What would Freud say?

By Shamus Posted Monday Oct 31, 2005

Filed under: Pictures 9 comments

Here is another one of my brother Dan holding the preposterously large and heavy sword for which Cloud is so famous.

And the sword really is heavy, too. The core is made from an old snowboard and it has quite a bit of heft to it. Swinging this thing around is quite difficult, even though it’s just cardboard, duct tape, and part of a snowboard. After taking a few swings with this you can get a sense of just how impossible it would be to do the same with one made from solid steel. Once you feel your arms begin to fatigue from just holding it up, you will realize that by the time you were strong enough to really swing one crafted from steel (assuming that’s even possible), the weapon itself would be such a massive liability that fighting bare-handed would be a sensible alternative.

But that’s not what Final Fantasy is about anyway. Final Fantasy is about, you know, fantasy, and should be viewed as such.

But even so: How does that skinny little guy keep from falling over?

 


 

Happy Halloween

By Shamus Posted Monday Oct 31, 2005

Filed under: Pictures 3 comments

Try not to get confused here:
Left: Dan (who plays Skeeve) as Cloud
Right: Eric (who plays Thu’fir) as Barret

They both work at Burger King, and are allowed to wear their costumes to work today. Dan wanted have Cloud’s famous spikey hairdo(see below), but found that outside of Anime you really can’t achieve such an effect without industrial-grade bonding agents. In any case, it would have made his head an eye-poking fire hazard, so he let the idea go.

 


 

Session 5, Part 3

By Heather Posted Thursday Oct 13, 2005

Filed under: D&D Campaign 19 comments

9th of Last Summer, 1501dy (Near Sunset)

At last, as the sun drops to the horizon and sunset approaches, Noreeno arrives. He and a force of ten soldiers arrive at the opposite side of the field. The soldiers stop and dismount. Noreeno and his cleric ride out alone to meet Eomer, Enoch, and Thu’fir.

As they feared, Galman the cleric casts Zone of Truth over the meeting place. None of them may speak any lies now. There is a pause as Noreeno looks to the east, towards the tomb. After a pause he seems satisfied, “Good, I can tell you have released Mordan. Well done.”

Continue reading ⟩⟩ “Session 5, Part 3”

 


 

Session 5, Part 2

By Heather Posted Wednesday Oct 12, 2005

Filed under: D&D Campaign 9 comments

9th of Last Summer, 1501dy (Early Morning)

The party stands with Noreeno and his men in the grassy fields of Vale Calma.

They explain that Beck will not be joining them, and that he has moved on. Noreeno explains that he knows, Beck visited him earlier today and appealed to him for travel papers. They will come to some other arrangement.
Continue reading ⟩⟩ “Session 5, Part 2”

 


 

Session 5, Part 1

By Heather Posted Tuesday Oct 11, 2005

Filed under: D&D Campaign 7 comments

Recap:

It has been about a week since the party was stranded (shipwrecked) on the war-torn island of Mar Tesaro. Yesterday they arrived at the city of Crossway.

The party has just met with the local leader of the city, Magistrate Noreeno. He seems to be corrupt in a way that is useful to them. He offers them a set of travel papers (which they will need in order to journey south, unless they want to fight their way through the Alidian soldiers) in exchange for a “job”, which he will not discuss in town. The party agrees to hear him out, and will meet him in Vale Calma on the morning of the 9th. This gives them the rest of today and all of tomorrow to prepare.

-Shamus

Continue reading ⟩⟩ “Session 5, Part 1”

 


 

Session 4, Part 5

By Shamus Posted Wednesday Oct 5, 2005

Filed under: D&D Campaign 8 comments

Thordek and Enoch explore the square. They walk over to the south gate, where the strange guards with the solid (eyeless) metal helmets stand. Enoch cannot sense anything evil or demonic about them.

Thordek shops, looking for better armor in the square or anything else he might find useful. He eventually orders a set of banded mail. They don’t have any ready to fit a Dwarf just now, but the smith can size a set for him. It will be done in two days.

As he looks around the shops, he sees a great number of soldiers assemble and lead Skeeve away, into the Keep.

