occupants, and to find out the lay of the land around them. "Better to know if we might be running into trouble of some sort. Give us a chance to find out about their cultural differences that might get us into trouble."
Mord
player, 195 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 18 Oct 2010
at 13:26
  • msg #370

Re: The Tome of Legends - Part 1

In reply to Holly (msg #369):

Agree.  Lets find a real bed and fresh food in town for a night.
Glumr
player, 391 posts
Robin Hood ain't
got nothin' on me
Mon 18 Oct 2010
at 13:49
  • msg #371

Re: The Tome of Legends - Part 1

"Sounds good" Glumr agrees with his companions.  He lights some leaf up and the smell of sweet smoke seasons the breezes that blow in from the water.
Fritzholm
GM, 512 posts
Dungeon Mastering
without a net
Mon 18 Oct 2010
at 15:34
  • msg #372

Re: The Tome of Legends - Part 1

Even far from home, the typical clan village common hall and pub are comfortable and familiar.  Resting in safety and not in a stinky swamp is even better.

There's nothing too major as far as cultural difference here.

"Culture different in City," Cuma mentions.

Utsk is, however, busier than Volge.  There's a road to Rankor Heights and wagons and carts come and go daily.  That vast majority of the travelers are Ferisedan who are either locals or well known to the locals, so your arrival is of some interest.  It would be easy to strike up a conversation with regulars at the pub or someone staying at the common house.

You still have plenty of supplies (over a week of food), but you can buy nearly any sort of food or normal equipment here if you like.
Holly
player, 263 posts
Protect the Land
to protect your Children
Mon 18 Oct 2010
at 17:15
  • msg #373

Re: The Tome of Legends - Part 1

Holly takes the time to chat with Cuma to find out the view of the Ferisedan's towards druids, hoping to find one of her following to chat with and find out the local landscape.

Holly also takes advantage of the opportunity to consider her spells granted from Obad-Hai. At least she could look forward to a warm and comfortable bed.

"Who do we tell about the goblins in the marsh. They could head this way!" Holly said to the group before they split up.
Fritzholm
GM, 513 posts
Dungeon Mastering
without a net
Mon 18 Oct 2010
at 18:58
  • msg #374

Re: The Tome of Legends - Part 1

quote:
Holly takes the time to chat with Cuma to find out the view of the Ferisedan's towards druids, hoping to find one of her following to chat with and find out the local landscape.


"Long ago, people hate druids.  Druids make dark to hide goblin.  Now people forget why they hate druids."

Do you have a method you'd like to use to locate a druid?  I can think of a couple, but I'd rather go with your ideas.
Fritzholm
GM, 514 posts
Dungeon Mastering
without a net
Thu 21 Oct 2010
at 02:40
  • msg #375

Re: The Tome of Legends - Part 1

Ustk is nice, but it's really just another stop along the way to the real destination - Rankor Heights.  Our heroes quickly forget about druids searches or discussing who to tell about the hordes of goblins and their infernal pits.  They eat, drink, and sleep the night away and hit the road the next day.

You make very good time on horseback along the road.  The entire length of the road so far is dotted with farms and ranches.  It seems like the majority of the Ferisedan must've settled along this road.  There are no inns like The Lion along this road.  Cuma points out that the Ferisedan travelers always have a place to stay along the road.  You, on the other hand, just pick a clear area with a tree that doesn't appear to be too close to settled or cultivated land for your camp.  It's perfectly safe to light a fire here, so the campsite is reasonably comfortable.  You can see the mountain close by.  You should reach Rankor Heights before noon the next day.
Glumr
player, 392 posts
Robin Hood ain't
got nothin' on me
Thu 21 Oct 2010
at 14:54
  • msg #376

Re: The Tome of Legends - Part 1

Glumr helps his friends set up camp and takes a stroll through the grasses.  He picks some wild flowers for Snow and Holly, and picks some to properly decorate  Bella's bridle.

On his return to the camp, he gives the ladies the flowers.

"Here cousins.  I picked these for you both." Glumr says with a grin.

"What do you think our plan should be when we get to Rankor?"  He asks.  "Do you think we should put on the fine bright cloak's Snow made for us and pretend we're a bit more refined than just some travelers looking for adventure?"
This message was last edited by the player at 14:55, Thu 21 Oct 2010.
Fritzholm
GM, 515 posts
Dungeon Mastering
without a net
Thu 21 Oct 2010
at 15:25
  • msg #377

Re: The Tome of Legends - Part 1

Just before reaching the city Cuma stops you at the ranch of Jeremy Ferisedan.

"Best place to leave horses.  Horse run free here.  In city, much silver spent to put horse in box."

Cuma claims Jeremy is quite trustworthy.  He watches over a lot of travelers horses.  They charge 3 silver each.  The dogs need to be fed instead of grazing so they'll be 3 silvers each plus food (1 silver per day for both dogs combined).  Since you don't know how long you'll be in Rankor Heights you can pay the food bill when you pick the dogs up.  Of course, you can choose to ignore Cuma's recommendation.


Rankor Heights is a very impressive sight, like nothing you've ever seen before.  It's a city, much larger than Silvergate, surrounded by stone walls, and backed up against the towering face of a sheer cliff.  The road from Utsk leads to a wide open gateway.  You're met there by guards.

"Greetings Cuma, who do you have with you today?" asks a guard dressed in red.

"Young Triplefang on a quest to City."

"What sort of quest?"

"Cuma know very little."

The guard nods.  "Join the club, pal.  Take them over to the common weighter and moneychanger first."

Cuma nods and the guards wave you into the city.
This message was last edited by the GM at 04:08, Fri 22 Oct 2010.
Snow
player, 497 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 21 Oct 2010
at 18:39
  • msg #378

Re: The Tome of Legends - Part 1

Snow is a little reluctant to leave Mutt and Jeff behind but presumes Cuma knows what he's talking about.

She only has 20 silvers though and frowns looking it over and shakes her head at Holly and the others.

"I can't afford this... At least not more than a couple of days at best."
Glumr
player, 393 posts
Robin Hood ain't
got nothin' on me
Fri 22 Oct 2010
at 02:51
  • msg #379

Re: The Tome of Legends - Part 1

Glumr looks at his cousin. "Dont worry, I got this" he says.  "Five horses at 3 silvers is 15, plus food for the hounds.  Tell you what.  I pay 1 gold coin today, and two when we return from the city.  Sound good?"

OCC - Did we tell Cuma about the book?
Fritzholm
GM, 516 posts
Dungeon Mastering
without a net
Fri 22 Oct 2010
at 04:53
  • msg #380

Re: The Tome of Legends - Part 1

quote:
OCC - Did we tell Cuma about the book?


lol  Good point.  I went back to check.  It looks like Holly mentioned the book once, but that's hardly enough for Cuma to know what you're up to.  I've gone back and edited the text in the guard conversation above to reflect this.


quote:
"Five horses at 3 silvers is 15, plus food for the hounds.  Tell you what.  I pay 1 gold coin today, and two when we return from the city.  Sound good?"


"I don't mean to sound greedy, but I count 6 horses and 2 dogs at 3 silvers each.  That's 24 silver even before the food for the dogs.  If you want to pay 2 gold now and the rest later, that'll be close enough," explains Jeremy.  "Trust me, this is a bargain.  They're just going to tax you for everything you bring in through the gate anyhow."

That said, you should make note to me of everything that is currently on the cart that you'd like to bring with you, and everything that you have on you that you want to leave on the cart.  Valuable items will be tricky.  Leave them behind and you can't be sure thieves won't make off with them.  Jeremy is going to put the cart in a barn, but he's not posting a 24 hour watch on it or anything.  Take them with you and they're apt to get taxed.
Holly
player, 264 posts
Protect the Land
to protect your Children
Fri 22 Oct 2010
at 11:51
  • msg #381

Re: The Tome of Legends - Part 1

Holly piped in with, "Well Moonlight would not need your care, he'll likely stay close by, but I'll pay for him. So 6 horses to worry about." With that Holly handed over 4 silvers for Dun and Moonlight.

With the idea that they would be taxed for carrying items into the city, Holly went off to see what she should carry, and what she was willing to leave behind.
Glumr
player, 394 posts
Robin Hood ain't
got nothin' on me
Fri 22 Oct 2010
at 19:55
  • msg #382

Re: The Tome of Legends - Part 1

"Oh sir" Glumr says to Jeremy "I said one gold coin now and two when we get back.  I think we may only be a day or two.  If we are longer, I will make amends and make sure you profit for your troubles.  But here, take two now and two when we get back, but be sure to keep an eye on things if you can."

"Would you two know how much the city will tax?"  Glumr asks.  He tells his companions "There's nothing I'm worried about on the cart or saddle bags, but I'm taking a couple things.  I'll just pay the tax I guess."

Glumr takes the light cylinder, some smoking leaf, and the orange cloak from the saddle bags to his pack.  He also fills his quiver from the extras in his bags.
Snow
player, 498 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 23 Oct 2010
at 00:54
  • msg #383

Re: The Tome of Legends - Part 1

Snow goes about sorting her things quietly, unloading the riding gear and saddle bags from Midnight.

"There's a place where we can stow our traveling equipment?  Is there an extra charge for that or is that considered part of the stabling fees?"

A slight jingling of coins in her backpack reminds Snow that she's not quite as poor as she thought she was.  It had been a while since she thought about the coins she squirreled away for a rainy day.  Something she can use to pay Glumr back with quietly later.  There was no point bring it out now after pleading poverty it would make her look like a liar.

She left most of her crafting kits, and travel supplies, but took, her notebook,  map case, and one of her ink pens from the scribing kit from her riding equipment.  She had spent alot of time on her maps and journal and didnt want to see any harm come to them, as well as continue journal entries about the city.  A fresh bit of parchment might be needed to map out the city if it was ... substantial.

She left her Mess kit, with the riding gear, not really anticipating their need in a city.

It her travel load was slightly heavier, but she felt she could travel with her nomal unencumbered ease.

She looks over at her cousins to see how they're doing..
Fritzholm
GM, 517 posts
Dungeon Mastering
without a net
Sat 23 Oct 2010
at 23:13
  • msg #384

Re: The Tome of Legends - Part 1

Jeremy Ferisedan thanks Glumr and Holly for the coins.  Mord is willing to chip in for his share too.  He suggests maybe he can pay for the feed when the group returns.

quote:
"Would you two know how much the city will tax?"


"Proctor Limon made it law for all transactions in Rankor Heights to be paid in Ferisedan coins.  The moneychanger will give you 19 silver for two gold or 19 copper for 2 silver.  The coins are high quality and newly minted, but still merchants grumble.  All that construction in the city isn't cheap.  I think it's fair.  A small price to pay for such an active city."

Jeremy pauses a moment, thinking.  "But you're not merchants, I figure.  I'm sort of wasting your time babbling about business.  We get a lot of merchants through here - Ferisedan, Empire, and a few other clans, even Triplefang like yourselves.  As for the tax.  It less than the moneychanger's rate.  I'm no adjuster or grain counter myself so I can't tell you for sure.  Them guys have a good eye for value, though.  They don't try to cheat folks, but still people don't much care for taxing."

quote:
"There's a place where we can stow our traveling equipment?  Is there an extra charge for that or is that considered part of the stabling fees?"


"I wouldn't worry too much about normal gear, Miss.  I take it you didn't run into any bandits on the road.  One nice thing about having a big fortress looming over you is the roads are kept safe.  Not much thieving here.  I'd like to keep it that way so I always tell folks to keep their valuables with them, or better yet leave them at home.  If I kept all the family jewels, fancy gold trinkets, and priceless heirlooms that folk don't want to pay tax on here, why some treasure hunters or desperate folk would surely come here sniffing around for gold patrols or no patrols."

"The short answer, if that's still possible, is it ain't smart for me OR you to keep anything too valuable here."



"Will you young questers be needing Cuma on the way back?  I know some people looking for a guide," Jeremy asks.
Snow
player, 499 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 23 Oct 2010
at 23:16
  • msg #385

Re: The Tome of Legends - Part 1

Snow shrugs, "Its nothing too valuable, just... heavy.  I have no use for a saddle and traveling equipment since were going into a city.  Do you object if i leave them about ?"
Fritzholm
GM, 518 posts
Dungeon Mastering
without a net
Sun 24 Oct 2010
at 08:23
  • msg #386

Re: The Tome of Legends - Part 1

"Just toss it on your cart," says Jeremy, waving an arm at your cart and nodding.
Glumr
player, 395 posts
Robin Hood ain't
got nothin' on me
Mon 25 Oct 2010
at 16:46
  • msg #387

Re: The Tome of Legends - Part 1

"I think we could probably find our own way back if Cuma wants to halps ome other folks.  Do you all agree?"  Glumr asks his cousins.
Fritzholm
GM, 519 posts
Dungeon Mastering
without a net
Thu 28 Oct 2010
at 06:45
  • msg #388

Re: The Tome of Legends - Part 1

You walk through the large, impressive gatehouse of the city.  The road here is wide enough to accommodate two, maybe three wagons side by side.  The first few buildings you see are very sturdy stonewalled buildings, including the one Cuma is leading you to.  Statues and Ferisedan banners dot the sides of the road.  You stop to take a closer look at a few of the statues.  There are both humans and dwarves - the architects, builders, and founders of Rankor Heights.

"Dwarf demand to stand on pedestal for statue.  Want head to be as high as human," explains Cuma.

It's true.  All of the statues are about the same height thanks to the pedestals below the dwarves.  None of you have had much experience with dwarves.  You know they are generally friendly towards humans.  The Triplefang do quite some trade with the dwarves to the north.  They are said to be skilled craftsmen and sturdy warriors, and they live many times longer than humans.

The walk to the commonweighter's is a short one.  Cuma leads you through wide open front doors.

"Oh, hello travelers," says a slim older, thickly bearded man.  "Welcome to Rankor, visitors.  I am Colbein, official commonweighter for the city."  He nods hello to Cuma, who he clearly knows, and gestures over to a framed, quite official looking document on the wall.  Colbein begins by taking note of your names on a scroll.

There are 4 guards in the room as well as two long tables with benches along the out sides.  Each table has two bright lamps which don't strike you as completely necessary since strong daylight is streaming in several windows.  The floor here is tiled.  (You're used to packed dirt)  A couple of unremarkable tapestries cover the walls where there are no doors or windows.

"Please set your possessions and weapons out on the tables.  Empty your pockets, pouches, packs, bags, boxes and other containers.  I'll try and make this process quick so that you can continue about your business."

After you set your equipment out of the tables the guards search you and Colbein begins appraising your goods.

"Those are quite festive robes you have there," Colbein compliments as he looks through the various items on the tables.  "Do they have any special significance?"
Fritzholm
GM, 521 posts
Dungeon Mastering
without a net
Thu 28 Oct 2010
at 11:27
  • msg #389

Re: The Tome of Legends - Part 1

With all of Mord's and Holly's possessions on one table and all of Snow's and Glumr's possessions on the other it's pretty stunning how sparse one table is compared to the other.

"This is an impressive weapon, sir," Colbein mentions of Mord's bow, holding it to judge its heft and pull.

He finishes up assessing Mord and Holly pretty quickly.

"Where'd you pick this up?" Colbein asks conversationally about Glumr's ring.

He spends a little extra time examining the ever-burning torch and light cylinder, but eventually nods to himself and sets them back down.

"Finely crafted blade, Miss.  Such workmanship," he comments on Snow's dagger

The commonweighter is also impressed by Snow's circlet.  "Stunningly elegant in its simplicity.  I've seen some gaudy uses of gold, but this is quite pleasant.  It fits you well."

"Alright..." says Colbein checking his scroll.  "I'll need 53 silver from Mord Triplefang, 10 silver from Miss Holly Triplefang, 66 silver from Glumr Triplefang, and 71 72 silver from Miss Snow Triplefang.  Also, it is required for me to inform you that any further transactions using outside coins in Rankor Heights is strictly forbidden by law.  I suggest you take this chance to convert some of your coins to Ferisedan copper, silver, and gold.  There is a moneychanging fee of 5 coins per hundred."

Edit: Snow brought another taxable item to my attention.
This message was last edited by the GM at 15:21, Thu 28 Oct 2010.
Snow
player, 500 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 28 Oct 2010
at 12:38
  • msg #390

Re: The Tome of Legends - Part 1

Snow grimaces, "71 72 silvers?", it sounded like and extravagent amount of coin for traveling with something she had no intention of selling.  Snow wonders how it is that she ended up with such a large tax compared to the others...

Shaking her head it's probably cause she's being taxed on the coins as well?  It was pretty disgusting as far as she was concerned and she should have buried it as she contemplated doing earlier for later recovery.

"How long are we staying?", to stay in a real room with a roof, maybe a bath, after a romp through the swamps, yeah okay maybe it was worth it...

She started making mental calculations on how much coin she might need for a room and food.
This message was last edited by the GM at 15:21, Thu 28 Oct 2010.
Holly
player, 265 posts
Protect the Land
to protect your Children
Thu 28 Oct 2010
at 17:58
  • msg #391

Re: The Tome of Legends - Part 1

Holly quickly pays her dues, glad she has no need for anything fancy. Moonlight was enough for her, she thought to herself.

"If we need to change more currency, do we come here? And at the same rate?" Holly asked, curious to see if they needed to plan ahead, or could change monies on the need.
Glumr
player, 396 posts
Robin Hood ain't
got nothin' on me
Thu 28 Oct 2010
at 18:39
  • msg #392

Re: The Tome of Legends - Part 1

"Oh this ring?  I found a bunch of goblins and after I was done they didn't be needin' it any more.  Not much more than a reminder of adventures past."  Glumr tells Colbein.

"Wow cousin 72 silver?  Next time you get to pay all the animals feed." Glumr says with a grin and a wink, giving Snow a hard time about misplacing her coin earlier.
Fritzholm
GM, 523 posts
Dungeon Mastering
without a net
Thu 28 Oct 2010
at 19:49
  • msg #393

Re: The Tome of Legends - Part 1

quote:
"If we need to change more currency, do we come here? And at the same rate?"


"The moneychanger is actually two buildings up the road.  I just provide the service for newly arriving travelers to save them the extra trip. I run the foreign coins over there myself.   You can't miss the stack of coins on the sign.  You should go there directly if you need Ferisedan coins later.  The exchange fee is the same no matter when you convert coins.  You're probably better off with the newer coin, thoughs.  They're high quality and accepted everywhere."
This message was last edited by the GM at 19:50, Thu 28 Oct 2010.
Fritzholm
GM, 524 posts
Dungeon Mastering
without a net
Thu 28 Oct 2010
at 20:19
  • msg #394

Re: The Tome of Legends - Part 1

quote:
"Oh this ring?  I found a bunch of goblins and after I was done they didn't be needin' it any more.  Not much more than a reminder of adventures past."  Glumr tells Colbein.


"It's a quality piece, sir.  You should take it down to a jeweler for cleaning.  They can strip the tarnish off and make it gleam for you."
Glumr
player, 398 posts
Robin Hood ain't
got nothin' on me
Fri 29 Oct 2010
at 12:58
  • msg #395

Re: The Tome of Legends - Part 1

"Thank you sir, that is a grand idea.  Can you tell me how to find it?  I fear that I cannot read so if you could direct me, it would be appreciated." Glumr tells Colbein.  "And in that case I should change some coin.  Here is 50 gold pieces.  Change it and take your 66 silvers. Which would give me back 46 gold and 84 silvers.  Am I correct?"  Glumr hands the coin to Colbein.
This message was last edited by the player at 19:34, Fri 29 Oct 2010.
Snow
player, 503 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 29 Oct 2010
at 18:24
  • msg #396

Re: The Tome of Legends - Part 1

Fritzholm:
  I suggest you take this chance to convert some of your coins to Ferisedan copper, silver, and gold.  There is a moneychanging fee of 5 coins per hundred.</Purple>"



Question... if you exchange less than 100 coins, is the cost cheaper, say 1 coin per 20?

Snow only needs to exchange 20 gold coins, pay 1 gold coin?

She can pay off her tax with 8 gold coins, i believe?

yes?  no?
Fritzholm
GM, 525 posts
Dungeon Mastering
without a net
Sun 31 Oct 2010
at 03:47
  • msg #397

Re: The Tome of Legends - Part 1

Sure.  You pay 8 gold coins and Colbein gives you 8 Ferisedan silver in change.

See the OOC item for more information.


quote:
"Thank you sir, that is a grand idea.  Can you tell me how to find it?  I fear that I cannot read so if you could direct me, it would be appreciated."


"The merchant's quarter is just past these first few buildings and on your right.  It's mostly on that side of the main road, that is.  There are two jewelers there that I could recommend - Arlen or F'drick.  Either one would do a fine job."  Colbein gives you directions to both stores, but it's a bit overwhelming to remember.  You're more used to outdoor travels instead of twisty backstreets.  "You won't need to do any reading to find your way around, sir.  The picture signs are usually quite easy to understand.  Not to mention you have a fine guide with you.  Cuma knows his way around Rankor as well as anyone."
This message was last edited by the GM at 04:45, Sun 31 Oct 2010.
Snow
player, 507 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 1 Nov 2010
at 12:05
  • msg #398

Re: The Tome of Legends - Part 1

Snow grimaces as she picks up here change, it was 'only two pounds' of weight but with everything else she was carrying it was the straw to break her back it seemed.

"Okay... can we go now...?", Snow asks her cousins sounding a little miffed.

Sure the gold was heavy but sheding 18 coins to pick up over a hundred increased her weight load significantly, making her feel somehow cheated that she was somehow conned into carrying MORE stuff, not less.

(what silver she had on her character sheet before this went to pay for her horse and dogs stabling, since they were taking old coins, she promised to settled up when she came back later, not wanting her cousins to enter debt on her account.)
Fritzholm
GM, 528 posts
Dungeon Mastering
without a net
Mon 1 Nov 2010
at 15:30
  • msg #399

Re: The Tome of Legends - Part 1

Flush with freshly minted, shiny new Ferisedan coins, our Triplefang heroes walk out onto the wide main road.

"Triplefang in City now.  Where does quest lead next?" asks Cuma.
Snow
player, 508 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 1 Nov 2010
at 15:46
  • msg #400

Re: The Tome of Legends - Part 1

Snow glancees at Glumr and Mord, "Hopefully a nice cozy inn to unpack before we travel around looking for information?  I'll share a room with Holly you can share a room with Glumr and Mord?"
Holly
player, 269 posts
Protect the Land
to protect your Children
Mon 1 Nov 2010
at 17:38
  • msg #401

Re: The Tome of Legends - Part 1

Holly moves up to Cuma and asks him, "Do you know of a nice place to stay? Somewhere we will be safe?"
Fritzholm
GM, 529 posts
Dungeon Mastering
without a net
Tue 2 Nov 2010
at 05:10
  • msg #402

Re: The Tome of Legends - Part 1

Cuma leads you off the main road and down a much smaller stone paved path.  The buildings here are packed in so close together that the edge or back of one  is being used as the side of another.  They look chaotic and unplanned, even dangerous.  Fire could jump from building to building with no way to stop it.  At least the stores, halls, stables, and houses are made of more stone than wood.  People are everywhere, on foot and horseback.  You even squeeze past two dwarves and a 4 mule train and a man  bringing a donkey and cart through the tight pathway.  It's like they took several villages, with all their farmers, craftsmen, and warriors and crammed them all into this little part of the walled city.

You end up in a small clear area with two trees and a few flowering bushes.  About a half dozen people are gathered here, some standing and some sitting on the ground, to watch a story acted out with tiny people made of cloth and wood.

"Young Triplefang stay here.  Cuma will find safe private room."

Cuma quickly slips away, leaving you to watch the show.  There are currently two small fake people that appear to be drunkards.  They are both wearing outlandish masks.  Perhaps they are at a festival of some sort.  They make passes at tiny fake women in colorful dresses, but their advances are turned down.  It seems that the party is winding down and one of the tiny men tells the other that he has some wonderful spirits at his home.  The other drunkard is clearly a connoisseur of such things and agrees to follow him.

You are delighted to see tiny tents, houses, animals, and banners pass behind these the tiny pair of drunkards to make it look as if the two men are traveling.  A tune, played on a single wind instrument has been accompanying the show.  It now shifts to a whimsical song, which the eye burst into full accompaniment of.  This startles the crowd pleasantly and stirs talk.  The group's attention is temporarily drawn away from the show.  People talk in awed murmur.  One of the fellows putting on the show even pops his head up from the box where he is controlling one of the tiny men to see where this extra full-band came from.  He has a look of shock on his face, but ducks back down to continue the show.

The two drunkards go into a cave they call a cellar, where the fine spirits is being kept.  They pass is a shield on the cave wall, or more correctly a shield passes them.  A third voice that is not that of either of the drunkards' reads off the writing (too small for you to see) from the shield.
"No one attacks me with impunity."
The single wind instrument's tune is slowly turning darker as the drunkards go further.  Dark indeed.  One of the tiny fake men chains the other to a rock.  He begins to pile blocks painted like stones up in front of the other  tiny man, slowly obscuring him from view.  The chained drunkard is finally aware of his fate.  He calls out a number of times for help, but no one from the audience comes to the tiny fake man's assistance, nor do any other small cloth and wood men.  Soon the drunkard is sealed away behind the rocks and the other tiny fake drunkard departs from view.  A cloth drops in front of the show and the small gathered group cheers the performers who emerge from behind the box.

Some of the viewers toss copper coins into a small felt-lined box on the ground as the performers come out to talk with those gathered in the clearing.
Snow
player, 509 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 2 Nov 2010
at 11:32
  • msg #403

Re: The Tome of Legends - Part 1

Snow's not really happy about the living conditions in this place.  For the tax they're paying to enter you'd think it'd be a lot nicer? The building were so close, too many people in too small a place.  It wasnt the sort of place she had envisioned for spending the night under.  She kept her tongue still though, if she wasnt happy about being here who knew what her cousins were thinking.

She watches the little puppet show and finds it disturbing, it's funny what passes for entertainment around here though.  She has no city coppers so she drops a couple of her mundane coppers into the collection box.

She returns back to the company of her cousins looking a little pensive and contrite but not complaining at all acknowledging that her cousin have the greater grievance.  She glances down the way Cuma went but has no idea where he went, she had been distracted by the show and lost track of his progress.
Fritzholm
GM, 530 posts
Dungeon Mastering
without a net
Tue 2 Nov 2010
at 17:09
  • msg #404

Re: The Tome of Legends - Part 1

One of the performers walks right up to your group.  He's dressed in rather outlandish garb of red and light grey and sports a great deal of wild curly brown hair.

"Greetings, brightly attired guests!  Tis I, Samuel of The Players Three!  Did you enjoy the show?  We perform around town quite regularly, but you could say this spot is our favorite, owing to its homelike nature.  I couldn't help but notice this ocular oddity and it uncanny ability to produce music.   Please, share with me its secrets."
Snow
player, 510 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 2 Nov 2010
at 17:21
  • msg #405

Re: The Tome of Legends - Part 1

Snow looks uncertainly at Holly, what exactly was the eye, its hard to say.

