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		<id>http://www.tenebraemush.net/index.php?title=PrP:_Ill_Met_In_Alexandria,_Part_2&amp;diff=7595</id>
		<title>PrP: Ill Met In Alexandria, Part 2</title>
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		<updated>2012-06-29T06:30:14Z</updated>

		<summary type="html">&lt;p&gt;Harek: Created page with &amp;quot;== Log Info == *'''Title''': Ill Met In Alexandria, Part 2 *'''Emitter''': Albrecht *'''Characters''': Jibbom Level 4, Sonja Level 4, Angrid Level 2, Aenyn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Log Info ==&lt;br /&gt;
*'''Title''': Ill Met In Alexandria, Part 2&lt;br /&gt;
*'''Emitter''': [[Albrecht]]&lt;br /&gt;
*'''Characters''': [[Jibbom]] Level 4, [[Sonja]] Level 4, [[Angrid]] Level 2, [[Aenyn]] Level 2&lt;br /&gt;
*'''NPCs''': Asham the Merchant, [[Haqim]]&lt;br /&gt;
*'''Place''': The wilderness, and a cave.&lt;br /&gt;
*'''Time''': Jun 28, 2012&lt;br /&gt;
*'''Summary''': A contract from a desperate Veyshanti caravan missing their leader turns sordid when intrigue is revealed involving warring clans of genies!&lt;br /&gt;
*'''APL''': 3&lt;br /&gt;
*'''Encounter 1''': 1x Young Shaitan, '''CR 6''' &lt;br /&gt;
&lt;br /&gt;
== Our Tale ==&lt;br /&gt;
&lt;br /&gt;
Jibbom looks relieved when the younger genie's prognosis is given, a bit of his usual cheer returning as he greets Haqim. &amp;quot;Jibbom Taribree, very pleased to hear you. I'd also very much like to hear what the situation is. Those who requested our aid made no mention of any broken oaths, and I'm sure none of us want to be party to an injustice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid sets his axe down on the ground, leaning on it as well as he watches with a bit of weariness. At least this one's willing to talk. &amp;quot;Aye, seems we need to sit down and find out what's been happening.&amp;quot; He gives Asham a look. &amp;quot;This fellow doesn't seem capable of much right now anyways.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shakes his head after Jibbom's comment, &amp;quot;I certainly don't.&amp;quot; He doesn't sheathe his sword, but he does keep it held low and as unthreateningly as possible for one holding a short sword in his hand. His free hand has gone back to clutching at his ribs.&lt;br /&gt;
&lt;br /&gt;
Sonja looks over towards Aenyn. &amp;quot;Do you need some healing as well, Aenyn?&amp;quot; She says going to reach over to put her hands on his ribs.&lt;br /&gt;
&lt;br /&gt;
Aenyn nods at Sonja's question, moving his arm so she can get free access, &amp;quot;I do. I neglected to dodge Halak's fist and I'm regretting the oversight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6: (9): 9&lt;br /&gt;
&lt;br /&gt;
The vizier floats in an idly looping circle as he explains his meaning. &amp;quot;We of the Southern Cloud have long been at odds with the shaitans of the Broken Iron. These feuds are long and bitter, and there were those among both of our people who saw no end and would have made peace. An emmisary was required, and this man, Asham, had traded with both of our peoples and was trusted. A meeting was to be set, and to ensure the mutual peace of the events, he was entrusted with something of value from each clan. We of the genie races are bound by many traditions, not the least of which is that we of the Djinni must perform tasks for those who capture us, willingly or no. The case is something to this effect. Alas, Asham stole both artifacts and fled, using their power to increase his wealth and prosperity. He was captured by an agent of the Shaitan pashas four days ago, and bought his freedom with the bond of the djinni. He sold my people to them.&amp;quot; The great, aged genie seems distraught as he speaks.&lt;br /&gt;
&lt;br /&gt;
Jibbom frowns, looking deeply concerned by the vizier's explanation. &amp;quot;I see. That's very troubling indeed. I take it you've seen some convincing evidence of this? No possibility that it might be a ruse by the Shaitans, or some other group that seeks to benefit by your continuing feud? Has Asham given any explanation?&amp;quot; He pauses for a moment. &amp;quot;... I suppose I just don't want to believe it. We traveled with his people, and they seemed kind and honorable. But like my mother used to say, even the healthiest tree grows a few bad apples.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid strokes his beard, listening. Then he walks over to Asham, slinging his axe and shield as he peers down at the man. &amp;quot;Hnnh. Best place to find the seam is to start with him, then.&amp;quot; He pulls out his waterskin, inspecting the man as he does.&lt;br /&gt;
&lt;br /&gt;
Sonja tilts her head. &amp;quot;Djinn give their services willingly? Truely?&amp;quot; She seems to ponder this fact. &amp;quot;I always thought that, in the stories of old, at least from the dwarves, the Djinn were enslaved and forced into servitude. How about friendship?&amp;quot; If one can sense motives, Sonja is genuinely curious. But then Jibbom snaps her back to reality. &amp;quot;I'm sorry. Jibbom's right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn takes a deep breath after receiving Sonja's healing and grins, &amp;quot;Thanks.&amp;quot; He listens to Haqim's explanation and nods, &amp;quot;I seem to recall the seer woman saying something about artifacts that were Asham's secret.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The vizier considers the words, and says &amp;quot;I see no reason for the disbelief that a human is capable of carrying evil in his heart, and working treachery, but you are strange creatures at times. When questioned, Asham tells lies and changes them to suit him.&amp;quot; The floating figure crosses his arms and regards Angrid giving water to the prisoner, who stirs but does not come awake immediately. &amp;quot;We of the djinni have at times granted boons to friends, though these stories are not as prevalent, I think. It may be some time before it is done again, however. And still, for all that has happened we are at an impasse, for while I realize it is your mission to retrieve Asham, I would have him face justice from my people for his transgressions. Unless you lot and I are able to come to some arrangement that would be mutually beneficial.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid turns and grins at the Vizier. &amp;quot;Oh, no worries. If one calls the tune, no matter how poorly, one had best be ready to pay the piper.&amp;quot; He levers Asham upright, making sure the first thing the poor bastard sees is the unhappy djinn lord. &amp;quot;Wake up, fool. You're neck deep and sinking!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;I would hear this arrangement, Vizier.&amp;quot; She says softly as she places her hands upon herself to heal herself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom considers for a moment, looking over at the dehydrated fellow. &amp;quot;If he really did do what you say... then I suppose you'd be right to take him and see that justice is done. Still, when we spoke to his people, they seemed convinced that they would be doomed without him. Perhaps your artifacts were not the only items of importance in his possession.&amp;quot; He is silent for a moment, thinking. &amp;quot;... Do you know whom he sold your people's artifacts to? If they were retrieved, could the mission of peace be salvaged?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6: (8): 8&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Aenyn for -9 points. 15 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for -8 points. 41 remaining.&lt;br /&gt;
&lt;br /&gt;
Aenyn twists at his waist a few times, enjoying the feeling of being able to do so without pain. He remains silent for now, though. The others seem quite capable of negotiating with the djinn lord.&lt;br /&gt;
&lt;br /&gt;
As Angrid works to rouse the human captive, he groans and his eyes come open slowly and groggily, saying &amp;quot;Wh.. What? Who are you?&amp;quot; staring uncomprehendingly at the khazad. Haqim listens to the words and says, &amp;quot;Aha. The caravan. When they absconded, some of my peers levied a curse upon them. They can stay in one place no more than three sunrises, for if they see the same sunrise four times running they shall fade from this world, and be owned by the planes of the elements. As to a possible compact, and the artifact of the Southern Cloud, they lie together. To the west is a cave where abides a shaitan named Asaf the Fist. A cruel heart and a slaver. He holds the bottle that binds my folk, and with it, with his pasha masters, he will bind my people, my children and grandchildren, to servitude. If you return it to me, I am willing to release Asham to you without trial.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you're saying that we can resolve this whole matter, save the caravan, achieve justice, /and/ give a slaver a well-deserved comeuppance all at once if we go take this Fist down and get your bottle back?&amp;quot; Jibbom asks with a grin. &amp;quot;Well then, I think we have ourselves a plan! We'll set out in the morning. I think my companions would likely agree with me that we'll be more prepared for possible conflict with a night's rest. Is that agreeable?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid grins at Asham. &amp;quot;Well, laddie, you're in a pickle.&amp;quot; He jerks a thumb over his shoulder at the Vizier. &amp;quot;He's not real happy with ye, and to be honest I'm not impressed either. But... if we get his baubles back, he'll let ye go. So it might be in your best interests to tell us all about this Asaf the Fist, because that fellow? He's got a look in his eye that my granddad used to get. And it usually didn't end well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn gazes off to the west even though he obviously can't see the cave from here, especially at night. Turning back to the others, he nods sharply and finally sheathes his sword, &amp;quot;I'm in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja is going to give Angrid an LoH....&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;I'm willing to assist as well.&amp;quot; She says before placing both hands upon Angrid's form.....uttering a prayer to True metal again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6: (10): 10&lt;br /&gt;
&lt;br /&gt;
Asham's eyes widen as comprehension slowly dawns on him as to what is happening, and he looks back to Angrid. &amp;quot;I..&amp;quot; his voice is hoarse, but he pushes through. &amp;quot;He took me to a place, a cave behind a waterfall. He told me that if I gave him the stone and the bottle that he would free me, and so I fled, but Halak found me and..&amp;quot; He trails off and frowns. &amp;quot;Who are you? I mean, by all means, kill that dog Asaf, I've no love for him. I think I remember seeing a ledge that surrounds the breadth of the cave - hard to see from the ground, but Asham's eyes are sharp.&amp;quot; The djinni vizier looks down at the merchant with disgust, but then turns back to the group. &amp;quot;Very well. Rest this night below in the shelter of the rocks, and on the morrow I will transport you to where you must go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for -10 points. 28 remaining.&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes Asham for a moment, then looks up to the vizier again. &amp;quot;If he's telling the truth, his only crime is weakness. It sounds as if Asaf is the real villain in all this. But you said his story's been changing, and that's rarely a hallmark of trustworthiness.&amp;quot; He shrugs. &amp;quot;Well, whether he's lying or not, our course of action seems clear. Let's rest and investigate this cave first thing in the morning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;Stone? What stone?&amp;quot; She says as she looks to Asham.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, now that's more like it.&amp;quot; Hard to say if Angrid's talking about being healed or Asham spilling his guts. &amp;quot;Yer caravan sent us. Of course, they left out some parts, and we'll probably have a quiet word with the lady afterwards.&amp;quot; He cocks his head at the Vizier. &amp;quot;I think we'll leave him with ye, noble one. He doesn't look like much use in a fight. He might even come up with a way to make amends. Stranger things have happened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Asham blinks at Sonja's question. &amp;quot;Why, the stone that the shaitan gave, as the the djinni gave me the bottle.&amp;quot; There is a certain smugness to the declaration, but he is careful to remain neutrally toned, if not exactly contrite.&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;For now, however, We should rest. None of us are at full strength after tht battle.&amp;quot; She then turns her attention back to Asham. &amp;quot;What special properties does the stone have? Like why Fist would want it.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom looks confused again. &amp;quot;Wait. Is this Fist at odds with his fellow Sahitan? Or was this all just a ruse to get the bottle by giving up the stone temporarially to create a false sense of security?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Asham shrugs as best he can in his bonds. &amp;quot;Nothing so much. It is a token of esteem given to me, to ensure peace and good behavior. If you happem across it, I would gladly pay you for its return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja clicks her tongue. &amp;quot;Uh huh.&amp;quot; She the looks up to the Djinni. &amp;quot;Would you know of any special properties it has?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom scratches at his head. &amp;quot;Wait. So the Djinni gave up a powerful magical bottle that can be used to enslave their people, and the Shaitan gave up a token stone of purely symbolic value? That doesn't add up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The vizier shakes his head, &amp;quot;Whatever magics it has are unknown to me, only that we were told that each side must provide something crucial enough to assure peace with one another. Myself, I would not listen to this snake of a human, but my feelings are my own. You must do as you see fit. I only require the bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shakes his head at Asham, &amp;quot;No, I think you've had enough artifacts for the time being. The stone stays with the shaitan. It's theirs to begin with. And the bottle goes back to the djinni.&amp;quot; Of course the last part kinda goes without saying, but he said it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have a feeling things will become more clear once we've dealt with this Fist. We can wait and decide what to do once we have more information.&amp;quot; Jibbom suggests with another shrug. &amp;quot;For now, let's get rest, then head for the cave.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;Let's see when we get there. We should relieve him of both items....among other things.&amp;quot; She then shrugs. &amp;quot;Haqim? Would you please guard us while we rest? That way we can go to the cave at full strength?&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The vizier nods slightly and says &amp;quot;I shall be about. Naught shall trouble your sleep, mortals. For now, farewell.&amp;quot; He begins to swirl about and becomes gaseous and diffuse and vanishes.&lt;br /&gt;
&lt;br /&gt;
Sonja stretches mightly as she wakes and begins her prayers as the sun begins to come up. She will need her strength for the battle to come.....&lt;br /&gt;
&lt;br /&gt;
Morning comes, a slate gray sky above, though no rain yet, leaving the dusty, rocky scrubland as dry as ever. Awaiting your return, Haqim hovers ready. &amp;quot;Are you girded for battle, mortals? For I warn you that Asaf the Fist will be no mean foe. He is fierce and cunning, and the earth is ever the ally of the shaitan. I may not aid you, for if he were to discover my presence, he could use the bottle to command me, and that would bring ruin upon the enterprise, so I must stay unseen.&lt;br /&gt;
&lt;br /&gt;
Aenyn wakes and takes care of his morning &amp;quot;rituals&amp;quot; before donning his armor and weapons. His backpack comes last and he nods to Haqim, &amp;quot;I'm ready to go if everyone else is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja nods to Haqim as he says this. &amp;quot;You have our promise that we will not let him win.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid looks amused. &amp;quot;Maybe he'll negotiate.&amp;quot; Okay, he doesn't actually believe that, but you never know. His shield is strapped to his arm, his axe held easier in his other hand. &amp;quot;Let's go say hello.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry. We're adventurers. This is what we do.&amp;quot; Jibbom says with a grin.&lt;br /&gt;
&lt;br /&gt;
The winds pick up to a howling gale as the vizier spreads his arms. &amp;quot;Very well, then. We ride upon the wind. Do not fear, mortals, for you shall not fall.&amp;quot; He casts a hand forward and each of the adventurers becomes diffuse and starts to float, and with him, as one, the five figures begin to speed across the sky at incredible speed, borne by the elemental magics.&lt;br /&gt;
&lt;br /&gt;
Everyone is deposited on a ledge of a tall cliff , a waterfall cascading from above and plunging down to a churning basin below where the river continues, white froth and rocks. Palms and ferns grow here in the dampness, and there is a glitter from within the cave, something that sparkles from within. Haqim floats outward and says, &amp;quot;Within you will find the shaitan. Be steadfast and triumph. The hope of the Southern Cloud clan goes with you. I shall remain unseen.&amp;quot; And with that, he is gone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wheeeeee! Thanks, windy guy!&amp;quot; Jibbom salutes the area where Haqim was before turning to peer into the sparkly cave. &amp;quot;So. You big guys wanna charge in first? Might be more convincing, if we wanna try talking this Fist person down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja nods to Haqim before looking to everyone else. &amp;quot;Come on.&amp;quot; She then smirks to Jibbom. &amp;quot;I doubt this guy will be interested in talking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably not, but it's worth a try, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls perception: (18)+8: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls perception: (11)+4: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls perception: (10)+4: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls Perception: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
Aenyn gives a small wave to Haqim and then turns to face the cave. His gaze travels upwards and then he points, &amp;quot;There's the ledge Asham mentioned. Might be able to climb up to it and get the drop on the Fist if it does actually extend as far as Asham claimed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the ledge once Aenyn points it out, nodding a bit. &amp;quot;Not a bad idea. Maybe a few of us could go each way? Might catch him by surprise if some of us struck from hiding in case our negotiators fail.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;Aenyn should go that way, at least.&amp;quot; She says with a smile.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Assumin' he wants to negotiate,&amp;quot; Angrid remarks. &amp;quot;I'll take the low path, I've had about enough of climbing. Jibbom should go with me, he's a talker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja stares at Angrid. &amp;quot;and I'm to climb in there.&amp;quot; XD&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We could just have Aenyn climb up while the rest of us take the frontal approach. He can strike from hiding in case we can't convince this Shaitan to see sense.&amp;quot; Jibbom suggests.&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;That's a pretty good idea, Jibbom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn chuckles softly and nods, &amp;quot;I can go up there, sure. I'll have my bow ready in case negotiations fail.&amp;quot; And with that, he starts to climb his way up the wall to the ledge.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls stealth: (19)+14: 33&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+12: (17)+12: 29&lt;br /&gt;
&lt;br /&gt;
