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 #65 sequence (file #463) ---------------------------------------------------------------- Admin Notes: None. ---------------------------------------------------------------- [Recap] [None] ------------------------------------------------------------ [New Stuff] [Fremea's IBT] [Decalis 25th, 1634TH] [Sivas, Marentia] Once back in Sivas from a month away, Fremea heads to her warehouse converted home. She is a bit surprised to see the work her mom and dad have done. Anorlic has done a great job on repairs and fix ups. Holes patched, broken doors and windows fixed, wood work worked over again as well as paints and roof work. She wonders how her father got the money but recalls the gift Marta gave her. For her mother, Saya, she has almost rebuilt the kitchen. New fixtures and cabinets. Fremea is amazed at how much work both have done to this place. But queitly she wonders if this could be bad or good. Her parents will need to eventually settle down and relax. This so called home she obtained long ago may not be suitable for long term periods. But she is happy to see how the kids have been dealt with. Fremea knows her place is a wayward house for kids who are from the street. Either abandoned by the family or authorities. But she is not in the business to house kids for life. She feels this place is a short term way station at best before the kids can get a full grip on things and live on their own. The kids range from 7-19 and she also knows that the very young kids under 12 will be needing help long term. She can't just accept any kid as she would be filled to full capacity and ruined. She does a head count and finds that at least 3 of the older kids have left to jobs and homes. But she also sees that 5others have arrived. Three kids from a family killed in a fire and with no parents need help. Sava let them in knowing how the city would separate the kids for orphanages. She finds that cruel and after such a dire event. Her final count is 22 kids which is a bit more than she had planned for. One of her original kids she helped from an abusive father is Leric who is 15. For such a young kid he acts twice his age. He has become the leader of the kids with Garini, who was sold into the sex trade at 10 by a uncle. But now she is 19 and wishes to help the younger kids. Fremea is amazed to see a entire school area setup in the basement. Anorlic moved all the junk out and setup tables. Fremea sighs she has no issue with teaching education but this is not the best place for such things. But she will give it a try for now. She is told to feed and cloth most of he kids is not that bad at 1 silver per day. Leric who has been on the streets for many years brings in cash with his skills of stealing. Fremea realizes that stealing would not be condoned by the party, especially Arawn, but she knows these skills are for survival. Fremea knows kids will have to survive on the street if this place closed down. So she looks the other way when they bring in things. She tolerates it if stealing from merchants who might afford it but not from the beggar or poor peasant. So she does set a slight standard for the naughty skills. That evening she spends the evening with her parents going over the last month's events. She take the both to a fancy place. The owner is unsure on these strange winged folks but she knows that Kaylle eats her often so should be respected. The owner only asks subtle use of things not wings furled out to show all other patrons. Saya is concerned about the goblin fight and other rough things that happened. But Anorlic seems proud though subdued. [Decalis 26th, 1634TH] [Sivas, Marentia] At Cholan's tavern, Fremea attends the meeting. Now that Arawn arrived today things need to be planned. But she is amazed at how humans can argue and nit pick the smallest things. Fremea may be weak in power but they at least make fast decisive conclusions. Fremea sits back and just listens to the arguments. Being a flyer she cares little about loads or food or even crossing rivers. But she does have to consider the others and pretend to be interested. Finally the meeting ends and Fremea meets with Leric and a boy around 12. Leric is teaching the boy some of his skills. The other boy washed ashore after a river boat accident and speaks little. But the boy seem sot be curious and a fast learner. Fremea decides to join the boys and learn from Leric as well. For the next three days the trio try to open locks with the small lockpick sets they have. Most targets are closed structures like sheds or warehouses. Some are shops during the late evening. They try to all improve their speed but the younger boy's fingers are not agile enough and tends to give up too fast. The trio try many places and many locks from doors to chests to locks on messenger bags. All three in 3 days try 79 locks. On the first try to open each Fremea has a good rate. First day 13 of 25, 19 of 29 on 2nd day and 13 of 25 3rd day. So she opens 45 of the 79 locks on the first try. Of course no self respecting Fae would leave the contents of said items like sheds