HT Player DS Character Name Type Status/Notes Sex -- ----------------------------------------------------------------- R1.John Haight.......HY..Arawn.............Druid .Normal/Alfar .. Ma --.Tobie Bonahoom....YY..Fremea............Sidh....Normal/Faerry.. Fe W3.Mark Murtha.......HN..Kell..............Trader..Normal/Human....Ma W2R2.David Sanders.....HN..Kiet.Sunan........Acrobat Normal/Human ..Ma R4.Wout Broere.......YY..Unali.............Ninja...Normal/Human ..Fe R3 Panthera..............Pyandalgor........Hunter..Normal/Human....Ma W3R4.Alex Koponen......YY..Z'leyra...........Healer..Normal/Human ..Fe --.Fukishtu.NEwsome......Npc...............Chief...Normal/Human....Ma --.Lucria.Cegra..........Npc...............Hunter..Normal/Human....Ma Animals: Corona [Eagle] Z'leyra Game Web Site - http:/nrgcomputers.com/pbem/ Public posts/actions to pnpgm@list.powersandperils.org (mailing list) Private emails (not public actions) to pnpgm@comcast.net Game Update #60 sequence (file #451) ---------------------------------------------------------------- Admin Notes: None. ---------------------------------------------------------------- [Recap] [None] ------------------------------------------------------------ [New Stuff] [Decalis 24th, 1634TH] [Kell's IBT] [Decalis 24th] Kell is sent to Sivas in the first group. He meets up with the others and says good byes for now. But he travels with Fremea to her warehouse turned home for kids. It has been a month and she hopes her parents have not gone insane. But Kell is anxious to get Squirt. Once at the kid's home she enters and makes her greetings. It seems that only half the kids are around as most are either in school or found jobs. She is amazed tat some actually got decent jobs in shops rather than working on the street stealing. Maybe her parents have a bit more influence on that than she planned. But there are 3 small kids under 5 playing with Squirt. The animal perks up seeing Kell and immediately crawls up his pants and into his arms. The animal has gained 1 or 2 pounds it seems probably well fed. He looks in great shape. The 2 girls and small boy look sad at seeing Squirt leaving. But realize that it is Kell's animal. Saya, Fremea's mother exits the kitchen and smiles at the reunion. "He has been nice. He has chased off the rats especially in the top areas. One night some drunk came in and scared the kids but he chased him away nipping at his heels. It will be sad for them to see him leave but he needs to see you again." The small kids do one more pat down before moving to another area for some reading lessons. Kell leaves with Squirt and roams the city a bit. He had hoped to go to Maren and see Ben'dar and at least visit Ba'ru. But it seems time is short and it would be too difficult. He stops in on Cholan's place to spend time to listen to gossip and details of things for the last month. Two hours a ale drenched stomach he heads to the markets to check on possible horse leads. Another day he'll visit his gal's ranch - or rather ranch run by his gal's father. [5:15 pm] Kell is leaving a market when he spots a large group of workers trying to raise a wall to a large two story building of some sort. The construction workers number in the area of 75-90 or so. They are storming the two story structure like ants. Kell has not seen such heavy work with the pulleys and hard labor in years. Kell realizes none of the men seem to have any form of helmet on which makes this job high risk. Maybe one day some one will invent a work helmet for construction. With great effort the second floor wall section is hauled up and placed correctly. On the other side furniture like desks are hauled up by pulleys Kell hears from folks on the street it is some form of city government place. Finally late afternoon Kell heads to Z'leyra's place to spend the evening. [Decalis 25th] [Time: 4-7 am] Kell wakes up early at the manor and heads outside into the cold winter air. He greets the guard on patrol and brings him some hot tea. He hopes the guard can drink on duty or if Z'leyra will not like that but she will not know. Kell enters the empty manor workshop to cast some spells. He had hoped to get some forge work before Z'leyra woke and used the workshop. As he stokes the forge he knows what happened at Tiren's place. Being safe he does not want a repeat of history with the fire. He grabs the rough metal to make 2 new dirks and places them at the ready. He positions his own blacksmith tools as well nearby and gets to work. Kell knows he has 7 magical blacksmith tools but it would take time and mana to enchant his new power to them. He knows his hammer which is also a storage device for mana is one of his primary tools. So he re spells his new magical power into the hammer. Kell then goes to work on making his new dirks. The hammer swings swiftly with its new found magical power Kell is impressed by the new accuracy. [8-10 am - Cholan's Tavern] The party gets together the morning everyone is together and discusses the plans for the future