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Topics - fraz

#41
General Info / MSI character generation
April 05, 2005, 04:05:47 PM
Below are the char generation steps that Dray e-mailed to me when I joined the MSI camp.  I thought we should post it up here as a guide in case one of us gets eaten by a dragon and needs to roll up a new character.

Character Ability Scores:

-Roll 6 sets of 4d6
-Reroll all ones, then take the best three of that set.
-You can then choose where you want each score.

Please use only races and classes mentioned in the PH3.5, as you will be a traveler of an origin of the eastern lands of Greyhawk.
#42
Game Log / Threshold Game Log Discussion
March 20, 2005, 12:20:36 PM
Hey all,

I just posted the 1st Episode of the Threshold log.

I think I got most of the events down, but I know there is a lot of missing information.  Each of you should feel free to edit the log to elaborate on and embellish your character's actions or intentions.  It was a bit difficult to follow everything that went on while I was typing.

Also, while I think I got all of the PC names correct, I'm sure I misspelled some of the NPC names (and I didn't even have a name for Jarmok's mentor).  Dru, feel free to make the corrections in the log if you like.

Anyone who would rather just post corrections or info in here can do that instead, of course, and I will be happy to pop in occasionally and work it into the log.

Anyway, thanks for GMing, Dru!  That was fun and I'm definitely looking forward to more!
#43
Game Log / Episode 01: A Cold Sythus Morning
March 20, 2005, 12:06:37 PM
Episode 01
A Cold Sythus Morning

[Saturday 19 Mar 05]
[updated 26 Apr 05 by [i:3bc271e6ab]fraz[/i:3bc271e6ab]]

Cast of characters:
Jarmok: Johan
Kit: Dray
Laren: Matt C.
Maal Brengain: fraz
Ragnar: Rob C.

---------------------
Sythus [Spring]
Valley Year 237
Gorrish Arek Arkus [22 April]:

Threshold, the frontier town. The last settlement on the edge of the Valley of Mist.

Jarmok's Introducton:

To you the cold season has been almost unbearable. However, the kindness of Mercer?s hospitality has kept you warm and fed. In the time that you?ve been with Mercer he has taught you the details of hunting here. ?to feel the skin of the land?, as he says.

While out on a hunt Mercer stops and says, ?Jarmok, my years are coming to an end and I must move on. I need to go to the valley and make my peace. You?ve been a good friend and an excellent learner. I will miss you. I?ve spoken with the town council to let them know of your story. I have corrected the innocent mistakes of your method to survive during the cold. You are now, once again, truly free. Come let us finish the hunt??

The two of you make your catch and go back to the cabin. After supper while sitting at the fire Mercer takes out his pipe and stares into the flames. At length he says, ?Not all of my kind are bad. Of the ones here most are quite friendly. Usually many outsiders come to make a fresh start. They seek to find acceptance.? He gets up and walks to a chest across the room. He reaches in and pulls out an axe. He walks to you and hands it to you. It?s an axe the likes of which you?ve never seen. As it gleams in the fire light you notice that it has a wood grain look to it. The flat of each blade is gilded with the gold leaves from the trees on the ridge across the river. Mercer says, ?once every year the druids allow one single goldleaf tree to be felled for certain crafts. Only the most gifted of artisans know how to work the ?bronzewood? as it is called. Only the most trusted are ever given such a crafted item. There are events taking shape Jarmok. I feel that this land is at the dawn of a new age and Threshold will need your help. I would ask that you become my successor. The people no longer have any reason to fear you. Your axe is a sign of your trustworthiness. The statue of Havigaard stands tall over on the hill, watching. As I am a distant child of his so to have I watched as a protector. Again I ask that you carry the torch that I have for so long. Will you?? Jarmok accepts the offer.

?I have a friend across the river who can help you if you need healing. His name is Ashe. He lives on the river below the goldleaf trees. His cabin has a symbol of the tree of life. <Mercer shows the symbol> Ashe is an old friend of mine and can be trusted just as you trust me. Do not despair good Jarmok, someday you may return to your homeland but for now please accept Threshold as your home. I?m leaving early in the morning and like me the night gets old so now I will sleep.?