As Aenyn becomes some kind of mad ninja ghost, disappearing up the rock face onto the ledge and vanishing from sight, the rest of the party strides through the curtain of water into the mouth of the cave. It is a large affair, with a vaguely circular shape, and comprised largely of massive jutting crystal formations for the walls. A hole in the ceiling lets water pour down, as well as light, and creating a small stream that joins the waterfall in its descent. The moisture has also promoted a dense moss on many surfaces, and ferns and small palms grow out of crevices in the rocks, some having fallen. There are large loose rocks and trees up on the almost invisible upper ledge as well. From the ceiling hang crystalline stalactites and ropey vines that come within five feet of the ground. In the center, just out of the column of diffuse light, sits the cross legged, massive form of purple stone that is Asaf the Fist. As he realizes that company has arrived, he smirks and rises. &amp;quot;Aha. More chattel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nice place.&amp;quot; Jibbom says, admiring the chamber of crystal and vines before his gaze settles solidly at the form of the Shaitan. &amp;quot;Nope, sorry, not a delivery. My name's Steel Von Ironblood, Bane of the Night. Maybe you've heard of me. These are my associates.&amp;quot; He gesutres to Sonja and Angrid. &amp;quot;Look, I'm sorry to start this off on a hostile note, but since I've heard you've got a bit of a mean streak, let's get straight to the point. We've brought with us sufficient power to destroy you and your kind utterly. We'd prefer not to, but we will if we have to. Would you like to discuss a peaceful resolution to your conflict with Asham and Haqim, or would you like to be blown up? Personally I'd go for the peaceful option here, but there's no accounting for taste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls bluff: (12)+14: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+14: (17)+14: 31&lt;br /&gt;
&lt;br /&gt;
Sonja walks in behind Jibbom and groans to herself with the way jibbom decides to open up his speech.&lt;br /&gt;
&lt;br /&gt;
Shadows and darkness: Aenyn's second home. He creeps along the ledge as he readies his shortbow. He doesn't draw an arrow just yet, though. He finds a suitable spot from which to watch the goings-on down below and crouches, ready and waiting.&lt;br /&gt;
&lt;br /&gt;
Angrid looks exasperatedly at Jibbom, and mouths 'Steel Von Ironblood?' at Sonja, looking baffled.&lt;br /&gt;
&lt;br /&gt;
The massive shaitan looks down at the halfling and considers the words, his face a mask as if he is considering, before his face splits in a wide grin as he laughs uproariously. &amp;quot;Enough to destroy me and all my kind? Perhaps Steel von Ironblood is mightier than I judge, but I think not. You who are in this cave are all that you have, and if Haqim thinks that you are sufficient fodder to defeat me, then the old man is severely deluded. No. I think you have come to your unmaking, little ones.&amp;quot; He draws his heavy, brutal looking scimitar.&lt;br /&gt;
&lt;br /&gt;
Sonja looks to Angrid, rolls her eyes, bites her bottom lip. That should say it all.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls initiative: Roll: 16 + Bonus: 4 = Total: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 19 + Bonus: 3 = Total: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls initiative: Roll: 15 + Bonus: 1 = Total: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls initiative: Roll: 8 + Bonus: 0 = Total: 8&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Asaf: Roll: 8 + Bonus: 7 = Total: 15&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                  &lt;br /&gt;
&lt;br /&gt;
22                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------  &lt;br /&gt;
&lt;br /&gt;
20                  Aenyn&lt;br /&gt;
&lt;br /&gt;
----------------------------------------    &lt;br /&gt;
&lt;br /&gt;
16                  Sonja&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
15                  Asaf&lt;br /&gt;
&lt;br /&gt;
----------------------------------------       &lt;br /&gt;
&lt;br /&gt;
8                   Angrid&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                  &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls ranged: (5)+6: 11&lt;br /&gt;
&lt;br /&gt;
Jibbom looks back at his companions and shrugs. &amp;quot;Well, I tried.&amp;quot; He points at the shaitan. &amp;quot;Maybe not enough for all your kind. But enough for you, certainly.&amp;quot; A fiery bolt of heated energy erupts, which goes just a little off target and sears a vine in half.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon9: (11)+6: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 2d6: (9): 9&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 4d6: (12): 12&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (12)+7: 19&lt;br /&gt;
&lt;br /&gt;
Jibbom grins with satisfaction as the ray scorches straight through the vine and reflects off a vein of crystal behind it, striking the shaitan in the back. &amp;quot;That's why it's a bad idea to decorate your evil lair with so many reflective surfaces.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Negotiations failed. Aenyn was expecting this really. He nocks an arrow and draws, aiming for what he hopes is a vital spot on a shaitan. The arrow is loosed and strikes home in the creature's back right where Jibbom's spell hit.&lt;br /&gt;
&lt;br /&gt;
The Shaitan growls as he takes the fiery blast to the back and casts his hand forward, golden glitter filling the air between his hand and Jibbom, though it does not seem to have the intended effect, and his skin visibly hardens. He steps forward toward the halfling menacingly.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
Angrid's muscles bunch as he regards the massive stony outsider. &amp;quot;You're gravel, laddie. Ye just don't know it yet.&amp;quot; He begins to prowl closer to the shaitan, shield up and axe raised, watching with measuring eyes for the opening.&lt;br /&gt;
&lt;br /&gt;
Jibbom frowns at the towering genie advancing towards him. &amp;quot;Huh. You're a big one, ain'tcha?&amp;quot; He hops back, rapidly firing off a pair of glittering purple bolts of light that slam straight into the stoney fellow.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls ranged: (1)+5: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2+1: (4)+9+1: 14&lt;br /&gt;
&lt;br /&gt;
Aenyn frowns at the hardened skin and looks at his arrowheads. &amp;quot;Not gonna be enough,&amp;quot; he mutters to himself. He lays his bow aside and finds a loose branch and, using it like a lever, shoves a large rock over the edge. Unfortunately, it ends up rolling along the edge of the ledge before plummeting to the cave floor several feet away from the genie and those fighting him.&lt;br /&gt;
&lt;br /&gt;
Keeping her eye on the Shaitan, SOnja growls as he moves to grab Jibbom, and steps in front of him. &amp;quot;NO! You face ME! Now only that you unholy CUR, You face THE POWER OF DAEUS!&amp;quot; Invoking his name, Her earthbreaker glows with a holy light as she swings as hard as she can.....and misses horribly.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8: (5): 5&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls will: (6)+9: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+17: (14)+17: 31&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls reflex: (7)+5: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls reflex: (18)+5: 23&lt;br /&gt;
&lt;br /&gt;
The glitter again fails to gain traction as the shaitan casts it at the sunblade this time, but then he puts his shoulder forward and with a massive, thundering rush, bowls the giantborn woman backward into the rock behind her, and it seems for a moment as if she is passing INTO the stone itself, but then there is a strange tingling at the back of the neck and she is outside of it. The Shaitan, however, begins lowering into the stone floor of the cave, vanishing into the rock below somewhere.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+17: (3)+17: 20&lt;br /&gt;
&lt;br /&gt;
As the group waits pensively for the veritable landshark of a genie to resurface, the cave is strangely quiet, then striding up from beneath the surface, the thundering warrior slams the halfling forward into the same rock that he attempted to imprison Sonja in but it isn't quite enough.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+12: (10)+12: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+6: (3)+6: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+7: (5)+7: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 9 points. 19 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls perception: (1)+8: 9&lt;br /&gt;
&lt;br /&gt;
Angrid immediately dives into the fray, axe clashing against the shaitan's blade. &amp;quot;Nnh!&amp;quot; he grunts, taking a return hit. &amp;quot;Sonja, feel free to join in here...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn searches the cave to see if he can spot the bottle lying around somewhere. Suddenly, his eyes widen and he mutters a curse before scrambling around the ledge towards the waterfall. As he gets closer, though, he comes to a stop and sighs, &amp;quot;That's just a vine. Damn. Should've asked for a description of the bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2+3: (16)+9+3: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6+13: (6)+13: 19&lt;br /&gt;
&lt;br /&gt;
Seeing Angrid run in first and take the hit from the Shaitan, Sonja charges in as well.....yellling at the top of her lungs and swings her earthbreaker at the Shaitan's chest....And she connects. &amp;quot;The fact that you do not belong here only makes my resolve even harder. I Will not ask you to yield.....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls will: (14)+9: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+11: (20)+11: 31&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+11: (4)+11: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+11: (16)+11: 27&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 2d6+4: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 2d6+4: (6)+4: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for 18 points. 23 remaining.&lt;br /&gt;
&lt;br /&gt;
The shaitan roars in rage and bears down on Sonja. As the third casting of glitterdust fails to take effect, he casts aside his scimitar and instead brings his two massive earthen fists to bear, slamming them one after the other into the paladin.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls ranged: (6)+6: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Scorching Ray.&lt;br /&gt;
&lt;br /&gt;
Jibbom looks increasingly nervous. &amp;quot;Oh dear. Big paladin in the way. C'mon, c'mon....&amp;quot; The ray fires wide, with the halfling unable to successfully aim around his companions.&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+7: (4)+7: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls acrobatics: (11)+8: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7+2: (3)+6+2: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2+1: (7)+9+1: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6+20: (4)+20: 24&lt;br /&gt;
&lt;br /&gt;
Aenyn gives up on trying to find the bottle for now. His companions are getting smashed up. Grabbing a vine, he swings down from the ledge, flips through the air to avoid getting backhanded again and lands behind the towering genie. His short sword strikes out in a flash...and glances off the rockhard skin. Sad Aenyn is sad.&lt;br /&gt;
&lt;br /&gt;
DEspite taking a couple of slashes to her chest, Sonja takes another mighty swing and cracks the Shaitan across the head, dropping it to the ground. SOnja chuckles as it doesn't get back up, and she points her Earthbreaker at it. &amp;quot;Have a nice nap, Asshole.&amp;quot; Kricking her neck, she looks back to Aenyn and Jibbom. &amp;quot;you Okay, Jibbom?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom brushes some of the dust from the rocks off his robe as he approaches, cautiously examining the felled genie. &amp;quot;Didn't even get a scratch. Chalk one up to the dangers of overconfidence. When will evildoers learn not to challenge the might of Steel Von Ironblood?&amp;quot; He shakes his head and makes a 'tsk' sound. &amp;quot;... Thanks for jumping in like that. You're a gem, big gal. Need any help with some of those knocks there?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn sheathes his sword after the shaitan goes down. &amp;quot;Well, that could have gone better.&amp;quot; There's a moment's pause before he adds, &amp;quot;Crap. I left my bow up there.&amp;quot; He trots over to some vines and begins to climb up to retreive his forgotten shortbow.&lt;br /&gt;
&lt;br /&gt;
Sonja Smiles to jibbom. &amp;quot;I can handle it, Jibbom. Thanks. Worry about Angrid. He got hit pretty hard too.&amp;quot; She then goes over and helps Aenyn to get his shortbow.&lt;br /&gt;
&lt;br /&gt;
Jibbom gives Sonja a look for a moment, then nods. &amp;quot;Alright. We'll patch ourselves up after we get out of here. First thing's first... Coyote vision, on!&amp;quot; He waves his hands and casts another spell, peering around the cave. &amp;quot;Hello. What've we got here?&amp;quot; He bounds over to a satchel hanging at the far end of the cave, which he promptly begins rummaging through. Always the best policy with unidentified magical items.&lt;br /&gt;
&lt;br /&gt;
Inside the satchel is a small glass bottle of blown blue, and a graven bassalt stone with flowing script in Terran. After the shaitan has been felled, the water at the entrance parts and the form of the vizier appears, sending wet spray with his whirlwind. &amp;quot;I see that you have vanquished Asaf. You are indeed mighty heroes. Have you found what was sought?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom uses the magical rock to shield his face from the whirlwind spray. Clearly the best use of such an important magical item. &amp;quot;I think so. This look familiar, chief?&amp;quot; He asks, holding up the bottle for the vizier's inspection.&lt;br /&gt;
&lt;br /&gt;
Sonja is now sprayed with water, and she actually chuckles. &amp;quot;You know how to make an entrance, Haqim.&amp;quot; She then looks at the rock Jibbom has. 'What is that, Jibbom?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn grabs his shortbow and secures it to his backpack before scrambling back down the vines to the cave floor. He heads over to join Jibbom and and the vizier, but remains silent for the time being.&lt;br /&gt;
&lt;br /&gt;
Haqim nods, saying &amp;quot;That is the very one. Excellent.&amp;quot; He motions a hand, and into the cave also flies the form of Asham, uncomfortable in his towed, gaseous state, but not saying anything. &amp;quot;If you will exchange it for the man, then our compact is fulfilled, and with my thanks,&amp;quot; he says, extending his great hand.&lt;br /&gt;
&lt;br /&gt;
Jibbom thinks for a moment, then places the bottle carefully in the vizier's hand. At Sonja's question, he looks to the rock again. &amp;quot;I think this is the stone the Shaitans gave. Part of their peace deal.&amp;quot; He looks at it for a moment, thinking. &amp;quot;Probably worth a lot of gold, but...&amp;quot; He shakes his head and looks at the vizier. &amp;quot;... It's probably not our place to get involved, but I'd hate to see your people go to war over a few jackasses. This is how that kind of thing gets started. Now that we have both of these items... is there some neutral place to take them? Start the peace process again? Stop the bloodshed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;Are all of the Shaitans like this one?&amp;quot; She asks the Vizier. She then looks at the rock again, then actually gets an idea. &amp;quot;Haqim? Can you identify the rock, now that we have it?&amp;quot; She then looks at the man that is bound and chuckles. &amp;quot;Freedom can be a powerful this, Haqim. Perhaps we can say this trade is for the man's freedom......and for friendship.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Haqim shakes his head &amp;quot;For the moment, the negotiations are stalled. It will be some time before we can find another intermediary. At the same time, there has been some solidarity, in the face of the betrayal, in spite of the actions of rogues like Asaf. For the moment, these items are better left returned to their owners. I will guard the djinni's interest, but I would not take the token of the shaitan, whatever magic over them it may hold. It is not my way. Return it to them if you will, small one, or hide it, or destroy it that it may not fall into evil hands.&amp;quot; Turning to Sonja, he says &amp;quot;The Djinni of the Southern Cloud owe you all a debt, and you have the friendship of my family and myself. There will be no war for the time being, and sometimes that is all we may ask, and we owe that small boon to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn crosses his arms over his chest and nods, &amp;quot;I'm satisfied with both sides getting their items back. And if there's no war, at least for the time being, that's just an added bonus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom turns the stone over in his hands as he ponders Haqim's advice regarding it. &amp;quot;I... don't suppose you know what it actually /does/, do you? Other than be a kinda magical rock.&amp;quot; He scratches his head. &amp;quot;I suppose I'll have to ponder what to do with it, but it seems like identifying the function of the item might be helpful in that regard.&amp;quot; He smiles up at the Vizier. &amp;quot;Hey, we're just glad we could help you guys out. Tell your grandson I'm sorry about setting him on fire. You all seem alright. If you're ever in Alexandria, look for Steel Von Ironblood, okay? I'll buy you a beer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja lightly baps Jibbom on the back of the head. &amp;quot;His name is Jibbom. If you're ever in Alexandria, I'll also buy you a drink Haqim. And friendship is a greater boon than any favors you could give to us, Haqim. Or, at least, to me. If you ever require assistance, Haqim, COme and find me. I shall do my best to assist you and your family. On my honor as a Sunblade.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The djinni lowers the captive merchant to the ground and releases him from the grip of the air, then says &amp;quot;I've no doubt that our paths shall cross again one day. Until then, my friends, be well.&amp;quot; He makes a gesture of parting and with that is gone like... The wind!&lt;br /&gt;
&lt;br /&gt;
Jibbom winces at the bap and pouts at Sonja. &amp;quot;The Jibbom has many monikers.&amp;quot; He repeats, before giving the djinni a final parting wave. &amp;quot;Have a good one, buddy. Don't forget about that drink!&amp;quot; He looks back at the others, holding aloft the inscribed rock again. &amp;quot;So. Feels wrong to sell the thing. I guess I have been looking for something to use as a doorstop until the innkeeper fixes the latch on my door...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja also waves to Haqim. &amp;quot;Be well, Haqim. I hope to see you soon, at least to let us know how your son is doing!&amp;quot; She then looks to Jibbom. &amp;quot;You put 'The' at the beginning of your name again and you're gonna have to pick your underwear off of your head, jibbom.&amp;quot; She says with a growling laugh.&lt;br /&gt;
&lt;br /&gt;
Aenyn tilts his head to the side, considering the rock, &amp;quot;Well, I suppose that could be hiding it in plain sight. I don't know many people who go checking doorstops for valuable or magical items.&amp;quot; Though, he may just have to start doing that now.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alrighty then. I guess I'll just be holding onto it for now.&amp;quot; Jibbom says as he tucks the stone into his rucksack and starts heading for the exit. &amp;quot;So. Guess we should take the caravan leader back and tell them the good news about this curse being over. Maybe we should let 'em know what he's been up to, eh? I get the feeling that fortuneteller lady could do a much better job of running their operation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=PrP:_Ill_Met_In_Alexandria,_Part_1&amp;diff=7594</id>
		<title>PrP: Ill Met In Alexandria, Part 1</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=PrP:_Ill_Met_In_Alexandria,_Part_1&amp;diff=7594"/>
