D&D so far...
Game 1
Takes place in Andoran, a good kingdom that is 3,000 years old. It is full of political radicals ad wealthy merchants who actively oppose slave trade. They are headed to the southern tip of the area, a small town called Cirrimium.
Each person received a mysterious summons. Wolf was I the tu-narath planes at the time. They are given the location, date and time to meet for possible employment.
5 varied persons head to this place. It is in the center of town, the merchant inn.
1) E – Elaina – Devil worshiping Chillaxian merchant female
2) MR-Mystery Rogue male
3) Bandage Boy-MR's partner, male, wears bandages over all skin, a large hat
4) MV-Mad Vardigan male, wandering gypsy fighter strongman wh travels with V
5) V-female rogue with a sideline of wenching, looks like a darker arowyn
6) W-Wolfgang “wolf” male fighter/jaunter, think gourry from slayers, not smart, but has a well trained war horse, wears chainmail shirt, longsword over his back, a vest of daggers, cloak, and always has to large burlap sacks on his belt. Frequent planes traveler but from stonespine island
W shows up the day before, and hangs out in low town with the sailors getting a feel for the place, then shacks up at the merchant inn.
E shows up in her merchant wagon, and stays at the inn.
MV & V arrive and begin doing strong man competitions and trying to make money like the gypsies they are. The change and show up on time after making some coin.
MR shows up, cases the joint, and slinks in the back door last.
They each in turn, show up at the back door, and are lead into the back meeting room.
They wait silently after comparing invitations. At the appointed time 3 hooded figures appear, the center one is shorter than the other two. No mater the angle their faces can't be seen.
They are thanked for arriving and asked to agree to take on tasks. Much wrangling is had by MR, and questions are peppered in as to what the tasks are, which he won't reveal until agreement, payment, employment, who they are. The hooded figures deflect everything and summarize that they will be well paid, if they pass the tests they will gain full time employment. Apparently having no better offers everyone agrees.
The hooded figures provide five tasks to be completed over the next five nights, at which point they shall meet, receive payment, and have one more task to complete, for additional payment and gainful employment. They must do the following:
1)steal madam bianca's journal
2)locate a black diamond
3)get lord rhelgen's sword
4)kidnap father milas tomar, quietly
5) plant a bloody weapon in regent petrolis' chambers
There is some thinking, and they decide to head to a location MR has deemed safe. They travel to low town, to the docks. There they locate a specific warehouse.
12/1 Game 4
At the low town inn, where the sailor's from the docks stay, a commotion awakens V, who wakes Mad Vardigan. The City Guard is assembling all patrons into the common room downstairs.
V checks, there are guards outside her window, so she sets to work quickly changing MV to look like a sailor. Being at the end of the hall, she completes the task before a lock knock on the door occurs. “one minute” “city guard”
V answers the door playing the part of a sailor's whore, allowing her to avoid being scrutinized. They are told to assemble at once in the common room. They do as ordered, keeping their eyes and ears open
There is a different hell knight and a squad of guards waiting in the commons. The HK explains some things went down and they are looking for information. A sailor was found involved in a plot and they suspect more persons have been paid into the employ of out of towners causing trouble. They describe the sailor that was kidnapped the prior night and put into the father's house.
A sailor pipes up and says “that's jimmy” - the city guard rounds up all sailors of that ship, with much grumbling, and takes them to be questioned for information. Avoiding the close call V & MV start heading to the merchant inn
Wolf wakes up at the merchant inn and heads downstairs for some breakfast. E is also dining downstairs and W joins her. There are rumors of foul play between high ranking politicians and the religious leaders during the night. There are whispers of mages being involved. The street outside is crawling with guards.
E sees a nervous lad quickly exit the common room, and attempts to causally follow. Due to the press of the crowd he is lost when she gets outside. W follows E.
There are guards and merchants arguing loudly outside the merchant inn, no outsiders are being permitted to leave until the foul play is investigated as a mercenary guard for hire type appears to be suspected as being involved in the foul play of the night. All guards are being questioned before they receive approval to leave town. The guards explain the merchant may leave on his own without guards and they won't stop him.