Jarmok stays awake all night reflecting on the sudden change and cooks Mercer a fine breakfast for his journey beyond.

Gorrish Arek Basque [23 April]: Morning

Jarmok accompanies Mercer as he leaves town.

They talk further:

Mercer explains vaguely that changes are coming to the town. The guards will be called away, though they and the people of the town don't know it yet. This is the dawn of a new age. As Jarmok knows, several months ago a great voice was heard over the land: "I have awakened". Mercer explains that he believes the voice is that of Zebulon, Mahiya's champion.

They walk through the town and surrounding woods to stand before a statue of a winged man wielding a sword. The statue is that of Havigaard a distant ancestor of Mercer. Havigaard once lived in Threshold during the Shadow Wars. He was the champion of Threshold and the grandson of Pak Savage who was one of the Chosen.

After continuing onward, Jarmok and Mercer finally say their farewells as they reach the edge of town. Mercer departs and Jarmok turns to head home to his cabin.

Maal Brengain's introduction:

The cold winds of Venric start to give. It?s lucky for you because the bitter frost blowing off of the Dragonteeth Mountains was nearly the death of you. It isn?t usually so bad when you?re being protected by the sod dwellings of your kin. However, that is a luxury you had to go without. Through the seasons slow travel you saw new lands and things unknown but alas, you have finally come to a place that reminds you of home. Until you saw it you didn?t realize how much you really do miss the Wildlands. Then again, that?s part of the price you know you must pay. Still it?s the most inviting place that you?ve seen since leaving. You arrive into the town and see a tavern just across Angelhawk Bridge called the Mushroom o? the Stump. Smoke floats up from the chimney and the smell of warm food fills your senses you then realize that this is the first warm place that you?ve seen in weeks.

Cold and hungry from many days of travel, Maal is tempted to enter... Yet she knows that she has nothing to barter with or offer in return for any food. She approaches the entrance, yet hesitates again before entering.

The tavern door suddenly opens and a very small man (a halfling) stands before Maal, startled by her unexpected appearance. He introduces himself as Garret and kindly invites her inside where she is also introduced to his twin brother Eldon.

Eldon and Garret welcome Maal warmly (though she has yet to introduce herself or even provide them with a name) and offer her food and a warm fire in the hearth. Maal explains that she has nothing with which to compensate them, but they insist that she not worry about that right now. They insist that they can work out any details later. Maal accepts their kind hospitality and finally sits down to eat a warm meal by the fire.

Laren's introduction:

That dark vision keeps jumping through your mind. ?maybe I should have gone back?I should have at least tried?? you keep thinking. ?I?ll wait here just as he said.?, you say under your breath. ? what if they find me? What if he doesn?t arrive? Oh dammit! What if the sky falls? I?ve got to push this out of my mind or it?ll get in the way!?, you think loudly to yourself. Hmmm?.they?ve got some excellent mead over at the Mushroom o? the Stump?I had some last night and it was divine. Those twin brothers are laugh riot... and they?re my kin which is even better. Sounds like a plan. To the Stump I go?

After making his way up the street from the inn, Laren enters the tavern and chats with Eldon and Garret. He soon has his food and drink and settles down at the bar for his meal. The tavern is empty, except for the twin owners and a tall stranger chowing down her food near the blazing hearth.  She appears to be a Wildlander from the northwest.

Maal listens (while eating somewhat sloppily) as Laren chats casually with Eldon about this and that.  A family with several children enter and are served some food...

[Laren is beset by a powerful vision]

Kit and Ragnar's introduction:

Kit, your travels have allowed you to see much of Vychia. Being on the move during the Venric seasons isn?t easy but you always managed to find a warm place with food, some good and some bad. The snow break was just what you were waiting for. Finally you got the chance to travel far and wide without the cold biting into you. You had been told of the beauty that the Valley of Mist and thought that might be a nice place to visit. Maybe you could actually have some time alone to sit in the sun and get out of your mind for while? something you?ve never done before. Along the way, while stopping in Sukys, you saw a face that you?ve only seen back home? the face of a Xanthakos slave. Odds are that he escaped his slavery given his remarkable strength. Something strikes you as oddly familiar about him, though, and he seems he would offer great protection if it?s needed. Quickley you become acquainted and he tells you his name is Ragnar. As you arrive over the bridge you hear a splash and terrified cry for help.

