Kaer Esopus

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Silver Crusade

male (HP 15/15 | AC 14 | T 10 | FF 14 | CMD 13 | F +1 | R +3 | W +5 | Init +0 | Per +2, darkvision 60') dwarf bard 2

"Now that was certainly a blow worthy of stories over beer." Angruf sidles cautiously up to Grayson, with half an eye on the brithan, Angruf puts a hand on his shoulder and presses a strip of cloth to the wound. "No shame in that, except that no one will ever believe you. 'Oh... that the bear was SO tall', and 'Oh... driven into the ground like a fencepost.' Nope, no on will believe that you stood in front of it and let it hit you like that. But you might get stood a few pints now and then to tell the tale."

Angruf looks around at the party, and waves someone else up to help. [b]"Yes, he's done. Let's carry him away, a foe honorably felled." And Angruf works to get a shoulder under Grayson, and Grayson listingly underway.


Perhaps you mean "Valsera".


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

My head is aching, pounding like I spent the night in the bell tower and me being tied to the clapper of the bell. I know there's blood running down into my eyes. If only my legs would work. Never felt so wobbly in my life. I can feel someone lifting, assisting me to my feet. My mind seems to drift a bit.

Mom . . . I'm up . . . give me a minute . . . practice in five . . .

Then I remember . . . oh right . . . their . . . gone. Must be . . . dreaming . . .

Ohhhhh . . . Did someone . . . get the number . . . of that cart that hit me? . . . Did it work?


Dwee runs over to help Valsera lift Grayson, an odd task for two dwarves, but a necessary one to remove him from any further danger.


Male Human Scout | Str 6 | Dex 6 | Tou 5 | Per 7 | Will 5 | Cha 7 | Ph 8 - Sp 9 - Soc 9 | Unc 22 - Dea 31 - 8 | RT 5

Kiranov will also move towards Grayson ducking his head a few times while looking at the Brithan to hopefully give the creature the idea the group is submitting. If he can, he'll get Grayson to his feet and move away from the brithan trying to angle around it to get further down the road and eventually out of its territory. Let me know if Kiranov has any better ideas about how to look submissive.


Grayson - you can make a recovery test (step 5 - d8). If you use a charge from the healer's kit, you'll get another +1. If, when you stop for lunch, someone with the Physician skill spends 30 minutes with you and gets a 5 on their skill check, you can do your second recovery test at +their rank in Physician.

You move slowly away from the animal, which follows a short distance, then simply stands and watches you leave.

Another half hour of walking lands you at where the trail continues straight with a branch off to the right (the place marked “to Lenape” on the map).

Perception 8 OR wilderness survival 6 OR nature 6 OR tracking 5:
The trail is suddenly more visible and easier to follow. There are indications that it has been intentionally cleared, rather than “more game is using it”.


male (Str 6 | Dex 5 | Tou 5 | Per 7 | Will 7 | Cha 6 | Ph 7 - Sp 9 - Soc 7 | Unc 34 - Dea 43 - 11 | RT 3 @ 7) dwarf tailor

Perception: 1d12 ⇒ 10


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

I'll give it a try . . . though my mind is a little muddled right now.

1d12 ⇒ 7


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

Hey everyone I think I'm going to take a moment to see if I can recover. The sooner the better. You might need me again.And I think I may grab the charge for the healer's kit as well. I can use all the help I can get right now to get rid of this headache the creature left me with.

Recovery Test One Step 5+1 with healer's kit= 6 1d10 ⇒ 8


Perception 1d12 ⇒ 8


Um, should we still be going this way? I mean, I guess a horror wouldn't bother to clear the path so nicely, but I'm a little nervous about meeting new people. I guess that's what we were going to do eventually anyway.Um, does anyone know any other languages in case whoever cleared this path doesn't speak dwarf or human?


Female Troll Swordmaster | S 7 | D 7 | T 6 | P 4 | W 6 | C 7 | Def: PH 10 - SP 6 - SOC 9 | Unc 29 - Dea 38 - WouTh 10 | RT 6

Xyanna turns to Kiranov.

