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9/8/2009 3:43:25 AM
The "Sea Griffons," came to Nijmegin almost a month ago to take a key tower and hold open the river gate for Rafael and Rugin's forces to enter the city. Once there, they found a city overrun with uroks, evil knights, drow, and unspeakable horrors even those evil things feared. Through it all they have persevered, spending their time hiding and fighting, mostly in the sewers. They received the dismal news that the siege wasn't coming. Neither Rafael and Rugin, nor Rene and Lorraine could reach the city anytime soon. Resolutely refusing to leave a job unfinished, the Griffons feeling betrayed and shortskirted, again, fight on to save the beleagured city and the remaining honest citizens. They just finished toppling a major Church and encountering some new foes; The Black Templars of the Fifth Command and forces from House Fane(colors red and gold, gold lion rampant on red field)a lesser house of Normandy in league with the Coucy's and Flambere's......
IC-All the Griffons make it safely into the dwarven guard room without arousing suspicion or getting noticed. Surprisingly enough, Vicar Oshere has a silence spell that enables them all to safely make it to the guard room. Sir Wihtred, the other foe turned friend from the Temple, has also proved most helpful in carrying the wounded and helping keep them alive.
Damal is actually blinking his eyes and moving his hands now. He hasn't spoken yet, but Brother Conlan believes he is not going to die. Conlan's not sure if he can save Damal's limbs though. Father Auslan is dying. He may not die, he could still survive, Brother Conlan just doesn't know what more to do for him to keep him alive. Gabriel moves stiffly about. He looks to be on the way to a full recovery. Lursa's body is wrapped in holy linen and laying in the corner by the backdoors. Most of the Griffons have stooped and prayed over him, a few leaving small amber beads or daggers in respect.
Elberich gets a message from Hector,Ruskin and I out. Headed lab hide out. Send next on arrival.Hector sounded confident and strong if short.
Nulfi, Elberich and Esni watch the unloading of the Jute's sloop and see several small crates marked with signs for acid, one marked with glycerin, and two marked with red skulls. They also see a cauldron, four braziers, and two large scales unloaded. They notice the goblins taking great care with the cauldron and the glycerin crates. They can't make out much else. It takes the goblins almost two hours to unload everything. Nulfi knows that normally, it should only take them about forty minutes to unload that many normal crates, kegs and barrels.
Elberich's prestigidation spell went over quite well. Just about everyone offering him their thanks and commenting how good it feels to be dry again. It's the first time many of the Griffons haven't looked on his casting with some suspicion and anxiety, although Crit still looks doubtful. Elberich can see him touching his armband, looking away, and then touching it again.
Crit is remembering how earlier in the sewer he slipped and should have gone under, but didn't. He felt the armband grow warm and his body become boyant until he got his feet back under him. There are strange, yet oddly appealing marks and inscriptions on the ring. Which even bothers Crit more. He can't decide if he wants to keep it or not.
The other Griffons have piled most of the loot in the center of the room and have taken to rolling the bones for portions they haven't yet received.
4 Flails all dedicated to St. Kargoth
a.+2 to hit, +4 damage, 3x week can do 2x damage
b.+1 to hit and damge, does 1-10
c.+2 to hit, +3 to damage
d.+2 to hit and damage, does 2-8, 2x week can do 2x damage
3 heavy axes(two handed, or with 18str one handed)
a. +2 to hit and damage, 1-12/2-16
b. +1 to hit,+4 to damage or add to AC like defender weapon
c. +1 to hit and damage, +3 vs ogres and does 2d6 xdamage
8 suits of heavy plate, all are damaged and in need of some
a-d. +2 armor, with work could be +3 or +4
e. +2 armor of acid resistance, absorbs first 10pts per attack
f. +1 armor of fire resistance has a reddish hue and gold dragon emblazoned on breast. Absorbs first 10pts of fire damage per attack
g.+2 armor of shadow is jet black and blurs the wearer whenever they try to hide, giving them a +5 on hide checks
h.+2 armor with a greenish hue that gives wearer spell resistance 15.
3 suits of medium plate
a.+2 armor light blue in color, grants wearer heat immunity, but not fire immunity.
b.+1 armor light blue in color, grants wearer heat immunity, but not fire immunity
c.+4 armor dark crimson in color with a black lion on the chest. Wearer is immune to fear and can remove fear at will on anyone within five feet of him.
4 medium shields are all +2 and have the emblem of the gold lion on a red field.
2 tower shields
a.+3 shield of greater heat/fire resistance. The shield absorbs the first 30pts of damage from fire, heat,boiling water, hot lead or tar etc. per attack
The rest need either search or spellcraft checks to properly figure out.
