Monday, January 09, 2006

Long time no post...: RP update

Things have been on the hectic side, but here it is! Just for Nature Tom. Unfortunately he's back from school but was shipped out west like a sack of potatoes just so he can go skiing. Skiing vs. D&D. No comparison. D&D should win every time!

We've finally gotten a new player who has promised never to eat Doritos with his feet upon pain of death. Meloch the Minstrel, our new elven spell-filcher (shh! it's a secret), and his human ranger escort Melinda are our new shieldbrothers. Meloch has tons of experience in 3.5 edition, but wanted someone else to take the lead. Everyone who DMs always says that! Sometimes they don't really mean it. Hahaha!

Summary of play:

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11/6/05

The trip to the original outpost was not much of a success. Once Shallan got back from her ride with Drake the hippogriff rider there were two new arrivals sent by the Guild. They were hired out to find not only us but the other scouts as well, presumably sent along before the Guild recieved our distress signal.

There has been no response yet from our message.

A second larger attack comes that night: ogres and hobgoblins. While Dwight holds the gate, Meloch and Shallan hold the west wall. As Meloch hides up a tree and fires off his little pee-shooter, Shallan dispatches them. All of the party and most all of the scouts escape without serious harm.

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11/25/05

Reaching a unanimous decision, at dawn the group orders Andre and his scouts back to Woodlandtown. The two rangers, Ghost and Melinda, set false trails and Cynaric sets a particularly ingenious fire trap on the outpost gate. Meloch busies himself with setting traps along the way. All flying scouts were sent on ahead, while the mounted remained with our party.

On the third day as the party reaches the plains, a zebra-striped centaur meets the party. Omata tells us the centaurs are leaving their home in the east because of wemics.

Once back in Woodlandtown, we find that all the scouts made it back safe, but the Guild Hall is closed and our 'beloved' Armsmaster is holed up in his personal dojo. The two guildmembers who had harrassed Bats (goblin guildmember) are there, guarding Darik's door. Meloch charms on of them, getting us into the dojo without incident.

"The Blood Queen will vindicate me!" Darik cries as he and Dwight jump into a challenged combat. Although it was sworn there would be no weapons, 'La Pugilista' (aka. Dwight the Hammerfist) begins getting the upper hand and Darik breaks his word, calling his sword to his hand.

Things get hairy from there on in as a helmed horror is awakened. Ayman calls in a swarm of bats to handle Darik and the helmed horror is taken down with some excellently timed teamwork by Dwight, Melinda and Shallan.

As Darik is knocked unconscious, the party assumes control of the Guild. Ghost names Dwight temporary Armsmaster, attempting to put structure back in place. The Guildmaster is still missing and now the Guild has no real ladder of leadership. A search of Darik's room provides no clues, though Meloch attempts to abscond with a few of his items. Ghost takes offense and reminds him that it isn't Darik who owes him his fee but the Guild itself, and Darik's belongings should rightfully pass on to Dwight.

There is discussion of taking Darik back to his family to return him to his right mind takes place, but the company is as yet undecided.

If Darik is corrupted, run Ghost's thoughts, in what situation shall they find Dwight's other two brothers? Are the Paladins of Jovin compromised?

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