GM: Derrick Kong
Players
Dave Kern Kyrik
Dave Leung Jack (Giuseppe Marchesi)
Eon Harry Imre Maryen
Jerry Marty Haeraan
Marleigh Norton D. (Tlilok)
Michael Person Oathar Mealarious
Pier Ho Vallandra
Session 1
Being an introduction to our characters, and a beginning of their first
adventure. Hardships of sea and land
Orhan 1 Day 4, TE 6050
The run begins with our heroes sitting in their usual meeting place,
the Cold Barley Soup Kitchen. Gireg Jan, a shipper of small valuables
stops by and is discussing various matters with Divad, the proprietor.
Divad eventually introduces Gireg to Jack, who reveals that he is saving
money so that he may return to the Collegium, and so is always on the
look out for an offer. Gireg allows, "I may need some things
transported on occasion. Ill keep you in mind."
Eventually, we are all joined by Byron, the bicycle maker. Having agreed
to work for him for one commission, he fills us in on the details. He
gives us our route, to Nuyan Khom, where three of his bicycles are to
be delivered to the capital. Our journey will begin by sea to the port
city of Nom Rul, and from there overland to the capital, Ashenoq. Our
cargo will consist of three crates filled with sawdust that protects the
three bicycles, "Dont expose them to fire." We are instructed
to take extra care of the money on the way back, as the bicycles represent
all of Byrons investment and he would be ruined should we be set
upon.
The sea journey could take about five days, and we are instructed to
be prepared to leave in two. He tells us that we should reconvene tomorrow
to meet Anta, the representative of Nuyan Khom in this matter. Anta will
be taking care of all of the "arrangements."
Finally we are told that D.s employer, Kyse Farnese, has provided
a letter of introduction for us to the court of Nuyan Khom, and the party
will be paid a total of 400 Orlini for the successful completion of this
assignment.
Orhan 1 Day 5
The next day sees D. and Imre going "herb" shopping. D.wants
some mild poisons with which to coat her arrows, while Imre is looking
for antidotes in case others have the same idea. They buy some meager
supplies, but are astounded at the cost of such things and resolve to
do more shopping some day when they are not so strapped for cash.
That afternoon, we meet in the CBSK once more, and Byron introduces us
to three Nuyani. The best dressed, with a necklace of gold, is Ahnta.
His associates are Farish and Mour-tah. All three are impressed by the
size of the party members; "We of the ten clans are usually not so
tall."
Ahnta tells us that he has arranged ship passage for tomorrow leaving
in the morning at the seventh hour. The ship is the "Evening Star"
which Oathar "recognizes" as a small but sturdy cargo ship,
with which the journey will probably take about 4-6 days. Ahnta gives
us tickets for the passage, and the Nuyani depart
At this time, there is some discussion of Nuyani customs requiring us
to choose a leader or representative, but several members of the party
are disinterested in blending in that well, so the suggestion is tabled.
Jack organizes the men in the party to meet far too early the next day
and assist with the moving of the bicycles to the ship.
Orhan 1 Day 6
D. arrives at the ship first, very early, to inspect the boat before
the cargo arrives. D. makes arrangements for our sleeping. The party is
to be all placed in one cabin, so the extra tall members will need the
largest bunks. The crew laughs at D.s requests, as no one could
possibly be that tall.
When Vallandra arrives, she is greeted with profound respect. "Ah,
Noble Loar, welcome aboard our humble ship." The captain immediately
invites Vallandra to dine with him that evening.
The crates are secured and we cast off after the others arrive. Most
of the crew is very impressed with Vallandra, but pays the rest of the
party little mind. Presumably in jealousy, D. disguises herself as a high
elf for the rest of the voyage, and she too receives much attention from
the crew.
The captain proves to be quite literate and personable, and our dinner
of fresh seafood passes quickly to his outlandish storytelling.
Orhan 1 Day 7
We learn that it will take about a week of overland travel after we reach
the port. Most of the party amuse themselves aboard the boat, though Jack
proves very susceptible to seasickness.
Oathar tries to strike up a friendship with the first officer and proves
quite knowledgeable about the sea.
Vallandra and Imre spend many a quiet moment speaking in corners.
Orhan 1 Day 8
Imre notices Jacks distress and has the ships cook whip up
a remedy, which proves so successful that Imre tries to learn the recipe.
Orhan 1 Day 9
Oathar, who has been keeping an eye on the weather, notices that a large
storm is approaching. He informs the first officer who informs the captain,
who seems unconcerned, but makes some preparations.
