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Aire'Nevahn True20: As Fallen Soldiers March

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Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Fri Dec 26, 2008 8:36 pm

Hi!

First off I'd like to thank everyone who created True20 for pushing me back into GMing (ahem... Narrating!) again. I love this engine and wish I found out about it when it first came around. Last thing I ran was 2nd Ed. WorldsMostPopularRPG. Never really got into the 3.5 version of it. I think I've had it with the "measure and count" gaming style now. I'm in it for the story.

Yeah, yeah, I know what most people say about "story types," but you know what? True20 says I'm a NARRATOR, and they're supposed to tell stories so: nyah-nyah ;D And It's been almost a decade for me... and it shows, but hey, I'm back.

+++++++++++

There are three major "Fantasy" concepts/places I've often mentioned in adventures when I ran 2nd ed. The WoMoPoRPG, but never explored. Aire'Nevahn is one of them. Now the basis is still the same, but the concept has changed (and actually I've closed off my old campaign words). There is no Arcane nor Divine magic here anymore. Powers are given/taken from spirits or from the "Drith" then used by Adepts. A kind of co-dependancy interaction that will be developed as we play. The world isn't exactly fantastic... yet.

I'm trying to get players to warm up to the overall ideas, so for now the adventures will be rather mundane and so will the world... and I'm pretty damn rusty ;) I like to run and play in Dramatic Fantasy styled games. I lean heavily on the char. acting side of gaming, but there still is combat. And I'm sorry, but I'm not heavy on the rules-lawyering part of gaming either. And powergaming really can go home and stay there too.

But I've got two campaigns going in this world, one full Corerules, one Quickstart, and the Quickstart one in particular has seen the most playing time: As Fallen Soldiers March.

So! I'll be posting the recaps from the sessions in the Fallen Soldiers campaign so far. This is a NOOBs campaign with a rotating base of 4-5 NOOBs and 1 or 2 anchors. I like to keep the sessions to about 4 PCs total so that everyone can get some "spotlight" time. NOOB chars. are pre-gen knock-offs based on the free Death in Freeport adventure that complements the Quickstart rules. But the story so far revolves around a PC butler named Mr. Wells. Yes, a butler. Wicked, right?

This still is a "Fantasy" world, but mostly about the chars. and their (re)actions regarding events and scenes.
"I'm in it just to sell illusions... please keep buying."

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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Fri Dec 26, 2008 9:32 pm

Now a few things first off...

1) The World Set-up
-Aire'Nevahn is a pocket dimension created loooooong time ago by the first of the elves: The Grey (Casaa'Halai). They're gone now without a trace and so is arcane magic and deities. This world was meant only for Casaa'Halai, but other folk got in somewhere along the way. Most folk talk of the creators with matter-of-factness then shrug: They made it, now They're gone. It's ours now.

As Fallen Soldiers March takes place in the eastern part of a body of land known as Bereth'Sashti. No major government to rule, no major monster threat either. But now trading routes have been abandoned or sealed away. But all places are okay with that. They've taken it upon themselves to work out the kinks together. But of course this isn't going to last.

The stout mountain folk have finally found evidence of the existence of the greatest mountain hall kingdom ever known: Oraveon Nejara.

And a concern to the major characters, here in the east, is a war in the neighbouring mountains on three fronts. They call it: aTiragi'Soor.

+++++++++++++

2) Jargon
Ahns = Race/Breed - B/c I don't like the word "Race" and others don't like the word "Breed" I've made up a word for the folk on this world: "Ahns." Originally, a term by the Casaa'Halai that was reserved for the ascended grey elves that were to evolve into something greater than any known elf now used by all as a catch-all term for different humanoid stocks.

Torogean - dwarves

Ashlans - Coastal wild elves
Mahanasha - Lowlander elves

Botaneblin - Lowlander gnomes
Gnomblinja - Reclusive hill gnomes

Xilblix - Goblins
Xopox - Lowland Goblins

Taldumaurs - Halflings

Luciani - Humans are not "pure" blooded, they have a telltale of their lineage. Somewhere along the way they've been mixing with some of the other Ahns.

Ergrazir - Lowlander Orc
Arahl'Shars - Mountain Orc

Cross-Ahns are usually abbreviated by taking the first syllables of each parent and put in order of the folk's choosing.
Ex. Luciani-Mahanasha cross (half-elf) = Lu-Ma or Ma-Lu.

+++++++++++++

3) Non-sequiturs -
This is a noobie game and has a rotating roster, so storylines are sporadic and may take strange arcs. Also we've slowly intro'd the core rules to the Quickstart...well rather slowly. And I'm still pretty rusty. And the PCs are chatty in char. and out of game.

I'll also be editing/updating posts as we go... sorta' annoying commentary b/c I'm me ;P
"I'm in it just to sell illusions... please keep buying."

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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Sun Dec 28, 2008 9:06 pm

EDIT: **WARNING: SPOILER!!! to folks in the new session on Sunday... yes, you... please don't read the re-caps... I know I can't stop you... but just be warned that I will know if you have read them... yes, I'll know and you'll be sorry! XP

Seriously, reading the following may really spoil the fun of the game we're in, so please do consider that.

The PCs

Mister Wells (1st lvl Expert Luciani):
Butler to PeaceKeeper to Superintendent Executive, Mr. Trek. He comes from a long line of servants to folk in high places. Worked for Mr. Trek for years. Wells has been entrusted to gather info about the PeaceKeepers that put the "Con" in the title "Constable." Mr. Wells also has keeps tabs on the folk that look to run their dirty crime schemes in Brenier. Mr. Wells and others deal out justice when nobody is looking and usually Mr. Trek does a good job of sweeping up after them.

Mr. Wells is a goodly sort, runs a tight ship and is well-known and well liked in Brenier. He is often seen running errands for the PSX in his man-servant robe-xedo, and often carrying a large, shiny candlestick holder that he constantly polishes exclusively with his cloth folk call "THE chamois".

Shaajid (1st lvl Adept Lu-Ma Pre-gen):
Goal-driven, considerate, well-spoken yet enigmatic. You are a spiritualist seeking the higher consciousness, the Drith. Ever-seeking your calling, you search for the spirits that will help you unlock the way into the Drith may it take you to unknown places or unknown existences. While you do get along with folk you meet on your travels, most cannot understand why you constantly ingest black flowers that would make most folk sick for the rest of the day. But now the flowers are not enough. You need to find something more potent. Something that will elevate your standings with the spirits that walk with you and allow you to take the next step closer to the Drith.

Think: Intense mystic, walking a fine line between common etiquette and the desire to appease the spirits that give you power... but doing a fine job of it. What is a beautiful garden to some, is an invitation to experiment w/ combinations of flavours and mixtures of mind-altering reagents to get you to deeper in touch w/ spirits.

**Player decided to make him a street sweeper that wants to start up union of sorts in Brenier. He's pretty poor, likes to pop the flowers even when not necessary, but likes the sense of adventure that takes place at night and seeing bad guys taken out. He's cheeky and marches to the beat of his own drum, but loveable and fun too.

Jasandrea (1st lvl Expert Luciani Pre-gen):
Fast-talking, lots of attitude, quick blades and even quicker wit! You know the score, but no one really knows you. You work as a paper-pusher for the local constable station. You are polite, bookish and efficient. But every so often the local authority needs some one to push the boundaries of enforcement and do the dirty work behind the scenes, exacting justice that would never see the light of day in the real world. In the shadows, nameless, and tireless, you never see a coin for your troubles but a job well done in this second shift never felt so rewarding.

Think: Vigilante, Tough-but-knows-when-to-err-on-side-of-caution, thrill-seeker, dual-personality, silver-tongued, fleet of foot, and agile like nobody's business.

Notes
Brenier : Mining town between the Shattered Mtn. and the Great Tear Chasm. Undesirables are sent to the Outsider Encampment, criminals sent to Quarantine.
Connies = Constables
Lucy/Lucies = Luciani

++++++++

Session One: Introduction.

We start off with the back drop of Brenier. There is a war in the neighbouring mountains. But it seems as if they have taken another pause as all sides regroup. This may stall the war for another few years, maybe even a decade like last time, but even so, times are still tense in Brenier. 3 strange murders in town weigh heavy on the townsfolks minds.

Actually make that 4 murders. 4 murders over the past 3 weeks. Just the other day another body turned up with some internal parts missing. Nothing official has been released and the Connies and Lead Peacekeepers have not said too much to anyone about the crimes. But now any non-native to Brenier seems to given the cold shoulder and some have even complained of being stalked. But it seems that the murderer is only after the native Breniers anyways.

So we find the 3 adventurers: Jasandrea, Mr. Wells, and Shaajid in Daunni's Boon Tavern discussing the happenings in the mining town on a rainy night. Shaajid was apparently on scene doing his routine cleaning duties when he came upon a clue... and a decomposing finger. Near the site he found a unidentified and unique shard of red crystal. So he pocketed both items and now shows them to the others. But neither Mr. Wells nor Jasandrea had a clue as to what it could be. So they tell Shaajid to lose the finger and then they decide to go to the Botaneblin mineral and rock collector named Johann who was rumoured to live down a 100 ft deep pit near the Great Tear and the only way to make it down was an old, unstable rope ladder.

