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The Lodge of the Bronze Knight
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JimmySwill
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Joined: 02 Jan 2008
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Location: Torsche

PostPosted: Wed Mar 03, 2010 8:58 pm    Post subject: Reply with quote

Very interesting use of Time Cube. Might steal that one.
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Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


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PostPosted: Fri Mar 05, 2010 3:09 pm    Post subject: Only in retrospect part 2 Reply with quote

The Broken Axle had two guards in front of it as Razz approached. He spied Orwin and Spirkle through a window and decided to feign ignorance. He asked if the inn was shut down and was immediately questioned as to his knowledge or association of those inside. Not wanting to be confined to the inn, Razz denied being with them and told the guards he would seek another inn. Ned meanwhile was still in the barn. He decided an exit out the front would only get him caught, so he stealthily pulled a few boards loose from the back wall and made his escape. He gave a wide berth to the Broken Axle and joined up with Razz down the street. Malach, from the shadows watches all that has transpired. Razz tells Ned to find another inn to stay at and decides to go back to the warehouse to see if Thaames is there as its now only an hour or so from the meeting. Razz heads for the warehouse and Ned continues on, only to be stopped by Malach. They decide to act other then Razz had directed and take steps to free their companions in the inn. Malach starts a fire! Then as the blaze grows yells at the guards that a mostly naked orc started a fire and ran off. The guards are immediately in pursuit of the assumed culprit. Ned gets his "chariot", Orwin refuses to fight the fire as he is under "arrest", and Spirkle refuses to leave the inn. Ned pulls up and gathers everyone, except Spirkle whom is grabbed bodily by Malach and forced aboard, and they take off.
Razz arrives at the warehouse and finds a way in, however, things are not as he left them. The bodies of the mercs are gone and in their place are all of the groups saddles, there are also two of their horses. There is one body on the ground with its head split open. It has a bag of the same drug Legar is accused of smuggling. It looks like a set up all over again. It seems as if Thaames has been in on this all along, but why? Razz leaves the way he came, quickly and quietly. He doesn't know that the others looking for a place to hide will soon be at the same warehouse. Razz looks for a hiding spot to quietly wait for the meeting to see if it really is a set up, but sees instead the others pick the lock and enter the warehouse! The group sees their saddles and two horses and look around a bit. Spirkle, maybe being closer to the floor, hears a muffled scream from the back, and find a secret door in the floor of the warehouse. They open the door and everyone but Ned goes in, looking for the source of the scream. A long corridor opens into an octagonal room. Inside is a gruesome sight. A woman is chained to a vertical wooden disc and various torture impliments are all around. What appears at first to be Cooper is standing in the room. Orwin, Spirkle, and Malach enter the chamber and "Cooper" waves a hand and bars drop behind them, sealing them in. "Cooper" stands laughing at them, "The woman was not satisfying enough, but you will do." as he shrugs himself up, towering over them with glowing red eyes. "Cooper" has shifted into a demon! Or maybe the demon shifted out of being Cooper. Either way the fight is on.
Outside, Razz decides he has waited long enough and heads into the warehouse. He enter the door and finds Ned there just about to investigate the sounds of combat. They both head into the tunnel and down the corridor only to be stopped at the bars. The fight was going well for the group, fate it seemed was on their side. The demon cast a darkness spell and escaped in the confusion. Spirkle casts a light spell so everyone was able to see again. The woman however was not all she seemed either. Upon trying to free her, she snapped at them and then, chains loose, launched an attack. She was already dead and reanimated by the demon on his way out. She was however a minor foe and easily destroyed. The demon clearly exited out the only other door in the room. The bars were easily enough lifted and caught a latch which kept them raised. There was another problem though, the ways out both back to the warehouse and out into the other tunnel were now marked with a strange rune on the floor. It was impossible to leave without crossing it. Razz had an idea, he charmed a rat that was also in the room and sent it across the rune...a good thing as the rune exploded violently. Another rat and the other door was also clear, but what to do next? They decided to follow the demon. The tunnel lead into the sewers under the city, and they tracked the demon to a ladder that lead up into the street, but the trail stopped there. It was almost 2 am. Razz thought they might as well go to the Versi and see if the real Cooper was there. They gathered all their horses and Neds chariot and moved quietly to the secret door behind the Versi.
Legar had been tired, running, hungry, beat up he decided to rest a moment. He woke up in a strange place, it was dark. That wasn't all, he was healed?! And in his plate armor?! What happened and where he was were a mystery, but a sound and a tiny light soon cleared up part of the conundrum. He was in a secret passage (lot of those around all of a sudden eh?) it led to Ethan's room! Ethan was with a different woman this time. They were talking about something, he couldn't make out exactly what, but he could see and they looked well about to err yeah well you get the idea. He waited for them to "get busy". At the door outside the others all found the way in easily enough and entered. There was a service stair leading up and another passage leading to the main hall of this very, very posh inn. Up the stairs they went. The third floor was their destination, but a quick check showed the door was locked. Malach peered through the keyhole thinking to spy the two guards, but was surprised to see at least 10! They were all staring intently at the door, as if waiting on the group to enter! Malach relays this quietly to the others and they all hear the sound of many armored feet start to climbe the stairs below, they are trapped! They go the only way they can, up to the fourth and final floor. Its locked as well, but Malach quickly picks the lock and they all spill forth into the corridor. They relock the door behind them.
Legar thinks he has waited long enough and bursts from the secret door. The woman is already in bed, but Ethan is still standing there...naked, but is able to grab a weapon. He crys out for Legar to wait, that there has been a misunderstanding. Legar is in no mood, and proceeds to attack. The room is stangely quiet as the attack begins. Legar is too upset to notice that the woman is not screaming at him, but something else, and there is no sound to her screams. The combat is oddly silent. Ethan is a skilled swordsman but unarmored (to an extreme). Legar is quickly winning. Outside the next room stand two guards, unaware of the combat thier charge is in. They do, however, see an eight foot lizard come charging at them. Razz is casting as he moves though and the guards, now terrified of him move away. Razz and Orwin move into the room, seeing the demon "Cooper" in the first room, not realizing the Ethan and Legar are just in the bedroom behind a single door. The demon simply says that soon he shall feed and laughs. Razz and Orwin attack. Outside in the corridor the guards reach the top of the stairs and are stopped by the locked door. There is another way up to the top floor, the large, mostly glass double doors that lead to the grand hall below. Spirkle happens to look as he runs past seeing twenty more men heading up towards them. He uses his belt to tie shut the doors. He and Ned wait nervously in the corridor. The guards reach the top and demand Spirkle or Ned let them in. The service stairs are being beaten on by that set of guards and won't last long. Spirkle trys to explain about the demon, but that only makes the guards more determined. Razz and Orwin battle on, Razz drawing on the power of his god and Orwing wailing away with weapons. The demon is almost at his end and knows it. He casts a shifting spell once again and becomes a giant puma. He leaps past the two and bursts through the room to where Ethan and Legar are in their last moments of combat. They have moved onto the balcony and out of the zone of silence. Ethan is trying to reason with Legar, only using his weapon to defend himself. He is backed up against the railing. From below our late joining companion, Conn, has found us at last. He sees the fight and looses an arrow that hits Ethan in the back shoulder area, Ethan drops to the corner of the balcony and tries to surrender to Legar. Legar is out for blood. He begins his attack only to be raked from behind as the giant cat uses him as a launching pad into the street below. The attack leaves Legar hanging from the balcony by a single hand. Razz and Orwin enter the room in pursuit of the demon, and see Ethan sword in hand ask Legar if he accepts his surrender now. Then Ethan puts down his weapon and helps Legar back up onto the balcony. Ned and Spirkle join them quickly as the guards all break through at the same time. They all rush in and only Ethan standing between them yelling at them to stop saves us from a rush of bloodshed. Ethan explains that its the demon that has been commiting the crimes not he. They have been feeding it a drug to curb its blood lust. There is another (a doppleganger) posing at a magistrate (Thaames) pulling the strings. Ethan surrenders asking only for the dignity of not being put into chains. Legar wants none of it and moves to tie him up. Razz stands between them telling Legar no, and he would fight him if need be. Legar backs down, muttering, which only increases when Razz heals Ethan first. Legar calls Razz a traitor and leaves the room. They are granted till morning to stay and recover. Ethan has agreed to accompany them to Llsendor to stand trial. The trip is darkened by Legars constant barrage and accusation of Razz. There is no trouble and Ethan stands trial. The facts about the demon and doppleganger lead to Ethans release. He was only a pawn and not guilty of the crime. Truthtelling magic was used to confirm Ethans story.
Back at the Lodge a council meeting is held. Legar continues to call Razz a traitor and Razz is ready to leave the Lodge rather then continue this way. Cooler minds however bring about a revelation. Challenges are allowed in the guild over any matter. After hearing the story from several of the group, Rodaban, (a neutral party), points out that Razz had issued the challenge over tieing up Ethan and Legar had backed down. Legar was at once infuriated and flustered, he hadn't even considered it that way. He immediately apologized, (not being sorry) and promised it would Never happen again. The blood lust in his eyes however did not bode well for the next confrontation with Razz.
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JimmySwill
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PostPosted: Sat Mar 06, 2010 8:41 pm    Post subject: Reply with quote

