3. Save a Horse...

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Re: 3. Save a Horse...

Postby connivingsumo » Wed May 02, 2012 10:22 pm

tumblingdice wrote:
Spanningtree wrote:Soldath - Mage
OCC: Is there a list of spells from the spellbook?

Yes, if you look at the Player character status; adventure log, you'll see the treasure from this latest encounter. We'll assume that Biz casts her read magic spell, either here or at at the homestead.

ooc:
+ "scroll with 2 floating disc spells" = Biz would like one of these to copy into her spellbook.
+ "detect magic, light, sleep, ventriloquism, ESP, knock and levitate" = Biz would like a shot at: ESP, Knock, and possibly Light as she already has: detect magic, sleep, ventriloquism, and levitate.

Perhaps we could split the book up 3 and 3? I don't think Soldath has: Levitate, Ventriloquism, and Detect Magic? I think 'sleep' is the only one out of this book that we share?
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Re: 3. Save a Horse...

Postby Spanningtree » Wed May 02, 2012 11:35 pm

Soldath - Mage

That sounds like a good split Biz. Soldath will stuff the pages from the 3 spells into his spellbook looking about a bit. I hope there are no librarians about to witness our defiling of this book.

Soldath is ready to go.

OCC: Spell book updated with Levitate, Ventriloquism, and Detect Magic. Scroll of floating Disc added too.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 3. Save a Horse...

Postby tumblingdice » Thu May 03, 2012 1:48 am

Spanningtree wrote:Soldath - Mage

That sounds like a good split Biz. Soldath will stuff the pages from the 3 spells into his spellbook looking about a bit. I hope there are no librarians about to witness our defiling of this book.

Oh, but the DM is a librarian. And he witnesses all... :evil:
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby tumblingdice » Thu May 03, 2012 2:21 am

Day 10, Soladain, Thaumont 10th, Sukiskyn Homestead, late afternoon

Rain aside, and some thick fog on the moors, the return trip to Sukiskyn is uneventful. As you approach the homestead, past the rotting goblin heads on stakes, you find Pyotr and his ten-year old son Matvey outside, making repairs to the horse pens.

The master of the house waves, then smiles at the sight of the recovered horses. As he surveys your party, his smile turns to a frown.

"There were seven of you when you left," he says. "What happened?"

Actions?
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby connivingsumo » Thu May 03, 2012 2:21 am

tumblingdice wrote:Oh, but the DM is a librarian. And he witnesses all... :evil:

:lol: True story! :P
SUCCESSFUL "TRADES" with: tumblingdice x2, Blood axe, and Kipper! ~ thanks to all of you! :D

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“If more of us valued food and cheer above hoarded gold, it would be a much merrier world.” ~J.R.R. Tolkien
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Re: 3. Save a Horse...

Postby greyarea » Thu May 03, 2012 2:40 am

tumblingdice wrote:"There were seven of you when you left," he says. "What happened?"


Tret, rogue

Tret has been mostly silent and keeping to himself for the ride back. Hearing this question seems to snap him from his brooding.

Those cowards snuck up on Jarek and killed him. He looks about and nods to Taras and the others. The horses are back. Now is time for vengeance. Let's track and destroy those traitorous monsters once and for all. For Jarek. So his death was not in vain.
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Re: 3. Save a Horse...

Postby tumblingdice » Thu May 03, 2012 11:38 am

Pyotr's face softens on hearing the news, but only for a moment. "Time for vengeance indeed," he says, addressing the group. "More news since you left. Come inside."

To be continued...

Please see Out-of-character (OOC) chat for XP and treasure.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby tumblingdice » Tue May 08, 2012 12:37 am

Day 10, Soladain, Thaumont 10th, Sukiskyn Homestead, great hall, late afternoon

As Matvey attends to the horses, you follow Pyotr into the kitchen, exchanging shrugs with Taras.

Once inside, you hear conversation in the great hall, including a few voices you don't recognize. Crossing the threshold, your see four men.

One is blond, appears to be in his late twenties, and is talking with Pyotr's wife Darya.

Another one, with white hair, looks to be about forty, and is standing in silence, hands on his hips and eyes to the floor.

Finally, two young men--twins--no more than twenty, with shaved heads and pony-tails, stand in the corner whispering to each other.

All of them look like they'd be good to have on your side in a tavern brawl.

They all look up at your arrival. "Gregor," Pyotr addresses the man with blond hair. "These are men Stephan hired," he says by way of introduction, indicating you. "This Gregor. Boss at Ilyakana lumber camp."

Gregor steps forward, offering his hand. "What's left of it," he says. "This is Yuri," he adds, nodding at the white-haired fellow, who nods. "Grisha and Grishkal over there, they do most of the heavy lifting." The twins look at each other, shrug, then wave gingerly at you. Gregor laughs. "Not too keen on conversation, but good lads just the same."

Actions?
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby greyarea » Tue May 08, 2012 12:56 am

Tret, rogue

Tret looks at his fellows. Then at the newcomers. Then to Pytor, You said something about vengeance, no? Jarek's blood calls out.
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Re: 3. Save a Horse...

Postby Spanningtree » Tue May 08, 2012 1:33 am

Soldath - Mage

Shaking had all about: I'm Soldath, wanderluster. Seems like we have common enemy.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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