4 divine scrolls
A=Cast at 8th level: Cure Light wounds, Neutralize Poison, Resist
energy and Restoration.
B=Cast at 4th level: Cure Light Wounds 2x, Cure Moderate Wounds 2x
C=Cast at 6th level: Delay poison, Remove Paralysis, Silence
D=Cast at 12th level: Greater Dispel Magic
3 Infernal scrolls
A=Cast at 4th level:Inflict Light Wounds, Cause Fear, Death Knell
B=Cast at 6th level:Desecrate, Bestow Curse, Inflict light wounds
C=Cast at 6th level:Protection from Law/Good, Contagion
5 Arcane scrolls
A=Cast at 4th level:Ranger spells, Detect Poison, Charm Animal
B=Cast at 6th level:Arcane Lock, Leomund's Trap, Rope Trick
C=Cast at 4th level:Magic Missile, Melf's Acid Arrow, Shatter
D=Cast at 8th level:Remove Curse, Dimension Door
C=Cast at 5th level:Fogcloud, Glitterdust, Phantom Steed
1 scarab of protection dedicated to Osiris, an Aegyptian God. The
scarab is dark blue with star motes inside. It grants the wearer
SR 16 and energy protection up to forty points from any attack from
fire, cold, lightning, wind, or water based abilities.
1 dark blue ring previously mentioned, taken by Elberich. This is a
Ring of Wizardry III, crafted by the greek mage Enrico. The ring is
only useable by arcane spellcasters. The wearer's 3rd level arcane
spells are doubled per day.
2 green rings, the color of jade are a matching set of Rings of
Chameleon Power. As a free action, the wearer of one of these
rings can gain the ability to blend in with their surroundings.
This provides a +10 bonus on hide checks. As a standard action
the wearer can also cast Disguise Self as often as possible. The
rings also give the wearers the ability to use telepathy between
each other at a distance of 100 feet or less.
2 bronze arm rings
A=Bracelets of Archery, lesser, allows the wearer to use any bow
with proficiency and adds a +1 bonus to hit.
B=Arm Ring of Free Action
a/b=Matching pair with ivory handles in the shape of a naked woman
with long golden hair. The blades are dedicated to Ishtar, an
eastern deity of love and war/passion. The blades hit for
+2 to hit and damage and can cast charm person 3xweek DC 18.
C.= +1 dagger of Feather Falling. Whenever this dagger is worn or
held Feather Fall can be willed into action.
D.= This is a "Bane Blade," dedicated to St. Loricato. The blade
is +1 to hit and damage and does 1-4pts of damage, except
against lawful good spellcasters where it is +3 to hit and
damage and does an extra 2d6 points worth of damage. This
blade was crafted in the last six months.
1 pair of socks of warmth. The wearer is protected from cold down
negative 20 degrees. Anything colder will have full effect on the
wearer. The socks are made from the beard hair of frost giants.
1 pair of gauntlets with an emerald lion on the back of the hand.
Crafted in Grenadan by the moors on order of the caliphate as a
reward for meritorius service. These gauntlets grant the wearer
an extra +1 to hit and +2 damage when using a sword or dagger.
2 scimitars with infernal auras created by the Yuan Ti for killing
good aligned arcane spellcasters. Against such folk the blades
do 3x damage and are +4 to hit. Otherwise they are +2 to hit and
damage and do 2-8/1-10. Both blades were made sometime in the last
1 wand, black in color and infernal in aura dedicated to Orcus. The
Wand allows the wielder to create up to 8hd of undead/2 charges,
summon 16hd of undead/4 charges or conduct a ritual sacrifice to
summon and command one Vrock or succubi or Retriever for one week/
8 charges. The wand has eight charges left out of 24. It is close
to a hundred years old and was made in Stygia.
This post last edited on 9/27/2009 7:36:30 PM
9/8/2009 6:54:18 PM
Nulfi is uncomfortable praying for Lursa, but he does go to the body, take out his flask and make a brief toast. Here's to the good ones. There's damn few of us left. The half-elf had been a good comrade, always dependable.
He checks in on Auslan and Damal. Check them new scrolls, turn out our pockets and see if anyone has a potion stored away that might help. These're two of our best hanging on the edge.
The cargo worries him a bit. He's enough of an alchemist to know that the amount of caustic and unstable materials in those crates could generate a massive amount of explosives. Or worse. What are they up to in there? It occurs to Nulfi that he is spending a lot of time worrying lately.
