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Journal 10 - Kings and Dragons
Posted 15th June 2009 at 01:52 AM by fba827
(in a brief list format since i'm tired, sick, and short on time -- and more grammar and spelling mistakes than usual because i'm not rereading as i type)
* The group spread around town to gather information. Some asked specifically about Sureya while others asked around for people matching the description of "The Mistress," some asked random strangers while others checked in with allies (Aleena and Sarim). Eventually, you were directed to Sureya's house in the wealthier district of the city. A brief external survey revealed a walled perimeter and door guards.
* Brennan woke up the next morning feeling a little weak and with his hair starting to turn a little gray, as best as you can guess, a side-effect from his experimentation with the earrings the day before.
* The group had their second meeting with the king and (eventually) turned over all the artifacts that you had, and gave him Canmore's message of "I will turn over the ring when his brothers are no longer a threat" though the king still wants to talk to Canmore and get that ring, Canmore neither wants to be meet the king nor give up the ring (until the family situation/threat is neutralized).
* The king is also holding the jade statue for you (so when it turns in to a creature at night and slays all within his palace, you'll know what happened :-P )
* Based on the stories you've told him so far, the King rewarded each of you with personally selected items for your help so far.
* The King says you're welcome to check back in two days (after he's had a chance to talk to his advisers and experts) so that he'll have a better plan on how to deal with Malcom, Duncan, Sureya (whose house he says he'll have watched for now), protecting or destroying the artifacts that he currently has, and getting the artifacts he doesn't have...
* You later went to go check at Sureya's manor to confirm that she was there... there was a party going on and none of you saw her, though people at the party mentioned she was around, and it was suggested that she might be "entertaining" male guests.
* Melenna found lots of magical traps and wards around the house (she was the only one who was able to go in further than just the foyer)
* Mitra, the captain of Sureya's house guard, said she'd relay your message to Sureya though you got the impression that she was just humoring you as a courtesy.
* At request of the King, you head to Daphnis (a mid-sized city in the plains just west of the Elara Mnts), to investigate how viable it would be to start relocating some of the refugees there as a permanent settlement annex to the Kingdom of Tarvos. He further explains that some of his own men went there to do that and have not been heard of since.
* You get to Daphnis - the main gate entrance is completely covered over by a slab of ice, but breeches along the wall make it simple enough to still get in. The city is mostly in ruins without an animal in sight, just some overgrowth and brush collecting in areas.
* Nestled in the ruins of a large building in the city center is a dragon (Azameer), and near him are a beholder and 2 trolls. The dragon lets you talk to him for as long as you continue amusing him and stimulating him with conversation, plays, and ballads -- some of your stories were more successful than others. But your glib tongue kept the situation from getting out of hand.
* Eventually you were told to leave when you were no longer amusing, and, surprisingly, not a single attack was drawn by any creature (the beholder and 2 trolls seem to be holding position at the dragon's behest). And, as you left, as a result of your epic-like diplomatic charms in your farewells (I guess at that point, he was more amused by your leaving than by your staying
), Melenna was able to take a book (the nature journal) with her - it is a record of local flora and fauna (animal and plant species seen in the area, a little about the prime growing season and migration patterns, and so on) as well as a few nature-related rituals interspersed.
* On the way back to the city, the party is accosted by some bandits who seem to think (at your mention of ties to the king) that you would fetch a good ransom price. Combat ensued and it was a difficult ... for them! Between veils of darkness, tight maneuvering that left no quarter to move without more strikes, grabs from chilling hands, radiant burning from moving, being knocked with such force to be tossed around the narrow ledge .... in the end, the party won with some minor casualties but no permanent injuries.
As of the end of the session, you made it back to the city. You probably have a couple hours before the follow-up meeting with the king if there was anything you wanted to do (otherwise, next time we'll pick up with the meeting with the king)
---
Incidentally, this marked the group's second encounter with a nonhumanoid creature (the first was the fateful blob of shadow essence), but the first encounter with an intelligent nonhumanoid creature (be it friend or foe).
