[pnpgm] Game Update #60 - File #451 - Kell's IBT
pnpgm
pnpgm at comcast.net
Tue May 17 21:26:20 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/
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Private emails (not public actions) to pnpgm at comcast.net
Game Update #60 sequence (file #451)
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Admin Notes: None.
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[Recap]
[None]
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[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.
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