Maal, Laren and the others within the tavern also hear these noises, but Maal and Laren non-plussed. Maal continues to eat her meal, the first solid warm meal she has had in days, while Laren casually moves to the window and peers out, trying to see what is going on.

Kit and Ragnar run to the end of the tributary where it meets the larger river where the boy is out of arms reach and quickly floating away.

Kit, reacting quickly, ties Ragnar's rope around her slim waist and leaps into the icy river water to save the drowning boy.  Ragnar pulls them out of the water and the boy's mother appears and takes her son, Peter, thanking them.  Many townsfolk have emerged from their homes to witness the rescue and now applaud.

Laren, still peering out through the window sees the townsfolk looking and pointing to something out of view and hears their applause. He relates this information, adding that the crisis, whatever it may have been, seems to be averted.  He soon returns to his meal.

Garret has run out to investigate and help out.  He introduces himself and invites the heroes (especially the wet and shivering Kit) to the warm inn to dry off and rest.

Kit and Ragnar follow him inside where Kit immediately settles down in front of the blazing hearth.  She is soon aware that a very rough-around-the-edges woman sitting close by is staring at her.  She uncomfortably avoids Maal's gaze as Garret brings her a blanket.  Laren approaches the hearth and takes a seat in between Kit and Maal (much to Kit's relief). Maal is done eating and sits cleaning the dirt from beneath her fingernails with her teeth, while casually listening to Laren's, Kit's and Ragnar's conversation.

The family asks where the closest inn is and Garret directs them to the nearby Thornhedge Inn.

Meanwhile, Jarmok sees the rescue activities from a distance. Upon noticing the large, shiny skinned man he knows that he?s seen his kind somewhere before but can?t exactly recall where.

[The shiny skinned man awakens something inside of Jarmok; visions swim murkily at the edge of his memory. This outlander, or this [i:3bc271e6ab]kind of[/i:3bc271e6ab] outlander represents a piece of Jarmok's past.]

Insatiably curious, Jarmok heads that way to investigate. He enters the tavern quietly and unnoticed and moves off to the side to observe the newcomers. However, he sees Ragnar and immediately notices the marks upon the backs of his hands.  Those marks, an eye on the back of each over-sized fist, ellicit more images in the depths of Jarmok's mind; violent images. Disturbed by this, he exits very quickly.

The others notice someone exiting and Ragnar, who is quite paranoid, decides to investigate. He hurries outside, yet the only thing he sees is a few branches swaying.

Maal (still staring at Kit): "Where's your friend going?"

Kit, a bit flustered at being left alone with the strangers, exits quickly, still cold and wet. She finds Ragnar just outside looking about and convinces him to come back inside. He follows her back in, glancing back one last time as the enters. Kit sits back down at the fire again (this time a bit further away from Maal, though).

Garret eventually approaches the group and asks if they are planning to stay in the town. He recommends the Thornhedge Inn. Maal reminds him that she has nothing to offer in way of compensation, but he insists that she not worry about it for the present. He takes her aside a bit and produces a piece of paper which he carefully stamps with his signet ring. He hands the paper to Maal, instructing her to pass it on to Keltan Kym at the inn. Maal accepts this, quietly thanking him.

Laren knows the way to the inn, so the others follow him there. They soon enter the inn (a "V" shaped building with the entrance at base of the "V"). They meet the innkeeper, Keltan Kym, who welcomes them, offering room and board. All accept the offer, except Ragnar, who needs to think about it. He leaves to explore the town, seeking out Threshold's leaders.

Maal explains that she would like to stay for at least a few days, yet has no way to compensate Keltan. She produces Garret's stamped note and hands it to the innkeeper. Keltan examines it closely and then tells her not to worry about the compensation.

