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Where The Heart Is


Evening Awaits (DM/Al) 
Tuesday August 14th, 2007 9:35:21 PM

The lights of Heranmar shine with the promise of foamy tankards in the welcoming atmosphere of the local inn.

Peerimus describes the inn and the store with the door in the back that leads to the Catacombs.

Neither Randall nor Vinder nor Durgan nor Kazak have ever heard of Heranmar. Further none of the four save Vinder have ever even heard of the Catacombs. They should be in for a surprise.

Trace looks at the back of his hand with nostalgia, but no sooner does he express the desire to have the tattoo back, than the broken and spiraling pinwheel fades back into place. Trace's tattoo has returned.

Vinder and Randall eye the items scattered across the grass, fading to darkness in the evening light. Peerimus warns caution and plans to remain in the glade. Durgan and Kazak, with their dwarven Darkvision and Firn'gaer with his gnomish Low Light Vision can see the items just fine. But the humans are beginning to have a tough time. Light would be nice. Or a lighted place. But who will be going? And will they take the items still lying on the ground, or will they leave them with Peerimus and look at them in the morning? Past experience tells most of the group that the store with the Catacombs is probably closed, though the proprietor would most likely be happy to open the store especially for the Heroes of Heranmar. If they were to wake her up.

Lying in various places on the ground are ...

A pair of what at first they appear to be gloves. But closer examination reveals them to be gauntlets made of a finely crafted metal. The metal flexes with a supple response greater than the softest of doe hides and presents almost no weight at all.

A long dark feather with a red streak down its length. The thin leather thongs tied to the nib seem to indicate that this might be braided into the hair.

A long shining Greatsword.

A fist sized statue carved of mottled granite. A dwarf with a pike stands atop stone battlements, thrusting with a long pike at enemies undisplayed.

A composite longbow of dark and well polished wood.

A rag doll the size of a tankard of ale. Dressed in leathers and wielding a dagger in one fist, one can almost imagine that the expression sewn onto its face is a jaunty wink.

A hand and a half sword that, for all the Wold, appears to be made out of some sort of dark stone.

A white enfolding cape or mantle with a red cross upon the back.

A starburst shaped pendant three and a half inches in diameter.

A wooden case. When opened it is discovered to contain four thick, yellowing scrolls. Each is tied with a different ribbon and sealed with black wax bearing an unblinking eye.

A dark yellowy yew staff, five and a half feet long and but an inch in diameter. It is without ornamentation except for two symbols at the upper tip.

Peerimus and Yorrick. 
Tuesday August 14th, 2007 9:40:30 PM

Peerimus produces an everburning torch. "Ah much better." His eye casts to the items, he knows, or rather expects the result and casts Detect Magic.

"Cousin Quinn? Can you detect evil?"

"Regardless of who decides to sleep where this beautiful evening, I think if would be best if we conducted our investigation of these items here and not bring them into town."

Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, *Detect Magic
Level 1: *Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2: **Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3: *CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4: Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5: *Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6: *Heighten Flame strike, Transport via Plants, *Extended Wall of Fire
Level 7: *Fire Storm, *Sunbeam


DM/Al - Addendum 
Tuesday August 14th, 2007 10:41:00 PM


Strong Auras:
A long shining Greatsword.
A white enfolding cape or mantle with a red cross upon the back.

The rest are Overwhelming.

Roll Spellcraft, Peerimus, if you want Schools of Magic.

Quinn 
Tuesday August 14th, 2007 10:53:54 PM

Quinn smiles at Peerimus "Cousin? I like that. But of course, Gargul grants me the ability to detect evil and I will meditate for the spell in the morning."

Quinn looks over the items in the grass "We need to get these items identified and apprasied to see what we want to sell. I have my eye on some high priced toys." Quinn starts to twirl his goatee at thoughts of his new toys.

Trace and Shadow 
Wednesday August 15th, 2007 3:00:06 AM

Trace pats Shadow on her side, "well can anyone guess witch one I would like?"

Yves-Randall 
Wednesday August 15th, 2007 6:21:21 AM

Casts identify on the staff and the scroll case. I'll purty the post up tonight.

Firn'gaer  d20+8=22
Wednesday August 15th, 2007 10:00:43 AM

Firn'gaer is in a daze. He wonders what he will do now that the balance has been restored.

The gnome thinks for a while in silent contemplation.

Marteaus...Marteaus, I don't know much. Religious knowledge is only a hobby for me.

[Knowledge Religion DC22]

**************************************

The long night seems to be over as the warming light of day casts its first rays on Firn'gaer. He takes a moment to close his eyes and feel the world around him. Rufus, too, takes time to enjoy coming out and sitting on the his master's shoulder.

After a few moments of quiet enjoyment, Firn'gaer turns to his companions. Before him the items of powerful magic lie. "I cannot identify 'til proper rest, but if you like I could put a shelter right here and we could rest here...or we could take the items into the town and the warehouse and rest there.

The gnome stands hands on hips waiting for a decision.

Peerimus addendum  d20+14=33 d20+14=23 d20+14=21 d20+14=20 d20+14=18 d20+14=15 d20+14=15 d20+14=25 d20+14=15 d20+14=18 d20+14=29
Wednesday August 15th, 2007 10:24:10 AM

spellcrafts just down the list originally given
(33 23 21 20 18 15 15 25 15 18 29)

Vinder the Hilt 
Wednesday August 15th, 2007 10:58:29 AM

"I agree with Peerimus," Vinder says. "We should probably let these items lie until the proper spells have been cast upon them."

"I'm up for a nice fire and some good conversation. Might be a chance to get to know one another. I'm grateful to you all for allowing me to come out of...that...with my skin in tact." He gives everyone a toothy grin.

If people agree on staying the night in this clearing, Vinder will assist in preparing the site, gathering wood for a fire, cooking, etc.

When everyone is settled, he begins to tell the others a little about himself. "I'm originally from Dirt City, but I don't know if any of you are familiar with the area. I don't know where we are currently in relation to Dirt City. I worked for the House of Keys. We had a bit of a falling out, and I've been traveling ever since."

Peerimus 
Wednesday August 15th, 2007 6:12:47 PM

Peerimus nods to Firngear, "The lodge would be nice. A little comradery about an evening fire when there is no threat of imminent death or battle Is just what we need."

Peerimus will cast Daylight and move about the clearing to at least inventory evrything

Durgan 
Wednesday August 15th, 2007 6:33:47 PM

"So are we goin ter get a drink or not?" The dwarf seems a bit grumpy that his second choice might happen instead of the first.

Randall 
Wednesday August 15th, 2007 6:49:16 PM

Randall picks up the staff and pendant to examine them....

" I have two identify spells ready. I can cast these now and start finding out what we got. Between me and Firn'gaer, we should be able to identify the rest of the items tomorrow after we re-learn some spells. "

:: Randall casts IDENTIFY on the staff and pendant. He then opens the scrolls and tries to identify them. ::

" Now then... let's drink. "



Kazak 
Wednesday August 15th, 2007 7:46:42 PM

"Catacombs ??......is that taveren ??....hope they have dwarven ale " grins the dwarf

Eyeing the items ahead " intresting stuff " muses Kazak as he takes a few steps closer but pulls up short aftera few steps as he awaits the spellusers investigations

Firn'gaer  d20+24=41 d20+24=36 d20+24=44 d20+24=28 d20+24=30 d20+24=37 d20+24=40 d20+24=30 d20+24=44 d20+24=42 d20+24=44
Wednesday August 15th, 2007 9:32:28 PM

"Consider it done." Firn'gaer says. He pulls a scroll from his haversack and finishing the incantation written on it brings forth a Leomund's Secure Shelter.

Firn'gaer will spend time scanning the magic items and determining the magic type on the items.

Spellcraft in order: DC 41, 36, 44, 28, 30, 37, 40, 30, 44, 42, 44.

Magic Near Heranmar (DM/Al) 
Wednesday August 15th, 2007 9:37:52 PM


Peerimus casts a Detect Magic spell upon the items. A brilliant glow nearly blinds the druid's sight, but he perseveres, and the auras of each of the items begin to separate. The auras of almost all the items is Overwhelming. They must possess incredible power, power the likes of nothing he's ever seen before. Of all the items, he can only identify the auras of four. (Results below)

Randall chooses two items to identify, and he reaches for the Pearls that must act as Material Components. He rummages through his things, looking again and deeper. Nothing. No Pearls. He must have forgotten to pack them before going to that fatal meeting from which he had been abducted. Then, upon hearing the results of Peerimus' Detection spell, the wizard realizes that a simple Identify spell would most likely be ineffective upon most of these items anyway. If the auras actually are Overwhelming (not to cast doubt upon the druid's skill) then these items are the a treasure hunter's dream the mother load of magic items. It would require a Dweomer to identify their properties.

Firn'gaer considers what he knows of Marteaus. A god of Testing. God of disease and suffering. The credo of his followers is that disease and the anguish that comes with it is the perfect tool for culling the weak and honing the power of the Noble races. Treatises have been written that speculate at the gods involvement in evil and destruction. They point to the demonic resemblence of the god's likenesses depicted in temples of the faithful. The information paints a dark picture of a potent enemy. Firn'gaer recalls that S'bat the wererat cleric, later a lich, had been a follower of Marteaus. The Anti-chaos group had mentioned the god several times as well.

The night, however, is peaceful and comfortably cool. Firn'gaer offers to conjure a cottage for the night and Peerimus lights the glade with Daylight.

"Don't move, I'll be right back." Savin winks and speeds off into the dying light. Less than half an hour later, he reappears just behind the rumble wooden wheels across the forested ground. Savin walks into the light accompanied by the smiling Innkeeper pushing a large barrow cart. In the cart are two wheels of cheese, several loaves of bread, sliced meats, two ripe melons, a covered pot of stew, and a small keg that smells quite suspiciously of ale. Hanging over the sides of the cart are two haunches of meat, one a venison and the other mutton. They look just the right size for Yorrick and Shadow.

"Master Savin says you've returned from saving the Wold or some such." He gives a hearty laugh. "Saving the Wold!" With a chuckle still upon his lips, the Innkeeper begins unloading the barrow.

+++++++++++++++++++++++++++++++++++++++++++++++++

Gauntlets Overwhelming Evocation
Feather Overwhelming Unknown Aura
Greatsword Strong Evocation
Statue of dwarf with pike Overwhelming Unknown Aura
Composite longbow Overwhelming Unknown Aura
Rag doll Overwhelming Unknown Aura
Bastard sword Overwhelming Unknown Aura
White cape or mantle Strong Abjuration
Starburst shaped pendant Overwhelming Unknown Aura
Wooden case with four scrolls black seal with unblinking eye Overwhelming Unknown Aura
Yew staff, two symbols at the upper tip Overwhelming Conjuration

Note: Savin's having difficulty with his computer so I took the liberty of posting for him.

Quinn 
Wednesday August 15th, 2007 11:15:32 PM

Quinn moves over to the small keg and takes a deep whiff. "Just what the Apothacary ordered. Who needs a mug!" Quinn digs into the food and Ale and looks up at the Innkeeper "Do any of your friends or family have anything that ails them? If so send them to me tonight and in the morning, I will see what blessing of Gargul I can lay upon them."

With his belly full, Quinn will receive any that the Innkeeper sends his way.

Quinn will meditate on the spells needed to care for those that visit him that evening. In the morning Quinn will detect good and then evil on the items. After the alignment check is complete he will address those friends of the Innkeeper.

"What are the plans for the day?" Quinn asks his new friends "I have to check on my friends of Gargul. I will be back in the morning."

If there is nothing pressing, Quinn will teleport or greater teleport to visit his followers. Quinn will call back before leaving "See what this lot is worth. I have a church to build and do not need many trinkets."

Trace and Shadow 
Thursday August 16th, 2007 2:28:26 AM

Retrives some food for him and Shadow. Trace then moves over to Firn'gaer, "your problem with Martus is my problem and I am sure the rest of us will follow along." Trace then shows him how he wished for his chaos tatoo to return and did. Lets enjoy a week of r and r and then search out his minions and work our way up. I bet if we squeeze the smaller ones they will give up some needed info.

Vinder the Hilt 
Thursday August 16th, 2007 10:21:01 AM

Vinder is a little bothered that no one seems to want to converse with him.

What good is traveling together if you don't know anything about the fellow you're fighting with?

He shakes his head and helps himself to some stew and ale, emptying his water skin so he might fill it with the preferred drink. He settles in for a comfortable evening, watching the others go about their activities of scrutinizing the new found items or planning future endeavors.

Peerimus and Yorrick 
Thursday August 16th, 2007 3:07:18 PM

Peerimus looks at the items. "These are amongst the most powerful items I have ever encountered. They certainly rival Altman, Faraday and the others." His eyes fall across the items and then to the companions about him. "It also appears there is some providence at work, given the number and seemingly specific items at hand."

Peerimus still cautions against the handling of them until Quinn elaborates that he can Detect Evil until tomorrow morning. "I would prefer not to wait so long. I am going to ask Mother to send assistance. Please make no moves to touch or communicate with what she sends." Peerimus then starts Praying, but unlike his calls for help to Father in battle, this is much softer, the words more beautiful and is directed towards Mother. [Spont cast SNA IV for Flame strike...Unicorn]

The magnificent animal appears and the druid greets it with a slight bowed head in the Sylvan language. In Sylvan still, Peerimus thanks him for coming and asks him to use his abilities to Detect Evil in the area and let him know what he discovers. Peerimus will then thank and dismiss the unicorn.

Upon the conclusion Peerimus asks assistance in gathering al the items and monies lying about and bringing them inside the shelter provided by Firngaer.

Savin arrives with the Inn keeper and Peerimus greets both cheerily. Inside with fresh food and drink, Peerimus gives Yorrick a haunch of meat and then gets comfortable.

"I have not heard of Dirt City, but my information on the far north is scant at best. I can tell you that you are on the southern continent Vinder and several months of ocean are between here and there." Peerimus pauses a moment, a small furrow appearing on his forehead, and continues, "I am a very straight forward man Vinder. What do you mean a falling out? I can guess well the last part. But if you bring enemies hunting you to us, we need to know." Peerimus looks towards the others, "It goes for all of us. For my past, I have nothing of that nature."

"I met Savin and Trace outside the very town we are by for the very first time several years ago. Before that I travelled far, led by Mother and Father where they willed and where I wished. The Chaos mark was nothing more than another path laid out and so I followed. I will tell you all I intend to create a grove in these very trees. That will be my immediate concern and I expect it to take some years to accomplish. I also think I will need to travel during that time and if any here wish to come they are welcome, as I will travel with any of you. I am in no hurry."

Peerimus raises a brow to Quinn, "Would it not be better for any to seek you out in the morning if they wished?"

Peerimus then gives the quick and easy run through on the catacombs.

Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, *Detect Magic
Level 1: *Endure Elements, *Faerie Fire, *Long strider, Obscuring Mist, *Pass without Trace, Produce Flame x2
Level 2: **Barkskin x2, Spider Climb, Gust of Wind, **Resist Energy x2
Level 3: *CMW, *Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4: *Flame Strike, *Freedom of Movement, Dispel Magic, Ice Storm, *Air Walk
Level 5: *Animal Growth, *Extend Greater Shillelagh, Heighten Poison, Deathward
Level 6: *Heighten Flame strike, Transport via Plants, *Extended Wall of Fire
Level 7: *Fire Storm, *Sunbeam

Savin 
Thursday August 16th, 2007 3:20:37 PM

(posting from work, won't have my home computer til tomarrow....hopefully.)

Savin brings the food and starts spreading it out. His eyes keep drifting to the staff. He finally can't resist and saunters over and picks it up. "Peerimus, somehow I can't believe that the being we left behind to scatter amongst the cosmos would send us evil items or if she did, a simple cantrip would indentify it as such."

Savin looks at the staff trying to determine if it is a weapon, like a quarter staff or more of a mages magic summoning weapon. If he can't tell anything, he will swing it around seeing if he can sense anything. Finally he will put it back down and then pick up the quantlets. He will put them on and flex his fingers seeing if he can tell anything.

Randall 
Thursday August 16th, 2007 7:43:08 PM

" Hey Firn'gaer, an analyse dweomer spell would do the trick on these items.... you have any of those? "

Durgan 
Thursday August 16th, 2007 7:53:46 PM

Durgan walks over to the Innkeeper and claps a hand on his shoulder. "Sir, ye are my new favorite innkeeper." Then Durgan rummages through his pack and retrieves a well-made(and oversized) mug with the Stonewall clan symbol on the side. He eats and drinks with relish, and no one dares to place their fingers too close.

"It seems we have vanquished one enemy only to have another take its' place. Oh well, I don't think me and me brudder are goin home anytime soon."

"Vinder, I wasn't ignoring you lad. But when treasure and food in equal measure are shoved in a dwarf's face, ye can hardly blame me fer bein distracted."

"Ye want to know about me? Then listen well." Durgan stretches back and lets an impressive belch rip. With a nod to the Innkeeper and a fresh mug of ale, he launches into a tale of his past in dwarfish fashion - long and not to the point. "I spent many an hour learning the lessons of fire and metal. An heir to the patriarch of the clan, I was taught several trades instead of the usual one, and I was good at em too. But then the wars came. Like all good Moradin-fearin dwarfs, I answered the call to battle. Along with my brudder, we fought many skirmishes over a period of several years with an organized force of orcs and goblins. They had some various giant and troll allies too. We eventually broke their army at a major battle, and were free ta return to our beloved work."

"But then the blasted tattoos started actin' up. We had em since birth, Kazak and I, but they didn't do much fer a long time except raise curiosity. We was even tested ta be mages.(Durgan shudders at the thought) So, to end a long story, Kazak and I both ended up leaving the clan to find out more about the tattoos. And find out we did eh? We both left under slightly different circumstances, but were expected not to return until the tattoos were taken care of."

"The Avatar said we could control em now. Make em invisible? I suppose we could even return and hide them. But I don't like the sound of those other "chosen". That doesn't sit well with me. Think I'll stick around a bit and see if sumthin can't be done about that."

As he finishes his story, a noticeable amount of the evening has passed by. And a noticeable amount of ale has passed through Durgan's lips.

Kazak 
Thursday August 16th, 2007 8:09:50 PM

Smiling as Savin comes back with food and drink aplenty " i'm starting ta like you more and more " laughs Kazak

Letting the mages deal with the newly found items as dwarves are not overly fond of magical quality's unless imprinted in dwarven steel....Kazak only helps in gathering up the items for Peerimus......"intresting sword " mutters the warrior.

Joining Durgan the dwarf rummages thru his haversack and quickly finds four drinking mugs " a little ale ain't gonna hurt anyone " grins Kazak as he fills his mug

Sitting down near his brother.....but not near enough to lose a finger or two the hungry dwarf......Kazak just smiles and rolls his eyes as Durgan launches into a little family history

"Handing Vinder a mug full of ale " ya gonna need this " winks the 4'1" dwarf

Night and Day (DM/Al) 
Thursday August 16th, 2007 9:57:45 PM


The Children of Chaos eat, drink, and share the brotherhood of those who've faced death together. Most of the town is abed now, and none avail themselves of Quinn's generous offer of healing.

Shadow raises her head from her haunch of mutton as Peerimus brings forth a shining Horse with a horn upon its head. Yorrick, on the other hand, thinks nothing of it. The Unicorn, at Peerimus' request puts her nose to the items, pawing one or two with a silver hoof. Then her mane flies as she shakes her head to the negative. There is no evil here.

Savin cannot wait. He walks through the items, picking up the staff. It's shorter than he's used to, and lighter, more supple than stout. The two symbols on the head of the staff also speak to something that is less than a fighting man's weapon.

The gauntlets, with their light flexible nature also feel as though they will be, like the staff, frail things unsuitable for fighting with. However, upon putting them on his hands, Savin can feel the solid construction of the woven metal. They fit his hands like a second skin, but aside from this, there is no further indication of what the gauntlets might do.

Evening comes and goes. The group retires to the house that Firn'gaer has conjured. Morning comes when morning does.

The group stirs. After prayer, Quinn inquires as to the group's plans before vanishing in a pop of displaced air. He appears in the his group's compound just outside of the town of Threshold. The sun is just rising above the Gray Tooth Mountains. In the corner of the compound, Brother Webster is drawing water. Aside from him, no one else has yet bestirred themselves.