		<updated>2012-06-29T06:18:11Z</updated>

		<summary type="html">&lt;p&gt;Harek: /* Log Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Log Info ==&lt;br /&gt;
*'''Title''': Ill Met In Alexandria, Part 1&lt;br /&gt;
*'''Emitter''': [[Albrecht]]&lt;br /&gt;
*'''Characters''': [[Jibbom]] Level 4, [[Sonja]] Level 4, [[Angrid]] Level 2, [[Aenyn]] Level 2&lt;br /&gt;
*'''NPCs''': Asham the Merchant, [[Haqim]]&lt;br /&gt;
*'''Place''': Alexandria - A Caravan's Encampment, and the wilderness.&lt;br /&gt;
*'''Time''': Jun 27, 2012&lt;br /&gt;
*'''Summary''': A contract from a desperate Veyshanti caravan missing their leader turns sordid when intrigue is revealed involving warring clans of genies!&lt;br /&gt;
*'''APL''': 3&lt;br /&gt;
*'''Encounter 1''': 1x Young Djinni, CR 4 and 2x Small Air Elementals, '''CR 6''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Our Tale ==&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  4   | 27  | 27  | 14  |  4  |  5  |  7  |&lt;br /&gt;
&lt;br /&gt;
|Sonja     |GIANTBOR|Pal          |  4   | 41  | 41  | 17  |  9  |  5  |  9  |&lt;br /&gt;
&lt;br /&gt;
|Angrid    |MOUNTAIN|Ftr          |  2   | 28  | 28  | 18  |  7  |  0  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Aenyn     |HALF-ELF|Rog          |  2   | 16  | 16  | 17  |  2  |  7  |  1  |&lt;br /&gt;
&lt;br /&gt;
It's a balmy evening in Alexandria, at the camp of the mysterious caravan of Veyshanti that has set up about a collection of old houses two nights back, and the city has filled with people telling stories of the marvels that they've seen there, rare and magical trinkets, the whole lot. And some that might even actually be true, as well as talk about having met their oracle, fortune-teller, seer, whatever they choose to call her. But tonight is different. Tonight is the last night, and you are here for something altogether separate: A contract. The guild representative issuing you the assignment mentioned that the caravan's leader is missing, but that they must leave as well, and you are to go with them. And so a group of disparate individuals appear inside the tent of the woman, this fortune-teller.&lt;br /&gt;
&lt;br /&gt;
Her voice is melodic, and there is something otherworldly about her as she speaks, &amp;quot;So you are our hope, then. Welcome, though the comfort of our tents shall not be long, as we leave as soon as we may. Are you ready to travel?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Jibbom has long been known as a beacon of hope for those who have none.&amp;quot; Declares the halfling, quite confidently. He hoists up his rucksack and beams at the fortune teller. &amp;quot;Ready anytime. Though if I might ask first... I was led to believe you needed help with a missing leader? Are we expecting to find him where we're headed, or...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like all dwarves, Angrid is quite able with a heavy load. His armor clanks slightly as he shifts, absently tugging on his beard. &amp;quot;Aye, I was under the impression you'd not leave without him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja peers down at the fellow that less than half her size. &amp;quot;'The' Jibbom? Seriously, Jibbom? You're going to carry on like that?&amp;quot; She then shakes her head as she looks towards Angrid and grins, happy to see him. She finally sits down and chuckles a bit. &amp;quot;Yeah. I figured you wouldn't leave without your leader as well. Kinda why we're here....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shifts his backpack on his shoulders as he nods to the fortune-teller, &amp;quot;Ready as I'll ever be.&amp;quot; He has his concerns about the missing leader as well, but keeps silent. No sense in bombarding the woman with the same questions.&lt;br /&gt;
&lt;br /&gt;
The woman shakes her head, her veil shifting in front of her face, though her eyes studying the adventurers above it. &amp;quot;He.. Went missing on our way to this city, and we may stay here no longer. However, we are able to retrace our route for a time, and it is our hope that you will find him along the way. I fear he has been taken, and by what, I cannot say, but if he does not return, our company is doomed. Will you come?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja smiles a bit more at the woman. 'I don't need a contract to help someone in trouble, ma'am. You need only to show us the way.&amp;quot; She then looks at the rest of the people with her. &amp;quot;So say you all?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Jibbom is known by many monikers.&amp;quot; Jibbom says with a chipper grin up at the giantborn. He looks back at the fortuneteller, looking at her curiously. &amp;quot;Of course we will. Is there anything else you can tell us about the manner of his disappearance? Any sort of tracks, signs of a struggle? Did he vanish during the day, or night?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid rumbles meditatively. &amp;quot;Veyshanti trade agreements have been good for the Khazad clans. I'm in.&amp;quot; He lets Jibbom pepper the woman with questions, content to listen instead.&lt;br /&gt;
&lt;br /&gt;
Aenyn nods in agreement with Sonja, &amp;quot;Yeah. Can't leave him to his fate and doom the company. We should do our best to find him.&amp;quot; He doublechecks his gear while the questions are asked and answered.&lt;br /&gt;
&lt;br /&gt;
The woman speaks, her accent heavy but very her speech impeccable. &amp;quot;He was not seen being taken, but instead his absence was noted when we made camp for the night. It stands to reason, then, that he vanished somewhere northwest of that campsite. His name is Asham, and he carried with him things of great value, that are said to be his secrets to hold, but I suspect were something of the mystical, though I've no evidence of my suspicions. I wish I could tell you more, but I know naught else, and we must be underway, they are readying to take this tent down. Please be ready to travel, if you would be so kind.&amp;quot; And with that, she rises and turns, her long skirts flowing as she exits the back of the tent and leaves our heroes for the time being.&lt;br /&gt;
&lt;br /&gt;
Jibbom frowns just a little, thinking for a moment before he shrugs. &amp;quot;If that's all we know, then that's all we know. Your plan of following along the route and keeping vigilant sounds like the best course of action to me. I'm ready to set off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's not much,&amp;quot; Aenyn comments, &amp;quot;but I've seen worse.&amp;quot; He glances around the tent and then at the others, &amp;quot;Guess we should get out of here before we get packed up in a wagon somewhere.&amp;quot; He's always happy to state the obvious.&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;I'm ready as well.&amp;quot; She says before looking to Angrid. &amp;quot;You ready for battle, Master Angrid?&amp;quot; She then chuckles at Aenyn. &amp;quot;they'd have a terrible time packing me away. Jibbom's a different story.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If battle awaits,&amp;quot; replies Angrid. He follows the others out of the tent, half-unslinging his pack to fish out his pipe. &amp;quot;Curious though. I wonder if something lured this Asham fellow off. The people of the road aren't stupid, they're not going to go wander off on a lark.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shrugs a bit as he exits the tent with the others, &amp;quot;He could've easily walked off to make water and ended up getting grabbed by someone, or something, in the bushes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;We won't know until we get there. Come on.&amp;quot; She says softly as she follows them out of the tent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Veyshanti of the dune seas say that all things are answered by time and the gods, and one of those will surely be true for these brave souls on the coming journey. The camp is packed away into a series of wagons in efficient manner, and the trading folk ready the caravan to leave, just as the sun is beginning to lighten the horizon. Whether by chance, or perhaps by design, the caravan has left Alexandria before daybreak of the fourth day.&lt;br /&gt;
&lt;br /&gt;
The road is one used by merchants frequently, though the Veyshanti take frequent detours, though paths less trod, secret trading routes of theirs, no doubt, faster than the primary throughfares, or compelling for other reasons. It is nearing sunset when the halt is called.&lt;br /&gt;
&lt;br /&gt;
Jibbom is, of course, as chatty as ever during the trip. He will spend a great deal of time trying to get the others to engage in games along the way, especially 'I spy'. The group might perhaps be grateful for a rare moment of silence from the halfling when it comes time to make camp, though he keeps his eyes peeled for surprises.&lt;br /&gt;
&lt;br /&gt;
Angrid is, of course, less chatty, but still garrulous for a dwarf, happy to tell tales from his homeland, including one spine-chilling campfire tale of the haunted hold Koganusan. His pipe juts from his mouth as his dark eyes flick around in turn, watchful and wary.&lt;br /&gt;
&lt;br /&gt;
Sonja is happy to be able to stand up after the long day of riding in a wagon. She stands up and stretches her arms over her head, then goes about stretching her legs out before offering her daily prayers while the sun is still up and praticing her martial prowess with her earthbreaker.&lt;br /&gt;
&lt;br /&gt;
Aenyn is fairly quiet during the journey, though he does participate in Jibbom's games of 'I spy', actually seeming to enjoy it. Afterall, he knows there's no real furniture that isn't packed away in the wagons so no need to worry about that. Lots of hair around, though. That beard of Angrid's would be deadly if it suddenly came to life. As the caravan comes to a halt, he glances around the chosen spot and speaks to noone in particular, &amp;quot;I wonder how close we are to where the leader disappeared.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Veyshanti get their camp established in short order, though the wagons are largely used for shelter, rather than setting up all of the tents, though there are a few. As the gloaming deepens, the seer appears, in the shadow of one of the wagons, saying &amp;quot;It is here that we noted his absence, so his disappearance would have occurred along the road ahead of here, perhaps. He was last seen about the third hour after the midday meal. We can abide in this camp for three days but no longer. The rest, I leave to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom nods to the words of the seer, then looks expectantly at his fellow adventurers. &amp;quot;Righto. I don't suppose any of you are expert trackers or anything of that sort?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja shakes her head to Jibbom. &amp;quot;I'm a Sunblade, not a tracker, Jibbom.&amp;quot; She says softly as she hefts her earthbreaker onto her shoulder and begins to walk around the area, not having any real idea on what to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid shakes his head. &amp;quot;I studied combat engineering, not tracking, laddie.&amp;quot; He sighs. &amp;quot;Still... let's wander up the road a ways, keep your eyes on the ground and look for anything unusual.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shakes his head, &amp;quot;Afraid I'm more used to the city than the wilderness.&amp;quot; He stretches and looks in the direction indicated by the seer, &amp;quot;Nothing to be done but get to it, I suppose. We either find him or we don't. I prefer we do, of course, but he won't found here at the camp.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, no time like the present! Let's get a-ramblin'!&amp;quot; And the Jibbom skips ahead to start doing exactly that.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls perception: (9)+4: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls perception: (7)+4: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls perception: (14)+3: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls perception: (20)+8: 28&lt;br /&gt;
&lt;br /&gt;
The terrain around here begins to differ. Not one of the major trade paths, instead, this is high, rocky land, with a road that cuts through a deep gorge, with tall bluffs on either side, wind blowing across the bare, dusty tops. And above the northern bluff is a rock outcropping, tall and sloping, with a flat top, from which a strange, intermittent blue light is coming, swirling somehow, and visible at this distance due to the deepening twilight. May chance a clue?&lt;br /&gt;
&lt;br /&gt;
Aenyn is walking along, minding his own business when he spots the strange blue light. He looks to others, &amp;quot;I know I'm not well-versed in the ways of the wilderness, but I'm pretty sure that's not normal.&amp;quot; He points in the direction of the intermittent light.&lt;br /&gt;
&lt;br /&gt;
Angrid squints, peering as he holds a hand up to shade his eyes. &amp;quot;Aye lad, I see it too. Might be nothing... but I think we should go take a look.&amp;quot; He unhooks his helmet from his belt, fitting the steel cap to his head before checking the straps on his shield and starting to walk towards the outcropping.&lt;br /&gt;
&lt;br /&gt;
Sonja looks towards where Aenyn indicates and tilts her head. &amp;quot;No. BLue lights in the wilderness at night is not normal. I'd wager a guess that may be where we find our missing Veyshanti Leader.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom is far too occupied attempting to start up another game of 'I Spy' until Aenyn draws his attention to the light. &amp;quot;Well, that looks promising! Better than searching the darkness at random, I'd saw. Let's check it out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Destination in mind, the crew must climb up into the high bluffs fron where they slope up, back before the camp, which takes a bit of back tracking, and it is a vigorous hike, but nothing truly challenging. The terrain up top is short grass and scrub, with loose, dusty soil that gusts with the wind, fine and gritty and getting into everything. The outcropping is perhaps two miles distant, and it takes until well past full dark to arrive, though the light remains as a beacon. Travel over the terrain is not overtly treacherous, though in the dark there are more than a couple of missteps. Eventually, though, the base of the sloping rock is reached. It is at a steep angle, though something that could serve as a path curls around the edge. Those less physically rigorous might not be able to climb the steep, craggy surface unasisted, however.&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the slope with a dubious frown. &amp;quot;I don't suppose anyone brought climbing gear with them, did they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid marches through the evening gloom, shadows no barrier to one born beneath the earth. Once he reaches the base of the rock, he hrms. &amp;quot;There's a path off to that side,&amp;quot; he gestures, &amp;quot;or we can take the direct route.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn nods to the others, &amp;quot;It's as good a place as any to start anyway.&amp;quot; He trudges his way to the foot the of steep slope and looks up. Pulling off his backpack, he begins to rummage inside before pulling out a climbing kit and a coil of spidersilk rope, &amp;quot;I have these.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the rope and grins. &amp;quot;Ah, that'll be handy! I don't suppose you could, uh.... secure that up at the top for those of us who are somewhat vertically challenged?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid grunts. &amp;quot;I have some rope as well -- might be a good idea to go up and secure a line down.&amp;quot; He glances at Jibbom, and chuckles. &amp;quot;No worries, my friend. I'll just carry ye on my back when I go up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That works too.&amp;quot; Jibbom chipperly agrees to the dwarf.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls climb+2: (14)+7+2: 23&lt;br /&gt;
&lt;br /&gt;
Aenyn nods and makes his way slowly up the slope, taking his time and uncoiling the rope as he goes to assist those coming up behind him. When he gets near the top, he stops to peek quietly over the edge without offering his full profile to anyone who may be up there.&lt;br /&gt;
&lt;br /&gt;
SOnja is right behind Angrid after he reaches the top, thanks to her strength, and minimal knowledge of climbing. Once up top, and Angrid's up as well, she holds the rope for Aenyn.&lt;br /&gt;
&lt;br /&gt;
There is a small overhang at the top of the incline that partitions the path from the top of the high rock, though it can be stepped around easily, providing some cover for Aenyn, and then, eventually the others as they reach the summit. The top is a long, fairly wide but not so wide as to be even with the length, and in the center is a weathered stone, above which is suspended a figure. Dark skinned and with the features of the Veyshanti, this is no doubt the missing Asham, clad in a wind-tattered robe and turban, his once-oiled beard and moustache now disheveled. His head hangs as if he is unconscious, his arms held out at his sides by swirling air that gives off a bluish glow.&lt;br /&gt;
&lt;br /&gt;
Circling around that form in the center are a pair of indistinct forms, gusts of wind given shape and blustering around the high, dusty peak. Standing with its back to the observers is a humanoid form, bare chested, with a plumed turban, and a faint blue cast to his skin, with billowing white pants that whip around his legs as if pushed by an unseen cyclone.&lt;br /&gt;
&lt;br /&gt;
Also, he is like 10 feet tall.&lt;br /&gt;
&lt;br /&gt;
Angrid waits for Jibbom to latch onto his backpack, before starting to steadily climb up the slope. His arms flex under the stress, but the rope holds, and he reaches the top without incident.&lt;br /&gt;
&lt;br /&gt;
Jibbom latches on tight as he is carried along, enjoying the brief respite from the hike. When the tall, mysterious creature appears in the middle of the glow, he speaks quietly to his companions. &amp;quot;I don't think that's the caravan guy.&amp;quot; Observant as ever.&lt;br /&gt;
&lt;br /&gt;
Aenyn ducks back into cover after taking his peek of what's going on up top. He looks quizically at the others, &amp;quot;I've never seen anything like that. Anyone have any ideas?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;I'd bet the one who is pinned is though.&amp;quot; She says putting her earthbreaker upon her shoulder yet again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We could challenge him to a game of 'I Spy' for the caravan guy.&amp;quot; That's Jibbom's helpful suggestion.&lt;br /&gt;
&lt;br /&gt;
Angrid scowls. &amp;quot;Somehow laddie, I doubt he'll play. Wonder what this Asham did to get this kind of attention.&amp;quot; His brow furrows. &amp;quot;Maybe we ought to ask.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asking couldn't hurt, I guess,&amp;quot; Aenyn agrees, &amp;quot;Whatever we do, though, we should do it soon. Asham looks like he's seen better days and this one's bound to get worse for him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja nods. &amp;quot;All right. I'll head on up and talk to them.&amp;quot; She then loudly walks on up to the two tornado twins. &amp;quot;Uhm, excuse me.&amp;quot; She says to the both of them. &amp;quot;Is there a problem here? Or a reason why you're holding this man?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A voice, booming like thunder, yet blown as if from all directions echos out. &amp;quot;Begone, young mortals. Our quarrel is not with you, but I, Halak the Sirocco, shall brook no interference in matters of the clan. Your business is elsewhere.&amp;quot; He does not turn from where he stands, arms crossed, though the winds pick up with a low howl.&lt;br /&gt;
&lt;br /&gt;
Jibbom seems uncertain as he climbs down from the dwarf's back. &amp;quot;Eh... well, I've got a feeling that isn't exactly right, Halak old friend. If that fellow you've got there is named Asham, we're here on behalf of some friends of his. If you've got some kind of dispute, maybe we can find a peaceful resolution?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn sighs softly at the very large man's reply, shaking his head. He joins Sonja and Jibbom, but remains silent for now. At least he hasn't drawn a weapon or anything. That's good diplomacy, right?&lt;br /&gt;
