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Chuck
Posted by the GM
C&C Kingdoms of Kalamar
Recaps from TLG Forums
http://www.trolllord.com/forums/viewtopic.php?f=22&t=15103

Here are the recaps that were done on the TLG forums.
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Enzo
Posted by the GM
Nel mezzo del cammin...
Intermezzo II – Mais Daerlum...
https://youtu.be/yvjuv4IIKcU
E não é que a Corrente finalmente se estabeleceu na megalópole de Daerlum? A piada liderada por Mario parecia esperar que seus problemas acabariam com a entrega da chave a Piratão (a despeito de ainda serem vassalos de um poderoso Lich, e deverem encontrar as Abadjagas!). Não poderiam estar mais enganados. Devido ao atraso, e ao fato da chave ter sido entregue dias antes por Gragnar, o traidor, o renomado mafioso negou-se a conceder mais do que cem peças de ouro, peças estas logo abocanhadas por Thetas. Eis, porém, que Thetas some pela cidade (provavelmente perdido em sentimentalismos acerca de seu pai), e o General vê-se em uma situação difícil com sua nova montaria, Brio, o qual necessitava de uma cara licença para ser mantido nos estábulos da nova “República de Sembia”. Bah! Eles não tinham este dinheiro. Helen então tem a ideia de pedir o dinheiro emprestado a Perna de Pau, o dono da taverna Língua de Sapo, que toma como penhor o amado manto da barda, e promete devolver quando Piratão e seus capangas desocuparem a taverna. Que acordo!
A aparição do mendigo Bira, e o fato de entregar um mapa detalhado de Daerlum para Aemus e Manco dá à corrente uma nova base na qual trabalhar, claro, ao módico custo de realizar o “Sonho do Bira”!
No meio disto, Nixilis é convocado por um misterioso som de flauta (seria um chamado de Sylvanus?) e encontra, moribunda, sua mãe adotiva Lesha, que lhe entrega um valioso documento perdido pelas eras, e é prontamente levada ao templo de Lathander, sobrevivendo, mas ao custo de ver seu amado Nixilis enfrentar a guarda da cidade, o que poderia trazer consequências nefandas. Movran preocupava-se em conectar-se com Lathander, e descobrir a função e a história do misterioso cubo que insistia em chamá-lo, continuamente. Depois de uma rápida audiência com Agennus Vul, o Pontífice de Lathander, o feiticeiro teve duas certezas: Deveria investigar o misterioso elfo visitante do templo, e o fato de que a igreja de Lathander o havia decepcionado...Quem sabe não encontraria melhor sorte no Mosteiro da Última Luz?
Acompanhada por Manco, que agora era um membro efetivo, a Corrente reúne-se na adega de Perna de Pau, e após uma breve divisão de tarefas, fica determinado que Nixilis e Helen deverão encontrar Bira, o mendigo errante pelos arredores do distrito do Mercado, mas o motivo disto ninguém parece entender bem. Ora, ordens são ordens, e General Mario é o líder. O encontro desastrado com o mendigo dá errado, e após Helen sofrer o perigo de ser violentada, a vida de dois guardas da República de Sembia é jogada fora, mais especificamente por cima de um muro em uma viela. A testemunha, o esperto Bira, com suas meias palavras, desfere mordazes ameaças veladas, e urge nossos heróis a conseguir 80 peças de ouro, e rápido, ou então “alguém” poderia, “talvez”, contar o que vira naquela viela suja.
Aemus e Mario, por sua vez, focaram-se em obter uma negociação mais justa com Samos Aziz, uma vez que agora realmente necessitavam que ele saísse de perto da Língua de Sapo. O reticente mafioso concedeu mais uma chance da corrente provar seu valor, e entregando a misteriosa chave, determinou que eles fizessem a escolta noturna desta, nos arredores da cidade, até a chegada de um comprador desconhecido, que tinha alguma relação com o termo “IACT”.
Enquanto isso, o clímax das descobertas: Movran, acompanhado por um Draconato com amnésia, e posteriormente por toda a Corrente, descobre que o elfo misterioso é Thaunviel... Mas quem é Thaunviel? Aparentemente, um poderoso mago, que em decorrência de um ataque mal planejado, contra um poderoso fiend, desejava ardentemente um antigo e perdido artefato conhecido como “A Chave dos Mundos”, que poderia criar e manter portais para outros planos, sem riscos e por tanto tempo quanto necessário. Acontece que o mensageiro de Thaunviel, encarregado de encontrar um tal General Mario Catilina na taverna Língua de Sapo, fora interceptado por um brutamontes chamado Venn, que por acaso trabalhava para Samos Aziz, que descobrira toda a trama, e a localização aparente do artefato. Nada tolo, percebeu que poderia lucrar muito com a Chave dos Mundos, e encarregou, por pura ironia do destino, ninguém menos que os mercenários da Corrente para pegá-la...
Diante de um Thaunviel aflito (e que por acaso sequestrara o cubo de Movran) a Corrente se compromete a, de alguma maneira, manter a chave em seu poder, mas encabeçada com o dilema de manter a palavra e o contrato feito com Piratão, deslocam-se pensativos para o local combinado, esperando lograr alguma maneira de satisfazer o pacto com Aziz e ainda assim ficar com a Chave.
Mas tudo deu errado. A despeito das tentativas bem intencionadas e engenhosas de Manco, a Corrente pouco logrou do comprador misterioso, a não ser descobrir que se tratava de Mymus Purpleglove, simplesmente um dos comerciantes mais ricos de toda Daerlum, e que em um futuro próximo (um mês!) poderia vir a se tornar o líder eleito de Sembia.
Aflitos e pensativos, a Corrente se descabelava em tramoias possíveis para recuperar a chave, quando um rugido vindo da floresta chamou a atenção do Tiefling...O Troll Thyrsul, dono originário do cubo, fora rapidamente derrotado pela agora poderosa Corrente, sendo chamuscado repetidamente pelo fogo abrasador de Movran (ou de Kossuth?) e finalizado com um golpe certeiro do Hammer de Tempus. Mas a noite é escura e longa, e os choros de um garotinho parecem indicar que a Corrente ainda está, para todos os efeitos, Nel Mezzo del Cammin...

