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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:43:49  Show Profile Send WalkerNinja a Private Message  Reply with Quote  Delete Topic
The Jeweled Edge is the name of the adventuring band that I am currently running. I'm posting a journal here for your viewing pleasure. Additionally, it serves as a great online backup as I very nearly lost everything. I'm sorry that my sessions are so concisely summarized, but I just don't have the time for writing long narratives (as I would like to), but feel free to ask a question, and I'll see if I can expand a little on the sketchy notes here.

Please feel free to leave comments

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 06 Mar 2007 22:42:28

WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:44:32  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Angorn the Black

Description: 4’5” tall and 170 pounds, you are a compact, and thick. Dark hair and silvery blue eyes mark you as a Galenan Dwarf. Your well trimmed beard and runic tattoo declare your defiance of tradition.

Culture: Galenan dwarves are raised in tight family units, with clan elders playing a deeply revered role in overseeing the upbringing of the young. Adults are expected to provide for their families and bring honor to them. Even the wealthiest Galenan dwarves refrain from displays of wealth, and consider ostentatious display to be a sign of weakness and divergence from clan values. As these dwarves age, they are honored for their wisdom and accorded respect for their past accomplishments. Families and clans are expected to honor their elders in death with solemn funeral rites and tombs befitting the deceased’s reputation and accomplishments.

More so than other dwarven cultures, Galenan dwarves place heavy emphasis on the length of their beards. Often, they are never even trimmed. Galenan Honor Bearers in clan ceremonies are accorded the duty of carrying the flowing beards of the elders up off of the ground. Also unlike standard shield dwarves, most Galenans completely eschew the Realms Above, refusing even to learn the languages of men.

The life of a Galenan dwarf is completely guided by ceremony and tradition, which are considered to be even stronger than law. This has resulted in a number of rites, gestures, and strictures unknown in other dwarven realms.

Background: Life was hard on you at home in the Galenan mountains. You were not particularly good at remembering what station in the clan required which gesture of salutation, with what flourish. Nor did you have much use for the highly ritualized crafting of metal and cutting of stone. When you attained a measure of wealth, you put hoops of gold in your ears, to the great shame of your father. When you added a bracelet and ring (even though you were not married, nor were participating in the Rite of Grissnagh), the Elders summoned you and questioned your behavior. They weren’t pleased when you were late, and were less pleased when you openly questioned their edict calling for the removal of your jewelry and issuing a penance. When you called one a “Wild-bearded lovey of a human king” your exile was all but assured. Who would have thought that they would have also claimed all of your property and wealth? Bearing a runic tattoo of exile on your right shoulder centered on a symbol of Marthamor Duin, you were bound and blindfolded and taken out on the next dung wagon. For a time you wandered, and grew to love your wandering. You’ve taken Marthammor (the patron of dwarven wanderers) as your own, and now see his mark (which was meant to shame you) as a symbol of freedom and pride. You’ve even offered him some prayers. When the soles of your boots wore out, you started working for an aging smith in Phlan. You’re well on your way to replacing your lost fortune, but you’re getting a bit of an itch to again go a wandering.

Relations with others: Living among humans was strange at first, but you’ve grown to love their sense of spontaneity. You’re out to have what fun you can, but take your metal working seriously. Work definitely comes before play, but the important thing to remember is that without the play the work is just worthless.

As often as you can afford, you find your way to the Laughing Goblin Inn and get together with Davram. Davram can tend to be a little too serious, and it’s often up to you to get him to laugh. He’s a firm friend, and the very antithesis of everything your clan taught about humans.

Overcoming your prejudice against humans came pretty easily, but you’ve still got some reservations about Elsanoth. Elves are wily after all. Sure he’s nice to drink with, but could you trust someone that beds another man’s wife?

Esvelle is a pretty lass, as far as humans go. She’s certainly got a fine voice, and she’s got a simple wisdom to her that is all too often right on the mark.

Bartolous is a snide little twit. You try not to give him to hard a time, he’s Davram and Esvelle’s brother afterall, and plus you don’t want to start sounding like your own clan elders. He’s a sharp one, like Elsanoth. Yeah, those two are peas in a pod.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:45:37  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Bartolous Dvorak

Description: 6’1” tall and 165 pounds, you are tall, and thin. Brown hair and brilliant green eyes are prominent among your aristocratic features. You are intense and intelligent for the growing age of 17, but such is to be expected of an aspiring magus.
Culture: Damarans respect those who demonstrate heroism and self-sacrifice and stand unflinchingly in the face of evil. Damaran society is intolerant of weakness or selfishness, viewing deeds in stark black or white. The moralistic nature of their society strongly shapes Damaran youth. Most youngsters follow in the path of their parents, subscribing to their strong moral fervor. Others rebel against the strictures and traditions of Damaran society and flee its constraints. The latter path accounts for the neverending tide of settlers emigrating to the borders of human settlement, the large numbers of Damarans who have made their way west into Chondathan held territories, and the small number of Damarans who turn to the worship of Demons.

Religion plays a central role in Damaran life, yet there is by no means a universality of belief. Although religious fervor is admired, individuals are judged by how they conduct themselves and the strength of their personal moral code. Class divisions are less noticeable than elsewhere in Faerûn, but those who have been judged morally unfit are strongly shunned by their peers. Many Damarans learn their trade during an apprenticeship at a church-run school before setting out into life, while others join a religious order, directly pledging themselves to a church. As they grow old, Damarans often return to the church of their youth, tithing much of their wealth to its coffers and living out their last years in service to their patron deity.

Damarans have a long adventuring tradition, reflecting the generations-long battle to reclaim the lands of the Easting Reach from the Demonic legacy of Narfell. Many youths, particularly those of noble blood, take up adventuring for a few years in order to prove themselves worthy of their titles. Those not in line to inherit great estates also do so in hopes of winning new lands and wealth for themselves, or in response of the crusading zeal of Damaran society. Arcane spell casters of all sorts are rare in Damaran society, reflecting a long-held suspicion of magic powers that are not bestowed by a deity. While wizards are generally accepted, sorcerers are looked upon with suspicion, for the sorcerous arts are thought to be a legacy of Demonic heritage.
Background: Your father and mother brought you and your siblings to Phlan at a young age. This was an exciting time for you as the icy waste of your homeland gave way to the (slightly) greener shores of the Moonsea. For most of your youth, you assisted your mother in the kitchens of the Laughing Goblin Inn (which your father had purchased from the previous owner) and found that you had a knack for the identification and measuring of various herbs. Your father (Ragan), would spend the early hours of every morning teaching his children how to balance ledgers, take inventory, and other things that a businessman should know. At these things you excelled. Seeking to fan the flames of your intelligence your father would purchase or borrow books for you to read after your chores. At the age of thirteen, your father apprenticed you to an Arch-Wizard in Thentia (Baillandor the Artificer). For the nine cold months of each year, you lived in your new master’s villa arduously learning the rudiments of magic and the theory of item construction. Life at Baillandor’s villa was trying for you, as his two other apprentices seemed to learn more quickly than you. On top of that blow to your ego, by the end of the first year, you had barely managed to manifest your first cantrip. Going home, uncertain of what to tell your father about your progress, you found yourself strangely neglected by your father and mother. For whatever reason, they seemed to be spending a good deal more time on your adopted siblings and your dimwitted-lay-about brother (Sven). You exaggerated your accomplishments a bit to gain their attention, but they seemed to react to your tales strangely, as if you were bragging about deviant behavior. This cycle has continued for the last 3 years, you’ve learned a good deal more spells, but there is something new that you don’t know how to tell your father… you can’t go back to Thentia.
Relations with others: You see yourself as a dynamic figure born to lead by right of intelligence and accustomed to being the center of attention. This attitude has begun to cause problems for you with others, and your apprenticeship has given you a more realistic opinion of yourself.

