Randall d20+24=31 d20+24=41 d20+24=36 Thursday January 10th, 2008 7:39:35 PM
Randall and Fluffy decide to return to the Star Mages Guild.
Since there appears to be some down time, it'll be a perfect time to learn some knew spells.
Randall will try to learn the following spells.
1. Cone of cold. Skill Check 31 2. Wall of ice Skill Check 41 3. Tiny Hutt Skill Check 36 Once learned, Randall will write the spells in the Blessed Book portion of his Star Mage Portable Library.
Trace Thursday January 10th, 2008 8:08:27 PM
After returning from the catacombs, Trace finds himself home in the woods that Peerimus has helped thrive.
During the days, Trace will pitch in with more training for archers and general combat for the town milita.
Trace also with the assistance of Shadow will show them the help of a good dog or "cat" is when guarding the area for people trying to sneak.
Peerimus d20+11=15 Thursday January 10th, 2008 8:56:01 PM
Tieria is about to dive under the water when Peerimus calls for her to wait. "I nearly forgot. We put the wraith Tritons to rest within the palace and when the king was at last at peace he called out that he 'must protect my people, Vinizier, from golems.' I thought you should know."
Peerimus goes with the cleric to the Shrine and will remain there as long as he does. He wil speak to him of the places the Tattoos have seemingly taken them, of the five artifacts now returned to the cosmos and of what the Chaos avatar said. He will spend his questions on trying to better understand how this northern god Gargul connects to the Powers of the South, more specifically the Living Wold of Father and Mother. He will speak of what he knows of the riddle of the Land Migration, the prophesy that restores the Gateway downs and the part he and his friends have played and may yet play. This last subject is one Peerimus spends the most time on.
After the cleric leaves, assuming there is still time, Peerimus will purchase a Master work set of wood carving tools and begin crafting a great meeting table in the heart of his grove. Peerimus will Wood shape and Ironwood to assist in the creation and to give the table the strength of steel while he works it.
Kazak Thursday January 10th, 2008 11:50:09 PM
Kazak keeps seeking infomation on stone masonary and local quarry's ....trying his best to chat up the locals to learn how he can help .
A Week's Activities [DM SteveK] Friday January 11th, 2008 6:02:18 PM Kazak seems to see Heranmar as an opportunity. Spending time working with the local volunteers who are trying to become the town's watch is sometimes frustrating, sometimes fulfilling. To the man (and occasional woman) they are willing if not skilled. As to his talents as a stone mason, the dwarf soon finds out that he is the most experienced stonemason in the entire town! Seems the only master builder who had residence in Heranmar was killed on the Night of Blood; when the evil chaos group went on their rampage. He also finds out that the last time any serious quarrying work was done has been nigh on 50 years ago. Since then, when stone was needed, an old building was torn down to get materials for a new building. Looks like there is a space for opportunity...
Durgan spends a great deal of time at the forge and enjoying the hot work. Tom is the strong, silent type, and the human seems to enjoy Durgan's company himself. Spending time working with the local volunteers who are trying to become the town's watch is sometimes frustrating, sometimes fulfilling. To the man (and occasional woman) they are willing if not skilled. They are interested in the teamwork aspects, especially when a bright young woman mentions how this teamwork could help them defeat stronger foes. There doesn't seem to be anything that Durgan would call 'dwarfy', the people of Heranmar have been very insular until recently; the Children being the first strangers in a dogs age that have been accepted by the community! He also finds a south-bound caravan who will carry the letter as far as Hook City. "I've a friend what owns a Grass Ship and can take it from there. Letters aren't all that heavy and I'm going that way, so don't worry about a price. Take it as a favor."
Jurgen spends his evenings visiting with his friends, the nights playing with the tattoo's malable and elusive powers, and his days looking for a place to have on a more permenant basis. The sorcerer is able to find a room over the Heranmar General Store that the proprietor, Holly will let out. (Holly is the elf that first met the Southern Lights on that first day in Heranmar. She has given up traveling and took over the store as well as the secret entrance to the Catacombs.) Beaming smiles, Holly is more than happy to hash over old stories and reminisce about lost friends for a year if needs be.
