| Gaming!!!!! |
[20 Mar 2006|11:07pm] |
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# - L Playlist |
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I meant to write about yesterday’s session. Once again, it was awesome. *tips hat to Andrew* While he has a completely different DMing style than I do, he’s really good and all of his players are completely engross in the game. I learned why they are all so paranoid too. Turns out the only person the whole party trusted was an imprisoned demon. No one even made a sense motive check on her. Meanwhile, we mentally raped everyone else we encountered, lol. Apparently this is common in Andrew’s campaigns. Seventh level, oh the power.
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| Gaming!!!! |
[12 Mar 2006|09:26pm] |
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# - L Playlist |
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We just finished the first session of the Pre-Dwarf game and while it got off to a rocky start, I thought it was amazing overall. The party leveled as the session ended, which is always a good thing and everyone had a great time. What more can I ask for?
I’ve put so much work into this game and I’ve loved every moment of it. I don’t think I’ve ever had such a successful gaming start in my career as a DM. This is what I wrote to open up the game. It’s a quick tour of the keep.
You emerge from the darkness of the long tunnel under the ocean and while your eyes adjust to the sudden burst of light, your other senses soak up all the new world has to offer. The warm air is thick and moist, lifting the chill of the underground from your skin. The sound of dwarven drums echoes through the area and the smell of freshly prepared meats permeates the place. The rumors of the new world seem to be true. Now that your eyes can focus on your surroundings, you can see the small keep being erected around the tunnel to Nordalona. Defense of the homeland has been a major political topic lately, as more and more raids on the outpost occur. The structure seems battle worthy already but they are continuing to fortify the keep. Once you pass through the main gate, you are thrust into the market place. This is the source of the stimulus you felt upon exiting the tunnel. Merchants, peddlers and bards litter this area. Everyone is selling something and many of the products are of non-dwarven origin. Meat is a welcome sight. Many vendors are selling a large selection of meats, many of which you have never sampled. Reptile meat makes up a large potion of the dwarven diet and most others are very expensive. Foul is almost unheard of in dwarven society, yet here you can buy fresh roasted drumsticks or whole raw birds of several species. Leathers are highly prized in dwarven culture for their earthy tones and durability but in all your life, you’ve never seen such a selection of tanned goods. Snakeskin, lambskin, cowhide and even some exotic things you don’t recognize, ranging from raw hides to finished goods are for sale. While most of the vendors are dwarven, you can see a few of the tall scrawny ones called hu-mans. They can be unpredictable and lack the dwarven tendency for law and order but you’ve heard many of them are as trustworthy as your average dwarf. In the distance you can see the temple of Moradin. It stands alone on a large piece of land. It’s rare to see everything so spaced out but at the same time, it’s strange to be so far from the mountains. They hover on the horizon in the distance south. So majestic but so far away, it makes you wonder why the campaign to tunnel under the ocean came so far inland. There aren’t many buildings but the smithy stands out just south west of the market. Dwarven steel has fueled the success of the keep. Highly prized by the hu-mans, steel products flow from the keep on a daily basis. Weapons and armors are rumored to be in the highest demand. You’ve even heard tales of dwarves fitting hu-man nobles for ceremonial armor, trimmed in gold. The guild hall is the tallest building in the market place. It’s a sturdy structure made of smooth granite blocks. It houses all of the guilds of the keep but it’s expected to be the smithing guild house once the settlement grows enough to support individual guild houses. The Maiden’s Wares, is the first building on the east side of the main gate. Most of the keeps casual trade goes through The Maiden’s hands. Hazel Thornestone makes it her business to know everyone in the keep and welcomes all good hearted people. She’s the keep Councilor of Public Relations and holds a lot of sway over the attitudes of the other councilors. Directly south of The Maiden, is The Pipe and Tankard. It’s the only really nice dwarven tavern and dining hall in Dwarlock