* The group spread around town to gather information. Some asked specifically about Sureya while others asked around for people matching the description of "The Mistress," some asked random strangers while others checked in with allies (Aleena and Sarim). Eventually, you were directed to Sureya's house in the wealthier district of the city. A brief external survey revealed a walled perimeter and door guards.
* Brennan woke up the next morning feeling a little weak and with his hair starting to turn a little gray, as best as you can guess, a side-effect from his experimentation with the earrings the day before.
* The group had their second meeting with the king and (eventually) turned over all the artifacts that you had, and gave him Canmore's message of "I will turn over the ring when his brothers are no longer a threat" though the king still wants to talk to Canmore and get that ring, Canmore neither wants to be meet the king nor give up the ring (until the family situation/threat is neutralized).
* The king is also holding the jade statue for you (so when it turns in to a creature at night and slays all within his palace, you'll know what happened :-P )
* Based on the stories you've told him so far, the King rewarded each of you with personally selected items for your help so far.
* The King says you're welcome to check back in two days (after he's had a chance to talk to his advisers and experts) so that he'll have a better plan on how to deal with Malcom, Duncan, Sureya (whose house he says he'll have watched for now), protecting or destroying the artifacts that he currently has, and getting the artifacts he doesn't have...
* You later went to go check at Sureya's manor to confirm that she was there... there was a party going on and none of you saw her, though people at the party mentioned she was around, and it was suggested that she might be "entertaining" male guests.
* Melenna found lots of magical traps and wards around the house (she was the only one who was able to go in further than just the foyer)
* Mitra, the captain of Sureya's house guard, said she'd relay your message to Sureya though you got the impression that she was just humoring you as a courtesy.
* At request of the King, you head to Daphnis (a mid-sized city in the plains just west of the Elara Mnts), to investigate how viable it would be to start relocating some of the refugees there as a permanent settlement annex to the Kingdom of Tarvos. He further explains that some of his own men went there to do that and have not been heard of since.
* You get to Daphnis - the main gate entrance is completely covered over by a slab of ice, but breeches along the wall make it simple enough to still get in. The city is mostly in ruins without an animal in sight, just some overgrowth and brush collecting in areas.
* Nestled in the ruins of a large building in the city center is a dragon (Azameer), and near him are a beholder and 2 trolls. The dragon lets you talk to him for as long as you continue amusing him and stimulating him with conversation, plays, and ballads -- some of your stories were more successful than others. But your glib tongue kept the situation from getting out of hand.
* Eventually you were told to leave when you were no longer amusing, and, surprisingly, not a single attack was drawn by any creature (the beholder and 2 trolls seem to be holding position at the dragon's behest). And, as you left, as a result of your epic-like diplomatic charms in your farewells (I guess at that point, he was more amused by your leaving than by your staying
), Melenna was able to take a book (the nature journal) with her - it is a record of local flora and fauna (animal and plant species seen in the area, a little about the prime growing season and migration patterns, and so on) as well as a few nature-related rituals interspersed.* On the way back to the city, the party is accosted by some bandits who seem to think (at your mention of ties to the king) that you would fetch a good ransom price. Combat ensued and it was a difficult ... for them! Between veils of darkness, tight maneuvering that left no quarter to move without more strikes, grabs from chilling hands, radiant burning from moving, being knocked with such force to be tossed around the narrow ledge .... in the end, the party won with some minor casualties but no permanent injuries.
As of the end of the session, you made it back to the city. You probably have a couple hours before the follow-up meeting with the king if there was anything you wanted to do (otherwise, next time we'll pick up with the meeting with the king)
---
Incidentally, this marked the group's second encounter with a nonhumanoid creature (the first was the fateful blob of shadow essence), but the first encounter with an intelligent nonhumanoid creature (be it friend or foe).
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