"He's... our traveling companion.  A ... friend, we made some time ago and is currently travelling with us.  I honestly dont know what it is, or it's nature, but he does seem to have musical talent that can be useful and amusing."
Fritzholm
GM, 531 posts
Dungeon Mastering
without a net
Tue 2 Nov 2010
at 18:28
  • msg #406

Re: The Tome of Legends - Part 1

"Traveling from where?" asks Samuel.  "Surely, you made the journey specifically to witness our splendid production."
Glumr
player, 400 posts
Robin Hood ain't
got nothin' on me
Tue 2 Nov 2010
at 18:28
  • msg #407

Re: The Tome of Legends - Part 1

Glumr puts a Feresidan silver piece into the box.  He enjoyed the show, clapping whole heartedly when it was over.

Glumr smiles at Samuel, rolling up some leaf.  "There's no secrets my friend.  As you can see, it's a floating minstrel eye, one of the more common ones I'd say"  Glumr lights his leaf, giving Samuel a wink and blowing a ring of smoke.  "And of course, what other business could we have then traveling the long road to see your puppet show."
This message was last edited by the player at 18:30, Tue 02 Nov 2010.
Fritzholm
GM, 532 posts
Dungeon Mastering
without a net
Wed 3 Nov 2010
at 15:55
  • msg #408

Re: The Tome of Legends - Part 1

"Ah yes," he says regarding the eye, not really sure what else to add. "Thank you for your generous donations.  I'm glad you enjoyed the show.  We hope to see you again."

With a short bow he makes his way over to another conversation.

It doesn't take too long before Cuma returns, which is good because you're a bit at a loss as to what to do with yourselves for the moment.

"Cuma found safe room in good house."

Cuma leads you to a two story U shaped estate packed in amongst a row of smaller shops.  The hostess greets you in the front sitting room.  The interior of the building has a more comfortable, homelike feel than the crowded, tightly pack exterior.

"Welcome.  My name is Idora.  Pleased to meet you.  Cuma tells me you're looking to rent a private room for an undetermined length of time.  I have an excellent room available for you.  It has accommodations that I believe will be more than acceptable for your group.  Please follow me."

Idora takes you through a well stocked kitchen.  There's not much activity there at this hour, as preparations for supper have not gone into full swing yet.

"The room has 6 beds, so that should be fine, and it is situated in the corner here, so you'll have two sets of window and no other visitors passing through.  I've been told that's important to you," she explains on the way.

It's as she said.  The room has 4 single and 2 double beds.  There are 4 shuttered windows, currently open to let in fresh air and sunlight, two wooden wardrobes, a small table, chamber pot, wooden basin, and a iron tub.  A pair of unlit lanterns hang from ring in the ceiling.  It even has a square rug in the middle of the room and wall hangings to reduce drafts.  The room is more luxurious than you've ever experienced, but it's not ostentatious.

"The room is 4 gold per day.  That includes meals and water.  We can have your food brought here or you can dine publicly.  Do you have any other possessions you need fetched?"
Holly
player, 270 posts
Protect the Land
to protect your Children
Wed 3 Nov 2010
at 19:42
  • msg #409

Re: The Tome of Legends - Part 1

Holly moves up to Snow's shoulder and whispers, "Are we to share the same room as Mord and Glumr?", slightly worried. She has seen enough of them both, and slept around the camp fire with them, but it seemed wrong in some way for her to sleep under the same roof as them both.
Snow
player, 511 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 3 Nov 2010
at 19:55
  • msg #410

Re: The Tome of Legends - Part 1

Snow had really wanted to be in a separate room from the boys as well, but, Cuma had made arrangements and she didnt see a point in wasting them.

"Cousins we may be... but for the sake of modesty, might you have two smaller rooms?  One suitable for two and one suitable for three?  Surely... you can understand my desire for this?"
Glumr
player, 401 posts
Robin Hood ain't
got nothin' on me
Wed 3 Nov 2010
at 20:18
  • msg #411

Re: The Tome of Legends - Part 1

"Hmmmm..."  Glumr ponders  "Cousin you are right.  It's not that I dont wish for your company, but we have been traveling for quite a while."  He turns to Idora.  "My good lady, while we are discussing rooms, how much coin for a private room with some of the extra comforts?  I think I may like some indulgence.  Mr. Eye will stay with me as well, unless he objects."

Glumr wonders about the girls sudden surplus of modesty came from.  It's very unlike the culture of the clan.  It must be all the influence from the empire, which isnt necessarily a bad thing he thinks.  From his point of view, Glumr has always felt a bit more 'civilized' from the rest of the clan.  Maybe that is one of the reasons he tends to feel a bit like an outsider back in Volge.  No worries though, his mind is more worried about a comfortable bed, a hot bath, and getting an appearance with the proctor.
Fritzholm
GM, 533 posts
Dungeon Mastering
without a net
Wed 3 Nov 2010
at 21:48
  • msg #412

Re: The Tome of Legends - Part 1

Idora blinks.

"We have other rooms available, but I'm afraid they are not strictly as private.  They're walk-throughs."  Idora is only flustered for a moment and quickly regains her composure.  "Follow me, and I'll show you."

She leads you back through the kitchen and dinning hall.  There are two men at the table playing a game of bones.  Idora smiles and asks them how their stay is going.  They're both satisfied, but anxious to get back to their game.

The first room is occupied, but the renter is not in at the moment.  You walk through to a room with a double bed, window, basin, empty shelves and a row of clothing hooks.

"This room should be fine for you two ladies and the room next door is available too."  She purses her lips in thought and then continues. "I think there's an open room in the other wing if you'd like to be further away from each other."

She takes you to the next room which is indeed very much the same, and then into a room with a single bed and a staircase leading up to the lofts.  The loft rooms are more like stalls, walled on three sides with no doors or windows.  The lofts are lit by lamp and have access to bathing stalls which contain a tub and mirror.

"So...  what will it be?"
Snow
player, 512 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 3 Nov 2010
at 22:54
  • msg #413

Re: The Tome of Legends - Part 1

"I guess, that one big room will be okay.", Snow admits reluctantly.  There were extra beds, so Snow figures they might be able to tilt one of the beds on its side for a little more privacy.
Holly
player, 271 posts
Protect the Land
to protect your Children
Wed 3 Nov 2010
at 23:39
  • msg #414

Re: The Tome of Legends - Part 1

"We can always hang up some blankets, or something like that." Holly said, agreeing that the one common room would probably be best. Seeing the look Glumr gave, she wondered what was up with him. She wanted some time to speak to Snow about some of the changes she was feeling at the moment. At least if there was trouble, the eye and the boys were close by. Although Holly always preferred to sleep under the stars, she assumed being able to see them through a window would be enough for her. Already she felt herself itching to get back to Moonlight and the wide open spaces again.
Fritzholm
GM, 534 posts
Dungeon Mastering
without a net
Thu 4 Nov 2010
at 04:52
  • msg #415

Re: The Tome of Legends - Part 1

"Very good.  If there's anything we can bring you, let me know."

The Triplefang travelers return to their room to settle in and plot their next move.
Snow
player, 513 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 4 Nov 2010
at 10:59
  • msg #416

Re: The Tome of Legends - Part 1

"If you could bring a basin, wash cloth, and some tepid water to wash road dust off, i would be grateful."

As she departs, the small details of who sleeps where get settled.

Snow and Holly claim a double bed near the window.  Snow investigates strining up some rope across the room, or to section of a corner of the room, to make a 'temporary' wall for privacy from the guys.  It doesnt have to be a huge area, large enough to bathe and change will do.
Glumr
player, 402 posts
Robin Hood ain't
got nothin' on me
Thu 4 Nov 2010
at 13:43
  • msg #417

Re: The Tome of Legends - Part 1

"I'd like the same" Glumr says to Idora.  He chooses a bed nearest to the door, setting his pack next to it, and placing the scimitar in it's sheath up against the wall so that it might be ready at an instant should he need it in the middle of the night.

"Mr Eye...  Could you play us a nice relaxing tune?  That is unless you would like to relax a bit yourself" Glumr smiles and sets down on the bed and gives himself a good stretch.

"So my cousins.  We'e made it to the city.  Have any of you thought about what we should do next?  I've been thinking a bit on plan.  This is my idea."  Glumr gives his cousins a moment so he has their attention.

"I think that Snow, since she has a way with people, should try to get us an appointment with the proctor.  Then, we all clean up as best we can, polish our gear, spend the day prepping, and then at our appointment we wear the fancy cloak's Snow made us.  We try and appear a bit more like the upper class and see what he want's in return for the book.  What do you all think?"  Glumr wonders what his cousins will think of his plan.
This message was last edited by the player at 13:44, Thu 04 Nov 2010.
Snow
player, 514 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 4 Nov 2010
at 14:06
  • msg #418

Re: The Tome of Legends - Part 1

Snow just wants to get clean for now.  She's really not impressed with the city so far.  It feels too 'urban', which is almost as bad as slumbering under the stars, but she's not about to make that complaint to her cousins.

"I think you perhaps over estimate my way with words?  If i was so compelling i wouldnt be so far from home sleeping in a strange city making plans to see strange people disguised as things i am not to sign a book of some sort.", Snow grimaced saying it out loud was much worse than thinking it.

She waves dismissively, she was cranky she decided, "I'll see what can be done, but not today, maybe not tommorow.", Once the curtain is up, Snow steps into it, to get into something more comfortable, and to check on her injuries to see if they're fully mended now.
Glumr
player, 403 posts
Robin Hood ain't
got nothin' on me
Thu 4 Nov 2010
at 14:15
  • msg #419

Re: The Tome of Legends - Part 1

"Sounds good to me.  I'm going to step out for a bit."  Glumr leaves his pack, but takes his scimitar, a piece of chalk, and a coin purse (tucked into his leathers) with the feresiden coin in it.  He steps out and goes to try to find the jeweler that was mentioned and to see the city.

OCC- Suggested Snow do it because her 'legendary' stat is charisma, so she should have a 'knack' with people as they would tend to like her.
Fritzholm
GM, 535 posts
Dungeon Mastering
without a net
Fri 5 Nov 2010
at 05:16
  • msg #420

Re: The Tome of Legends - Part 1

Glumr, Cuma, and the eye depart for the heart of the merchant quarter.

"F'drick is a gnome, but fair gnome.  Good jeweler," Cuma informs on the way to the shop.

Colbein was right about the signs - a tankard of ale, crossed axe and long knife, a feathery hat, a naked woman, a deck of cards, pairs of shoes and boots...  each shop has a pretty clear symbol of their wares on a cloth or wooden sign near the entrance.
In the jeweler's case the sign sports gears, a ring, and a pile of gemstones.  The interior of the shop is quite simple and sparse.  The owner stands in his thick beard and coveralls in front of a fine gauge metal grate.  Behind the grate are a selection of necklaces, rings, bracelets, pendants, even a crown.  There is also a large painting detailing various cuts and colors of gems.  The rest of the shop is mostly bare.  There is just a simple, low, stone pillar near the center of the shop.  You give F'drick a long look.  For a gnome he looks an awful lot like a dwarf to you.

"What can I do f'r you, Highstepper?"



Meanwhile, the girls borrow a mallet to tack two linen sheets up along a beam, creating a curtain near their bed.   The house staff bring in buckets of hot water as Snow, Holly, and Mord takes baths, groom themselves, and rest..
Glumr
player, 405 posts
Robin Hood ain't
got nothin' on me
Fri 5 Nov 2010
at 14:06
  • msg #421

Re: The Tome of Legends - Part 1

"Greetings F'drick"  Glumr says to the dwarfish gnome.  "I am Glumr Triplefang.  Your services were recommended to me as I would like this ring cleaned, sized, and appraised." Glumr takes the Wolf's head ring off and shows it to the short fellow.
This message was last edited by the player at 14:06, Fri 05 Nov 2010.
Holly
player, 272 posts
Protect the Land
to protect your Children
Fri 5 Nov 2010
at 16:54
  • msg #422

Re: The Tome of Legends - Part 1

Holly takes the chance to wash away the grime of their travels and slips into clean clothes. Resting seemed a good idea, as she had no idea what else to do. If they were going to make a decision on getting to the book, then they would do that together. With Glumr off shopping, and perhaps having the ring looked at Holly assumed, they would probably get to that tonight. At least for now she was content. At least whilst the general noise of the city was kept out of the room.

Taking out the holly and mistletoe, Holly communed with her god for a while, listening to the nature of the world around her.
Fritzholm
GM, 536 posts
Dungeon Mastering
without a net
Fri 5 Nov 2010
at 17:36
  • msg #423

Re: The Tome of Legends - Part 1

"That I can do," says F'drick, swipes the ring clean out of your grasp with one hand and takes ahold of your right hand with his other. "Which one o' these dainty digits are you wantin' to wear it on."

After you answer he continues.

"I get some strange groups on occasion, but I dare say you're the oddest trio I can remember stumbling in here.  What in the world brings you three together?"

There's more...

"I smell new coins on you, Glumr Triplefang.  Care to invest in some stones? I could set them in the eyes o' this here wolf head.  Then you'd have a real prize on y'r mitt."
Glumr
player, 406 posts
Robin Hood ain't
got nothin' on me
Fri 5 Nov 2010
at 17:59
  • msg #424

Re: The Tome of Legends - Part 1

"Size it to my pointin' finger, if you will" Glumr says to F'drick.  "This is Cuma, a good ol' fellow that I picked up as a guide to get us to the city."  Glumr gestures to Cuma, and then the eye "And this is...  Well I call him Mr. Eye.  He's been traveling with me since I left Volge.  I believe that he was once two legged folk like You and I, other than that, I know little other than he's been a good companion."  Glumr smiles at the eye.

"And of course you smell new coin on me F'drick.  You know all travelers are forced to change their coin into the city's coin.  I'd be gessin' you smell new coins on every face you dont recognize, eh?"  Glumr gives F'drick a wink and a grin.

"I'd rather not invest in stones for this ring as it's just simply a momento of my travels.  I just wanted to shine it us so it looks a bit nicer on my hand.  That is unless you have some stones that might make the ring a bit more useful in situations, if you know what I mean." Glumr gives him a look that asks what F'drick has in mind.
Fritzholm
GM, 537 posts
Dungeon Mastering
without a net
Fri 5 Nov 2010
at 18:24
  • msg #425

Re: The Tome of Legends - Part 1

quote:
"I'd rather not invest in stones for this ring as it's just simply a momento of my travels.  I just wanted to shine it us so it looks a bit nicer on my hand.  That is unless you have some stones that might make the ring a bit more useful in situations, if you know what I mean." Glumr gives him a look that asks what F'drick has in mind.


"What?  Mystic powerstones or the sort?  Not really my thing.  I was talking about the value kind of gems.  I find wealth gets a lot more done in this world than a ring full of hocus-pocus."

"So you've come all the way from Volge to get 3 eyes-full o' our city?"
Glumr
player, 407 posts
Robin Hood ain't
got nothin' on me
Fri 5 Nov 2010
at 18:46
  • msg #426

Re: The Tome of Legends - Part 1

"Yes sir.  I didnt think they were, but never hurts to imply."  Glumr gives him a wink.  "Pretty much... We've actually come all this way wanting to have an audience with the proctor.  Can you tell me anything about him?"
Fritzholm
GM, 538 posts
Dungeon Mastering
without a net
Fri 5 Nov 2010
at 19:04
  • msg #427

Re: The Tome of Legends - Part 1

"Oh, is that all?   Stroll in and shoot the breeze with the top human.  I'm guessing by the look o' you, no offense meant," he adds waving his hand to show he doesn't mean to insult you. "that you're not a clan elder.  I'd say you're just out of the crib.  'N if my keen dwarven eyes aren't foolin' me you are no war chief either.  You're gonna need someone with clout, Glumr."

"What do you plan to say to the Proctor, anyhow?"
Glumr
player, 408 posts
Robin Hood ain't
got nothin' on me
Fri 5 Nov 2010
at 19:57
  • msg #428

Re: The Tome of Legends - Part 1

"Wait a minute...   You're a dwarf?  no offence meant"  Glumr says in the same tone and expression that F'drick used "But I was under the impression you were a gnome."  Glumr gives Cuma a look.

"As for audience with the Proctor, he has an item in his possession and I wish to see what he would like in exchange for it.  And yes, in my simple leathers and lack of winters I seem like an inexperienced pup.  But my companions and I will don some fine colorful cloaks and clean ourselves up so that he can see us as the Triplefang dignitaries we are."
This message was last edited by the player at 19:58, Fri 05 Nov 2010.
Snow
player, 516 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 5 Nov 2010
at 20:22
  • msg #429

Re: The Tome of Legends - Part 1

Of all her cousins she worries about Glumr going into town alone the most, unless shopping is involved, then she worries about Mord entering the town.

She's more than happy to spend a nice quiet night in the inn.  She'll order food and be thankful to spend most of the day indoors.  She'll clean up and strip down out of her travel clothes and finds something comfy to wear while she's in doors.

A light robe, with a simple sash and not much else, she would go barefoot if she didnt worry about splinters, so she wears her sandels.  If Mord or Holly are in the room she wanders the inn to look about to get a feel for the place and the people staying here of working here.

She'll take her meal downstairs, something warm and hopefully well cooked.  She has no intention of leaving the Inn today, but you can find out alot about a town from the people that stay in the inn.  Just by observing the way people do business and how they interact.  The customs that are quaint and local, turns of the phrase that are in use in the area.  She quietly absorbs it all and then slowly when she feels comfortable starts to make quiet inquiries.  About the Proctor and how best to go about gaining an audience to see him.

Okay that didnt go so well...
16:23, Today: Snow rolled 10 using 1d20+5. Gather Information.


She picks up some tidbits, but nothing of real use regarding an audience, after a hour or so of trying she strikes up a conversation with the barkeep.  They always seem to know everything about everyone, and asks the question outright after spending a few minutes of killing time and bonding with him over a few drinks.

16:27, Today: Snow rolled 22 using 1d20+10. Get on Bartenders good side for info.

The conversation seems to be going well, and Snow works her quaint stranger appearance, and winsome smile into some pleasant conversation on the local sights.   She asks him out right who the Proctor is, and the best way to go about gaining an audience with him.
This message was last edited by the player at 20:29, Fri 05 Nov 2010.
Fritzholm
GM, 539 posts
Dungeon Mastering
without a net
Fri 5 Nov 2010
at 20:33
  • msg #430

Re: The Tome of Legends - Part 1

quote:
"Wait a minute...   You're a dwarf?  no offence meant"  Glumr says in the same tone and expression that F'drick used "But I was under the impression you were a gnome."


"Since you were born an' raise under the big sky, I expect you don't know much o' our great and rugged people.  I won't hold it against you.  Gnomes ARE dwarves, you see.  I'll leave it to experience to teach you the differences."

"I don't think dressing fancy is going to do the trick.  The proctor's no snob.  He just won't know you're buzzing around out here."

F'drick thinks for a while.

"You know who The Proctor listens to?  The guilds.  If you could get a guildmaster to whisper in his ear you'd be golden."
This message was last edited by the GM at 09:09, Mon 05 Mar 2012.
Glumr
player, 409 posts
Robin Hood ain't
got nothin' on me
Fri 5 Nov 2010
at 21:03
  • msg #431

Re: The Tome of Legends - Part 1

"The guild?"  Glumr asks puzzled.  "It's not that we want to appear as a fancy, just dont want to look like a dirty barbarian.  Why is it that I cant just walk down to the town hall and ask for an appointment?"
Fritzholm
GM, 540 posts
Dungeon Mastering
without a net
Sun 7 Nov 2010
at 08:08
  • msg #432

Re: The Tome of Legends - Part 1

There's not much of the house that you haven't already seen.  Snow peeks onto the pantry behind the kitchen and the cellar beneath that.  There's a lot of furniture and mundane items in somewhat haphazard storage down there along with foodstuffs.  It's accepted to wander into other guests rooms.  In fact, you have to do so to get around.  The guest who are going about their business in their rooms are generally willing to meet Snow and chat with her.  Most of the guests are just staying for a short time, like yourselves, but Snow meets a man who actually lives in Idora's house.

His name is Dermot, and he is a mining engineer.  He has invented a few techniques and devices used in mining, although some have already fallen out of favor with local miners.  He says that it's expensive to live here, but less so than buying his own estate and hiring servants.  He says that Idora takes good care of him.  He really likes Rankor because things get done quickly and it's exploding with new ideas.

Other than the guest rooms and the lofts there are also two gathering places in the house.  There's the dining hall, which is quite simple and functional, and there's a sitting room which is small and quiet.  At least that's the sitting room's intended purpose.  When Snow arrives there are two young children, a brother and sister chasing each other around and making a racket.  All she gets out of questioning them is that their daddy is a merchant and once travelled on a boat.  Oh, and the girl likes mint.  Talking to adults is not nearly as much fun as tearing around unsupervised, so they run off.

Snow, Holly, and Mord, all cleaned up, take their supper in the dining hall (which is on the ground floor along with most of the rooms, only the lofts are on the second floor).  Glumr joins them shortly after.  You have a meal of ale, bread, meat stew, and a very filling vegetable you've never had before.  Snow gets chummy with Cloix, the serving boy who refills your bowl and drink.  He loves Snow's attention and is eager to fill her in on the Proctor once the conversation turns to him.

"Proctor Limon was an advisor to Harlin, the war cheif, and to the elders.  He organized the guilds, and jurors, and brokered trade with the empire, and probably some other things.  When I was just a kid,"  You're certain that couldn't have been long ago.  Cloix might be even younger than you.  "Limon made a list of new laws for Rankor Heights and I guess the elders blessed it.  Even though he wasn't an elder he was sort of in charge.  Now that Harlin's been killed, Limon isn't just running Rankor.  He's the leader of all the whole clan.  It's a big clan!  I guess you know how that is.  The Triplefang are pretty big too, I've heard."

Snow asks how someone might speak directly with Proctor Limon.

"Hmmmm, I don't know.  You could get a crier to spread the word where he could meet you, but I don't know if that would work.  Wouldn't that be something if Proctor Limon walked in here to talk to you?  You should ask Idora.  She knows the right way to do everything."

Snow gets a little more about Proctor Limon from the other diners around her.  At first people balked at Limon's taxes.  Some people saw it as sharing and others saw it as stealing, but people grew used to it.  Limon doesn't horde the money.  He spends it as quickly as he can.  There is more construction going on now in the city than ever before.  The new coins are a big hit and they get passed around quickly.  Everyone has some gold and silver in their hand for a little while.  Limon is also a man of knowledge and learning.  Limon claims that a good leader should know all crafts.  In fact that's Idora's suggested angle for meeting with him.

"If you have a special talent, secret, or skill that you can tutor him on, I'm sure he'd be interested.  However, don't try to fake it.  Proctor Limon is not a fool," says Idora.
Fritzholm
GM, 541 posts
Dungeon Mastering
without a net
Sun 7 Nov 2010
at 08:32
  • msg #433

Re: The Tome of Legends - Part 1

quote:
"Why is it that I cant just walk down to the town hall and ask for an appointment?"


"Being the top human is a busy job.  Busy doing what, I'm not rightly sure o'.  While a hard working fella like yours truly has plenty of time to shoot the breeze with a couple of highsteppers and a weird floating eyeball I ain't never known before who just walk right in n' appoint themselves, especially when coins will be passing my way, that Proctor isn't running a shop.  He's running the whole clan."

F'drick extends his thick, stubby arms out to illustrate the bigness of the whole clan.

"He's probably checking on a mill, or sendin' messengers down south, or telling some highsteppers how much hay to feed the horses n' where to get that hay from.  You've got maybe one or two problems at the most, right?  Well the top human has got all the problems."

"Oh who knows?  Maybe you CAN just walk into the town hall.  What's the worst that could happen?  Nothing, that's what.  Not much o' a loss if it don't work."

F'drick laughs heartily.

"If that does work, you have to come right back here n' tell me."
Snow
player, 518 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 8 Nov 2010
at 13:23
  • msg #434

Re: The Tome of Legends - Part 1

Snow spends tips Cloix a few coppers out of her pockets and nods her thanks.  She spends a little time in the quiet room making little stuff rag dolls out of some of her sewing scraps for some of the little girls in the room, and a few hand puppets for the boys to play with.

She mulls over what she's been told and wonders if either her cook or tailoring might be good enough to earn her an audience, or if one of her cousins might be more skilled at something to accomplish the deed.
Holly
player, 273 posts
Protect the Land
to protect your Children
Mon 8 Nov 2010
at 17:14
  • msg #435

Re: The Tome of Legends - Part 1

Holly enjoyed the food as she watched the people in the room, trying to look inconspicuous as she sat there with the others. She felt better after her meditation earlier, and was glad to be around her friends. Only slightly wondering where Glumr and the others had got to, she hoped they remained fairly safe in the city confines. She was sure the eye would get attention, but trusted Cuma in keeping them out of trouble.
Glumr
player, 411 posts
Robin Hood ain't
got nothin' on me
Mon 8 Nov 2010
at 18:54
  • msg #436

Re: The Tome of Legends - Part 1

"I will defiantly let you know if that works" Glumr says through a laugh.  He settles up with F'drick and heads back to the inn so he can wash up before dinner.
Fritzholm
GM, 543 posts
Dungeon Mastering
without a net
Tue 9 Nov 2010
at 04:39
  • msg #437

Re: The Tome of Legends - Part 1

Do you dismiss Cuma?  If so the group needs to cough up the 2 or 3 gold you promised him.

The night is very safe and comfortable.  You wake as refreshed as to have since your stay in Crim.  The late morning meal consists of biscuits and mush.  It's served with a hot beverage of pounded and boiled plant pulp of some sort in water.  It has a very strong taste and you're undecided as to whether you like it or not.

What's your plan of action for today?
Fritzholm
GM, 548 posts
toss the dice
and have fun
Mon 22 Nov 2010
at 09:00
  • msg #438

Re: The Tome of Legends - Part 1

Farden Triplefang has a humble bed in the loft at Idora's boardinghouse.  At breakfast in the dinning hall he overhears the word "Triplefang" mentioned several times.  After inquiring about it, Farden learns that there are four young Triplefang staying in the large private room with a local guide.  They are on some sort of quest and have interest in speaking with Proctor Limon himself.

Limon is not only the leader of the city of Rankor Heights, but also the leader of the Ferisedan clan.  These two clans are the largest, most powerful, and most successful among the clans.  This makes the clans rivals, though they are not on unfriendly term with each other.

After finishing his meal he lingers, nursing a mild drink.  Farden is curious to meet these four.  They are his kin.  Perhaps he knows some of them directly.
This message was last edited by the GM at 06:06, Fri 01 May 2015.
Farden
player, 1 post
the new guy
male fighter
Mon 22 Nov 2010
at 12:13
  • msg #439

Re: The Tome of Legends - Part 1

Farden gathered his things and after settling his bill, went over to look in on his clansmen. Surveying them, he immediately put names to two of the faces. Snow - who could possibly forget the golden-haired beauty. He'd pined over her like every other teenage male, but had never gotten around to talking to her.

The other face was a lot uglier, but more well-known. Mord was a berserker, and also a warrior in the finest traditions of the clan. Farden knew him to be a worshipper of Obad-Hai, which automatically improved his opinion of Mord.

He walks up over to their table, and makes his greetings to them. "Well met, brothers and sisters. Farden Triplefang greets you. What brings you all so far from clan lands?"

OOC: If any of you know Farden, you'll know him as the strange warrior who actually chose to spend long periods of time away from clan lands of his own free will. He'd come back every now and then, bringing the odd item or two, and strange tales.