Keep. It offers lodging at reasonable rates and caters to the civilized aspect of the population. To the east, behind The Maiden’s Wares, is the Bloody Cleaver and the name says it all. Whole animals are hung to bleed on the front porch and dwarven wolfhounds stand guard and clean up the scraps. Barbere Grinner has made a comfortable living here since the first hunters started bringing meat back to the keep to trade. He’s built up his shop and is now training apprentices from the Butcher’s Guild. In keeping with dwarven tradition, he’s constructed his home under the Bloody Cleaver and is rumored to own much of the land that surrounds it. If civil behavior is not your thing and you wish some excitement, The Raging Dragon is across the street. As the sign at the entrance says, “Leave you weapons and cowardice at the door.” It’s not for the faint of heart. Brawling and beer are listed on the menu above everything else. They serve stiff ale and hardy stew but offer little in the way of lodging (clients tend to pass out and are piled in the corner). Glankas Ironfist runs a tight ship, despite the tavern’s reputation. He’s a shrewd business man and tolerates no insubordination from his employees and his club lets patrons know when their behavior has crossed the line. Captain Orring makes regularly scheduled visits to The Dragon to ensure neither Glankas nor his clientele get out of line. Glankas has a long criminal record for assaulting visitors to Dwarlock. His behavior has made him an outcast from the Ironfist clan but it has not deterred him from his course. Behind The Raging Dragon is a warehouse and beyond that, you can see a field of buildings under construction. This village is growing everyday as more supplies come through the tunnel and from beyond the keep. While many dispute the wisdom of this location, no can dispute the prosperity of this community. Located to the north, behind the stone keep, are habitation quarters. Many of the dwarves, who live in Dwarlock Keep, live in this section. While few are wealthy enough to own elaborate homes, it’s a dwarven luxury to live above ground. Most dwarven keeps are too dense and surface structures are reserved for businesses, which provide the income required to own such valuable real estate. Not having to live beneath their place of business gives a dwarf a sense of pride and nobility. This area also encompasses another dwarven oddity, herds of animals. While many dwarven keeps have caverns to store animals and passages to grazing fields in the mountains, maintaining and securing such areas is costly, so few can afford to do so. Many of the homes are temporary structures but everyday ground is being broken on a new home. Much of the land around the keep has been cleared both for farming and lumber. Initially, most of the timber was shipped back to Nordalona, to fuel the forges of their homeland and fund the settlement but as the Dwarlock grew, the lumber remained and was use to build homes, to wall in the settlement and fuel the forges of the fledgling keep. Farming has become a new industry for the keep. While a minor aspect of dwarven culture, the need for fruits and vegetables has led to many outlanders cultivating crops to fulfill this need. Most outlanders scoff at the concept of toiling in the soil and few subs or holds have the means to do so, leaving the market for this minor commodity is dominated by a small number of outlanders. Unfortunately, they are likely to find it a dwindling market as trade advances with the hu-mans, who are highly skilled at cultivating the land and are more than willing to under sell the dwarves struggling to hold this market in the new world. Many of them will turn to ranching, which has been and always will be a bottomless market in dwarven society and generally a less degrading source of income. Beyond the cleared land lies endless forest. The hu-mans consider it a curse and long to remove as much of it as they can. Lumber is not scarce on Nordalona but it isn’t easy to harvest in the mountains or transport back to the city, so dwarves have been stockpiling this seemly endless resource and shipping it back to their homeland. The wealth of The Great Forest comes at a cost. Many strange and dangerous creatures live in the jungle and the challenge is evading the random creatures that stock the trees while battling the seemingly infinite number of goblinoids that share their habitat. The hobgoblins seem to be the most aggressive and organized of the intelligent threats but dwarves are used to warring with them, so it’s just a matter of time before they fall to the might of dwarven axe
I also wrote some rumors about the keep and detailed a bunch of the major NPCs but there’s only so much I can post, lol.