Uhhhh... no. He actually lives in a burrow in town with a facade at the front of it. And Shaajid kept the finger. :lol:

As soon as the group gets to the front door, they see it is ominously ajar. They step in to the darkness and light the hearth. It is a bachelor suite type setting with displays of different types of rocks and rock sculptures but Johann is nowhere to be found. But from under the bed they notice a fresh blood stain.

The trio moves the bed and finds more blood on the carpet. They also notice a partial footprint from a large boot. Moving the carpet aside they see a trap door underneath. They go down with lit torches 30ft down a winding staircase to the bottom. It is some kind of storage room with varying kinds of rocks, crystal and unfinished sculptures piled on top of each other or upon high shelves.

After a quick look, they find Johann at death's door slumped in a corner.

Mr. Wells acts quickly and manages to save the Botaneblin's life and actually revives him. He sees that Johann's belly has been sliced open and has hastily stitched string holding his belly closed. He manages to speak weakly to the trio. Johann last remembers being struck in the head from behind and as he slipped into unconsciousness, he also remembers the feeling of pain at his navel and then looks down at stomach, eyes wide.

They show him the red shard and Johann says he doesn't know what it could be. They question him further and Jasandrea notices some footsteps above and as the others tend to Johann she moves stealthily up the stairs to investigate.

As she gets to the top, a crack of light begins to slowly increase in size as someone is opening the trapdoor. She sees a pair of large wet boots and instinctively reacts.


The Misogynistic Ms. Jasandrea.


With all her might she thrusts open the trapdoor and knocks the club the newcomer was holding heavily into his face. He lets out a yowl and the big lug stumbles back holding his face. She looks over around and spots a Luciani male by the door holding a large sack, his eyes wide staring at her. It is Jakie, a two-bit thug who escaped with his accomplice and fled town before standing trial for a severe assault on a townsperson. The person with the bad case of facial smackdown, she surmises, must be his accomplice, Ollie.

After some harsh words thrown back and forth between Jasandrea and Jakie, Jasandrea rushes Jakius and swings her lit torch at Jakie's sack... no not that sack. For poor Jakie, the two-bit thug, it is the more sensitive one she is aiming for...

...and nails with her torch. 'Surprised' at her own actions, she delays a bit before removing the torch from the offended area. :twisted:

Jakie screams in pain and hops up and down calling for his mother and trying to put out the burning cloth. Ollie moves into action, growling and tries to hit Jasandrea with all his might. The other two cover up Johann and run up the stairs.

They come upon the scene and Mr. Well goes to aid the Vigilante and Shaajid jumps upon Ollie, who outweighs him by at least 25kgs, but manages to bring him down. Jasandrea and Mr. Wells bop Jakie for some more good measure and Shaajid frantically tries to keep Ollie pinned so that the big Lucy cannot rip Shaajid's arms from his sockets and manages to keep Ollie down.

Jakie gives up and tells Ollie to give up too. He complies instantly. Relieved, Shaajid gets up and brushes himself off. Parched and feeling the burn Jakie would love some water fast. Jasandrea uses this to her advantage and extracts much info from him and finally gives him some water. He says that there is an elf dressed in feathers, leaves and bones that proposed the deal to them. Put the Botaneblin in the bag, dead, and only the Botaneblin and return it to Threywill.

Meanwhile Shaajid takes Ollie downstairs and gets him to help bring up Johann. Before going up, he puts a garden gnome statue into the sack and then follows Ollie up.

Mr. Wells goes off and tells his employer about the situation and drops the info on him. Mr. Trek seems miffed and a bit flustered. He tells the 'Butler' that this will be taken care of. Mr. Wells returns to the scene and immediately there are some high ranking PeaceKeepers taking over the investigation. The PKs tell the trio that 'they were never there' and to not mention this to anyone. They agree...

...but not before taking the information they extracted from the dismal duo and go off looking for this Threywill person. Apparently the dismal duo was supposed to bring the dying gnome to this Threywill and collect this supposed bounty. The trio decide to try Shaajid's scheme to dupe the payer into believing that the garden gnome statue is Johann. But of course, that plan does not pan out.


Some Of the Players Revealed.


So the trio does a quick gather information check and when they compare notes, they find out that this Threywill is actually Porsha Threywill a.k.a. Maluna. Maluna is a linguist teacher that specializes in Mahanasha language and has taught many of the folk in Brenier over the years. The name Maluna is a title of respect given only to those that are worthy of in Mahanashan society and is then allowed to teach their skills to others. Also given a leadership role.

They make it out to her house and receive a cold reception from her and she eventually invites them out from the rain and into her home. She'll have them come up with the sum they feel they deserve for delivery while she goes and makes some tea.

Shaajid squishes over to her plush couch and plops down. Jasandrea stays near the door. Mr. Wells takes it upon himself to help out Maluna, a move that may have very well save the trio's lives.

As he goes into the kitchen to offer help, he sees Maluna slip out the back door and waiting by the kitchen table is a person that fits the description Jakie gave earlier that night, and a large warrior fellow who may be the owner of the boot print in Johann's burrow. Mr. Wells has sniffed out the ambush and brandishes his trusty candlestick holder and the fight ensues. Jasandrea moves in and pulls out Mr. Wells right before he connects his candlestick holder to the warrior's nose. Shaajid readies to fire his crossbow bolts at the new dismal duo. And fires before anyone can talk it out.

After some crossfire, the feathered cloak wearer, calls upon the spirits and the spirits answer in kind and knock out Jasandrea and Shaajid. Mr. Wells jumps at the two swinging wildly. Miraculously the other two wake up and Jasandrea knows there is no more talk. She brandishes her swords and the trio suddenly turn the tide of battle and end up killing the new dismal duo.

Jasandrea and Mr. Wells rush out the back door into the rain only to see three shadowy figures riding away on horseback. They get a sense that sitting behind one of the riders is Maluna.

Shaajid checks the bodies and feels terrible spiritual energy from the cloak warns against touching it with their bare hands.

But he finds a most important item hidden upon the spiritualist: an ancient map of the region surrounding Brenier with some sites upon it not apparent at present. And of most interest is a swirling pattern in the middle of the Shattered Mountain area with a symbol of an unknown settlement right beside it.

( End 3.5 hr. session)
Last edited by ronbunxious on Thu Jan 22, 2009 6:02 pm, edited 1 time in total.
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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Thu Jan 08, 2009 7:55 am

EDIT: **WARNING: SPOILER!!! to folks in the new session on Sunday, please don't read the re-caps...

New PCs

Lanza Tangwystl (1st lvl Warrior East Torogean Pre-gen):
Battle ready, cause-driven, loyal and honourable. You've been mostly on the sidelines of the skirmishes, tending to the wounded, comforting the soldiers with wise words and well timed anecdotes. When the wars died down so did your usefulness. The sedentary life, did you no good and the call of the other side of the mountain became too great to bear. You took your axe on one shoulder and your favoured earth spirit on the other and pushed on eastbound seeking adventure and knowledge. You swore to return one day to tell the tales of the Low-Landers on the other side of the mountain.

Think: Jovial MASH unit type, good friend and confidant, protective and parental-like yet has been around the block enough times to know when to get down and get hands dirty.

**Changed Earth Spirit to an Ancestral Bone that harnessed healing spiritual energy. She's widowed and childless now due to the war, but still friendly and helpful. Red-haired, green-eyed and braids, braids, braids... but no facial hair...awww.


Hutch
(1st Lvl Warrior Lakeshore Botaneblin):
Huge mouth, little body, Big on laughs, small on impulse control. You like to get under the skin of the 'Biggins in a good natured way, and everyso often don't mind showing off that nice chip on your shoulder. Your've got a way w/ tweaking the drink to make everyone feel alright, not to mention a way of tweaking it to mak them act funny. Before you were hunting bounties in the name of your KinsNeblin, you were a brewmaster! But the war came and you put away your apron for a pair of hammers and some choice fighting words. But after you haul in a target, you'd just as soon offer 'em a nice cold one for their troubles.

Think: Quirky, impulsive, and always looking for a good laugh. Bu knows the job, and how ugly it can get, but tries to have fun doing it anyways. Would rather be home singing and drinking, but knows that to play hard, you have to work hard first.

**Player has char. with a pink-mohawk w/ French braids. Has a bar run by her accountant nephew Neville in homeburrows of Noremac. With an in-game joke, intro'd a new creature to Aire'Nevahn: The Rhinoat. Basically looks like a cross btwn a rhino and a mountain goat. Prized by Botaneblin Warriors as mounts and dyed to match their tastes and prove ownership XD. I love these PCs...


(all pre-gens are knock-offs of Green Ronin's pre-gens in the FREE Death in Freeport Quickstart!Thanx.)

++++++++++

**Okay, so this write up is going to be a text-bomb ;P So I'll split the recap into a couple of parts. Remember the pre-gens so far are NOOBs and the Butler is an anchor. Also Jasandrea doesn't come back, and will be replaced in future, but her partner Darvinar, another anchor using the pre-gen stats.

Session Two: Running Corruptions
(Part I)

After they think it better than to let loose arrows into the dark, the trio decide to let Maluna go for now and part ways for a bit. Shaajid carefully places the cloak into his sack, takes the downed adversaries' coinage, and heads into the Daunni's Boon Tavern for a stiff drink and some time to cool his head. Mr. Wells goes off to his employer to report findings and show Mr. Trek the map. Jasandrea goes off to double check records and do some research on Porsha Threywill a.k.a Maluna, and this Vehn'Hanazah character. Little does she know she'll be off riding after them by midnight.

