Post by Kaber on Mar 14, 2006 5:55:24 GMT -5
The rains come again, and the heavens cry tears that weary eyes cannot. Thunder rumbles and the sky turns a leadened grey, mirroring the hearts of our would be heros. One month and two weeks ago you started this journey, only a month since your first meetings. You have all come far and yet it seems you have only succeeded in the deaths of two brave companions and shattered remains of your friendships. A cold wind blows through the forest of Terrefon-Shle-Shree, a portent of darker times to come. Yet, There is still hope.
CIGAM:
Cigam is well again after a week of "intensive care" and aside from looking a little frailer he is back to his books. Pouring over ancient elvin texts. You find a means of curing wounds caused by a sword of wounding, it requires a parpet of healing (I may have spelled that wrong). It is magical stone and only Hattie the Hag knows its whereabouts. She lives deep in the swamps of Larnour. about three weeeks journey by horse.
For all that you have suffered (-1pt con, -2 will saves vs items capable of possesion) Your god(es) grants you a divine blessing. You gain a +3 synergy bonus to all knowledge checks. You also have gained 1 pt int. (permanent)
Thus it is that you may deduce the fact that since the King is a greedy tyrant, hardly capable of grand schemes, the "Queen" will most likely have him killed shortly after they are wed. And likely the true king will die as well. The Royal Wedding is in three days.
The Elves have studied the artifacts carefully and have decided that they must be destroyed. They are to dangerous to keep, to dangerous to hide and it is better that they never cause havoc again. The Mirror is a simple matter, it must be struck by the breath weapon of a dragon or shattered by some form of sun ray. The Eye of Drin however, is a bit more difficult. Again, Hattie the hag may know the answer.
Also, note that the Necromancer has the compass that leads to the Fox's treasure, but then, a new plan may have to be formed if you plan to rescue King Baxtor from prison. You still have the pass.
RUTH:
An enchanted wooden sheild is all that can be given you for now. The Elves here have no Mythril. If you so choose, you will be given an Iron Wood sheild, as light as a wooden buckler but with a hardenss nearly as strong as mythril. Hardness of 6 and 12 hp/ 1inch thickness, it would be given a +2 magical bonus and treated as a light(small sheild). Ehlonna's symbol can be engraved upon it. And of course the party is given any mundane supllies they need, 50ft of silk rope, ect.
LOCKSLEY:
The elves will help you in your training, in both magic and fighting. You have the armour and the pouches.
ARAMOR:
It is here you meet the majority of the party, Ruth comes to you and tells you all of what has happened, after all, confession is good for the soul. You may feel that the Gems would be better given to Ravens father, a small token for the death of his son, the brother you never met?
DRUID:
You are welcomed in the elvin outpost, if you have any ideas for a gift they may be able to help you. You may gain a new animal companion since the last one was slain in battle. You note that the winds are colder than they should be for this time of year. The forest tells you of Orcs and Goblins growing braver, raids on distant villages have been growing over the last month. Refugees trickle into Sarago, seeking shelter behind its walls but the King has forced them in camps outside the walls. Also, wolves have been prowling more. And you have caught signs in the wood of Wolves, Worgs, and Dire wolves. They have come down from the mountains in search of prey and while the signs are scarce it is to many to be normal.
NECRO/SHIV/DWARF:
The Necromancers Tower lies a weeks journey from where you are. The Fox's treasure also a week a way. The Prison Quary, about three days. The griffons will not aid you and horses are very skitish around the Wight. They will not carry him either. Not even your horse, Bluff will carry him. You are thus forced to walk or find other means of transport. You could get a small boat and sail to the light house in about three days but you are all wanted men and women and now bounty hunters seek you out. Your only place of refuge at the moment is in Silverspurr, about three days journey. Tired, Hungry and alone the three of you find the world against you. On the bright side, your goddess loves you. so far it seems that she has sheilded you from the eyes of those who mean you harm and the Dwarf seems to move almost naturally, at times it seems as though he is not dead (undead) at all. If you have any ideas, suggestions please let me know. I need to know what your plans are. You may attempt to locate the elvin village and beg, they probably won't kill you on sight, you could seek help in Silverspurr. Maybe a wagon and supplies, Shiv can help. Or you can sneak back into the city, you know Laremy Weebleknees, the cemetary grounds keeper( he likes to call himself "The Undertaker" ) as a friend. And probably the truest one you have for now. The Shadow Gem can also help you and your companions to get in and out of places.