Mysterious rogue boy awakes and notices extra patrols, all containing a hell knight, roaming around. He goes out to locate the highest ranking Hell Knight he can find, and waits patiently while the patrol group questions some peasants. He then politely addresses the hell knight by his proper rank, and is asked to accompany the hell knight to the barracks. MR tries once to engage conversation, and is shut down. He walks silently until the enter the military barracks in the center of town. He is led to a downstairs cave area, and through hallways, until he reaches the hell knights office.
MR indicates he has helped investigate and find troublesome persons in the mast for HKs and would like to offer his services as there seem to be a commotion in town.
Lead HK indicates one of the order was attacked, unsuccessfully, in the night, by a masked mage carrying a very large sword on his back and a mercenary fighter with two swords. They are seeking those involved in order to make them pay. There was also a sailor found in father Milas Tamor's house, and FMT is missing. Foul play is suspected due to his well known feud with Regent Petrolas.
MR is told to come directly to Meralictor Typhus if he can find any information. He then leaves and goes to the merchant inn.
E sets up shop since no one is going anywhere, she turns the fear of being without guards into profit by selling her guns and ammunition to the richest merchants. 2 pistols and 10 round of ammunition at full market price and she closes up shop to craft more weapons and ammunition.
Talk is that there is rumblings that two mages have been in the town square all day searching it for something unknown.
W changes his companion bird to a rat. He spends the time cleaning, mending and sharpening his items, and checking on his war horse.
V & MV are approached by guard on their way to the merchant inn, they are questioned as to which ship he works on, V remembers a ship name and feeds it to him, he is taken into custody as that is the ship that is being questioned.
V reaches the merchant inn and grabs W, asking for assistance. The two head to the barracks, with no plan.
MR has a lamb lunch. He takes his time in the empty inn having a fine lunch.
Meanwhile in the lockup MV is making friends with his mug of endless beer, he explains he is locked up as he used their ship name to impress a lady, and now is going to be questioned with them. Drinking and talking continue as he makes friends, and is offered a job on the ship by the captain to replace the idiot jimmy who brought this on them all. He starts planting seeds of a revolt
W and V arrive near the barracks and W sends in his companion imp as an invisible bird to report back. The report of revolt comes back
The imp watches the drunk sailors beg some guards to take a fallen man out, as he might be diseased, the finally agree and unlock the door, telling everyone to get back. The imp closes and locks the door behind them. Chaos and beating of the guards follows.
MR decides to have dessert boggling the innkeep as he ignores the chaos.
The prisoners unlock the door, unlock the other cells, grab weapons from the confiscation rack, and begin storming the common room. The imp unlocks the inside of the doors so W can open up the doors into the common room.
Slaughter! The bird happily kills guards, the sailors have less luck with killing guards while V and MV are a whirl of weapons. No one of the guard is left alive. The pirates disperse into the streets headed for their ship, planning to kill guards that attempt to stop them on the way.
W feeds one body to his cursed bag of holding as the bodies are looted swiftly. V fades away and MV & wold dimesion door half way to the merchant inn and walk calmly to the inn. W hides his dagger vest in his cloak
On arriving to the inn MV goes up to Ws rooms to transform into a barkeep looking man. The rest of the group MR, V , W, E being talking about MV's ship, with how well liked he is and the death of the captain, they could have uses
The bar keep chimes in, the only other man in the empty common room, “please take my daughter, this town has gone crazy, I will pay her passage out of here to where ever you are headed in your ship.”
The group considers this while MR menaces the barkeep to be quiet and stop being nosy. V steals MR's wine.
W teleports to the ship to see whats up, the sailors, 8, who have made it through the ordeal of the day are attempting to leave, W starts to help them, gets a good look at the ship. The bird, at the inn, tells E what's up. W is told via the imp by E to come back. He teleports back to the inn.