Now that's pretty intense.

Tough being the naked dude parrying on the balcony against an orc in plate.
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Gregory Vrill
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PostPosted: Sat Mar 06, 2010 10:13 pm    Post subject: Reply with quote

We've all been there though.

I'd be interested in having one or two players chime in and describe what they think the big story or campaign arc is all about thus far.

Legar's got a temper, huh?
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Khurne
Ecclesia


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PostPosted: Sun Mar 07, 2010 3:22 am    Post subject: Reply with quote

Heh.. "Legar's got a temper.." ? I'd say it's more of a vengeance-bent on anyone who crosses him, or his chances at fattening his wallet. He is the idealistic merc, through and through. Razz

I'm not sure of everyone else's views, seeing as I'm still the newcomer. But, I'm loving the intensity this campaign is giving off. There is enough combat to keep you on your toes and ready, and more importantly there is ample time to do some heavy roleplaying and really help you get in touch with your character's devlopment. LotBK - We may not be the greatest diplomats in the world - But who in the hades sends a merc for diplomacy?
I think the GM's doing a fantastic job of keeping everyone busy the entire time also, and we're all playin our own solid roles. The system runs VERY smoothely for all of our play styles from what I've witnessed thus far, and I love the way the world itself is set up.
It's been quite some time that I've been so amped up to get to a game session every weekend. I'm always plotting ahead, wondering what we're getting into next, what my characters next goals are to work towards, where my money is going, who's characters personalties are next to squabble - could just be me getting way too wrapped in, but I'm loving the overall campaign and flow of these sessions. It's like I'm a grandfather already waiting for "my stories" to come on the tv. Kudos!
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Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Sun Mar 07, 2010 5:52 pm    Post subject: Legar the leader... Reply with quote

