Backstory: Apollo and Apollo of the Creed pt 1
Apollo was a commoner warrior from Peakshadow that met up with the nobles Quin and Mai and the rest of their retinue in the Eastrun metropolis of Shu. He was recruited as a replacement after the party lost its monk and another fighter. Apollo seemed handy with a sword and a bit hardier than the men who had fallen, so he was invited to join for a full share of treasure, plus funeral expenses as necessary.
Briefly: In Wanderhalt
While Budokai has been away, his students have been tending to the mysterious gray and white mottled egg he brought back from the plains. The geese he bought to sit on it in shifts have had to be kept in stupor to prevent them from pushing it from their nest. At last the long wait paid off, when an orange-eyed reptilian beast emerged from the egg and ate one of it's adoptive mothers. Since then it has consumed a goose a day at the expense of 5 bits.
Bookkeeping: A Mottled Dragon Egg?
I need information on the "mottled dragon egg" that Budokai has. Where it came from, which adventure, what happened about that time? I have the notes that says he has it, but for the life of me I have no recollection of the events. Leave me a comment. It could be worth your while, eh?
Briefly: Also in Peakshadow
In Peakshadow, Garland Green undergoes rigorous training from the Man in the Tower, Clem the Wizard. He spends several weeks doing so and before immersing himself in this training, assigns his lieutenants the task of moving his secreted stash of magic items from his old digs to the new compound that was constructed over the last year.
Wanderhalt by way of Peakshadow
After convalescing for a few days in Farrun, the party declines to assist Ferraganno the Provincial seaman's purser in the recovery of his daughter from the pirates of Free City. The desperate man attempts to sweeten the pot, offering them information regarding a stash of loot left behind by other adventurers, including the location of a magical flail -- the description of which is familiar to Mai from ancient legends, but the party cannot be moved.
Labels:
Beleg,
Bill,
Budokai,
c:Peakshadow,
c:Wanderhalt,
Enzo,
Inn:Standing Bear,
k:Collonia,
Mai,
Matthew,
Oghren,
Patrick,
Quin,
Robby,
Ron,
Sabretooth,
Sh. Aljero,
t:Haven,
t:Woodbye
Briefly: In Peakshadow
In Peakshadow, the Patriarch has received some word from Eamon, Prefect of the Provinces. The issue concerns church polity but he wants a missive returned by the hand of those "in the church's bosom." He commissions the Paladins Almonroka and Brumbar to deliver it.
*edited to change Almonroca to Almonroka 3/4
*edited to change Almonroca to Almonroka 3/4
Labels:
Almonroka,
Bill,
Briefly,
Brumbar,
c:Peakshadow,
k:Bolden,
Matthew,
Patriarch Ulric,
Prefect Eamon
The Children of Sashelas
After being feasted and celebrated by the people of New Farrun, the party finds respect for the curious inky wine of that people. They are each given sets of silk pajamas, a blue steel dagger with mother of pearl inlaid grips, and a nautically themed item of jewelry.
Patrick refuses any gifts in lieu of spending several days locked into a room with a penitent curate who seeks more information about the ecclesiology of the church of Westrun.
This rewards do not slake their thirst for loot, so the party purposes to look for the lair of the beast they slew. Once again using the enchanted water-breathing shell, the party ventures back into the deep. Beleg announces to the party that he has the ability to find silver. Mai says she can do the same with magically enchanted items. The journey takes some twelve hours of searching spread across two days, but they come at last to a submerged reef. Just as they approach, the party is pulled off its feet by some sort of netted snare.
When they recover, they find themselves in the company of the Children of Sashelas -- elves who appear to have gills and webbed fingers. Mai, half-elven songstress, recognizes the name of Sashelas as one of the Sedarine of old.
The Children of Sashelas are led by Sazoralan, captain of a war party in search of an evil creature. They have journeyed three days by mount to track a beast which matches the description of the party's tentacled former foe. When the party parleys successfully through Mai, the Children of Sashelas are relieved to discover that the beast is dead. Sazoralan agrees to allow the party to enter a lair they have claimed to remove an item in reward for their labors.
The items taken include a turquoise jewel, a pearl, a curious statue of a dancing elephant sporting a broken tusk, a bizarre eye sculpture set with a ruby, a shrunken human head with crystals for eyes, a crystal decanter and a single platinum piece -- this latter piece Budokai agrees to hold for his intrepid manservant.
The party makes several attempts to establish enduring trade routes with the Sea Elves, who seem little interested in commerce. They explain that they are scavengers and pillagers who take what they find as gifts from the surface world. They raid and make war upon the Sea Devils to help sustain themselves and aren't much for carrying goods across distances just to sell them. The party invites Sazoralan to New Farrun, but while he expresses an interest in seeing the Mines of Dwarves that he has heard in song, he is still too far from his much warmer home. He tells the party that should they ever come to the Island of the Tortoise, in the south, he will be glad to converse with them again.
The party again attempts to make some overture of commerce and Sazoralan finally relents, making a gift of a blue steel trident which has been in his family for three generations. Beleg returns the favor by handing him an axe of quality made at his forge in Bolden. The trident is a gift for great warriors who were able to slay such a fell creature as the many eyed, many tentacled beast. The Sea Elf admits that it entertains him to think of the Dwarf with the trident and that entertainment value alone is worth the apparent disparity in trade. The Children of Sashelas scoop up the rest of the beasts possessions in their netted bags and make all due haste for the South.
The party puts aside their commercial dreams and heads for shore. They aren't a half hour from this meeting, however, when they are set upon by fifty Sea Devils -- infantry backed by archers and further aided by a school of tiger sharks and two giant megalodons. Mai's magic makes short work of the Sea Devils infantry. The sharks and megalodons appear unwilling to enter the sphere of airy water projected by the Magical Shell and suddenly seem to obey the mental command of Beleg to disperse. The Sea Devil archers fall back.
When the party breaks water the remaining Sea Devils set upon them with curious short swords and nets. The nets serve to pull party members off their feet and out into the deep with alarming speed. Most of the party avoids this fate with handy blade work, but Sabretooth isn't so fortunate. He is dragged a half mile deeper out to sea before he can secure his own release and is promptly chewed on by one of the Megalodons. After slaying it, more from the inside than out, he finds himself half swallowed by the second, but makes even shorter work of that.
Meanwhile on shore, the martial prowess of Quin, the fire-based spell of Mai, and the uncanny leaping ability of Budokai the Aged have slain the Sea Devil prince and put his minions to flight. After several minutes, the party is reunited, wet, cold and bloody in the pounding surf. They return to the warm hearths of New Farrun where the populace is only too eager to hear tales of their latest exploits.
After five days of rest, relaxation and general wound-tending, the party is approached by a man who claims to be purser aboard a Provincial trader and given a sad tale of woe regarding his daughter and a pirate prince of Free City. The party is conflicted about their next course of action and a rift threatens over aiding the innocent or pursuing untold personal wealth in areas elsewhere.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Patrick refuses any gifts in lieu of spending several days locked into a room with a penitent curate who seeks more information about the ecclesiology of the church of Westrun.
This rewards do not slake their thirst for loot, so the party purposes to look for the lair of the beast they slew. Once again using the enchanted water-breathing shell, the party ventures back into the deep. Beleg announces to the party that he has the ability to find silver. Mai says she can do the same with magically enchanted items. The journey takes some twelve hours of searching spread across two days, but they come at last to a submerged reef. Just as they approach, the party is pulled off its feet by some sort of netted snare.
When they recover, they find themselves in the company of the Children of Sashelas -- elves who appear to have gills and webbed fingers. Mai, half-elven songstress, recognizes the name of Sashelas as one of the Sedarine of old.
The Children of Sashelas are led by Sazoralan, captain of a war party in search of an evil creature. They have journeyed three days by mount to track a beast which matches the description of the party's tentacled former foe. When the party parleys successfully through Mai, the Children of Sashelas are relieved to discover that the beast is dead. Sazoralan agrees to allow the party to enter a lair they have claimed to remove an item in reward for their labors.
The items taken include a turquoise jewel, a pearl, a curious statue of a dancing elephant sporting a broken tusk, a bizarre eye sculpture set with a ruby, a shrunken human head with crystals for eyes, a crystal decanter and a single platinum piece -- this latter piece Budokai agrees to hold for his intrepid manservant.
The party makes several attempts to establish enduring trade routes with the Sea Elves, who seem little interested in commerce. They explain that they are scavengers and pillagers who take what they find as gifts from the surface world. They raid and make war upon the Sea Devils to help sustain themselves and aren't much for carrying goods across distances just to sell them. The party invites Sazoralan to New Farrun, but while he expresses an interest in seeing the Mines of Dwarves that he has heard in song, he is still too far from his much warmer home. He tells the party that should they ever come to the Island of the Tortoise, in the south, he will be glad to converse with them again.
The party again attempts to make some overture of commerce and Sazoralan finally relents, making a gift of a blue steel trident which has been in his family for three generations. Beleg returns the favor by handing him an axe of quality made at his forge in Bolden. The trident is a gift for great warriors who were able to slay such a fell creature as the many eyed, many tentacled beast. The Sea Elf admits that it entertains him to think of the Dwarf with the trident and that entertainment value alone is worth the apparent disparity in trade. The Children of Sashelas scoop up the rest of the beasts possessions in their netted bags and make all due haste for the South.
The party puts aside their commercial dreams and heads for shore. They aren't a half hour from this meeting, however, when they are set upon by fifty Sea Devils -- infantry backed by archers and further aided by a school of tiger sharks and two giant megalodons. Mai's magic makes short work of the Sea Devils infantry. The sharks and megalodons appear unwilling to enter the sphere of airy water projected by the Magical Shell and suddenly seem to obey the mental command of Beleg to disperse. The Sea Devil archers fall back.
When the party breaks water the remaining Sea Devils set upon them with curious short swords and nets. The nets serve to pull party members off their feet and out into the deep with alarming speed. Most of the party avoids this fate with handy blade work, but Sabretooth isn't so fortunate. He is dragged a half mile deeper out to sea before he can secure his own release and is promptly chewed on by one of the Megalodons. After slaying it, more from the inside than out, he finds himself half swallowed by the second, but makes even shorter work of that.
Meanwhile on shore, the martial prowess of Quin, the fire-based spell of Mai, and the uncanny leaping ability of Budokai the Aged have slain the Sea Devil prince and put his minions to flight. After several minutes, the party is reunited, wet, cold and bloody in the pounding surf. They return to the warm hearths of New Farrun where the populace is only too eager to hear tales of their latest exploits.
After five days of rest, relaxation and general wound-tending, the party is approached by a man who claims to be purser aboard a Provincial trader and given a sad tale of woe regarding his daughter and a pirate prince of Free City. The party is conflicted about their next course of action and a rift threatens over aiding the innocent or pursuing untold personal wealth in areas elsewhere.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Labels:
aquatic elves,
Beleg,
Bill,
Budokai,
Enzo,
Mai,
Matthew,
Oghren,
Patrick,
Quin,
r:New Farrun,
Robby,
Ron,
Sabretooth,
Sazoralan the Elf,
Sea:Inner,
Sea:Narrow,
Steve
Catching Up: The Further Travels of Ziek pt. 1
After their many adventures together, Ziek took his leave of Mai and Quinn at the Standing Bear in Bolden. He went to seek out his master, Evard the Magister, who lives in Haven. The rest of the party left for the City of Peakshadow to see what the Patriarch might do about a dead comrade.
Just outside of Woodbye, Ziek used his acquired skill at arms to overcome three brigands intent on waylaying him. He took their horses and other equipment as a form of frontier punishment, but left them alive. Later, in the Town of Woodbye, Ziek encountered a hedge knight from Wanderhalt, whipping his Page in frustration. After some words, the knight agreed to release the young apprentice in exchange for one of Ziek's newly aquired horses.
The boy Ward then swore himself into Ziek's service, admitting that he was quite useless with a sword and shield, but quite handy with a pen. He needed to learn a trade, he said, and would cook and clean in exchange for learning how to Read and Detect Magic. Ziek agreed and with his adept in tow, continued toward Haven through the pass at Oromir. This last leg of the trip brought still more brigands -- this time the brigands have the upper hand as it was those in the service of the Scarlett Hood. A much chagrined, but greatly outnumbered Ziek, surrendered a horse and 10% of his carried wealth.
Ward was apologetic, "I fear I failed another master. Had I only been swifer, Master Ziek, and we might not have been caught."
