Total XP: 30650 (level 12 at 32000 xp)
Showing posts with label Unraveling the Prophecy. Show all posts
Showing posts with label Unraveling the Prophecy. Show all posts
Thursday, October 14, 2010
XP for Unraveling the Prophecy Session 15
Each player gained 1600 experience for the session.
Labels:
10/1/10,
experience,
session fifteen,
Unraveling the Prophecy
Sunday, September 26, 2010
XP for Unraveling the Prophecy Sessions 12, 13, and 14
Session 12: 1200
Session 13: 650
Session 14: 1200
Total XP: 29050 (level 12 at 32000 xp)
Tuesday, September 7, 2010
Other Info about Session #11
As part of Session #11, the party visited Korranberg. Feel free to shop in Korranberg before next session. It is a decent-sized city, so you should be able to find most things that you might be looking for at the standard 20% markup rate. However, please send any purchases to me, so I can verify them and decide if they are rare enough to warrant extra mark-up or unavailability.
Labels:
9/3/10,
Session Eleven,
Shopping,
Unraveling the Prophecy
XP for Unraveling the Prophecy Session #11
Each player gained 1800 experience for the session.
Congratulations! You have gained level 11, which is the beginning of the Paragon Tier.
Total XP: 26000 (level 12 at 32000 xp)
Labels:
9/3/10,
experience,
Session Eleven,
Unraveling the Prophecy
Tuesday, August 31, 2010
XP for Unraveling the Prophecy Session #10
Each player gained 1200 experience for the session.
Total XP: 24200 (level 11 at 26000 xp)
Labels:
8/27/10,
experience,
Session Ten,
Unraveling the Prophecy
Saturday, August 21, 2010
XP for Unraveling the Prophecy Session #9
Each player gained 1000 experience for the session.
Total XP: 23000 (level 11 at 26000 xp)
Labels:
8/20/10,
experience,
Session Nine,
Unraveling the Prophecy
Saturday, August 14, 2010
XP for Unraveling the Prophecy Session #8
Each player gained 1300 experience for the session.
Total XP: 22000 (level 11 at 26000 xp)
Labels:
8/13/10,
experience,
Session Eight,
Unraveling the Prophecy
Tuesday, August 10, 2010
XP for Unraveling the Prophecy Session #7
Each player gained 800 experience for the session.
Total XP: 20700 (level 11 at 26000 xp)
Congratulations! You have gained level 10. Pick out your new utility power and feat, and start thinking about paragon paths!
Labels:
8/6/2010,
experience,
Session Seven,
Unraveling the Prophecy
Monday, May 31, 2010
XP for Unraveling the Prophecy Session #6
Each player gained 1000 experience for the session.
Congratulations! You have just gained level 8. Please level your character up before our next session.
Total XP: 13500 (level 9 at 16500 xp)
Labels:
5/28/10,
experience,
Session Six,
Unraveling the Prophecy
XP for Unraveling the Prophecy Session #5
Each player gained 700 experience for the session.
Total XP: 12500 (level 8 at 13000 xp)
Labels:
5/21/10,
experience,
session Five,
Unraveling the Prophecy
Sunday, May 23, 2010
Note, Prophecy
Here are the written materials from last session:
First, the note that we found on the Warforged we defeated in the Emerald Claw crew:
"Nash,
After you have had your fun in Breland, seek out the Hags in the Great Crag. Tell them of your valorous deeds against the Swine King's people. Present Sora Katra with her gift, and ask for an audience with her sister, Sora Teraza. I warn you: Do not approach the other Sisters before you gain Sora Katra's trust.
Once you have gained your audience, ask the Oracle the path forward for our Mistress and her goals. In particular, ask what must be done to rebirth the Bloodline of her Mark. After this, send to me what you have learned. Immediately!
Your next assignment will be to find the Settlement of Lost, and to recruit three shapeshifters. Then return to me. We shall have an interesting meeting with our old friend in the Mournland.
--Staunch."
Second, the bits of prophecy that our arcane friends relayed to us that they had heard (we don't know whether this segment of the prophecy comes before or after the one we already know, and should ask House Sivis about this if we care, when we get back to Korransberg).
"Ancient symbols old as stone
Marks of magic, twelve ascendant
Four aberrant, shunned and alone
Houses rise! Their bloodlines decant
And from their ranks shall come the One"
First, the note that we found on the Warforged we defeated in the Emerald Claw crew:
"Nash,
After you have had your fun in Breland, seek out the Hags in the Great Crag. Tell them of your valorous deeds against the Swine King's people. Present Sora Katra with her gift, and ask for an audience with her sister, Sora Teraza. I warn you: Do not approach the other Sisters before you gain Sora Katra's trust.
Once you have gained your audience, ask the Oracle the path forward for our Mistress and her goals. In particular, ask what must be done to rebirth the Bloodline of her Mark. After this, send to me what you have learned. Immediately!
Your next assignment will be to find the Settlement of Lost, and to recruit three shapeshifters. Then return to me. We shall have an interesting meeting with our old friend in the Mournland.
--Staunch."
Second, the bits of prophecy that our arcane friends relayed to us that they had heard (we don't know whether this segment of the prophecy comes before or after the one we already know, and should ask House Sivis about this if we care, when we get back to Korransberg).
"Ancient symbols old as stone
Marks of magic, twelve ascendant
Four aberrant, shunned and alone
Houses rise! Their bloodlines decant
And from their ranks shall come the One"
Thursday, May 20, 2010
Unraveling the Prophecy: A Glossary
Here is a listing to aid us in keeping straight all the information we've learned about Unraveling the Prophecy.
Aelwyn: The addressee of the letter that Valyn carried.
Alvian: A gnome of House Sivis. An intellectual type, who spoke in depth with Keh'r about "Tasker's Dream."
Barth: Bloodrush's contact at the Bloody Tooth. He provides information in exchange for gold.
Black Bahiri's: A tavern in Little Graywall where Karol was turned to stone.
bloodgin: A powerful ale sold at Black Bahiri's.
Bjornhelm: a dwarf cleric working in House Sivis.
Blood of Vol: The Emerald Claw people belonged to the Blood of Vol, an unaligned religious organization.
Bloody Tooth: A tavern in Graywall whose customers are primarily monstrous humanoids, but where the rest of us are unlikely to be harmed. Bloodrush has some contacts here for getting information.
Brakenworth: A human thief who was turned to stone by the guard for stealing the Chalice of Breland from Turakbar. We turned him back into flesh to get intelligence on how to infiltrate Castle Turakbar.
Broken Sword: A tavern in Graywall whose customers are primarily mercenaries.