Snow
player, 523 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 22 Nov 2010
at 13:00
  • msg #440

Re: The Tome of Legends - Part 1

It was evening of the first day of Snow's stay in the inn, and she had stayed in all day.  She was learning her way in and out of the inn and who was about doing what and quietly gathering information.  Playing with the children had helped to ease the journey here, and restore her easy going smile.

She was informing her cousins of what she had discovered, and what to do with Cuma.  Was it time to let him go?  Surely he had finished his end of the arrangement and bought them here.  Holly had wanted to keep him on a little longer, they should settle their debt to him, and negotiate for more of his time then.

Snow looks up as the group is addressed, 'Oh... who's this....?', she wonders when she sees Farden approach, 'was he kin?  Surely he meant to address them as siblings figuratively?'

08:00, Today: Snow rolled 14 using 1d20+2. remember farden (dc15).

He looked familiar, teasingly so, but it eluded her for the moment.  Surely he looked like a Triplefang, at least enough to allow him to join them to slate her curiosity.  "Well met.  Please, sit and be at ease.", gesturing at a seat at the table,  "We had not expected to meet kin this far from home."

Snow tilts her head thoughtfully regarding Farden with a slight knit between her brow as she struggles to place the name and face.  If he was kin and needed help he deserved to be heard out.
This message was last edited by the player at 13:06, Mon 22 Nov 2010.
Farden
player, 2 posts
the new guy
male fighter
Mon 22 Nov 2010
at 14:51
  • msg #441

Re: The Tome of Legends - Part 1

Farden carefully balances his shield and quiver of javelins, placing them near at hand. Then he nods in acceptance of Snow's invitation and pulls up a chair. "I hadn't expected to find any members of the clan this far out either. A happy chance, I think. Even happier that I know some of you, even though you may not remember me. Snow, right? And the big man is Mord. I'm a bit of a wanderer, I go wherever my feet take me. What brings you out here? Anything I could help with?"
Snow
player, 524 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 22 Nov 2010
at 14:54
  • msg #442

Re: The Tome of Legends - Part 1

Snow nods to Farden, "We're just sharing a meal and catching up on the days news.  You're welcome to share bread with us if that's your inclination.  Have you been in town long?"
Farden
player, 4 posts
the new guy
male fighter
Mon 22 Nov 2010
at 15:06
  • msg #443

Re: The Tome of Legends - Part 1

"A short while, I know most of the major sites. What is it you need?"

20:33, Today: Farden rolled 15 using 1d20+2. knowledge(local).

Snow
player, 526 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 22 Nov 2010
at 15:17
  • msg #444

Re: The Tome of Legends - Part 1

Snow glances at Glumr, the man was all too happy to talk about 'the book' and far be it for her to ruin his opportunity to discuss it.
Holly
player, 279 posts
Protect the Land
to protect your Children
Mon 22 Nov 2010
at 16:04
  • msg #445

Re: The Tome of Legends - Part 1

Holly vaguely remembered Farden, as he had been a follower of Obad-Hai and had been one to travel more than even she had in their youth. It seemed strange that they had now found him in the city, far from home, when it seemed they might need someone like him to help them on their quest. Sitting quietly as usual, contemplating the gathering pressure of the city on her spirit, she was wondering what Moonlight would make of the place. Certainly he was better off roaming the fields with the other horses.
Glumr
player, 415 posts
Robin Hood ain't
got nothin' on me
Tue 23 Nov 2010
at 17:21
  • msg #446

Re: The Tome of Legends - Part 1

Glumr rolls up some leaf and puts it between his lips, not yet lighting it.  He takes in the conversation between his cousins and Farden.  While Glumr has never met him, he knows of Farden by name, or more by action as Farden was never one to stay in the village, complacent with clan life.

Glumr looks to Farden "Nice to meet you fellow Triplefang.  I am Glúmr, son of Hólmfastr."  Glumr tips his hat to Farden.  "What we really need is an audience with the Proctor.  We've just arrived in the city and have not really figured out how to meet with him.  Today it was suggested the Proctor has the ear of the guild and we should try that route, but seems like the round about way to do things in my opinion.  Have you any ideas on how we can accomplish this?"
Farden
player, 6 posts
the new guy
male fighter
Tue 23 Nov 2010
at 20:04
  • msg #447

Re: The Tome of Legends - Part 1

"Seems to me best to try the straightforward approach first. No matter what, we are all members of the Triplefang, the closes thing Ferisedan has to a rival in these parts. If a group of us approach, you can bet the Proctor will pay attention.

Now, I'm assuming the lot of you are here with the blessings of the clan elders. If so, we can stretch a point, and call ourselves an... ambassadorial retinue. Yes, that sounds suitably grandiose. We'll decide on one of us as ambassador, and the rest of us will play the part of his retinue. Of course, said ambassador will have to be dressed in the best this town can offer... I hope you were given a decent budget. A small gift for the proctor would not go amiss, either, if we can find something suitable."

This message was last edited by the player at 20:04, Tue 23 Nov 2010.
Glumr
player, 416 posts
Robin Hood ain't
got nothin' on me
Tue 23 Nov 2010
at 21:34
  • msg #448

Re: The Tome of Legends - Part 1

"Snow made us these cloaks from some fine cloth.  Do you think that would make us look presentable enough?  Maybe we should purchase some local finery that ambassadors would wear.  As for a gift, I think we should check with the locals to see what the proctor would be interested in."
Fritzholm
GM, 551 posts
toss the dice
and have fun
Tue 23 Nov 2010
at 22:02
  • msg #449

Re: The Tome of Legends - Part 1

The proctor is a practical man that favors knowledge and technology.  If you would like, a diplomacy roll (only one character needs to roll) coupled with an the amount you're looking to spend and a trip to the appropriate shop will yield a gift.  Alternately you may pick a gift out yourself.
Snow
player, 528 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 23 Nov 2010
at 22:50
  • msg #450

Re: The Tome of Legends - Part 1

Snow rubs her temple and suppresses the urge to groan away with her impressive willpower, he was of Glumr's temperment... now she remembers...

"Farden... I remember now... Elan said you had a bad case of wanderlust, that sometimes Fangs with that much wanderlust went and wander too far from home and never come back...", she look pointedly at Glumr, "How nice... to see she was incorrect, you should make a point of returning home now and then.  I'm sure you have kin that miss you."

Snow contemplates what's been said so far and after a moment brushes silvery locks away from her face comments, "Well... why not a bit of both.  I'm told he's a man that appreciates crafting.  Perhaps a crafted gift would be better than a local one bought.  What sort of interest does he have?  Possibly if he has a martial interest, Mord can craft him a small blade...?  If he likes to eat, I could cook him some special sweet treats... or I could just gather material and sew him a fine cloak like the ones i made for my cousins?", Snow omits how much trouble making the cloaks were to make.  Still she's made all the mistakes you could possibly make sewing the cloaks, she could hardly imagine there be many more pitfalls.
This message was last edited by the player at 22:51, Tue 23 Nov 2010.
Farden
player, 7 posts
the new guy
male fighter
Wed 24 Nov 2010
at 04:45
  • msg #451

Re: The Tome of Legends - Part 1

"Well, the next consideration would be time. The city already carries rumors about the presence of Triplefangs - it's how I found you. If we take too much time to introduce ourselves, then the Proctor will wonder what we were doing in the meantime. If you already have decent clothes, then there's no point wasting further time. We should go as soon as possible.

As for the gift, if you don't have the money, better to go empty-handed than with something sloppy."

Snow
player, 529 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 24 Nov 2010
at 05:33
  • msg #452

Re: The Tome of Legends - Part 1

"Sloppy?", Snow's eyes narrow a little and she resists the urge to do something hasty remembering at the last moment that Farden was Kin.  She exhales a deep breath she was holding and gets up.

"I suppose, there nothing more i have to offer on this discussion then.  I'm sure you can work out the details without me.  I have other things that require my attention if were done here.", Snow gets up and goes, evidently 'done' here regardless of what her cousins might think.
Fritzholm
GM, 552 posts
toss the dice
and have fun
Wed 24 Nov 2010
at 07:55
  • msg #453

Re: The Tome of Legends - Part 1

A few clarifications:  There are indeed rumors in the city of Triplefang.  However, they were heard in this very boarding house where the Triplefang were publicly socializing and asking about the proctor last night.  This morning, at breakfast Farden heard mention of this and lingered in the dining hall until Snow, Holly, Mord, and Glumr arrived.

It's a large city and Triplefang visitors are not so uncommon.  Word of your arrival is likely not too noteworthy as gossip goes.
Glumr
player, 417 posts
Robin Hood ain't
got nothin' on me
Wed 24 Nov 2010
at 14:43
  • msg #454

Re: The Tome of Legends - Part 1

"I have the coin to spend to impress the proctor.  We just need to find the appropriate gift.  I say we go today to see him.  As soon as we can if possible."  Glumr says to his friends, speaking up so that he is sure Snow hears as she walks off.

OCC - Are we in the evening of the first night, or the morning of the second day?  Fritz said it was morning, but Snow was going with still the evening.

I went as if we are at breakfast.  Point is I think we should go after breakfast, if this is it, or if it's in the morning.


"Snow loves to sew, but I think we should make her pick out the gift.  She always has a knack at picking out the right gift." Glumr adds to his friends as Snow has already left the room.
This message was last edited by the player at 14:44, Wed 24 Nov 2010.
Farden
player, 8 posts
the new guy
male fighter
Wed 24 Nov 2010
at 15:14
  • msg #455

Re: The Tome of Legends - Part 1

Farden shrugs. "You know each other better than I do. If you think Snow is the best person to pick the present - or make it - then so it is. I don't think I need to dress up, no one expects the dumb muscle to look pretty, and that's the role I'll be playing. That is, assuming you want me along."

He looks after the departing Snow. "What got into her, anyway? It was something I said, wasn't it? I seem to have a knack for that...pardon me a moment."


Farden gets up and has a short whispered conversation with the barkeeper, handing the man a note, then sits back down.
Glumr
player, 419 posts
Robin Hood ain't
got nothin' on me
Wed 24 Nov 2010
at 16:08
  • msg #456

Re: The Tome of Legends - Part 1

"No worries my friend...  She's um... Like that. Well I thought it was just me, but now looks like I've got a friend. "  Glumr says to Farden with a wink.  "So what's the deal with the bartender there?"  Glumr asks him, noticing the transaction between the two.
Holly
player, 280 posts
Protect the Land
to protect your Children
Wed 24 Nov 2010
at 16:23
  • msg #457

Re: The Tome of Legends - Part 1

Holly was worried for Snow when she went off, and was tempted to follow her and be supportive, but she was slightly more interested in where the conversation was going on how to get to see the Proctor. Still feeling a little hemmed in, Holly began to hope that they could set the city behind them and be back on the open road. She had been able to survive the confines of Silvergate, but this was a city, with walls keeping her in and Moonlight out. That upset her more than she realised. Even going through the magical gate, and through restrictive tunnels had not affected her as much as the noise, smell and closeness of everything in the city.
Farden
player, 9 posts
the new guy
male fighter
Wed 24 Nov 2010
at 16:35
  • msg #458

Re: The Tome of Legends - Part 1

"Just a little fence-mending." replies Farden. "Well, I haven't had breakfast yet, let me get something in my belly and then I suppose we can get started with our preparation."
Fritzholm
GM, 553 posts
toss the dice
and have fun
Wed 24 Nov 2010
at 19:15
  • msg #459

Re: The Tome of Legends - Part 1

Farden pulls Idora aside for a moment and hands her a small square of vellum.

"Don't worry," she says taking the note. "I'll take care of it."


Some time later Idora shows up in the sitting room.  Snow's there alone at this hour, working on the doll.

"Miss.  Your new friend feels bad.  He didn't mean to offend you."

She hands Snow the note and lets her read it before handing her the small glass of wine.  She sits down and waits a bit.

"Would you like to tell me what's frustrating you and your group?  Maybe there's something I can do to help."
Glumr
player, 420 posts
Robin Hood ain't
got nothin' on me
Wed 24 Nov 2010
at 20:04
  • msg #460

Re: The Tome of Legends - Part 1

Glumr orders a pint of ale and sips on it smoking some rolled up leaf.  He blows some smoke rings, enjoying the morning.
Mord
player, 196 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 25 Nov 2010
at 00:07
  • msg #461

Re: The Tome of Legends - Part 1

Mord finishes his breakfast and washes it down with some ale. Though being quiet the whole time, he thought about their predicament and, to him, it seems going the straight-forward route might be the best course of action. He doesn't say anything, but he is wondering what was wrong with Snow. He got up from the table and went to go check on her.
Farden
player, 10 posts
the new guy
male fighter
Thu 25 Nov 2010
at 04:03
  • msg #462

Re: The Tome of Legends - Part 1

Farden eats quickly, chewing in precise mouthfuls, with a minimum of conversation. Washing down the food with a light ale, he sees towards settling his bill.
Fritzholm
GM, 555 posts
toss the dice
and have fun
Thu 25 Nov 2010
at 06:27
  • msg #463

Re: The Tome of Legends - Part 1

Farden is ready to pay for his room and board, but he knows Idora is off delivery his message.  It wouldn't do to go follow her now.  Best to wait here.  After all, Idora has to come back through this room when she's done.
Snow
player, 531 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 25 Nov 2010
at 14:59
  • msg #464

Re: The Tome of Legends - Part 1

Snow shakes her head and smiles at Idora, "He's not my friend, worse, they're all kin and related to me i'm afraid, and like all my kin, he's a bit of a crude block head at times."

The doll was mostly done, it was simply made but crafted well, the fabric was durable and colorful and should handle youthful play as well as anything might, and the seams were double stitched, the mane of yarn was mopsy and long, but not so long as it might tangle and knot.

"Let's just say i have different views on what's important from some of my cousins.  You know how men can be.", Snow smiles and shrugs as she fishes out a few ribbins, red... black... blue... green, she matches them against the yellow yarn of hair, and settles on the green one, liking how it contrasts with the yarn.  Nimble fingers bundle the yarn together and knot the ribbon around it into a neat ponytail.

"I'm sure they'll let me know what they've decided to do, and then, i guess i'll do it.  They're kin, all you can do is help and stick it out with them, you know?  You have family Idora?", Snow hands Idora the doll, "Can you see that Aimee gets this, i promised her I would finish the doll before i left.  I'm not sure when I'll see her now, and i like to keep my promises."

Noticing Mord approaching, she quirks an eyebrow and nods to the big lug.  "Morning Mord, have we decided what were doing then?", Snow had her easy going smile on at the moment, which was good.  Snow was hard to read when she wanted to, but Mord presumed that whatever was irritating Snow, wasnt Mord related.
Mord
player, 197 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 25 Nov 2010
at 16:56
  • msg #465

Re: The Tome of Legends - Part 1

"Not that I know of," Mord answers simply , "I just came to check on you . You seemed irritated by something and I wanted to make sure that all is well." as he places his hand on his cousin's shoulder he asks , "Is there something wrong?"
Snow
player, 532 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 25 Nov 2010
at 20:49
  • msg #466

Re: The Tome of Legends - Part 1

Snow shook her head, "Naw, not really, you should worry about Holly more than me.  I think she's starting to feel claustraphobic.  All is well with you then?"
Farden
player, 11 posts
the new guy
male fighter
Thu 25 Nov 2010
at 21:09
  • msg #467

Re: The Tome of Legends - Part 1

Farden has finished settling things up, and is sitting at the table with Glumr and Holly, waiting to see what course they decide to follow.
Holly
player, 281 posts
Protect the Land
to protect your Children
Thu 25 Nov 2010
at 21:24
  • msg #468

Re: The Tome of Legends - Part 1

Holly looks up at Snow's comment, and felt herself shudder a little. Knowing it was close to the mark, she tried to relax, uncrossing her arms and trying to relax. Sipping from her glass of apple juice, she enjoyed the tartness and took a deep breath. "So do we go shopping, or what?" She kind of felt better inside a room, where she could pretend she was back in Volga. Outside in the streets, she knew she could see the sky, but it just seemed like the walls and streets were crowding her.
Glumr
player, 423 posts
Robin Hood ain't
got nothin' on me
Mon 29 Nov 2010
at 13:41
  • msg #469

Re: The Tome of Legends - Part 1

OCC - Since Holly isnt near Snow, I'm going to take the shopping comment as happening at the table.

"Shopping?  Yes.  Why dont we go find Snow and walk around the markets together."  Glumr asks his companions.
Snow
player, 536 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 29 Nov 2010
at 14:11
  • msg #470

Re: The Tome of Legends - Part 1

When they go shopping for a gift, Snow will try and use what she knows of the man to her advantage.  He's known for a fondness of crafting, so she decides that perhaps some masterwork artisan tools, would make an appropiate gift, and some raw materials for him to work with.

When they go shopping she'll see if she can find an artisan's kit for sewing, and some nice fabric, to go with it.  Evidently her cousins are in a rush, so she wont have time to make anything new from scratch.  Good thing she's been tinkering with stuff all this time.

She has those gloves she's been working on for herself the last few days.  They're thin, they're light, they keep her hands clean and warm.  They're too small for him, but perhaps he has a daughter or lady friend that might benefit from them.  When she has time, she'll sit down break out the scroll and quill and duplicates the pattern she uses for the rag dollies she made for the children back at the inn.

To some it might seem an odd hodge podge of oddities, but the man values crafting, or so she's been told.  The theme made sense to Snow, and would support the tactics she wanted to emply to seek an audience.
Farden
player, 14 posts
the new guy
male fighter
Mon 29 Nov 2010
at 17:00
  • msg #471

Re: The Tome of Legends - Part 1

Farden is going to tag along and guide them to the best places to get what they're looking for. In preparation for their meeting with the big man, he's going to polish up his armor and shield, and make sure all his weapons are free from even the ghost of rust.
Holly
player, 282 posts
Protect the Land
to protect your Children
Mon 29 Nov 2010
at 19:37
  • msg #472

Re: The Tome of Legends - Part 1

Holly joins the others, and watches in wonder as Snow goes about her shopping, wondering what the choices made mean to her cousins plan when they meet the Proctor. With little money available to her, she keeps it in her purse, but is intrigued by some of the unusual flowers, herbs and knickknacks she can see as they go around.
Glumr
player, 424 posts
Robin Hood ain't
got nothin' on me
Mon 29 Nov 2010
at 20:15
  • msg #473

Re: The Tome of Legends - Part 1

"Hmmm...  Do you think we should pick out some new clothes, such as a Courtier’s Outfit, for our meeting with the proctor?" Glumr asks his companions.  "Snow, what are you thinking we should get the proctor? Best information I found is to go through the guilds.  I think we could get him a nice gift and just go see him."
Fritzholm
GM, 557 posts
toss the dice
and have fun
Mon 29 Nov 2010
at 21:35
  • msg #474

Re: The Tome of Legends - Part 1

You've been walking in the merchant's quarter for scarcely two minutes when an attractive young woman playfully pounces on Mord.

"Rawrrr, The Creodont!"

This catches the lot of you totally by surprise.  Mord is left flatfooted, blushing, and speechless, holding this beautiful girl in one arm.  She's wearing a skimpy wildcat costume of some sort complete with cat ears, a tail, fur gloves and boots, and the minimum of other fur to maintain some measure of modesty.

"You look like a rough-and-tumble bunch," she says, swiping at Glumr with her hand as if she had claws.  "Arm and protect yourselves with the finest weapons and armor around at The Creodont Armory.  They have everything from subtle knives to bows to the dreaded warhammer that punches through armor like the creodont's teeth."

With a graceful twist, she slips out of Mord's loose grasp to face Holly.

"Want something special?  The Creodont Armory's three master blacksmiths can make it for you.  They'll put an edge on your blade so sharp you'll be slicing your foes to ribbons."

"Need protection?" she adds with a playful grin, turning to look Mord right in the eyes.  "The Creodant knows how important armor is.  They can fit a suit to your very size, or create one special just for you that will fit like your very own fur."  She quickly runs her hands down her body to illustrate a snug fit.

The girl hops out in front of you all and wiggles her tail at you.

"Follow me to The Creodont Armory, or look for the sign with the bright orange sabre-toothed cat.  Rwarrrrr, The Creodant!"

She's right.  This Creodant place must be worth seeing.  You feel oddly compelled to follow her.
Mord
player, 198 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 29 Nov 2010
at 22:07
  • msg #475

Re: The Tome of Legends - Part 1

Mord, still with the surprised look on his face, looks at his cousins, "Well that was exciting."
Holly
player, 283 posts
Protect the Land
to protect your Children
Mon 29 Nov 2010
at 22:53
  • msg #476

Re: The Tome of Legends - Part 1

"Well it would be for you!" Holly says harshly, and suddenly turns away as she realises what she had said. Without turning around, she adds, "I suppose a well crafted weapon might suit our purposes Snow?"
Farden
player, 15 posts
the new guy
male fighter
Tue 30 Nov 2010
at 03:43
  • msg #477

Re: The Tome of Legends - Part 1

Farden cracks a grin. "Don't jump out at people like that Addison, you'll scare someone to death." he says to the costumed girl.

He remarks to the others,"Creodant is pretty good, I got my armor from there."

He turns back to Addison, "So tell me, kitten, what's new in the armorer business? Fashioned any jeweled mithril plate for the lords of the realm lately?"
Snow
player, 538 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 30 Nov 2010
at 14:15
  • msg #478

Re: The Tome of Legends - Part 1

Snow shrugs and waves dismissively, "It would be appropiate, i think if we all spent some effort purchasing a gift.  It's obvious we all have varying opinions on what is appropiate.  Who's to say what gift will be the one that catches his eye and gain us favor?  If you want to take a walk to the armory i'll keep Holly company for a shopping trip."
Farden
player, 16 posts
the new guy
male fighter
Tue 30 Nov 2010
at 14:38
  • msg #479

Re: The Tome of Legends - Part 1

Farden rolls his eyes. "No, I have no clue what would make an appropriate gift for the man. All I said was, if you want to purchase armor or weapons, than Creodont is as good a place as any. But since our man is the ruler of this city, chances are his entire armory is filled with Creodont's Greatest Hits already."
Snow
player, 539 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 30 Nov 2010
at 14:44
  • msg #480

Re: The Tome of Legends - Part 1

"Sometimes... it's the thought that counts.  I would suggest Mord, forging a Blade of Triplefang style, and quality, but... it's been noted were on the clock and such 'sloppy' gifts are probably too long to make and not worth the time to craft."
This message was last edited by the player at 14:46, Tue 30 Nov 2010.
Farden
player, 17 posts
the new guy
male fighter
Tue 30 Nov 2010
at 14:53
  • msg #481

Re: The Tome of Legends - Part 1

"A really good blade can take up to a month to craft. And that's at the hands of a master smith. Do you think we have that long?" Farden replies with a slight smile. "But certainly, if you think the 'thought' is enough, then Creodont can offer much food for it."
Snow
player, 540 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 30 Nov 2010
at 14:56
  • msg #482

Re: The Tome of Legends - Part 1

Snow shrugs, "Actually i have no idea how long it would take, a nice little blade (dagger) of Triple Fang style cant take that long to make though, Mord is the smith not me.  Maybe he has some premade samples of his work that might save him a 'month' of crafting."

Snow had to wonder who closely related Farden and Glumr were, they had alot of similiar traits.
This message was last edited by the player at 14:57, Tue 30 Nov 2010.
Farden
player, 18 posts
the new guy
male fighter
Tue 30 Nov 2010
at 15:03
  • msg #483

Re: The Tome of Legends - Part 1

"So no Creodant then." he notes.

Farden turns to Addison. "You heard the mother, Addie dear. We'll drop by some other time to check out your wares. For now" - he sends her along with a light slap on the rump - "Go break some other sod's heart."
Glumr
player, 426 posts
Robin Hood ain't
got nothin' on me
Tue 30 Nov 2010
at 15:21
  • msg #484

Re: The Tome of Legends - Part 1

OCC - I was replying to fritz and you guys posted a few in there cause work delays my RPOL posting.

Glumr makes eyes at the girls in jest at the catlady's interaction with Mord and laughs.

"My cousin" Glumr says to Snow "you have the eye for such things and I do not.  My appreciations are fixated on natural things and mostly unappreciated in such a city as this.  I'd like to go see what the Creodant have to offer if you ladies would like to find the gift.  Likewise I'll take a gander and see if there is anything with Creodant that I think may interest you."  Glumr looks to Fardin and Mord.  "Would either of you two like to come with me?"

Glumr adds "I doubt I will have them craft anything for me, but I'd like to take a look."
Snow
player, 541 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 30 Nov 2010
at 15:26
  • msg #485

Re: The Tome of Legends - Part 1

Snow doesnt even bother to answer Glumr, she waves him off dismissively.  She had already anticipated the boy's fascination with all things pointy, sharp, and lethal and had opened the excuse for them to go indulge themselves.  She wasnt going to waste further verbal endorsement if they couldnt take a hint.

"Holly, why dont you leave anything of value with me, to avoid the damn taxes... and go give moonlight a visit, i know you're probably dying to by now.  Just get back in time for dinner?"
Glumr
player, 427 posts
Robin Hood ain't
got nothin' on me
Tue 30 Nov 2010
at 15:52
  • msg #486

Re: The Tome of Legends - Part 1

Glumr frowns at Snows non verbal response.  He wonders to himself why she's traveling with him as she doesnt seem to really enjoy his company, nor the journey.  He shrugs it off.  He likes Snow despite her trying to make him not, and she pulls her fair share at camp and in a fight.  He wonders what he could do to make her like him for him and not simply because they are cousins.  Maybe he will talk to Holly about it.  She and Snow seem to get along great.
Holly
player, 284 posts
Protect the Land
to protect your Children
Tue 30 Nov 2010
at 17:30
  • msg #487

Re: The Tome of Legends - Part 1

Snow:
Snow doesnt even bother to answer Glumr, she waves him off dismissively.  She had already anticipated the boy's fascination with all things pointy, sharp, and lethal and had opened the excuse for them to go indulge themselves.  She wasnt going to waste further verbal endorsement if they couldnt take a hint.

"Holly, why dont you leave anything of value with me, to avoid the damn taxes... and go give moonlight a visit, i know you're probably dying to by now.  Just get back in time for dinner?"


Holly visibly lights up at the suggestion, and almost runs off without saying anything. "I might just do that, if you others don't mind?" She says, not wanting to make it look like she would prefer the company of horses over her friends. "Farden, do they accept city coins outside the walls?"

The prospect of being outside the walls, and running alongside Moonlight seems to have put a skip into Holly's walk, as she contemplates whether she can get back in time for dinner.
Fritzholm
GM, 558 posts
toss the dice
and have fun
Tue 30 Nov 2010
at 19:56
  • msg #488

Re: The Tome of Legends - Part 1

The Ferisedan coins are high quality and would be accepted practically anywhere.

If you're leaving Rankor for less than a month and not returning with new goods you're not re-taxed.

All the while that the group has been discussing the shopping you've been idly following Addison (the girl in the wildcat costume).  She gives the pitch a few more times along the way, slowly collecting a small crowd.  When Farden pats her on the butt, the group splits up.  Holly heads towards the city's main gates.  Glumr continues on to the armory.  Snow and Farden do some non-weapon shopping.  Would Mord like to join Glumr or Snow and Farden?
Farden
player, 19 posts
the new guy
male fighter
Wed 1 Dec 2010
at 05:29
  • msg #489

Re: The Tome of Legends - Part 1

Farden stays be Snow, and relaxes into a familiar role of bodyguard, his eyes scanning the crowd around him. "So, where do you want to go?" he asks Snow.