The bad taste of brigands was finally washed away by the hospitality of the Golden Goose in Haven. The two travelers enjoyed some frothy beverages overlooking the river. Ziek took the time to explain his master's eccentricities and ill temper, before attempting to take Ward onto the famed Magister's island, but he need not have bothered. Ward was forbidden entrance and returned to the Golden Goose to inquire about honest work.
Once in Evard's tower, Ziek was treated coldly until he recounted his adventures across Westrun and in the Goblin Kingdoms. Suddenly, Evard seemed quite interested in all that Ziek said. When his tales were finished, Ziek presented his case to Evard to receive further training in the magical arts. Suprisingly Evard relented and the two of them spent countless hours pouring over scrolls and bits of arcane lore. Ziek couldn't help but notice that every time the conversation lulled, Evard was asking indirect questions about the Ziggurat of the Goblin Kingdoms.
As the weeks passed, Evard also began receiving visitors at odd hours. He also took to peering out his windows and taking to the roof of his tower to use his scrying glass. Those odd visits reached their climax with one from a strangely clothed fellow who never revealed his face. That visit culminated in a loud argument that spilled out of Evard's study and into the rest of the tower -- one man stalking while the other paced, and vice versa. The whole time, each man shouted imprecations back and forth. But the last word went to the visitor who ominously intoned, "Because I will it!"
Ziek found this most curious. Before that moment it never occurred to him that anyone as powerful as Evard, might have to answer to someone. After that event, Evard's questions to Ziek became increasingly pointed. Ziek was forced to tell and re-tell every moment he could recall in the Goblin Kingdoms. He was asked to describe the creatures and beings he had met. The procedure was exhausting for the student, but finally came to an end when Ziek's training was complete.
Evard then approached Ziek and requested a boon. He asked him to seek out the society of sages in Wanderhalt and with a letter of introduction, attempt to gain access to the royal library there -- a storehouse of knowledge second only to the bookcases of the one in Peakshadow. Evard was especially interested in the bloodline of the King of Collonia and who the distant relations to the vacant throne might be. He asked Ziek to find out which nobles among those competing had the strongest legitimate claim and make a formal report upon his return. So Zeik lefts Haven with Ward in tow and the two of them ventured to the walled City of Wanderhalt.
In Wanderhalt, Ziek discovered the Histories of the Kings of Collonia. He learned the sad betrayal of Rigelson, last king of Collonia, whose kingdom was thereafter ruled by stewards and councils of nobles. But, as that king died childless, Ziek was forced to visit the tale of that King's father, Rigel. Like many scholars before him, he concluded that no heir existed. Then Ziek aided by Ward, his loyal adept, Ziek noted that the ink of Rigel's history was stronger than the entries of the Stewards which followed it and the slant of the hand which wrote it was different.
Then Ziek made inquiry as to all the sages in the area and discovered that among the humans there were none greater than those which resided with the royal library in Collonia, yet among the elves, there was one called Caelfa who was rumored to live on a Lake of Mist with some knowledge earned by her long life. So Ziek and Ward made haste to the Lake of Mist.
Just outside of Woodbye, Ziek used his acquired skill at arms to overcome three brigands intent on waylaying him. He took their horses and other equipment as a form of frontier punishment, but left them alive. Later, in the Town of Woodbye, Ziek encountered a hedge knight from Wanderhalt, whipping his Page in frustration. After some words, the knight agreed to release the young apprentice in exchange for one of Ziek's newly aquired horses.
The boy Ward then swore himself into Ziek's service, admitting that he was quite useless with a sword and shield, but quite handy with a pen. He needed to learn a trade, he said, and would cook and clean in exchange for learning how to Read and Detect Magic. Ziek agreed and with his adept in tow, continued toward Haven through the pass at Oromir. This last leg of the trip brought still more brigands -- this time the brigands have the upper hand as it was those in the service of the Scarlett Hood. A much chagrined, but greatly outnumbered Ziek, surrendered a horse and 10% of his carried wealth.
Ward was apologetic, "I fear I failed another master. Had I only been swifer, Master Ziek, and we might not have been caught."
The bad taste of brigands was finally washed away by the hospitality of the Golden Goose in Haven. The two travelers enjoyed some frothy beverages overlooking the river. Ziek took the time to explain his master's eccentricities and ill temper, before attempting to take Ward onto the famed Magister's island, but he need not have bothered. Ward was forbidden entrance and returned to the Golden Goose to inquire about honest work.
Once in Evard's tower, Ziek was treated coldly until he recounted his adventures across Westrun and in the Goblin Kingdoms. Suddenly, Evard seemed quite interested in all that Ziek said. When his tales were finished, Ziek presented his case to Evard to receive further training in the magical arts. Suprisingly Evard relented and the two of them spent countless hours pouring over scrolls and bits of arcane lore. Ziek couldn't help but notice that every time the conversation lulled, Evard was asking indirect questions about the Ziggurat of the Goblin Kingdoms.
As the weeks passed, Evard also began receiving visitors at odd hours. He also took to peering out his windows and taking to the roof of his tower to use his scrying glass. Those odd visits reached their climax with one from a strangely clothed fellow who never revealed his face. That visit culminated in a loud argument that spilled out of Evard's study and into the rest of the tower -- one man stalking while the other paced, and vice versa. The whole time, each man shouted imprecations back and forth. But the last word went to the visitor who ominously intoned, "Because I will it!"
Ziek found this most curious. Before that moment it never occurred to him that anyone as powerful as Evard, might have to answer to someone. After that event, Evard's questions to Ziek became increasingly pointed. Ziek was forced to tell and re-tell every moment he could recall in the Goblin Kingdoms. He was asked to describe the creatures and beings he had met. The procedure was exhausting for the student, but finally came to an end when Ziek's training was complete.
Evard then approached Ziek and requested a boon. He asked him to seek out the society of sages in Wanderhalt and with a letter of introduction, attempt to gain access to the royal library there -- a storehouse of knowledge second only to the bookcases of the one in Peakshadow. Evard was especially interested in the bloodline of the King of Collonia and who the distant relations to the vacant throne might be. He asked Ziek to find out which nobles among those competing had the strongest legitimate claim and make a formal report upon his return. So Zeik lefts Haven with Ward in tow and the two of them ventured to the walled City of Wanderhalt.
In Wanderhalt, Ziek discovered the Histories of the Kings of Collonia. He learned the sad betrayal of Rigelson, last king of Collonia, whose kingdom was thereafter ruled by stewards and councils of nobles. But, as that king died childless, Ziek was forced to visit the tale of that King's father, Rigel. Like many scholars before him, he concluded that no heir existed. Then Ziek aided by Ward, his loyal adept, Ziek noted that the ink of Rigel's history was stronger than the entries of the Stewards which followed it and the slant of the hand which wrote it was different.
Then Ziek made inquiry as to all the sages in the area and discovered that among the humans there were none greater than those which resided with the royal library in Collonia, yet among the elves, there was one called Caelfa who was rumored to live on a Lake of Mist with some knowledge earned by her long life. So Ziek and Ward made haste to the Lake of Mist.
Labels:
Boy Ward,
Catching Up,
Inn:Standing Bear,
k:Collonia,
Ryan,
Scarlet Hood,
t:Haven,
t:Woodbye,
Ziek
Backstory: Ziek pt 2
There are two ways into Westrun from the Goblin Kingdoms. To traverse the Southern Marches, a traveler must make his way through a narrow mountain pass, while skirting the domain of the Dwarves of Festog, and then cross the veritable sea of grass before coming to Balduren, city of the Horse Lords. Whereas, the Northern Marches will take a traveler toward Wanderhalt via rolling hills and forest groves. The way is plainer but there is always the risk of running afoul of the wild Elves of the Darkwood.
Ziek chose the Southern way as he sped afoot toward safety.
His time in and among the goblins had taught him that they feared few and respected even fewer. Even their foul deity and his demigods commanded little respect in their eyes. Their chieftains rose quickly to prominence and were just as quickly put down -- for in-fighting, regicide, and constant challenges plagued the hordes. Despite that, there were two superstitions they long held in awe.
One, the ziggurat he had discovered, was a place of sacrifice and pilgrimage for the hordes. It was a touchstone to dark forces and they universally feared its might, but only for a distance. Ziek learned that no goblin would fight within a days journey of it. Newly minted chieftains often sent sacrifices to be made upon its blood red steps.
Two, some strange curse that the goblins called the Grey Death stalked the hordes. It was feared because it was always lethal and yet still unknown. Rumors abounded that it was a disease, still others claimed it was an invisible predator of great power. Regardless, blood-soaked grass and decomposing bodies were all that remained of its victims. By the hated light of day, or the comforting dark of night, no goblin felt safe. The curse struck suddenly and laid waste to groups in a matter of hours, often even defiling the coarse grass or rocky sand about the corpses.
On his last day of travel before entering the Southern Marches, Ziek was seized by the Grey Death and discovered its true nature. The Grey Death were the avenging sons of Brilandere -- an Elven Queen from ages past. Upon their winged steeds they visited their vengeance upon their mother's enemies -- without mercy or quarter. Their long lives were dedicated to the eradicating as many of the goblins as they might, by whatever means they could muster. Masters of fighting and spellcraft, they had each killed their thousands, but key to their survival was the secrecy with which they operated.
Some among the seven sons of Brilandere were tired of war and had long considered returning to the forest home that they had abandoned in their youth. Others were resolute about remaining to continue their bloody work. About Ziek they were conflicted. Some thought he should be killed to protect their secret. Others felt that the first part of regaining their civilized nature would be to let him go. Their debate waged on and it was the youngest of the sons who finally freed him.
When Ziek finally left the Goblin Kingdoms there were few in Erenth who could match his knowledge and experience, except perhaps Gilderspine. He eventually fell in with Mai Fung Lee and Quin Rhal, along with the ranger sisters, Ivey and Evista. His travels with them are told elsewhere.
Ziek chose the Southern way as he sped afoot toward safety.
His time in and among the goblins had taught him that they feared few and respected even fewer. Even their foul deity and his demigods commanded little respect in their eyes. Their chieftains rose quickly to prominence and were just as quickly put down -- for in-fighting, regicide, and constant challenges plagued the hordes. Despite that, there were two superstitions they long held in awe.
One, the ziggurat he had discovered, was a place of sacrifice and pilgrimage for the hordes. It was a touchstone to dark forces and they universally feared its might, but only for a distance. Ziek learned that no goblin would fight within a days journey of it. Newly minted chieftains often sent sacrifices to be made upon its blood red steps.
Two, some strange curse that the goblins called the Grey Death stalked the hordes. It was feared because it was always lethal and yet still unknown. Rumors abounded that it was a disease, still others claimed it was an invisible predator of great power. Regardless, blood-soaked grass and decomposing bodies were all that remained of its victims. By the hated light of day, or the comforting dark of night, no goblin felt safe. The curse struck suddenly and laid waste to groups in a matter of hours, often even defiling the coarse grass or rocky sand about the corpses.
On his last day of travel before entering the Southern Marches, Ziek was seized by the Grey Death and discovered its true nature. The Grey Death were the avenging sons of Brilandere -- an Elven Queen from ages past. Upon their winged steeds they visited their vengeance upon their mother's enemies -- without mercy or quarter. Their long lives were dedicated to the eradicating as many of the goblins as they might, by whatever means they could muster. Masters of fighting and spellcraft, they had each killed their thousands, but key to their survival was the secrecy with which they operated.
Some among the seven sons of Brilandere were tired of war and had long considered returning to the forest home that they had abandoned in their youth. Others were resolute about remaining to continue their bloody work. About Ziek they were conflicted. Some thought he should be killed to protect their secret. Others felt that the first part of regaining their civilized nature would be to let him go. Their debate waged on and it was the youngest of the sons who finally freed him.
When Ziek finally left the Goblin Kingdoms there were few in Erenth who could match his knowledge and experience, except perhaps Gilderspine. He eventually fell in with Mai Fung Lee and Quin Rhal, along with the ranger sisters, Ivey and Evista. His travels with them are told elsewhere.
The Beast from the Deep pt 2
Beleg discovers that the half cooked fish of the Farrunish people does not agree with him. He is sick as if unto death and finds himself incapacitated for many days. Patrick is still missing in action. While Sabretooth, hearing tales of combat missed, throws aside his wine bottle and seeks to join others before more glory escapes him. Naught is heard of Mourning Elk, who arrives safely in Heltorun and is quickly reminded why he hates cities, crowded places and politics in general.