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| 13000+kgs |
[11 Mar 2006|07:07am] |
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I Mother Earth |
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You don’t have to know me that well to know I love to brave the elements. Hot or cold, snow or rain, I love to face the storm. I think it started in January of grade 8 when I lost my bus pass and rather than tell my dad and face his wrath, ~wrath being a bit of an exaggeration~ I chose to bear the -50C temperatures and ride my bike the two kms to school. Needless to say, after surviving a 10 second exposed flesh warning and making it to McDonald’s for hot chocolate, I was hooked. Stephen told his mom what happened to his bus pass and she bought him another one but Tom, who lived in the other side the line, literally and didn’t get a pass, continued to ride with me for the rest of January. Most of you know I’ve always been an eco-warrior and many may have noticed I’ve crossed over to the near fanatical side when it comes to my beliefs. Many of you probably have no idea why this but unfortunately, you’re all to blame. The more I see people waste the resources of our world, the more fanatical I become. I was over at Paul’s last week and I was stunned to hear him say he didn’t “always” recycle paper. I bit my tongue but it made no sense on any level. Every piece of paper that makes its way into the garbage goes to a landfill. Now we don’t have any here but we pay, through the ass I might add, to ship it to its rightful place, the states. Hey! They are finally serving a purpose. In addition, any paper not recycled means more pulp must be madce to replace it. Bye, bye trees. Enter the recycler: collecting recycling has opened my eyes to many things but instead of going off on a rant about how stupid most people are, I’ll just say it’s been a great job and I love doing my part. Most of you, even if you do know me well, have no idea what this song means to me but you only have to see the pictures of my grove in the heart of July’s heat wave to know why I’ve always loved it. Siccus lacuna, says it all. Such is life in the prairies
Looking at the world go, trying to understand Electric wind blowing like a demon fan Or a symphony of hatred blow angst off an immaculate stage How tranquil is an ocean before a storm like a silent play
Chanting thunder dance naked and I feel so wired It's a personal voodoo running through my veins like blood With inhibition long gone and no real sense of space or time A weird vibration don't know my right from wrong
Rain will fall
Poetry in motion both rolling both getting me high A shiver went through me a tidal wave I only felt inside It's an animal instinct that takes us over and we must survive
Four brothers make the mother Four brothers form as one
Now, you must be wondering what all of that has in common. Well, Thursday, my heaviest day of the week, it rained and rained. Do you know what happens to paper and cardboard when it gets wet? Duh, it gets heavy and sticky. Heavy is good, sticky is bad. Now when it rains a lot, the fibers suck up so much water and get so sticky that it’s hard to pack the truck tight. Nothing wants to shifts around or level out and I end up with a lot of dead space. Normally it's very upsetting but I knew the weight was out there, so I hurried back to dump, so I could make it out for more loads. Surprisingly, even with all that dead space, I still pulled in 5340kgs. For you in the cheap seats, that’s about the weight of three or four cars. My Safari, may she rest in pieces, weighed 1800kgs and she was a fat bitch. Now anything over five grand is good and anything under three is really bad, so did reasonably well. My record is 5960kgs in one trip and 1114kgs for the day. Yes, I set both those records on the same day, along with my 3900kgs of organics record, it all kind of goes together but it was only two loads. On Thursday, I did two 5000+kgs and made it out for a third load, which I almost never do for a grand total of 13340kgs. Which, when combined with my 10.5 hours of work, added up to exactly 1.27 tonnes per hour, which is max tonnage for the day. Max tonnage is six bucks a tonne resulting in about $80 bucks in bonus for the day. Rain, the bringer of life and bonus tonnage.
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| It's been a while |
[08 Mar 2006|05:42pm] |
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I stopped using this journal a long time ago but since my new gaming groups seems to make use of LJ, I'll post here as well. So, I started playing in a new game with an old friend from AMJ Campbell. I Bumped into Andrew a couple of months ago and we started talking again. I was sutble with my first inquiry about playing with him but later I emailed him and begged for a turn as a player, lol. He’s played under me but hasn’t DMed me before this time. It was a slow session with six players but it was a lot of fun. Inspiring too. I always find my desire to DM rekindled by playing. Julie took it upon herself to detail the whole session, so I stole the story to post in my own journal. I’m not going to bother correcting any of the spelling right now but I wanted to post it.
