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Tuesday, August 16, 2011

AD&D 2nd Edition Revised Session 7

Since our torch had been put out, Ja'Lil searched his backpack for a dry torch.  Nope, it would take about 20 minutes for the torch to dry out enough so we could light it.  Being elves, we could see in the sewer dark enough to make out about 30 feet in either direction.  Behind us, the water started moving faster after the walls seemed to become stone and dirt instead of the concrete walls that surrounded us and there seemed to be a definite downward angle towards the passage.  We looked up and saw that the entrance that had transported us into the sewers had closed shut behind us.  We travelled the other way and viewed what seemed like tunnels to the left and right, however, they were blocked by rusty iron bars.  We decided to continue on and the humming that had been heard throughout the sewers was growing louder.  We finally saw what was making the sound as we glanced upon a huge turbine that kept the water moving, but unfortunately the water was being pushed towards us and we couldn't find a way pass the giant turning wheel.  We went back and Nightwind tried to bend the bars to get passage to what lay beyond, but he was unsuccessful.  However, Ja'Lil must have had the strength of Corellon Larethian himself when he easily bent the bars that  Nightwind couldn't.  We slipped in and continued on, Nightwind leading Bram the human wizard who couldn't see in the darkness.  We made it to a room, but when we were all inside, we were attacked from above.  Large Bats who weren't really large size started attacking us.  They would land and bite, then they would fly off again, then start doing it over and over.  Since it was predictable, we easily wiped them out.  We continued on and had to bend bars again.  Again, Ja'Lil had the strength to bend the bars.  We entered into another sewer tunnel and looked to the left and noticed the same kind of exit that the previous tunnel had where the walls turned to rock and dirt and the water sped up as it descended to someplace.  There was another exit covered by iron bars.  These must have been stronger because it took all of us trying in order to have Nightwind succeed on his second attempt.  We squeezed through the bars and was carefully walking forward.  Ja'Lil noticed a secret door on the wall that led back towards the middle of the sewers.  I, Solon, was the first through and we were quiet so as to not be noticed.  There was a large concrete slab above the water and was dry.  We made our way to the slab and noticed that this room had some ambient light.  Enough for the wizard to see.  We could see that there were four tunnels, all blocked by the rotating wheels and some pipes leading up towards the center of town, probably for the water fountain that occupies the center of Trynt.  However, when we were going to leave, Nightwind must have forgotten to be quiet for when he splashed down into the water towards the exit, the same secret door we entered from, we were surprised by a large-sized Giant Slug that spit slime.  We bested it as fast as we could.  It took a little longer than previous battles since this was the first large-sized creature we had ever encountered.  Again, no treasure.  We need to start making a living instead of relying on our semi-rich wizard friend, Bram.  We left, and went back through the secret door, which was pretty much a old dry hallway covered on the one side with camouflaged sheet that was covered in wet, black, slimy moss-like substance which made it difficult to see from the other side.  We lit the torch at this point.

We started towards the far side of the room and was delighted when there wasn't any bars blocking the entrance into the third tunnel.  We looked across the tunnel and noticed another un-barred side tunnel.  We took that and when we entered the room there, we were ambushed by some Giant Toads which were medium-sized.  We dispatched them quite readily, but it was a challenge since they outnumbered us six to four.  The exit to the room was barred and as far as we could tell, the other entrance to that corner was also barred, so we decided to get some rest on the concrete slab in the middle of the sewers since it was dry.  Ja'Lil cast some healing spells on us and drank a few potions that we had gotten from the wheel merchant that we met on the road to Trynt.  We slept well and now we are deciding what to do.

This is where we left off.  Until next time, safe gaming and have fun.
As promised, below are the maps for the city of Trynt.  Any building that doesn't have a number is either residential housing or something to be decided in the future because a business may be needed.
Northeast corner of Trynt
Northwest corner of Trynt
Southwest corner of Trynt
Southeast corner of Trynt
Sewer entrance/exit for Trynt
List of locations in Trynt
I added the sewers and sewer trap-door on the next couple of maps along with the entrance/exit above after the PCs had already sprung the trap.  However, it was fun coming up with a sewer system.  The TD is the trap-door and yes, there are two of them.