So, what was that thing?

wants to read the spoiler :)

Also,
Per test: 1d6 ⇒ 3


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

I speak Human, Elven, and Dwarf. Have to when you come from a family of performers and troubadours. When you're entertaining certain groups of people it's good to be able to speak the language so you can tell them stories and even tell them what's happening with regards to the act. Besides being a juggler, I'm also an actor and I need to play all kinds of parts. My first love was being an acrobat. My parents were teaching me a lot of that before they . . . died. Anyway. If we do run into Elves, I'll be sure to say hello for you.


Female Troll Swordmaster | S 7 | D 7 | T 6 | P 4 | W 6 | C 7 | Def: PH 10 - SP 6 - SOC 9 | Unc 29 - Dea 38 - WouTh 10 | RT 6

I speak troll.


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

Elven? Now where would I have learned that? Maybe from my parents. I don't remember there being any elves where we live. There are trolls, orcs, dwarves, humans . . . but elves? I know it, but I don't remember where I learned it. Very odd.


Male Human Scout | Str 6 | Dex 6 | Tou 5 | Per 7 | Will 5 | Cha 7 | Ph 8 - Sp 9 - Soc 9 | Unc 22 - Dea 31 - 8 | RT 5

Tracking 1d8 + 1d6 ⇒ (5) + (4) = 9

Kiranov will share the knowledge he has about the Brithan with anyone who is interested.

Sorry I couldn't make the game last night. I still haven't had a chance to get the recap from Roni yet. Hopefully the group found some interesting trouble to get into


Recap – I’m putting my write-up (which I had done in case it was still on-line at this point) and what y’all did. If you want your character to have done something else, post & I’ll retcon, otherwise, I’ll move the game along come mid-week. Putting it in as a spoiler to save space on the page, but everyone should read it.

Lenape:

The trail continues to descend (not surprising, since you are headed back toward the river).

After about 20 more minutes, the woods end abruptly at a rocky “beach” which extends about 50 feet down to the river. It also extends about 30 feet both up and downstream before the woods close back in to the banks. The river is wide and calm at this point. You are startled, however, by four stone pillars that rise approximately 30 feet over the river – each about 10 feet in diameter and are placed in a diamond formation with about 100 yards from one end to the other. The one closest is about 20 feet from the shore. In spite of the lack of noticeable stonework on them, you are all confident they cannot be natural – their shape is too regular and their positions too precise.

Several loud splashes are heard downstream. As you turn to face whatever is coming, a voice calls in Dwarven from the woods upstream “You are being covered – do not try anything foolish. Show us you have no taint and then we will do the same.”

You have no idea what he (you are fairly certain it was a male voice) means by “taint” or how you can show you don’t have it. Before you can form a response, however, a dozen figures silently emerge from the water along the bank. They appear to be some sort of lizards – if lizards stood on two legs, wore clothing, were human sized and used weapons (the water dripping from the blades does not make them appear any less deadly).

One of them seems to note the confusion on your face and snorts derisively – “Can you sing, dance, paint a picture? Show us that we might know that no Horror has touched you.”

You finally understand what they want you to do and comply. As they finish performing their skills for you, two more appear from the woods, one young-looking carry a basket of fish and the other a much older woman (at least that’s your guess).

“Light a fire and we will dine.” She glances at several of the others and, after a quick, deferential nod to her, they begin to gather wood. “Perhaps you will be so good as to tell us where you came from and how you happened to find us. Then we will answer the questions that I see in your eyes. I think you have not seen a T’skrang before, am I correct? First, however, your story.

Grayson tells them about Esopus and how you came to leave.

As you tell it, the other – T’skrang she called them – began cooking the fish. Listening to you attentively, the old woman nods. When you finish she replies “Years ago, when I was very young and we had only recently awakened, a troll, G’tarhat, came to our shores. He was badly injured and we attempted to nurse him back to health. He came, apparently, from your village and had been driven out when his Talents developed. He never really recovered - I think it was the grief of leaving and loneliness that hurt him more than his injuries – and died within the year. As a result of his story, we have not sent any scouting parties in the direction of your valley. We have also warned others to stay away.” She sees them pulling the fish from the fire and stops there.