Back in the town known as New Farrun, Budokai and Oghren prove to be quite difficult to hold in a common, let alone crude prison. Though without arms, armor or equipment, the two slip their cell and look to fulfill the wishes of their new best friend from the Deep, starting with the death of Quin Rhal.
Meanwhile, Quin, Mai and Sabretooth have met again with the King to discuss their misgivings about his Curate. Their thoughtful supper is provoked by the arrival of Oghren. Sabertooth stands to face his charmed friend and dispatches him after a few minutes of combat. Their hostile companion is tied securely and placed under close watch. Then, realizing Oghren's escape probably signals Budokai, the three adventurers leave the King and consult the sorcerous powers of Mai to discover their aged friend.
After rousting a family in the middle of the night from their home and spending hours searching that domicile, to no avail, Sabretooth, Mai, and Quin discover that Budokai has hidden the magic items he owns in a common rain barrel to throw off pursuers. Fearing that such an accomplished thief would be able to do them damage no matter what precautions they took, the party decides to leave Farrun and travel back through Menea proper toward Heltorun, hopefully drawing Budokai after them.
The ruse works. After a few days on the road, the night is rent by the gutteral warnings of Sabretooth. He almost too late discovers their camp has been infiltrated and that Quin is under a strange woman's knife. The attacker is quickly subdued and discovered to be Budokai in disguise. He is tied and bound alongside Oghren.
The party then makes haste for Heltorun and the ministrations of the local cleric. The cleric is able to remove the magical charms, heal the wounded party and preach an unwelcome sermon to the sellswords all in one swoop. With a rejuvenated and reunited intact party, a decision must be made. Oghren presses his fellows to join him on a quest for his fallen star, but Budokai thinks only of his wife back in New Farrun and the danger she faces if the Beast from the Deep is unchecked. The others are determined to accompany their friend.
Before leaving Heltorun, they stop in the shop of the infamous Swanson the Broth-er. There the apothecary confirms that the potions of nightshade given them by the Curate were not of a healing, but poisonous character. They quickly ascertain that Swanson to has some skill at detecting and distilling poisons for various "rats" of all sizes. They buy some of his deadliest stock and return to the town of New Farrun with a single-minded purpose.
A fortnight later, in New Farrun, the party discovers that the Curate has slipped the hold of the charm spell and deeply apologizes for his part in their previous misadventures, as does the town butcher. He presents the party with their priest, Patrick, who looks bedraggled and pale from many days ministrations at the hands of the local curate. The party then hatches a scheme to use one of the deceased Diviner's horses as bait for the Beast from the Deep. After slaying and quartering it, they carry the first part of the carcass to the place where the Beast's former charmed minion had dropped-off slaughtered pork.
After nightfall, when the bait was taken, they prepped another hunk of horsemeat with a vial of the poison sold to them by Swanson the Broth-er, and waited. An hour later they found what appeared to be blood, vomit and horseflesh floating in the sea. The party waits for daylight and when it arrives, Sabertooth flies out on his hippogriff combing the water for more evidence of a poisoned sea beast.
He soon discovers its seemingly lifeless carcass floating about a mile offshore. The party borrows a fishing boat from the town and sets out after it to be sure. This time, Quin remains on shore, ready to test any charmed and returning members of the party. Mai flies over the waves, as before. Oghren, Sabretooth and Budokai row out into the deep for the recovery.
Looking over the side of the boat, the tentacled beast appears lifeless, so Oghren and Sabretooth dive into the depts to fix it with harpoons -- the better to tow it to shore. Once within striking distance, however, the beast comes immediately to life and strikes out at the Dwarf and Half-orc party members. They fight valiantly and are soon joined by Budokai, who abandons the boat. From up in the sky, Mai uses her sorcery, but finds herself locked in a sphere of invisible force, just as before. Down in the depths the battle rages poorly for the party, that is they are slowly being crushed by dozens of grasping tentacles. They manage to sever many, but the battle is surely going to the beast, when Sabretooth suffers an uncommon stroke of genius -- for a Half-orc.
Foregoing any attacks against the tentacles and allowing them to continue to squeeze, he measures his opponent carefully and throws his two foot darks at his bulbous head. The airy water provided by the magic shell serves him well and his missles strike home. The beast is dispatched at long last, with three fifths of the party near certain death, one rendered ineffectual, and the last member on shore, alone.
They then secure the beast with the harpoons and tow it ashore to present to the King of New Farrun. There its carcass is burned in a giant pyre and the people come out to celebrate and throw accolades. It seems the sellswords are heros, yet again.
A healthier appearing Beleg wanders out from the crowd anxious to congratulate his fellows, but unwilling to stray too far from the privy.
*edited to changed Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27
Back in the town known as New Farrun, Budokai and Oghren prove to be quite difficult to hold in a common, let alone crude prison. Though without arms, armor or equipment, the two slip their cell and look to fulfill the wishes of their new best friend from the Deep, starting with the death of Quin Rhal.
Meanwhile, Quin, Mai and Sabretooth have met again with the King to discuss their misgivings about his Curate. Their thoughtful supper is provoked by the arrival of Oghren. Sabertooth stands to face his charmed friend and dispatches him after a few minutes of combat. Their hostile companion is tied securely and placed under close watch. Then, realizing Oghren's escape probably signals Budokai, the three adventurers leave the King and consult the sorcerous powers of Mai to discover their aged friend.
After rousting a family in the middle of the night from their home and spending hours searching that domicile, to no avail, Sabretooth, Mai, and Quin discover that Budokai has hidden the magic items he owns in a common rain barrel to throw off pursuers. Fearing that such an accomplished thief would be able to do them damage no matter what precautions they took, the party decides to leave Farrun and travel back through Menea proper toward Heltorun, hopefully drawing Budokai after them.
The ruse works. After a few days on the road, the night is rent by the gutteral warnings of Sabretooth. He almost too late discovers their camp has been infiltrated and that Quin is under a strange woman's knife. The attacker is quickly subdued and discovered to be Budokai in disguise. He is tied and bound alongside Oghren.
The party then makes haste for Heltorun and the ministrations of the local cleric. The cleric is able to remove the magical charms, heal the wounded party and preach an unwelcome sermon to the sellswords all in one swoop. With a rejuvenated and reunited intact party, a decision must be made. Oghren presses his fellows to join him on a quest for his fallen star, but Budokai thinks only of his wife back in New Farrun and the danger she faces if the Beast from the Deep is unchecked. The others are determined to accompany their friend.
Before leaving Heltorun, they stop in the shop of the infamous Swanson the Broth-er. There the apothecary confirms that the potions of nightshade given them by the Curate were not of a healing, but poisonous character. They quickly ascertain that Swanson to has some skill at detecting and distilling poisons for various "rats" of all sizes. They buy some of his deadliest stock and return to the town of New Farrun with a single-minded purpose.
A fortnight later, in New Farrun, the party discovers that the Curate has slipped the hold of the charm spell and deeply apologizes for his part in their previous misadventures, as does the town butcher. He presents the party with their priest, Patrick, who looks bedraggled and pale from many days ministrations at the hands of the local curate. The party then hatches a scheme to use one of the deceased Diviner's horses as bait for the Beast from the Deep. After slaying and quartering it, they carry the first part of the carcass to the place where the Beast's former charmed minion had dropped-off slaughtered pork.
After nightfall, when the bait was taken, they prepped another hunk of horsemeat with a vial of the poison sold to them by Swanson the Broth-er, and waited. An hour later they found what appeared to be blood, vomit and horseflesh floating in the sea. The party waits for daylight and when it arrives, Sabertooth flies out on his hippogriff combing the water for more evidence of a poisoned sea beast.
He soon discovers its seemingly lifeless carcass floating about a mile offshore. The party borrows a fishing boat from the town and sets out after it to be sure. This time, Quin remains on shore, ready to test any charmed and returning members of the party. Mai flies over the waves, as before. Oghren, Sabretooth and Budokai row out into the deep for the recovery.
Looking over the side of the boat, the tentacled beast appears lifeless, so Oghren and Sabretooth dive into the depts to fix it with harpoons -- the better to tow it to shore. Once within striking distance, however, the beast comes immediately to life and strikes out at the Dwarf and Half-orc party members. They fight valiantly and are soon joined by Budokai, who abandons the boat. From up in the sky, Mai uses her sorcery, but finds herself locked in a sphere of invisible force, just as before. Down in the depths the battle rages poorly for the party, that is they are slowly being crushed by dozens of grasping tentacles. They manage to sever many, but the battle is surely going to the beast, when Sabretooth suffers an uncommon stroke of genius -- for a Half-orc.
Foregoing any attacks against the tentacles and allowing them to continue to squeeze, he measures his opponent carefully and throws his two foot darks at his bulbous head. The airy water provided by the magic shell serves him well and his missles strike home. The beast is dispatched at long last, with three fifths of the party near certain death, one rendered ineffectual, and the last member on shore, alone.
They then secure the beast with the harpoons and tow it ashore to present to the King of New Farrun. There its carcass is burned in a giant pyre and the people come out to celebrate and throw accolades. It seems the sellswords are heros, yet again.
A healthier appearing Beleg wanders out from the crowd anxious to congratulate his fellows, but unwilling to stray too far from the privy.
*edited to changed Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27
Labels:
Beleg,
Bill,
Budokai,
c:Heltorun,
Enzo,
k:Menea,
Mai,
Matthew,
Oghren,
Patrick,
Quin,
r:New Farrun,
Robby,
Ron,
Sabretooth,
Sea:Narrow
The Beast from the Deep pt 1
Moved by the heroism and nobility of Lord Quin and his august company including Baroness Fung Lee, Sir Budokai and others, the King of New Farrun asks them to consider removing a scourge which haunts his kingdom.
The King explains the Farrun is made of people who have settled on the shores of Menea after fleeing the cataclysm of their homeland. They have spent five generations traveling across the Seas of Certain Death and only making landfall on whatever islands and atolls they discovered.
A year ago, they discovered the mega continent of Erenth and began sailing the Inner Sea. Their first port of call was in a jungled area of Southrun. There the "Mariners from Old" encountered elves of surpassing cruelty and tribes of dark-skinned humans, with who they were forced to make war.
Moving on, they sought relief further up the coast and came to an area rich with wild fruits and much game. They determined to settle down near a lagoon of blackened water, which despite its appearance was good to drink and bathe in. One by one, however, Farruners began to go missing with no clue as to their fate. After repeated attempts to discover their fate, the nomads decide to move on again.
With a greatly reduced host, the "Mariners from Old" finally came to the shores of Menea and found them abandoned save for a freeholder who was determined to move on and who offered them title to all the lands they could see. Taking this to be a sign of their fate, they established New Farrun and began trading across the water with the Provinces, while sending emissaries to the established kingdoms round about, and to the court of the High King in Peakshadow.
Things went well, except that fishermen continued disappearing as they had near the Back Lagoon of Southrun. Since then, the Farruners considered moving farther inland many times, but their Curate has convinced them of the wisdom of settling and awaiting a hero to help them solve their quandary. Given the generosity of Quin Rhal and his demonstrated prowess with a blade, the King believes he is the hero to come.
The King only adds that the people seem to go missing in rain storms. In particularly violent storms they have found fishing huts smashed, bodies squeezed into jelly and raving madmen who remember nothing of the events they saw. The sole lucid witness after all these attacks is a 6 year old girl who drew a picture in the dirt of a bulbous, many tentacled thing.
King Echinom says he holds a particular magic item in a large shell which will allow anyone within twenty feet of it to breathe water as though it is air, and give them complete freedom of movement, as though they are on dry land. He will let the party use it to go into the deep, if necessary. Intrigued, Oghren negotiates the shell as payment for the slaying of the creature. The King quickly agrees.
Most of the rest of the party agrees to help, with the exception of Mourning Elk, Sabretooth, Patrick, and Beleg. Mourning Elk does not believe that the Farruners are all they claim to be and is leary of entering the deep, shell or no. He departs quietly for Heltorun to make contact with whatever Menean nobilty he may encouter and that still remain after the zombie scourge. Sabretooth, seized with the usual melancholy of his nature, continues his weeks long withdrawal into wine. Patrick has been missing for days, but is believed to be prosyletizing the populace according to the assurances of the town Holy Man. Beleg, incredulous that the party would even consider helping the King who just tried them (in his mind unjustly), sits with arms folded and brow furrowed. Mai advances the idea that the party merely ambush and subdue Quin and carry him away unconscious, so that the party is not captive to his lawful tendencies. Quin will return to a more manageable state once he is removed from these people's plights, she claims. No one takes her seriously.