* Your adopted brother, Davram, is a nice enough fellow. You both got on very well when you were children, but of late he seems to be outshining you in your father’s eyes, and that burns you up. He’s still a good brother though.
* Your adopted sister, Esvelle, is intriguing and very easy on the eyes. Your studies have lead you to believe that she may have inborn latent magical talent. You are hesitant to express this to anyone as most of your people would believe that it was demonic heritage. Her simple wisdom and innocence are annoying, but all too often right.
* Elsanoth is an elf with style. You really see him as an equal intellectually, and find his escapades to be fascinating. In a perfect world, Elsanoth would be your brother and you’d both be attending the Lady’s College in Silverymoon.
* Angorn is impertinent and slothful. Besides, it is a past time of his to take every opportunity to tease you and make you seem stupid.


*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:46:17  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Davram Dvorak

Description: 5’8” tall and 180 pounds, you are a compact, but well muscled youth. Dark hair and dark eyes complete the picture of dashing Damaran youth. A slim scar runs along the right side of your face that gives the impression of maturity.

Culture: Damarans respect those who demonstrate heroism and self-sacrifice and stand unflinchingly in the face of evil. Damaran society is intolerant of weakness or selfishness, viewing deeds in stark black or white. The moralistic nature of their society strongly shapes Damaran youth. Most youngsters follow in the path of their parents, subscribing to their strong moral fervor. Others rebel against the strictures and traditions of Damaran society and flee its constraints. The latter path accounts for the neverending tide of settlers emigrating to the borders of human settlement, the large numbers of Damarans who have made their way west into Chondathan held territories, and the small number of Damarans who turn to the worship of Demons.

Religion plays a central role in Damaran life, yet there is by no means a universality of belief. Although religious fervor is admired, individuals are judged by how they conduct themselves and the strength of their personal moral code. Class divisions are less noticeable than elsewhere in Faerûn, but those who have been judged morally unfit are strongly shunned by their peers. Many Damarans learn their trade during an apprenticeship at a church-run school before setting out into life, while others join a religious order, directly pledging themselves to a church. As they grow old, Damarans often return to the church of their youth, tithing much of their wealth to its coffers and living out their last years in service to their patron deity.

Damarans have a long adventuring tradition, reflecting the generations-long battle to reclaim the lands of the Easting Reach from the Demonic legacy of Narfell. Many youths, particularly those of noble blood, take up adventuring for a few years in order to prove themselves worthy of their titles. Those not in line to inherit great estates also do so in hopes of winning new lands and wealth for themselves, or in response of the crusading zeal of Damaran society. Arcane spell casters of all sorts are rare in Damaran society, reflecting a long-held suspicion of magic powers that are not bestowed by a deity. While wizards are generally accepted, sorcerers are looked upon with suspicion, for the sorcerous arts are thought to be a legacy of Demonic heritage.

Background: You’re not really certain how old you are; no one is. You were found amidst the burning wreckage of your family’s wagons by Tyrran pilgrims and brought to The Waiting (the Temple of Tyr in Phlan). After a time you were adopted by a recent Damaran immigrant, Ragan Dvorak, and his family. Ragan has been a good father to you, and his wife and children have fully accepted you as family. You never doubted his love, or that of your adopted mother (Dmitra), and were well accepted by your two brothers and four sisters, but you always felt different or apart from the rest. Your father always told you that you had a duty to your fallen folk and that one day you must take up the sword against those that had “wantonly spilt ta blood of your kin.” He said that you had been fore-ordained by the gods to be a scourge against the lawless and murderers. You have always felt the weight of this duty upon you, as if it were etched on your bones. To help you meet your duty, your father always paid good coin for you to learn the way of the warrior. Of late he has come to call you his “Beloved Brasherem.” Brasherem translates from Damaran to mean “God-Warrior”. This is not like a Paladin who chooses to fight for the gods; you were chosen to fight by the gods.

Relations with others: Having so grim a destiny clearly plotted out before you has left you with a sullen outlook, but with a verve for life. You know that you will likely one day die on the blade of an outlaw, and so you savor each day. You are characterized as deeply responsible and grim, but surprisingly spontaneous in your pleasures. You are not one to put things off, whether work or play.

In this, you find a kindred spirit in a local dwarf, Angorn the Black, and you often spend your free time with him. He is not nearly so dour as other dwarves you have met, and is very fond of pranks.

The elf, Elsanoth, is often a companion in merriment, but is hard to find when it comes to work or paying for ale, which irks you. Still, you know that you can trust him in a pinch. You sincerely wish that he wouldn’t spend so much time around your sister, Esvelle, but he does not seem to be interested in her as he is with most women. In fact, she is the only thing that he is always serious about.

Your sister, Esvelle, is a free spirit whom you find inspiring. She never really has a care in the world aside from making merry and spreading joy. Of all your siblings, you feel closest to her, perhaps because she is also adopted.

Your brother, Bartolous, has ever been something of an adversary. He always seems to seek his father’s approval, and his favored method is getting you in trouble. Still, he is your brother and being family is a very deep bond, with very deep responsibilities.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:46:48  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Elsanoth New Moon

Description: 5’8” tall and 130 pounds, you are of average height and weight for a Moon Elf. Your black hair and gold-flecked blue eyes make you seem exotic to the humans in whose city you live.

Culture: Moon elves are more impulsive than other elves and dislike remaining in one place for any significant amount of time. Most Moon elves are happiest when traveling, especially across the expanses of untrodden wilderness that still survive in Faerûn. This is probably the single greatest reason why they are so much more friendly and accommodating than other elves. Moon elves are drawn to adventure through sheer wanderlust. They desire to see and do everything possible during their long lives. Like their allies the Harpers, moon elves believe that a single person of good heart who stands up to injustice or evil can make a big difference. Moon elves are much less solemn and serious in their ways and actions than Sun elves. Their songs and poems are lighter and often humorous; tragedies have their place but the moon elves prefer to balance such things with light hearted and often bawdy tales and songs. They also enjoy a wide variety of art styles including painting and sculpture.

Moon elves are fond of games of chance and gambling. Drinking, feasting, and reveling are all a strong part of their society. Moon elves gather in loose bands, composed of a dozen or so extended families. Leadership is democratic; all elves of the band have a say in important decisions, although the voices of one or two of the wiser and more experienced family heads tend to carry the day. In times of danger, the band chooses and elder or war-leader to see them through the peril. Moon elves travel light and travel often, rarely staying in the same place for more than a few seasons before moving on.

Background: Born 120 years ago in the Moonsea village of Elven Tree, you grew up as the chief trickster of a band populated with tricksters and rogues. You were wily and quick of mind and body. When you reached your majority (around 110) you traveled to the town of Hillsfar in disguise (Hillsfar is well renowned for their anti-demihuman policies). You found the constant danger of living in that town to be exhilarating; to be sure, you had your share of close calls. You developed a cool head under pressure and an indomitable spirit. Your associates in the thieves’ guild of Hillsfar came to think that you could stare a dragon in the eye without flinching. You were never accepted into the Thieves’ Guild (accepting a demihuman would be too much trouble for the leaders), but you were close with a few members. Certainly you excelled in the arts of stealth, but you took greater pleasure in confidence games and general roguery. When things got a little hot in Hillsfar, you moved on to the town of Phlan on the shores of the northern Moonsea. Phlan is neither as busy nor exciting as Hillsfar, but you manage to find excitement whether in the city or in the surrounding wilds. You’ve been carrying on an affair with a woman (Sonya) and living in her house for the past two years. This is especially satisfying because her husband is a Hillsfaran captain who only comes back to Phlan for two weeks a year. You’ve stayed here longer than you’d care to (nearly six years) because you have a hidden responsibility.