Your mouth is watering – it was hard to focus on her last words as the aroma from the meal wafted through the air. It is incredible – the spices are unlike anything you have ever tasted. You force yourself not to wolf it down, and are delighted that there seems to be plenty for seconds – and thirds.

As you eat, the old woman introduces herself as Achwangundowi Epigachink Gettemageleman, and says she is the Lahala of the Lenape.

[ooc] Rather than typing all this out, assume that, during the course of the meal, the talkative T’skrang tell you the [u] general information [/u] about their race and culture that you would find in the T’skrang chapter of Denizens of Earthdawn #1. [ooc]

After lunch, she speaks again. “It is clear that your education, like that of G’tarhat, was thoroughly stifled. I would like to extend to you an offer to stay with us for a few days that you might have the opportunity to know better the dangers you face outside your valley. She smiles “We won’t even make you swim. When we awoke, we rebuilt the tunnels that allow us access to the surface without entering the water.”

You take them up on their offer. Being in an underwater city is pretty weird – but Maizi is delighted at seeing what elementalists are capable of. There are Adepts who are Elementalist, Scout, Troubadour, Warrior and Tail-dancer (a Swordmaster variant for T’skrang). There are no Weaponsmiths (although there is forge – underwater, which kind of freaks Dwee out) or Nethermancers.

During the couple of days you learn more about the Scourge. You also learn the basics of post-Scourge history (which has not advanced to the Therans landing the airship on the Liferock yet), what horrors are, what happened to the elves of the Blood Wood, what a Liferock is, what Obsidimen and Windlings are. Dwee asks if any others have come from your town and shares that her mother was exiled.

After you left there, you decided to go toward Throal, which would put you past the Liferock.

Liferock:

When you got to the Liferock, you didn’t see any one or any indication that anyone had been there. Maizi went up and starting knocking on the rock saying “anyone home?” Suddenly the rock near her started to ripple and two Obsidimen “emerged”.
You have been chatting with them for quite a while and learned some more about them.


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

I assume we are camping near the life rock, so that morning, Grayson decides to do his karma ritual. Oddly enough this is not new to Grayson. He would often practice his acting in front of his Aunt and Uncle and they would give him pointers on embellishing or not depending on the scene he would be practicing. He remembers something that he read long ago as a child. He does not know where it came from, perhaps even before the scourge.

I must have an audience of two or more and it looks as if I do. Grayson bows his head then looks up toward the sky. He thinks about how appropriate this scene seems for this occasion.

Such wind as scatters young men through the world,
To seek their fortunes farther than at home
Where small experience grows. But in a few,
Signior Hortensio, thus it stands with me:
Antonio, my father, is deceased;
And I have thrust myself into this maze,
Haply to wive and thrive as best I may:
Crowns in my purse I have and goods at home,
And so am come abroad to see the world. There it ends, for such is truth of the thing.


For those of you who weren't here, I forgot to mention that you have one of the T'skrang traveling with you as far as the Serpent River. She is a trader, a good sailor and needed someone to travel with. She's also a Questor of Garlen.

You spend a few days talking to the Obsidimen. They tell enough stories that if you hear the name of Barsaive's major cities/rivers/forests/moutain ranges you can identify which they are(if you hear Kratas, you know it's a city, not a river) and maybe even a vague notion of what area they are in.

Also, as you talk to them, they realize how very sheltered you've been and give you some basic city survival tips. For example - having grown up in such a small community, the concept of "hide your wealth" had never crossed your mind - everyone knew how much everyone else had.

You leave them feeling both more confident and more nervous about what lies ahead.

The first day passes uneventfully - the terrain is becoming less densely woods and more rocky, you must be getting close to the northern edge of the mountains that you cross.

On the second day in the late morning, the forest gives entirely away to rocks. You spend the next hour or two scrambling over and under rocks. (See the "mountain trail" pdf in dropbox to get an idea) The exploring expeditions from Throal have marked the easiest trail, but you still slow to crawl to prevent falls and wrenched ankles. You don't get too far when you stop for lunch.