He settles down with the freed miners, makes sure they have enough to eat and drink. They need to recover their strength. Rest well. This room is a bit of a mess, but is still has the Gods' blessing. Strange to think, this city was once a decent place. Lots of foundations show dwarven and gnomish craftmanship. Well. I said we'd get you free, and we have. This place is as safe as anywhere in this cursed city. Not sure where you can go next, though.
This post last edited on 9/8/2009 6:54:51 PM
9/9/2009 10:23:07 PM
Taylon finds it disquieting that he relieved to be in this dwarven sewer station. Still it was better than the alternative. Quickly he looks over the group curing, healing and checking, till his spells run out. Making sure that Auslan and Damal are fine.
Finally satisfied the group is as good as it can be he looks towards the items, and sees if he can help identify them. Some seem easily recognizable, while others are incomprehensible.
Looking around at the group and back at Nufli.
We do what we can, till there no more we can do. We've gotten this far for a reason, even if its not clear to us. Look at what we have accomplished today, all these fine men would see purpose to what we have done.
In the morning he will see if a Make Whole spell will repair the damaged heavy armor. If so he mentions his interest in having one of the suits.
Spell Craft Check Divine Scrolls - if necessary 1d20(14)+10 = 24
Spell Craft Check Infernal Scrolls 1d20(14)+10 = 24
Spell Craft Check Scarab 1d20(8)+10 = 18
Spell Craft Check Ring 1d20(2)+10 = 12
Spell Craft CheckGreen Ring 1d20(1)+10 = 11
Spell Craft CheckGreen Ring 1d20(19)+10 = 29
Spell Craft Check Arm Rings 1d20(11)+10 = 21
Spell Craft Check Arm Rings Dagger 1d20(10)+10 = 20
Spell Craft Check Socks 1d20(4)+10 = 14
Spell Craft Check Gauntlets 1d20(18)+10 = 28
Spell Craft Check Scimitar 1d20(19)+10 = 29
Spell Craft Check Wand 1d20(17)+10 = 27
Elberich Mahler |
9/13/2009 7:27:36 PM
OOC: Sorry, just noticed the new thread...oops.
Elberich observes the outside activity. Given the acid, glycerin, and mixing supplies being unloaded, he can only conclude they will be used to create powerful explosives. He's sorely tempted to use Enrico's wand to destroy the supplies before they can be utilized, but unfortunately doing so would lead to the end of the Griffons.
Instead, he just tries to estimate how long such explosives will probably take to create and where such an operation might best be performed. He also tries to judge as best he can the quantity and capability such explosives might have, given the amount of offloaded supplies.
Afterwards, Elberich spends a few moments quietly reflecting on their losses. He leaves his scramasax with Lursa's shroud-covered corpse. Elberich may not have known the man well, but he had proven to be a true companion and deserving of respect. He can only hope that Father Auslan will recover.
Elberich quietly thanks Taylon for his healing efforts and tries to help the priest analyze the magical items they've collected and determine their properties. He casts Read Magic to decipher the scrolls, but the rings are still a mystery. But given the weapons and armor, the Griffons will at least be well-equipped.
Crit, Hector says that he and Ruskin made it out of the temple. He'll contact us again later, when he's reached his hideout.
Before resting, Elberich transfers one of his few remaining spells, Extended Water Breathing, into the otter-shaped ring of spell storing. If nothing else, it'll allow the Griffons another means to retreat underwater if necessary. In the morning, he'll spend an hour studying his spellbook, preparing as best he can for what may come tomorrow.
OOC: Let me know if more spellcraft checks are needed
Blue Ring Spellcraft 1d20(1)+18 = 19
Scarab Spellcraft 1d20(14)+18 = 32
Socks Spellcraft 1d20(13)+18 = 31
Green Ring #1 Spellcraft 1d20(1)+18 = 19
Profession (Apothecary) 1d20(9)+8 = 17
9/16/2009 8:13:09 AM
Critias too raises a drinking horn to Lursa.
"Never knew where he was from" he says to Nulfi as he looks down at the body of the half-elf. "Albion, maybe. He talked about some place called York once, as if he'd been there."
Crit shrugs. Not that it much matters. Lursa was a good warrior, but he's gone now. He died well - in battle. Can't ask for more than that.
Crit's concerns are for the living, not the dead. He looks over at Damal, hoping that the Jute will pull through. Damal once told him that he was born on a ship in the northern sea in the dead of winter. The Jute knows what it is to be freezing, and yet survive. Critias is confident that he will live. Auslan, he's not so sure about.
He turns back to Nulfi.