A fortnight passes. The party waits for a storm or reports of the Beast from the Deep. Finally the sky darkens and lightning flashes in the distance. Quin, Oghren and Budokai assemble on the beach, some half mile from the town proper and waits. Mai remains on a grassy hill some safer distance away and watches her brave and foolish friends on the sand. Suddenly, Mai spots something black and bulbous 100 yards into the sea. Unprovoked, but certain it is the beast spoken of, she fires a lightning bolt and watches her friends charging headlong into the water after it. She waits a few minutes and then follows them, flying over the waves and not going into them.
The intrepid sub-mariners quickly find themselves stalked by a bulbous head with twenty foot tentacles. It fights each of them with five grasping and squeezing appendages, while holding a sixth aloft. The sixth is beset with rows of small eyes and horror compounds as these eyes have a strange charming effect on both Budokai and Oghren. Quin is unmoved by the sixth which confronts him, and manages to sever multiple tentacles in his usual fashion. He is unaware that his former friends have turned against him and are apparently now allied with the beast.
Oghren and Budokai attack Quin who realizes the truth in time to flee. Only his awesome strength saves him as he pulls the beast from the deep and is followed by his former friends. Meanwhile, Mai unleashes her magic on the beast which ends up withdrawing, but not before seeming to lock her in an invisible and impenetrable sphere of force. Too late, she realizes that the beast is no senseless killing machine, and may be her arcane match, spell for spell.
Quin drags himself upon the sand pursued but not beaten by his charmed companions. After a brief battle, he subdues both of them and has them tied securely. Mai joins him on the beach in the driving rain as they retreat to the town to do a little more investigating.
Once there, they decide to interview the raving madmen mentioned earlier and find out that there are three who are still alive: a prisoner locked in the town gaol, a butcher who keeps strange hours, and a fisherman that few have seen or heard from since his boat was destroyed many weeks ago. The prisoner proves useless as he only vows to "feed his friend", the butcher they determine is carrying pigs into the deep by night, and they do not manage to make contact with the fisherman. However they do come to suspect the town curate as a person of some evil after he makes a gift of some nightshade to them for its "curative" properties.
The night promises to pass uneasily as the party ponders its fate.
*edited to change Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27
The King explains the Farrun is made of people who have settled on the shores of Menea after fleeing the cataclysm of their homeland. They have spent five generations traveling across the Seas of Certain Death and only making landfall on whatever islands and atolls they discovered.
A year ago, they discovered the mega continent of Erenth and began sailing the Inner Sea. Their first port of call was in a jungled area of Southrun. There the "Mariners from Old" encountered elves of surpassing cruelty and tribes of dark-skinned humans, with who they were forced to make war.
Moving on, they sought relief further up the coast and came to an area rich with wild fruits and much game. They determined to settle down near a lagoon of blackened water, which despite its appearance was good to drink and bathe in. One by one, however, Farruners began to go missing with no clue as to their fate. After repeated attempts to discover their fate, the nomads decide to move on again.
With a greatly reduced host, the "Mariners from Old" finally came to the shores of Menea and found them abandoned save for a freeholder who was determined to move on and who offered them title to all the lands they could see. Taking this to be a sign of their fate, they established New Farrun and began trading across the water with the Provinces, while sending emissaries to the established kingdoms round about, and to the court of the High King in Peakshadow.
Things went well, except that fishermen continued disappearing as they had near the Back Lagoon of Southrun. Since then, the Farruners considered moving farther inland many times, but their Curate has convinced them of the wisdom of settling and awaiting a hero to help them solve their quandary. Given the generosity of Quin Rhal and his demonstrated prowess with a blade, the King believes he is the hero to come.
The King only adds that the people seem to go missing in rain storms. In particularly violent storms they have found fishing huts smashed, bodies squeezed into jelly and raving madmen who remember nothing of the events they saw. The sole lucid witness after all these attacks is a 6 year old girl who drew a picture in the dirt of a bulbous, many tentacled thing.
King Echinom says he holds a particular magic item in a large shell which will allow anyone within twenty feet of it to breathe water as though it is air, and give them complete freedom of movement, as though they are on dry land. He will let the party use it to go into the deep, if necessary. Intrigued, Oghren negotiates the shell as payment for the slaying of the creature. The King quickly agrees.
Most of the rest of the party agrees to help, with the exception of Mourning Elk, Sabretooth, Patrick, and Beleg. Mourning Elk does not believe that the Farruners are all they claim to be and is leary of entering the deep, shell or no. He departs quietly for Heltorun to make contact with whatever Menean nobilty he may encouter and that still remain after the zombie scourge. Sabretooth, seized with the usual melancholy of his nature, continues his weeks long withdrawal into wine. Patrick has been missing for days, but is believed to be prosyletizing the populace according to the assurances of the town Holy Man. Beleg, incredulous that the party would even consider helping the King who just tried them (in his mind unjustly), sits with arms folded and brow furrowed. Mai advances the idea that the party merely ambush and subdue Quin and carry him away unconscious, so that the party is not captive to his lawful tendencies. Quin will return to a more manageable state once he is removed from these people's plights, she claims. No one takes her seriously.
A fortnight passes. The party waits for a storm or reports of the Beast from the Deep. Finally the sky darkens and lightning flashes in the distance. Quin, Oghren and Budokai assemble on the beach, some half mile from the town proper and waits. Mai remains on a grassy hill some safer distance away and watches her brave and foolish friends on the sand. Suddenly, Mai spots something black and bulbous 100 yards into the sea. Unprovoked, but certain it is the beast spoken of, she fires a lightning bolt and watches her friends charging headlong into the water after it. She waits a few minutes and then follows them, flying over the waves and not going into them.
The intrepid sub-mariners quickly find themselves stalked by a bulbous head with twenty foot tentacles. It fights each of them with five grasping and squeezing appendages, while holding a sixth aloft. The sixth is beset with rows of small eyes and horror compounds as these eyes have a strange charming effect on both Budokai and Oghren. Quin is unmoved by the sixth which confronts him, and manages to sever multiple tentacles in his usual fashion. He is unaware that his former friends have turned against him and are apparently now allied with the beast.
Oghren and Budokai attack Quin who realizes the truth in time to flee. Only his awesome strength saves him as he pulls the beast from the deep and is followed by his former friends. Meanwhile, Mai unleashes her magic on the beast which ends up withdrawing, but not before seeming to lock her in an invisible and impenetrable sphere of force. Too late, she realizes that the beast is no senseless killing machine, and may be her arcane match, spell for spell.
Quin drags himself upon the sand pursued but not beaten by his charmed companions. After a brief battle, he subdues both of them and has them tied securely. Mai joins him on the beach in the driving rain as they retreat to the town to do a little more investigating.
Once there, they decide to interview the raving madmen mentioned earlier and find out that there are three who are still alive: a prisoner locked in the town gaol, a butcher who keeps strange hours, and a fisherman that few have seen or heard from since his boat was destroyed many weeks ago. The prisoner proves useless as he only vows to "feed his friend", the butcher they determine is carrying pigs into the deep by night, and they do not manage to make contact with the fisherman. However they do come to suspect the town curate as a person of some evil after he makes a gift of some nightshade to them for its "curative" properties.
The night promises to pass uneasily as the party ponders its fate.
*edited to change Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27
Labels:
Beleg,
Bill,
Dave,
Enzo,
King Echinom,
Mai,
Mourning-Elk,
Oghren,
Patrick,
Quin,
r:New Farrun,
Robby,
Ron,
Sabretooth,
Sea:Narrow
Three Astologers pt. 3
The game begins in New Farrun with a trial. Mai asks the only one schooled in the laws of Farrun, besides the King himself, to represent them -- Prince Echinar. The Prince explains that the accused have the right to petition the crown for the trial of their choice: by ordeal, by combat, by inquisition or by jury. A jury trial will be the most popular with the people of Farrun. A trial by inquisition will please the King. A trial by ordeal or combat will likely be most favorable to the party.
Patrick is still missing in action and none have seen him since his arrival.
Mourning Elk takes stock of the people of New Farrun and notes that their farming skills are not very good. The town seems unable to raise a decent crop and are living hand to mouth from what they can draw from the Sea. He rides up and down the coast with a young Farruner named Joniab who explains in halting common what the people are doing to survive. He also comes to wonder what right these people have to settle here and set up their own kingdom in the vacuum left by the zombie attacks in Menea.
Meanwhile, Budokai has begun to notice the preponderance of marriageable young women in New Farrun and sets about with a Provincial named Ilario to meet as many of them as he can. It isn't long before he settles on a mildly comely lass and makes a proposal to her father. The father is put off by Budokai's advanced age and his apparent wanderlust, but makes the bride deal when Budokai promises to keep his household in New Farrun for the space of 10 years, or to give 10 children to be raised in New Farrun, whichever comes first.
Beleg is put off by what he sees as the airs and pretenses of the King of New Farrun. He and Oghren, along with Oghren's companion -- the dwarves in the party -- spend the next few days drinking and feasting under the hospitality of the people of the town, figuring it is the least they have coming. They are heard conspiratorially speaking and occasionally arguing about lost thrones, forgotten kingdoms, men, dwarves, and adamantite. For his part, Sabertooth, spends the next few days in his cups and platters, not at all concerned with the party or its developments.
For a few days, the town is gripped in the preparations for both a wedding and trial. The wedding comes first and is a big to do. The King himself is pleased with Budokai's agreement to marry the Farrunish yeoman's daughter. He gives a land grant for the raising of children of an abandoned farm, located some miles distant, but still along the coast.
Mai and Quin opt for a trial by ordeal, but their request is rebuffed. So, the Prince rises with a glowing defense of those who brought the Fire Newts and his rhetoric manages to save the day. The King decides that they are not guilty but straightaway reminds them of the losses incurred by the widows and orphans of those killed. Mai is singularly unmoved, but Quin pledges an amount equal to 30,000 crowns to compensate the townspeople's losses. His generosity is well received by both the King and the People.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Patrick is still missing in action and none have seen him since his arrival.
Mourning Elk takes stock of the people of New Farrun and notes that their farming skills are not very good. The town seems unable to raise a decent crop and are living hand to mouth from what they can draw from the Sea. He rides up and down the coast with a young Farruner named Joniab who explains in halting common what the people are doing to survive. He also comes to wonder what right these people have to settle here and set up their own kingdom in the vacuum left by the zombie attacks in Menea.
Meanwhile, Budokai has begun to notice the preponderance of marriageable young women in New Farrun and sets about with a Provincial named Ilario to meet as many of them as he can. It isn't long before he settles on a mildly comely lass and makes a proposal to her father. The father is put off by Budokai's advanced age and his apparent wanderlust, but makes the bride deal when Budokai promises to keep his household in New Farrun for the space of 10 years, or to give 10 children to be raised in New Farrun, whichever comes first.
Beleg is put off by what he sees as the airs and pretenses of the King of New Farrun. He and Oghren, along with Oghren's companion -- the dwarves in the party -- spend the next few days drinking and feasting under the hospitality of the people of the town, figuring it is the least they have coming. They are heard conspiratorially speaking and occasionally arguing about lost thrones, forgotten kingdoms, men, dwarves, and adamantite. For his part, Sabertooth, spends the next few days in his cups and platters, not at all concerned with the party or its developments.
For a few days, the town is gripped in the preparations for both a wedding and trial. The wedding comes first and is a big to do. The King himself is pleased with Budokai's agreement to marry the Farrunish yeoman's daughter. He gives a land grant for the raising of children of an abandoned farm, located some miles distant, but still along the coast.
Mai and Quin opt for a trial by ordeal, but their request is rebuffed. So, the Prince rises with a glowing defense of those who brought the Fire Newts and his rhetoric manages to save the day. The King decides that they are not guilty but straightaway reminds them of the losses incurred by the widows and orphans of those killed. Mai is singularly unmoved, but Quin pledges an amount equal to 30,000 crowns to compensate the townspeople's losses. His generosity is well received by both the King and the People.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Labels:
Beleg,
Bill,
Budokai,
Dave,
Enzo,
k:Menea,
King Echinom,
Mai,
Mourning-Elk,
New Farrun,
Oghren,
Patrick,
Prince Echinar,
Quin,
Robby,
Ron,
Sabretooth
Three Astrologers pt 2
Mourning Elk, who spent some time "cleaning up" goblin enclaves after the Battle of Wanderhalt, journeys with a fellow Ranger to seek out the famous Ranger Gray Woodcutter. Finding three to be a crowd, he sets out for trouble in the freshly made wilderness of Menea.