The next mission for the Lodge came from Feldman Lumber, owned by Miles Feldman. He has lost 2 caravans to raiders in the last month. The year is winding down and he has time to send one more supply run so that his people there will have food for the rest of the winter. There are 30 people at the camp and he wants to send 5 wagons. He will provide timbers for the Lodges' outer wall and pay us 50 silver per wagon to deliver the supplies and escort the wagons full of timber back to Llsendor. The first wagon train he lost was unguarded (had had no trouble in the past), the second was guarded by 6 mercs, neither was heard from again.
The Lodge accepts the contract and begins to select a team of guards. Legar, at the chance for both combat and money, is eager to go and also unusually insistant that Razz go as well. Razz, however, chooses not to go, either hesitant to chance conflict with Legar or just uninterested in caravan duty we don't know. The team selected is Finn, Karlin, Lars, Bahg, Spirkle, Conn and Legar. Legar is the only councilman and in charge of the mission. Conn is his second, a captain within the Order. It takes about 6 days to get to Northridge and from there it will take a little over a week to go cross country, following logger trails and a lone narrow road. The wagon drivers are getting nervous, talk of desertion draws Spirkles attention. He reassures them by telling tales of Legars fight with the manticore and demon. The tale is absorbed by the men like the gospels of a god. The won't even look Legar in the eye, calling him "master Legar". A day later the scout spots a body near the road, its Miles Feldmans' son. As the caravan is stopped it is attacked. The wagons are spread out single file the road on each side barely wide enough to get a horse by. An ettin jumps down onto the road in the front and back of the line. The fight is on. Legar uses a brand new weapon, a hand cannon, to assault the lead ettin (a barely grazing shot), but the beast is brought down by others in the group quickly enough. The ettin in the back is assaulted as well, falling quickly without much colateral damage.
The gunfire however spooked the 2 lead wagons horses and they bolt, barely missing our own men they regain control just before crushing the body of the ettin (which was large enough the collision would have thrown the wagon into the small gorge on either side of the path). The stories being told by Spirkle are keeping the wagoneers up at night. The next day sees the result. An inattentive driver hits a major hole in the path, the overloaded wagon bounces and breaks the back axle. We have a hedge mage with us fortunately. With great effort by our ogre and two other strong individuals they are able to lift the wagon and cast mend on the axle. Meanwhile our scout went on ahead. In the road are 3 other wagons, they have been struck by a well placed tree felling. The road is blocked and the good from the spilled wagon are all over. The dead men have arrows (elvish make) in them. Our previously mentioned hedge mage is a half-elf. Clearing the road and with magic involved repairing the three wagons we can split the horse teams to take all 8 wagons now on to the camp. We arrive at a wooden bridge, which has been burned to cinders altho it still spans the gorge. There is a way around the gorge but its only a foot trail and a rocky climb at that. Our scout is caught by a party of elves, who tell us that John Stewards three days are up, and ask if we are with them. We are only delivering supplies and are told to ask Steward what is meant by the 3 day remark. Steward is the leader of the camp and a pompous overbearing ass who absolutly hates elves calling them savages. He was given three days by the elves to turn over Travis (Johns son) for killing an elf (the elf chiefs son).
Travis claims self-defense (the elf was stabbed in the back somehow). Steward is happy to see "mercs" and immidiately orders us to the walls to defend against the savages. Legar, cursing Razz for not coming, trys to explain that our contract only covers the wagons. Stewards opinion of mercs isn't much better then his opinion of elves. He curses us, threatens us all while facing Legar (huge orc in full plate) and Conn (a no nonsense orc himself) They come back to the wagons and send Finn (the half elf) with Conn to talk to the Elves to perhaps bargain. The elves are insistant that unless Travis is turned over the entire camp will die. Finn gets them to agree that Travis can face a trial by combat, one on one to avoid bloodshed. Finn (hood up), Conn and Legar take this offer back to Steward. Steward still tries to force Legar or any of his men onto the walls. Several barbs are exchanged and multiple fire arms are produced in what appears to be a stand off. Legar and Conn maintain that Steward and Travis are cowards for not facing the justice and risking all the men, while Steward and Travis insist that everyone should fight the savages as they are not worthy of anything else. (not to mention more threats about us never working in Llsendor again) The men around Steward are frightened, Legar is quite intimidating after all, and the stories he's heard from the teamsters that came with us only further this. He is shaking so much that his crossbow fires. At that, there are three explosions as three fire arms all go off, two hand cannons and one pistol. The fight is fast and deadly, but not for us. Steward and Travis go down withing a minute, the others all back away unwilling to fight any more. Travis is tied up, healed and forced to face the elves choice of champion, the murdered elf's sister. It's not even a fight. Travis, cocky at seeing his opponent is a female wearing a dress and not armor, struts forward. The elf maid, swords dancing a deadly step, take off Traviss' head without any show of effort at all. Justice served, the elves leave and the caravan is unloaded slowly, around the foot patch by hand. Then its loaded the same way and the group heads back to town. Diplomacy had saved a major battle with the elves, although it was a difficult tongue for Legar to speak. He believes it has to be Razz's fault for not coming and continues to curse him on the way home..."dammit Razz"....
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Gregory Vrill
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PostPosted: Mon Mar 08, 2010 6:41 pm    Post subject: Reply with quote

Bridges are always bad news. Boats are too, but there's nothing like a bridge for turning on PC paranoia.

Still impressed by the whole Lodge setup. Makes getting the PCs in- and out- of situations very easy; I like how modular things can be, in terms of being hired to do this or that mission.

