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Firn'gaer 
Wednesday December 5th, 2007 3:53:16 PM

Firn'gaer continues to swim towards the surface. The whole while thinking of what needs to be done.

This new bunch is a self-serving and dangerous lot. I'll need to take steps. Have to talk to Peerimus and maybe Savin. Though, he's the most "un-ordered" monk I've ever seen. I may not be able to convince him. Peerimus seems ok.

Children Movements [DM SteveK] 
Wednesday December 5th, 2007 7:46:08 PM



Trace (with all his sharks), Randall, and Firn'gear swim to the surface. Highlight to display spoiler: {The ranger and evoker each have full packs. All are able to swim quickly by use of thier magic (Pearl, Cloak, Spell) and it takes them a minute and a half to get out of the Palace and up to the surface of the ocean. The three don't talk shile going towards the surface, and they break into the sweet air about a half-mile from the immobile Swan Boat.}

Quinn, Durgan, Kazak, Savin, and Vinder all scour the Palace. Highlight to display spoiler: { (145 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

Quinn and Kazak must take a Fort Save DC 24, 25, 26, 27. Each failure is 2d6 damage due to the crushing depths.

With four assistants, it only takes three and a half minutes to bring the skeletons together and to perform the simple funeral ritual. Nothing bothers the group even when they are all over the Palace.

It is really a beautiful place once one gets used to the darkness. Carved walls and pillars. Mosaics on the floor. Flying arches over the cieling, and all in a fluid style that blends from surface to surface.

Each roll Spot DC 10 to see Peerimus and his Daylight Spell in the south-eastern corner of the Palace investigating a carved alabaster door.
}

Peerimus searches through the Palace in octopus form. Highlight to display spoiler: { It is really a beautiful place once one gets used to the darkness. Carved walls and pillars. Mosaics on the floor. Flying arches over the cieling, and all in a fluid style that blends from surface to surface. In the South-East corner of the Palace, Peerimus discovers a carved alabaster door. This door is the only one in the entire Palace besides the great front doors and the Secret Door that held the treasure.}

COC injury:
Randall 1 CON loss (ie no hit point loss from CON loss)
Vinder 3 CON loss (ie 26 points due to CON loss)
Durgan 5 CON loss (ie 39 points due to CON loss)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Seamount Obstacles
The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.

Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.

Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).

Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute.
Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.

Light.
At 0 -- 100 feet, can see 40 feet
At 100 -- 200 feet, the light is shadowed, can see 20 feet
At 200 feet, dark, can't see without own light.

Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.

Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save.
Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Quinn  d20+16=25 d20+16=35 d20+16=18 d20+16=25 4d6(4+5+4+3)=16
Wednesday December 5th, 2007 10:31:25 PM

Quinn accepts the crushing depths as he works to lay the tritons to rest (still at it).

damage 16

"Now that the tritons are off to Gargul and we have honored their lives it is time to go home. Are we ready cousins and brothers?"

Rolled concentration check for concecration and greater teleport in last post.

Quinn will teleport his graveyard helper to just outside the Inn where the adventure started, finally.



Savin  d20+18=24
Wednesday December 5th, 2007 11:34:34 PM

Savin easily spots Peerimus and wonders what he is doing. "Hold up Quinn. I am uncomfortable just leaving Peerimus alone. If you must go, leave me behind and I will make my own way back."

Savin moves over to Peerimus and says, "What have you found? Do you want company? I know you are upset and sometimes when I am upset, I prefer to be alone. Still we have been attacked here by many different things and I am not comfortable just leaving you alone."

Vinder the Hilt HP 75/102 
Thursday December 6th, 2007 9:19:25 AM

OOC - Actually, SteveK, Vinder had started swimming up to the surface with Trace and Firn'gaer. See last post.
DM STEVEK: Now, how did I miss that! :-)

Vinder releases a large pent up sigh of relief when he breaks the surface. Seeing the swan boat, he begins to move towards it. Climbing aboard, he sits on a seat and waits for the others.