Keltan hands room keys to Kit and Maal. Kit takes hers gladly and immediatley heads off to her room as Keltan promises to prepare a bath for her. Maal stares at her key... She doesn't actually know what it is for, since keys are generally unnecessary in the small Wildlander villages. Keltan kindly explains and then demonstrates its use to her. Maal plans to rest for a bit. Laren, meanwhile, already has a room here at the inn and leaves to explore the town a bit more.

Meanwhile:
Jarmok observes the companions from the Stump moving southward through Threshold. He moves to watch them from a distance. Watching them enter the Thornhedge Inn, he moves in that direction. He takes up position in the thickets out in front of the temple across the street from the Thornhedge Inn and settles in to watch.

Ragnar is undecided regarding acommodations at the inn. He decides that he needs to look around the town, and to talk with someone in charge.

Ragnar wanders through the streets and finally finds and speaks to the Town Officials in the Council House. Jarmok, sticking to the shrubbery and following the large newcomer, watches as Ragnar enters. He also sees Garret enter.

A well dressed man named Julius Hawkhaven appears to speak with Ragnar. Ragnar explains that it was he and his friend that saved the boy from drowning in the river. The Council wants to meet Kit and the others that were present at the inn this morning.

Jarmok watches as Ragnar exits with Garret and Julius Hawkhaven, who happens to be one of the Council Members. Garret heads back towards the tavern while Ragnar and Julius enter the inn. Keltan and Julius talk briefly and Keltan heads upstairs to summon the rest of the newcomers.

Keltan summons Maal and Kit, who had both been resting in their respective rooms. Laren is nowhere to be found. Maal and Kit are introduced to Julius Hawkhaven who mentions their heroic deed of rescuing the boy from the icy river that morning. Julius notices that there are only three of them and asks where the fourth is. Kit explains that they all barely know each other, having only just met very recently. Maal further explains that she and the halfling, Laren, actually never had anything to do with the rescue. She is uncertain as to why she has been summoned to join them.

Julius reveals that he has a proposition for them. He explains that the Vychian guardsmen that have watched over Threshold are unfortunately being called away and that the town needs new recruits to take their place. The Council is offering free room and board at the inn and a salary of 15 gp per month to those who will agree to help guard the town. Kit is a bit dubious; she asks how the four of them are supposed to "take over" for an entire malitia. Julius states that they can do only what they can do, and that there is another that is coming as well.

Kit agrees, although Ragnar seems uncertain. Maal, listening intently, never says a word either way...

Laren eventually returns and enters the inn. Keltan immediately summons him over to the group and he is brought up to date. Laren has several questions regarding what will be expected of him. He had not planned to stay in the town long, but is willing to sign on for a week or so initially. He requests payment up-front, but Julius gently tells the halfling that they are paid in arrears. The conversation concludes and Julius rises to leave. Kit returns to her room to prepare for her bath. Laren and Maal remain seated at the table, enjoying the ale that has been provided for them free of charge.

?Drinks are free?, quips Laren, "Well then, drinks all around!?

Meanwhile, Jarmok has been eavesdropping outside of the window of the common room. He recognizes Julius' voice and is intrigued by all the discussion. Feeling that the conversation is winding down to a close, he departs and walks back to the Council House to await Julius' return. Julius soon arrives and recognizes Jarmok.

Jarmok asks about Ragnar, but Julius doesn't know much about the large man. Jarmok questions the councilman regarding the tattooed eyes on the back of Ragnar's hands, and Julius tells Jarmok that those are the symbols of slavery to the Empire of Xanthakos.

The Councilman believes that Ragnar (and the others) can be trusted. He is aware of Jarmok's situation and makes the same offer to him that he has made to the others. Jarmok is uncertain.

Jarmok takes his leave and, returning to the inn, finally enters.

Seated in the common room of the inn are Maal, Laren, and Ragnar, who is seated off in the corner by himself. Enter Jarmok: a lean figure standing roughly five-and-a-half feet tall. He wears well-worn armor, carries a small shield and bears a magnificent battle axe. His face is round and his large eyes are somewhat bulbous. Pointed, somewhat cupped ears stand high on the sides of his head and protrude out from under thick black hair that is crudely tamed, pulled to the back of his head through a leather collett to fall past his shoulders.

Jarmok looks about the room and approaches Ragnar slowly and deliberately. Ragnar tenses - tightening his grip on his spear. The tension is thick.

