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Author Topic: Ghosts of Mages Past  (Read 8908 times)
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Tombwalker
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« on: 29 December 2010, 11:39:34 »

Decades have passed since the Mages were beaten, yet still the legacy of there deeds is felt.


Now comes a new party of adventurers to try and mitigate happenings of old.  Such a disparate group for such a challenge.  Half of them from the monastic order of De'Vandre, the other, a bunch of escaped would-be slaves who formed a mercenary band.

After meeting upon the Farsea Swamp and fighting together against undead wolves.  Something happens as the ground beneath the Barbarion Bac, falls away.  Most the remaining wolves disintegrate, the last driven off along with its master.  They find one of their number now stuck in a whole. 
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Snakes in the Tiki Lounge
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« Reply #1 on: 02 January 2011, 18:47:09 »

A whole heap of trouble, no doubt.
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« Reply #2 on: 03 January 2011, 21:04:54 »

All Adventures come with a few pit falls  Cheesy
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« Reply #3 on: 04 January 2011, 19:49:45 »

Will see what happens this Wednesday night, (5th jan).

Who will be the one to put there foot wrong!  Who will accept a 'ghost' from the past.
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« Reply #4 on: 06 January 2011, 10:18:30 »

After joining Bac the barbarian in his makesift home in the ground, the new 'party' (still distrustful of one another) venture into the depths to find a long forgotten tomb.  Careful obsevations point to the tomb not belonging to the Farsea Swamps.  Many are the resting places of people long gone.  The focul point appearing to be a statue with an inscription.

Finding a throne room they ponder the statues, thrones and carvings in the room..  Luckily they focus on the doorway instead of destruction of the statues.  Abrakus the Paladin places his hands on the doorway and it opens to his touch, revealing another buriel chamber with only two 'occupants'.

The party inspect the room with ifs finely carved sarcophagi and bass relief walls of the story of the residents.

Malt has a 'closer' inspection of the tomb of the woman finding two buttons.  He pushes one, which releases a cload of chlorine gas.  Luckily, it has not aged well and the effects only last a short time.

After the room clears, Brac stalk in to push the other button which Malt revealed.  Opening a small chamber with a few items and a message.  The message refers to what they seek.  Spooky how the writer new what they were looking for considering how long ago it was written.

Taking the note and the items with them, they exit the tomb to find time has passed far more swiftly out of the tomb.  On the journey back to the Monastery, they glimpse the white wolf.

On return to the Monastery, they find that they have been a full week in the tomb with only a couple of hours passage.

Ahead lies a long journey to the north.  Maybe joining one of the well armed caravans would aid in this.  But what then??
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« Reply #5 on: 13 January 2011, 10:38:20 »

Traveling north from the monastary, the adventurers spot a pale form shadowing them at a distance, making them edgy.

Upon the road ahead they come across a wagon mired at the roadside, blocking the way.  After Bardryn helps with some useful advice, the party is invited to join the merchants who belong to a larger caravan.  Passing through the upper reaches of Cormyr and into the lower region of The Dales, the caravan begins to separate.

At the start of the second week, the shadow is spotted again.  Shortly after midnight, a mist encloses the camp and the camp is then attacked by undead but the attack is defeated with minimul casualties.  Though the adventurers dealt with their assailants quickly with little harm to themselves, others were not as fortunate.  Six teamsters and five guards lose their lives in the battle which was fought over a wide area.

On inspectioin of the skeletons, it is found that there skeletons are either petrified or been fused with stone somehow.  The morning light reveals ancient armour on the skeletons, though none of use.

The journey continues to Shadow Dale, still many days ahead of them.


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Death is the only certanty in life,
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« Reply #6 on: 20 January 2011, 06:54:22 »

Some quite nefarious, dastardly and gut-emptying developments this week.
And that was just the Cat.