D&D Campaign, session 1:
Dramatis Personae:
Ivellios: a half-elven sorcerer from Cormyr Seb: a ranger, formerly a druid who was protégéd to Ivellios's brother Glothram Athelstar: a paladin of Tyr Aran: a monk of Tyr Panlos: a paladin of Lathander Corrigan: a treasure-hunting rogue-turned-bard
Note that Corrigan, Seb, and Glothram are childhood friends
The story so far:
The Western Heartlands, along the banks of the River Reaching to the west of Cormyr, have become more prosperous in recent years. Hill's Edge, a river port on the northern edge of the Reaching Woods, has begun a vigourous trade with Scornubell, to the south of the same woods. Between the two, one of three resting ports is Morningvale, the home town of the party.
This area of the Western Heartlands used to be a dangerous place. Near to Hill's Edge, in the Far Hills within the Sunset Mountains, was Darkhold, the gathering place of the thieves' and assassins' guild known as the Zhentarim. The Zhentarim was in the habit of sending raiding parties of men, orcs, and goblins into the Western Heartlands and ravaging the towns and countryside. However, fifteen years ago during the Time of Troubles, Bane, the god of the Zhentarim, was killed, plunging the group into factional rivalries and chaos. Since then, Darkhold has not had the same power over the region, and trade has grown accordingly. However, goblins and orcs formerly belonging to the Zhentarim have taking to raiding in small bands over the last eight years, one such party killing Seb's parents.
To the north of Hill's Edge is the desert of Aneroch, previous home to the Netheril wizards. Though the Netheril wizards have long since passed into legend, their flying cities made from mountaintops and powered by Mythilar are still the subject of stories. There have been rumours of late that one of these flying cities appeared over Aneroch as little as two years ago.
*****
Enter our heroes.
It is the end of summer, and Corrigan, scouting in the city of Hill's Edge, has heard that the Ragged Edge horde of orcs and goblins have taken a fortress in the nearby Trialta Hills to the west of the city. The Brightstone Keep in these hills is rumored to contain treasures, since a company of Purple Dragon knights from Cormyr recently abandoned it to head north into the desert. Corrigan has assembled the party in the city and arranged lodgings at the Puzzler's Box, a respectable inn whose innkeeper, Kendor Amad, is an old friend.
While unloading the barges, Aran overhears a dwarf and a half-elf mention the name "Makal" from the Guttering Candle Inn, who is in need of treasure-hunters. Though he can make little else of the conversation, the prospect is interesting enough that Corrigan decides to pay Makal a visit after checking in to the Puzzler's Box.
After the party drops their gear and Corrigan greats Kendor, the two paladins of the group (Glothram and Panlos) proceed to get information from the town watch, while the rest of the group makes their way to the Guttering Candle, a seedy bar on the outskirts of town.
At the Guttering Candle, Aran and Corrigan proceed inside while Ivellios and Seb wait just outside. With a hefty bribe to the bartender, Corrigan finds out that Makal is a surly dwarf sitting at the far end of the bar, dressed in a grey robe (which Aran recognizes as a monkish habit, though Corrigan does not) and nursing a single drink. He unsuccessfully tries to bait Corrigan into using her two swords (enchanted elven blades which she can use quite handily). Finally, to Corrigan's words of "I have friends," Aran appears, Makal draws a dagger in a lightening-fast motion and just as quickly sheathes it upon seeing Aran's own monkish habit. Telling Aran to sit, he explains his mission.
It turns out that Brightstone Keep in the Trialta Hills does indeed contain treasure: a gem mine. Makal knows how to get to it, how to get in, and what it contains. However, in recent years a "small army" of orcs, approximately twenty-five, have moved in and claimed the Keep as their own. Furthermore, the chief orc worships a dark god and has undead followers. Makal seems convinced that six people, plus himself, can take the orcs and gain the treasure. When asked how he knows this information, he informs Corrigan and Aran that he and his now-dead friend helped the Cormyran Purple Dragon Knights take the mines initially. Corrigan finally concludes by bargaining Makal from a 50/50 split of the treasure to 70/30, giving Makal a double-share, much to the annoyance of Aran. (And, out of game, the rest of the party -- it was a sloppy job of negotiating by me, and I admit that.) Makal asks us to meet him the following morning at sunrise outside the Guttering Candle.