Caradhas: A legendary Orc warden, also known as the Lady in Green.
Varagga Chala: The name of the Oni that was Brakenworth's associate.
Chalice of Breland: The artifact that got Brakenworth in so much trouble. It's nonmagical as far as we know. Brakenworth claims he didn't take it.
The Great Crag: one of the minotaurs we defeated in the Labyrinth had instructions to go to the Crag to find Sora Teraza to ask about the prophecy relating to the Deep Door; also Nash's note instructed him to seek out the Hags in the Great Crag.
Cyrus: a skinny, old goblin who used primal magic to try to recover Horadric's memory. He was turned into a dog and travels with us.
Deep Door: A minotaur was carrying instructions to go to the Crag to ask Sora Teraza about the prophecy relating to the Deep Door.
Dor'alla: This is the name in the note in the changeling assassin's pocket from the scuffle on the lightning rail. The note said to "convince Dor'alla."
Droam: the country we are currently in. Sora Katra is said to be the voice of Droam.
Elwood: The sender of the letter that Valyn carried, containing an interpreted piece of the prophecy.
Emerald Claw: The sect of people we defeated along our journey to Turakbar's Fist. Horadric said they were an extremist sect of the "Blood of Vol" and are led by a necromancer called the "Queen of Death."
Ephraim: This is the name of the changeling assassin who committed suicide after the scuffle on the lightning rail. He had murdered a high-ranking elder of House Sivis, according to Reader.
Fangrin: The gnoll mage that Bloodrush fought in the challenge circle.
Graywall: A city to the west of Korranberg. We tracked Nym here and also trying to uncover the meaning of the section of the prophecy that relates to this city ("wall of red stone").
The Hags: Sora Katra, Sora Teraza, and Sora Maenya, daughters of Sora Kel.
Karol: A kobold; Shamash's brother-in-law; we turned him from stone to flesh and reunited him with his family before suggesting that they find Shamash in town and flee. Karol had learned a rumor about the medusae making an allegiance with a warlord.
Karrnath: Brakenworth stole the crown jewels of Karrnath. Also, the Emerald Claw sect were from Karrnath.
Kethelrax the Cunning: A kobold warlord who lives to the south in Sharack Cole; he has lots of kobolds in his employ.
Khadrous: The owner of the Labyrinth.
Korranberg: the location of House Sivis. There is a lightning rail station here.
The Labyrinth: an underground hotel run by minotaurs that specializes in harboring fugitives. We followed Nym's trail here, but were led to Turakbar instead.
Makarn: The male medusa who attacked us and we subsequently killed (and sold his blood to Worms, in exchange for some stone-to-flesh potions).
Mordac: This is also a name mentioned in the note in the assassin's pocket from the scuffle on the lightning rail. The note said to talk to some folks including Mordac.
Mror Holds: The current lands comprising Clangor's former home.
Mournland: Nash and Staunch were to meet their old friend in the Mournland after Nash's instructions were completed. Reader Thrane has also gone to the Mournland.
Narath: Clangor's former home.
Nash: The warforged who was a member of the Emerald Claw; we defeated him and found on his body a note carrying instructions.
Nym: A gnome, betrayer of House Sivis. We tracked him to Turakbar's Castle in our successful attempt to recover Reader's memory unit. We returned him to House Sivis.
Oni: We heard tell of an oni who was a possible enemy of Xorchylic, named Varagga Chala. Can probably be found at the Venomous Voice.
Orcus: "Prince of Undeath," a demon, an anomaly in the Pantheon.
Prize of Caradhas: Caradhas' legendary weapon.
Prophecy: See below for the portion of the prophecy that we already have learned. We also know there is a prophecy relating to the Deep Door.
Queen of Death: The leader of the Order of the Emerald Claw and a powerful necromancer. The note that Nash was carrying instructed him to ask the Oracle what must be done to rebirth the Bloodline of her Mark.
Rattigan: A gnome with glasses, who is convinced that all of the people who have experienced memory loss are part of a prophecy.
Reader Thrane: A warforged we found in Rivenroar, who had his memory unit stolen by Nym. He has reportedly left for the Mournland.
Rivenroar: A dragonmark appeared here also.
Settlement of Lost: Nash was to find the Settlement of Lost and recruit three shapeshifters.
Sharack Cole: a place to the south where Kethelrax the Cunning holds his operations.
Sora Katra: one of the hags, known as the voice of Droam (the country). Nash's note warns to gain her favor first by offering her a gift (in this case, a warhorse artifact).
Sora Kel: The mother of the hags, apparently.
Sora Maenya: one of the hags, known as the iron fist.
Sora Teraza: one of the hags, known as a powerful oracle. Our leads indicate that she would be found at "The Crag."
Staunch: The author of the letter to Nash; seemingly the planner behind Nash's actions.
Street of Shadows: The street harboring the church of gnoll mercenaries is located here. This is where our information on Fangrin leads.
Swine King: Nash had apparently committed some "valorous deeds" against the Swine King's people.
"Tasker's Dream": This involved compression rates to send data quickly through the speaking stones.
Talia: a kind apprentice gnome who helped take care of Reader in Korranberg. Nym said he had given her the information from the memory card. She has disappeared.
Rhesh Turakbar: A minotaur warlord who works for the daughters of Sora Kel. His castle is called Turakbar's Fist. We have followed Nym's trail to his castle.
Twilight Palace: The expensive hotel we stayed at in Graywall.
Venomous Voice: a tavern in Graywall featuring harpy singers; Varagga Chala has a stake in the establishment.
Warden Keep: Valyn has delivered a letter there. The first dragonmark appeared here.
Worms: A shifter running a healing shop in Graywall. He pays handsomely for medusa blood.
Xorchylic: The Illithid (mind-flayer) who runs Graywall.
Memory Card: Here are the images that Rattigan retrieved from the memory unit; Nym said they were pieces of prophecy:
- A swirling sea of golden dust floats in the dark room in the depths below Rivenroar castle. It forms into an image of an airship, flying over jungle. There are large warforged with heavy armor on the ship. (He thinks the jungle is Xen'Drik)
- Next image: A picture of a half-elven woman holding a map in her hand. Other men and women wearing the green armor of the Lyrander house stand behind her.
- Next image: A woman with elven features and a pale complexion except for the golden scales on her neck and the backs of her hands. She seems to be beckoning to a black portal ringed with silver, and a skeletal hand reaches through.
- Next image: What appears to be Ke'hr blazing with electricity. The marks on his face are similar, but also slightly augmented with other, subtler lines. He looks older. He stands before a door that snakes forth tendrils of glittery darkness.