Northwest Trynt Sewer corner
Northeast Trynt Sewer corner
Southeast Trynt Sewer corner
Southwest Trynt Sewer corner
Trynt below.  I also have a treasure map coming soon which they found in Phrum Castle.
Trynt Overlay
Trynt Cardinal Directions

Monday, August 15, 2011

AD&D 2nd Edition Revised Session 6

As we passed through the mountain pass we came upon a sight that we thanked the heavens for.  The city of Trynt lay before us with its twenty foot stone walls and its large wood and metal doors.  We approached and didn't notice any guards outside so we just walked in.  We then noticed the guards, two sets of two on either side of the road which was 15 feet across; wide enough for two wagons to squeeze by each other if the need arose.  However, Nightwind approached one of the guards and asked where an Inn was.  The guard replied that there was a fancy one down the road on the right and one he trusted on the left side of the road after we took the left turn.  Said the name was Korgle's Karriage.  Went there and noticed a forge and a farmer's market some guild houses and a nice fountain in the center of town where people came to get there water and children can play.  We saw the tallest building in Trynt and wasn't surprised when it turned out to be the Wizard's Guild House which was really a tower.  Bram left us there since the guard said the rules of Trynt were:

1.  No Murder - Anyone caught murdering would be tried and hanged.
2.  No Stealing - Anyone caught stealing would be tried and hanged.
3.  No Casting of Magic while within Trynt unless you had permission from the Wizard's Guild.
4.  No Divine Magic while within Trynt unless you had permission from the Temple of Helm.

So Bram left to get the permission of the Wizard's Guild.  He said he'd meet us at the Inn afterwords.  We continued on to the Inn and met a balding Dwarf inside with a grey beard that had five or six braids in it.  He stared at us and asked us what we wanted, how long we were going to be here and if we wanted anything special for dinner.  We said no, and he said ten gold pieces.  For two nights, stabling for six animals and food included, we thought it was a good deal.

After getting our rooms we asked him who we could sell our goods to.  He replied that we should see Torq for the weapons and helmet.  The wizards for anything magical and Hood's Hides and Leatherworks for the armor and such.  We said thank you and left to go see Torq.  We were completely shocked when we saw Torq.  He was a bear of a man, literally.  He was all hair, at least 10 feet tall, the deepest voice we ever heard.  We think he is a half-giant, but we're not sure.  Torq is the friend that Jud in Stout said he had in Trynt.  Jud was small by comparison.  Torq told us that the wizards should be able to switch over the enchantment on the magical armors we had to the armor that we were wearing and that the Mercenary Guild would take the Splint Mail off of us afterwords, but he would take the Goblin Plate.  He also took the torn helmet from us for two gold pieces (gp).

We then went to Hood's Hides and Leatherworks to sell the studded leather that the orcs we encountered last time had worn.  He gave us 60 gp for six studded leather armors and gave us some info on an impending and rumored war on the Sword Coast which is why his shop was full of hides and armor.  Caravans had stopped going west towards the Sword Coast and that the last Caravan to go to Stout was about five months ago.  We thanked him for the information and headed towards the wizards.

We headed towards the wizards tower and knocked on the front door when we arrived.  We asked if we could sell a cloak and he directed us to the Merchant's Guild.  We told him it was magical and he said to let him see it.  We brought the box forward that contained the cloak and when we opened it to show him, he asked us what cloak.  The box was empty.  We immediately heard a scream from behind us.  We looked to see a collapsed person in the street.  We went over and looked at the figure and discovered a dead gnome that had all purple skin that was starting to fall off.  We turned to the wizard in the door way and shouted, "This cloak!"  We removed the cloak from the gnome and discovered that he was wearing all dark clothing.  We asked the wizard if he knew and he replied that he belonged to something that doesn't exist.  He offered 5gp for the cloak and explained when we asked if he could just disenchant it that the cost of disenchantment would be more than the cloak was worth.  We asked how much it was to transfer enchantments and he said it was 300 gp per item per enchantment.  We asked him if Bram was still here and the wizard replied that he was still on the third floor being interrogated.