&lt;br /&gt;
Well, that's a first. Angrid's yet to see Jibbom looking uncertain about anything. The dismissive tone of Halak, though, makes his beard bristle and his eyes narrow. He lets Sonja take lead in the conversation.&lt;br /&gt;
&lt;br /&gt;
The genie turns, his eyes acrackle with glowing lightning as his voice thunders, &amp;quot;There can be no further compact with the oathbreaker and his allies. You wish peace? Twas Asham that destroyed the peace, and now all stands at the precipice of ruin! Begone, pawns.&amp;quot; The blue figure draws his wicked looking scimitar from its scabbard and the wind about his legs goes into overdrive, creating a whirling, indistinct form where once his legs were.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 10 + Bonus: 3 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls initiative: Roll: 7 + Bonus: 4 = Total: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls initiative: Roll: 20 + Bonus: 0 = Total: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls initiative: Roll: 10 + Bonus: 1 = Total: 11&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Halak: Roll: 8 + Bonus: 8 = Total: 16&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Gust: Roll: 18 + Bonus: 7 = Total: 25&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Buffet: Roll: 12 + Bonus: 7 = Total: 19&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------               &lt;br /&gt;
&lt;br /&gt;
25                  Gust&lt;br /&gt;
&lt;br /&gt;
----------------------------------------     &lt;br /&gt;
&lt;br /&gt;
20                  Angrid&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
19                  Buffet&lt;br /&gt;
&lt;br /&gt;
----------------------------------------   &lt;br /&gt;
&lt;br /&gt;
16                  Halak&lt;br /&gt;
&lt;br /&gt;
----------------------------------------   &lt;br /&gt;
&lt;br /&gt;
13                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------  &lt;br /&gt;
&lt;br /&gt;
11                  Aenyn&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
11                  Sonja&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                     &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls reflex: (2)+5: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls reflex: (18)+5: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (4)+1: 5&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for 5 points. 36 remaining.&lt;br /&gt;
&lt;br /&gt;
As the figures do not retreat when told to do so, the djinni shouts &amp;quot;Gust! Buffet! Remove them.&amp;quot; At his command, one of the air elementals, the righthand most one, whirls faster and faster until it is a towering funnel cloud, swirling forward toward Sonja, surrounding her, where she is whipped painfully by the winds, but remains firm.&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+5: (13)+5: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d10+3: (4)+3: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls Reflex: (1)+0: 1&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls Reflex: (10)+0: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (2)+1: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 3 points. 25 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls reflex: (20)+5: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for -3 points. 28 remaining.&lt;br /&gt;
&lt;br /&gt;
Angrid's axe flashes as he immediately moves into combat, hacking at the air elemental assaulting Sonja. He's so pleased that good proper dwarven steel wounds the thing, though, that he gets caught by the elemental's partner, lifted up with an angry Khazad curse. &amp;quot;I'm going to REALLY hurt you laddie if ye scuff my armor!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+11: (9)+11: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (2)+7: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (6)+7: 13&lt;br /&gt;
&lt;br /&gt;
The djinni floats forward, circling around where the air elementals engage the heavier warriors and looks down at the halfling, frowning as he reaches out and touches him, and the two begin to levitate into the air. &amp;quot;I warned you mortals to leave this be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 1d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for -6 points. 41 remaining.&lt;br /&gt;
&lt;br /&gt;
Well, this is a new experience for Jibbom. The halfling doesn't care at all for being turned into a cloud. No siree. Struggling to gain control of his new form, he tries floating back down to the surface. A beam of holy light fires out of him and strikes the Giantborn, healing her wounds compeltely.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7: (18)+6: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 1d6+2: (1)+2: 3&lt;br /&gt;
&lt;br /&gt;
Aenyn almost appears caught off-guard as the elementals charge forward and then Jibbom goes misty and floaty, but there's only a moment's hesitation before he lunges forward and slashes at the whirlwind carrying Angrid. He's not entirely sure he hurt it, though. &amp;quot;You okay in there?&amp;quot; he asks the dwarf.&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2-2: (7)+9+-2: 14&lt;br /&gt;
&lt;br /&gt;
Seeing Jibbom getting carried away, as usual, Sonja sighs and goes after her dwarf friend in the whirlwind. However, she's well wide of the mark.....and she can't relaly tell either....it's air!&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+6: (5)+6: 11&lt;br /&gt;
&lt;br /&gt;
The towering whirlwind around Sonja slides back behind her and resumes being a small, personified gust of air, trying to deliver a small, personified punch to her head, but misses. Maybe because it is air?&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+3: (2)+3: 5&lt;br /&gt;
&lt;br /&gt;
Angrid really hates this, tumbled over and over. He wildly slashes out with his axe, missing, and he curses loudly at Aenyn. &amp;quot;No, I am NOT okay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (2)+1: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 3 points. 25 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+8: (1)+8: 9&lt;br /&gt;
&lt;br /&gt;
The giantborn paladin must be made of invulnerable rock, for as the other whirlwind tumps the dwarf out unceremoniously and launches a rushing attack with the flank, the attack fails to register on her.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (20)+9: 29&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+4: (15)+4: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (20)+9: 29&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 2d8+4: (9)+4: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for 13 points. 28 remaining.&lt;br /&gt;
&lt;br /&gt;
From the sky! Mighty Halak, swirling in to draw his wicked shamshir in a fluid, arcing cut across the Paladin's side, blood droplets actually flying upward into the air and being whisked around like a grim halo as the warrior djinni descends.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 1d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for -6 points. 28 remaining.&lt;br /&gt;
&lt;br /&gt;
The white fluffy cloud that was once Jibbom looks as alarmed as it is possible for a white fluffy cloud to look. Another bolt of light fires out of it, striking the dwarf and healing his wounds.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7: (19)+6: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 1d6+2: (1)+2: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6: (5): 5&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for -5 points. 33 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2-2: (8)+9+-2: 15&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't think so!&amp;quot; Aenyn calls back to Angrid before slashing at the elemental again. &amp;quot;Am I even hitting it? I can't tell!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2-2: (17)+9+-2: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6+11: (9)+11: 20&lt;br /&gt;
&lt;br /&gt;
Gust, the elemental, begins to dart away from Sonja's rear, to attempt to reinforce its companion, but even though it is an earthbreaker, that hammer breaks air elementals pretty well, too.&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+5: (5)+5: 10&lt;br /&gt;
&lt;br /&gt;
Sonja seems to be having a rather rough time trying to even hit Malak. However, when gust tries to move away from her, she spins around and actually makes contact with something on the air elemental.....and dissipates it. &amp;quot;Now if you had explained things to us instead of attacking, this would've played out differently.&lt;br /&gt;
&lt;br /&gt;
Angrid seems no worse for the wear despite getting manhandled by the air elemental, even as his return strike hisses past it. &amp;quot;And now you're in our warrens, laddie, and you might find yourself in a wee bit of trouble once we've squashed your flying fart-clouds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+6: (17)+6: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (3)+1: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 4 points. 24 remaining.&lt;br /&gt;
&lt;br /&gt;
Jibbom has partially disconnected.&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+5: (16)+5: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7: (19)+6: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+3: (1)+3: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 1d6+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
With an angry ramming against the dwarf, the air elemental tries to fly away, but is pinned to the filthy earth by an axe, and is then stabbed into discorporating wind by Aenyn.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (12)+9: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 6 points. 18 remaining.&lt;br /&gt;
&lt;br /&gt;
Spinning away like .. well, like the wind, the djinni lands a slash across Angrid's shoulders. Drawing up to a height the Djinni roars &amp;quot;Reasonable mortals, no doubt, come to free the man that would doom my clan to torment and slavery! I gave you your chance to leave in peace! I told you that you were but pawns, but some things even an honorable soul cannot risk. Enough of these games!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the roar, Jibbom resumes corporeal form, and the discorporating elementals swirl together, and join the one holding the caravan man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... And your mother! Her too! All of them!&amp;quot; Jibbom rematerializes mid-yell. He blinks. &amp;quot;... Hey! I can talk again. Fantastic.&amp;quot; He looks up at the genie and shouts. &amp;quot;We didn't come here to fight, and we didn't come here to enslave or torment anyone! We'd never allow anything like that! Please, let's stop fighting and talk this through!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls diplomacy: (16)+5: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls diplomacy: (2)+10: 12&lt;br /&gt;
&lt;br /&gt;
Advancing on Malak, Sonja grumbles at what Jibbom is trying to do. &amp;quot;Malak! This is POINTLESS! Jibbom is right! We should talk this through! You have my word as a Sunblade that if you sheathe your weapon now, we will not attack......IF you are willing to talk to us!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls acrobatics: (1)+8: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+8: (18)+8: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+2: (8)+2: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Aenyn for 10 points. 6 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7+2: (12)+6+2: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 2d6+2: (6)+2: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+7: (5)+7: 12&lt;br /&gt;
&lt;br /&gt;
In a classic double-team maneuver, Aenyn and Angrid manage to finish off the fleeing elemental named Buffet. He then turns on Halak and starts to move towards him, but stops when Jibbom tries to talk him down. He waits, sword at the ready, while first Jibbom and then Sonja make their attempts. He can tell the genie isn't buying it, though, so he slips around behind him. His maneuver doesn't go unnoticed, though, and he takes a serious backhand to the chest that sends him stumbling, but he keeps his feet well enough to deliver a well-placed stab into the genie's back. He spits out a glob of blood.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (6)+9: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+7: (19)+7: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d10+3: (7)+3: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7+2: (17)+6+2: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 2d6+2: (12)+2: 14&lt;br /&gt;
&lt;br /&gt;
Angrid, for his part, is forced to go on the defensive, his next axe swing going wide as the return stroke smacks off his shield. &amp;quot;Oh, laddie, you're not near so tough when you're not playing your little fart games, are you?&amp;quot; As the djinn tries to retreat, he lays into the spirit, biting a chunk out with his axe.&lt;br /&gt;
&lt;br /&gt;
Halak makes a spinning cut at Angrid after the sting to his rear flank, but the slice goes wide, and he attempts a strafing flight, only to recieve powerful blows from the flanking buddies for his efforts, now apparently severely injured.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls ranged: (20)+6: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls ranged: (8)+6: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 4d6: (17): 17&lt;br /&gt;
&lt;br /&gt;
Jibbom is obviously hesitant to strike at the man, despite the whole cloud incident. But seeing no other options left, he sighs heavily and points. &amp;quot;I'm sorry, buddy.&amp;quot; A powerful ray of fiery energy blasts out, straight into the genie.&lt;br /&gt;
&lt;br /&gt;
As the scorching ray rips through the body of the young djinni warrior, his eyes go wide in disbelief and regret, and the whirlwind that surrounds his lower body slowly comes to a halt as his huge form slumps down to the ground, unconscious and battered.. &lt;br /&gt;
&lt;br /&gt;
There is a shimmer in the air behind where Asham is hanging suspended, and another presence arrives. A great hand is extended, and the body of Halak becomes diffuse and cloudy. Emerging from some cloak of the air or trick of the light, a massive, older member of that same race that rules the clouds appears. A white beard and magnificent moustache curled upward, with a great turban, and a powerfully muscled chest. Where Halak's voice was thunder and angry lightning, this is the autumn breeze, ever blowing but with a hint of regret. &amp;quot;I see that I am too late to stop the violence. My grandson was ever the impetuous one, though his heart is good.&amp;quot; His words seem to be to the wind and the rocks, as if barely noticing the adventurers who felled him, then he speaks after a pause. &amp;quot;Tell me, what are your names. And what do you know of the errand on which you were sent, that ended so?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom immediately looks as if he feels somewhat guilty, even if circumstances required it. &amp;quot;I am sorry. We did everything we could to try to convince him to resolve this matter nonviolently. Will you allow us to attempt to give your grandson medical aid? Can you control him if he is saved?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja looks back towards Asham and smiles a bit. &amp;quot;Perhaps there isn't loss of hope.&amp;quot; She says as she kneels over the warrior, lays down her earthbreaker, and places her hands upon the Djinni's chest.....uttering an obvious prayer to Daeus, or in the Dwarven tongue, True Metal......&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6: (5): 5&lt;br /&gt;
&lt;br /&gt;
Angrid lowers his axe, his own beard still bristling a bit. &amp;quot;What a mess. Dross in the whole thing.&amp;quot; At the djinn-lord's question, he hmphs. &amp;quot;This man,&amp;quot; he gestures to Asham, &amp;quot;went missing a couple days ago. We were asked to go look for him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn is still clutching his sword with one hand while holding his ribs with the other. He takes a step towards the new arrival and speaks, &amp;quot;My name is Aenyn and, admittedly, we knew very little of our errand. We were hired to find this man who had gone missing from his people.&amp;quot; He uses his free hand to gesture towards the Veyshanti man. &amp;quot;We were told nothing beyond where he was last seen.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the healing power suffuses the body of Halak, not enough to render him hale, but enough to bring him to a more stable state, the elder genie floats forward and levels his hand above the now stable form of his grandson. The fallen warrior finishes becoming diffuse, cloudy, apparently that begun earlier, and now finished. &amp;quot;He will not awaken for some time, and he is in the embrace of the air now. He will live. I thank you.&amp;quot; Turning his back, to look down at what has been wrought, he says &amp;quot;Ahhh, I see what is afoot here. Please do not judge Halak too harshly for his deeds. While I see that your intentions were good, and without knowledge of Asham's crimes, I fear that Halak was left with orders not to relinquish the oathbreaker under any circumstance, and was wary of mortal travelers. We have been betrayed before, you see, under a ruse, and the consequences were dire. I am Haqim, Vizier of the Southern Cloud clan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja bows to Haqim. &amp;quot;A pleasure to meet you Vizier, and I am glad Halak will live. I an Sunblade Sonja Brynhildr. Could you explain what was going on?&amp;quot; She says placing the spiked end of her Earthbreaker upon the ground and resting her hand upon it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=PrP:_Ill_Met_In_Alexandria,_Part_1&amp;diff=7593</id>
		<title>PrP: Ill Met In Alexandria, Part 1</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=PrP:_Ill_Met_In_Alexandria,_Part_1&amp;diff=7593"/>
		<updated>2012-06-29T06:16:56Z</updated>

		<summary type="html">&lt;p&gt;Harek: Created page with &amp;quot;== Log Info == *'''Title''': Ill Met In Alexandria, Part 1 *'''Emitter''': Albrecht *'''Characters''': Jibbom Level 4, Sonja Level 4, Angrid Level 2, Aenyn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Log Info ==&lt;br /&gt;
*'''Title''': Ill Met In Alexandria, Part 1&lt;br /&gt;
*'''Emitter''': [[Albrecht]]&lt;br /&gt;
*'''Characters''': [[Jibbom]] Level 4, [[Sonja]] Level 4, [[Angrid]] Level 2, [[Aenyn]] Level 2&lt;br /&gt;
*'''NPCs''': Asham the Merchant, [[Haqim]]&lt;br /&gt;
*'''Place''': Alexandria - A Caravan's Encampment, and the wilderness.&lt;br /&gt;
*'''Time''': Jun 27, 2012&lt;br /&gt;
*'''Summary''': A contract from a desperate Veyshanti caravan missing their leader turns sordid when intrigue is revealed involving warring clans of genies!&lt;br /&gt;
*'''APL''': 3&lt;br /&gt;
*'''Encounter 1''': 1x Young Djinni, CR 4 and 2x Small Air Elementals, '''CR 6''' &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)09:16, 29 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  4   | 27  | 27  | 14  |  4  |  5  |  7  |&lt;br /&gt;
&lt;br /&gt;
|Sonja     |GIANTBOR|Pal          |  4   | 41  | 41  | 17  |  9  |  5  |  9  |&lt;br /&gt;
&lt;br /&gt;
|Angrid    |MOUNTAIN|Ftr          |  2   | 28  | 28  | 18  |  7  |  0  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Aenyn     |HALF-ELF|Rog          |  2   | 16  | 16  | 17  |  2  |  7  |  1  |&lt;br /&gt;
&lt;br /&gt;
It's a balmy evening in Alexandria, at the camp of the mysterious caravan of Veyshanti that has set up about a collection of old houses two nights back, and the city has filled with people telling stories of the marvels that they've seen there, rare and magical trinkets, the whole lot. And some that might even actually be true, as well as talk about having met their oracle, fortune-teller, seer, whatever they choose to call her. But tonight is different. Tonight is the last night, and you are here for something altogether separate: A contract. The guild representative issuing you the assignment mentioned that the caravan's leader is missing, but that they must leave as well, and you are to go with them. And so a group of disparate individuals appear inside the tent of the woman, this fortune-teller.&lt;br /&gt;
&lt;br /&gt;