Quinn finds out that none of the teamsters, guards, and laborer is evil, and none other than the laborers are interested in "some northern quack-god". Upon further conversation with the laborers, it seems that Lilliandrian has actually teleported the 8 men and 2 women from New Elennia to Hook City in order to support a growing presence in the South. The caravan chief is more than happy to provide his starting day and his planned route and stopping areas if Quinn will be popping in from time to time. "Nothing like a powerful magician to help keep the rif-raff away!" Quinn has less success to hire a skilled artistan off the street within a morning. He is recommended to the artistans guild who take several days verifying Quinn's identity, the planned work, and the cost and payment of skilled hirings before finally giving him a list of names of local builders in Threshold who would be capable of the work Quinn wants done as well as perhaps willing to hire. At Threshold, Quinn Hallows the grounds, and finds a young architect journeyman who is willing to go at the job: the two master builders in Threshold don't like Quinn's politics (ie Gargul) and turn him down flat. Opening one of the 'Vampire Kits', Quinn discovers a canvas bag that has several pockets holding a steel mirror, a wooden stake and mallet, a vial of holy water, a clove of garlic on a string, and a large coin with the unblinking eye of Gargul.
Firn'gaer gives Tiera his share of the treasure, and the triton takes it without blinking. "My tribe thanks you for your generosity," she says before leaving. Firn'gear spends the rest of the week checking out the Catacombs and his own musings.
Savin will spend the week teaching his students in his new house, puttering around his house, meeting his neighbors (a tailor and his cobbler wife, and a leatherworking family), and is able to welcome his old mentor at the end of the week. She is quite pleased with the fine chess set and insists on using the pieces while meeting the young students the next morning while leading them in meditation exercises.
Randall and Fluffy decide to return to the Star Mages Guild, they are going to have to piggyback with Firn'gear to accomplish this (I'll assume it is done) and they spend a nice week learning some new spells.
Trace finds himself a home in the woods near Peerimus' grove, just a camping area at first for him and Shadow. (ooc: if Trace is looking for more, going to have to describe) During the days, Trace will pitch in with more training for archers and general combat for the town milita, as well as the benefits of some good trained animals. The demonstration is enough for two of the watchmen to immediately start training their hounds to help out around town!
Peerimus spends the entire week with the old cleric at the shire of the Five Crones. The man is extremely interested in the encounters the Children of Chaos have had with his divine patrons, and in return he tells of his belief as to how everything works. "The Wold is the creation of Jericho, and all else flows from him. Amazingly, other than creation, he doesn't seem to have any other power within the Wold. To that, the Wold belongs to the Powers, beings of immense energy and almost unlimited control over a limited sphere of influence. I have devoted my life to the Five Crones, whose sphere of control is the Gateway Downs. You have devoted your life to the twin Powers of Ma'ab and Ebyron, whose sphere is good nature and chaotic nature respectively. We have recently met Gargul, whose sphere of power is the link between life and death. See?" The old man shakes his head. "They are all intertwined. One's existence doesn't mean the others are figments." "As for the marks of the Children, and the power you possess while together with the marks, I can tell you little more. Being chaos, the power is changing, malleable, unpredictable. I am confident that it is more likely to manifest during times of immense stress and pain. Like the act of birth where there is great stress and pain, this is also the time for the greatest change. In to out, death to life, suffering to joy, and one to two are all intertwined at the same time. There, that is when the power of chaos is closest to the common Wold." "For the prophesy of the Great Migration, there is none. Neither is there a prophesy of a new season; it happens whether we will or not. Just because a Great Migration happens less than living memory doesn't mean it is not a normal as fall moving to winter moving to spring. The difference is that the Powers become involved with the Great Migration. The Powers aligned with Chaos want change, wants the Migration, while the Powers aligned with Law want stability. For clues as to the coming of the time when the Great Migration will happen? Well, you have provided me the best answers! When the dwarves and the elves end their war; When the Star Mage's fight each other; When you Children of Chaos have your own dreams within your grasp; that will be the time for Change."