News:

- Chubby Dwarves are low fat.
- Pippen accused of getting drunk and feeling Merry
- Mexican Hobbit corrupted by One Ring. Known as Smiegel

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Johan

#1546
General Info / MSI Rumor Mill
April 28, 2005, 04:51:36 PM
I thought I'd post [color=blue:26501253fc]Mel's rantings[/color] as they pretain to the MSI rumor mill...

In no specific order:

?    Centuries ago, after the Twin Cataclysm and at the time of the great migration, a clan of dwarves abandoned the chaos that destroyed their home in the Crystalmist Mountains. They journeyed on a great pilgrimage east to the end of Greyhawk, some stayed where Dullstrand now lies, but most took a journey that most dwarves wouldn?t dare, across the ocean. Some say they made it to the Isle of Brennen.

[color=blue:26501253fc]What is the ?Twin Cataclysm? What was the ?great migration??[/color]

?    The Isle of Brennen has never been approachable by ship due to an impenetrable dangerous reef that would destroy any ship that would dare come close. The currents outside the reef have been deemed cursed, as they have been known to draw a ship close to the reef, only to push ships with jarring speed into the jagged barrier.

[color=blue:26501253fc]Not much to say on this one.[/color]

?    Spellcasters have attempted travel to the Isle with many types of magic, none have ever returned, it has always been a one-way trip.

[color=blue:26501253fc]Ditto.[/color]

?    Men have tried to fly creatures to the Isle, they have always been met and eliminated by a ferocious green dragon.

[color=blue:26501253fc]If there are no surviving witnesses, how do we know what befell them?[/color]

?    Ships have also battled many aquatic races who have preyed upon any daring to explore. The unfortunate explorers, far from home, have many times been defeated by the militeristic and unmerciful humanoids from the deep.

[color=blue:26501253fc]This is just plain ridiculous. Militaristic humanoids from the deep. What?ll they think of next?[/color]

?    Bronze Dragons have been seen leaving different areas of the eastern coast of the Flanaess, never to return. It is thought that they come to the Isle of Brennen to die. It is thought that they go to an ancient burial ground that is guarded by one of their oldest.

[color=blue:26501253fc]Again ? no one ever returns, but we know there?s a huge, ancient, bronze dragon?[/color]

?    It has been said that the evil monks of the Scarlet Brotherhood already have a foothold and claim to the Isle of Brennen. They are rumoured to use the Isle as a training camp and military base for a new contingent of warriors who will be unleashed across the Flanaess.

[color=blue:26501253fc]How did the evil monks get there? The island is unapproachable, either by land of sea, but somehow, dwarfs and evil monks can alight with relative ease?[/color]

?    A clan of elves abandoned the Lendore Isles centuries ago and are now living on the Isle.

[color=blue:26501253fc]And so can elves. Why weren?t they eaten by dragons (green or bronze) or militaristic humanoids from the deep (hahahahaha ? wipe the tears). Or dwarves, for that matter; everyone knows they eat other humanoids at their end of year festival.[/color]

?    Admiral Shakahr, Fleet Commander of the Combined Forces of Dullstrand, and captain of the Flagship Endeavor has been known to be demanding, strict and unforgiving to the men who serve him. It is thought he forced his son Trekell, now missing with nine others, to stay at the Isle.

[color=blue:26501253fc]Could be ? you know how humans are?[/color]

?    Lord Torlann Torkanius has been caught in embarassing perdicaments with a Dullstrand Councilor's daughter, and was forced to lead the troops as Outpost Commander or lose his rank amongst the knighthood.

[color=blue:26501253fc]Could be ? you know how humans are?[/color]

?    The Isle is named after a Druid Heirophant who lived close to a thousand years ago.  He was an introverted but powerful spellcaster whom was known to surround himself with creatures summoned from other realms.

[color=blue:26501253fc]Oh ? and Druid Heirophants can land here without being eating by the dwarves who also couldn?t land here, or beaten by the elves or evil monks, none of whom were able to land here?not to mention the green and bronze dragons.[/color]

?    The Merchant Oceanic Federation Assembly (MOFA), a major contributor to this venture, is not only interested in the Isle as a Mid-way shipping point of the Solnor Ocean. They also believe there is a large vein of platinum in the mountains of the Isle.

[color=blue:26501253fc]Can you see the meeting: ?There?s this island, I think it has platinum veins.?