Her voice is melodic, and there is something otherworldly about her as she speaks, &amp;quot;So you are our hope, then. Welcome, though the comfort of our tents shall not be long, as we leave as soon as we may. Are you ready to travel?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Jibbom has long been known as a beacon of hope for those who have none.&amp;quot; Declares the halfling, quite confidently. He hoists up his rucksack and beams at the fortune teller. &amp;quot;Ready anytime. Though if I might ask first... I was led to believe you needed help with a missing leader? Are we expecting to find him where we're headed, or...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like all dwarves, Angrid is quite able with a heavy load. His armor clanks slightly as he shifts, absently tugging on his beard. &amp;quot;Aye, I was under the impression you'd not leave without him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja peers down at the fellow that less than half her size. &amp;quot;'The' Jibbom? Seriously, Jibbom? You're going to carry on like that?&amp;quot; She then shakes her head as she looks towards Angrid and grins, happy to see him. She finally sits down and chuckles a bit. &amp;quot;Yeah. I figured you wouldn't leave without your leader as well. Kinda why we're here....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shifts his backpack on his shoulders as he nods to the fortune-teller, &amp;quot;Ready as I'll ever be.&amp;quot; He has his concerns about the missing leader as well, but keeps silent. No sense in bombarding the woman with the same questions.&lt;br /&gt;
&lt;br /&gt;
The woman shakes her head, her veil shifting in front of her face, though her eyes studying the adventurers above it. &amp;quot;He.. Went missing on our way to this city, and we may stay here no longer. However, we are able to retrace our route for a time, and it is our hope that you will find him along the way. I fear he has been taken, and by what, I cannot say, but if he does not return, our company is doomed. Will you come?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja smiles a bit more at the woman. 'I don't need a contract to help someone in trouble, ma'am. You need only to show us the way.&amp;quot; She then looks at the rest of the people with her. &amp;quot;So say you all?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Jibbom is known by many monikers.&amp;quot; Jibbom says with a chipper grin up at the giantborn. He looks back at the fortuneteller, looking at her curiously. &amp;quot;Of course we will. Is there anything else you can tell us about the manner of his disappearance? Any sort of tracks, signs of a struggle? Did he vanish during the day, or night?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid rumbles meditatively. &amp;quot;Veyshanti trade agreements have been good for the Khazad clans. I'm in.&amp;quot; He lets Jibbom pepper the woman with questions, content to listen instead.&lt;br /&gt;
&lt;br /&gt;
Aenyn nods in agreement with Sonja, &amp;quot;Yeah. Can't leave him to his fate and doom the company. We should do our best to find him.&amp;quot; He doublechecks his gear while the questions are asked and answered.&lt;br /&gt;
&lt;br /&gt;
The woman speaks, her accent heavy but very her speech impeccable. &amp;quot;He was not seen being taken, but instead his absence was noted when we made camp for the night. It stands to reason, then, that he vanished somewhere northwest of that campsite. His name is Asham, and he carried with him things of great value, that are said to be his secrets to hold, but I suspect were something of the mystical, though I've no evidence of my suspicions. I wish I could tell you more, but I know naught else, and we must be underway, they are readying to take this tent down. Please be ready to travel, if you would be so kind.&amp;quot; And with that, she rises and turns, her long skirts flowing as she exits the back of the tent and leaves our heroes for the time being.&lt;br /&gt;
&lt;br /&gt;
Jibbom frowns just a little, thinking for a moment before he shrugs. &amp;quot;If that's all we know, then that's all we know. Your plan of following along the route and keeping vigilant sounds like the best course of action to me. I'm ready to set off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's not much,&amp;quot; Aenyn comments, &amp;quot;but I've seen worse.&amp;quot; He glances around the tent and then at the others, &amp;quot;Guess we should get out of here before we get packed up in a wagon somewhere.&amp;quot; He's always happy to state the obvious.&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;I'm ready as well.&amp;quot; She says before looking to Angrid. &amp;quot;You ready for battle, Master Angrid?&amp;quot; She then chuckles at Aenyn. &amp;quot;they'd have a terrible time packing me away. Jibbom's a different story.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If battle awaits,&amp;quot; replies Angrid. He follows the others out of the tent, half-unslinging his pack to fish out his pipe. &amp;quot;Curious though. I wonder if something lured this Asham fellow off. The people of the road aren't stupid, they're not going to go wander off on a lark.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shrugs a bit as he exits the tent with the others, &amp;quot;He could've easily walked off to make water and ended up getting grabbed by someone, or something, in the bushes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;We won't know until we get there. Come on.&amp;quot; She says softly as she follows them out of the tent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Veyshanti of the dune seas say that all things are answered by time and the gods, and one of those will surely be true for these brave souls on the coming journey. The camp is packed away into a series of wagons in efficient manner, and the trading folk ready the caravan to leave, just as the sun is beginning to lighten the horizon. Whether by chance, or perhaps by design, the caravan has left Alexandria before daybreak of the fourth day.&lt;br /&gt;
&lt;br /&gt;
The road is one used by merchants frequently, though the Veyshanti take frequent detours, though paths less trod, secret trading routes of theirs, no doubt, faster than the primary throughfares, or compelling for other reasons. It is nearing sunset when the halt is called.&lt;br /&gt;
&lt;br /&gt;
Jibbom is, of course, as chatty as ever during the trip. He will spend a great deal of time trying to get the others to engage in games along the way, especially 'I spy'. The group might perhaps be grateful for a rare moment of silence from the halfling when it comes time to make camp, though he keeps his eyes peeled for surprises.&lt;br /&gt;
&lt;br /&gt;
Angrid is, of course, less chatty, but still garrulous for a dwarf, happy to tell tales from his homeland, including one spine-chilling campfire tale of the haunted hold Koganusan. His pipe juts from his mouth as his dark eyes flick around in turn, watchful and wary.&lt;br /&gt;
&lt;br /&gt;
Sonja is happy to be able to stand up after the long day of riding in a wagon. She stands up and stretches her arms over her head, then goes about stretching her legs out before offering her daily prayers while the sun is still up and praticing her martial prowess with her earthbreaker.&lt;br /&gt;
&lt;br /&gt;
Aenyn is fairly quiet during the journey, though he does participate in Jibbom's games of 'I spy', actually seeming to enjoy it. Afterall, he knows there's no real furniture that isn't packed away in the wagons so no need to worry about that. Lots of hair around, though. That beard of Angrid's would be deadly if it suddenly came to life. As the caravan comes to a halt, he glances around the chosen spot and speaks to noone in particular, &amp;quot;I wonder how close we are to where the leader disappeared.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Veyshanti get their camp established in short order, though the wagons are largely used for shelter, rather than setting up all of the tents, though there are a few. As the gloaming deepens, the seer appears, in the shadow of one of the wagons, saying &amp;quot;It is here that we noted his absence, so his disappearance would have occurred along the road ahead of here, perhaps. He was last seen about the third hour after the midday meal. We can abide in this camp for three days but no longer. The rest, I leave to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom nods to the words of the seer, then looks expectantly at his fellow adventurers. &amp;quot;Righto. I don't suppose any of you are expert trackers or anything of that sort?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja shakes her head to Jibbom. &amp;quot;I'm a Sunblade, not a tracker, Jibbom.&amp;quot; She says softly as she hefts her earthbreaker onto her shoulder and begins to walk around the area, not having any real idea on what to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid shakes his head. &amp;quot;I studied combat engineering, not tracking, laddie.&amp;quot; He sighs. &amp;quot;Still... let's wander up the road a ways, keep your eyes on the ground and look for anything unusual.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn shakes his head, &amp;quot;Afraid I'm more used to the city than the wilderness.&amp;quot; He stretches and looks in the direction indicated by the seer, &amp;quot;Nothing to be done but get to it, I suppose. We either find him or we don't. I prefer we do, of course, but he won't found here at the camp.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, no time like the present! Let's get a-ramblin'!&amp;quot; And the Jibbom skips ahead to start doing exactly that.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls perception: (9)+4: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls perception: (7)+4: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls perception: (14)+3: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls perception: (20)+8: 28&lt;br /&gt;
&lt;br /&gt;
The terrain around here begins to differ. Not one of the major trade paths, instead, this is high, rocky land, with a road that cuts through a deep gorge, with tall bluffs on either side, wind blowing across the bare, dusty tops. And above the northern bluff is a rock outcropping, tall and sloping, with a flat top, from which a strange, intermittent blue light is coming, swirling somehow, and visible at this distance due to the deepening twilight. May chance a clue?&lt;br /&gt;
&lt;br /&gt;
Aenyn is walking along, minding his own business when he spots the strange blue light. He looks to others, &amp;quot;I know I'm not well-versed in the ways of the wilderness, but I'm pretty sure that's not normal.&amp;quot; He points in the direction of the intermittent light.&lt;br /&gt;
&lt;br /&gt;
Angrid squints, peering as he holds a hand up to shade his eyes. &amp;quot;Aye lad, I see it too. Might be nothing... but I think we should go take a look.&amp;quot; He unhooks his helmet from his belt, fitting the steel cap to his head before checking the straps on his shield and starting to walk towards the outcropping.&lt;br /&gt;
&lt;br /&gt;
Sonja looks towards where Aenyn indicates and tilts her head. &amp;quot;No. BLue lights in the wilderness at night is not normal. I'd wager a guess that may be where we find our missing Veyshanti Leader.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom is far too occupied attempting to start up another game of 'I Spy' until Aenyn draws his attention to the light. &amp;quot;Well, that looks promising! Better than searching the darkness at random, I'd saw. Let's check it out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Destination in mind, the crew must climb up into the high bluffs fron where they slope up, back before the camp, which takes a bit of back tracking, and it is a vigorous hike, but nothing truly challenging. The terrain up top is short grass and scrub, with loose, dusty soil that gusts with the wind, fine and gritty and getting into everything. The outcropping is perhaps two miles distant, and it takes until well past full dark to arrive, though the light remains as a beacon. Travel over the terrain is not overtly treacherous, though in the dark there are more than a couple of missteps. Eventually, though, the base of the sloping rock is reached. It is at a steep angle, though something that could serve as a path curls around the edge. Those less physically rigorous might not be able to climb the steep, craggy surface unasisted, however.&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the slope with a dubious frown. &amp;quot;I don't suppose anyone brought climbing gear with them, did they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid marches through the evening gloom, shadows no barrier to one born beneath the earth. Once he reaches the base of the rock, he hrms. &amp;quot;There's a path off to that side,&amp;quot; he gestures, &amp;quot;or we can take the direct route.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn nods to the others, &amp;quot;It's as good a place as any to start anyway.&amp;quot; He trudges his way to the foot the of steep slope and looks up. Pulling off his backpack, he begins to rummage inside before pulling out a climbing kit and a coil of spidersilk rope, &amp;quot;I have these.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the rope and grins. &amp;quot;Ah, that'll be handy! I don't suppose you could, uh.... secure that up at the top for those of us who are somewhat vertically challenged?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angrid grunts. &amp;quot;I have some rope as well -- might be a good idea to go up and secure a line down.&amp;quot; He glances at Jibbom, and chuckles. &amp;quot;No worries, my friend. I'll just carry ye on my back when I go up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That works too.&amp;quot; Jibbom chipperly agrees to the dwarf.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls climb+2: (14)+7+2: 23&lt;br /&gt;
&lt;br /&gt;
Aenyn nods and makes his way slowly up the slope, taking his time and uncoiling the rope as he goes to assist those coming up behind him. When he gets near the top, he stops to peek quietly over the edge without offering his full profile to anyone who may be up there.&lt;br /&gt;
&lt;br /&gt;
SOnja is right behind Angrid after he reaches the top, thanks to her strength, and minimal knowledge of climbing. Once up top, and Angrid's up as well, she holds the rope for Aenyn.&lt;br /&gt;
&lt;br /&gt;
There is a small overhang at the top of the incline that partitions the path from the top of the high rock, though it can be stepped around easily, providing some cover for Aenyn, and then, eventually the others as they reach the summit. The top is a long, fairly wide but not so wide as to be even with the length, and in the center is a weathered stone, above which is suspended a figure. Dark skinned and with the features of the Veyshanti, this is no doubt the missing Asham, clad in a wind-tattered robe and turban, his once-oiled beard and moustache now disheveled. His head hangs as if he is unconscious, his arms held out at his sides by swirling air that gives off a bluish glow.&lt;br /&gt;
&lt;br /&gt;
Circling around that form in the center are a pair of indistinct forms, gusts of wind given shape and blustering around the high, dusty peak. Standing with its back to the observers is a humanoid form, bare chested, with a plumed turban, and a faint blue cast to his skin, with billowing white pants that whip around his legs as if pushed by an unseen cyclone.&lt;br /&gt;
&lt;br /&gt;
Also, he is like 10 feet tall.&lt;br /&gt;
&lt;br /&gt;
Angrid waits for Jibbom to latch onto his backpack, before starting to steadily climb up the slope. His arms flex under the stress, but the rope holds, and he reaches the top without incident.&lt;br /&gt;
&lt;br /&gt;
Jibbom latches on tight as he is carried along, enjoying the brief respite from the hike. When the tall, mysterious creature appears in the middle of the glow, he speaks quietly to his companions. &amp;quot;I don't think that's the caravan guy.&amp;quot; Observant as ever.&lt;br /&gt;
&lt;br /&gt;
Aenyn ducks back into cover after taking his peek of what's going on up top. He looks quizically at the others, &amp;quot;I've never seen anything like that. Anyone have any ideas?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja says, &amp;quot;I'd bet the one who is pinned is though.&amp;quot; She says putting her earthbreaker upon her shoulder yet again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We could challenge him to a game of 'I Spy' for the caravan guy.&amp;quot; That's Jibbom's helpful suggestion.&lt;br /&gt;
&lt;br /&gt;
Angrid scowls. &amp;quot;Somehow laddie, I doubt he'll play. Wonder what this Asham did to get this kind of attention.&amp;quot; His brow furrows. &amp;quot;Maybe we ought to ask.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asking couldn't hurt, I guess,&amp;quot; Aenyn agrees, &amp;quot;Whatever we do, though, we should do it soon. Asham looks like he's seen better days and this one's bound to get worse for him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja nods. &amp;quot;All right. I'll head on up and talk to them.&amp;quot; She then loudly walks on up to the two tornado twins. &amp;quot;Uhm, excuse me.&amp;quot; She says to the both of them. &amp;quot;Is there a problem here? Or a reason why you're holding this man?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A voice, booming like thunder, yet blown as if from all directions echos out. &amp;quot;Begone, young mortals. Our quarrel is not with you, but I, Halak the Sirocco, shall brook no interference in matters of the clan. Your business is elsewhere.&amp;quot; He does not turn from where he stands, arms crossed, though the winds pick up with a low howl.&lt;br /&gt;
&lt;br /&gt;
Jibbom seems uncertain as he climbs down from the dwarf's back. &amp;quot;Eh... well, I've got a feeling that isn't exactly right, Halak old friend. If that fellow you've got there is named Asham, we're here on behalf of some friends of his. If you've got some kind of dispute, maybe we can find a peaceful resolution?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn sighs softly at the very large man's reply, shaking his head. He joins Sonja and Jibbom, but remains silent for now. At least he hasn't drawn a weapon or anything. That's good diplomacy, right?&lt;br /&gt;
&lt;br /&gt;
Well, that's a first. Angrid's yet to see Jibbom looking uncertain about anything. The dismissive tone of Halak, though, makes his beard bristle and his eyes narrow. He lets Sonja take lead in the conversation.&lt;br /&gt;
&lt;br /&gt;
The genie turns, his eyes acrackle with glowing lightning as his voice thunders, &amp;quot;There can be no further compact with the oathbreaker and his allies. You wish peace? Twas Asham that destroyed the peace, and now all stands at the precipice of ruin! Begone, pawns.&amp;quot; The blue figure draws his wicked looking scimitar from its scabbard and the wind about his legs goes into overdrive, creating a whirling, indistinct form where once his legs were.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 10 + Bonus: 3 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls initiative: Roll: 7 + Bonus: 4 = Total: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls initiative: Roll: 20 + Bonus: 0 = Total: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls initiative: Roll: 10 + Bonus: 1 = Total: 11&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Halak: Roll: 8 + Bonus: 8 = Total: 16&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Gust: Roll: 18 + Bonus: 7 = Total: 25&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Buffet: Roll: 12 + Bonus: 7 = Total: 19&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------               &lt;br /&gt;
&lt;br /&gt;
25                  Gust&lt;br /&gt;
&lt;br /&gt;
----------------------------------------     &lt;br /&gt;
&lt;br /&gt;
20                  Angrid&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
19                  Buffet&lt;br /&gt;
&lt;br /&gt;
----------------------------------------   &lt;br /&gt;
&lt;br /&gt;
16                  Halak&lt;br /&gt;
&lt;br /&gt;
----------------------------------------   &lt;br /&gt;
&lt;br /&gt;
13                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------  &lt;br /&gt;
&lt;br /&gt;
11                  Aenyn&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
