Ye Olde Gaming Companye Forum Index Ye Olde Gaming Companye
Community Forum
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Ye Olde Chat
YOGC Forum RSS
YOGC News on Twitter YOGC News at Gokode

The Lodge of the Bronze Knight
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
 
Post new topic   Reply to topic    Ye Olde Gaming Companye Forum Index -> World of Twylos
View previous topic :: View next topic  
Author Message
Lars
Ecclesia


Joined: 18 Jan 2010
Posts: 9
Location: Belton, Mo

PostPosted: Fri Jan 22, 2010 5:11 pm    Post subject: Daerlonig, dwarf city of Vorn Reply with quote

Resources

Crops
the crops of Daerlonig are grown mostly by clan Loughton near the glistening downs .
living above ground has hampered their mining skills but they have learned the ways of farming much better than those of the other clans .

cash crops
( these crops are grown in abundance with enough left over for trade or sale )
coffee , onions , peas

major crops
( enough of these crops are grown to last each year but without surplus )
potatoes , turnips , carrots

minor crops
( these crops produce a 50% to 75% crop yield. placing them on the market but not so common as cash or major crops . )
beets , rhubarb , squash

trace crops
( these crops will produce a 10% to 30% yield making them rare . they are usually considered delicacies and are saved for special occasions or guests ).
grapes , wild berries , honey , nuts



Animal Produce

domesticated stocks
mountain sheep ( use wool for clothing & linens , eat meat , drink milk )
dogs ( used as guards , rodent catchers , light burden bearers )
donkey ( used as beasts of burden )

hunted game
rabbits , squirrel , bear , mountain sheep , snake , various fowl ,various lizards


mining produce
iron ( there are several different large deposits throughout the mountains
of this area . each producing high to unreal yields of excellent ore .
two major veins have been under works for some time . )
copper ( adequate veins of quality yields can be found here . )
silver (an extremely large and pure vein streaks through the heart of the mountains . perhaps 90% pure . )
gold (thin veins of high yield ore are to be expected from past production . )


Clans
of Daerlonig

Dunkiln ( 181 )
mountain dwarf
clan head : Argen Dunkiln
families : dunkiln ( 136 ) , dunsirn (31 ) , fergan ( 14 )
tartan : grey and white checked w/ black stripes




Raglund ( 216 )
mountain dwarf

clan head : archilleous raglund
families : raglund ( 103 ) , bartholamew (51 ), grendel (37 ) , brannigun (25 )
tartan : blue and black checked w/ white stripes



Drogun (175 )
mountain dwarf

clan head : kiborach drogun
families : drogun (96 ) , rourke (56 ) , murgun (23 )
tartan : green and brown w/ white stripes



Loughton (36 )
plains dwarf

clan head : dungardrin loughton
families : loughton (36 )
tartan : brown and white w/black stripes


*tartans ( core family= add yellow stripes , battle = add red stripes )


loose families (12 )
(all loose members wear a kilt thatís a basic black and white plaid. )

Ironheart ( 6 )
Stonebreaker ( 3 )
Rockback ( 3 )



Hierarchy

high priest : elected by the clan elders to hold seat until death or impeachment

clan heads : the hereditary patriarch of each clan passed father to son . all clan heads are warrior / priests .

clan elders : the 3 eldest males and 2 eldest females of each clan form this senate to advise the clan heads as to what is most beneficial to each clan . may be of any occupation , many are priests or warriors however.

priests / officers : priests are given much respect and always hold at least minor positions in the military. however not all officers of the military are divinely blessed. many are simply warriors who have excelled in the arts of war and are capable of leading soldiers into combat

ambassadors : the older , more charismatic adults of clan loughton function as ambassadors for daerlonig .



Positions of Honor.

blood guard : a fanatically loyal group of guards. each takes an oath to the safety of a chakra, devoting life and soul to their safety. though no longer truely a member of any clan , all dwarves respect them for their vigilant devotion. the honor and loyalty of a blood guard are never subject to question by the wise, and seldom by law do to custom.

hearth guard : the name given to the members of the standing army. they are given the respect of all for they shall be the first line of defense should the need arise. many of these areyoung warrior / priests awaiting advancement in the church.most warriors will work the family business until the call to arms is given.