As you are eating your rations and resting, you hear a roar just ahead of you on the trail. As you leap to your feet, a human figure scrambles onto a large rock ahead of, turns toward the sound and fires an arrow. He seems oblivous to your presence - focused on whatever is chasing him.


Initiative 1d8 ⇒ 7

I grab my hand axe and sword and run to the human's side to see what he's facing. I'm keeping in mind that the last creature we encountered had a weird sense of honor, so I have my weapons ready, but I'm still trying to look non-threatening.


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

After the last encounter with a creature, I don't know if I want to encounter another one. Just the same, I can't forget the feeling I got when I did that acrobatic spin as a means to defend those around me. Well if this acrobatic troubadour was going to mix it up again . . . Let's just see how I can do again this time. I grab my short sword and follow.

Initiation: 1d12 ⇒ 3


Female Troll Swordmaster | S 7 | D 7 | T 6 | P 4 | W 6 | C 7 | Def: PH 10 - SP 6 - SOC 9 | Unc 29 - Dea 38 - WouTh 10 | RT 6

Initiative: 1d12 ⇒ 7

Xyanna too runs up for a closer look, reserving further action until more info is available.


Male Human Scout | Str 6 | Dex 6 | Tou 5 | Per 7 | Will 5 | Cha 7 | Ph 8 - Sp 9 - Soc 9 | Unc 22 - Dea 31 - 8 | RT 5

Initiative: 1d10 ⇒ 1

Kiranov will draw his battle axe and if there is a possible way to stealthily move forward and angle around to get a look at what the human is fighting without being seen himself he will (let me know if I should roll silent walk) If there is no way to sneak forward, he'll just move forward at an angle and make sure not block anyone's line of fire if the creature comes into view.


Maizi - initiative 1d10 ⇒ 10
Valsera - initiative 1d10 ⇒ 7
Eriene - initiative 1d10 ⇒ 8
Kikawhet - initiative 1d12 ⇒ 9

ORDER:
Maizi
Kikawhet
Eriene
Dwee
Xyanna
Valsera
Greyson
Kiranov - was able to pick a rock a little north of the others
Xarek

You all manage to scramble onto various rocks by the man and see a cougar leaping onto a rock within easy pouncing distance to all of you.

Maizi weaves a thread in anticipation of casting Earthdarts: 1d10 + 1d6 ⇒ (8) + (4) = 12

Kikawhet had paused to grab her throwing daggers before climbing onto a rock, so she doesn't have any time to throw one yet.

Eriene waits - she doesn't have any ranged attacks, but she has her sword ready.

OK, post any further actions for this round. Tuesday evening I'll continue.


Male Human Scout | Str 6 | Dex 6 | Tou 5 | Per 7 | Will 5 | Cha 7 | Ph 8 - Sp 9 - Soc 9 | Unc 22 - Dea 31 - 8 | RT 5

I am guessing stealth was not an option climbing through the rocks. If it was let me know and I'll change Kiranov's action. I am also assuming since it is within pouncing distance of us that we can attack the cougar, too.
Kiranov will approach from the side of the cougar to stay out of the line of sight of his companions with ranged weapons and strike the cougar in the side with his battle axe.
Attack to hit spending one karma to add a die2d6 + 1d8 ⇒ (4, 4) + (5) = 13


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

I find a way to get above the animal then leap down using my acrobatic strike, that is if no one takes it out before I get there.

2d6 ⇒ (3, 5) = 8

Otherwise I approach the human and ask Do you mind if my friends and I cut in to help? giving the person a innocent smile.

First Impression 2d6 ⇒ (3, 1) = 4

My name's Grayson Dickerson, troubadour. And can I ask where you're from and where you're heading? My companions and I are just starting out. Maybe you can tell us something about yourself? Sorry if we startled you.