"I'd like to know what the priests of Set had those dwarves digging for, under that temple. Maybe you can ask them if they have any idea when you're talking to them. Anyway, we need to decide what's next, Nulfi. Odds are stacking up against us, element of surprise is gone, and the more of them we kill, the more there seem to be. So it looks to me that we got three options. One, we get out while the going's good. Taylon ain't going to like that, but there it is. Two, we give them one last bloody nose, then get out. Three, we step things up a little."
Crit waves over Taylon, Elberich, Shayla and the two from the Temple - Vicar Oshere and Sir Wihtred - before he continues.
"Seems clear to me we're not going to liberate this city on our own, and we can expect no help from Rugen or Lorraine. So if we're going to stay - and I ain't saying we should - we're going to need help from other quarters: the people in this city who aren't in league with demons and Uruks and Orion knows what else. We can put the word out, but the question is, if we do, will they join us? Organise a resistance? Rise up and take their city back? Because if not, we're wasting our time. Soon enough we'll be whittled down to nothing. If that's the case, we should give them one last punch in the face and get out of here."
He looks around.
"What do you all say? We're all in this together now, so let's hear what you think."
Later, Critias goes to find Elberich.
"Found this armbrace back there somewhere, put it on without thinking. I think it's got sorcery on it, Elberich, but I don't want to take it off in case, well, you know, my arm comes off with it or somethin'. Can you look at it for me, make sure it's not cursed or anything?"
Elberich Mahler |
9/16/2009 11:03:19 PM
After Crit calls for council, Elberich is silent for a while. His gaze lingers on Damal, then Father Auslan, and then finally Lursa.
I have to agree, Crit. That's about how I see it. I'm no longer sure what we're accomplishing here. Our enemies are pouring in resources and allies faster than we can respond. And that's without the Blue Wizard hanging about and being a nuisance. Without something that changes the strategic landscape in this city, well, I don't like our chances. We're not going to push them out of the city by ourselves, and as you say, no one's rushing to our aid. Perhaps it is time to consider whether we'd be more effective somewhere else.
One other idea - this city seems to be a significant hub in their operations. We've seen supplies constantly flowing in and out of here. Is there anything we can do to deny Nijmegen as a logistics center? Or at least ruin whatever mischief they're up to with the ensorcelled grain and now these bomb-making components?
Sure, Crit, let me look at the armband. Maybe I can figure out what it is. We certainly wouldn't want your arm falling off, now would we?
Elberich added the last with an amused little half-smile as he examines the armband, trying to glean what he can from the magical item.
Armband Spellcraft Check 1d20(9)+18 = 27
9/17/2009 12:47:53 PM
Nulfi mulls it over.
It's worse than that, you know. From what we heard, those Templars have orders specifically to hunt us down. Do you really think they'll stop chasing us if we leave the city? They seemed happy kill any of the locals that got in their way at the temple, including the priests, so I don't think they're all that attached to this place. Do you know of anywhere safe we could get to before those relentless bastards caught up with us? Because I can't think of one, not yet anyway.
As for allies, we should see about meeting with Shayla's friends and see what they have to offer.
If we're going to keep up the pressure, and I think we should, the next step is to raid the Volkoff. There are valuable prisoners there, we can take out a few more of the folks running this place, and then there's that cargo. If we can get at the contents of those crates and barrels, I'm sure Hector and I can come up with some very useful tools for future operations. Or at least do some serious damage to the castle itself.
Shaking his head, he heads back to the other dwarves, to see what they can tell him about what's going on in this place, and what the priests had them doing, beyond draining out their flooded basement.
9/22/2009 3:02:07 PM
OOC-Will have the rest of the identified magic items up tonight, hopefully...
IC-Two of the dwarves notice Taylon working on the armor and come over. With their help and the use of his spell, Taylon is able to repair all the armor, except the shadow armor as much as possible without the use of an actual smithy. The shadow armor can't be fixed without the help of a mage knowledgeable with illusions.
Shayla listens to Crit, looking away on occasion to glance at Esni. When Crit finishes she whispers, Esni might know of some who could help us. I don't think we would ally ourselves with them under normal circumstances..but is possible they could help us. I can also try and contact Lord Dalseweg or some of his people. They've helped the Orange Order in the past. If they are still around, they may help us now. I'll have to leave to do that though. Should I go alone or bring someone with me. And, ah, nothing against Hector, but I'd rather not go with him. There's something spooky about him. Shayla hestitates when talking about Hector, clearly not wanting to offend anyone, but feeling the need to be honest.
