Archive forJuly, 2009

Battle of the dead.

June 11/12

Sundown/
Late Night

. . . . Perrol comes back to the table.

Will see the bereaved father heads upstairs.

The mercenary (Eadon) comes over, joins us. Said Ille (the bereaved father) has retired. From Tietha, heading to Ostmark. South East of Tietha, there is some Frog Men (Ran-tari) problems.

Note: Ran-tari live in the marshes, South East of Tietha.

Jarlyn told Eadon about our mission. Eadon thinks we may be guards and is nervice about this. Seamed relieved to find out we were not guards. Basically told what he did, seams line there is more to his story. Said he has traveled back and from Tietha. Asked if there would be any openings in three weeks. Said we do not know at this time. He tells of his stories, mostly full of hot air.

Stable boy comes back, the two girls perk up. Was told that the three youths have a brand on the left shoulder. Jarlyn asked Eadon about the marks. He does not know. The adults do not have them (from what we can see).

See Marten (drunkenly) get up and head up to bed.

The Lady Matron asks us if there any last min things needed, the youths are going to bed soon in the attic (via the latter next to our door). Said they are early riser.

We are going up stares to our room. Each take our time at watches. On Glaive’s shift (who has the 2nd to last shift): <failed roll to wake up> for the Spicy Flowerie smell.  Was woken up by some noise from in the attic. Hear some one(s) some down the latter. Five min later, will hear a continual female scream. Kross will get up and put on his armor.

A Battle Begins.

Kross will put on the chest part of the armor (9-12 areas)
We hear banging on the door, “Ille are you all right?”
Hear: Banging down stares.
Hear: Running down the hallway.

Perrol (from down stares) yells out “Careful, they have claws.”
Kross will string his bow, grab blunted quiver and head down stares (about half way there).
From Groral (up stares) we hear, “There are skeletons outside.” Hear some glass being broken.

Kross moved down into the main room and fired at one of the kids (with claws) and missed.

Kross dropped his bow and attacked with a Punch for 12 stun in the Leg of  kids (with claws, ie Attacker #3).
Jarlyn used magic and the kids (possessed) go down and now look normal.
Inn Keeper yells, “Dorthiea, Dorthiea. You have to help her!”
Note:
The possessed kids had savagely attacked her and gutted her before Kross got down stares. She is dead.

A lot of battling going on.

Ghoral is let in from outside and the door is re-bared. Skeletons scratch at the door.
Kross will grab his dropped bow and head up the stares to get a better look at what is outside. Get about half way there.

Kross will move to the up stares and look out the window and see 4 skeletons. Will fire the blunt arrow for a miss.

Perrol (from down stares) yells something about the smell may be a source of the problem.
From our room, Kross will drop the bow and grab his sword and head towards Ille’s door with Perrol.
Glaive came up the stares and open the door to Ille room and she sees Eadon guarding Ille wide eyed not sure what is going on. Glaive tries to talk to Eadon and point the problem to him. Eadon disputes this and says that it is her fault being Ulronai and we are trying to rob them. Perol give a nice speech, sounds like Eadon is giving up, his weapon drops to the floor. Eadon is changed by Ille into this black ooze creature. The creature did something so there is darkness all around us. Glaive gets attacked with a solid hit.

. . . . the game ends for the night.

Will pick the game up on Segment 12 of the turn.

The game ends for the night.

Comments off

The game begins.

June 11

Star Day

We are on a mission to Tietha. We are to make sure that everything is okay with the Mother (Regent) and Son (heir apparent).

Its a dark and stormy night. The rain has started to fall.

Made roll by 3 on Survival (Temperate/Subtropical).

Kross has not seen these types of dark clouds before in all his travel. (Darker, Fuller, Covering a huge area.) Wind is picking up.

Glaive hears some voices on the wind. We head towards the voices, with Glaive in the lead along this game trail. After some time we come across a small little town with some abandoned building. Wanting to get out of the rain, we see a sign with a Bed and a Mug.  We spot a kid coming from the stable, he see us and says “Mom, we have visitors.” The kid is closing the shutters of the inn, with the rain coming down in buckets. We lead the horses into the stables and take the saddles off.  We take our gear and head into the inn.

We find out the inn’s name is Wickshine’s Last Inn and the town’s name is Wickshine.

2 Girls and a Women (behind the bar), working in the inn and serving drinks

We see at the tables 3 Men (2 look are trying to stay interested while one is talking), 2 Men (old and cranky) and 2 Men (talking together, come to some agreement, shake hands and a gold coin is passed), (Middle age man gave the mercenary the coin)

The Woman says “Come in, Come in.” Says a bunk in the room is 1 SP. (spent 1 sp) Pick the room further away. Says tomorrow (June 12th) is Free Day, light meals.

The table of 3 Men flag us over, Perrol is the only ones that goes over and talks to then.

Kross gets a table with the others. Will work on his map for the area, will add the path we took we took to get to Wickshine.

Got some food. (spent 1 sp)

Sometime later will see Perrol go over to the table with the 2 old men at them and talk to them.

Ghoral asks the tavern girl about the famous Wikshine brandy that he heard about. She says that the trees dried up and the brandy hasn’t been produced for nearly 100 years. The town has been slowly dying ever since that time.

Made a Perception roll by 6.

Kross will over hear talk from the mercenary about his past deeds. The other guy is on his way to Ostmark by the way of the river. To pick up his son’s body that had fallen (was a guard).

Perrol comes back and informs us what he found out.

  • The table of three had Marten (a studier of birds) and two brothers, Ditmore and Exter (traveling glass salesmen).
  • The table with the two older males are Josiah (Cleric of the God of Traveling) and Curdy.

. . . (the game end for the night).

Comments

Done and ready to start.

My character has been finalyzed and is ready to play. Equipment is picked and weapons are ready to be used. My character sheet has been printed out and the game books are packed ready for the game tonight. Links have added and updated on this blog. And a wiki has been updated for the game.

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Adjustments

I have been informed (by the GM) that two of my disadvantages (see below) are alike/do not mix well and a different choice needs to be made.

Overly Cautious (Psychological)
Common, Moderate: 10 Points

Doesn’t Scare Easily (Psychological)
Common, Moderate: 10 Points

Will get switch out the Doesn’t Scare Easily with:

Weirdness Magnet (Social)
Infrequent, Greatly: 10 Points

Description: Strange things happen to and around this character.  This is not a truly threatening Disadvantage, but it is a continuous nuisance.  The character constantly finds himself dealing with odd circumstances and (relatively) odd people.

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