And thanks for the input Khurne.
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Dartavian
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Joined: 31 Oct 2009
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Location: Peculiar, Missouri

PostPosted: Wed Mar 10, 2010 11:20 pm    Post subject: Reply with quote

Gregory Vrill wrote:
Makes getting the PCs in- and out- of situations very easy;


One would think so… Twisted Evil

Here I thought I would relax a bit take a break and just sit back and enjoy the Lodge of the Bronze Knight from the players perspective…

The best thought out plans never seem to turn out the way you envision them. Next week Rasfrasen will finish off his well thought out adventure and then I will be back at the helm…

My players strive to keep things interesting. Rasfrasen, Thank you! At least now I can say I got to play Wayfarers.
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Dartavian
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Location: Peculiar, Missouri

PostPosted: Wed Mar 17, 2010 10:19 pm    Post subject: Reply with quote

Guess it my turn to catch you all up to speed.

Gaius was introduced to the order, stopping an assassination attempt on Lars. When you get a really good roll using backstab things kind of go as planned. After some less than truthful suggestions from Sperkol about members of the order he settled in.

In the mean time Razz was brutally beaten and kidnapped by some street thugs, one of our scouts managed to discover signs of where the abduction occurred. A group from the order followed the trail to a small uninhabited house finding Razz’s platinum seal covered in blood. On the surface it looked like Legar had something to do with it.

An invitation to the royal ball was sent to the Lodge. Legar being Legar took it upon himself to openly accuse Lord Blackmoor of abducting Razz witnessed by everyone including the queen. Needless to say diplomacy and proper etiquette are totally beyond his comprehension. One of our scouts had been scouting out Blackmoor’s Estate and discovered Razz and his abductors in a small house close to the estate.

Morgan Verona went to the Bronze Knight and met with the council trying to calm things down. In the mean time the scout returned and reported his find to the Council of the Bronze Knight. Legar said he was going after his friend and headed for the door, Ivan clearly agitated with Legar’s rashness and listening skills cast silence on him…. Legar punches him!

The challenge was clearly issued, mind you a member of the Royal family is witnessing this, the other council members words of reason fell on deaf ears, and they abstained from physically interfering. Ivan cast protection spells and without any deference to the Lodges history summons 3 skeletons and 1 zombie in the council chamber, needless to say Legar fell, saved only by quick action of those watching the debacle.

….Clearly not the night any of us had planned.

Session continued this following Sunday. At this point everyone is clearly frustrated. I learned along time ago never sweep hot ashes under the rug it will inevitable reignite and flame up at a later date.

My solution, I apologize to everyone, regardless of what happened I am the GM and it was my fault. So as the GM I went about fixing it.

Razz was returned to the Lodge alive but unconscious by Captain McGregor and the Home Guard of Llesendor who rescued him and vanquished his abductors. Legar was summoned to the court. The queen with Blackmoor present censured Legar, banning him for 1 year from court and placed him on probation not allowing him to be armed or armored for 40 days while on Llesendor soil. In order to appease Blackmoor who clearly was more than upset by Legar’s verbal assault and the humiliation of being openly accused by a commoner for a grievous act that unscrupulous minions tried to frame him for. Lady Verona agreed to support Blackmoor’s request that the Free Companies of Llesendor be put under the direction of the House of Nobles. Blackmoor reluctantly agreed with the compromise.

This did not sit well with some….

I deemed that the council needed to deal with the councils own internal strife themselves. After everyone calmed down we managed to get everyone’s issues out on the table, clarify some and found resolutions to the rest.

I have thought long and hard about even posting this, but I hope those reading this will come to the same conclusion that I did. We learned something in the process and my players, myself and our campaign will be better because of it.

P.S. We are glad Rex’s son Josh has moved back and he will be joining us next Sunday.
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JimmySwill
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PostPosted: Thu Mar 18, 2010 9:44 pm    Post subject: Reply with quote

That's intense.

It lead me to think of a time one of our PCs had a Firestorm like spell up... a little longer, and our adversary would have been dead. But, another PC (one he didn't particularly get along with) had just fallen unconscious, within the Firestorm. The decision to drop the spell didn't come immediately.

I can still remember the tension in the room.
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Gregory Vrill
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PostPosted: Fri Mar 19, 2010 1:07 pm    Post subject: Reply with quote

Yeah, it happens all the time, where the players get frustrated with the way things have gone. Sometimes the GM loses control of the game.

More specifically, sometimes a player gets frustrated, especially with PC-NPC interactions, and decides to act out and push limits. There've been a few times where PCs basically begged me to kill them, and to maintain control and some semblance of realistic cause-effect relations, PCs have to die.

Ran a campaign where mage magic was heretical, with the main continent under control of a church. Sure, not the most original idea, but I'd never personally tried it. Anyway, the PC mage, about 3rd level or so, walked into the main church, announced he was here and that he was a wizard or something, cast a spell, and asked what are they going to do about it.

In the moment, emotions can be high and you might just kill the guy. But occasionally you can get that burst of creativity and do something more interesting that opens doors rather than closes them- laugh and offer him a job as an inquisitor or such.

But ugh, sometimes you just gotta close that door and axe the PC.

...