Male Human - Klek Archer - Circle 1 | (Str 5 | Dex 8 | Tou 6 | Per 7 | Will 6 | Cha 5| Ph 10 - Sp 9 - Soc 6 | PhAr 0 (3) - MyAr 1 | Unc 27 - Dea 35 - Wound 9 | RT 2/day d10)

Perception: 1d12 ⇒ 10
Missle: 1d10 + 2d6 ⇒ (5) + (6, 5) = 16


Female Troll Swordmaster | S 7 | D 7 | T 6 | P 4 | W 6 | C 7 | Def: PH 10 - SP 6 - SOC 9 | Unc 29 - Dea 38 - WouTh 10 | RT 6

If she can act this round, Xyanna will attempt to Maneuver.

Maneuver: 1d8 + 1d6 ⇒ (4) + (4) = 8

The mountain views pdf is amazing!


male (Str 6 | Dex 5 | Tou 5 | Per 7 | Will 7 | Cha 6 | Ph 7 - Sp 9 - Soc 7 | Unc 34 - Dea 43 - 11 | RT 3 @ 7) dwarf tailor

Valsera takes a step back and begins to assemble mystic energies for the spell bone dance.
thread weaving: 1d8 + 1d6 ⇒ (4) + (3) = 7 (target number 7)


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

Yeah, you're right, Xyanna, the mountain views are amazing. Grayson said becoming distracted. Just like that blue shirt I saw some farmer wearing the other day. He nearly blended with the sky. I wonder where he got it. Matched the color of my eyes.


Dwee's going to hold her move until someone else (from our group) strikes the animal and then try to coordinate an attack if possible.


Female Human Elementalist 1

If its her turn again, Maizi will let the Earth Darts fly towards the creature.

You are beautiful but dangerous, please just turn back. She whispers.

Not sure what to roll. Something to hit and something to damage?


Sorry about the delay, I hate testing season! As promised at the game on Friday, I’m going to cover everything from the previous in-person game & this one now.

Catch up:
To start with, we had a little bit of retcon- After leaving the Liferock, you encountered 3 rude, ugly, bird/human things (player knowledge – harpies). Maizi cast earthdarts and dropped one almost singlehandedly; Valsera cast bone dance, causing one to smash into another, which in turn, caused them both to fall from the sky, where they were easily dispatched.

The next day, you heard noises from the posts and saw the guy. You scrambled up to the rocks and saw a cougar. After an arrow shot from the man and several blows from you, it turned and ran. The man introduced himself as Xarek. He was the final survivor from his village which had been attacked and destroyed by giant termites. There had been a few others, but they had died over the course of the last month – some due to wild animals, some from injuries from the original attack. You suggested that he travel with you and he agreed. His town sounded even smaller and more isolated than yours – you aren’t sure whether there were only a few survivors from their kaer, or whether a small group split off after the kaer opened and lost touch with the others (he didn’t mention it).

After spending a night atop the mountain, you descended the other side and came to a small farming village. The guards stopped you and you performed the requisite checks. They pointed you toward the local inn – well, tavern at least. The “room” that they let out appeared to be the storage attic & you got the impression that, had you come in the fall when supplies were higher, you may have had trouble all fitting. Dwee spent part of the day at the forge, helping to sharpen blades (as well as various farm implements). Valsera offered to mend any linens for innkeeper, and Maizi did a little bit of embroidering on them: this got them both a little bit extra stew at dinner.

During the night, you awake to a clanging alarm. The innkeeper’s wife pounds on your door, shouting something about someone’s barn being on fire and there being trouble. You toss on armor and go downstairs. She tells you that one of the farmer’s 5 year old daughters had run into town saying they needed help. You try to ask the girl for more details, but she says “Mommy said something bad was there and I should stay at the inn until she gets me.” You can see a fire about ¼ mile outside town and head towards it.

You arrive to see the farmers fighting a group of men and joined them. While they were too much for the farmers (one was dead, several were badly injured), they were not much of a match for you folks. Several of you were injured, but you killed all but one of them – the final one was the subject of Valsera’s bone dance spell, so you tied him up and turned him over to the local guards. Dwee used her physician skill to help all of you who were injured as well as several of the injured farmers.