Vicar Oshere and Wihtred know of a number of human mercenary troops in the city. It's quite possible some of them could be induced to join the Griffons. Oshere also brings up the possibility, These Black Templars don't like anyone here. I'm certain they will kill more of the uroks in the city before they leave. In a strange way, they'd be helping us. How long do we let that simmer before they find us? Or should we even consider it? Also keep in mind, the Holy Father himself sent these Black Templars and the other troops assisting them. These are not Leonard's or Remus' men, not Phillip's or Baskurt's or Duke Hugarn's. They are here to carry out Lotan's orders. Now I know the Holy Father has not been entirely happy with some of Bishop Remus' independent ways. It's quite possible the Black Templars will kill a few of Remus' people as well.
The meeting breaks up and Nulfi gathers the dwarves together. Talking with them is disturbing. They are all so broken and slow of speech and thought, it takes a great deal of his patience figuring things out. Over the course of several hours he finds the dwarves weren't just digging and shoring up the flooded basement. They were also gathering certain types of clay and soil and testing the mineral content of the water. Thinking back on what he saw unloaded from the ships mixed in with this new information Nulfi doesn't think Baskurt and his minions are making bombs or explosives. It's quite possible they are synthesizing ores and minerals and using the glycerin to distill out impurities. Baskurt could be trying to make pure elemental essences. Nulfi doesn't know much about elemental essences, but he does know they are often used in crafting powerful enchantments and magical items.
Elberich examines Crit's arm and the armring, noticing several sigils to Njord, the norse god of the Sea and two in particular to some figure called Weylund or Volund. He is unsure of that. He can tell Crit the armband was made for sailing and swimming. It will support up to 400lbs in the water, keeping the wearer afloat in mild seas. The armband will also automatically grant Airy-water to the wearer if his head should go underwater. How long that lasts, Elberich can't figure out.
Psst! Luftsa waves at the Griffons to quiet down. He is looking into the cavern. We got company, some of those damn Zingarans we ran into at Zutphen. Outside in the cavern, four of the Zingaran's sit dejectedly on the steps. All are wearing heavy leather armor and carrying short swords and javelins. They are smoking hash, passing a pipe between them and speaking quietly in their own tongue.
9/24/2009 11:06:32 AM
Nulfi ponders a bit, chewing on the inside of his cheek. Can anybody make out what those bloody Zingarans are saying? We could use a little current intelligence.
We oughta talk to everyone as can help us clean this place out. Too much to do here by ourselves, we could use some allies. If ya don't want to go with Hector, then someone else should go. Hopefully me and Hector will be busy making blasting poweder soon.
I don't mind making the Black Templars do some of our work for us. Might as well get some good use out of those inhuman bastards. They're gonna come running anywhere we show ourselves, so we might be able to use that. just need to be careful we don't let 'em corner us. What in Hells are they anyway? You saw what happened to that fella we killed in the sewers.
I still say we should raid the castle. We can free some prisoners, do some damage to the leaders around here, and hopefully grab those crates. Whatever they're doing with that stuff, whether it's magic or alchemy, we don't want them to succeed. And we can turn what's in those crates into LOTS of blasting powder, which opens up all kinds of possibilities.
This post last edited on 9/24/2009 11:07:13 AM
9/25/2009 6:22:55 PM
Taylon satisfied that everyone was healed and cured as best as possible takes a moment to scan through the divine scrolls to see what they may offer for help. When the conversation turns to, leaving or fighting, he joins in.
If we can stop, slow, or even reduce the flow of evil into this world we have done something. The taint that permeates this city runs deep, and any cleansing we inflict on it is far better than leaving it to grow and fester.
We should see what allies can be gain, what forces can be gathered, we might not win, by we can hamper and delay their nefarious efforts. If there is nothing we can do, and death is inevitable, then we should flee, so we may fight another day. Still I think there is more we can do.
Taylon looks around seeing the faces of all huddling in the dark room.
We should all be proud we have done more than a small army of the holiest of men could do. Even today we freed these men, that is a victory. The question is how many more are there like these awaiting us. Can we not find others, who need and deserve our aid? Can we not grow our force?
Taylon wasn't sure were he was going with this, but he felt they needed to fight this evil, if they had a chance of success.
Elberich Mahler |
9/26/2009 1:32:39 PM
Elberich generally agrees with what he's hearing. He'd certainly like to give the enemy a swift kick where it hurts. But if the Griffons are to make real progress, they'll need allies and a plan. Perhaps Hector can help arrange something after his next contact.