Anyway, keep posting game logs. We're all gaming vicariously through it.
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Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


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PostPosted: Fri Mar 19, 2010 3:22 pm    Post subject: The chroniclers version just took longer to write...part 1 Reply with quote

It was evening before the lumber camp escort mission was finally over. After weeks in the field camping in the bitter cold they were all ready for a hot meal and a warm fire. Legar, Lars and some others from the Lodge decided that a meal at the Green Dragon inn would be just what was needed. Lars was the last one to enter and his entrance was watched. Tiberius Landers had been hired by gnoles to assassinate Lars. He had hunted Lars for weeks, but only now caught up with him. Tiberius was unaware that he had his own tail...someone bent on revenge. Lars decided to make an early night of it and head back to his wife at his farm. He thoughtfully grabbed some food from the inn to bring to his wife and headed out to the stable. As he was securing his goods to the saddle Tiberius silently moved up behind him weapons at the ready, but before he could make the stab his fingers froze in a rictus of death and Gaius pulled his shortsword and dagger from Landers back. Lars spun quickly catching the motion of Landers body crumpling to the ground. Weapons still out Gaius reached down and pulled a medallion from around Landers neck. “This is my only inheritance, “ he tells Lars, “and I mean to have it back.” Lars notices the medallion is actually a captains seal from the Lodge. He calls for Legar to come out to the stables. They discuss the potential new recruit and convince him to accompany them to the Lodge. The magic of the amulet will tell if it really belongs to Gaius. The seals may be passed voluntarily or inherited but not stolen. If the bronze knight allows Gaius to pass then he is meant to have it. On the walk over Legar and Lars make Gaius nervous with talk of a “test”. Unaware that as they pass the great golem he has already proved himself. Gaius is not a leader and knows it the whole idea of being a captain is disturbing to him. Grealis takes Gaius to his new room to settle him in for the night. Gaius is shocked, having grown up with almost nothing to call his own this is all but overwhelming. Somewhere else in Llesendor, Razzeel has responded to some message known only to him and walks the streets looking for someone. The message was a trap however and 12 men with evil intent surprise the reptilian. Having only a second to react Razz calls up the wrath of the dragon god instantly killing one of the men. They are unsurprised they know their quarry well and quickly overwhelm him beating him unconscious in seconds. They pick up the body and skulk off into the night unaware that a single small pair of eyes watched the whole thing.
The next morning Spirkle is busy telling stories to Gaius about the Lodge's “dragon” (to be fair Razzs' 8 foot frame probably looks draconic to the short gnome) Gaius, however, is taking it rather literally. The council meets to welcome the new member to the Lodge, but is interrupted by Grealis who brings in a merchant to the council chambers. The merchant is carrying a familiar weapon, its Razz's morning star. The merchant tells of an urchin who brought in the weapon covered in rags trying to sell it. The merchant was the same one who had sold the weapon to Razz in the first place and turned the urchin over to the guard and brought the weapon to return to Razz. No one has seen Razz since the night before. Legar heads immediately to the town guard to talk to the urchin. Since no official complaint has been made they release the boy into Legar's custody. The boy takes Legar, Malach, Lars and Orwin to the scene of the ambush. They find a blood splatter and a faint trail to a small abandoned house. The house has only one door and a few windows. There are clear signs of entrance but none of an exit. In the corner of the bottom floor is a pile of rags. Wrapped inside is Razz's platinum seal and its covered in his blood.
The urchin is put up in the Lodge for his protection, numerous other actions follow. The gate guards are asked about 11 men passing through, none were seen. Morgan Varona is approached and told of the situation as Razz and the Lodge had saved his life perhaps he could look into things. Blackmoor is discussed as a known enemy of Razz. There is to be a winter ball in a few days and Blackmoor will be in attendance perhaps something could be learned then so invitations are sent to the council members of the Lodge. The body of the man Razz killed was found by the guard and left in the care of a morgue to be disposed of. The body was covered in wicked looking tattoos and in a pouch found with the body was a bone totem of some kind. Ivan decides it is time to take up Blackmoor on his offer of a visit after the manticore incident. Caeleb, a scout, decides to do something similar and heads out to the Blackmoor estate to covertly observe the goings on there. Ivan, through some judicial use of ritual magic, determines Lord Blackmoor is concealing something regarding Razz, Blackmoor obviously knows something. Ivan returns to the Lodge and reports his findings to the council. A powerful scroll of Locate is used to try to find Razz. Nothing results, either Razz no longer exists or he is being shielded. The night of the ball arrives and the council attends. In full battledress Legar stomps up to Lord Blackmoor and in a loud accusing voice demands to know where Razz has been taken. Lord Blackmoor is insulted and incensed, but before a retort can be made the Lodge horn sounds throughout the city calling for all members to report to the Lodge. Caeleb has brought back information from the Blackmoor estate. Three evil looking hags were seen going into a gardeners shack some hundred yards or so from the estate. They started some sort of ritual raising a fog around the building. Caeleb is certain Razz is inside. The council hears the report. Word leaks what is happening and Gaius calls for the entire lodge to mount up ready to ride at the councils order. Another captain, Conn, calms things down in the courtyard. No sooner does he finish then Grealis enters the coucil chamber along with Morgan Verona. Captain Verona is worried about the incident with Lord Blackmoor and concerned what the Lodge may do next. Legar jumps to his feat, shouting for the ride on Blackmoor's estate. Chaos reigns in the council chambers. Ivan casts a spell silencing Legar to try to get order. Legar lashes out with his fists. Ivan challenges Legar right there in the council chambers. An honorable challenge it isn't. Without waiting and in full view of Captain Verona, Ivan summons undead and casts beneficial magics on himself before the conflict. Legar trys to indicate only swords be used to unconsciousness. Ivan is heedless and proceeds to beat Legar down. Legar is saved from death only by quick action on Vlad's part. No one however attempted to stop the conflict. Hargrim came closest with a verbal attempt. Vlad asked Verona if he could keep Blackmoor from leaving the ball. Captain Verona was quite disturbed at the goings on of the Lodge. He simply agreed and headed back to the Castle, his own plan forming. Legar is disgusted with the council and specifically Ivan and heads to the Green Dragon inn to lose himself in drink. Let the others do it then he thinks. Gaius follows Legar concerned that a lone council member may be another target. A small group rides from the Lodge towards the Llesendor gates to rescue their comrade...
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Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Sat Mar 20, 2010 4:40 pm    Post subject: Chroniclers version part 2 Reply with quote