Eomer goes shopping for the things he lost, including a lock-pick set and a compass. He starts trying to gather information, specifically about traveling papers.

Eomer ends up talking to a rough-looking guy at a “pawn” shop, who also sells “used” (probably stolen) items along with handy “Locksmith Tools”. This guy is obviously connected to the criminal side of the city. Eomer drops some coin and gets some information.

He learns that travel papers were instituted when northerners started “leaking” in. Ever since Fort Bolland fell, people have been showing up, telling various stories in an attempt to gain travel papers and go south where they might cause trouble or simply flee the island. The pawn shop owner “knows some guy” who can forge membership papers for the Mage’s Guild. This, Eomer gathers, is very difficult. Despite this he’s never made a counterfeit set of travel papers that worked. Somehow the soldiers always spot the fakes, and nobody can figure out how.

In the midst of discussing this he sees Skeeve pulled into the keep.

He also learns that papers are definitely needed for going south. If he needs some, he could go to the magistrate, who has been known to give foreigners travel papers. He also learns that in order to leave this island they will need to reach the southernmost city, which is the only major port still in operation. The other major port was Fort Boland, which was recently conquered and isn’t in any shape to engage in any sort of commerce just yet.

Finally, Eomer learns the address of a contact on the northern side of the city who is somehow connected with what is left of the resistance.

Once Skeeve emerges from the keep, the party (minus Beck) meets out front. Skeeve explains what is going on, and also stops at the tailor shop to see if the tailor was really making his robes.

Skeeve tries to convince them that the group should go see Noreeno quickly. They head to the keep, leaving Beck to sleep.

They return to Noreeno’s office. Noreeno introduces himself, and then explains the Zone of Truth again. Glamn casts it, and Noreeno begins his questions. He gets their names, makes sure they are not working for the Lormanites, and gets some background.

Finally he offers them a chance to ask him some questions, under the zone of truth.

Eomer asks Noreeno about his position as magistrate. The party has sort of sensed that Noreeno’s loyalties are a bit out of alignment with the Alidians, and he seems to be willing to work against them. Noreeno explains that he was appointed magistrate by the Queen when the city fell a year ago.

“Queen who?”, Thu’fir asks.

Noreeno is surprised, “Queen Alidia. Our leader. Anyway, she appointed me to this position when we took over the city. I’ve run it since then. I’m sure you’ve noticed that I have my own agenda. My loyalties lie not with the Alidians or the Lormanites, but elsewhere. I have my own goals, which is why I’m asking for the services of outsiders like yourselves.”

Eomer asks about Endo. Noreeno hasn’t heard the name, but when Eomer describes a large bald monk with tattoos on his chest Noreeno’s eyes light up. “So! You know him?”

Noreeno explains that yes, Endo was here. Endo was caught trying to sneak around the town. They managed to capture him,but not until he managed to kill several guards. He stood his ground so that his companion might escape. Noreeno then asks the party who Endo was traveling with.

When they explain that they don’t know he is very irritated.

He then returns to the subject of the job he has for them. He can’t discuss the particulars of the job in town, but he admits that the job is dangerous, but he wouldn’t ask them to do it if he didn’t think they could pull it off. This job must be done by outsiders. In exchange for this job, he offers them six sets of travel papers, a membership to the Mage’s Guild for Skeeve, and information on where they can find Endo.

Eomer asks what Endo was trying to do. Noreen explains that he doesn’t know. He’d wanted to interrogate Endo himself, but the Alidian soldiers took him south directly without giving Noreeno a chance to intervene.

They talk a bit more. Eomer and Noreeno make another side deal: If Eomer can find out who Endo’s companion is, Noreeno will reveal how they spot fake travel papers.

Noreeno reveals that he can’t describe more about the job while in town. He points out Vale Calma on their map, and gives them a location where they should meet him, at dawn, in two days.

Eomer asks about the soldiers in masks. Noreeno replies that they are the Queen’s elite guard. They take orders from her only and he has no idea how.

He then asks, “What is the Queen like”?