Back at the Grove, Peerimus prepares to head for the Catacombs, while Randall hopes that his fellow wizard Firn'gaer might have just the spell to suss these artifacts without laying out a copper in fees.

The sound of wagons comes from the west. Through the screen of trees is the road, and vendors are already making their ways to the North Gate to set up market for the day.

Quinn 
Friday August 17th, 2007 7:08:56 AM

Quinn moves over to Webster and hugs him "It is good to see you. I thought I might be standing next to Gargul the next time I saw you. Gather the other as I have some tales to tell everyone, especially one possible future I saw."

Quinn will take over drawing the water as Webster hurries off. Quinn takes a moment to look at the small humble compound. Quinn thinks, I must provide better for my flock, hopefully the Children of Chaos will have identified and appraised the items when he returns tomorrow. It is time to spread some money around.

Quinn will spend the day with his follower, catching up on the news and regaling tales of how Gargul's gifts helped defeat the trials the group faced. Quinn will warn the group of his fathers escape. Quinn will also listen to the stories and happenings of his followers.

The next morning Quinn says good bye to his followers "I will be back in a few days to sup with all of you." and teleports to join his new found friends.

Quinn will stride back into camp "Did I miss anything exciting?"

Vinder the Hilt 
Friday August 17th, 2007 10:15:24 AM

Vinder nods his head at Peerimus.

A cautious man. That's good to know.

"If we were anywhere near Dirt City, I might be worried about retribution. Seeing as I up and just poofed off hundreds of miles away, I believe there's nothing to worry about. The City's reach doesn't extend this far. Besides, they were more interested in kicking me out than killing me."

Vinder accepts the mug from Kazak with a polite "thank you" as he listens to Durgan's story and finds himself drawn closer to the Dwarven brothers than the others of the group. They seem like honest and open folk, something Vinder isn't quite used to. He found himself refreshed by their forthright view on things.

When they speak about their tattoo and the trouble it's caused them, he finds himself investigating his own tattoo.

"I never gave it that much thought," he said, quietly. He seems to be thinking of something. "It was always with me and I just kind of accepted it." The man shakes his head in surprise. "I never thought it was a connection to something so big. I still haven't quite wrapped my mind around what just happened."

Trace and Shadow 
Friday August 17th, 2007 2:01:02 PM

Trace gets up and gets ready for the day. He walks over now knowing that the items are not evil and picks up the bow and examins it. Not sure but I am positive that this new bow is better than the one I have. My guess is I'll be selling my old one to get new armor.

Trace 
Friday August 17th, 2007 2:01:44 PM

not sure but I am positive

Kazak 
Friday August 17th, 2007 8:52:38 PM

The dwarf wakes slowly ...easing into the morning......stirring the embers from last nights fire he starts the fire ......boiling some water he ready's some tea for breakfast....a little bread and cheese for breakfast and Kazak grins pleasantly as he ready's himself for the day

Durgan 
Friday August 17th, 2007 10:36:54 PM

"Tea?" The dwarf grumbles to himself as he looks over the remaining food on the cart. He shakes his head at his brother, then his first stop is to attempt to fill his mug with more ale. He then grabs a little of the leftover food restraining himself so as to leave some for the others. There will be no leftovers after everyone else has finished eating.

Savin 
Friday August 17th, 2007 10:52:39 PM

Savin sighs as he pulls of the gauntlet. He lays them gently onto the ground and examines the rest. He picks up the feather and looks at it closely. "I wonder what this does? A feather is sort of up your alley isn't it Peerimus? Sort of has a natural feel to it?"

He places it back where he found it, will slip out of his cloak and try on the cloak/mantle he finds to see if it does anything.

Firn'gaer 
Saturday August 18th, 2007 6:52:30 AM

Firn'gaer memorizes analyze dweomer, three of them, in the morning and takes a look at the items the group has found.

"If anyone has anything they want identified, bring it here."

Peerimus and Yorrick  d20+21=40 d20+21=23
Saturday August 18th, 2007 11:50:50 AM

Peerimus confers with Firngaer, "So you can determine at least three of them tomorrow and we will simply have to go through them over the next few days. Start with the Cape the scrolls and the Yew staff."

The druid refills his tankard, listening to the dwarves and Vinder. "Fair enough Vinder then."

Catching Savin's glum look, Peerimus smiles and stands up. "Long face Savin, Those gauntlets have Overwhelming Evocational magic on them. To me that says combat. Nothing will be apparent from just slipping something like on and waving them about." Peerimus gives his shoulder a pat and then adds, "And don't even think about putting those on and hitting a tree."

Peerimus takes the feather from him and looks at closely. He moves the feather to better light and sees if he can determine the creature it came from. [Know Nature 41 (animals, fey, giants, monstrous humanoids, plants, vermin)] "Yes it does," he says absently, his attention fully caught.

In the morning Quinn leaves, Peerimus nods as he does. Outside near the brook, Peerimus checks the weather [know nature 23] and takes an hour to prepare spells and to investigate the small copse of trees. Peerimus will cast Speak with Plants and Animals and coverse in a general how are we today sort of way.

The Day in Threshold (DM/Al) 
Sunday August 19th, 2007 12:46:55 PM


Brother Webster's voice drifts from the various buildings of the compound, voicing excited calls to rise as Quinn draws water up from the well. Willow is the first to emerge, her shift still not yet belted. Her sister Wendy comes out not far behind her sister. The fighter Jackson throws open the barracks door. His hair is wild and his shirt is still to be buttoned. Herman, Bruce, Orville, Grogan, the dwarf Brault. Thule comes from his private quarters. Samantha follows the others from the room she has in the home where Webster lives with his two daughters. Unlike the others, she is smartly girded in her armor. Leif waves from the lookout tower in the corner, but he does not leave his post.

They all speak at once, a babble of voices, until Thule clears them out and sends them on their morning chores.

At the Break of Fast comes the news. Folks from the town of Threshold have been coming to the compound for small healing magics. Not as many as might be expected, though. From the scuttlebutt, most go to an old crone who is said to have skills in midwifing as well has knowledge of healing and alchemy.

Leif reports that his forays east show no sign that the Rift might be reappearing. Nor does he report any sign of the town of Abandon.

"He'd like see more if he kept his elf eyes on the ground and not on the moon," Brault laughs around a mouth full of fried eggs.

"You'd notice the lavender tint to the moon as well, Brault," Leif returns the jibe, "if you're head were not always buried underground."

"Tis nothing master Quinn," assures the elfish ranger. "Just a curiosity of these parts."

The day proceeds without incident. One patient enters the compound to request healing. He is a merchant, relatively new to Threshold, who spends nearly half his time between here and Hook City. The next morning, before anyone else rises, Quinn returns to the grove outside Heranmar.

The Day in Heranmar (DM/Al) 
Sunday August 19th, 2007 12:48:10 PM


With sunlight streaming in through the windows of Firn'gaer's magic cottage, the rest of the group breaks the fast in their own unique ways. Each waits in anticipation for the results of Firn'gaer's Dweomer. Savin, impatient as always, tries on the white mantle with the red cross on its back. It covers him well, and looks as though it might even be good for keeping rain from his clothing and pouches. But other than that, he feels nothing extraordinary.

Peerimus examines the Feather. It is clearly from a feathered creature, but no creature that he can identify. There are feathered creatures that come from realms other than that of the All Father and the All Mother. Or, his inability to recognize this feather might come from the fact that it comes from a creature long gone from the Wold. It is difficult to say. But clearly this is not a down feather. By its construction it is a wing or tail feather, long and sleek. Peerimus notes the fine leather thongs attached to the nib and also concludes that this would likely be worn braided into the hair.

Firn'gaer settles on the floor in the middle of the cottage. All of the items are arrayed around him. From a pouch he produces a fine golden loop into which is set a ruby lens. Then he begins the spell.

Through the ruby lens the properties of the items are revealed to the gnomish wizard. (Listed in separate post.)

Afterwards, Peerimus wanders outside to commune with the Mother and Father. The group has traveled to so many different places that the sense of Season is lost. But to the druid's knowledge of such things, it is now early Summer. The budding flowers of Spring have dropped their petals and seeds are in the ground. Now comes a time of growth for this temperate seaside area, full of long days and sunshine. (Note: that determining the Weather is a Survival Check. Knowledge Nature will only tell you of the Season.) When Peerimus speaks to the trees, bushes and grasses, they hum with contentment and welcome the druid with waving fronds.

The Results of the Dweomer (DM/Al) 
Sunday August 19th, 2007 12:57:25 PM

The words comes quick and clear. The detail with which Firn'gaer describes the items reveals his high mastery of Spellcraft and things Arcane.

Greatsword, Holy, Axiomatic +1 (Magic Item)
Mantle of Faith (Magic Item)

Velvet Fist (Fate Item)
The feel of these gauntlets is so light and supple that, at first, one might mistake them for gloves. Closer inspection, however, will reveal that through some process of magic and extraordinary master craftsmanship, they are made from Adamantine.

Also, beneath the humble exterior of these gauntlets are powerful energies for good, and magically enhanced combat abilities. (+3 Mighty Fist, Merciful and Holy.)

Only usable by Lawful Good.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Feather of Affinity (Fate Item)
Worn in the hair, this feather allows the user to comprehend and communicate with any creature with the type of Animal, Magical Beast, or Elemental as if affected by a permanent Speak with Animals Spell.

In addition, the Feather also allows the wearer to use Charm Monster Once per day using the wearer's most relevant modifier for the Saving Throw in the same way as a Staff is used, as opposed to using the minimum for the spell as with many magic items.

The Feather of Affinity is usable by anyone with the Wild Empathy Class Ability.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Pikeman's Wall (Fate Item)
A fist sized statuette of a dwarf holding a foe at bay with halberd in hands, this magic artifact does not easily reveal its special nature. Only when the person in possession of the Pikeman's Wall assumes a Defensive Stance (Class Ability) in combat does it reveal itself.

The Pikeman's Wall allows the wielder to double his current reach. If the owner of Pikeman's Wall is of medium size and wields a normal weapon, the five foot reach magically becomes a ten foot reach. If that person wields a Reach Weapon, the ten foot reach becomes a twenty foot reach. Reaches double for larger sizes as well.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Whispering Bow (Fate Item)
A +3 Holy Seeking Composite Longbow of layered dark and light woods, The Whispering Bow guards the righteous through the darkest of forests. It knows right from wrong and can read the intent to harm it's wielder. The Whispering Bow also adjusts her Strength to the Strength of the user. (Add your STR to Damage. No penalty to attack if your STR is less than the STR of the bow.)

In addition, the Whispering Bow is intelligent. (INT: 10, WIS: 14, CHA: 14, EGO:11, Neutral Good; Speaks Common, able to speak telepathically to the wielder, Blindsense 120 feet)

The Whispering Bow will only use its powers for those of good alignment. Anyone of evil alignment who uses the bow will receive false information as the bow attempts to bring the evil one to a bad end.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Jack of All Trades (Fate Item)
The Jack of All Trades is a small ragged doll with a blank face. Dressed in leathers and wielding a small wooden dagger, the Jack of All Trades looks with favor on boldness and valor. He's your friend and companion if you'll have one.

After a holder possesses Jack for a day, the face begins to have features (spots for eyes, line for mouth). The longer Jack is in the possession of one person, the more Jack begins to take on his likeness. After a week, Jack has the physical likeness of the possessor. After a month, Jack's equipment will become identical to the possessors.

Once per round, as a Standard Action, you can ask the Jack of All Trades will grant prowess in any skill. This comes in the form of an Aid Another bonus of +5 on the first round of this skill's use. On the second round and for each succeeding round, the bonus jumps to +10. The bonus for this particular skill remains in effect for one hour or until Jack's friend asks for help with a different skill. Then, again, on the first round of use, the skill bonus starts back at +5. Jack may only enhance one skill at a time, and Jack also knows when his friend is really using the skill and when he's just waiting for the bonus to rise.

This is applicable to any of the Skills in the PHB, including Knowledge Skills and skills that are, for the user, cross class or even restricted. If it is a restricted skill, it then becomes available to the owner of the Jack of All Trades, but only for the duration of the bonus. Jack of All Trades will only tolerate persons of Good Alignment.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Stone Sword of Turak Nor (Fate Item)
The Stone Sword of Turak Nor is an artifact out of the furthest antiquity. Shaped and dedicated in the ancient halls of deepest Turak Nor, it favors masons, builders and artisans. This Hand and a Half sword (Bastard Sword) can cut through earth and rock like butter, and woe to the creature of the earth who threatens it's wielder.

Made of a Granite-like substance, the Stone Sword functions just like Adamantine Bastard Sword +3, Bane vs creatures made of Stone. In addition, the Stone Sword of Turak Nor allows the user to cut stone as one would use a continuous Stone Shape spell with a range of five feet -- length of sword. (Caster Level 3). Even Stone Golems feel the bite of this sword.

The Stone Sword of Turak Nor functions as a stone club for anyone other than a dwarf.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Star Mage Portable Library. (Fate Item)
This feat of magical craftsmanship puts a miniature library into the non-dimensional spaces concealed in a 3 and a half inch diameter, crystal encrusted platinum starburst shaped pendant. A potent magical item, the pendant can only be used by a Master of the SMG or higher (this assuming special knowledge of those of Master rank).

Scrolls may be stored within the pendant and reviewed simply by calling them to mind. (Retrieve scrolls for reading as a free action rather than as a Move Equivalent action).

The library comes stocked with the following, that may be drawn forth at will. (The following items require a Move Equivalent action to draw from the Pendant.)

- A Blessed Book (as DMG)

- A Deck of Illusion (as DMG)

- A Book of Lore (Fate Item): Upon touching the Book the user must think about what she wants to know (full round action). Upon opening the Book, the page will be about the topic at hand. Perusing the Book takes one minute, but grants a +5 on any relevant Knowledge check. A new question may be researched without restriction other than taking another round of concentration and minute of reading.

Further, all written material within the pendant are fully protected from the damage by fire, water, wind or any other external environmental cause.

Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Tome of the Wandering Advocate (Fate Item)
This book bears upon its cover an Unblinking Eye. (Ancient symbol of Gargulus; god of death prior to Year of Ascension). Reading from this book, a Cleric of Gargul can perform a ritual taking 24 hours. This ritual makes Hallowed (as per the spell) an area of 100ft radius, that it may remain under his protection until such protection is removed. (The area can be Unhallowed if the Cleric is Evil.) While the Book remains within the Hallowed area, it can further perform the following functions 1/day Mark of Justice, Atonement, Commune, and Heroes Feast, each at 20 CR. Also, once taken from the Hallowed area, the cleric may open the pages of the book and see the area he has chosen to bless with the ritual as though with a Clarvoiance/Claraudiance spell. This can be done at will as a standard action. The sensor may be also be moved to any other place within the Hallowed area as a standard action.

Removing the Hallowed effect requires that the priest be within the Hallowed area. At that point he may remove it with a Standard Action. At such time the priest is then free to establish the Hallowed area in a different place. Only one Hallowed area may be active at any one time.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Lhari, the Staff of Evocation. (Fate Item) (34 charges)
Five and a half feet long and but an inch in diameter, this dark yellowy yew staff is without ornamentation except for two symbols at the upper tip; one is the well-known symbol of the Star Mages Guild, and the second and equally well known broken wheel sigil. Slightly smaller than other staffs, it is lighter and quicker to maneuver in combat.

Lhari has all the functions of a normal staff of Evocation listed below
• Magic missile (1 charge)
• Shatter (1 charge)
• Fireball (1 charge)
• Ice storm (2 charges)
• Wall of force (2 charges)
• Chain lightning (3 charges)

In addition, Lhari is intelligent. (INT: 16, WIS: 16, CHA: 10, EGO:13, Chaotic Good) Vision 120', Darkvision 60', Hearing 60'; Speaks and Reads Common, High Woldian, elven, draconic)
Lesser Power Skill: Knowledge: Local (Children of Chaos)
Lesser Power Skill: Knowledge: History (Southern Continent)
Lesser Power Detect Magic at will
Note: Lhari can use the functions of the Staff of Evocation. Because his 'life' is linked to charges remaining in the Staff, Lhari will not use them on his own unless the situation is dire indeed.

Lhari is a passionate hobbyist, easily distracted, doesn't remember well and doesn't listen very well except in his field of Knowledge. He is usually quiet and contemplative except again when his hobby comes to bear. At these times, he is fussily persistent in getting the exact right piece of information.

Lhari didn't start out as intelligent, but is the partial memory of the last Master Star Mage who owned this staff of Evocation. Newly created for an exhaustive search to the matter of chaos, the Loremaster Lharistaphanatus followed wherever the trail of knowledge led. For several years he wandered, never able (or indeed wanting to) find his way back to the Star Mages and New Elennia. He learned about the Children of Chaos and the Destroyer Cycle, but then took a turn into Koshe Marr where he met his end. The final minutes of Lharistaphanatus' life were so traumatic, that a piece of his psyche inhabited his staff and assumed a life of its own. Lhari doesn't know the specifics of this episode, and is much more interested in gathering knowledge than anything else. Lhari will actively fight, cajole, persuade his new owner to NOT use the final 10 charges in the staff, for once all charges are expended, Lhari will also cease to exist.
(Known to be intelligent, Fidelia did not provide him to any minions for fear that he would dominate said minion at the exact wrong time.)

Lhari prefers persuasion, but will try and attain dominance if any of the following occurs

- holder attempts to use a charge with 10< charges remaining

- holder ignores new information possibility about the Children of Chaos and the Chaos symbols.
Created by Al Chang (changa@charter.net) and Stephen Knotts (stephen.knotts@us.army.mil) 8/19/07

Randall 
Sunday August 19th, 2007 2:59:15 PM

"Hey Peerimus, what's this Catacombs place anyway? "

ooc> I'm not sur if Randall would know of the Catacombs. Once Peerimus describes it he'll want to go too. Any issues with this from a DM perspectif?

No, you're right. The Catacombs did not exist at during either Randall's time or the time of Kazak and Durgan. I'd say, though, once Randall hears the description, he'd be very excited. --Al

Savin 
Sunday August 19th, 2007 10:39:20 PM

Savin listens to the descriptions and smiles when he hears about the gauntlets and picks them up once again. "If no one minds, I think these are tailor made for me." Savin slips off his glove of storing and puts on the fate item and marches over to a tree.

"Hey Peerimus LOOK!!!" Savin will throw a savage punch at the tree, pulling the punch just before he connects. He winks at the druid and their leader and says, "Just kidding!"

He races back to Quinn and says, "Wow, an ancient artifact imbued with the powers of your God. Can't see how you are gonna sell that. Of course you could donate it to your church but don't you think you should hang on to it. Almost seems like Gargul thinks you should have it.

I would think Trace should get the bow, and Peerimus the feather. Maybe Firn'gaer should get that portable library. You are in good with the Star Mage Guild right?

I would think Vindar gets the doll that can help his skills. Seem to go along with his rogue skills but the rest is less clear. We have shared a Wold shaping event but really I don't know some of you as well as I should. We sort of got thrust together."

Quinn 
Sunday August 19th, 2007 11:13:39 PM

Quinn smiles at Savin "This needs to be in a temple on Gargul and not the hands of one of his adventuring priests. I think I can find a appropriote temple for its uses and maybe exchange it for a few trinkets that may be of more use to those less grounded." Quinn gets a dreamy look on his face as he know this is a perfect item for a well established temple. Now he just has to think of which one would be able to put it to best use.

Quinn begins to twirl his goatee in ernest.

Peerimus and Yorrick  d20+26=28
Monday August 20th, 2007 10:10:34 AM

The druid nods to Savin and begins to braid the feather into his hair. "It would certainly seem fate has blessed us all." Savin moves towards the tree with gloves donned and Peerimus stares unblinking. He has know the man a bit too long to be pulled into reaction by this. Instead he smiles back, his own eyes alight with mischief. "I would suggest caution Savin. The tree might hit you back."

Peerimus walks over to Quinn, "Cousin, the book seems designed to create a holy place. Would not all of the existing temples already be holy and hallowed? This book would allow you to keep your followers safer by placing them under the full affects of a Hallow spell, you could keep an eye on them from anywhere our travels might take us and telport instantly back if they need you and they would never be wanting sustanence because they could create the Heroe's Feasts everyday. What individual items could possibly serve your followers better? Do not be so consumed with the aquisition of magic and personal power Quinn that you loose sight of those that count on you. I will say no more on the matter."