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Memoirs of a Teifling: The Life and Times of Delphinius Neptunio (Excerpt 3.12)
Part III

My Life as an adventurer

Chapter 11 - Delphinius, The Bold!

We continued our search for the remaining glass eyes. I let Ishketh lead the explorations and kept close to my loyal bodyguard, Pogwe. The constant danger and traps around every corner were sapping my will to go on, though I knew we must.

Our next discovery was a small room with 2 statues, Azuth the wizard and Torm Patron of Self Sacrifice. Beneath a barrier on the floor was a golem and a treasure chest. Manipulating the statues teleported the golem above the barrier, but he was hardly a match for us. A bit more tinkering teleported us down to the chest containing 2 more glass eyes. A nice change of pace as we bested the trap without so much as a scratch.

Our easy victory lightened our spirits, everyone's step was a bit lighter as we continued on. We came to a cylindrical room not unlike those magical spinning hallways in Mordenkainen's House of Whimsical Mysteries back home. Revek sent his owl to investigate, going into a trance to see through his familiars eyes. The doors to the hallway slammed shut, and the room did indeed begin to spin, only Revek saw what happened inside. His skin turned a ghostly white, even paler than normal. Suddenly his trance broke as the room had tumbled his poor pet to a battered and bruised death. Apparently that takes quite the toll on a wizard. I played soothing music while we rested to help improve the mood.

We backtracked looking for another way around and came to a control room with a golem watching the rotating hallway. We didn't disturb the golem but came to realize that this was yet another trap with no reward meant to lure would-be adventurers to their death. Have I mentioned I hated that tomb?

We were still mourning the loss of Revek's pet owl (even though he could just resommon it. Seriously, Rev, not everything is despair and sorrow) when we found him a new one. A golden skull sitting upon a pedestal in the middle of an otherwise empty room. Rev's greed got the better of him as he quickly snatched it up. The skull came to life flying around insulting him, chattering on. It talked more than I do. While annoying, it certainly did provide a bit of levity in this death dungeon.

Next we found the final tomb of the old gods, Kubazan. Frog masks, a collection of random items, and a series of frescoes on the wall depicting various scenes using those items. Easy-peasy. So we thought. One minor detail missed and wraiths rose from the floor. They were quickly dispatched, but not before half of my life essence was stripped away. Taking another look at the cracked paintings, we discovered our mistake. The sarcophagus opened revealing the bones and dust of Kubazan. Weak and frail, I quickly rummaged through the remains and trinkets hoping for something to restore my strength. I gladly accepted the spirit of Kubazan.