Budokai, also fresh from the Battle of Wanderhalt, spent some time in the city walls regaled as a hero. Upon his reputation he is hired as an escort by 10 brother merchants to deliver them to Menea safe and sound. A falling out among the brothers leaves Budokai and his squire free to pursue other employment.
By the strangest of coincidences, both Mourning Elk and Budokai find themselves stumbling across old friends and allies just over the border into Menea. The party is on their third day of travel with three Diviners from Southrun. No sooner do the two swordsmen join the party, than it is attacked by 10 Fire Newts.
At battles end, the Diviners are thankful for the arrival of the newer warriors and offer to pay them 500 Brass Bushels apiece to join the band -- 250 now and 250 upon their sucessful arrival at the village they seek. The Diviners recount the previous information and the two reinforcements agree to join.
The next day, however, the party is set upon by 20 Fire Newts. A rather fierce showing by the company puts the attackers to flight, but not before one of the Newts is captured and questioned in his native Fell Speech. The Fire Newt knows only that "He Who Dwells in Eternal Flame" is angry and that they will all soon feel his wrath. HWDIEF is also known as Flrggflk or "Fire Face" in the evil tongue.
Armed with this information and the knowledge that the attacks seem to be growing in numbers: 5,10,20; the party hurries toward their objective, a village on the shores of Menea, just opposite the mountains. First, however, they spend the night in the burned and ruined manor of a former noble of Menea, from before the Times of Trouble.
While spending the night, Quin becomes aware, as he normally does, of a secret door. This prompts he and Mai to go exploring as Budokai and Mourning Elk keep watch and the others sleep. They find a wine cellar, and below that, a root cellar. Huddled in the root cellar are the skeletons of a man, a woman and two children. The man's skeleton holds an ornate box with a family crest of the letter R on it. The box is of obvious quality and is locked. Despite a good part of the night spent searching, the party does not find the key. Mai does detect magic behind an earthen wall in the root cellar, but there seems no way back there.
The next morning the party sets out again. On day five of the adventure the party is assailed by 40 Fire Newts. This battle takes a bit longer, but they are near enough to journeys end to have no fear. Indeed the end of the day finds them on the otherside of the mountains and within site of a curious village that appears to be made from the remnants of dozens off oddly shaped ships. The party is greeted by a human with a strange accent who welcomes them to the unlikely Kingdom of New Farrun.
Just as they are making introductions, all of them are set upon by 80 Fire Newts, which with the help of the guards are turned away or slain. The party is asked if they have brought the Newts. They respond that they have not and the attacks seem random, but growing. The party is admitted into the village of New Farrun on the condition that they leave their weapons sheathed and hidden while in the peaceful enclave. New Farrun, they learn, is made of recent emigres from the exiled and nomadic people of Farrun, who escaped their homeland three generations ago -- before a cataclysm. The party agrees.
Patrick sets off to find the local church and ecclesial authorities. He is not heard from after entering the city.
At once, the three Diviners make for their objective. The nobles Mai and Quin are invited to sup with the Farrunish King who has questions regarding Peakshadow and the Eight Kingdoms. Before they can settle in, however, 80 Fire Newts attack the town, seemingly springing from the very earth. Mourning Elk and Budokai attempt to follow the Three but lose them in a marketplace with four routes of egress. Meanwhile the village militia manages to kill or imprison the Newts. But within the hour, they are attacked again. This time by 160 Fire Newts. Finally, casualties among the Farrunish militia begin to stack up and they are reduced to a single company of foot and a section of archers.
Using her magical spells, Mai is able to find the three Diviners in a barn in the seedier part of New Farrun, which seems to be peopled by these Farruners and a large number of Provincials from just across the Sea. Upon entering the barn, they see the Three offering gifts to a clearly shaken old man and a woman holding a swaddled baby. This family does not seem to desire these gifts, at all.
Just then, the barn and those outside of it is attacked by 320 Fire Newts. Rallying 40 of the town guard, Quin manages to fight them off, but not before awesome losses are faced. Some 250 townspeople are killed in the chaos.
Mai binds two of the Diviners, who will not relent, and tosses them into the Well of Many Worlds, along with the gifts they came to offer. The last sound she hears is prehistoric roaring before the Well is Closed. Sometime later, the third Diviner and his gift finds his way into the Well.
The evening ends with a sullen King Echinom. He recognizes the nobility of Mai and Quin and holds them responsible as leaders of the party. After some questioning, he determines that they brought the Fire Newts which killed so many Farruners. He asks the nobles to submit themselves to his judgement. The night falls with Quin having agreed and Mai pondering her fate.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Budokai, also fresh from the Battle of Wanderhalt, spent some time in the city walls regaled as a hero. Upon his reputation he is hired as an escort by 10 brother merchants to deliver them to Menea safe and sound. A falling out among the brothers leaves Budokai and his squire free to pursue other employment.
By the strangest of coincidences, both Mourning Elk and Budokai find themselves stumbling across old friends and allies just over the border into Menea. The party is on their third day of travel with three Diviners from Southrun. No sooner do the two swordsmen join the party, than it is attacked by 10 Fire Newts.
At battles end, the Diviners are thankful for the arrival of the newer warriors and offer to pay them 500 Brass Bushels apiece to join the band -- 250 now and 250 upon their sucessful arrival at the village they seek. The Diviners recount the previous information and the two reinforcements agree to join.
The next day, however, the party is set upon by 20 Fire Newts. A rather fierce showing by the company puts the attackers to flight, but not before one of the Newts is captured and questioned in his native Fell Speech. The Fire Newt knows only that "He Who Dwells in Eternal Flame" is angry and that they will all soon feel his wrath. HWDIEF is also known as Flrggflk or "Fire Face" in the evil tongue.
Armed with this information and the knowledge that the attacks seem to be growing in numbers: 5,10,20; the party hurries toward their objective, a village on the shores of Menea, just opposite the mountains. First, however, they spend the night in the burned and ruined manor of a former noble of Menea, from before the Times of Trouble.
While spending the night, Quin becomes aware, as he normally does, of a secret door. This prompts he and Mai to go exploring as Budokai and Mourning Elk keep watch and the others sleep. They find a wine cellar, and below that, a root cellar. Huddled in the root cellar are the skeletons of a man, a woman and two children. The man's skeleton holds an ornate box with a family crest of the letter R on it. The box is of obvious quality and is locked. Despite a good part of the night spent searching, the party does not find the key. Mai does detect magic behind an earthen wall in the root cellar, but there seems no way back there.
The next morning the party sets out again. On day five of the adventure the party is assailed by 40 Fire Newts. This battle takes a bit longer, but they are near enough to journeys end to have no fear. Indeed the end of the day finds them on the otherside of the mountains and within site of a curious village that appears to be made from the remnants of dozens off oddly shaped ships. The party is greeted by a human with a strange accent who welcomes them to the unlikely Kingdom of New Farrun.
Just as they are making introductions, all of them are set upon by 80 Fire Newts, which with the help of the guards are turned away or slain. The party is asked if they have brought the Newts. They respond that they have not and the attacks seem random, but growing. The party is admitted into the village of New Farrun on the condition that they leave their weapons sheathed and hidden while in the peaceful enclave. New Farrun, they learn, is made of recent emigres from the exiled and nomadic people of Farrun, who escaped their homeland three generations ago -- before a cataclysm. The party agrees.
Patrick sets off to find the local church and ecclesial authorities. He is not heard from after entering the city.
At once, the three Diviners make for their objective. The nobles Mai and Quin are invited to sup with the Farrunish King who has questions regarding Peakshadow and the Eight Kingdoms. Before they can settle in, however, 80 Fire Newts attack the town, seemingly springing from the very earth. Mourning Elk and Budokai attempt to follow the Three but lose them in a marketplace with four routes of egress. Meanwhile the village militia manages to kill or imprison the Newts. But within the hour, they are attacked again. This time by 160 Fire Newts. Finally, casualties among the Farrunish militia begin to stack up and they are reduced to a single company of foot and a section of archers.
Using her magical spells, Mai is able to find the three Diviners in a barn in the seedier part of New Farrun, which seems to be peopled by these Farruners and a large number of Provincials from just across the Sea. Upon entering the barn, they see the Three offering gifts to a clearly shaken old man and a woman holding a swaddled baby. This family does not seem to desire these gifts, at all.
Just then, the barn and those outside of it is attacked by 320 Fire Newts. Rallying 40 of the town guard, Quin manages to fight them off, but not before awesome losses are faced. Some 250 townspeople are killed in the chaos.
Mai binds two of the Diviners, who will not relent, and tosses them into the Well of Many Worlds, along with the gifts they came to offer. The last sound she hears is prehistoric roaring before the Well is Closed. Sometime later, the third Diviner and his gift finds his way into the Well.
The evening ends with a sullen King Echinom. He recognizes the nobility of Mai and Quin and holds them responsible as leaders of the party. After some questioning, he determines that they brought the Fire Newts which killed so many Farruners. He asks the nobles to submit themselves to his judgement. The night falls with Quin having agreed and Mai pondering her fate.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Labels:
Beleg,
Bill,
Budokai,
c:Menea,
Dave,
Enzo,
k:Menea,
King Echinom,
Mai,
Mourning-Elk,
Oghren,
Patrick,
Quin,
r:New Farrun,
Ron,
Sabretooth
Three Astrologers pt 1
While in the area around the Standing Bear tavern, the party meets with three Diviners of Southrun (see "Diviner" in Priest section). The Diviners say that they are looking for traveling companions who will serve as guides and possibly bodyguards as they make their way into danger area of Menea. They have been beset by brigands and theieves intent on the gifts they bear. They are bearing gifts they say, to present to a ruler whom the stars have foretold will be born. The party agrees on the condition that the Diviners give them each a reading, at journey's end, to determine their future.
Before leaving the Standing Bear, the party takes on a local man who says he has walked to and fro in Menea for many years. He knows its wilderness like the back of his hand. He is skilled in the science of survival and in the art of finding his way. Not having another Ranger with them, the party agrees to bring him along.
It is soon apparent to even the least skilled outdoorsman that the Ranger has no idea where he is, or what direction he is traveling. Despite the clues given from the rising sun, the Ranger is unable to seperate East from West. His incompetence laid bare, they soon part company with him. They also discover that the Diviners are carrying three different types of gifts from Southrun: Gold, Frankinscense and Myrrh.
During that first day of travel, the party is assaulted by 5 man-sized salamanders capable of breathing fire. Though they are quickly dispatched, questions remain. Those in the party who have been to Southrun and in the Khard specifically, identify the creatures as Fire Newts. All party members can tell by their appearance that they are definitely not indigenous to Westrun.
Upon questioning the Diviners, the party obtains admissions from the three that they have been doggedly pursued by the Fire Newts since arriving in Westrun. These are the brigands and thieves that they alluded to earlier. Despite the coincidence of their origin in the lands they call home, the Diviners insist they have no reason to believe that the Fire Newts have anything to do with them or their plans, specifically. They blame the Newts presence on the general inhospitable nature of Westrun.
Using his holy faculties, Patrick the Priest is able to inform the party that there are more fire newts in the area. The Diviners then ask the party if they would like to turn back as the previous company had. This would be a shame, they say, because they took this party for a more experienced, and more powerful group. The party relunctantly continues with the Diviners. Though grumbling is heard from some quarters.
On day 2 of the Journey the party is surprised by 10 Fire Newts which are somewhat less easily dispatched. The battle ends when 4 of them are put to flight and 6 are killed.
For their part, the Diviners can only grin sheepishly and shrug. The party decides to question the three more closely about their objectives, as well as about the group that previously protected them.
The Diviners relate that the previous company was a true company, in other words, 100 armed men, who were put to flight by these self-same Fire Newt brigands and theives. They insist that their intentions are only to honor the newborn king.
When pressed they admit that they were poor men in Southrun and resorted to stealing the gifts they intend to give the king from some old building they found in the desert -- quite abandoned. They later admit that the building was a former temple of sorts to some petty god among the 10,000 Southrun gods (see Southrun Pagan Deities under religions) -- a red lizard fellow wreathed in flame.
The party passes the night ill at ease and wondering how quickly they will be able to push the 2 week long journey into Menea.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Before leaving the Standing Bear, the party takes on a local man who says he has walked to and fro in Menea for many years. He knows its wilderness like the back of his hand. He is skilled in the science of survival and in the art of finding his way. Not having another Ranger with them, the party agrees to bring him along.