Jarmok seats himself across from Ragnar and begins asking simple, straightforward questions.

Jarmok: "You a rider?"
Ragnar: "No."
Jarmok: "Where are you from?"
Ragnar: "Here and there."
Jarmok: "Why are you here?"
Ragnar: "I came with the woman upstairs."
Jarmok: "You work for Hawkhaven?"
Ragnar: "Yes."

Satisfied that he has heard enough information for now, Jarmok rises and backs slowly away from the table.

Kit, coming down the stairs, notices this stranger, and calls to him, saying, "Are you the new guy?" Jarmok takes no note of Kit, however, and quickly exits.

As he crosses the town, finally returning to his cabin, he briefly notices in the distant evening sky, what appears to be a winged serpent...
#44
Character Info / Maal Brengain
March 20, 2005, 12:57:55 AM


Maal Brengain is a 6'2" young human woman. She wears a black leather breast-plate and kilt, and heavy knee-length boots. For weapons, she carries a short throwing spear, a round wooden shield, and a branch of stag antlers common to the wildlander folk.

Maal Brengain's long, straight, black hair is parted in the middle and hangs down loosely over her broad shoulders. Her pale skin contrasts sharply with her dark hair and black eyes giving her an almost ghostly appearance. Her facial features are odd and not generally attractive. She has hard angular features with high cheekbones, a cleft chin, and a prominent nose (with an odd bump near the bridge, probably from a past break). She also has a small, serious mouth with a vertical scar across the upper lip. Beneath this scar is a chipped upper front tooth.

Her muscles are well defined despite her lean and slim build. Her hips are narrow and her chest small and flat. Her stern and humorless demeanor is such that she rarely seems to smile or laugh (but when she does the corners of her mouth barely move, while her upper lip tends to curl up into an awkward sneer).

#45
Character Info / Arlen Galentia T'Saequal
March 17, 2005, 06:37:28 AM


Arlen is a thin half-elf man standing about 5'3" tall.?His elvish eyes are green and his long, blonde hair is tied back in a loose pony tail. He has high cheekbones with no facial hair at all and very little body hair in general.

Arlen tends to dress in dark green and brown forest colors.? He generally wears a loose tunic cinched at the waist and dark snug-fitting trousers. His tunic is trimmed with golden colored elvish embroidery.

His long, slender hands and fingers do not seem to have seen much heavy or hard work.?He carries, slung over his back, a bodhran drum and appears very much the wandering minstrel.?An elvish longsword hangs at his side and he carries an elvish longbow in his slender hand.

Arlen can often be heard humming or singing a tune as he walks along his merry way.? He seems very much to be a friendly, happy-go-lucky individual and is quick with a story or anecdote.
#46
Game Log / Session 15.1 - Journey to the Forest Keep
March 12, 2005, 11:54:37 PM
[Saturday 01 January 05]

Characters:
Arlen Galentia T'Saequal: half-elf male bard [1st lvl] [fraz]
Mirri: fen'neko female barbarian [1st lvl] [Jim M.]

Sap/Delver?s Moon +18 (season of spring)
Arlen prepares to leave the island elven village that is his home in search of adventure.
Mirri decides to accompany him in order to protect/watch out for him

the elves have suggested that they should follow the river westward
this river will turn north and then, in the depths of the forest, it meets with a river coming eastward
the two rivers merge in what is called a "tidal pool"
north of this is a human established east/west road
somewhere westward on the road is a human fortress/keep
eastward on the road, out on the plains beyond the forest, is a human settlement

Arlen & Mirri ferry across river and head west through woods without any concern or clear plan

Sap/Delver?s Moon +19
cont following river westward
hear sounds of combat ahead
Mirri scouts ahead (while Arlen quickly strings his bow) and sees combat between 2 different types of lizard-men type creatures
several larger green lizard-men are fighting with several smaller lizard-men
the liz-men wear raggedy clothing
they do not wield weapons, but instead fight with tooth and claw
Mirri waves Arlen to join her and they watch from behind foliage
the larger liz-men slowly win the fight
lone surviving smaller liz-man flees on four legs
the two surviving large liz-men are too injured to pursue
they look about quickly and then disappear into the water
Mirri & Arlen creep away and give the area a wide berth as they cont to follow the river down stream