So In Daunni's, Shaajid sits at a bar stool and shoots the breeze with the barkeep, Daunni, and soon finds out that there are two lovely Daemi's (non-Luciani) sitting by themselves. He glances over. There is one that he's not met before and one with whom he has a bone to pick. Enter the stylistic Botaneblin Reclaimer known as Hutch and her ever-smiling new found friend: Lanza Tangwystl the Torogean Axe Matriarch.

Lanza sits there smiling and laughing in all the right parts as Hutch recants an engaging tale about her long lost rhinoat that she pays homage to by styling her pink hair in a quasi mohawk with an adorned braid and complementary large spike of hair protruding above her little forehead. Lanza continues to smile as she always does when Hutch retells the story again. And again.

Shaajid struts over and greets Hutch as always.

"Hey. You owe me a broom."

And she answers as always:

"And you owe me a rhinoat, boy."

And with that they greet each other around the table and Lanza smiles again as both Hutch and Shaajid recant The Story About The Rhinoat. She nods in the right parts and laughs at the funny parts. Again.

Meanwhile Mr. Wells finds Mr. Trek in his study going over some paperwork. He already knows what the trio had done earlier in the evening, and as always he says he'll take care of it. And for the second time that evening, Mr. Wells ruffles his employer's feathers. Mr. Trek can barely keep from shaking as he stares at the map. It is an old map, drawn in the times before the Great Tear swallowed up the first Brenier. He continues to stare and then curtly dismisses Mr. Wells.

Usually Mr. Trek would give his Executive Butler another task but this time Mr. Trek wants him out ASAP. At least the last words he ever uttered to his faithful servant Mr. Wells was a thank you.

So dismissed and off shift, Mr. Wells heads on over to Daunni's and meets up with the others and they stop mid-argument about the rhinoat, Lanza still smiling and nodding, to offer Mr. Wells a chair and he greets the two Daemis. Hutch is looking for a Lucy that stole something from her kinsNeblin, and Lanza is looking to help her friend and fill the void left by the time-out to aTiragi'Soor.

A servant girl saunters over and gives Mr. Wells a drink that's on the house from Daunni. She's a new servant girl, Daunni is supposed to be a cheap bastard, and Mr. Wells is face down on the table. Yup, dun-dun-dun.

Lanza who would like to be referred to as 'Mrs. Tangwystl' reflexively checks up on Mr. Wells. Poison, definitely. Dying definitely. She quickly goes into her pack searching for some herbal remedy. The smell is undeniable, the poison is a fast-acting one, usually used in aTirag'Soor war.

Shaajid gets up to go after the girl. He heads into the kitchen and comes back out empty handed. The patrons are deeply concerned and have gathered around. Hutch keeps them at bay using all of her 3' 6" frame. Mrs. Tangwystl is slowly but surely making progress with Mr. Wells and finally calls upon a favour from the spirit in her ancestral bone. Suddenly Wells blows chunks all over the table and comes around. Shaajid questions Daunni and the barkeep holds his hands palms up. When did he ever serve a free drink? Why would he try to kill a paying customer? And what new blonde servant girl?

As much as they want to go after her, it's still raining, it's getting late in the evening and Mr. Wells needs to get some rest. The three of them are going to take Mr. Wells home and report this later. But first Shaajid checks out the scene. The mug the blonde served Mr. Wells is charged with spiritual energy. He wraps it and stuffs it into his new sack.

They eventually get to the Trek estate, go in and promply wrap Mr. Wells in a blanket, and seat him in the servant's receiving area. There are no other servants present and Shaajid is now naked.

Assassinations, Assessments and Closets.


Hutch will have no part of the naked Lu-Ma show and decides to step out for a breather. Her eyes and nose are quite acute even at night and in the rain. She catches scent of wet horse nearby then spies someone running through the topiary attempting to sneak out of Mr. Trek's front yard. She calls out and the cloaked figure turns. It's the blonde from Daunni's. She moves into action to attempt to take her down.

Shajjid finds a storage closet and wraps himself with a blanket. He then proceeds to start a ritual to attract spirits. He gets the attention of a fleeting spirit and lifts up the red crystal to ask if it knows anyth-- it flees as if it is offended, but even moreso, it seemed wounded. The spirit has answered much.

In the kitchen, Mr. Wells sits bolt upright and shouts: "Late Evening Teatime!" He then proceeds to put water on the boil and Mrs. Tangwystl hawks over him trying to get him to calm down. But eventually she lets him continue. Unbeknownst to them that tea will not be served to Mr. Trek in this household again. He's upstairs staring into his fireplace with his eyes glazing over, blood and foam from his mouth. But Mr. Wells makes the 3 flights of stairs anyways to serve tea, loyal as ever.

Hutch leaps at the girl, grabs hold of one legs and trips her to the ground. She goes to punch out her lights but the girl shoves her off. Hutch tackles the girl a second time, holding her arms, and the girl does a faceplant on the stone pathway and is knocked unconcious.

Shaajid comes out of the closet and decides to go out the front door. He's a bit high and walks barefoot in the mud and rain to see what the commotion is about outside. As they talk about what just happened when, an ear piercing shriek comes from high within the house. And then a second. He looks down and sees the girl, wet blonde hair strung out all over the pavement. Hutch turns her over and Shaajid resists an urge to kick her as he recognizes her bloodied face.

Mrs. Tangwystl opens a window and asks what's going on out there, they begin to yell back up about the blonde and instinctively Hutch turns and hunches her shoulders as she catches movement from her peripheral vision. An arrow narrowly misses Hutch's skull and rips through her pink hair spike on her head. Shaajid quickly half-drags the girl to the front door and Hutch falls back for some cover. She draws her bow, and runs near full tilt looking for the source of the wet-horse smell. She comes upon 5 very expensive horses of good breeding but without a brand upon them. She takes one and holds on for dear life looking for some help.

+++++++++

The two high pitch shrieks came from none other than Mr. Wells. One at the sight of his collapsed and presumed dead employer and one for dropping and destroying the earthenware and possibly ruining Mr. Trek's floor rug. Mrs. Tangwystl checks for sure. He's been dead at least 20 mins. She pats him on the back and leaves him to mourn his employer, confidant, and friend.

Mr. Wells goes on to say a few things to Mr. Trek and promptly finds his employers personal safe and extracts the items therein: gold, collector's trinkets and some notes. Mr. Wells frowns and begins to read over his employer's notes. He is soon overcome with emotion and for the first time in a loooong time, Mr. Wells begins to cry.

Hutch makes it out to a nearby guard station and finds out it's been sacked. Out of many, only one seems to still be breathing. They are on their own now. No backup.

She doubles back post haste, hoping like crazy that the steed takes her back to the right place.

Inside now, Shaajid dumps the girl on the ground and Mrs. Tangwystl recognizes her instantly and proceeds to turn the wall tapestries into strips to tie the girl up like a sausage. She remembers the girl's one swirling grey eye and believes she may be touched with power. Mr. Wells comes down after composing himself and shrieks again seeing the redecorating touches of Mrs. Tangwystl. He snaps his mouth closed and brandishes his candlestick holder to exact some revenge and to unleash the bloody red fury burning within him. Shaajid holds him back. Maybe question her first?

Shaajid begins to fill them in about the happenings outside when they hear the steps from above. He springs forward grabbing Mr. Wells candlestick holder and rushes to the back entrance. He opens the door and standing there, sword brandished, is a large Luciani in similar armour as the one they downed earlier that night. Shaajid lets out a tired sigh as the Luciani raises an eyebrow upon seeing his wet toga, muddy feet and large shining candlestick holder. He tries to reason with the intruder, but it's clear that the intruder wants to run him through with his sword twice over.

Hutch gets back to the horses and rushes back to the estate and catches the arrow slinger trying to lay ambush upon her. She draws the blades she's taken from the station and unloads on her would be assailant. They go on for a bit and she drops the blades and brandishes her trusty hammers. While novel to use, the blades aren't really her style. She soon makes short work of the Luciani and pounds him down to size.

Mr. Wells rushes over to get back his candlestick holder as Shaajid temporarily blinds the big bugger with spiritual light, only to notice he has a friend coming in to help. Wells takes the candlestick holder deftly out of the street sweeper's hands and starts trying to bash the newcomers in the head... futilely. Shaajid decides that maybe now would be the best time to lose the toga and get back into his regular clothes. He retreats, leaves Mr. Wells to his own devices, grabs his clothes by the fire and promptly runs into the closet.

Mrs. Tangwystl does the finishing touches on her rope-job, finds her axe and rushes to the back as the two Lucianis begin to laugh as they try to pummel poor Mr. Wells into pulp. Candlestick holder?!?!!? You're trying to beat us w/ a candlestick holder!?!?! But soon they won't be laughing as the Axe Matriarch rushes them. The first finds his chest eating axe very deeply and slumps to the floor. Soon the other will find the same fate.

Shaajid opens the door, his x-bow drawn and cocked, and fires at the two big Lucies out back. As soon as he's reloaded, he wheels around and sees a Lucy with his blade drawn coming at him down the corridor and fires reflexively. He catches him square in the chest and as he goes down another Lucy comes down the stairs and begins to attack. Shaajid is reloading and in a bit of trouble with this one.