Peerimus then changes the subject. "I have another topic I would like to discuss with you though. I plan to create a grove here and as one of the first steps towards that I wish to set forth the guardians. I would ask for you to cast a few spells of empowerment upon me at a specific time to assist me. I will also be asking the same of Firngaer."

[survival check for Weather 28]

Vinder the Hilt 
Monday August 20th, 2007 10:47:20 AM

Vinder breaks his fast with the others, complimenting the innkeeper on his culinary skill. After Firn'gaer has identified the items, he approaches the collection to ooh and ahh over their collected abilities.

"A doll, huh?" Vinder says, picking up the ragged thing. He gives it a hard look, and then looks at the others. "I don't want to hear any jokes about carrying a doll," he says before cracking a slight smile.

He shakes his head and turns fully about to face the group. "But seriously, if no one objects, I'll claim this little fella as my own."

Quinn (Second Illegal Post) 
Monday August 20th, 2007 12:58:16 PM

Quinn looks at Peerimus "You have got to be kidding right? The item does nothing for setting up a new temple. I can cast most of the spells already and they are not want. The item is powerful but not useful to my situation. My followers need stone and raw steel stock to move forward and I do not have the funds to acquire them. This item only makes me magic rich and wish a scaled down version of magic. Other that follow Gargul can use the item on the Northern continent better than I."

Quinn looks to Peerimus. "You must tell me what spells you require or I may not have them handy when you need them. Also, I will be visiting Threshold again tomorrow. Please be specific cousin."

Kazak 
Monday August 20th, 2007 4:10:52 PM

As Knowledge of the items become known the 4'1" dwarf steps over by his brother Durgan then kneels down on one knee as he eyes cast over the items .

Eyeing Vinder as he claims the doll and issues warnings with a smile " at least you'll sleep well " chuckles Kazak " if i have trouble sleeping maybe i'll borrow it "

Surveying the others as they choose their items he looks at Durgan "so brother whatcha gonna choose??.....that little dwarven statue looks like you " smiles Kazak " both of ya holding the center of the defensive line....ain't nuttin gonna break dat wall " adds Kazak respectfully

Standing up Kazak walks over to the two swords " both of dem are incredible works " as he first picks up the greatsword and holds it for a moment " dis is very nice ....but it has a presence about it.....a holy feel " shivers the warrior " a holy warrior i'm not " as he lowers the great sword back to the ground .

Picking up the stone sword and a half ....Kazak holds it with reverence " dis is dwarven made brother " whispers Kazak " it.....it ....feels like it was made for me hand .......it's like a piece of home " adds Kazak with awe in his voice as a tear rolls down a cheek ....." a true dwarven weapon master created this .....just hope i can be dwarf enough to wield it"

With a look around at the others " i would like the honor of wielding this weapon ....any objections ??"

Trace and Shadow 
Monday August 20th, 2007 4:17:31 PM

Trace with his new bow in hand, "I am headed to the catacombs to replenish my supplies, do yall need anything?" I figure a couple of days rest then I'll be ready for marching orders. I get itchy feet and willing to look for another fire to stomp out.

Durgan 
Monday August 20th, 2007 5:01:02 PM

"Catacombs? What's dat?"

Durgan joins his brother and agrees it is a fine sword. "No dwarf I ever knew was more worthy of usin that sword then ye are."

Durgan picks up the statue and looks at it as if with reverence. "Brother, do ye not recognize it? This item is spoken of in The book of Great Defense The book is so old that if it was not made of stone, it would have crumbled to dust ages ago. It is a relic of the followers of the dwarven defender mythos."

Durgan is speechless afterward.

Randall and Fluff 
Monday August 20th, 2007 6:05:04 PM

Randall picks up the magical staff and looks at it.
" Lhari meet Fluffykins, Fluffy, this is Lhari. So Lhari... how does it feel to be made out of wood? "

:: Once SOMEONE explains what the Catacombs is... ::

" We three would like to come along as well Trace. I'll need to find a way to switch Lhari and my fire staff out in battle. I'll likely have to switch out my rod for a glove of holding. And I need to but some spell components... but I warn you guys, the 1000 gp I have left isn't gonna help out much. And it certainly won't allow me to cast that handy dandy force cage. Lhari may be a nice stick and all, but this last adventure was less then profitable if ya know what I mean. "



News and Information (Guest DM SteveK) 
Monday August 20th, 2007 8:25:15 PM

Randall, Durgan, and Kazak all ask about the Catacombs in various states of excitement and frustration. Over the course of an evening, the three newly awakened and Vinder are regaled with tales of an Magic Item and Adventuring Gear Emporium that would rival anything in thier imagination. The Catacombs is a store that has direct branches (through magic) all over the known Wold, and even a couple of unknown places. The closest opening is at the back of the General Store in Heranmar, though the group knows of another site in HookCity and perhaps the locations of more still.
When an adventurer arrives in the Catacombs (ooc: goes to the Catacombs board in the Golden Arena) they take a number and wait to be called by a clerk. Once there, the Hero can sell, buy, trade nearly anything (ooc: any non-unique item in the PHB and DMG may be bought/sold)
The business of the Catacombs is in volume, and the ability to get exactly what a Hero wants can seriously prepare him or her for any forseeable contingency!
The Cousins of Chaos should be more than happy to bring them to the Catacombs.

(OOC: All are free to hit the Catacombs now)

Masterful magic items are sorted, wondered over and provided to the group.

The Velvet Fist is caressed on by Savin. He can feel the power of the gloves, yet can continue to work at his most dexterious. Taken with his prize, he questions Quinn on why the cleric's prize does not satisfy.

Feather of Affinity woven into Peerimus' hair feels right. The druid converses with Quinn about the benefits of the Book to him and his followers, but leaves the words as his last on the subject. Yet in other news, he states his intention to create a grove here outside of Heranmar and requests Quinn and Finr'gaer's assistance.

The Pikeman's Wall statuette is passed to the reverant Durgan, feeling close companionship to all the Defenders of his ancestors with the possession.

Trace takes the Whispering Bow and all hear soft, hissing words through the glade. "Ah, yess. Finally I have come to one worthy of my skillss" the bow whispers, "our enemiess will not esscape with our skillss together. I choosse Tracse Jacobss ass my hand, and you choosse me ass your bow."

Vinder makes cracks about the Jack of All Trades, but no matter the ribbing, he sees the little fellas benefits, and... Jack is already starting to look like the exile from Dirt City.

Also feeling the pull of his homeland is Kuzak while holding the Stone Sword. Perhaps he will be able to return soon and see the changes that have taken place in the last 50 years...

Lhari is introduced to Fluffykins by Randall, and the crotchety old soul within the yew wood harumphs. "Don't talk to me about the wee dragon, there. I'm much more interested in you and your marks. You are going to have to tell me all about your adventures especially these most recent ones about the Cycle." And the staff says the last word almost with reverence.

Quinn takes the Tome and will not hear his friends arguments; there are things that are needed besides magic, and the Cleric of Gargul intends to get those necessary materials. Perhaps his friends will know where to start looking for another conclave that would welcome so potent a magic item?

Only Finr'gaer is cautious about his gift of the Star Mage Pendant's Portable Library. Indeed, it may take time for all of the repercussions of these gifts to be fully felt.

Time flows freely, and a week passes in rest and recuperation, of seeking and searching, of learning and understanding.

(OOC: Time is going to be flowing fast, so each of the heroes have plenty of time to get private affairs in order or at least well begun. I'll end my posts with the measure of time that has passed and you can chime in on all your character has been trying to accomplish.)

(I'm really psyched about this game. Hope I continue your enjoyment of it!)


DM/Al - OoC 
Monday August 20th, 2007 9:35:30 PM

Yes, the Mantle of Faith and the Greatsword +1, Axiomatic, Holy are the two standard DMG items that can be readily traded at the Catacombs.

Firn'gaer 
Monday August 20th, 2007 10:10:18 PM

"Peerimus ask of what you need." He replies to the druid.

Firn'gaer has been somewhat quiet while others pine at the items in the pile. He seems a little disgusted at the greed he sees in some of the members of the group. They think of these gifts as only item to buy and sell. They fail to see the significance of the items and what is represented by there appearance.

Firn'gaer takes the pendant in his hands. He spends several minutes taking in every detail of the item. He then walks from the grove towards town.

He has things to think about.

[He will be making a stop at the Catacombs.]

Posting Report For: 
Monday August 20th, 2007 10:23:50 PM

Game #4 Children of Chaos
For the week of August 13, 2007

Name-MTWRFSS

DM Al-X2XXOO3
Durgan-XXXXXOO
Firn'gaer-OO2OOXO
Kazak-XXXXXOO
Peerimus-O3XXOXO
Quinn-XXXOXOX
Randall-X2XXOOX
Savin-XXOXXOX
Trace-XXXXXOO
Vinder-XXXXXOO

Submitted by Adm BrianZ

Vinder the Hilt 
Tuesday August 21st, 2007 9:26:51 AM

Vinder places Jack into his haversack for the moment. More time to study him, later. He squats down by the unclaimed greatsword and mantle and looks at Peerimus.

"So what do we do with these? Think we should sell them and split the profits? If you don't, I do." He stands again, collecting the two items. He'll accompany everyone else to the Catacombs, planning to sell the two items and dispense the gold among the group.

Quinn 
Tuesday August 21st, 2007 11:33:38 AM

Quinn takes the book of Gargul and heads to the Catacombs. "Cousin Peerimus, I am off to the Catacombs to find some information. I will have your spells ready when I return."

Peerimus and Yorrick  d20+26=33
Tuesday August 21st, 2007 1:42:20 PM

Peerimus agrees with Vinder, "Most agreeable in that Vinder. We sell them and split the gold." The druids eyebrow arches slightly as the bow and staff both speak up. Mental note taken.

Peerimus then elaborates somewhat to Quinn and Firngaer. "I am going to purchase a Greater Heroism scroll for you to place within your spell book Firngaer. At Sunset in 4 days I would like you to cast the spell on me. Quinn, on the say day at the same time I would ask you to cast Prayer. With a little luck I will be successful."

Peerimus will go to the Catacombs and further explore and commune with the Grove and Mother over the course of the week. For 14 miles he daily becomes one with Mother and Father. learning about Terrain, plants, minerals, any bdies of water, the general animal population, People nearby, of any Woodland creatures or powerful unatural creatures and of the general stae of the natural world about him. [Commune with Nature, each casting can do 3 out of the list (3 days)]

Peerimus also places a Oak Tree feather Token at where he plans to create the center of the grove. A Colossal oak springs forth as he smiles. Tomorrow at sunset if all goes well my friend. Peerimus begins casting the ritual of Awakening at Sunset of the 3rd day. It would be completed at sunset of the 4th day and Firngear's and Quinn's spells would be cast just before and will hopefully be enough.

Setting Yorrick to watch over him and then casting Guidance, he begins....[Will save 33 failed]

Perhaps another day then. I have other tasks I could attend to

Trace 
Tuesday August 21st, 2007 3:31:39 PM

visiting the catacombs

Durgan 
Tuesday August 21st, 2007 3:33:10 PM

Durgan follows the group to the Catacombs in town, wondering what sort of treasures they have for his dwarf eyes to look at.

Kazak 
Tuesday August 21st, 2007 5:19:38 PM

Always up for exploring the 4'1" dwarf follows after his brother Durgan and the others " sounds like an intresting place eh brother?"

(Hey Steve , just wondering what your average posting time will be ?? you post early ? late ??)

Savin 
Tuesday August 21st, 2007 9:31:08 PM

Savin tags along not really sure what he should buy if anything right now. He keeps shadow boxing with his new gloves slashing the air with his punches.

"I wonder what my master would think about these? I should go back and show him! I wonder how far he is from here."

A Week Passes [Guest DM SteveK] 
Tuesday August 21st, 2007 11:09:02 PM

A week passes, and the Children of Chaos go about their own pursuits.

Several enthusiastically go to the Catacombs and are amazed at the extra-dimensional opening in the rear of the General Store. Several of the older members are surprised of the new owner of the place, a half-elf woman named Holly. This half-elf was the first friendly face that the original members of the Southern Lights met as they disembarked at Heranmar from thier storm-torn ship. "I've been thinking of settling down for some time, and the store was available, and well." She shrugs and shows the heroes the back room, "remember to keep the entrance secret. Not everyone would be happy about..." The half-elf is staring at the brothers Durgan and Kuzak. "Oh, another customer!" and she moves back to the front of the store.

In the week, Durgan and Kuzak (and Randall as well) find more disturbing news from Finr'gear and Vinder the Hilt. It seems that several years ago was an event called the Year of Ascension, a time of troubles and rumored to be a godwar by the dieties of the Wold. The results of this struggle was that many Northern Gods were slain or exiled, to include the dwarven god, Moradin. In the North, only 11 gods hold sway, and none at all in the Southern Continent. Other powers are known and revered (and feared) on the Gateway Downs and other lands of the Southern Continent. There are those like Quinn who hope to bring the understanding of thier Northern gods to the peoples of the South, but it is a long, difficult road...

Finr'gaer carefully learns all he can about the precious pendant that has so much history of the Star Mages Guild.

Peerimus prepares himself for the creation of his grove. By the end of the week, he has learned everything there is to know about the area in a 14 mile radius of the grove. There are three places that the spell provides as a blank spot where no information is from; the town of Heranmar, the destroyed church, and a spot 10 miles offshore West-South-West of Heranmar. No unnatural creatures of exceptional power are noted in the immediate area, but the spells have brought an unexpected and happy result. But 10 miles north of Heranmar, live a family of badgers, and one is aware and Awakened!

In the coming week, Peerimus has asked Quinn and Finr'gaer to support his quest to create his grove...

And life moves on in Heranmar. The companions reaquaint themselves again (or the first time) of the life of Heranmar. The docks, the INN, the general store.

(OOC: Heroes are free to wander, look around, explore, visit, bar hop, etc. Go! Do! Explore!)

Trace and Shadow 
Wednesday August 22nd, 2007 4:29:29 AM

Monday
Trace goes to the catacombs and restocks his supplies. Then he makes his way to the stable to pay up on the care for his horse and tells the stable keep thanks and he might be back. Trace pays the stable 10gp on top of the fee for the good care of his horse. Later that evening he takes in a good meal at the inn, hopefully with some of the others if not will have idle chit chat with the locals and to pry to see if there is any troubles in the are that he might be helpfull at.

Tuesday and Wednesday
Trace will tell whoever from the group that he can find that he is going to explore the area near Hernamar and then move west around for wayfarer and finnaly make his way back to Hernamar.
(advise by email trace5577@yahoo.com of any checks that are needed other wise trace will use silent travel, tracking, spot, listen and help when needed and once per day use readied spell improve crops if any farmers are encountered."
Thursday
Trace will use this day to head back to Hernamar.
Friday morning Trace will arrive back in Hernamar and meet back up with his friends and report what he has seen, heard and learned.

Firn'gaer 
Wednesday August 22nd, 2007 9:39:16 AM

Firn'gaer decides to head to Hook City. He decides it a good idea to check into the Star Mages guild located there. He has some research to do. Using greater teleport he is off.

Firn'gaer will be looking into the item he has as well as what will be needed to obtain Master Level within the guild.



Vinder the Hilt  d20+10=13 d20+10=12 d20+10=22 d20+10=16 d20+10=28 d20+10=19
Wednesday August 22nd, 2007 9:55:58 AM

Vinder spends his time exploring the city, making connections and asking questions. He's curious about his new friends and spends time asking around about them. (Gather information checks to learn info on each person below. Added +5 from new toy, Jack.)

Firn'gaer 13
Peerimus 12
Quinn 22
Savin 16
Trace 28
General Info about Heranmar (culture, religion, economics, etc.) 19


Firn'gaer - Info for Vinder OOC 
Wednesday August 22nd, 2007 10:49:16 AM

Firn'gaer is originally a human and from the northern continent, New Elenna. He is a member of the Star Mages guild. He was coming to Hook City to research the Chaos Mark when his magical transport was diverted to the Ice Veins. There lost and frozen he was capture by a tribe of orcs until he was rescued by the Children of Chaos.

He lost his human status thanks to a druidic artifact while in the Floating City during a cross-over with the Swords of Light. The artifact reincarnated him into a gnome.

DM/Al - Correction 
Wednesday August 22nd, 2007 12:05:06 PM

That's the Crimson Shields not the Swords of Light. The two groups did not seem to get along at all.

Quinn 
Wednesday August 22nd, 2007 1:17:32 PM

Quinn seems to spend most of his week at the Catacombs attempting to get information on the Northern Continent and he asks his new friends "Anyone ever been to the Northern Continent or know of any major cities up there? I am attempting to get information from the Catacomb's staff, but it is slow going."

Quinn splits his time between the Chaos group and his followers. Quinn invites anyone who wants to visit his compound to join him on his many forays. Quinn always teleport to the compound.

Quinn will leave Thule 2000 gp (of the 12.6 k gp)for general supplies and for him and Brault to acquire steel so they can best use their weapon and armour making skills. Quinn will see to the needs of his followers and any of those in the surrounding communities. Quinn will spend most of his time at the compound working shoulder to shoulder with his followers.

Quinn will make himself availble to Peerimus so the spells he requested are cast at the appropriote times.

Trace and Shadow 
Wednesday August 22nd, 2007 1:37:52 PM

Info gathered from Trace

Trace stands 4'7". He has a black studded leather +2 that seems to keep his movements quite. Draped with multiple weapons and imposing gauntlets on his hands, he shows an undeniable self-assurance in himself. The true center piece of his arsenal is the compound bow that is very well made and a particular soft glow almost holy. Hair drapes down to his shoulders with a color of deep black with skin tan and eyes are hazel. Also a scar on the right side of his face received from the battle with the orc Bear in Hook city and another on his chin when he was thrown from the wagon in the great race. Since he has been joined by Shadow his large black lepord while on walkabout in the woods and she has become the eyes in the back of his head.

PERSONALITY:
He has a personality like a cat, loyal and loving but if approached wrong will attack. Has a good knowledge about science and nature and pipes in when these subjects are brought up. A former leader of the group now enjoys a role as a member of the group.

HISTORY:
Trace's parents were killed by a roaming horde of goblins and his uncle took him in. His uncle being much older than his father new that his time would come before long and decided to teach Trace how to take care of him self. Everyday after chores they would practice swordsmanship and archery. Trace truly enjoyed the long hours of studying different dragons and the competitiveness of testing his knowledge back and forth with his uncle. Loving his Uncle and fueled by the hate for the goblins Trace poured himself in his studies to become the best as he possibly could. After 12 years of living with his uncle he was left alone again. After burning his Uncle, Trace packed up as much as he could while grabbing his bow and his uncle's sword and he headed out into the wold. Now he travels around from town to town hoping to maybe one day meet up with that nomad group of goblins to take his revenge.


Peerimus and Yorrick - Gather Info 
Wednesday August 22nd, 2007 3:38:10 PM

Peerimus, a human male showed up at the gates about 2 years ago with a great brown bear at his side. At the time, the guard were learey of both bear and man. As Peerimus entered he suggested the guard take it up with Yorrick, if they had an issue with the bear. He met with the Children of Chaos and soon after the whole group left. They only returned to the are a few months ago. Peerimus assumed leadership while they were away.

Peerimus and Yorrick  d20+1=6
Wednesday August 22nd, 2007 5:10:06 PM

Badgers? Do I need any Badgers?

Peerimus and Yorrick head into town. To walk and familiarize themselves with the streets and to meet and speak to the people. He confirms with any that yes, he will be staying in the woods outside of town and yes he will use what skill he has to help in all aspects of the natural world. For his part, Peerimus will ask what any know of the waters off shore. Stories of the sea and such.

Much of this time will be spent in the INN's Common room and at the docks. After three days of walking the town and generally being friendly Peerimus makes north to introduce himself to the Badger. Peerimus arrives at the hole shortly after the badger would normally be awake Yorrick stops a half of a dozen paces back and He brings a basket of (Badger food). "Good day and greetings." Peerimus will introduce himself and Yorrick though bid Yorrick to remain where he is at and explain his general reason of new neighbor for the visit. Peerimus will discuss most anythign thta comes up. On the subject of the grove he will reply with uncertainty as if his mind were not wholly made up and ask the Badger what his opinion on that might be.