or shops without some friendly "inspections". A few items are taken here and there if she feels they would not be missed. [Decalis 27th, 1634TH] [Time: 7:01 pm] On the second day Fremea and the other 2 boys are casing a nice Inn in a rich district. Leric finds out that the Inn is full of rich merchants who are linked to organized crime that hikes prices to get profits from the poor for the food markets. Thus causing great pains to the poor folks who can't afford simple food stuffs. Fremea watches as a large group head to the local brothel down the street a group of 12. She figures that the inn should be empty. She picks a window lock and enters a room. Then she helps the other 2 enter the second story structure. As they make their ways to a large room Leric picks the lock after listening in but hears nothing. But he and Fremea are surprised to see 9 guards sitting around a table talking and playing games. Leric is startled that he drops his bag of loot form other rooms and the guards notice this and begin to yell and grab weapons. It seems the gangsters left their bodyguards. Fremea not wanting to harm the boys tells them to leave now. The two boys scramble down the hall as Fremea draws her bow and cocks an arrow. The guards with melee weapons look surprised but realize they could be hurt. Fremea listens as the boys make their way back into the room they came and back down to the street using crates from outside. Two of the guards finally get brave and stand up and charge. Fremea fires her bow and hits one in the shoulder knocking him to the ground. The other stops wary. Fremea knows she can't hold the group for long. Fremea backs away into the hall but one of the nearby ones charge with dagger at her. Shouldering her bow quickly she grabs her dagger as the man lunges. He swipes at her side but misses. Fremea kicks out and causes the man to shift but Fremea grabs his arm and pulls him to the wall and slams him against the wall knocking him out. Fremea closes the door and flees down the stairs. She does not want to use the window as it would endanger the kids. She flies down the stairs into the main dining area. Several there are startled by the winged flyer but Fremea knocks off a hanging lantern causing a flicker of oil burst into flames distracting the eyes. She flies toward the door and exits it quickly into the street. Fremea takes to the sky and around the back to find the kids running away. While the kids run quickly back to her place she takes to the air to ensure no one is giving chase. But it seems the guards are not that smart. Safely back in the warehouse-home she ensures the kids are well and explains that happens when using street skills. Danger can come at any time. [Decalis 29th, 1634TH] Fremea creates a disguise to look like a old human female. Old females tend to be as short as her. She wears a long shawl and coat to cover her wings. She then head to the street to practice some of her pick pocket skills. She wonders where Balrog is maybe he could teach him the master level techniques. For most of the afternoon she chooses easy, moderate and difficult targets. Easy ones include distracted shoppers who are dealing with sales people or screaming kids. Moderate would be the messenger or city worker type who are more skilled but can be distracted. The difficult folks are merchants who keep their coin to themselves tightly. She tests her skills with 16 easy, 11 moderates and only 10 difficult ones. Of the 16 easy targets it is a 100% effort. She gains about 75 BB. Of the 11 moderate ones 1 fails. Six fail badly with 1 being caught. The other 5 fail but she distracts the target. The one that fails badly is a street sweeper that grabs Fremea. She tries to flee but his grip is too strong. She stomps his feet and he releases but he lunges again. Finally some men yell at the man to treat the old lady right. As the worker and men argue Fremea uses the distraction to flee. Of the 4 that do work she gains 8 CC and 12 silver. Of the ten difficult targets 9 fail. Two simply fail with no problem. Six fail badly but she distracts or fakes her way out. One failure a merchant gives chase after he realizes he has been taken. Unlike most normal old females though Fremea flees fast down alleys. At the last instant she removes her disguise and flies to a roof of one shop to avoid capture. Of the one that worked well she gains 3 silver and 4 gold. That night she casts a Knowledge spell to learn some info about something. [Decalis 30th, 1634TH] Fremea decides to visit the manor and Z'leyra. But in fact she is priming things for a prank. She does her usual hellos and chit chat. But then Kiet goes to practice his jeweler skill at a table. With deft hands she switches one jewel on the table with one of her own. Fremea quickly leaves the manor or so she pretends. As Kiet slices the jewel to trim a flaw away out spouts a foul smelling liquid. Kiet jumps back and finds his tunic is ruined. Kiet frowns at the foul odor and realizes it smells just like a skunk. At least he is outside in the back yard in the daylight and not inside or Z'leyra would kill him. From