Later, Elberich discusses Crit's new accessory. Well, Crit, thanks to your armband, you need not fear drowning. Just the thing a Sea Griffon needs, yes? Elberich relates what he's learned, including any potential limitations.
Nulfi's suggestion to listen in on the Zingarans seems sound. If they are too far away for any of the Griffons to eavesdrop, Elberich pulls out a scroll of Clairaudience. He casts comprehend languages and spends a few minutes listening to their conversation. Perhaps he can learn something useful.
Later, the wizard studies his scrolls & spellbook, trying prepare for whatever the future may hold, before eventually resting for the night.
9/27/2009 9:08:41 PM
OOC-Edited page with magic items, giving explanations their types and properties.
IC-Shayla asks Maath and Luftsa to go with her and both readily nod their assent. The three quickly gather their things and make their way out the backdoor.
Nulfi and Esni are watching the Zingarans. The four are joined by another eight, all sittiing glumly on the cold stone steps of the cavern and smoking hash. Elberich comes up and casts his spell and the sound of the Zingaran's foreign accents fill the space around them. These men wish they had never come north with Baskurt. Nijmegin is a cold, wet, sunless place full of heathens and demons, a true hell on earth. The arrival of the Black Templars, the Zingaran's call the Fifth Command, only confirms that belief. Many of these men believe it was better they had died young than come here. They feel cursed from the place and have little hope of ever seeing their sunny homeland again. They do let on that the Black Templars can't find the Griffons and it is generally accepted the Griffon's have fled the city. The Templars are getting ready to do the same. Duke Hugarn has allied with Lorraine and is now marching on the city. He is expected to start sieging the place sometime within the next two weeks. He has already taken Mook and blockaded the river, stopping all traffic going east. Duke Hugarn also knows the city and it's people and Baskurt has already had to execute three men thought loyal to the Duke. Baskurt, Master Urzad Arlog and the ogre-magi Grimslade have all locked themselves in the Valkhoff in case the "Cider Lords," and others decide to rebel. They are also afraid the Black Templars may decide to kill them. Between the Black Templars and the Vampires roving about, no one sleeps much anymore. Two of the Zingarans spit and curse the Red Witch for killing Arlen. The vampires belonged to him, followed his commands, and now that he's dead, they are free to do as they please. Just the other night they killed one of Baskurt's mistress' right in the Valkhoff. Right now the Zingarans are waiting for two sloops to arrive. They are supposed to outfit the ships for a three month journey. Baskurt's personal guard will provide security for the ship and it's prized captives. The Zingarans have to stay here.
Elberich's spell ends. The Zingarans don't do much else for the next half hour. Suddenly they all jump to their feet as four warriors in red and gold half plate walk down the stairs, along with two Knights and two members of the Black Templars. The Templars pay little attention to the Zingarans or the other men. Both of them silently walk down to river's edge, check their gear, drink a potion, wrap their hoods tightly over their heads and slip beneath the water, disappearing in the murk. The Zingarans all stand at attention, scared and hopeless. The lead Knight, a tall man with a barrel chest and deep voice shakes his hand at them, Don't look so gloomy lads, the days will brigthen. You're going to run Lorraine's blockade and sail south to Chalon. Don't worry, you'll have company, and I don't mean those damn goblins you eat and sleep with, I mean real men, goths, all born reavers like yourselves. The knight's cheerful demeanor does nothing to improve the Zingaran's mood.
Hector arrives, using the back door and he has brought Roonbiddle and two other gnomes with him. All of them are carrying alchemical supplies, scroll sheets, bottles of ink and satchels of quills. Hector looks rather disgruntled and unhappy as he sets his load down. He walks over to Crit,It's gotten bad outside. Those Temple guys from Antioch, have killed close to a hundred people, most of them supporters of the Duke or the Orange Order. It's frightening how efficient they've worked. Baskurt and his ilk have shut themselves up in the Valkhoff, like that's going to help. Baskurt is trying to hide Lady Cyneburh, the ex-Duchess of York from Ramon De Voray. Voray's the leader of the Temple guys. They apparently want to take her to Avignon so's the Holy Father can find her a suitable husband. Those Temple soldiers are an eerie bunch. If they acted at all normal, I'd say they're mad as a hatter at us and want all our heads in stooley pits on pikes. But they're not like anything normal. I found out we've killed eighteen of them and maimed another fifteen. That's some of the worst casaulties they've suffered in years. I can tell they didn't expect that to happen, but strangely enough, they are all looking forward to fighting with us again. The guys we killed, they believe are in heaven now or what they think is heaven. These are a bunch of freaky people Crit. I can relate to the vampires better than them. Yea, Arlen had about twenty vampires under hs command, and except for the eight the Templars killed, not the weird Templars, but the ones under Sir Zander Gerse, I can't believe I just said that. Anyway, Sir Zander and his men are the only people in Nijmegin not afraid of Voray's men, the vampires, or Duke Hugarn's return. Hector sits down, shaking his head and looking off into space, I don't think I'm ever going to forget this place. His face brightens and he looks up, I do have some good news! Zutphen is safe, it still belongs to us and a couple of welshmen, Sir Ganwyn and Sir Kerrigan are rebuilding the place along with some goth Captain of Rafael's.