11                  Sonja&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                     &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls reflex: (2)+5: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls reflex: (18)+5: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (4)+1: 5&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for 5 points. 36 remaining.&lt;br /&gt;
&lt;br /&gt;
As the figures do not retreat when told to do so, the djinni shouts &amp;quot;Gust! Buffet! Remove them.&amp;quot; At his command, one of the air elementals, the righthand most one, whirls faster and faster until it is a towering funnel cloud, swirling forward toward Sonja, surrounding her, where she is whipped painfully by the winds, but remains firm.&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+5: (13)+5: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d10+3: (4)+3: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls Reflex: (1)+0: 1&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls Reflex: (10)+0: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (2)+1: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 3 points. 25 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls reflex: (20)+5: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for -3 points. 28 remaining.&lt;br /&gt;
&lt;br /&gt;
Angrid's axe flashes as he immediately moves into combat, hacking at the air elemental assaulting Sonja. He's so pleased that good proper dwarven steel wounds the thing, though, that he gets caught by the elemental's partner, lifted up with an angry Khazad curse. &amp;quot;I'm going to REALLY hurt you laddie if ye scuff my armor!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+11: (9)+11: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (2)+7: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (6)+7: 13&lt;br /&gt;
&lt;br /&gt;
The djinni floats forward, circling around where the air elementals engage the heavier warriors and looks down at the halfling, frowning as he reaches out and touches him, and the two begin to levitate into the air. &amp;quot;I warned you mortals to leave this be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 1d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for -6 points. 41 remaining.&lt;br /&gt;
&lt;br /&gt;
Well, this is a new experience for Jibbom. The halfling doesn't care at all for being turned into a cloud. No siree. Struggling to gain control of his new form, he tries floating back down to the surface. A beam of holy light fires out of him and strikes the Giantborn, healing her wounds compeltely.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7: (18)+6: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 1d6+2: (1)+2: 3&lt;br /&gt;
&lt;br /&gt;
Aenyn almost appears caught off-guard as the elementals charge forward and then Jibbom goes misty and floaty, but there's only a moment's hesitation before he lunges forward and slashes at the whirlwind carrying Angrid. He's not entirely sure he hurt it, though. &amp;quot;You okay in there?&amp;quot; he asks the dwarf.&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2-2: (7)+9+-2: 14&lt;br /&gt;
&lt;br /&gt;
Seeing Jibbom getting carried away, as usual, Sonja sighs and goes after her dwarf friend in the whirlwind. However, she's well wide of the mark.....and she can't relaly tell either....it's air!&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+6: (5)+6: 11&lt;br /&gt;
&lt;br /&gt;
The towering whirlwind around Sonja slides back behind her and resumes being a small, personified gust of air, trying to deliver a small, personified punch to her head, but misses. Maybe because it is air?&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+3: (2)+3: 5&lt;br /&gt;
&lt;br /&gt;
Angrid really hates this, tumbled over and over. He wildly slashes out with his axe, missing, and he curses loudly at Aenyn. &amp;quot;No, I am NOT okay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (2)+1: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 3 points. 25 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+8: (1)+8: 9&lt;br /&gt;
&lt;br /&gt;
The giantborn paladin must be made of invulnerable rock, for as the other whirlwind tumps the dwarf out unceremoniously and launches a rushing attack with the flank, the attack fails to register on her.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (20)+9: 29&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+4: (15)+4: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (20)+9: 29&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 2d8+4: (9)+4: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for 13 points. 28 remaining.&lt;br /&gt;
&lt;br /&gt;
From the sky! Mighty Halak, swirling in to draw his wicked shamshir in a fluid, arcing cut across the Paladin's side, blood droplets actually flying upward into the air and being whisked around like a grim halo as the warrior djinni descends.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 1d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for -6 points. 28 remaining.&lt;br /&gt;
&lt;br /&gt;
The white fluffy cloud that was once Jibbom looks as alarmed as it is possible for a white fluffy cloud to look. Another bolt of light fires out of it, striking the dwarf and healing his wounds.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7: (19)+6: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 1d6+2: (1)+2: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6: (5): 5&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Sonja for -5 points. 33 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2-2: (8)+9+-2: 15&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't think so!&amp;quot; Aenyn calls back to Angrid before slashing at the elemental again. &amp;quot;Am I even hitting it? I can't tell!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls weapon2-2: (17)+9+-2: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6+11: (9)+11: 20&lt;br /&gt;
&lt;br /&gt;
Gust, the elemental, begins to dart away from Sonja's rear, to attempt to reinforce its companion, but even though it is an earthbreaker, that hammer breaks air elementals pretty well, too.&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+5: (5)+5: 10&lt;br /&gt;
&lt;br /&gt;
Sonja seems to be having a rather rough time trying to even hit Malak. However, when gust tries to move away from her, she spins around and actually makes contact with something on the air elemental.....and dissipates it. &amp;quot;Now if you had explained things to us instead of attacking, this would've played out differently.&lt;br /&gt;
&lt;br /&gt;
Angrid seems no worse for the wear despite getting manhandled by the air elemental, even as his return strike hisses past it. &amp;quot;And now you're in our warrens, laddie, and you might find yourself in a wee bit of trouble once we've squashed your flying fart-clouds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+6: (17)+6: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d4+1: (3)+1: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 4 points. 24 remaining.&lt;br /&gt;
&lt;br /&gt;
Jibbom has partially disconnected.&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+5: (16)+5: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7: (19)+6: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+3: (1)+3: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 1d6+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
With an angry ramming against the dwarf, the air elemental tries to fly away, but is pinned to the filthy earth by an axe, and is then stabbed into discorporating wind by Aenyn.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (12)+9: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Angrid for 6 points. 18 remaining.&lt;br /&gt;
&lt;br /&gt;
Spinning away like .. well, like the wind, the djinni lands a slash across Angrid's shoulders. Drawing up to a height the Djinni roars &amp;quot;Reasonable mortals, no doubt, come to free the man that would doom my clan to torment and slavery! I gave you your chance to leave in peace! I told you that you were but pawns, but some things even an honorable soul cannot risk. Enough of these games!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the roar, Jibbom resumes corporeal form, and the discorporating elementals swirl together, and join the one holding the caravan man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... And your mother! Her too! All of them!&amp;quot; Jibbom rematerializes mid-yell. He blinks. &amp;quot;... Hey! I can talk again. Fantastic.&amp;quot; He looks up at the genie and shouts. &amp;quot;We didn't come here to fight, and we didn't come here to enslave or torment anyone! We'd never allow anything like that! Please, let's stop fighting and talk this through!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls diplomacy: (16)+5: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls diplomacy: (2)+10: 12&lt;br /&gt;
&lt;br /&gt;
Advancing on Malak, Sonja grumbles at what Jibbom is trying to do. &amp;quot;Malak! This is POINTLESS! Jibbom is right! We should talk this through! You have my word as a Sunblade that if you sheathe your weapon now, we will not attack......IF you are willing to talk to us!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls acrobatics: (1)+8: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+8: (18)+8: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+2: (8)+2: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Aenyn for 10 points. 6 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7+2: (12)+6+2: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 2d6+2: (6)+2: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+7: (5)+7: 12&lt;br /&gt;
&lt;br /&gt;
In a classic double-team maneuver, Aenyn and Angrid manage to finish off the fleeing elemental named Buffet. He then turns on Halak and starts to move towards him, but stops when Jibbom tries to talk him down. He waits, sword at the ready, while first Jibbom and then Sonja make their attempts. He can tell the genie isn't buying it, though, so he slips around behind him. His maneuver doesn't go unnoticed, though, and he takes a serious backhand to the chest that sends him stumbling, but he keeps his feet well enough to deliver a well-placed stab into the genie's back. He spits out a glob of blood.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (6)+9: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d20+7: (19)+7: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Angrid rolls 1d10+3: (7)+3: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls weapon7+2: (17)+6+2: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Aenyn rolls 2d6+2: (12)+2: 14&lt;br /&gt;
&lt;br /&gt;
Angrid, for his part, is forced to go on the defensive, his next axe swing going wide as the return stroke smacks off his shield. &amp;quot;Oh, laddie, you're not near so tough when you're not playing your little fart games, are you?&amp;quot; As the djinn tries to retreat, he lays into the spirit, biting a chunk out with his axe.&lt;br /&gt;
&lt;br /&gt;
Halak makes a spinning cut at Angrid after the sting to his rear flank, but the slice goes wide, and he attempts a strafing flight, only to recieve powerful blows from the flanking buddies for his efforts, now apparently severely injured.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls ranged: (20)+6: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls ranged: (8)+6: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 4d6: (17): 17&lt;br /&gt;
&lt;br /&gt;
Jibbom is obviously hesitant to strike at the man, despite the whole cloud incident. But seeing no other options left, he sighs heavily and points. &amp;quot;I'm sorry, buddy.&amp;quot; A powerful ray of fiery energy blasts out, straight into the genie.&lt;br /&gt;
&lt;br /&gt;
As the scorching ray rips through the body of the young djinni warrior, his eyes go wide in disbelief and regret, and the whirlwind that surrounds his lower body slowly comes to a halt as his huge form slumps down to the ground, unconscious and battered.. &lt;br /&gt;
&lt;br /&gt;
There is a shimmer in the air behind where Asham is hanging suspended, and another presence arrives. A great hand is extended, and the body of Halak becomes diffuse and cloudy. Emerging from some cloak of the air or trick of the light, a massive, older member of that same race that rules the clouds appears. A white beard and magnificent moustache curled upward, with a great turban, and a powerfully muscled chest. Where Halak's voice was thunder and angry lightning, this is the autumn breeze, ever blowing but with a hint of regret. &amp;quot;I see that I am too late to stop the violence. My grandson was ever the impetuous one, though his heart is good.&amp;quot; His words seem to be to the wind and the rocks, as if barely noticing the adventurers who felled him, then he speaks after a pause. &amp;quot;Tell me, what are your names. And what do you know of the errand on which you were sent, that ended so?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jibbom immediately looks as if he feels somewhat guilty, even if circumstances required it. &amp;quot;I am sorry. We did everything we could to try to convince him to resolve this matter nonviolently. Will you allow us to attempt to give your grandson medical aid? Can you control him if he is saved?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja looks back towards Asham and smiles a bit. &amp;quot;Perhaps there isn't loss of hope.&amp;quot; She says as she kneels over the warrior, lays down her earthbreaker, and places her hands upon the Djinni's chest.....uttering an obvious prayer to Daeus, or in the Dwarven tongue, True Metal......&lt;br /&gt;
&lt;br /&gt;
GAME: Sonja rolls 2d6: (5): 5&lt;br /&gt;
&lt;br /&gt;
Angrid lowers his axe, his own beard still bristling a bit. &amp;quot;What a mess. Dross in the whole thing.&amp;quot; At the djinn-lord's question, he hmphs. &amp;quot;This man,&amp;quot; he gestures to Asham, &amp;quot;went missing a couple days ago. We were asked to go look for him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aenyn is still clutching his sword with one hand while holding his ribs with the other. He takes a step towards the new arrival and speaks, &amp;quot;My name is Aenyn and, admittedly, we knew very little of our errand. We were hired to find this man who had gone missing from his people.&amp;quot; He uses his free hand to gesture towards the Veyshanti man. &amp;quot;We were told nothing beyond where he was last seen.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the healing power suffuses the body of Halak, not enough to render him hale, but enough to bring him to a more stable state, the elder genie floats forward and levels his hand above the now stable form of his grandson. The fallen warrior finishes becoming diffuse, cloudy, apparently that begun earlier, and now finished. &amp;quot;He will not awaken for some time, and he is in the embrace of the air now. He will live. I thank you.&amp;quot; Turning his back, to look down at what has been wrought, he says &amp;quot;Ahhh, I see what is afoot here. Please do not judge Halak too harshly for his deeds. While I see that your intentions were good, and without knowledge of Asham's crimes, I fear that Halak was left with orders not to relinquish the oathbreaker under any circumstance, and was wary of mortal travelers. We have been betrayed before, you see, under a ruse, and the consequences were dire. I am Haqim, Vizier of the Southern Cloud clan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sonja bows to Haqim. &amp;quot;A pleasure to meet you Vizier, and I am glad Halak will live. I an Sunblade Sonja Brynhildr. Could you explain what was going on?&amp;quot; She says placing the spiked end of her Earthbreaker upon the ground and resting her hand upon it.&lt;br /&gt;
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[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=7592</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=7592"/>
		<updated>2012-06-29T06:10:41Z</updated>

		<summary type="html">&lt;p&gt;Harek: /* Our Logs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Logs]]&lt;br /&gt;
Roleplay is central to Tenebrae, and consists of a mix of scenes, grid, and PrPs. Here you may read some of the logs our players have posted, or wanted to share. This page may also be used to post logs for PrPs, to share an item for staff review, or to tell players about a great scene. Just remember to ask folks in the scene if it's alright before posting (if it's a DM'd scene, ask the DM). Remember too, if you're RPing in a public area, a log may end up on this site.  &lt;br /&gt;
&lt;br /&gt;
If you're interested in a summary of recent history, see [[Recent History]]. &lt;br /&gt;
&lt;br /&gt;
==How to Post a Log==&lt;br /&gt;
Most recent logs are at the '''bottom.''' Be sure to put all pages into '''&amp;lt;nowiki&amp;gt;[[Category: Logs]]&amp;lt;/nowiki&amp;gt;'''. Thank you.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Log Help&lt;br /&gt;
{{T02}}&lt;br /&gt;
|I Need Help With...&lt;br /&gt;
|Look Here&lt;br /&gt;
|-&lt;br /&gt;
|Posting a log&lt;br /&gt;
|[[How to Post a Log]]&lt;br /&gt;
|-&lt;br /&gt;
|Wiki formatting&lt;br /&gt;
|[[How to Format a Log Quickly|How to Automagically Clean a Log]], [[Help:Editing#Formatting|Wiki Help]]&lt;br /&gt;
|-&lt;br /&gt;
|Finding a PrP template&lt;br /&gt;
|[[PrP Template]]&lt;br /&gt;
|-&lt;br /&gt;
|Finding what goes in a PrP log&lt;br /&gt;
|[[Player_Run_Plots#Sending_in_a_Finished_PrP|Submitting PrPs]] &lt;br /&gt;
|-&lt;br /&gt;
|Finding logs from the old website&lt;br /&gt;
|[http://emblemofea.pbworks.com/w/page/12036798/Game-Logs The Old Site] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Our Logs==&lt;br /&gt;
&lt;br /&gt;
* [[Ancestors Pyre|Dramatic Scene: Ancestor's Pyre]]&lt;br /&gt;
* [[Back At The Ranch|Social: Back At The Ranch...]]&lt;br /&gt;
* [[Boy Meets Girl|Social: Boy Meets Girl]]&lt;br /&gt;
* [[Ashenvale Part 2|PRP: Ashenvale Part 2]]&lt;br /&gt;
* [[PrP: The Competition|PRP: The Competition]]&lt;br /&gt;
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* [[Falcon Point: Teeth of the Deep|PRP: Falcon Point: Teeth of the Deep]]&lt;br /&gt;
* [[PrP: Brothers of the Storm Part I]]&lt;br /&gt;
* [[PrP: Rats!]]&lt;br /&gt;
* [[UglyBats|PRP: Huggin' Ugly Bats]]&lt;br /&gt;
* [[GrandParade|DPrP: Machinists Grand Parade]]&lt;br /&gt;
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* [[PrPALittleBatty|PRP: A Little Batty]]&lt;br /&gt;
* [[Dragon in the Garden|Social: Dragon in the Garden]]&lt;br /&gt;
* [[Bacon Liberation Team|PrP: Bacon Liberation Team]]&lt;br /&gt;
* [[Daggers in the Dark|PrP: Daggers in the Dark]]&lt;br /&gt;
* [[PrP: Wolves in the Winter]]&lt;br /&gt;
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* [[Adventurous Rivalry|PrP: Adventurous Rivalry]]&lt;br /&gt;
* [[PrP: That's not Timmy!]]&lt;br /&gt;
* [[PrP: Black Ring Rising]]&lt;br /&gt;
* [[PrP: Chicken Chasers!]]&lt;br /&gt;
* [[PrP: Timmy's Uncle]]&lt;br /&gt;
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&lt;br /&gt;
* [[PrP: Teena's Bad Day]]&lt;br /&gt;
* [[PrP: Fistful of Chitlins]]&lt;br /&gt;
* [[Hell's Medicine Part 1|PRP: Hell's Medicine Part 1]]&lt;br /&gt;
* [[Gnap!|PRP: Gnap!]]&lt;br /&gt;
* [[PrP: Watt's Mine is Mine]]&lt;br /&gt;
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* [[PrP: 3375 Cubic Feet of Terror]]&lt;br /&gt;
* [[Why Did It Have To Be Rats?|PRP: Why Did It Have To Be Rats?]]&lt;br /&gt;
* [[The Poisoning of the Myrrish Ambassador|Social: The Poisoning of the Myrrish Ambassador]]&lt;br /&gt;
* [[Necromancer's Folly|PrP: Necromancer's Folly]]&lt;br /&gt;
* [[Tears in Dust Part 1|PrP: Tears in Dust Part 1]]&lt;br /&gt;
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* [[A Veyshanti Sort Of Arrangement|PrP: A Veyshanti Sort Of Arrangement]]&lt;br /&gt;
* [[Tears in Dust Part 2|PRP: Tears in Dust Part 2]]&lt;br /&gt;
* [[PrP: Earthshaper Part I]]&lt;br /&gt;
* [[PrP: Adventure, Inc. - Part 1]]&lt;br /&gt;
* [[PrP: Godbusters]]&lt;br /&gt;
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* [[Heroic by Proxy|PRP: Heroic by Proxy]]&lt;br /&gt;
* [[DPRP: Run, Thief, Run!|DPrP: Run, Thief, Run!]]&lt;br /&gt;
* [[Hell's Medicine Part 2|PrP: Hell's Medicine Part 2]]&lt;br /&gt;
* [[Tooth and Sky|PRP: Tooth and Sky]]&lt;br /&gt;
* [[PrP: Codices, Indices, and Odysseys]]&lt;br /&gt;
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* [[The Hauntening|PRP: The Hauntening]]&lt;br /&gt;
* [[PrP: Codex Bifolium]]&lt;br /&gt;