the roof Fremea giggles at the prank. The fake jewel worked nicely! But Kiet grumbles and heads to a bathhouse to get rid of the foul smell all along the way wondering how this could even happen - clueless as to the prank. Fremea then redons her child disguise and practices her pickpocket skills. Based on yesterday she tries to be more careful. For that afternoon she selects 18 easy, 5 moderates and 5 difficults. She casts Luck a few times to help her gain some edge. All the easy targets are again 100% gaining 48 BB and 25 CC. Both moderate (5) and difficult (5) get 4 that work. Each has 1 failure and she is able to distract the targets from reacting. She gains 9 CC and 5 SC. From the hard targets she gains 8 SC and 2 gold. [Decalis 31st, 1634TH] At dawn, Fremea takes to the sky with a small bag. Without disguise she casts teleport and quickly ports 32 miles away to the south. Now over rural hills she flies for some time t see if any humans are around. But she finds nothing for several miles. She lands on top of a hill and stares at the bag at her feet as she sits down. Arawn would not appreciate what she is about to do or not even knowing about this. But some things are best kept a secret until she can find her way and her own destiny. If she is bound to be this great Fae savior for her people she needs to learn more things. The Monarchs would kill to have what is in the bag so maybe she will keep it secret and hidden in her home deep in the bowels of the structure. She opens the bag and pulls out the An's'alum device. Since Donara a few months ago she has not had time to study - or courage to do so. Now she examines the powerful sidh relic. She may not know how the gods work but if she casts knowledge on this spell the Sidh gods could know she has it. So she has to study this alone. She wonders if Jordi or the Forestal could help her. She would have to find them without tiping the others. She brushes her finger tips against the device and the connection of the 3 pieces. The runes are so ancient she doubt she can find books on it. But maybe she can quietly research it at the library. Arawn is always saying that magic is a extension of oneself. If you concentrate too hard it fails. It must be smooth and free flowing. She stands and scans the area. She is unsure on the range of this device and finds 2 ravens on a nearby tree. Ravens do fight but they seem contend. Holding the relic high and toward the ravens she begins to concentrate and slowly over minutes her body seems to vibrate. Suddenly, the birds begin to fight and claw at each other. Soon they are in a aerial dive to the ground. Then one draws blood and a eye is clawed out. The other victorious continues to shred the other bird. Fremea stops a bit tired and realizes that was too easy. She rests and a couple hours later she finds a moose and a large deer. She tries to get the deer to attack the moose but nothing happens. Fremea gives up and relaxes a bit more. She can't find humans to test that part so decides to test the storm power to create a storm. She concentrates and hopes to create a simple rain storm. IN a short time that seems like 10-15 minutes she hears thunder but only a light drizzle forms. She rests and tries again but it does nothing that time. She has to consider things a bit more and try again later. She recasts teleport to return to Sivas. [Janaq 1st, 1635TH] Today Fremea tries to place makeup to look like a old farmer. She wears overalls but a coat to hide her wings. She uses makeup to look like a man with rough worn out looks. She then heads to the streets to practice one last day of her thief skills. This is her toughest disguise yet to date. With a walking cane she walks down the street hobbing along as if with a bad back. That day she picks 18 easy, 8 moderates and only 3 difficults. The easy ones are again 100% gaining 34 BB and 26 CC. Three of the moderates work while 5 fail but she recovers from those easily. Sadly all of the difficults fail with 2 easy to recover. But one she fails critically even with her luck spell active. She only gains 10 silver form the tougher targets. The one that fails critically the merchant grabs her and pulls a dagger to her face so fast it surprises him. He demands to know why he, Fremea as man, is stealing from him. The anger in the merchant's face is clear she will be killed if he gets a bad answer. Maybe she can talk her way out but the man looks like that won't happen. Fremea begins to speak quickly in Sidh and casts a spell. The man is paralyzed and Fremea kicks the man away and flees. Fremea decides enough is enough and heads back to her warehouse home. All in all she gains around 11 gold in the 3 days of her practicing. [Janaq 2nd - 5th, 1635TH] For the next 4 days, Fremea spends time with Kaylle and another herbalist she has met in the past. She tries to learn from both and improves her herbalist skill. While they are busy she explores the city for possible finds not to find items but to practice. [Janaq 2nd, 1635TH] During her off time learning more herbalist skills she decides on a prank for Arawn. It has taken days to figure out. The