Peerimus will stay a couple days and in the latter parts inquire to the knowledge of the badger about the woolds around him. How he came to be awakened, a druid or by sheer gift of their Father. Eventually Peerimus will make his good bye's with promise to come back soon and be off.

Both during his trip to and from the Badger, Peerimus will keep his eye out for a hawk or falcon of the wood. If so he will attempt to gain the hawks trust. [Diplomacy 6 so not very likely there] "So I am to do it all the hard way Father?" he absently asks the starry night later on.

Back at the grove, Peerimus further prepares the area he has in mind. He plants 3 more Colossal trees from Feather Tokens and casts Pant Growth. Enriching all plant life within 1/2 mile. He will then move outside the inner 40' radius area where he has placed the great trees and begins surrounding this inner circle. 200' radius /14 circles leap out from him. The Plants become as thick and as overgrown as the most dense and forbidding jungle.

As part of his familiarization of the lands about, Peerimus will also transform into an eagle to wind ever outward for a full lay of the land beyond the area his Commune spell touched. In general he will fly to about 40 miles beyond Heranmar.


Kazak 
Wednesday August 22nd, 2007 7:41:35 PM

The 4'1" dwarf will wander about town......exploring the wares of the markets and craftsmen(especially any stone mason or builders )......keeping an eye on the beverage and food establishments ;-)

A thought nags at Kazak's mind...... her reaction to the dwarven brothers " hmm i wonder if there are other dwarves in town ??....and if so how they are veiwed and treated" muses Kazak

Being true to his temperment Kazak is open and friendly with those he meets.

Other thoughts darken his mind as news of this "Year of Ascension" is learned......knowing his brother Durgan's closeness with Moradin,.... Kazak will keep a closer watch on his older brother , even discussing the unphantomable news.

The Dwarven warrior will also take some time and learn more about his new friends....mainly chatting and light discussion about the changes that have taken place in the last 50 years(at least as many years back as they can recall)....even following Peerimus to his grove to see what comes about

Kazak will travel with Quinn for a day on one of the Cleric's many foray's to his temple and followers......trying ti better understand what has transpired since he and Durgan somehow leaped ahead in time.

Randall 
Wednesday August 22nd, 2007 8:02:38 PM

Randall, Fluffy and Lhari head into town as well. The mage spends his time seeking information about the Star Mages Guild and if a chapter operates in the area. He also spends time keeping an ear out for possible employers. His coin pouch is light and he doesn't like it. In his free time, he fills in Lhari on the Children of Chaos' most recent adventures.

Durgan 
Wednesday August 22nd, 2007 9:45:08 PM

Moradin...gone? Either dead or exiled. Durgan doesn't quite know what to do so he spends several days drinking toasts to Moradin and lamenting this deep loss. "Kazak, did ye know I almost joined the church once? They only turned me down because of the durned tattoo." For his part, Durgan is a good customer, paying well and breaking little. He believes he becomes fast friends with the bartender/innkeeper during this time.

By the middle of the week, his dwarf sensibilities return. "Moradin is only gone if I ferget about him." Durgan takes Kazak's suggestion and looks up any dwarf clans or families in town. He looks for any work opportunities at local forges as well, losing his pain through good, healthy toil.

"Trace. I am not the Wold's greatest smith, but I could attempt ter replace yer armor if ye wish. It would be cheaper than buyin it, though I have not any durned magic ter enchant it with. Still, I guess ye could have it enchanted at that Catacombs place if ye wish."

Durgan spends time near the end of the week learning about the town and its' ways.

Savin  d8+2=3 d8+2=9
Wednesday August 22nd, 2007 10:49:31 PM

Savin does his stint in the catacombs and then spends the rest of the week wandering the town and nearby area looking for interesting people to talk to and help out if he can. He will try and find out if their are any monastaries he can visit close by.

He will workout everyday and perform his stretches and kata. Generally beyond that, he takes it easy unless he finds a monastary close by. Then he will go visit if he can.

OOC Decided to just stay a monk. I am rolling hps using a hero point to give me plus 2. Rolled a one and used the house rule to reroll. Then got an 8

Guest DM SteveK 
Thursday August 23rd, 2007 7:54:19 AM

Many apologies. Will post this afternoon, and can only plead exhaustion last night.

Thank you for your patience.

Trace and Shadow 
Thursday August 23rd, 2007 3:55:55 PM

During his talks with Durgan, "Yes, new armor would be great, Mithril would be awsome but if not, studded leather is needed, have to be able to move around a bit with the bow.

Durgan 
Thursday August 23rd, 2007 7:14:03 PM

"Hmmmmmm. I will hafta see what facilities and materials are available." Durgan looks happy for the first time in days at the prospect of losing himself in some real work. The pride from making armor comes not from crafting it, but in watching it deflect one attack after another and protecting the friend or family within.

Life Within Heranmar [Guest DM SteveK] 
Thursday August 23rd, 2007 10:05:57 PM

Trace and Peerimus reacquaint themselves with the town of Heranmar. Vinder, Kuzak, Randall, and Durgan also are very interested in the town that seems to be the rest area of choice for the other Children of Chaos. They are able to learn about the layout of the town,(See http://www.woldiangames.com/maps/southencontinent/heranmarmap.htm ), and learn through the timeless art of people-watching.

Life goes on in the town, a brisk fishing trade coming from the docks. The streets are damp with the night's rain, and the people are nearly as you saw them last; still tolerant of the Children of Chaos, but rather xenophobic to anyone else. Heranmar's constable force has still not recovered from the recent killings within the town walls. In fact, there don't seem to be any watchmen in sight at all. The gates stand open and unmanned, and Captain Joram's house (captain of the guard) remains empty. It seems that most if not all of the guard of Heranmar was slaughtered by the anti-chaos group while on their killing spree...

Without any guards on the gates, Yorrick is able to walk freely into the town. People scatter off the streets to be away from the large animal, but it seems the INN keeper is of sterner stuff (besides which, he has already seen the bear but a few days before). Chester positively beams as the heroes come into his INN, and serves them himself or by the hand of the dwarf barmaid, Brina. Brina is friendly to Kuzak... VERY friendly and forward. She lives alone, so alone, and invites Kuzak to come to her house every night. The only other dwarf who lives in Heranmar is a wanderer by the name of Donk. Not very bright, and not often around, he seems to be about just when there is some trouble that needs to be taken care of. All the inquiries to townsfolk about Donk are affectionate and thankful he is around.

It seems that Peerimus, Savin, and Finr'gear are all local heroes and the townsfolk buy them as many drinks as they want. When it becomes known that the others are with these three, they are more tolerated and cease getting hostile or guarded looks. "Any friend of yours is a friend of ours", wheezes a thin man. But Trace, Quinn, Durgan, Kuzak, Randall, and Vinder still have to buy their own drinks. Durgan buys a LOT of drinks, and Chester the INN keeper gets to know the heart of the morose dwarf rather well. By the end of the binge, while not chummy, the suspiciousness of strangers doesn't apply to Durgan, at least where Chester is concerned.

Randall doesn't see any easy money-making opportunities. There doesn't seem anyone who is open to hiring anyone that they don't know. Durgan also can't find money-making opportunities. However, with Chester's introduction, Durgan is able to work out his alcohol and frustrations at the anvil of a short human who is almost as broad as a dwarf. Tod only is working in farm implements and horseshoes, but it is satisfying with the familiar sights, sounds, smell, and heat of a smithy surrounding the dwarf.

Money spending opportunities are there to be had. Whether it is common equipment and goods, foodstuffs (mainly seafood), or domestic animals, there is a market in Heranmar. There is also a glut of homes in the real estate business (again, due to the recent slaughter by the anti-chaos group...).

Savin does his stint in the catacombs and then spends the rest of the week wandering the town and nearby area looking for interesting people to talk to and help out if he can. There isn't a monestary that anyone knows of, but that doesn't stop Savin. He works out everyday and performs his stretches and kata. By the third day, he is getting a small group watching him, and some of the younger children are trying to imitate some of his simpler katas.

Peerimus doesn't hear any stories or rumors from the fisher folk about anything strange off shore. He does figure out that the blank spot seems to correspond with an area outside the normal fishing grounds. "We don't go there", says a grizzled granther, "there ain't no fish off east south east."


Hook City [Guest DM SteveK] 
Thursday August 23rd, 2007 10:20:16 PM

Finr'gaer travels to Hook City. Knowing Randall is looking for the Star Mage Guild as well, it is simple to invite the fellow Star Mage along on his sojurn. Randall learns that the closest outpost of the SMG is in the magical city of Hook City to Heranmar and there is no outpost at all in the Gateway Downs. While it is a three month hard travel from Heranmar to Hook City, Finr'gaer is able to arrive in an instant to the front gates of the city. Finr'gaer explains to Randall that teleporting into the city is frowned upon, and the city magistrates have the power to enforce the edict. It is much better to play nice!

The magical City of Hook City is amazing (See http://www.woldiangames.com/maps/southencontinent/hookcity/hook.htm). Being a member in good standing, Finr'gaer is able to wave to the City Guards at the entrance and move off to the side where the SMG teleport pad takes the two wizards directly to the entrance to the Star Mage Guild outpost entrance.

Once there, Finr'gaer looks into how to become a Master Mage. A friendly elf journeyman courteously provides the gnome his needed information. Reading from a scroll, he says "Sir, to be considered a Master Mage, a wizard must have been a Star Mage for at least one year. And it seems that you qualify for the first requirement. They must also be able to cast 7th level spells, which is a demonstration on your part in our containment room. Finally, they must have created a magic item with a value in excess of 2000 gold pieces. If you are prepared to demonstrate the second and third requirement for becoming a Master Mage, I will book your examination for, say , next Wednesday?"

Randall and Finr'gaer are in the SMG and have access to immediate teleportation to the master chapter and all benefits therein.


At Threshold [Guest DM Steve] 
Thursday August 23rd, 2007 10:37:06 PM

Quinn splits his time between the Chaos group and his followers. He leaves an open invitation to his friends to visit his compound at any time. The first one that accepts is Kuzak, who spends a day with Quinn and his cohorts. (To teleport to and from the compound daily, Quinn uses both his 7th level spell slots on Greater Teleport every day).

The compound is taking shape nicely, with living quarters, granary, bakery, brewery, and smithy. There are the bones of a stable etched against the sky, and the wall is getting continuously improved. Quinn and Kuzak are met by a friendly Willow, who eagerly shows Kuzak around, while Quinn takes care of business.

Quinn provides Thule 2000 gp for general supplies and for him and Brault to acquire steel so they can best use their weapon and armour making skills. Thule, Bruce, and Samantha take a cart the very next day into Threshold to begin thriftily spending the welcome funds. There are still not a regular group who comes to the compound for assistance, but more of the here-and-there variety. However, Webster is optimistic. "All we need is to to show our usefulness without being overbearing, and the people will come around. It just takes time."

By the time a week is over, the stable has walls and a thatched roof. The interior work is now being done. Even better, Thule has the other fighters learning to knit chainmail by wrapping steel wire around a dowel, snipping the coil, and then lacing the rings. "No rivets needed on these rings, sahr", he tells Quinn and the visiting Kuzak, "just snips, pliers, skill, and caloused hands." He laughs in good humor at the blisters forming on Grogan's fingers. "Toughen you up, me lad!"


Surrounding Heranmar [Guest DM SteveK] 
Thursday August 23rd, 2007 10:53:01 PM

Taking a few days to go around the countryside is an enjoyable excursion for Trace. The rains continually wash the forest and fields, and many streams are swollen again. Moving along the pathways of the forest towards Fort Wayfarer, Trace and Shadow see much the same. There are occasional crofters and woodsmen making a living as best they are able. Nearer the trade road, farms are to be seen and visited, the seasonal crops in. Nevertheless, the farmers know of Trace and welcome him more than would be thier wont, knowing that where he passes, good harvests will follow for the next year. He overhears one goodwife tell her children, "It's good luck to welcome the Heroes of Heranmar..."

Peerimus makes it north to introduce himself to the Badger at dusk. The food is well received, and the 40 pound badger picks delicately at the basket, giving pieces to her family and mate. After introductions, Peerimus learns the Badger must have been blessed upon the Awakening of the Father these many months past. "Call me TwoStripe" she tells the druid with gracious dignity. "I only know that a day dusked differently for me when I awoke and KNEW." She is very leery of Yorrick so close to her cubs and mate, and is pleased that Peerimus thought enough of her feelings to keep the bear away. "Not that a bear of yours would hurt my pups", TwoStripe says, "but it is a Bear, and my mate will not know that." TwoStripe thinks it a grand idea to have such a powerful neighbor to the south as the druid. She hasn't had any trouble yet by beast or Noble, but there is bound to be some woodsman someday to discover her hole. "Build your grove, o Druid, and I will help you as I may. My own dearest wish is for my family to have the knowledge I possess. Together, we may have joy and give you any digging or defense you may require."

Peerimus doesn't see any raptors while traveling, perhaps it is because the rains have come and they are keeping dry. It sounds like his question has been answered with no answer...

Back at the grove, Peerimus further prepares the area he has in mind. He plants 3 more Colossal trees and enriches the surrounding plant life within 1/2 mile. He will then move outside the inner 40' radius area where he has placed the great trees and begins surrounding this inner circle with over a dozen copses of incredibly dense overgrown forest. Finally, the druid takes wing as an eagle, spying around the land in a forty mile radius.


Vinder the Hilt  d20+10=24
Friday August 24th, 2007 9:22:03 AM

Vinder, better suited for the bigger cities, feels a little bored with the simplicity of Heranmar's daily activities. He's friendly with those he meets, shaking hands and smiling widely. But the lack of intrigue is disheartening. He is eager to immerse himself into a dilemma.

Vinder begins to ask about town whether there's any trouble brewing, suspicious activities, or anything else out of the ordinary.

Vinder the Hilt (OOC) 
Friday August 24th, 2007 9:23:12 AM

(OOC - My gather info check was 24, btw)

Savin 
Friday August 24th, 2007 9:34:15 AM

Savin delights in having the children copying him and he quickly lines them up in a nice neat row and starts to instruct them.

He starts them off on blocks saying, "Defense is more important than offense. We learn to fight to protect ourselves and those that we love. Besides it will keep your pretty."

Savin will work with whoever comes for instructions until the week is up.

Randall 
Friday August 24th, 2007 8:51:08 PM

Randall and Finr'gaer at the Star Mage Guild.

Randall
" Hey Finr'gaer, did I ever mention to you that I'm a Master of the Guild? "

" Let's head to the master chapter. I have an identity to re-establish in this time period. I'm sur my appearance will be questioned since I've been "away" for a long, long time... I'll also want to try to scrib some spells... my spell book feels light if you know what I mean... "

ooc> Steve, what limitations do you want to put on Randall and getting more spells from the Guild?



Firn'gaer 
Friday August 24th, 2007 9:37:16 PM

"You are?" He says with a little surprise. "I think this belongs to you." He says holding on to the amulet. "Here," he says holding out the amulet, "this will benefit you more than I."

Firn'gaer hands over the amulet to Randall.

Randall 
Friday August 24th, 2007 10:11:48 PM

"Gee... thanks Firn'gaer... maybe Lhari was ment for you then... here, take him in trade. "

ooc> Does this work for our DM?



Peerimus and Yorrick  d20+26=45 3d6(5+1+4)=10 3d6(2+1+1)=4 3d6(6+5+3)=14
Saturday August 25th, 2007 10:43:22 AM

Peerimus returns from Two Stripes with the promise of coming again soon and also extends the offer of the grove if two stripes wishes to dwell closer. On his next visit he will share more of his plans with the badger. Awakening a few trees and placing guardians and such and if Two Stripes is inclined, Peerimus will offer to show her how to connect with Mother and Father. To guide in thought and deed the badger on the road to becomming a druid herself.

This next time he leaves, he will let Two Stripes know it will be a few days before he returns. Back at the Grove Peerimus spends a day at the center and casts Hallow, binding a resist Elements of Fire within. All plants, animals and good creatures get Resist Fire 30.

After getting to speak again with Quinn and Firngaer, Peerimus sets himself attempt to Awaken one of the great trees. The long commune with Mother and Father ends agin just after sundown and this time peerimus finds the power within himself to Awaken the Colossal tree [Will Save 45 success] [Int 10 wis 4 cha 14] Peerimus will imbue the tree with the Common language upon awakening it.

Peerimus will spend the next several days with the tree. Explaining in more elaborate terms of the wold around them now that the tree is greater in knowledge and potential to understand. He will talk of his plans and the grove, his desire thta the tree remain here at the heart of it and that he hopes to bring a true Treant to the grove in the future. Peerimus speaks of protecting the grove, but also his desire to use less then deadly force to encourage interlopers to leave.

Randall and Firngaer both have access to a powerful library and to that end Peerimus asks them to assist him with research. The Druid has little when it comes to money, but would like to buy a few books onthe Hook City and Heranmar area when it comes to the wilderness.

With the grove about as complete as he can currently make it, Peerimus will spend more time in town and touring the outer fields. A large repetoire of Plant growth spells will accompany him and he will ask the dwarven brothers and Vinder to walk with him as well. "We are to be staying in this area, making a true home and these people our extended families. He will explains he walks. They will warm up, worry not friends."

Peerimus will update the entire group on what he discovered with the commune spells and specifically the blnk spot some 10 miles off shore. barring anything else, he would like it to be one of the groups first stops. He will also tell them about his progress on the grove and that he has a guardian in the inner area. he would like to introduce them to him in the near future.

Durgan 
Saturday August 25th, 2007 12:52:23 PM

"Chester, I was wonderin if there is any way to send a message out from here. Are there any messengers in the city? I was thinkin about contacting me kin at Turak Nor."

"Who's in charge round here anyway? I noticed there ain't much in the way of a town guard. Mebbe I could help?"

"Tod, I wuz wonderin if you'd mind if I used the forge ta make some armor? One of me companions could use sumthin new."

"Peerimus, I ain't much fer trees, but I would be glad to help with the defenses of what yer tryin ta do. As for the water, all I can say is I'm a better swimmer than me brudder hehehe."

Time and People [Guest DM SteveK] 
Saturday August 25th, 2007 3:20:58 PM

A third week has passed since the Heroes have returned.

Heranmar
Vinder checks around the town but is disappointed in discovering there is liitle intrigue. What he IS able to do is learn about the people and get integrated in the town life. Again, people are very reluctant to talk to strangers, and the ONLY reason the townsfolk of Heranmar are speaking to Vinder at all is that he is a companion of Peerimus, Savin, and Finr'gear. It takes two weeks, and beyond overcoming the suspicions of the townsfolk, Vinder knows the following...
- the constablary was wiped out when an anti-chaos group went on a killing spree to bait the Children of Chaos. (The CoC subsequently killed all but one of the other group)
- their is no leader or governing body of Heranmar right now. The one who most people come to when a decision HAS to be made is Selenie Quendeck, the only living scion of a noble house. She keeps mostly to her well appointed house, but sits in judgement in her golden colored platemail a large steel shield at her side with a single amber arrow pointing up. (Local Know / Religion Know DC 15 Highlight to display spoiler: { it is a sign of Law }
- Donk, a local hero, has been keeping away from the town recently, and not seen around his best friend, Holly (the new General Store owner)

Savin finds that the children come and go, but by the end of a couple of weeks, he has a regular class of seven children who come and learn everyday. In the second week, a halfling, shorter than most of the children, also shows up and demonstrates a special affinity for the katas and blocking that Savin is showing. "Tap Goodfellow is the name, Mr. Savin. My elder brother joined the Southern Lights when Sir Thomas and the others first arrived in Heranmar. If it pleases you, I would be honored that my barn be your school for these children. The times are getting dangerous, and any martial learning would not be useless."

Durgan learns that there are merchants and others who will take letters for a small price. Chester doesn't know about the whereabouts of Turak Nor (the land of the dwarves), but the General Store owner, Holly, knows. She seems reluctant to speak with Durgan, but with the store empty, she spends a little time with him. "Turak Nor is a long journey south, friend of the Children. Three months on roads to Hook City then across the endless Sargrass Plains and a couple of mountain ranges before Turak Nor is first found. But you could find messengers to take a letter, you could."

