Saturday, April 5, 2008

Harkwood and Beyond - 2008-04-04

The Kingmaker's Caravan makes its way south to Harkwood. It is still spring and the weather alternates between foggy and wet. As the road bends towards the Great Desert the sky clears and the sun comes out and they suffer from under its burning glare.

The Caithnessian roads are not Imperial roads and often they find themselves struggling through the mud and over hills. The villages along the Caravan Route thin out as they travel south. Three days can pass before they see sign of human habitation. Finally they reach Harkwood, villages become more common and the lands more populated. Fortifications are more common as well on the frontier.

Seeoff's is the object of much hatred, but his presence in such august company prevents any action. Almost two weeks after they left Simonton. They arrive at the Citadel of Harkwood. It is bursting at the seems with refugees from Blythe, Merchant Caravans from the north, and Companies of troops headed south to reclaim the Barony of Blythe.

Ismael talks them into the Citadel and they find a place in the Caravan District. The Citadel is divided up into Districts and Wards. The old Baronial Castle is now a Monastery, the new Castle is a massive structure of Human design and Dwarven Craftsmanship. There are also three Wizard's Towers close by. All lie withing the boundaries of a Normal-Mana Zone.

A pair of Watchmen are assigned to guard the Caravan and to to prevent trouble for Seeoff. The Tax Collector arrives and collects his taxes.

Lord Kraypike, Baron of Swampgrass has fun toying with the street urchins who accost them. After some chicanery they leave off and the Kingmakers find them avoiding them there after. Much to Kraypike's satisfaction.

They are exhausted by there trip and decide to stay in Harkwood for a few days to rest, resupply, and gather information for their trip. Across from their encampment is a group for Elves garbed for war. They have transformed their encampment into a forest glade. Providing shade and discrete privacy from prying eyes. When the Kingmakers inquire

Arteasian goes shopping, there is not much in the way luxury goods and even mundane goods are in short supply.

Dain remains in camp and delves into Ismael's Haddaton Ale, shortly after noon he is a drunk as a Lord.

Kraypike heads for the old Lords District and immediately senses the change from Low to Normal Mana.

Rene accompanies Kraypike, but finds himself duck thrown poisoned knives.

Kenji initially remains with the Caravan, but immediately takes up his duties as bodyguard to Rene following the assassination attempt.

Cirmi

Ismael

Seeoff's remains at their encampment as sentry and makes sure Dain regrets his drunken binge with good humor.

Kraypike and Dain find an Italian Restraunt in Harkwood.

Another assassination attempt on Rene. A Citadel Guard's crossbow was jerked down by unseen hands and discharged in Rene's direction. Fortunately his instincts kicked in saving his life.

Invited to dine with the Elves that evening and into the early morning.

Invited to luncheon with Lord Fenark, Baron of Harkwood.

Another attempt on Rene's life when an Batista fired from the Citadel wall. Fortunately Kenji managed to save his life. When they investigated the weapon they found a grappling hook and rope on the other side of the wall. The rope was treated with some kind of flesh dissolving poison that crippled Rene's hands.

Cirmi managed to neutralize the poison and Arteasian stopped the bleeding, but eventually they resolved ti cut off his hands and have Cirmi cast Instant Regeneration on them.

The Kingmakers confronted the Captain of the Citadel Guard and demanded to interrogate the Watch Crossbow man on the incident. There was much argument, with Lord Kraypike jumping down the throat of one of the Officers. The Officer then reveled himself to be the son of Lord Fenmark, Baron of Harkwood. Eventually the were satisfied with their answers and decided to leave late that night, with stealth, and be many miles gone by morning.

Unfortunately that evening Rene was poisoned at diner, but Cirmi's timely intervention prevented his death.

That evening they left the Citadel of Harkwood and began the long trek through the charnel house of Blythe.

Monday, March 24, 2008

Simonton Tourney - 2008-03-21

Simonton Tourney

The Kingmaker's journey comes to an end in the capital city of the Barony of Simonton. Their Captain brings them smoothly into dock and they are met by the the Port Master. Like many Caithnessian bureaucrats he is brusk, but efficient and they quickly pass through customs and are guided to the caravan park. Where over a hundreds wagons and sprawl across the fields. Dotted with Pavllions, Tents, and Wagon homes. There are Caravans from almost every major Trading House and Guild on Yrth.

As they passed the City Walls they saw the banners and pennants flying of dozens of Noble Houses, Knights, and Guilds. It is three days before the beginning of the Tourney of Flowers and the opening of the Tourney Season. Beside the Banners and Pennants of the Baron of Simonton flies the Baron of Carrick. His Majesty, Lord Conal IV of Carrick is present along with the royal court, but attends as Baron of Carrick to lessen the import of his visit. After they set up camp, the Kingmaker's pair up and head into the city to shop and gauk at the festival air of the city.

The Simonton Watch advises Seeoff's to remain in camp to avoid confrontations with Blythe's Refugees and sympathizers. The Reptile Men caravan guards of the House of the White Star were attacked, but driven off. He then posts three guardsmen to protect their property. As they travel through the city and take in the sights.

The Feast is a wild affair of entertainment, company, and politics. They are introduced to My Lord Baron Walton of Simonton and My Lord Baron Conal of Carrick. Walton is in high spirits and a gregarious companion. He is a juggernaut in the Joust and expects victory.

The Kingmaker's mingle and learn about current events in Caithness.

* His Highness King Conal IV of Caithness, Baron of Carrick is attending the Tournament of Flowers. He is attending as Baron of Carrick in order to avoid too much fuss.
* The Royal Court is awash with rumours that the King is finally seeking a bride.
* The Barony of Blythe was attacked by Jann Soldiers, Orc Januaries, and Reptile Men Tribes. It was devastating, its Lords, Knights, and Soldiers have fallen, refugees have fled north into Harkwood and Simonton. Caravan Masters are being advised against travelling to the Djinn Lands.
* My Lord Baron Cabble of Denton and My Lord Baron Walton of Simonton continue to feud. Their Knights and Armsmen attending the Tournament have already fought several brawls even before the Tourney begins.
* The Royal Court is in a frenzy as Nobles and Knights maneuver for the positions of Baron in Mershal, Redhall, and Blythe. There is also increasing tensions regarding the ennoblement of Dame Bronwyn of Fordham.
* A scandal involving the murder of a young Noblewoman in Photius.
* Taxation Disputes
* The straightening of the Abolitionist movement in Caithness.
* The increasing presence of Elves and Dwarves at Court.
* The ever increasing number of Agents, Spies, and Diplomats from foreign nations.
* There is also a strong contingent of Knights of the Order of the Stone present.My Lord Baron

Conal IV of Carrick approaches them and engages them in conversation. Most of his inquires seem to be about there recent advancements and what they know of Sir Cat. It appears that there Companion has caused quite a stir among the Nobles and Knights of the realm.

Their conversation is briefly interrupted when one of his retainers takes him aside and he is quickly joined by Lord Walton. They both return to the Kingmakers and His Highness asks them if they know of Sir Cat's arrival with a small army of 400 Armsmen at his back.

They clam the King and Baron's fears. The retainer returns and informs them that Sir Cat's Army seems to be heading north. Word is they are new vassals for his fief. The King mutters about having a private conversation with Sir Cat sometime soon with an amused look on his face. Despite the Kingmakers assurances.

The only shadow over the feast in Master Rene's challenges by not one, but four Knights, to a Joust the next day.

The next morning, with half the Kingmakers suffering from hangovers they see a Knight's Pavilion being erected by several retainers wearing the arms of Sir Cat of Red Hall. He moved in last night and found the Armsmen sent by his wife Dame Kenzie to prepare for his participation in the Tournament.

Rene manages to ask Cat's help preparing to meet his challengers in the Joust later that day. He agrees and tries his best to teach him enough to avoid getting killed. Dain adapts a suit of Heavy Plate Armour for him. Causing much suffering among the hungover.

Dain asks Imric to fetch the Enchanted Maul he purchased from Master Deryus in Tredroy. Imric agrees, for a price.

Rene's challenges surprise them all. He wins his first match, but loses the next three. Honour is satisfied.

Sir/Caravan Master Ismael is approached by several Merchants who want him to transport their goods to clients in the Djinn Lands. One of then wants hims to transport a Tank/War Wagon designed by Master Leonardo of Tredroy. The Kingmakers take a great deal of undo interest in the Tank, but finally they decide against it.

Later Ismael seeks out the Lord of the Centaurs and inquires about an male Elf and female Centaur traveling togther and in possession of a particular book and other items. The Centaur said he did not know of them, but he made such a good impression he said he would keep an eye out for them and send word to him when and if he did.

Arteasian sought out the Centaur healer, seeking to learn more about Centaur Healing Herbs and Magic for use on Horses and Men. The Centaur was accomendating and the afternoon passed swiftly.

Later that evening several of the Kingmaker's enter the Lists.
* Grand Melee Champion is Sir Cat of Red Hall.
* Melee Champion is Sir Cat of Red Hall.
* Joust Champion is Baron Walton of Simonton.
* Pas D' Arms Champion is Master Dain of Grinnel.
* Archery Ring Champion is Sir Cat of Red Hall.
* Archery Target Champion is Rayn Half Elven of Telperion.
* Archery Champion is Mistress Arteasian of Whitehood.
* Wrestling Champion is Wulfgang of Blythe.
* Arcane Illusion Champion is Journeyman Liam of Wallace.
* Arcane Duelist Champion is ???
* Arcane Battle Magic Champion is Baron Kraypike of Megalos.
* Arts Champion is Mistress Talissana of Simonton (Jeweled, articulate Hawk)
* Bardic Champion is Lord Angus of Wallace (Lament - "Fall of Red Hall")
* Crafts Champion is ???
* Caravan Champion is Caravan Master Ysstakii of Yibyorak of the House of the White Star.
* Tournament Champion is Sir Cat of Red Hall.

* The Queen of Flowers is Lady Caitlain, daughter of Baron Michael of Photius. Championed by Sir Cat of Redhall.

The Archery Ring competition was fierce and narrowed down to 4 contenders. It took 3 rounds to determine the outcome. All three ended up Champions.

At the Feast that night Sir Cat danced with Lady Caitlain, causing a bit of a scandal.

Arteasian continued her search the next morning for the other half of the Ring given to her by Queen Laurlyn of Telperion, but had little success.

As a side note, Sir Cat gave the Archery Ring prize of an Orichalum Ring to Imric in exchange for a favour. Sir Cat ransomed back many a Lords and Knights arms and armour in exchange for the services of one of their retainers for a year and a day. They next afternoon, the Kingmakers and Sir Cat separated and went their separate ways, but they did receive an invitation to visit when they returned from the Djinn Lands.


Cheers


QM

Monday, March 17, 2008

Ambush on the River Smoke - 2008-03-07

2008-03-07 - Ambush on the River Smoke

The Kingmakers and River Pirates make their ambush plans for the Slave Caravan.