asked him if he knew who would buy some fine boots
Said that if we were selling anything, to get a merchant's badge from the Merchant's Guild
Nightwind bought two badges, one for Ja'Lil and one for him for 50 gp for each badge
Solon decided to keep the  boots
Ran into Bram
Asked if we could have 600 and he gave us a pouch of coins
went to the wizards and asked for the transfer of enchantments onto Solon's and Ja'Lil's armors from the goblin plate and the splint mail
paid from the purse that Bram gave us and realized that he  gave us 600 pp instead of gold, so we paid 120pp which is 600 gp
We then checked out the map place and he said to come back in two days
We then went and slept, but someone was in our room and we chased them out the window, but lost them.  We came back and while in the room preparing for sleep, we had a knock at the door.  Nobody wanted to answer it so we drew straws or something and I think Bram opened the door and the housekeeping lady was there.  she said,"oh, they really are elves." and left.  we started to close the door and a walking cane stopped the door from closing all the way.  We opened the door and the leader of the non-existent thieves guild came in.  He actually apologized for the incident with the gnome earlier and extended us a one-time offer of protection from the thieves in Trynt for 10 pp and we took the offer.  he told us about the colors and stuff, so we hung the color he told us too on the door and hopefully no worries.  the rest of the night went uneventful and we went and got our armor from the wizards and sold the plate to Torq and the splint mail to the mercenaries.  We asked where we could find something and we were directed to the Fool's Chance, but before we went there we were at the map place.  Said it would take him 2 days to find what we needed and we left.  We then found the billboard with job listings and decided to check out the jobs.  The first one we checked out was a caravan guard job to Baldur's Gate, but it only paid 10gp per person.   Not worth it.  The next one was to pick rock for one gp per day.  Not what we wanted, so we looked at the third one, it was to kill rats for Mary's Market.  Went there and she said she'd pay us 20 gp per rat head.  We killed the rats in the basement of Mary's Market and found a secret entrance.  We had to squeeze through, but we triggered something cause we ended up sliding on a slippery surface into the sewers.  Our torch was put out when we fell into the water in the sewer.

This is where we ended the session.  I will have maps of Trynt and the sewers in the next post.

Wednesday, July 27, 2011

AD&D 2nd Edition Revised Session 5

We started by selling the goblin leather and hide armor we had collected from the monsters at Phrum Castle to Kram the saddler who said he would take it.  He didn't have enough gold, so we accepted trade.  In exchange for the 4 leather and the 4 hide armors we received 10 gold pieces and a masterwork riding saddle worth 30 gold pieces and the promise of another masterwork saddle in a month or two.  We then went to Jud's Forge sold the two suits of chainmail, six short swords, three battle axes, one bastard sword and one scimitar along with a suit of field plate for two sets of chainmail barding, shoeing two horses, and a bit a bridle for two horses along with 100 gold pieces.  We then went and talked to Kram again and got 4 light war horses that were underfed for 75 gold pieces each along with two riding saddles, saddle blankets.  We then went to Gab's wines and he paid us 50 platinum pieces for a case (24 glass bottles) of elven wine.  We then went to Dirgg's Bazaar and sold two red gems and two ivory tusks to him for 126 platinum pieces.  One hundred for the gems and 26 for the ivory tusks.

We then left Stout and headed to the Stone ruins to find the Druids.  We had to remove a Giant Toad from the road in order to get there, but that was easy.  We made it to the ruins and Nightwind and Ja'Lil meditated the first watch while I remained awake.  Bram the wizard just slept.  A druid appeared on the second watch, she didn't give her name, however she was a Drow.  She helped us with the map we found and told us how to find the Black Tree ruins.  We had found the map after defeating the spiders in the lower level of Phrum Castle.  Anyway, she left after that and we headed out the next morning.  I sent a message attached to an arrow in a parchment case flying towards our city saying:

Defeated monsters at Castle
Gave coin to Stout
Heading to Trynt

We were on the road for a little over a day and were ambushed by some orcs.  Six orcs dropped me, Nightwind and Ja'Lil, but Bram was untouched.  While we were unconscious, the Drow Druid came and helped Bram defeat the reamaining orcs.  His wand is very helpful.  She cured us with her magic all the way to tip-top shape.  She has some powerful spells.  I asked her if she lived in the Stone Ruins and as she faded from view, she said, "Not in, under, I live under the ruins."

We continued our trek towards Trynt and encountered a merchant selling clothes and potions.  I was able to find one healing potion, Ja'Lil found three and Bram was able to find four.  We should be in good hand until Ja'Lil's deity grants him some powerful spells.  We had one last run-in with Giant Toads before passing through the mountain pass to Trynt.  We sent them on their way by coercing them off the road.  We made it to Trynt the following afternoon.  It took us about one week at the speed of mules, but at least our horses were rested.