“She is quite vicious. Everybody who rules over this island has to be vicious. Anyone who isn’t, won’t rule long.”

They ask if it this job they have to do is immoral. Noreeno replies, “It depends on who you ask. Certainly if you ask people in town they will think it is immoral.”

Thu’fir asks about horses. Noreeno says they are hard to come by, even for him.

They bid each other good day and the party leaves.

Thordek returns to the smith and asks if he could have the armor done tomorrow. He drops in an extra 46 gold and the smith promises it by tomorrow noon.

As evening approaches, Eomer heads to the north side of town, stealthily, to someone who is a member of the Lormanite resistance. The place is in a shabby house, around the back, past the pigs, and down the steps to the root cellar. A kid in his 20’s seems to run the place. He is scarred and shifty. He seems to be running a safe-house of some sort, where fugitives from the north might hide. Eomer begins bribing information out of him.

The kid talks a lot, lies a lot, is distrusting and untrustworthy. Nevertheless, Eomer manages to drag a good deal of information from him. He learns the following:

  • The Monk (presumably Endo, although he never gave his name) was here a few days ago. He was with some skinny kid in his late teens. They hid for a day and headed south.
  • Endo seemed to know all the passwords and locations of resistance members, even though he is a foreigner here, and isn’t the sort to get involved in politics or wars like this.
  • The location where they will meet Noreeno is known to have a lot of ruins.

Eomer returns to the Inn. They have a free day to spend in town, and then they must head off to Vale Calma to meet with Magistrate Noreeno and find out what job he has for them…

End of Session 4.
 


 

Session 4, Part 4

By Shamus Posted Wednesday Oct 5, 2005

Filed under: D&D Campaign 6 comments

7th of Last Summer, 1501dy

It’s morning. All were up late and trickle into the tavern around nine. Beck is very hung over. Eomer explains what he saw. He wants them to split up, try to get papers, try to find out about Endo. He explains about the soldiers with the helmets and asks the cleric to see what he can discover about them.

They break up to go to work, and Beck goes back to bed. Skeeve heads to a tailor and requests a fancy robe with his insignia, trying to get gossip in the meantime. His old robe is burned and damaged from acid, and he needs to replace it. The shopkeeper is very free with the gossip, telling Skeeve all sorts of gossip about people in the Bazaar, but not relating anything interesting or useful to their quest.

The shopkeeper tells him that a 10% discount is available for members of the mage’s guild. Skeeve produces the membership they recovered from Vormoth.

The tailor is very receptive but is disconcerted by the name on the membership. He promises to have this ready as soon as possible. He is suddenly going out of his way to get the order done quickly. He promises the robe will be done by afternoon, not tomorrow as he said earlier.

Skeeve is unnerved by this. He’s worried that Vormoth is famous, and the shopkeeper has spotted him as an impostor. Skeeve tips him 30g, trying to get him not to say anything about who he is.

Skeeve leaves the shop and looks for a place where someone might be interested in the staff. He finds a small place with lots of fancy canes and sticks, most without magic. The large man behind the counter is nodding a bit. Skeeve hands him the staff and he notices that this is a Lormanite staff. He explains that the Lormanites (the wizards up north) used to make staffs all pointy and evil like this. He pays 500 gold for it. As he is handed the money, Skeeve sees a shadow fall on either side of him. The shop keeper backs away. Skeeve wonders who has just stepped up behind him, but it must be someone imposing. Activity has more or less stopped all around, and the usual chatter of the area has stopped.

“Conjurer Vormoth”, comes a voice of authority from behind him.

He slowly turns around and sees a huge group of soldiers. Two full groups of soldiers (fourteen total) have spread themselves out behind him. They stand in such a way that no fireball could hit more than three of them and Skeeve could not draw a line from himself that intersects with more than one soldier. Apparently these men are familiar with fireballs and lightning bolts, and have dealt with wizards before.

Nevertheless, the men look worried. They all have their hands on their swords. Several of the younger men look like they may piss themselves.

Skeeve now realizes the shopkeeper didn’t think he was a fake: These people really do think he’s Vormoth, and are treating him like a very dangerous threat.