The following morning you headed out. After several uneventful days of travel you arrived at the gates of a city (small, but a heck of a lot larger than you had ever seen). You are rather surprised that the guards at the gate don’t seem to know any of the boat captains – in Esopus, everyone knows everyone – but get directions down to the docks. The guards seem to sense your ignorance of cities and warn you to keep your purses close. On your way, you marvel at the size of the city and the size of the buildings. You pass several stores that all sell the same thing, as well as multiple taverns.

When you arrive at the docks, Kikawhet (the t’skrang who has traveled with you from her village) goes in search of employment, Grayson takes point and asks several people on ship decks if you all can “get a ride on their boat”. After several attempts you finally get someone who seems amused and makes you an offer of 9 silver a person – 8 if you bring your own food. You aren’t sure if that’s a good price and he points out several other boats heading the same direction and says you should ask them – but that the phrase “booking passage” is more appropriate than asking for a ride.

While you head out to investigate other options, you run into Kikawhet again – she’s found work on a boat heading the opposite direction. She had seen the captain you were talking to and made inquiries – he has a reputation as very fair. You decide to take him up on his offer.

When you do so, Grayson inquires about the potential of sleeping on board since the boat (The Coil Wanderer) will be leaving at dawn. Captain Tugan says the crew has too much to do, you offer to help, but he grins slightly and says something about doubting how much help a crew of folks who don’t appear to know a thing about boats could do and points you toward an inn that much of the crew stays at when they have leave (The Five Bells). Grayson also asks about the possibility of finding a stage to perform on, but Tugan says that most theaters and better inns book their acts several weeks to months in advance. He does, however, say that several of the cheaper inns sometimes let folks perform at the last minute for a cut of the profits and mentions several possibilities.

So - what do you do for the rest of the day (you haven’t had lunch yet) and evening in the “Big City”?


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

Food? That sounds great, Grayson says. Next to being a performer and juggling . . . I'm never late for a meal. Giving a slight smile. After that I might check out one of the smaller taverns and see about telling a story or two and even some juggling. Might even pick up on some other stories as well. Have to learn what's next for us after all. Grayson spreads his hands apart. Anyone want to join me? Grayson turns back to the boatman. Oh by the way, can you tell us where we might find a good meal and where some of the smaller taverns are that might let a troubadour like myself perform. I will later tell a story about how a kindly boatman was able help us.


Male Human - Klek Archer - Circle 1 | (Str 5 | Dex 8 | Tou 6 | Per 7 | Will 6 | Cha 5| Ph 10 - Sp 9 - Soc 6 | PhAr 0 (3) - MyAr 1 | Unc 27 - Dea 35 - Wound 9 | RT 2/day d10)

After any meal, I wonder around the massive city in pure amazement. I check out several of shops to see the kind of things that those in the big city might trade. On my adventure I get turned around a few times but eventually find my way back to the tavern. It does overwhelm me quite a bit, but also kind of exciting.


Are you staying together, going in pairs or splitting up entirely?


Female Troll Swordmaster | S 7 | D 7 | T 6 | P 4 | W 6 | C 7 | Def: PH 10 - SP 6 - SOC 9 | Unc 29 - Dea 38 - WouTh 10 | RT 6

Xyanna will propose that we all head to the 5 Bells to secure lodgings for the evening... plus she'd just like to go to the tavern and chill.

"Grayson, see if the Five Bells would let you perform? Rest your weary feetses!"

....
WTF was I thinking?! I've already heard all of his stories
...

After lunch, if the prospects at the tavern (gambling, available troll dudes, etc) are good, she's likely to explore a little, but mostly hopefully get a hot bath and drink a bit.

If the tavern is dead between lunch and dinner, she will likely tag around with whoever will let her follow, just checking out the sights and glancing into shop windows and stuff. All wide eyed and spongebob-like [the tavern is sorta the equivalent of jellyfishing =)]


Male Human - Klek Archer - Circle 1 | (Str 5 | Dex 8 | Tou 6 | Per 7 | Will 6 | Cha 5| Ph 10 - Sp 9 - Soc 6 | PhAr 0 (3) - MyAr 1 | Unc 27 - Dea 35 - Wound 9 | RT 2/day d10)

Xarek offers if anyone wants to join on the adventure of the big city, they are more than welcomed.