Kraypike's Ally Shastastak scouts ahead for the Slave Caravan Barges and reports back. They have been reinforced by Mercenaries. 20 Iron Wolves lead by Captain Martin DeVries and the Caravan Master has a new bodyguard.

Sir Cat appears in their midst a few hours ahead of the Slave Caravan in Panther form. He transforms and informs them that the Iron Wolves are secretly still in his employ and that it would be a bad idea to use Magic against the Slave Master's new bodyguard. He is a Suhudese Sword Saint.

Disguised as River Pirates they spring their ambush.

Sir Cat leaps across the river onto one of the barges and knocks the Caravan Guards one after the other into the water.

Rene rise up from the river and pulls himself onto the barge, He and his Rapier make short work Caravan Guards. His victims lay down face up staring at the sky with only one eye for eternity.

Ismael uses Illusion and Movement Magics to project the image of himself dressed as a Pirate, swinging on a rope over the river, with a Scimitar in his teeth. The then lands on the barge, overawes the Caravan Guards and offer their surrender. Then he leaps to the next barge and ends up confronting an old companion. After a few passes he surrender when he find their barge overwhelmed by the River Pirates.

Camouflaged as shrubberies, Dain carries Kraypike over the water, seemingly running on air. They are struck by an Explosive Fireball and burst into flames. Kraypike counters with Resist Fire and when they arrive at the Caravan Master's barge smash through his Caravan Guards. Dain destroys the brain of the Fire Wizard, but meets a challenge from the Caravan Guard Captain.

Seeoffs drags himself onto a barge and using his claws, cuts down the Caravan Guards, knocking them into the river.

Arteasian fires her bow from shore and picks her targets carefully. She drops the Caravan Sergeant and Wizard before the battle ends

Cirmi (aka Imric) levitates out of the water and jumps into a barge. Then using sword and sorcery makes short work of the Caravan Guards.

In the end the Caravan Guards and Wizards surrender, but the Suhudese bodyguard does not. He accepts a challenge from Rene. He introduces himself a Kenji Ombekimo. It quickly becomes obvious that the two are Masters.

Finally Kenji stumbles and finds Rene's Rapier point on his Great Helmets eye shield. He stand bows acknowledges his defeat, sheaths his sword and step aside. "I owe you a debt/ransom Master Rene."

The Kingmakers and River Pirates hear a gurgling sound from behind them to find Sir Cat cleaning his sword and to see the Caravan Master bleeding out on the deck.

After that it was all over, but for the dickering. Sir Ismael interrogated his old comrade Sandi ibn Mik'ael about the Djinn Lands and current events in Tredroy. When given the option of being sold as a slave or being entombed until a later date. He chooses to be entombed.

Sir Cat offers the former slaves a new life as Freemen on his lands. All, but a few Araterians accept his offer. He arranged for his new vassals to be escorted by the Iron Wolves to his lands. (Reaction Roll "17" and +6 modifiers.)

The 40 Araterrians accept Master Cirmi's aid in removing their Slave Brands, but suffer under under his care.

Lord Kraypike and Master Dain offer the River Pirates work as Mercenaries. After careful consideration he accepts and Master Dain pays them a large sum of gold in advance. When they start discussing travelling arrangements, Sir Cat offers them a solution.

He will guide the former River Pirates to his lands and house them their until Master Dain's return. He also offers them a supplementary contract as Mercenary Escorts for his new vassals. Captain Thrane eagerly agrees.

Then Sir Cat changes his orders for the Iron Wolves and has them escort the Araterrians to Tredroy and into the care of his friends among the Abolitionists to get them the rest of the way home.

The Kingmakers leave the former slave caravan behind and continue on to Simonton. Sir Cat says they will catch up in a day and a half and join them for the Crown Tournament.


<<>>


Thanks


QM

Friday, February 29, 2008

2008-02-08 - Caravans, Slavers, & River Barges Oh My!

2008-02-08 - Caravans, Slavers, & River Barges Oh My!

The caravan roads leading from the Pillars of Heaven take us north west into Caithness and to the River Smoke. There we find a Citadel of the Knights of the Order of Saint George.straddles the River Smoke and is the first line of defense against Megalosian Invasions.from Raphael.

There the Kingmakers wait and watch as the Goblin Caravan loads onto River Barges and heads up river to Baronies of Denton and from there to Simpton. Then they will have the chance to load on returning barges. The Warden of the Citadel, Sir William meets with Master Ismael and they exchange information and gossip over a meal.

Rumor has it that the Civil War in Megalos is proving profitable for Caithness raids into the Duchy of Craine and specifically the Citadel of Raphael. By the number of troops within the walls it looks like life will be difficult for the Duke Bran while he is away fighting the Civil War.

Within a few days the river barges return and they onload their Caravan and head up river. As they leave they see a the slaver caravan has more than doubled in size in stock and guards. The journey up river is uneventful, travelling by river barge is peaceful amf relaxing save for Master Dain and Sir Ismael who are ill at ease on the water.

Finally they arrive in Denton. Here they are recognized by the Captain of the Watch who send a message to Baron Cabble.They off load and set up there camp inside the walls of Denton. The city is alive with merchants, caravans, and people from all over yrth.

Chavaleir Rene is unsuccessful in floating a Suhudese Underground Boxing Ring however. He does recognize some notable Tredroian Wrestlers among the Caravans headed for the Djinn Lands.

Lady Arteasian does some shopping and finds a few artifacts worthy as gifts for her companions. While Sir Ismael, Master Dain, and Baronet Kraypike are invited to feast as guests of Baron Cabble.

Which leaves Seeoff's the Reptile Man alone to guard the Caravan. Unfortunately he is attacked and overwhelmed by thieves who steal from Master Ismael's wagon and escape. The Kingmakers return to find Seeoff's badly hurt and the bodies of three would be thieves.

They quickly cast some spells and track the thieves to a necropolis. They are stopped by the caretaker who warns these trouble makers about disturbing the tombs. They find the spot where their spells indicated the thieves were last seen. There are a few people in the necropolis, visiting loved ones, paying respects, and Chavaleir Rene uses his Psionic abilities and detects the distinctive sound of someone running away.

Sir Ismael quickly scales one of the tombs and sees a figure running away. Readies his Double Hand Crossbow, aims, and fires. Both bolts strike home sending the figure flopping to the ground like a rag doll.

Cirmi (Baron Imric in disguise) teleports to the figure and find a young human boy, mortally wounded, and dying. He quickly rips the bolts from the boys back and magically heals him. Eventually they manage to awaken the boy and interrogate him.

His name is Dugald, he is a Thief-wannabe. He was hired to provide a distraction while his employers escaped. They drain him of information and decide to let him go. Then they set about tracking down the Thieves. It is Chavaleir Rene's Psionic abilities that lets them track them to a mausoleum. The first thing they find is it is situated in a no-mana zone, secondly the door is sealed, and finally its ancient black marble dates back to the earliest days of the Banestorms.

Again Chavaleir Rene's Psionic abilities allow them to find the secret to opening the door. Inside they find the surprised thieves and sir Ismael's goods. They try to flee down into the mausoleum, but are brought down by bolts and knives. Baronet Kraypikes Lightning Bolt fizzles in the no-mana zone.

One of the thieves are the bottom of the stair screams in terror at something coming from deeper inside. A powerful, ghostly hand grabs one body and snatches away one body. The second thief panics and freezes. Looking from the darkness below and the Kingmakers above. His sudden scream of terror is silenced when a Vampire attacks him and drains him dry on the spot.

He turns and stares malevolently up at the Kingmakers. Chavaleir Rene flippantly asks for his Knife back and the Vampire obliges. Cirmi (Baron Imric) tries to talk to the Vampire, but it disdains to answer and turns its back on them and walks back into darkness and out of sight.

The Kingmakers debate entering the mausoleum in pursuit and killing the Vampire, but after listening to the Caretaker decide to leave it be... for now.

Master Dain finds an Alchemist/Enchanter in town. When Master Timothy learns who he is with he invited the Kingmakers over for a feast in their honour. His tower is based in the only normal-mana zone for hundreds of leagues Baronet.

When the Kingmakers return to camp they Sir Elendil (Cat) watching with Seeoff's the Slaver's Caravan arriving a short distance away. He greets them warmly and gives Sir Ismael the shards of Mornblade. His reaction is somewhat dismayed.

He introduces the newest members of the Kingmaker's Cirmi and Seeoffs. Sir Cat shakes their hands and seems to know who Cirmi truely is by scent, but he does not give much more away. He seems distracted and when asked he smiles and shows them small illusions of his four children and tells them of the rebuilding of the Barony of Redhall and the Kings Gift of Land and Title in the south west of the Barony, inside the forest of Telperion (Sterling Wood).

He asks Master Dain if he can reforge the sword? He looked at it and said he could if he had a week and a forge. Baronet Kraypike suggests Master Timothy might be willing for the chance to examine the strange metal and witness Master Dain's Crafting. Sir Ismael agrees.

They exchange stories and catch up on events. After they broke the Orc Invasion at Redhall and helped bring down the traitor Baron. He lead a Wing of the Knights of the Order of the Stone in pursuit of the retreating hordes. When the Caithnessians stopped at the Great Desert he tracked them into the desert and all the way back into the Orc Lands. Where he finally turned back and headed home.

The Kingmakers recognize the look in Sir Cat's eyes as he stares at the Slaver's Caravan. He requests they identify the Wizards among the Caravan Guards for him and then relaxes for the rest of the night.

The next morning they see Sir Cat confronted by the Captain of the Caravan Guards and twenty of him Men-at-Arms. When they arrive they learn that the Caravan Master, two of his Wizards, and bodyguards were murdered in the night. They obviously blame him and seemed ready to attack until he points out how badly they are out numbered and who he is, but he never admits to the crime.

Finally the Marshal of Denton arrives with a number of Knights of the Order of the Stone and sends the Slavers back to their camp. Sir Cat thanks them for preventing a bloodbath. The Marshal asks for his word, not to interfere with them again. He reluctantly gives his word and reacquaints himself with one of his brother Knights and begs a favour.

Sir Cat is expecting a Caravan of his own. Former Slaves who found sanctuary in the Barony of Lorian are settling in his lands as freemen. The Knight agrees and moves on.

The next couple of days are relaxing.even for Master Dain who sweats away reforging Sir Ismael's sword. Sir Cat stays with the Kingmakers most of the time and seems to enjoy making the Slaver Caravan nervous.

Tuesday, January 29, 2008

The Kharijites Attack - 2008-01-25

The Kharijites Attack

As evening approaches the Kingmakers enjoy a good meal and begin to practice their various skills.