He'll guide her to wherever she wants to visit.
Fritzholm
GM, 560 posts
toss the dice
and have fun
Wed 1 Dec 2010
at 07:45
  • msg #490

Re: The Tome of Legends - Part 1

"Here we are...  The Creodant, Rwarrrrr!"  Addison says, posing in front of the Armory.

The building is about twice the size of most of the shops, but still smaller than you imagined.  A long wooden sign depicting a toothy orange wildcat hangs over the wide double doors.  To either side of the main sign are two identical smaller signs with and axe in front of a shield.  The crowd that the captivating bard girl gathered together mostly makes their way into the armory.  Only a few wander off and one fellow dressed in grey stays outside to chat with Addison.

The interior is literally lined with racks of weapons of all sorts.  They also have a few wooden armor stands displaying impressive suits of metal armor.  The sounds of a blacksmith pounding away at an anvil fills your ears, as does the loud banter of commerce.  There are two impressive looking guards and a merchant talking to perspective customers.  The place is quite busy.  It looks like you'll have to browse on your own for a while before you can speak to someone.
Snow
player, 545 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 1 Dec 2010
at 13:18
  • msg #491

Re: The Tome of Legends - Part 1

She says goodbye to Holly, for now and waves her off with an assurance that they'll manage a day without her.

She tells Glumr not to nick himself on anything too pointy, she's presuming Mord's going with him, and tells him to keep Glumr out of trouble.

She gives Farden a quizzled look when it becomes apparent that he's going to tag along, Snow doesnt think she needs a bodyguard, but wont mind inflicting shopping on Farden if he wants to suffer it.

"I dont look like it, but I'm a triplefang, I'll go where my feet take me?"

Snow starts to wander around the marketplace.  She's in no rush to shop, and knows what she's looking for.
Farden
player, 20 posts
the new guy
male fighter
Wed 1 Dec 2010
at 13:38
  • msg #492

Re: The Tome of Legends - Part 1

Farden drops in to position just behind Snow, his eyes scanning the crowd looking for early signs of trouble, while he leaves the shopping up to Snow.
Glumr
player, 430 posts
Robin Hood ain't
got nothin' on me
Wed 1 Dec 2010
at 18:03
  • msg #493

Re: The Tome of Legends - Part 1

OCC - Is Mord with Glumr?  I'm not sure so I'm gonna play it like it is, wont make any difference other than the narrative

Glumr looks around the shop.  He realizes he's armed well with quality weapons.  Plus he knows he doesnt have the coin for any mastercraft items they may have.

"I need nothing here." Glumr says to Mord. "Do you need anything?  I'm going to step outside."

Glumr does and tries to overhear a bit of what the cat girl and grey stranger are talking about.  He wonders if it might make sense to stop at a guild per the advice of the jeweler.   Glumr decides that he'll see if the current plan actually gets them an audience.  If not, he can always try the guilds then.

Glumr decides to stop at the jewler's and see if the gnome has finished his ring.
This message was last edited by the player at 15:42, Thu 02 Dec 2010.
Fritzholm
GM, 561 posts
toss the dice
and have fun
Thu 2 Dec 2010
at 15:54
  • msg #494

Re: The Tome of Legends - Part 1

After realizing he's set for weapons, Glumr steps outside.  He and Mord had been inside the shop for a few minutes and now the creodont girl and the man in grey are both gone.  They wander a bit in search of the jeweler's shop.  Eventually they ask a local, who points them in the right direction.  Glumr was really close.

A customer is walking out just as Glumr and Mord walk in.

"Hey, there's the highstepper.  Did you meet with the top human?" asks F'drick.
Glumr
player, 431 posts
Robin Hood ain't
got nothin' on me
Thu 2 Dec 2010
at 20:07
  • msg #495

Re: The Tome of Legends - Part 1

"Hiya Freddy" Glumr says, happy to see the odd gnome dwarf again. "I havent met him yet.  There's a few of us together and the other part of our group is getting him a gift, and then we're off to see him... hopefully." Glumr adds with a wink.

"I just stopped in to check on my ring as I've had some time to burn today.  And besides that, how've ye been?  Any news or gossip for me?" Glumr is amused by this quirky short stack.
Fritzholm
GM, 562 posts
toss the dice
and have fun
Fri 3 Dec 2010
at 09:10
  • msg #496

Re: The Tome of Legends - Part 1

"Do I look like a barmaid t' you?  There's no gossip here, but I'll go fetch your ring.  It's plenty done."

F'drick trundles over and unlocks the door to behind the grate.  He returns shortly with Glumr's ring, nicely cleaned.  It looks shiny and nearly new like the Ferisedan silver coins.

"What sort o' sense do yer friends have?  You don't buy a crate of eggs for a hen.  They should be puttin' an eye on my wares.  Here's where the *real* gifts are.  Is there still time to go set them on the path to my door?"
Fritzholm
GM, 563 posts
toss the dice
and have fun
Fri 3 Dec 2010
at 09:44
  • msg #497

Re: The Tome of Legends - Part 1

Snow leads Farden through the merchant's quarter.  She's quiet, watching the people in the streets, seeing how they interact and noting their mannerisms.  There's an unusual dynamic here.  In Volge there's a strong sense of familiarity between individuals, but here people seem to counteract being packed in so closely with social distance.  It's almost as if it's a city of strangers.

The first shop they come across with needle and a spool on the sign turns out to sell and repair clothing, but doesn't sell raw cloth or tools.  The owner, an old but energetic woman, gives Snow directions to her supplier, Gustav.

Gustav's establishment is a storehouse closer to the main road and deeper into the city than most of the merchants' quarter.  For as large as the storehouse is there's not a tremendous selection.  There are a lot of hides and furs as well as rough and medium gauge wool fabric.  Gustav, a lanky fellow clad in leathers, greets Snow.

"Well this is a new sight for me.  I get mostly regular customers.  What can I do for you, Miss?" asks the merchant.
Farden
player, 21 posts
the new guy
male fighter
Fri 3 Dec 2010
at 10:37
  • msg #498

Re: The Tome of Legends - Part 1

Farden has been tagging along with Snow. He continues to keep an eye out for trouble, and leaves the conversations to Snow. He scans the man's store as Snow enters. He's not really expecting trouble, but one can never be certain.
Holly
player, 285 posts
Protect the Land
to protect your Children
Fri 3 Dec 2010
at 12:32
  • msg #499

Re: The Tome of Legends - Part 1

Holly follows the directions Farden gave her to get out of the city, and almost jumped with joy when she finally managed to get out of the confines of the walls and streets and into the more open around the city walls.

Making her way quickly towards where they had left the cart, horses and Moonlight, she kept an eye out for him. Seeing a horse running free near the farm, she let out a signal whistle and saw his head rise. Galloping towards her, Holly had to smile as he seemed as happy to see her as she was to see him. Wrapping her arms around his broad neck, she quickly slid onto his back and let him lead her back to the farm. Although she was tempted to run off for a gallop, she wanted to thank the farmer for looking after him, and to pick up some more coin when the opportunity arose.

Riding bareback into the farm, she saw Jeremy and moved over.
Glumr
player, 433 posts
Robin Hood ain't
got nothin' on me
Fri 3 Dec 2010
at 15:24
  • msg #500

Re: The Tome of Legends - Part 1

Glumr laughs "Aye...  I'm sure a purveyor as yourself is too busy for such gossip.  As for my friends, I wouldnt say the best sense, but some."  He laughs again.  "Perhaps it's not too late to suggest they do their selection here.  I'll see what I can do for ye.  I'll take your hen comment to their consideration.  Now... I'd be wonderin' if you might have a small silver unicorn I might wear around my neck?  The symbol of Ehlonna who I follow."    Glumr puts the ring on his index finger and admires it.  "Looks much nicer my friend.  Fit's well to.  Now that you've worked on it, can you tell me anything about the ring?  Like is it symbolic of anything, or just a ring?"
This message was last edited by the player at 15:25, Fri 03 Dec 2010.
Fritzholm
GM, 565 posts
toss the dice
and have fun
Fri 3 Dec 2010
at 16:47
  • msg #501

Re: The Tome of Legends - Part 1

quote:
"Now... I'd be wonderin' if you might have a small silver unicorn I might wear around my neck?  The symbol of Ehlonna who I follow."


"I could make one f'r ya.  I'll be needing an example, or a drawing t' work from.  How does 100 silver f'r about 4 ounces of silver charm sound?"


quote:
"Now that you've worked on it, can you tell me anything about the ring?  Like is it symbolic of anything, or just a ring?"


"Looks like a wolf t' me."
Glumr
player, 434 posts
Robin Hood ain't
got nothin' on me
Mon 6 Dec 2010
at 16:29
  • msg #502

Re: The Tome of Legends - Part 1

Glumr pulls out his Holy symbol of Elhonna.  "You can model it off of this one."  Glumr tells F'drik.  "and yeah... Looks like a wolf to me too."  Glumr grins.  He hands 10 gold to the gnomish dwarf and shakes his hand.  "100 silvers?  Sounds like a good deal my friend."
Fritzholm
GM, 566 posts
toss the dice
and have fun
Mon 6 Dec 2010
at 20:02
  • msg #503

Re: The Tome of Legends - Part 1

F'drick takes the symbol and the coins.

"Gold coins on the spot.  Yer a good customer.  I'll have it for ya in a few days."
Fritzholm
GM, 567 posts
toss the dice
and have fun
Mon 6 Dec 2010
at 22:28
  • msg #504

Re: The Tome of Legends - Part 1

quote:
Gustav, a lanky fellow clad in leathers, greets Snow.

"Well this is a new sight for me.  I get mostly regular customers.  What can I do for you, Miss?" asks the merchant.


Snow is a little disappointed.  In her opinion, fabric quality and selection isn't as good here as in Triplefang lands.  Come to think of it, people in this city do dress more drably, tending towards grays and washed out colors.  A large minority of Ferisedan in Rankor still dress in more traditional nomadic fashions, favoring hides.  She decides to set aside the fabric issue for now and concentrate on the gift.

Snow inquires about masterwork tailoring tools.  Gustav says that he has such things, of course, but he's not in the business of selling them.  He deals in high quality materials or meats.  However, when Snow mentions that they would be a gift for Proctor Limon, Gustav perks up.  He agrees to hook her up with a set of top quality tools in a fine wooden case provided the case bears his stamp.

This would take him a couple of days to gather and would cost 50gp.
Snow
player, 546 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 7 Dec 2010
at 00:50
  • msg #505

Re: The Tome of Legends - Part 1

Snow leaves a 10 percent down paying and promises delivery of the balance when the goods are ready.  She shows the purse full of coins to prove that she's not poor and can pay what he asks when the time comes.

Then she goes about her things, even drab fabric has it's uses, lining, outer wear, travel clothes... meh.

Snow is quickly becoming unimpressed with the town and missing home again.
Farden
player, 23 posts
the new guy
male fighter
Tue 7 Dec 2010
at 05:47
  • msg #506

Re: The Tome of Legends - Part 1

Farden privately winces as Snow shows off her coin tot he shopkeeper. He sends a careful look around the store, to see if anyone was now showing any unusual interest in Snow.
Fritzholm
GM, 568 posts
toss the dice
and have fun
Tue 7 Dec 2010
at 15:51
  • msg #507

Re: The Tome of Legends - Part 1

Farden is vigilant and commendably aware of possible threats.  However, everywhere he and snow have gone today has been free of potential mugging, pickpocketing and robbery situations.  Instead of putting him more at ease, this calm and safety is actually making the well prepared warrior more tense.  Why isn't crime rearing it's ugly head?
Snow
player, 547 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 7 Dec 2010
at 16:05
  • msg #508

Re: The Tome of Legends - Part 1

Snow finalizes the arrangement for her gift, and then goes about her business, of shopping for herself.  The fabrics all suck, for being pretty but if the fabric is of good material, it would be a pain, but she could always dye it herself to get the colors she wants.

Presuming she can find some decent fabric she can go about looking for some inks to dye the fabric.  Possibly her offering of finished product might be less important than her skill at dying fabrics to create a variety of colors.
This message was last edited by the player at 16:06, Tue 07 Dec 2010.
Farden
player, 24 posts
the new guy
male fighter
Tue 7 Dec 2010
at 16:35
  • msg #509

Re: The Tome of Legends - Part 1

Farden is going to drop into his usual position just behind Snow, keeping an eye on her. He shows no sign of impatience, guiding Snow wherever she needs to go.
Glumr
player, 435 posts
Robin Hood ain't
got nothin' on me
Tue 7 Dec 2010
at 16:39
  • msg #510

Re: The Tome of Legends - Part 1

Glumr thanks F'drick for his services and makes his way out of the shop.  He wonders what his friends are doing, and decides on the way back to find them, he will go find Samuel of The Players Three and see what they might be playing today.
Fritzholm
GM, 569 posts
toss the dice
and have fun
Wed 8 Dec 2010
at 16:32
  • msg #511

Re: The Tome of Legends - Part 1

Glumr and Mord go to the two-tree clearing to see what The Players Three are up to.  There are mostly kids gathered around at the moment.

The show depicts a clumsy woodsman out chopping down trees who keeps lopping off his own limbs with the axe.  The children laugh each time another part flies off the klutzy little puppet.  Finally, the woodsmen puts his own head to the axe, which strikes the children as particularly funny.  You're not quite sure how he was able to do that with no arms.  Never-the-less all the woodsman's part lie in a pile next to his axe.  Another little wooden man comes along and finds the pile.  He gathers all the parts and the axe up onto a cart declaring that he knows just the person to put the woodsman back together.

Misfortune continues to shine an inky curse down on the unfortunate jumberjack.  One by one, crows swoop down and carry away the body parts, leaving just a torso and axe.  This does not dissuade the man with the cart.  He brings the torso and axe to a metal house.  The owner of the house is a tinsmith with metal hair.  He delights in the challenge of putting a man back together again despite lacking all but one part.

"I will need something to use for a head.  Go fetch me a head substitute!"

The cart man looks around the tinsmith's house and finds a kettle.

"Perfect!" cries the tinsmith, and he sets about reconstructing the woodsman out of metal.

The man with the cart watches with curiosity and wonder as the tinsmith does his work.  A swirling, chaotic reed pipe song of invention plays from behind the puppet stage as this goes on.  A couple of the kids get up to dance along with the wild tune.  When he's done, the tinsmith screws the kettle onto the woodsman's body and the kettle goes *toot* *toot*.  All the children applaud, but the worst is yet to come.  The kettleheaded tin woodsman goes berserk with his axe, chopping both the timsmith and the cart man to bits parts before returning to the woods.

That's all for the show and the kids scatter to play in other parts of the city.
Fritzholm
GM, 570 posts
toss the dice
and have fun
Wed 8 Dec 2010
at 16:49
  • msg #512

Re: The Tome of Legends - Part 1

After the show, Samuel sees Glumr and walks over to talk to him.

"Greetings friend.  Good to see you again.  Did you enjoy the show?  I see your floating eye is not with you today.  Are you getting along well in our  city?" he asks.
Glumr
player, 436 posts
Robin Hood ain't
got nothin' on me
Wed 8 Dec 2010
at 18:35
  • msg #513

Re: The Tome of Legends - Part 1

"Hiya Samuel.  Good to see you again.  As always, I greatly enjoyed your puppet work."  Glumr tells the performer.  "I left the eye back with my friends.  You can imagine how often I have to explain it... er.. him.. er.. whatever."

Glumr continues "City has been treating me well.  The reason I'm here is that my group is trying to gain audience to the proctor.  He has an item that I am on a quest for and the first steps in accomplishing that are actually getting to talk to him.  You wouldn't have any suggestions on the best way to do that would you?"
Fritzholm
GM, 572 posts
toss the dice
and have fun
Wed 8 Dec 2010
at 19:19
  • msg #514

Re: The Tome of Legends - Part 1

"We're harpers," he says with a half bow flourish. "For, say, one gold coin I'd see to it personally that someone in our guild gets a message to the Proctor that you seek audience.  That's exactly the sort of thing we do.  Now let's get all the details straight."

"You want to meet with him about an item in his possession," he notes.  "Who are you and your group?  Where are you staying?  Would meeting him at the Pelor temple's scribe hall do?  Limon likes the place and it's secure, quiet, and private.  We'll get this whole thing sounding legit and on the up and up for you."
This message was last edited by the GM at 20:34, Wed 08 Dec 2010.
Glumr
player, 437 posts
Robin Hood ain't
got nothin' on me
Wed 8 Dec 2010
at 21:44
  • msg #515

Re: The Tome of Legends - Part 1

"Why thank you my friend.  I tell you what, I'll give you a gold piece now for your efforts, and if we can get audience with him for days hence, then I will personally deliver you another."  Glumr tells the harper.  "I am Glúmr, son of Hólmfastr Triplefang.  I am here with a group of my Triplefang kin.  Snow, Mord, Holly, and Farden accompany me.  We are staying at Idora's house and we would be pleased to meet the proctor where ever it makes him happiest."  Glumr's smile shows how pleased he is to make the connection that could get them audience with the proctor.  "Thank you my wise friend, I truly appreciate your help" Glumr tells Samuel handing him a newly minted gold coin.
Fritzholm
GM, 573 posts
toss the dice
and have fun
Wed 8 Dec 2010
at 23:07
  • msg #516

Re: The Tome of Legends - Part 1

That evening you're all back at the private room at Idora's discussing the day's events.  Before you've settled in there's a knock at the room's door and a young page delivers a message to you that Proctor Limon is interested in meeting you in the scribe hall after the noon ritual, two days after tomorrow.  The page suggests that you leave you weapons at the room when you visit, since they are not allowed in the scribe hall.  He also needs to confirm that you formally accept the meeting.
Snow
player, 548 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 9 Dec 2010
at 00:02
  • msg #517

Re: The Tome of Legends - Part 1

Snow spends a couple of days crafting, using local fabric and what not to make gloves.  She makes a few variations, using leather to reiniforce some, having some fingerless to provide some warmth, with out sacraficing dexterity for work.  What ever she thinks she can fit in.  She'll use the patterns she's drawn out and writes directions on it's use that anyone with the appropiate skills should be able to use.

She'll get the tool a couple of days later, and more or less indicat she's ready to her cousins for the audience thing.
Farden
player, 28 posts
the new guy
male fighter
Thu 9 Dec 2010
at 05:05
  • msg #518

Re: The Tome of Legends - Part 1

Farden asks the page if there is a place near the scribe hall where he can keep his weapons before entering. "As a guard, I cannot allow myself to walk the streets unarmed."
Fritzholm
GM, 576 posts
toss the dice
and have fun
Thu 9 Dec 2010
at 18:46
  • msg #519

Re: The Tome of Legends - Part 1

The page shrugs.  "I think someone can hold them.  It's usually not a thing.  Only monks and priests and scribes in there, but I saw you all were armed.  It's not like Pelor guys are gonna dogpile you or anything."
Glumr
player, 438 posts
Robin Hood ain't
got nothin' on me
Fri 10 Dec 2010
at 16:41
  • msg #520

Re: The Tome of Legends - Part 1

"We are friends of the church of Pelor and helped return their Champion to GoldenPoint.  I have no worries and feel we will be safe in their care."  Glumr says to the page.  He gives the page a piece of silver and thanks for his trouble telling the page "We gladly formally accept the invitation."  Glumr turns to his friends and says "Farden, if you feel the need to be the armed guard, I would suggest one of two things.  Stand armed and ready outside the door, or simply bring only your weapon and leave it at the door."

Glumr -1 Feresidan SP
This message was last edited by the player at 16:44, Fri 10 Dec 2010.
Farden
player, 29 posts
the new guy
male fighter
Sat 11 Dec 2010
at 05:23
  • msg #521

Re: The Tome of Legends - Part 1

Farden waits untilt he page leaves, then replies "I think I'll wait outside, then. I'm not one for negotiations, and if there is trouble, it'll be useful to have someone on the outside."
Fritzholm
GM, 577 posts
toss the dice
and have fun
Sun 12 Dec 2010
at 08:24
  • msg #522

Re: The Tome of Legends - Part 1

The page takes your acceptance message back to Proctor Limon.  A couple of days pass and you get to see another of The Players Three's shows.  Snow picks up the gift.  Glumr picks up his silver unicorn symbol.

Now for a couple of very minor bookkeeping issues.  Who paid Cuma?  Be sure to mark of the gold.  He does not need to be paid in Ferisedan coins.  How are you splitting up the cost of the gift?

Is there anything else you want to do before the meeting?  I'll give you a chance to reply on Monday and then skip to the meeting some time Monday evening.
Farden
player, 30 posts
the new guy
male fighter
Mon 13 Dec 2010
at 03:40
  • msg #523

Re: The Tome of Legends - Part 1

Farden is willing to pay an equal share of the gift. Nothing else he wants to do.
Mord
player, 199 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 13 Dec 2010
at 07:18
  • msg #524

Re: The Tome of Legends - Part 1

Mord will help pay as well. He, also, has nothing else he wants to do.
Snow
player, 551 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 13 Dec 2010
at 13:48
  • msg #525

Re: The Tome of Legends - Part 1

We're off to see the wiza... uhm... whatever he is then?
Fritzholm
GM, 578 posts
toss the dice
and have fun
Mon 13 Dec 2010
at 19:16
  • msg #526

Re: The Tome of Legends - Part 1

Please please please update your character sheets when you convert money or buy something.

Farden's money is assumed to be all in Ferisedan coins (might help to make note of this)  Mord converted all his silver to Ferisden coins too.  Everyone else should have an odd mix of Ferisedan and non-Ferisedan coins.  Please make note of which is which.  The gift cost 50gp.  Split 5 ways this is 10gp apiece, an amount that the poorest among you can just barely afford.  Mark it off, please.  I don't want to resort to keeping track of everyone's money myself.

Also, someone needs to pay Cuma his 3gp.
Farden
player, 31 posts
the new guy
male fighter
Tue 14 Dec 2010
at 04:04
  • msg #527

Re: The Tome of Legends - Part 1

Farden pays over his share of the gift, and is willing to exchange his local coin with non-local gold with the others. He has just enough gold to provide everyone with local coin.
Fritzholm
GM, 581 posts
toss the dice
and have fun
Tue 14 Dec 2010
at 06:24
  • msg #528

Re: The Tome of Legends - Part 1

The day of your meeting finally arrives.  The group dresses up in their flashy cloaks made by Snow from the exotic fabrics of the far-away, troglodyte sun temple.  The shimmering golds and oranges seem all the more appropriate for a visit to yet another sun temple.  The temple at Rankor is large compared to the small, tightly packed residences, shops, and other buildings of the city, but quite small compared to grand Goldenpoint.  There is a border of small parks and gardens around the temple and its center is a circular open air colosseum.  Today it is less than one quarter full with dozens of people.  You suspect it would be packed full during holidays.

You arrive a touch early so as not to risk keeping the Proctor waiting and watch as the noontime Pelor rituals wrap up before making your way though to the scribe hall.

"WOW!  Wasn't that amazing!", says a very enthusiastic follower who keeps pace with you as you go.  "You're new here right?  Bless Pelor!  My name is Credence, but you can call me Creed.  You're going to love this temple.  We're all about caring for people and protecting folks so they can do other good deeds.  The sun shines on us all!"

You introduce yourselves to Creed and explain that you're just here to see Proctor Limon.

"Oh WOW!  That's great!  Not as great as joining the temple, but still really good.  You must be really important.  I can see it.  You've really come to the right place."  Creed doesn't elaborate on that last point.

The scribe hall looks like a traditional longhouse, but made of stone with many windows too high on the walls to see in with shutters currently thrown wide open.  A priest greets you and Creed at the door.  They are expecting you.  He does a cursory check of you persons as Farden explains that he plans to wait outside with his weapons.  The priest nods.  Snow, Glumr, Mord, and Holly go into the hall.

"I'll stay outside with Farden to keep him company!  It's dull to stand around by yourself,"  Creed says as the other go inside.

Creed is a large, strong man, not quite as big as Mord (but who is?).  You notice that he's wearing chainmail under his religious attire and has an axe, not hidden, but tucked away in his clothing.

"Don't you like the temple grounds?  I think they're the best part of the city.  This is a great place to be standing guard!  Don't you think so too?"
Fritzholm
GM, 582 posts
toss the dice
and have fun
Tue 14 Dec 2010
at 07:16
  • msg #529

Re: The Tome of Legends - Part 1

The priest leads you past individual tables where learned men sit at high chairs copying words from one book to another.  Sunlight shines down upon each one from a different window.

"The Proctor is quite fond of the work we do here.  We have added countless books to his library.  He is very keen on the written word and the knowledge it contains," the priest explains dryly.

Indeed books are all you can think of.  One in particular that you have never seen, but Arkus has described well to you.  Its cover is a rich leather, green the shade of oak leaves in summer, neither rough nor soft, wrapped over strong, thin hardwood flats.  The book is gilt with an intricate gold embossed border.  It bares no title save for a stylized L from an age long past on its front cover.  So old in fact that no common man would recognize the symbol for the letter it is.  However, it's safe to assume that the Proctor, with all the sages at his disposal, would have learned what symbol it is.  Its pages are clean, crisp, bright white.  They are completely blank.  The book is of course magical, but Proctor Limon does not know any more.

You know how to activate the book.  Sign your names on the very first page and you will become Legends.  Your deeds will be recorded magically within the book for as long as you live.  Any other writing will simply fade away.  It is imperative that keep the book's power, method of activation, and probably its very name a secret if you have any hope of getting Limon to part with it.

"Proctor Limon, here are the Triplefang who wished to speak with you."

Limon is seated at a simple long table the type you often dine at with benches pulled up to both sides.  He's a brown haired man with a well trimmed beard, not as imposing of build as you'd expected, but also not without an air of presence.  He is dressed in a excellently crafted suit made of the same depressingly drab average quality thick fabric that Snow saw in bulk at Gustav's.  He stands up, sliding the bench back a bit as he rises and makes a confident gesture of greeting.

"Hello young Triplefang voyagers.  I'm am Proctor Limon, leader of the Ferisedan.  The harpers have informed me that your arrival has come straight out of prophecy.  The songs have foretold of this meeting.  Why, I recognize you from the very song one sung to me just days ago."  This is news to you!  Perhaps he is pulling your leg.

He turns to Mord first.   "You must be Mord Triplefang, and you with the green locks must be Hollace, you would be Snow," he nods to Snow.  "And...  wait.  Should there not be five of you?"
Farden
player, 33 posts
the new guy
male fighter
Tue 14 Dec 2010
at 11:47
  • msg #530

Re: The Tome of Legends - Part 1

PL
This message was last edited by the player at 11:49, Tue 14 Dec 2010.
Fritzholm
GM, 583 posts
toss the dice
and have fun
Tue 14 Dec 2010
at 16:47
  • msg #531

Re: The Tome of Legends - Part 1

quote:
"It's pretty enough. Have you been a guard here long?" he asks politely of Creed.