This is where we left off.  I have to make the city of Trynt map.  I will have the map we found and Trynt map loaded for all to see by next week.  Happy gaming.

Tuesday, July 26, 2011

AD&D 2nd Edition Revised Session 4

We head down the stairs and find ourselves in a small room with a door.  We check the door and find it untrapped and unlocked.  We open the door and it leads into a large room.  We see some boxes on the far side of the room and a door to the right.  After entering the room, we see another statue.  This one is an elephant with tusks.   The tusks are 100% ivory.  We search the boxes and find some wine and water and some tools and gear along with some food stuffs.  The door to the right is locked.  We unlock the door with the keys after I failed to unlock it with my tools, it doesn't seem trapped.  Nightwind opens it carefully and I peak inside.  I see movement inside.  Nightwind swings the door open and it knocks over a chair that had been placed behind it.  It clatters to the floor alerting the beings inside to our presence.  We defeat two hobgoblins and two orc guards.  We loot the room and see a large door with big holes in it.  This must be the door Mishin warned us about.  We use the keys and the trap is disabled and the door unlocked.  We step into another room and find a large cell with a locked door with two chests in it.  The cell is made of iron bars, but one of the keys on the keyring unlocks the cell door and we find a cloak and ring in one and two potions and a suit of magical splint mail armor for a human.  We identify the potions to be a potion of growth and an oil of slipperiness.  The armor is a suit of splint mail +1.  The fireplace in this room is searched and found that the chimney goes all the way up to outside, but only a small person can squeeze through.  We go through the door that leads further and find a set of stairs leading down.

We follow the stairs down and notice that the walls seem to shift.  The wooden walls blend into stone and the light only carries enough to see that we are in a small room with a door the leads to the north.  We check the door, but nothing is found.  No trap and it is unlocked.  We open the door cautiously and see a hallway with no lights.  We find a goblin corpse outside a locked door at the end of the hallway.  We search him and find a gold key in his hand.  We move his corpse and unlock the door and head in.  We see some beds and while searching find the corpses of 3 more goblins barricading a door that leads further into the castle.  We move and search the bodies.  All the bodies seem to be in tack, but for some reason they are dead.  We look closer and see puncture wounds on them.  Poison.  As we move the last body away from the door, we can see that the latch has been damaged and the door swings freely.

We enter the final room and with the torch the wizard carries, we see an old room.  We search the room and find two piles of bones, mostly goblin in two different corners.  We look up and see nothing but webs for a ceiling that is pure white.  We notice that there is a secret door, but no way of opening it from this side.  We also find a locked door.  We unlock the door and enter, but we find a small room.  We figure that there is something not right about the length of the rooms here and we search the small room for a secret door.  We find a secret door, but also find the concealed door in the other room at the same time.  That is when we get ambushed.  We encounter a Large Spider, but it calls for help and 2 Hairy Spiders and a Huge Spider come from above to help.  The hairy spiders and the large spider are all the size of men while the Huge spider is the size of a horse.  Apparently they've eaten well recently.  Fortunately, nobody got bitten while we cleared the area.  We found three chests in the concealed room and opened them with the gold key we found on the one goblin.  We found a set of field plate in one chest, a magical +1 longsword in another chest and we found +1 Goblin Plate and Slippers of Spider Climbing in the final chest.  We get everything together and haul it upstairs.  I get my wagon and we load it up and head back to town.  On the way back we encounter three orcs that run away after we confronted them.  We continued onto town and gave the mayor 10% of the coin we found.

This is where we left off.  See the maps of Level 3 (underground) and Level 4 (underground) of Phrum Castle.
I made an error on the Level 4 map because the stairs went down from Level 3 in a different place than the corner where I had the stairs show up on Level 4.  That is why I had the walls shimmer and go from wood to stone, kind of like a magical vortex or residual magic left over from the combat 30 years ago when a mage tried to clear the castle of bugbears or more recently trying to clear it of something that is no longer there.  Also, I waited to blog this and I regret it.  This is close to what actually happened, as best as I can remember.  In the future, I will blog right after we conclude our gaming session.  Thank you and have fun gaming.
Phrum Castle Level 3 (underground)

Phrum Castle Level 4 (underground)