At that time, the city guard approaches and enters the common room on their rounds looking for MV. After the begin talking some drunk pirates who didn't make it to the ship show up and start attacking the guard. W puts the imp on a nearby roof, then swaps the imp for MV. The drunk pirates are all killed and the group feigns panic, concern, and stupidity, so the HK and the guards move on
The bartender mentions he saw MV and saw him magic – W has the bag summarily eat the bartender
MR claims the bar as his own, W protests since his bag ate the bartender, and MR agrees to name the in W inn. E explains she can do the legal documents, and as such will own half the inn.
V takes the inn keepers daughter, explains she much now keep the inn, and offer services on the side. The daughter is taught the arts of a street walker to make sure the money keeps flowing and is promised ongoing employment at the inn
W is sleeping to rest up for what may come having hopped all over town that day all know not to disturb him until the 8 hours is up
E draws up documents, and utilities prestidigitation to clean the bar, with a bit of mending and MV's bar keeping the common room is ready for dinner. MR claims the name Silis for the legal paperwork E has drawn up
12/16 game 5
Wolf wakes up after sleeping, and then teleports to the warehouse to fetch bandage boy, the priest, and the sword. On arriving, he seems to be in the wrong location, and surrounded by boxes. Wolf sends his imp in bird form outside, to the side of the building, and dimenson doors there. He looks around to find he ended up across the street from his destination.
After walking across the street, and to the side of the warehouse, he knocks on the door (where the bear trap had been setup) after a short wait, shouts “ello”. Bandage boy reluctantly cracks open the door. Wolf explains he is there for the body, that better be breathing. He is taken to the priest, who is in poor condition, incoherent, bound, missing most of his fingers, and screaming. He shrugs, and teleports both BB and the priest to the back room of the inn.
E, MR, V and MV are all there waiting. E has the book, and MR has the diamond. They close up the inn and await the arrival of their employer. At midnight smoke begins to show in the corner of the room,it thickens to fog, then after a few moments dissipates to reveal three robed figures, as before.
The figures ask for the items, which are presented, wolf explaining the planting of the bloody weapon is complete but not present. They drop a large sack onto the table for the first part of the groups payment. They then begin to explain the final part of the task, which will get them the final payment and possible long term employment.
The robed figure begins to talk about the history of the large church in town. MR cuts him off, impatient for the task. The figures don't skip a beat. They are, the next night, during solstace, to get to the alter in the basement of the church of iomaday, it is old and unknown, they should place the diamond into the alter, a catalyst for the ritual, poison the priest with elvoria root poison, then sacrifice the priest. The recipe for the poison is in the diary they took. Wolf cuts in asking “which priest” “this priest” They must sacrifice him when the moon is high with the founder's sword.
This will release a creature from DIS onto our plane.
The group questions the mood of this creature on being released. The hooded figure responds he has spoken with and negotiated with this creature and they should be in no danger. The creature should kill the remainder of the city guard however.
Wolf confers with his imp, who thinks this is great news.
MR questions “why” the hooded figure replied that “a change in management is needed, I must establish an army for this” the hooded figures then leave through the wall, yet again leaving their cloaks behind. MR takes all 3, gives one to MV and one to BB. They rifle through the bag, it contains about 6k in gems, 1k each, split out to each person.
They head out on reconnaissance. The church is 2+ stories high, the front door being raised on stairs. The second floor has many windows, all seem closed. The only doors are to the front of the building.
The city guard patrols by while they are seeking an pen window. MR vanishes, W tromps on like an idiot. He explains he wanted to visit the temple, but it was closed. The guards explain there is a curfew and he must get back inside right away. He heads off, and detours down an alley to hide under a box. The guard patrols on.
After they have passed W heads back, and finds MR, who shows a cracked window. W sends the imp, invisible, to investigate. The imp opens the window a bit more and finds sleeping quarters. He goes to open the inside door, which lets out a loud squeek, awaking the priest. The imp sneaks into the hall while the priest questions the acolyte in the hall why his door has been unlocked and opened. While that goes on the imp heads downstairs.
The first floor seems to be mainly the front foyer, two hallways, one running to either side, around the main prayer area. In the back, met by the halls are offices. One office has the door open, a candle lit, and a priest working. The imp heads in there, and looks around, finding nothing.
Wolf and MR decide to go sleep, as it is late, and ask the imp to keep looking for a way to the basement, but to stay safe.