The rescue party never made it outside the city. They were met at the gate by Llesendor soldiers. Captain Verona, after witnessing the chaos and disorder of the Lodge not to mention the fit Lord Blackmoor was pitching, he could not allow the Lodge to go to the Blackmoor estate. He led his own men to retrieve Razzeel, if he was even there. The truth of matters was soon to be had. The Lodge was forced to sit the night out of the action...waiting. It was half a nights ride across country to get to the estate, and it was not hard to find the disturbance. A thin fog covered the ground around the small building west of the main estate. It extended fifty yards around and inside the building a light was on. Muffled noises were coming from inside. Captain Verona and his men rode up to the edge of the fog. He called out to those inside to come out. Eleven men poured from the front door, followed by 6 skeletons. They made little sound other then their footsteps as they ran across the foggy ground. No battle cries, the men were as silent as the undead that accompanied them. Captain Verona had brought 20 men, and they charged the incoming force at his command. The evil men were buoyed up by some foul magics and stood their ground effectively. It was several minutes of disquieting combat that followed, but the results were good and Morgan Verona suffered no losses. Before the battle was finished though he witnessed 3 old women at the door of the building, they watched briefly then vanished inside, instantly afterward there was a flash of intense light, then darkness from the the building. Captain Verona broke off from the fight and galloped towards the building, two of his men followed suit. The three of them smashed open the door into the darkened room. One of the soldiers lit a torch revealing a gruesome sight. There were two long tables in the room, both with bodies. The left one was a woman, tied and struggling, the other was Razzeel, also tied but not moving. A soldier immediately went to untie the woman, while Morgan checked on Razz. The table underneath him was soaked in blood, his body was cut open, practically disemboweled, but he breathed ever so faintly. Razz was doomed as far as Morgan could tell, but the soldier removed the gag on the woman and she shouted at them, “The shelf, over there, potions!”. Morgan was at the wall and back in a second, pouring the contents into Razz. Who knew what was in it, but it was his only chance. They were indeed healing potions. The gaping wound began to close and Razz's breathing became stronger. Razz seemed to struggle with consciousness muttering and trying to move. His words became clearer and untied he motioned more strongly and his body was healed, he had managed to cast a single prayer to his dragon-god, then fell back into sleep. The wounds on his body may have been removed but the obvious torture took as great a toll on his mind. Captain Verona had to rely on the tale of the woman to clear up the mystery. Her name was Ellette and she was of the Blackmoor family. Lord Blackmoor had wanted to remove Razz since they had first met, but it was not worth his time to personally oversee the humiliation or framing of a merc pest. When a friend referred a small group that specialized in “pest” removal. He agreed to the fee and forgot about it only relishing another “lizard” evicted from Llesendor...or so he thought. The group was a small cult actually and relished death and chaos. They saw opportunity in this small job. They had access to powerful magics and even an artifact. They kidnapped Razz and moved him out of the city magically. The “shielding stone” as the had called it would prevent anyone from finding Razz, they thought even a gods attention. As soon as Lord Blackmoor had left for the winter ball, they made their move. They captured Ellette from the manor and took her back to the building. She saw Razz there strapped to a table being tortured almost to his death, then they would pour a potion down him and resume their ritual. There were 4 other empty bottles on the shelves, it had been a long bloody affair. Only the old hags had participated in the ritual the other men stood guard or watched with a demonic look in their eyes. They talked as they watched which was how Ellette learned of what was going on. It was to look as if Blackmoor had ordered the torture after Razz had tried to escape the manor, killing Ellette in the process. This would set the nobles and the merc houses against one another. A couple more planned deaths and armed conflict might erupt. The merc houses couldn't fend off the entire army of Llesendor but they would weaken it. Then perhaps the gnoles from the north could muster enough strength to strike against a divided city. They called it “glorious carnage” not seeming to care who won or lost only so long as the fighting was bloody. Lord Blackmoor had no idea the people he had hired were so evil. He only wanted a nuisance removed. Captain Verona returned Ellette to the manor, and arranged for Razz to be driven back to Llesendor by morning.
Lord Blackmoor was at once surprised and infuriated not only had his family been endangered, but the reptilian was back as well. He was also scheming with the mistake Legar had made at the ball and the resulting chaos at the Lodge, Blackmoor demanded the arrest of Legar and pushed for the nobles to restrain the merc houses by vassalage to the noble houses of the kingdom in order to prevent such wanton acts of defiance. Lord Blackmoor had all the pieces he needed, and as a major noble house tied to the crown, was able to convince nobles to demand action from the queen. Legar was brought before the crown, stripped of his right to bear armor and weapons for 40 days and nights and forbidden from attending castle events for a year. The free companies that made up the merc houses were commanded into vassalage of the House of Nobles. All free companies were now expected to patrol the kingdoms borders at request and for standard soldiers pay. The House of Nobles regulates taxes, armament requirements, and conduct. The free companies may be in for some changes.
Razz was delivered to the Bronze Knight and made comfortable in his room, still reeling from his ordeal. For days he stayed there, meanwhile events unfolded to educate and frighten us all. The first event was the return of our “slavers” mission. They had completed the task set before them in a few months rather then the year asked for. Payment was made and the two returning guild members glad to be back. The other 5 were taken into the guild as agreed in the original contract. The council was summoned as is custom to welcome them, Razz refused to emerge from his room. By this time thing had begun to go wrong in the Lodge. The customary warmth was gone, the kitchen was no longer filled with the wonderful smells of good cooking, the Pool of Renown was polluted, and perhaps worst of all blood was dripping from the eyes of the golem as if weeping. Bink, Rodaban, and Grealis were poring over blueprints trying to discern the problem. Grealis lost his jovial manner and became harsh and demanding. Rodaban and Bink were confounded by the problems each arguing a different cause. The plans for the design of the lodge were old and written in several languages. Each person in the Lodge was asked to translate if they knew how. It was beyond the collective reach of their understanding. No one could agree on words, actions or even civility. Meanwhile up in the council chambers lay the reason. Stuck to the table was the platinum seal covered in blood. It could not be pried from its place. Finally they had something they could get a handle on. Razz must return to his place on the council, or pass it to another. He had sealed his door, even casting silence on it when he couldn't stand them knocking or entreating him to come out. Finally in desperation they called on the two ogres of the lodge, Bahg and Torin. The first smash on the door brought laughter from all and the door just stood in mocking defiance. The two were not amused and with a great effort managed to shatter the door. Razz did not look well, his eyes were haunted, his priestly attire, usually well ordered and bright, was dull and in disarray. They persuaded him out, half sympathetic half bullying, to the council chambers where he plucked his seal reluctantly from the table. The blood flaked off, blowing away as dust in the wind, leaving the shining medallion as new. An immediate warmth was felt by all and slowly the Lodges' magic was restored. We are tied to the lodge, both by loyalty and life. As we endure so does the Lodge. Grealis, Rodaban, and Bink seem most affected as their personalities returned to their old selves. The council then decided to look at the events leading up to this crisis. The tenants were examined, the mistakes of the council were addressed, no further punishment was assigned to Legar or Ivan. Everyone in the council was asked if they wished to remain. No one has left. Our first orders from the crown...patrol to the north, the gnoles are on the move again. The Lodge must act, it must endure.
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Rasfrasen
Lodge of the Bronze Knight
Lodge of the Bronze Knight