Rene asks them to throw things at him so he can practice his Precognitive Parry. Arteasian agrees and practices her Archery on Rene with blunted arrows, while Kraypike throws rocks. Dain tend his arms and armour and Imric studies his spells and Ismael joins Cheops in prayer.

As the sun sets and twilight falls Ismael alone is warned by his Ring of impending danger. Casting Keen Eyes he sees shadows take shape about 15 meters from the camp and crossbow raised and fired.

Ismael's enchanted item deflect the missiles. Rene's Precognitive Parry suddenly works and his rapier and main-gauche intercept the incoming bolts. Dain is pierced three times to the fletchings. Cheops warned by Ismael, had cast Body of Stone, and their bolts shattered on his rocky form still kneeling in prayer body. Imric's bolts reflect back upon his attackers. Arteasian's enchantments deflect the bolts harmlessly away. While Kraypike reeled from the impact of multiple bolts.

Then shouting their holy way cries they charged forward with sword and shield. Revealing two dozen Kharijites Ghazis (Knights) attaking them through the twighlight. Leaving those relying on nightvision as in the dark as anybody else.

The Kharijites charged forword, giving the Kingmakers time to recover from suprise and stun and ready a few spells and their weapons before engaging mujahedeen.


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Cheops cast Body of Stone and them Steel Wraith. When the lone Kharijite attacked him he rose up from the ground and smashed through the Ghazis shield and armour, knocking him offf his feet and unconcious onto the ground.

Seeing Ismael introuble he leaped forward and ripped out the throat fot first on and them the other of Ismael's attackers.

Lastly her cast Stone Missile and charged it for three seconds before unleashing it upon the last Kharijite attacking Arteasian. Crushing his skull and snapping his head to the side.


As the last Kharijite falls the Kingmakers check the fallen and discover they wounded dead. they swallowed poison rather than accept capture, but fortumely Ismael managed to capture three in his Mass Daze spell. Dain killed one in a vengeful, blood thristy rage, and left the last two for Imric to interrogate.

Imric resorted to mundane methods of interrogation and torture before resorting to mage. Only one of them broke under mundane torture. The Kharijites are Ghazis (Knights) from the Citadel of Quazr As-Sawh on the Megalosian Frontier. They had recieved orders from the Atabeg Sorab ibn- Haroun.

The Atabeg is a ancient and powerful Sorcerer who was targeted by Imric many years ago. The attack seems to be revenge motivated. The Kingmakers kill the last two Kharijites and bury their remains. Leaving no trace.

Kraypike makes preparations and takes to the sky in search of the two Sorcerers (Wizards) who aided the Kharijites, but of them he can find no trace.

They set a more vigilant watch settle in for the night. Only Cheops got any sleep that night. In the morning a tired group eats a cold breakfast and readies for travel.

One the road they pass a Muslim Noblewoman and her armed retinue pass by. They bear the banners of the Caliph of Al-Wazif. The noblewoman may be a relative or a concubine.

Later on they pass a group of sufi dervishes twirling and dancing to drums and flutes on the road to the Pillars of Heaven. Ismael offeres them a gold coin for each and seeks their blessings.

The Kingmakers passed a Slave Caravan on its way to the Djinn Lands. It consisted of 200 Slaves, 50 Guards, 6 Wagons, and a Minotaur eunuch.

They see signs of the Goblin Merchant caravan later that evening as they pass through a village. Finally they arrive at the Pillars of Heaven and Ismael reaquints himself with the sufis. Their are many Scholars, Healers, and Entertainers gathered around various Sufis. Like small colleges these wisemen hold classes and court.

A small bizzar has appeared near the Pillars and Dain finds an interesting suit of armour in one merchants tent. when he tries to buy it the Merchant tells him he cannot sell it to an infidel. It is for the chosen one. When he enlists Ismael's help they still get no success. Frustrated Dain and Ismael leave the merchant to his shop.

Ismael is approached by an old man, telling him he has a message from Allah for him. At first Ismael doubts him as Muhammad was the last messenger of Allah, but somehow the old man convinces him to listen. Their are Michealites hunting a female Centaur and male elf in the Great Forest in the foothills of the Fence of Gods Mountains. The silvan carry a white book, a flute, and a feather taken from the corpse of an angel. Ismael entertains the idea of locating these fugitives to ask them about


Imric contacts Errandis to warn him of a Kharjities attack and learns that he has a message from Dain's people for Ismael. They have found his sword, or rather the shards of the sword he called Mornblade. They have been given to Elendil to hold for Ismael.

Do you want Elendil to deliver them to you on the road?

They spend the night in the Pillars of Heaven and in the morning travel onwards to Caithness on the southern road to the Djinn Lands.




*Awarded: 3cp*


Cheers


QM

Into the Djinn Lands

Into the Djinn Lands

As dawn breaks, the roosters cry heralds the dawn, and the sun lights the mighty towers of Castle Lorian.

Lord Imric awakens to the muted sounds of the castle bustling with activity in the morning and smiles. One more night until he leaves Baron Lorian behind and Imric leaves to pursue another adventure.

Not that things have been boring. That unfortunate business with the Angels still causes him some annoyance. His new Stewart is as prepared as he will ever be. His servants bring him breakfast and he begins the days work for the last time.

In the guest quarters Baron Kraypike is awakened and served by the Castle's servants. He moves with unaccustomed ease and smiles. It seems while learning new spells he forgot many meals. His cloths and armor have been taken in and adjusted. Dain's superior work on his armor has greatly improved his ability to move.

Dain awakens next to a servant girl and smiles. His stomach announces his hunger and he grabs the remains of last nights diner from a tray. These last few months in Lorien have been relaxing, but he is ready to leave on their journey.

Arteasian awakens in the Castle Gardens. Imric's gardener has done a fantastic job of blending cultivated plants into a natural setting. The fountain and birds add a peacefulness of the forest to the surroundings. Servants arrive and assist her and provide breakfast.

Ismael arrives later that morning with three wagons, his page/apprentice Joseph, and a Reptile Man. He has made preparations for the journey and acquired goods to sell in the Djinn Lands. He somehow also acquired a Djinn Passport. There are only two Merchant Houses allowed to do business in the Djinn Lands and somehow he managed to get one. The passport is for Kellogg, Bruin, and Racine Merchant House. Of which he is currently Master of. He leaves his new wife behind to administer his lands.

They all meet for lunch and Ismael introduces the Reptile Man as Cheops ("see-offs"), their guide for the Djinn Lands. He is a Muslim and they met while Ismael was on the Hajj. He answers questions put to him, but seem too shy to offer any of his own.

Kraypike, seeing the wagons realizes he can have one of his own and sends out Imric's Servants to acquire one with the supplies he would need for the journey.

Arteasian decides to purchase Horses for them and leaves off to do so. Fortunatally Lorian is renowned for its Horses and she soon acquires the mounts she needs.

Imric's Stewart has prepared a banquette in honor of there leaving and a merry celebration it is.

In the morning everyone assembles and they prepare to leave. Waiting for them is an Honor Guard of four Knights who will escort them to the borders of Lorian. The roads are empty this time of year and they make good time. They are approached by peasants occasionally selling goods along the roads.

No one recognizes Lord Imric as he is now disguised as Cirmi, a human scout. Their escort leaves them at the border with a salute and there small caravan trundles onward.

After a few days on the caravan trail they are met by a group of fifty horseman. Their leader demands a toll to pass on the road. His price is agreeable and Cirmi rides back to Ismael and requests the funds to pay them. Their leader gives them a white silken banner with a red slash through it as a pass and they wheel away and ride off.

They are met later that evening by a Cavalry Trooper of Hazi Lancers. They demand to know the Companions business and Ismael talks to them. The Captain points out that the banner they are displaying belongs to a Bandit Troop of some 200 Raiders. It is a mark used to identify their targets. They thank the Captain for his courtesy and take the banner down. The Troop then rides off.

The Companions exchange looks and vote on weather they want to continue displaying the banner and ambush the Bandits. Cirmi decides against it and they travel on to an Oasis.

The Oasis lies in a crescent shaped bowl which is actually a small valley with a lake in the middle. Water flows from the rock face of the cliff and fig trees line the main path leading to it. There are many groups and Caravans arounf the Oasis, Goblin Merchants and their Reptile Man Guards, a Centaur Tribe, two Hazi Nomad Tribes, and a few others.

Cheops, Joseph, Ismael set up a camp and prepare the Yurt. Kraypike heads out to talk to the Goblin Merchants, Arteasian to the Centaurs, and Cirmi disappears into the Yurt and then Teleports back to his Castle.

Kraypike eventually meets with the Goblin Merchants and they exchange pleantries. When he learns they are travelling to the same place hw asks if we could join with them. While they have no problem travelling with them they cannot protect them if they are attacked.

Arteasian tries to meet with the Centaur's Healer, but is rebuffed by a Guardian.

Dain explores the water flowing from the rock face and then is drawn to the Centaur encampment by the sound of smithy work. He too is intercepted by a Guardian and rebuffed.

Mean while in Lorian <<>>

Ismael recieved an invitation for he and his companions to join Shiekh's tents for a meal and entertainment. They all agree, save Cheops who remains to guard the encampment. There is music, dance, acrobatics, and displays of martial prowess. Rene and Ismael enjoy a smoke from the hooka. Dain was unsuccessful in woowing away one of the suhudese acrobats.

They return to their encampment see Cheops walking patrol and to find it guarded by several Reptile Man, but upon close inspection discover they are statues created by Cheops. They night passes uneventfully and in the moring they pack up and move out. Of Cirmi there is now sign.

Realizing their mistake, Arteasian contacts Imric and informs him they have moved on. He uses a spell to look through her eyes and teleports to their location. He approaches the caravan subtly and rejoins them.

On the road they trail the Goblin Mechants all the way to Gebel-Thamad, the border city between Al-Haz and Al-Wazif. Once there they rest and once again Cheops prepares the encampment and sets up his sentries.

The Companions spread out across the city.

Rene heads to the Casbah, where he looks for a likely victim and spots a wealthy noble with two bodyguards moving from stall to stall collecting protection money from the merchants. He employs a local street urchin into his plan and managed to come away with a purse worth over 11, 000 copper. He then buys some Hashish for a local merchant.

Arteasian goes shopping. Looking for presents for the Companions and curiosities. She finds a merchant selling Amulets, three of which she identifies as magical. She buys them and a Hookah for Rene.

Dain continues his quest into metal working and finds a human working is Damascus Steel cutlery. He closely observes the Craftsman at work and buys a few items to experiment with.

Kraypike runs afoul of a group of Ciathnessian Mercenaries who mistake him for an Orc. Kraypike manages to convince them he is not an Orc, but a Goblin and a Hero of the Battle of Redhall. Their leader start to realize the truth when the Caliph's Guards arrive to break up the confrontation. He managed to kiss the Merc before they are separated and sent on their separate ways.

