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 Post subject: Re: D&D: Sunday again
PostPosted: December 6th, 2012, 10:04 pm 
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Odds are I can but still no clue 'til tomorrow at the soonest.

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 Post subject: Re: D&D: Sunday again
PostPosted: December 8th, 2012, 8:08 am 
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I'm leaning toward evening/late afternoon PST; I'll figure out an exact hour very soon.

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 Post subject: Re: D&D: Sunday at 4PM PST
PostPosted: December 10th, 2012, 5:14 am 
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Alright, for the next session, I'm not going to be available next weekend, what with it being the Christmas week coming up and everything, and as such I will be away and/or partying/inebriated for much of that general time period. However, the weekend after that works, and I'm guessing most will have a reasonably open schedule.

In terms of scheduling though, would everyone prefer having the sessions earlier in the day? I try to aim for weekends just because people generally have more free time, and the only reason I've been planning based on the evenings is because I usually assume people are going to be home during those hours.

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 Post subject: Re: D&D: Sunday 6PM PST
PostPosted: December 10th, 2012, 1:42 pm 
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Jeff: I think this should work.
Shana: New color?
Jeff: Yeah, I think my first one was a little too light for some people. So this should be darker enough to not be unpleasant. Anyway. Stuff happened. Do tell!
Shana: As we probably predicted, the Duke was unhappy that we opened it. We were instructed to leave it unharmed, but should have seen it coming that the duke actually specified something else. "Undisturbed." The panel in the back was effectively a door to release a spirit loyal to Lolth. It was answered that the statue was a... sort of house, almost an anchor, for the spirit. Not quite a prison but not quite a willing home.
Jeff: It's a trap!
Shana: Possibly. It was supposed to return unharmed because the Duke was supposed to ensure its safety, physically and spiritually, as part of a deal with allied kingdoms in some way. The fact that it was released posed a threat to both the peace he had and to others, so our task became to fight it off as it manifest itself in a physical form. The spirit took the shape of miss Coifland--
Jeff: Whose name we will never actually bother learning to spell properly.
Shana: --and seemed to not quite keep up with anything we had to say, imitating her rather poorly. Upon the first strike that landed against her, a second form of her came out to fight. Or more accurately, the original became an illusion while she moved herself to the altar as a secondary being.
Jeff: Confirmed by multiple attack attempts and a very decent inspection.
Shana: The victory was easy enough. We found no trace of the spirit, and naught else in the ruins but a trap that failed to spring upon Dirk. It was the source of a few jokes, at least, as we decided what to do. Return to town at night, or rest up properly.
Jeff: Without a rush, avoiding strolling by moonlight was probably the safe bet that you slept.
Shana: Like a baby, unlike the others. They settled into a common room filled with sailors and merchants, but the smell was a bit too much for me. Instead, an hour was spent gathering holly for the Apothecary before buying a private room. Not as comfortable as some, but at least I did not get a body coated with lice.
Jeff: Biff Stoo found lies on Dirk! Poor Dirk-human!
Shana giggles.
Shana: With breakfast taken care of for everyone, it was effectively our first full day together. Not bad at all, considering our differences.
Jeff: And fun enough, considering how new most people were to what exactly they were doing.
Shana: How do you figure?
Jeff: I've never roleplayed so heavily, John has never trolled, Jordan has never really played, and I've never seen Willy as active in the game as he has been.
Shana: I see. And the "rolls" of the dice, with Biff ending up having success despite a lack of knowledge, was particularly humorous.
Jeff: That's how the game gets fun. I'm quite satisfied with the turnout. Onto the next one!

(Cliff notes: The statue was a housing place for a spirit that effectively opposes the deity of the temple it's settled in. In this case, a Lolth-following spirit held in a statue at a Corellon temple. Opening it released it, which the Duke was unhappy about for reasons involving peace between other nobles of other cities and kingdoms. Because of our speedy procession, the spirit was released and not given time to manifest itself as a physical being, which we were to return and rectify. Easy enough, given its trick was to make an illusion-like copy of itself.
For selling off the gems, we each got about 70 gold. While everyone but me bartered for the value of gems, I looked into the Apothecary's help wanted sign. Turns out she needed holly for rheumatism remedies, which thankfully is a little more common than I initially guessed. I currently have maybe four handfuls of the stuff, and will very likely get more on the return trip. Bonus cash on the way.
800/1000 exp until level 2.)

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 Post subject: Re: D&D: Sunday at 4PM PST
PostPosted: December 11th, 2012, 7:32 am 
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Bloody hell, forgetting the day is one thing, but I forgot what bloody week it is. This coming weekend works just fine for me if nobody else has any constraints preventing them.