I could feel my strength returning. The fear of death was gone. My weak and frail frame no longer mattered. Nothing could stop the mighty Delphinius Neptunio. Master of the stage, bard of the ages, leader of this band of merry adventurers Delphinius and Company, or the Neptunio Players if you're into the whole brevity thing, man.

"To me, my Players!!!" I lead the way through the dungeon. A series of tapestries blocked our path. I stormed through not noticing the scene turning from revelries to debauchery to death and cannibalism. Behind the final tapestry was a reanimated and decaying boar head on the wall. It beckoned us forward so it could feast on our flesh. I charged right up to it and ripped the rotting, gaping maw right off the wall.

"Onward!!!" I shouted.

We came to a door with 10 small empty 'eye sockets'. We only had 8. No door would come between the Dashing Delphinius and his prize. I kicked down the door and bolted inside. A domed room with a floating ball covered in a tapestry. A beholder!!! I snatched a magical spear from Ishketh and hurled it directly at it's center eye. The spear went sideways and stuck to the concealed ball. A magnetic fake. Haha! You cannot fool this bard. I dispelled the magical iron ball causing it to crash into the floor cracking the shiny marble. "You see Acererak?!? We fear nothing!!! Show yourself and fight!!!"

A booming voice began to laugh a deeply unsettling chuckle that had no effect on my, but echoed in the depths of my companions souls. "I am Belchorzh. My gaze will be your undeath!!!" The invisible beholder floating around the room began firing death and disintegration rays at will.

"Chaaaaaaarrrrge!!!!!!!!!" I led the attack dodging eye rays from our invisible foe, swiftly followed by Ishketh and Pogwe. With Revek's help, Pog flew up towards the sound of the demonic laughter, but his slashes caught air as the beholder kept just out of his reach. Belchorzh's powerful invisibility made him nigh invulnerable so I grabbed Pogwe's magic jug of mayonnaise and threw it directly at the beholder.

The thick white condiment covered the monster revealing its location. "There is your beast! Have it him!!!" I bellowed to my compatriots. A stun from Pogwe's greatsword and a holy smite from Ishketh's snake god nearly brought the demon to its, um, knees. I took the monster's gaze and ordered Revek to kill it with fire, even though I'd fully be caught in the blast. My demonic heritage would protect me. And so it did. Slowly through the smoke, a silhouette of a half-man, half-demon standing with his heel in the pupil of the most feared demon of all the realms. Delphinius the Bold was the hero of the hour, and Belchorzh the Beholder was no more.
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Bragi
Posted by the GM
Deadly Quests
38th Session Summary
11th of Alturiak

The group listens to the speech of Lord Thydrim and all agree to join the people of Rashemen in their war against the Red Wizards. Xzar shares the information that he learned from his friend in Thay, Yaphyll. The Red Wizards are known to build in failsafe spells in to their constructs and this time is no exception. Known to most wizards of Thay is an arcane incantation which causes an orb of color to appear in the wizard's hand. When thrown at a target, the orb bursts and releases a pulse of energy related to the color of the orb. If an orb of lightning is thrown and hits a diamond golem when the golem is not active controlled it causes the creation to deactivate, an orb of acid which hits an emerald golem causes it to deactivate, and an orb of thunder which hits a ruby golem causes it to deactivate.

After the conclave concludes, Fyldrin informs the group that he will be accompanying them to the gorge. It is also at this time that the other members of the group realize that Nix is missing. Xzar sends Montaron up in the skies to search for Nix but he is unable to be located. Sevrin notices a set of halfling sized tracks leading away from the hunting lodge and the group heads West to search for Nix. Reaching a crossroads where several small halfling sized tracks lead in different directions Church takes the lead and the group begins to follow the wrong set of tracks. Eventually they are lead to a small stand of trees occupied by frost sprites. The mischievous spirits of the forest are both amused and angered by the trespassing of the group upon their lands. They cast a spell upon Jarna causing her to briefly break out in to a dance before she shakes off the effects.

One of the sprites moves towards Church and becomes enamored with the kenku and decides that Church must stay with them. He casts a charm spell while the others negotiate unsuccessfully to let Church leave. Fyldrin, using his knowledge of the land and the spirits which reside upon it, suggests that a gift might appeaze them but before they can act, the sprites decide to freeze Church and keep him as a statue.

Combat ensues, Xzar asks Xaehyd to punch him triggering his Hellish Rebuke which he uses upon himself and as flames burst around him, he moves towards the frozen Church Bell. Meanwhile, Jarna picks up the frozen Church statue and begins to run away. Xaehyd knocks out of the sprites with a kick to the head. The group begins to retreat and Pickle throws behind a feldspar gemstone as an offering to the sprites.