Relations with others: People see you alternately as a wanderer, a gambler, or a rogue and that suits you fine. Most of the local population flat out discounts you because of your elven heritage, which often puts you in a position to take advantage of them. In private, you are particularly popular with the ladies of the town who must scorn you to your face to keep up appearances.

You see Bartolous as a particularly worthwhile human, and you are glad that he is getting the Arcane education that he deserves. This kid needs to learn to have some fun though. The Art is a good exercise for the mind, but the mind is wasted if it is wholly dedicated to the Art.

Now Davram knows how to have fun, he just has to be shown where it is from time to time. He would definitely make a good traveling companion and his stout sword arm would make the travel safe. If he could get over his “fated to fight, fated to die” mentality, he could be a great war-captain and a smash with the ladies.

You never thought that you could have anything in common with a dwarf, but Angorn is steadily breaking that prejudice. This dwarf wants to live, and not just in a cave blackened by the smoke of forges. Still, he is a dwarf and can be a little judgmental from time to time.

Ah, Esvelle, the only truly beautiful thing in the town (to say nothing of the region). Her star seems destined to rise, as she continues in a nearly elven education focusing on singing, dancing, musical instruments, tales, and ballads. In another place she would be a high lady, or even a queen.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:47:34  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Esvelle Dvorak

Description: 5’5” tall and 120 pounds, you are a young woman that possesses everything that men and women find physically desirable. Your straight night colored hair is lustrous and an inner light shines brightly in your silver flecked green eyes. Your voice, when singing or speaking, is powerfully attractive and inherently beautiful.

Culture: Damarans respect those who demonstrate heroism and self-sacrifice and stand unflinchingly in the face of evil. Damaran society is intolerant of weakness or selfishness, viewing deeds in stark black or white. The moralistic nature of their society strongly shapes Damaran youth. Most youngsters follow in the path of their parents, subscribing to their strong moral fervor. Others rebel against the strictures and traditions of Damaran society and flee its constraints. The latter path accounts for the neverending tide of settlers emigrating to the borders of human settlement, the large numbers of Damarans who have made their way west into Chondathan held territories, and the small number of Damarans who turn to the worship of Demons.

Religion plays a central role in Damaran life, yet there is by no means a universality of belief. Although religious fervor is admired, individuals are judged by how they conduct themselves and the strength of their personal moral code. Class divisions are less noticeable than elsewhere in Faerûn, but those who have been judged morally unfit are strongly shunned by their peers. Many Damarans learn their trade during an apprenticeship at a church-run school before setting out into life, while others join a religious order, directly pledging themselves to a church. As they grow old, Damarans often return to the church of their youth, tithing much of their wealth to its coffers and living out their last years in service to their patron deity.

Damarans have a long adventuring tradition, reflecting the generations-long battle to reclaim the lands of the Easting Reach from the Demonic legacy of Narfell. Many youths, particularly those of noble blood, take up adventuring for a few years in order to prove themselves worthy of their titles. Those not in line to inherit great estates also do so in hopes of winning new lands and wealth for themselves, or in response of the crusading zeal of Damaran society. Arcane spell casters of all sorts are rare in Damaran society, reflecting a long-held suspicion of magic powers that are not bestowed by a deity. While wizards are generally accepted, sorcerers are looked upon with suspicion, for the sorcerous arts are thought to be a legacy of Demonic heritage.

Background: You’re not really certain how old you are; no one is. You were brought to Phlan by a wandering woman that died shortly after she arrived. Your adopted father took you in and raised you as one of his own. Growing up at the Laughing Goblin Inn has been wonderful. You love to be around the sounds of merriment and laughter. Your father has worked hard to provide you with tutors “in the arts of a lady.” To him this means singing, dancing, musical instruments, and story telling. These were made available to your other sisters as well, but it was always a requirement for you. Not that you minded at all; in fact, you flourished under their tutelage. You know that at least one was a Harper, and perhaps some of the others as well. In any case, the cause of the Harpers has always filled your dreams. Currently, you provide entertainment at the Laughing Goblin Inn, sometimes with the accompaniment of traveling bards, but often without. You love your life, your family, and your work, but sometimes you wonder if there isn’t something more…

Relations with others: You don’t just love your life, you love LIFE. You try to fill every moment with music and merriment. You LOVE to dance, and try to find a partner when ever there is a beat (even if it’s just Angorn’s hammer on an anvil). Because you live with such verve, people tend to over look your quieter more contemplative side. Most folks don’t see it often, but when you offer counsel, it is good and valuable.

If there were such things as dwarven Harpers, you are certain that Angorn the Black would be one. He always has fine tales to tell of his “wanderings” and always seems to be on the move. He likes to laugh, and helps your brother Davram to lighten up. He’s a good man.

Elsanoth is a mystery. He doesn’t treat you like any other woman that you’ve seen him converse with. He tends to treat you like a daughter, and that bugs you. He’s ever so handsome, and terribly interested in your life and education. What’s more, people that give you unwanted attention seem to disappear when he’s around.

Your brother, Davram is sweet. He treats you like a little girl most of the time, and so it’s a lot of fun to surprise him with your maturity. He’s a little intense, but that seems to make him more attractive to everyone.

Your brother, Bartolous, is a strange bird. Every summer that he’s come back from “Wizard School” (as you call it), he becomes more mysterious. You get the distinct feeling that he thinks of you like a puzzle that needs to be figured out and put together. You know that father has been a bit strange toward him lately, and that he has alienated Davram, so you try to be extra nice to him when he’s around (however hard he makes it). Everyone needs to feel welcome at home after all.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:49:00  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 1
Campaign: Mysteries of the Moonsea
10/27/06 Start Time 8:15pm
Module: The Laws of Phlan: "No Life Wasted"

-All things began at the Laughing Goblin Inn, where the group had assembled prior to sunset. In addition to the regular crowd, several crewmen from The Bitch-Queen's Fury, were in the main tap room. Davram disarmed them, and their Lieutenant, "Skie."
-After sunset, several "Welcomers" also attended the tap room, contrary to their typical custom.
-A Welcomer was caught picking the pocket of a crewman, and a brawl ensued.
-An un-named adventuring companion of the First Councilor was apparently murdered by Esvelle.
-Elsanoth got himself arrested so that he could watch over Esvelle in the jail, but she was later moved to solitary confinement.
-Something strange and powerful occured to Esvelle within solitary confinement that scared the guards.
-Angorn the Black readied his equipment for a quick getaway, and proceeded with Davram to confront the guards, whereupon they were rebuffed.
-Ragan Dvorak, Fifth Councilor, has allready made contact with his fellow councilors and knows that the votes will go against his adopted daughter

NPC Listing
Ragan Dvorak- Propietor of the Laughing Goblin Inn, Father to Davram, Esvelle, and Bartolous.
Analise Dvorak- Ragan's oldest daughter
Luguder Dvorak- Ragan's oldest son; a failure.
Ernst- a clothier on the north end of town.
Ana- Ernst's daughter who is interested in Bartolous
Skie- Lieutenant of The Bitch Queen's Fury
Reynauld Starr- Sembian captain of the Bitch Queen's Fury
Un-named- Skie's female paramour
Matteo- a blacksmith formerly of Melvaunt, Angorn's employer
Nag Homorrah- 1/2 orc female, adventurer, First Councilor of the City of Phlan
The Wolf's Heart- Nag Homorrah's adventuring band
The Welcomers- Phlan's native Thieves Guild

