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Yeahh, I play, but not very good,Hyde smiles and looks down, I usually lose.
Chet! HAHAAAAAAHH! The Half-Orc bolts to his feet. Ya old cootie! I knew you be too ugly to get kilt! And Tempus! Ya comin' along, hah? Ain't been the same without yous, no.
A powerful druid of my order resides there
That be the bear-eatin' Lady, hah? I hope she be on our side, yeahh, cuz we be outnumbered bad.
Will post tomorrow. I was in Chicago this weekend and took my son to his first game at Wrigley Field. We sat along the first base line - the Cubs' first base coach is named Brandon Hyde, so my son was pretty amused at seeing "Hyde" along the back of the coach's jersey. He was disappointed to learn that none of the coaches or players had the last name Chet. I wonder how our jokes about half-orc first base coaches were received by those around us...HAAHHHHHH!! Steal second! YEEEAAHHHH! Nice hit!!!
Dandelion greets the others and looks forward to hunting this evil leader.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
The group reconvenes, and several share what they've learned. Tempus and Chet tell of a strange prison that houses a powerful inmate and otherwordly beings...but no signs of Trona's mark.
Hellebore tells of undead to the south, and that they cannibals and undead are under the control of Trona - a human of apparently great power. Many graves have been opened in this area, apparently by him.
A powerful druid resides between the nixie lakes, perhaps in one of the shrines Yenny seeks.
Finally, Hellebore tells of an abandoned village colonized by bees, two days' journey to the east. But it is of little consequence to the Sambords.
Tempus has a private chat with Arnulf, handing him a small scroll case. Arnulf inspects it and pockets it, smiling with many thanks to the halfling. In turn, he hands him a small vial of liquid. The potion has one dose to it, though it could be partially imbibed with lesser effect.
The party is also informed by an official that the Sambords will accompany the Alleborg delegation back to the safe zone; our adventurers' obligation to the Alleborgians is fulfilled. Out of courtesy, the Sambord officials tell the party that the initial discussion went well, and that the Alleborg delegation will carry the request back to The Council (or at least say they will). But any action will take at least a couple of months.
Tempus suggests they rest this day then set out early tomorrow. Chet wishes to return to the prison, while others have not yet stated their desire.
"Tell me more about this witch," Angus asks Tempus and Chet. "Why'd you skedaddle off to yonder prison of hers? Were y'all looking to kill her, free her, or what? She doing anyone around these parts any harm?"
Last edited by Zhym on Wed Jul 06, 2016 8:06 pm, edited 1 time in total.
Yenny is restless and concerned that she or another of the party might yet cause a(nother) political catastrophe, but is likewise not terribly choosy about where we find adventure. All seem important and interesting. She's not so restless that another night of rest here is out of the question--training was rather tiring.
To expedite things, posting at Chet's player's request, here's what Jobin told Tempus and Chet:
...they are met by Jobin again.
"Thank you all for agreeing to this scouting mission. I'll get to the point. It is true we are concerned of the orc city. They are an obvious threat. But there is another threat, one perhaps more dangerous."
"An OGRE city?" interrupts Chet? "No" replies Jobin, looking annoyed. The four Sambords seem to have heard this story before, but they still listen attentively.
"Many hundreds of years ago, a hideous human-like woman roamed the lands. Azurpenia. She was intelligent, playful...but also evil. And unpredictable. She wreaked havoc on the ancient kingdom of Clydylgus (your PCs would have heard tales of this legendary kingdom that stretched for over a thousand miles and includes the very land they stand upon). She was eventually subdued, but not before she took some of the king's family. Instead of killing her, they made a deal. In exchange for the king's family, her life was spared. But she was sequestered to an enormous underground prison, where she would have free rein. She was given some of the kingdom's prisoners as playthings too. She swore a solemn oath upon her own life not to create her own path back to these lands. The portal to this prison was a secret, but a few select scholars have kept the secret alive. It hides in plain sight...almost."
Jobin pauses and removes two incredibly beautiful smooth glass spherical orbs, about the size of golfballs. They glow very faintly blue, but the source of the light is not evident."These are the keys. Your four companions here will lead you to a wooded hillside. Atop the hill is a simple stone platform, built into the ground surrounded by a warding barrier. Step inside and hold the orb in front of you. Its light will illuminate the way." He clears his throat, looking for signs of apprehension. Chet only seems to absorb some of the information as he digs around inside his nose with his finger. Fluffy pants at Tempus' side.
"The evil men to the southwest may ally with the orcs, but we fear that under Trona's leadership they are trying to unleash the contents of that prison. That would be a disaster, and surely spur the beginning of chaos and evil ruling our world. We need to know what is inside the old prison. And, bound by the same oaths that created the prison, I cannot go. I ask you to investigate. Find out what you can. And be on your guard. If still alive, Azurpenia is crafty and possesses great magical powers. She prefers to toy with her enemies. All may not be what it seems. Do you accept? If successful, we may ask you to explore, but you may need to recruit your friends for such a dangerous place."
"The neighborhood's just chock full o' dangers, ain't it?" Angus ruminates. "I don't see as how I can be much help against a witch and her weird creations. I'm more better at killing gobs and orcs and such. And I wouldn't mind finishing our business in No Go. But if y'all want to take a gander at the witch's maze...well, hell, I figure that's as good a place to die as any."
Not to be too meta about it but Arnulf could magic missile a squirrel at this point and he'd level, he's so close. If we want to tackle the witch prison maybe we should look into No Go first, do a bit of levelling and then hit the big'un.
New plan: let's find a squirrel for Arnulf to Magic Missile. 'Cause I want to see that.
But, yeah, No Go first to level Arnulf sounds like a good idea. Angus isn't far off, either, although it'll take more than a squirrel to put him to the next level. But I wouldn't mind having that next level under Angus's belt before taking on the witch.
Chet watches the conversation, then pipes up. "When I was at this shop, this guy named Burtt who was strong and fat was missing a leg, he said that my spetum/trident was very expensive. He said that he would give me 7500 gold pieces for it!"
When they mention that they are going to town no-go, the monk seems mildly disappointed. "That's OK I guess, but we've been there already. I'll just bring my book." He displays a child's picture book proudly, which seems to consist solely of drawings of puppies cuddling people.