Backtracking, the group eventually finds the correct tracks and continues onward. Jarna rushes ahead of everyone eager to rejoin the war campaign and fails to notice a deep crevasse until it is too late. She attempts to jump away from it but manages only to fall in. She falls 30 feet and lodges her axe in to the slick, wet walls.

Several hours prior, Nix had fallen in to the crevasse while exploring the wilderness. Attempting to climb up, he succeeded in making it half way before falling back down the slippery ice wall. Now waiting for rescue, Nix looked up to see Jarna dangling above him.

Xaehyd ties his rope together with Wyatt's to form 100 feet of rope. Fyldrin secures the rope around his waist as Jarna and Nix eventually emerge from the crevasse. The group then begins their long march, back towards Mulsantir and then to the Gorge of Gauros.

14th of Alturiak

Settling in the for the night at a large camp on the banks of the river Tir, a dark figure approaches the group in their circle of firelight. She is robed and deeply hooded, her features concealed by a dark red mask. It is obvious by her dress that she is a member of the Wychlarin.

"Greetings," she says without formality. "I am Nythra of Seven Rivers, a witch of Rashemen. I spoke with the great Othlor, Lady Yhelbruna, and we agreed that you are the ones to help us in the coming battle." Without asking, Nythra crouches by your fire and continues. "We have discovered that Zulkir Thrul's gemstone golems do indeed exist, and they are completely resistant to the magic of Rashemen. Even if we manage to defeat the Thayans, it may be at such a terrible cost that we will be helpless against their next attack. The sad fact of life is that there seems to be an endless supply of Thayans and a limited number of Rashemaar. Even now they seek to delay and frustrate us. Thayan agents were caught trying to destroy the Tir bridge just last night."

"The gem golems do have vulnerabilities, however. As the letter you intercepted implies, the Red Wizards still have trouble controlling the golems, and an entire circle is required to keep them moving forward and fighting. My sisters and I can identify which circle is controlling the golems, then you must fight your way to the circle, disrupt it, and destroy the Thayans' control of their creations. The circle is likely to be led by a very powerful Red Wizard, possibly
a zulkir. The rewards, in both glory and will be considerable. Will you help us?"

The group agrees without hesitation and they are joined by Nythra.

17th of Alturiak

Near the southern border of Rashemen, the army has gathered, numbering over 20,000 individuals and joined by 10,000 others from Thesk and Aglarond. The army moves south, along the shores of Lake Mulsantir and finally in to the Gorge of Gauros. Here, near the warmer southern climates, the snow is less oppressive but still covers everything in a deceptively peaceful, white blanket. Lord Thydrim, Nythra, and Fyldrin meet the group on their journey southwards.

"Your warning came not a moment too soon," Thydrim says. "We have word that the Thayans are on the march with rank after rank of strange, gleaming giants in the van. These will be the gem golems. Nythra of Seven Rivers has told me of your mission. I wish you luck and pray that you die well."

Fyldrin of the Eleven (or rather Twelve) Chairs grabs his father's arm. "Let me go with them, father!" he demands. "The land is in danger and the people need help!"

Thydrim initially refuses his son's request and asks the group if Fyldrin would be indispensable to their mission. The group convinces Thydrim that Fyldrin should come with them and so he is permitted to join in the mission.

"Nythra will accompany you as you go up the gorge by witchboat. There is a place not far from here where you may hide as the Thayans pass by. You will wait until the golems have passed your position and engaged my warriors, then you will make your way down into the midst of the Thayan army. Nythra will show you the wizard's circle that controls the golems - that is the one you must attack. Our archers will cover your advance and Nythra and the other witches will cast spells as needed to support you, but the brunt of the
fighting will fall upon you. If you succeed in disrupting the circle, the Thayans will lose control of their golems and we can destroy them here and now."

Thydrim salutes the group in the Rashemaar style, his arms crossed across his chest.

19th of Alturiak

Thydrim returns to the group as they approach the front lines of the battlefield. "My sentries report that the Thayans are less than an hour away," he says, "so you must go now. Good luck, and may the spirits fight with you." Then Thydrim, Iron Lord of the Rashemaar, is gone, leaving the group with the witch Nythra and two Rashemaar scouts. "Come quickly," Nythra urges. "The enemy approaches."