After Hector relates his news, the Griffons gather around and emboldened by Crit, almost unanimously vote to loot and ransack as much of the Valkhoff as they can then head home to Zutphen as fast as they can.
9/27/2009 10:33:03 PM
Taylon takes to sleep as he suspects the next day will be a very busy one, as all have been since they reached this miserable city. Still he'd lived another day, and that was a good thing. A small personal prayer to Cuthbert before turning in.
The next day he pours over the scrolls and tries to determine what spells he should take, there seemed never to be enough. Still God would show him the way through this even if he didn't see it. Thinking of his own concern he takes the time to make his way through the others, praying and blessing them. Letting them know that Orion has not forsaken them, and that the God will be there for them.
Interested in Arm Band: Ring of Free Action, One of the repaired suits of armor, Medium Shield +2, Divine scrolls
Elberich Mahler |
9/28/2009 5:55:15 AM
Elberich breathes a quiet sigh of relief. Could they really be fortunate enough for the Black Templars to believe the Griffons have fled Nijmegen. Not that that was a totally unfounded assumption, given the recent conference. But it would be good to have a chance to properly plan and prepare for their next move.
The wizard studies the blue ring some more, becoming increasingly impressed. Truly, Enrico was a master at his craft. Elberich would do his best to see that it was properly employed. He eyes the Bane Blade in disgust. That abomination should be destroyed...
Elberich peruses the latest batch of arcane scrolls. There are several spells new to him, and he proceeds to transcribe them into his spellbook. The wizard sighs when he finds a troublesome section. Why didn't the author just use the standard Lorentz transformation for Acid Arrow instead of this archaic approach? With a muttered curse, Elberich turns to the next scroll. He'll have to revisit those equations later.
Interested in: Blue Ring, of course, and the arcane scrolls. The Scarab of Protection would also be very nice, but others might be interested in it as well.
Spellcraft (Acid Arrow) 1d20(1)+19+2 = 22
This post last edited on 9/28/2009 5:56:49 AM
9/28/2009 11:02:06 AM
Critias eyes the arm ring, looking relieved.
"You mean it's blessed? By Volund? I've heard of him, he's Orion's smith." That's all right then. Divine magic is *entirely* different to the sorcerous stuff Elberich throws around. It's not even pagan magic. Volund *was* Orion's smith, wasn't he? Something like that, anyway. Maybe he'd better check with Taylon, later on. Fits nicely, though.
"Thanks, Elberich. Guess I'll keep it after all."
Back at the discussion...
"Well, then" says Crit. "Looks like we've got ourselves a purpose. We stay. Let's see if we can't bring the Valkhoff down around their ears when Duke Hagorn turns up. Then we can have a word with him and Duke Rene as well, maybe give them an object lesson in what loyalty means. They owe us, and some."
Critias hands out his orders.
"Shayla, see if you can find this Orange Order of yours. See if you can get them onside, or set up a meeting with them. Take Esni, but keep an eye on him. And don't worry about Hector, he spooks everyone - me included, with his damn talking in my head all the time."
"Vicar Oshere, who are these mercenary companies and where can we find their leaders? They could make all the difference, but they'll need careful handling if we want them on our side. Those bloody mercenaries have no loyalty to anyone, except their money pouches."
Crit doesn't pause long enough for anyone to comment on that. He carries on addressing the vicar.
"See if you can locate their leaders, and also contact people you trust. but make sure you trust them - there's corruption everywhere round here. Put the word out that relief is coming with Hagorn, and tell the people of the city to be ready to rise up when they see the sign. Don't tell them when yet, and don't tell them what the sign is. Just tell them they'll know when they see it."
Next he turns to Hector.
"I want to keep an eye on the Fifth Command - not engage them, just find out what they're doing so they don't have the jump on us. Hector, that's your job. You seem to be able to sneak around this city like you own it, so you watch them. Find out if they really think we've left, or whether they're just hoping to flush us out by spreading the rumour about."
