Tuesday, April 25, 2006
Monday, April 10, 2006
- Gammy: Map of the city with locations of the Water Dog and Gammy temple, architectural diagrams of the Water Dog, temple, and riverboats.
- Drako: Map of the city with location of store front and architectural diagram of the store front, character sheet for Sparky (or whatever name you and he agree on).
- Party: Map of the known world with locations of Oracle (as indicated by the druids) and mines, descriptions of all the powers of the magic items you have on hand.
I need from everyone:
- Updated character sheets (updated levels, skills, items, etc.)
- List of items you wanted identified
- Any back story items you have not provided
- If you have property in town, any specific improvements/investments you want to make
Q. Is there a magical bronze long sword or any bronze long sword in the building?
A. There are many things inside the building but whether they are swords is a question for a beater of metal. And I am not sure what this thing is that you call bronze or swords. There are children of stone here - ores that have been heated and shaped and beaten into shapes by such as yourself. Perhaps that is what you call bronze sword.
Q. Is there a magical gold crown inside the building?
A. Gold...yes there is gold here. I do not know if a crown would be the thing that it is, but there is much gold here, enough to make a mighty vein within the living earth. It is all heated and beaten and molded in ways that are not the way it is.
Q. What force or power could destroy the walls of this building?
A. Destroy? You may break this stone or melt it with your fires, but it is only changed not destroyed. You may carry it away, but it is only made distant from its place of uncovering. Nothing can ever be destroyed, only changed and melted or melded into another thing. You can do this with anything if you have enough heat and pressure.
Q. How many levels are there within or below the building?
A. There are empty places encased in stone below this outcrop that reach a finger into the earth. It does not reach more than a little way to the stone heart of this world, but that may be a very great way for such as you.
Q. How many entrances are there to this building?
A. There is a gap in the stone near where you stand. Other gaps are deep within the earth or come from places I cannot see.
Q. Other than smearing blood on the door, what are the other ways to get into the building?
A. You may move through the gap if you are small enough. Perhaps if you break yourself into pebbles, you will be able to move more easily through them.
Q. How many living creatures are inside of this building?
A. There are many things that move rapidly inside my walls, not like the slow steady comfortable speed of stone. They go here and there, in nearly all of the places in the stone. And they go out too.
Q. How many undead creature are inside of this building?
A. All of the things inside seem the same to me.
Q. Are there powerful magic items or artifacts in this building?
A. There are many types of power inside the walls. Some are old and some are young.
Q. Has anyone or anything come into or out of the building in the last day (warmer/colder cycle) or the last 30 warmer/colder cycles?
A. Things go in and out all the time.
Q. Are there protection spells in place to keep people out?
A. I do not know.
Q. Are there protection spells in place to keep people in?
A. I do not know.
Thursday, April 06, 2006
I'd also like to see about buying into different businesses in Treyjack. I'm looking at pricing and possible weaknesses and possibilities for blackmail to reduce the cost of buying into these businesses. Also, any I can buy outright.
Wednesday, April 05, 2006
To save time for fun during the next game on Sunday, I have the following suggestions:
- Let’s create a list of questions for the druid to ask of the temple with her stone tell.
- Let’s then go to the temple and ask the questions. (Hopefully, this can be done before the game.)
- From the temple (unless other information gathered at the temple changes things), let’s go to town using the druid’s wind walk.
In town, let’s:
- Check with Drako’s sage/researcher to see what he has discovered.
Buy any healing, vampire protection, and other general use stuff that we need.
- Find out what the crown that we bought really does.
- Find out what this stupid tin foil hat does that I bought.
- Find out about these amulets.
- Get any other identifications done on the stuff we aren’t sure about (Gami can do some of the identifications if not all).
- Get some maps of the continent and see if we can find the area described to us by the “big bad”.
- Find the exact location of the mines (if possible) that we “know” to be to the North.
Please add to the list or make any other suggestions.
Tuesday, April 04, 2006
Found this flyer that Drako posted around town from last time and thought everyone would enjoy it! I'll post some other bits as I locate them - I love this particular idea :)
Drako’s Rare Item Recovery Service
Are you in need of a rare spell component? Do you need a cockatrice feather or a dragon scale? All out of vampire dust? Drats, that can be a real problem. No challenge too big no monster too fierce.