* [[Tournament Paramount: Magic Competition Round 1]]&lt;br /&gt;
* [[Tidehollow's Challenge|Tournament Paramount: Tidehollow's Challenge]]&lt;br /&gt;
* [[Caller in Darkness|PRP: Caller in Darkness]]&lt;br /&gt;
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* [[Dramatic Scene: Guild of Explorer's Meeting: Dwarven Citadel Expedition]]&lt;br /&gt;
* [[Shadowfall is coming|Social: Shadowfall is Coming]]&lt;br /&gt;
* [[Hell's Medicine Part 3|PrP: Hell's Medicine Part 3]]&lt;br /&gt;
* [[PrP: Beneath the Church]]&lt;br /&gt;
* [[PrP: Old Wounds]]&lt;br /&gt;
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* [[PrP: In The Thick of Things]]&lt;br /&gt;
* [[The Young Herbalist|Social: The Young Herbalist]]&lt;br /&gt;
* [[Wyvern Hugger|Social: Wyvern Hugger]]&lt;br /&gt;
* [[Twins | Social: Twins]]&lt;br /&gt;
* [[Silver Wings: Why the Egalrin are the Way They Are|Social: Silver Wings: Why the Egalrin are the Way They Are]]&lt;br /&gt;
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* [[PrP: Just Lion Around]]&lt;br /&gt;
* [[Kill Ted|Scene: Kill Ted]]&lt;br /&gt;
* [[PrP-Tutorial: You Dirty Rat!]]&lt;br /&gt;
* [[Agril, Axe Murderer|Social: Agril, Axe Murderer]]&lt;br /&gt;
* [[Dramatic Scene: Is It Lynch Time Yet?]]&lt;br /&gt;
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* [[PrP: Escape to the Noble House of Mummies Part 1]]&lt;br /&gt;
* [[PrP: A Tangled Web]]&lt;br /&gt;
* [[Botanical Gardens|PRP: Botanical Gardens]]&lt;br /&gt;
* [[PM Plot: Ezra's Golden Parachute]]&lt;br /&gt;
* [[PrP: There and Back Again]]&lt;br /&gt;
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* [[PrP: Boiling Point]]&lt;br /&gt;
* [[Social: Cabin in the Woods]]&lt;br /&gt;
* [[PrP: Team Heart Face the Hydra]]&lt;br /&gt;
* [[PrP: Fey-tasia]]&lt;br /&gt;
* [[Two and a Half Men]]&lt;br /&gt;
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* [[Mouse Hunt|PrP: Mouse Hunt]]&lt;br /&gt;
* [[PM Plot: Just Another Bug Hunt]]&lt;br /&gt;
* [[Social: Small Halfling, Big Tale]]&lt;br /&gt;
* [[PrP: Maggits]]&lt;br /&gt;
* [[No Sympathy|PrP: No Sympathy]]&lt;br /&gt;
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* [[PrP: Mr. Grumpy Elf's Forest]]&lt;br /&gt;
* [[Overdue|PRP: Overdue]]&lt;br /&gt;
* [[Lost in the Lake and Saved by a Bustle|Social: Lost in the Lake and Saved by a Bustle]]&lt;br /&gt;
* [[Charitable Intentions]]&lt;br /&gt;
* [[Treehuggers and Hippies]]&lt;br /&gt;
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* [[Social: Bad Man]]&lt;br /&gt;
* [[Cambions_and_Quasits|PrP: Cambions and Quasits]]&lt;br /&gt;
* [[PrP: Bodyguards]]&lt;br /&gt;
* [[PrP: Warehouse Cleanup]]&lt;br /&gt;
* [[Social: For Peace!]]&lt;br /&gt;
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* [[DPrP:  Keg Run!]]&lt;br /&gt;
* [[Social: Fishing]]&lt;br /&gt;
* [[Hungry Hungry Goblins]]&lt;br /&gt;
* [[PrP: A Boy's First Hunt]]&lt;br /&gt;
* [[PrP: Robots!]]&lt;br /&gt;
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*[[Social: Solanum tuberosum]]&lt;br /&gt;
*[[Scene:  Something in the Water]]&lt;br /&gt;
*[[PrP: Tracts of Land]]&lt;br /&gt;
*[[PrP: Space Kitties from Beyond the Moons]]&lt;br /&gt;
*[[PrP: Gnomesplosion!]]&lt;br /&gt;
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*[[PrP: Something That Starts With 'S']]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 1]]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 2]]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 3]]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 4]]&lt;br /&gt;
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*[[PrP: Ghostbustin']]&lt;br /&gt;
*[[PrP: The Ox Skull Tribe]]&lt;br /&gt;
*[[PrP: Of Contracts and Defence]]&lt;br /&gt;
*[[DPrP: Tarienball!]]&lt;br /&gt;
*[[PrP: Kingdom of a Thousand Faces, Part 1]]&lt;br /&gt;
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&lt;br /&gt;
*[[PrP: Kingdom of a Thousand Faces, Part 2]]&lt;br /&gt;
*[[PrP: Kingdom of a Thousand Faces, Part 3]]&lt;br /&gt;
*[[PrP: Kingdom of a Thousand Faces, Part 4]]&lt;br /&gt;
*[[PrP: Ill Met In Alexandria, Part 1]]&lt;br /&gt;
*[[PrP: Ill Met In Alexandria, Part 2]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=PrP:_Of_Contracts_and_Defence&amp;diff=7546</id>
		<title>PrP: Of Contracts and Defence</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=PrP:_Of_Contracts_and_Defence&amp;diff=7546"/>
		<updated>2012-06-23T07:01:11Z</updated>

		<summary type="html">&lt;p&gt;Harek: /* Log Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div&amp;gt;&lt;br /&gt;
== Log Info ==&lt;br /&gt;
*'''Title''': Of Contracts and Defence&lt;br /&gt;
*'''Emitter''': [[Albrecht]]&lt;br /&gt;
*'''Characters''': [[Conrad]] Level 2, [[Melbert]] Level 2, [[Jibbom]] Level 3, [[Munch]] Level 4, [[Kalkorth]] Level 2.&lt;br /&gt;
*'''NPCs''': Clanbert Whistletop, the crew of the Astalicia.&lt;br /&gt;
*'''Place''': Alexandria - The Skygate, and aboard the Skyship Astalicia&lt;br /&gt;
*'''Time''': Jun 21, 2012&lt;br /&gt;
*'''Summary''': Brave souls, hired by the Guild of the Skies by way of the Guild of Explorers are set to take down the renegade engineer-turned-pirate, Professor Heironymus Muxx and his nefarious gang.&lt;br /&gt;
*'''APL''': 3&lt;br /&gt;
*'''Encounter 1''': Klaus Stoddlemeyer (Wererat), Muxx (2nd level Gobber Artificer), Bransen, Beaker (Tengu rogues), &amp;quot;CR 5&amp;quot;&lt;br /&gt;
*'''Encounter 2''': Sneaker and Clyde (Tengu rogues) and Pretty Jenny (Harpy), &amp;quot;CR 5&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 38  | 42  | 17  |  5  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
The appointed meeting spot is in a small plaza near the Skygate, the day after the contracts were issued from the Guild of Explorers. The instructions were to meet a representative of the principals in front of the shop of a merchant of fine imports, just past noon. Standing in front of the well-appointed building is a gnome, dressed in a crimson waistcoat and calf-length braies, with a pair of fancy looking spats over his shoes, looking impatiently at a pocket watch. His hair is a pale green and swept back into something more elegant than, but resembling closely a cowlick.&lt;br /&gt;
&lt;br /&gt;
Jibbom shows up attired in his strange multicolored robe, just like he does for any adventure. He strides right up to the gnome in the waistcoat, waving in greeting. &amp;quot;Howdy there! You're the fellow who hired folks to deal with the nasty sky bandits or somesuch?&amp;quot;&lt;br /&gt;
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Conrad arrives five minutes early, carrying a large, long parcel on his back. It is wrapped in sheepskin, and held to him by a leather thong over his shoulder. His eyes are lidded and his expression serious. When he spots Jibbom, he blinks, widens his eyes, and then winces, in that order.&lt;br /&gt;
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Munch is technically naked, save for a thin leather strap holding his axe. But being a golem, he's also technically genderless, and has no real need of clothing. Peering about, he raises a hand in greeting to the various folks gathered.&lt;br /&gt;
&lt;br /&gt;
Melbert has arrived early, but waits until the others arrive to step forward. He bows his head a little in greeting, and speaks formally, with a local accent. &amp;quot;Good day. I'm looking for the one who offered the job through the Explorers' Guild?&amp;quot; He looks around at the other volunteers, and offers, &amp;quot;I am Mel. It's good to meet you all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The gnome adjusts a pair of pince-nez spectacles on the bridge of his nose and says &amp;quot;Ahm, yes. I am Clanbert, factor for Messr. Restimov and his associates, who are backing the contract. It is good of you to come. My employers represent a shipping concern within the Guild of the Skies that oversees cargo transports between here and Gateway, among other locations. Unfortunately, of late, we've been experiencing trouble with one of our former engineers, one Professor Heironymus Muxx. He seems to have fallen in with some banditary elements, and must be stopped. Some nonsense about problems with the termination of his contract. Anyway, we've intelligence that they plan on hitting this afternoon's shipment, aboard the Astalicia, and you are here to ensure its saftey.&amp;quot;&lt;br /&gt;
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|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 38  | 50  | 17  |  7  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Got it. Take a fun airship ride, blast some bandits along the way, get paid. All in a good day's work for the heroes of the Explorer's Guild!&amp;quot; Jibbom says with a beaming grin, glancing back at the others who have joined the group. &amp;quot;What can you tell us about this Muxxy fellow? How many men does he have? How well armed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human huntsman nods slowly, &amp;quot;No problem. I'm Conrad. Good to be working with you. Are we staying overnight at our destination, or making the round trip aboard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch faces splits into a grin, his 'teeth' a series of tiny buzzsaws and grinders. &amp;quot;Sounds fun! I'm Munch. You concerned with live capture, or just stopping them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert nods gravely to Clanbert. &amp;quot;I see. So we are providing security for your airship, which you're expecting will be attacked?&amp;quot; He falls silent as Jibbom gets straight to the point. He looks a bit nervous, but listens attentively to Clanbert's answers.&lt;br /&gt;
&lt;br /&gt;
Clanbert Whistletop produces a folder from within his vest, containing a set of credentials and passes for the Skygate. &amp;quot;Your contract is for the trip to gateway. Your passes will allow you passage back to Alexandria abord the Astalicia, or you may remain, as you see fit. Should you remain, and your contract be completed, we will forward your wages to you through the guild. As to Professor Muxx, he is a goblin engineer, not unskilled, but temperamental, and seems to have fallen in to working with the Crax brothers. They are a low-level gang of Tengu knaves, but there are rumors that they have allied with some even less savory sorts, but our intelligence in this regard is incomplete. I advise caution.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just an artificer and two thugs, then? Piece of cake.&amp;quot; Jibbom says with a confident grin. He looks back at the others. &amp;quot;By the way, the name's Jibbom Taribree. Also known as Steel Von Ironblood, Bane of the Night. Or just 'The Jibbom' to some. Pleasure to be working with you all. So, who's ready to take a ride and blast a goblin?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad nods, smirking in the process, &amp;quot;Not a problem. Good to be flying again. I've missed Alexandria.&amp;quot; He eyes Jibbom sidelong, &amp;quot;I'm ready when you are. And...ah.&amp;quot; Conrad's eyebrows rise, &amp;quot;My apologizes, I briefly mistook you for someone else.&amp;quot; He nods toward Skygate, &amp;quot;Shall we?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch buzzes softly, frowning. &amp;quot;Tengu. Dangerous foes, in my limited experience. I recomend caution.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert ahems softly, and asks with some trepadition, &amp;quot;How important is it that Professor Muxx survives this?&amp;quot; He looks around to the others, and then to the man, &amp;quot;I mean, we'll ask him to surrender. But if he doesn't. It's not always easy to get people to stand down, I mean.&amp;quot; He looks nervous at Jibbom's cheerful fearlessness, and Munch seems to make him very nervous even without the warning about Tengu. He sidles closer to Conrad, and nods about getting going. He tugs his cloak a bit, and settles his sword belt.&lt;br /&gt;
&lt;br /&gt;
The estimable Mr. Whistletop seems dubious of the cavalier attitude prsented by the halfling in regards to the threat presented, but says nothing, trusting the adventurers to know their trade and craft. &amp;quot;The good professor has taken the path of the outlaw. I have no particular wish to see him dead for its own sake, but if he is not, then I must insist on his capture and incarceration. If there'll be naught else, I'll leave you to it. It is at gate Seven B. Good luck, gentlefolk.&amp;quot; The gnome gives a perfunctory bow after passing out the papers and ducks back into the shop.&lt;br /&gt;
&lt;br /&gt;
Jibbom gives Conrad a grin. &amp;quot;Happens all the time.&amp;quot; Mr. Whistlestop's instructions are listened to before the halfling nods in acknowledgement. &amp;quot;Of course. The Jibbom never kills a foe who is willing to surrender. I pledge to make efforts to bring this ne'er-do-well in alive if at all possible.&amp;quot; He grins at the others. &amp;quot;Well then, let's be off!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad trudges off toward Skygate, his long stride carrying him swiftly. His coat flares in the breeze he creates, and he holds on to the wrapped parcel over his back by its strap. His gaze is firm, and his eyes narrowed.&lt;br /&gt;
&lt;br /&gt;
Munch nods, and doublechecks his axe before heading towards the indicated gate, his stubby little wings flapping in anticipation.&lt;br /&gt;
&lt;br /&gt;
Melbert nods to Whistletop, though it seems it wasn't what he'd expected. &amp;quot;Um, okay.&amp;quot; But he doesn't ask anything further, and follows Conrad and the others toward the Skygate. He takes long strides, falling into step with the others without really thinking about it.&lt;br /&gt;
&lt;br /&gt;
Time and space warp and....&lt;br /&gt;
&lt;br /&gt;
The Skygate bustles with activity, the techno-magical ships that are the staple of the city's trade being loaded and unloaded. A brief word with an attendant at the entrance, and an inspection of the guild approved credentials yields a helpful enough response. Up the spire just past the one on the left, and take the lift up to the third landing, first dock you see. And sure enough, those directions are, more or less, correct! The dock is a bustle with sailors and stevedores handling the cargo transfers both on and off in a quick and efficient manner. The landing is a circular outcropping from the central spire with a wide dock built off of it, to which is moored the Astalicia. She is a mid-sized ship, lightly armored, with a lanteen-style sail and a high aft deck with a captain's wheel set above a shaft that goes all the way through to the botom of the ship, in which rotates a large magicite crystal, suspended as its power suffuses the machinery of the ship. Standing to the side of the gangway is a massive man, seven and a half foot, wearing a bandana tied at the side, and bare to the waist, with a hatchet tucked into his belt, and a close cropped, mustacheless beard. &amp;quot;Ho! You must be the company's agents, if I'm not mistaken. Welcome aboard. We'll be underway shortly, so don't be dawdling too long,&amp;quot; he booms in a stentorian voice.&lt;br /&gt;
&lt;br /&gt;
Jibbom greets the bandana-ed man with a grin and a wave as he hops forward. &amp;quot;Yes indeed we are! You are lucky to have the protection of Steel Von Ironblood, Bane of the Night! And... associates.&amp;quot; A sweeping gesture is made towards the other three. &amp;quot;Rest assured, you and your cargo are in safe hands!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad nods silently, boarding the ship after the greeting. Once aboard the ship proper, almost with the first step, Conrad unfurls the wrapping from the mysterious parcel. A rifle, brilliant in the light, gleams with fresh oil and care. Conrad slings it around to the ready, and stuffs the sheepskin into a sack latched onto his belt. He seems no-nonsense as he moves to find a good vantage point from which to watch the skies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (1)+9: 10 to Albrecht&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (12)+9: 21 to Albrecht&lt;br /&gt;
&lt;br /&gt;
Munch nods polite greetings, and wanders the ship a bit, familiarizing himself with the layout and locations. The golem does make some effort to stay out of the crew's way, no reason to be a larger problem then the one he's here to stop.&lt;br /&gt;
&lt;br /&gt;
Melbert looks a bit vexed at Jibbom's assertion of being an associate, insisting to the large man, &amp;quot;We are independent, but working together on this contract,&amp;quot; he clarifies. &amp;quot;We will each receive our pay separately.&amp;quot; He glances at Jibbom suspiciously now as he moves aboard, himself, and finds a position where he can see all around clearly, finding himself close by Conrad again, and like Munch, he tries to stay out of the crews' way.&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls perception: (12)+4: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls perception: (8)+8: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls perception: (6)+6: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kalkorth joins scene&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls perception: (15)+4: 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
|Kalkorth  |GIANTBOR|Bbn          |  2   | 26  | 26  | 18  |  6  |  2  |  0  |&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 50  | 50  | 17  |  7  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls perception: (12)+7: 19&lt;br /&gt;
&lt;br /&gt;
All present notice a strange happening, primarily that one of the crates that was just carried aboard the ship is trying to sneak over toward the aft of the ship, with tiny bird feet tiptoeing so as not to be noticed. It is not a very sneaky box, however. The lift dings an arrival once more, with another arrival.&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the moving box with suspicion and amusement. &amp;quot;Bird feet. Gotta be a tengu.&amp;quot; He alerts his 'associates' quietly. &amp;quot;Hrm. I have an idea.&amp;quot; He sneaks over towards the box, then shouts out in the deepest voice the halfling can manage. &amp;quot;Woah, hold on there! Alexandria Customs Inspector here. Sir, we'll have to be thoroughly checking inside each of these crates before you cast off.&amp;quot; He watches the crate for reactions.&lt;br /&gt;
&lt;br /&gt;
Munch is tempted to bullrush the crate, smashing it to bits. But, perhaps a more civil aproach shall serve, and thus the golem approaches the 'sneaking' crate with somewhat less violence.&lt;br /&gt;
&lt;br /&gt;
Conrad rolls his eyes at Jibboom's exclamation. The huntsman casually approaches the sneaking box, rifle aimed, &amp;quot;Thank you for arriving to provide us with critical information. Your gracious and willing assistance will be rewarded with us not killing you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert looks at the others' reactions, a bit puzzled, but for himself, he draws his sword and readies his buckler, standing close to the box in case he needs to strike at whoever's hiding.&lt;br /&gt;
&lt;br /&gt;
Kalkorth finishes waiting for the lift to come up and he finally gets to the top. &amp;quot;Finally!&amp;quot; He has his axe with him all ready drawn and he stomps out. &amp;quot;So we catch any raiders yet?&amp;quot; He moves out to the others and he looks around...&amp;quot;Boxes with bird feet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll: 13 + Bonus: 3 = Total: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls initiative: Roll: 16 + Bonus: 3 = Total: 19&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Bransen: Roll: 18 + Bonus: 3 = Total: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll: 7 + Bonus: 4 = Total: 11&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Beaker: Roll: 15 + Bonus: 3 = Total: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 9 + Bonus: 3 = Total: 12&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Klaus: Roll: 19 + Bonus: 2 = Total: 21&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Muxx: Roll: 11 + Bonus: 2 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls initiative: Roll: 13 + Bonus: 2 = Total: 15&lt;br /&gt;
&lt;br /&gt;
A box nearby flips open, and a second tengu emerges, a knife in his hand, which he flicks through the air toward the rifleman aiming at the box, as he shouts &amp;quot;Run, Beaker! We're made! BOSS! We can't wait, gotta go now!&amp;quot; At the sound from the croaking voice of the tengu, a man on one of the other two adjacent docks, a sallow looking man in tattered armor with a rapier at his side, draws his blade and begins toward the docked airship hurriedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                  &lt;br /&gt;