including travel and food options. The group is jovial but knows a long grueling trip awaits them. [10:07 am - Cholan's Tavern] Outside the tavern Kell calls for Arawn. He hands over the reigns to his horse and Arawn pays the merchant 12 gold. Kell taps the horse and bids farewell but knows that it will be better off with Arawn. [11 am -5 pm] Kell ventures from ranch, market to farm to look for his new horse. He vows that he will not buy on impulse as he wants to select and test ride the horse first. He plans to do this shopping for days maybe even a week. Thanks to Kiet, Cholan and others he checks leads in town first. [5:08 pm] Kell ends his day at a magical shop to sell his old wand he made himself. He haggles the price for almost 30 minutes but the dealer is defiant and only will give 14 gold. Tired and not wanting to try further Kell sells the wand for 14 gold. [5:42 pm - 9:47 pm] Kell ensures he has a good weapon and heads east to a gaming hall he has heard about. He wishes these folks did more Ba'ru card games but while not rare they are not common. He places 30 silver on the table and gambles with 4 others one who seems to be a Fomorian traveler. The first hour Kell actually loses most of his hands losing 11 silver in the first rounds. But in the next 3 hours his luck turns around and he actually wins most of the rounds irking one who leaves. He gains 25, 22 and then 13 silver for a net total increase of 60 silver. He triples his money and leaves. He walks quietly but briskly to the manor house. He has heard stories of how Triest was killed in a simple gambling street game So he takes no chances with his coins. [Decalis 26th - 28th] Kell continues his horse shopping most of the day going as far as 10 or so miles outside the city to farms or ranches. He visits the docks every couple days to check on fresh horse cargo ships from the Sea. [Decalis 29th] [Time: 11:50 am] Kell is heading to lunch after a horse dealer fails to show up yet again. He claims he has a shipment of warhorses from Bhamotin but seems to be elusive. Frustrated Kell rounds a corner into a square with large boulevards in the compass directions. He immediately stop and sees a army marching toward him. He recognizes the uniforms of the Marentian military. There must be over 100 men in full gear marching east. There are crowds lining the streets watching. The army has a presence but mostly away from the cities. Constables and town guards have the city proper. Kell learns that the army is moving east to a area raided by L'p'nth. It is a rare sight to see such a large group in Sivas much less any Marentian city. Kell watches for some time as they pass in strict order and discipline. Then he heads to eat then more horse shopping. [Decalis 30th] [Time: 3:17 pm] Kell is frustrated that he can't find a decent young horse that does not have a great deal of miles on him. Then Cholan sends another to the manor with a lead. He only promises that is will be great. Skeptical Kell heads to the Trimble Garrison to find the quartermaster. He explains he paid too much for a shipment and has a spare horse. Kell s shown the horse, a nice black young horse with a tan circle on his forehead. Kell immediately falls in love with the horse who is quiet but shows strength and bravado. The quartermaster shakes his head. "We got this one two weeks ago and I'll be in trouble if I can't sell it. It only had one owner before." He checks a clip board and some papers. "Yes. A commander in the south at a fort used it for a short time as his personal mount. But since he has not been in need for patrols lately he uses a more simple riding horse." He checks the board again. "I'm told the man is honorable. A Captain Farseeker I think according to this paper." Kell turns and grins the fates have played well today. Farseeker who is now in charge of a fort in the south border near Bhamotin must've gotten rid of this horse recently. Kell hides his surprise and does the typical misgiving tack to show lack of desire Kell checks the horse and finds it strong and figures it has to be to haul him, his chainmail and that large sword of his. Kell shakes his head not sure but he is sure in his mind. He does a test ride while the man holds some of his gear for collateral. Kell is happy with this horse and returns to the garrison. Kell has a hard time finding any faults with the horse to haggle down. But after some time Kell gets it down to 21 gold from 25 gold. Kell figures this is a good offer and pays the man. This is the best horse he has seen in the last week. [Time: 7:21 pm] After dinner of a moist ham and Ba'ruian wine at the manor Kell settles down in the barn. He ensures the horse will not be scared so spends time with them. Then he starts to practice his illusion spells. Kell concentrates on a wooden box and changes it into a metal chest with an illusion. He casts the active illusion 3 times. One time it fails and he has to recast it. But he finds the spell is now better. Kell then turns to the large barn door and