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BLADES Notes #59

Character Race & Class Level HP AC Player Creator
Raybur Sidebottom Dwarven Fighter/Cleric 6/6 54 (-7) -3/0/2 Dean Joel
Phyllis Sidebottom Dwarven Fighter 7 54(64) -5/-5 Katherine Katherine
Effrede George Half Elven Magic User/Thief 6/6 34 -3/1 Katherine Katherine
Talarian Blackguard Half Elven Fighter 7 68 Occ. Ring
(-9) -8/-3
(-7) -6/-1 Dean Dean
Conrhia Applewhite Half Elven Woodsman 7 68 -5/-4/0 Rhonda Rhonda
Serlisse Reintar Half Elven Druid 7 32 -1/1/1 Rhonda Rhonda
Sputnik Half Elven Cleric 7 49 1/4/4 Jay Jay
Arthur of Petethal Half Elven Ranger 6 58 2/4 David David
Zephram Trent Hill Gnome Fighter/Illusionist 5/5 41 (-5) -3/-2/2
1/5 w/out PA Alan Alan
Shirlard Half Orkish Fighter 5 44 3/3 Darleen Darleen
Costigan Coastlander Fighter//Cleric 1//2 20 (2)3/3 Rodger Rodger

March 26, 2193

Rest and Identify. We think the undead will dissipate when we beat them and take time to reform. We could then Exorcise them, which might free them rather than destroy them. The Locatha recommend entombing the Kraken artifact.

April 5, 2193

We are ready to go again. We owe The Republic for a Chain Mail upgrade +1 to +2 for Costigan.

The skills from the Ancients’ Pool are open & close doors; operate the elevators in a non-random fashion; fold rooms; unfold rooms and lock & unlock doors.

April 20, 2193

We are back at the City. We decide to rebuild the coastal vessel.

April 23, 2193

We start looking for the door into the City.

Where the water enters the City, it flows through the stone as if it were a sieve with very small holes. There is a disguised track of a wheeled cart and hard boots that becomes hidden after a little ways. It has been many days, but it happened since the rainy season. We can’t follow the tracks past where they are covered.

There seem to be three small fires on the beach inside the dome at night.

April 27, 2193

We find a camouflaged rowboat at one end of the tracks. It is further to the West along the coast. Up to 8 can row and 20 with supplies can be carried – up to 40 without supplies. It is marked in Hobgoblin that sort of translates as Chum Generator.

The other direction is constrained by the topography, but a couple of days of searching do not yield anything.

After much poncing around we leave a note in Orkish on a stone tube saying pay salvage and don’t come back.

We start searching around the city for the door that we hope is there. We looked for doors around the base of all towers.

May 8, 2193

Six days later, the dinosaurs wander off. Serlisse found the panel that opens near the Tofu generator. There is a coffee pot like dispenser. Fred finds another door inside. There is a 500 gp sized ruby that glows faintly. When touched it stops glowing and the tofu stops dripping. When touched again, it starts glowing but it takes a minute or so for the tofu to start gathering again. We can’t find any other doors.

May 9, 2193 to May 13, 2193

Fred checks around on the seawall, but finds nothing. Serlisse talks to a fish and we eventually find out that there seems to be a large hole underwater and there are walrusmen and a hot turtle.

Land dragons are the largest and dumbest of the three descendants of the dragons. Behirs are smaller and smarter. Dragon turtles can occasionally grow larger that Land Dragons and are the smartest of the three. Land Dragons breathe sound which makes parts of you fall off. Behirs breathe lightning which kills you. Dragon Turtles breathe steam which cooks and kills you.

May 14, 2193

We trek back around the city.

May 15 & 16, 2193

A small shrew-like creature gives us some info and a bird points us to the south west. After much searching we find a cave with a small slot kind of opening that opens up greatly. There are many openings inside. We find a possum nearby that knows the other big people’s secret. They know the twisty secret. You have to stick your hand through the slot. There is a trap deep inside, but the door itself seems to be fairly simple and elegant. Raybur fails to Dispel the trap, but Sputnik does it.

There is a fake wall that is disguised from the other side. A little bit of monkeying around by Fred and Serlisse tells us that the 20 hobgoblins on the other side are ready for us.

20 hobgoblins try to mug us, but after 18 segments, we prevail.

The bridge is guarded by some sort of invisible being. It protects the hobgoblins and tries to dissuade them from crossing the bridge. They haven’t done it in three years. The humans had to do all the basic “menial” tasks. The Wind Chime alerted the hobgoblins of intruders. There are beautiful trees in a nice neighborhood. This place does not produce cigars or liquor other than beer. Special supplies were purchased with the equipment they sold off to the orcs and the Locatha. There is someone on the far side of the bridge that they feared and hated. There were some forays into some of the other houses, which their whipped butts. Half of the hobgoblins would stay behind. There is comfy pillow and blanket of

There are three white buildings made with a vaulted arch style of design instead of a more traditional style. They are separated by small parks. They look like they were set up for four people to live in each with lots of open spaces. A fourth one is closed up. The three are open on three sides, but the one nearer the cliff into the water. There is a railing at an overlook by the water. They may have been practice/concert halls with sound proofing and

The hobgoblin tells us that the servant golems will attack or throw a temper tantrum. They also ran into insane dwarves at the artisans’ mall – the huge dome across the river. There was a human that showed the hobgoblins showed the way into the city. He claimed that he had to get away from the mall. He felt like he had to have all the things in the mall. The mall is a huge dome with multiple floors and lots of shops. Outside the mall on our side is a restaurant with good magically generated food. That is where the restaurant with the poltergeists was.

2 magic rings – one each on the brothers

Magic dart

Magic knife

Magic battle axe

Pillow

2 quilts

2 potions, marked identically – Tranquility

Orcish potion – marked Disorder Cure

Half bottle of seasoning oil that makes the food taste spectacular (4 of 8 doses) each dose makes food for 12

Ancients’ Magical harp– the Hobgoblins didn’t know what it was

Half Tube of glue – they took to the orcs and brought it back – the two brothers glued their hands to each other, sat for a full day and then separated

A tiny magical ladder – the Hobgoblins didn’t know what it was

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