Hutch bursts through the door, blood hot, and weapons ready. She charges the Lucy and makes quick work of the invader. As soon as he goes down, at the other end of the house, Mrs. Tangwystl puts her axe almost clear through the last invader (but not before Mr. Wells finally landed a blow ;D). The house falls silent save for the wind and rain swirling in through the open doors.
Last edited by ronbunxious on Thu Jan 22, 2009 6:05 pm, edited 3 times in total.
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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Tue Jan 13, 2009 6:16 am

Session Two: Running Corruptions (Part II)

More of that Bad Mojo and Corrupted Connies.

They gather around the blonde that's been wrapped and tied up like a sausage. They tell each other what's what and they all begin to feel like someone or something is trying to get in touch with them. It's finally Hutch who gets in touch with it. So much in touch in fact, it takes over her body. She tries to get away from the others as quick as possible. But Shaajid catches a glimpse of her eyes and sees the same look on Hutch's face as did the servant girl when she fled Daunni's. He follows her out, delays her a bit and draws the red crystal. Whatever took hold of her has now released her and is gone.

They go back inside and decide to split for a bit. The females will go to revive the guard at the station, and the males will secure the house.

Hutch and Mrs. Tangwystl, call-me-Lanzie-now, go horseback trying to get to the surviving guard in time. They do. He reaveals that the blonde is a merchant's daughter and actually used spirits against them. He says that these are powers she could not possibly weild at that age and is most likely possessed. You could see it in her eyes. She used the spirits to overwhelm the station and others came and cleaned up. He hobbles off to go get help and advises them to stay close to Wells or they may be killed on sight. They ride back.

Mr. Wells and Shaajid search the bodies. They find coin and equipment, but more importantly they find similar tattoos on some of them. These are tattoos given to Constables that have served over 5 years, but most of these Connies may be ones that have been kicked off the force because Wells doesn't recognize them. But one of those with a service tattoo, however, he does recognize. He is Markrindra, a Connie that was actually up for a promotion. Shaajid collects the rest of the stuff and Wells checks out the rest of the house. Other than the damage incurred from the quartet's battle with the invaders, he finds no other signs of scuffle, no blood and no servants anywhere.

Hutch and Lanzie enter the estate, jump off the horse, tie it up, barge through the doors and recant what they learned from the guard. Hutch suggests they run a blade through the blonde just to be safe. They argue for a bit and finally Mr. Wells hires the Bounty Hunter and her friend to find and kill whoever is responsible. They agree, but they want a daily rate, extra costs covered and some pain and suffering compensation coin. And they'll bring the culprit to Wells alive. They're not assassins after all. XP Mr. Wells agrees to the terms and welcomes the notion of having the cuprit before him so he may exact vengeance upon the bastard.

So before they are too rash in slaying the girl, Shaajid tells them to wait while he contacts spirits. He'll be right back. He grabs 4-5 months worth of black orchids and swallows them in one go and barely manages to keep them down. He tries to call upon the spirits, but he is higher than the Toroge'ar Mountains. He spills out from the closet speaking nonsense. He's useless now. Annoyed, Hutch and Lanzie grab him and put him in a more useful place. He can watch the horse. They make more strips out of the tapestries and tie him down to it. Hopefully he'll pass out and wake with a clearer mind.

Just as annoyed, but even more emotionally distraught. Mr. Wells has one last look for his co-workers. His place of duty lays in shambles, his employer dead, his head pounding still from the poison, he needs someone that can relate to and talk with them. He goes back one last time into the servants' area.

There he finally finds out what became of the servants. Mr. Wells sees that the other servants 8 in total have left via the underground secret passage way.

They've left their things behind however. As the others tend to Shaajid and his overdose issues, Mr. Wells begins to ask favour from a spirit powering his chamois. He begins to polish one of the doors and gets a mental flash of all servants leaving through the passage and he also gets the sense that they are frightened but more anxious than anything.

As soon as Lanzie and Hutch come down, Lanzie tells them that the brick walls were opened from the outside in. Someone had to open the doors for them. Someone strong, b/c Wells needs help of the two Daemi warriors' muscles to open the second portal.

They head down the passage, with Mr. Wells at the rear, and go up a ladder and end up underneath the garden gazeebo. They find the false floor area and step out only to see the house being surrounded by a battalion of Special Ops. Connies. Mr. Wells hails them and they are met by loaded crossbows all around and are told to get on the floor.

The lead of the Ops is Keni, a Lucy Mr. Wells knows rather well. He apologizes but says that he is just following orders. He is placing him under arrest for the murder of Mr. Trek.

Apparently the guard at the station was a bit off when he said that they'd be alright as long as they are with Wells. But at least they weren't shot on sight. They are shackled and tossed into the holding wagon.

As they ride off to the holding cell station they overhear some Connies regretfully plotting to "do in" Mr. Wells and the rest of the party. They try to talk them out of it but they just play dumb and only say the system will take care of him he has nothing to worry about. But finally after some prodding, they tell Wells that he has until sunrise to get out of there.

So they talk to the driver, and he just accuses them of the murder and hopes they hang first thing tomorrow.

It's go time.

Shaajid finally comes around but not where he expects. He is in the Drith. The world around his is lit in colours flowing and swirling as if caught in a gentle updraft. It's like some painter loosely painted the scene before him with watercolours and dropped a few hits of acid on the way.

After taking in the experience he notices above them is a blimp-like creature roughly resembling a giant hamster. It floats above with several strands of charged spiritual power leading off in all compass points. He knows better than to disturb the creature and knows better than to wander too far off.

Entry into the Drith is apparently very addictive and very dangerous, only those Mystics strong enough should attempt seeking knowledge here. But he's here anyway.

So he just separates from his body and floats far beneath the giant hamster blimp. He sees all things spiritually charged lit and crackling. But he makes several notes. Mr. Wells has some items that are charged, the cloak is still charged, and two of the horsemen carry items that are charged as well. Soon enough he drifts back to his body and reawakens refreshed, but playing lame.

So they come up with a plan to escape. They'll wait until they stop in front of the station, bull rush the guard that opens the gate and try and over take the wagon and get the hell out of there. But first it begins with Shaajid's ability to temporarily blind them. He is quite successful, they all look away and he generates a giant ball of light above the wagon. The Connies shield their eyes but it's too late, the horses spook into action. Hutch slips through the bars and takes the reigns. The others manage to climb on top and get to the front of the wagon.

They easily toss out the driver. His companion is literally tossed out by his ear. Apparently Lanzie didn't enjoy the "You'll hang, you stupid, ugly dwarf!" Comment he made earlier. They gun full tilt down the March and Mr. Wells leads them to some roads less taken that lead away from Brenier.

We close the session with the quartet easing up on the tired horses nearing Brenier city limits.

(End 4.5hr session)
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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Sun Jan 18, 2009 9:37 pm

EDIT: **WARNING: SPOILER!!! to folks in the new session on Sunday, please don't read the re-caps...

New PC
Darvinar Un'shlniiv (1st Lvl Expert Luciani)
**Basically just swapping out Jasandrea with Darvinar. Same stats, MO, and BG. They work the night as a duo for the most part, and by day, Darvinar works as a Notary Public Official type. But come nightfall he also pulls second shift as a Vigilante. He is just as vicious with the twin blades with all the piss and vinegar attitude to boot. He's intelligent and prone to the drink, but for the most part does manage to hold onto the cool demeanor to get the job done. (PC chose last name by using the old mash the keyboard and copy down the first coolest name that comes up XD )


Session Three: Quarry or Quarantine.

As the cart rides off hell over heels to the get out of the town, they meet w/ Darvinar Un' shlniiv, Vigilante partner to Jasandrea, just before the outpost. He is talking with Tarke-Nothra, an outpost guard stationed at a backroad into Brenier. Tarke is a contact of sorts for all the undercurrent work the party does. They give a bit of a rundown of what's happening. Dar says he'll get them to Quarry or Quarantine.

Although Hutch wants to get paid she really does love her kinsneblin so she will continue on her original quest. Hutch will head back into the city to look for the lucius doombak and get in touch w/ Jasandrea, whom she does know and has worked with before. They untie Shaajid and keep the horse tied to the back of the cart and then they move like hell. They do have a bit of a head start and Tarke'Nothra will buy them some time.

They ride till midnight and the going gets a bit more treacherous as the moonshine is covered. This could prove to be fatal for the horses. They remove one and untie the other, and send the remaining horse off on a side road, driverless and hoping to throw off any would be pursuer. They pull off to the side and find the spot Lanzie spoke of. She rested here previously on her way to Brenier, hidden and out of the way. But as they rest, just before daybreak, they are sniffed out by the Brenier Mal Dogs. These are trained attack dogs meant to take down quarry as big as an orc warrior.

One attacks Lanzie as she tries to hide. The other 3 are still asleep and are attacked by the other 3 dogs. They seem to have a palette for mystic and butler, especially butler as two of them chomp away at Mr. Wells.

Finally, Lanzie snaps out of it and stops trying to pet the mutt and realizes just how vicious these animals are. She starts to beat on the first dog. And now from the direction of the cave she hears the bestial snarls and tearing of cloth.

Mr. Wells is grievously wounded and torn open. For the second time in as many days, he is laid out flat, dying. Not in the manner of poison working to eat away at his insides, face down in mashed yams at a dinnertable like last time, but in a pool of his own blood, bits of his formal attire, and shredded flesh. Shaajid and Dar are still a bit foggy and do not fare well vs. the 50 kg beasts.