"Yeah!  I've been here for years.  It's great!  I'm like family now.  The food is great and the priests, and priestesses you know," Creed gives Farden a little wink, "are great, and its peaceful most of the time.  Have you seen them heal people?  I'm sure you have."
Farden
player, 34 posts
the new guy
male fighter
Tue 14 Dec 2010
at 18:03
  • msg #532

Re: The Tome of Legends - Part 1

PL
Holly
player, 287 posts
Protect the Land
to protect your Children
Tue 14 Dec 2010
at 21:22
  • msg #533

Re: The Tome of Legends - Part 1

Fritzholm:
"Hello young Triplefang voyagers.  I'm am Proctor Limon, leader of the Ferisedan.  The harpers have informed me that your arrival has come straight out of prophecy.  The songs have foretold of this meeting.  Why, I recognize you from the very song one sung to me just days ago."  This is news to you!  Perhaps he is pulling your leg.

He turns to Mord first.   "You must be Mord Triplefang, and you with the green locks must be Hollace, you would be Snow," he nods to Snow.  "And...  wait.  Should there not be five of you?"

Holly isn't quite sure what shocks her most. That the Proctor seems to know who they are, which might mean he knows why. The second was that someone had evidently got her name wrong! She almost pursed her lips and frowned at that. Instead she curtsied as she had been taught and simply said, "It is Hollykahn Shipsail sir, although most know me as Holly. I was adopted into the Triplefang of Volge when my parents died."

With that, she steps back and lets Snow do the talking. After all, that was what her cousin had a skill with. She herself didn't think the Proctor would need of her healing or nature skills.
Fritzholm
GM, 584 posts
toss the dice
and have fun
Tue 14 Dec 2010
at 23:09
  • msg #534

Re: The Tome of Legends - Part 1

"Oh...  Holly.  You have my apologies.  You know these prophecy songs are sometimes a touch off the mark."
Glumr
player, 440 posts
Robin Hood ain't
got nothin' on me
Wed 15 Dec 2010
at 13:05
  • msg #535

Re: The Tome of Legends - Part 1

"You must excuse me sir" Glumr says to the proctor "But we are unfamiliar with these prophecy songs you are referring to."  Glumr thinks the proctor must just be mentioning information the page brought him as they recently just met Farden.  More so the four of them have not been traveling together for long enough for anyone to take note of them.
This message was last edited by the player at 13:10, Wed 15 Dec 2010.
Glumr
player, 441 posts
Robin Hood ain't
got nothin' on me
Wed 15 Dec 2010
at 13:13
  • msg #536

Re: The Tome of Legends - Part 1

Glumr adds "...But you are correct.  Our fifth is standing watch outside, chatting with Creed I believe his name was"
Holly
player, 288 posts
Protect the Land
to protect your Children
Wed 15 Dec 2010
at 15:03
  • msg #537

Re: The Tome of Legends - Part 1

Fritzholm:
"Oh...  Holly.  You have my apologies.  You know these prophecy songs are sometimes a touch off the mark."

"And perhaps Hollace was easier to rhyme?" Holly said in reply. Not that she knew many words that ended like Hollace. Wallace... Flawless... Lawless... That last one made her shiver a little, as she wondered if that was what she had been rhymed with.

Deciding not to take that further, Holly returned to her normal quiet self.
Fritzholm
GM, 585 posts
toss the dice
and have fun
Wed 15 Dec 2010
at 16:19
  • msg #538

Re: The Tome of Legends - Part 1

Limon nods at these comments and sits back down gesturing for to make yourselves comfortable at the table.

"I don't have the talent to memorize and repeat the song for you, but I'm sure someone down at the guild could do you the favor.  It is for the best that our first meeting isn't punctuated by my singing, anyhow.  Sadly, the song did not mention the purpose of your visit.  Can you enlighten me?"
Snow
player, 554 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 15 Dec 2010
at 17:44
  • msg #539

Re: The Tome of Legends - Part 1

Snow nods politely and makes an effort for an appropiate courtly bow as she's introduced to the Proctor, "You seem already familiar with our names, you do us a great honor.  My name is indeed Snow Triplefang.  I was born with arcane gifts that i use for the benifit of my tribe."

Snow makes a little gesture with her right hand, and little snow flurries start to form, and flit down towards her outstretched hand, to be caught up in a little swirl of wind blowing it several inches abover her outstretched hand to repeat the cycle.  A simple arcane trick that she's used for practice to help with her credentials. 

Snow waves her hand dismissing the snow flurries letting the natural warmth of the air melt them into nothingness, "My mentor, is preparing to celebrate the day of her birth.  It is tradition that such days are marked by special gifts from their apprentices.  She has a fondness for books, and it is my belief, that you have one such book in your possession.  A book with blank pages suitable for the scribings of spells.  It was my hope, that you might be willing to negotiate parting with the book to me, so that i might earn some favor by presenting it to my mentor."
This message was last edited by the player at 21:03, Wed 15 Dec 2010.
Fritzholm
GM, 586 posts
toss the dice
and have fun
Fri 17 Dec 2010
at 00:52
  • msg #540

Re: The Tome of Legends - Part 1

First off, Limon is impressed by the small, frosty show of magic.  Ice in summer is all the more notable.  However, after the explanation the Proctor gives snow a puzzled look.

"There are suitable such books right here in this very hall.  You could have a word with one of the priests.  I'm sure they can sell you a fresh book.  Why come to me to broker this purchase?"

He doesn't he seem upset or put out, but does seem to think there's more to the story.
Snow
player, 555 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 17 Dec 2010
at 01:07
  • msg #541

Re: The Tome of Legends - Part 1

"My research, has indicated that you possess a book owned of some note.  Granted, it's pages are blank, but it's ownership is such that i believe she might find some sentmental value in it.  To be honest, i can not be sure, until i have seen the book.  I'm hoping that it is ornate and pleasing to the eye as a...", Snow frowns for a moment contemplating the appropiate phrase, "... a collectable?  Much the way i gather interesting fabrics and threads.  To someone who finds no interest in such things they might seem rather mundane, find some value."

Snow digs out a shiney bit of cloth to show him, "I use it to tie my hair back from time to time, or as a decorative bit of color for my neck.", Snow ties the bit of fabric around her neck, using it as a sort of scarf which she tucks into her neckline.

"Pretty... useful... you might consider it worth a few coppers, a few pieces of silver at best.  It's priceless to me.  I keep it as a momemnto of an adventure i shared with my cousins.", Snow gestures to her cousins, "Their cloaks are made from the same fabric, crafted by my own hands."

"In such a manner is value relative.  In such a fashion might my interest be in your book."
This message was last edited by the player at 01:08, Fri 17 Dec 2010.
Fritzholm
GM, 587 posts
toss the dice
and have fun
Fri 17 Dec 2010
at 01:32
  • msg #542

Re: The Tome of Legends - Part 1

quote:
"I have occasionally seen the priests at work. Are there many of them here?" admits Farden


"Yeah.  Pelor is the best!  There are more priests and followers of Pelor than any other god.  For good reason too.  Without Pelor it'd be really dark.  And cold!  And we'd all probably die.  See how great Pelor is?  With him you have this amazing world and this really nice temple.  Without him you've got nothing but nighttime and a bunch of frozen corpses," says Creed, wide eyed.

"Why do you wanna know about the priests?  Are you looking for healing potions?  We sure have those here.  Potions are expensive.  Most people will just buy one when they've got the gold and then hold onto it all their lives just in case.  They're really great!  You can't beat something that'll save your life and make you feel a lot better too.  Healing potions are really worth the cost."
Farden
player, 35 posts
the new guy
male fighter
Fri 17 Dec 2010
at 09:26
  • msg #543

Re: The Tome of Legends - Part 1

PL
Holly
player, 289 posts
Protect the Land
to protect your Children
Fri 17 Dec 2010
at 12:44
  • msg #544

Re: The Tome of Legends - Part 1

Holly pulls her cloak in close, emphasising the fact that it is indeed a treasured item.
Fritzholm
GM, 588 posts
toss the dice
and have fun
Wed 22 Dec 2010
at 04:59
  • msg #545

Re: The Tome of Legends - Part 1

"Oh!  So you want a particular book - a collectable.  I can appreciate such a thing.  I'm a bit of a collector myself.  That is probably why I have the  one you're looking for."

Limon pauses for a moment.

"But you said the book was blank.  I don't see why I'd have a copy made of a blank book.  A blank, collectable, original?   Very puzzling.  Please tell me more."
Snow
player, 557 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Dec 2010
at 05:07
  • msg #546

Re: The Tome of Legends - Part 1

"I believe the book has been described as being bound in leather, the covers are made of thin wood.  The book might be gilted in gold.  A stylized emblem might be on the cover, an arcane mark from the previous owner.  If im in it's proximity i should be able to pick out the book in question with a simple spell."
Fritzholm
GM, 590 posts
toss the dice
and have fun
Wed 22 Dec 2010
at 06:28
  • msg #547

Re: The Tome of Legends - Part 1

Limon leans back and looks up at the roof.  You're a little worried he might topple back off the bench, but he doesn't.  He taps his thumb and finger together several times.  Finally he leans forward again and speaks.

"I believe I know what you're talking about.  It's a book not merely *for* magic, but actually magical.  I do have an item like that.  It used to puzzle me, that magic black book.  I researched it as best I could, but to no avail.  Even The Harpers were no help at all.  Eventually I put the matter out of my mind," Limon cocks a thick brown eyebrow.  "But magic is magic.  Such things are rare and valuable.  You or your mentor seems to know more about it than I.  Normally I would attempt to buy its secrets from you, but I find myself more in need of coin than secrets and magic these days."

"I could let you have the book for the sum of 10,000 gold coins."

Now you are worried that you might all topple back off the benches.
Snow
player, 558 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Dec 2010
at 12:53
  • msg #548

Re: The Tome of Legends - Part 1

Snow shakes her head, "We dont have such a sum, let alone myself.  Such a sum far excedes the resources of an apprentice to amass in such a short time.  I'm afraid this is a fools errand for all of us then."

Snow was curious about that.  Harpers were consulted and still this man knew not what the book was.  She wasnt going to question that aspect too deeply though.  It didnt matter, the sum was outrageous.  It would take all they owned to come up with a 1/10th that sum.  No amount of haggling would bring it down enough hence, there was no point in further negotiations.

"My apologies for wasting our mutual time, i will simply have to make other arrangements."
This message was last edited by the player at 12:56, Wed 22 Dec 2010.
Glumr
player, 442 posts
Robin Hood ain't
got nothin' on me
Wed 22 Dec 2010
at 14:15
  • msg #549

Re: The Tome of Legends - Part 1

10,000 gold pieces?   Glumr is astounded that the Proctor is asking for such a fee.  He imagines that it would take years of a hard and dangerous life to earn that much coin.  Perhaps there is something other than coin that could tempt the proctor.  Glumr figures the proctor is tied to the city and difficult for him to get away.  Perhaps there is something they could do in exchange for the book.  Glumr decides to speak up.

"Wait...  Proctor Limon" Glumr says and stands up, stammering a bit at first.  Glumr feels a lot of pressure to have this meeting work out they way his group intended and it is not seeming to be going that way.  "We are but young travelers from the Triplefang clan. It is a simple clan, not having any cities that could even being to rival Rankor Hights.  That amount of coin is well beyond our means.  But I can imagine the commitment that your appointment with the city requires.  And I would imagine that it ties you here and prevents you from pursuing your own wishes as you can not be away for extended periods."  Glumr hopes the proctor is following the direction he's going.  "My thought is this Proctor.  What if, in exchange for the book, we were to act as your emisaries?  Perhaps there is something you need or some deed we could do in exchange for the book.  My sword, my bow, and the risk to my life.  These I can offer in exchange for the book.   Is there nothing we could do for you that you would feel is a fair trade?"

There.  Glumr put it all as best as he could.  He feels he said it as best as he could be saying it.  He looks to the proctor with hope that there might still be a way to complete this transaction.
This message was last edited by the player at 14:17, Wed 22 Dec 2010.
Snow
player, 559 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Dec 2010
at 14:46
  • msg #550

Re: The Tome of Legends - Part 1

Snow has her back to the Proctor and gives him a really hard scowl, as he breaks a rule of negotiations.  What's done is done, perhaps something could be salvaged by his clumy negotiations.

"Glumr... as my cousin, i appreciate your... dedication.  This is how ever 'my' gift to gather, and i dont think it to be right to put my cousins in my debt over something like this."

Snow's eyes narrow as she gives Glumr a really hard look not to say anything else that was stupid.  Snow actually had very little interest in this book, and was good with walking away and leaving him to clean up the mess of negotiations if he really wanted to.
Glumr
player, 443 posts
Robin Hood ain't
got nothin' on me
Wed 22 Dec 2010
at 14:57
  • msg #551

Re: The Tome of Legends - Part 1

"Oh no worries cousin." Glumr says, annoyed that Snow has no tenacity.  Even more so she's seems to be trying to use her lies to the proctor as an excuse to forget about the book. "I'd be happy to undertake a quest for the proctor in exchange for the book.  I was already planning to see the lands.  This would give my travels a bit of purpose, so cousin, dont feel you are putting me in debt.  In fact, why not let the proctor speak for himself."

Glumr plays along with Snows charade and hopes that she hasnt ruined their chances to get the book.  He knew that she'd be quick to anger with whatever he said, so hopefully the ploy is worth her wrath.  He's not too worried as it was a bit out of line for Snow to lie to the proctor without discussing anything with her cousins.  The book is the quest they all agreed on and not for her to decide how it should be obtained.  Hopefully she hasnt blown their chances.
This message was last edited by the player at 14:57, Wed 22 Dec 2010.
Snow
player, 560 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Dec 2010
at 15:02
  • msg #552

Re: The Tome of Legends - Part 1

Glumr... was a tactless idiot Snow decided.  There was nothing to do but see what the Proctor had to say to Glumr's offer.

You dont ASK to be bond into servitude, you'd as soon slit your wrist in negotiations if you did that.  You let them make a counter offer.  After stating such a sum, so far out of reach, the proper thing to do was to decline and wait for a counter offer.  To make an offer now, was to admit a certain air of... desparation, which obviuosly... Glumr felt, since he obviously had no stomach for haggling.

Snow makes a mental note not to send Glumr shopping as well.  Ameteurs...  Snow's head was starting to hurt at her cousins meddling in negotiations he didnt truly understand.

'dope.', was the only word that came to mind as she matched looks with Glumr.

Snow was very good about hiding things, so Glumr saw none of the disappointment, or hurt that she felt that her cousin felt she was untrustworthy or too incompetant to excute their desired wishes in this matter.
This message was last edited by the player at 15:04, Wed 22 Dec 2010.
Fritzholm
GM, 591 posts
toss the dice
and have fun
Wed 22 Dec 2010
at 16:59
  • msg #553

Re: The Tome of Legends - Part 1

"I know its a large sum, but magical items are valuable beyond the means of the individual.  It might be better to find a more mundane gift."

"However, if you are a determined and resourceful group there are many opportunities in this city.  The Harpers would not sing of you if you were meek and ordinary.  I think you could raise that much gold, though it would take time.  Perhaps this could be a gift for another year."

"If you are looking to quest for me..." Limon stops to think.  He is not a man to speak on important manners too rashly.

"Not long ago the Ferisedan suffered a great loss.  Our beloved warchief, Harlin, was killed by bugbears.  Talk of it is on the lips of all my clanmates and weighs heavily on their minds.  It would help morale greatly if justice could be extracted against the goblins.  Publicly bring me the heads of two bugbears and I would be willing to reduce my asking price to 8,000 gold.  These monsters are not to be taken lightly.  It will take mighty heroes to complete this task."

He's not kidding.  Even with an overconfident estimation of your abilities this seems like a very very bad idea.  You'd have to plunge deep into goblin lands and face a a far superior foe on their own ground.  You're either going to need to build your power before undertaking such a quest, or get very lucky and catch a bugbear out alone in clan lands...  twice.
Snow
player, 561 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Dec 2010
at 17:44
  • msg #554

Re: The Tome of Legends - Part 1

Snow fumed.  Glumr's 'brillant' negotiations had gotten us here.  Snow was not about to try and dig them out while he was feeling so 'helpful'.

"Your offer is very kind Proctor.", Snow waves at Glumr, "I admit i am disappointed and will need some air to think on this matter further.  It would seem my cousin would like to negotiate this matter for me, though i have a question.  If i were to present a book, with blank pages, that radiated magic, what would it's worth be to exchange for the one you have?"
Fritzholm
GM, 592 posts
toss the dice
and have fun
Wed 22 Dec 2010
at 18:51
  • msg #555

Re: The Tome of Legends - Part 1

"I would be at the disadvantage.  Trading magical books that you know the powers of, but I do not, would be very unwise.  Now if you have a magical book worth 10,000 gold, you very well could find a buyer here in Rankor and we will be in business."
Snow
player, 562 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Dec 2010
at 19:17
  • msg #556

Re: The Tome of Legends - Part 1

"If you could find a buyer for your book for 10,000 gold i suspect we wouldnt be having this conversation.  It would probably be sold.  Your offer is well meaning, but outrageous.  The lives of my cousins are worth more to me than 2000 gold coins.  What price would you put on the life of your kin?"
This message was last edited by the player at 19:20, Wed 22 Dec 2010.
Fritzholm
GM, 593 posts
toss the dice
and have fun
Wed 22 Dec 2010
at 22:53
  • msg #557

Re: The Tome of Legends - Part 1

"Miss Snow Triplefang, I am not a merchant haggling over the price of his goods.  Nor am I interested in sending you and your relatives to your deaths.  You are the first and only party who has come to me with interest in this book.  I do not particularly want to part with it, but I do admit that a large sum of gold would be much more useful to me right now than a possibly powerful mystery book.  If you can come up with the gold we can deal.  Otherwise, I'll hold onto the book in hopes of uncovering its powers."

"Did you have any thing else you wished to talk about?"
Snow
player, 563 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Dec 2010
at 23:07
  • msg #558

Re: The Tome of Legends - Part 1

Snow shrugs, what's done is done.  At this point she's more irritated with Glumr than the Procter.

"My apologies.  I'm making a poor show of concealing my disappointment.  I will discuss your offer with my cousins and see what they desire."

"I was told you were a man that might appreciate the ways of crafting.  Knowing this i bought you a carefully thought out gift that i hoped to be appropiate.  As you might have guessed, i give careful thoughts to such things.  Regardless of how our business resolves, i would not leave you with the impression that the Triplefangs came empty handed seeking your favors."

She hands a stachel of the things she's collected for him to Holly to bring to him.  "Masterwork craft tools, from your own guildsmen, patterns and samples of triplefang goods."
This message was last edited by the player at 06:58, Thu 23 Dec 2010.
Fritzholm
GM, 594 posts
toss the dice
and have fun
Thu 23 Dec 2010
at 05:13
  • msg #559

Re: The Tome of Legends - Part 1

"Oh," Limon is visibly surprised by the gift.  "Why, thank you.  That's very kind."

He opens the box and looks over the contents briefly, clearly impressed.

"I hope we can do business in the near future.  If you need to speak with me, you can leave a message with the priests here at the scribe hall.  I may be able to provide you with information regarding upcoming quests, treasure hunts, or business ventures."

He stands up to acknowledge and thank you each.
Glumr
player, 444 posts
Robin Hood ain't
got nothin' on me
Thu 23 Dec 2010
at 16:42
  • msg #560

Re: The Tome of Legends - Part 1

Glumr thanks the proctor for his time.  He didn't expect them to come away with the book so easily anyway.  Seems to him that they need to make some money.  "I think I'd like to go talk to Samuel of The Players Three" Glumr says to his companions.  "Being a harper, and connected to the guilds, I think he would be a good place to start.  They should have some quests we could undertake to make a lot of coin in relevantly short time."
Snow
player, 564 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 23 Dec 2010
at 17:02
  • msg #561

Re: The Tome of Legends - Part 1

"Let me know when were ready to depart for where ever it is were departing to Holly.", was all Snow would say before heading off to do some shopping.  Shopping was good medicine for Snow when she was upset.  The mental exercise of sorting through goods, and haggling took her mind off whatever was bothering her.  There was enough of 'that' at the moment that she might shop till sunset.
Glumr
player, 445 posts
Robin Hood ain't
got nothin' on me
Thu 23 Dec 2010
at 18:49
  • msg #562

Re: The Tome of Legends - Part 1

Glumr shrugs off his cousin's odd behavior.  She's probably mad at him.  What's new he thinks.  He's not too worried.  They're blood, so she's just going to have to learn to deal with him, even if they always seem to disagree on how to go about things.  "Well...   Who wants to go visit Samuel with me?" Glumr asks his friends.  "We can meet Snow and whomever back at the inn.  Let's go"  And with that he heads off, not really concerned if anyone goes with him or not.
Fritzholm
GM, 596 posts
toss the dice
and have fun
Wed 29 Dec 2010
at 03:27
  • msg #563

Re: The Tome of Legends - Part 1

The Triplefang adventurers leave the scribe hall somewhat staggered by the huge stacks of gold they'll need to find in order to buy the book.  Considering that the item may well be priceless, this is still a bargain.  Snow heads directly off to the nearby merchants quarter to do some shopping, giving a wave in passing to Farden who is just returning.

Glumr fills Farden in on the details of the meeting.  Limon does have the book and will sell it for 10,000 gold.  He'll knock 2,000 off the price if the group can bring back the heads of two bugbears for murdering the Ferisedan warchief.  Glumr also invites Farden to come with him to see if the Harpers know of any adventurous get-rich-quick schemes.

Holly, Mord, and Farden - please let me know if you intend to join Glumr to go see Samuel, or if you have other plans.
Fritzholm
GM, 597 posts
toss the dice
and have fun
Wed 29 Dec 2010
at 03:45
  • msg #564

Re: The Tome of Legends - Part 1

Given time to just stroll around and enjoy the shops and merchants, Snow's latest shopping experience in Rankor is a more relaxing experience.  There are many shops that compete with each other to sell the same type of goods, which keeps prices very reasonable even though some incoming goods are subject to tax before arriving in the stores.  The stores are more about selling than buying goods, but she is able to barter a very nice deal.  She trades a pair of handmade gloves for a large sack of the tasty tubors they've been enjoying at Idora's.  The vendor shares some tips on cooking them and claims that they keep just as well as grain if not better.  It might be good to save a few to bring back to Triplefang farmers.

Snow may stock up on any mundane fabric, and cooking supplies she'd like at normal prices.

After she's had her fill of shopping she takes a looping circuitous route back toward Idora's, skirting between the very edge of the market district and an area of small tightly pack residences.  The houses are chaotically built two or three story buildings with different families living on each floor and masses of staircases and walkways leading from the streets and alleys to entrances on any given side.

Snow comes across a woman in a long dress, clearly upset, shouting curses upwards and throwing tiny stones at the roof.
Farden
player, 37 posts
the new guy
male fighter
Wed 29 Dec 2010
at 03:54
  • msg #565

Re: The Tome of Legends - Part 1

Farden isn't too shocked to hear what Limon is asking for the book - he hadn't believed they could get the book so easily in the first place. Having nothing better to do, he'll join Glumr in visiting this Samuel character.

On the way, he'll remark to Glumr, "One possible way we can collect those hobgoblin heads is to sign on as caravan guards to the trade route passing closest to hobgoblin lands, or through any region where the beasts have been reported. It might take some months, but sooner or later the hobs will attack, at which point we'll at least have other guards to back us up in fighting them. Assuming we survive, collecting two heads should then be trivial. This of course assumes there are such caravans in existence."
This message was last edited by the player at 03:55, Wed 29 Dec 2010.
Fritzholm
GM, 598 posts
toss the dice
and have fun
Wed 29 Dec 2010
at 04:04
  • msg #566

Re: The Tome of Legends - Part 1

Glumr (and others?) makes his way to the puppet show clearing looking to Samuel.  The Players Three are not currently set up there.  Asking passers-by about Samuel yields the location of a bawdy house called the Petticoat Playground where Samuel spends a good deal of his time.  Rumor has it that he's sweet on one or more of the girls there.  Glumr picks up the floating magic eye and heads over to joint.  The sign above the small hall has a multi-colored twirling dancer girl.  The group is stopped at the door, questioned a bit, and given the once over for being non-regulars.  However, you all are very acceptable customers and are surprisingly (to the doorman) unarmed, having just come from the meeting with the Proctor.  The eye also passes his scrutiny.  Appearing to be odd but harmless.

"If were just an eye I'd wanted to spend as much time as I could in the Playground," comments the doorman.

Inside there is music and drink and brightly costumed dancers.  It doesn't take long to find Samuel standing over a table chatting up one of the girls who is resting between performances.
Farden
player, 38 posts
the new guy
male fighter
Wed 29 Dec 2010
at 04:38
  • msg #567

Re: The Tome of Legends - Part 1

OOC: Just pointing out that Farden, who is accompanying Glumr, is fully armed and armored.
Mord
player, 200 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 29 Dec 2010
at 05:18
  • msg #568

Re: The Tome of Legends - Part 1

OCC: Mord is also following, quietly, and is also armed and ready.
Snow
player, 566 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 29 Dec 2010
at 05:26
  • msg #569

Re: The Tome of Legends - Part 1

Snow went off to 'shop'
Fritzholm
GM, 599 posts
toss the dice
and have fun
Wed 29 Dec 2010
at 09:25
  • msg #570

Re: The Tome of Legends - Part 1

quote:
Snow went off to 'shop'


Scroll up a ways.  There's a paragraph specifically for Snow's shopping trip.  Something's afoot.

quote:
OOC: Just pointing out that Farden, who is accompanying Glumr, is fully armed and armored.


Ah yes, good point.

quote:
OCC: Mord is also following, quietly, and is also armed and ready.


When you stop by Idora's to get the wandering minstrel eye Mord also grabs his greataxe.


This changes the interaction at the door of The Petticoat Playground a bit.

"Woah there Beef," the doorman says to Mord and Farden putting a hand symbolically on Mord's chest.  "This ain't no battle arena in here.  If you're a fighter, not a lover, you'd best stay outside."

If you want to go in and agree to set your sword, shield, and axe aside near the entrance he'll let you through without worrying about and knives, etc you might be carrying.  He's not trying to fully disarm you.  He just doesn't want you waving the big stuff around and causing a stir.
Farden
player, 39 posts
the new guy
male fighter
Wed 29 Dec 2010
at 11:15
  • msg #571

Re: The Tome of Legends - Part 1

Farden doesn't like it, but he shrugs acceptance and deposits his longsword and shield. He also gives up his brace of javelins. However, he'll hang onto his club, pointing out to the guard that a wooden club is no more dangerous than a broken table leg.

He then follows Glumr inside.
Mord
player, 201 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 29 Dec 2010
at 15:17
  • msg #572

Re: The Tome of Legends - Part 1

Mord hands the man his great axe and follows Farden.
Glumr
player, 446 posts
Robin Hood ain't
got nothin' on me
Wed 29 Dec 2010
at 16:44
  • msg #573

Re: The Tome of Legends - Part 1

Glumr makes his way inside and looks for Samuel.  Not immediatly seeing him, he finds an open table and gestures for his companions to join him.  He sits and rolls up some leaf to smoke. When a bar maid passes by Glumr orders a round of Hoppy Ale for himself and his friends.  He tips the bar maid a silver piece and asks her if she knows Samuel of the players three and if he might be around.