Daerlonig
the temple city


racial mix : dwarf 100%

founding date : revise this as im not good on twylos calendar history yet

governmental style : theocratic isolationists (ruled by a council of clan elders, overseen by the high priest. position of high priest is filled by election of the clan elders after the death of the previous high priest. Suggested candidates by the previous high priest are given great consideration.)

current high priest : valarius drogun
age : 186 ht: 4í 9Ē wt:181

code of ethics : duty , honor , loyalty , valor



finding disgust at the invasion of human influence upon their dwarven society. a group of clans led by the priests of Vorn set off on a pilgrimage. They seek a new home to raise their young in the ways of old. Heading west they find a fine range of mountains with good rock and plenty of mountain sheep to hunt.
here they will build a new home . a realm devoted to the customs of old. A truely dwarven society as of old. dedicated to itís service to dwarf-kind , but more importantly devoute in itís service to Vorn. a most excellent patron diety for a realm to be hard carved in such a remote , yet populated land.
The location Iím choosing is south west of the V in vehrlands on the map. It is northwest of Port Haras, in the center of the crescent shape formed by the mountain chain. The plains area there at the footlands the dwarves call the glistening downs, due to the sunlight glistening off the morning dew.
Back to top
View user's profile Send private message
Gregory Vrill
YOGC Staff


Joined: 06 Jun 2008
Posts: 1021

PostPosted: Fri Jan 22, 2010 7:47 pm    Post subject: Reply with quote

Superb. Really enjoying all of this.

For me personally, it's fantastic that this is all being based around Llesendor. It was one of the places in Twylos that was never directly engaged in any of my games, and so it's wonderful to see you guys take it, breathe life and blood into it, and make it all your own.
_________________
The GM is your friend.
Back to top
View user's profile Send private message
Dartavian
Strategoi


Joined: 31 Oct 2009
Posts: 74
Location: Peculiar, Missouri

PostPosted: Fri Jan 22, 2010 8:13 pm    Post subject: Reply with quote

Posting this for TheLurkerBelow; he was supposed to post it last week, but I have a feeling real life issues are currently distracting him.


TheLurkerBelow wrote:
Dartavian: yo boss, check back a page.




Pages, crap we have pages Very Happy, Must have failed my perception roll. It has been one of those weeks, I have edited this post because itís a duplicate.
_________________
Dartavian

"Any intelligent fool can make things bigger and more complex... It takes a touch of genius - and a lot of courage to move in the opposite direction."
- Albert Einstein


Last edited by Dartavian on Sat Jan 23, 2010 4:34 am; edited 1 time in total
Back to top
View user's profile Send private message
Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Sat Jan 23, 2010 3:29 pm    Post subject: The next chapter Reply with quote