Lanzie swipes at the dog, connects hard enough to make it back down a bit and rushes over to help her new friends. She heals Mr. Wells as before, but he still lies unconcious. She readies her axe again and puts herself between Mr. Wells and the Mal Dogs. Finally the other two connect, but not after Shaajid is roughed up a bit. He does manage to get in a sound blow. He nails one right on the head and the struck animal limps off yelping.

Dar carves away at another animal and it falls in a heap of blood and fur, barely breathing. Lanzie and Shaajid down another. The tide continues to turn as the three make short work of the first dog that attacked Lanzie.

But Dar is bloodlusting now, and begins a stomp fest on the dying animals ending their lives. He chases down the injured one and ends its life with a huge kick and a bloody tap dance on its head ending its ceaseless yelping.

Lanzie asks several favours form her ancestral bone and heals Mr. Wells to the point of consciousness and competent mobility. As they begin to clean themselves off, Shaajid jokingly states that they not ought to let such good meat go to waste. They all laugh for a bit then stare at each other in silence. Someone's stomach audibly growls.

Eat the Dog, Lose an Ally.


Shaajid selects a relatively flat area of the cave and begins to brush away debris, Lanzie and Dar drag the body of the nearest dog towards the slab of rock and Mr. Wells ties off his apron and begins to sharpen his large kitchen knife. They gather round intently as Mr. Wells is about to bleed, skin and fillet the poor mutt.

"Mr. Wells?" Says a camouflaged-uniformed Tracker. He has a crossbow trained on them and is squinting in the low light and rain. He recognizes them and lowers the weapon. It's Lead-Tracker Lohman. A Connie Mr. Wells knows and with whom he is in good standing. Lohman works the perimeter stations outside Brenier. He rushes over and starts fawning over the dogs, incredulously. He's raised and trained 2 of them himself. Mr. Wells lowers his knife and quickly tucks it away. Dar double checks his boots for dog skull and brain bits. Lanzie and Shaajid wipe the saliva from their chins.

Speaking in a voice tinged with a bit of a state of shock, L-T Lohman, asks where the fugitives have gotten to and soon realizes it was the party that got attacked and most likely killed the dogs. The party quickly states it was self-defense and that the fugitives are down a ways. They apologize, but they had to do what they had to do.

Still distraught and still clueless, Lohman doesn't understand what Mr. Wells is doing out here and why the dogs were 'scented' to hunt them. The job was to track fugitives, large burly armed to the teeth warrior types, thus the Mal Dogs. He and several other Tracker Constables were dispatched, found the cart and went on to track the horses and found them here.

Apparently he was told that the fugitives had jacked the cart and were off to meet with others in the outlying bush. These were orders signed by Mr. Trek himself. Given to him from another servant: Ourlana. They thought it was nothing as Mr. Trek's servants always did some messengering and menial work for the PSX.

They ask about her eyes, and Lohman said they were nice and different. And one was swirling grey. They all look at each other and quickly recant and tell him the truth, almost the whole damn story, as they see he is not 'possessed' and shows sure signs that he wants to believe they are innocent. There are no other fugitives, the party has been set up for execution.

Lohman breathes heavily. He is a straight-edged Connie and one of the very few respected leaders amongst law enforcement. And he knows Mr. Wells is straight-edged too. He's had a couple of drinks with Shaajid at Daunni's too. The others he knows he can trust if Mr. Wells says so.

He gives them directions to a shelter he frequents a ways down. He'll meet them in a short while and get them set to go with some rations, supplies and people to contact. They part ways and hope Lohman keeps his word.


What to Do Next and Who to Trust.


If Mr. Trek is dead and someone has tried to say the butler did it, then L-T Lohman will find out for sure. He says he'll help them clear this up. He'll send the horses off for them... with the gnome statue. He'll send message to Jasandrea, Hutch, and get someone to check out Ourlana. He gives them supplies and a fresh set of clothes. He'll also check out the names the party has dropped on him. He seems pretty anxious too.

The party decides to take Lohman's advice and meet with the contacts in Quarantine. There is a mystic named Iredanya, who pops candies the same way Shaajid pops flowers. She may help them clear up their names from the bad things happening in Brenier. Also there is a simpleton Ergrazir Orc named Armbreem that will help them get into Quarantine undetected. And also Mr. Wells has a Taldumaur contact at an outlying station named Evonta. He hasn't seen her in a while, but she never lets him down.

But first on the travels Shaajid tells them about his experience in the Drith. All of it. They laugh and although they have no reason not to believe him the story is well received and entertaining. But the floating hamster blimp doesn't sit well with Lanzie. From the sounds of it, the charged tendrils attached to the thing lead to and from all points in Brenier and maybe beyond. They have been watched. A similar tactic was used in the war by the Torogean and Shaajid said there were exactly 11 tendrils. And now have no clue if the watchers can still see them. Maybe Iredanya can help here too.

They could head off to Quarry and then keep moving north, but they may still be able to do something to clear their names and find out who is trying to kill them and why so sly and underhanded. Quarry could be a good place to hide, and Lanzie is in good terms with some of the ruling dwarven clan. They know that going into Quarantine is an easy way to get put in the dead books fast, but there they have the best chance of getting swallowed up by the masses and figuring things out away from the heat in Brenier.

An Old Friend Introduces New Friends.

They are within half a day of Quarantine when they see the smoke of a campfire in the distance. Dar sets off ahead to check it out. There are what looks like 8 brigands talking around the fire. He circles around the perimeter and spies 5 others on watch duty. He recognizes a few of them, but in particular, a dismal duo known as Jakie and Ollie. He returns to the others to report, and knows he's being tailed.

He quickly tells them their friendly neighbourhood bandits in the distance and that they are being followed. They set up an ambush. Jakie follows them with four others. He is in the lead when Dar sees him. He overhears Jakie come up with a plan of how to get the party, loudly boasting about his superior intellect. Dar begins to snicker and is heard. He sneaks away unscathed but still being followed. They can hear Jakie and his friends 'sneak' after them. Clunk-clunk-clunky-clunk.

They decide on a new plan to lead them in a circle and get them to keep circling round and then take off. It starts off well, except that Jakie had to relieve himself and stayed behind with another brigand. He finishes up and turns to meet the party face to face. The fight ensues.

Jakie keeps yelling that Mr. Wells going down is gonna get him paid, and his buddy keeps saying the same thing. But the two of them are no match for the quartet and quickly succumb to the party. The second brigand starts yelling for help but it seems as if the other 3 brigands are lost. Jakie starts pleading for his life. He wants to cut a deal with Mr. Trek. Shaajid and the others want him to talk, but the second brigand keeps yelling and finally he is heard. Noisily, but steadily the sound of the rest of Jakie's new friends are heard running towards them.

The others turn to shut him up and knock him out. This leaves Mr. Wells alone with the two-bit. Now it is his turn to bloodlust, all the past days events have taken it's toll on him and he snaps. The last thing Jakie ever sees is the polished business end of a shiny candlestick holder hurtling at his face again and again, until the blackness takes over the pain for good.

Without Jakie to talk and soon to be outnumbered, the party runs off into the woods for the next landmark and manage to shake the bumbling brigands. Jakie and Ollie were supposed to be locked up for their previous crimes. Apparently someone let them out and sent them into the woods to play butler killer. But why the two-bit and his dumbass friends?

The Moments Before Entry.

The rain begins to let up some as they head down the main road to Quarantine. They huddle at the side of the road and peer out between the foliage. They see the first watchtower near the entry station. They need to get there and meet with Armbreem to sneak in. But luckily Evonta is working and she spots them first and rushes out to greet them... weapons drawn.

She tells them to march back the way they came a serious tone in her voice but a kindly look on her face. As soon as they're out of sight she greets them all. She's vivacious, flirty and short... and competitive. She sasses Lanzie and puts her back to her and addresses the others. She tells them to draw up some papers using Dar's signature. He signs off many docs that get to Quarantine so his name should suffice. But they also need the help of Choarmin. A Lu-Ma at the station who is on side with Evonta.

She rushes off back to her post, but not before giving up a big hug to her pal Mr. Wells and giving some more ice to Lanzie. The party decides to act as if they are on diplomatic duty of sorts upon going to the station. Mr. Wells may be recognized, and so they cloak him up and Shaajid will do the talking. The other two will pose as muscle.

They head to the station and are met w/ a female Luciani attendant. Quickly they ask for Choarmin. She raises an eyebrow at this but summons him over anyway. They see Choarmin come over, he seems to be the one in charge of the attendants. He takes the papers and does the paperwork for them, and at the same time warns them that word of Mr. Trek's assassination has already reached Quarantine. There are also the Connies and guards within that keep bone, feather, and leaf trinkets attached to their weapons and equipment. These ones will be looking not to just apprehend them, but to put them in the dead books. He gives them directions to get to Iredanya and says she may be hard to reach b/c she only talks to a select type and only by appointment. He stares at them, nods and wishes them well.

They move onto the concourse before Quarantine and meander about looking for the Ergrazir orc. They see the second watchtower and the high wall surrounding the town. This place was meant to withstand attack and dish out some punishment in return.