Arteasian asks Imric to Identify the spells on the Amulets and makes a startling discovery. One amulet, a dream catcher is blessed by Isu/Jesus and grants protection from disease and nightmares. The second amulet protects against water, and the third protects against Pain.

They spend the night and in the morning join the Goblin Merchant's caravan and head west.

Kraypike has to be sent away from the group to play with his Lightning Bolt spells and gets bitten by his horse and he Lightning Bolts the horse in return. which angers Arteasian when she hears about it and takes the horse away from Kraypike. Leaving him to the wagon.

They are stopped by a Cavalry Troop who asks questions about the Lightning Bolts coming from their Caravan. Kraypike steps foreword and after an explanation they ride off. Unfortunately the Goblin Caravan is out pacing them and they are slowly being left behind.

Then Kraypike stops to experiment with his Lightning Bolt under water and is joined by Imric experimenting with a Sound Jet under water. Dain is dragooned as a test subject and is shocked. When they leave the lake they find Cheops and the others setting up camp.

The Reptile Man is quiet and reserved. He never asks questions, but answers them when asked. A man of few words. He is a devote Muslim who seems to talk to Angels when alone.

As the sun sets and the Companions settle in they hear the lonely cry of the desert coyote in the night.


Cheers


QM

Imric and the Angel

Imric and the Angel



Bartholomew and the heavenly strife puzzle
Although not himself religious—indeed, perhaps because he isn't religious—this matter of angels showing up and fighting one another has Imric deeply intrigued and somewhat worried. It's unsettling. But there seemed no way of finding anything out. But then it occurred to Imric that his spell for summoning demons might also work for angels—particularly if he knew an angel's name. So after some research, Imric summoned an angel known for scholarliness named Bartholomew. Almost to his and the rest of the group's surprise, it worked. The angel Bartholomew showed up, although he was somewhat impatient and not disposed to volunteer a great deal of information. Bartholomew was a typical humanoid angel—tall, beautiful, perfect, pair of snow white wings. No sword. I don't want to lose track of the conversation with Bartholomew because of the confusion that followed. Imric learned a good deal, despite Bartholomew's disclaimers of willingness to explain anything. Certainly some guesses were confirmed. First, it became clear that yes, angels were fighting one another, and that it was some sort of Islamic angel/Christian angel schism. Second, it was confirmed that there are other powers of similar potency—that, for instance, the angels who died in those woods were killed by something different. So, Ismail's theory that it must have been yet other angels responsible for that event is wrong. It was some other power, perhaps of nature, and so the elves need not feel that they and theirs are defenseless in this higher game. Third, Bartholomew was aware of Tsunikahn (that dire, mindwarping being in a cavern beneath Bilit Island); it seemed to be another example of an “other power”, and there was some hint that nothing had been done about it because it would be difficult or impossible—a possible indication of limits to the capabilities of these angels, perhaps even of their god or gods.
It was not made clear whether the factions of angels represent actually different deities. The doctrine of Jesus, and an admonition made by the more aggressive angel who showed up after Bartholomew, points to the Christian and Moslem deities sharing identity. The Angel of the Wheels seemed to chastize and psychologically impact Christian and Moslem alike, and chided one Moslem leader for being too proud vis-a-vis the local Christians. But then, why the fighting? And why Christian-looking and Moslem-looking angels? Still, a fair haul of knowledge from a being who disclaimed any intention of telling a thing. One wonders if it was carefully observing the letter of some rule.
Clearly given the “other powers”, it's hard to argue that worship creates these powerful beings. Nobody worships Tsunikahn, and Imric doesn't have the impression that anyone worships whatever took down the angels in those woods. But perhaps worship modifies them in some way?



Angel of the Wheels
For reasons unknown, in the middle of the conversation with Bartholomew, another and much more obtrusive angel showed up. It was a huge thing of fiery wheels, wings, eyes, and radiance. It shone with light and perfection and righteousness. Some who saw both feel it was a greater angel than Bartholomew; it certainly had a greater impact on one's consciousness, but Imric wonders if Bartholomew wasn't just more subtle. Everyone who saw it was impacted deeply, although one or two including Imric had the strength of mind to shake it off. All the castle staff were kneeling, praying, wailing, apologizing, screaming and whatnot. The being reacted to pleas for forgiveness by burning the pleader to ash, apparently because forgiveness was not its job, but God's, so it sent them to God where they might get some. It ashed three people in this manner. Imric was distinctly miffed.
After its departure (Bartholomew luckily went to it and then they flew away) the castle was in a right old mess. People were distraught—some were driven insane. With Imric's and Ismail's leadership, it was more or less sorted out. Artesian leaped on the situation with glee—you could see in her eyes, “finally a chance to lead!” Unfortunately, it was perhaps too obvious, and in addition she has little or no understanding of the mindset of monotheist humans; her insensitive comments came near to provoking a riot against godless Elves. Ismail was particularly valuable in calming things down, with his deep religious insights and his status as a believer, unlike say Imric who is a godless heathen (and indeed was addressed as such by the angel). Ismail led everyone to chapel, where they prayed devotedly, the Christian and Moslem together.
So now Imric has a passel of zealots, of a sort, in his castle. Some of them are not very functional. It was lucky for Imric and for all concerned that Errandis was present, with his fantastically rare and difficult Cure Insanity spell. He charitably volunteered to help out, and eased the worst disturbed. But the fact remains, many of the staff, from servants to men at arms to administrators, are now very devout, deeply affected by their massive religious experience. At least their version of devoutness seems rather interfaith—Christians and Moslems are standing together. But the fact remains, Imric is neither Christian nor Moslem, and Imric realized that he was looking at some potential long term problems in terms of governing.
He hit on a plan, which was made practical largely by the inspired propaganda skills of Errandis, although subtle mind magics played a part. He has planted the idea that Imric is an unwitting agent of God—that while a heathen, and less than benevolent, he seems to be fated to act for the good (especially from the perspective of religionists who believe in commonality between Christianity and Islam). Take for instance his actions stopping the Orcish invasion of Christendom, or his defeat of the attack of the fanatic Hazi sect who would slaughter Christian and Moslem alike (the Christians for being Christian, the Moslems for being willing to consort with Christians). Consider the civil war in Megalos, where the main rebel, the duke of Craine, favours crusades and an invigorated anti-Islam Christianity; Imric has been a sizable factor in handing this duke some major defeats. Then there is the matter of the plague at the holy city of Geb-al-Din, which was causing deep problems for pious Moslems going on the Hajj. Both Jesus and Imric went there and healed the sick—Imric apparently to mess with the minds of the faithful, but the fact remains that he healed quite a lot of people. Also witness the fact that he mouthed off at the angel and yet it did not smite him. Clearly God is using him as an instrument to accomplish good despite himself.
Imric's people may be somewhat predisposed to believe this simply because he has been a surprisingly good Baron—taxes are low, Imric blesses the crops, and Imric generally doesn't use much tax money on his own lifestyle, plowing it back into improvements to the barony. He has the peasants trained with the longbow, favouring their ability to defend themselves if only because he has no fear of them no matter how good they get. His justice is admittedly cruel—but it is also unerring, which is more than many other nobles can claim.
He has also put about a somewhat different approach for the people round about the barony who did not themselves witness the angel. It wouldn't work on those who were there because it smacks of impiety—they feel deeply that whatever the angel wanted to do was all right because it was what it was; its perfection was beyond mortal challenge. However, for a typical countryman, this tale might do well:



The Tavern Story of the Angel and the Baron
“You want to 'ear about the angel, eh? Well, I wasn't there, o' course, but I had this from my cousin works as an undercook down t' castle. So, first thing anyone knew, there was a sound of wings, and then this 'uge angel floating over t' courtyard. Everyone knew it were an angel, but it wasn't like what you hear about normal angels. It had lots of wings, but also it had all these wheels o' fire, big ones and not so big ones and then it had eyes—lots of eyes, and nobody couldn't tell 'ow it all went together, like. It seemed like it looked into your soul—looked into everyone's soul, all at the same time. Everyone was kneeling an' praying an' repenting an' all. They all kinda saw all their sins, and there it was all perfect, like. Lots of 'em was never the same. A couple begged forgiveness. And the angel, it had this thundering great voice, you didn't just hear it, my cuz said you could feel it in your bones right through the walls o' the keep, which they're like four cloth yards thick of solid stone. When it first come it was saying about sinners and all, but when someone begged forgiveness it told this:
“Forgiveness does not belong to me, but to the Lord”
An' then it burnt them to a crisp. From the inside out—flames came shootin' out of 'em and there wasn't nothin' left but a pile o' ash. Suppose they went to get forgiveness from the Lord. People was there say you knew it was right if you could feel the angel's meaning, as 'twere, but it seems hard.
But there was one funny thing about it all. Gave me a chuckle. Yes, I know, you wouldn't expect funny from an angel. And you'd expect it still less, mayhap, from the other person in the story. Who? Why, the baron o' course. Angel's only been there but a second or two when Baron Imric, he pops out o' nowhere like 'e does, and there he is floating in the courtyard with it, piping up wi' that magical loud voice he uses sometimes and arguing with the angel, cool as you please telling it to stop a burning of his people like the angel was some royal messenger making a mess of his carpet. Well, now, the angel it don't pay much attention till the priest, 'e begged forgiveness and the angel started in saying forgiveness was the Lord's. T' baron, 'e says “Oi! That's my priest, you leave 'im alone! If anyone's going to be a burning of my priest alive, it'll be me thanks very much!”
Well, the angel finally takes notice. It calls 'im a godless 'eathen, which 'e is, an' tells him that this is a priest of God and none of his. An' it keeps on doing what it's doing. Burned that priest to ash, it did.
Now, I talked to a few people was there. Not all of them even noticed the baron despite how normally they're that scared of 'im, and 'e was using his big voice and all. But the angel just made 'im seem like nothing. It seemed to take up the 'ole world, they said, and they couldn't even imagine what it would be like to 'ave it pay you any real attention, like. They was curled up small just from its sorta knowing they was there.
But t' baron, you gotta hand it to 'im. There 'e was a arguing with it, and when it told him off, did 'e shut down? 'E did not. 'Ard to believe, really, and shows 'e ain't exactly what you'd call pious. But 'e told it to leave! It didn't pay him no mind, o' course, but 'e was still talking when it did fly up an' away.
So what I think is, well . . . to be sure, 'e's an 'eathen, and not a very nice fellow into the bargain, that's fer sure. Wrong ter talk back to an angel, an' all. But by me, it's pretty funny. It's like a sheepdog pup 'oo sees a royal nine point buck, figures sure as sure it's just a really big sheep. Be a good old laugh watching it try to 'erd the royal beast. An' when I imagine t' baron floatin' there tryin' to give an angel what for, why it tickles my funny bone.
But you know, funny though it be, and misguided though 'e is, still--'e did it for 'is folk. 'E could 'ave buggered off. But 'e was willin' to defend us against all comers, even ones 'e shouldn't ought to. I reckon we must be the only folk in all Yrth with a noble what would try to defend them agin' an angel. We always knew 'e acted big. But we didn't know what 'e'd do faced with summat bigger than him. Well, now we know, ay? Reckon 'e'd fight for us agin' prince, bishop or the Devil hisself.
Still don't understand why it didn't just smite 'im. Reckon God 'as a plan for 'im even if 'e doesn't 'ave one for God. But nohow, I'll drink a mug to t'owd bastard.”