OCC - Let me know what a round of Ale costs in this house
This message was last edited by the player at 16:45, Wed 29 Dec 2010.
Fritzholm
GM, 600 posts
toss the dice
and have fun
Wed 29 Dec 2010
at 21:44
  • msg #574

Re: The Tome of Legends - Part 1

quote:
Inside there is music and drink and brightly costumed dancers.  It doesn't take long to find Samuel standing over a table chatting up one of the girls who is resting between performances.


The place is not very busy at this time of day.  There are nearly as many performers as customers right now, so it's easy to get someone's attention and order ale, but just as Glumr is about to ask about Samuel Mord taps Glumr on the shoulder and points him out.

There are three girls on the stage right now.  One is reciting limericks while identically dressed girls to either side of her are doing simple acrobatics on and around swings.  You're not sure whether this is practice, rehearsal, or an actual show.  No matter what it's unique and maybe a little mesmerizing too.

The silver will cover the drinks - 2 Fsp total if you intended the silver as a tip.
Glumr
player, 447 posts
Robin Hood ain't
got nothin' on me
Thu 30 Dec 2010
at 13:56
  • msg #575

Re: The Tome of Legends - Part 1

OCC - Sorry I missed that line.  Didnt scroll back enough due to the weapon confusion. lol  -  And 2 sp it is.

Glumr sips on his ale waiting for a break in Samuel's conversation.  When it seems not too inopportune of a time, he walks over and pats him on the Shoulder and extends his arm in greeting.

"Hello Samuel. Good to see you again.  Can I buy you and your friend a drink?"  Glumr nods to the lady. "My friends and I have come from our meeting with the proctor and I was hoping to talk to you about some potential opportunities."  Glumr gives a wave to his friends seated at their table so it is obvious to Samuel who he is referring to. "Would you sit and join us?
Farden
player, 40 posts
the new guy
male fighter
Thu 30 Dec 2010
at 15:50
  • msg #576

Re: The Tome of Legends - Part 1

Farden sips his ale and gives a brief nod of greeting to Samuel. Most of his attention, though, is taken up by the dancers - but not so much he forgets to keep a hand on his coin pouch.
Fritzholm
GM, 601 posts
toss the dice
and have fun
Fri 31 Dec 2010
at 05:02
  • msg #577

Re: The Tome of Legends - Part 1

Samuel is surprised to see three of the Triplefang (and their large floating eye) here, but sits down to hear what you have to say.

"Are these potential opportunities for me or you?" he asks.
Glumr
player, 448 posts
Robin Hood ain't
got nothin' on me
Fri 31 Dec 2010
at 05:21
  • msg #578

Re: The Tome of Legends - Part 1

"For me actually, and my friends.  Five of us total.  I need a sum of 10,000 gold pieces and I was hoping with your ties to the harpers, you would know of some one who is looking for work...  like a quest we could undertake."  Glumr hopes he doesnt sound like a mad man to the harper.  "I need to make 10 thousand gold coin.  I thought you would have heard of some opportunities that can do that for me."
Fritzholm
GM, 602 posts
toss the dice
and have fun
Fri 31 Dec 2010
at 12:47
  • msg #579

Re: The Tome of Legends - Part 1

Samuel lets out a howl and rocks his stool back so far it topples over, but he doesn't tumble with it but springs to his feet instead.  The howl seems to be a prelude to Samuel doubling over in laughter.  He braces himself with one hand and slaps the table with the other.

"Ten... Thousand... Pieces of..." he stammers out bemusedly between little fits of laughter.  "GOLD!"

The comical outburst even causes the limerist to lose her place and stare, but the acrobats keep on doing their thing.

"Oh my, that's quite a quest indeed.  What are you going to do with 10,000 gold?" he asks, still smirking broadly but settling down and fishing around with one hand for his stool.  He's just about gotten everything back into place when one of the girls arrives with his drink.
Farden
player, 41 posts
the new guy
male fighter
Fri 31 Dec 2010
at 13:41
  • msg #580

Re: The Tome of Legends - Part 1

Farden twitches a smile at Samuel's reaction. He'd been mentally betting on 'shocked disbelief', but 'rolling around laughing' had been a close second on his list of Samuel's possible reactions. He looks on curiously to see how much Glumr is willing to tell.
Glumr
player, 449 posts
Robin Hood ain't
got nothin' on me
Fri 31 Dec 2010
at 19:10
  • msg #581

Re: The Tome of Legends - Part 1

"Buy a fancy coat...  Take a carriage ride from one end of the lands and back...  It's not important why.  I was under the impression that you, being a harper, would have an idea where I could find something that could net me that kind of coin.  Perhaps I misjudged."  Glumr sits back and lights his rolled leaf.  He blows a smoke ring and then takes a swig of his ale, waiting to see if Samuel takes him seriously, hoping he will.  Perhaps Glumr misjudged how difficult it is to get 10,000 coin.  If one of the harpers has no idea where to begin to get that amount, this truly is going to be a difficult task.
Fritzholm
GM, 603 posts
toss the dice
and have fun
Fri 31 Dec 2010
at 22:54
  • msg #582

Re: The Tome of Legends - Part 1

"Well I can ask around at the guild.  No promises.  That's a lot of money, but I suppose a smaller job would help.  I sure hope your life doesn't depend on raising that much gold."

Samuel looks around and takes a drink.

"I've got some work to do here, but I'll get in touch if I come up with anything that might help."

"Hey, what do you three think of The Playground?"
Farden
player, 42 posts
the new guy
male fighter
Sat 1 Jan 2011
at 11:15
  • msg #583

Re: The Tome of Legends - Part 1

"The place has its good points." comments Farden. "I don't suppose you can get us an introudction with the lovelies up there?"
This message was last edited by the player at 17:21, Sat 01 Jan 2011.
Snow
player, 567 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 1 Jan 2011
at 14:38
  • msg #584

Re: The Tome of Legends - Part 1

Fritzholm:
After she's had her fill of shopping she takes a looping circuitous route back toward Idora's, skirting between the very edge of the market district and an area of small tightly pack residences.  The houses are chaotically built two or three story buildings with different families living on each floor and masses of staircases and walkways leading from the streets and alleys to entrances on any given side.

Snow comes across a woman in a long dress, clearly upset, shouting curses upwards and throwing tiny stones at the roof.


Snow is pretty pleased with herself, shell certainly bring back enough of the new crop seeds, to the triplefang farmers, it would be a good investment for the clan and her family in particular if they cornered the market in the triple fang area on a new crop.  The monopoly would only last a few season but the prestige would be more lingering for both clan and family.  She'll save most of the seedling, eating as they 'need'.  There should be enough mundane rations around to keep them fed though.

Most of her purchases are in her little cloth shoulder stachel.

She pauses when she comes across the woman who's making a little scene outside on the streets.  She watches curious, to see what exactly is happening, and to try and discern what has happened.  At the moment it's none of her business and she's simply satisfying her curiosity.

She watches the woman, she watches the object of the woman's attention and she watches how the crowd intearacts (or ignores) the woman with interest learning as she goes.
Glumr
player, 451 posts
Robin Hood ain't
got nothin' on me
Sat 1 Jan 2011
at 18:20
  • msg #585

Re: The Tome of Legends - Part 1

"Thank you Samuel.  I appreciate it.  You can send for us at Adora's inn."  Glumr smiles in appreciation and drinks more of his ale.  "This place is something."  Glumr says admiring the girls.  "It seems more than an enjoyable place to visit.  I must admit I'm more used to a camp in the forest though."
Farden
player, 43 posts
the new guy
male fighter
Sun 2 Jan 2011
at 06:25
  • msg #586

Re: The Tome of Legends - Part 1

"Quite." Farden observes the girls for a moment, until Samuel leaves. Then he turns to Glumr. "Listen, just how important is it that we get that book? Because I got word of some strange place - a cursed tower - which holds a lot of loot. It might only be a rumor - but it's a rumor which has resulted in the disappearance of several seekers, including a priest of Pelor. Even if we don't find any treasure, we can probably wrangle a reward for rescuing the priest. Willing to risk it? Can't be worse than hunting hobgoblins."
Fritzholm
GM, 604 posts
toss the dice
and have fun
Mon 3 Jan 2011
at 00:29
  • msg #587

Re: The Tome of Legends - Part 1

quote:
She watches the woman, she watches the object of the woman's attention and she watches how the crowd intearacts (or ignores) the woman with interest learning as she goes.


Snow peers upwards and squints, shielding her eyes against the sunlight.  It looks as if the woman is throwing stones at a rooftop decoration.  There's really no crowd around at the moment as you've reached a less busy part of the city.  It's just Snow and the woman.

She turns to Snow, exasperated.

"The wretched thing has got the bucket.  How am I supposed to use this well?" she asks rhetorically.  She bends down and scrapes the walkway for pebbles.  The woman throws one upwards, plinking off the front of the house and shouts "You abominable, shrunken, ass-spawned hellion!"

You glance around and notice the small stubby well she's referring to.  Sure enough a rope dangles out the well and trails off onto the ground, its end looks frayed and chewed through.  The woman's last curse is met with a barely audible (from this distance) cackle of glee from above that takes you by surprise.  Maybe it's not an ornament at all, but some sort of small bucket-stealing creature.
Fritzholm
GM, 605 posts
toss the dice
and have fun
Mon 3 Jan 2011
at 00:47
  • msg #588

Re: The Tome of Legends - Part 1

quote:
"The place has its good points." comments Farden. "I don't suppose you can get us an introduction with the lovelies up there?"


"The idea for this place was sort of my elder brother's.  He figured an entertainer's showcase would get more harpers hired, but you know what?  The girls made a much better go of it than the boys.  Side business was so good for them that the Playground changed to...  well what you see now.  There are still some male bards and boys-of-leisure in here on occasion."  He takes a long drink.  "Not that I mind.  The girls are delightful," he says loud enough for them to hear and smirks.

Samuel points out 4 or 5 of the girls, including the ones on stage and tells you a little about each including their names and talents before going to speak with the girl he was talking to when you arrived.  Farden takes this opportunity to discuss the tome a possible quest to a cursed tower.
Snow
player, 568 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 3 Jan 2011
at 02:40
  • msg #589

Re: The Tome of Legends - Part 1

Snow quirks a little eyebrow but does nothing more to help or hinder anyone just yet.

She works a little spell and watches where stones are being thrown for a clue to what is the target of the woman's anger.  After a few moments, "What happened?"




Snow is working detect magic to see if magic is at work.
Glumr
player, 452 posts
Robin Hood ain't
got nothin' on me
Mon 3 Jan 2011
at 19:10
  • msg #590

Re: The Tome of Legends - Part 1

Before Samuel leaves, Glumr says to him "I have one last question for you my friend.  When we met with the proctor, he mentioned there was a prophecy being sung about my friends and I.   Have you heard this?  If something is being sung about my group, I would feel better having heard it."


Farden:
"Listen, just how important is it that we get that book? Because I got word of some strange place...Even if we don't find any treasure, we can probably wrangle a reward for rescuing the priest. Willing to risk it? Can't be worse than hunting hobgoblins."


Glumr's eyes light up at the mention of the opportunity, but he ponders the question for a bit before answering Farden in hushed tones so no eaves droppers can hear.  "Since you are joining us on this quest, you should know the details.  That being said, tell nobody of this.  The book is called the Tomb of Legends.  The proctor has it in his possession. He knows it has power, but doesnt know what they are or how to activate it.  I do.  When We rescued Arkus by traveling to the sea of sand through a magic portal in a cave, he told us about the book as his reward for his rescue.  Basically, we sign our names on the first page, and we will be transformed into legends and the book will magically record all of our deeds.  That being said, I dont know what it means to be legends.  I assume that it means it will somehow enhance our abilities, making us much more able to do deeds the bards will sing about."
Fritzholm
GM, 606 posts
toss the dice
and have fun
Tue 4 Jan 2011
at 05:32
  • msg #591

Re: The Tome of Legends - Part 1

Snow turns to face the rooftop creature, chants a few dramatic magical words, and weaves her right hand through space tracing out a mystical symbol in the air.  Her vision shifts realms and she looks over the scene.  The woman stops throwing pebbles and gawks at Snow.

There's no magical aura around the roof.  You're surprised.  You thought for sure this would be some sort of magical creature.  Then again, perhaps it is.  You remember being told that water elementals wouldn't show up in your spell vision, and they sure seem magical.  Something about whether the being is summoned or not.

You do get a decent, normal look at the thing still.  It's about 2 foot tall, winged, and hunched down.  It looks impish, with a big nose and hooked grin on its face.  It taunts both you and the woman with the bucket.

"Whoah."

"What Happened?"

"That, accursed bastard must've saw I was going for water," she gestures to an empty pottery vessel sitting on the ground. "It grabbed the bucket and skittered up the wall, mocking me!"

"Who *are* you?"
Fritzholm
GM, 607 posts
toss the dice
and have fun
Tue 4 Jan 2011
at 05:38
  • msg #592

Re: The Tome of Legends - Part 1

quote:
Before Samuel leaves, Glumr says to him "I have one last question for you my friend.  When we met with the proctor, he mentioned there was a prophecy being sung about my friends and I.   Have you heard this?  If something is being sung about my group, I would feel better having heard it."


"Prophecy?"  Samuel laughs again.  "Sounds like something Aberdan cooked up to make you sound important.  Limon would never swallow something like that.  I'll ask him about it.  Maybe he'll grace me with a rendition."
Farden
player, 44 posts
the new guy
male fighter
Tue 4 Jan 2011
at 05:51
  • msg #593

Re: The Tome of Legends - Part 1

Glumr:
"When We rescued Arkus by traveling to the sea of sand through a magic portal in a cave, he told us about the book as his reward for his rescue.  Basically, we sign our names on the first page, and we will be transformed into legends and the book will magically record all of our deeds.  That being said, I dont know what it means to be legends.  I assume that it means it will somehow enhance our abilities, making us much more able to do deeds the bards will sing about."


"Who is this Arkus... and what do the Triplefang clan elders have to do with any of this? I was under the impression you were here on behalf of the clan. And I, for one, don't think much of having all my activities recorded for anyone to read."

Snow
player, 569 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 4 Jan 2011
at 13:18
  • msg #594

Re: The Tome of Legends - Part 1

"I am Snow Triplefang, he seems to be a familiar.  He's not really something you would find wandering around on the streets by itself.  Why would it tease you by taking the bucket away?  Have you offended it's master or some such?"

There were any number of ways to recover the bucket the trick was to do it without inflicting serious harm on the imp.
This message was last edited by the player at 17:59, Tue 04 Jan 2011.
Fritzholm
GM, 608 posts
toss the dice
and have fun
Tue 4 Jan 2011
at 18:03
  • msg #595

Re: The Tome of Legends - Part 1

"That thing has an owner???  Maybe I should be throwing stones at him instead.  Where is he?  I didn't do anything but try to get water.  That thing is a menace."
Snow
player, 570 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 4 Jan 2011
at 18:43
  • msg #596

Re: The Tome of Legends - Part 1

Snow, starts to work work some witchery as she walks closer, watching the thing hop about and be a nuscience.

(Prestiditation is still cast from before, so if it's with a hour, it neednt be cast, go to snow flurries, if it's a hour later she'll cast it now. ~ It should allow her to manipulate things one pound or less when she's within 10' of it.)

It's the second spell she's casted and still no harm has befallen the imp.

The imp doesnt seem to have paid her much attention, probably thinking she's a charlatan or some such.  As close as she can and still see the imp she edges a little closer, before arms extended, fingers interlock, she fans her fingers out.

"Let there be Snow...", she incants, and theres a rush of artic air gusting forth from her fingers, fanning out a flurry of frosty, snowy, icy blizzard into the air and into the face of the imp.

Snow is ready to catch the bucket with her Prestiditation cantrip.  If the Imp hasnt dropped the bucket but looks a little dazed by the flurries, she'll pluck a snowball out of the air and aim for the imp, figuring a nice snowball burst wont hurt it too much, and should teach it a less.
Glumr
player, 453 posts
Robin Hood ain't
got nothin' on me
Tue 4 Jan 2011
at 20:42
  • msg #597

Re: The Tome of Legends - Part 1

"Arkus was the champion of Goldenpoint.  Let me backtrack a bit.  The elders sent us on a quest, the first quest for all of us.  The Beasttamers, one of our rival clans, stole an idol of Pelor.  We were charged with retrieving it by our elders.  Once we returned the idol to Goldenpoint, the church of Pelor asked us to save their champion."  Glumr takes a sip of his ale and a deep breath to finish the story.

"Their champion, Arkus, was captured by these lizard people called Troglodytes.  They smell so bad they make you sick to your stomach.  I crushed mint and stuffed my nose so that it wouldn't bother me as much.  We followed them through caves and a magic portal into a sea of sand.  It was very hot and very bright and sunny.  We scouted and found Arkus in a giant pointed building that was topped with solid gold.  We found him and saved him with some help from other Troglodytes that were also captive.  We brought him back home and as a thank you, Arkus told of us this book."    Another sip and another breath.

"The book is magic.  When your name is signed in it, you become more powerful.  The book records your deeds as the deeds of legend, until your death and then it is erased.  We will keep this book in our possession, so have no fear that anyone will read what you have done.  It's a magic item.  Think of it as that and not a journal of your activities.  So fear it not.  I plan to use the book to become an archer of legend and then help rid the lands of the evil goblin blight and help restore nature's balance.  We could use your help, I cannot lie.  You would be a big help to do this."
Farden
player, 45 posts
the new guy
male fighter
Wed 5 Jan 2011
at 04:08
  • msg #598

Re: The Tome of Legends - Part 1

Farden listens to Glumr. He sips his drink, thinking it over, then replies, "So, what you're basically saying is that your group wants the book for your own ambitions, which also happens to be in the interests of the clan - but the clan itself doesn't know what you're up to. Well, that's all right. But you do realize that by the time we gather ten thousand gold coins, we'll be well on our way to becoming legends even without that book?

He thinks it over for a moment longer, then says "All right, I'll help. However, there is one condition - I reserve my right to take my share of any loot, and spend it on something other than this magic book, if I so choose."
Fritzholm
GM, 609 posts
toss the dice
and have fun
Wed 5 Jan 2011
at 15:32
  • msg #599

Re: The Tome of Legends - Part 1

Due to the complexities of the distance and roof topology, Snow decides to go with the simple solution instead and just sock the small cackling creature with a snowball.   *POW*  The snowball smacks into the mischievous thing's noggin.  It didn't even try to dodge the little magical frost ball.  It shrieks, possibly more in surprise than pain and drops the bucket.  Snow is ready for this and casts a quick spell.  A fluffy puff of snowy cloud appears to cushion the bucket's fall and floats it safely to the ground.

This turn of events has infuriated the little winged creature.  It leaps off the roof and swoops down on Snow as she's catching the bucket with her magic.  Before she knows it, the thing has landed on her head and is pulling her hair.  Snow lets out a startled cry and tries to fend the thing off.  Luckily, the pebble throwing woman pounces on it.  She grabs it by the tail and yanks it off Snow's head.

Now Snow easily uses her mesmerizing snowstorm spell on the little menace.   It will be incapacitated for nearly a minute.
Snow
player, 571 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 5 Jan 2011
at 17:06
  • msg #600

Re: The Tome of Legends - Part 1

Snow scowls at the thing and hands off the bucket to the woman.

"Where... did that thing come from?", Snow resists the urge to drop the imp down the well.  Looking around she's waiting for something to come claim it.  She's not going to let the little menance loose to attack her again, so she kneels down next to it while it's a little stunned and helpless and loops his tail around his chest knotting it together securing it's arms and wings against it's body.  If the tail isnt long enough she twirls some of the cheaper more durable fabric she bought into a short (4~6 feet length?) taut bit of fabric to use to secure the imp from being a hazard.

"Its too small to be a menance but it's certainly a public nuscience."
Fritzholm
GM, 610 posts
toss the dice
and have fun
Wed 5 Jan 2011
at 18:26
  • msg #601

Re: The Tome of Legends - Part 1

"That atrocity and all of its sort crept out cracks in the ground from hell.  And you'll change your tune about them being too small to be menaces!"

The woman calms down a little after you wrap it in cloth.  You're a little dubious as to whether this measure will actually hold it.

"Thanks for getting the bucket back, Miss."
Glumr
player, 454 posts
Robin Hood ain't
got nothin' on me
Wed 5 Jan 2011
at 18:26
  • msg #602

Re: The Tome of Legends - Part 1

Glumr stretches his hand out to Farden "My friend, you've got a deal.  And 10,000 coin isnt really that much.  For us yes, but think of the folks who have that kind of money.  You know they are out there and exist, but they are hardly notable, let alone legendary.  Either way, sounds like we're going to have fun trying."  Glumr smiles, his eyes flashing their blue tell of excitement.    "So tell me more about this tower."
Farden
player, 46 posts
the new guy
male fighter
Wed 5 Jan 2011
at 18:36
  • msg #603

Re: The Tome of Legends - Part 1

"The place in question is called the Spectre Tower of Sorell. It, and the island it resides on, are not always visible, apparently. Lots of rumor surrounding it, very little fact other than that lots of people have vanished chasing said rumors. We can get more details from a priestess I ran into at the Temple of Pelor, if you want to seriously look into it."
Snow
player, 572 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 5 Jan 2011
at 19:17
  • msg #604

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #601):

"Cracks from the ground from hell?  What do you usually do about them?  Do you have a place to deal with them?", Snow asks curious if there might be a reward, and a lot hopeful about being able to come up with a more permanent solution for hold it.  she could probably fill it full of icicles till it stopped moving but knowing this city she'll be fined for spilling demonic ichor on the sidewalk.
Glumr
player, 455 posts
Robin Hood ain't
got nothin' on me
Wed 5 Jan 2011
at 21:52
  • msg #605

Re: The Tome of Legends - Part 1

"I'd like to know more.  Do you want to head over there now and find out the details?"  Glumr asks him, downing the last of his ale.
Fritzholm
GM, 611 posts
toss the dice
and have fun
Wed 5 Jan 2011
at 21:57
  • msg #606

Re: The Tome of Legends - Part 1

"There's nothing we can do about them usually.  We just hope they go away.  I'd tell you to just drop a big rock on it or toss it in a fire, but that wouldn't work.  The warriors have given up trying.  Nothing works...  'cept your magic spells did."
Farden
player, 47 posts
the new guy
male fighter
Thu 6 Jan 2011
at 05:37
  • msg #607

Re: The Tome of Legends - Part 1

Glumr:
"I'd like to know more.  Do you want to head over there now and find out the details?"  Glumr asks him, downing the last of his ale.


Farden finishes his drink as well. "Sure, let's go."

Farden will lead Glumr over to the temple, and look for the priests who first told him about the tower in the first place. He'll introduce Glumr to them, then say, "The two of us have some friends, all of whom are skilled in various ways and looking to earn some coin. If you can put up a reward for rescuing your missing priest - Howe, I believe - then we'd be willing to carry out the search."
This message was last edited by the player at 05:39, Thu 06 Jan 2011.
Fritzholm
GM, 612 posts
toss the dice
and have fun
Thu 6 Jan 2011
at 07:30
  • msg #608

Re: The Tome of Legends - Part 1

Glumr, Farden, and Mord finish up their drinks, gather their arms as they leave, and head back to the temple.

They arrive to find one of the priests discussing the exact matter of the tower with a scribe.

quote:
"The two of us have some friends, all of whom are skilled in various ways and looking to earn some coin. If you can put up a reward for rescuing your missing priest - Howe, I believe - then we'd be willing to carry out the search."


"Greetings gentlemen.  It's most fortuitous that you arrived when you did," says the priest.  "I was just consulting our foremost expert on hauntings and curses of this sort.  This is Sage Grenjad."

"Nice to meet you."

"It is Grenjad's theory that the island and its tower lie somewhere between the realms of the living and the dead.  Populated by ghosts or some such."

Grenjad nods.
"The Sowell family had a great deal of knowledge of necromancy, but they were not worshipers of some unholy god.  It seems that they used magic powered by the realm of the dead itself.  The spirits and corpses of the dead make excellent timeless guardians.  This would explain the island's spectral description, but it also poses a unique problem.  Many types of undead guardians can not be harmed by the normal means of the citizens of the living realm."

"This is why no one has been able to venture there and return.  They're literally defenseless against these...  guardians."

"Quite true.  In fact, I strongly doubt that Brother Howe is still alive as we know it.  More likely he has succumb to the curse himself.  There's really no rescuing the victims.  They can only be put to their final rest, and even that takes extraordinary means.  I'm afraid that if you go there unprepared you will only meet the same fate."
This message was last edited by the GM at 19:21, Mon 23 Sept 2013.
Farden
player, 48 posts
the new guy
male fighter
Thu 6 Jan 2011
at 07:49
  • msg #609

Re: The Tome of Legends - Part 1

"Will holy water work on these things? If you can supply us with holy water and a fee for undertaking this mission, I think we could at least take a look and see if your suspicions are correct."
Snow
player, 574 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 7 Jan 2011
at 14:29
  • msg #610

Re: The Tome of Legends - Part 1

Snow frowns, "Does anyone do anything about this crack?  There are more of these things wandering around?  As organized as things are here, and as much as we pay in taxes, i'm surprised no one has been assigned to take care of it?
Fritzholm
GM, 613 posts
toss the dice
and have fun
Sat 8 Jan 2011
at 05:49
  • msg #611

Re: The Tome of Legends - Part 1

quote:
"Will holy water work on these things? If you can supply us with holy water and a fee for undertaking this mission, I think we could at least take a look and see if your suspicions are correct."


"If used correctly, yes, holy water should damage or even destroy the undead," says Sage Grenjad.  "Special silverized weapons blessed by our priests might work too, but I sure wouldn't want to rely on them with my life on the line.  Your best bet would be magical weapons with the actual blessing of Perlor instead of just that of his priests.  We have had a smith working to learn the secrets of creating such weapons, but so far he has been unsuccessful."


"Our priests also know a spell that will temporarily bless a weapon," adds the priest.

"He's right.  That would work too, but each blessing is only good for a short time, and will only effect one weapon."

The conversation later shifts from curses, the undead, and magically blessed weapons to what support they could offer you to undertake the mission.

"I don't feel completely comfortable with this.  I don't want to send men such as yourselves off to face the accursed undead inexperienced and unprepared.  I'd much prefer if you had magical weapons,"  the priest pauses, considering the situation.  "But if you insist going forward in this undertaking we can provide you with some holy water and loan you a pair of silverized weapons.  You'd still be at an awful disadvantage especially if the weapons prove ineffective.  I can also ask around to see if one of the priests is willing to go with you and provide magical support.  That might help even the odds a little."

"There's rumored to be quite a treasure within the tower.  You could keep that as payment.  More important to us is whatever Brother Howe was looking for.  Discovering what that is would be our main interest.  If you brought it back to our temple I'm sure we'd reward you depending on its value."
Mord
player, 202 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sat 8 Jan 2011
at 05:56
  • msg #612

Re: The Tome of Legends - Part 1

Mord, who has been quiet but paying full attention, perks up when enchanting weapons are mentioned. "I know someone who can do that," he says, "There's an enchantress by the name of Coal who lives in a tower to the west of Pliffa."
Fritzholm
GM, 614 posts
toss the dice
and have fun
Sat 8 Jan 2011
at 06:05
  • msg #613

Re: The Tome of Legends - Part 1

quote:
Snow frowns, "Does anyone do anything about this crack?  There are more of these things wandering around?  As organized as things are here, and as much as we pay in taxes, i'm surprised no one has been assigned to take care of it?"