Takes place in Andoran, a good kingdom that is 3,000 years old. It is full of political radicals ad wealthy merchants who actively oppose slave trade. They are headed to the southern tip of the area, a small town called Cirrimium.
Each person received a mysterious summons. Wolf was I the tu-narath planes at the time. They are given the location, date and time to meet for possible employment.
5 varied persons head to this place. It is in the center of town, the merchant inn.
1) E – Elaina – Devil worshiping Chillaxian merchant female
2) MR-Mystery Rogue male
3) Bandage Boy-MR's partner, male, wears bandages over all skin, a large hat
4) MV-Mad Vardigan male, wandering gypsy fighter strongman wh travels with V
5) V-female rogue with a sideline of wenching, looks like a darker arowyn
6) W-Wolfgang “wolf” male fighter/jaunter, think gourry from slayers, not smart, but has a well trained war horse, wears chainmail shirt, longsword over his back, a vest of daggers, cloak, and always has to large burlap sacks on his belt. Frequent planes traveler but from stonespine island
W shows up the day before, and hangs out in low town with the sailors getting a feel for the place, then shacks up at the merchant inn.
E shows up in her merchant wagon, and stays at the inn.
MV & V arrive and begin doing strong man competitions and trying to make money like the gypsies they are. The change and show up on time after making some coin.
MR shows up, cases the joint, and slinks in the back door last.
They each in turn, show up at the back door, and are lead into the back meeting room.
They wait silently after comparing invitations. At the appointed time 3 hooded figures appear, the center one is shorter than the other two. No mater the angle their faces can't be seen.
They are thanked for arriving and asked to agree to take on tasks. Much wrangling is had by MR, and questions are peppered in as to what the tasks are, which he won't reveal until agreement, payment, employment, who they are. The hooded figures deflect everything and summarize that they will be well paid, if they pass the tests they will gain full time employment. Apparently having no better offers everyone agrees.
The hooded figures provide five tasks to be completed over the next five nights, at which point they shall meet, receive payment, and have one more task to complete, for additional payment and gainful employment. They must do the following:
1)steal madam bianca's journal
2)locate a black diamond
3)get lord rhelgen's sword
4)kidnap father milas tomar, quietly
5) plant a bloody weapon in regent petrolis' chambers
There is some thinking, and they decide to head to a location MR has deemed safe. They travel to low town, to the docks. There they locate a specific warehouse.
12/1 Game 4
At the low town inn, where the sailor's from the docks stay, a commotion awakens V, who wakes Mad Vardigan. The City Guard is assembling all patrons into the common room downstairs.
V checks, there are guards outside her window, so she sets to work quickly changing MV to look like a sailor. Being at the end of the hall, she completes the task before a lock knock on the door occurs. “one minute” “city guard”
V answers the door playing the part of a sailor's whore, allowing her to avoid being scrutinized. They are told to assemble at once in the common room. They do as ordered, keeping their eyes and ears open
There is a different hell knight and a squad of guards waiting in the commons. The HK explains some things went down and they are looking for information. A sailor was found involved in a plot and they suspect more persons have been paid into the employ of out of towners causing trouble. They describe the sailor that was kidnapped the prior night and put into the father's house.
A sailor pipes up and says “that's jimmy” - the city guard rounds up all sailors of that ship, with much grumbling, and takes them to be questioned for information. Avoiding the close call V & MV start heading to the merchant inn
Wolf wakes up at the merchant inn and heads downstairs for some breakfast. E is also dining downstairs and W joins her. There are rumors of foul play between high ranking politicians and the religious leaders during the night. There are whispers of mages being involved. The street outside is crawling with guards.
E sees a nervous lad quickly exit the common room, and attempts to causally follow. Due to the press of the crowd he is lost when she gets outside. W follows E.
There are guards and merchants arguing loudly outside the merchant inn, no outsiders are being permitted to leave until the foul play is investigated as a mercenary guard for hire type appears to be suspected as being involved in the foul play of the night. All guards are being questioned before they receive approval to leave town. The guards explain the merchant may leave on his own without guards and they won't stop him.