Wednesday, July 6, 2011

AD&D 2nd Edition Revised Session 3

We travelled up the wagon road to the castle of Phrum and had no trouble getting there.  We left the wagon and the mules tied up so they could graze and to not get too much attention.  However, we had been spotted and the Goblins had laid a trap for us.  Two were on top of the tower throwing their javelins downward at us.  They hit Nightwind, but missed everyone else.  Thank the gods that goblins aren't excellent marksmen.  Alas, I jump ahead.  We had just crept up to the front door, which were heavy wood with metal bindings and ajar they were.  The opening wide enough to get a wagon through.  We could not see any movement inside, although Nightwind had noticed some earlier.  We thought, maybe they hid, so we slowly moved in and when we were just inside the doors we hear the Goblins yell,"Now!"
We see the two on top of the tower pop up their heads and ready their javelins; at the same time, two goblins run out of what we find out later is the kitchen.  but they don't move too fast so we have plenty of time to move up to them and attack before they can, but the javelins come first and one slices into Nightwind's leg.  Bram the wizard Magic Missiles into the two on top of the tower and kills both of them and I slice into the two on the ground.  We search the kitchen and find a partially eaten rat and some kind of meat soup.  Still warm.  Find some old horse shoes in the stables.  We look for the secret door that is shown on the map, but can't find it.  We take the stairs down into the lower levels.
There is a heavy metal door that leads into the deeper levels of the castle, we know that there is four from Brad the engineer in the village.  Its not locked, but I stop Nightwind from opening it cause the hinges need oil.  I give him some oil and we put it on the hinges.  I tell him to open the door slowly.  There is only minimal squeaking from the rusty hinges.  We see wooden interior walls, thick, but wooden.  the walls around the metal door were stone, even though they were interior walls.  Perhaps it was the owner's idea of security.  We proceed cautiously.  We come to a small wooden door.  It is unlocked, and not trapped.  Nightwind opens slowly, but opens all the way.  We see a fire going in the fireplace, four nice beds.  We all go and stand by a bed, Bram takes some pushing to go and do his, but he goes and searches the bed that is left for him.  We all search the beds in front of us.  Nightwind takes off the mattress and looks under the box spring.  He sees a goblin.
"You dead or alive?" He yells in goblin.
"Don't hurt me," the goblin whines.
Nightwind asks, "Why are you here?"
"Ask Mishin," the goblin replies and points to the bed that I am searching directly placed parrallel and a couple feet over.
Nightwind walks over by me and yells,"Mishin!"
The taunt works and Mishin yells back, "What?"  He pokes he head out the side as he yells.
"Why are you here?"
"Don't know why here.  Hobgoblin bring us.  Grack bring us," replied Mishin.
We also find out about a trapped door with circles on it and that they have been raiding the village for food.  We also know that Grack is one level down and that they don't go down to the next level cause they don't come back up.  We found out that there use to be 40 goblins.  Mishin also tells us about their treasure.  Mishin pulls out a small chest and opens it to reveal 300 silver pieces (sp).  We let him keep 50 sp and their weapons and armor, but they have to leave.  They go, but Mishin gives us the key to the chest, and a keyring with three skeleton keys on it.  He tells us that he has tried to kill Grack before, but he couldn't because Grack is smart.
We check the door that leads away from the entrance and its locked.  We try one of the skeleton keys and it opens the door.  Inside we find a large chest and two boxes.  Each box is filled with 24 iron rations.  We open the chest and see three bottles inside.  Two are identified as healing potions and the third is unidentified.  We don't know what it is yet.
We leave and start heading towards the other door to the room with the stairs.  We find a statue inside the room that has red eyes, and get a 10 gold piece (gp) gem and a 50 gp gem.  Lucky the goblins are short.  We start down the stairs to go below.

This is where we called it.  We had some rule look-ups about combat and had to find them before battle.  Next is the third level of the castle of Phrum.  See below for the pictures of level 1 (ground) and level 2 (underground).
Phrum Castle Level 1 (Ground) - need to rotate 90 degrees left


Phrum Castle level 2 (underground)

General Overlay of Area (Original Sketch)