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 270 min

Kazak Hp 151/158  d20+18=25 d20+18=38 d20+18=35 d20+18=34 d20+3=21
Thursday December 6th, 2007 4:13:02 PM

Kazak grits his teeth slightly as he feels the pressure of the watery depths (made all four fort saves )

Going about helping gather the skeltons of the dead Tritons the dwarf spots Peerimus (d20+3=21 spot ch) "what da wold is he doing over there ?" growls Kazak

But Kazak cannot wait on the druid the depths are starting to take their toll on him " time to go brother .... lets go with Quinn " as Kazak joins the Cleric of Gargul when he teleports to fresh air



Peerimus 
Thursday December 6th, 2007 5:19:00 PM

Peerimus floats on front of the door and looks back to Savin and follows him in with his eyes as the monk swims up. Savin was a good man, hard to keep up with from an energy stand point but good none the less. The druid bobs his head at Savin and gestures to the door

Level 0:
Create Water x2, Mending, (2) Read Magic, Detect Magic
Level 1:
Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal
Level 2:
*(3) Barkskin, (4) Resist Energy
Level 3:
(2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight
Level 4:
(3) Freedom of Movement, Rusting Grasp, Control Water
Level 5:
Animal Growth, ***(3) Extend Freedom Movement
Level 6:
Heighten Extended Freedom of Movement, *Heighten Poison, Greater Dispel Magic, Heighten Control Water
Level 7:
**(2) Heal, *Sunbeam, Heighten Wall of Stone

Spells:
Extended Endure Elements 48 hours
Wildshape 2/5 14-hours
Barkskin +5 135.1 minutes
Daylight 60' radius +60 shadow 135.1 minutes


Children Movements [DM SteveK] 
Thursday December 6th, 2007 6:03:50 PM



Trace, Randall, Firn'gear, and Vinder Highlight to display spoiler: { all swim on or close to the surface of the salty ocean to the waiting Swan Boat. It is freeing to be in the light and air again! The Children can see the wall of black clouds and rain off to the East and in the direction of the Gateway Downs. Sixteen sharks circle and swim with the group making all else in the ocean give way. And this includes Tieria's dolphin friend. Eeekkkeeekkk'K takes one look at the approaching party and the sea-going mammal is off like a shot and is soon lost in the waves to the west. The problem with the Swan Boat and Anchor is that they were both invoked by Peerimus and only respond to his commands!}

Quinn, Durgan, and Kazak disappearHighlight to display spoiler: {after they finish thier funerary rites and the cleric teleports the three unerringly to the street outside the INN. Rain is pouring down over the three and the sky is so black that it takes a moment to realize that the spell worked and they are back in Heranmar. The street is deserted, which is not unusual since it is such a downpour. }

Peerimus and Savin Highlight to display spoiler: {(146 rounds underwater)OOC-please track which round your spell durations begin, so you know when they end.

The heroes check out the carved alabaster door. There is a latch and it doesn't seem locked, though there are places for bars and locks to have been set. Upon opening the door, the Octopus and Human see a large working area for a sculptor and magician both. Several blocks of white stone are in one corner, a half-completed statue of a SeaCat in the center of the room. On a bench across the room are bladders and jars of unlabeled liquid and materials. And a table in a corner holds a pile of what looks like turtle shells with writing on it. The shells are strung together into a crude looking book.
}

COC injury:
Randall 1 CON loss (ie no hit point loss from CON loss)
Vinder 3 CON loss (ie 26 points due to CON loss)
Durgan 4 CON loss (ie 39 points due to CON loss)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Seamount Obstacles
The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.

Speaking. Verbal communication can be understood 20 feet away. Words are garbled further away than that.

Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).

Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute.
Descending is a Fort DC15 for one minute, and d6 damage per 100 feet for a failed save.

Light.
At 0 -- 100 feet, can see 40 feet
At 100 -- 200 feet, the light is shadowed, can see 20 feet
At 200 feet, dark, can't see without own light.

Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.

Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save.
Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a --2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Durgan 
Thursday December 6th, 2007 7:00:23 PM

"Still rainin. Guess it can't make me any wetter", sighs the dwarf. "I feel like we shoulda waited fer the others. We need to work on our teamwork. We got lucky with those creatures. We need to be more coordinated."

Active Effects:
-pearl of the sirines
-extended Endure Elements(from Peerimus)
-everburning torch(tucked into belt)
- -4 CON (-39Hp?)