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

Sure Xyanna, to the Five Bells it is,' Grayson puts an arm around Xyanna as they walk back to the tavern. Maybe we can learn more about this Thrall place. And if there's time we might go see what this city has to offer a couple of new adventurers like us.


It sounds like everyone is starting over at Five Bells for lunch and booking rooms.

For after that, however, I'd like a clear statement of who is doing what where and who is together vs. wandering alone.


Female Troll Swordmaster | S 7 | D 7 | T 6 | P 4 | W 6 | C 7 | Def: PH 10 - SP 6 - SOC 9 | Unc 29 - Dea 38 - WouTh 10 | RT 6

Xyanna will likely get cleaned up and chill at the tavern.

She will gamble and have a good time (she knows she's not very good at it, but uses it as an icebreaker). But, really, she's just trying to get a little rapport going to "explore" from the inside. She thinks she can learn a lot more by interacting even with whoever is here than wandering around gaping at ALL the stuff she's never seen before.

More specifically, she's gonna try to see:
* what the general vibe is concerning Throal & their creepy books
* how big this city really is relative Throal and other cities
* any "big names" in the world - political crap
* other stuff like that that Karen isn't thinking of 7am

She's not gonna ask outright, but might try to steer a conversation should a topic.

The picture in my head is trying to get one of those big group conversations going where people call out to chime in. And then just listen.

If this isn't the right sort of place for that sort of chatter, she will first opt to head to another tavern. If it's just too darn early in the day, she will tag along with someone else (from our party, of course) wandering the streets.


Male Human - Klek Troubadour| Dex. 7| Str. 6| Tgh. 5| Per 7| Will 5| Cha. 7 | In 7 | Def. Ph 9 - Spell 9 - Soc 9| Arm P0 M1| Wound 8| Recov. T2 5 d8

Grayson is also going to the tavern and will see if he can ply his trade as a troubadour and also listen for any good stories. If he can't get any headway at the Five Bells, he'll ask around and see if there is another tavern he might try who might need an entertainer for the evening. He will also share stories as well, all trying to juggle.


update:
You all managed to get through your first night in a city without getting mugged or murdered - congrats!

The following morning,it was attacked by pirates and you joined in the defense. Though not easily, you drove them off.

Captain George, being both appreciative and being a nice guy, gave you a letter of introduction to the head of the royal exploratory force.

Upon debarking, the 3 day trip up the road to Bartertown and Throal was uneventful. The size of Bartertown made the city on Lake Ban look tiny and Throal was beyond anything you had ever imagined. The main bazaar had more shops devoted to any given craft than the town of Esopus had buildings.

Your initial thoughts of trying to just settle in Throal were dashed by the costs of doing business - this whole "guild" thing was a strange concept. Fortunately, thanks to the letter, you were invited to join the exploration forces - and it was made clear that they understood your limited knowledge.

The fascination of working with people who had grown up so isolated ensured that not only were you able to train to second circle, but that fairly high circle folks did so - and for free.

While in Throal, people did some poking around/learning about cities/looking in the Great Library.

Finally, you set back out - you were directed to an area back near Esopus - the abandoned trail to the north, in fact.

Your trip down the river was not as enjoyable, the captain was unpleasant, but uneventful.

You spent the night at the town on Lake Ban (which I really need to look up the name for) and headed back the way you came. You had just passed the little town you helped save from the raiders when you had a strange, but rather nice, encounter. A group of Krakta birds joined you for conversation and lunch. They have limited telepathy and greeted you, telling you of the road and weather ahead. While you were suprised, you responded politely and invited them to join you for lunch. After lunch you set out on your way again.


The update is what happened at the last run - everyone should read it. I put it in a spoiler to keep it from taking up the whole page.

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