man is very smart and unlike the others could find the true trick before it began. She considered invisible ink ok important papers. A fake old ancient book or even info on that infamous scroll she gave to Kaylle and is curious about. But no the Alfar is too smart. But maybe his perceptions are not as smart. She finds a magic shop in town. Not the type magic users use but kids who try card games at parties no real "magic" at all. Just tricks. She hopes to find that Katai finger trick she found in Katai but the shop doesn't have it. Instead she finds a trick box and the clerk shows her how to use it. She buys the box for a few copper and heads to the library to show Arawn. While Arawn takes a break from teaching Kiet and Kell things, Fremea shows him the box. Asks him how to open it. After 20 minutes the Alfar frustrated almost takes the box apart Fremea tries it and in two minutes gets the box open at the shock of Arawn. She close the box and places it on the table. Intrigued Arawn picks it up ad tries several times and gives up. Smiling Fremea opens it again and Arawn finally shows a glint of anger but it fades. Fremea then shows the trick using a finger under the box, not seen by eyes, she triggers a release and then with her voice and distraction opens the box. A simple method of twists and turns of the interlocking segments of the box. Arawn sits back and nods but his expression is cool and relieved. Fremea knows that not all pranks are meant to be mean but a prank on one's ability to reason and use logic is a good one indeed! [Janaq 3rd, 1635TH] Fremea continues her herbalism training and her pranks. This time on non party members. An occasional kid, merchant or walker on the street. For the first time in months she enjoys the time in town passing the time with simple hilarious pranks. After all it is only natural for a Fae to do so. [Time: 1:07 pm] Fremea is walking in a rich section of town passing from one market to another when she spots 5 foreigners. They are clearly outsiders as they are dressed in Katai clothing and have the features like Unali with the skin and eyes. The 3 men and 2 Katai people are trying to give a ornate vase to a man. The man seems confused. Since Fremea does understand Katai a bit she helps translate. It seems the vase is a gift. The man shrugs and finally after some arguing accepts the vase. But Fremea doesn't explain that the Katai group thinks the vase to be cursed. Who knows maybe it is cursed but the man will have to find out. [Janaq 5th, 1635TH] Fremea is on her last day of learning the herbalist skills more in depthly. But late in the afternoon she plans his prank on Kell. She hires a well dressed man to approach Kell in the library to inform him of what the man knows on the ebony material. Kell and the man meet for some time and Kell makes many parchment notes. Then an hour later the man suddenly talks about ebony being a good meal if mixed with bird seed. As the man goes on his insanity seems to increase and Kell realizes the man is missing a few marbles. Fremea listens nearby and giggles. [Janaq 6th, 1635TH] Fremea flies a dozen miles east of the city into the eastern hills. She removes the sidh relic and studies the runes a bit more. Based on conversations from Kaylle the Knowledge spell would indeed communicate directly, more or less, with the gods. But a detection spell might just give Fremea info on the item without a connection to the gods. Fremea weighs the options if she does get the attention of the gods in a city like Sivas it would be a easy way to find her. But on the plains it would be harder. Maybe she should wait to cast Detection then? If she takes the relic with her. Fremea takes to the skies and heads north. Eventually she reaches the shore line and traces the shore. Soon she spots a large group of dock workers unloading and loading fishing boats. But she decides to move on and soon finds what looks like a street gang. She can spot the group of 2 dealing drugs. The thugs outside a brothel and what looks like a club house of the thugs. From afar on a nearby building she estimates 30 or so gang members in the club house. She wonders if this is the same gang that attacked Kiet? But she notices that the brothel has kids and she hates thugs who abuse kids. So she decides to test the relic on the club house. She begins to concentrate and it takes 8-10 minutes before she begins to waver and shake slightly. Soon a noise greater than the normal din is heard from the club house and a fight begins to break out. She watches as gang thugs break chairs over heads, smash bottles, throw each other out windows and in the end several draw knives and stab each other. Her concentration wavers and she sees the fight suddenly end. She realizes that even a moment lapse of concentration ends the unusual effects. Fremea relaxes a few minutes and then tries once more to create a storm. This time clouds quickly form and a rain begins to drop. In a short time thunder and some lightning is seen. She tries to pull down one strike to hit the club house. As she concentrates strikes land nearby but not at the clubhouse. A