"I don't know about the cracks, Miss.  I endeavor each and every day to avoid such things as demonspawn and fissures to hell.  Are there more?  Hell yes.  These vile abominations creep around in the shadows and look for ways to screw things around backwards."

The thing you've wrapped up starts twitching around rather violently, struggling to get free.  The woman steps to the side and kicks it, still in your hands, but the kick appears to have little or no effect at all.

She lets out a disturbing Eep, and runs off around the corner taking the bucket with her.

It claws at the fabric from inside, vibrating in a most unnatural way, within a split second it phases through the fabric out onto the walkway next to you.  OK, THAT's not normal!  What now?
Farden
player, 49 posts
the new guy
male fighter
Sat 8 Jan 2011
at 07:40
  • msg #614

Re: The Tome of Legends - Part 1

"Yes, but I've heard making magic weapons can be a terribly expensive business. We'll take whatever help you can provide, and don't worry, if it gets too much, we're pretty good at running away."

Farden takes Glumr aside, "Got any suggestions? Do we go ahead with this, or do you think we should leave this alone?"
Glumr
player, 456 posts
Robin Hood ain't
got nothin' on me
Mon 10 Jan 2011
at 13:53
  • msg #615

Re: The Tome of Legends - Part 1

"I'm for going to see what this place is like.  If we take it slow, we can retreat if need be.  But if we arm ourselves with the weapons of pelor, and seek the help of other churches, we may have a chance."

Glumr looks to Mord.  "What say you my strong friend?  Do you think we have a chance?"

Glumr wonders if other churches would aid them, simply to restore this place into a more natural balance.  Maybe he just wishes that this quest would be backed by the goddess he follows as well as Pelor.
Mord
player, 203 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 10 Jan 2011
at 14:07
  • msg #616

Re: The Tome of Legends - Part 1

Mord shrugs, "Let's go see if the churches will aid us."
Snow
player, 575 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 10 Jan 2011
at 14:38
  • msg #617

Re: The Tome of Legends - Part 1

Snow quirks an eyebrow, and tries Draconic on it for a language, "If you dont want me to end your existence here, you'll behave..."

It was an old language, inclined to ancient things.  It didnt seem to understand common and Snow didnt think that they were quite through with the potential for diplomacy to figure stuff out.

(She twiddles her finger plucking a snowball out of the air, (but not throwing it) to make her threat understandable incase it didnt understand Draconic, she wanted it to understand she was capable of hurting him.)




09:39, Today: Snow rolled 7 using 1d20+4. Intimidate.

It's unfortunate that Snow look soft and squishy.  The +4 is natural skill, i believe there was a bonus for being larger than your target, If its notably smaller than her she might manage a DC11 and be effective to at least make him think twice.
This message was last edited by the player at 14:40, Mon 10 Jan 2011.
Glumr
player, 457 posts
Robin Hood ain't
got nothin' on me
Mon 10 Jan 2011
at 16:57
  • msg #618

Re: The Tome of Legends - Part 1

"Sounds good Mord.   Farden, We should check into the enchanter from pliffa as well.  We have a couple friends from pliffa and maybe we can trade in some favors.  It might not pull on our purse strings as much as you would think."
Fritzholm
GM, 615 posts
toss the dice
and have fun
Mon 10 Jan 2011
at 18:03
  • msg #619

Re: The Tome of Legends - Part 1

In the middle of Snow's threat in Draconic the little troublemaker turns tail and runs off cackling.    It hasn't disappeared into the distance yet or anything, but that is going to change soon.  It's currently 40 feet away.
Snow
player, 576 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 10 Jan 2011
at 18:09
  • msg #620

Re: The Tome of Legends - Part 1

Snow lets it go.  She's just happy it didnt attack where while the most threatening thing she had on her to fight with is a sewing need and her armor consisted of a back of fabric to block with.  She turns and walks off in a different direction keeping an eye on the pest.  She'll head back to the inn to drop off her shopping stuff.

She'll change clothes and departs the inn to be better prepared this time.

Leather Armor and dagger are worn/carried the next time she goes out.

Shes not looking for the imps, but is curious about these 'cracks' and asks around to see what else she can learn about them.
Fritzholm
GM, 616 posts
toss the dice
and have fun
Mon 10 Jan 2011
at 19:36
  • msg #621

Re: The Tome of Legends - Part 1

14:19, Today: Fritzholm, on behalf of Snow, rolled 11 using 1d20+5. Gather Information.

Cracks to hell in the ground is news to most everyone.  The problem isn't as widespread as that woman led you to believe.  However Dermot, the permanent resident of Idora's boarding house, has heard that they have problems with those gremlins in the mines.  He says that they mess with the machines and can't be killed.  There are probably a lot of people who would like to be rid of them, but don't know how to go about it.
Snow
player, 577 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 10 Jan 2011
at 19:49
  • msg #622

Re: The Tome of Legends - Part 1

Fritzholm:
14:19, Today: Fritzholm, on behalf of Snow, rolled 11 using 1d20+5. Gather Information.

Cracks to hell in the ground is news to most everyone.  The problem isn't as widespread as that woman led you to believe.  However Dermot, the permanent resident of Idora's boarding house, has heard that they have problems with those gremlins in the mines.  He says that they mess with the machines and can't be killed.  There are probably a lot of people who would like to be rid of them, but don't know how to go about it.


Does Dermot know who might be in charge of this problem, and if anything is being done?  Is the Procter aware of the problem, maybe offering a reward to a permanent solution to the problem?
Fritzholm
GM, 617 posts
toss the dice
and have fun
Tue 11 Jan 2011
at 00:43
  • msg #623

Re: The Tome of Legends - Part 1

Dermot pleads ignorance to all these subjects, but he suggests talking to a veteran dwarven miner by the name of Oslo.   Not only would he be closer to the problem, but he has been around for ages, as have many dwarves, and has probably seen and heard just about everything.  If there's anyone who would know about cracks in the earth it's him.

But Dermot can't guarantee he'll be easy to reach.  If he's working in one of the new mines he'll come up every day or two, but if he's down in a deep mine, he could be down there for months.  It's Dermot's opinion that Oslo probably prefers it that way.  None-the-less, he gives you directions to the miner's barracks.  That would be the best place to start looking for him.

You haven't seen the boys or the eye, but Holly's around the boarding house..  Perhaps she'd like to join you, so long as you aren't planning to trudge down into the mines yourself.
Farden
player, 50 posts
the new guy
male fighter
Tue 11 Jan 2011
at 03:09
  • msg #624

Re: The Tome of Legends - Part 1

Farden shrugs. "Very well then, let us go talk to these friends of yours. Maybe they can give us an edge. However, before we go, we need to see if the visit would be worth the effort." He turns back to the priests of Pelor. "Look, assuming we undertake this job, what kind of support are you willing to provide us? How much in the way of material help like holy water and potions, and how much as a reward for finding definite evidence as to Brother Howe's fate?"

Fritzholm
GM, 618 posts
toss the dice
and have fun
Tue 11 Jan 2011
at 15:21
  • msg #625

Re: The Tome of Legends - Part 1

The priest contemplates the situation for a while before answering.

"We can provide you with a case of 9 flasks of holy water, but I'd like you to receive a short training in its proper use first.  Even some of our priests have misused holy water, causing it to be ineffective.  Let's avoid that.  We can also loan you two silverized weapons.  Our armory's selection of these is very limited, but we should be able to find two adequate weapons.  I'll see if I can find a volunteer to join you if you'd like.  If not, we can also provide you each with a healing potion."

"As for the reward for uncovering what Brother Howe was after, I'm afraid I cannot put a price on that without knowing what it is.  You will have to trust us to be fair and we will have to trust you to turn it over in good faith and not be too mercenary about its full value."

"I also want it to be known that you are doing this of your own free will.  It's a very dangerous undertaking.  Neither the temple of Pelor nor the Ferisedan clan will be responsible for any compensation to the Triplefang if you should be lost."
Farden
player, 51 posts
the new guy
male fighter
Tue 11 Jan 2011
at 16:34
  • msg #626

Re: The Tome of Legends - Part 1

"Slight miscommunication there. I was asking you if there was a reward for rescuing Howe himself. As for what he was after - well, that's a whole separate issue. Naturally, you can't offer a reward on that without knowing what it is."
Fritzholm
GM, 619 posts
toss the dice
and have fun
Tue 11 Jan 2011
at 18:01
  • msg #627

Re: The Tome of Legends - Part 1

"Hmmmm.  It does sound callous that there is gold for objects and secrets but not for lives.  Sadly, I don't think we can offer a reward for bringing him back if he's still alive.  Maybe he will reward you himself.  On the other hand, finding him alive would be a great benefit towards finding the secrets he had uncovered.  Either way, I fear you're more likely to end up opposing him than rescuing him."
Glumr
player, 458 posts
Robin Hood ain't
got nothin' on me
Tue 11 Jan 2011
at 20:01
  • msg #628

Re: The Tome of Legends - Part 1

"My question is, should we go on this quest, how do we find this place?"  Glumr asks.
Snow
player, 578 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 12 Jan 2011
at 13:38
  • msg #629

Re: The Tome of Legends - Part 1

Snow was going to write the guys a letter, but sees Holly about.  She tells her what she ran into, and that she's going to go look into the problem.  Snow does mind company but if Holly is going to linger behind it'll save her the hassle of the note writing.




Not sure if Holly is totally back to RPOL, if they respond to this in 2~3 days i guess were off together, else presume snow goes it alone.
Fritzholm
GM, 621 posts
toss the dice
and have fun
Wed 12 Jan 2011
at 16:14
  • msg #630

Re: The Tome of Legends - Part 1

Writing a note might not work anyhow.  Most people in this world cannot read and this includes Glumr and Mord.  You only just met Farden and you have no idea if he can read.


Snow (and possibly Holly) arrives at the miners' barracks.  You're in luck.  Not only isn't Oslo in the deep mines, but he's right there in the barracks.

"What makes you think I want to talk to some weak, willowy, human women?"  Oslo loudly objects when someone goes to tell him that he has a visitor.  "Oh great!  She's a pasty albino too.  The ghost of a useless pest come to haunt the hard-working.  (Insert obnoxious comment about Holly's hair here if she came.)  Why do all the freaks come to see Oslo?"

The irritated dwarf stomps across the long room, scowling and shaking his head.  "What in the world could you possibly want?" he askes Snow.  "Underground weather report?  Cool and dark with a 95% chance of peace and quiet!"
Fritzholm
GM, 622 posts
toss the dice
and have fun
Wed 12 Jan 2011
at 16:26
  • msg #631

Re: The Tome of Legends - Part 1

quote:
"My question is, should we go on this quest, how do we find this place?"  Glumr asks.


"It's north of Loch Grmikel.  There's a road from Kammarra to Trellor that will take you through a pass in the mountains to the coast to the east."

He describes a place along the road where there's a shrine to Pelor watched over by a single priest.

"There are some seasonal fishing villages along the shores.  They're nomads, neither Ferisedan or Triplefang.  You might be able to find a boatman there, but it's more likely they wont be too happy about taking you to a haunted island.  Maybe you can buy a boat."

I'll have a map update posted soon with a nice little tower icon marking the approximate location.  The priest's description of its location is plenty good enough for seasoned outdoorsmen like yourselves.
Snow
player, 579 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 12 Jan 2011
at 16:42
  • msg #632

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #630):

Snow smiles not taking any offense, "With a chance of being pestered by oddly haired visitors.  My apologies for the intruson on time you no doubt value for rest away from the mines.  I have been investigating the appearance of these... imps, that seem to be appearing from cracks.  At first i thought they were mischievious arcane familiar, but now it seems that they're appearing from... 'cracks'.  I was directed to voice my curiosity to you?"

Snow talks to Oslo in understandable Dwarven though she has a 'quaint' accent to it since she's not a native speaker.
Glumr
player, 459 posts
Robin Hood ain't
got nothin' on me
Wed 12 Jan 2011
at 17:00
  • msg #633

Re: The Tome of Legends - Part 1

Glumr says to Mord and Farden on a side bar "While this sounds lucrative, I dont think we're ready for this.  I think we need to be more experienced and sharpen our skills more."
Mord
player, 204 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 13 Jan 2011
at 03:05
  • msg #634

Re: The Tome of Legends - Part 1

"I feel the same way," Mord says to Glumr
Farden
player, 52 posts
the new guy
male fighter
Thu 13 Jan 2011
at 06:15
  • msg #635

Re: The Tome of Legends - Part 1

Farden snorts at his companion's caution. "Hello? Ten thousand gold pieces? If we want to gather that in any reasonable time frame we'll have to take risks. But then, what do you think of my idea of signing on as caravan guards for caravans passing nearest to hobgoblin lands? Sooner or later, we gonna get attacked, and we'll have our chance to collect hobgoblin heads. That is, if hobgoblins scare you less than ghosts."
Mord
player, 205 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 13 Jan 2011
at 16:59
  • msg #636

Re: The Tome of Legends - Part 1

Mord thinks on Farden's words, then replies, "That's a good point."
Glumr
player, 460 posts
Robin Hood ain't
got nothin' on me
Thu 13 Jan 2011
at 22:13
  • msg #637

Re: The Tome of Legends - Part 1

"No Farden...   Not hobgoblins.  Those things are just big tough goblins.  Bugbears are crazy mean and dangerous, and not to mention deep in goblin and hobgoblin territories."  Glumr corrects him.  "But what you speak is a good point.  Fights a fight.  We should discuss this with our group and decide what we want to do.  We should also check back with Samuel as well.  We asked him to check into things, so we should see what he may have turned up.  I tell you what though, I'd rather check out this island than go find bugbears."
This message was last edited by the player at 22:14, Thu 13 Jan 2011.
Fritzholm
GM, 623 posts
toss the dice
and have fun
Fri 14 Jan 2011
at 11:20
  • msg #638

Re: The Tome of Legends - Part 1

quote:
"With a chance of being pestered by oddly haired visitors.  My apologies for the intruson on time you no doubt value for rest away from the mines.  I have been investigating the appearance of these... imps, that seem to be appearing from cracks.  At first i thought they were mischievious arcane familiar, but now it seems that they're appearing from... 'cracks'.  I was directed to voice my curiosity to you?"



"Arcane what?  Bursting from walls?  Sent by whom?  By the gods woman, talk sense!  It just warms my heart that you humans can be trained to speak our language, but your butchering it!  Talk Clantongue, will you?  I've been speaking it long before your grandfather.  We'll both be clear as spring water," insists Oslo.

"Now, describe these 'imps'," he says.

Snow gives Oslo a general description of the creature's height and weight, it's nose, wings, claws, and generally mischievous disposition.

"Ah ha!  Now we're getting someplace.  You've found yourself a Gremlin.  Horrible little things.  There's not much to do about them, but call in fine dwarven holy men to sprinkle some of Skadi's melted tears on the bastards.  You could chop at one all day with axe and never leave a scratch.  We occasionally come across a hero who can call upon the righteous powers to smite the pests, or maybe a crafty fellow can put thick fingers upon an epic hammer that can splatter one with a single mighty blow."

"Know what these imbeciles do to keep the Gremlins away?  They burn incense!  Damned halfwits!  That don't work no better than spitting in a bonfire."
Snow
player, 580 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 16 Jan 2011
at 16:14
  • msg #639

Re: The Tome of Legends - Part 1

"I'm a frost sorceress.  I ran into one this morning.  I thought they were someone's familiar, though after some investigation, i now believe they're 'wild'.  I was told that you might know more on the topic, and if anything is being done about it?"
Fritzholm
GM, 624 posts
toss the dice
and have fun
Mon 17 Jan 2011
at 04:06
  • msg #640

Re: The Tome of Legends - Part 1

"Frost sorceress?  Now THAT's one I haven't heard before."

" 'Wild' is hitting the nail with the hammer.  They're all manner of wild."

"Now Oslo is the expert on Gremlins, is he?  Well why don't nobody ever listen when I tell them their superstitious mumbo-jumbo doesn't do a lick of good?  I've told you what should be done, but that probably isn't gonna do any good either.  I might just as well be down in the mine talking to a wall of stone."

"Hey there Stone, know what we should do about those Gremlins?"

There's a pause while Oslo waits for an imaginary wall of stone to say something.

"We ought to get all the holy dwarves we can put our hands on and march them around this mine and the city until they've wiped out the last of the gremlins.  What's that, Wall?  You say they've got better things to do?  Like what, praying for a better tomorrow?  Recounting each and every coin in their stacks of gold?  BBbbbrrrrrfff!"

You get the feeling that Olso is actually upset with his hypothetical deep mine stone wall.  He has folded his arms and turned away from it.  They are no longer on speaking terms.
Fritzholm
GM, 625 posts
toss the dice
and have fun
Mon 17 Jan 2011
at 05:37
  • msg #641

Re: The Tome of Legends - Part 1

I'm skipping ahead a little here, but you can still attend to business before Samuel's visit if you like.

In the evening the next day you're all back together in your room at Idora's.  She comes knocking at your door with a visitor.  It's Samuel of The Players Three.  Idora excuses herself and leaves you to speak with Samuel in private.

"Hello there, my Triplefang friends.  This humble puppeteer has heard that you lot are in semi-desperate need of ten thousand gold coins for some very secret purpose.  While I'm hurt that you won't share this secret with me, I still see the value in putting those in need of gold together with those in need of their services," says Samuel in a theatrical manner.

"I spoke with Genessa, and while she has no job worth that full sum, I did end up with a big job and a small job that you might be interested in.  Allow me to start with the big job."

"Our story begins with a paradox - an anti-social harper.  The great master harper Eburacon was an unrivaled musical and magical genius.  He wove melody and harmony together like no one before him or since.  Eburacon was a true artist and virtuoso, but be it performance anxiety, crippling shyness, or just a total dislike for the company of others he never played his songs for anyone.  For that matter he never took on an apprentice.  He lived in the wilds for from others and traveled only to avoid people.  Eburacon probably lived and died in obscurity, and no one these days would have ever known he existed, much less that he was one of the greatest bards to ever live, had it not been for his song book.  It is full of some of the strangest and most wonderful songs known to man.  Reading directly from the book is very difficult as it's all in nearly indecipherable notation.  Transcribing a copy is out of the question, but harpers are a very crafty bunch of code breakers.  A number of the guild's harpers have studied the book, deciphering and learning a few of Eburacon's  wonderful songs and spells and passing them on to others."

"Yes, we harpers are a crafty bunch, we are.  One particularly slick fellow by the name of Jacob, who is NOT a Ferrisedan I might add, was crafty enough to convince the guild to let him have the song book and set off on a journey with it.  He went off to Triplefang lands and hasn't been seen or heard from since.  How he pulled this off, I have no idea, but he's gone and the book with him.  Did the scoundrel steal it, making us all look the fool?  Maybe he took it with intentions of returning and some misfortune befell poor Jacob.  No matter the circumstances, the guild wants the book back.  Genessa is willing to pay you 2500 gold for its safe return.  Not too shabby, huh?  I'll be siphoning off 250 gold for myself for brokering the deal like it or not, since you won't share any juicy info."

"Oh, I think she'd like Jacob back too, be it the rescue of one of our fellow guild members or bringing back a thief to be strung up."

"So there's the lucrative one.  The second job is small change by comparison, but it's along the way and sounds pretty easy."

"As chance would have it another pair of anti-social fellows play into the second job too.  There's a hermit named Pippen who lives in the lowlands valley between Kammarra and Crim.  An Author named Arthur has a sealed letter he wants delivered in person to Pippen.  Pelor only knows why.  Arthur is a strange and objectionable coot who does nothing but hurl outlandish insults at anyone who visits him.  Lucky for you, you will not have to go see him.  Genessa has the letter and will pay you 50 gold to deliver it.  Now if you ask me, that's crazy, but so is Arthur, and likely Pippen the Hermit is too, so I guess sanity doesn't much play into it."
Farden
player, 53 posts
the new guy
male fighter
Mon 17 Jan 2011
at 07:15
  • msg #642

Re: The Tome of Legends - Part 1

Farden cocks his eyebrow at the others. "Well, fellow clan members? This sounds like the most straightforward assignment out of all the others we've managed to locate in this city. Unless you're willing to consider the others, I say we're taking this one."
Snow
player, 581 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 17 Jan 2011
at 13:47
  • msg #643

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #640):

"I think the gremlins are just the symptom of the greater problem, the cracks which i'm led to believe are the source of their appearances.  Close these cracks and the gremlin problem should resolve itself in time.  I havent see these crack, so i have no idea what it would entail to close one, if they can be closed at all."
Fritzholm
GM, 626 posts
toss the dice
and have fun
Mon 17 Jan 2011
at 18:39
  • msg #644

Re: The Tome of Legends - Part 1

"Finding a crack that leaks gremlins should be no problem for a bona-fide frost sorceress.  You've probably got yourself a wand just for the job.  If you do find one of them cracks down in a mine someplace old Oslo here can drop the shaft on it.  *BOOM* problem solved.  'cept for all the gremlin still running around, that is."

"What did you say your name was?"
Glumr
player, 461 posts
Robin Hood ain't
got nothin' on me
Mon 17 Jan 2011
at 18:54
  • msg #645

Re: The Tome of Legends - Part 1

"Thank you Samuel, these are good opportunities.  By the way, did you hear anything about the the song the proctor mentioned that he said prophesied about us?" Glums says to the harper.  And to his friends he says "I think we should take the job.  We can make the delivery for the small job on the way.  What say you all?"
This message was last edited by the player at 18:55, Mon 17 Jan 2011.
Mord
player, 206 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 17 Jan 2011
at 19:16
  • msg #646

Re: The Tome of Legends - Part 1

Mord nods his head and grunts in approval.
Holly
player, 292 posts
Protect the Land
to protect your Children
Mon 17 Jan 2011
at 20:49
  • msg #647

Re: The Tome of Legends - Part 1

Holly had not taken part in any of the discussions, or finding of jobs, and more importantly she was happy for others to decide their path for the moment. She would prefer not to be away from Moonlight for too long, but at least they would be out of the city. She had never realised just how powerful the feeling of being trapped inside the walls, and by the buildings. Perhaps it was from her families heritage of the open sea, or her childhood with her cousins on the plains, but her first city was an experience she would have gladly done without.

"I agree, we go with Glumr's and Mord suggestion. We'll find more as we go along I'm sure."
Farden
player, 54 posts
the new guy
male fighter
Tue 18 Jan 2011
at 12:09
  • msg #648

Re: The Tome of Legends - Part 1

Farden sighs and rubs his head. This job certainly sounded the most attractive - a relatively known threat, and an assured reward. "It certainly sounds like the best option. I say yes to both. Let's get this show started."
Snow
player, 582 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 19 Jan 2011
at 13:06
  • msg #649

Re: The Tome of Legends - Part 1

In reply to Fritzholm (msg #644):

"Snow...  Snow Triplefang.", Snow nods to herself at his explanation, "So the cracks arent the problem.  You can just collapse earth and stone on them to solve the problem.  The greater issue it would seem is the gremlins."

She shakes her head with an amused smile, "I'd like to say it were that easy, but i've never seen these cracks, and while they're resistant to magic, they're not innately magical, which makes detecting them trickier.  Once found i believe i can rid you of them though.  My magics are a little more effective than incense."
Fritzholm
GM, 629 posts
toss the dice
and have fun
Wed 19 Jan 2011
at 22:57
  • msg #650

Re: The Tome of Legends - Part 1

quote:
"By the way, did you hear anything about the song the proctor mentioned that he said prophesied about us?"


"I haven't heard anything about it.  Maybe Aberdan made it up on the spot.  He's a joker," says Samuel with a shrug.

Samuel gives you directions to the Harpers' Guild Hall.  "Ask for Genessa."



It's a bit late to be heading over there today, but after your morning meal the next day you all walk over to the Harpers' Guild Hall.  You discover that Genessa is actually THE master harper, leader of the whole guild.  Even so she's very accessible.

"So you're the Triplefang folks in need of gold.  Nice to meet you.  I'm Genessa.  I have to be honest, you're younger than I expected.  And what's this?" she says, asking about the eye.

Genessa reminds you of a young version of the Triplefang elders.  She comes off as wise and personable with more presence than the elders.  She's the sort of leader Tora asked you to look for, but she's busy leading the harpers and not part of the Triplefang clan and might not have any tactical prowess.  Oh well.

"Thank you for going after Jacob and the songbook.  I never should've let that book leave the city.  There was either an unlucky series of events or a well planned plot. I don't have enough evidence to draw a conclusion either way.   Jacob is smart and resourceful.  I wouldn't put it past him."

She gives you a very precisely detailed description of the harper, which will come in very handy since "It's possible he'll be in disguise or working under an alias."

"Last we knew he was headed for Crim.  You can ask around there for leads.  If he stole the book and wanted to sell it he'd probably head for Silvergate.  That's what I'd do.  This will all be familiar territory for you.  Better to have Triplefang looking for him.  I don't suppose I have to tell you to try to be discrete just in case.  If he gets wind of you he might go to ground or run."

It sure sounds like she thinks he stole the songbook.

You remind her about the letter for the hermit.

"Oh that's right.  That's been sitting around here for a while."  She excuses herself shortly to go get the bound letter.  "You might be wondering why one of our harpers doesn't just grab it and go deliver it herself.  After all, 50 gold is good money!  It turns out that no one likes Arthur.  That guy is an unsavory character at best. No one wants anything to do with him.  Best that you haven't met him.  Personally, I don't know much about the fellow you're delivering it to, Pippen.  Maybe he's just as bad."

Genessa gives you another nicely detailed description, but this time of the area where Pippen is supposed to live.  Plenty of landmarks and directions.  You shouldn't have much trouble finding it.

She counts out 50 coins by touch into a pouch.

"Normally, we don't pay before delivery, but I think you might be able to use the extra gold along the way for this other job. I will however need..."

The master harper looks you over, resting her gaze eventually on Mord.

"...your word that you will deliver the letter to none other than the hermit Pippen unopened, and return to our guild hall to swear the delivery is complete."

She holds the pouch and letter out to him, awaiting the promise.
Farden
player, 56 posts
the new guy
male fighter
Thu 20 Jan 2011
at 06:54
  • msg #651

Re: The Tome of Legends - Part 1

"Lady, no offense, but giving up on 50 gold just so you don't have to deliver someone's letter isn't merely a case of dislike. It falls into outright hatred and fear. I'd like you to tell us exactly what makes this Arthur character so unsavory. And why you agreed to deliver his letter in the first place, if he's such a no-gooder."
Glumr
player, 462 posts
Robin Hood ain't
got nothin' on me
Thu 20 Jan 2011
at 16:28
  • msg #652

Re: The Tome of Legends - Part 1

Glumr is feeling good.  The group is getting ready.  Travel being planned.  He's ready to be back on the road and into the wilderness.  He spends the evening at the inn cleaning his leathers and washing himself, sharpening his scimitar, and checking his gear for the up coming trip.

Is there a cost associated for the water from the inn and what not?

In the morning, Glumr is in good spirits when the go visit the harpers.  He likes the people in the guild and the songs the sing and perform.  Glumr would probably try and get an apprenticeship to the guild if he thought anyone other than the trees would appreciate his singing voice.

At the guild, he answers Genessa question about the eye.