To the rest of the group, he says:
"I say we go back to our original plan - when Hagorn arrives, we bring down the tower at the north end of the Kroonenburgersingel to break the walls, and then either blow a hole in the Valkhoff or come up underneath it. To do that, we're going to need those explosives. There's some sat right out there, but we need to get them without giving ourselves away again, because once we've got them we'll need to get back here and sit tight for a couple of weeks until Hagorn gets nearer. That's a problem."
Crit would also like to make sure those Zingaran sloops don't get through the blockade, but he's not sure how to accomplish that from here.
He looks around to see what the group thinks about all this.
9/28/2009 11:04:15 AM
9/28/2009 7:05:20 PM
OOC: Nulfi would just as soon toss the Heavy Axe he picked up earlier back in the pile (+2, double damage 3/week, blessed by St. Kargoth) and pick up Heavy Axe A - not that he's uncomfortable with it being blessed by the saints, but he prefers the more reliable and less flashy weapon. Also interested in the green rings of disguise.
Nulfi is considerably cheered to hear that Zutphen is still free. The feeling that he managed to acccomplish something worthwhile is quite a boost. Still tempting to get the 5th Command to come into the Valkhof after us. They could do a lot of work for us in there. Undermining a tower shouldn't be a problem, now I've got some competent help.
There are still two things to think on. First, we got two sloops that will be arriving to carry 'prized captives' somewhere very far from here. The chance to capture them, and to take a swat at Baskurt's personal guard at the same time, is very tempting. Add in 3 months worth of provisions, and it's hard to say no.
Second, there's all the alchemical goods that we saw hauled into the castle. Trust me, there were enough goods there to make some very nasty surprises for Hagorn's forces when they arrive. Better we get our hands on them and make some surprises of our own.
This post last edited on 9/28/2009 7:05:51 PM
9/30/2009 2:36:42 AM
Crit nods his agreement, as he absentmindedly swings around a flail he picked up from the loot. How people use these things, he has no idea. He shrugs and tosses it back in the pile.
"I'd definitely like to have the contents of those sloops. But I'm not seeing how we can do it quietly, without giving our position away. Small use it will do us to have three months supplies and some expensive captives to ransom, if it brings the Black Templars down on us again."
He thinks on it some more.
"Unless there's some one to seal off this cavern for a while, so that they can't send reinforcements down from the Valkhoff while we raid the sloops and get back here, I can't see how we can take them."
He looks questioningly at Nulfi and Elberich for this last.
[ooc: I updated the Sea Griffon Notes & Loot (LP) thread with all the new stash, plus who's taking what. Crit is after a suit of armour, shield and the Grenadan gauntlets. Suggest we give Damal or Auslan the socks of warmth to aid their healing, then spread the rest around the rest of the Griffons. Unless anyone wants to claim anything else first?]
This post last edited on 9/30/2009 2:43:06 AM
9/30/2009 9:50:35 AM
Also, here is the current party, think this is everyone:
Luftsa- Half-Orc/Half-Saxon Fighter
Maath- Half-Orc/Half-Saxon Fighter, companion of Luftsa
Brother Conlan - Priest
Gabriel - Norman Wizard
Owyn - welsh archer
Catwig - welsh archer
Llassar - welsh archer
Arwell Rees - welsh archer
Lemlinus- half-elf Rogue
Derward- Saxon fighter
Druce, Welsh archer
Grunhild, Viking shield maiden
Bursi, half-urok warrior
Elyas of York, half-elf warrior
Roonbiddle, gnome sapper
Marin - men at arms under Sir Warren
Shayla Hasselhock, half elf bard
Father Auslan, human cleric
Esni, Drow wizard
Vicar Oshere - cleric of Dinadain
Sir Wihtred - paladin of Dinadain
Sergeant Caplet - Templar brother
Father Ruskin - priest of St O'Brien
Rescued dwarven miners
Elberich Mahler |
10/2/2009 1:11:43 PM
Waiting for the sloops to be loaded before taking them over and sailing out of Nijmegen is certainly a tempting proposition. But if they're after larger game, Crit's right about protecting their location and not revealing their presence to the Black Templars.
Crit, I don't have any means to block the tunnel. However, maybe we can let the blockade rescue the captives for us. Nulfi, would it be possible to rig some sort of drag on the bottom of the sloops? Perhaps attach some canvas or something underwater to slow the sloops down when they try to run the blockade? I could make a small strike team invisible, if they stayed together, and able to breathe under water. With time to prepare, I could do more. But I'm not sure when the sloops are scheduled to depart, and I won't be able to replenish my magic before dawn.
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