The council of the Lodge recieved invitations to a state dinner on the first of the month of July. They were to be the guests of Ashly Verona on the following day at a grand dinner. Coaches arrived the next evening to convey the council to the castle. The evening began quietly with everyones entrance announced as they arrived. They made their way around the hall, talking to guests and enjoying the night, save perhaps for Razz. He was the only reptilian there and being surrounded by humans made him distinctly uncomfortable. The others approached the queen before dinner and thanked her for the invitations. She wanted to thank those responsible for saving her cousin, Morgan Verona. Vlad promptly volunteered that Razz was the one to thank, as it was his healing that had saved the wounded that night. Much to his consternation, Razz was summoned before the queen so that she might convey her thanks to him directly. She noticed his discomfort and tried to put him at ease, even inviting him to a place of honor at her table for dinner. He was an instant curiosity for the party, all sorts of people wanted to ask him questions. The others were also mingling about, finding out that the upcoming mission against the manticore had spread throughout the city. One noble, Ambristan Blackmoor, spoke with Ivan telling him that if we were successfull to seek him out. Blackmoor was specific though, that Ivan be the contact. A later conversation between Blackmoor and Razz revealed a strong predjudice on both sides. There will be trouble between those two almost for certain. Morgan Veronas people were never far from any of the council and they quietly ensured nothing scandalous occurr. Razz left as soon as the queen escused herself, some of the others stayed late into the night.
On July 3 the group left with a caravan headed for Badgers Mill. Supplies and guards, heavily armed guards (they had fire-arms!), provided a safe trip at least half way to the manticores lair. The rest of the trip would be made by the Lodge members only. They left 15 strong, heading into the wilderness where Malach and Bahg had tracked the manticore. It was a long and slow journey as Malach and Bahg tried to lead the group to the peak they remembered. Caleb was on a ridge when he spotted the giant. Bahg was below on the path and smelled something odd. Caleb shot an arrow into the ground in front of the other scouts to stop them from blundering into the giants camp. Bahg, not understanding, plucks the arrow from the ground and begins to climb up to return it to Caleb. Caleb had turned his attention back to the giant (a fir bolg we would later find out). It had heard a noise (probably Bahg climbing), and spotted Caleb hiding on the ridge. It picked up a boulder and turned towards Caleb. Caleb immediately fired two arrows at the giant, before it could throw it's missile. With that the battle was on, 18 foot giant vs the Lodge. Bahg crested the ridge just after the boulder crashed into the ground. The rest of the crew rode horses up and around the trail circling the ridge to get to the giant. Another boulder flew into them just after they rounded the corner. Some slipped off their horses, others charged ahead to attack. The giant swung a huge club back and forth, striking us several times. Leaguer and Torrin took a tremendous amount of damage. In the end numbers wore the giant down and he fell, unconcious to the ground. He was bound up carefully and after our own were healed some he was wakened. The began the debate on what to do with him. Leaguer wanted to sell him to the slavers guild, which would garner a great deal of coin. Some wanted to use him against the manticore, while a few wanted to set him free. We attacked him first and the giant was not stupid it pointed this out himself. Through the debate we learned quite a bit. His name was Androclese and he knew of the creature we sought and several other things. The manticore we were after was a halfbreed, part manticore part chimaera, and only an adolescent. Androclese had been a slave of the one called Mother, the older purebreed. He still bore the great iron collar, as well as a massive scar on his arm where they fought. The gnoles also called her Mother, and it was she who commanded them to raid. She bred with a chimaera and with an androsphinx to produce several offspring in the area. We freed him from his collar and healed his wounds, in return he showed us a back way to the manticores lair. It was guarded however by 20 bugbears. He would show us the way but would not fight, he had had enough of the manticores and their doings. We followed him for 2 days and arrived at ruins. He left us there and we approached the area cautiously. The old bridge to get to the ruins was down, old dwarven stonework, destroyed by some calamity. Attached to its stubs was a hanging wooden bridge guarded by two bugbears on this side. We pulled back to discuss tactics, as soon as we make a plan...we attack.
Back to top
View user's profile Send private message
Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Sun Jan 31, 2010 12:54 pm    Post subject: Not long after Reply with quote

Our tactics discussion had only gone on long enough to decide we were going to attempt an ambush when we were, well ambushed! Only a few of us had time to hide, leaving the bulk of our numbers in the open. 11 bugbears approached and demanded our surrender. Unfortunately of those out in the open, none spoke the language the bugbears were using. (the chances of us surrendering were slim anyway) When we didn't respond the bugbears spread out and prepared to attack. At their first charge those hidden, stayed hidden, allowing the bugbears to run past them. The initial charge did not go well for the enemy and the leader (who had stayed back) pulled a sounding horn from his belt. Those of us hidden attacked at once to prevent its use. This drew a surprise for our side as Bink, our chronicler, revealed his ability to cast magic. It was shocking to see the exploding arrow hit the leader but no one faltered and the leader went down in seconds. The battle continued and we took our share of pain. Afterwards the healers went around tending to our wounds. Not 20 minutes had past however when the second attack came. This time it was the flying manticore! Its first pass caught us by surprise, but as it wheeled away our magic users once again saved us. The manticore was not expecting ranged magic attacks and it was spooked into leaving quickly. We capitolized on time and rested just long enough for our casters to replinish their magics. Then we approached the bridge. We set up along the ridge just before the road, then we blew the sounding horn, expecting the other bugbears to attack. Unfortunately we unleashed the dogs of war...literally. There were 21 wardogs released from pens that pelted across the bridge into our group. The manticore and several more bugbears joined the assualt. We were hard pressed, and the remaining bugbears had one last surprise for us...a catapult firing a fiery missile burst into our ranks. Many of us thought our time had come, but we fought on. The dogs fell, yelping in pain, the manticore attacked half our number at once, but they held, facing its ferocious attacks. We concentrated our efforts on the manticore firing arrows and magic as our comrades soaked up the damage at close range. It winged off and made a pass from above, a fatal mistake as our ranged attackers brought it down. The attacking bugbears also fell, leaving only those across the bridge. They had cut the bridge hausers halfway through, and at the first wieght across it crashed halfway down. Then they ran. A lagging scout finally caught up with us, and the news he brought was bad. A caravan was approaching and would be here in 12 hours. It was a slaver caravan and well guarded. They were there to pick up the plunder from the dwarven ruins the the bugbears were guarding/looting. The shipment was set up on the other side of the bridge. We fixed the bridge enough to get the cargo across, and set the bugbears heads on pikes along the road. Now we have another descision to make. Do we split up to confuse and delay the caravan or do we stick together and attempt to run. There are 30 well armed guards with the caravan, our chances of taking them are slim.
Back to top
View user's profile Send private message
Gregory Vrill
YOGC Staff