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 03 Jan 2007 20:53:24
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:50:33  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 2
Campaign: Mysteries of the Moonsea
11/3/06
Start Time 7:30pm End Time 12:00am
Module: The Laws of Phlan: "What Lurks in Sokol Keep"
Campaign Date 18 Marpenoth 1372

-Esvelle found guilty by Town Council by majority vote, Ragan Dvorak and allies dissenting
-Flouted plans of the Wolf's Heart to "assist" Esvelle in her sentence
-Angorn discovers that some new comers are seeking him, and lays a false trail.
-Bartolous has a vision
-Battled Lizardfolk and Sahuagin on the grounds of Sokol Keep
-Session ends with the battered party awaiting extraction by the city guard.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 03 Jan 2007 20:53:48
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Jan 2007 :  20:51:09  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 3
Campaign: Mysteries of the Moonsea
11/10/06 Start Time 7:30pm
Module: The Laws of Phlan: "Neither Beginnings, nor Endings"
Marpenoth 19-21

-Having survived the horrors of Sokol Keep, the companions awaits extraction
-Bartolous investigates the Ruins and discovers some interesting properties that point towards an ancient past
-The extraction boat arrives. Inside are the bodies of four dead guardsmen, killed by the Wolf's Heart
-Fearing to return to Phlan, the as-yet-unnamed band of adventurers commandeers the boat, and rows toward the eastern shore.
-Bartolous leaves a note scrawled on the body of Franc Orelson
-The companions, now outaws, march through the night toward Melvaunt, making camp near a plinth with a background
-Before the sunrise, the companions are assaulted by wild wolves who prove to be cunning opponents
-Continuing their long march to Melvaunt, the companions encounter two victims of banditry, who plead with them to recover heirlooms from their attackers
-Having accepted the job, the companions track the bandits to their lair, and discover it to be virtually impregnable
-Angorn and Davram limit the possibilities of retrieval by refusing to negotiate with bandits
-The companions ponder strategies for slaughtering the outlaw band

List of NPC's

Franc Orelson- of the Phlan City Guard, a childhood friend, deceased
Gordryn and Kara Chemlosk- expatriate Melvauntan merchants, recently accosted by bandits

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 03 Jan 2007 20:54:07
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WalkerNinja
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USA
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Posted - 03 Jan 2007 :  20:51:42  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Sessio 4
Campaign: Mysteries of the Moonsea
11/17/06 Start Time 7:30pm
Module: The Rogue's Camp
Marpenoth 21-23, 1372 The Year of Wild Magic

-The party lays an ambush for the greedy bandits.
-The sole survivor of the expeditionary bandits gives information to the party
-The sole survivor is left in the custody of the Chemlosks
-The party bluffs their way into camp, tossing around the name of the newly deceased bandit chief
-Davram instigates a fight between the Pirates of Cutlass and the Bandits of the Red Brotherhood
-Two pirates and one bandit escape. It is later discovered that the sole survivor also escaped.
-Treasure! A strange jade obelisk and a cryptic note are found
-The party unites under the name "The Jeweled Edge;" named in honor of the fateful blade that started their wanderings
-Continuing to Melvaunt, the Jeweled Edge collects their bounty from the Chemlosk's steward.

List of NPCs
Master Amra- Steward of the Chemlosk estates, humorless and straight forward

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 03 Jan 2007 20:54:26
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WalkerNinja
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USA
573 Posts

Posted - 03 Jan 2007 :  20:52:39  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 5
Campaign: Mysteries of the Moonsea
12/22/06 Start Time @7:30pm
Module: Something's Cooking
Marpenoth 24, 1372 The Year of Wild Magic

-Angorn the Black finds lodging and employment with Corkin Markov
-Bartolous returns captured Banite relics to the one year old Temple of Tyr
-Elsanoth and Esvelle both visit The Laughing Halls and have very different experiences
-Davram seeks a sage to learn more of his newfound god
-In his search, Davram overhears rumors of illegal slaving happening within the City of Swords
-The Jeweled Edge re-unites at The Crow's Nest for dinner (as none of them had any lunch)
-Over dinner The Jeweled Edge share what they have learned with varying degrees of openess
-Davram leaves a noticeably large gratuity
-Pluarty Crowe tells Bartolous of The Magic Mushroom
-The Magic Mushroom is found to be in quite a state, its resident wizard away, and its chef being tormented by a sorcerous imp
-The episode at the Magic Mushroom climaxes with a battle against a Berserk Calzone Golem intended for a feast being held by the Lord of Keys.
-The Jeweled Edge limps into the Laughing Halls in order to recieve healing and an antidote against imp poison.
-The clergy take to the band of adventurers that they extend an invitation to participate in a Lliiran rite... lets just say that everyone is a lot closer than they used to be.

List of NPCs
Andolyn La Faire- Proprietress of The Magic Mushroom. Wizard
Gendrew La Fair- The Magic Mushroom's chef, and Andolyn's husband
Corkin Markov- prominent local blacksmith
Un-named Halfling Male
Pluarty Crowe- Proprietor of The Crow's Nest
Lady Joyworker Shandar Lyrintar- Halfling Female, presiding priestess of the Laughing Halls (Temple of Lliira)
7 un-named priests/priestess of Lliira
1 new initiate to the Lliiran faith
Theoderus- reclusive dwarven wizard specializing in the enchantment of arms/armor

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 03 Jan 2007 20:54:48
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WalkerNinja
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Posted - 03 Jan 2007 :  20:55:58  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 6
Campaign: Mysteries of the Moonsea
12/29/06 Start Time: @ 7:00 pm
Module: The Devil's Fire Tavern
Marpenoth 25- Uktar 5, 1372 The Year of Wild Magic

-Davram wanders the city "feeling things out."
-Bartolous works feverishly at the Magic Mushroom earning new spells from Andolyn. He also crafts six magic trinkets: A magic mushroom of blown glass that functions as a doorbell, and the Five Challenge Coins of the Jeweled Edge cut from platinum, rimmed with blue quartz, emblazoned with the badge of the Jeweled Edge, and enspelled to render certain benefits to their bearers.
-Angorn works hard at the forge of Corkin Markov, becomes better aquainted with his host and his dealings, but congregates with his party at meal-times at The Crow's Nest.
-Elsanoth conducts an interview with Angorn, and warns Esvelle concerning her behaviour. He is often in the company of Shandar Lyrintar. He also begins investigating a few of the rumors that come to his ears from Angorn.
-Esvelle passes most of her time at the Laughing Halls, but earns a fair amount of coin at The Crow's Nest with her performance art and becomes acquainted with a tradition called the Bard's Cup.
-By the end of the tenday, living at the Crow's Nest and eating its fine foods has begun to empty their formerly overflowing pockets.
-Lady Joyworker Shandar Lyrintar approaches the party with a mission from an unknown employer. The mission revolves around the Devil's Fire Tavern and a mysterious black market trade in slaves, of which Elsanoth and Angorn have heard some rumors.
-The Devil's Fire Tavern is staked out by Angorn and Elsanoth, and later invaded by the Jeweled Edge. An underground passage leads to a sea cave, convenient for a smuggling operation, and a hold of slaves. The defenders of the cavern put up a ferocious fight nearly ending the life of Davram.

