Tuesday, January 5, 2010

Game 1/3/10

Players present: Mordek, Taneus, Thalinor, Travin

Game opens as Mordek and Taneus retreat to the temple of Pelor to retrieve Travin. Travin, after hearing of the task at hand decides that he is ill prepared for such a challenge and enters into immediate prayer.
In the interim, Mordek and Taneus (with Queg) hustle through the crowd swollen streets to reacquire Thalinor. On the way, as one would expect, someone tries to relieve Queg of his hard earned belongings. The keen eyed, fast acting elf spies the would be thief and grabs his arm. Mordek, being Mordek, quickly shuffles to flank the thief and wrenches the other, dagger grasping arm into an arm lock. After a short struggle and a dislocated shoulder the thief is gruffly reminded to keep is hands to himself.
Thalinor, is found at the bar of the Crooked Crutch. He is told of the job and particulars regarding the naga. He comes along anyway. As the foursome prepare to leave the inn, Thalinor suspects some half elves of some malfeasance. Confirming Thalinors suspicions, the half breeds do, in fact, tail the group. Upon entering the temple district, the companions realize that they have either lost their pursuers or they have merely became much better at hiding.
Now that Travin has prepared himself and come to terms with his maker, he is now ready to embark on the task of liberating the magic and alchemy shop.
As the group, now five, approach the boarded and fortified shop. Thalinor spots a magical trap. A quick look from Mordek confirms that Thalinor has indeed found such a trap. The two begin to discuss how best to disarm the trap. Travin begins looking for alternate entry points. Taneus and Queg, leary of the arcane obstacle and Mordek and Thalinor's ability to deal with it, keep their distance. As Travin's search yields nothing of use, Mordek and Thalinor sigh, crack their knuckles and gingerly begin to disarm the trap... The trap springs, an alarm, as someone violently shaking a hand bell, sends hearts bounding and spectators and passerby's fleeing. The door to the upstairs living quarters slams open and the shopkeeper disarms the trap. The gaming session leaves off with the group looking into the open door of the shop and preparing to enter.

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