- Next image: A party of warforged wandering through the Mournland. Reader Thrane is holding onto another, larger warforged, shaking him and appearing to shout. [Signs point to this image being of a time after the memory card was removed, as Reader looks damaged.]
Prophecy: Here is the prophecy we know so far:
"The fall of one nation,
Erased from the great between,
Shall herald an open door,
A break in the armor between,
A dragon and its dreams,
A wall of red stone,
A huffing bull provokes,
Let him charge against a crimson brother,
Let him break against a charging oak
And give his wisdom to another."
We learned a new section of prophecy as we swam in the tunnels beneath Turakbar's Fist:
"Ancient symbols old as stone
Marks of magic, twelve ascendant
Four aberrant, shunned and alone
Houses rise! Their bloodlines decant
And from their ranks shall come the One"
The letter Valyn was carrying also held a piece of the Prophecy:
"Converging darknesses to heroes give rise,
When terror, madness, contagion,
and death fly upon these skies,
Look to your Lady, and to another,
Do not ye hesitate! Pass on the Prize!"
Aelwyn told of two stanzas of prophecy that appeared when the dragonmark first appeared at Warden Keep.
"The missing child, hiding in plain sight,
Can heal a kingdom or break a throne.
In the City of Knives, in absence while she doth sing,
Skirmishes spark, which rivals nurture to flame,
For if her death they invoke, then one shall rise to be King.
And as a King, what of his fellows?
When he arriveth, the flame's past spread afar
And wide, and with the ships of the half-bred,
and the self-forged, and storm-born,
Khorvaire shall be broken, its Treaty stained red."
Aelwyn: The addressee of the letter that Valyn carried.
Alvian: A gnome of House Sivis. An intellectual type, who spoke in depth with Keh'r about "Tasker's Dream."
Barth: Bloodrush's contact at the Bloody Tooth. He provides information in exchange for gold.
Black Bahiri's: A tavern in Little Graywall where Karol was turned to stone.
bloodgin: A powerful ale sold at Black Bahiri's.
Bjornhelm: a dwarf cleric working in House Sivis.
Blood of Vol: The Emerald Claw people belonged to the Blood of Vol, an unaligned religious organization.
Bloody Tooth: A tavern in Graywall whose customers are primarily monstrous humanoids, but where the rest of us are unlikely to be harmed. Bloodrush has some contacts here for getting information.
Brakenworth: A human thief who was turned to stone by the guard for stealing the Chalice of Breland from Turakbar. We turned him back into flesh to get intelligence on how to infiltrate Castle Turakbar.
Broken Sword: A tavern in Graywall whose customers are primarily mercenaries.
Caradhas: A legendary Orc warden, also known as the Lady in Green.
Varagga Chala: The name of the Oni that was Brakenworth's associate.
Chalice of Breland: The artifact that got Brakenworth in so much trouble. It's nonmagical as far as we know. Brakenworth claims he didn't take it.
The Great Crag: one of the minotaurs we defeated in the Labyrinth had instructions to go to the Crag to find Sora Teraza to ask about the prophecy relating to the Deep Door; also Nash's note instructed him to seek out the Hags in the Great Crag.
Cyrus: a skinny, old goblin who used primal magic to try to recover Horadric's memory. He was turned into a dog and travels with us.
Deep Door: A minotaur was carrying instructions to go to the Crag to ask Sora Teraza about the prophecy relating to the Deep Door.
Dor'alla: This is the name in the note in the changeling assassin's pocket from the scuffle on the lightning rail. The note said to "convince Dor'alla."
Droam: the country we are currently in. Sora Katra is said to be the voice of Droam.
Elwood: The sender of the letter that Valyn carried, containing an interpreted piece of the prophecy.
Emerald Claw: The sect of people we defeated along our journey to Turakbar's Fist. Horadric said they were an extremist sect of the "Blood of Vol" and are led by a necromancer called the "Queen of Death."
Ephraim: This is the name of the changeling assassin who committed suicide after the scuffle on the lightning rail. He had murdered a high-ranking elder of House Sivis, according to Reader.
Fangrin: The gnoll mage that Bloodrush fought in the challenge circle.
Graywall: A city to the west of Korranberg. We tracked Nym here and also trying to uncover the meaning of the section of the prophecy that relates to this city ("wall of red stone").
The Hags: Sora Katra, Sora Teraza, and Sora Maenya, daughters of Sora Kel.
Karol: A kobold; Shamash's brother-in-law; we turned him from stone to flesh and reunited him with his family before suggesting that they find Shamash in town and flee. Karol had learned a rumor about the medusae making an allegiance with a warlord.
Karrnath: Brakenworth stole the crown jewels of Karrnath. Also, the Emerald Claw sect were from Karrnath.
Kethelrax the Cunning: A kobold warlord who lives to the south in Sharack Cole; he has lots of kobolds in his employ.
Khadrous: The owner of the Labyrinth.
Korranberg: the location of House Sivis. There is a lightning rail station here.
The Labyrinth: an underground hotel run by minotaurs that specializes in harboring fugitives. We followed Nym's trail here, but were led to Turakbar instead.
Makarn: The male medusa who attacked us and we subsequently killed (and sold his blood to Worms, in exchange for some stone-to-flesh potions).
Mordac: This is also a name mentioned in the note in the assassin's pocket from the scuffle on the lightning rail. The note said to talk to some folks including Mordac.
Mror Holds: The current lands comprising Clangor's former home.
Mournland: Nash and Staunch were to meet their old friend in the Mournland after Nash's instructions were completed. Reader Thrane has also gone to the Mournland.
Narath: Clangor's former home.
Nash: The warforged who was a member of the Emerald Claw; we defeated him and found on his body a note carrying instructions.
Nym: A gnome, betrayer of House Sivis. We tracked him to Turakbar's Castle in our successful attempt to recover Reader's memory unit. We returned him to House Sivis.
Oni: We heard tell of an oni who was a possible enemy of Xorchylic, named Varagga Chala. Can probably be found at the Venomous Voice.
Orcus: "Prince of Undeath," a demon, an anomaly in the Pantheon.
Prize of Caradhas: Caradhas' legendary weapon.
Prophecy: See below for the portion of the prophecy that we already have learned. We also know there is a prophecy relating to the Deep Door.
Queen of Death: The leader of the Order of the Emerald Claw and a powerful necromancer. The note that Nash was carrying instructed him to ask the Oracle what must be done to rebirth the Bloodline of her Mark.
Rattigan: A gnome with glasses, who is convinced that all of the people who have experienced memory loss are part of a prophecy.
Reader Thrane: A warforged we found in Rivenroar, who had his memory unit stolen by Nym. He has reportedly left for the Mournland.