End of Day:
river is banking northward
Arlen writes down encounter in his journal

Sap/Delver?s Moon +20
cont following river

Sap/Delver?s Moon +21
overcast
cont following river
loud river rapids
stench of death is noticeable in late afternoon
find a large (9' tall) dead armored humanoid (with thick tusks) half submerged in edge of river
body is partially eaten and rotting
there are some signs of weapon inflicted wounds
refill water skins in river upstream from rotting body

descend hill next to falls
discover clearing with humanoid bodies scattered around area
also an overturned cart (on side) and a small stone structure/building on the far side of the clearing

approach bodies cautiously
they are possibly human, but hard to tell now due to decay
some are larger than human sized (up to 7' tall)

Arlen & Mirri approach an enclosed pen
there are rotting horse carcasses within
there are also two humanoid figures feasting on horsies
they turn and attack w/ battleaxes!
they are ugly humanoids in loincloths
they have no eyes!  just flesh where their eye sockets would be!  Ugh!

Arlen fires off an arrow, but misses
five mins of close combat follows
Arlen draws his longsword and sings a song of Inspire Courage
Arlen is unscathed and eventually strikes down his opponent
Mirri is severely wounded and enters barbarian rage
she finally kills her opponent with spear

Arlen searches around quickly for clean rags or bandages, but can find nothing
he notices shiny metal in doorway of building/structure
returning to Mirri, he helps her away from diseased corpses to woods
as they pass building, Arlen sees gold coins on ground inside
they move into woods and Arlen uses some bandages from his satchel to treat Mirri's wounds

as Mirri rests, Arlen investigates abandoned building
he collects 120 gp!

Sap/Delver?s Moon +22
overcast
rest in woods near river
Mirri smells smoke
Arlen leaves camp to investigate
after walking for a couple of hours he finds nothing and turns back
he becomes a bit lost, so he heads towards the river and is able to return to camp

Sap/Delver?s Moon +23
head NW away from river

Sundown:
find road
follow road at night for a few hours
see lights ahead
stop and camp, deciding to approach in daylight

Sap/Delver?s Moon +24
Arlen and Mirri approach the keep

As the road approaches the keep, just within bowshot, it begins to zig-zag. There are five turns in all. Overall, the road approaches the keep from the east, and the keep is situated atop a broad mesa. Approaching the keep, the road swings about to the northern face of the keep, then abruptly stops; there is a twenty-foot chasm, spanned by a wooden bridge. The entrance to the keep is closed. There are no guards in sight, although torches, spaced about twenty feet apart, burn in sconces atop the thick wooden walls of the keep. To the side of the gate, there is evidence that the inhabitants have been trying to reinforce the wooden walls with stonework. It appears that they have run out of stone for the job, and the wall is only partially completed.

Arlen hails the keep
after a long wait men with loaded crossbows emerge, followed by their captain
meet Capt Coris
Arlen intros himself and Mirri
he explains that they are searching for shelter and provisions
capt greets them graciously and welcomes them in
he escorts them thru fort to tavern/inn
talking on the way
things are not going well here
they can only offer shelter and perhaps some bandages and salves
they have no provisions and have been living off what they can catch and gather in the wildlands

capt orders three ales from the tavern-keep
Arlen sips his while Mirri laps cat-like at hers
cont conversation w/ capt
Arlen describes their journey from elf-wood in the south and the battle at the riverside campsite
capt tells them that the blind creatures are grimlocks
Mirri asks about west lands
capt explains that west is very dangerous
mountains, orcs and giant-kind too
he advises Arlen & Mirri to head east to town of Gorna
and asks if they can bring word of the fort's status to the folk there
Arlen agrees and capt says he will prepare a missive for Arlen to deliver to the church of Pelor (god of the sun, "The Shining One")
Arlen recalls that his father once told him that Pelor is the most common of the human deities
capt eventually takes his leave, asking them to meet him at the gate in the morning
Arlen & Mirri are welcome to stay overnight in the inn
they are alone there (aside from the tavern-keep who sits half-asleep in the corner
Arlen updates his journal as he sips at his ale
they retire to their inn rooms for the evening