?What makes you think that??

??Well, it?s an island, and there are probably platinum veins.?

?What evidence do you have of platinum??

?It?s an island.?

?And the platinum???

?Is in its veins.?

*sigh* ?Has anyone told you there?s platinum there??

?Well, no, you see no one?s ever been able to land there, and of those who have landed there, no one?s ever returned.?
?No one?s ever been able to land there??

?Correct.? [smiles]

?But someone did??

?Correct.? [head bobbing like an epileptic kobold]

?And they?ve never returned??

?Correct.? [getting into it now ? everything he?s tried to explain has been heard]

?We?ve never heard from them??

?Correct.? [wait a minute ? if we?ve never heard from anyone?]

?Well, by gum, there must be platinum there! Let?s mount an expedition and find the dwarves!?

?What about the evil monks?? [there?s still an issue?]

?Let the elves have them.?

?What elves?? [who said anything about elves?]

?The elves who couldn?t possibly have landed there, idiot.?

I guess that could happen ? you know how humans are?[/color]

?  The Isle is a haven for a pirate fleet consisting of vessels that are capable of traveling underwater.

[color=blue:26501253fc]Ahhh?more people or could never have landed there. This time, however, they?ve traveled through the realm of the militaristic humanoids from the deep.

You know, big people really have very small imaginations.[/color]

-Mel
#1547
General Info / MSI Rumor Mill
April 28, 2005, 05:01:41 PM
Mel's ranting then begot this string of replies:

Elberrin (regarding Mel's assertion that Dwarves eat other humanoids at the Dwarven Year-End festival):
THEY DOO????

Mel:
Come on, Strongbow, don?t you know anything? Have you ever noticed that there are no elves alive at these festivals?

Red meat off the shank?

Elb: UGH, that's AWEFULL!!! Disgusting little things!!!

GM on the Twin Cataclysm question:
The Twin Cataclysm is a part of Greyhawk history that almost every child learns of when growing up. Two races over a thousand years ago were at war on a vast continent west of the Flanaess. At the end of this war they almost destroyed each other with powerful magics inflicted by spellcasters working in concert (la, la, la). Their vast land was destroyed. The survivors (a whole continent of them) migrated to this continent, now know as the Flanaess.

T'Riad: <Openly smirking at Mel's cross referencing logic of the rumors, T'riad (pronounced: tee-re-ahhd or tear-e-ahhd) asks as he swings his kamas around weaving a web of invisible cuts and slashes:> "tell me more about the Scarlet Brotherhood. what sort of interst would they have in this place?" he further inquires, "Despite the rumors that no one has returned, has there been any sort of research on the flora (plant life) of this place? If so could I read the documentations of such endeavors if there are some available?"

Mel responds:
Well, Teary-eyed (somehow I think that name fits Strongbow better, but?) The Scarlet Brotherhood is a congregation of red people who live in the southern peninsula just south of Dullstrand. Some griznuqs say that they are red because of a permanent pocked-fever, others say it?s sun-burn, but whatever the case, they?re really just a bunch of fun-loving folks who nonetheless get grouchy if you touch them. They claim it?s the pain from the rash/burn, but those who know them best say that they?re just isolationists.

Oh, they rape, pillage, and murder when they have the opportunity. Kind of like ogres, but smarter. But that doesn?t make them bad people, just?misunderstood.

And they would be interested in their ancestral home for sentimental reasons. And, to breed a race of arrow-proof villains.

Some other, more level-headed person on the ship corrects Mel (and that's the last thing he ever did... :evil: )

The Scarlet Brotherhood has double-meaning. It is a group of red monks, and, a place on the Flanaess.
 
The Scarlet Brotherhood was until recently a secret, apparently isolated power in the Flanaess. It came into it's own during the Greyhawk Wars, toppling governments in a campaign of espionage, blackmail and assassination. Prior to revealing itself, the Brotherhood had planted agents in the courts of rulers throughout the Flanaess. The revelation of the order has caused much paranoia and (often observed) exiles and assassinations within circles of rulership.
 
Because of this deceit, the Brotherhood gained a far stronger political foothold during the Greyhawk Wars. The cult monks are now feared throughout the land.
#1548
General Info / MSI Rumor Mill
April 28, 2005, 10:43:02 PM
Quote from: MattWow... you dig these up from old emails???