It is soon apparent to even the least skilled outdoorsman that the Ranger has no idea where he is, or what direction he is traveling. Despite the clues given from the rising sun, the Ranger is unable to seperate East from West. His incompetence laid bare, they soon part company with him. They also discover that the Diviners are carrying three different types of gifts from Southrun: Gold, Frankinscense and Myrrh.
During that first day of travel, the party is assaulted by 5 man-sized salamanders capable of breathing fire. Though they are quickly dispatched, questions remain. Those in the party who have been to Southrun and in the Khard specifically, identify the creatures as Fire Newts. All party members can tell by their appearance that they are definitely not indigenous to Westrun.
Upon questioning the Diviners, the party obtains admissions from the three that they have been doggedly pursued by the Fire Newts since arriving in Westrun. These are the brigands and thieves that they alluded to earlier. Despite the coincidence of their origin in the lands they call home, the Diviners insist they have no reason to believe that the Fire Newts have anything to do with them or their plans, specifically. They blame the Newts presence on the general inhospitable nature of Westrun.
Using his holy faculties, Patrick the Priest is able to inform the party that there are more fire newts in the area. The Diviners then ask the party if they would like to turn back as the previous company had. This would be a shame, they say, because they took this party for a more experienced, and more powerful group. The party relunctantly continues with the Diviners. Though grumbling is heard from some quarters.
On day 2 of the Journey the party is surprised by 10 Fire Newts which are somewhat less easily dispatched. The battle ends when 4 of them are put to flight and 6 are killed.
For their part, the Diviners can only grin sheepishly and shrug. The party decides to question the three more closely about their objectives, as well as about the group that previously protected them.
The Diviners relate that the previous company was a true company, in other words, 100 armed men, who were put to flight by these self-same Fire Newt brigands and theives. They insist that their intentions are only to honor the newborn king.
When pressed they admit that they were poor men in Southrun and resorted to stealing the gifts they intend to give the king from some old building they found in the desert -- quite abandoned. They later admit that the building was a former temple of sorts to some petty god among the 10,000 Southrun gods (see Southrun Pagan Deities under religions) -- a red lizard fellow wreathed in flame.
The party passes the night ill at ease and wondering how quickly they will be able to push the 2 week long journey into Menea.
*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27
Backstory: Ziek pt.1
As the Adept of Ziek the Wizard I have had the occassion to hear many of his late night tales. Those he volunteers on his own after a few cups of wine, those he shares in the laughing company of visitors from around Erenth, and those I've gleaned from his tattered scrapes of verses and old correspondences. I have put together the stories that follow from all those sources. I do not claim them to be wholly accurate in every detail, but they are best going, as I was able to discover them.
Ezekiel Vender was born to Thomas and Marilyn Vender in the year 5784. Thomas and Marilyn raised the staple crops of the fields of Bolden, but were more widely known as purveyors of certain rare herbs in demand by wizards and apothecaries. This life brought a middling income. As a respectable and religious farmer, Ezekiel's father was strict. He also spent all the poor family could spare, and then some, to see to the boy's education. When the boy was old enough, asked the Friar, and old friend named Paxel, to tutor his son and to take him as an Acolyte.
Paxel had much to offer a farmer's son. He was a veteran of goblin campaigns in his youth and these stirred the lads imagination as theology could not. In between other studies, the boy learned to speak both the language of Elves and the Fell Speech of the goblin hordes. Three years into his studies and just before taking priestly vows, Ezekiel returned home from the abbey to find that his parent's had been murdered. He buried them, renounced his life in the abbey and set out to find a new life. He sold off the homestead and the crops in the field and made his way to Peakshadow, City of the High King.
In Peakshadow his ability to read and write put him in good stead as a translator. His knowledge even sent him to sea on some occasions. In far off lands, he learned to speak Khardish and the tongue of old Barasa, as well as that of Sushao -- the language of the East. His travels meant that he learned all of these from their native speakers. In Peakshadow itself, he found himself translating work for Evard, a visiting wizard of some note and a luminary magister of Haven.
Evard is still not known for his generous spirit, but he took a liking to the boy and made him one of his Adepts. Upon returning to Evard's tower in Collonia, Ziek learned twice as fast as his fellow students and graduated the initial course at the same time they did, irrespective of their three year head start. Nonetheless, the old Wanderlust took hold of him, and against Evard's concerns left the life of a fledgling wizard and scholar in residence. Looking to experience the world more, and develop his magical abilities more practically, Ziek returned to Paxel (who was now an old hermit) and his roots in Bolden. At the hermitage of his old friend and mentor he fell in with a Paladin, a Druid, and Bard and his adventures began in earnest.
Ziek made something of a name for himself in and around Bolden before winter came in earnest. Then chartering a ship and making for the Southrun port of Istada, he managed to return to some of the warmer climes he had known in his youth. Hearing tales of daring and glory, he left the walls of the city behind and with a large half-goblin with whom he could communicate, set out for treasure and adventure. It was not long before the two of them fell against a Horde scouting party and, faring poorly, were taken prisoner. Bundled like so much baggage, they found themselves heading ever Eastward toward the Goblin Kingdoms, to work as marsh slaves.
After many days reluctant travel, Ziek's language facility was discovered by his captors. He was then sold by his captors to another Horde's Chieftain to serve as a major domo. He did this for several weeks, before finally managing to kill the Chieftain and flee. This was was short-lived, however, as he was captured by another Horde and held until he could make his escape, yet again. His next captor was a giant, but Ziek slipped his cave and once more found himself free.
Finally, after learning to move according to the activity cycle of the preponderance of the denizens of an area, and after learning what those were, Ziek came to the Seas of Certain Death and curious Ziggurat on a narrow spit of land that jutted into it. There he observed goblins coming and going from the base of the Ziggurat and being organized into ranks and columns. A brilliant light showed itself at the top of the Ziggurat and then a large red humanoid figure with a serpentine tail and bat like wings appeared. The goblins began to chant praises in their Fell Speech. Ziek had seen enough and fled toward the safety of the Southern Marches of Balduren.
Ezekiel Vender was born to Thomas and Marilyn Vender in the year 5784. Thomas and Marilyn raised the staple crops of the fields of Bolden, but were more widely known as purveyors of certain rare herbs in demand by wizards and apothecaries. This life brought a middling income. As a respectable and religious farmer, Ezekiel's father was strict. He also spent all the poor family could spare, and then some, to see to the boy's education. When the boy was old enough, asked the Friar, and old friend named Paxel, to tutor his son and to take him as an Acolyte.
Paxel had much to offer a farmer's son. He was a veteran of goblin campaigns in his youth and these stirred the lads imagination as theology could not. In between other studies, the boy learned to speak both the language of Elves and the Fell Speech of the goblin hordes. Three years into his studies and just before taking priestly vows, Ezekiel returned home from the abbey to find that his parent's had been murdered. He buried them, renounced his life in the abbey and set out to find a new life. He sold off the homestead and the crops in the field and made his way to Peakshadow, City of the High King.
In Peakshadow his ability to read and write put him in good stead as a translator. His knowledge even sent him to sea on some occasions. In far off lands, he learned to speak Khardish and the tongue of old Barasa, as well as that of Sushao -- the language of the East. His travels meant that he learned all of these from their native speakers. In Peakshadow itself, he found himself translating work for Evard, a visiting wizard of some note and a luminary magister of Haven.
Evard is still not known for his generous spirit, but he took a liking to the boy and made him one of his Adepts. Upon returning to Evard's tower in Collonia, Ziek learned twice as fast as his fellow students and graduated the initial course at the same time they did, irrespective of their three year head start. Nonetheless, the old Wanderlust took hold of him, and against Evard's concerns left the life of a fledgling wizard and scholar in residence. Looking to experience the world more, and develop his magical abilities more practically, Ziek returned to Paxel (who was now an old hermit) and his roots in Bolden. At the hermitage of his old friend and mentor he fell in with a Paladin, a Druid, and Bard and his adventures began in earnest.
Ziek made something of a name for himself in and around Bolden before winter came in earnest. Then chartering a ship and making for the Southrun port of Istada, he managed to return to some of the warmer climes he had known in his youth. Hearing tales of daring and glory, he left the walls of the city behind and with a large half-goblin with whom he could communicate, set out for treasure and adventure. It was not long before the two of them fell against a Horde scouting party and, faring poorly, were taken prisoner. Bundled like so much baggage, they found themselves heading ever Eastward toward the Goblin Kingdoms, to work as marsh slaves.
After many days reluctant travel, Ziek's language facility was discovered by his captors. He was then sold by his captors to another Horde's Chieftain to serve as a major domo. He did this for several weeks, before finally managing to kill the Chieftain and flee. This was was short-lived, however, as he was captured by another Horde and held until he could make his escape, yet again. His next captor was a giant, but Ziek slipped his cave and once more found himself free.
Finally, after learning to move according to the activity cycle of the preponderance of the denizens of an area, and after learning what those were, Ziek came to the Seas of Certain Death and curious Ziggurat on a narrow spit of land that jutted into it. There he observed goblins coming and going from the base of the Ziggurat and being organized into ranks and columns. A brilliant light showed itself at the top of the Ziggurat and then a large red humanoid figure with a serpentine tail and bat like wings appeared. The goblins began to chant praises in their Fell Speech. Ziek had seen enough and fled toward the safety of the Southern Marches of Balduren.
Into the Heart of Zombie Darkness
A contingent of the Lonely Street Irregulars set South to Menea in order to investigate the ever increasing reports of a zombie infestation in that Kingdom. After being warned off by no less than the Prefect of Bolden, and after being further counseled that the various schools of Magic were working together in order to create some barrier between afflicted Menea and the rest of the civilized world, the party set forth without trepidation. Included in their company were six mercenary archers and a hireling wizard.
As they would not be put off, the Prefect of Bolden offered to hear the confessions of the faithful and to apply the conditional Last Rite to whomever would receive it. In availing himself of the Prefects intercession, Father Thomas took upon himself a vow of silence. Just one day South of Bolden, they came upon the barrier – a great obsidian wall that seemed to spring forth from the very earth. No wizards were in evidence, but the hireling felt the presence of great magic.
Scaling the wall, the party quickly dispatched two zombies and learned the valuable lesson that even a heavily armored adventurer is not safe from any enemy who lacks fear and has a willingness to grapple.Back on the “safe” side of the wall, the Irregulars traveled first to Brambleton and found it a ghost town, picked clean by elves of the Mistwood. No humans had been here in some time, but zombie corpses were abundant.
Traveling West to the Woodmere they encountered a valiant outpost of Meneans who were cut off from the rest of their kingdom and kin, who were believed to be behind zombie lines. West from there, they entered the halfelven town of Slip and made contact via Mourning Elk with Elves in the Northern forest.The elves could not be bothered with the circumstances of the humans and believed that this might be the beginning of the end for human civilization and signal the glorious rise of the Eighth Age. Even if not, the elves prognosticated, the zombie problem would probably right itself in a century or two – certainly not enough to get bothered about. The Irregulars would not be assuaged, however, and continued to Blunden.
Blunden proved to be every bit as vacant as Brambleton. Finding no evidence of any living thing, the Irregulars marched to the walls of Menea itself. The city was shut tight against visitors and refused to entertain any audience with strangers, let alone strangers from Bolden. When Father Thomas indicated that he was on a mission from God, the Meneans threw their last itinerate “priest” (a bandit and con man) from their walls with his throat cut.
Anxious to prove his fidelity to the Church, Father Thomas refused to leave the approach of the great city and paid for his obstinance with a bath of boiling oil and an attempt at immolation. The rest of the Irregulars assumed he was intoxicated or otherwise bereft of his senses and tried to drag him off. Thomas would not be daunted. Owing in some part to his demonstrated faith, the city eventually opened its doors to the Priest and his companions, but not before being infiltrated far more easily by half of the party and their talents for thievery.The Meneans subsisted well by posting guards at each of their fields and by bringing in crops and livestock when the zombie activity was highest. The city walls protected the citizens by night. While in Menea, Brumbar the Paladin witnessed (and subsequently slew) a human as he turned from a bite victim into zombie.
Without much to keep them in Menea, the Irregulars traveled South again toward Gladden, where the outbreak was to have first occurred.Gladden was a simple town and unlike the others, had not been picked over by scavengers or elves. Everywhere there was evidence that zombie activity was high. The town graveyard emanated strong evil. Beneath it, the Irregulars discovered a hidden facility and some went down to investigate while others stayed in town to fight the zombie hordes as they approached.