Items Used:
potion of blur
potion of protection from evil
potion of lesser restoration(from Randall)

Quinn 
Thursday December 6th, 2007 7:46:58 PM

Quinn shrinks down from his large proportions of his Gagul blessing. "Ahh! It good to be back." Quinn spreads out his arms to the heavens and lets the rain wash over him "This will help to get all off the salt off."

Quinn looks down at Durgan and Kazak "How are you two doing, cousins. Will an ale get the salt out of your mouths."

Quinn looks around "Lets get out of the rain."

Quinn strides over to the inns entrance ready to open the door for the dwarves. "It will be awhile for the others."



Savin 
Thursday December 6th, 2007 10:19:53 PM

Savin will move over to the workbench and pick up the shells and take a look doubting he will understand the language.

He will glance over at Peerimus and say, "I guess this was the royal golem making workshop. If only they knew. Should we take anything with us?"

Trace 
Friday December 7th, 2007 1:47:20 AM

Seeing that the Swan boat is anchored and not going to move, Trace throws in a swan boat token and climbs into it. "Well, Firn'gaer and Vinder, do yall wish to stay and wait for Savin and Peerimus to surface or head on in? If you want I can swim back down with the sharks and ask them if they are ready to go. Maybe even put the sharks on guard duty to protect them if we leave. In fact if yall will wait a minute I will dive back down and do just that. I will command the sharks to guard Peerimus and Savin untill they get into the swan boat. What are your thoughts on this?"

Vinder the Hilt HP 75/102 (3 con loss) 
Friday December 7th, 2007 10:12:23 AM

Vinder is relieved to be back in the boat. He listens to Trace, and responds, "I'll wait for them, here. I can't bear to be IN the ocean any longer, but I can sit on top of it. You should wait here, too. Going back alone is dangerous, and Peerimus chose to put himself in harm's way without asking us, so it's his choice. Don't feel guilty about it. If you want to send the sharks, though, that might be smart."

Vinder waits, now in a much better mood.

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 269 min 9 rounds

Trace 
Friday December 7th, 2007 3:08:04 PM

Trace commands the sharks to go back and protect his friends that are still down in the building.

Kazak 
Friday December 7th, 2007 5:00:07 PM

With a look up at Quinn " thats the best idea i've heard today " laughs the dwarf " a few mugs of ale should cure my nicks and aches "

The dwarf follows the cleric into the inn for drinks " come on brother lets await our friends out of the rain"

Firn'gaer 
Friday December 7th, 2007 5:10:28 PM

"I'll wait." He says to Trace. "If there not back in a little while, I'll go back down."

"If there's trouble back home, send up a fireball. I'll get Peerimus and Savin and be back as soon as possible."

Children Movements [DM SteveK] 
Friday December 7th, 2007 5:56:33 PM


Wednesday December 5th, 2007 7:46:08 PM

Trace creates another Swan Boat, and Randall, Vinder, and Firn'gear are able to get out of the water. The general survey has the group waiting for the emergence of the others, but Trace sends his sharks back down to protect the humans still in the Palace. The wait is not long, only 20 minutes or so, and then surfacing a stone's throw away is Savin and the Octopus.

Without any indication from Peerimus, Savin pockets the turtle shell book for later keeping and the human and Octopus leave the empty Palace and swim up towards the surface. There is a bit of consternation when the two are met by 16 sharks at the Golden Doors at the Entrance of the Palace, but no harm done. Soon enough, the two heroes break the surface a stone's throw from two Swan Boats. One is empty and tied to an anchor, and the other holds Trace, Randall, Vinder, and Firn'gear. There is no sign of Eeekkkeeekkk, the dolphin friend of Tieria.

Quinn, Durgan, and Kazak come in out of the rain in Heranmar and go get a drink. Brina seems to be off today, but the aptmosphere is pleasant, the food plentiful, and the ale strong.

COC injury:
Randall 1 CON loss (ie no hit point loss from CON loss)
Vinder 3 CON loss (ie 26 points due to CON loss)
Durgan 5 CON loss (ie 39 points due to CON loss)

Durgan 
Friday December 7th, 2007 8:11:42 PM

Durgan finishes off the ale with a loud gulp. "Hmmmm. The first one seems to have had no effect on the saltwater taste in my mouth. I think I'll have another!"