Rivenroar: A dragonmark appeared here also.
Settlement of Lost: Nash was to find the Settlement of Lost and recruit three shapeshifters.
Sharack Cole: a place to the south where Kethelrax the Cunning holds his operations.
Sora Katra: one of the hags, known as the voice of Droam (the country). Nash's note warns to gain her favor first by offering her a gift (in this case, a warhorse artifact).
Sora Kel: The mother of the hags, apparently.
Sora Maenya: one of the hags, known as the iron fist.
Sora Teraza: one of the hags, known as a powerful oracle. Our leads indicate that she would be found at "The Crag."
Staunch: The author of the letter to Nash; seemingly the planner behind Nash's actions.
Street of Shadows: The street harboring the church of gnoll mercenaries is located here. This is where our information on Fangrin leads.
Swine King: Nash had apparently committed some "valorous deeds" against the Swine King's people.
"Tasker's Dream": This involved compression rates to send data quickly through the speaking stones.
Talia: a kind apprentice gnome who helped take care of Reader in Korranberg. Nym said he had given her the information from the memory card. She has disappeared.
Rhesh Turakbar: A minotaur warlord who works for the daughters of Sora Kel. His castle is called Turakbar's Fist. We have followed Nym's trail to his castle.
Twilight Palace: The expensive hotel we stayed at in Graywall.
Venomous Voice: a tavern in Graywall featuring harpy singers; Varagga Chala has a stake in the establishment.
Warden Keep: Valyn has delivered a letter there. The first dragonmark appeared here.
Worms: A shifter running a healing shop in Graywall. He pays handsomely for medusa blood.
Xorchylic: The Illithid (mind-flayer) who runs Graywall.
Memory Card: Here are the images that Rattigan retrieved from the memory unit; Nym said they were pieces of prophecy:
- A swirling sea of golden dust floats in the dark room in the depths below Rivenroar castle. It forms into an image of an airship, flying over jungle. There are large warforged with heavy armor on the ship. (He thinks the jungle is Xen'Drik)
- Next image: A picture of a half-elven woman holding a map in her hand. Other men and women wearing the green armor of the Lyrander house stand behind her.
- Next image: A woman with elven features and a pale complexion except for the golden scales on her neck and the backs of her hands. She seems to be beckoning to a black portal ringed with silver, and a skeletal hand reaches through.
- Next image: What appears to be Ke'hr blazing with electricity. The marks on his face are similar, but also slightly augmented with other, subtler lines. He looks older. He stands before a door that snakes forth tendrils of glittery darkness.
- Next image: A party of warforged wandering through the Mournland. Reader Thrane is holding onto another, larger warforged, shaking him and appearing to shout. [Signs point to this image being of a time after the memory card was removed, as Reader looks damaged.]
Prophecy: Here is the prophecy we know so far:
"The fall of one nation,
Erased from the great between,
Shall herald an open door,
A break in the armor between,
A dragon and its dreams,
A wall of red stone,
A huffing bull provokes,
Let him charge against a crimson brother,
Let him break against a charging oak
And give his wisdom to another."
We learned a new section of prophecy as we swam in the tunnels beneath Turakbar's Fist:
"Ancient symbols old as stone
Marks of magic, twelve ascendant
Four aberrant, shunned and alone
Houses rise! Their bloodlines decant
And from their ranks shall come the One"
The letter Valyn was carrying also held a piece of the Prophecy:
"Converging darknesses to heroes give rise,
When terror, madness, contagion,
and death fly upon these skies,
Look to your Lady, and to another,
Do not ye hesitate! Pass on the Prize!"
Aelwyn told of two stanzas of prophecy that appeared when the dragonmark first appeared at Warden Keep.
"The missing child, hiding in plain sight,
Can heal a kingdom or break a throne.
In the City of Knives, in absence while she doth sing,
Skirmishes spark, which rivals nurture to flame,
For if her death they invoke, then one shall rise to be King.
And as a King, what of his fellows?
When he arriveth, the flame's past spread afar
And wide, and with the ships of the half-bred,
and the self-forged, and storm-born,
Khorvaire shall be broken, its Treaty stained red."
In the Labyrinth
We went shopping and met for dinner in front of the Twilight Palace, where Elaira performed. When we met, I was a little surprised to see that in such a short time, Bloodrush had managed to acquire a tattoo. It's on his face, right on his cheek. I can't really make out what the symbol is. I think if I ever get a tattoo, I will probably ask around so I can get it done by someone different. The next morning, we went to the Labyrinth, located in the quarry in the caves. We found a barred hole; an entrance to the caverns. Though no one approached when we entered, I could see a minotaur guard within, and Elaira and Horadric talked to him and convinced him to give us rooms at 3 gold a night. Expensive by most metrics, but a bargain for us given what we've been paying at Twilight Palace! Bloodrush paid for the rooms and the guard showed us the dining hall and our rooms. What I liked best about this place was how vast the hallways and rooms were. Easily large enough for me to stretch out, unlike the close quarters on the lightning rail and at House Sivis.
After checking out our rooms, we decided to go to the dining hall and try to gather information about Nym. What we learned is that we are apparently horrible at this. The only highlights were that Bloodrush intimidated an orc into mumbling something about a gnome who wasn't a gnome (I can't put together what's going on here, but it seems like it might be related to a changeling like the one we saw on the lightning rail); and Elaira overheard someone talking about the daughters of Sora Kel: Sora Katya, Sora Teraza, and Sora Maenya. Before we knew it, a fight broke out. I think Horadric started it, but I can't be sure because our efforts were poor all around and there were people getting angry with us all over the place. In the end the ones who actually resorted to violence were six minotaurs and two rogues. At first, this battle was somewhat frustrating for me: I positioned myself near the front lines only to find myself slid across the entire room and almost bull-rushed twenty feet straight down. However, I was able to open a breach in the earth and the resulting vent of chaos let me get back into the fray. At some point their mage activated some kind of gloves that caused a great hedge to sprout forth, and it looked like this was going to be a significant impediment to us; however, the fellow didn't last long and when he perished, the wall disappeared. After all of our foes had been defeated, we found some thieves' tools, 1300 gold, and the Green Thumbs gloves. We also had ourselves a couple of prisoners to interrogate. Horadric said he thought he could figure out how to work the gloves, so we let him have them.