Joined: 06 Jun 2008
Posts: 1021

PostPosted: Sun Jan 31, 2010 7:29 pm    Post subject: Reply with quote

Fantastic, what a battle. I really like where this is going. This one in particular has a classic 1st ed feel, like T1: Village of Hommlet or something.
_________________
The GM is your friend.
Back to top
View user's profile Send private message
Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Sat Feb 13, 2010 1:15 pm    Post subject: sorry for long delay! Reply with quote

Just when we thought we might have a little peace there comes a distant scream from the other side of the bridge, inside the ruins. Time is critical, we split up. One group heads into the ruins the others prepare the camp for a brief rest and transport of the goods we have so far. The group that crosses the bridge consists mainly of those that can see in the dark. They approach what looks to be an entrance only to find its a base relief carved into the rock. There is, however, a dug tunnel just to the side. The first steps are dry rock, then it opens into a large round room, covered in a black glassy sheen, oil. It's about a foot deep, covering the floor up to the stairs at either side of the room. Screams again drive the group to recklessly run forward. Most slip and fall, covering themselves in the slick mess, but they quickly recover and leave the room behind. A long corridor and then a turn, there they are faced with the sight of a troll, fighting a man and a woman (another man is already dead on the floor, his head smashed in). They quickly engage the troll. Only a moment or two pass and the first exchange of blows when a huge explosion takes place. One of the gnolls left outside has triggered the oil trap. The dust and flame race down the corridor knocking some over and choking the rest. The troll is out matched by our numbers, but deeper inside we hear the thumping of another massive club and more screams. After dispatching the troll in front of them they continue on. They come upon a makeshift jail. Several doors are bashed open and blood trails mark the floor going deeper into the ruins. There are 30 some slaves in the remaining rooms, cowering in fear. They tell of more trolls and kobolds deeper in the mines. The slaves are used to work the ruins digging up dwarven graves and looting. There is another tunnel with stairs going up, at the top is a door. The door is opened and the first to enter is missed by what seems to be a swung table leg! There is a gnome in the lair of the manticore, he was captured and forced to heal the manticore or die. They bring up the slaves, lock the door and rest. The group has been battling for a day and a night almost. The lair is open to the night air on one side of the cliff, obviously where the manticore flew in and out. The climb down looks almost impossible for the people present, there is a way up, shorter and managable with the rope they have. A scout goes up first to look around and secure the rope. He finds a way to go down on the other side. Come morning the start their way up, slowly. A noise on the other side of the door prompts someone to open it to investigate. Not enough caution is taken and a spear flies into the room, a kobold laughs and runs away. They wont have much time, they barricade the door and continue to evacuate the lair. (they found some texts and a magic blade in the lair they take with them) It takes them four hours to get everyone up and going down the other side of the mountain. It takes many days to make the decent safely. Food and water are difficult to come by, but no one dies. They take the slaves down the mountain and back to civilization, they resupply, rest a little, then head back to Llsendor.