She leads everyone to the nearby river Mulsantir, where a small boat waits. Upon getting into the boat, it begins to move downstream of its own accord. "Our witchboats," says Nythra, "are one of our
best resources against the Thayans."

The boat carries the party a mile or so down the gorge. Once there, Nythra sends the witchboat back upstream and leads the party up a narrow, winding trail, slippery and treacherous in the snow, to a rocky saddle hidden from the gorge below.

Below lies the wide Gorge of Gauros, with the Mulsantir winding like a green ribbon in the south. Along its bank marches a seemingly inexorable tide of warriors. First come dozens of gleaming figures twice the height of a tall man, apparently crafted of ruby, emerald, and diamond in the shape of armored warriors. Behind them is an enormous rabble of Thayan soldiery; gnolls armed with long bows and flails, humans in a variety of armor, wild-eyed orcs, chittering goblins and cavalry mounted upon horses, black unicorns, leucrotta, centaurs - even wilder, unidentifiable creatures. Overhead, a flight of red robed wizards, mounted on griffons, swoops and wheels.

"This is what we of Rashemen must face constantly," says Nythra, softly. "No matter how many times we defeat them, they always return."

In the distance you see that the Rashemaar are deployed in a wide section of the gorge, their flanks secure against the River Mulsantir and the sheer gorge walls. As you watch, the gem golems lumber toward the Rashemaar. Arrows fill the air, but glance off or
break against the glittering gem-hard skin of the monsters. In a few moments, the golems have reached the first Rashemaar battle line, and wade in, swinging their great arms, throwing Rashemaar warriors aside like toys; behind come the gnolls, orcs, goblins, and humans.

"Look!" urges Nythra. "The wizards!"

Almost directly below you, guarded by units of gnolls and other creatures, Red Wizards, resplendent in red satin robes, form circles and chant ominously, obviously summoning powerful magic.

"They use the circles to enhance their power," Nythra hisses. "Wait!" Nythra closes her eyes in concentration, as further down the gorge, the golems send the first Rashemaar line fleeing. Beyond the main bulk of the Rashemaar army, the witches are busy too, dancing and capering about small fires, sending lightning bolts, fireballs,
and other castings at the golems. A few stumble and hesitate, but most advance, slowly but steadily, apparently unstoppable.
"There!" declares Nythra, pointing to a wizard's circle a hundred yards or so distant. "That one! He's controlling the golems! Go now! Before it's too late!"

The Rashemaar line wavers, stumbling back in the face of the golems' onslaught. Then with a great groaning, a dread wood man appears, grabbing at golems and smashing them into glittering shards, or flinging them to shatter on distant rocks. It is an awesome sight, but it may not be enough, for the golems concentrate on the wood man, ripping at his tough, bark-like flesh and tearing huge
chunks in it.

After several minutes of strategical discussions it is decided that Roslyn, Sevrin, Nix, and Nythra will sneak around, through the hills towards the circle where they plan to unleash one of the elven artifacts in the temporal stasis paradox box, the nesting dolls. Sneaking down the first steep hillside they make their way over to the first embankment when Nythra, in wolf form, is spotted by the nearby goblin platoon. Nythra distracts the goblins as they give chase and the others carefully make their way up the hill.

The trio need only make it past a single griffon mounted wizard when Roslyn stumbles over a rock buried in the snow covered terrain. The sharp eyed griffon immediately sees Roslyn and dives down to attack, while the wizard sends a message to the other griffon riders. Rosyln and Nix make a run for it distracting the griffon and giving Sevrin a chance to hide.

The griffon swoops down and attacks while the wizard summons a swarm of bats targeting Roslyn. In a daring move, Nix jumps on to the back of the griffon as it attacks Roslyn and he slashes at the wizard from behind with his dagger. Scoring a critical hit, not only does Nix slash through the wizard's leg but he also severs the saddle upon which the wizard is riding, causing the wizard to plummet to the ground. Nix makes a decision weather to stay on the griffon or attempt to jump to safety just as the griffon flies along the edge of the hill's steep cliff. The griffon implements a corkscrew maneuver and Nix falls, hitting the edge of the cliff and falling down to the ground below, his impact upon the cliff edge compounding with his impact at the bottom instantly severs his spine and he lies lifeless on the ground.

Sevrin seeing his companions in mortal danger rushes ahead to Roslyn and they scamper down the hillside. Roslyn succumbs to the swarm and falls as four additional griffons in the distance quickly swoop down to attack. Sevrin vanishes behind a hilltop as the griffons descend down upon his position.