With that, Corrigan, Ivellios, and Seb return back to town, while Aran stays behind to patrol the seedy area.
Meanwhile, Panlos and Glothram have gone off to the city guard and receive a far warmer welcome from Collan Mar, sergeant of the watch, than the rest of the party received at the Guttering Candle. Mar, though apologetic that Captain Tyrron has retired for the night, offers any help he might be able to provide. He leads the paladins to an antechamber where he tells them that a company of orcs bearing a certain standard have been raiding caravans near Hill's Edge. These orcs make their home in the Trialta Hills, and the standard is of the same company who killed Seb's parents. In the last six weeks, the attacks have been less frequent, as there was a company of Purple Dragon Knights from Cormyr camped near the city. Though Mar wishes he could be of more assistance, he regretfully informs the paladin, "that's all I know," and offers them to return at dawn the next morning to meet Captain Tyrron. Panlos and Glothram agree, and return back to the Puzzler's Box.
The two groups arrive back at the same time, Corrigan greeting the paladins with "we've got a job!" She explains the situation, emphasizing the presence of undead orcs and the opportunity to Do Good (paladins like that), and explaining how the dwarf Makal "drove a hard bargain." In the end, it is decided that the party will meet Makal after sunrise, so that the paladins can make their morning meeting with Captain Tyrron. At which point, Panlos asks, "Where's Aran?" As if on cue, Aran stumbles into the room, covered with blood.
It turns out that Aran had been drawn to the sounds of a screaming woman coming from an alleyway. Charging in, he saw three men cackling before the figure of a huddled woman. As he took a few steps further into the alley, the vision shimmered and disappeared, leaving nothing there. On turning, however, Aran saw that his way out was barred by two bird-men, Kenku from the south. The larger one was wearing the insignia of the Order of Long Death.
The larger kenku leapt, kicked off the wall, and charged at Aran with his claws outstretched, leaving a gaping wound in Aran's side. The smaller kenku tumbled behind Aran, flanking him with the same move, and pulled a black curved knife. Aran, hit the larger kenku with a flurry of blows, and golden ice suffused over its body. The kenku returned blow-for-blow, again hitting Aran with his claws, while the smaller struck from behind, landing a savage blow with his knife. Bleeding heavily, Aran ran from the encounter to the sound of kenku hooting and cat-calls.
As Aran enters the Puzzler's Box, Panlos heals him and he is informed of the plan. The party discusses their course of action, while Corrigan goes downstairs to ask Kendor (the innkeeper) if he knows anything that might help her in the situation. Though he knows little more than rumours, he informs her that in the last few weeks, several parties have gone off to Brightstone Keep and not returned. Also, he tells her there are rumours of undead and ghosts at the Keep. With these pleasant thoughts, Corrigan joins the rest of the party in sleeping.
*****
The next day, Panlos and Glothram return to the city walls to meet Captain Reganor Tyrron. They arrive at sunrise, and Panlos conducts a service to Lathander for the benefit of the city guards, offering them the blessings of his god. Once done, Tyrron takes the two paladins aside to give them further information.
Tyrron had apparently spoken with a Purple Dragon lieutenant, who had told him they were on guard against "shades" from the north, and had been called to help protect the city of Everesca. Though he would like to help the paladins, he cannot spare any of his guardsmen to go with them. He can, however, provide them with a map drawn by Korrak the ranger, who had pursued the orcs to the Keep.