Yep.
#1549
Game Log / Session 16 - Whispers on the Wind
March 13, 2005, 12:34:28 PM
Hmmm...I don't recall.

I didn't go out of my way to change it; just an oversight...

I'll put it back.
#1550
Game Log / Session 16 - Whispers on the Wind
March 09, 2005, 03:36:13 PM
Whispers on the Wind
[Saturday 15 January 2005]

Sap/Delver's Moon +27

Valen Galaphile, Belwar Fireforge, Zurn Darkbrew, and Himo head southward through the forest headed towards the open plains and the human city of Gorna. They eventually come to the foot of a small cliff and Himo is elected to scale up the cliff side and investigate. His first attempt fails, but after moving over to a different section he does manage to effortlessly scramble up to the top. He sees a cabin here and standing guard outside of the lodge is a humanoid cat warrior holding a spear. Himo panics at the unfamiliar sight and leaps down from the cliff. Once he has recovered from the fall he quickly describes the "lion-man" and the cabin at the top to the others.

Meanwhile, Mirri, standing outside of the cabin sees a person appear at the cliff edge and then quickly disappear down out of sight again. She approaches to investigate and sees a group of people below. She thinks they may be the owners of the cabin, or perhaps friends of the madman that attacked Arlen.

Down at the foot of the cliff, Belwar, Zurn, and Valen discuss the sighting above with Himo. Valen happens to look up and glimpses the "lion-man" peering down at them. He is intrigued and decides to climb up to investigate for himself.

Meanwhile, up above, Mirri re-enters the cabin and informs Arlen that the madman's friends are approaching. Arlen, resting near the hearth is very hurt [1 hp] and cannot do anything about it besides have his weapons at the ready for a last stand. He is in too much pain to even rise so stays right where he is. Mirri ventures back outside to confront them. She meets Valen just as he gains the top of the cliff and levels her spear at him. They find that they both speak elvish, but Mirri is still very suspicious and untrusting of this stranger. The others call out to Valen and he tries his best to answer them with the spear still leveled at his chest. He reveals to the cat-woman that he has some skill in healing and she immediately takes him towards the cabin where Arlen lies.

Mirri brings Valen past the dead madman into the cabin where Valen finds the seriously wounded Arlen and offers to heal him. Arlen introduces Mirri and himself and explains that they were attacked by surprise by the madman when they opened the door to the storeroom. Arlen explains further that if it weren't for his good friend Mirri, he would be dead now. Suddenly, there are sounds of combat coming from the foot of the cliff. Valen is worried about his comrades and Arlen seeing his concern quickly consents to the healing. Valen begins to cast a spell, but the superstitious Mirri becomes alarmed by this action. Arlen gently convinces Mirri that they must trust this stranger for now and Mirri keeps a close eye on Valen as he heals Arlen's serious shoulder wound. Arlen soon finds that he is fully healed! He is very impressed and thanks Valen excitedly. Valen, Arlen and Mirri then run out to the cliff to see what is going on.

Meanwhile, Belwar, Zurn and Himo have managed to fight off a terrifying flying ghost-man with charred stumps for legs. Himo was hurt in the shoulder by the creature and Zurn heals him with a divine spell.

Valen and Arlen hold a rope as the others climb up the cliff one by one. Introductions are made. Arlen, seeing their whole party of four, suddenly makes a connection... He recalls that Brescht told him and Mirri to keep a look out for his comrades, an elf, a human and two dwarves. Arlen mentions Brescht, Captain Coris, and the keep in the forest to them and they do indeed know of it. Arlen gives them the latest news of the keep and explains how he and Mirri came north and ultimately arrived there. He and Mirri passed many disturbing sights along the way and eventually had to flee into the woods after leaving the keep to avoid the many orcs patrolling the road. He reveals that they are on a mission of sorts to deliver a message from Captain Coris to his superiors in Gorna asking for assistance or reinforcements. Valen explains that they are also headed to Gorna and both parties agree to travel together, as there is safety in numbers.

The entire party returns to the cabin where Zurn performs last rites on the dead madman lying outside.