Mysterious rogue boy awakes and notices extra patrols, all containing a hell knight, roaming around. He goes out to locate the highest ranking Hell Knight he can find, and waits patiently while the patrol group questions some peasants. He then politely addresses the hell knight by his proper rank, and is asked to accompany the hell knight to the barracks. MR tries once to engage conversation, and is shut down. He walks silently until the enter the military barracks in the center of town. He is led to a downstairs cave area, and through hallways, until he reaches the hell knights office.
MR indicates he has helped investigate and find troublesome persons in the mast for HKs and would like to offer his services as there seem to be a commotion in town.
Lead HK indicates one of the order was attacked, unsuccessfully, in the night, by a masked mage carrying a very large sword on his back and a mercenary fighter with two swords. They are seeking those involved in order to make them pay. There was also a sailor found in father Milas Tamor's house, and FMT is missing. Foul play is suspected due to his well known feud with Regent Petrolas.
MR is told to come directly to Meralictor Typhus if he can find any information. He then leaves and goes to the merchant inn.
E sets up shop since no one is going anywhere, she turns the fear of being without guards into profit by selling her guns and ammunition to the richest merchants. 2 pistols and 10 round of ammunition at full market price and she closes up shop to craft more weapons and ammunition.
Talk is that there is rumblings that two mages have been in the town square all day searching it for something unknown.
W changes his companion bird to a rat. He spends the time cleaning, mending and sharpening his items, and checking on his war horse.
V & MV are approached by guard on their way to the merchant inn, they are questioned as to which ship he works on, V remembers a ship name and feeds it to him, he is taken into custody as that is the ship that is being questioned.
V reaches the merchant inn and grabs W, asking for assistance. The two head to the barracks, with no plan.
MR has a lamb lunch. He takes his time in the empty inn having a fine lunch.
Meanwhile in the lockup MV is making friends with his mug of endless beer, he explains he is locked up as he used their ship name to impress a lady, and now is going to be questioned with them. Drinking and talking continue as he makes friends, and is offered a job on the ship by the captain to replace the idiot jimmy who brought this on them all. He starts planting seeds of a revolt
W and V arrive near the barracks and W sends in his companion imp as an invisible bird to report back. The report of revolt comes back
The imp watches the drunk sailors beg some guards to take a fallen man out, as he might be diseased, the finally agree and unlock the door, telling everyone to get back. The imp closes and locks the door behind them. Chaos and beating of the guards follows.
MR decides to have dessert boggling the innkeep as he ignores the chaos.
The prisoners unlock the door, unlock the other cells, grab weapons from the confiscation rack, and begin storming the common room. The imp unlocks the inside of the doors so W can open up the doors into the common room.
Slaughter! The bird happily kills guards, the sailors have less luck with killing guards while V and MV are a whirl of weapons. No one of the guard is left alive. The pirates disperse into the streets headed for their ship, planning to kill guards that attempt to stop them on the way.
W feeds one body to his cursed bag of holding as the bodies are looted swiftly. V fades away and MV & wold dimesion door half way to the merchant inn and walk calmly to the inn. W hides his dagger vest in his cloak
On arriving to the inn MV goes up to Ws rooms to transform into a barkeep looking man. The rest of the group MR, V , W, E being talking about MV's ship, with how well liked he is and the death of the captain, they could have uses
The bar keep chimes in, the only other man in the empty common room, “please take my daughter, this town has gone crazy, I will pay her passage out of here to where ever you are headed in your ship.”
The group considers this while MR menaces the barkeep to be quiet and stop being nosy. V steals MR's wine.
W teleports to the ship to see whats up, the sailors, 8, who have made it through the ordeal of the day are attempting to leave, W starts to help them, gets a good look at the ship. The bird, at the inn, tells E what's up. W is told via the imp by E to come back. He teleports back to the inn.
At that time, the city guard approaches and enters the common room on their rounds looking for MV. After the begin talking some drunk pirates who didn't make it to the ship show up and start attacking the guard. W puts the imp on a nearby roof, then swaps the imp for MV. The drunk pirates are all killed and the group feigns panic, concern, and stupidity, so the HK and the guards move on
The bartender mentions he saw MV and saw him magic – W has the bag summarily eat the bartender
MR claims the bar as his own, W protests since his bag ate the bartender, and MR agrees to name the in W inn. E explains she can do the legal documents, and as such will own half the inn.