The Shrine
So now, since the event, a shrine is being erected on the site and pilgrims are beginning to journey there. The shrine is available in common to Christians and Moslems although they tend to sit in different spots. Imric has made no attempt to stop any of this, but he has drawn the line at hucksters. His elvish insistence on style and grace prompts him to lay down the law—there shall be no tacky tourist trap nonsense, no fake angel feathers, no badly decorated commemorative mugs. Interestingly, this is one place where his feelings and those of the believers coincide. He hates cheap tackiness in general, they violently oppose anyone who might cheapen the holiness of the event.
A Hand of Michael also came to the castle to investigate, and concluded that an angel was indeed on the site. Nobody seems to have noticed Bartholomew, who seems to have been altogether a more unobtrusive presence. So none of the group mentioned Bartholomew or Imric's deliberate summoning of an angel, which one suspects might have been considered heretical or something.

All in all, Imric's considered opinion is that if he ever tries that again, he'll do it in some forsaken corner of the Zarak mountains or an untenanted area of the Great Forest.

Errandis's Journal - 2007-12-28

Errandis's Journal - 2007-12-28
With the Campaign Season over I left the Companions/Kingmakers for Istarlond in the company of Fingolfin. I sometimes miss travelling by mundane means. My first thoughts upon arrival are of Luthien and my first action is to seek her out. I find her tending the children with Indis. I watch as she tells them a story of the time long forgotten. When the Elves and Dwarves first awakened on Yrth. Her skill matches my own, but is different in style.

I lean against a tree and admire her. Her face is relaxed and happy, her eyes clear and bright, but most of all the cage is gone. She is healing. I smile when the children complain about being put to bed. They all want another story and so do I. She looks up and smiles, holding a struggling child fighting to stay awake, and my heart soars.

My arrival causes some chaos as the children demand a story from me. I smile and tell them tomorrow and we put them to bed. Faerie lights illuminate our paths and the children finally settle in to sleep. I take Luthien's hand in my own and we also head to our beds. She smiles indulgently as I cast my Spells and prepare my Wards.

The next morning I full fill my promise to the children and tell them stories of the world. Then I seek out instructors for the spells I desire. It does not take long. It feels like I never left. Time passes and I study my new spells, teach what I have learned, and join the Rangers of Lebethron on their missions. My nights are spent with Luthien.

Occasionally I travel to Yibyorak and among Duke Bran of Craine's supporters, spreading distrust, rumours, and attacking morale. Usually through stories, songs, and deception. I use my Contacts, Allies, and Hirelings. I also gather intelligence and exploit opportunities where I find them.

Then Imric calls to tell me he plans to Summon an Angel. Knowing me as he does, I expect he wants me there in case of trouble. Unfortunately I arrive too late to talk him out of it. He had learned the name of an Angel he wished to Summon, Bartholomew, of the Grigori Choir.

I arrived too late. Another angelic being arrived. An Ofanite, who's presence left the religious humans in a state of rapture. The second angelic being burned two of Imric's vassals and chastised a third. Much to Imric's distaste it declared its authority higher than his own.

The aftermath, was a nightmare. Imric was forced to place many under a Mass Sleep. I assisted where I could. Those who suffered a loss of sanity or were harmed by the visitation were cured, but I was not allowed to remove the incident from their minds. A large number of Imric's servants left his employ.

Fortunately, Ismail's presence of mind and with some subtle assistance from Imric they managed to prevent a religious frenzy and calmed things down. Imric asked that I change his reputation to prevent a possible backlash from the incident. Using my usual anonymous methods we were successful.

At the site of the incident the peasants erected a shrine. It soon began drawing pilgrims from the surrounding countryside. Imric's efforts in suppressing exploiters garnered him much respect from his servants and vassals. With that event resolved I returned to Istarlond.

Cheers

QM

Errandis's Journal 2007-12-14

Errandis's Journal 2007-12-14


Cast of Characters
Ismael - Knight of the Hearth, Sworn to Baron Imric of Lorien.
Dain - Master Armourer and Merchant Charter of Trade with Dwarves of Grinnel.
Rene - Cavalier of Princess Acuria's Court.
Kraypike - Baron of Bog and Master of the Battle Wizards Guild.
Fingolfin - Master Craftsman and Imperial Writ of Introduction.
Imric - Baron of Lorien, Grand Master of the Knights of the Hearth.
Arteasian - Recieved Favours from those we Aided.
Errandis - Knight Errant of Lavalee and Political Mover and Shaker.

Reaping of Rewards:
Where to begin... The Companions (aka Kingmakers) covered themselves with glory in the siege of Dekamura. They broke the Harbour Chain and cleared the path for the landing of the Megalosian and Cardian Fleets. The Imperial and Cardian Wizard Corps overwhelmed the Dekamuran Wizards and the Fleets sailed into the docks and began off loading troops with few losses.

Aboard Cardielan Flagg Ship Lord Imric of Lorian stood in the bow, defying the enemy attacks and then teleported to the harbour siege engines, destroying them and scattering their crews.

Master Dain Ironhand lept from the bow of the ship as it reached the docks and charged the barricades and scattered the defending Dekamurans before the Cardian Marines could catch up.

Master Rene kept pace with the Dwarf and used the openings he created to attack Dekamaran Commanders and Sergeants. His opponents died without a mark on them save a pieced eye spent the battle staring up at the sky.

Master Fingoflin's flamming sword guarded Dain's and Rene's backs and left his opponents smoking on the ground.

Mistress Arteasian's spells and arrows lanced into targets of opportunity and protected Dain's right flank.

Master Kraypike's Halberd's crackled with lightning and warded Dain's left flank. Many of his opponents were left shocked by his speed and skill. Not to mention the timely intervention from the occassional Elemental.

They left the Cardielan Marines little to do save security and clean up.

Afterwords several of the Companions took the opportunity to loot where they could.

The Battle for Dekamura was over.

A few days after the siege Sir Errandis arrived and discharged a vow upon an unlucky horse trader who crossed him years ago and then rejoined his friends.

<<>>


QM

Saturday, December 1, 2007

Errandis's Journal - 2007-11-30

Errandis's Journal - 2007-11-30

Cast of Characters

Ismael
Dain
Rene
Kraypike
Fingolfin
Imric
Arteasian [Absent]
Errandis [Absent]

The Siege of Dekamura:
I do my Companions a discredit in cutting short the discription of the Underwater Battle.
Dain, upon discovering the metal of his Battle Axe passed through his opponents proceeded to bludgeon them with the halft.
Kraypike struck blows with his Halberd with Electic results. Aterwords his Water Elementals reported only one casualty.

Ismael made his presence know and struck out at his attackers. Shark Men and Orcas alike. at one point creating an area of Silence around Fingolfin and himself and confusing the Orcas. In a desparate attempt to protect Fingolfin he struck an Orca that attacked Fingolfin with his sword Dark Moon and broke the spell controlling the beast and ity fled.

Arteasian defended herself, but found fighting in the underwater environment difficult.

Imric Mental Stunned the Kracken and struke down several Shark Men. When Kraypike warned of a Wizard he found him and captured him. Eventually taking him back to the Prince's Ship.

Fingolfin managed to work his way throught the harbour chain and managed to break through just as an Orca bit him and carried him a short distance away.

With the Harbour Chain broken the Cardien and Megalosian Fleets sailed into port. Imric was detailed to neutralizing the enemy artillery. He was successful and only a few ships were lost entering the harbour.

On the docks, the Defenderserrected barricades and prepared to repel their attackers. Unfortunately the Companions lead the charge.

Dain hacked his way through the barricades, the defenders, and into the city. The Companions not only kept up, but preforemed feats of arms and magic that shattered the defenders forces and moral.

Finally Imric launched a solo assault on the defenders Commanders and Wizards with the precision of a scalpel. Those who could fled and those who could not surrendered enmass.

The battle for Dekamura was over. All that was left was the looting and pillaging.

With the fall of Dekamura, the rebel Earl Gavin Magnus and his forces will be forced to forage and scrounge for any and all supplies. While hotly pursued from both north and south. His forces will scatter, surrender, or flee into the hills. The Earl is spirited away by his loyal supporters. The Eastern Empire is Won. Duke Bran of Craine holds the Western Empire, he stands.

The Good:
Mass Combat Rules: Compendium II

Ismael [Glory by 14, Survival by 4]
Dain [Glory by 29, Survival by 4]
Rene [Glory by 21, Survival by -1]
Kraypike [Glory by 11, Survival by 0]
Fingolfin [Glory by ??, Survival by ?]
Imric [Glory by 21, Survival by ??]
Arteasian [Absent]
Character Points Awarded: 4cp

The Bad:
Tangents
My Character did not get to play, totally my fault, but there you go.

The Ugly:
Lack of understanding of Underwater Combat seriously hampered our combat.

Cheers

QM

Saturday, November 17, 2007

Errandis's Journal 2007-11-16

Errandis's Journal 2007-11-16


Cast of Characters
Ismael
Kraypike
Dain
Arteasian
Rene
Fingolfin
Errandis
Joseph
Imric, Baron of Lorian, Cardiel.

Location:
Dekamura, Earl Gavin Magnus of Dekmaura's Capital.
Serrun, Imperial and Cardiel Fleet Headquarters.


Errandis's Journal: (Meanwhile in Dekamura)
The Companions (Kingmakers) attempt to recover their equipment captured by the Duke's Armsmen. Unfortunately most of it has been sold off by now, but they do not plan on letting go of their important valuables.


Kraypike strikes upon the idea of using the goodwill they have engendered with Lady Justina's family to aide in the recovery of their more precious items.In particular a suit of enchanted Leather Armour given to Kraypike by Sir Errandis. He using his wicked sense of humour to infer that he seeks to recover "Sir Errandis's" Leather Armour, infering that it is his when he does not travel, but packs on the weight between travels. Nudge nudge, wink, wink... With amused laughter the Lady Justina's family agrees to help and they recover all of the precious items the companions wanted, but not there travelling gear.


Late that night Kraypike hears Lord Imric's voice in his mind. After the goblin gets ovver his excitement and questions he asks if the Companioins are ready to aide in the assault on Dekamura. Kraypike passes the message along and soon a Gate opens and they scramble through.