Meanwhile, Aran goes off to meet Makal, as per their arrangement. He brings the dwarf to the Puzzler's Box to meet the rest of the party. Through intensive questioning by Panlos, Makal reveals more of the backstory of the Keep: approximately fifty years ago, prospectors from Hill's Edge had built the keep to protect a mine (which they thought was iron, but turned out to contain diamonds as well). However, soon afterwards waves of orcs and goblins under the leadership of Smerdegar occupied the keep before moving further south. An army, led by a Thean Zalkin, had occupied the keep but the Zalkin disappeared or died shortly thereafter and the precise location of the treasure is unknown. Currently the keep is held by the necromancer Curgeon Sawtooth, a worshiper of the demon prince Orcis. Makal had been part of a party defending against the orcs, who told him all this information. Though pressed about which order of monks he belongs to, Makal is noncommittal, saying that it is the "old order." Though his story seems suspicious to the paladins, they sense no evil on him, and agree to help him in his quest to gain the treasure and kill the orcs.
*****
The party sets out along a wagon trail heading towards a ring of halfling villages surrounding the Trialta Hills. The day passes uneventfully and the party makes camp in high grassland.
Just before dawn, during Panlos's watch, the sound of thunderous rustling wakes everyone but Ivellios and Glothram. Panlos sees an angry brown bear rushing through the grass and quickly wakes Seb. As Panlos casts light on his shield, Seb steps between the party and the bear and attempts to calm it. The bear slows to an amble and collapses, apparently from deep claw and bite-marks on its back. While Seb and Panlos heal the bear, with Aran standing at the ready, Corrigan looks in the direction the bear came from.
There is a hulking figure, 10 feet tall, a troll.
Ivellios and Glothram quickly wake to deal with the new threat. Glothram and Aran charge at the troll, but not before it launches a gigantic spear. The troll charges and the spear grazes Glothram's side, tearing flesh from below the half-cinched armour on his arm. Ivellios casts a lighting bolt at the troll, Seb hits it with an arrow, and Glothram prepares himself for battle by casting Divine Favour.
As Panlos charges and enters the range of the troll, he is hit by its claws to his chest and shoulder, but Panlos returns the blow with force. The two continue to trade blows, with the troll biting deep into Panlos' wounded shoulder. Aran hits him weakly and glows with golden light, but the troll is not deterred.
Ivellios again casts a lightening bolt, blasting the troll and only barely missing Corrigan in the process. Seb moves in to join the group in trading blows with the troll, slashing with his sword and taking a slash from the troll's claws. Panlos deals a mighty hit, and Corrigan dashes in to hit the troll deep into his collarbone. These final blows are too much, and the troll falls to the ground.
Having some experience with trolls, Glothram and Panlos continue to dismember and char the remains of the troll, ensuring that it cannot regenerate. At this point, it is dawn and Makal is only beginning to wake up. As Corrigan taunts him and Panlos performs his morning ritual to Lathander, Seb decides to remain with the wounded bear. The rest of the party continues on.
*****
The party continues to the foothills of the Trialta Hills, with Seb, the bear, and Seb's wolf-companion Eamon following several hours behind the rest of the group. (Read: Seb's player needed to leave)
The group follows Korrik's map through the overgrown paths until they see two mountain peaks, and between them Brightstone Keep. It is a winding road to the plateau, and by the time the group approaches it is dusky and beginning to be treacherous. The keep's entrance, a massive gate, has been destroyed and filled in by boulders and rubble. To either side are towers manned by orcs.
Makal tells the group he has rigged a small diversion, a mini-avalanche, to distract the orcs and allow the group to enter unnoticed. He scampers off, telling the group to wait twenty minutes and then enter. The group decides that Aran will scale the occupied tower, kill the lookout orc, and the rest of the group will enter and smite the enemy.
All goes according to plan. Aran disposes of the lookout with little trouble, knocking him unconscious and binding him, while the rest of the party enters the keep. At first, they seen nothing but rubble in the courtyard of the keep, when they hear a low growling. From a nearby well, a Winter Wolf emerges.