List of NPC's
Corwyn Jaffe- apparently the assassain from Phlan, the pirate lieutenant that escaped the Jeweled Edge at the Bandit Cave, and an avowed member of a Malarite cult in Hillsfar. As Elsanoth noted: "Wow! This guy's working ALL of the angles."

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 03 Jan 2007 20:56:31
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dwarvenranger
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Posted - 03 Jan 2007 :  22:29:55  Show Profile  Visit dwarvenranger's Homepage Send dwarvenranger a Private Message  Reply with Quote
Shards, what a dwarf this Angorn must be Sounds like he stays busy rescuing the other party members.

If I waited till I knew what I was doing, I'd never get anything done.

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Alaundo
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Posted - 03 Jan 2007 :  22:55:21  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
Well met, WalkerNinja

A great collection of journals and I congratulate ye for maintaining these during thy adventuring sessions

I'd be happy to include these in the Campaign Logs section of the site, if ye wish?

Alaundo
Candlekeep Forums Head Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
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An Introduction to Candlekeep - by Ed Greenwood
The Candlekeep Compendium - Tomes of Realmslore penned by Scribes of Candlekeep
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WalkerNinja
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Posted - 03 Jan 2007 :  23:16:47  Show Profile Send WalkerNinja a Private Message  Reply with Quote
That'd be appreciated, Al.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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MerrikCale
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Posted - 07 Jan 2007 :  12:47:20  Show Profile  Visit MerrikCale's Homepage Send MerrikCale a Private Message  Reply with Quote
I do enjoy reading these



When hinges creak in doorless chambers and strange and frightening sounds echo through the halls, whenever candlelights flicker where the air is deathly still, that is the time when ghosts are present, practicing their terror with ghoulish delight.
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WalkerNinja
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Posted - 08 Jan 2007 :  16:04:49  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 7

Campaign: Mysteries of the Moonsea
12/29/06 Start Time: @ 10:00 pm
Module: The Devil's Fire Tavern Continued
Uktar 5-6, 1372 The Year of Wild Magic

-After securing the Tavern and Basement, the Jeweled Edge sees to their wounded
-12 slaves are found, each bearing a tattoo similar to the symbol found in Session 3
-It is determined that the tattoos are magical and used to facilitate scrying
-It is found that the slaves are of disimilar origins, and their only recent memory is of the cave
-Elsanoth goes to procure Lady Joyworker Shandar to seek her counsel
-She, in turn, takes Elsanoth to Ulblyn Blackalbuck
-The three return to the Devil's Fire Tavern and formulate a plan for the slaves in concert with the Jeweled Edge
-After the plan is formulated, the party agrees to continue working with Ulblyn Blackalbuck, Melvaunt's resident Harper

List of NPC's
Daniri Lathen- A tattooed slave from Scardale, eager for revenge and membership with the Jeweled Edge
Ulblyn Blackalbuck- Halfling. Melvaunt's resident Harper. Very secretive. Very serious.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 15 Jan 2007 :  16:02:09  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 8
Campaign: Mysteries of the Moonsea
1/12/06 Start Time: @ 9:00 pm
Module: Vorbyx's Watchpost part 1
Uktar 6-15, 1372 The Year of Wild Magic

Absent PC's- Davram & Bartolous

-Working in tandem with Lady Joyworker Shandar and Ulblyn Blackalbuck, the tattooed slaves are secured and are awaiting transport to a location known only by the Halfling Harper
-Esvelle continues to perform nightly at the Crow's Nest
-Ulblyn Blackalbuck identifies the Jade Obelisk as a Vorbyxian Key, and places its relevance at Vorbyx's Watchpost.
-Danirri loses her Thayan tattoo miraculously at Mystra's will.
-Ulblyn suggests that Angorn, Elsanoth, Esvelle, and Danirri investigate Vorbyx's Watchpost. Bartolous is still needed to continue researching the Tattoos and Davram volunteers to safeguard the remaining tattooed slaves.
-Angorn purchases equipment by trading the remaining excess riding horses
-Elsanoth investigates the Thar and its indigeonous tribes.
-Esvelle convinces her party to depart a day later than planned in order to give a farewell performance at the Crow's Nest.
-Departing on Uktar 12, the party is quickly off track and caught in a snow storm.
-In the midst of the snow blown night, the party is assaulted by an Ettin, who is slain after great effort. The ettin's pouch yields 900gp.
-The snow storm intensifies the next day, and the party decides to stay at camp rather than risk getting lost again.
-The night of Uktar 13, the corpse of the Ettin re-animates and is hastilly slain once more, its remains scattered.
-Elsanoth recounts rumors of a cabal of Necromancers near the Galenas to explain the random re-animation of the Ettin.
-Uktar 15, Vorbyx's watchpost is achieved.
-The lower two levels are cleared of Beholderkin and Shocker Lizards.

Treasure
900gp - Ettin
127gp- Shocker Lizard's Nest
86sp- Shocker Lizard's Nest
Gold Necklace (75gp)- Shocker Lizard's Nest
Scroll of Shatter- Shocker Lizard's Nest
12 +1 bolts- Beholderkin Room
2 potions of Cure Light Wounds- Beholderkin Room
vial of Alchemist's Fire- Beholderkin Room
76gp- Beholderkin Room

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 22 Jan 2007 15:12:33
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 22 Jan 2007 :  15:07:39  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 9
Campaign: Mysteries of the Moonsea
1/19/07 Start Time: @ 8:30 pm
Module: Vorbyx's Watchpost part 2
Uktar 16-20, 1372 The Year of Wild Magic

-After defeating the Cloaker lurking at the top of Vorbyx's Watchpost, the party turns their attention to loot.
-The nature of the Jade Key is made evident, and a map is revealed purporting the location of the Tomb of Vorbyx.
-Vorbyx's Watchpost is discovered to be a magical location that grants its inhabitants keen vision and enhanced reaction times.
-It is decided to rest for a day at Vorbyx's Watchpost, and then to press on to the Tomb of Vorbyx.
-Two and a half days of hard (but combat free) travel find the Jeweled Edge in the right valley, the Cave holding the tomb is quickly uncovered by Angorn's increasing mastery of the Wild.
-Vorbyx's tomb reveals a riddle, that ultimately is solved by trial and painful error.
-In the end the 'tomb' is revealed to be a trap laid by Vorbyx himself 2,000 years past to flout his enemies.

A Listing of Treasure procured this session
+1 Greatsword
+1 Ring of Protection
Lesser Bracers of Archery
+1 Cloak of Resistance
Ring of Climbing

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 05 Feb 2007 21:43:15
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Feb 2007 :  22:47:58  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 10

Campaign: Mysteries of the Moonsea
1/26/07 Start Time: @ 8:00 pm
Module: The Road Home
Uktar 20-28, 1372 The Year of Wild Magic

-Having been spurned in their attempts to discover the True Tomb of Vorbyx, the Jeweled Edge prepares to make their way home.
-The first hours of travel brings brings them upon one of their old campsites, and a band of orcs that has been tracking them from the point at which their territory was unwittingly violated by the Jeweled Edge. Furiously combat ensues resulting in the death of all of the Blood Claw warriors and leaders. The victory rings hollow as the Jeweled Edge cannot stop to make camp to rest (they have just enough provisions to make Melvaunt). Spending the remainder of their healing spells, they press onward.
- Fate seems set against them as they run awry of another hungry Ettin. In their weakened state, the Jeweled Edge has a life or death situation on their hands. In spite of their infirmity, they come out triumphant against all odds. Such luck cannot be counted upon in the future.
- Angorn and Davram, both having polished their wilderness lore safely guide their party around other threats including a pack of Worgs.
- The luck of the Jeweled Edge holds true as they cross paths with a Bullette a day's journey outside of Melvaunt. While many party members are critically injured, the only death is that of Esvelle's mount.