We learned that these fellows worked for a minotaur warlord named Rhesh Turakbar, who worked for the daughters of Sora Kel. One of them knew a gnome who worked for Turakbar also, who had a dragonmark. We suspect this was Nym. He said he'd last seen Nym at Turakbar's castle, and he vaguely gestured in the direction we would find it. They said their job was to collect pay from Khadrous, the owner of the Labyrinth, for their "protection." We also learned that there was a guy named Brakenworth who was captured by the guard in Graywall, who knew a secret way into the castle. However, he was turned to stone outside the last tower in the city, so getting the information from him would prove to be difficult. As we continued our interrogation, the minotaurs claimed that the castle had a sizable fighting force with archers and over 500 fighting men, with traps everywhere. I suspect that they were exaggerating, or perhaps I should say I hope so at least.
The rogue we had captured was a mercenary. He said he knew about an associate of Brakenworth's that was an Oni; that the Oni might be a possible enemy of Turakbar. He did tell us that Brakenworth had crossed the law and possibly had crossed Xorchylic, the Illithid who runs Graywall. He said that Brakenworth had stolen something of great value from Turakbar which was never recovered. We learned that Turakbar rarely leaves his castle, excepting the occasional hunting party; and we learned a little more about the three hags: Sora Katra, the voice of Droam; Sora Maenya, the iron fist; and Sora Teraza, the powerful oracle.
Upon a search of the rooms of the foes we had defeated, we found a paper instructing the group to go to The Crag to ask Sora Teraza about the prophecy relating to the Deep Door. We suspect that the Deep Door is underneath Graywall, but don't know much else about it.
When we finished with our business and went back into the public areas to try to gather information, we found the minotaur guard rather strongly encouraging us to leave due to the trouble that had ensued so soon after our arrival. On our way out, Bloodrush started blabbing loudly about how the owner of the labyrinth didn't pay the protection fees. Judging by the shocked reactions he got, if his rumor spreads, I don't think that Khadrous will have a good time of it.
Our plans are to head back to Twilight Palace and regroup, but I think overall there is interest in finding out more about Brakenworth and whether we can acquire any useful information from him before heading after Turakbar's Castle to try to nab Nym.
After checking out our rooms, we decided to go to the dining hall and try to gather information about Nym. What we learned is that we are apparently horrible at this. The only highlights were that Bloodrush intimidated an orc into mumbling something about a gnome who wasn't a gnome (I can't put together what's going on here, but it seems like it might be related to a changeling like the one we saw on the lightning rail); and Elaira overheard someone talking about the daughters of Sora Kel: Sora Katya, Sora Teraza, and Sora Maenya. Before we knew it, a fight broke out. I think Horadric started it, but I can't be sure because our efforts were poor all around and there were people getting angry with us all over the place. In the end the ones who actually resorted to violence were six minotaurs and two rogues. At first, this battle was somewhat frustrating for me: I positioned myself near the front lines only to find myself slid across the entire room and almost bull-rushed twenty feet straight down. However, I was able to open a breach in the earth and the resulting vent of chaos let me get back into the fray. At some point their mage activated some kind of gloves that caused a great hedge to sprout forth, and it looked like this was going to be a significant impediment to us; however, the fellow didn't last long and when he perished, the wall disappeared. After all of our foes had been defeated, we found some thieves' tools, 1300 gold, and the Green Thumbs gloves. We also had ourselves a couple of prisoners to interrogate. Horadric said he thought he could figure out how to work the gloves, so we let him have them.
We learned that these fellows worked for a minotaur warlord named Rhesh Turakbar, who worked for the daughters of Sora Kel. One of them knew a gnome who worked for Turakbar also, who had a dragonmark. We suspect this was Nym. He said he'd last seen Nym at Turakbar's castle, and he vaguely gestured in the direction we would find it. They said their job was to collect pay from Khadrous, the owner of the Labyrinth, for their "protection." We also learned that there was a guy named Brakenworth who was captured by the guard in Graywall, who knew a secret way into the castle. However, he was turned to stone outside the last tower in the city, so getting the information from him would prove to be difficult. As we continued our interrogation, the minotaurs claimed that the castle had a sizable fighting force with archers and over 500 fighting men, with traps everywhere. I suspect that they were exaggerating, or perhaps I should say I hope so at least.
The rogue we had captured was a mercenary. He said he knew about an associate of Brakenworth's that was an Oni; that the Oni might be a possible enemy of Turakbar. He did tell us that Brakenworth had crossed the law and possibly had crossed Xorchylic, the Illithid who runs Graywall. He said that Brakenworth had stolen something of great value from Turakbar which was never recovered. We learned that Turakbar rarely leaves his castle, excepting the occasional hunting party; and we learned a little more about the three hags: Sora Katra, the voice of Droam; Sora Maenya, the iron fist; and Sora Teraza, the powerful oracle.
Upon a search of the rooms of the foes we had defeated, we found a paper instructing the group to go to The Crag to ask Sora Teraza about the prophecy relating to the Deep Door. We suspect that the Deep Door is underneath Graywall, but don't know much else about it.
When we finished with our business and went back into the public areas to try to gather information, we found the minotaur guard rather strongly encouraging us to leave due to the trouble that had ensued so soon after our arrival. On our way out, Bloodrush started blabbing loudly about how the owner of the labyrinth didn't pay the protection fees. Judging by the shocked reactions he got, if his rumor spreads, I don't think that Khadrous will have a good time of it.
Our plans are to head back to Twilight Palace and regroup, but I think overall there is interest in finding out more about Brakenworth and whether we can acquire any useful information from him before heading after Turakbar's Castle to try to nab Nym.
Labels:
5/7/2010,
Adventure Logs,
Session Three,
Unraveling the Prophecy,
Valyn
Wednesday, May 19, 2010
XP for Unraveling the Prophecy Session #4
Each player gained 600 experience for the session.
Total XP: 11800 (level 8 at 13000xp)
Labels:
5/14/10,
experience,
Session Four,
Unraveling the Prophecy
XP for Unraveling the Prophecy Session #3
Each player gained 700 experience for the session.
Total XP: 11200 (level 8 at 13000xp)
Labels:
5/7/2010,
experience,
Session Three,
Unraveling the Prophecy
Friday, May 7, 2010
Brawling - The More the Merrier
Where was I...oh right. So the gnolls all charge in like the cowards they are, ten against one. Then this elf lady...or maybe she's a half-elf, they all kind of look the same to me, starts singing this song about me (can you believe that, this random lady starts singing about me, I'm like, famous) that rallies the other orcs hanging around to attack the gnolls. Then the goblins passing by think it'd be funny to shoot a few arrows into the fray from the safety of the other side of the street. Dumb as goblins are (well, most are, Stewirk being an exceptional exception) one of them decided to shoot a ogre. As ogre's are even dumber than goblins, he had no clue where that shot came from, so he just attacked the nearest living creature (which happened to be that lady singing about me). The trolls never pass up an opportunity to bash some heads so they jumped in too. Like a spark on a dry day on the Scorching Plains, the entire street exploded into mayhem...it was totally awesome! There must have been like 200 monsters in this brawl making it probably the biggest one I'd been a part of, well except for that one at Hanging Man Tavern that resulted in the entire block burning down...oh and the one last month where I chased that minotaur, Haggir, all the way across Bloodstone and triggered dozens of brawls. Bastard only got away because the dozen guys chasing me finally caught up...can't believe that chamber pot merchant was actually trafficking drugs. Brawling while stoned, everything moving in slow motion...but that's a different story.