On the other side they find themselves in the Port of Serrun and temporary Admiralty Headquarters for the Imperial and Cardiel Fleets. The Companions are given the task of neutralizing the Enchanted Harbour Chain and Underwater Defenses. There is much planning as they must make work around the missing members of Ismael and Errandis.


Imric gives them the Reconnaisance and Intelligence Reports. Fingolfin will deal with the chain, but he needs to be protected while he does it. They plan they underwater assault. When the time comes the Naval Wizards provide Magical Support. Kraypike creates his Water Elementals, Dain, Rene, and Artesian quaff their potions, and Imric prepared his spells.



Kraypike quips "I guess this is the Dry Run, before our Wet Work eh?"



The trips to the Harbour Chain is uneventful and Imric finds the Chain unenchanted, but informs Kraypike that the Watchdog Spell went off. Fingolfin gets to work and the Companions provide protection.

Bubbling out of the depths swim a squad of Reptilian Sea Men/Monsters, Orca arrive from the Harbour, and long tentacles of the Kracken can be seen reaching towards them. Meanwhile Kraypike's Water Elementals engage the enemy Water Elementals.

The Reptilian Sea Men/Monsters appear immune to Metal and their bite passes right through ones Armour. (Steel Wraith Spell/Enchantement). Imric, Dain, Rene, and Artesian are surprised by their attackers, but as experienced adventurers manage to adapt and fight back.

Rene hooks an Orca with his Short Sword and holds on breifly before being thrown off. As the Kracken's tentacles reach them Imric Mental Stuns the creature and it goes slack. Artesian has both legs almost bitten off by an Orca. And Dain uses his Axes halft to crush the skull of one of the Reptilian Sea Men/Monsters.

At the last Fingolfin Shapes the Chain in half and it falls. This signals the Fleet to begin the invasion of Dekamura and will lead to the final the final stage.

The sack of Dekamura.


Cheers


QM

Saturday, November 3, 2007

Errandis's Journal - 2007-11-02

Errandis's Journal - 2007-11-02 Cast of Characters:
Ismael
Kraypike
Dain
Arteasian
Rene
Fingolfin
Errandis
Jospeh
Duke Aston of Ekhans - Rebel Duke who sided with Earl Gavin Magnus of Dekamura -- The Rook.
Lady Justina - Mistress of Duke Aston and daughter of one of his Knights -- The Pawn.

Location:
Duchy of Ekhans, capital.
Bandit Camp, outside capital.

Errandis's Journal:
We raced to the safehouse where the Lady Justina and her Guardian was keeping her.
Ismael caught up to us and explained that the Duke's Armsmen had stormed our rooms and found us gone.

We arrive at the safehouse and using an Perfect Illusion and Illusion Disguise deceive the Bodyguard/Spy and capture him and rescue a confused Lady Justina. I quickly cast a Scryguard on her and then we discuss hideout.

The Holy Wood seems ideal, but is too far away and its location is fading from my mind. Sending her to Countess Lavalee would split our force and weaken our position. Finally we decide on occupying an Bandit Camp outside of the city. I then open a Gate and we travel to our new base of operations.

Kraypike takes it upon himself to calm the Lady Justina's fears and explain the situation. Meanwhile I begin preparing the Magical Defenses for our own hideaway. Upon completing them I prepare a covered bed grown from a tree with Shape Plant and then properly introduce myself to the Lady and reassure her of our intentions.

I confer with the Companions about the Poison and learn that the effects are revers able, but such a long exposure make cause long term damage. I request their aid creating an Essential Garden and grow the Herbs, Fruits, and Vegetables needed for her recovery and then prepare a Ritual Cure Poison. The Restore is a critical success and the long term damage will heal. A Major Healing followed by a Peaceful Rest and Bless lays the path for her full recovery. The night was filled with the songs of my people.

During the night there were several attempts to penetrate my Scrye Wall, Pentagram, and Scrye Guard, but they were unsuccessful in penetrating them all and I recast and reinforced them all.

As she slept we made our plans and Kraypike prepared the evening meal. Several ideas were presented, some not so helpful, but finally I made my decision. In the morning I awakened the Lady Justina and examined her condition. She reported she felt much better. I explained that we wished to return her safely to Duke Aston, but needed some help from her and to continue to monitor her recovery. I asked that she write a letter to the Duke telling him everything. I also wrote a letter explaining our actions and out need to make arrangements.

That is when the Bandits arrived. I turned to the Companions and asked them to handle it while I say the letters delivered to the Duke. Then Teleported to the city.

Meanwhile the Companions walked out of the Mystic Myst and confronted the Bandits. Rene took the lead and in his unusual style convinced them to make camp peacefully, lay down their weapons, and be our guests for the next couple of days. The Bandit Leader recognized Dain and then realized who we are. He called us the "Kingmakers", our Reputation it seems has grown by leaps and bounds over the last few years.

In town I hired a townsman to deliver the Letters to the Duke. Then I cast Possession, Perfect Illusion, and Illusion Disguise on him/me and now an Imperial Courier arrived at the Castle Gate tried to deliver his letters to the Duke. When the Soldiers arrested him he simply smiled and tossed off an amused rejoinder and canceled the spells. Leaving a confused townsman and soldiers.

When I returned I was surprised to find the Bandits alive and had made camp. One of them pointed me out to his band. "See there lads its him Sir Errandis the Kingmaker." Once more taken aback I watched with growing surmise and amusement as Dain and Kraypike socialized wih the Bandits and found Fingolfin had finished the Lady Justina's new hunting cloths. Artesian and Ismael kept an eye on her and Rene made several passes at her.

Kraypike recognized my consternation and offered a solution suited my skills better than a direct confrontation. Using my Bard and Satyr skills I quickly turned the Lady Justina's romantic attentions away from Rene. He also suggested I communicate through the Lady Justina's Mother as their residence is less well guarded.

I again asked the Lady Justina to write a letter and I also wrote one and using Teleport Other sent them on their way. They arrived with a musical refrain. The days past and the Lady Justina's health improved. Finally it was time to move foreword.

The Lady Justina and I Teleported to the City and then I cast a Ritual Teleport into the Castle Courtyard. Upon arrival and using Great Voice I heralded our arrival. Soldiers, Knights, and eventually Wizards pored out into the courtyard and only my calm, the Lady Justina's presence and my reputation stopped them from coming closer. That and the absence of my Companions (The Kingmakers).

At last the Seneschal arrived and we negotiated for a meeting between the Duke and myself. Some time passes and the courtyard emptied out. Soldiers and Wizards watched from Arrow Slits. I engaged the Lady Justina in pleasant conversation and we awaited the Duke's pleasure. Her arrived a short time later with his Personal Guard and we introduced ourselves formally. Then the Lady Justina flew like an arrow into Duke Aston's embrace. I waited patiently and happily for them to finish.

Finally his Grace requested a private conversation with Lady Justina and I nodded politely. A screen was brought forth and they engaged in more emotional and romantic reunion. His Grace questioned the Lady Justina and he answered. Finally they returned and I bowed acknowledgement.

Sir Errandis, you are a Wizard and have a reputation for subtly. Would you agree to be questioned with the Truth-Sayer spell? I agreed, but insisted the Wizard speak the spell clearly before agreeing to lower my defenses. The Duke signalled his Court Wizard foreword and I admired sense of classical style Robes, Hat, and Staff. We exchanged greetings and compliments and then got down to business.

Under the spell I told our story from begining to end and then signalled that the spell remain during our Diplomatic Negotiations. The Duke stated his position and I explained the Emperor's. I offered to speak on his behalf and use what political capital I had earned to represent him with the Empire. Finally he agreed join with the Empire. He gave me a Writ of Passage throughout the Duchy of Ekhans we said good bye. Before I left be offered me a compliment. "You and your Companions are truly the Kingmakers".

I leaped into the air like a thunderbolt, disappearing into the clouds in a flash, and vanished. (Hawk Flight, Flash, and Teleport). Reappearing back at the Bandit Camp I fill the Companions in on what happened and that I would now be travelling to fight in the political arena in Megalos. They should rejoin Baron Imric and aid in the sacking of Dekamura.

Meanwhile in Megalos, I deliver reports to the Ministry of Security with an added note of aid we received from the Ekhan's Thieves Guild. Then it was off to the Imperial Court. Once there I used the full arsenal of my resources to win Immunity for Duke Ekhan's part in the Rebellion. It took many days, but ultimately they agreed. I delivered the Imperial Pardon to the Duke almost immediately.

Over the next few weeks things started to happen. The Duke of Ekhan's forced with Earl Gavin Magnus of Dekamura split from the Earl's forces and linked up with the forces of the Archdiocese of Serrun. Then Imperial and Cadriel Fleets besieged the Earls capital of Dekamura.

The Companions (Kingmakers) joined forces with Baron Imric and defeated the Harbour Defenses underwater. Then began the sack of Dekamura.

Meanwhile the Earl's Forces were cut off, Dekamura had fallen, and his supply lines cut off. He faced the Imperial Forces to the North and the Archdiocese of Serrun and the Duchy of Ekhans to the South. His Forces were hammered and it remains fled into the hills at the edge of the Emperor's Forest. The Earl was spirited away (Teleported), Stripped of his power, position, and wealth he is no longer a threat.

The last of the rebel leaders, Duke Bran of Craine is alone. The Emperor Militidies of Megalos commands all of Eastern Megalos, North and South. The Nobles who declared neutrality could now declare for the Emperor. The Civil War is nearing its end.

Cheers

QM

Errandis's Journal - 2007-09-28

Errandis's Journal - 2007-09-28

Cast of Characters:
Ismael - disguised as Mr. Krupp, Master Merchant of Kellog, Bruin, and Raceen.
Kraypike - disguised as Mr. Vandermar, Master Merchant or Kellog, Bruin, and Raceen.
Dain - disguised as Human Bodyguard.
Arteasian - disguised as Human Bodyguard.
Rene - disguised as Human Bodyguard.
Fingolfin - disguised as Human Bodyguard.
Errandis - disguised as Human Wizard Bodyguard.
Jospeh - disguised as a servant of Mr. Krupp.
Duke Aston of Ekhans - sided with Earl Gavn Magnus of Dekamura
Lady Justina - Mistress of Duke Aston, suffering from wasting disease, and recently vanished form the public perception

Location:
Duchy of Ekhans, Capital

Errandis's Journal:
Unfortunately our arrival did not go unnoticed and our deception will not withstand to much scrutiny. The Companions each begin their search for information in their own ways. All with varying degrees of success.

I use my contacts and social skills among the Bards and Merchants to learn of Duke Aston and the Lady Justina. They simply confirm what rumors we already know. Ismael and Kraypike as agents of KBR sell the Luxury Foods and Arsenal we brought with us.

Ismael used his Roguish skills and experience to work his way into a meeting with the local Underworld Boss's Chief Lieutenant. They discussed many things and eventually Ismael brought up the topic of Spies. For a fee, he agreed to point out several spies to him and even pointed out one who had purchased the Luxury Foods from our KBR Goods.