The storm arrives as expects, "Youve a good eye for weather
boy," and things start getting serious. Oathar, D., and Jack stay
on deck and try to ride out the storm with varying levels of success.
The rest of the party heads below deck. While waiting, Imre hears some
noise from below in the cargo hold and goes to investigate, leading some
of the party behind him. They arrive to hear the harsh sound of wood scraping
on wood, and discover that two of the bicycle crates have broken free
of their lashing and are being flung around the hold by the storm. Vallandra
manages to stabilize one crate as Haeraan wrestles with another. Imre
goes to get more help, as the crates are clearly a handful.
Everyone but Oathar converges on the cargo hold, and much crate hilarity
ensues.
D. gets whacked by a crate. Kyrik holds the other one down, but then
Haeraans crate comes to whack him. Ahnta arrives and attempts to
motivate the party further by shouting, "The bicycles! Nooo!"
He then tells his two followers to help with the effort. Eventually the
crates are secured, as is Imre, by Vallandras knot tying prowess.
One crate has a dinged corner, but all in all, they are save. Every last
bit of rope remaining in the hold is then applied to the three crates.
Orhan 1 Day 10
More sea travel.
Orhan 1 Day 11
The ship finally arrive at the port. Captain Alaang wishes us well and
offers that he would be pleased to have us sail with him anytime. Imre
successfully gets the recipe for seasickness remedy.
We are lead to wagons, pulled by dog teams. We get three wagons ourselves
for our crates, and form up with the other caravan travelers to the capital.
It turns out that there are about 40 people, and we easily form the majority
of the caravans security.
The caravan proves to be able to make about 25 miles a day, though Jack
is forced to buy a horse, as he is too slow to keep up with the wagon
walking pace.
Being the main security force, we divide up into three watches for the
nights and form what is likely to remain the canonical watch schedule
for some time, taking into account the needs of mages:
Watch Schedule
First Watch
|
Second Watch
|
Third Watch
|
Vallandra
|
Jack
|
Oathar
|
Imre
|
Kyrik
|
Haeraan
|
D.
|
|
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Orhan 1 Day 12
D. entertains the walkers with generous demonstrations of her unspeakable
talents.
Orhan 1 Day 13
After much walking, the caravan stops at a shelter for the night instead
of wilderness.
Orhan 1 Day 14
We introduce ourselves to Danal the caravan leader in an attempt to take
our minds off of the walking. We find out that a Hutarn ranks above a
Tarn, and each of the ten clans has a single Tarn.
Orhan 1 Day 15
We try to discuss religion to relieve boredom, and find out that Nuyani
generally worship Totonaur, the Two Faced Lord. How encouraging
is that? He has two personalities, and can be in two places at once.
Orhan 1 Day 16
Walking, followed by another caravan stop.
Orhan 1 Day 17
Endless walking
..
Orhan 1 Day 18
More walking. But that evening, things change for the worse.
During the night, on the first watch to be exact, 12 beasts referred
to as zephyr hounds attack. The hounds rush up out of the night and maul
some of the caravaners.
Haeraan is staggered by their breath attack, as is Mour-tah. It doesnt
look good for us for a while. Ahnta uses a fear spell and the first hound
routed is his. Oathar is bitten heavily by a hound. Ouch. Farish wields
a flaming club and soundly strikes a hound, but foolishly sets a bicycle
wagon on fire. Oathar, in his last conscious act, freezes the bicycle
crate so it will not burn, Byrons warning ringing in his head. Imre
ties up two of the creature with Jolt after Jolt. They prove immune to
sleep spells, so several of our other party attacks fail. Oathar goes
down beneath one. D. manages our first hound kill with her bow. The tide
begins to turn. (Though weve lost 7 civilians to this point.)
Farish goes down, but at least he is not wielding a flaming torch
anymore. Ahnta flees another one. Haeraan unleashes his power, having
recovered from the breath attack, and another hound falls. Several more
civilians are lost. Haeraan takes two more. The remaining hounds with
wit flee at this point, while we finish off those who were stunned.
The carnage is vast. After the first aiding attempts on all survivors,
we find we are left with all members of our party, and Ahntas people,
but only six civilians remain alive and the caravan leader himself is
among the fallen.
Some party members seem profoundly affected by the battle, notably Oathar,
while others seem to regard it as business as usual such as Kyrik. Ahnta
advises the party on burial arrangements, and we move on.
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