There is more talk and discussion within the cabin as Belwar and Zurn investigate the storeroom (searching for beer). Arlen hears a strange whispering apparently coming from outside and hushes the group as he points to a window in alarm. Belwar, Himo, and Mirri run outside to check as the others look through the open window. The search reveals nothing, however. Arlen tries to shrug off the strange experience and tends to the fire in the hearth. Valen notices the exposed hole in the fireplace mantle and mentions it as the others return. Arlen reveals the five vials of liquid (two red and three blue) that he found in the hole. Valen and Zurn examine these, but unfortunately cannot identify the liquid within [both tried using their Spellcraft skill]. Arlen also shows them the madman's dagger. Zurn and Belwar both examine the weapon closely and agree that it is a Masterwork dagger, but Belwar determines that it is decidedly less than dwarven quality. Arlen describes the dead man against the tree that he and Mirri found. He explains that the man, who held an identical dagger, appeared to be tearing at a bandaged wound on his shoulder. He also apparently had some very strange self-inflicted wounds in both ears. No-one is sure what to make of all this and the others do not recall seeing this fellow.

Everyone settles in and Arlen plays a relaxing rhythm on his elven drum as he tries very hard to ignore further whispering on the wind. Valen, meanwhile, works his nature magic to produce a handful of berries for them to eat. Mirri is spooked by this and refuses to eat the berry offered to her, though.

Soon, Himo also hears the faint whispering on the wind. He announces this and another round of listening and searching takes place, but still nothing is found. Arlen is both relieved and disturbed by this. Relieved that someone beside himself has actually heard the strange whispering and of course disturbed as it doesn't seem to be going away at all and they still cannot locate the source.

Himo has many questions about the bizarre flying-stump man that attacked them and Valen tries his best to answer him. Valen reveals what he knows of wendigos. This thing that attacked them seemed to fit in with the stories that he has heard about these dreadful creatures. He explains in simple terms that there are times when mother earth becomes angry at the abuse of her world and responds by creating a wendigo. A Wendigo was once a beast as ordinary as any other, and could have been a man or any other creature. It is essentially a spirit of vengeance. He further explains that the wind whispering is one of the hallmarks of the haunting wendigo.

It is agreed that the madman's body should be removed before the party settles down for the evening. Zurn decides to toss the body over the edge of the cliff. As he does this, he notices that there are already two other bodies down there and returns with this news. The group decides to investigate this discovery. Himo and Belwar wait in the cabin while the others make their way to the cliff.

Arlen and Valen hold a rope while Mirri and Zurn climb down to the bottom of the cliff. Zurn investigates the bodies while Mirri stands guard with her spear at the ready. Zurn determines that they were probably chewed up by the wendigo before they were thrown over the cliff. Arlen hears the whispering on the wind again... He is shaken up, but holds fast to the rope. When Mirri and Zurn finally return to the cliff top Arlen wastes no time in high-tailing it back to the cabin.

Once everyone is back they discuss spending the night here in the cabin. It is agreed that there should be three watches (with two sentries for each watch) during the night. One sentry will patrol outside of the cabin while the other sentry keeps watch inside. The first two watches pass uneventfully, except for the fact that Arlen still hears the increasingly annoying whispering of the wendigo. It occurs to him that the dead fellow against the tree (with the apparent self-inflicted wounds in his ears) may have also heard the whispering and that it may have ultimately drove the man mad and caused him to injure himself with his dagger. Arlen is very concerned that he will share this unfortunate man's fate if he continues to hear this whispering all the time. He is very eager to move on from this haunted place now.

Sap/Delver's Moon +28: Third Watch

Valen (on watch inside) watches as Himo rises silently from his spot on the floor and purposely makes his way to Arlen's side. He continues to watch in disbelief as Himo (clearly not himself) leans very close, taking the arm of the fitfully sleeping Arlen...

"ARLEN!" Everyone is suddenly awakened by Valen's yelling. Arlen jolts awake to find Himo hovering over him and about to bite into his arm. The half-elf jerks his arm away before any teeth can penetrate his skin and scrambles to his feet. He hurriedly explains to the others what has just transpired as he heads to door. However, he finds the door blocked by Belwar (who has just come in after hearing Valen's cry) so he throws himself out through a window in a panic. Mirri quickly runs outside to check on him.

Valen, Belwar, Zurn, and Himo also exit the cabin and gather for a private discussion. Himo seems to be himself again now and has no explanation or recollection of what happened inside. Belwar voices his concern that they have not been totally forthcoming with Arlen and Mirri about their current plan. They still need to find the "swamp lady" on their way east to Gorna, yet Arlen and Mirri know nothing of this plan. Valen is unconcerned by this, though.