Tod allows Durgan the free use of his forge because of all the help Durgan has given the smith.
For lack of anyone else, Durgan meets with Selenie asks tells the dwarf if he is willing to be the protection of the town. She explains that a protection group is an honorable calling and not like the so-called protection rackets that she has heard about from visiting Northerners. She will consider his proposal and if it is a good idea, will encourage the townsfolk to cooperate with Durgan.

Hook City
Randall and Finr'gaer compare notes and decide to exchange thier new-found magic rememberances (not a problem). Each feels it a good trade.
The mages spend a great deal of time in the SMG (Randall and Finr'gaer are able to use the full advantages of the Star Mage Guild. For benefits, see Oshirr House) and it is two weeks later that they come back to Heranmar and reunite with thier companions.



Around Heranmar
Two Stripes is intriqued at becoming a druid and learning more of why she was chosen to be blessed by Father Wold. She declines the invitation to move her family to the Grove, but agrees to continue contact with Peerimus. She mentions again her wish for her family to also be Awakened.

Working and praying for a day and a night, dawn breaks over the exhausted druid. Looking up, he gazes at the colossal oak in the center of his grove, and sees... it move. A mighty branch slowly, deliberately moves and enfolds Peerimus in a leafy grasp. Bringing the druid clear of the ground, Peerimus sees what looks like a face. "I know you", it says. Thinking for a couple of days, the tree decides to call itself Wanderwood, and throughout the week, it practices in moving and speaking, but slowly, always slowly. Wanderwood seems to understand about using less than deadly force to protect the grove, yet only time will tell.

In two weeks, Peerimus has his grove prepared and ready for Quinn and Finr'gaer's involvment. (Please add your Grove and it's special abilities and denizens to Peerimus' character sheet)

Threshold
Daily life continues in the Gargul compound at Threshold, and Thule is pleased at the progress. "We be doing a good thing here, ser." he tells Quinn one evening before the cleric returns to Heranmar.

Heranmar
The group gathers again in Peerimus' grove and is introduced to Wanderwood as well as the blank spot that Peerimus found in the waters 10 miles off Heranmar's coast. The druid encourages his friends to come with him an investigate the area.

Vinder the Hilt 
Sunday August 26th, 2007 11:23:44 AM

Vinder walks with Peerimus, Durgan, and Kazak.

"This is a nice enough place," he says to Peerimus. "But I gotta tell you, I'm beginning to hanker for some action. We're a fairly powerful group, and it would be a shame to sit on our duffs while there's still a lot of baddies out there."

Quinn 
Sunday August 26th, 2007 12:00:10 PM

Quinn is frustrated by the poor response at the Catacombs as he is spending much too much time in the building.

Quinn goes up to Vinder "Maybe you can help me out. Brother, Do you think you could ask around to find out any information about any of the larger cities on the Northern Continent? I want to visit one or two and I can bring you along for the ride if you like?"

Quinn then goes up to Randall and Finr'gaer "Brothers do you think you could get me an audiance with some of the mages at the Star mage guild. I am wondering were they may have branch offices on the Northern Continent. If I can not get an audiance maybe you could ask for me. I am still on my search to find a way to the northern continent to check on Temples of Gargul there. I need more instruction and guidance and a way to fence this book."

-----------------------

OOC: Thanks, as I did reread the spell, but never got back to change the questions - busy weekend.

----------------------

As a third option, Quinn will cast commune and ask several questions.

1)Is the Star Mage Guild the best option to find out where Temples of Gargul are located on the Northern Continent?

2)Is my father on the Southern Continent?

3)Will a temple of Gargul on the Norhtern continent find use for the book I have recently acquired?

4)Please supply me with the name of your largest Temple on the Northern Continent?

5)Please give me a vision your largest temple on the Northern Continent so that I may visit and pay homage?

6)What did the book cost to manufacture?

7)Should I push to destroy my father immediately?

8)Is Threshold in immediate danger?

9)

Additional Information 
Sunday August 26th, 2007 5:55:54 PM

Quinn knows that the Commune spell will be costly in terms of draining some of his very memories with close contact with his diety. (ie lose 100 xp) With his extensive research, Quinn also knows that most of the answers must be set in terms of 'yes' or 'no'. He has read of clerics who have recieved short sentence answers, but they have been few and far between. The cleric of Gargul knows he must couch his questions carefully to the entity that will appear...

(ooc: it costs 100xp, so DM is giving Quinn the opportunity to really think about his questions.)

Vinder has also met one old fisherman, mostly blind and can only work on the nets, who has told a story that there was a great storm almost forty years ago out in the ocean off of Heranmar. The amazing thing was there wasn't a cloud in the sky before the waters rolled and capsized several of the fishing boats. "You want something strange, and that's the strangest thing I've ever seen. Couldn't find a single fish in the waters to the south for a year after that happened."

Randall to Quinn. 
Sunday August 26th, 2007 7:43:23 PM



Randall
" You don't need an audience Quinn. I'm a Master of the Guild and can answer your questions. The Star Mage Guild has chapters in
South Harbor, Amberlund, Dourscale, Tumblevoid, & Wellogy in New Elenna; Fokos in Fargunia; Isumbre in Zarthmoor; and the City State of Osto. Your biggest problem will be getting permission to use the teleportation circles. These are generally restricted to Star Guild mages. You may be able to buy permission... but I can't promise that this will work. I'm a bit of a curiosity to my guild brothers and sisters right now since, in their minds, I've been away for so long.. and a letter bearing my seal may help... or not. But it's worth a try, and I'll be glad to provide you with a letter requesting that they grant your request. "



Peerimus  d20+20=40
Sunday August 26th, 2007 9:28:01 PM

Peerimus will tell Two Stripes that he will do as she has asked and Awaken her family, but will also tell her it is a grueling and tiring task. he will immediately perform the ceremony for her mate. The children will have to wait, though not long he promises. [Will 40 success to Awaken Two Stripes's mate]

Peerimus casts Plant Growth in every farm field he comes to on his walks.

Quinn (second illegal post) 
Monday August 27th, 2007 8:59:51 AM

Quinn will hug Randall "Thank you Brother."

After he composes himself "Do you want to visit one? Which is the biggest?"

After Randall answers, Quinn will use greater teleport to make the trip and spend an hour in the foreign city, just to marvel.

Savin 
Monday August 27th, 2007 2:35:08 PM

Savin happily takes the halfling up on his offer to use his barn. He will have the class meet in the normal location (hopefully a ways away from the barn) and then race them to it. He will give them various headstarts but they will never win. All the losers get to do pushups!

When he gets a chance, he will ask the halfling, "Why do you believe everyone needs training? Is their some kind of threat in the area? Looking for something to test my new friends on." Savin will make fists with his new gauntlets.

Randall to Quinn 
Monday August 27th, 2007 4:03:42 PM

" You know Quinn... this new Star Mage Portable Library trinket may be able to help you out... "

:: Randall uses the library to call forth the Book of Lore. ::

" Now lets see.. you want to know where all of the Temples of Gargul are located? "

:: Randall touches the book and thinks ( the location of all of the Temples of Gargul ). After some time ( a full round), he opens the book and persuses it.... ::



Posting Report For: 
Monday August 27th, 2007 7:16:54 PM

Game #4 Children of Chaos
For the week of August 20, 2007

Name-MTWRFSS

DM Al-XOXOOOO
DM SteveK(guest)-XXO4OXX
Durgan-XXXXOXO
Firn'gaer-XO2OXOO
Kazak-XXXOOOO
Peerimus-XX2OOXX
Quinn-XXXOOOX
Randall-XOXO2OX
Savin-OXXOXOO
Trace-XX2XOOO
Vinder-XXXOXOX

Submitted by Adm BrianZ

notes:a minor blip on thursday due to DM at conference. A transition week as we say so long to Al and welcome Steve.

an excerpt from the journal of Dweezil the imp:

Dweezil raced to the main laboratory as fast as his little flapping wings would carry him. His master was rather excited. Relieved at finally locating the Children of Chaos, Dweezil's master summoned him. Dweezil knew his boring, fearful days of avoiding his master's wrath were finally at an end. "Dweezil, I have been successful at last. They are back. I can only surmise that the group was off-world on another plane. I am not sure what they were doing, but they now possess significant magic power. I suspect they could even have fate items." Dweezil's face actually expressed shock at the announcement. Such power! Dweezil realized with excitement that spying upon them would be much riskier now. He smiled as his master continued, "I want you to travel to the town of Heranmar immediately. Take the magic journal and quill with with you, and resume your assignment of cataloging every move the Children of Chaos make. You may go." As Dweezil turned to leave, he realized the distance to the town and asked for a magic transport. "No. They may detect it. You will have to fly. Now leave before you try my patience." Dweezil left with a curse under his breath. "Bene Tellemara. It will take two weeks to fly there on my own power." Dweezil sighed as he began the long journey. "I wonder what my master wants with them anyway..."


The Children are Restless  d20+11=24
Monday August 27th, 2007 9:26:32 PM

In Heranmar

The rains continue unabated.

Durgan is able to use Tom's forge for helping with some of the smith's labor. Being careful, he makes his friends' armor link by link, by link. Towards the end of the first week, Tom's eyes become clouded everytime an elf merchant walks by... and doesn't stop. "Pay them no mind, my friend," the big smith says, "your skill is worth 10 such merchants." When pressed, Tom evasively says that he can get custom from the next human merchant due in a couple of weeks.

Savin is having a wonderful time in training and the beginnings of a defensive school in Heranmar. His reputation as a hero of Heranmar hasn't hurt his abilities to draw (and keep) a crowd either. The students enjoy the competition, and throw themselves into the games and training. Mr. Goodfellow doesn't know of any specific dangers, "but the entire garrison being slain in a day would give anyone second thoughts", he replies.

Randal concentrates over the Book of Lore (provides +5 on any Knowledge Check, falls under 'religion' and as Randal opens the book he hits paydirt. (DM roll 24) The Book reveals that the largest existing Temple of Gargul is located in Plateau City, the Capital of New Elenia. The largest concentration of Gargul worshippers in the Sountern Continent is at the Sargrass town of IronHome.

Quinn is exultant at the information until he realizes that just knowing a name isn't good enough to teleport there, even with Greater Teleport. What the cleric needs is a description of Plateau City or IronHome that is good enough to capture the magics of a Greater Teleport since neither he nor anyone he knows has ever been there. What is the layout of the city? What does the buildings look like? The town smell like? The streets sound like?

Around Heranmar

And the rains continue. Gray clouds and deluges interspersed with light sprinkles, but the rain rarely lets up for any significant amount of time.

Peerimus Awakens TwoStripe's mate, and her (and his) gratitude knows no bounds. They at once agree to be part of the group that Peerimus is putting together, and they promise to come and visit the grove at the next dry season.

At the Grove

At the end of three weeks, all the group is together again in Peerimus' grove. Wanderwood keeps watch so the friends are able to compare notes and make any future plans.

Quinn 
Monday August 27th, 2007 10:21:23 PM

Quinn is estatic at even getting the two names "Brother Randall you are excellent. You must have been sent as a conduet by Gargul as he has forsaken me my commune. Can we investigate more on Plateau City and IronHome with your item or the Star mage Guild? I must know more....just to get there."

Quinn seeks out Vinder "Brother Vinder do you have any contacts in Hook City that know anything about IronHome or Plateau City? I need descriptions in order to teleport to the Cities. I will bring you along for the ride so that we can do some exploring."

Quinn drops off another 500 gp to Thule so that he can procure a few horses for travel and work around the compound along with some live chickens and any other animals the he and the other think will assist life at the compound.

Guest DM Steve: Not forsaken on the Commune, but not done yet. Refer to post on Sunday August 26th, 2007 5:55:54 PM...
Quinn knows that the Commune spell will be costly in terms of draining some of his very memories with close contact with his diety. (ie lose 100 xp) With his extensive research, Quinn also knows that most of the answers must be set in terms of 'yes' or 'no'. He has read of clerics who have recieved short sentence answers, but they have been few and far between. The cleric of Gargul knows he must couch his questions carefully to the entity that will appear...

(ooc: it costs 100xp, so DM is giving Quinn the opportunity to really think about his questions.)

So, if Quinn really wants to Commune, please state such and the questions (framed in yes/no possible answers) in Quinn's next post.

Durgan 
Monday August 27th, 2007 10:27:39 PM

at the grove: "Peerimus, I see things are going well here. But I have a problem. Seems ta me the town is without leadership and basic services such as a town guard. I reckon we should help em out with those problems." grumble grumble durned rain...

"Quinn, I hear yer tryin to sell yer item. Could be a defensive item such as that could have some value to the dwarven priests at Turak Nor. I could take ye there if ye wish."

at the town: At Chester's Inn Durgan continues to form a lasting friendship with the owner, Chester.

At Tod's smithy, Durgan continues to work for free, and continues crafting some armor. Both a light mithril chain shirt and a suit of masterwork studded leather begin to take shape.(will roll checks tomorrow, have to recalculate) Whichever set Trace likes, he may pay cost for it. The other, Tod can sell.

Durgan makes continued inqueries into Donk's location.

At the general store, Durgan continues to try to befriend Holly. He also picked up some supplies for crafting the armor through the store's link to the Catacombs.

At Selenie Quendeck's place: "I could be interested in helpin reform the town guard. Mebbe me brother would help with that also. Would there be anyone interested in joinin? I could probably provide a spot of trainin if need be."



Trace and Shadow 
Tuesday August 28th, 2007 1:57:23 AM

Trace makes it back to town and checks in on Durgan. "Looks like the armor is turning out very well. I can't wait to try them on.

Trace seeing the rain come down reminds him of how the sun never came out and it was allways raining when him and Sir Thomas first arrived on the docks from New Ellana. Then he begnins to wonder why no one rembers him and the things that he had done for this town before he went on walk about. It's like they have forgotten him.

Trace mounts his horse and makes his way over to the guard post and offers to help train a new town guard and train new archers for the wall.

Trace then searches for Quinn, "Hey brother, I wonder if you could teleport me to Hook City so that I can check up on the compound I am getting ready for us. I do like Hernamar quite alot but Hook is a better spot for a home base as far as finding people to help and evil to defeate. I am just throwing this on the wall to see what sticks if you understand what I am saying. Anyway I am going to check in on Peerimus and his grove and help out there for the rest of the day and then come back to try and make it to Hook City tonight or in the morning if possible. I will also ask the others if they have any input on the compound and what they might want to add or use from there. Any supplise to renavate that building I will get by selling some of the armor and weapons in the wharehouse.

Trace makes his way to Peerimus, Hey ya brother, this grove is really impressive and I feel quite at home here. If it is ok, I would love to help the area vegitation grow with some of my spells.

Trace then goes to each member of the group and sees if they have any suggestions for the compound in Hook City and if anyone wants to go with him while he finds someone to finish up on the renavations.

During his back and fourht routs around and in Heranmar Trace on his war mount and Shadow trotting along will patrol the area and keep an eye out for anyone spying on the city and or out of place.

Firn'gaer 
Tuesday August 28th, 2007 7:45:07 AM

Firn'gaer will spend the time that's past in spell research within the Star Mages guild in Hook City. At the end of the days of research, he will spend time enjoying the food and drink of the magic city.



Vinder the Hilt 
Tuesday August 28th, 2007 10:15:36 AM

Vinder shakes his head at Quinn's request. "I've never been to Hook City, let alone have any contacts there. Dirt City's my home and I'm sure you would find someone there who's been to Plateau or IronHome. I can give you a good description of Dirt City."

Vinder spends time talking with his new friends, visiting Durgan at his forge, Peerimus in his grove, walking point with Trace and his large cat, and even watching Savin as he trains recruits from Heranmar.

But he also enjoys a little privacy, and can be found in the inn's common room with a drink in one hand and Jack in the other. He is greatly intrigued by the doll, even more so as Jack begins to look like Vinder. Sometimes he can even be found talking to the little stuffed man as if carrying on a conversation.

Kazak 
Tuesday August 28th, 2007 2:35:56 PM

The dwarf continues to explore the town......making his rounds visiting his cohorts as they delve into their own projects .

"That sounds like a good idea Durgan .......rebuilding the town guard......thats something we can do together" as Kazak enthusiastically works towards that goal

" we can even get Trace and Vinder to help with some archery lessons .....don'tcha think ??"

Tthe dwarven warrior will scout out the towns defensive positions and how to improve them ......Kazak also try's to determine which tactics cn be employed to help in the town's defense.

Enjoying the attention from Brina.....Kazak uses Durgan as en excuse to be at the taverern.....he chats wit Brina.....being friendly and forward himself but takes his time to get to know her better

Savin 
Tuesday August 28th, 2007 5:35:57 PM

Savin will pull Firn'gaer aside and ask, "Can you look up my old monastary on your new library. I want to go for a visit or at least visit another monostary to see if I can hire a permanant teacher for my students here.

(ooc Don't really have a name for my old monostary or its location. Never really figured that out when doing the history, so I will leave it to my DM's descretion to figure things out)

30 Days into the Rainy Season [Guest DM SteveK] 
Tuesday August 28th, 2007 6:12:45 PM

So far now, a month has passed since the Children of Chaos have returned from thier quest. Time enough to establish long term plans and restore, research, and relax the body. Life isn't all working after all! :-)

Heranmar It has rained every day for a month. It is certainly the wet season, and the people of Gateway Downs are coping as best they can by doing the necessary indoor work and maintenance while the rains last.

Quinn is patient and gets his research done for getting to another city. Vinder knows the only large Temple in Dirt City is to Wardd, the god of luck. Since an entire month has passed, he has been able to repeatedly inquire of Vinder and Randall's Book of Lore and is confident that he can teleport to Dirt City with ease. Being able to teleport to Plateau City or IronHome is a more 'iffy' business, but with Greater Teleport, the only bad thing that happens if it doesn't work is that it doesn't work! Safe to say Quinn can get on with the next step of his quest and teleport to a location. So which one?

Durgan is forming a solid friendship with Tod the smith and Chester the INN-keeper. Free labor and companionship in alcohol tends to do that. :) His inquiries to the whereabouts of Donk or a closer relationship with Holly seem harder to achieve. For Donk, no one admits to seeing him in a couple of months, perhaps he hired on with a caravan? For Holly, she never again provides Durgan opportunity to talk alone, and she refuses to speak on any but a bare-courtesy level in public.

Trace realizes that he is not unknown in the town, that many do in fact recognize him as one of the original members. Holly certainly is extremely happy and friendly with Trace. No, it looks like the reason that Savin, Peerimus, and Firn'gear are more popular is solely on thier participation in slaying the anti-chaos team that went on a killing rampage in Heranmar a few months ago.

Kuzak enjoys his time with Brina, though he seems to go slower than the hefty barmaid is willing. Brina seems happy to go as far and as fast as Kuzak wants, so there are no hard feelings about. The walls around Heramar look stout enough, though for the past few months, there have been a definite increase in undergrowth and vines growing against and on the walls. To Kuzak's appraising eye, it is a weakness that could be exploited.

Savin is pleased to discover through some diligent research, that his old monestary is located in the nearby town of Fort Wayfarer, only about a week's walk away. It may be nice to reestablish communications and see what has been happening since Savin has been gone.

Selenie asked Durgan, Trace, Savin, and Kuzak to her house last week. With her was several of the more prominent fisherfolk, farmers, and merchants of the town. "In consulting the heads of house in Heranmar, we feel it is a good idea to have the Children of Chaos be our protection, and to have selected members of our town be trained as militia-constables. And so, we have selected thirty of our number to be the constable force in training. This group to be trained by you as seen fit, and the town will pay ten gold per day for an intense training for 90 days."

Hook City Hook City is completly dry and hasn't had a rain cloud overhead for almost a year. It is a good thing the Hook River flows deeply!

Trace asks Quinn to be teleported to Hook City and check out the warehouse that the group inherited. (ooc: you are going to have to give me an email about this place with dimensions, contents, circumstances, etc. If you have a map layout, that would be great, too) The ranger really has no problem getting in through the gnomish guards at Hook City due to thier well-attuned memory stones...

Finr'gear spends time researching and having fun in Hook City. It looks like if anyone wants to contact the gnome, magical means are the way to go about it!

Randall also spends lots of time in Hook City and the Star Mages Guild, though he helps out Quinn and the others in Heranmar as he is able.