The commander speaks again, “Come now Vormoth. You don’t want to start trouble here with all of these people about. Be reasonable and come along with us.”

Skeeve waves his arm saying, “No, no, no. You misunderstand. I am not…”

As he waved his arm, the men flinch, as if expecting a blow. He can see there is really no good way out of this, so he agrees to go with them. They lead him (without laying a hand on him or disrespecting him) over to the keep, and up to the magistrate on the second floor.

Magistrate Noreeno shuts the door behind him. The office of Magistrate Noreeno is large and elegantly furnished. There is a large bookshelf on one side of the room, filled with a variety of books. There is a set of double doors, (which are open at the moment) which lead out onto a balcony overlooking the merchant’s square. Wind blows gently in, stirring the curtains while voices from the square drift in from below.

A stout cleric stand beside the desk, and two soldiers are posted in the door, guarding the door. The other soldiers return to their rounds, looking relieved.

Noreeno is surprised, “You are not conjurer Vormoth.”

“No, I’m not”, Skeeve admits.

The Magistrate rolls his eyes, “I just had a terrified shopkeeper in here telling me stories about how he’d just seen Vormoth here in town.”

“Yes, I used his mage’s guild membership. To get a discount.”

“How did you come by the guild membership for Conjurer Vormoth?”

Skeeve shrugs, “Well, I killed him.”

Noreeno is very impressed by this, “Killed him? I see. Well, well done. I assume you’re here for the reward?”

Skeeve pauses for a moment, and then answers, “Yes. That’s why I’m here.”

Noreeno replies, “I see. Well, in that case I just need to ask you a few questions. Just as a formality you understand. This won’t take long. So, while we talk, Galman is going to make sure neither of us can tell a lie. Then I’m going to ask you some questions. “

Galman the Cleric casts Zone of Truth.

“First question. Now, I can tell the answer to this just by looking at you, but I have to ask anyway: Are you with the northern army, the Lormanites?”

“No.”

“Of course not. Are you employed by them? Gathering information? Mercenary? Spy?”

“Nope.”

“Ever in the past?”

“No.”

“I didn’t think so. I just had to ask, you understand. Just routine. Next question….”

“Okay.”

“Ever killed any Alidian soldiers?”

At this point everyone started laughing. Back in session one, they did in fact run into some soldiers and ended up killing them. Skeeve is in a Zone of Truth, and can’t hide this. If he refuses to answer, Noreeno will realize the answer is “yes” anyway. He’d been pretty relaxed up until now. Now he realized he was in trouble.

-Shamus

“Um. Yes?”

Noreeno becomes very stern. The Soldiers at the door looked angry. There is a long moment before Noreeno speaks again. He turns to the soldiers at the door, “Gentlemen, would you please leave us alone for now?”

The guards smile and leave. It is a safe guess that Noreeno is about to dispense a little off-the-books justice and wants them out of the room.

Once the door is shut Noreeno turns to Skeeve. “I don’t care.”

He elaborates, “It’s a shame they heard you say that of course, but no harm done. I don’t care if you killed soldiers getting here. I’m sure you didn’t provoke them?”

“No.”

“Of course not.” At this point Noreeno has Skeeve tell about the fight, how it started, and where it happened. He seems satisfied once he’s heard it. “This is not a big deal. Let’s just continue with the questions. How many people are you travelling with?”

Skeeve doesn’t want to tell him, but he can’t lie and doesn’t want to refuse to answer, “Six.”

“Very good. You’ve done good work, and despite the unfortunate run-in with our forces, you’ve done the Alidian army a great service. You’re entitle to the reward. You earned it.”

Noreeno then hands Skeeve 2000g.

Noreeno then tells Skeeve that he is in charge of issuing Travel Papers. He offers six sets of travel papers if Skeeve and his party will do a job for him. He asks that Skeeve find his friends and bring them in.

Skeeve agrees. They bid one another good day. As Skeeve leaves, Noreeno calls in the captain. He gives instructions that Skeeve and his friends are free to travel the city but they are not allowed to go south.

Continued in Part 5…