The quartet spot him easily. He's massive, tall and yes he does smack of simpleton. He carries two sacks the size of a Luciani over either shoulder and is walking towards the main gates. They stop him and drop Lohman's name. He puts down the two sacks starts yelling about Mr. Wells. They say he's confused and he agrees and leads them to the first tower and the party notices the trinkets on his knife. They tell him to go inside first and close the door and wait; they'll be there in a second. They huddle.

They decide that he's just a victim of circumstance and is not in cahoots with the others that have trinkets attached to their items. They'll be wary but he seems harmless enough. They go inside and see him staring off into space waiting for them. In the foyer they see an attendant at a desk and some guards stationed at a door. They don't even bat an eyelash at the party and Armbreem. He takes them down a corridor and tells them they need to speak with 'Prondy.'

He describes Prondy as a spiritualist that he must always pay respects to whenever he is in the vicinity. The quartet protests a bit but the orc says he HAS to. They convince him otherwise and continue. He's okay with this b/c the path to the passageway will lead them to Prondy anyways.

Into Quarantine.

The Ergrazir takes them down another corridor and opens the door. The corridor tees to a stairwell on the left and to another door on the right. In front of the door on the right is a Mahanasha Spiritualist that is dressed in the same type of cloak as the one they downed a couple of days ago. He beams at Armbreem and takes the big bugger in his arms. He speaks to the Ergrazir as a grandfather to his grandchild. He glances at the party everyso often with a little smile hinting at his lips.

Armbreem gushes over the Spiritualist and both seem genuinely happy to see each other. Then the Mahanasha peers beyond the orc and stares at each member of the party and says, "Yes, it is good to see you again... and we'll see you again very soon. Very soon indeed." The orc says one final good-bye and goes to the party. 'Prondy' doesn't look back as he opens the door and hurries in.

They go down the stairwell and in through another door and into a storage room. It is filled with tonnes of uniforms and outfits. They notice a sort of colour coding with the uniforms and select the ones that they saw most of the guards and Connies wearing. They have no troubles finding just the right fit as there are many sizes to select from. Armbreem stares intently at Lanzie as she changes, doing a very bad job of showing his glee. He unabashedly states how beautiful she as he pushes aside a large crate and opens the trapdoor beneath it. He hands them a lantern and says Prondy would want them to keep it.

They check it out and notice the bone inlay at the bottom and refuse. Armbreem will not have them turn down the gift. That is until Lanzie gives him a ribbon from her hair. The party leave the lantern. The orc forgets everything else and begins to sniff and sniff and sniff at the ribbon greedily. Yum.

So they light torches and head down into the tunnel below and march with Dar at the lead. They see about every 3m that something is buried in the dirt. Shaajid goes to uncover one and the other three slap his wrist, grab him by the scruff and move on. They finally get to the other side and climb up a ladder and open a trapdoor from below. They are in another storage room and Dar notices that there are track here, possible big Luciani, recent and attempted to be covered. They note this and open the doors at one wall and march out.

They find themselves behind the counter that two clerical workers sit behind. They turn around with incredulous looks, and the party marches in their best Constable cadence and don't even look at them. The two baffled clerks just stare as they march out of the room and into the hallway. They get to another room with a large picture window and stare out at Quarantine.

We close the session with the quartet in uniform surveying the view before them. There is a large building in the distance which seems to be at the centre of town. And there are lots of people still mulling about in the late afternoon. They notice that the guards outnumber them here about 2 to 1. But what strikes them as a little disconcerting is the large number of guards and Connies that carry trinkets on their belongings.

(End 4 hr session)
Last edited by ronbunxious on Thu Jan 22, 2009 6:06 pm, edited 1 time in total.
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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Thu Jan 22, 2009 5:56 pm

Hi!

I know that all of you are on your seats to see what happens next in the spellbinding tale XP But I have to hold off the re-caps for now.

I'm hoping to run another few sessions with a new group, in the same area, roughly parallel time, and the clever little buggers of this new session most likely will stumble upon the re-caps here and pretty much get some inside info. The first few session re-caps don't really affect them as much but from Session 4 on, is where spoilers will... well, spoil the fun ;)

These new folks are filling in the blanks in terms of what happens in Brenier and possibly aiding the original group but most definitely will further the plot.

While I still do love the original group, I really am excited to see if we can't get a few sessions out of the new group, b/c they're more rules oriented (we're using the full Corerules) and less prone to the sillies (hopefully XD). It'd actually be pretty cool to exp. both parties' play-styles and see what becomes of the region and to hear their opinions of each other.

Here's hoping. And I'll post more earth-shattering game revelations in the form of enthralling, good-enough-to-read-twice re-caps XP when I get the chance.

And if you are part of the new group, and you've read all the way to here... you've read too much. Cheaters!!! XP
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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Sun Feb 22, 2009 9:48 pm

Hi!

Ready for some more gripping Drama in Aire'Nevahn? Well... sorry to hear that... hopefully this time it will be whelming.

XD

Okay so we just ran the parallel sessions, thanks to all that joined, so now I can continue posting this mucky campaign! MMmmmucky!


Session Four: Factions and Fiction(Part I)

As the party makes their way through the underground passage, Hutch is on her way into Quarantine, tucked away in a sack of Brenier yams trying hard to keep her little body from being squished badly out of shape. Tarke'Nothra has given the driver explicit instructions to make sure the cart unloads the 'special yams' to Armbreem. The Ergrazir takes the sack and goes through the gate unmolested and drops it off at the door of warehouse 3.

She pops out of the sack as the party make their way out of the warehouse. They quickly grab her before she can start complaining about the yams and how she needs to use the potty really badly. She gets changed into an outfit they saved for her. Dar says he thinks he knows her from somewhere. She says they met in a cafe a couple of years back. Strangely, Dar says he has to go to a party and leaves the party behind. But Mr. Wells explains that it is code for: "I'll ditch you guys for a bit and go scout out the other players in this place." He should be back. Everyone says: "Oooooooooh... I get it... riiiiiight..."

Anyways, now dressed for action, she greets the rest of the party and she tells them the news in Brenier she found out over the day she spent looking for the lucius doombak. Yes, they are outlaws now, but have also been accused of crimes they did not commit. It seems Johann has fingered them his attackers and has put an official bounty on them, Daunni's is closed down, Lohman has been apprehended (but has some underlings coming to get him), the previously possessed girl Tanna claims that Mr. Wells and his cohorts beat her and then raped her and her parents have put money into their capture and are setting up town square for their "return."

These are official bounties and Mr. Wells and Shaajid know that they are set up by an attendant named Korvain Ardenis and signed off by his superior Maza Tappert. These two should be on side with Mr. Wells, Shaajid, Jasandrea, Darnivar, Mr. Trek and others. It's going down and Jasandrea has packed to get out of town and will meet up with Darnivar outside Quarantine to put heads together to figure out what to do with the fallout in Brenier, but not before helping out Hutch with the lucius doombak.

The Lucy she's looking for is trying to fence the item in Brenier along blackmarket channels. The item is just a gnome statue that belongs to an elder in her town. Simple statue or not, she intends to get it back. She tries to set up a meet with this person, under the name of Gertie, and gives the description of Mr. Wells. They set a meet point, but Tarke'Nothra collars Hutch first and gets her out of town as the heat has been turned up high. Connies are getting pulled off the beat, detained and questioned. They are sniffing out all those dealing with the "Brenier Betraying Outlaws," namely the PC party. She tries to persuade Tarke-Nothra to get out of town, but he needs to stay with his family. He helps Hutch to take the Brenier yam cart route and she'll meet Jasandrea at a check point and move on to Quarantine.

So zipping back to the present, the rain has completely let up and the quartet watch as Dar goes off and they head in the opposite direction to the Mystic Area. The area is a pentagon shaped plot of land marked off by 4m stakes with trinkets and reagents at the top. There are placed about every 25m surrounding the pentagon. Shaajid decides to head into the Mystics' to mingle with his 'people' and do a bit of recon. The other 3 begin to walk the perimeter and check out the Connies, guards and general wildlife in Quarantine. They notice that the trinkets are not as popular in this area.

They agree to meet at the humongous building at the centre of Quarantine if there's trouble.

"IF" There's Trouble?

Unbeknownst to Mr. Wells someone has eyes for him and sneak up to him and plant something in his belt from behind. Hutch notices this and makes it known to him and Lanzie. They spot a trio of Lu-Mas attempt to saunter away naturally and then quickly duck behind a corner. Mr. Wells pulls out the item from his belt, palms the item: a small rolled parchment. He deftly unrolls it and inconspicuously scratches his forehead and reads the note: "We know that you did not kill Mr. Trek. We may know who did."

He relays the message to the others and they head down to where the mysterious trio wait. Hutch stays behind to watch for Shaajid's whereabouts. Lanzie and Mr. Wells approach the trio at the bottom of the stairwell. They motion them down. Mr. Wells hesitates and Lanzie puts a hand on her axe. They say that they'll talk later, but there will be a cleansing on the street of the intruders that snuck into Quarantine. They need to know who's on side with them. It's gonna go down w/in 20 mins.

