[pnpgm] Game Update #65 - File #463 - Fremea's IBT
pnpgm
pnpgm at comcast.net
Tue Jun 28 21:32:57 CEST 2016
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 at list.powersandperils.org (mailing list)
Private emails (not public actions) to pnpgm at 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 quietly 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 5 others
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 clothe most of the kids which 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
here 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 seems to
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 all try to 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 so 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 to 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 tipping 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 content. 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 her. 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 plants 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 replace
the 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 from
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.
More information about the pnpgm
mailing list