Anyway, I was pretty beat up before I had a chance to react but a dog runs up to me and heals me up. Feeling better, I swung my hammer in a great arc that bloodied or killed all of the gnolls surrounding me. Since some giant lady and a metal statue had most of the surviving gnolls pinned down, I charged Liveroil and hit him with everything I had but it barely phased him. Actually, my big power move where I descend on him like a comet of inevitability and bring my hammer around at his head like this while bringing my knee up like that would have totally missed except that elf lady again pegged him with an arrow at just the right moment and distracted him. I was going one-on-one with the gnoll leader when a pack of medusas shows up to put a stop to the fighting. Liveroil takes off running, and boy was I seriously tempted to chase after him, but I was barely hanging on and needed to catch my breath. After that, I figured it would be better to continue this battle another day so I made a strategic retreat around the side of a house to wait for the medusas to move on. The rest of the combatants either fled or were turned to stone.
As soon as the medusas left I returned to the scene to collect my winnings including a magical tattoo from one of the dead ogres. I'd been thinking about getting one lately, but hadn't had the funds to get the one I wanted. Fortuitously, the dead ogre's tattoo was one of the two I was contemplating. That metal guy returned and the two of us went about collecting our winnings from the bodies of the losers. I knew it was only a matter of minutes before scavengers showed up and given that everything is first-come-first-serve in this town if I wanted to collect what those bastard gnolls owed me I had to hurry.
It wasn't long before others from the battle returned. Actually, they were all travelling together and apparently looking for me, being led by a dog who was actually Cyrus! (Funny thing, when I asked about how the hell Cyrus became a dog they all started pointing fingers and blaming each other. There's got to be a good story in there but I'd have to get it another time.) Apparently, they had followed a gnome here by the name of Nym and were looking to hire a local to help them find him and I was the only one they knew, which was a good idea considering that most of them were pretty out of place in this town. But what followed was the oddest proposal for hire I'd ever heard. They wanted to hire me for an equal share of the loot they came across (which was fine by me, I was getting pretty bored with the challenge circles and would have gone with them for the excitement and food in my belly) but then they wanted me to start out by paying them. I sort of figured that they were broke and really needed the money, plus they were friends of Cyrus so I offered 200 gold but they wanted a lot more. I obviously refused, I mean, they came to me to hire me and I'm not exactly wealthy myself. But then the elf lady came up with this very complicated explanation and she put it so eloquently about how they...no wait, I needed to...no, I don't know. Well, it somehow made sense at the time so I paid them a full third of my life's savings, but I couldn't explain it to you now if my life depended on it (I really wish Stewirk was around, this is what I pay him for). Well, it isn't the first time I've been swindled but I have my doubts that I'll get a fair cut of the loot...and they turned Cyrus into a dog. These guys could be trouble.
Financial matters taken care of, I turned my attention to the matter of tracking down this gnome. After tossing about several possibilities, I settled on going to the Bloody Tooth. Barth knows a lot and he hangs out there. Turns out Barth had even met this Nym before. This Nym character has got some big allies, mostly minotaurs and an oni, and also some big enemies, though Barth didn't know any details about them. He often stays in the Labyrinth (maybe I'll find Haggir there too), and may be friends with the minotaur that runs the place. We should definitely try to learn more about his enemies since if we are going after him, they may be able to help.
Before I left, I also asked Barth about the gnoll shaman. Fangren, his name is, and he is most likely staying in Karda. However, I've only got a month to settle the score before he disappears into gnoll territory for a festival. I'll be going after him with or without the others before then. I thanked Barth and tipped him for the info and headed back to the others to share what I'd learned.
Anyway, I was pretty beat up before I had a chance to react but a dog runs up to me and heals me up. Feeling better, I swung my hammer in a great arc that bloodied or killed all of the gnolls surrounding me. Since some giant lady and a metal statue had most of the surviving gnolls pinned down, I charged Liveroil and hit him with everything I had but it barely phased him. Actually, my big power move where I descend on him like a comet of inevitability and bring my hammer around at his head like this while bringing my knee up like that would have totally missed except that elf lady again pegged him with an arrow at just the right moment and distracted him. I was going one-on-one with the gnoll leader when a pack of medusas shows up to put a stop to the fighting. Liveroil takes off running, and boy was I seriously tempted to chase after him, but I was barely hanging on and needed to catch my breath. After that, I figured it would be better to continue this battle another day so I made a strategic retreat around the side of a house to wait for the medusas to move on. The rest of the combatants either fled or were turned to stone.
As soon as the medusas left I returned to the scene to collect my winnings including a magical tattoo from one of the dead ogres. I'd been thinking about getting one lately, but hadn't had the funds to get the one I wanted. Fortuitously, the dead ogre's tattoo was one of the two I was contemplating. That metal guy returned and the two of us went about collecting our winnings from the bodies of the losers. I knew it was only a matter of minutes before scavengers showed up and given that everything is first-come-first-serve in this town if I wanted to collect what those bastard gnolls owed me I had to hurry.
It wasn't long before others from the battle returned. Actually, they were all travelling together and apparently looking for me, being led by a dog who was actually Cyrus! (Funny thing, when I asked about how the hell Cyrus became a dog they all started pointing fingers and blaming each other. There's got to be a good story in there but I'd have to get it another time.) Apparently, they had followed a gnome here by the name of Nym and were looking to hire a local to help them find him and I was the only one they knew, which was a good idea considering that most of them were pretty out of place in this town. But what followed was the oddest proposal for hire I'd ever heard. They wanted to hire me for an equal share of the loot they came across (which was fine by me, I was getting pretty bored with the challenge circles and would have gone with them for the excitement and food in my belly) but then they wanted me to start out by paying them. I sort of figured that they were broke and really needed the money, plus they were friends of Cyrus so I offered 200 gold but they wanted a lot more. I obviously refused, I mean, they came to me to hire me and I'm not exactly wealthy myself. But then the elf lady came up with this very complicated explanation and she put it so eloquently about how they...no wait, I needed to...no, I don't know. Well, it somehow made sense at the time so I paid them a full third of my life's savings, but I couldn't explain it to you now if my life depended on it (I really wish Stewirk was around, this is what I pay him for). Well, it isn't the first time I've been swindled but I have my doubts that I'll get a fair cut of the loot...and they turned Cyrus into a dog. These guys could be trouble.
