Gabe3e

Love, Hate, Vengeance, Magic

December 31, 2002

The Guild

Filed under: Summaries — Gabriel Rosa @ 1:49 am

25 Ches - 1 Tarsakh 1357DR
[Game of Dec 31th, 2002]

Work in progress

After a heavy night of drinking, G’Kar, Delenn and Jaran awaken to find Jarl and
Kalcryx gone. They find out Jarl has been kidnapped by the local thieves’ guild,
and act out his rescue.

The thieves’ guild of Greensvale is slaughtered.

December 20, 2002

The Oracle

Filed under: Summaries — Gabriel Rosa @ 1:45 am

24 Ches 1357DR
[Game of Dec 20th, 2002]

Work in progress

Part1: The party explores the ravine cave in search of a young woman’s cries.
Part2: The party duels with a mysterious man who gives them a prophetic warning.
Part3: Graverobbing. The party desecrates the grave of an ancient king. Jarl is
inflicted with mummy-rot, while G’Kar is left blinded.

December 13, 2002

Enemies become allies

Filed under: Summaries — Gabriel Rosa @ 1:41 am

20-24 Ches 1357DR
[Game of Dec 13th, 2002]

Work in Progress

Part1: The party realizes they’ve mistakenly attacked an allied outpost.
Part2: Investigating cries from a cave at the bottom of a ravine.

Enemies become allies

Filed under: Summaries — Yamara @ 1:41 am

20-24 Ches 1357DR
[Game of Dec 13th, 2002]

[Gabe’s summary]
Work in Progress
Part1: The party realizes they’ve mistakenly attacked an allied outpost.
Part2: Investigating cries from a cave at the bottom of a ravine.

[Marianne’s recollection]
The party materialized back at our carefully memorized base camp.

We tied the commander and ranger captured from the camp to a tree, after stripping them of all their posessions. We decided against slaying them outright, despite Jaran’s suggestions.

Despite being somewhat battered, we decided to head back to the keep immediately, to take them by surprise. I think we all scaled the wall adjacent to the main door. We found the place practically deserted. Acid rain was still falling with a faint sizzle, and the central compound is scattered with what seems to be stone statues of humanoid figures.

Making our way along the wall, we continue unmolested. We somehow track down the remnants of the guard in, I believe, the privy. We also somehow figure out that the building being pelted by acid rain was inhabited by a medusa or similar creature, their ’secret weapon.’

We can’t get the main door of the occupied building open, so we decide to attack from above I think. Regardless, at some point a furious battle takes place somewhat high above the ground. Somehow, I recall spider webs were involved. The occupying force, with a final rallying call, raises the standard of Tethyr and begins a desperate assault upon us.

Confused by the raised standard, we fall back and attempt to declare a truce. We retreat back to our base camp, and the other force lets us leave unmolested.

We interrogated lead fighter and ranger vigorously but in a non-violent fashion to determine what their purpose at the encampment was, using draconic ESP and zones of truth. They claimed to be on the side of Tethyr, and all our magic and powers told us they thought it was the truth.

We continued to hope that somehow, some way, they must be lying.

Later (the next day?) we gather our prisoners and head back to the nearby town to collect our horses. Zonas ambushes us, blocking our way with a large wall of ice and threatening us with firey death. He asks that we relinquish his companions or we shall have to fight him to the death. I believe he names us enemies of Tethyr. We try to bargain with him, knowing our error at this point, but we manage only to get a stay of execution. We release the prisoners and return their equipment, including a golden ring which I believe Jaran tried to hold out on.

Morally beaten, we finally reach town, only to discover that the jackal we had left our horses with had run off with them. We ask around to figure out which way he had left town, and find some slim information. I think we determined he was heading towards the Amn border, but my memory tells me he headed south. We give up all hope on recovering our horses due to the rogue’s great lead time and vastly superior speed.

In an attempt to clear our names, we all agree to head back to Mosstone. Perhaps there we can speak with Lord Corvis and work out the real culprit. Wild speculation abounds as to whom is really at fault. Everyone is examined for culpability: Lord Corvis; his magical advisor, Kouraf; the apprentice, Silvia; even the lonely fellow who ran off with our steeds.

The walk home is slow and drudging, and a few days outside of Mosstone something breaks the monotony. Someone hears cries from a nearby cave, sounds of a woman crying out faintly. We decide that we will be judged regardless of when we arrive in Mosstone, and stop to aid the woman in distress.