Sap/Delver?s Moon +25
overcast
rise early
speak w/ tavern-keep over bite of breakfast
tavern-keep describes Gorna and the plains that Arlen & Mirri will pass across to get to the town

meet very large man, Brescht, at gate
he describes their route east to Gorna
he asks that they keep look out for some of their missing comrades:
an elf, two dwarves, and a human
Gorna is about 14 days away to the east
Arlen & Mirri have no more rations and will be forced to hunt/gather food along the way (so the journey may take them even longer - ugh...)

Arlen & Mirri leave fort traveling east on road
they spend some time gathering food in the woods during their journey

Evening:
as camp is set up off north side of road, the pair hear marching and guttural speak from road
a small company of orcs (8) passes west on road
Arlen & Mirri hide, but Arlen is not very well hidden
an orc seems to look directly at him as they pass in a hurry
afterwards, Arlen & Mirri move across to south side of road (in case the orcs return to search the woods for them)
they head east for a bit before setting up a new camp

Sap/Delver?s Moon +26: Pre-dawn
orcs come back and stop and beat bushes
are they searching?
there is some fighting and squabbling, so Arlen & Mirri sneak away east
they get on road for speed and flee double march eastward

Early Afternoon:
collect some food in woods
snack and cont on

Near End of Day:
discover another large campsite roughly 30 feet across (from the road to the forest) and about 100 feet long along the road
it appears that this is a type of rest area for caravans
the campsite is littered with dead rotting bodies, though
cont on quickly along road
camp south of road at night
Mirri keeps watch

Sap/Delver?s Moon +27
light snow falling
light blanket of snow covers all

Mirri notices splash of red off thru trees
they find a dead (armored) man leaning against tree
surrounded by blood on snow
bite mark in shoulder
self inflicted wounds in ears?
also: it appears that he was pulling the bandages from his bite wound (possibly re-opening the wound also)
there is a plain looking, but bright silver colored dagger in his open outstretched hand

blood and tracks are very fresh on the new snow here
this seems to have happened very recently
the man seems to have no other weapons or equipment
the whole scene is very disturbing and both Arlen and Mirri are too wary to disturb anything
they decide it best not to touch the dagger or anything on the man

Arlen hears growling
a cougar approaches
the party backs off
cougar approaches the body and sniffs at it
cougar turns and leaves
party begins retreating slowly from area following the dead man's tracks northward

Arlen briefly sees vapor/mist nearby in falling snow
Mirri doesn't see this tho
Arlen (with arrow notched on bowstring) calls out: who is there?  show yourself!

but soon they hear orcs approaching on road from west again
they can here sounds of sudden fight
orcs seem to be fighting the cougar
Arlen and Mirri briefly consider attacking the orcs now while they are distracted and vulnerable
however, there seem to be more orcs this time
suddenly they hear orcs approaching on the road from east too!
time to leave!  they flee

cont following tracks northward
Arlen briefly sees vapor/mist in falling snow again
but Mirri still doesn't see this

the tracks are now becoming obscured and disappear
Arlen and Mirri flee north and then eastward
they spend a little time foraging

they soon come to the foot of a small cliff
climb up and find an abandoned cabin
the snow is lighter here
the door and shutters are wide open and there seems to be no-one home

investigate perimeter first: nothing of interest
Mirri enters cabin first
it seems deserted
Arlen joins her inside

there is a cold hearth
straw from beds is strewn about
some blood stains on walls
there are several scorch marks on the walls as well and all of the furniture is broken (used to be a couple of tables and several chairs)

they consider staying/resting overnight
there is an interior door in back of room
Mirri opens door while Arlen stands ready w/ bow and arrow
suddenly, a wild human leaps out at Arlen
Arlen fires an arrow - grazing the madman
madman has dagger!  he stabs Arlen in left shoulder with silver colored dagger!  [6 points!]
AAAKKKKK!  Arlen falls to the floor severely wounded!
Mirri takes madman down with spear thrust

Mirri drags madman outside as Arlen pulls himself up against a wall
Mirri notices golden ring on madman's finger and silver colored dagger in hand
Mirri returns and treats Arlen's wounded shoulder w/ salves and bandages
she tells him of the ring and dagger
very odd about the dagger... it seems to be identical to the silver colored dagger that the fallen man by the tree had - is there some kind of connection?