Ismael decided to shadow him and later requested my help. Between our skills and spells he never knew we were there. We also spotted his backup and another spy shadowing the backup. Ismael had tracked the spy who bought the luxury foods back to a residence where he suspected a Wall of Silence was being used.

Later Ismael employed Joseph and Rene in shadowing them. Both were unsuccessful, but Joseph is only a kid and they chased him away. Rene however took a different route. He insulted them, harassed them and finally they attacked him. He avoided their attacks, used his cloak to trip one up and throw him to the ground and stole a belt from another. Then he ran away holding the belt and yelling victory. He left them the impression that he was just an Araterrian madman. Looking for the hidden Suhudese Fighting Rings.

The Lady Justina's family was living in Ekhans. Her father was away fighting in Zehan, her mother was living in a Baronet's residence in the city, and her youngest brother was in the clergy. The servants I spoke with did not seem to concerned about the Lady Justina's health or where abouts. The family also had more retainers than was normal.

Finally Ismael and the Companions agree to a plan of action. Fingolfin will stay at the our residence and await the arrival of the spies.

I would walk up behind the lead spy and release my Spells on him Mental Stun and Total Paralysis.

Dain would walk up behind the backup spy and blackjack him from behind using a padded stick covered in leather, and filled with lead filings.

Kraypike would wait in an alley close by with a wheel barrel and Ismael, Rene, and Joshua would watch for any other targets of opportunity.

For once the plan came off without a hitch. I Teleported away with my target and Kraypike put his in the wheel barrel, covered him over, and wheeled away down the alleyways. Rene distracted any witnesses, spun disinformation, and then offered to buy several bottles of wine for everyone at a local tavern.

Meanwhile, I Possessed the spy and learned everything he knew. The spy is an agent of Earl Gavin Magnus of Dekamura, who was poisoning the Lady Justina's food, and causing her wasting illness. None of the Dukes many Chiurgeons, Apothecaries, or Wizards could heal her.

The Earl offered the services of his personal Chiurgeon to heal the Lady Justina. He succeeded in stopping her illness and partially reversing it, but it would take a long time for her to heal and constant supervision. The Duke was very grateful and sided with the Earl in the rebellion.

The Earl suggested that the Lady Justina was vulnerable to kidnapping and could be used to blackmail the Duke. Without his Chiurgeon to continue her treatment she would die. He offered to place her in a safe house close by and arrange safe visits using Teleportation. The Duke agreed.

The Earl's spy was responsible for the Lady Justina's security and for putting the poison in her food. They both appear to be unaware that they are being manipulated.

When the Companions arrive I tell them what I found and we race to rescue the Lady Justina and exposes the Earl's plot before it is too late.


Cheers


QM

Errandis's Journal 2007-09-14

2007-09-14

Cast of Characters:
Ismael - disguised as Mr. Krupp, Master Merchant of Kellog, Bruin, and Raceen.
Kraypike - disguised as Mr. Vandermar, Master Merchant or Kellog, Bruin, and Raceen.
Dain - disguised as Human Bodyguard.
Arteasian - disguised as Human Bodyguard.
Rene - disguised as Human Bodyguard.
Fingolfin - disguised as Human Bodyguard.
Errandis - disguised as Human Wizard Bodyguard.
Jospeh - disguised as a servant of Mr. Krupp.

Location:
Duchy of Serrun, Capital and Port City
Duchy of Zehan, Capital and Port City
Duchy of Ekhans, Capital

Errandis's Journal:
After much debate we agree to revive our disguise as Arms Dealers for the Merchant House of Kellog, Bruin, and Raceen. Ismael, Dain, and Fingolfin aquire our stock and I requisition a ship. Before we embark I Teleport to Telperion (Steringling Wood, Caithness) and make arrangements to recharge my Powerstones in the Very High Mana Zone under the Mallorn Tree and security. Then I Teleport back,

We spend 8 days at sea. I sleep every day of our voyage. We study spells, practice our skills, and play in the sea (Shapeshift & Shapeshift Other Dolphin). A relaxing and uneventful trip. Before we arrive I retrieve my Powerstones and when we arrive in Zehan. When we disembark, we do so in disguise and the ship heads back out to sea.

Master Krupp hires Caravan Guards for the journey to Ekhans while everyone gathers information for the trip. The Civil War has made commercial travel difficult and Merchant Caravans have been raided by Bandits and Lords alike. It should prove to be an entertaining couple of days.

We meet our Caravan Guards the next morning and get aquainted before we leave. They appear to be what they say they are, but after a few hours it is obvious to us that they are Bandits and we probably try to ambush us along the way. There is much amusement among the disguised companions about this. Something to look forword too.

After 2 days and no attacks our disappointment is obvious. I think that our "Caravan Guards/Bandits" have realized we are more than we appear to be and decide not to attack us, but to speed us on our way. Their horseman ride ahead and warn off the other Bandits waiting along our path.

We arrive in Ekhans and enter the Duchy Capital with little trouble. The "Caravan Guards/Bandits" collect their pay and ride out the gate. Mr. Krupp and Mr. Vandermar arrange for the safe storage of our trade goods and we split up to gather intelligence before arranging out covert meeting with the Duke.

Still in disguise I pump my Merchant and Bard Contacts for information about the Duke and his missing Mistress. It turns out that Duke Aston of Ekhans had truely fallen head over heels for the young Lady Justina. Apparently the young Lady was a delicate beauty and feel ill to some disease. the Duke did everything he could to find a cure, but before he succeeded she vanished without a trace.

Shortly aftewords the Duke declared for the Rebel Earl Gavin Magnus of Dekamura and attacked his neighbours and the Duchy of Shoo'jour. It was at that time that rumours spread that Duke Aston was being blackmailed and complled to side with the Rebels.

When we are done gathering and analyzing our intelligence and go from there. Our goal is to get the Duke to change sides. If we can find the Lady Justina, cure hero disease, and present her to the Duke as a symbol of the Empire's intent. It just might work.

Politics 101

Cheers

QM

Errandis's Journal - 2007-08-31

Errandis's Journal - 2007-08-31

Cast of Characters:
Ismael (Jonathon) - A male Human Rogue, Warrior, & Wizard.
Dain (Brian) - A male Dwarf Warrior.
Artesian (Chona) - A female mountain Elf Wizard.
Kraypike (Darryl) - A male Goblin Wizard.
Rene (Glenn) - A male Human Warrior.
Fingolfin (Rufus) - A male Wood Elf Wizard.
Errandis (Eddie) - A male Wood Elf Warrior and Wizard. Knight Bachelor of Lavalee.

Location:
Serrun Castle, Southern Megalos

The Story Continues... War Council
After futher discussion I observe the Megalosian and Cardielan interact. The Nobles, Generals, and Admirals are all pursuing there own agendas and it is time to get them moving. After speaking to several of them I pursuade our host, Baron ??? of ??? to convene a War Council. Our host throws a feast and many of them are pleasantly, but not insensibly drunk.

Meanwhile Dain and Rene are carousing and having a grand old time. Ismael sits back and observes while Rene steals and then plants our hosts silverware on an unsuspecting Noble. to much merriment, laughter, and embaressment. Areteasian flirts with Baron Imric of Lorian. While Fingolfin and Ismael watch with bemused expressions.

In the hall next door I listen carefully to the War Council, ask leading questions, and finally maneuver them to attack Dekamura. I would deal with Duke Aston of Ekhan preventing an attack on our rear and the our only remaining obstacle in southern Megalos. I offer to carry messages to Emperor's forces facing Earl's to the north and to prensent their concerns to the Emperor's Royal Councilor.

I address the Lords and ask if anyone knew why Duke Aston of Ekhans joined with Earl Gavin Magnus of Dekamura. A Baron said that Aston was onlove with his mistress the Lady Justina. She went missing shortly after the Civil war started. After a few more questions the meeting was ajourned and then the party really gets wild.

Rene starts a game of find the peral and angers more than a few worthies, Kraypike is interviewing the Courtesans of Count Shambray, and Dain becomes popular among the Knight and Armsmen.

The next morning I seek an audience with Archbishop Nikolai of Serrun. I have observed he has been reluctant to meet priviately with me since our arrival at Castle Thunderdome. I request his aid in arranging credentials to meet secretly with Duke Aston. He agrees. During our conversation I finally divined the reason for Archbishop Nikolai's distrust. He does not understand my motivations. I appear to be a loyal subject of my Countess and the Empire, yet I am personally powerful, influencial, and wealthy. I think his is unable to understand.

The next moring I "Teleport" to the Emporer's forces in the north facing the Earl. There I meet with Royal Councilors and report on the situation in Serrun and the Emperor's loyalists plans. Afterwords I track down the highest ranking Intelligence Officer present and request dossier on Duke Aston of Ekhan and his missing mistress Lady Wyclif, daughter of Baron ??? of Ekhan.

When I ask if he had anyway that I could meet secretly with the Duke he implied that the Arms Merchants of Kellog, Bruin, & Raceen would have little trouble arranging that. I gather more letters of introduction to the Duke and "Teleport" back to the Companions.

At diner I tell them what I learned and what I think we should do and then asked for their input. Ismael agrees with the Imperial Intelligence Officer and begins assmbling out cover. We discuss disguises and our travel route. Once assembled we strike out for Ekhans, Duke Aston, and to rescue Lady Justina. Romanitcs all, true love will prevail

(A horrible thought, what if one of the Courtesans is Lady Justina.)


The next morning I watch amused as Dain and Rene suffer from their nights carouse. Dain heads from the peace of the forge and Rene for more wine.


Cheers

QM

Talk of the Future

Using a supply wagon captured from Shambray's retreating forces the companions sit down to discuss their goals. Errandis is sitting on the wagons tail gate, feet dangling off the end, and absent minded strumming a tune on his lute. Silvery shadows dance at his feet.

Errandis - Well done my friends. I would like to thank all of you for saving me back there. Master Kraypike sir, let it not be said that your mantra is without warrant. ("Any problem can be solved with the correct application of Elementals"). Master Rene your sword work was incredible. Mistress Arteasian I have rarely had such good support in a battle. Master Ismael, thank you for the exhumation ;) . Master Dain, you are a terrifying engine of destruction. Master Fingolfin, you Sir have more trick up your sleeves than a Tredroyan Master Thief.

Ismael - I resent that remark. I intend him no disrespect in saying so, but Master Fingolfin *is* one of the tricks I keep up my sleeve.

Fingolfin - You know, I don't know the Anglish underworld and street slang very well, but from what I've gathered I would like to emphasize strongly that I am not and have no plans on becoming, a "trick". As to the tricks up my sleeves--I just learned that Panic spell a few weeks ago. I thought it might come in handy sometime. Don't emphasize it talking to the locals, though--I hear the Megalosians have banned most mind magics.