Wednesday, June 29, 2011

AD&D 2nd Edition Revised Session 2

While sitting in Brad the builder's home, he regaled us with a story of Lord Phrum.  Mostly the Lady and how she was "pushy."  Brad's a cool guy.  Left Brad's and went to see Slim at Slim's Bakery.  He had to walk sideways in order to get through the door, but he sure can make some good treats.  Ordered some elephant ears and a dozen sugar cookies.  Slim said it would take him about 40 minutes and they would be done.  Went outside and wondered across the street to the saddle makers.  Kram sure knows his trade.  The saddles he had were some of the best looking saddles I've ever seen.  Told us that if we were going to be bringing trade, that he would give us an offer on any hides or leather that we had.  Left Kram's and wondered down the lane and saw about half a dozen riding horses, a little on the scrawny side, but healthy and high spirited.  The horses were in a fenced in pasture right next to Kram's.  We looked around for a caretaker, but didn't see any.  Kram came out the back of his place and told us that the horses were his and that it was his brother who fed them.  Brought in hay from his farm.  There were some wagon wheel ruts that lead up to the feeder under the lean-to.  Said that he has been out of the world a spell and that he doesn't know the going rate for horses.  Said the last time he checked, horses were 100 gold.  Said he'd check with his merchant pal that comes through every once and awhile.  We then visited the vintner, we walked in and there was a moan emanating from the back.  A half-elf emerged red from drinking.  Said his name was Gab.  Well, Nightwind (Jayson's character), picked Gab up and carried/hauled him over to the horse trough in front of Kram's shop and dumped him in back first.  Gab tried talking, but Nightwind pulled him out and dunked him again, just his head, while he was trying to say something.  Nightwind pulled him out again and  he said he had something in the back of his shop.  We then escorted Gab to the back of his shop inside and he pulled a vial of something out from a concealed and hidden compartment.  The tincture was a brown color and he filled an empty shot glass, without spilling, half full and then filled the rest up with some wine.  Gab's composure changed almost instantaneously from the complexion of a drunk to that of a man who never drinks.  Apparently it is something his mother taught him to make.  The effects of alcohol were no longer apparent with Gab.  He mentioned that his mother, an elf, had used this on his father, a human.  Gab said that he never understood how his mother could love a man like him.

Everyone that we talked to we also questioned on what they knew of the goblin attacks, but it was nothing new.  Except for when Kram mentioned that the Goblins had tried taking his horses and had only taken the best ones.  After talking with Gab, we left and went back over to Slim's Bakery.  He had the elephant ears and the cookies all done.  He had only charged 4 copper, but Nightwind had tossed him a silver.  Never got any change back.  Didn't expect none neither.  Left Slim's and went back to the Inn.  Noticed a man in robes and a small person wearing dark clothing and hooded.  The hooded man was eating some kind of soup and the robed man had his nose in a book.  We sat down at one of the smaller round tables while the robed man sat at the large rectangular table and the hooded man sat at a smaller table under the stairs.  Five tables in all at the Inn.  Nightwind pulled out his elephant ears and Ja' Lil (Luis's character) pulled out his dozen cookies.  The aroma from the fresh bakery filled the common room.  The robed man's head rose and he turned to look, but did so without noticeably doing it.  Almost as if restricted by a wall, his head turned enough to see the hooded man under the stairs and acting like he had a crink in his back, turned full view and looked directly at Nightwind, and then dropped his eyes to look at the elephant ears.  He turned around quick enough when he noticed we were looking at him.  The robed man exclaimed, "Blast it."  He stood up and came over to Nightwind and asked if the baker had any of the elephant ears left.  Ja' Lil seeing this, put his tray of cookies under the table and held them there.  Ja' Lil had eaten about 4 of the delicious cookies.  Nightwind responded in kind and said that we had special ordered the baked goods.  The robed man then asked what the chances were that he could purchase one of the elephant ears from Nightwind.  While Nightwind was contemplating, the robed man said, "Ahhh, I'll give ya 2 silver for one of those ears."  Nightwind jumped at the offer since he had only paid a silver.  The robed man exchanged the money for the ear and greedily started devouring it on his way back to his table.  At this time, Ja' Lil brought his cookies back out on top of the table and noticed that there were only six left.  Ja' Lil then noticed that the hooded figure was gone.  He instinctively blamed the person and greedily ate the remainder of his cookies.  Nightwindish, so that left us with two hours to do stuff before dinner.