As the group begins to fail, one after another, the other members watching from a distance decide it is time to take action. Church says a prayer to Quorlinn before charing towards Nix. Nythra attacks with magical bolts of force while Jarna, donning her helmet, begins to charm several commanding officers causing their squads to advance to the front of the lines and away from the group.

The griffons after making quick work of Sevrin are seen flying up above the hillside. Xzar casts a spell and the earth itself reaches up with stone fingers, pulling one of the griffons back down and restraining it to the ground.

Desperation sets in. The healers rush across the battlefield to help their fallen comrades. Jarna, Xaehyd, and Fyldrin rush in to they fray. Sevrin however, was not killed and after awaking from being knocked unconscious, has just enough strength to activate the nesting dolls. An army of 10 kara-tur warriors, 10 wyverns, 10 fire elementals, 10 hill giants, and 10 imps emerge. Sevrin commands them all to attack the wizards but a diamond golem stands in their way.

The newly created army charges causing the Zulkir himself to react. Beads of sweat pour down his face as the pain of casting a powerful spell nearly knocks him unconscious. Somehow, through his years of training, the spell is released. A blazing sphere of pure white light flashes across the landscape and the wizards are encased in a prismatic sphere.

The army engages the diamond golem as they swarm past, breaking off diamond crystals in the process. Sevrin rushes over and scoops up a few crystals before climbing up the nearby hill. While unable to look directly at the blinding dome, he covers his eyes and watches as most of his army is obliterated as they charge the protective barrier. The wyverns fly at the sphere and their flesh is rendered from their bones, leaving only their skeletal corpses. The hill giants push in to the dome but their bodies are likewise engulfed in a combination of flame, acid, and lightning as each one falls, reduced only to ash. The elementals with their immunity to both fire and acid push past the first layer and their forms disappear in to the blinding light, Sevrin is unable to see if any actually make it through and he is forced to look away as his eyesight is burned by the blazing light of the dome.

Church reaches Nix at the one minute mark and begins casting revivify but he has forgotten the diamond component of the spell. A burst of wild magic emanates from Church's feathers lifting his feet an inch off the ground and empowering his spell to bring Nix back from dead, without the diamond.

The healers rush to Nix and leave Jarna in a vulnerable position as she defends herself against a deadly cluster of black unicorns with priests. Xzar attmpts to aid Jarna with spells from the hilltop. Xaehyd and Fyldrin engage a group of Thayan warriors, and the others rush back to rejoin the combat leaving Sevrin alone on the hill with his quickly dying army in front of him.
Session: Chapter 6: The Gorge of Gauros - Sunday, Sep 16 2018 from 12:00 PM to 4:00 PM
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Genet Fouts
Posted in Lankhmar
An evening at the Lucky Copper pub
Our heroes sit around a table sharing stories and roumors. Lela, a friend of Sob’s and a woman of the night visits our table. Genet secretly signals to her that they are both members of the Whores Guild and introduces her to all seated at the table: Margora, Flossin Javits, Tyla Deepneau, SobRicky Riquet, Rafe Skurlocke, and Genet Fouts. Frustrated that none will purchase her wares, she departs for better clientele. After discussing various rumors, the heroes choose on to pursue in the morning. They then agree to meet in the morning at the south gate and visit one of the farms. As they leave the pub they hear a woman’s pierce the night scream. Lela comes running from the shadows followed by four armed men. They threaten to kill her. She offers her nights earning to whomever can drive them off. Lela falls to the ground and something dark falls from her hands to the earth. Rafe casts a spell and two of the attackers are shaken. Margora tries to attack one of the ruffians, but is wounded. Sob picks up what Lela dropped. It is a mask. Flossin wounds their leader and Tyla convinces the ruffians to leave. Lela identifies their leader as Palp from the thieves’ guild. She says Palp hired her last week to be a lookout for him on a job but does not know what the particulars of the job were. Glossin and Magora bandage up Palp and he volunteers that the ruffians were hired to steal the mask and return it to who hired them. Lela says they followed her out of a tavern and threatened to kill her. Lela, searching around the darkened street, says she lost a black satin costume mask. Unable to find the mask, we head our separate ways for the night with plans to meet at the south gate in the morning. Flossin, on his way home, encounters a commotion down an ally. Curious he moves closer and sees several bodies including the body of Lela, with her throat slit. The other bodies have their faces burned away. None of the bodies have been looted.
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Epic!