*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 03 Feb 2007 :  22:48:38  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 11

Campaign: Mysteries of the Moonsea
2/2/07 Start Time: @ 7:30 pm
Module: The Feast of the Moon
Uktar 29 - The Feast of the Moon, 1372 The Year of Wild Magic

-Arriving at the gates of Melvaunt (short one horse, and hauling the corpse of a Bulette), the Jeweled Edge are warmly welcomed home.
-Elsanoth and Esvelle beat the streets for a buyer for their Bulette corpse.
-A representative of the Lord of Keys purchases the Bulette corpse.
-After nearly a month in the Wild Thar, the Jeweled Edge seeks relaxation in their own ways.
-Elsanoth soaks in a tub and has Ananara (tavern maid) fill him in on goings-on
-Esvelle rests and pampers herself in preparation for her return performance at the Crow's Nest
-Bartolous and Daniiri visit Andolyn and Gendrew at the Magic Mushroom, and assist in filling a slew of orders for the upcoming Holiday.
-Angorn sets immediately back to work at Corkin Markov's smithy preparing for his upcoming guild interview.
-Davram excuses himself, and asks his companions not to seek him until after the Feast of the Moon.
-Ulblyn Blackalbuck informs Elsanoth that the tattooed slaves are somehow tied to a Dwarven taskmage named Theoderus.
-Elsanoth is later tailed by an unsavory fellow, but manages to give him the slip
-Bartolous and Daniiri are accosted in the street and warned to give up on the tattooed slaves if they value their lives.
-The party determines to investigate Theoderus.
-Theoderus proves significantly less than hospitable, and the Jeweled Edge must break-in to meet him. They are met by spells, traps, and animated objects.
-Theoderus is killed by Bartolous in a less than orthodox Mage Duel.
-It is discovered that Theoderus has enchanted some particularly dangerous items and passed them on to Ganza's Arms and Armor.
-The Jeweled Edge resolves to "see about" these enchanted items.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 16 Feb 2007 :  15:22:06  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 12: The Cursed Warehouse
Campaign: Mysteries of the Moonsea
2/9/07 Start Time: @ 7:30 pm
Module: The Feast of the Moon
The Feast of the Moon- Nightal 2, 1372 The Year of Wild Magic

-Having found criminal evidence in the residence of the late Theoderus Stoneblood, The Jeweled Edge pursues the trail seeking to vindicate his killing
-After achieving an accord with Jemel Ganza, of Ganza's Arms and Armor, Elsanoth informs his companions of their next mission
-The sub-basement Four Quarters Warehouse is where the items sought by the Jeweled Edge lie.
-These items, when wielded kill the wielder and bring him back as a wight.
-The bodies of those slain were sold surreptitiously to the Resting Place of the Whip, a temple to Loviatar
-Their progress through the sub-basement is hotly contested by blood-chilling undead shadows
-After being critically wounded and seriously distressed by some tactical decisions, Elsanoth abandons the search leaving his party members to their own devices.
-On their own, the remainder of the Jeweled Edge battle a Wight, two Gricks, and a rampaging Xorn, coming near death but ultimately triumphing.
-The Jeweled Edge is briefly puzzled by the presence of the Wight, since all bodies were said to have been removed.
-On the body is discovered a note, revealing that this fellow was a thief sent to acquire the same items sought by the Jeweled Edge, commisioned by "J.S."

-A day after these exploits, they are commissioned by Lord Woarsten Nanther to seek his lost son for a prize of 1,000 platinum pieces.
-After extensive investigation, it is thought that Young Nanther and four of his friends had been planning to become "adventurers." They fell in with the reknowned dwarven Orc-Slayer Dorn Crownshield, and set out on the Glister trail in search of Orcish Ruins in Secret.
-The Jeweled Edge makes preparations to pursue the Scions of Melvaunt.



NPC's
Jemel Ganza- Proprietor of Ganza's Arms and Armor in southern Melvaunt.
Woarsten Nanther- Lord of House Nanther

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 22 Feb 2007 :  13:22:49  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 13: Sons of Gruumsh I
Campaign: Mysteries of the Moonsea
2/16/07 Start Time: @ 7:30 pm
Module: Sons of Gruumsh
Nightal 2-8, 1372 The Year of Wild Magic

-The Jeweled Edge scrambles to make preparations to pursue the Scions of Melvaunt
-The issue of equitably distributed treasure among the party is finally settled
-Danirri and Bartolous craft a number of scrolls with the assistance of Andolyn
-Bartolous crafts a Challenge Coin for Danirri officially initiating her into the Jeweled Edge
-A group of bravos employed by House Leighyron accost a band of adventurers mistaken for the Jeweled Edge, the issue is settled by Gold Dwarven Mercenaries in the employ of House Natali (a minor house of Melvauntan nobility)
-A shopkeeper admits selling a map indicating an orcish ruin to the Scions of Melvaunt. Under duress he acknowledges that the map is of a spurious nature.
-The Jeweled Edge departs Melvaunt by the North Gate in the midst of a midwinter downpour
-The rain makes tracking difficult, but not so difficult that Angorn and Davram are unable to pick up the tracks of the Scions of Melvaunt
-A second day of torrential downpours (who knew Melvaunt had a monsson season!) slows progress and obscures the tracks
-A fateful decision is made to follow a northerly trail leading away from the Glister Road.
-The orcish ruins are found... as well as an owlbear!
-The ruins reveal orcs slain by sword, spell, and arrow, a couple of dead horses, and the Corpse of Dorn Crownshield, the nominal mentor of the Scions of Melvaunt. It is clear that the Scions were ambushed.
-Following the trail left by the kidnappers, the Jeweled Edge crosses the path of a Warband of Orc Brutes. They owe allegiance to a new Warlord, Thrull. The fighting is fierce, but the Jeweled Edge emerges triumphant.
-Though they attempted to capture one orc Brute alive, Elsanoth spoiled all when he attempted to pin the Orc's foot to the ground with a thrown dagger, but instead found a secret orc artery located in the arch of the foot (yes... he rolled insta-kill).
-Finding the Orc Brute's base camp they hastilly ambush the rest, slaughtering all but the seargant in 18 seconds. The seargant gives valuable information:
-A new Warlord is calling all orc tribes to him at Xul Jarak
-Thrull wields the fabled Hammer of Gruumsh, destined to reunify the Orc Tribes
-To solidify support, he will undergo the the Bloodspear Ritual, wherein the scions will be sacrificed as offerings to Gruumsh One-Eye and fuel the ritual.
-Having no further use, Davram puts the seargant to the sword
-Haravak, a 1/2 orc ranger loyal to Melvaunt and a member of the Thay Rangers comes upon the camp of the Jeweled Edge
-The Jeweled Edge offers Haravak the location of a clutch of Owl Bear eggs in return for being guided to Xul Jarak.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 26 Feb 2007 14:11:19
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 26 Feb 2007 :  14:10:35  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 14: Sons of Gruumsh II
Campaign: Mysteries of the Moonsea
2/23/07 Start Time: @ 9:00 pm
Module: Sons of Gruumsh
Nightal 8-12, 1372 The Year of Wild Magic