the area in front of it to make a brick wall with a small fountain illusion. He casts the Major illusion and it works. This does scare the horses a bit but he quiets them. Kell then leaves the barn and practices some personal illusion to change his face. He tests this on the guards who patrol the manor. He casts the spells 7 times and ends the night with a disfigured face that makes one guard jump when he rounds the corner. [Janaq 1st] Kell decides today he'll take a day of rest. So many in the party are rushing back and forth doing this or making that. In Ba'ru resting is a national past time and he ensure it is upheld. [Time: 3:41 pm] Kell enters Cholan's tavern and asks to speak to him privately. They both sit and drink some ales as he plans something for a future day. [Time: 5-10 pm] Kell was told of a Bard at a tavern in a middle class section in the west side of town. He heads there as he also hears they cater to a toned down gambling crowd. Kell enjoys the acting from a short play recently given in Maren city and to some singing by the Bard. Tonight Kell is prepared to if he wins hands to demand they play a round of Ba'ruian Tide cards. The game is more random than luck but involves simple cards with a single dice. The 'tide' is the random effect of fate or luck. It will change the face values of cards good or bad. For the next 4 hours he plays cards. The first hour he wins 29 silver to add to his 30 initial pot. But the second hour he loses 19 silver. The third hour he breaks even with no gains or loses. The last two hours he gains 8 and 28 silver. In the end he adds 46 silver to his initial 30 pot for a nice profit not a double pot but a nice pot. [Time: 10:12 pm] A slightly drunk Kell arrives at the manor. Before he goes to bed he casts a Knowledge spell to learn more of the thing he is trying to obtain for a long time. [Janaq 2nd] Kell gets with Arawn so he can teach the trader the Jeweler skill. They use the library and bring some tools. Kaylle provides a book to learn from as well. This takes the bulk of the first day of learning by practice and book lessons. [Janaq 3rd] [Morning] Kell spends the bulk of the day at a blacksmith's forge he rents for a gold. The smith doesn't care as he could go fishing and save time at the shop as long as he doesn't burn the place down. For the next 15 hours Kell makes many horseshoes for Kiet, himself and Arawn. He makes even a spare set for each horse. Days before he got careful measurements of the horses they will be using for this purpose. The half-elf wants to make horseshoes for each horse in the group, but there isn't enough time nor does he have the mana. Once there is time he can finish these for each party member, and then maybe even make shoes that increase speed for each horse. That would be sight, the group galloping at an increased speed all together. Smiling at the thought. [3:31 pm] An exhausted Kell places his new shoes on his new horse and finds a tavern. At this time he exits and plans to nap a hour or two at the manor. As Kell rides down the street 3 men who are clearly peasants seem to point at Kell and whisper. One man steps forward and asks if he is the one who has been winning lately in gambling. Worried this might be some trick to get his purse he clamps a hand on his money bag. But the man simply asks if he could offer the 3 pointers. The tired half-elf dismounts and spends about 30 minutes going over the way to read people and how to use little things like an uneven table to help the edge with dice that may need to be rolled a certain way. Finally Kell returns to the manor with the tanks from the peasants but hopes he is not being talked about on the streets or he could be a target. [Janaq 4th] For the next 3 days Kell and Arawn spend time so he can learn Jeweler skill at the library. [Time: 12:54 pm - Jan 4th] Kell is just finishing up lunch at a local place that is serving Ba'ru spinach and lobster some of the best in the region he imagines. He is alone since he wanted to eat quietly away from Arawn. Arawn is a nice fellow to learn and study from but he can...well drone on. Kell likes the man but finds him tiring at times. A man just needs to be alone sometimes with his lobster. Walking back from the tavern to the library he passes through some streets he has never been on. He was curious about a juggler on one street and watched a bit. But as he crosses down two alley ways he finds himself a bit lost. He backtracks and looks for someone for directions. As Kell passes into a dim alley he sees 3 youths approach from the other side. They ask for a smoke. When Kell shakes his head they ask for coin. When Kell says no they ask for his boots and pulls out knives. Kell sighs and shakes his head. He turns around but sees more youths from the other side. Now he is surrounded. He counts at least 8 but he can hear a few more behind boxes. He notices all are wearing the same head band that is a bright red with a yellow oval in front. He guesses this is not Fremea's friends but a street