Around Heranmar

Trace and Peerimus continue to cast plant growth enhancing spells pretty much at random in the forests and fields around Heranmar. The rains are already making things grow wildly, and come the dry season, the yield is anticipated to be terrific!

Trace's forays don't find anyone looking with ill intent at Heranmar, and niether do his inquiries with the local farmers. With Trace riding around every day for a month, a couple of the farmers are coming to see him as a normal thing and are more likely to stop and jaw over a steaming cup of tea before the ranger wetly rides on.

Threshold
An extra 500gp will go a long way, especially since the first 2000gp isn't spent yet. "But we'll keep it for a sunny day", says Thule in good spirits as the water cascades off his cowl.
Feeding the animals becomes a daily chore shared by the postulants of the compound of Gargul, along with the usual litany of chores, devotions, and weapons practice. Hands are chaffed and sore from the cutting and weaving of chain links in the evening, but Thule is undaunted. "Never fear, children, the way to have less pain is to do more tomorrow!"



Durgan  d20+11=26 d20+11=17
Tuesday August 28th, 2007 10:12:25 PM

Durgan starts to leave Holly alone. He is not a pest.

Durgan speaks to Quinn, Randall, and Firn'gaer as the opportunity presents itself. "I would like ter make contact with me kin at Turak Nor. Bit tis a long travel and a message might take as long as six months ter get there and back. With all yer magical zippin around, mebbe one of ye could take me? Me brudder might want to go as well."

Durgan walks the town with Kazak, checking the defensive structures. "What should we train the recruits on first brother?"
"That girl, Brina really likes you. Treat her right."

At Selenie's place: "Was that gold meant fer us? We don't need it. It will be used to equip the trainees, and to fortify or upgrade the defenses."

At Tod's smithy:Durgan continues work on the armor as well as odd jobs Tod gives to him. Craft checks= 26, 17

At Chester's INN: A nice mug of ale drunk out of the Stonewall clan mug finishes off each day quite nicely...

"Peerimus, I respect yer plants, but not around and on the town walls. We need to check them and i would prefer that ye took care of it as opposed to chopping it away."

"Trace, is that place yer talkin about supposed to be a residence? Does it have a forge in it?"

Quinn  d20+3=19
Tuesday August 28th, 2007 11:15:20 PM

Quinn is very please about the directions to Dirt City and he will start there. Quinn will cast greater teleport and go roaming Dirt City and spend some coin looking for information on the fabled Plateau City.

Gather Information 19 (Will increase greatly if he finds any of those that follow Gargul)

Upon his return he will report his progress to Thule and his followers and then seek out Durgan and Kazak "Cousins, Give me a good description of your homeland and off we go. I will give you two one day an then back we go. I have a metropolis to find."

Quinn has the conversation entirely in dwarf.

"Are you two very interested in Gargul? I have a book that you could take off my hands for a paltry sum? Any at your home?"

If Quinn finds enough information to locate Plateau City he will teleport there and take anyone who wants to see the great city with him.

Peerimus and Yorrick  d20+26=35 d20+9=20 d20+9=13 d20+9=24
Wednesday August 29th, 2007 10:09:52 AM

Peerimus will caution the cleric in his zipping about to strange cities to watch out for himself. They may not welcome Gargul or clerics and humans or may think to take advantage of you as you know nothing about the area and have no friends with you. Just be careful. [Survival 35] Assuming there is nothing odd about the rainey season, Peerimus will spend much of it enjoying it. Often the druid can be seen with a smile, soaked to the bone and strolling about the torrents coming from the sky.

Peerimus will make himself useful as he is out anyway and will move about the town and with Mending spells, Wood shapes and his wood crafting skills to shore up and make minor repairs that may be needed that would otherwise have the good people need be out in the weather. [Craft Woodworking 20/13/24]

Yorrick bunkers himself deep in the boughs in the grove. His own mound like cave prepared secure from the rain where bears can rest dry and comfortable. Peerimus can have the rain.

Peerimus makes dinner and a few drinks at the INN almost every night. Setting his glass down his brow raises to Durgan's talk of the walls. "I would like to speak more on that topic and more to the point of why Hernamar has need of the wall." The druid thinks a refit of the town militia/watch is a fine idea and also that the money should be spent on equipment for the constables.

Quinn (second illegal post) 
Wednesday August 29th, 2007 10:48:45 AM

Quinn frowns at Peerimus and then smiles "You have got to be kidding...Everyone loves Gargul."

Quinn adds this just before he "pops" out with one of his many teleports.

Vinder the Hilt 
Wednesday August 29th, 2007 12:33:49 PM

Thoughts of home drift through Vinder's head as Quinn spends time in Dirt City. Vinder would have wanted to go along if he hadn't been afraid of being noticed.

The constant downpour didn't alleviate his homesickness, either. Dirt City was mostly below ground. You didn't have to worry about rain.

He's spending more and more time at the tavern, attempting to make friends with the regulars. Otherwise, he continues to make rounds between the party members, offering assistance where he can.

Durgan 
Wednesday August 29th, 2007 4:52:02 PM

"Quinn can ye take more than one with ye at a time? Kazak, do ye want to go home brother? As fer whether any there will buy the item, we will hafta ask around. It could take longer than a day. And I want to talk to a few relatives while we are there."

At the evening meal, sharing an ale with whoever joins them, Durgan answers Peerimus. "A wall is a good, solid defensive structure. But the plants climbin on it need ta be set back. I would prefer ye did it as opposed to some workers' axes and cutters."

Kazak 
Wednesday August 29th, 2007 5:45:19 PM

The 4'1' dwarf will take up Durgans suggestion with vigor.....taking measurements of the walls and inquiring with the townsflak as to where and how of aquiring stone to rebuild and improve the wall and towns defensive structures.

"I'm willing da help ya with training the towns constables and teaching defesice tactics to them " adds Kazak to Peerimus " they seem to like you...make it easier for us dwarves to get to know the local folks "

Guest DM SteveK 
Wednesday August 29th, 2007 6:38:46 PM

Sorry, no post tonight.

Randall 
Wednesday August 29th, 2007 8:04:06 PM

ooc> Steve, what's the post cut off time?

Randall, at Quinn's request, uses the Star Mage Guild's resources to find out as much information as Quinn needs on Plateau City and IronHome.

Randall helps out his group mates and uses the book of lore to answer the questions.

To Durgan.
" Sorry Durgan, but that kind of magic is prohibited to me. You may want to seek one of my Guild brothers or sisters. For the proper amount of coin, I'm sur one of them could help you. "



Savin 
Wednesday August 29th, 2007 10:11:28 PM

Savin's eyes light up when he hears the news about how close his old school and master are. He will meet with his students and compliment them on how well they are doing but says that he must travel for a few weeks and expects to see improvement when he gets back.

He will then give each student some homework to perform and sternly warn them that they will be in some serious trouble if he isn't satisfied with their progess when he gets back.

Savin finds Peerimus and tells him his intentions to travel for awhile and where he is going. He then packs some trail rations, gets Firn'gaer to make him a map and is off!

He will push himself in his excitement to see his old home and will walk 8 hours a day alternating jogging and walking. (Base speed 70 means 140' per round. 1400' per minute. Right around a mile every 4 minutes. Aproximately 15 miles an hour or 150 miles in a 10 hour day. This is just walking, so figure he can around 200 miles a day if mixing in some jogging.) How long does it take him to get there?

Guest DM SteveK 
Thursday August 30th, 2007 11:30:01 AM

My posting right now is rather irregular, and I'm sorry for the confusion among all.

I will attempt to post at noon Woldian Standard Time daily. This looks like it is going to be the best time for me.

Trace and Shadow 
Thursday August 30th, 2007 11:57:32 AM

Trace spends the next week catalogging the armor in the wharehouse and looking for a buyer. He also sends back a message via teleport about an idea of providing armor for the guards in Hernamar since we have a wharehouse with two wagon loads.

While out and about he also tries and gets bids on and design entries to fix up the compound in the making.

30 Days of Rain v2 [Guest DM SteveK] 
Thursday August 30th, 2007 12:29:49 PM

ooc: With Randall not able to Teleport, and Firn'gear holed up in the SMG, and Quinn teleporting 1/day, communication between the areas is going to be a little slow. Quinn, need a schedule of where you are teleporting in a week's time. So far I'm tracking...
1- to Threshold
2- to Heranmar
3- to Hook City - drop off Trace
4- to Heranmar - talk to Durgan and Kazak
5- to Threshold
6- to Heranmar
7- to Dirt City

Heranmar
The rain is an everyday occurance, but Peerimus and the other Children of Chaos are reassured that this is the normal rainy season. "Well, normal for the last 50 or more years", is the comment. It seems the legend is that the Gateway Downs displeased the Powers in some way, and as a punishment it now rains almost 9 months a year. This has flooded great portions of the Gateway Downs and has really curtailed industry. The people are resigned to the rain, and the old women tell of a prophesy by the Five Crones that if the people persevere and stoically accept the rains until the next Great Migration, then Gateway Downs will once again be blessed. This always ends with the elderly woman patting an arm and saying "And the appearance of Strangers from Far Away is the first sign the Migration is near."

For the constables, all seem to be in agreement that the offered payment be instead used to equip the new police force. Selenie agrees and while her servants procure the equipment necessary for a town watch, several of the Children of Chaos begin the operation of turning young men and women of various backgrounds into a trained security force. The next obstacle before the group is what to train on first? Observation, Subdual, Communications, Investigation, Incarceration are all on the Profession: Law Enforcement, or do they want to concentrate on Profession: Warrior and all that this requires?

Peerimus makes himself useful and is welcomed by the townsfolk of Heranmar on his little supporting magics. The farmers around Heranmar are also beginning to accept the attentions of the druid as well.

At Tod's smithy armor-making continues.

At the INN
Vinder keeps a place at the INN warm with his backside and drinking hand. It is a friendly place, and the rogue is perfectly placed to hear whatever gossip is about the town. He constantly hears good reports about the things the Children of Chaos are doing, and a small wonder from some about how people with so much power are willing to do the little things for the common people.

Durgan warns his brother about breaking Brina's heart. This of course is done the same time said female dwarf is pulling said brother into the kitchens for a little corner nookie...

Durgan and Kazak, checks the defensive wall and has several ideas about improving the fortifications. One night over steaming drinks, they speak with Peerimus who counters the request to remove the vines with a question; why does Heranmar need a wall at all? The conversation continues...

Around Heranmar
Savin sets his new school to operate without him for a few weeks, prepares himself, and is off to Wayfarer! (ooc: four minute miles and NOT running? Wow! Savin is a shoo-in for the Olympic Team!!!) It takes but two and a half days for the light-footed monk to arrive at the heavily fortified town of Wayfarer. Savin is quickly able to find his old monestary, but is disappointed to see that it has come across some bad times. Most of the community of monks has wandered away from the area, and there are only a dozen older monks who remain and no students. One of the women recognizes Savin, who also remembers Jala, one of the better teachers from the old days.

Hook City
Trace spends days confirming paperwork, memory stones, inventories, repairs required and other real estate issues. He does indeed discover a small forge room that obviously was to repair minor problems with arms and armor in the old armory. Once able to get teleportation back to Heranmar, Trace is able to provide his discoveries to the group.

Firn'gear immensely enjoys his month of relaxation in the SMG, and other than Randall, none of the Children of Chaos have seen their little gnome friend for a month.

Randall helps out the others as needed, and attempts to use the Star Mages Guild to find out about Gargul Temples in the Northern Continent. He comes up against some red tape, for the Librarian looks down his nose at Randall and then slowly asks. "So you are interested in the blending of the arcane and divine magics? I will need special permission from the Outpost Master to provide those references to you..." Randall soon discovers that not only does he need justification on why he wants to research into the Divine, but his long absence from the SMG has promted an inquiry. Shortly after Randall being able to research his requested spells, he does almost two weeks of red tape paperwork to re-establish his identity and credentials in the Star Mages Guild. It is only now that a month has passed that he will be able to once again pursue a request to gain access to books about Gargul.

Further Afield
Durgan and Kazak wish to go to Turak Nor and thier old Stronghold. Randall sorrowfully tells them that he is unable to teleport, Firn'gaer is nowhere to be found, and Quinn assures the brothers that he will help as soon as he takes care of his business with the book of Gargul.

Quinn teleports into Heranmar about once every other day and is able to keep in contact with the other Children of Chaos while doing so.
With Vinder's descriptions of Dirt City, the City Above and City Below, and the Keep of the House of Keys, and especially a underground courtyard near the House of Keys that Vinder lived for a time. The appearance of Quinn in the courtyard startles two boys who scamper to a nearby doorway. This courtyard is square with three large tunnel exits and several doorways, one of which the boys escape through. Within a minute, a pale man with white hair comes through the door and into the courtyard. A sword and dagger are on his belt, but Quinn can see the handles are tied to the sheaths. "Timmi said you arrived with a 'poof', stranger, and so I'm going to have to ask your intentions within Dirt City. Guards have already been summoned, so I caution you to not do anything rash."



Firn'gaer 
Thursday August 30th, 2007 3:09:06 PM

The gnome wizard continues his spell research at the SMG.

Peerimus and Yorrick 
Thursday August 30th, 2007 5:12:35 PM

Most of the group is all over the place. the druid is just fine with that. Quinn will hopefully not learn any irriversible lessons and being seen with Durgan and Kazak will do nothing but help. Vinder as well. To that Peerimus decides he will be making it a point to eat dinner and have drinks by a good fire at the INN on a nightly basis. Not worrying about Firngaer, Randell or Quinn. They were busy and when they became less so, they would come by and furher plans could be made.

For his days at this point, Peerimus will spend them with WanderWood and the Badgers. He will speak to them of the elves and of Eberyon and the great Awakening of the natrual world. His views on his tasks as a guardian of that world and how he might contact other Druids, or rangers or Defenders of the land. The latter, unfortunately, he is a bit at a loss on. He talks to them about what he knows of nature, animals, healing and any other subject the badgers and tree seem interested in.

Savin  d20+12=29
Thursday August 30th, 2007 5:46:37 PM

Savin frowns at the condition of the monastary and inquires to the whereabouts of Jala. Did he leave or has he passed on? He wasn't that old. (Figure I have been gone for about 10 years or so)

He will go buy some provisions and bring them back to the monastary and cook a fine meal for the teachers there. (cooking skill check of 29. One of Savin's better efforts) After he fattens them up a little, he will try to find out what happened?

"Masters, Where are all the students? When I was last here, things were thriving. What turn of events has caused this tragedy?"

Savin will go on to tell of some of his exploits. His younger years of living with the gypsies, learning to perform while wondering helping others with his healing. He will then tell them of the Children of Chaos and what those funny tattoos were.

Finally, he will come to his purpose of being there. "The Children of Chaos are based in a small town called Heranmar which is about 500 miles from here. The populace likes us and we like them and I have started a small school teaching our fighting ways. I can't stay for long as the road will soon be calling and I was hoping to recruit a teacher or two to help run the school. Is anyone interested? I will help subsidize the costs to begin with and get a proper training area set up but I need skilled and patient teachers."

Durgan 
Thursday August 30th, 2007 9:23:32 PM

Durgan continues to spend his days grumbling about the rain, working odd jobs at the forge, working on the armor, and eating good meals at the INN with whoever joins him at regular intervals.

The part of the day that the recruits spend with Durgan, he instructs them on defensive combat techniques. He also warns them that he intends to start them on a very dwarf-like regimen soon, and they should expect to be working very hard.

"Peerimus, walls are good basic defensive structures. With orcs and such creatures in the Wold, ye can never be too careful. Unless ye would like to suggest a better alternative?"

Randall 
Friday August 31st, 2007 6:10:18 AM

It is only now that a month has passed that he will be able to once again pursue a request to gain access to books about Gargul.

And he does....



Quinn 
Friday August 31st, 2007 9:11:14 AM

OOC: What happened to Quinn's commune spell resuls?

Please note that when on the Southern Continent, Quinn can use Teleport and Greater teleport to move great distances twice per day. That will speed things up on your schedule.

----------------------------------------

Quinn enjoys his travels with Durgan and Kazak and he gets to brush up on his dwarven and drink some good beer.

----------------------------------------

When Quinn makes it to Dirt City and arrives with a big grin on his face and announces "I made it!"

When the old man arrives, Quinn hold out his arms "Brother, Timmi is correct. I just teleported here from the Southern Continent. I heard of Dirt City and came to see it. Will this guard you called provide escort and give me tour of your fine city. I also wish to visit the temples in the city." Quinn will walk forward and offer his hand "I am Quinn deMarco, please to meet you."

Quinn is all excited and bursting with energy.

Vinder the Hilt 
Friday August 31st, 2007 10:01:10 AM

Vinder offers his expertise in regards to the guards' training. While he can't match Kazak and Durgan in hand to hand combat, or even Trace in ranged weapons, Vinder is a master of close quarter combat and finesse.

He also advises a few guardsmen he sees as fit to understand the art of subterfuge. Vinder explains different investigatory techniques such as noticing items that don't belong, disarming or arming traps, stalking and hiding, and the importance of informants.

When not assisting with training, Vinder is usually found at the INN. He is friendly with the townsfolk and will sit and chat with any others from the Children, when they are present. Otherwise, he sits by his lonesome, grieving over the lack of any real intrigue.

30 Days of Rain v3 [Guest DM SteveK] 
Friday August 31st, 2007 11:51:06 AM

OOC: QUINN
1) Thanks, didn't think of that! :-) Quinn will be able to move anywhere in Gateway Downs and as far away as Hook City (about 900 miles from Heranmar) using Teleport.
2) Quinn, Kazak, and Durgan have NOT gone to Turak Nor yet because within this first month Quinn has been too busy with the Book and his compound.
3) As previously twice posted, the DM has offered Quinn a chance to change his questions in the Commune spell to yes/no possible answers. If Quinn keeps the current questions, he will lose the XP for the spell and not get very many answers at all. Is Quinn SURE he wants to Commune THOSE questions???
4) DM requested Quinn to provide a schedule on where he is going and when. In these first 30 days, DM ruling is Quinn traveled to Hook City, Threshold, and Heranmar often enough to do everything he was posted to do. At the 30 day mark, Quinn is in Dirt City. In future days, Quinn must post where and how he is going to various places, or DM will determine where and how. OOC Ended

Heranmar

Durgan continues to spend his days grumbling about the rain, working odd jobs at the forge, working on the armor, and eating good meals at the INN with whoever joins him at regular intervals.

The town watch seems to be starting well. All thirty members take weapons and defensive training through the morning. After a light lunch, they break into specialized groups; some going with Vinder to learn how to be thief-catchers and investigators, some for further training, and some with other craftsmen of the area to learn the arts of armor/weapons/clothing/cooking and other necessary areas for a self-sufficient group.

The argument of the wall continues.

Armor making with Tom continues.

At the INN

Peerimus makes a nightly stop in the INN for a meal, companionship, and to be seen with the other members of the Children of Chaos. This seems to help the others be accepted easier than normal strangers. Kakak, Trace, Vinder, and Durgan also make the INN thier normal haunt and soon the group has thier designated table. Occasionally Selenie comes to the INN to confer with the group. She says she really doesn't have any information or anything, but the act of her coming to the group will make others more likely to look up the Children of Chaos. "Leading by the perception of example", she comments with a smile.

Around Heranmar

Peerimus and Trace keep going out. Wanderwood is also moving around, but no more than a mile beyond the Grove to get himself familiar with the area. TwoStripe and her mate are estatically happy, but haven't seen anything of interest to talk about other than the growth of thier cubs.

NOTE: Peerimus, take the xp off for Awakening the badger and tree.

Hook City

The gnome wizard continues his spell research at the SMG.

Randall puts his request in for getting at books about Gargul, and after an interview with the resident Mystic Theruge, he is allowed to read up. The next time Quinn comes by, Randall will be able to describe in great detail a couple interiors of Temples of Gargul.

Further Afield

At Wayfarer, the rain pours down as Savin helps out around the old monestary and assists the remaining monks. The older woman smiles and when she does Savin is startled, the old woman IS Jala! The monks weave a story that soon after Savin left, chance just brought less students to the monestary. And then, about five years ago, a strange illness rapidly aged the people of the monestary. Jala suspects it was a magical item brought by another wandering monk back to the monestary. The illness was able to be stopped, but not reversed. The two events combined to reduce the monestary to just a couple dozen old men and women who would end thier lives in peace. Jala is intrigued by Savin's plans for a school in Heranmar and agrees to consider being the teacher herself if Savin stays to help out for a week.