Financial matters taken care of, I turned my attention to the matter of tracking down this gnome. After tossing about several possibilities, I settled on going to the Bloody Tooth. Barth knows a lot and he hangs out there. Turns out Barth had even met this Nym before. This Nym character has got some big allies, mostly minotaurs and an oni, and also some big enemies, though Barth didn't know any details about them. He often stays in the Labyrinth (maybe I'll find Haggir there too), and may be friends with the minotaur that runs the place. We should definitely try to learn more about his enemies since if we are going after him, they may be able to help.
Before I left, I also asked Barth about the gnoll shaman. Fangren, his name is, and he is most likely staying in Karda. However, I've only got a month to settle the score before he disappears into gnoll territory for a festival. I'll be going after him with or without the others before then. I thanked Barth and tipped him for the info and headed back to the others to share what I'd learned.
Labels:
4/30/10,
Adventure Logs,
Bloodrush,
Session Two,
Unraveling the Prophecy
Thursday, May 6, 2010
A new travelling companion
It looked like Bloodrush was not going to be able to fend off all those gnolls by himself, and to make matters worse, a bunch of orcs, trolls, ogres, goblins, wolves, and so on all joined the fray--so we rushed in to help. Early in the battle I managed to land a smashing blow on one of the gnolls, and he didn't last too much longer after that. Some of the ogres were attacking any visible target, while the goblins and trolls seemed to take on the side of the gnolls. All of the orcs, including some warden brethren, seemed to be fighting as our allies. Blows were being traded every which way, and people were dropping all over the battlefield. There must've been close to 50 creatures taking part in the battle, including one gnoll mage that was raining serious damage on Bloodrush and I found that he easily avoided most of the blows we tried to return. For a moment, things also looked bad for Clangor, Elaira, and Horadric, but they retreated a bit to safety and just as things were starting to turn in our favor, five creatures with snake hair came upon the battlefield. I heard some of the other creatures murmuring about "the medusae," and as they removed their blindfolds and gazed upon the crowd, some creatures became slowed, and others turned to stone. Clearly a serious threat, as the battlefield quickly cleared as many began running away. Our party tried to regroup, but an ogre was impeding Horadric's path to the rest of us. I used my weapon to urge him along, which he didn't take kindly to, as he started deliberately attacking my allies, which raised my ire. In his haste to attack my allies, he was sloppy, giving me several opportunities to freely attack him, and I brought him down just as he was going after (already-bloodied) Horadric in earnest. Horadric looked somewhat relieved.
I do have to say here that my esteem of Clangor rose dramatically during this battle. I wasn't really certain of his competence from the things he'd told us on the lightning rail, but now that I have seen him in action, I think I will be glad to fight alongside him. Although he is not a warden, he showed himself to be an honorable sort who risked his own life to protect his allies in battle, and I have high respect for individuals of that character. His priorities seem kindred to my own, and I think we will make a good team of allies together.
The ogre was the last combatant on the battlefield, and after he fell and we continued to vacate the area, the medusae must have perceived that the threats were gone, and they re-covered their eyes and started to go away. I was following Cyrus, who doubled back around to the challenge circle where it had all started, and there we found Bloodrush and Clangor looting the bodies. Cyrus greeted Bloodrush and re-introduced himself, as Bloodrush wasn't expecting Cyrus to be in the form of a dog.
What happened next was a really uncomfortable situation for me, in which we were pooling the gold (5 Platinum, 1000 gold, and 300 silver) and Bloodrush said he'd found 200 gold, but Clangor reported that he'd seen Bloodrush pick up more than that by about another 8 platinum. The atmosphere became somewhat tense, as Elaira and Cyrus suggested that we all share the loot equally, while Bloodrush resisted claiming that it was his due for winning in the challenge circle. It was pointed out to him that he likely wouldn't have won in the challenge circle without our help, and that his bookie (who I guess is the one who holds the bets? I don't really know much about the process) had fled with the money that was part of the challenge. Cyrus offered to Bloodrush to hire him to join our party and take an even share of the loot as he adventured with us, terms to which Bloodrush somewhat reluctantly agreed now that he was hired. I found myself quiet and really tense throughout the whole discussion, as conflict over material possessions is entirely alien to me. In my village, we all worked hard and shared equally, all to the benefit of the village, as without everyone's full investment, we all would have fallen in those conditions. But I see through experiences like these that this is an area that is really different culturally in the world outside. I doubt I'll ever be as comfortable as Elaira seems to be resolving conflicts in this type of situation, so in these kinds of situations I tend to defer to her judgment to negotiate what's best for the party. In any event, hopefully the matter is settled for good.
Anyhow, once that was resolved, I was able to look around the city properly as we walked, noting how vast the buildings were in Graywall, presumably to accommodate the ogres and trolls. Bloodrush suggested that we go either to the Bloody Tooth, a tavern of monstrous humanoids in which we wouldn't be welcomed, but nor would we be harmed; or to the Broken Sword, a mercenary tavern of primarily humans, in which we'd be likely to learn less, but would fit in better. It was agreed that we would go first to the Bloody Tooth, where the rest of us would try to look unobtrusive as Bloodrush asked around.
In the tavern, Bloodrush was talking to a hobgoblin named Barth. I was sitting near enough that their conversation was easy to overhear, and I was somewhat surprised that they were speaking the language of my people. I hadn't heard it spoken since I left the village. Barth told Bloodrush that he'd heard of Nym, and that he hangs out with the minotaurs in The Labyrinth, an underground hotel-type area that specializes in harboring fugitives.
Then, as he turned to leave, Bloodrush turned back and asked about where he could find that gnoll mage (I think he called him "Liver oil"?) from the group that had rushed him in the challenge circle. Barth nodded knowingly and said that that one was called "Fangrin," and that he would be found with the mercenaries in a church on the Street of Shadows. He said Bloodrush should check there if he wanted to find him, but warned that most of them were gnolls and would be unfriendly especially given the events that had just transpired. He said they were mostly all from the same particular town, but I didn't quite catch the name--probably because I'm not from the local parts, so it didn't ring a bell.
Afterwards we separated for a bit, with plans to rejoin each other later. If Bloodrush really starts travelling with our party, then I am looking forward to the opportunity to speak with him in the language of my people. I found a street vendor, where I was able to learn a ritual to create a trap, and gather the necessary nature components. Maybe it'll come in handy as we go along our way.