Mr. Wells wants to know their mandate and they reply they are trying to keep Mr. Wells alive and keep Quarantine clear of the "new rats." Mr. Wells describes the others in the town, Dar, Hutch and Shaajid. And asks what this is about. Both the Butler and the Axe Matriarch now notice the trinkets tied to their weapons. The three Lu-Mas say there is no time to pull out the one in the Mystics; Area. He's on his own, but if the Botaneblin is close, then maybe the Torogean will be so kind as to help fetch her. They open the door for Mr. Wells to go inside. Lanzie resists, fearing for the Butler's life, he's paying her after all, but Wells says that it's okay the safety of the others is the main concern now. She nods, he goes in and the Lu-Mas reiterate that the one in the Mystics' is beyond help. Hopefully with some luck he'll evade capture or worse.

+++++++++

Oh Shaajid. He realizes what the tall stakes surrounding the Mystics' Area are: they are dampeners for Spiritual energies, as in: he will be entering with zero chance of using any powers. He continues anyway and enters a large pavillion where a bunch of guards watch over tables smattered with some low-life adepts. He notes now that the trinket wearers are not as numerous in the Mystics' and there are differences between trinkets. Some look just like keepsakes, others look as if they have been treated and notched, he keeps a lookout for the notched trinket wearers.

Shaajid walks up on a few adepts that seem to be palming something and passing it between themeselves. He tries to cozy up to them and they laugh him off. He then shines them on by popping a black orchid. They instantly stop laughing. He offers up some coin and they say the flowers are more of their style of persuasion. Shaajid tells them to meet him in a nearby alley to talk some business. He gets up and heads over to said alley and hides behind an outdenting door frame and waits.

Soon enough they come along still palming and passing that unseen item, but something of a pattern, or rhythm about the passing tickles his brai-- they're talking to each other. It is a channeler's speech. They're shamanic. They intend to use him as a powersource, his spirit in particular. He has not achieved high enough attunement with the Drith, but his essential spirit may provide enough power for them to use their powers.

He likes his life so far and decides to thwart them with what Mr. Wells knows as: Shaajid Defensive Tactic 1-a: "assume the fetal position."

+++++++++

Lanzie is escorted by Mem and Tal of the Romerts and finds Hutch mulling about. Hutch looks up, smiles, then little face becomes concerned as she sees the two Lu-Mas flanking her. Lanzie motions it's okay and lets Hutch in on the forthcoming bloodbath. She says there's nothing the Connies and guards can do for Shaajid. Nothing they can do, but there is something the Torogean will do and that's save the mystic's life. She gets Hutch to go with them.

They return and go in through the door of the storage area that Mr. Wells is waiting. Jes, lead of the brothers, protests a bit, but agrees for Lanzie to go to the Mystics'. But there is no way they'd go in just in case they were found out by spirits. It's about their oath and their own beliefs.

Lanzie hustles to Mystics and hopes Shaajid is still in one piece when she finds him... IF she finds him.

Shaajid and Drith-deprived Self-Preserving Ideas.

Flanked by the two adepts looking to drain him, Shaajid leads them out to the main road. He sees several Connies on duty and unleashes Shaajid Defensive Tactic 1-a: "You SUNZABISHES!! You stabbed me!!! BLARGH!!!" he yelps, grabs his side and tumbles to the ground covering his face with his free hands.

Shocked, the two adepts look at each other and shrug. But the ploy has worked. 5 Connies scream for the two to halt and tear away from their posts drawing their blades. The adepts turn and run as fast as they can.

Then the slaughter begins.

Shaajid peeks between fingers to see what's going on/ Lanzie draws her axe and moves towards the commotion/ Mr. Wells and Hutch tense as they hear the fighting outside the storage area.

++++++++

Mr. Wells and Hutch begin their strained greetings with the trio over coffee and crumpets at the bottom of a storage area. Hutch watches nervously as Mr. Wells pops one back and washes it down with the tepid coffee. She looks relieved as Mr. Wells looks at her and shrugs. She may still be paid after all. Mr. Wells asks about the WTF situation.

The Romerts have spotted others entering Quarantine after Mr. Wells. Apparently they've been watching Mr. Trek and his crews' moves in Brenier and have been backing them. They know Mr. Trek has been killed and that it may be the actions of the Lucius Front. But who are they? Unknown, but they want them to take a permanent nap for some reason. And who are the Romerts? They are part of a group called the Closers and they have sworn oath to keep their society secret. And who is Iredanya? They have no idea why the quartet would be sent to find her. Sent by Lohman no less.

Apparently Lohman is on side with the Closers, but neglected to send message that he sent them to see Iredanya. They don't like this at all. They don't trust the spirits, and powerful spirit associated folk even less. Shaajid? He's alright. He's more of a Drith Junkie to them anyways.

The sounds of battle outside permeate the walls of the storage. The slaughter has begun. They don't know who exactly is getting killed, but there's quite a few.

So why slaughter, why not capture? They're tight lipped and just say it's their duty to keep Quarantine clean and to dispose of any 'rats.' And your trinkets? Just to keep Vehn'Hazana guessing. All on side with the Spiritualist wear them. It's just cover. And what do you know about a red crystal? You've compromised everyone's position, they'll know who we are and that you're right here. Now they know and they're coming to get us. Get rid of it.

The fighting outside intensifies.

++++++++

Shaajid gets up and finds a guard rush over to him then help get him to cover. He looks Shaajid over and questions him. The mystic says he's from Tower 3 and transfered to Tower 1 to meet with Armbreem. The guard asks if he knows Najiri'naran. Shaajid blurts out "No. Don't know him..." Responds the guard: "Really that's funny b/c he runs the bloody TOWN!!!" He draws his blades and Shaajid notices that both weapons have trinkets with notches on them and that the guard has led him to a nice quiet area, with no one else to see them.

Shaajid acts quickly and threatens to shove a handful of black orchids down his throat and then he'll see a floating giant hamster with painted floaty backgrounds and he'll float around taking in the sight and see what's charged with spiritual energy, but don't touch them, can't anyway without body and that if he messes with the hamster he'll be lost in this existence forever and it's not a dream, dude, it's real, REAL, but he'll never be able to get there and see the layers of swimming colours b/c he can't handle the orchids and he'll puke and die choking on his own vomit. Dude (slang for fellow street sweeper).

All in one breath.

The guard stares at the frothing, grinning Lu-Ma holding out a single black orchid in front of his nose eyes wide. He starts saying: "What? Wha-what. What the... what! What?" Not noticing that Shaajid just popped the flower and took off down the street. All that's left of Shaajid is a guard's seasonal uniform.

Lanzie sees Shaajid running toward her (thankfully not naked again he has his regular sweeper garb on) and collars him, and pulls him into an alleyway. He tries to tell her about what just happened and she holds a palm right up to his nose. It's time to get back to the storage. He says they need to meet at the middle of town. She says she'll knock him out and pick him up if she has to. He says lead the way.

As they run full tilt back to the storage, Lanzie trying hard to keep up, Shaajid suggests they help out one of the injured guards, points to an injured one, and stops. Lanzie turns beet red and, without a word, points in the direction of the storage a humourless look in her eye. But by then it's too late. One backs right into them.

It's Ollie from the dismal duo.

++++++++++

As Mr. Wells and Hutch start to pack up their things, Mr. Wells starts to shine his tea mug with this chamois. He gets a vision of a Luciani in her 40's setting up the table. She wears a silver necklace with a family symbol on it that tickles the back of his mind. Can't put his finger on it, but it does look familiar. She says that Mr. Wells will be here soon and that they should-- the vision cuts off.

Hutch asks again about the town and why they are so intent on killing outsiders. They say it's not up to them, it's up to the orders. They receive them and follow them to a tee. It's not up to them to question them, they've never been given any grief, thus no reason to think it through. They're soldiers.

Mem goes to the door and listens. Heavy breathing. Somebody knocks from outside. He knows who they are and opens immediatedly.

+++++++++++

Ollie is wild-eyed, he looks as if he is on the verge of tears. He doesn't act aggressively at Shaajid, in fact, he looks relieved upon seeing the Lu-Ma. He has trinkets attached to his weapons and has an arrow sticking out his side. But the big lug seems oblivious. He starts blubbering about sneaking in to kill Wells and, the others, but were attacked. He's separated from the brigands, Jakie is dead, and he sees Shaajid as a familiar face... poor bugger.

Shaajid calms him down and, with silver-tongue, convinces him that they are friends, Mr. Wells is in the woods just beyond the gate, and that he needs to run there as fast as he can... naked.

Ollie strips down to barebottom, save boots and a cloak. He asks if Shaajid will meet him there. Shaajid says sure, but he has to hurry. Ollie turns and runs hellbound into the crossfire... naked. They see the lucky bugger make it past the bolts and arrows and running around the bend, he may make it after all. Laughing Shaajid turns to Lanzie. She shakes a finger at him, but can't hide the smile lurking at the corners of her mouth.

They run towards the storage and Lanzie notices the archers. The pair stop underneath cover. Quickly, Shaajid tells Lanzie to look away and close her eyes. No longer surrounded by the dampening stakes, and once again attuned to the Drith he unleashes a giant flash of light in mid air, blinding the archers. He pops another flower and Lanzie grabs him before he can admire his handiwork. They run towards the storage again.

Breathing heavily, Lanzie guides them down the stairwell and knocks at the door. It opens instantly and they are greeted by Mem and ushered in quickly. Finally the quartet are reunited.
"I'm in it just to sell illusions... please keep buying."