At Dirt City, Quinn is really excited, and babbles on at the white-haired man. The man does not take the proferred hand and even takes a step back. "I'm not yours or anyone's Brother, cleric of Gargul", he says coldly, "and others will think you are warped in the head if you babble on about other continents." He studies Quinn for a second. "Still, you are definitely a stranger, so may not know our laws. Therefore, if you peace-tie your weapon, the guards will escort you to the City Above and you may go on your way." His pale eyes are piercing, as the man waves to a halt the suddenly appearing armsmen (each with a Key embroidered on thier left breast) he speaks again. "I am Jeraldh. You may save yourself a lot of trouble if you tell me what you want. Priests always want something, and I have eyes everywhere in Dirt City."


Savin 
Friday August 31st, 2007 12:20:40 PM

Savin drops to his knees and bows his head to the ground and says, "Master, I am sorry for not recognizing you. It has been many years and it seems many more for you. It this magic item still here? Do I need to fear aging as well?"

When Jala says she will consider teaching a huge smile crosses Savin's face. He will gladly stay and help but also says, "Since this place seems to be on the decline, have you every thought of moving? A new monastary can be built in Hernanmar. A place you can hopefully recruit new monk students but also help the local populace. Unfortunately my comrades unwittingly brought disaster to the town when a rival group bent on our destruction killed many of them in spite and evilness. While I don't expect you to become guardians for the town, you wisdom, dedication to healing and talent as teachers will be well served. I have a small cache of gold I would be willing to donate. While it isn't enough to build a monastary, it should be enough to purchase some land and get things started.
What say you, is this group up for a challenge?"

Savin will stay the week requested, helping out as he can and visiting with his old teachers again. He keeps up his practice and sees if his old teachers still surpase him in knowledge.

Firn'gaer 
Friday August 31st, 2007 12:28:10 PM

Firn'gaer returns to Heranmar and spends some time at the local pubs smoking, drinking and eating the best of what Heranmar has to offer.

Peerimus 
Friday August 31st, 2007 12:30:46 PM

Peerimus looks at Durgan for a moment, his nose wrinkling slightly, "You have a point on the wall. It will likely be a continuing necessity of evil and its presence will ease the good people of Heranmar. I will look into an easement about the wall."

On one of Selenie's visits, Peerimus says, "It has been assumed on both sides, but I would officially convey that our band will defend this town and its people." Peerimus continues aftera very short pause. "I myself have no interest or design to the internal politics or law of Heranmar but one needs to exist. I do hear that there is in effect no ruling body beyond save you perhaps. I would like to propose that a small council be officially created and recognized by the people and also that none of us are upon it."

"We will deal with external threats and danger, not internal matters. If aid of magic can be renedered we will assist if able."

Peerimus continues with his routine but will also begin examining the wall and the immediate are to better gauge the plants that have come nearer the wall.

Durgan  d20+11=14 d20+11=30
Friday August 31st, 2007 3:59:30 PM

Durgan joins Peerimus while he inspects the wall and offers whatever advice he can on the structure. "I am glad to see ye intend the practical approach to this problem."

Speaking with Selenie: "I am going to attempt to travel back home to see me kin soon with Quinn's help. I had thought about asking a few of them if they would be willing to relocate here to Heranmar. This town is very practical minded and would suit dwarves well. However if ye think this will be a problem, I won't mention it to them."

Durgan's work at the forge has now produced two sets of armor; masterwork studded leather and a mithril chain shirt. (craft checks =14, 30) Trace Take yer pick boy. Ye can have either suit of armor at cost. If ye want it magicked, ye will have ter take it to the Catacombs. Durgan will give the other suit of armor to Tod to sell. He may keep the profit as a payment for allowing use of the forge.

OOC- mwk studded leather = 175 gp or 59.3 gold to Trace
mithril chain shirt = 1100 gp or 366.6 gp to Trace

At the evening meal: "It looks like everyone is here frequently except Quinn and the wizards. We know what Quinn is up to, I wonder what the other fellas are up to?"

"Kazak, how do ye feel about goin home brother?"

Quinn (second illegal post) 
Friday August 31st, 2007 9:03:46 PM

Quinn is still waiting for the results of his commune (changed the question the same day)

Kazak 
Friday August 31st, 2007 9:18:55 PM

The 4'1" dwarf enjoys working with his brother Durgan training the members of the new watch.....working on weapons training and thrown weapons as javelin and spear .

Taking a further intrest in the walls around the town....Kazak will put his stonemason skills to work and work on improving the weak spots

At the Inn during dinner Kazak suggests the following

"Well Ppeerimus all that growth on the walls might help in some spots ......your powers of nature might come in handy if we can make them compliment each other...stone and natural growth "

" Absolutely brother ....visiting home for a day and seeing family and all the chnages that have taken place"

The dwarf also enjoys Brina's attention......blushing slightly at her boldness

Vinder the Hilt 
Saturday September 1st, 2007 2:11:32 PM

Vinder talks amicably with the others at the INN. "I don't know much about walls," he says. "But I've scaled a couple, in my career."

Vinder continues his tutelage of the townwatch, honing his own skills as he assists the others.

"Have you investigated the blank spot in your grove, yet," Vinder asks Peerimus. "I'd be interested in snooping about. Sounds interesting. I also heard there was an odd storm off the coast that came out of nowhere. I thought I might rent a boat and check the area out."



Trace and Shadow 
Saturday September 1st, 2007 2:29:47 PM

Trace gladly accepts the mithrill shirt and ask Durgan, do you think that anyone of our buddies can imbune this armor?

Trace helping with the training will show the art of archery and suggest the some of the patrolling officers keep dogs to help with hidden enemies.

Durgan 
Saturday September 1st, 2007 10:17:18 PM

"Ye would have to ask one of the spellcasters. Good luck catchin em in town though."

Quinn's Commune (Guest DM SteveK) 
Sunday September 2nd, 2007 5:12:09 PM

(ooc: Sorry, didn't read back to the questions and didn't see any post that indicated Quinn had acknowledged changing his questions.)

Performing a special ceremony, Quinn communes with his diety, and a hazy form floats in front of him. The armor and weapons of a warrior encase the golden skinned form, its eyes shining like a starry sky. The face never changes, but as Quinn sends out his questions, the cleric's mind vibrates with the answers...

1)Is the Star Mage Guild the best option to find out where Temples of Gargul are located on the Northern Continent?
NO

2)Is my father on the Southern Continent?
YES

3)Will a temple of Gargul on the Norhtern continent find use for the book I have recently acquired?
YES

4)Please supply me with the name of your largest Temple on the Northern Continent?
GARGUL

5)Please give me a vision your largest temple on the Northern Continent so that I may visit and pay homage?
Only silence answers this question.

6)What did the book cost to manufacture?
LIFE

7)Should I push to destroy my father immediately?
There is a pause before the answer comes to Quinn's mind UNCERTAIN

8)Is Threshold in immediate danger?
NO

9) ... and the being waits for Quinn's last five questions...

Peerimus 
Sunday September 2nd, 2007 9:37:15 PM

Looking to Vinder witha raised brow, "There is no, Ah you mean the blank spot 10 miles off of the coast. No I have not gone there as of yet. I did ask around and got little, but again that sort of thing is not precisely my fortie. Have you learned something?" OPeerimus listens to Vinders account or recounting of the storm and his lips purse a bit.

"It Certainly sounded to be without a natural cause." Trying to recall the size of the blank spot, would it be reasonable to think it a ship?

On his routing about the wall, Peerimus begins gleaning back vegetation that is actually growing into the rock and up the sides. He does this by hand. Peerimus will prune back the plants endagering the wall and use stoneshapes to smooth cracks after hand cleaing the dirt and debris from them.

Randall 
Monday September 3rd, 2007 9:44:05 AM

Randall decides to take advantage of their down time and uses the Star Mage Guild's resources to create a Helm of Comprehend Languages and Read Magic.



30 Days of Rain v4 [Guest DM SteveK] 
Monday September 3rd, 2007 1:31:05 PM

Hook City

Randall begins conducting some serious research in the SMG.

At Wayfarer, Jala agrees to travel the 400 miles to Heranmar and become a master of students once more. "I will arrive in about two months time, for I will bring a wagon or more with me, and the animals travel much slower than you or I would." The other monks seem content to remain in the monestary in Wayfarer. Though it is much diminished, the monestary is not yet lost, and the old ones are determined to ensure it does not go quietly into the night.

At Dirt City, Jeraldh seems patient in letting the stranger become accoustomed to his new environment and the different customs and laws of Dirt City. He waits for Quinn to sort out his thoughts, words, and actions.

Heranmar
Selenie has a pleasant conversation with the Children about what it means to be a Protector. "Interfere with the goings-on in the town?" the golden armored woman laughs. "No, a Protector supports the community by taking care of any outside dangers. Perhaps conducting messages or missions that the town is unable to perform themselves. It is an honorable position, and one that I have done in my youth for other communities." Her smile falls and her eyes turn sad. "And that what was what my brother Krilanos wanted to do when he fell in with those evil chaos clerics..." She shakes her reverie away. "In any case, it seems we are in agreement. For a town council, that is again going to have to be an idea from the people themselves. And if you haven't noticed, they seem very ... ah... content... with waiting."

The wall is pruned back and repaired by the Children, Peerimus doing much of the work himself. It will take a while, but the townsfolk can already see how the wall is more astetically pleasing...

The armor is ready for Trace to pick his favorite.

Firn'gaer arrives back and finds the group at thier usual table in the INN. There are some interesting conversation going on about travelling to Durgan and Kazak's familial stronghold and also the unknown area off shore.
Vinder tells of the strange storm of the old fisherman's tale. Peerimus remembers all the dimensions of the blank spot and the possible reasons for it. While the group is together, another fisherman that Vinder recognizes comes to the table, tugging at his forelock.
"Beggin' yer pardons, Protectors, but I been asked to give ye this." His suntanned and caloused hand moves over the oaken table and drops an object. It is a heavy gold ring, exquisitely formed to look like a conch shell and covered with a glittery glaze that winks in the candleabra lights. "And ye won't believe what gave it to me neither."

Note on Turak Nor [DM SteveK] 
Monday September 3rd, 2007 1:35:18 PM

Kazak and Durgan, the DM (me) has recently come across information (OK, I was told point blank), that Turak Nor is ONE city, not a nation of many strongholds. It is also currently unexplorable by the powers that be.

So, pending your thoughts, I would like to make Kazak and Durgan's ancestral home a stronghold that has stories (ancient attachment) to Turak Nor and not the Dwarf City itself.

Durgan  d20+10=12
Monday September 3rd, 2007 8:10:35 PM

"Protector eh? I like the sound of that."

Durgan leans forward looking at the gold ring. He picks it up and looks it over. (appraise check = 12) He then hands it to Peerimus. "Well? Should we check it out?"



Posting Report For: 
Monday September 3rd, 2007 9:59:25 PM

Game #4 Children of Chaos
For the week of August 27, 2007

Name-MTWRFSS

DM Steve-XXOXXOX
Durgan-XXXXXXO
Firn'gaer-OXOXXOO
Kazak-OXXOXOO
Peerimus-OOXXXOX
Quinn-2XXO2OO
Randall-XOXOXOO
Savin-XXXXXOO
Trace-OXOXOXO
Vinder-OXXOXXO

an excerpt from the journal of Dweezil the imp:

Dweezil lounged back and enjoyed the dried, salted meat he was eating. Riding on the roof of the wagon was much better than flying. It would take longer to get to Heranmar this way but Dweezil didn't mind. What his master didn't know wouldn't hurt him, or so he hoped. Yes, coming across this caravan was the best thing that happened so far on this trip. It was very entertaining. It was great eating their supplies and watching them accuse each other of stealing. Apparently there were just enough supplies to make it to the next town, and with Dweezil's help it looks like they were going to run out. They have almost fought over it several times already. Dweezil was sure a good fight was just an eaten apple away. He was not idle with creating mayhem directly either. Every time the caravan crossed another trading caravan and stopped to trade, Dweezil poisoned someone from the other group. Once a dwarf had even died. That very nearly led to a brawl all on its' own. Yes, this was the way to travel...


Vinder the Hilt  d20+8=13
Monday September 3rd, 2007 10:14:32 PM

Vinder looks at the ring and pulls out Jack. He puts the doll beside the ring.

"What do you say, Jack? What's this ring worth?" (Appraise check 13)

Vinder looks back up to the fellow who delivered the ring. "What's your name, sirrah? And who might this unbelievable ring-deliverer fellow be?"

Quinn 
Tuesday September 4th, 2007 9:11:31 AM

Quinn is happy to belatedly feel Gargul's widsom. "Father is still around and has to be flushed out." Quinn muses as he twirls his goatee.

Quinn then focuses on the gentelmen in front of him "So what is keeping your guard? Someone will have to show me this peace fixing of weapons."

Quinn waits and not too paitently.

Randall 
Tuesday September 4th, 2007 10:18:40 AM

Randall continues to work on creating a Helm of Comprehend Languages and Read Magic

Peerimus and Yorrick 
Tuesday September 4th, 2007 1:03:20 PM

Peerimus enjoys a good strong brew ale at the end of a hard day. Yes it was hard work on and about the wall, but it was a labor he enjoyed and so could not complain. As Selenie explains that a city Protetor does not interfere with a town, Peerimus looks positively confused. His eyes squinting slightly as his head drops left long to regard the woman. He opens his mouth and then closes it without speaking. Righting his head and smiling he opens his mouth again, "Of course."

The fisherman arrives on scene and drops the ring and relays a part of a tale. Durgan hands him the ring and he gives it a cursorey glance and sees if his bare fingers might rub off some of the glittery glaze. Peerimus slides the ring to Vinder and looks to the fisherman.

"Please sit, let us get you a drink." and he nods towards Durgan. "The unbelievable, my good man, is precisely what we believe." He smiles and adds with a chuckle, "You could say it is a prerequisite of the occupation. Please tell us at length the story around your be gifted of theis ring."

Kazak 
Tuesday September 4th, 2007 3:50:56 PM


Smiling back at the fisherman "do tell how you came about it " chuckles the dwarf " as the good Druid has said we do enjoy and believe in strange story's "

Flagging down Brina the barmaid.....Kazak orders another round for the table and the fisherman



Firn'gaer  d20+20=37
Tuesday September 4th, 2007 4:14:37 PM

Firn'gaer listens to the conversation of the bar. He concentrates on his Detect Magic permanent ability. If it radiates magic he then takes special interest in the ring. "May I." He says holding out his hand. Looking at the ring he casts a analyze dweomer spell and checks it out.

Spellcraft DC37 to determine type of magic, if any, on the ring.

Savin 
Tuesday September 4th, 2007 5:16:37 PM

Savin digs into his haversack and pulls out some gold in sacks. He hands one to Jala and says, "This should help cover some of the expenses in getting to us." He then hands another over and says, "This is a donation to the monastary. Maybe we some small improvements, the place can be cleaned up and you can attract more students." OOC Each sack has 250 gps in it. Savin says his goodbyes and tells Jala about the halfling's (Tap Goodfella)farm where they are currently training. If some evil pulls me away, go there and I will leave him instructions on where to get set up. Thank you again my old master. I long to see you teach young minds again."

Savin starts making his way back to Heranmar. He will move right along and see if he can get back faster than it took him to get to his old school. Once he returns, he will check in with everyone and see what is going on. He will then go out to his improvised barn and teach some classes.

After that, he will sit down with Tap and say that he has found a permanant teacher for the children as Savin's adventures might pull him away. He then inquires if their is a farm or house which he can buy to set the school and Jala up?"

30 Days of Rain v5 [Guest DM SteveK] 
Tuesday September 4th, 2007 6:41:43 PM

Hook City
Randall continues to work on creating a Helm of Comprehend Languages and Read Magic

Wayfarer
It takes four days of slogging through the rain and mud for Savin to return to Heranmar. He also realizes that he didn't make nearly the amount of time he thought he would. Keeping track of his movement and asking farmers along the way, he finds he only made about 28 miles per day to Wayfarer and back. (see spoiler). Still, that is a darn sight better than nearly anyone else could do.
Savin is further uplifted knowing that the start he has made with the children will continue even if something happens to him. The good thought is in his mind when he arrives at the INN in time to hear his friends speak with the fisherman.

Highlight to display spoiler: {DMG gives 56 miles per day for base speed of 70 feet. This is halved because of the rain and mud. Further, there is only so much double movement a character can make in a day without suffering effects.
Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can't run or charge and takes a penalty of --2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
Attempts to run and rest in cycles effectively work out to a hustle.
Forced March In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
}

Dirt City
The guards are behind Quinn as he speaks to Jeraldh, the white haired man (see Friday post), and provide the cleric some leather cord so Quinn can securely tie his weapon down so as not to be able to readily make it ready for combat. Jeraldh coldly looks on as the six guards take charge of the Cleric of Gargul and formally escort him out of the well kept tunnels and to the City Above.
Emerging from a public entrance, Quinn can see that Dirt City's portion above the ground is much like any other city, though it does seems seedier. The guards let Quinn go about on his own and return to the tunnels. Quinn is in a large marketplace area that seems to be busy in the early afternoon. A great temple is before Quinn and he quickly sees the symbols of the God of Luck.
The Huge Temple of Wardd is a large and beautiful multi-colored building among the shabby and gray constructions of the rest of the city. When constructed and everytime repairs have been needed, the priests of the God of Luck always cast their prayers to the wind and see what comes up. Sometimes they have gotten donated bricks from a project, sometimes timber from a shipwreck, sometimes blocks of heavy marble left over from repairs on the Prince's Palace. Whatever it is, it always seems to be just enough material and skilled people to help the temple. The effect is a patchwork of material and style that just happens to look like it should belong just like that.
There are no other temples that Quinn can find in Dirt City.

Heranmar
Niether Vinder or Durgan are able to appraise the ring very accurately, but they are able to note that the sheen seems authentic and not a glassy paste. Peerimus isn't able to tell much more from his investigation, but Firn'gear is another story. When the gnome's detect magic comes into play, the conch shell on the ring forms into a Magic Mouth!

A beautifully dulcet voice quietly rings from the magic, sinking into each of your souls as if plucking a string of melody. "You with magic come to me. I implore your help for the safety of the sea and all its treasure."

The fisherman stares dumbfounded at the ring a moment. "Beggin yer pardon, sers, but my name's Burt. I was fishin out on the south way in hopes of better luck when a dolphin breaks the surface and spits this ring at me. It grins at me, it does, and I swear it spoke real words! It said 'bring help'. And I figger that anything a talking dolphin can't take care of, well, it would need the best I could find. And then here is you Protectors, all set for the town and all, and well..."

Durgan 
Tuesday September 4th, 2007 10:17:22 PM

"Hmmmm. That's a good story." Durgan drains another mug and then wipes clean his beard. "Does this mean were goin swimmin? Dwarfs ain't too good at swimmin ye know."

"Peerimus ye durned fool. If I knew ye was workin on the blasted wall all by yerself I woulda stopped workin on the armor long enough ta help ye." Durgan then grumbles something into his mug. It distinctly sounds like guilt.

Vinder the Hilt 
Wednesday September 5th, 2007 9:50:50 AM

Vinder leans back in his chair, crossing his arms as Burt explains his odd story. Jack sits on the table, watching the conversation with amusement.

"A talking ring and a talking dolphin, eh? There was a time when that would have been surprising to me." He smiles slightly and shakes his head.

"Do you remember your exact coordinates on the sea, Burt? We might need to investigate the area." Vinder has an inkling the strange storm and this talking dolphin might share the same area.

Peerimus and Yorrick 
Wednesday September 5th, 2007 9:53:52 AM

Peerimus nods to Durgan, "A very good story." He quickly adds looking to the fisherman, "and one I completely believe." The druid sits back in his chair a bit, partially lost in a thought, "Hmm, yes it looks like we are going swimming. Worry not Durgan, we have some experience in the matter and Firn`gaer can cast Water Breathing. Ten miles is a trick though, Hope some of you saved some coin for a few last minute items."