Meanwhile, Arlen crawls back through the window into the now empty cabin and gathers up all of his and Mirri's equipment. He passes the stuff out through the window to Mirri and then hastily exits through the window himself. He is still hearing the mysterious whispering on the wind and tells Mirri that they must get away from this terrible haunted cabin immediately. They soon join the others and are filled in on the side quest for the "swamp lady". The discussion has now moved on to the wendigo and Himo. The general consensus is that Himo seems to be infected with some type of "lycanthropy" from the wendigo. Belwar feels that if they can find the "swamp lady" she may be able to help their friend. Himo and Arlen are still hearing the wendigo's whispering on the wind. Arlen is completely spooked and wants to get as far away from this haunted cabin as possible. It is agreed by all that the party should leave the cabin behind. Belwar re-enters the cabin and gathers up the remaining equipment.

The party finally leaves the area, heading southward away from the cabin. The comming night will be the first of the new Moon (what the elves call the "Sprouting Grass Moon" and the Dwarves call the "Egg Moon"). Mirri leads them away south on a deer path towards the road. Valen explains his theory of the wendigo as the party moves along. He believes that the wendigo has been haunting the cabin, driving folk there mad and possibly infecting them with his disease or with the madness of the constant whispering. The madman that attacked Arlen was probably hiding from the wendigo in the store room. He likely tossed the other two bodies over the cliff (maybe after killing them himself), either out of madness or because they were infected by the wendigo. [Dray, my apologies if I've hacked up your theory. I don't recall what you actually said at the time and had to fill this in by memory... feel free to let me know if it needs fixin'. -fraz-]

The party travels for a couple of hours and finally halts at dawn so that Valen and Zurn can meditate and regain their spells. Arlen continues to hear the wendigo's whispering during this time and tries his best to ignore it, but it is driving him nuts. Belwar offers up a theory that the silver-colored dagger could be cursed. Perhaps it would be best to get rid of it. Arlen does not believe that the dagger is magical (his Detect Magic spell did not reveal an aura of any kind). Despite all this, he considers discarding the dagger here in the woods (where he hopes it is unlikely to be found again anytime soon), perhaps then the annoying whispering on the wind would cease (and he would not be inclined to inflict damage on his own ears).

The party suddenly finds themselves under attack! The wendigo has found them! The wendigo attacks Himo immediately. Arlen panics and throws the silver-colored dagger off into the woods, hoping that the wendigo (which he now thinks must be the source of the whispering) will possibly leave them to reclaim it. The wendigo, however, continues it's relentless attack. The party fights back. Arlen fires an arrow which strikes the wendigo and then falls to the ground below. As the fight continues on, Zurn casts bless and Arlen recites a battle chant inspiring courage in his companions. The battle goes well (although, Belwar is unfortunately struck by the wendigo). Belwar damages it with his axe and a nasty spear thrust by Mirri finally brings the wendigo down to the ground. The party continues hacking at the body until someone suggests that they cut off the head. Himo chops off the wendigo's head with his masterwork longsword.

Mirri suggests strongly that they burn the body and bury the head. She continues to keep the prone and apparently dead wendigo pinned down with her spear. She soon notices that the axe wound in the wendigo's torso seems to be mending itself. The wendigo is apparently regenerating! There is a sudden panic and flurry of activity and everyone agrees that this thing must be burned before it can arise again. Arlen, Belwar and Zurn gather wood to make a fire. Valen, who was trying to finish his meditation, gives up and prepares a Produce Flame spell with which he can burn the body. As the ball of fire lights up in his hand, Mirri quickly backs off with her spear. Belwar pours oil on the wendigo and Valen hurls the ball of fire at the body. As it burns, they throw the gathered wood on the flames.