Thinking fast, Ivellios shoots it with a magic missile. Corrigan realizes that the beast is chained to the well, though she cannot tell how long the chain reaches. The wolf breathes ice on the paladins and Aran, who had been advancing towards it. All three manage to avoid the worst of the breath weapon, skilfully dodging out of the way. Aran checks the chain and realizes it is long enough by far for the beast to attack anywhere in the courtyard. As he is making this discovery, the paladins charge but are still feeling the effects of the breath weapon and miss their target.
As the four friends are dealing with the winter wolf, the door to the keep opens and four orcs emerge, followed by a troll. Glothram seizes the moment as the orcs charge past him, and cleaves mightly, killing two of them and hacking at the troll. The two remaining orcs converge on Corrigan.
Ivellios again shoots the wolf with a powerful magic missile, as it jumps onto Panlos and bites his unwounded shoulder, freezing his flesh. Aran and Panlos return the blows to the wolf, dealing as good as they receive. Meanwhile, Corrigan handily dispatches one orc and the other, surprised at the quick death of his friend, manages to lodge his own ax in the rubble pile as Corrigan deftly dodges it. The troll and Glothram are engaged in deep combat.
Again Ivellios casts his magic missile upon the wolf, who narrowly misses yet another hit on Panlos. Aran yanks the chain around its neck and pummels his head with a killing blow. At the same time, Corrigan dispatches the final orc.
Leaving only the troll.
The troll is enraged at the death of its "pet" and lands three hulking blows upon Glothram, nearly killing him. Panlos, near at hand, braves the troll's rage to heal his friend, and Glothram, revived and with a shout of "Tyr!" on his lips, lands another strike into the troll's flesh.
And now the party is all concentrated on the troll. Ivellios casts another magic missile. Corrigan enters the fray, taking a strike to the chest as she hits with her enchanted swords. The troll, angered now at Panlos, leans over Glothram to hit the paladin of Lathander. Glothram takes advantage of the situation and embeds his sword in the troll's stomach. Ichor sprays down upon him. Panlos is struck and appears dead, but immediately revives from the blow. Glothram hits again, twisting his sword in the open wound. Aran, finally free of the wolf, tumbles over and strikes it with a stunning fist. Golden ice gleams over the body of the troll. It totters and finally shatters as it hits the ground.
Just at their moment of victory, there is a shout and the sounding of a horn. From the top of the keep, a black-cloaked orc emerges holding a gnarled spear. At one end of the spear is a human head. As if on cue, the gates of the Keep opens and orcs rush out, proving that the victory was not quite as complete as the party thought.
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| Sleep |
[09 Jul 2004|03:27am] |
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Y108 Crapiness |
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Oh look, it’s 23, something. I’ve been asleep since 6 pm so that’s over 5 hours of sleep. Wow I was really tired. No wait, blood, brain, eyes focusing, reality kicking in. My clock doesn’t display 24 time. It’s 230am and I’ve been asleep for over 8 hours. HOLY SHIT! My back feels better and I’ve regain the use of most of my faculties. I don’t think I’ve ever slept like that. I didn’t even hear the phone ring. Apparently, I have a free trial membership….. Yeah, called back when I give a shit. I’ve only been up for an hour and I feel like going back to sleep.
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| Gramma Scam |
[09 Jul 2004|03:27am] |
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Oh I hate it when she does that. She asked me to come up and move the air conditioner to the end window so it wouldn’t blow directly on her or Ken, while they were watching TV, so I went up and did it. I spent more time trying to get the screen out, than moving the air conditioner and then she calls me into the kitchen. I assumed it was for more food but she forces me to take $20, gives me a bag of green grapes (clearly bought for me, since she can’t stand them) and donut. HELLO? I spent a total of five minutes helping her. I don’t need to be compensated for it. In fact, I wanted to do it, just so I could give something back but no, she can’t let me for anything nice for her, GRRRR!
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| Look familar? |
[08 Jun 2004|03:14pm] |
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New Video Playlist |
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Like I said in my REAL journal, I just signed up so I could have a user name. I probably won’t put much in here. I may cut and paste G rated entries from my REAL journal and post them here, so if you came here looking for more info on me, you lose.
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