gang. Kell has his scale mail on and his tulwar as well as his daggers. But his helmet and shield are not needed in town so he never brings it or his spears. Suddenly 6 surround the half elf and flash knives and daggers demanding his boots, money and everything else. Kell fakes being scared and begins to speak in a language as if he is a foreigner. He pretends to grab his money bag to hand it over he peers at the alley. The ground is nothing but dirt. But there are other good things like papers, bottles and even shards of glass. Kell smiles and completes the casting of his spell. A vortex forms around Kell 5 feet in every direction. Sand, grass, paper and those sharp glass fly around him in a spinning helix. The 6 men are instantly struck by the vortex. Instantly all six are thrown backwards in random directions. Three are knocked out or dead. Three are hurt badly and taken down. Kell draws his tulwar and moves forward to a group of others. As he moves forward the vortex slices into the three in front and kill all three with glass and wood. The last two leap from hidden areas and wisely pull up crate ends to deflect things. Both men charge and use the crate ends to hopefully deflect and knock Kell away. They charge but the sand is too blinding and they miss him entirely by inches. Kell stabs his tulwar at one gang member and stabs him in the left ribs and kills him. The other man swings his half crate edge at Kell and slams it into his shoulder. The rotten wood shatters causings even more splinters into the vortex. The man now with no protection is attacked by the vortex. Wood and glass impale him in various body parts and shred him killing him. Through the vortex Kell can see three of the youths trying to crawl away while the others remain motionless. He stops for a minute and knows this could be wrong to take out them at this point. They are bleeding badly and will probably die. Then he sees something on one of the youth's wrists a small almost child like bracelet with blood. It is too small for a man and probably either a woman's or kid's. Anger fills Kell as he considers the victims. In the back of his mind he hears Arawn to subdue not to kill. But gangs are a menace to everyone. He sheathes his tulwar and steps forward slowly moving over the bodies of those knocked out. Sand, wood and glass fly in every random direction. He reaches the last of the crawling man and simply steps over him to leave the alley. As he does he bends down and pulls coin bags from each man. No blade is needed at this point as the whirlwind kills them by itself. As he steps into the street he passes into some woods and lets the spell fade some 4 minutes later. From afar he can only see bloody trails in the alley. He counts the coins from the gang as 23 copper. Not much but maybe he can donate it to charity? He looks at the bracelet and wonders how he could find its owner. [9:14 pm - Manor house] At the manor Kell casts magic into the two dirks to create and use earth. His spell to ensorcel items is actually not as good as his pact he gets from the elementals. So he figures he could just as easily cast the spells live and be more powerful. He casts the earth spell in the back yard causing the earth to rise then transitions the spell into the dirk. He repeats this process for the second dirk. [9:20 pm - Manor house] Though exhausted from the day's learning jeweler Kell wants to do some more forge work. He still is unclear why jewelers wear that stupid eye scope just to look different? Kell begins to work on a new metal helmet for himself which should take a few days maybe 4. This is a last minute change to his plans so he'll have to add this at day's start or end. [Janaq 5th] [Morning] Kell enters the barn and grabs his new shoe he made - 1 of 8 for his own new horse. He casts two enchantments onto the shoe to help the horse be more agile and stronger once it is worn. Course shoes wear out fast so might be a short term thing. Before Kell meets Arawn for more training - the art of cutting, sounds exciting or boring - Kell does some more winter clothing shopping. In the end he buys 5 warm pants, 5 thick jerkins and a new cloak better suited for cold riding. For the entire set he pays 6 sliver. [Evening - Manor House] After his learning he finds Kiet's shoes and enchants the 1 shoe for his horse twice with the same spells. He dabs a bit of paint to ensure the shoe is not mixed up with the normal 7 other shows. [Janaq 6th] [Morning] Kell finds Arawn's set of shoes and enchants one of the shoes twice again with same spells as before. This gives 3 magical shoes out of 24 newly made by Kell. Kell heads to the library for his last day of Jeweler training. He will not be a jeweler by time they leave Sivas but he'll have some education in. [4:51 pm - Sivas docks] Kell heads to the docks to see if any ships from Ticasi have come with his new books. So far nothing. Frustrated he heads to a small gaming place and does some gambling and relaxes. After a couple hours he loses the first