Zurn takes a few moments to tend to the wounded. Himo still has a nasty looking wound/scar from the wendigo's initial attack at the cliff.
#1551
Character Info / Commander Bob
March 09, 2005, 12:31:01 PM
Commander Bob is Coris's right hand. He is average in height and build. His hair, which hangs above his shoulders, is black, but greying at the temples. His eyes are brown.
He typically wears his chain armor about the Keep at all times, and carries a Masterwork longsword and matching dagger.
Commander Bob is a competent lieutenant and manages the garrison's daily rosters, training, and infrastructure.
#1552
Character Info / Captain Coris
March 09, 2005, 12:26:43 PM
Coris is the Captain at the Forest Keep.
He is tall and lean, almost wirey.
His hair is long, salt-and-pepper, and pulled back through a leather ring at the back of his head to flow down past his shoulders in a tidy tail.
He is well dressed and carries a masterwork longsword at his belt, although he has neveer been seen in armor.
His blue eyes are clear and intelligent; he is a born leader and exudes confidence. Around his neck is a gold chain from which something clearly depends, but whatever it is, it is secreted beneath his tunic.
Coris is well liked by the constabulary at the keep. PCs that have spent any significant time at the keep note that the garrison there will follow whatever orders he gives.
#1553
Character Info / Brescht
March 07, 2006, 12:58:49 PM
Bresht

Short "e", like in "kept".
#1554
Character Info / Brescht
March 09, 2005, 12:21:00 PM
Brescht is an unusually large griznuq soldier. He stands a full head taller than any griznuq thus far met in the forest (he's pushing 7 feet tall), and is quite massive.

Despite this, his face is boyish and has only sparse stubble; he does not yet have to shave regularly. His hair is close-cropped reddish brown, his eyes are brown.

He wears well-kept chain armor, wields a large double-bladed sword (one blade on either end) and carries two trowing axes as well.

Brescht is kind, and seems rather dull in conversation, but appears to have an aptitude for military leadership, tactical thinking, and general soldiering.
#1555
Game Log / Session 5 - Newcomers
March 08, 2005, 12:37:36 PM
Max depth exceeded
#1556
Character Info / Mel Description
March 07, 2005, 04:24:18 PM
Mel is a 3'3" tall black hobbit. His skin in the winter is mocha-colored and deepens to a rich brown in the summer.

He is lean and wiry, weighing in under 40 pounds. His eyes are deep brown (bordering on black). He shaves his head fairly often, but when he lets his hair grow in it is afro-like, at it's longest falling is thinck dreads down the back that he would keep in a tube-like leather wrap. Mel's ready smile reveals perfect white teeth.

Mel dresses in a fairly utilitarian manner, wearing tight earth-tone britches and a slightly baggy gray or darkly colored shirt (to hide stuff in) because it's cooler. He wears a sash about his waist (useful in quick get-a-ways for sliding along an out-stretched rope) that he uses for tying together loads that he might have to bear or for other utility. His boots, wehn he wears them, are tall soft black leather with a soft sole for feeling things before he breaks them. He will at times also wear a doo-rag or a bandana around the head. In either case it would be a dark color.

Mel's current employer is the IBEW - the Intra-Borough Entrepreneurial Worker's guild, which is a guild that operates in Dullstrand providing assistance in a wide variety of ways; our members include shippers, bankers, couriers, mercenaries, train drivers...multitudes of aptitudes, as we say.
 
He has been assigned this opportunity because of his experience with shipping, having worked on and off in that industry over the last few years; attention to detail, ability to tie a tight knot, and manning the booms all of which lend to this journey. Because of this, as well as his frequent tardiness, irascible personality, and penchant for mumbling to himself frequently, his employer has sent him far, far away.  :)  Additionally, Halflings make pretty good scouts, which will likely be highly regarded on "the other side".
 
He bring with him good cheer in the name of a reasonably good recorder and stories to awe and inspire. Or at least make you laugh. This, along with a short sword can go a long way...
 
Mel has been living in Dullstrand for almost four seasons; before that he had lived his life in the villages and thorps in the surrounding countryside, doing - er - nothing...nothing at all. J

[color=blue:0d48f60952]Things that you would have learned about Mel during the voyage here:[/color]