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 Post subject: Re: D&D: Sunday at 4PM PST
PostPosted: December 12th, 2012, 8:04 am 
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I work all day Saturday and have a Christmas party on Sunday, so most likely I'm unavailable for that weekend.

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 Post subject: Re: D&D: Sunday at 4PM PST
PostPosted: December 12th, 2012, 9:35 am 
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Briefly occupied at 7 PM EST Sunday, but otherwise free...

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 Post subject: Re: D&D: More schedulling
PostPosted: December 14th, 2012, 8:36 pm 
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Been a bit busier this week than I'd anticipated. I can still do sunday if we still have four players, although monday/tuesday also work just fine if that's not an option. I'd like to keep everyone earlier in the afternoon just so I don't ruin any schedules, but I'll do whatever time frame everyone else is comfortable with.

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 Post subject: Re: D&D: More schedulling
PostPosted: December 15th, 2012, 10:40 am 
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Sunday works, and Monday and Tuesday as well, granted its later in the day, probably no earlier than 4:00 PST.
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 Post subject: Re: D&D: More schedulling
PostPosted: December 15th, 2012, 10:53 am 
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Monday or Tuesday would almost definitely work for me, or possibly later in the evening on Sunday, depending what time I leave the party I'm attending.

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 Post subject: Re: D&D: More schedulling
PostPosted: December 15th, 2012, 7:55 pm 
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I'm leaning towards Monday; I actually may not be available Tuesday. Other than that, it's going to be Wednesday or Thursday.

I can still run a session on Sunday, probably starting around 4PM PST if that works for everyone.

EDIT: Sod it; let's go with that.

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 Post subject: Re: D&D: More schedulling
PostPosted: December 15th, 2012, 8:44 pm 
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Sounds great to me.

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 Post subject: Re: D&D: 4:00PM PST on Sunday
PostPosted: December 16th, 2012, 12:05 am 
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That works.

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 Post subject: Re: D&D: 4:00PM PST on Sunday
PostPosted: December 16th, 2012, 10:05 am 
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I have a short engagement at 4, will PROBABLY be back 4:30ish if all goes smoothly but I don't know for sure.

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 Post subject: Re: D&D: 4:00PM PST on Sunday
PostPosted: December 16th, 2012, 10:13 am 
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With two prior engagements, it might be worth it to say 5 PM PST as a tentative real starting time.

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 Post subject: Re: D&D: 4:00PM PST on Sunday
PostPosted: December 16th, 2012, 10:20 am 
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Well, I'll be on at 4PM PST anyway.

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 Post subject: Re: D&D
PostPosted: December 17th, 2012, 12:44 am 
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It was never officially said that the rewards were distributed, so here it is.

+350 gold, spread out among us five. 70 apiece.
+50 gold from the Apothecary, currently all in Shana's pocket.
+650 exp.
1 sapphire in Maercis' pocket, not yet sold.