The other group rested and prepared to move at first light. There was, however, a small snag. A patrol from the approaching caravan found them. Evidentily they were slavers bringing a fresh batch of slaves for the bugbears in exchange for the loot that our group now held. They tried to negotiate for some of the treasure, but Razzeel would have nothing of it (Leaguer wasn't keen on giving anything up either) The slavers were paid half already for the slaves by the bugbears and still had the slaves, so we figured they already had profit. The seargent from the patrol wasn't pleased with our answer, but left peacefully. The group packed as much as they could on the horses. The rest the threw into the river below, denying it to the slavers. (Leaguer's idea) The group of them left then, making some effort to conceal their tracks. A day or so of travel and at night the seargent from the slavers once again approached the camp. Not quite as friendly this time, Razz met him and was cautious, the ambush was quick, but we were ready. They brought 15 men, only 6 survived including the seargent whom Razz made sure lived. They others were secured and taken back to Badgers Mill. Razz, for some reason, turned them over to the authorities there without pressing charges. They were held by Morgan there, for a couple of days while our group returned to Llsendor. They were heroes for taking down the manticore and returning the lost journals. The haul was vast, the armor was valuable, the sword was unique, the other book was a hedge magic spell book. The Lodge of the Bronze Knight did well and everyone knew it. How do our enemies view us now? Time will tell.
Back to top
View user's profile Send private message
Gregory Vrill
YOGC Staff


Joined: 06 Jun 2008
Posts: 1021

PostPosted: Fri Feb 19, 2010 11:02 pm    Post subject: Reply with quote

Well done gents and others!

Enjoy it while it lasts...
_________________
The GM is your friend.
Back to top
View user's profile Send private message
Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Sun Feb 21, 2010 6:36 pm    Post subject: Visitors... Reply with quote

It was a day for important visitors for the Lodge of the Bronze Knight. The first that morning was a well guarded coach with a well dressed representitive of the government. Rodaband seemed to be expecting them, he had a large chest ready for the guards, it was tax day for the Lodge. Later in the day a rider in a black uniform (Slavers guild) arrives and asks to speak to the council. He is commander Thomas Loftan and he comes bearing an apology! The slavers guild wanted to apologize for the incident last month. The six surviving from the attack on our group were diciplined and then expunged from the guild. The council accepts the apology and even later that day a book arrives for the Lodge, it contains all the ownership papers for the slaves they obtained from the bugbears and trolls at the dwarven ruin site. (oh my numbers were wrong there are 40 slaves not 30 as previously posted)
A couple of days later our guild has yet another official visitor from the government of Llsendor. Magistrate Rodrick Mcbride comes bearing a warrant for one Ethan Thaer, Baron Thaer's son. He is wanted for the rape and murder of the daughter of John Weller, a prominent store owner in Llsendor. Ethan has fled to Vesbridge, to the inn his father has partial ownership of, the Versi. Clayton Bedwin, another named in the crime, died the day before while in prison...no details are available. Legar goes to speak with John Weller and learns of a private reward of 300 gold raised from the citizens of Llsendor to capture Ethan and another named Cooper Parsons. Legar gives his word to bring them both back. We agree to the contract from Llsendor to bring Ethan back alive for 100 gold and expenses. We leave asap as the public will be made aware of the 300 gold award in 24 hours.
We arrive in Vesbridge a couple of weeks later. Razz, Legar, Orwin, Maloch, Ned, and Spirkle all split up and take different inns/taverns. Legar stays at the Versi, and later Maloch joins him. Orwin first spots Ethan coming out of a tavern with 10 or so others, they are pub crawling. They arrive back at the Versi around midnight. Maloch meets Cooper and drinks and gambles with him (a quite morose fellow) into the wee hours of the morning. Razz, on the other had goes to a local magistrate named Thaames. He inquires about the warrant and its validity in Vesbridge. Fortunately Magistrate Thaames is not one of the magistrates under the sway of the Baron and his money, evidentily of much importance here in Vesbridge. He advises us not to pursue this within Vesbridge. Ethan has done all this before, many times and gotten away with it.
The next day we all meet to discuss our options. We realize we are being spied on by Cooper and manage to catch him. He offers us 600 gold on Ethans behalf to leave Vesbridge, commenting that he will be leaving in 4 days anyway. We agree to the bribe, thinking to catch him after he leaves town. Maloch heads back to the Versi and is thrown out by Ethan and his goons. We all head towards the Versi afterwards and pick up Legars belongings and the 60 platinum that awaits us. Ned notices that Legars horse has a marked shoe, an incredible stroke of luck. He reshoes the horse and we leave town and split our group. Legar, Spirkle and Orwin will watch the northern road and Razz, Maloch and Ned will watch the Southern road. That night guards seize Legars group, finding drugs and the money on Legars saddle (the drugs were sewn into the saddle). The guards say they had a "tip". We had agreed to wait 4 days then group back up, just as we were about to head towards Legars group, Spirkle and Orwin approach us from town. Legar is being held on charges of traficking drugs. Orwin gave up his sword, horse and testimony that he had no knowledge of the drugs to secure his freedom. Spirkle gave his testimony he had no knowledge as well, but they let him go without a fee. He also asked to be able to speak at his trial at the beginning of the week.
Razz heads back into town that night to speak to magistrate Thaames. The magistrate shows him another group of mercenaries (dead ones) and asks if it was Razz's group. Razz tells him no and informs him of the situation. Thaames had had a deal with Cooper to turn testimony on Ethan, but Cooper was suddenly ill. Cooper is held at the Versi. The head of security there is a friend of Thaames and unfriendly towards Ethan and his father. He tells us of a guard change at a hidden back door (where Maloch was evicted) at 2 am. We will have 20 minutes to get to Cooper in room 342, deal with two of Ethans personal guards and get Cooper out. We are then to bring him to Thaames...leading us to the release of Legar. We hope.
Legar is a valued member of the guild we will not leave him behind.
Back to top
View user's profile Send private message
JimmySwill
YOGC Staff