Quinn 
Friday December 7th, 2007 11:55:55 PM

Quinn takes a second ale with Durgan and his brother. "Cousins, I am getting the open table by the fire. I fear it may take a week to dry me from the outside in. Who is up for some dinner? I just hope whatever is on the menu is not swimming in sause. I could use somthing dry."

Peerimus 
Saturday December 8th, 2007 2:48:18 PM

In the ocean palace. Peerimus will put Tieria in one of the out rooms beyond the palace that is still structurally sound. It would have to do for now. he needed to find the Tritons and her dolphin friend was going to be the only way tot do that. Peerimus gestures to the surface and then moves up.

Peerimus swims over to the boat and climbs in before shifting back. "Well done Savin. I fully agree on removing the shells so they can be destroyed and no one else fall victim to creations they can not control." Peerimus makes a quick look to Savin that he is in the ship.

Peerimus speaks loudly enough for Vinder and the others in the second boat to hear him "I am going to see if I can locate the dolphin. The sooner I try the better. Waiting until tomorrow is simply too long. The open ocean holds no threats to me in these parts. Its just sharks and maybe some trolls"

Peerimus gives the commands to the ship and anchor, setting the course for home. he then dives over and transforms into a dolphin.

Savin 
Sunday December 9th, 2007 10:03:09 PM

Savin says to Peerimus, "Why are you not bringing Tieria? Can we get her raised without her body?" Savin looks a little confused by Peerimus's actions but decides to let things be.

As the boat surges forward he sits back in thought and then says to the others, "I like Peerimus but I think we need to make some other arrangements for during combat. We need a combat warlord to take control when Peerimus changes shape. It is one of his best ablilities and I understand his choosing that tactic but not being able to communicate instructions is gonna cost someone their lives.

It might make sense for Firn'gaer to take charge. He tends to stay out of direct combat, can see the entire field of battle and direct the action better. The brothers are logical choices but they will be on the front lines and might miss stuff. What do you think Firn'gaer? Didn't you always want to be a warlord?

Peerimus can still direct our overall stragedy and make the tough decisions that way. Not trying to surplant him in that role. His wisdom and good heart are good guides for us."

Kazak 
Sunday December 9th, 2007 10:27:25 PM

The dwarf smiles at Durgans and Quinn's desire of another ale " good thinking " as Kazak joins them

Moving over to the fireplace along with the Eye of Gargul ... Kazak takes off his armor and does his best to dry out by the heat of the fire .

"Wonder how long it will take them all to get back? " muses Kazak " how long did it takes us to get out there?"

Vinder the Hilt HP 75/102 (3 con loss) 
Monday December 10th, 2007 9:20:07 AM

Vinder shrugs in response to Savin's query. "I've never been involved in group combat, before. Always fought by my lonesome. This is new to me."

He seems much calmer now, almost as if he's about to fall asleep. His eyes droop as he looks out in front of the boat, watching for land.

Active Spells/Items
Endure Elements (Peerimus): 48 hours
Cloak of the Manta Ray - breathe underwater
Freedom of Movement (Peerimus): 269 min 8 rounds

Firn'gaer 
Monday December 10th, 2007 1:28:17 PM

"I think battle leader is a good idea, but it is completely wasted on us. There are too many individuals that aren't interested in group goals; they're only interested in their own personal goals. I don't want to claim responsibility for them." He says to Savin. "Besides, I think I'm going to be too concerned with staying out of the way of friendly fire to be an effective battle-field commander."

He turns and faces the open water. "On another note, I'm a little worried about the morality of some of our companions." He turns back to Savin. "You have to have seen it - greed, irresponsibility, and casual regards for life. I shouldn't have to tell you I'm worried. Not sure what I plan to do yet, but I will being doing something . . . just not sure yet."

"So, no, I don't want the job . . . give it to Randall."

Children Movements 
Monday December 10th, 2007 3:13:49 PM

The two Swan Boats splash merrily along back into the cloud bank surrounding Gateway Downs, and arrive at Heranmar by mid-afternoon. The rain has let up to only a sprinkle by then, and in the feeble light of a setting sun, Peerimus emerges from the waters of the harbor. By the time dinner is being served in the INN by Chester, all the Children of Chaos are relatively dry and at their customary table.