Again it seemed that Thomas was intoxicated with his love of his God as he stood toe to toe with streams of zombies who would not relent. First the arrows and swords of his companions brought him respite, but soon enough they saw the futility of fighting a horde which must number in the thousands. Thomas alone remained above ground, while his compatriots sought to find what had created the abomination in the first place.
Beneath Gladden the Irregulars discovered the abandoned dungeon of the King of Menea and read the record of the prisoner known only as Romero. Romero, a relative of the king, died at the hands of a priest attempting to hear his confession and soon after something like a disease began to sweep the cells. The record ends there, but it is presumed that this Romero became the zombie lord, and though he was unable to escape himself, was able to affect the bodies in the graveyard above him.Romero, the zombie lord, proved to be a difficult kill. The Irregulars finally dispatched him with a head blow – a thought that occurred to them late in the heat of battle and not before one of their number, Thalwyn, was somehow killed by the breath of their foe. In the instant that he died, Thalwyn became a true zombie and had to be killed a second time by his former friends.
Meanwhile, above ground, Father Thomas had been bitten by his foes and in his panic nearly rode off to certain death before remembering through his seemingly alcoholic haze the Brumbar the Paladin could cure disease. He too went beneath Gladden and broke his vow for the first time, by beseeching the good knight to save him. Thus saved from certain death, he joined his compatriots in slaying both Romero and Thalwyn.
The Irregulars set off for Bolden and it’s Prefect with all due haste, bringing the body of Thalwyn with them. Once they were there, the Prefect of Bolden admitted that he owed Thalwyn a boon for a previous undertaking and raised the elf by the laying on of hands. As for Thomas, he seems no worse for the wear… so far.
As they would not be put off, the Prefect of Bolden offered to hear the confessions of the faithful and to apply the conditional Last Rite to whomever would receive it. In availing himself of the Prefects intercession, Father Thomas took upon himself a vow of silence. Just one day South of Bolden, they came upon the barrier – a great obsidian wall that seemed to spring forth from the very earth. No wizards were in evidence, but the hireling felt the presence of great magic.
Scaling the wall, the party quickly dispatched two zombies and learned the valuable lesson that even a heavily armored adventurer is not safe from any enemy who lacks fear and has a willingness to grapple.Back on the “safe” side of the wall, the Irregulars traveled first to Brambleton and found it a ghost town, picked clean by elves of the Mistwood. No humans had been here in some time, but zombie corpses were abundant.
Traveling West to the Woodmere they encountered a valiant outpost of Meneans who were cut off from the rest of their kingdom and kin, who were believed to be behind zombie lines. West from there, they entered the halfelven town of Slip and made contact via Mourning Elk with Elves in the Northern forest.The elves could not be bothered with the circumstances of the humans and believed that this might be the beginning of the end for human civilization and signal the glorious rise of the Eighth Age. Even if not, the elves prognosticated, the zombie problem would probably right itself in a century or two – certainly not enough to get bothered about. The Irregulars would not be assuaged, however, and continued to Blunden.
Blunden proved to be every bit as vacant as Brambleton. Finding no evidence of any living thing, the Irregulars marched to the walls of Menea itself. The city was shut tight against visitors and refused to entertain any audience with strangers, let alone strangers from Bolden. When Father Thomas indicated that he was on a mission from God, the Meneans threw their last itinerate “priest” (a bandit and con man) from their walls with his throat cut.
Anxious to prove his fidelity to the Church, Father Thomas refused to leave the approach of the great city and paid for his obstinance with a bath of boiling oil and an attempt at immolation. The rest of the Irregulars assumed he was intoxicated or otherwise bereft of his senses and tried to drag him off. Thomas would not be daunted. Owing in some part to his demonstrated faith, the city eventually opened its doors to the Priest and his companions, but not before being infiltrated far more easily by half of the party and their talents for thievery.The Meneans subsisted well by posting guards at each of their fields and by bringing in crops and livestock when the zombie activity was highest. The city walls protected the citizens by night. While in Menea, Brumbar the Paladin witnessed (and subsequently slew) a human as he turned from a bite victim into zombie.
Without much to keep them in Menea, the Irregulars traveled South again toward Gladden, where the outbreak was to have first occurred.Gladden was a simple town and unlike the others, had not been picked over by scavengers or elves. Everywhere there was evidence that zombie activity was high. The town graveyard emanated strong evil. Beneath it, the Irregulars discovered a hidden facility and some went down to investigate while others stayed in town to fight the zombie hordes as they approached.
Again it seemed that Thomas was intoxicated with his love of his God as he stood toe to toe with streams of zombies who would not relent. First the arrows and swords of his companions brought him respite, but soon enough they saw the futility of fighting a horde which must number in the thousands. Thomas alone remained above ground, while his compatriots sought to find what had created the abomination in the first place.
Beneath Gladden the Irregulars discovered the abandoned dungeon of the King of Menea and read the record of the prisoner known only as Romero. Romero, a relative of the king, died at the hands of a priest attempting to hear his confession and soon after something like a disease began to sweep the cells. The record ends there, but it is presumed that this Romero became the zombie lord, and though he was unable to escape himself, was able to affect the bodies in the graveyard above him.Romero, the zombie lord, proved to be a difficult kill. The Irregulars finally dispatched him with a head blow – a thought that occurred to them late in the heat of battle and not before one of their number, Thalwyn, was somehow killed by the breath of their foe. In the instant that he died, Thalwyn became a true zombie and had to be killed a second time by his former friends.
Meanwhile, above ground, Father Thomas had been bitten by his foes and in his panic nearly rode off to certain death before remembering through his seemingly alcoholic haze the Brumbar the Paladin could cure disease. He too went beneath Gladden and broke his vow for the first time, by beseeching the good knight to save him. Thus saved from certain death, he joined his compatriots in slaying both Romero and Thalwyn.
The Irregulars set off for Bolden and it’s Prefect with all due haste, bringing the body of Thalwyn with them. Once they were there, the Prefect of Bolden admitted that he owed Thalwyn a boon for a previous undertaking and raised the elf by the laying on of hands. As for Thomas, he seems no worse for the wear… so far.
Labels:
Bill,
Brumbar,
Dave,
Enzo,
k:Menea,
Mike,
Mourning-Elk,
Ryan,
t:Blunden,
t:Brambleton,
t:Gladden,
t:Woodmere,
Thalwyn,
The Mistwood,
Thomas,
Torquemada,
Tove
Forestal, a survey
From the Geographic Records of the High King...
From Rand, Cartographer to the High King, to his Royal Highness, Lord of Bolden and Ruler of the Eight Kingdoms.
Mindful of your magnificent charge to map the known worlds, I traveled to the little known hamlet of Forestal in Talir. There I made the acquaintance of several strangers as together we sought shelter from a storm. I regret to inform you that several of my scrolls were damaged by the relentless weather, but know you will be pleased to hear that I escaped with my health.
The town of Forestal and its environs has proven to be every bit as difficult to graph as it was rumored to be. Apparently the citizens of this town distrust visitors and treat them unkindly. Fortunately, I had the aid of the strangers I mentioned to keep me safe. Unbeknownst to them, I stole away in their company using the trinket you gave me.
While this tale has little bearing on my role of mapmaker, I thought that your Highness should learn of the strange things which befell us. From my various perches I learned that Forestal is a nexus between the Many Worlds and a portal to even to the far reaches of Erenes.
The strangers and I found ourselves drifting in the clouds between worlds and landing in the domain of one who calls herself the Prism Cat. There in that domain, they solved the mystery of the moving forest, answered the silent riddle of the skeletal guardian, braved the wandering beasts, avoided the flapping guardsmen, and faced all twenty challenges put to them in the form of tricks and treats.
I watched their progress from the trees, and having learned by their great successes and failures, resolved to pass the challenges as I might. I am now the proud owner of a new set of boots, a cloak, a magnificent ring, a dagger, a sword, some arrows and a fine leather sack.
So it is that I tender my resignation to you and send with it the maps I have completed. I know that your anger with my decision will be great, but I suspect that I shall pass unnoticed through Bolden and onto better things.
Faretheewell.
Quote of the Day:
“Hey, do you think the Prism Cat can do anything for my looks?"
"No, there is only so much magic.”
From Rand, Cartographer to the High King, to his Royal Highness, Lord of Bolden and Ruler of the Eight Kingdoms.
Mindful of your magnificent charge to map the known worlds, I traveled to the little known hamlet of Forestal in Talir. There I made the acquaintance of several strangers as together we sought shelter from a storm. I regret to inform you that several of my scrolls were damaged by the relentless weather, but know you will be pleased to hear that I escaped with my health.
The town of Forestal and its environs has proven to be every bit as difficult to graph as it was rumored to be. Apparently the citizens of this town distrust visitors and treat them unkindly. Fortunately, I had the aid of the strangers I mentioned to keep me safe. Unbeknownst to them, I stole away in their company using the trinket you gave me.
While this tale has little bearing on my role of mapmaker, I thought that your Highness should learn of the strange things which befell us. From my various perches I learned that Forestal is a nexus between the Many Worlds and a portal to even to the far reaches of Erenes.
The strangers and I found ourselves drifting in the clouds between worlds and landing in the domain of one who calls herself the Prism Cat. There in that domain, they solved the mystery of the moving forest, answered the silent riddle of the skeletal guardian, braved the wandering beasts, avoided the flapping guardsmen, and faced all twenty challenges put to them in the form of tricks and treats.
I watched their progress from the trees, and having learned by their great successes and failures, resolved to pass the challenges as I might. I am now the proud owner of a new set of boots, a cloak, a magnificent ring, a dagger, a sword, some arrows and a fine leather sack.
So it is that I tender my resignation to you and send with it the maps I have completed. I know that your anger with my decision will be great, but I suspect that I shall pass unnoticed through Bolden and onto better things.
Faretheewell.
Quote of the Day:
“Hey, do you think the Prism Cat can do anything for my looks?"
"No, there is only so much magic.”
Saving Wanderhalt
In the absence of the gnolls, the Maguiren were left to rebuild Beornshold. The Irregulars, having quite enough of Half-goblin company, decided to return to the Eight Kingdoms. Upon returning to that great city on the edge of civilization, they found Wanderhalt beseiged by the remaining contingent of Gnolls and there weren’t many.
Following typical Irregulars strategy, the party immediately split into two groups and worked at cross purposes. Group A rode the long way round to Wanderhalt and made an inquiry as to the gnolls. Group B charged headlong into battle.
Group A discovered that the Gnolls were not attacked by the city watch because they were holding the baron hostage. Then, depending on whose report is most accurate, Group A either attempted to negotiate a price to save the baron, or presented themselves to the city as his kidnappers in order to gain the ransom. Either way, their methods proved too clumsy and the city guard decided to drive them off with slings and arrows.
Meanwhile, Group B fairly decimated the first half of the gnolls and drove the second into retreat. Which was not before the baron was slain, however. The city watch, realizing that the baron’s life had been forfeit, sallied forth to put all to the sword.
Some quick talking on the part of the Irregulars, along with some evidence to prove their relative innocence, managed to spare their lives. However, nothing could assuage the apparent bloodlust they felt towards one another. Fr. Hubbard, the party’s spiritual guide, was slapped by Mourning Elk, which raised the ire of Ted Gurdy Pickens who attacked the ranger savagely. Mourning Elk tried to inflict less-than-lethal damage, but Pickens would have nothing less than full combat. Things ended poorly for Pickens.
At adventure’s end, the Irregulars entered Wanderhalt, pleased to note that, for once, no tax was being collected for doing so.
Quote of the Day: "Last of the Mohicans is the best movie ever!"
Following typical Irregulars strategy, the party immediately split into two groups and worked at cross purposes. Group A rode the long way round to Wanderhalt and made an inquiry as to the gnolls. Group B charged headlong into battle.
Group A discovered that the Gnolls were not attacked by the city watch because they were holding the baron hostage. Then, depending on whose report is most accurate, Group A either attempted to negotiate a price to save the baron, or presented themselves to the city as his kidnappers in order to gain the ransom. Either way, their methods proved too clumsy and the city guard decided to drive them off with slings and arrows.
Meanwhile, Group B fairly decimated the first half of the gnolls and drove the second into retreat. Which was not before the baron was slain, however. The city watch, realizing that the baron’s life had been forfeit, sallied forth to put all to the sword.