"My Lady" Glumr says to her "We randomly met this eye in our travels.  We are able to have some slight communication with it, but really know very little.  I believe it used to be a person, and someone has changed it into this.   All I can say is that Mr. Eye has been a valuable traveling companion and he has my respects.  I would gladly have him at my side.  I hope to help him accomplish the goals or whatever is driving him to be in our lands."    All that being said, Glumr isnt really sure what those goals are or that the eye was actually human, but those things arent that important to the context of why he is here.

----

Glumr is a taken back a bit by Fardens forwardness with the guild leader.  But Glumr's mother kind of elevated such folk so that it seems wrong to address them without extra respect and ceremony.  He shrugs it off and figures the guild leader is used to dealing with folk rougher and less civilized than his group.
Fritzholm
GM, 631 posts
toss the dice
and have fun
Thu 20 Jan 2011
at 16:35
  • msg #653

Re: The Tome of Legends - Part 1

Genessa is mildly taken aback and gives Farden a funny look before resuming her normal repose.
(LOL  I swear I wrote "taken aback" in my post before reading Glumr's response.)

"There might be some hatred, but I can't think of anyone who fears Arthur.  He did some important projects for the empire when he was younger and amassed himself some wealth.  Now he's lost his marbles and he's off on wacky pet projects.  If you're too worried about it, feel free to turn down the job.  You won't be the first."

"The trip itself isn't that far, and its not unsafe either."

Genessa is referring to the Rankor Heights to Utsk to Kammara via ferry route.  Going around the Loch is certainly more dangerous, but there's no reason why someone couldn't take a small package like this by ferry.

"The letter might've been delivered months ago if he was only offering 10 gold, but that's not my call.  We're just the middle men on this one."
This message was last edited by the GM at 16:53, Thu 20 Jan 2011.
Fritzholm
GM, 632 posts
toss the dice
and have fun
Thu 20 Jan 2011
at 16:52
  • msg #654

Re: The Tome of Legends - Part 1

quote:
"My Lady" Glumr says to her "We randomly met this eye in our travels.  We are able to have some slight communication with it, but really know very little.  I believe it used to be a person, and someone has changed it into this.   All I can say is that Mr. Eye has been a valuable traveling companion and he has my respects.  I would gladly have him at my side.  I hope to help him accomplish the goals or whatever is driving him to be in our lands."


"There are so many oddities in this world," she says to Glumr.  "It's good to see you've come to accept this strange eye when others might shun him."

"Mr Eye.  It is nice to meet you."

The eye responds by bobbing midair and firing off an elaborate tune.  Genessa and other harpers are happily surprised and amused by it.  He's chosen something really dramatic.  This is easily the best song you've heard the eye conjure up.  The eye's music plays in the background while you continue your conversation.

"Hey!"  Genessa interrupts.   "I know this song!" she says with a look of shock on her face.

"It's from Eburacon's book."

Your conversation halts and a hush falls upon the hall as everyone listens to the song.
Glumr
player, 463 posts
Robin Hood ain't
got nothin' on me
Thu 20 Jan 2011
at 17:21
  • msg #655

Re: The Tome of Legends - Part 1

Glumr is literally speechless from Genessa's comment.  He doesnt know what this means.  Genessa and the others he has met have not had any notion of what the eye is.  Glumr decides he's going to spend some more time with the eye and figure out a way to better communicate with it.  There's a long road ahead so they have nothing but time to work out a method.  Some simple communication could perhaps help them find this book of music.

Glumr just realizes that on his quest for one book, he must take a quest for another book.  Never having a need for a book in his life, it feels odd to him now because it's almost as if everything driving him is related to books.
Fritzholm
GM, 633 posts
toss the dice
and have fun
Fri 21 Jan 2011
at 20:44
  • msg #656

Re: The Tome of Legends - Part 1

I'm going to wrap up this chapter when you leave Rankor Heights, so I went though and calculated experience point awards.

Here are the chapter 3 experience awards for each of the original four Triplefang:

150 exp for battling the wildcats
200 exp for defacing the goblin shrine
350 exp for the narrow defeat of the goblins and hobgoblin
300 exp for kiling the dire badgers
100 exp for negotiating the sale of the Tome
----
1125 exp

Much to my surprise that brings you to 3090 exp which is enough for 3rd level!

I'm going to start Farden off half way to 3rd level so he wont be so far behind the rest of the party.  He gets the 100 exp for the Tome of legends negotiation which brings him up to 2100 exp.

Please send me private messages about what new skills, feats, spells, and abilities you're getting, so I can try to weave them into the pre-Rankor narrative.  Remember that you can either roll for HP (don't whine if you get a 1!) or take the average rounded up.  (I suggest the average rounded up.)

Now get out there and get Farden some more experience so he can advance to 3rd level too.
This message was last edited by the GM at 03:12, Thu 22 Mar 2012.
Farden
player, 58 posts
the new guy
male fighter
Sat 22 Jan 2011
at 08:40
  • msg #657

Re: The Tome of Legends - Part 1

Farden purses his lips, clearly unhappy with the woman's response. His response is temporarily interrupted by the Eye's musical performance, and he spends a bit pondering this new mystery. Then, putting this out of his mind, he addresses Genessa once more, as soon as the music finishes. "Help me out here. See, all I'm hearing are vague generalities. Is there any specific reason why people are so unfriendly towards Arthur? Are his pet projects that disturbing? Or is it simply that people want to have nothing to do with those who seem a bit loony? Details would be nice. Helps us assess any risk involved."

OOC: Is this the GM not having fleshed out the details, or is this woman stalling? Farden is ready to believe the worst =P

Fritzholm
GM, 634 posts
toss the dice
and have fun
Sat 22 Jan 2011
at 20:02
  • msg #658

Re: The Tome of Legends - Part 1

OOC:  It's the GM not trying to give too much away so that things will be more surprising and amusing when revealed.  Thorough preparation and briefing is a good thing.  You're certainly playing it right.  Just believe me that this one isn't going to bite you in the ass.

Genessa shakes her head.

"If you want details about Arthur's dislikable nature, nothing could possibly enlighten you more than a visit with the man himself.  He's a fanatical reader and writer, and has proven himself to be an asset to our proctor on occasion.  I'd love to send you over to the scribe hall at the temple of Pelor to meet Arthur, that being a somewhat familiar place for you, but sadly he has worn out his welcome there and has to do his business elsewhere.  He's taken up a stall in the public market where he can dispense his thoughts to passers by."

Genessa gives you simple directions to find his stall in the market.  Farden thinks back about travels through that area, but can't summon up any memories of anything too out of the ordinary.

Since there's been no motion by the stoic Mord Triplefang to either make the promise or take the letter, Genessa sets the pouch of gold and small, bound package down next to her.
Farden
player, 59 posts
the new guy
male fighter
Sun 23 Jan 2011
at 05:17
  • msg #659

Re: The Tome of Legends - Part 1

The phrase 'asset to the proctor' relaxes Farden somewhat. The thing he'd been most worried about - political ramifications - seemed to be absent in this case. "Thank you, we'll look in on Arthur. However, I'm agreeable to provisionally accepting the assignment. WHat about the rest of you?"

OOC: Am I the only one who's read The Count of Monte Cristo?

Holly
player, 293 posts
Protect the Land
to protect your Children
Tue 25 Jan 2011
at 12:25
  • msg #660

Re: The Tome of Legends - Part 1

Holly nodded to Farden, happy enough to take on the task, especially as it might give them more information on the eye and its background. Shuffling her feet, she looked up into the sky, gauging the weather and time as she waited to move on.
Glumr
player, 465 posts
Robin Hood ain't
got nothin' on me
Tue 25 Jan 2011
at 18:39
  • msg #661

Re: The Tome of Legends - Part 1

"I am for accepting this quest.  I fear not the interactions revolving around this letter. It seems to be a trivial thing.  I am greatly excited at the chance to find out more about Mr. Eye and how he has come to know such tunes."  Glumr says to his companions as well as Genessa.

"Let us prepare and speak with Arthur before we leave."

OCC - Have not read it.  I gotta research a bit before I figure out what I'm doing with a level up. :D
Fritzholm
GM, 636 posts
toss the dice
and have fun
Tue 25 Jan 2011
at 20:40
  • msg #662

Re: The Tome of Legends - Part 1

Genessa does not stay staggered by this turn of events for long.

"There are only about 30 people from our guild who know this song well enough to play it.  Within a week I can probably account for most if not all of them.  Of course, Mr Eye could have learned the song from Eburacon himself... or vice versa, I suppose.  When I said Eburacon had no apprentices I meant no human apprentices.  It's possible something else learned from him.  Could Eburacon have been changed into this floating eye?  Anything is possible."

"It's all very intriguing."

She turns back to Mord.

"If I am to give you this letter and payment for its delivery, I need your word that it'll be delivered to Pippen unopened, and that you'll return here to report that the delivery has been made."

"Also, Arthur didn't want you to tell Pippen who the letter was from until he read it."
Glumr
player, 466 posts
Robin Hood ain't
got nothin' on me
Tue 25 Jan 2011
at 21:00
  • msg #663

Re: The Tome of Legends - Part 1

"Genessa, would you please inquire if anyone who knows this song has a notion this eye fellow exists?   Or has taught it to anyone else. Or if anyone who knows it is missing."  Glumr explains his line of thinking to Genessa and his friends

"My thought is that since it is such a specific song that we could trace all who know it from the original.  If we can eliminate everyone, then we can make the assumption that Eburacon was involved."
Fritzholm
GM, 637 posts
toss the dice
and have fun
Tue 25 Jan 2011
at 23:22
  • msg #664

Re: The Tome of Legends - Part 1

quote:
Shuffling her feet, she looked up into the sky, gauging the weather and time as she waited to move on.


In Triplefang lands the early part of the summer gets the vast majority of the rain.  That season is drawing to a close.  Forcasting the weather for the next couple of months will be simple - Sunny, warm to hot, with an occasional very brief afternoon thunderstorm or small shower maybe once every couple weeks.  Today is no exception from the norm, warm and clear.  This would be an excellent time to be traveling if you weren't headed for that awful marshy mire so near The Dark Woods.

It's still about two or three weeks before the grasslands grow dry and you need to worry about wildfires.  That's when the hottest days come.  For now it's quite pleasant.

The moon is almost exactly half lit and growing towards the full moon.
Holly
player, 294 posts
Protect the Land
to protect your Children
Wed 26 Jan 2011
at 13:07
  • msg #665

Re: The Tome of Legends - Part 1

Holly's mood is obviously improved as she and the others exit the city and get out into the wilds again. She spends most of her days travelling close to Moonlight, using the Dun to keep pace with the others, but trying as much as possible to walk and stretch her legs.

With the coming of the Full moon she seems even more relaxed than usual.

"It is good to be out of that monstrosity" she says after their first day as they made camp.
Fritzholm
GM, 638 posts
toss the dice
and have fun
Wed 26 Jan 2011
at 16:46
  • msg #666

Re: The Tome of Legends - Part 1

I'm in favor of getting you guys out of Rankor and on the move as soon as possible, but there are a few issues first:

1) Mord needs to respond to Genessa.

2) Pay Idora.  6 nights.  You guys owe her 24 Fgp total.

3) Arthur - Some players expressed an interest in talking to this unlikable character for some reason.  If folks are willing to skip this, that's fine with me.

4) Training - Many of you are advancing to 3rd level.  This can be done outside the city easily enough.  There's more room, and most of you have outdoor skills anyhow.  I think a good way to simulate this is for Farden to run some mock combat drills over a couple of days.  That would help account for higher HP and increases in BAB.  The group could also try and establish some much needed combat cohesion in the from of a basic combat plan and formation.

5) Horses - Farden doesn't have one.  A light riding horse and saddle is 85 gold!  Can you scrape that much together or will you travel at walking speed?  You also owe Jeremy a gold piece.
Farden
player, 61 posts
the new guy
male fighter
Wed 26 Jan 2011
at 18:25
  • msg #667

Re: The Tome of Legends - Part 1

OOC:

Do I owe Idora anything? You said I'd already settled with her.

Also, if there is no actual ramifications to visiting Arthur, then we can just say that we saw him before starting out. What's he like?

As for horses, the 50 GP from the letter delivery job combined with what I've got is enough to get one, but that pretty much wipes me out.

Fritzholm
GM, 640 posts
toss the dice
and have fun
Thu 27 Jan 2011
at 15:59
  • msg #668

Re: The Tome of Legends - Part 1

You settled up with Idora for your room and board from before you met up with the other Triplefang.  However, you've been staying in their room and eating at Iroda's table for 5 of the 6 days they've been there.  You might want to chip in something.  I think money is getting tight in everyone's pocket right now, though.

I'll post a short narrative about swinging by to meet Arthur later today.
Fritzholm
GM, 641 posts
toss the dice
and have fun
Fri 28 Jan 2011
at 09:32
  • msg #669

Re: The Tome of Legends - Part 1

Mord gives his word that the group will deliver the letter as instructed and return to report at the Harpers' Guild.  Genessa hands over the bound package and the pouch of 50 gold Ferisedan coins.

The group pays Idora and thanks her for her hospitality and then swings by the market quarter on heir way out of town to do some last minute recon on Arthur the Author.

Holly spots the booth first and points it out silently to the others.  It's a very non-descript wooden vendor stall with no sign, decoration, or obvious wares.  You walk up to the stall and Snow introduces you to Arthur.  She tells him that you're Triplefang travelers and that you've agreed to deliver his letter to Pippen.

"Newcomers to the city, huh?" He says, setting down the large book he was reading and picking up a smaller book.  "Oh that's wonderful.  Can I have your names, please?"

Arthur seems delighted to meet you.  You introduce yourselves and he makes note of each of you.

"Well, from the looks of you I doubt any of you can read, so my masterworks would go to waste.  Let's just do this right here and now, shall we?"

"I find it very appropriate that a bunch of inbred, halfwit, illiterate hayseeds with undeniably inferior parentage would be delivering my letter to that daft knob Pippen.  As mind-bogglingly unlikely as it would be to find someone lesser than that useless antisocial goblin-fucker to act as messenger, I have stumbled into the great fortune of finding as many such feebs as to count them on all the fingers of one hand, even though I'm sure the task of counting that high is beyond the sharpest of you dim, flickering embers.  At least one of you bumbling oafs would likely find some damned-fool way to perish just walking across a pleasant field, but with all five of you there's a chance one will actually make the trip without drowning after picking a fight with their own reflection in the crystal clear waters of Loch Grimikel, or burn to death cuddling too close to the campfire, or choke trying to wear your trousers as a blouse.  Yes I am heartened that, put together, you all may just be able to do the simple job of one child half your age."

Arthur draws in a long deep breath and continues.

"And may I make a suggestion on how to spend your gold if you return?  Two coppers for a thick sack to put over the face of one of these near-feminine horrors, and the rest on a sizable dowery.  There are a few men here in Rankor who might be gullible and desperate enough to marry her sight unseen, assuming they didn't have a functioning sense of smell.  A few whacks with a stout branch wouldn't do either one's looks a bit of harm and might well keep her from scrapping the deal with her infernal braying.  The prospects, however, are less bright for you three intolerable meatheads.  There are animals found on any farm with more ability to contribute to society, and I'll add that any sane woman would rather bed those domesticated creatures than endure disgusting, fumbling coitus with the vile likes of you.  Sadly, I fear the only likely outcome is that you pathetic and totally unappealing Triplefang, completely unable to find equally wretched spouses, will mate with each other and produce another generation of even less viable, backwards, deformed morons."

"Now be on your way lest your very presence become so appalling and offensive as to bring the commerce of this great city to a grinding halt and ruin us all."

He closes the small book and dismisses you with a shooing motion of the hand.
This message was last edited by the GM at 09:38, Fri 28 Jan 2011.
Farden
player, 65 posts
the new guy
male fighter
Fri 28 Jan 2011
at 10:03
  • msg #670

Re: The Tome of Legends - Part 1

Farden had been pleasantly surprised to find Arthur looking like such a normal person. When the flow of invective had first started he'd been startled and annoyed, yet as it continued he found himself struggling not to laugh.

When Arthur winds up, he stands his ground and asks, "Which child?" Once he has Arthur's attention, he elaborates. "The child you mentioned. The one merely half our age, yet such a paragon of virtue that he meets even your most exalted standards, that you would trust him with the mission which would task even the five of us to the utmost. Lead us to him, O wise one, so that we may forthwith entrust this quest in his more capable hands. And once he returns from this errand of the gravest importance, that we may carry him back to our lands to be hailed as the new king."
This message was last edited by the player at 10:03, Fri 28 Jan 2011.
Glumr
player, 470 posts
Robin Hood ain't
got nothin' on me
Fri 28 Jan 2011
at 13:55
  • msg #671

Re: The Tome of Legends - Part 1

Glumr burst out laughing when Arthur finishes his rant.  "Oh ho ho hahahahaha!  Those are some of the best I've heard my long winded friend." Glumr says to him.  "I now understand why your peers hold you in such a.....    regard.  Come my friends.  Let us deliver this cur's letter.  It is obvious he would not survive a night outside these walls else I would assume he would deliver it himself.  Maybe his craft is too important.  The gods know there arent enough words in these lands such as folk can make a living scratching them down instead of saying them in person."  He puts a hand on Farden's shoulder, not sure where he was going with his comments.  "Do not waste your breath on this one.  Based on the public opinion of him, I say this is the standard treatment he gives to all his guests.  Clearly a man without honor and respect."

6 GP paid to Idora - Level Up - Character sheet updated.
This message was last edited by the player at 14:49, Fri 28 Jan 2011.
Fritzholm
GM, 643 posts
toss the dice
and have fun
Fri 28 Jan 2011
at 20:50
  • msg #672

Re: The Tome of Legends - Part 1

Once Arthur is done with his diatribe he quickly returns to peacefully reading his larger book as if you were no longer there, which a minute or two later you aren't.

You give Colbein a wave on your way out of the city. Shortly thereafter you're at Jeremy's ranch.  You decided to set up camp nearby and do some basic combat training and drills for a couple of days.  Firstly, Farden gets an idea of each of your combat abilities:

Mord - A freakishly good physical specimen.  Mord is largest, toughest and fastest of the party.  His strength and agility rival Farden's.  He has a very powerful bow, but he is better suited to engaging and occupying the main enemy force in melee combat with his huge greataxe.  Mord has also been known to occasionally draw on the power of a berserker rage, but tends to keep this aspect under control most of the time.

Glumr - A quick, stealthy archer and scout.  Glumr uses an exotic sword when pressed into melee combat, but prefers to deliver pinpoint accurate arrows from a short distance.  His rate of fire is superior to most archers.  He is also an excellent tracker.

Holly - Fights with a sickle or sling.  She has the ability to summon animals or bring the powers of nature to her aid.  Most notably are her spell that animates plants to entangle everyone, and a fog cloud that obscures vision.  Holly is also a magical healer.

Snow - Has a host of cold based spells at her disposal.  Her snowball spell seems to have limited use in combat, but she has another that dazzles and incapacitates feeble minded opponents and she assures you that she knows a more damaging icicle spell.  Snow also has a tendency to rush into the front lines with her longspear.  She can be very effective against a distracted opponent in melee, but lacks defensive abilities.

How best to meld these abilities and talents with Farden's to create a fighting strategy or two?  In the past they've mostly fought in a chaotic ad-lib fashion.
This message was last edited by the GM at 20:53, Fri 28 Jan 2011.
Farden
player, 66 posts
the new guy
male fighter
Sat 29 Jan 2011
at 03:52
  • msg #673

Re: The Tome of Legends - Part 1

OOC: Awww, I wanted to have it out with Arthur for a bit....

Farden considers the others' fighting styles. "I see the problem... there are three people who are better off working at range, and only two who are good in melee. Mord and I alone cannot defend the three of you against a determined opponent.

So, I'm thinking I'll work on defending Holly. As a summoner, she's the most vulnerable. Snow, you hang even farther back. Glumr will have to rely on his agility to maintain separation. And Mord... well what he does will depend on what our enemy is. Opponents who fight in melee, Mord can just stay close and defend Snow. Against an opponent with ranged attackers, it'll be up to him to hack his way through to them.

Either way, though, all of us have to be within a few feet of each other, so if one goes down, the others can help them. And finally, we need to try and focus our attacks. All of us should go after the same target so as to put them down as quickly as possible."

Snow
player, 587 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 29 Jan 2011
at 22:55
  • msg #674

Re: The Tome of Legends - Part 1

Snow objects, she 'advances' to the front mostly because everyone else takes a step back :P
Holly
player, 297 posts
Protect the Land
to protect your Children
Sat 29 Jan 2011
at 23:13
  • msg #675

Re: The Tome of Legends - Part 1

Holly is offended when Farden appears to think she is the weakest link in the group, and the one that needs most protection. Knowing she had been particularly quiet while within the city, she was now on home ground from her point of view. "Farden, you'll find I'll save you more than you'll need to save me. I have Moonlight and my powers to protect me. I can handle myself in combat. Don't let the fact I am a girl soften your brains. I'd put myself against you in combat any day!" With that she takes up a defensive stance, her hands empty but ready to cast.
Snow
player, 589 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 29 Jan 2011
at 23:37
  • msg #676

Re: The Tome of Legends - Part 1

"He's certainly pushy enough to be a Triple Fang...", Snow frowns, not really sure if that was a good thing really.
Farden
player, 68 posts
the new guy
male fighter
Sun 30 Jan 2011
at 05:18
  • msg #677

Re: The Tome of Legends - Part 1

Farden rolls his eyes. "I meant that summoning spells take the longest to cast, and are most subject to interruption. If, however, you have that much faith in your horse, then I guess I'm playing defense for Snow instead."

OOC: Summonings are a full-round spell. Means after your turn, if the enemy on their turn hits you, you have to make the Conc check against disruption.

Glumr
player, 472 posts
Robin Hood ain't
got nothin' on me
Mon 31 Jan 2011
at 19:43
  • msg #678

Re: The Tome of Legends - Part 1

"Cousins...  What I think Farden means is that your skills would be best used casting and using your ranged weapons and not trying to hold the combat line.  We all know that your are capable in a fight, but I agree with him.  The three of us should be behind Mord and Farden, using our ranged skills as that is where we are best.  Any of us can hold the line if needed, but punch for punch our skills are best from a distance."

OCC - Mord is our tank, and Farden's a figher.  Theey should be in the thick while we shoot and cast from behind.

Snow does have the rouge ability to do the back stabby thing which is pretty sweet.  But it's risky cause since she's a caster, a good hit or two could take her out.

Holly
player, 298 posts
Protect the Land
to protect your Children
Mon 31 Jan 2011
at 20:32
  • msg #679

Re: The Tome of Legends - Part 1

Holly relaxes for a moment as Glumr speaks. "I have not sought the front line, and won't. That is Mord's fate." considering for a moment she adds, "And now Farden's as well, if I haven't chased him away with my insults! I am sorry Farden, it is just I am a little tetchy at the moment. That city was too big and close for my liking. But I shouldn't be taking out on you my cousins."

Stepping away, and moving to stand by Moonlight, she simply turns back and adds, "I'll be back within the hour" and starts Moonlight running with her alongside.
Farden
player, 69 posts
the new guy
male fighter
Tue 1 Feb 2011
at 04:54
  • msg #680

Re: The Tome of Legends - Part 1

Farden stares as Holly takes off. "After all this talking... did she just go off on her own? No, she has her horse with her, a beast undoubtedly equal to two warriors, an archer and a sorceress."

He sits back down, and rubs his head as a man with a migraine. "Well, these are civilized lands. Hopefully she can't get herself into too much trouble. Snow, do me a favor and stay close behind me, alright? It doesn't matter if you're good with that spear, any enemy with a minimum intelligence will make killing or capturing our spellcaster his top priority."

OOC: It works out pretty well. Longspear's a reach weapon, so Snow can stay behind me and still stab at enemies.

Snow
player, 591 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 1 Feb 2011
at 13:02
  • msg #681

Re: The Tome of Legends - Part 1

"If... I dont cast spells how will they know i'm a spell caster?"

Farden was presuming Snow was an inexperienced dolt.

Glumr:
OCC -
Snow does have the rouge ability to do the back stabby thing which is pretty sweet.  But it's risky cause since she's a caster, a good hit or two could take her out.


You notice this now but when you need someone to hide behind to shoot arrows, Snow and her long spear starts to look pretty good :P
This message was last edited by the player at 13:03, Tue 01 Feb 2011.
Farden
player, 70 posts
the new guy
male fighter
Tue 1 Feb 2011
at 14:14
  • msg #682

Re: The Tome of Legends - Part 1

"If you don't cast spells then you're not playing to your strengths." shot back Farden. Then he raises his hands in a gesture of surrender. "Look, I'm not your boss, I can't force you to do anything. If you think you'll be more useful in the front lines, go for it. But if it gets us killed, I reserve the right to say 'I told you so' in the afterlife."
This message was last edited by the player at 14:14, Tue 01 Feb 2011.
Snow
player, 592 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 1 Feb 2011
at 14:46
  • msg #683

Re: The Tome of Legends - Part 1

Snows scowls and narrows her eyes, "What would you know about casting spells, and the strength of a sorceress and what they can and cant do?"

Snow had to wonder what it was about Triple Fang men that made them think they were an expert on everything.
Glumr
player, 473 posts
Robin Hood ain't
got nothin' on me
Tue 1 Feb 2011
at 17:21
  • msg #684

Re: The Tome of Legends - Part 1

Glumr rolls up some leaf, leans against a tree, and lights it...  Enjoying a smoke and the humor of the situation while Farden and Snow go back and fourth.
Farden
player, 71 posts
the new guy
male fighter
Tue 1 Feb 2011
at 19:05
  • msg #685

Re: The Tome of Legends - Part 1

"What I may know about magic is irrelevant. It is you who goes around introducing herself as a Frost Sorceress. So, I naturally expect your spellwork to be better than your spearwork. Or is it the other way around, and you just call yourself a sorceress to frighten the ignorant?"

Farden hasn't raised his voice. In fact annoyance seems to make his voice go lower, to a almost a hiss.
Snow
player, 593 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 1 Feb 2011
at 22:26
  • msg #686

Re: The Tome of Legends - Part 1

Snow makes a plucking motion in the air to draw one of air to draw one of her snowballs and flings it between Farden's feet.

"You should be plenty frightened then.", Snow mutters before departing to do what she does best (shop).
Fritzholm
GM, 647 posts
toss the dice
and have fun
Wed 2 Feb 2011
at 02:45
  • msg #687

Re: The Tome of Legends - Part 1

OOC: When Farden's doing this training you'd left Rankor and you're out in the fields near Jeremy's farm.  Shopping options are limited.  Although, the party did recently buy a horse for Farden here.
Farden
player, 73 posts
the new guy
male fighter
Wed 2 Feb 2011
at 03:49
  • msg #688

Re: The Tome of Legends - Part 1

Farden seems disinclined to continue the argument as well. He turns back and starts doing maintenance on his weapons and armor.


OOC: If we did buy a horse then I'm deducting 35 GP from my money. Combined with the 50 GP for the letter, that should be enough.
Fritzholm
GM, 649 posts
toss the dice
and have fun
Wed 2 Feb 2011
at 15:41
  • msg #689

Re: The Tome of Legends - Part 1

OOC: I've been assuming it in your travel speeds.  Without it you guys will travel half as fast retroactively.
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