Joined: 02 Nov 2009
Posts: 89

PostPosted: Sun Apr 04, 2010 3:02 pm    Post subject: New Year 214 (thank you Dartavian for the notes!) Reply with quote

It is the beginning of a new year, 214. The House of Nobles in an effort to strengthen its control over not just the free companies but the people of Llesendor in general have outlawed the wearing of all armor and weapons within the city. Tempers within the citizenry of Llesendor have flared of late; the growing aggravation and heated arguments could easily turn to violence if a resolution is not reached. Two weeks pass and the first patrol consisting of the free companies is sent out by the House of Nobles. Unfortunately it is sent out with no logistic support and no informative intelligence. It turns into a disaster. Sebastian Gentry, a captain of Griffon Watch, is the only remaining survivor. While in a drunken stupor, armed with a hand cannon, he will not allow any to get near the Green Dragon inn or a wagon parked nearby, he has already shot the horse that pulled the wagon. A large crowd has gathered looking over the bodies of 8 comrades of the Griffon Watch free company stacked on the uncovered wagon. A group from the Bronze Knight arrives on the scene planning on enjoying a meal at their favorite inn. They push through the crowd and are confronted by Sebastian. Vlad tries to talk to him, reason with him, but Captain Gentry will have none of it. Razz, on the other hand, ignores the weapon wielding Gentry and walks on past. True to his word Gentry fires at him. Fate, or perhaps divine intervention, is with Razz and the shot misfires, blowing Sebastian Gentry backwards violently. The shot triggers a riot, general chaos breaks out, the city watch struggles to gain control. The Bronze Knights present try to help, Razz calls down snow and sleet to try to quell the numerous fires being lit by the mob. Legar faces off with several armed citizens also trying to stop the fighting. Some of their efforts are noted by the Home Guard and they are advised to seek shelter within the Bronze Knights grounds. The riots continue but are eventually put down. Afterwords the Home Guard placed over 75 different members of the Free Companies in jail for minor injunctions over the past week. 18 have been murdered or died due to wounds during several brawls. This major rise in crime rate can easily be blamed upon the strife between the House of Nobles and the Free Companies. Lord Blackmoor, being the statesman he is, has come to the conclusion that soon the House of Nobles will become the target of the Free Companies armed fury if a resolution isn’t reached soon. The House of Nobles, led by Lord Ambristan Blackmoor summons the Free Companies of Llesendor to appear before the House of Nobles. It quickly became clear to Lord Blackmoor that the vassalage of the free companies was going to be much more difficult than the House of Nobles realized. The resulting meetings result in the Armistice Proclamation of 214.