I do have to say here that my esteem of Clangor rose dramatically during this battle. I wasn't really certain of his competence from the things he'd told us on the lightning rail, but now that I have seen him in action, I think I will be glad to fight alongside him. Although he is not a warden, he showed himself to be an honorable sort who risked his own life to protect his allies in battle, and I have high respect for individuals of that character. His priorities seem kindred to my own, and I think we will make a good team of allies together.
The ogre was the last combatant on the battlefield, and after he fell and we continued to vacate the area, the medusae must have perceived that the threats were gone, and they re-covered their eyes and started to go away. I was following Cyrus, who doubled back around to the challenge circle where it had all started, and there we found Bloodrush and Clangor looting the bodies. Cyrus greeted Bloodrush and re-introduced himself, as Bloodrush wasn't expecting Cyrus to be in the form of a dog.
What happened next was a really uncomfortable situation for me, in which we were pooling the gold (5 Platinum, 1000 gold, and 300 silver) and Bloodrush said he'd found 200 gold, but Clangor reported that he'd seen Bloodrush pick up more than that by about another 8 platinum. The atmosphere became somewhat tense, as Elaira and Cyrus suggested that we all share the loot equally, while Bloodrush resisted claiming that it was his due for winning in the challenge circle. It was pointed out to him that he likely wouldn't have won in the challenge circle without our help, and that his bookie (who I guess is the one who holds the bets? I don't really know much about the process) had fled with the money that was part of the challenge. Cyrus offered to Bloodrush to hire him to join our party and take an even share of the loot as he adventured with us, terms to which Bloodrush somewhat reluctantly agreed now that he was hired. I found myself quiet and really tense throughout the whole discussion, as conflict over material possessions is entirely alien to me. In my village, we all worked hard and shared equally, all to the benefit of the village, as without everyone's full investment, we all would have fallen in those conditions. But I see through experiences like these that this is an area that is really different culturally in the world outside. I doubt I'll ever be as comfortable as Elaira seems to be resolving conflicts in this type of situation, so in these kinds of situations I tend to defer to her judgment to negotiate what's best for the party. In any event, hopefully the matter is settled for good.
Anyhow, once that was resolved, I was able to look around the city properly as we walked, noting how vast the buildings were in Graywall, presumably to accommodate the ogres and trolls. Bloodrush suggested that we go either to the Bloody Tooth, a tavern of monstrous humanoids in which we wouldn't be welcomed, but nor would we be harmed; or to the Broken Sword, a mercenary tavern of primarily humans, in which we'd be likely to learn less, but would fit in better. It was agreed that we would go first to the Bloody Tooth, where the rest of us would try to look unobtrusive as Bloodrush asked around.
In the tavern, Bloodrush was talking to a hobgoblin named Barth. I was sitting near enough that their conversation was easy to overhear, and I was somewhat surprised that they were speaking the language of my people. I hadn't heard it spoken since I left the village. Barth told Bloodrush that he'd heard of Nym, and that he hangs out with the minotaurs in The Labyrinth, an underground hotel-type area that specializes in harboring fugitives.
Then, as he turned to leave, Bloodrush turned back and asked about where he could find that gnoll mage (I think he called him "Liver oil"?) from the group that had rushed him in the challenge circle. Barth nodded knowingly and said that that one was called "Fangrin," and that he would be found with the mercenaries in a church on the Street of Shadows. He said Bloodrush should check there if he wanted to find him, but warned that most of them were gnolls and would be unfriendly especially given the events that had just transpired. He said they were mostly all from the same particular town, but I didn't quite catch the name--probably because I'm not from the local parts, so it didn't ring a bell.
Afterwards we separated for a bit, with plans to rejoin each other later. If Bloodrush really starts travelling with our party, then I am looking forward to the opportunity to speak with him in the language of my people. I found a street vendor, where I was able to learn a ritual to create a trap, and gather the necessary nature components. Maybe it'll come in handy as we go along our way.
Labels:
4/30/10,
Adventure Logs,
Session Two,
Unraveling the Prophecy,
Valyn
Saturday, May 1, 2010
XP for Unraveling the Prophecy Session #2
Each player gained 550 experience for the session.
Total XP: 10500 (level 8 at 13000xp)
Total XP: 10500 (level 8 at 13000xp)
Labels:
4/30/10,
experience,
Session Two,
Unraveling the Prophecy
XP for Unraveling the Prophecy Session #1
Each player gained 400 experience for the session.
Total XP: 9950 (level 7 at 10000xp)
Total XP: 9950 (level 7 at 10000xp)
Labels:
4/23/10,
experience,
Session One,
Unraveling the Prophecy
Thursday, April 29, 2010
Smashing Gnolls, For Fun and Profit
It was another boring day looking for real work. No decent jobs to be had in the entire town...assuming I don't want to work the quarries, mines or fields. I'm back to beating up some unsuspecting gnolls in a circle challenge. Hey, it pays the bills.
Stewirk, my little goblin bookie, handles all my bets while I'm fighting. He's really smart and knows how to play the odds. He's also good for starting the fights, as he gets picked on quite a bit being a goblin in Bloodstone. The bullies picking on the little guys are usually cowards and wimps. Not much fun to fight but great for bringing in the money as they look tough
Today's first challenge is a gang of gnolls. They've been hanging around here most evenings for the past week causing trouble. Their leader, whose name sounds like a cross between a hacking cough and a dog bark (we just call him Liveroil, because that's what he smells like) was too chicken to be the first to challenge me. He made his lieutenant go first. Doesn't matter, I can take them all one by one no problem....hahaha, they think 1 on 10 will be better odds for them. Now it's a fair fight. Bring It On Baby Rrrrowwggh!!!
Stewirk, my little goblin bookie, handles all my bets while I'm fighting. He's really smart and knows how to play the odds. He's also good for starting the fights, as he gets picked on quite a bit being a goblin in Bloodstone. The bullies picking on the little guys are usually cowards and wimps. Not much fun to fight but great for bringing in the money as they look tough
Today's first challenge is a gang of gnolls. They've been hanging around here most evenings for the past week causing trouble. Their leader, whose name sounds like a cross between a hacking cough and a dog bark (we just call him Liveroil, because that's what he smells like) was too chicken to be the first to challenge me. He made his lieutenant go first. Doesn't matter, I can take them all one by one no problem....hahaha, they think 1 on 10 will be better odds for them. Now it's a fair fight. Bring It On Baby Rrrrowwggh!!!
Labels:
4/23/10,
Adventure Logs,
Bloodrush,
Session One,
Unraveling the Prophecy
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