Did I miss anything?
CIGAM:
Cigam is well again after a week of "intensive care" and aside from looking a little frailer he is back to his books. Pouring over ancient elvin texts. You find a means of curing wounds caused by a sword of wounding, it requires a parpet of healing (I may have spelled that wrong). It is magical stone and only Hattie the Hag knows its whereabouts. She lives deep in the swamps of Larnour. about three weeeks journey by horse.
For all that you have suffered (-1pt con, -2 will saves vs items capable of possesion) Your god(es) grants you a divine blessing. You gain a +3 synergy bonus to all knowledge checks. You also have gained 1 pt int. (permanent)
Thus it is that you may deduce the fact that since the King is a greedy tyrant, hardly capable of grand schemes, the "Queen" will most likely have him killed shortly after they are wed. And likely the true king will die as well. The Royal Wedding is in three days.
The Elves have studied the artifacts carefully and have decided that they must be destroyed. They are to dangerous to keep, to dangerous to hide and it is better that they never cause havoc again. The Mirror is a simple matter, it must be struck by the breath weapon of a dragon or shattered by some form of sun ray. The Eye of Drin however, is a bit more difficult. Again, Hattie the hag may know the answer.
Also, note that the Necromancer has the compass that leads to the Fox's treasure, but then, a new plan may have to be formed if you plan to rescue King Baxtor from prison. You still have the pass.
RUTH:
An enchanted wooden sheild is all that can be given you for now. The Elves here have no Mythril. If you so choose, you will be given an Iron Wood sheild, as light as a wooden buckler but with a hardenss nearly as strong as mythril. Hardness of 6 and 12 hp/ 1inch thickness, it would be given a +2 magical bonus and treated as a light(small sheild). Ehlonna's symbol can be engraved upon it. And of course the party is given any mundane supllies they need, 50ft of silk rope, ect.
LOCKSLEY:
The elves will help you in your training, in both magic and fighting. You have the armour and the pouches.
ARAMOR:
It is here you meet the majority of the party, Ruth comes to you and tells you all of what has happened, after all, confession is good for the soul. You may feel that the Gems would be better given to Ravens father, a small token for the death of his son, the brother you never met?
DRUID:
You are welcomed in the elvin outpost, if you have any ideas for a gift they may be able to help you. You may gain a new animal companion since the last one was slain in battle. You note that the winds are colder than they should be for this time of year. The forest tells you of Orcs and Goblins growing braver, raids on distant villages have been growing over the last month. Refugees trickle into Sarago, seeking shelter behind its walls but the King has forced them in camps outside the walls. Also, wolves have been prowling more. And you have caught signs in the wood of Wolves, Worgs, and Dire wolves. They have come down from the mountains in search of prey and while the signs are scarce it is to many to be normal.
NECRO/SHIV/DWARF:
The Necromancers Tower lies a weeks journey from where you are. The Fox's treasure also a week a way. The Prison Quary, about three days. The griffons will not aid you and horses are very skitish around the Wight. They will not carry him either. Not even your horse, Bluff will carry him. You are thus forced to walk or find other means of transport. You could get a small boat and sail to the light house in about three days but you are all wanted men and women and now bounty hunters seek you out. Your only place of refuge at the moment is in Silverspurr, about three days journey. Tired, Hungry and alone the three of you find the world against you. On the bright side, your goddess loves you. so far it seems that she has sheilded you from the eyes of those who mean you harm and the Dwarf seems to move almost naturally, at times it seems as though he is not dead (undead) at all. If you have any ideas, suggestions please let me know. I need to know what your plans are. You may attempt to locate the elvin village and beg, they probably won't kill you on sight, you could seek help in Silverspurr. Maybe a wagon and supplies, Shiv can help. Or you can sneak back into the city, you know Laremy Weebleknees, the cemetary grounds keeper( he likes to call himself "The Undertaker" ) as a friend. And probably the truest one you have for now. The Shadow Gem can also help you and your companions to get in and out of places.
Did I miss anything?