In the last several months alone, I have recovered many items, including:
- Giant blood
- Formian shell
- Beholder eyes
- Hydra blood, skin, claws, and fangs
- Dragon heart, blood, claws, blood, and hide
Note: Beasts only killed when absolutely necessary. Wildlife conservation is a serious issue which I take seriously.
Are you great at research, but not inspired to trek to Northern Abaronda to scale Mount Nureid, to enter the haunted mines of Khalish to recover that ancient tome? Well, Crikey! That’s what I live for!
Very experienced, honest, highly-skilled, motivated, and professional archaeologist/xenobiologist monk.
Can’t trust anyone to perform the task for you? Tired of rogues and “professional treasure seekers” running off with your items? Do they contaminate your samples? Did they get their gnome’s blood mixed with the troll’s blood? Are they trying to pass-off wolf hairs for werewolf hair? Sleep well, knowing that a dependable lawful-good monk is on the job.
Disclaimer: Legal transactions only; no theft, murder, or criminal activities condoned or performed.
Monday, April 03, 2006
We have been out this time for several days. After finding an evil temple, and then riding to a nearby town to talk to the inhabitants about it, we tracked the Iron Golem we killed to a large hole. The monk, Draco, said he believed this to be the lair of a Green Dragon. Can there still be such as this in the world? So many of the dragon-clan were slain! My blood raced to think of joining such a creature in battle-dance.
Alas, however, my companions are somewhat indecisive and we lingered near this pit discussing what to do for quite some time. Eventually, the group decided to return to the remains of the Iron Golem to search for clues as to who sent it, as perhaps it was tracking the amulet carried by the gnome.
I know you disapprove of these kinds of companions, Father, for at times they do not appear to act with proper Courage or Honor. But they do show respect for each other, and they help each other fearlessly in battle. I have learned many things about fighting and tactics watching them work together. Perhaps you will allow me to speak of this in greater detail another time.
Once we regained the Iron Golem's death-ground, the gnome Gammicus began to examine it closely. His concentration was much like the monk acolytes as they sit their first vigil. He then reached inside the body and removed two green and glowing spheres - surely something magical and powerful. Some members of our group then removed an Iron Axe from the heart of the great beast. I did not see what led them to it. But their find was most fortuitous. Another of the ancient artifacts that will stay the Hand of Chaos in our world! Hieronymous' Own hand must be in this! There were other things, an amulet matching one the illusionist had, but that is most important to maintaining Law in these times.
The druid, Artemis, scried the Iron Axe to find who sent the mishapen man-thing after us. Scrying is a magical spell that allows the user to see through eyes and hear through the ears of another person. She used water to view an interview with a man who is surely right Law's true enemey. In a dark room lit only with torches, we watched him question his retainer, who had a voice most strange. Low, like Brother Kinji in the chant, yet high at the same time, like the performers in the old style Operas we watched when I was a child. We saw, through his eyes, a montain range and rock formations lit by the Zen moon. They feel they will recognize them again, if and when we see them.
We returned to this so-called dragon's lair. We camped some distance away, and some of the party were too worried about the dark to go in right away. No, not cowards, Father, for if they had been, I would certainly have enacted the Shinju-Ryu's normal price. But as these are magic folk, they needed time to learn more from their strange books, and to rest for the coming battle. I myself settled into the Cha Yu Dae Ryun Muk Nyum. Meditating before battle is never ill-advised, regardless of the foe you face. I doubted there would be a real dragon - they are so few in this Age.
I know, Father, that you disdain the use of magic in battle. But... the things I have seen! We would do well to allow our Monks to pursue some of this learning, lest the old times come again. In the time of your Father's Grandfather, the Shinju-Ryu protected the people from brigands... and worse! Should the footfalls of Chaos echo again across our land, what good will be our Swords and Bows and Honor alone? I beg you to reconsider your decision, and to allow me to return home with what I can learn. I have a number of items I have acquired - you will be amazed at their uses, in and out of battle!
I will add more of our tale to another letter. The hour is late, and I must meditate, and perform the Haman-takeishi. Only after so thorough a cleansing will I be prepared for rest.
Your faithful son,
Behind them, a temple with a door that will not open. An evil temple. And a missing village. And an iron golem, that lays rusting in the snow. Did I mention that it was snowing? It's snowing alright. Yep...snow in summer...