tree is destroyed. A roof of a outhouse is hit. But she cant' seem to control it. She tries to concentrate when suddenly a voice behind her startles her. A young man in gang orange colors yells at Fremea from the roof door. He begins to run with a dagger pulled. Fremea takes to the air but suddenly finds herself weak and actually goes only a half foot off the air. She begins to run and flap but her strength is drained. At the last instant before the man reaches her she dives off the side of the roof if anything she can tumble and roll. But this seems to power her body and she takes to the air at the last second before falling. She makes altitude slowly and finally flies back to town. Fremea realizes that the intense concentration takes practice and energy. Maybe over time she can do it fast and efficient with no energy loss. But until she can understand the relic she has to take it slowly. [Janaq 7th, 1635TH] Fremea decides to spend one more or most of it on her herbalist skill again. Mid afternoon she prepares for her final prank for Z'leyra. She gathers the materials and waits for night. [9:05 pm] Fremea with stealth lands on the manor. She knows that Z'leyra may have magic but with her home would not likely have it active. She waits ten minutes and speaks quietly to Corona who just seems to watch with amusement. No alarms so she plans the item. She then lights it up and flies away to watch. Suddenly the burning man on the roof attracts the guards below who scramble excited. It takes them minutes to get a ladder and they climb the roof to find the burning man actually a scarecrow. The guards try to douse the flames and Z'leyra finally gets to the roof and looks around. She is unsure who did this and how they got on the roof. Z'leyra will have to have a stern word with the guards or select new guards to let this happen. Frmea returns home. From her pick pocket attempts sh egives the coins to her parents to use for the kids. She forgets to strengthen up the defenses of the home but maybe when she comes back she can do so. For now she goes to her hiding place. No one knows of it. She found it during the "talk" with the previous owner. It was a smuggling compartment behind a small utility closet. It is large enough to even hide herself. The previous owner of this warehouse made it so one had to twist a hook on the wall and step on a section of floor board. This breaks the threshold and one can then pry the hidden door open. Raban is the master of finding secret places she thinks this place would make him happy, though he'd never fit in the closet much less the compartment. After ensuring no one was watching she enters the closet and locks the door. She pulls the relic out and sits on the dark floor. She has decided to risk it and cast a detection spell. She casts the spell placing a hand on the relic. She just hopes the sidh gods do not sense it. She casts the spell and concentrates. Suddenly her birth mark that special sigil on her shoulder that some say drives her fate, begins to glow. The glow is so bright it fills the entire closet. Then a shine so bright that she has to shield her eyes. Suddenly she senses Varange again as if the connection between them is still there through her mark and the relic. But a strangge thing happens. His presnece is burning hot then suddenly chills. In the back of her mind she can sense that Varange is kicked away by some force. Could the connection be lost? Then his presence fades just as quickly as it showed up. The glow fades in the closet and she begins to breath again after several minutes. She raises her hand form the relic but she notices and feels a static charge between her hand and the relic. Something has changed drastically. She tries to pull her hand away and there is slight friction. After some effort the charge fades adn she pulls away. Fremea gasps and suddenly realizes what she knew basically before. But now she detects a fourth power. A power that was not in the painting or Arawn's stories. Could the Sidh even be unaware? A power that is a great defense to herself. She leans back and catches her breath. After what seems like hours she places the relic in the secret hole and leaves to rest. Actions? Comments? Next Update....Monday?? GM: Now to finish Fremea's gear and sheet. Once I get approval from John will post his IBT. What do you guys think I should do for Wout? Wait or move on? He tends to have a simple IBT like a few skills and that's it. So I could always do his later? Hope you liked the pranks. If I don't post Arawn's IBT Friday hpapy 4th for all in the USA! GM: Experience: Skill CEP MEP Expertise Notes Locksmith - - 6 +1 EL Martial Arts 5 - 2 Deftness - - 30 +10 EL Knowledge - 25 10 Luck - 160 64 +1 EL Teleport - 84 12 Paralysis - 6 6 Disguise Artist - - 13 +2 EL Herbalist - - 10 +1 EL GM: IBT Details: [Dec 25 - Jan 7 (Leave Jan 8)] Player IBT Sent in Processed Arawn Yes [#4] Started... Fremea Yes 90% done Kell Yes Completed Kiet Yes Completed Unali No - Pyan Yes Completed Z'leyra Yes Completed Chief Yes Completed lucria Yes Completed 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.