Some quick talking on the part of the Irregulars, along with some evidence to prove their relative innocence, managed to spare their lives. However, nothing could assuage the apparent bloodlust they felt towards one another. Fr. Hubbard, the party’s spiritual guide, was slapped by Mourning Elk, which raised the ire of Ted Gurdy Pickens who attacked the ranger savagely. Mourning Elk tried to inflict less-than-lethal damage, but Pickens would have nothing less than full combat. Things ended poorly for Pickens.
At adventure’s end, the Irregulars entered Wanderhalt, pleased to note that, for once, no tax was being collected for doing so.
Quote of the Day: "Last of the Mohicans is the best movie ever!"
The Troll Hunt
From the Elves...
To Esfaeleon the Cup Bearer, from his faithful servant and sentry, Hisanor Redleaf of the Southern Expanse.
O’ Thorl live forever.
I write this letter so soon after my last because of recent incursions in our lands demand that the tale be told. Rest assured that our Southern Expanse remains secure, but I recall with great lightness of heart our conversation at the Solstice when you shared the story of your neice and the human she married.
Earlier this week we came upon a small company of halfbreeds and humans who were crashing through the Greywood, far North and West of where we expect to find them. We followed them discreetly for four days before it became apparent that they might actually stumble upon the Winter Retreat if we let them. As they were shy of the mark and rather bumbling, I decided to allow them to live and to inquire of their purpose here.
The leader described herself as Lita the Half. She appears to be a Ranger of sorts. Her company included a human, an elf, and a curious dark-skinned creature whose like I have never seen. He spoke like a human and smelled of The Towns, but his features were not unlike that of the Seperatists.
This Lita told me that she was searching for Trolls and begged my leave to do so unmolested. I was shocked that such an under-equipped party would be searching for their own death in this fashion, but I remembered your stern warning that sometimes humans are stronger than they appear. I relented and pointed her in the direction of the Longarm Horde.
Though we have steered wide around them these last three seasons, the Longarm are still very active and their hunger is giving them wider roam. If these humans were able to rid us of their scourge without risking the recruits you sent, I thought we would be much the better off. We also followed them at distance to guage their mettle — if this Lita were successful we might find her an ally in some future instance.
The Troll Horde began their hunt shortly after the four left the path. First a Great Bruin was driven into their camp and by some Llor was sent back toward the trolls from which it had run. The Trolls tore it to pieces and then the hunt began in earnest.
There were ten of the Longarm altogether. They threw their rocks at the party of bumblers who would not be driven off. At this point I turned to my aide with an eyebrow raised. A hunting party of ten Longarm against these four — the four must be powerful indeed!
But then both groups closed for tooth and fang. One hundred heartbeats later, it was all over. Though grievously wounded, two of the bumblers kept their feet and managed to carry their fallen (dead by the looks of it) away. At this point, I could scarcely contain my laughter and the hunting party turned in our direction. We managed to drive them back without permanent damage to them (or us, by my Ancestral Tree!).
The last we saw of the party of four, they were returning with all due haste to the plains. They sleep now, but we will follow them South until they exit.
If the Longarm Horde are not gone by Spring, we shall have to burn them out of the caves. In the mean time they might prove a worthy deterrent to more incursions of outsiders.
Sign me, ever vigilant and given to mirth.
Quote of the Day: "Okay, that didn't really work out the way I wanted it to."
To Esfaeleon the Cup Bearer, from his faithful servant and sentry, Hisanor Redleaf of the Southern Expanse.
O’ Thorl live forever.
I write this letter so soon after my last because of recent incursions in our lands demand that the tale be told. Rest assured that our Southern Expanse remains secure, but I recall with great lightness of heart our conversation at the Solstice when you shared the story of your neice and the human she married.
Earlier this week we came upon a small company of halfbreeds and humans who were crashing through the Greywood, far North and West of where we expect to find them. We followed them discreetly for four days before it became apparent that they might actually stumble upon the Winter Retreat if we let them. As they were shy of the mark and rather bumbling, I decided to allow them to live and to inquire of their purpose here.
The leader described herself as Lita the Half. She appears to be a Ranger of sorts. Her company included a human, an elf, and a curious dark-skinned creature whose like I have never seen. He spoke like a human and smelled of The Towns, but his features were not unlike that of the Seperatists.
This Lita told me that she was searching for Trolls and begged my leave to do so unmolested. I was shocked that such an under-equipped party would be searching for their own death in this fashion, but I remembered your stern warning that sometimes humans are stronger than they appear. I relented and pointed her in the direction of the Longarm Horde.
Though we have steered wide around them these last three seasons, the Longarm are still very active and their hunger is giving them wider roam. If these humans were able to rid us of their scourge without risking the recruits you sent, I thought we would be much the better off. We also followed them at distance to guage their mettle — if this Lita were successful we might find her an ally in some future instance.
The Troll Horde began their hunt shortly after the four left the path. First a Great Bruin was driven into their camp and by some Llor was sent back toward the trolls from which it had run. The Trolls tore it to pieces and then the hunt began in earnest.
There were ten of the Longarm altogether. They threw their rocks at the party of bumblers who would not be driven off. At this point I turned to my aide with an eyebrow raised. A hunting party of ten Longarm against these four — the four must be powerful indeed!
But then both groups closed for tooth and fang. One hundred heartbeats later, it was all over. Though grievously wounded, two of the bumblers kept their feet and managed to carry their fallen (dead by the looks of it) away. At this point, I could scarcely contain my laughter and the hunting party turned in our direction. We managed to drive them back without permanent damage to them (or us, by my Ancestral Tree!).
The last we saw of the party of four, they were returning with all due haste to the plains. They sleep now, but we will follow them South until they exit.
If the Longarm Horde are not gone by Spring, we shall have to burn them out of the caves. In the mean time they might prove a worthy deterrent to more incursions of outsiders.
Sign me, ever vigilant and given to mirth.
Quote of the Day: "Okay, that didn't really work out the way I wanted it to."
Labels:
Almonroka,
Bill,
Esfaeleon of Deepwood,
Lita,
Matthew,
Mike,
Osafa,
Sean,
The Deepwood
Beneath the Grassy Gnolls
Because the Maguiren fled when presented with the Gnoll idol, the Irregulars are afraid that any returning Gnolls may retake the city. The Maguiren are bolstered by the speechifying, but a call goes up among them for a greater sign that their victory was no accident.
Just then, an old crone steps forward and delivers a prophecy. The Maguiren will never know true victory, she says, so long as their King does not hold the ancient weapon interrred within the depths of the Gnoll warren. The King steps forward and gathers twelve volunteers (the Irregulars among them) to seek this weapon and bring it out to the light of day.
Resistance in the warren proves to be light. There is more damage inflicted by traps and ambuscade than by toe to toe fighting. Eventually, the warren succumbs to their skill at arms. Even the surrendering are killed. While searching the complex, the party stumbles across a barricaded passage to an ancient dwarven crypt. That crypt purports to house the horde of Molly Maguire.
At the end of a long passage lies a strange great hall laid out in colored floor tiles. The tiles appear to mimic the tartan of the Maguire Clan, which the Maguiren Orcs hold sacred. There are two plaques on the floor before the tartan. One written in Dwarf, the other in Graetish (the language of gnomes and giants). The dwarf one is translated handily by Luftilda, but there is no one among the Irregulars present who reads Graetish.
The Dwarf Plaque reads:
They surmise that the hall must be traversed in some specific way, that the floor tiles must make a combination of sorts that needs to be unlocked before a person is safe. Another Orc volunteers and is promptly crushed for his courage, as is a third.
Then, announcing that she has a plan, and relying on her Dwarven intuition, Luftilda strides forward across the many colored tiles. Before reaching the end she describes a corridor beyond. Then, seeking to cheat the fate of the massive stone block, dives into the passage without touching the last tile. The Irregulars never hear from her again.
Then Brumbar the Paladin agrees to ride to the South and seek a Gnome translator. In so traveling, he braves a Gnoll war party and confronts a witch fighting a wizard. In the course of interrupting that fight, the wizard is turned to stone and the witch agrees to aid Brumbar in finding gnomes. Eventually, with a gnome hireling in tow, Brumbar returns to the Irregulars, no worse for the wear.
The Gnome translates the Graetish writing and takes it to be the work of G’nakor, worthy artificer and director of mechanical operations, friend to Mad Molly Maguire. There is a riddle therein, directed to the Friends of Molly Maguire and advising them to touch each color no more than twice and never move diagonally.
Trusting this gnome, whom they have never met, the Irregulars study the pattern and plot a course across the hall. It turns out to be correct and they cross safely to the other side. Once there, they see a great chasm over which a bridge now unwinds.
Traversing that bridge they find themselves in a magically illuminated hall of murals that shows a great heroine in various battles and other moments of nobility. At the end of the hall rests Tide of Battle, her great sword shattered in it’s last use.
Avoiding a final trap, the Irregulars give the Sword to the King of the Maguiren who returns to his clan with the promise to forge it anew. A great celebration is had and the Maguiren prepare to occupy the Gnoll City.
Quote of the Day: “What the hell was your plan for the pattern???”
“Well… I like green.”
Just then, an old crone steps forward and delivers a prophecy. The Maguiren will never know true victory, she says, so long as their King does not hold the ancient weapon interrred within the depths of the Gnoll warren. The King steps forward and gathers twelve volunteers (the Irregulars among them) to seek this weapon and bring it out to the light of day.
Resistance in the warren proves to be light. There is more damage inflicted by traps and ambuscade than by toe to toe fighting. Eventually, the warren succumbs to their skill at arms. Even the surrendering are killed. While searching the complex, the party stumbles across a barricaded passage to an ancient dwarven crypt. That crypt purports to house the horde of Molly Maguire.
At the end of a long passage lies a strange great hall laid out in colored floor tiles. The tiles appear to mimic the tartan of the Maguire Clan, which the Maguiren Orcs hold sacred. There are two plaques on the floor before the tartan. One written in Dwarf, the other in Graetish (the language of gnomes and giants). The dwarf one is translated handily by Luftilda, but there is no one among the Irregulars present who reads Graetish.
The Dwarf Plaque reads:
This sacred hall built with affinity and respect by the people of Dun Corglur houses the memories and exploits of Mad Molly Maguire, heroine of reknown, ruler of Beornshold, uniter of Clans, liberator of Wyrmshaven, defeater of giants, scourge of goblins, potentate of the North Plains, bane of The Elf, friend of the Duns, and upholder of the Tide of Battle.One of the Maguiren, hearing the dedication plaque read, asks permission of his King to have the honor of crossing the plaid hall to reach the other side. The honor is bestowed and the Irregulars watch in horror as the Orc is crushed by a massive stone block as soon as he reaches the other side. That block rachets slowly back into the ceiling.
They surmise that the hall must be traversed in some specific way, that the floor tiles must make a combination of sorts that needs to be unlocked before a person is safe. Another Orc volunteers and is promptly crushed for his courage, as is a third.
Then, announcing that she has a plan, and relying on her Dwarven intuition, Luftilda strides forward across the many colored tiles. Before reaching the end she describes a corridor beyond. Then, seeking to cheat the fate of the massive stone block, dives into the passage without touching the last tile. The Irregulars never hear from her again.
Then Brumbar the Paladin agrees to ride to the South and seek a Gnome translator. In so traveling, he braves a Gnoll war party and confronts a witch fighting a wizard. In the course of interrupting that fight, the wizard is turned to stone and the witch agrees to aid Brumbar in finding gnomes. Eventually, with a gnome hireling in tow, Brumbar returns to the Irregulars, no worse for the wear.
The Gnome translates the Graetish writing and takes it to be the work of G’nakor, worthy artificer and director of mechanical operations, friend to Mad Molly Maguire. There is a riddle therein, directed to the Friends of Molly Maguire and advising them to touch each color no more than twice and never move diagonally.
Trusting this gnome, whom they have never met, the Irregulars study the pattern and plot a course across the hall. It turns out to be correct and they cross safely to the other side. Once there, they see a great chasm over which a bridge now unwinds.
Traversing that bridge they find themselves in a magically illuminated hall of murals that shows a great heroine in various battles and other moments of nobility. At the end of the hall rests Tide of Battle, her great sword shattered in it’s last use.
Avoiding a final trap, the Irregulars give the Sword to the King of the Maguiren who returns to his clan with the promise to forge it anew. A great celebration is had and the Maguiren prepare to occupy the Gnoll City.
Quote of the Day: “What the hell was your plan for the pattern???”
“Well… I like green.”
Subscribe to:
Posts (Atom)