This is more of a clarification and assumption. We had asked (and had been informed before) that we need all 6 of the items to defeat the council's plans. But it has never been stated (one way or another) as to whether or not we can defeat individual members of the council without all of the items. However, from speaking with the DM and by communing with rocks and a nice mixture of tea leaves, I have determined that the individual members of the council (however formidable) are not unbeatable without all of the artifacts.
Warning: When the party found the mithril hammer, it was in an abandoned temple. The markings on the temple were similar in origin (Ancient Ones of Chaos type) to the symbols on the round and mysterious temple a stone's throw through the forest (assuming a clear line of site and one hell of an arm). The important bit to know is that entering the other temple caused a temporary insanity on all party members (who entered). The insanities ended upon leaving the building. Oh joy! Heeeeeere's Drako!
Point in fact, the bonny prince Herschel is an evil wizard/fighter, whose plans extend far beyond this world. With the help of a number of like minded fellows of varying races, he intends to bring chaos back to it's rightful place on top. The women barely escape his dungeon, stumbly through a series of misadventures until.....
Our brave adventurers lay huddled in the musty library as Estefan, their host, swirls his brandy absently. Brandy that he hasn't touched since he is, afterall, a vampire. Vargoyles circle outside the castle windows, no more than a rustle of bat wings against the dirty panes, a scrabble of claws, a hiss. The night stretches before them, and dawn, and its safety, an eternity away. Estefan offers them a choice - sacrifice one of their party and leave the castle immediately to fight the vargoyles and wolves that roam the grounds or...accept a quest from thier host, a quest he will not describe until they have promised to take it.
They have had better days.
Deciding to take on the quest, they find themselves pawns in an ugly game between the forces of chaos and law - with evil on both sides. To fulfill their oath, they must travel to the southern continent and destroy a portal to another plane - or die trying. Transported far to the south by a portal stone, they find themselves in forbidding surroundings. Dwarven slaves, forced to mine a strange ore by beholders, trudge through the valley below them. A dark jungle beckons to the east. The sea rages at their backs. And a road leads south to a foreign city.
After finding thier feet, the intrepid party strikes off in an attempt to close the portal before *something* get through. But it never seems as simple as all that.
A gnome that looks like an orc.
An orc that looks like an elf, then an orc, then an elf, then an orc.
Two elves that might make the summer Olympic track team.
One really nasty city.
The medieval mafia.
A Godfather with a Deliverance accent.
And a tournament that delivered more damage to one poor spectator than to the participants.
Gammy “the made man” and the lovely, unpredictable Sam trick poor slobs into loosening their purse strings, the magic users immolate monsters (and party member), and the party handles a persistently annoying green dragon.
After many adventures, the party discovers that there is more to this wicked chess game than simple politics. The prince and his "counsel" intend to bring one of the Old Ones into the world, misguided in their belief that they can control this awesome power. As they bring in minions from other planes in the form of Slaadi, the repercussions of their actions is already main plain in sweeping weather changes. The only way to stop them and close the portal is to gather ancient weapons - those forged by the metal kings.
A silver ring
A golden crown
A mithril hammer
A copper sword
An iron axe
A bronze long sword
Seperately, each artifact is powerful, but together they can close the portal and send the Old Ones back...if they can be found. And the counsel....who are they? The prince and his lady Mira are simple enough but the rest remain a mystery. And how do the mines tie in to all of it?
Sunday, April 02, 2006
- To move the battles along quicker, spell casters must have their spells ready and fighters must have their chosen weapons ready when their initiative is called. If you're not ready, you lose your turn and I still get to hit you. Then the monsters get to hit you.
- I award a 10% experience point bonus to anyone who writes AND THEN GIVES TO ME a drawing, diary entry, letter home, figurine, diorama, flyer you are having your lacky post, or any other creative piece relating to/about the previous game. I will even accept cakes, assuming they are decorated to depict something that happened in the previous game.
- Let me know at least 24 hours before the game whether you are going to make it. This is an important courtesy - I do not want end up with one poor soul on my doorstep, 20-sider clutched desperately in a sweaty palm, squeaking “What do you mean I get to finish the bone ooze battle all by myself?!??!?!”