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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Thu Mar 19, 2009 8:07 pm

Session Four: Factions and Fiction (Part II)

With all four inside it's time to do a little heart to heart, but not before Lanzie and Shaajid down the rest of the coffee and crumpets before it is cleared away. The trio reiterate the situation. They know of Mr. Trek's death. They knew the party was in the town. They saw the party was being followed and are taking out their pursuers. They want Mr. Wells to survive, but are not willing to compromise their faction, nor their positions therein. They can get them out and get them to see Iredanya. They send for a messenger.

But as the party waits for escort, the bad mojo feeling returns. The party begin to spontaneously clean their weapons all at the same time and Jes returns. Upon seeing them with weapons drawn, Jes puts his hands on his weapons too. They stare at each other suspiciously with each side nervously looking into each others eyes. Except for Mem.

He has something in his eyes and is rubbing them. He says he has to go wash them out. The party moves into action. Lanzie tries to tackle him, but Mem breaks free. She sees his the swirling grey in his eyes. Mem runs again. Hutch moves after him too.

The remaining Romerts draw their weapons and chase after their brother and have a deadly look in their eyes. Mr. Wells sees this and blocks their path and tries to reason with them. Shaajid runs after Mem drawing the crystal forth.

Lanzie finally manages to tackle Mem and he is pinned. Hutch plays sentry to make sure nothing else gets in and that if he does break free, he'll have to deal with all 3'6" of Botaneblin attitude. Shaajid waves the crystal in front of Mem's nose and he comes to. But the Romerts still want him written into the dead books. They seriously intend to kill their own brother! Mr. Wells and Shaajid begin to convince them otherwise. But Mem says he knows the price for being a liability. He accepts his fate. It's part of the secret oath. They have orders given from a traveling merchant named Terenita. This merchant is set up to give them their next item on their to-do list. The party questions them again, and once more are stonewalled by their catch all phrase: "We've sworn the Oath!"

The party puts their heads together and begin to persuade them to let Iredanya decide. If she says it's okay then he'll live. But they want more than their word. They want Mem to accompany them out of Quarantine. The Romerts tentatively agree. But they do have their sights set upon the messenger. That was the last person they met before coming in here. More loose ends to be severed apparently.

So they've sent off for another messenger and she escorts them back into the Mystics' Area as the clean-up custodians start their arduous task of tidying up the near 20 bodies of the intruders. Others take stock and inventory. Others check the damage to the property. The rest of the town goes on as usual.

They finally get to Iredanya's house. It is rather mundane, but not unpretty. As they knock a butler greets them. The others cannot help but laugh as Mr. Wells blurts how pleased he is to meet one of his peers. He lets them in and says The Lady will see them soon. They look around and in silver bowls are her "candies" and a whole assortment of figurines, decor, even paintings made from the candy.

As they wait in the parlour, Mr. Wells cannot help but notice the ceilings have not been cleaned in a week and the silver pots have only been cleaned... not detailed. He makes conversation with the butler and kindly states he has some pointers and mentions his assessment. The butler, insulted and shamed, storms off and does not offer them food nor drink.

Soon enough Iredanya appears. It's the dark-haired, pretty 40-something with the silver necklace from Mr. Wells vision. She sits down and stares them over for a minute and finally says: "You. I will only talk to you. I do not know that there is anyone else here, but if they must speak it must be from you." She points at the pink-haired Botaneblin. Hutch points to herself. "Yes. Now ask."

Iredanya's Revalations and Scorn.

Why Hutch? Easiest to speak to since she's been "spirit touched" and released. She's worthy.

What is the red crystal? It's the soul of a possible ancestor of the Brouman family. They used give up their soul to descendants as family heirlooms. These heirlooms would then be used to power items, and if used properly, able to create a link to the SoulPool. The party has been watched and if she wanted to she could tap the spirit and watch them. The spirit is not a fat hamster. It is the soul of a newborn. Most newborn's spirits would be ripped from them and die in this existence within a week. It may be destroyed when returned to its place of creation.

What is the map? The map drawn from Mr. Wells memory is shown and Iredanya says that the map is the only source that shows the exact location of the SoulPool. The original cannot be found by Spiritual means and that Mr. Wells memory may prove to be his downfall. They don't want him dead, per se, they just want what he knows.

What is this SoulPool? It is a portal to the Drith. But it is only one way. It is a source of power that may be used by only the most knowing of Spiritualists. Iredanya may want it opened, but not for the same reasons as Vehn'Hazana. Iredanya says that as much as she wants it opened, it will come at a great cost.

What is Vehn'Hazana going to do? He is going to open it, most likely keep it open and wield it's power and do whatever he wants after that. He has his underlings and they'll do anything to make it so.

Why did they kill Mr. Trek? It may the Lucius Front. He may have found out about something, the crystal, the murders, the map, and they needed to have him silenced. They keep checks and balances in the Lowlands near the Shattered Mountains

May Shaajid have some candy? Take some. Just add water.

What about the Closers? Here she shakes her head at the party. She says the Closers are idiots and have no clue what they are doing. They know nothing about the spirits and that the party should follow their lead is lunacy. Anyone touched by a spirit may be easier to commune with spiritually, but to kill them for it is just idiocy. She feels the party does itself disservice by allowing the Romerts to continually slaughter. It's up to them to make decisions and find things out, not from the soldiers that follow orders at face value.

She says that they may feel that they have no one to trust, but they may trust each other. She then asks for Hutch's hands. Iredanya begins to massage them until they are very warm. She then begins to manoeuver her own hands all over Hutch's hands, as if trying to pass her something. Then Hutch hears Iredanya not vocally, but spiritually. Iredanya says that she may teach this speak to the others. Hutch thanks her and they're off.

But not before Shaajid tosses a candy at Iredanya's head... and quick as lightning, the Luciani catches the candy between her teeth and then swallows whole. Eyes wide, Shaajid moves away quickly and catches up to the others.

The party returns to the Romerts and, much to the brothers' relief, they say Mem must live by Iredanya's word. Now the matter of the crystal. The party will leave it here, as the Romerts know someone who can deal with spiritualists and with the crystal, then at least they can release possessed folk and not have to kill them.

But Shaajid desperately does not want to give it up, and with a sly smile, gives them a ring instead. Unimpressed, the rest of the party give him the evil eye and instantly he hands the crystal over. He mutters a quick explanation that one needs to wear the ring before wielding the crystal. Ooooooh, well that does make sense to the Romerts and gladly accept the crystal now that it is safe to handle.

We close with the party making arrangements to leave Quarantine and move onto where they will reach consensus as to where they must go next.

(End session)
"I'm in it just to sell illusions... please keep buying."

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Re: Aire'Nevahn True20: As Fallen Soldiers March

Postby ronbunxious » Mon Mar 23, 2009 5:40 am

Session Five: Onto Brenier Now.

They've decided to go to the SoulPool and check it out.

But upon gearing up at Quarantine, the party has a change of heart that precludes a trip to the SoulPool. The red crystal safely tucked in the confines of Quarantine, they have their sights set on Brenier.

There is too too much happening there for their likings and with too many loose ends and questions left unattended for their taste, they decide to infiltrate the mining town. The best suited for the task would be the ones that their would-be-captors would not know much about nor recognize immediately: Lanza and newly liberated Mem from the Quarantine chapter of the Closers. They know that Lohman has been released and is probably still in the Brenier vicinity. He would be great to get onside if there are Mal Dogs on the party's tail. They also have Tarke'Nothra at the Station outpost NE of Brenier main to get them in if need be. Once inside, there is still Jackeral who Shaajid is in tight with.

But first the interrogation of Mem. Shaajid begins to cozy up to his fellow Lu-Ma and tries to get him to shed some light on the Closers for the party. Mem is still tight-lipped until the party begins to peer pressure him into opening up. He's free now... he's one of them... he can trust them... and so he begins tell Shaajid a bit about the Closers.

They are not unique to Quarantine. But they are discriminant in who they recruit. They only take in and trust those of Lu-Ma background. The Closers feel that the Lu-Mas are rather misunderstood and under-represented in the affairs of the Townships. Their objective is to steer clear of detection from certain spiritualists and to make sure that their prescence remains undetected if it can be helped. Their orders come from a travelling merchant who frequents Brenier: Terenita. Mem says that a mystic in the Brotherhood would greatly increase their chances to understand their perplexing enemies. Mem offers Shaajid membership into the "Brotherhood" and offers up a meet with Jes in Quarantine.

Curiousity piqued, Shaajid says that he'd love to go back to Quarantine to meet with Jes and pick his brain before joining, but the others voice displeasure and say that they should continue on to Brenier. Mem says he can go ahead and contact the Emonthian Brothers, the Brenier sect of the Closers, and they agree. They start to double check gear before moving out.

They have shiny new gear: SmokeReactor orbs, Blending Forest outfits with matching Stealth boots, Healer's kits, Masterwork lock picks, new weapons, weapon black, and Quick crossbows that Lanzie frowns upon seeing at first, but loves instantly when she first learns of its reload speed. Food, mounts, climbing gear and tents. They are ready to go.

(End Shortened Session)


Okay, so here is where the plot will begin to get a little bit nuts and hit much inconsistency... well moreso than the previous sessions XP There will much PC ins and outs. We lose Lanza, but she will show up later in a cameo played by a different player. The whole kill the party theme changes up a bit and will change again. We begin to explore some of the characters back stories and I muck it up by trying to keep original plotlines going. Wow. Mucky.
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