Kraypike - Don't worry Fingolfin, if you were *that* kind of "trick", he'd keep you in his pants, not his sleeve. His pants aren't roomy enough.

Kraypike then reaches into his pants, pulls out an enormous garlic sausage, and proceeds to munch away, demonstrating the uses of roomy pants.

Errandis -One of the reasons I asked you here was to discuss what WE should do next. So please speak up. For myself, I am Duty bound to protect and defend Countess Lavalee, Honour bound to support Count Almwich, and personal vested interest in preserving the Megalosian Empire.

Fingolfin - I must admit I could care very little less about the Megalosian Empire, have no real ties to Countess Lavallee, and am confident that Count Alnwick can take care of himself. But if Errandis says it's important I'll trust him. I do hope we can discharge this obligation relatively quickly, though--I have the feeling that the troubles of empires do not generally just end; we could be stuck with it for a very long time if we start down the path of thinking the welfare of a human empire is somehow our responsibility as elves and Tredroyites and Aralaise and Dwarves. I think the only person here with much vested interest in who the Emperor is, would be Kraypike. Luckily, Errandis says if we can help solve this current campaign in the southeast chunk, reducing the field basically to a one-on-one battle of claimants with ours holding the heartland, that should be sufficient.

Kraypike - Hey, I'm up for a little more mischeif here, but Fingolfin is completely correct about the unbounded nature of protecting the whole Empire. Like he said, Lavalle and Alnwick aren't in immediate peril. When they are, they know how to reach us. My interests in who'se the Emperor, don't need immediate tending by us after that.

Ismael - I suppose that dealing with Ekhans would be the easiest way to contribute to the civil war, unless Alnwick or Lavellée were directly threatened. So why not just do that, now we're here?

Errandis - Afterwards I plan to go to the Sea Elf Community under the sea. There is some internal strife there and an ongoing conflict with the Fish Men. Then the Black Woods calls. The Horror's Minions must be stopped.

Kraypike - Sounds like fun! After that could we head for the Djinn lands? I'd like to check out the interesting magic there and I'm sure that Cat would be up for investigating their connections with the Orclands. They were selling humans (slaves, I think) as breeding stock to the Orcs, remember? Who wants to get a war going between the Orcs and the Djinn? It would be suitably ironic payback, don't you think?

Fingolfin - I've been hearing a bit about these elves. I am worried about them, although their problems have been brewing a long time. Certainly it seems they were mightier once. I'm worried about the Dwarves, too, though. The fact of the matter is that orcs breed much faster than dwarves, and as long as they have a unified kingdom just below stairs, as it were, western Zarak is in

Ismael - Direct confrontation with the forces of Tsunnucann is an imperative goal, necessary to the preservation of the world. Unless these are the End Times, in which case it doesn't matter and we should just look to our own souls in preparation for the Final War of Judgment. Now... in which sea do these elves live, exactly?

Errandis - What say you?

Kraypike - I say there should be a way to use Errandis' Harlots against Ekhans. They won't be any use against the fishmen, and I don't think Cat would approve of taking them to the Djinn lands as Orc barter. Hey! Who'se going to supply the swimming and waterbreathing magic items we'll need? It may take a while to line them up, better get that underway while we're working the current problem with Ekhans and the Harlots.

Errandis's Journal - 2007-08-17

Errandis's Journal - 2007-08-17

Cast of Characters:
Ismael (Jonathon) - A male Human Rogue, Warrior, & Wizard.
Dain (Brian) - A male Dwarf Warrior.
Artesian (Chona) - A female mountain Elf Wizard.
Kraypike (Darryl) - A male Goblin Wizard.
Rene (Glenn) - A male Human Warrior.
Fingolfin (Rufus) - A male Wood Elf Wizard.
Errandis (Eddie) - A male Wood Elf Warrior and Wizard. Knight Bachelor of Lavalee.

Location:
Castle of Baron Insanus, Duchy of Serrun.
Encampment of Count Sergius of Shambray

The Story Continues... REAP THE WHIRLWIND!!! (Part 3):
The buildings interior looks like a slaughter house that got hit by a tornado. We still stand. Our enemies have been greatly reduced in number, with two surviving Wizards and seven Leginaries. Dain's Battle Axe destroys the skull of one Wizard and the second vanishes into the earth ["Entombed" self] and makes good his escape. On our side Kraypike falls unconcious. Rene vaults over Legionaire, riposts off his attack and still using the shield to continue his vault.

We offer to let the Legionaires live if they leave. The only suriving Centurion orders a general withdrawl, shields locked and ringed. The battleground is ours. Rene uses his "Sight" to examine the stone pillar and we learn it is the back of Fingolfin's former mana-less cell. Dain, Ismael and I gather the bodies for transport (Apportation) and Kraypike flies them back through the Gate to the Castle. Arteasian, Fingolfin, and Rene search the upper floor for Fingolfin's property which they find. Rene gathers papers from the desk of the Wizards Corps Commander. We then retreat through the Gate to the Castle and Kraypike torches the building behind us.

Once on the other side I separate the Wizard's bodies from their gear and we divide up the Powerstones amonst us. Meanwhile I see a Priest and persuade him to Bless me before returning to begin preparations to launch our next attack. Serrun's Forces are impressed, while others are critical of our success. The Knight's in particular seem unimpressed. We discuss a brief battle plan and then begin again. Using the ceremonial and ritual circle still gathered together we launch our attack.

We repeat our entrance again, but this time Kraypike hits a wall of flower bags. The Goblin is now lightly dusted in flower. It is a supply building. We torch it using spells and Elixir Nails of Essential Flame. Burning everything. Then I open another Gate to the third building. this time Rene uses his "Sight" and says its all clear with a smirk on his face. We enter as before and find ourselves in Shambray's brothel. They women appear as surprised as us (save Rene). After ensuring the buidling is indeed clear. I invite the ladies to entertain at Castle Thunderdome. Enticed by gold, words, and the most exotic male they have ever seen. ;)

We arrives back at the Castle in the surrounded by 47 of Shambray's Courtesans. In an amused tone I say to the Knights "Well Gentlemen, do not say I did not bring you anything." I quickly disentangle myself from the ladies and talk strategy with the Commander of Serrun's Forces.

When the storm breaks I would open four Gates inside of Shambray's defenses. It seems that Shambray's Forces decided to withdraw before we arrived and we harass Shambray's retreat. Serrun's Knights were enthusiastic and motivated to punish their former besiegers. I harass them in my own way. Teleporting among them and causing panic and terror where ever I can. They continued to flee south and them learned that Baron Imric and Cardielan Forces had retaken the captial and port of Serrun. They then fled east. During this time Serrun's Knights and their Retainers from outside the siege arrived to bolster the main body and harass Shambray's Forces.

Victory is bitter sweet. The Archdiocese of Serrun once again a threat to Earl Dekamura, but is badly hurt. It is strategy time again. The Duchy of Sho'Joor was badly hurt by pirates and remained neutral. The Zehan was also hurt by pirates and has been fending off the Duchy of Ekhans. Our intelligence leads us to believe that Duke Ekhans is being manipulated (Blackmailed) by Earl Dekamura.

Events across Yrth pull at us. The Sea Elves internal strife and war with the Fish Men, The Orcs Hordes attacks on Caithness, and The Djinn Lands dabbling in Caithnessian politics and trade with the Orcs. The Horror's Minions in the Black Woods and Tsunikhan on Bilit Isle...


The Good:
Character Points Awarded: 5xp
The Siege is over and Serrun is back in the fight.
Shambray Wizard Corps Loot

The Bad:
Exhausted almost all my Powerstones in the conflict.

The Ugly:
It is never over ;)


Cheers

QM

Errandis's Journal - 2007-08-03

Errandis's Journal - 2007-08-03

Cast of Characters:
Ismael (Jonathon) - A male Human Rogue, Warrior, & Wizard.
Dain (Brian) - A male Dwarf Warrior.
Artesian (Chona) - A female mountain Elf Wizard.
Kraypike (Darryl) - A male Goblin Wizard.
Rene (Glenn) - A male Human Warrior.
Fingolfin (Rufus) - A male Wood Elf Wizard.
Errandis (Eddie) - A male Wood Elf Warrior and Wizard. Knight Bachelor of Lavalee.

Location:
Castle of Baron Insanus, Duchy of Serrun.
Encampment of Count Sergius of Shambray

The Story Continues... REAP THE WHIRLWIND!!! (Part 2):
The Count's Wizards turned their full attention upon me and the Legionnaire's upon the Companions. I marked two Wizards for special attention and then continued to strike out at targets of opportunity.

The Companions cut through the Legionnaire's with skill, power, and in Rene's case grace. Kraypike's Halberd shot a Flame Jet from one end and Lightning crackled from the other. Ismael plucked his Main Gauche from the air and laid into the enemy. Fingolfin raged at his enemies and Arteasian engaged a confused Legionnaire who had unintentionally ended up in our rear, but alone.

Fingolfin seemed to snap out of his rage and cast a spell that sent half the remaining Legionaries fleeing in panic. The Count's Wizards took their toll on me and I was only saved by the Eternal's Grace. Then the Teleport Shield went up. What unfolded is one of the most disparate battles of my life. Never before have I face such magical opposition concentrated on one spot. Slowly we lessened their numbers and fought to restore out battle lines when everything went blank.

Ismael captured the Inquisitor with Apportation saying "You Faith disturbs me Inquisitor" and Fingolfin screamed "He's mine". Then ran over and hacked his torturer to death. A Lightning Bolt grazed him and sparks covered him, but was unaffected. ("There can be only one quickening")

I learned later that one of the Wizard's finally managed to entomb me. Then Ismael was struck a vicious blow and left stunned. Kraypike almost fell to the combined assault of four Legionaries, and Dain was slowed by the sheer press of our foes. Our lives balanced on a razors edge.

But, the eternal has other plans for her Champions and the tide turned.

Artesaian healed Ismael and Kraypike shook it of and returned to the fight. Our battle line was almost complete when an Invisible Wizard turned a Legionnaire Invisible and dooming Fingolfin, but for my forethought. Dain and Ismael could see them. Dain's axe cleaved the life from the Invisible Legionnaire and the Invisible Wizard fled in panic.

Ismael concentrated and reached forth his staff, reversing the entombment, and suddenly I was back. The remaining Wizard's expressed frustration and I sent my jailer crashing down the stairs, sprawling at his fellows feet. Our attacks became more coordinated and theirs less. Until finally we laid low the formidable church Wizard.

We were left with a half dozen Legionaries in front of use and two Wizards trapped between us.

The Good:
Experience Awarded: 3xp

The Bad:
My arrogance almost got us all killed.

The Ugly:
The Count's Men were formidable adversaries, and we succeeded only because of quick wits, necessity, and experience.

Cheers

QM