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 Post subject: Re: D&D
PostPosted: December 17th, 2012, 12:02 pm 
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Jeff: And the hilarity ensues as our actions once again probably speed up the end of the world while trying to work for an immediate short-term good.
Shana: Isn't that being just a little... dark? And jumping to the end?
Jeff: Fine, you tell it.
Shana: Thank you. The trip back was uneventful enough, just an itchy Dirk and maybe one hour extra spent gathering for the Apothecary, who was quite glad for the amount. While Maercis, Biff, and Sparrowhawk took their time to find a proper instrument for Maercis, the Apothecary offered Dirk a potion to bathe with that would end his problem as well as offering us a small repayment in useful potions... to be claimed after finding out what our next goal was. Everyone seemed to find success with their goals.
Jeff: As long as you don't count Dirk probably being embarrassed about walking out of a bathhouse butt-naked before putting his clothes back on.
Jeff barks out a laugh as Shana blushes and goes wide eyed from the thought of such reckless audacity.
Shana: I... I did not know that. I'm very glad I didn't accompany him into the building.
Jeff: Aren't we all? Hehe.
Shana: Um. So, the Duke. Glad to see us, success is always good news, and Maercis was even coy enough to earn us a bonus.
Jeff: I wonder what that clown wants with all his money. We've had almost nothing to spend it on yet but expensive rooms and bath time.
Shana: Now you're the one jumping ahead. With the business of the Ruins out of the way, the Duke wanted us to meet the "First Warden", Cenric, who wanted us to assist him with keeping peace in the outlying villages. In one specific case, investigating the odd overnight deaths of the sheep in Staneax. As far as he knew it was all happening overnight and mysteriously enough that he could not afford to stay and watch. And of course, no troops could be sent properly to take care of the problem.
Jeff: Foreshadowing: Because some troops and a cleric would have to be sent to the ruins anyway despite our success, you can probably guess there are going to be follow-up troops sent to Staneax just to ensure we didn't plant a time bomb.
Shana: "Time bomb"? Sounds dangerous. Probably not as bad as what we did find after a small ordeal of asking around. The town's lord was as jittery as could be, the wife was both busy and out of ideas for the problem--only sure it was not wolves--and the man we were referred to could barely be understood. Greig seemed to be from a region with folklore that talked about a, undead seeming centaur called a Nuckelavee. Effectively a living being of filth and famine. It only took one good look at it to tell it was what we were after.
Jeff: This was after picking up a strong tea to improve watchfulness before leaving The Ward, cutting through the farmland to shorten the trip, then meeting the lord and wife, until getting a farmer to translate for us enough to catch onto Greig's words, investigating the dead ram's body, and following tracks into the woods and along the river.
Shana: Yes, sorry!
Jeff: The full description of it could be a centaur without skin, hanging open mouth and burning red eye, claws all the better for ripping sheep's throats with, and yellow veins that seemed to house black blood. Apparently it also never took baths and couldn't play chess worth a flip. Greig's words.
Shana mouths the words "worth a flip" confusedly and shakes her head.
Shana: It was aggressive enough, but numbers caught up to it, as well as it being daring enough to strike someone other than who had called its attention.
Jeff: I guess that goes along with being bad at Chess. Too stupid to realize it's being distracted.
Shana: Even after seemingly killing it, it constantly moved and tried to get up. We managed to keep it down for the most part by striking blows against it every so often, but it was still managing to stand up after a single broken leg. I won't deny I felt no remorse in shattering all four, but the body still would not rest. Deciding to trust the description from Greig, we pulled the thing into the river to... well, take a bath.
Jeff: It was one of the shortest lived baths anything had ever taken, I think. In the end even its bones faded to basically nothing.
Shana: It was only after doing this we started to get worried that its taint--it was a creature of pure filth, after all--would harm the environment due to adding rot to the water. I couldn't see any, but the possibility was there... and to be explored after getting the thing's stench off our bodies. Greig was happy to be told he's right, the lord ended up winning a bet between him and his wife, and we at least got to use the well to wash away the most of the grime.
Jeff: Whoever thought someone would actually cannonball into a well just to clean off kind of deserves to feel silly, by the way.
Shana: It did cross my mind... The day was only barely ending at the time, so it gave the party time to prepare to rest, off as it may sound. Once again, we disagreed on lodgings. I opted to sleep outside in a comfortable patch of nature (after another successful berry picking) while a single room in the inn cost ten gold. Knocked down to eight in the end, but still a lot, and still another chance for Dave gave us another example of how well he can get into mishaps. I do pity the Halfling he pounced on while trying to claim the bed for himself.
Jeff: At least they eventually settled on something. Sparrowhawk claimed the bed while everyone else got bedrolls on the floor, and no guards were called. Six inch pixie on a six foot bed. Pure win.
Shana starts to giggle and ends up laughing quite loudly.
Jeff: Unfortunately, not the funny note it all ended on. Biff seems to be sick, and for some reason is the only one feeling it. I can guess why at this point, but there's still the whole working it out in-game thing to deal with. Next time, Gadget. Next time...

Cliff notes: Lots of rewards for a successful first mission, Dirk is free of lice. Greig, First Warden, keeps a watch on the villages at the border, and needed our help to stop Sheep killing in Staneax. Threat got killed in a day, though potentially contaminating the waterworks (it was dissolved into a stream that flows into lake Ettinsboll, will travel up the Grenebroc river and into the Warmea) and assuredly contaminating Biff. The creature, it was discovered, falls under the same folklore origin as whatever creatures were inhabiting the ruins we first encountered.
In our defense we didn't know its origin as a creature of living filth until after we all got coated in its grime. None of our (admittedly few) checks on it seemed to describe such details. So, whoops. x.x
+70 gold to everyone (distributed from the reward chest)
+50 gold to Shana
+1 sapphire to Maercis
+1 pot (or vials, likely, for ease of carrying) of very strong tea that increases Perception, as long as you take tiny sips instead of chug it down (enough for five people to use over a ten hour period)
+1 disease for Biff
+650 exp (Level up!)
1450/2250 to level 3

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 Post subject: Re: D&D
PostPosted: December 17th, 2012, 7:58 pm 
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Dungeons and Dragons, where your Defenders are smarter than your Bards, and your Bards are stronger than your Defenders.

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 Post subject: Re: D&D
PostPosted: December 18th, 2012, 7:28 am 
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Cenric is the First Warden; Greig is the farmer/hunter with the most obnoxiously butchered Glaswegian accent that I could conjure.

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