Joined: 02 Jan 2008
Posts: 1390
Location: Torsche

PostPosted: Sun Feb 21, 2010 9:41 pm    Post subject: Reply with quote

Quote:
Ned notices that Legars horse has a marked shoe, an incredible stroke of luck.

You all have an excellent GM.

Poor Legar. This is very interesting!
_________________
Take a page out of the Unicorn Bible and dance all night by the Light of the Dragon's flame. -Champions of Breakfast
Back to top
View user's profile Send private message
Gregory Vrill
YOGC Staff


Joined: 06 Jun 2008
Posts: 1021

PostPosted: Sun Feb 28, 2010 5:23 pm    Post subject: Reply with quote

Yeah, me and Swill are both pretty envious here, because we never really game anymore. And this all puts us to shame.

The whole structure of the Lodge is brilliant for organizing the game and breathing a sense of life, reality, friendships and relationships into the world, as well as serving as a perfect mechanism for allowing PCs to do what they do best. (That is, trespassing, stealing, and murdering.)

If I ever run again, I'm gonna steal the idea and use something similar.
_________________
The GM is your friend.
Back to top
View user's profile Send private message
JimmySwill
YOGC Staff


Joined: 02 Jan 2008
Posts: 1390
Location: Torsche

PostPosted: Sun Feb 28, 2010 9:34 pm    Post subject: Reply with quote

Gregory Vrill wrote:
Yeah, me and Swill are both pretty envious here, because we never really game anymore.

Actually, happy to say I will be back at it this month. We've got a great group, but time has been a premium and one was out of country. I'll give our sessions a thread when we get underway. It seems I might try something with a group of strangers as well, but that is less certain.

It's a shame about Greg. If we didn't live so far apart these days, I wouldn't let him get away with it. He's too good a story-teller not to be GMing.
_________________
Take a page out of the Unicorn Bible and dance all night by the Light of the Dragon's flame. -Champions of Breakfast
Back to top
View user's profile Send private message
Dartavian
Strategoi


Joined: 31 Oct 2009
Posts: 74
Location: Peculiar, Missouri

PostPosted: Mon Mar 01, 2010 11:41 pm    Post subject: Reply with quote

That bites that you and Greg don't get to game together anymore, a few years ago that happened with Rasfrasen. He didn't get to play with us for quite a long time. Funny thing is Rex ran one of his longest running campaigns during that period, surely it was just a coincidence J/K. Good thing is we all live relatively close and our better halves don't mind us getting together Sunday evenings.
_________________
Dartavian

"Any intelligent fool can make things bigger and more complex... It takes a touch of genius - and a lot of courage to move in the opposite direction."
- Albert Einstein
Back to top
View user's profile Send private message
Gregory Vrill
YOGC Staff