The Jeweled Edge continues their trek to Xul Jarak to rescue the Scions of Melvaunt...
-Four days after our last entry, the Jeweled Edge have arrived at Xul Jarak.
-The previous two days, in addition to the day of arrival have been characterized by Downpour conditions (The Melvaunt Monsoon season continues)
-Coated in mud, sweat, and rain, the Jeweled Edge makes their approach towards the breached Western Wall.
-Danirri, animates a rope that allows the Jeweled Edge to climb up a 20' sheer hill side to the base of the Western Wall.
-Elsanoth, the first up, scouts the area, identifying the nearest guards, and makes a shocking discovery... a Sleeping Wyvern in the Courtyard!
-Thinking more like a Thief and Assassin and less like a fearfully bumbling adventurer, Elsanoth proposes that a strike team ascends the wall and silently eliminates the guards atop the walls.
-Elsanoth, Davram (who shed his armor for stealth), and Esvelle, make their ascent.
-The miserable weather has worn down the attentiveness of the orcish archers, and they fail to notice the approach of the strike team.
-Post by post, one by one, the orcish archers fall before the hateful blade of Davram Dvorak and are caught, before they fall, by Elsanoth New Moon to be disposed of quietly.
-The rest of the Jeweled Edge now follows slowly in the wake of the strike team
-The Archer to the South East fails to die in one blow and lets out a death cry
-Strangely enough, the death cry is lost in a crack of thunder. The everwatching gods are profusely thanked.
-The gatehouse is assaulted next, stealth being sacrificed for a swift end. The hope being that the gatehouse is sufficiently isolated that none of the other inhabitants would hear the maelstrom of combat over the storm.
-All goes to plan, and the gatehouse orcs are slaughtered wholesale, their bodies and blood so thick on the ground that they must be walked on top of, and the Jeweled Edge finds their boots slick with blood.
-The final room on the isolated South end of Xul Jarak appears to be a tavern. Massing in the Jakes, the Jeweled Edge uses cunning and violence to bring the tuskers to slaughter
-Exhausted by a 20 mile march, a 40 foot climb, and the slaughter of better than 30 orcs thus far, the Jeweled Edge takes a few moments to take their ease among the corpses in the Tavern, drinking the wine that they brought with them, and gnawing on swiftly molding rations.
-Reascending the Wall, the Jeweled Edge makes their way to the upper floor of the Keep. Taking their time, the discover a guard room where four orcs yet remain.
-They spring in bringing blades and spells swiftly to bear, the surprise orcs quickly falling... literally.
-It is only midway through this attack that members of the Jeweled Edge realize that the southern wall to this room is missing, in addition to wide portions of the floor.
-The dead orcs tumble down to the first floor, into the great hall of the Orcish Champion Vhazror the Wyvern Rider. 20 or so of his favorite Orcish berserkers and ogre mercenaries wait in attendance. All stare upward toward the now plainly visible members of the Jeweled Edge.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 06 Mar 2007 :  22:37:29  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 15: Sons of Gruumsh III
Campaign: Mysteries of the Moonsea
3/2/07 Start Time: @ 8:00 pm
Module: Sons of Gruumsh
Nightal 12, 1372 The Year of Wild Magic

-Combat unfolds messilly in the hall of the Orc King, the Jeweled Edge displaying an intersting combination of bravery, bravado, recklessness, careful consideration, and the ability to survive blows that would easilly down a heavy warhorse. For their part, the Orcs reacted with some surprising tactics and fierce blows. Not fierce enough as it turned out... The combat was so large and so wild that I have to impart at least these scenes from it:

1) In answer to the Orc Champion's call, a wyvern from the courtyard barrells through the front wall lashing out with its tail. Davram learns the power of its sting as its barbs protrude from his chest and he begins coughing poison.

2) "Just keep firing!" Bartolous screamed. "We'll be safe up here for now!" It was at that moment that he learned what potion the orc berserkers had imbibed as they flew up through the ruined roof to bring death to him.

3) Gorg, Xul Jarak's chief cook ran to the tavern to raise the alarm. He howled in astonishment as he discovered every denizen of the tavern to be dead. He ran on to the bathrooms to rouse the defenders... and found a pair of his companions bloody and half stuffed into the latrines. On he ran to the front guard room... and found the floor littered with corpses. Gorg, being a prudent cook, ran for a way out of Xul Jarak.

4) "Surrender!" Elsanoth ordered the human clergyman. "Who are you! What are you doing here!" The Zhentish Priest of Bane blithely replied, "Good adventurer! I am Livikus, an ordained warpriest of Torm the True, foe of all that is evil, bad, and naughty. I am here negotiating safe passage for a band of merchants in order to preserve innocent life. Oh my, you've suffered grievous wounds! May I heal you?" To which Elsanoth replied, "Definitely, it sure is nice to see a friendly face..."

-From there, the party re-supplied from the corpses of their foes, and headed into the sub-basements to seek the Scions of Melvaunt.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 30 Mar 2007 :  22:05:38  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 16: Sons of Gruumsh IV
Campaign: Mysteries of the Moonsea
3/16/07 Start Time: @ 8:00 pm
Module: Sons of Gruumsh
Nightal 12, 1372 The Year of Wild Magic

-Using cunning strategy, the Jeweled Edge successfully penetrates the final two layers of Xul Jarak.
-An enlarged Angorn makes swift work of most enemies.
-A strange form of dragon complicates matters in the bottom most layer.
-A brutal battle with Thrull and his final defenders grant Victory to the Jeweled Edge.
-The Scions of Melvaunt are rescued.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 07 Apr 2007 :  00:23:24  Show Profile Send WalkerNinja a Private Message  Reply with Quote

Session 17: The Return
Campaign: Mysteries of the Moonsea
3/23/07 Start Time: @ 8:00 pm
Module: Fade to Black, part 1
Nightal 12-22, 1372 The Year of Wild Magic

- The Scions of Melvaunt and the Jeweled Edge hurriedly plunder Xul-Jarak and set out at a quick pace on magically summoned steeds and carrying their loot on a Tenser's Floating Disc spell.
-Making their way across the Thar in the midst of the night, the two adventuring groups savagely fight off exhaustion and discovery by the 2,000 orcs still in the vicinity of Xul Jarak
-Eventually, they meet back at their base camp where Haravak has been watching over their horses.
-Haravak and Angorn (whose fortitude must now be seen as truly legendary) stand guard while the remainder of the two parties.
-The four rangers in the party (Elsanoth, Angorn, Young Nanther, and Davram) guide the party around bands of orcs and the other dangerous denizens of the Thar for a tenday.
-The boredom of traversing the freezing and muddy terrain is occasionally broken up by pranks between the bands. One such exchange nearly brings the two parties to blows.
-Finally, the party comes to the former homestead of Theoderus Stoneblood, where they divvy up the loot, store some in the old dwarf's stronghold and make plans to re-enter the city.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011
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AlorinDawn
Learned Scribe

USA
313 Posts

Posted - 08 Apr 2007 :  16:27:07  Show Profile  Visit AlorinDawn's Homepage Send AlorinDawn a Private Message  Reply with Quote
WalkerNinja,

Hats off to yee sir, seems you spin quite a tale. Your characters backgrounds are fantastic, deep, and offer tons of roleplaying opportunities. The session recaps are very nice and fun to read. Keep them coming!