Events elsewise continue to facinate, look forward to seeing what next week brings and getting some 'northern exposure'-ish trading downtime done perhaps. Smiley
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« Reply #7 on: 26 January 2011, 14:12:02 »

'On the road again,
Just can't wait to get on the road again,
The life I love is making music with my friends,
And I can't wait to get on the ro-oad again.'
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« Reply #8 on: 26 January 2011, 17:31:44 »

'On the road again,
Just can't wait to get on the road again,
The life I love is making music with my friends,
And I can't wait to get on the ro-oad again.'

Ladies and Gentleman, Willie Nelson.
« Last Edit: 26 January 2011, 17:37:34 by Snakes in the Tiki Lounge » Logged
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« Reply #9 on: 03 February 2011, 02:10:37 »

The Shadow Dale stop off went quite well for the party, though some had disturbing news of their future.

Restocked and with a cleared out cart, the troupe set off again heading north towards the Ride.  Here they found a dark skinned people, though short in stature, they were no less competent in a fight.  Not overly sociable to outsiders though.

The party had mixed reactions to the land itself, it affecting them in a number of different ways most of which was somewhat disturbing.

Bac had a wake up call to his "human" heritage, finding that his ancestors were not as human as was first thought.  Luckily he was able to control himself, keeping his sentient self in control.

Bac and others were also subject to "unusual" dreams, visions, sensations or whisperings.

All were a little reticent to tell the others of their experiences.

On the way across the Rides whilst accopanied by one of the small nomadtribes, they witness the making of the tribal long spears.  Made from a combination of streched and layerd horn, crushed river oyster shells and resins they were not familiar with.  The result being a strong, light and slightly flexible pole which they tip with a metal spear head.  They did not see the spearhead made however.

Leaving the Powhan tribe behind at the edge of the Ride lands, they continue north into a much colder climate.
« Last Edit: 03 February 2011, 02:17:16 by Tombwalker » Logged

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« Reply #10 on: 10 February 2011, 23:24:45 »

Whilst they camped the night, they had a visistor.  One of the Powhan warriors, non other than Nightrunner, visited them with a message.  Word had come of a white wolf that had entered the Ride and been forced to turn back.  It had met with one of the other more aggressive tribes who have "changed ones".  A bloody fight that lasted only moments. 

Nightrunner left the camp even before midnight.

The group travel on undistrubed, at least for a little while.
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« Reply #11 on: 17 February 2011, 22:16:13 »

An uneventfull trip to the base of the Great Glacier left them with time on their hands.  Some making use of the time to make some tradeable goods.  Others saw to the refinement of their own possesions.

Finding their next leg to be a lot colder and over terrain unfamiliar to them, they barter for more suitable clothing and "hire" some Kupak and sledge teams to get them the remainder of the way.

Their destination is much as the Ranger had envisioned, though their trackers were wary over going near the "haunted" dwelling.  Grand on scale and architecture, its purpose not quite determined.

Having stables, forge, library, armoury, dining hall and service rooms, what was this place really.  Is it the ancestral home the finders lense indicates it to be.

They rummage around on the ground floor, finding some small "treasure", the upper floors yet to be explored.
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« Reply #12 on: 02 March 2011, 20:00:53 »

Aquick crawl around the mansion reveals many sleeping chambers of different levels of comfort.  One with a hidden chamber.  


It also uncovers two hothouses long gone wild through in-attention.  A herbalist's dream if they can get in and out in one piece.

Will the mansion give up anything else before it is time to leave? Roll Eyes
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« Reply #13 on: 11 March 2011, 18:54:44 »

After poterring around the hollow halls of Forgeholme manision, the party finally get their hands on the orb.  But what now.  Outside awaits a deadly duo of ettins, along with the white wolf and some of his pets.  Do they stand and fight or make a dash to the other side of a stone gateway in the depths of the mansion, mages skill permiting.

Who's for a big bash and whos going to "jog on" Grin
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Death is the only certanty in life,
how you get there and how much fun you have on the way
is only limited by your own imagination.
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