V takes the inn keepers daughter, explains she much now keep the inn, and offer services on the side. The daughter is taught the arts of a street walker to make sure the money keeps flowing and is promised ongoing employment at the inn
W is sleeping to rest up for what may come having hopped all over town that day all know not to disturb him until the 8 hours is up
E draws up documents, and utilities prestidigitation to clean the bar, with a bit of mending and MV's bar keeping the common room is ready for dinner. MR claims the name Silis for the legal paperwork E has drawn up
12/16 game 5
Wolf wakes up after sleeping, and then teleports to the warehouse to fetch bandage boy, the priest, and the sword. On arriving, he seems to be in the wrong location, and surrounded by boxes. Wolf sends his imp in bird form outside, to the side of the building, and dimenson doors there. He looks around to find he ended up across the street from his destination.
After walking across the street, and to the side of the warehouse, he knocks on the door (where the bear trap had been setup) after a short wait, shouts “ello”. Bandage boy reluctantly cracks open the door. Wolf explains he is there for the body, that better be breathing. He is taken to the priest, who is in poor condition, incoherent, bound, missing most of his fingers, and screaming. He shrugs, and teleports both BB and the priest to the back room of the inn.
E, MR, V and MV are all there waiting. E has the book, and MR has the diamond. They close up the inn and await the arrival of their employer. At midnight smoke begins to show in the corner of the room,it thickens to fog, then after a few moments dissipates to reveal three robed figures, as before.
The figures ask for the items, which are presented, wolf explaining the planting of the bloody weapon is complete but not present. They drop a large sack onto the table for the first part of the groups payment. They then begin to explain the final part of the task, which will get them the final payment and possible long term employment.
The robed figure begins to talk about the history of the large church in town. MR cuts him off, impatient for the task. The figures don't skip a beat. They are, the next night, during solstace, to get to the alter in the basement of the church of iomaday, it is old and unknown, they should place the diamond into the alter, a catalyst for the ritual, poison the priest with elvoria root poison, then sacrifice the priest. The recipe for the poison is in the diary they took. Wolf cuts in asking “which priest” “this priest” They must sacrifice him when the moon is high with the founder's sword.
This will release a creature from DIS onto our plane.
The group questions the mood of this creature on being released. The hooded figure responds he has spoken with and negotiated with this creature and they should be in no danger. The creature should kill the remainder of the city guard however.
Wolf confers with his imp, who thinks this is great news.
MR questions “why” the hooded figure replied that “a change in management is needed, I must establish an army for this” the hooded figures then leave through the wall, yet again leaving their cloaks behind. MR takes all 3, gives one to MV and one to BB. They rifle through the bag, it contains about 6k in gems, 1k each, split out to each person.
They head out on reconnaissance. The church is 2+ stories high, the front door being raised on stairs. The second floor has many windows, all seem closed. The only doors are to the front of the building.
The city guard patrols by while they are seeking an pen window. MR vanishes, W tromps on like an idiot. He explains he wanted to visit the temple, but it was closed. The guards explain there is a curfew and he must get back inside right away. He heads off, and detours down an alley to hide under a box. The guard patrols on.
After they have passed W heads back, and finds MR, who shows a cracked window. W sends the imp, invisible, to investigate. The imp opens the window a bit more and finds sleeping quarters. He goes to open the inside door, which lets out a loud squeek, awaking the priest. The imp sneaks into the hall while the priest questions the acolyte in the hall why his door has been unlocked and opened. While that goes on the imp heads downstairs.
The first floor seems to be mainly the front foyer, two hallways, one running to either side, around the main prayer area. In the back, met by the halls are offices. One office has the door open, a candle lit, and a priest working. The imp heads in there, and looks around, finding nothing.
Wolf and MR decide to go sleep, as it is late, and ask the imp to keep looking for a way to the basement, but to stay safe.