Edited by - AlorinDawn on 08 Apr 2007 16:28:03
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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 12 Apr 2007 :  15:08:03  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 18: Warm Welcomes
Campaign: Mysteries of the Moonsea
4/6/07 Start Time: @ 8:00 pm
Module: Fade to Black, part 2
Nightal 23-24, 1372 The Year of Wild Magic

- Re-entry to the city is made easy by the presence of the Scions of Melvaunt. Argens Bruil exerts his influence to keep the Jeweled Edge from paying taxes. In a gracious gesture, the Jeweled Edge donates the arms and armor of the orcs to the Lord of Keys care of the gate guards.
- The 11 horse 6 mule train of adventurers advance north along the wall to arrive at the palacial Nanther Manor to claim their reward.
- The Jeweled Edge is greeted by the house guards of the Nanther estate and escorted in.
- The Castellan of House Nanther, summons servants to groom the horses of the respective adventuring companies. The Jeweled Edge begins by protesting as the have several thousand gp value of treasure on those mules (including custom magically warming saddle blankets courtesy of Bartolous).
- The Castellan encourages the Jeweled Edge to temporarilly deposit their wealth in one of the Nanther vaults. While the rest of the party goes to clean up, Davram remains to take an inventory and sign for the deposit of wealth.
- Some of the Scions attempt to excuse themselves from Nanther estate. The Castellan informs them that they cannot be allowed to leave until their fathers arrive to retrieve them. House guards stand by to enforce this.
- The Jeweled Edge and Scions of Melvaunt enjoy a hot bath and are measured by Nanther tailors for new clothes.
- The Jeweled Edge percieves that they have rescued the Scions only to make them hostages once more, and bristle with anger.
- The Local Herald is summoned to present the bathing Jeweled Edge with a grant of arms. This is initially met with confusion, but as Lord Woarsten Nanther is picking up the bill, the grant of arms is accepted. The Jeweled Edge's new heraldry is thus: A horizontal knife, single edge facing down, with a twisted hilt, and a red gem in the pommel. Six drops of blood arrayed equidistantly and horizontally beneath the knife. The motto: Per Angusta ad Augusta (Through Pain, Honor; or alternately Through Trial, Victory). The Field is a dark blue.
- The Herald also informs the party of some local news 1)there has been violence in the streets between the houses, a new Lord Envoy mst be chosen soon to renew peace; 2) A Mage-Fair will be held nearby soon, as such a larger than normal amount of mages are in town.
- The Jeweled Edge meets with Woarsten Nanther before dinner. Elsanoth conducts himself very poorly, drawing harsh words from the rest of the party.
- Woarsten Nanther ecourages the Jeweled Edge to choose an official patron soon, and makes a convincing case for Nanther to be the Patron of the Jeweled Edge. It is inferred that Lord Nanther will succeed his late father as Lord Envoy of Melvaunt.
- Dinner is pleasant, and some of the Scions again try to excuse themselves from Lord Nanther's custody. Their attempt fails. The hospitality of House Nanther is extended to The Jeweled Edge in order to shield them from unwanted political attention. The offer is accepted.
- The next day, the Jeweled Edge recieves three new set of clothes 1)an adventurer's outfit, 2) a noble's outfit for each complete with Jewelry, 3) A finely cut uniform incorporating the Jeweled Edge's colors (Red, Dark Blue, and Black) including boots, a cloak, and a pendent painted with their heraldric device.
- The Jeweled Edge, along with Lord Nanther greet the Patriarchs of the noble houses who come to retrieve their lost sons and daughters. Significantly, some Jeweled Edge members inadvenrtantly display their simple origins in the court, particularly Davram who simultaneously embarrasses his party and places Lord Nanther one step closer to becoming the party's patron.
- Most of the meetings end with the relevant Scion being remanded to the custody of their father after an exchange of verbal jousting and political maneuvering leaving each noble with the impression that they are in Lord Nanther's debt. There are two notable exceptions: 1)Lord Bruil does not appear to reclaim Argens. Instead the Lord of Keys, Halmuth Bruil comes to reclaim his younger brother. In this manner, Lord Nanther's designs toward House Bruil are thwarted. 2)Lord Dornig Leiygharion (sp?)arrives with another son in chains. Lord L declares that it was his son who was the architect of the Scion's demise and (calling Lord Nanther the Lord Envoy) calls for Nanther's judgement on his son. Nanther, pleased at being called Lord Envoy by his chief rival appoints Bremen (the bad son) the envoy to Mulmaster (where he will no doubt be assassainated as have the last three envoys to Mulmaster). Kalman L is remanded to the custody of his father when something rather dramatic occurs.
- Elsanoth takes the opportunity to rub Lord L's nose in his son's corruption, then continues to harshly criticize his other son, Kalman. Finally he predicts that one of his sons will kill him, and infers that he would not be saddened by Lord L's passing.
- In reply, Lord L asks Lord Nanther whether the Jeweled Edge are clients of Lord Nanther. To which Lord Nanther replies that his offers of patronage have not yet been accepted. Lord L smiles, utters, "good," turns and leaves.
- Lord Nanther rescinds his previous offer of hospitality (though not his offer of patronage) and suggests that the Jeweled Edge find another vault in which to store their wealth.
- Outside Nanther manor, the Jeweled Edge are informed by the Nanther Castellan that Lord L cannot enact Vendetta for four days yet and that they ought to seriously consider Lord Nanther's offer of patronage.
- Back at the Crowe's Nest, the party explodes all over Elsanoth, most convinced that they have but four days to live. Elsanoth is unapologetic and begins discussing with Angorn some private matters.
- Danirri and Bartolous call upon their respective gods with divinations and prayers. They emerge from an hours long session announcing that the Jeweled Edge CANNOT leave Melvaunt, that to do so would threaten the Weave.
- Angorn recieves council from Corkin Markov
- Esvelle thrills the Crowe's Nest with a FANTASTIC return performance (performance check 54). All of the inn chants their names, and no member of the Jeweled Edge pays for a drink all night.
- Some members of the Jeweled Edge hatch a plan, and hire criers and bards (with liberal coin) to proclaim their great deeds all across the city.

Perhaps they can become too popular to be killed! Perhaps fame will enhance their opportunities to gain a patron of their own choosing!

Find out NEXT TIME!

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 12 Apr 2007 15:32:51
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dwarvenranger
Senior Scribe

USA
428 Posts

Posted - 12 Apr 2007 :  16:26:24  Show Profile  Visit dwarvenranger's Homepage Send dwarvenranger a Private Message  Reply with Quote
quote:
Originally posted by WalkerNinja


Perhaps they can become too popular to be killed! Perhaps fame will enhance their opportunities to gain a patron of their own choosing!


Perhaps they're being railroaded

If I waited till I knew what I was doing, I'd never get anything done.

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WalkerNinja
Senior Scribe

USA
573 Posts

Posted - 20 Apr 2007 :  14:52:22  Show Profile Send WalkerNinja a Private Message  Reply with Quote
Session 19: The Mage Fair
Campaign: Mysteries of the Moonsea
4/13/07 Start Time: @ 8:00 pm
Module: Fade to Black, part 3
Nightal 25-26, 1372 The Year of Wild Magic

-the Jeweled Edge fretfully ponder the ramifications of Elsanoth's hasty speech.
-A festival is hastilly planned to celebrate the success of the Jeweled Edge featuring the vocal stylings of Esvelle Dvorak.
-Elsanoth, Bartolous, Danirri, and Davram go to the Mage Fair and do some shopping.
-Elsanoth conducts a business transaction with Baillandor the Artificer, Bartolous' one time master. Baillandor's identity is unrealized by Elsanoth.
-Upon return, Elsanoth makes a hidden arrangement with Lord L in order to secure pardon for his actions and gains a sponsor for the festival.

*** A Forgotten Realms Addict since 1990 ***
Treasures of the Past, a Second Edition Play-by-Post game for and by Candlekeep Sages--http://www.rpol.net/game.cgi?gi=52011

Edited by - WalkerNinja on 23 Apr 2007 21:51:22
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