Mirri investigates the storage room where madman was hidden while Arlen starts fire in hearth
the room is rank... madman has been living/hiding in here for days maybe
Mirri removes some untainted food rations and a barrel of water

Arlen rests and then goes out to investigate madman
he casts detect magic:
golden ring: magic
silver colored dagger: non-magic

Arlen takes the ring
it is a ring of gold with an inlaid stripe/band of silver colored white platinum

Arlen looks around and notices magic aura coming from mantle over hearth in lodge!
he enters the cabin and investigates
after removing a stone from the mantle he finds 5 vials of liquid hidden in a compartment
2 red vials
3 blue vials

Arlen stashes the ring in his belt pouch and takes the vials
he sits next to the hearth to rest
Mirri recovers the silver colored dagger and well-made leather sheath from madman for Arlen

Arlen explains the use of coins to Mirri and divides up the 120gp (60 for Mirri, 60 for himself)
Mirri wants nothing to do with the magic items (or the dagger), so Arlen keeps them
he hopes to discover their properties later
#47
Out of Character Discussions / character portraits?
March 07, 2005, 04:54:05 PM
Hey, where do we plan to post character portraits and goody stuff like that?  I want to make a couple of sketches of Erinalia and post them.  Maybe I should I post them in the new description topic that I just made for her...  good idea, perhaps?
#48
Out of Character Discussions / Erinalia request
March 07, 2005, 04:25:25 PM
Erinalia would like to speak in private with T' Riad.  I'm not sure how the GM would prefer to handle this... Should it happen next session at the table, or would you prefer we somehow handled it on the side so it won't distract from the next session.  It probably won't take long, and I have nothing to hide from the other players, it's just that this is sort of Erinalia's way... she's generally very quiet and approaches people one-on-one.  I'm also not sure when in game-time this would occur.  Definitely back in the safety of the base camp.  Maybe before or during the Aug 7th beachstock.

Dray, Wildfire (and others), let me know what you think.
#49
Out of Character Discussions / Erinalia request
March 07, 2005, 04:25:25 PM
My oh my.  What a can o' worms I have opened here, eh?
#50
Character Info / Erinalia
March 07, 2005, 04:01:43 PM
Erinalia is a quiet and withdrawn half-elf woman.  She has a very slight and petite build and stands only 4'7" tall.  She has curly and entangled dark auburn hair (dark brown with a rustic-reddish tint) with several thin beaded braids.  Her brown eyes are almond shaped and she has short pointed ears.  Her lips are full and she has a wide easy-going smile, but blushes easily due to her shy nature.

Erinalia wears light leather armor, which is strapped together in sections over her small body. Each section is designed with intricate vine and leaf patterns carved into the surface of the hardened leather. Even when unarmored she will frequently wear the shoulder and forearm sections, allowing her bird compainion, Aeith, to occasionally perch on her shoulder or arm while being properly protected from his deadly talons.

She prefers to travel barefoot when outdoors during warmer seasons and weather.  Her arms, hands and feet are usually painted with brownish-red entwining vine and leaf patterns, although these patterns fade with time and must be occasionally reapplied. She carries a stout oaken quarterstaff which is also carved from end to end with the familiar vine and leaf pattern.

#51
Hey Dray,

I'm trying to get my character as ready as I can before we actually sit down for the next session of MSI...

I had decided to go with a fish-hawk for her animal companion, but the real-life Osprey is just too big of a bird for my petite half-elf to handle (she's only about 4'7" tall).

So, Phin suggested that we create a new breed of smaller fish-hawk (which I like to call the Brennan Isle Fish-hawk).  I'm also operating under the assumption that Erinalia would've been able to summon this fish-hawk after arriving at Brennan Isle.

Does all this sound good to you?  Please let me know if there's a problem with any of this.

Thanks!