We left and went to visit the bazaar across the way.  He was taking inventory on parchment.  Said he had to cut his prices cause the Goblins stealing everything not nailed down had caused all the townsfolk to make purchases on supplies needed to do their everyday tasks.  He couldn't be the only one making a profit.  Well, at least not like this.  Well, Ja' Lil asked if he had a scythe to borrow.  He said he didn't, but perhaps Jud at the forge did.  We left him to work and walked across the way to Jud's Forge.  Jud was still in the forge area.  Went inside, no walls, but had a good roof, no ceiling, but plenty of rafters.  Very clean.  Ja' Lil asked if he had a spare scythe that he could borrow.  Jud asked him what he wanted it for.  Ja' Lil said that he wanted to get some extra hay for the horses.  Jud snickered.  "They get enough hay and oats, not enough treats.  If you want to get the horses something extra; why not get some of the apples from yonder tree or even some of those orange thingies from behind the Inn.  He means well, but he always throwing scraps back there."  We looked at Jud amazed, a smart blacksmith, huh.  Anyways, we looked and saw the biggest apple tree across the river and about three smaller ones.  The smaller ones been picked clean cause they low to the ground, but this beg apple tree was the size of an oak of about 50 years.   Never seen something so pretty, and full of fruit.  We decided to go to the pile behind the Inn cause it's a whole days walk to the apple tree, half to the bridge and another half to get to the apple tree; and that's just to get there, not even come back.  Anyways, went to look at this scrap pile behind the Inn and saw cabbages, carrots, celery, all kinds of vegetables, and egg shells.  Everything a horse can eat, except for the egg shells I think.  So we grabbed some and cleaned them off in the river and went to go feed the horses.  The horses liked the treat.  Apparently they gets apple cores from the kids in town sometimes. (See picture of the Village of Stout below)

So, about an hour and a half has gone by and we decide we should go and get this awesome dinner we paid for.  So on the way to the Inn, Nightwind stops off at the Temple of Chauntea and speaks to an acolyte there and asks if the tracker has returned.  The acolyte looks puzzled and asks, "You mean Rolo."  Nightwind looks at the acolyte and holds out his arm while he says,"Is he about yay tall and wears dark clothing?"  The acolyte smiles and nods.  Nightwind seemed to get kind of huffy and stomped off towards the Inn.  Ja' Lil and I followed after him.  We get inside the Inn and we don't see the small hooded figure anywhere.  We take the remaining open small table and wait for our meal.  We see Kram, Jud and his wife, Gab and Slim at the big table.  The innkeeper brings out their food first.  It seems that they have all ordered the chicken.  Slim gets two chicken dinners for himself, Gab and Kram each get one chicken and Jud and his wife split a chicken dinner.  He then brings out to their table two bowls of some kind of steaming potato salad and two baskets of biscuits.  We then get served.  We get a leg of lamb, glazed carrots and a broccoli and asparagus steamed medley.  We get a bottle of wine and a basket of biscuits.  After everyone has been served and dinner is done, we look again for the hooded person.  I, Solon Moonshadow, spy the hooded figure running upstairs.  I point it out to Nightwind.  He chases upstairs after the hooded figure.  We get upstairs and I hear noise coming from our room.  Nightwind draws his steel and we edge closer.  I ask him if he is sure we need that, but he doesn't hear me.  The door is ajar and light is coming from inside.  Nightwind kicks open the door and we see the hooded figure sitting on one of the beds eating a cookie.  It looks strangely like one of Ja' Lil's cookies from earlier.  No sooner does this realization hit me than Ja' Lil shouts out,"Hey, you owe me for those from before!"  The small man, who we can see as the halfling he is and much younger than any of us thought, flipped Ja' Lil a silver coin.  He says,"I hear you guys are lookin' for me.  Why is that?"  Nightwind replies that it was him that was tracking the goblins that were attacking the village.  Where are they and how many are there?  Oh, is your name Rolo?  "It is," replies Rolo, "and there was many, but now not so many.  They go into the castle, but don't come out.  There's something evil inside.  I followed about 5 or 6 different goblinoid footprints inside and a two sets of Hobgoblins and two sets of Orc.  There use to be almost 40 goblins, we killed 5, now less than 10 left.  The numbers don't add up.  Something evil inside for sure." 
"Well, would you want to help us get rid of that threat?"
"I would, but can't.  Other temple getting desecrated by orcs a little farther north and east of the castle near the base of the mountains.  Why don't ya ask the wizard, you was all chummy earlier?"
"Who?  What wizard?  There's a wizard?"
"Yeah, I thought you knew from the robes he was wearing.  Yeah, the guy from this morning that distracted you and bought your ear?"
"Really, he's a wizard.  Makes sense.  Yeah, we'll see if he wants to join.  Thanks for the info."
And with all the pleasantry dispensed, Rolo the Tracker takes off.  We go downstairs and see the wizard with his head in a book.  We talk him into coming with us by promising that he can keep the spell books we find.  With that we go to bed and take shifts.  Ja' Lil and I sleep the first shift while Nightwind sleeps the second shift.  Ja' Lil has time to prepare his spells before leaving and we meet Bram the Wizard downstairs.  We are going to go and meet Kram's merchant friend who's been described to us as travelling on a warhorse with barding, has shiny armor and a big sword.
We walk down the lane towards Kram's and see a large warhorse with barding tied up to one of the posts near the trough and it is breathing hard.  Ja' Lil tries to feed it some of the vegetables from the day before, but Nightwind reminds him that warhorses are trained not to accept food from strangers.  The warhorse starts stomping his feet.  Nightwind tells Ja' Lil to back away from the animal.  We hear clinking coming from the back of Kram's and getting louder and closer.
Nightwind says,"Here he comes."
We see a very muscular man, a little smaller than Jud, but the same build, and he's wearing a shiny suit of plate mail with a holy symbol of Chauntea on his chest.  He is currently carrying his helmet under his arm.  We ask him if he would like to take care of the evil at the castle and he says no because he's going with Rolo to take care of the Orcs desecrating the other temple.  We see Rolo behind him.  We didn't see him before.  Weird.