hour and gains the next but leaves with only 2 silver profit this time. Kell continues his work on his helmet for a 3rd day at the manor forge. [Janaq 7th] [Morning] Kell enchants Kiet's shoe with 2 enchantments. Kell fits his own shoe with the new magical shoe and goes riding in the hills so he can learn the quirks of the horse. [12:08 pm - Sivas Markets] Kell is heading for lunch when he spots a group of 8 merchants bidding for some artifacts a dealer is selling. Seems the army raided a L'p'nth town and 'obtained' relics for sale. the prices go as much as 18 silver for one item. But Kell finds the relics to be of no value to him. [3:41 pm - Sivas Docks] Kell tries again to find the ship from Ticasi. There was a ship but it was not delivering books. Instead it had people heading to Ba'ru for a academic event. He offers the dockmaster a silver to deliver the books to the manor house if it comes in later than the next day. But if they come in tomorrow to send them as soon as possible. He names the books. The dockmaster shrugs and will do it. [7:14 pm - Manor house] Kell finishes his new metal helmet and casts some enchantments to decrease the weight, boost the armor strength and overall resistance. [Janaq 8th] [Morning] The day the party is to leave Kell packs up his personal stuff. [9:25 am] A messenger arrives at the manor and makes Kell happy to finally deliver his books. He had hoped to study them but they are later than expected. He pays the messenger a silver for the fast response. Actions? Comments? Next Update....Friday?.... GM: It looks like Kiet's IBT is next. But I need to finish Kell's gear and then clean his sheet then I'm done. So Kiet if you need to finish things up do asap or I'll move on to #3. Remember to send in gear with suggestions like last update. If there are combats you can post how you want them in your email. I will do combat and tend to not do spells unless I have a quick response back. So if fight or flee kind of thing. I am off this entire week so should hopefully be done by end of week for Kiet's stuff. Not sure if I'll post his final IBT results or not on Friday. But hopefully Monday. Arawn - I've not read your emails yet (sorry). But have you come up with plans on which horses go first day 1 and then day 2? I wasn't sure what day Kell's horse goes so I could end the ibt so figured Kell just packs his personal stuff. I'd suggest Fremea (if she has a horse still unsure) Pyan, 2 Npc horses. Maybe Unali's Day 2: Arawn, Kell, Kiet, Z So that if those who do tons of gear changes can get it done later? It will be hard enough to reshift gear to magical bags but since Z's IBT is posted later in the list I won't know that info until later so gear may have to be reshifted unless the sacks are just for food. :) GM: Kell's Expenses > Price > Buy Metal for new Dirks - 2 SC > Buy Metal for Helmet - 3 SC > Buy winter clothing - 6 SC > Pay messenger/dockmaster - 2 SC > Sell Horse to Arawn + 12 GC > Sell Wand made by Kell + 14 GC > Gamble Profits (1) + 62 SC > Gamble Profits (2) + 46 SC > Buy 12 Bottles of Wine -Z's Manor - 2 SC > Buy Warhorse 3 -21 GC > Rent Forge - 1 GC > Gang Loot +36 CC > Total -- -225 SC +371.6 SC Gross + 146.6 SC > * Items Added > > Two hand made Dirks Magical Metal Helmet 24 Horsehoes (3 magical) > * Experience > [Not posted per request] GM: IBT Details: [Dec 25 - Jan 7 (Leave Jan 8)] Player IBT Sent in Processed Arawn Yes [#4] - Fremea No - Kell Yes 90% done Kiet Yes? [#2] -Pending, Waiting on logistics Unali No - Pyan No - Z'leyra Yes [#3] - Chief Yes Yes lucria Yes Yes GM: Distances: (to remind myself later) Sivas to Village by Land: Path Hexes Distance Sivas to Maren [Road] 12 240 miles Maren to Cholchara [Road] 9 180 miles Road to Marentia Fort 3.5 70 miles Option-to Ba'ru City 3 60 miles Fort to Village [Plain] 21 420 miles Option: Ba'ru to Village 23 460 miles Total: 910-950Miles depending on Ba'ru visit Sivas to Village by water River to Village 31 620 miles River to Village 5 100 miles Total: 720 Miles Village to Kameran border (roughly) Zen'da Plains to Border 43 860 miles These are rough estimates and I may be off a few hexes. These are various options. So let's say ship wagon/horses by barge up river. So let's assume a simple barge doing 10-20 miles per day. Might even do more with good winds. Let's assume 15 on average. That's 40 days. Ok. So shipping ahead of time may not be a good option. :) How about going to Ba'ru and getting supplies there? Wagons? Horses? That is the closest large city to the village. If prepare is done at start of IBT and say a person ships those items (wagon/horses from Ba'ru) to village then would need only cross 460 miles. At 25 per day would be 19 days. Almost in the IBT time period. As GM I'm only trying to cover options. You guys have to do some serious logistics to decide. Mainly the horses and/or wagon/food. To fit within the 2 weeks. Above there are some option as well. Chion if in town could be swayed to help as he could probably teleport 2-3 wagons in one jump.