Joined: 06 Jun 2008
Posts: 1021

PostPosted: Tue Mar 02, 2010 1:30 am    Post subject: Reply with quote

AW SHUX
_________________
The GM is your friend.
Back to top
View user's profile Send private message
Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Wed Mar 03, 2010 1:27 pm    Post subject: Only in retrospect part 1 Reply with quote

The meeting over Thaames asks Razz to remain in the warehouse a few minutes after he leaves (presumably to disguise the meeting), however Thaames is more then he appears to be and weaves a spell into the last part of their conversation. He casts a variant of the time shelter spell on the area around Razz and then leaves. A few minutes later for Razz translates into several hours for everyone else. Thinking Razz is taken care of for a few hours, Thaames moves ahead with his own agenda. He gathers a guard and Legar's sword and heads for the prison. Legar is held in isolation. Thaames and the guard are his only company. Thaames tells the guard to hit him, (Thaames not Legar) and the guard is confused. Not being very bright the guard assumes Thaames wants to fake an injury in order to frame Legar with assualting an official. The guard hits Thaames knocking him down, Thaames's face is already swelling, but as the guard turns to Legar to gloat, Thaames picks himself up and stabs the guard in the back with Legar's sword. He then unlocks Legars cell and hands him the sword telling him that he only has a few seconds to escape. Legar has been stripped to a loin clothe by the guards, and makes his escape wearing only it and carrying his sword. Out into the city he makes his way towards the inn where Ned was staying, he peers into a window and sees Ned inside with some of the others, all of them eating a meal. He taps on the window to get Neds attention. Ned sees Legar and for a minute pretends to ignore him. Finally he heads outside to "check the horses". Legar demands clothing and wants to grab everyone from the inn and make a run for the gates. Ned thinks Legar is crazy and refuses, giving him a blanket (admonishing him to return it) for clothing. Legar rushes out frustrated at Ned. Ned is still in the barn when the alarms ring out. Guards appear from nowhere, locking down the inn. Ned remains hidden in the stables. The others in the inn (the Broken Axle) are under house arrest until Legar is recaptured. They are known associates and no risks are being taken. Spirkle and Orwinn are trapped in the inn, Ned is in the stables and Maloch is still out and about town. Razz (having waited a few minutes) steps out of the spell area not realizing hours have passed.
Razz heads up the street, somewhat disoriented, something isn't right, but he can't put a claw on it. Several blocks away Legar sees Ethan dragging a woman from a bar. The woman isn't going quietly. Legar is very, very angry at Ethan, not only did Ethan frame him, but he's also repeating the crime! A momentary confrentation is all Legar is allowed as guards emerge from inside to assualt him. Ethan put the woman in a coach and they speed off down the street, right past Razz. Razz watches the coach run by, and continues up the street.
Legar is beset by two armored and armed guards (the upscaled inn's bouncers) and a third is about to join them. Legar has taken a beating and the two guards manage to wrestle him between them while the third is coming up behind Legar with a sap. Razz walks upon the scene. He has no idea how or why Legar has escaped only that he is being held and about to be knocked silly. He walks up and pulls his weapon. Slowly and deliberatly he casts a spell on the morning star, pulling in the wrath of the Dragon God. All this in full view of the guards. He speaks with a tone of command, " Let him go." The two holding Legar back up, maintaining their grip, the other moves past them to engage Razz....not a bright move. Razz makes very short work of the assailant and restates his command. The two guards release Legar and back away claiming only to have wanted to prevent Legar from assaulting a patron. Legar grabs his weapon, looks at Razz and says, "Come on!" and runs into an alley. Razz remains where he stands and watches the guards, they and the crowd from the inn that has gathered to watch head back into the inn when the owner inside calls for everyone to come back in, drinks are on the house. Legar vanished, and Razz a little confused, Razz heads towards the Broken Axle.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Ye Olde Gaming Companye Forum Index -> World of Twylos All times are GMT - 4 Hours
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
Page 3 of 7

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Type of Dice No. of Dice

d3

d4

d6

d8

d10

d12

d20

d00

1

2

3

4

Powered by phpBB © 2001, 2005 phpBB Group