He?s a story teller and a musician (recorder, although he claims to play the pennywhistle as well)
Hard to tell if his stories are true or not, although he usually precedes them with an appropriate disclaimer; perhaps he exaggerates. He will at times reiterate a ?classic? that you?ve all heard before.
He?s short (3-Foot 3-Inches)
He?s worked in a variety of industries over the last 2 or 3 seasons that he?s been in Dullstrand, and he currently works for an agency that is tantamount to a temp agency (that?s the IBEW)
He was born to a weed farmer (pipe smoking weed) in the countryside; he talks about several brothers and sisters and it often seems like he?s not sure how many he has, or he has an endless supply of them
He has spent a fair amount of time in the vast territories surrounding Dullstrand, as far as the Rieuwood and everywhere in between
He has a broad range of discussion topics, having evidenced interests in archery, woodlands, astronomy, astrology, philosophy, and a seemingly endless supply of fields, some of which he knows better than others, all of which he seems to know less than the person to whom he?s speaking
Good listener
He?ll talk to just about anybody about just about anything
He mumbles ? a lot. Often when he?s composing a new story and trying to fit musical accompaniment for sound effects, but also when he?s just sitting quietly, when he?s working, eating, bathing, drinking, hacking up a lung?
He is not a drinker, although sometimes he?ll have one or two
He?ll eat just about anything
He is buoyant and optimistic
His living quarters are a mess (even if it?s just his bunk). Not *dirty*, but disorganized.
You?ve seen him carrying: Light Crossbow, Dagger (which he claims is a tool), Short sword, and a number of darts (4, if you care to count)
He shaves his head every so often; probably done twice on the boat
He?s tried to grow a beard, but while you haven?t seen him shave, he hasn?t gotten any facial hair either (or chest hair, or leg hair?)
Given to the occasional practical joke
Flirts
Not exactly a candidate for Mr. Universe
#1557
So here's a thread that was posted over two months ago. I apologize; I don't recall ever seeing this thread. My guess is that it was lost when I had come back from my "vacation" and my computer crashed, causing all of the posts that were "since my last visit" to be reset.

I thought that the thoughts that I had shared with Ivan were mine; *stupid hobbit* [bashing self in forehead]

In any event, I'm not real keen on following the rails. My recollection of the image that was left in my mind was akin to Matt's (earlier). They are mostly buried. I didn't get the impression that we could really tell where they were going, much less follow them (it's one of those "they go into the hill" sort of things).

Mel would be eager to get to the other side of the Chasm. I'll bet the Elb can shoot a decent arrow that far (250 feet across and 90 feet up means an hypotenuse of 265 feet. That should be well within his range. Mel is only 30 lbs, he should be able to scurry across the chasm pulling a second rope along, which he will tie off on the other side to allow others to follow.

Keep me covered.  :)
Better yet, does anyone have an invisibility spell (or ring) they can spare for the tip across?

After we completely finish this side, to Wildfire's point.
#1558
Quote from: DrayIf you have time, regurgitate some thoughts so I can be more prepared for Saturday.

I thought you had pretty much had "your fill" of things being regurgitated. Do you mind if we simply gurgitate? Do we really have to do it *again*?

The plan, as I see it is: finish looting - I mean, *exploring* - the dormitories in the North Hall, then jump across the chasm to the South Hall dorms. Hopefully, that's the co-ed one.

And, just for clarity, what do you mean by "more prepared"? Weren't you prepared last time we met? Or was that just a bluff? If it was a bluff, I must say that you rolled masterfully - my sense motive was completely unhelpful - I actually thought you knew what you were going to do...
#1559
Absolutely, but I wouldn't want to leave anything behind us as we move forward.

And BTW, I would submit that we should get a small cadre or dwarves in to start sealing off the centipede nest. that's going to have to happen anyway, and they can be doing that immedeately.
#1560
So here's a thread that was posted over two months ago. I apologize; I don't recall ever seeing this thread. My guess is that it was lost when I had come back from my "vacation" and my computer crashed, causing all of the posts that were "since my last visit" to be reset.

I thought that the thoughts that I had shared with Ivan were mine; *stupid hobbit* [bashing self in forehead]

In any event, I'm not real keen on following the rails. My recollection of the image that was left in my mind was akin to Matt's (earlier). They are mostly buried. I didn't get the impression that we could really tell where they were going, much less follow them (it's one of those "they go into the hill" sort of things).

Mel would be eager to get to the other side of the Chasm. I'll bet the Elb can shoot a decent arrow that far (250 feet across and 90 feet up means an hypotenuse of 265 feet. That should be well within his range. Mel is only 30 lbs, he should be able to scurry across the chasm pulling a second rope along, which he will tie off on the other side to allow others to follow.

Keep me covered.  :)
Better yet, does anyone have an invisibility spell (or ring) they can spare for the tip across?

After we completely finish this side, to Wildfire's point.