Session 6, Part 1

By Heather Posted Tuesday Nov 1, 2005

Filed under: D&D Campaign 10 comments

Recap:

The party was just tricked by a local official into going into a tomb and freeing some sort of lich. They have fled south and are still trying to get a handle on what they have done and what they are dealing with. They want to escape the island but they must rescue their friend Endo first.

-Shamus

9th of Last Summer, 1501dy (Night)

Everyone is very tired. Eomer most of all. They left the city of Crossway about a half an hour ago and have been riding south at a steady pace since then. At last they halt and discuss their next move.

Eomer wants to split the party up, sending Enoch and Skeeve back north to the library in Breakshore while the rest of them head south and locate Endo. Beck doesn’t like this plan. There is a heated debate.

I really advised them against this. In-game it made sense, although out-of-game it would split our time and make the game a great deal less fun. It would confuse me trying to keep track of dates & events for two seperate concurrent groups. Over a day or two this wouldn’t be a problem, but they were talking about parting ways and meeting back at this spot in two weeks (in-game time). That was going to span multiple sessions and cause all sorts of headaches.

This is one of those situations where reasoning had to give way for the sake of keeping the game fun & manageable.

-Shamus

They decide to stay together for now and ride south to the next town. They recall that Noreeno said they would find Endo in one of the towns between the rivers. This means there are four towns where he may be found. Perhaps they can learn a bit more and then have a better idea of what they should do next. They review the map…

…and decide to head for the town marked “Dockhouse”. A little after midnight they have to ride over an arching bridge, taking them into Central Mar Tesaro.

10th of Last Summer, 1501dy

At about 2:30 am they come to Dockhouse. The entire “town” is a collection of four buildings. Down by the lakeshore there is a Dockhouse where a large ferry sits quietly in the water. There are two other houses and some stables. The entire population of the town is doubtless less than two dozen. The town seems to exists simply to care for the ferry.

An Alidian solder is here. He has left off most of the standard uniform and is only wearing the red and white shirt. He is standing by the well, holding a lantern. He looks relaxed. This town obviously sees little in the way of excitment. The guard hails them as they approach and examines their travel papers. Once he’s satisfied, they learn that the basement of the largest house serves as a flophouse where they may spend the night. There is also a small stable available for the horses. They drop a few coins to secure the services they need, and then head to bed.

The flophouse is a crowded room with hard, military-style cots along the wall. There are beds for eight, although they are the only ones here tonight. The place is dusty and shabby. They tumble into the beds and begin to sleep. However, Skeeve decides to stay up an hour and work on his orb. He studies, but is very tired and has a rough time of it. Nevertheless, he does meet with some success and learns more about ownership.

They sleep all night and well into the morning. By noon they are up and wondering what to do next. They elect to spend the day here so that Enoch and Skeeve can study some more. The others spend the day outside. They feel safe in this quiet, out-of-the-way little town. Eomer suggests that they make an effort to move around in secret, traveling by night and sleeping by day. The others agree. In the meantime, Skeeve has some more success with his studies:

Night falls. As Enoch and Skeeve complete their studies they hear yelling outside. The party dashes outside.

In the center of town they see a hideous beast looks like an undead human. However, instead of moving zombie-like, it seems to move with inhuman speed and grace. The eyes give off a dim red light. It is dressed in flowing black rags. The body is dried out and wiry, but isn’t falling apart. It looks tough and hard. As the run from the basement into the moonlight, they see the beast is throttling the guard. Eomer concludes that it is after Skeeve. He orders that Enoch and Skeeve make for the stables and try to escape while the rest of the party deals with it. It is fast, but they doubt it can keep0 up with a horse.

The creature tosses the body of the guard to one side and heads directly for Skeeve. It moves to cut off his escape. The battle is joined.

Their blades flash in the moonlight as they fight. It is terrifyingly fast, but they overcome it with their numbers and fell the beast. Skeeve suggests they break its head to make sure it doesn’t rise again. Enoch decides to check on the guard and see if there is any way to help him. To his surprise, the guard is on his feet, walking towards him.

“Need help? You ok?”, Enoch asks.

The guard doesn’t respond. He is pale and silent as he makes his way over to Enoch.

Thu’fir rolls his eyes. He can see where this is going, and he knows its going to end badly.

Enoch tries again to address the guard but is attacked. He is clearly undead. Thu’fir dispatches him easily.

The Dock wardend emerge from their homes to see the aftermath. There is a very akward conversation as they explain why Thu’fir was killing the town guard. Things are tense for a few minutes until everything is explained.

The party realizes that Mordan must know where they are. They are placing this village in danger by staying. They decide to leave now. It is only an hour or so after sunset, and they should be able to cover some distance tonight if they depart quickly. The townspeople make it more or less clear that the party has worn out their welcome. They understand why their friend was killed, but there seem to be some hard feelings that would be best healed by distance.

They head north, out of town. Tal Podere seems to be the next closest town, so they head in that direction…

Continued in part 2…
 


 

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.