Quinn, Durgan, and Kazak have had time to dry off, change, bathe, and be as inebriated as they want to be.

Vinder, Savin, Randall, and Firn'gear have been able to get dry and freshen up a little.

Peerimus has newly arrived, and his cloak is still dripping from the sprinkling of water coming down from the night's sky. The druid has left Tieria's body down in the Palace (unless went back to get her) and was unable to find Eeekkkeeekkk, a Triton, or any sea animal who knew of where a Triton community may be. Peerimus suspects that Tieria and her dolphin may have come from longer than a day's swim away from the Palace.

.............................

(ooc: XPOINTS)
Awards include role-playing in-between Nightshade Crypt and Palace, and good posting awards.

ALL - 3,800 experience for Palace adventure

Savin, Peerimus, and Quinn - 500xp bonus for excellent role-playing in-between adventures while setting up roots. (School, Grove, and Temple respectively)

Savin - 500xp for best consistant posting

Quinn, Vinder, Durgan, and Randall - 200xp for good consistant posting

Hero Points (30xp per level bonus with each Hero Point)
Durgan - 1 point for standing up to wraiths when really, really low on CON (I already mentioned this one during the fight, so don't double dip if you already counted it! :)
Vinder - 1 point for standing up to the golem when getting beaten on.



Trace 
Monday December 10th, 2007 4:01:25 PM

Trace sits back down in the inn and greets Shadow. Trace throws out 10 gold and ask for the best bottle of fine wine they have. He sits down with the others and offers the wine to whoever will have it.

Durgan -4 CON 
Monday December 10th, 2007 5:30:53 PM

OOC- How about that help Quinn? ;No double dippin' here unless it's dwarven pipesmoke :)

Durgan drains another ale. Not enough to be drunk, the warrior keeps some measure of his senses about him. Still, he does have a glassy-eyed stare.

"Hey Peerimus, did ye contact the girl's people?"

Posting Report For: 
Monday December 10th, 2007 5:59:56 PM

Game #4 Children of Chaos
For the week of December 3, 2007

Name-MTWRFSS

DM SteveK- XXXXXOO
Durgan- XXOXXOO
Firn'gaer- XXXOXOO
Kazak- OXXXXOX
Peerimus- 2XOXOXO
Quinn- XX2XXOO
Randall- X2OOOOO
Savin- XXXXOOX
Trace- X2OO2OO
Vinder- OXXXXOO

Submitted by Adm BrianZ

an excerpt from the journal of Dweezil the imp:

Dweezil lounged lazily in the rafters of the Heranmar Inn. He was very glad to be out of the water. "Bene Tellemara. I hope those -adventurers - don't decide to go underwater again anytime soon." Dweezil shuddered a little when he thought about the sharks and a mouth full of more teeth than most demons in the Abyss. Now we shall something interesting the imp thought to himself. I wonder how they shall split the treasure? Or even keep it? Dweezil ate the mutton he stole from the kitchen's larder and settled in to watch the show...


Randall 
Monday December 10th, 2007 7:33:38 PM

ooc> Lots of things to discuss so let's begin... In no particular order...

First... still short 1200XP for the next level. Beyond harsh!!! :-)

Second, let's get this stuff ID'd, split and off to the Catacombs.

Third-
:: Before going to the Inn, Randall fetches Fluffykins. ::
At the sigt of her Randall, Fluffy the wonder familiar flies towards him at full speed, perches herself on his shoulder and wraps herself around his neck.
Fluffy { Randy dear, you look a mess! Go get dry before you catch cold! }
Randall { Yes 'mother', I missed you too... }

Fourth
:: At the inn, Randall joins the others. He then pays for a round of drinks and order Fluffy's supper. ::

Fifth
ooc> Regarding the dicussion on the boat
" The big problem my friends is that our goals are very different. Personnly, I'm in it for the money. That said, I have no problem keeping deals, doing good, saving lives, etc., etc., etc., as long as we're reasonable about it. If you can convince the rest of the boys to accept my directions under fire then I'll take the job. "

:: Randall shrugs ::

" Somebody's gotta do it. "

Sixth
" Now, I know we have to return that shell thingy... "

:: Randall hefts his full haversack ::

" But what about the rest?.. and I swear, if anyone suggests NOT keeping it, I'm taking my haversack and leaving... We have items that need to be identified, values assigned to them and then split. Personally, I'll want to go back to that Catacombs place and stock up on some more gear. "

Seventh
" Quinn, I'm feeling a little drained myself. Can you help a guy out? "



Quinn 
Monday December 10th, 2007 8:26:22 PM

Quinn frowns at Durgan "As I told you before we started washing the salt out out our mouths, Gargul will not be able to restore you to full health until after my morning rituals to Gargul."