When Durgan brings up the wall, Peerimus holds his hand up to stop him. "The armor was very important to finish for Trace Durgan and really. There is plenty of wall left, but that is for later. It sounds as though we need to make haste. I will venture out on the morrow to see if I can gain a bit more information and then we will plan."

Turning to the Fisherman, "Burt, could you provide greater direction for me tomorrow before the tie is out on where you encountered the dolphin by the south way?"

"I will go out as a dolphin quickly to see if I may find out a bit more and return. Firn`gaer. I was thinking of using the telepathic bond with you and if you can include others that we might stay in touch during this and I can instantly relay the information."

Quinn  d20+7=18
Wednesday September 5th, 2007 10:19:48 AM

Quinn moves around Dirt City and just marvels at all of the sights and sounds of the city on the Northern Continent. Quinn is a bit distured that he can not find a temple of Gargul and decides to head to the Temple of Waard.

On the way to the temple, Quinn will see if they sell Futveg, the fruit and vegetable paste that he is so fond of, on the Northern Continent as his supply is running low.

Knowledge religion Waard 18

Quinn will stride into the temple and announce "I need to change my luck. Can anyone give me directions to a city that boosts of multiple temples."

Once Quinn has everyones attention he will continue "What is the capitol of this land. I am a stranger in a strange land and am looking for a large city and a temple of Gargul. Can anyone assist me?"

Quinn will drop 100 gp in the poor box if it exists.

---------------------------------

ooc: How are you doing time lines. Quinn seems to be doing minutes or an hour at a time an others seems to be days ahead?

Kazak 
Wednesday September 5th, 2007 1:46:06 PM

Agreeing with his brother Durgan " swimming?? i'm better at sinking then swimming dats for sure " laughs the dwarf

" Peerimus if we are headed out to sea and/or under we should discuss how we're gonna do it and what we might need ......good way to discuss tactics too.......but lets wait to hear from your sources first "

"oh and when ya work on the wall again let me know ...i'll be more then happy to help ya out"



Firn'gaer 
Wednesday September 5th, 2007 4:05:28 PM

"I could use the fresh air of the open sea." He says. "If any wish to come, I can arrange for flights if none can arrange it themselves. As Peerimus said, I have waterbreathing spells and flight spells that should cover some of us. If you cannot fly yourself, I would suggest a visit to the Catacombs for some magical means for emergency...or just because."

Randall 
Wednesday September 5th, 2007 5:25:34 PM

Randall continues to work on creating a Helm of Comprehend Languages and Read Magic

30 Days of Rain v6 [Guest DM SteveK] 
Wednesday September 5th, 2007 5:42:23 PM

OOC: I'm keeping flexible track of time, and will bring Quinn back to Heranmar at the right time to support the story. Though I will recommend that after Quinn finds a Temple, that he check back in at Heranmar before continuing his quest.

Hook City
Randall continues to work on creating a Helm of Comprehend Languages and Read Magic.

ooc: Randall, give me an email on your plans.

Dirt City
Quinn enters the Temple to Wardd and all but bumps into a short, middle aged, male human cleric. After apologies and introductions, Sanden raises his hands in a thumbs-up gesture and praises Wardd. "What luck!", the scholar exclaims, "I have need to visit a small temple of ours on the Southern Continent in a village called HookCity. And here you are, special transportation from the very continent that so many know so little about." The short man beams jovially at Quinn. "I shall make a deal with you, my 'postulate of life and death'. You stay the night and then take me to Hook City. Once there, I will tell you of the biggest Temple to Gargul on the Northern Continent.
Pending Quinn accepting Sanden's proposal, the middle-aged man keeps up a steady patter of one way conversation, that includes info on Dirt City. Dirt City is an independent city-state in the land of Izen, an nominally uninhabited area that is located between the Kingdom of New Elennia and Alisidur. Established by families of rogues, Dirt City is run by different Houses that specialize in different kinds of rogish activities. There used to be a Prince, but he was run out of town, and now the Houses are vying for who will be the next Prince, so it is very dangerous in the City Above. The pact (no ops in the City Below) is still in effect, so it is safe underground.

Heranmar
The talk turns to planning for an underwater adventure. Burt doesn't have a good notion of explaining directions other than a vague wave east south east. He is much relieved to be done with his duty, and doesn't plan on sailing south even if he doesn't catch a fish for a year.

One of the first items that comes up in the mind is how to assemble the group, since Randall and Quinn are not in town...


Savin 
Wednesday September 5th, 2007 11:33:10 PM

(ooc)Sorry to miss the post...forgot about your noon deadline. Not quite sure what Savin has done. Did he have a conversation with the halfling on finding a house or farm for the school? Assuming in this post that I have and eagerly await some results :-)

Savin checks in with Peerimus and asks, "So what is the overall plan? Are we going to settle down here now? Are we going to keep adventuring? Now that we aren't being tossed around the Wold, I am not quite sure what to do with myself. I don't think I am ready to settle down. Am going to try and buy a house and set my old teacher Master Jala up in it to help teach some combat skills to the town. Still I don't think I am ready to settle down yet."

Trace and Shadow 
Thursday September 6th, 2007 2:02:48 AM

Trace sitting at the table listens about the fantastic stroy of the dolphin and the ring. His thoughts quickly turn to how to fight under water and if a bow would even work under water. Some more water breathing postions might come in handy.

During the days Trace continues his training on archery for the guards that will man the wall in time of need and educates them on the fine art of shoot first and ask questions later.

Trace ask the group while at the table if anyone of them had the power to imbune his new mithril shirt with any magic.

Vinder the Hilt 
Thursday September 6th, 2007 10:46:44 AM

Vinder picks his fingernails with one of his daggers while the others discuss swimming, breathing, and fighting under water.

"I don't have the money to buy a potion for breathing under water," Vinder informs the group. "Hey, maybe we won't need to even go underwater."

He looks around at the others and smiles. "Yeah, you're right. I'm sure we will." He shrugs and goes back to cleaning his nails.

Quinn 
Thursday September 6th, 2007 12:07:38 PM

Quinn is pleased to have a theological conversation with Sanden and find out more about Dirt City. "My good brother, I think we have an accord. I will take you to Hook City tomorrow morning. I am looking forward to exploring this great city on the Plateau."

Quinn will use greater Teleport in the morning and bid farewell and good Luck to Sanden, before teleporting back to Heranmar to check on the Children of Chaos.

Quinn will seek out Peerimus "Cousin, I think we have enough rain, anything you can do about it, before we have to build an ark?"

Peerimus and Yorrick  d20+20=35 d20+13=30
Thursday September 6th, 2007 2:51:29 PM

The Previous night...
The overall plan Savin? I'm not sure I have a complete answer for you. I can tell you that I am creating a pernament place I will call home. Quinn seems to be doing likewise. Trace is working with some holdings we have within Hook City and Firngaer and Randall both seem to be making thier residence within Hook City as well. What concerns me is the rather large distribution of geographical terrain. As a group we have not discussed it yet. As a group we HAVE, though decided to become the Protectors of Heranmar. To me this indicates residencies within a mile or so at least. Ruling Hook City and Quinn's current compound location as unacceptable. Again, this is something we need to discuss and very soon."

"I have no intention of laying about and waiting for evil and those seeking selfish power to come to my doorstep. I think it wise to journey to Fort Wayfarer to the east and then south and west to the far side of Spirit Swamp and the city there and then return home." Peerimus takes a drink,

"As our first step. As you say, we have been launched across the Wold since we first met and I feel we should become far more intimate with our immediate surroundings as a first priority."

Peerimus will apologize to Trace as he can not make such magic pernament.

To Quinn the druid simply smiles and laughs at what he thinks a good joke on the clerics part.

That following morning...Peerimus thanks Burt, but was not asking him to go out on the water, just give a good pointing from the docks of the direction he set off in. "I will take it from there." Hopefully Firngaer is able to cast the telepathic bond and with that, "I should be back in about 3-4 hours. He will also ask Quinn if he could place a Status spell on him. "Just in case."

Peerimus will take a running leap from the dock and shift into a porpoise on the way in. Swimmming string, he skims along the surface at great speed. [Swim Speed 80 should be 8 miles/hr, not hustling.] On the way out he keeps his eyes and ears open for signs of any other dolphin or porpoise. [Spot 35 Listen 30]

Peerimus will click out a 'Hello, you called for help?" every now and then.



Firn'gaer 
Thursday September 6th, 2007 3:34:17 PM

"I plan on setting up shop here. I'm within reach of Hook City if I need to go, but I rather prefer the quiet openness of the country to the fast paced hustle and bustle of the city." He says

"I think I'll build a modest home where I can relax and enjoy life when not risking it."

Kazak 
Thursday September 6th, 2007 6:01:59 PM

Kazak hangs out with his brother Durgan between working on the walls and training the new defenders of Heranmar.

Making sure he has time to talk and learn more about his new fellow adventurers and local towns folk


Thirty-One Days of Rain [Guest DM SteveK] 
Thursday September 6th, 2007 6:52:32 PM

Dirt City
It is immensely enjoyable for Quinn to be able to speak of Gargul and the other gods with another theologian and without the rancor and suspicion that he has found in the Southern Continent. The night goes pleasantly, and Sanden insists that Quinn stay in the Temple for the night.
The next morning, the sun shines in friendly warmth, and Quinn Greater Teleports himself and Sanden to the now familiar environs outside of Hook City Gates(remembering that Firn'gear cautioned against teleporting directly into the city). Sanden admirably provides his portion of the bargain by giving Quinn an ample description of the Temple of Gargul that is in Plateau City, the capital of New Elennia. And then, the sage cleric steps eagerly into line to go into Hook City.

Hook City
Randall finishes creating his new magical item, and, finding time on his hands, wanders about sunny Hook City learning the sites and seeing the wonders of the great bridge magically suspended by four sky hooks. He also makes himself once again familiar with the outer walls of Hook City.
It is just by coincidence, that Randall is only thirty feet away from the location that Quinn selected to Greater Teleport to (amazing how those things happen for heroes! :-) Since Quinn is on the way to Heranmar and Randall is complete with his studies, it is simplicity in itself for the Wizard to thumb a ride with the Cleric, and both Quinn and Randall arrive outside the gates of a very soggy Heranmar.

Heranmar
Savin talks with Tap Goodfellow about selling the barn/warehouse that the children are using for a dojo. Tap doesn't want to sell since land inside the walls of Heranmar isn't cheap, but since he is not using the structure for the forseeable future, he is willing to rent the space for a year at 200gp.

Firn'gear also plans to stay about Heranmar, and says so.

Trace keeps his hand busy with the constables, along with Durgan, Kazak, and Vinder. It looks like at least for the short term, these four have a welcome and usefulness in the town.

Peerimus tells his friends that a consolidated group plan is going to have to be plotted amongst the Children of Chaos and fairly soon. Now that Fate isn't controlling thier actions, the CoC need to see if they can forge thier OWN destinies. Peerimus also proposes the group decide if they should do a sweep of the Gateway Downs and Spirit Swamp to ensure the group knows the terrain to be good Protectors. As soon as Randall and Quinn return...

Day 31
The day dawns only in the sense that the skies are less dark. Rain continues as Peerimus and the others move out the West Gate and to the docks. Just as Peerimus is looking for Firn'gear to cast his Telepathic Bond spell, Quinn and Randall appear! Thier dry clothing quickly becomes soaked in the downpour.

Peerimus asks for Firn'gear to cast "Telepathic Bond", and for Quinn to cast "Status" before he turns into a porpoise to investigate the blank spot in the ocean.

(ooc: If Peerimus leaves before Firn'gear and Quinn post they cast the spells, I will assume Peerimus doesn't have the requested spell on him when he scouts. So I'm waiting a post to see if the Druid gets beefed up before reporting what he encounters in the ocean...)

Durgan 
Thursday September 6th, 2007 9:42:55 PM

Durgan stands on the dock watching the scouting mission get ready. "I'm ready to check this out whenever ye are ready Peerimus. My beard can't get any wetter than it already is. This sort o' thing is exactly the reason why dwarfs build practical underground homes. No unscheduled weather."

"I think regular sweeps of the surrounding area is a good idea."

Savin 
Thursday September 6th, 2007 11:13:11 PM

Savin smiles down at the halfling and says, "Tap, I appreciate your generous offer but I wasn't trying to buy your barn. I was wondering if you knew of anyone trying to sell their house or farm? I know you (the town)lost several people and there must be some vacant property around somewhere? Or a widow who needs help? I won't push anyone away, but I do want to buy something.

I will need to set my master up in a house where she can live and teach. So the house will need some kind of yard. A farm is ideal but I will take any suggestions you might have."

Savin will resume his classes in the morning testing to see if his students kept practicing while he was gone. He will explain that he is bringing in his old teacher to help train them also.

Savin in his conversation with Peerimus asks, "What is a protector? Sounds like a cult. What would we have to do. I don't want to get tied down to this one area. Don't mind seeing it as a home base but still expect to travel. I have to much to learn to settle down and just teach."

Vinder the Hilt 
Friday September 7th, 2007 9:24:38 AM

"I hear you, Durgan," Vinder agrees with the Dwarf. Once again, Vinder feels a lump form in his gut. He missed Dirt City.

Vinder remains in or under shelter nearest to the docks while Peerimus scouts the water. He spends the day checking his equipment and musing on his current situation.

Protector? I don't know if I'm suited for that, he thinks. Usually I'm the one trying to bypass the protectors. It's all topsy-turvy, now.

Quinn 
Friday September 7th, 2007 1:13:34 PM

Quinn arrives in Henanmar with Randall and greets his fellow CoC.

In the morning, Quinn prays for the status spell in addition to his normal compliment (including teleport and greater teleport). Quinn will cast his status spell on Peerimus "Good luck get back quick and bring the sun back with you."

Quinn will talk to all the CoC about the new great city, Plateau City, he has heard about on the Northern Continent and its great temple of Gargul. "After we take care of Peerimus and this rain, I will be visiting Plateau City if anyone cares to join me."

Trace and Shadow 
Friday September 7th, 2007 1:50:22 PM

Trace puts his horse back in the stables and greets Quinn and Randel. As they walk to the docks Trace ask the group, since we as a group are going to spend more time her in Hernamar than Hook City then I suggest we sell the wharehouse and forego the renavations and us the money here in Hernamar and build a stronghold for the constables to work out of and for us to call home when we are here. I think a stronghold would solidify the port in the future.

Trace will walk to the end of the dock and begin casting to back up Peermius if needed.
Trace cast, cats grace , barkskin, on himself and then calls for an aly medium Shark to circle the waters below. He holds a potion of water breatheing in his hand and will use the shark for transportation to help if needed.

{DM Steve: Am I missing something that's not on Trace's CS? How does he call an ally shark? Using a summon spell will only last a few rounds, and the area Peerimus is going to search is miles away.)

Kazak 
Friday September 7th, 2007 5:14:44 PM

Staring out the window of the Inn the 4'1" dwarf wonders aloud " does it always rain this long here? " asks Kazak to the patrons of the Inn

"If so can the power of the rain be harnessed ??"muses the warrior aloud again as if thinking to himself

"At least Durgan is getting the bath he so cherishes " laughs Kazak

Randall 
Friday September 7th, 2007 7:57:37 PM

Randall arrives in Henanmar with Quinn. The mage sports a fancy new helm of his own creation. Fluffy sleeps curled up around Randall's neck and shoulders.

" I'll join you Quinn. "



Thirty-Two Days of Rain [Guest DM SteveK] 
Friday September 7th, 2007 11:25:01 PM

Peerimus is willing to wait an additional day to get the Status spell from Quinn, but other spells are not forthcoming.

Trace is willing to cast some of his spells to accompany the druid, but the ranger realizes that it will be hours in the water, and he will not be able to keep up.

The others wetly watch as the druid transforms into a sleek porpoise and follows Burt the fisherman's directions as well as he is able, eventually being lost into the distance of the grey water and grey sky.

Vinder, Kazak, Durgan, and Trace spend time with the constables in training. They are shaping up nicely, and so is the repair of the wall around Heranmar.

Savin spends his time with his students. He also looks for a house that is currently empty where he could buy. A quick visit with Selenie enables the monk to meet up with the tanner whose brother's family was all murdered by the anti-group. Hahn Tanner is also not too suspicious or bitter about the experience that he won't reject Savin out of hand. He shows Savin the sturdy stone-and-timber two story house, cellar, enclosed herb garden, and outshed for animals. "You like?"

And Quinn, Randall, and Firn'gear spend time with a warm INN and wondering about the rain. Chester, the INN-keeper is happy enough to exchange information for new stories of the wide world. "The rain? Ah, it is normal enough ever since the people of Gateway Downs displeased the Powers. All the clerics say that if the people endure the years of rain and keep to the Powers, that we will be blessed at the next Migration."

Peerimus Highlight to display spoiler: { Porpoising along, a couple hours pass as the druid swims and cavorts through the waves, occasionally calling to see if he can find the talking dolphin. He comes very close to the blank spot during his Commune with Nature spells when he is met with success. About five miles out and a couple miles south of Heranmar, a white-sided dolphin matches course and speed with Peerimus and squauks at him excitedly. It doesn't respond to speech, but does seem to want to lead Peerimus somewhere further west.

Following the dolphin, Peerimus is soon led to a figure rising from the depths that looks human except her legs are two fish tails and fins. "No, this is not a Human, Eeeekkkeeekk'kk", she says to the dolphin. "Go and Fetch!" The woman-fishes gills on her neck flex.

The dolphin chatters and begins to swim back towards Heranmar.
}

Savin 
Saturday September 8th, 2007 8:39:19 AM

Savin inspects the house counting bedrooms (how many?) Looking at the outbuildings (how many and how large?) Checking out the land to see if it would be suitable to train students (How large of a yard, or how many acres is it? Not sure if I am dealing with a farm or just a house}

Savin will then look at the tanner and say, "I am sorry about your family. All I can say is we avenged them and it seems we are going to be staying in this area to settle down. I am bringing in my old teacher who will be living here, if we can come to terms, who will be teaching your local youth how to defend themselves. How much are you asking for the house?"

OOC 
Saturday September 8th, 2007 8:46:05 AM

OOC: Please reread Quinn's post as he cast status on Peerimus

ReOOC: Please reread DMs post as he acknowledged Quinn casting the Status on Peerimus. :-)

Durgan 
Saturday September 8th, 2007 4:16:25 PM

Upon hearing Peerimus and Trace discussing how many HOURS the search may take, a wet and grumpy dwarf sets a brisk pace for the Inn, inviting his brother and anyone else to join him. "If I'm goin ter drown my sorrows", he says while looking up at the sky, "I'm gonna do it properly".

Quinn 
Sunday September 9th, 2007 11:05:51 PM

Quinn takes Durgan up on his invitation to the dry warm Inn. Quinn can monitor his Status spell from there for as long as it takes. Too bad he did not think ahead and extend it.

Quinn raises his mug "To dolphin kind, some of the only ones that like this weather. And if we get much more they will be swimming down the street."

Vinder the Hilt 
Monday September 10th, 2007 9:40:02 AM

Vinder accompanies Durgan and Quinn to the inn. "I suppose it was a bit silly to sit out in the weather."

He chats amicably with the others, laughs at Quinn's joke (Quinn told a joke!!!), and sips contentedly from his drink.

Kazak 
Monday September 10th, 2007 1:59:23 PM

Smiling ear to ear as his brother decides to buy drinks " heh i'm thirsty too"

"I gotta say this town is quite nice......i sorta like it " adds Kazak absently as he enjoys drinks with his new found friends



Peerimus 
Monday September 10th, 2007 4:50:10 PM

Peerimus via his translator Dolphin, introduces himself as Peerimus, Druid of Heranamar and leader of the Protectors of Heranamar. A collection of good souls of common purpose, to battle evil and protect those less able to do so for themselves. Peerimus would like a brief lay of the situation which has brought him here.

Randall 
Monday September 10th, 2007 5:34:01 PM

Chester, "The rain? Ah, it is normal enough ever since the people of Gateway Downs displeased the Powers. All the clerics say that if the people endure the years of rain and keep to the Powers, that we will be blessed at the next Migration."

Randall
" Has anyone tried to control the weather with some spells. I have heard of a few different ones that may clear the skies of this rain for a while at least. "


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