Amnesty will be granted to any individual currently confined with charges pending as a result of the riot that occurred January 15th, 214.
Protectorate Order: Registration and permit required, with a fee of 250 silver royals annually. A maximum of 4 armed private body guards may be present in Llesendor, denoted by tabard and pole arm (arms & armor permitted). Members of the Noble houses are not subject to the annual fee.
Missile weapons are forbidden to all but those enlisted under the banner of Llesendor.
Brandishing of any melee weapon over the length of 18”; unless the individual is a member of a noble house (must be sheathed), enlisted under the banner of Llesendor or registered as a protectorate; are forbidden.
Metal armor may only be worn by those enlisted under the banner of Llesendor or registered as a protectorate.
Muster or Deployment: Covers any force exceeding 5 armed and/or armored individuals. Individuals must remain in formation and precede directly to one of the city gates in Llesendor; City Guard must be given prior notice of deployment; Permit Not Required.
Commanders at the city gates will be responsible for enforcing weapon and armament restrictions for those entering the City of Llesendor .
Formal contracts with the state overseen by the House of Nobles will only be issued to those formally registered as a Free Company of Llesendor.
Minimum compensation for services provided by a member of a registered free company will be 5 silver royals per month per individual contracted.
Defense of Llesendor; the crown reserves the right to muster the free companies in defense of Llesendor proper. Failure to comply will result in imprisonment, banishment or death depending upon the severity of the situation.
Gladiatorial Events transpiring in the confines of the Arena are exempt from this proclamation.
The Free Companies of Llesendor will have equal representation with in the House of Nobles. With the same rights as those attributed to the Guild of Surveyors, Slavers, Alchemist and the Religious entities of the Thainist, Duuran, Ixian, Aguierre and Typhon. The representative of the Free Companies will be elected by registered Free Companies January 25th of each year. The First Representative elected for the position is Captain Sebastian Gentry of Griffon Watch.
All current guilds and free companies are covered by a grandfather clause. New registrants will be charged a onetime registration fee of 5000 silver crowns. Annual taxation is still applicable.
All registration and permits will be issued by the House of Nobles Magistrate.
Failure to comply with this proclamation will result in the following penalties: a minimum fine of 500 Silver Royals and/or 30 day sentence of hard labor or confinement.

Lord Blackmoor, supported by the captain of the home guard Kalan McGregor, proclaims the Free Companies, under the Defense of Llesendor clause contained with in the Armistice Proclamation of 214, will be activated into service to act as auxiliary militia. During the debriefing Lord Blackmoor asks for volunteers from each Free Company of Llesendor. Sworn to secrecy, these volunteers will ride out to Badgers Mill and meet with Lt. Jonas Grayson to await further orders. This is in order to create a buffer zone known as “The Gauntlet” in preparation for the trouble occurring east and north of Badgers Mill in the area known to be inhabited by those serving the Manticore. Captain McGregor lays out his plan to deploy the Home Guard to the outlying townships. The Home Guard has dispatched 100 men to each of the 5 towns surrounding Llesendor, 150 based in Llesendor proper, 200 have been regulated to patrolling the roads cosseting Llesendor (twenty rotating 10 man units) and the remaining 50 have been assigned to support the auxiliary militia.

A minimum of 6 men from each individual Free Company will be required for the assignment.
The minimum term of service will be for 90 days.
The Auxiliary militia will be responsible for patrolling the 12’ mile area surrounding their assigned base camp.
Build signal beacons at proposed base camps. (15’ x 10’ x 10’ wood pyre)
Wages for the tour will equal 75 silver royals per week per unit for a total contractual payment of 900 silver royals. Half of the contract will be paid in two 30 day installments and the balance upon return.
A bonus of 2500 silver royals has been approved if assigned location is transformed into a permanent useable base of operation. Fortification constructed must meet minimum specifications of 100’ x 100’ rock or timber wall 10’ high, gated with one gate tower and three 20’ x 60’ buildings/long houses.
The House of Nobles reserves the right to extend the length of the contract of the free companies in 90 day intervals as required.
The contract extension includes an individual bonus of 1 silver royal per day of service above the first 90 days payable upon completion of contract.
4 consecutive tours will earn a freeman ownership of 50 acres outside of Badgers Mill or freedom for slaves.
No individual may be required to serve more than 2 consecutive tours.
The Paymaster Lt. Jonas Grayson will be responsible for payment of wages at Badgers Mill.
All bonuses must be paid directly to the individual. Bonuses are non-transferable.
One Sergeant and 4 men-at-arms will be assigned to each unit of the auxiliary militia to act as observers and base camp guard duties. The Order of the Bronze Knights has been assigned Sgt. Denton Bollinger, Horus, Anders, Blake and Murdock (all human). Each is equipped with studded leather, spear, broad sword, shield, heavy crossbow, horse, general supplies & provisions.
5 Runners (scouts) will be used along the gauntlet to transfer information. Sgt. Broderick Sykes, Xavier, Clemens, Turk and Kendal (all human). Each will be equipped with leather, spear, short sword, short bow, horse, general supplies & provisions.
Supplies, transportation & gear are the responsibility of the free companies.
Request for building supplies can be submitted for approval. Once approved the free companies can procure the supplies issued in Badgers Mill once the winter snows melt.

The Bronze Knight has been given the opportunity to volunteer and choose first among the locations of The Gauntlet. A place called the Eagles Nest is selected. Cutting to the chase, we arrived in Badgers Mill to find the place had grown more then 10 times over. The original town was only 40 or so. It has ballooned outward, giving rise to a shanty town and tent city. More then 400 now call this place home, and that's not including the soldiers and militia. We set out towards our assigned area. We are constantly hearing wolves in the area, one of our scouts actually has to shoot one as it came too close to his position. We have several battles coming up as we approach and get set up in our new base....stay tuned!
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JimmySwill
YOGC Staff


Joined: 02 Jan 2008
Posts: 1390
Location: Torsche

PostPosted: Tue Apr 06, 2010 10:19 am    Post subject: Reply with quote

This is an interesting endeavor for the Lodge. I don't think we've ever done this. Looking forward to the operations at Eagles Nest.
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