Quinn now dry and warm sees his damp fellows enter the Inn. "We saved you a seat by the fire. Come on over Brothers as it is warm and dry by the fire." Quinn makes a quick count to make sure everyone made it back in one piece.

Quinn looks for the serving maid "Three more pitchers of ale over here."

Quinn looks around and then at Peerimus "Since being judged by Gargul was not good enough for Tiera soul, what honor did you bestow upon her. Is she now swimming among her people? Did you find Tiera's people while the three of us were playing hooky? I must beg forgivness for leaving early but mine and Kazak's waterbreathing was not going to last out a search for the Triton clan. I trust it was sucsessful."

Quinn will lean back in his chain and twirl his jet black goatee.

Peerimus 
Monday December 10th, 2007 9:30:28 PM

Peerimus will retrieve the body on being forced to abandon the search and return with it Teiria to shore. The swim home would allow him time to think. Yes She could have come from a very long way indeed. He found this place with Mother's help perhaps he could find the other. I will simply need to move well away from shore before looking. A smile crosses his face, [i]Oh they are certainly not going to like that idea, Savin most of all. The others will likely just write me off as my choice my death or that I will be fine as I am capable of taking care of myself. either way it will need to be done before I take further action.

Onshore Peerimus will take his cloak to wrap her in and then carry her to his grove. Asking Wanderwood and Yorrick to watch over her, he returns to the inn where he expects the others are.

Upon entering he heads right for the group, pulls up a chair and orders a drink and light fare. "Not good enough is not how I would state it. Currently the honor bestowed uopn her as you say, is the decision to return to the living and help her people. As too our search I'm afraid I did not. Your abscence and the others had no affect on that outcome and as you said, the protections would not be lasting forever." Peerimus looks at Vinder changing the subject, "How powerful of a divine spell do you think you can cast. I can boost your wisdom to assit you if needed. As Quinn will not, and I would like to make it clear on that point I have no issue, I think you are the next person we can turn to."

Kazak 
Monday December 10th, 2007 10:36:51 PM

The dwarf sits by the fire .... leaning back in his chair he quietly and slowly sips a mug of ale .

As the rest of the troup enters the inn " Welcome back .... glad to see you all made it back " adds Kazak sincerly

Feeling warmed by the fire the dwarven warrior is content to keep the peace " walls need to mended ... we all need a little time to settle our thoughts and access what we just went thru " muses Kazak to himself

OOC: should be fun and intresting to see the dialogue between everyone .... role play it anyway you like ... i know i don't take the differences personally ;-)

Vinder the Hilt HP 75/102 (3 con loss) 
Tuesday December 11th, 2007 9:48:01 AM

Vinder is getting a little fed up with Firn'gaer's snippy remarks. "Excuse me, but I'm a little tired of your holier-than-thou attitude, Firn'gaer. I appreciate and support your decision to not take any treasure, but I'll be darned if I'm gonna listen to you badmouth me for adhering to an agreement. Especially when I had no part in Tiera's death. So kindly shut your trap, unless you have something else to talk about."

Back on land, Vinder releases a huge sigh, his body shakes and he almost collapses to the ground. He manages to stagger to a nearby building and place his hand against the wall so he might catch his breath. Once he can see straight, he follows after the others to the inn.

He sits at the table with a sheepish grin, glad to be by the fire and more than a little embarrassed about his performance under the ocean. He orders a hearty meal and ale and listens to the others chat.

When Peerimus asks him about casting a divine spell, the rogue raises an eyebrow and peers quizzically at the druid. "I'm afraid you've mistaken me for something else, friend. I don't cast spells. I try to avoid them as much as possible. Picking locks and traps, sneaking about. That's my magic."

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