I believe that is where we left off.  Next we are going to the castle.  Yeah!

A MAP OF THE VILLAGE OF STOUT

Wednesday, June 22, 2011

Jayson's Second Session

11-30-2010

So we just get pass the gate guards and we see this huge city before us.  Beautiful.  We start heading down the street and end up following the queen.  Saw the queen duck into a door that was controlled by a fruit seller.  The fruit seller was of the same species as the queen.  He tried selling me a watermelon.  He wanted 50 credits for a measly looking watermelon.  I got him down to 5 credits.   Haha, nope, opened the watermelon and inside was an MDC message tube.  I'm like "crap," so I paid him a 20 credit tip cause I felt like an ass.  Inside the tube was a letter in American, at least that is what I was told, and apparently it was an invitation to the palace.  I'm like, "don't we feel special."  Anyways, we went and found ourselves a hotel with storage units big enough to hold my robot and Cy'tech's power armor.  Found one ran by a cyborg with a chainsaw for an arm.  Cool guy.  Only 250 credits/night.  We each paid for 2 nights.  We each had a rough and eventful morning, so we decided to take a short nap before going to the palace later this evening.  Traveling through rifts usually makes a person tired especially if it is a long distance.  So we took a nap.

When we awoke, it was already night time, like 5 or 6 hours had gone by.  Oops!  Anyway, we go downstairs and see the cyborg reading like an old Popular Mechanics magazine, but it was hidden behind some kind of other thing, don't remember.  So we say we'll be out for a bit, but we will be returning later tonight.  While me an Cy'tech travel through the streets, we notice that we are being followed by a group wearing hooded cloaks.  We go around a corner into an alley and get ready to jump them cause we ain't no bitches and BAM.  The leader happens to be a Seljuk, this one has a tail, and two other robed figures, one who happens to be Lanotaur.  They escort us to the palace where we meet the king and queen with their kids.  We stand off to the side waiting for special guests to arrive.  Turns out to be Coalition troops.  One Major Duncan in power armor, two full-conversion 'borgs, two SAMAS, and their "peaceful surrender" idea with a battalion of men.  I almost laughed out loud, or maybe I did, I can't remember.  The king and queen kindly decline their "peaceful surrender" and when the Coalition tries a hostile takeover, their weapons and equipment stop working.  Apparently there is a sort of magical barrier/field on/in the city that is keyed towards Coalition technology.  It just doesn't work here, but they can turn it on and off as they please.  So what they intended didn't happen and they kindly left.  I laughed out loud at that point for sure.

So, I introduced myself to the king and queen and to the female Lanotaur.  Got introduced to the royal prince and princess as well.  As the names go, here they are:
Queen Malinda
King Charlie
Prince Sarin
Princess Sarah
and Quin Quin (pronounced Shin Shin) the Lanotaur who is training to become a mage.

And for those who don't know how many men are in a battalion, here that is as well:
28 men in a squad
28 squads in a platoon
28 platoons in a battalion

We went back to the inn and went to sleep.  That is where we left off, the third session is coming next.