&lt;br /&gt;
21                  Bransen&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
21                  Klaus&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
19                  Melbert&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
18                  Beaker&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
16                  Munch&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
15                  Kalkorth&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
13                  Muxx&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
12                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
11                  Conrad&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                    &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tengu appears to have been waiting for something else to happen after he threw the knife, but finds that he is quicker on his feet than he thought, and he steps out of the toppling box, drawing a short sword as he moves in, shouting &amp;quot;You get away from my brother!&amp;quot; He swings his blade at the most immediate threat to his still-covered sibling, the same as his knife throw, and makes an poking stab and cut.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (15)+3: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6+1: (3)+1: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 4 points. 15 remaining.&lt;br /&gt;
&lt;br /&gt;
The rapier-carrying ruffian, a jaundiced looking fellow up-close, with rough stubble, gives a mirthless smile to the newly arrived warrior, apparently on the side of the adventurers and says &amp;quot;I'm afraid it's just not your lucky day, my friend,&amp;quot; as he lets fly a vicious cut toward the face with his sword, with little warning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (17)+3: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6+1: (1)+1: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 1d20+6: (15)+6: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 2d6+2: (10)+2: 12&lt;br /&gt;
&lt;br /&gt;
Melbert looks small and nervous ... because he -is- small and nervous, but he's also the first one of the party to snap out of it as the bad guys begin their ambush. Shouting, &amp;quot;Defend the ship!&amp;quot; in a sort of rallying tone that you might expect from a soldier, he shifts to one side a little, to where he judges the pirate is not expecting an attack from, and he thrusts viciously. His blade strikes home, and he thrusts deep, twisting it as he pulls the blade free running with blood.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2+2: (14)+6+2+2: 24&lt;br /&gt;
&lt;br /&gt;
The box clatters to the ground as Beaker expires, and Bransen shouts &amp;quot;Noooo! I knew we should have waited for the others! Damn you, Muxx!&amp;quot; Also he probably is about to die.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d12+7: (6)+7: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+7: (2)+7: 9&lt;br /&gt;
&lt;br /&gt;
Kalkorth grunts as he gets stabbed with the rapier and he growls as he takes a hard swing at the man holding the rapier. He misses badly and he narrows and his eyes as he starts to laugh.&lt;br /&gt;
&lt;br /&gt;
Munch moves quickly once he has his bearings, stepping around to flank the attacking Tengu. The golem's muscles pulse and steam faintly as dangerous chemicals pump thru them, his large axe riseing overhead, then falling like a crashing airship, barely slowed by tengu flesh or bone. The steel head thunks into the wooden deck, the sound covered by the splattering of blood and gore.&lt;br /&gt;
&lt;br /&gt;
There is a sound from above as a parachute carries a small figure, clad in clockwork armor down toward the landing near the exchange between the huge barbarian and the agile swordsman. A goblin, holding a pistol in one hand, and a foul expression on his face. &amp;quot;So! You've taken out my lackies, have you? Fine, dogs of the guild, but you'll not get the best of Heironymus Muxx THIS day! Have at you!&amp;quot; He levels the gun toward the barbarian engaging with the swordsman and says, &amp;quot;Perish, oaf,&amp;quot; as he pulls the trigger upon landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+4: (18)+4: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for 5 points. 21 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for 2 points. 19 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And that must be Muxxy, then.&amp;quot; Jibbom says, narrowing his eyes at the goblin descending and firing upon his 'associates'. &amp;quot;Hey, goblin! If you give up now, you might keep your fancy toys before I break them all!&amp;quot; He points and fires two bolts of sparkling purple light that slam into the titan armor with surprising force, leaving sizeable dents. &amp;quot;See?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (2)+6+1: 9&lt;br /&gt;
&lt;br /&gt;
Conrad whirls about to shoot the thing that stabbed him in the back, but grrs when he notices the tengu already dead. &amp;quot;Wouldn't have died if you'd just given up.&amp;quot; Turning about, Conrad GLARES at Muxx and raises the rifle, &amp;quot;MUXX!&amp;quot; BOOM!&lt;br /&gt;
&lt;br /&gt;
As the bullets and magic fly, and the battle is joined in earnest, there comes a sick gleam in the swordsman, Klaus' eye. His sickly complexion begins to look worse and worse, and... Is his hair growing longer? Oh no. With a sickening twisting and an inhuman howl, the man begins changing before your very eyes, his body elongating, hunching, legs twisting backward and face becoming the snarling, toothy maw of a wererat, acoutered in the man's armor and weaponry, slavering as it menaces anew.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2: (20)+6+2: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2: (14)+6+2: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert's inititave total changed to '16'.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 3d12+21: (18)+21: 39&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+9: (13)+9: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d12+10: (6)+10: 16&lt;br /&gt;
&lt;br /&gt;
Munch's magicite eyes light up as Klaus changes forms. &amp;quot;A ratman! Awesome! Do you taste like rat, or like man?&amp;quot; Sadly, Klaus is unable to answer, for as the question is asked, the golem's greataxe swings low catching teh wererat right in the crotch. As painful as that may be, Klaus doesn't suffer long, the axehead continuing it's upward slice thru belly, ribs, and neck, finally ripping thru rat snout with a shower of gore. For a brief instant Klaus wobbles, the pieces of his severed body starting to regenerate. But some tasks are just too great, and the corpse falls in a wet splatter across the deck. Munch raises his axe above his head in a brief victory pose. &amp;quot;Two for me! Where's a third?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth gets shot and he laughs louder, laughter that's becoming slowly more maniacal as he turns towards Muxxx. He raises his axe and slams it down hard on the goblin, who's titan armor can't stop the blow. He looks over at Munch and laughs, &amp;quot;One for me!&amp;quot; He kicks the dead goblin off his axe and he looks around for another opponent.&lt;br /&gt;
&lt;br /&gt;
But there is no other opponent for Brave Kalkorth to do battle with. Two of the Crax brothers, the infamous lycanthropic rakehell Klaus Stoddlemeyer, and the unhinged but brilliant Professor Heironymous Muxx lay dead on the docks, high above Alexandria, their quarry denied them. But who were these &amp;quot;others&amp;quot; that Bransen Crax referred to in his final moments? Dark questions for a dark sky as rain appears on the horizon. The giantborn captain steps forward from the forecastle where he had watched the battle, arms crossed, and nods his approval at the display of martial and magical prowess. &amp;quot;Hm. Well. You lads can certainly handle yourselves. Glad you were here. My men are mostly merchant airmen, not marines. Most haven't seen boarding action.&amp;quot; He glances at the bloody gouge in the Astalicia's deck, where Munch's axe cleaved the tengu, and winces, but shakes his head. &amp;quot;Stow all cargo, and get ready to fly. I want us out of here ahead of the storm!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad didn't get to shoot anything, but he shrugs. He seems undisturbed by this fact. Instead, he shoulders his rifle and heads off for the healer, to get his stab wound staunched. He's bleeding. Profusely at that, but magical healing can't be too far away. They haven't even left the city.&lt;br /&gt;
&lt;br /&gt;
Jibbom has another missile being prepared, but it fizzles out at the last moment as he finds all possible targets for it felled by his fellow adventurers. He looks vaguely disappointed. &amp;quot;Hrm. I sort of expected a bandit who had our employers in such an uproar to put up more of a fight.&amp;quot; He eyes the bleeding Conrad. &amp;quot;Huh. Perhaps they did. You alright there, big guy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert is left on deck, waiting for an opening, but when the last two enemies fall without needing his involvement, he breathes a sigh of relief. He takes out a rag and begins to clean the blood from his blade, but he stands around warily, expecting further attacks. &amp;quot;Well, at least he was prompt,&amp;quot; he says grimly. &amp;quot;I suppose we won't need to fly anywhere now?&amp;quot; he wonders, not sure if we're to guard against the others now, or what?&lt;br /&gt;
&lt;br /&gt;
Munch peers for a moment, then relaxes, slumping a little as his hyperactive combat mode ends. Pressure releases, and a hiss of expired chemicals release in a foul smelling but harmless cloud. Peering towards the others, the golems idly licks clean his axe, his long black tongue flicking away ever speck of blood. &amp;quot;I am unharmed, but they mentioend others. Another attack is possible, we should remain, just in case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad turns and looks, &amp;quot;Minor wound. Took a knife to the back. ...Think you can heal this, The Jibbom?&amp;quot; Turning about fully, he wanders back over toward the sorcerer, rifle in tow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course the Jibbom can!&amp;quot; And the Jibbom points. A ray of sparkling dazzling light issues forth... and does absolutely nothing. Jibbom blinks, then looks a little sheepish. &amp;quot;Er... The Jibbom has the power to heal the wounds of those pure of heart and deed. And... well...&amp;quot; He trails off, thinking the better of making the logical conclusion.&lt;br /&gt;
&lt;br /&gt;
Conrad shrugs, &amp;quot;Not a problem. I'll find the healer. See you up here in a few.&amp;quot; And with that, Conrad wanders off to find said person.&lt;br /&gt;
&lt;br /&gt;
Melbert nods as Munch mentions possible future attack. &amp;quot;This is so.&amp;quot; He heads over to Conrad, sheathing his own blade, and stowing the buckler as he pulls some clean strips of cloth from his pack. &amp;quot;Uh, I can at least bind your wounds. Until you can find a priest?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth stops laughing and he comes down from his rage. He takes a deep breath and he wipes off the blood from his wound. &amp;quot;I'll be find if there is going to be another attack.&amp;quot; He looks over at Conrad, &amp;quot;Do you want a potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch frowns, peering towards the sky and the hurrying crew. &amp;quot;Might not be time for a priest. Looks like we're leaving quite soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cargo is stowed, the bodies cleared away and the deck sluiced by efficient airmen. The captain climbs the aft deck and roars &amp;quot;All hands to the ready, power up the engines and rig sails for ascent!&amp;quot; Looking over the railing at the group he says &amp;quot;Unless any of you are sailing men, I'd advise you sit this next part out below. There's a bunk room for you, and you might see the medicus. I appreciate the hand with that, but this part's what we do best, so we'd best be about it.&amp;quot; And so begins the voyage of the Astalicia, pulling free of its moorings and ascending the skies high above Alexandria, racing ahead of the summer storm on the horizon, speeding toward Gateway.&lt;br /&gt;
&lt;br /&gt;
*Airship music*&lt;br /&gt;
&lt;br /&gt;
Kalkorth heads onto the boat after he helps put the cargo on and he nods as he moves down bellow to one of the bunks. He patches himself up as his wounds aren't that bad and he catches some rest.&lt;br /&gt;
&lt;br /&gt;
Being a fantasy character on an airship voyage, Jibbom mostly spends the trip pacing in circles in one particular spot, performing repetive tasks and repeating stock phrases to those who interact with him.&lt;br /&gt;
&lt;br /&gt;
Conrad is usually found recovering in the bunk areas. He gives repetitive dialogue after a while, occasionally referencing how he became an adventurer.&lt;br /&gt;
&lt;br /&gt;
Munch spends some time cleaning up the mess he made. The bodies disappear swiftly enough, much simply tossed overboard, the rest... well, ratmen taste neither like rat, nor men. He also helps with the slice he made into the deck. The goo he secretes drying quickly and almost matching the orginal color, though best not to think to hard what it's made from. Troubles corrected, Munch heads below to keep out of the way, peering out the portholes with casual curiousity and no fear of heights.&lt;br /&gt;
&lt;br /&gt;
Melbert will take the captain's advice and wait out the evolution down below. He's actually good with waiting, patient and quiet, and he's happy not to see any more of Munch helping to clean up. He'll chat with the sailors once we're underway, and he'&lt;br /&gt;
&lt;br /&gt;
... he's got some experience with military cooking, if that is of any service.&lt;br /&gt;
&lt;br /&gt;
It is late in the next day, and a crack of thunder heralds the arrival of the rain, catching up to the speedy airship. It's almost time for the evening mess, with whatever the cook, with Melbert's help, have rigged up. Airmen are lashing the sails into a new configuration when there is a shout from above, followed by a commotion, and a head pokes down from above decks. &amp;quot;Trouble, lads! And it's headding straight for us. Something winged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for -4 points. 19 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for -4 points. 23 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: You clear initiatives.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht has cleared initiatives.&lt;br /&gt;
&lt;br /&gt;
Jibbom looks up at the call from the shouting airman, immediately curious. &amp;quot;Something winged? Up here, in the clouds? Who would've guessed?&amp;quot; He appears excited all the same. &amp;quot;Associates of Steel Von Ironblood! Come, we're needed above decks!&amp;quot; The halfling charges ahead.&lt;br /&gt;
&lt;br /&gt;
Munch glances to the others, then after Jibbom. &amp;quot;Guess we'd best go as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert actually finds time passes faster when he's got things to do, so he inserts himself as an assistant to the ship's cook, and seems to know how things go, though when the warning comes that there is danger, he apologizes and hurries up to the deck to see what's going on.&lt;br /&gt;
&lt;br /&gt;
Kalkorth gets up and he stretches out, &amp;quot;Winged trouble.&amp;quot; He picks up his weapons and he looks at the Jibbom and laughs a bit. &amp;quot;I guess just Steel Von Ironblood is gonna take them on by himself.&amp;quot; He heads up onto the deck.&lt;br /&gt;
&lt;br /&gt;
Conrad arrives on deck in his longcoat, rifle in hand. The wind whips his hair about as he searches the skies, &amp;quot;Where is it? Give me directions!&amp;quot; Lifting his rifle he sights down it, searching the skies with swift footsteps.&lt;br /&gt;
&lt;br /&gt;
The clouds above are darkening rapidly, and are positively black just behind the ship, a curtain of water cascading down to the land below as the storm winds gust the Astalicia just ahead of the leading edge. From dead ahead, however, comes a figure, winged, and somewhat humanoid in shape, bearing down on the ship. As it draws closer at speed, feathered wings can be made out, in place of arms on the woman's form, with the talons of a raptor for feet. She bears a basket on her back, carrying a pair of small, black clad figures, which leap into the rigging as they pass by. One of them cries out &amp;quot;You gits killed our brothers on account of we was late due to taking care of our ailing mum! But now Pretty Jenny here's gonna set you lot to rights! No quarter!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls initiative: Roll: 4 + Bonus: 2 = Total: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 10 + Bonus: 3 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Sneaker: Roll: 3 + Bonus: 3 = Total: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls initiative: Roll: 5 + Bonus: 3 = Total: 8&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Clyde: Roll: 7 + Bonus: 3 = Total: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll: 1 + Bonus: 3 = Total: 4&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Pretty Jenny: Roll: 1 + Bonus: 2 = Total: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll:  + Bonus:  = Total: 0&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll: 16 + Bonus: 4 = Total: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                   &lt;br /&gt;
&lt;br /&gt;
20                  Conrad&lt;br /&gt;
&lt;br /&gt;
----------------------------------------      &lt;br /&gt;
&lt;br /&gt;
13                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------  &lt;br /&gt;
&lt;br /&gt;
10                  Clyde&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
8                   Melbert&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
6                   Sneaker&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
6                   Kalkorth&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
4                   Munch&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
3                   Pretty&lt;br /&gt;
&lt;br /&gt;
----------------------------------------            &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (9)+6+1: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls 1d12+1: (11)+1: 12&lt;br /&gt;
&lt;br /&gt;
Conrad lifts the rifle casually, remarking with a deadpan tone, &amp;quot;You really shouldn't announce 'No Quarter' to heavily armed mercenaries.&amp;quot; The rifle explodes with fire and sound, and a Kulthian bullet rips its way through Jenny, &amp;quot;...Makes us less well disposed toward you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (5)+2: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jibbom takes his lead from Conrad, raising his arm to the skies and firing off a pair of sparkling purple bolts that slam into the already wounded Jenny. Jibbom winces as if in sympathy. &amp;quot;Ouch! That's gotta hurt!&amp;quot; He calls out loudly. &amp;quot;Best to surrender now, I think! You'll be treated fairly. Medical attention and all that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Up in the rigging, perched with purpose, Clyde the Tengu, eldest brother of Bransen, Beaker and Sneaker draws back his shortbow, aiming it at the figure of the rifleman that just shot Jenny &amp;quot;None of that now! Sneaker, get the magic one!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (20)+3: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (4)+3: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (4): 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 4 points. 15 remaining.&lt;br /&gt;
&lt;br /&gt;
Melbert comes up out from down below, a wooden spoon in his hand. He realizes this isn't going to help him and drops it. They have others. Seeing the parachutes and the flying enemies, he rushes over and straps on the parachute. Well, if someone throws him over the side, he doesn't want to fall to his death. It seems reasonable. And it's not like he can do a lot until the enemies land.&lt;br /&gt;
&lt;br /&gt;
Responding to big bro's instructions, sneaker takes aim and fires at the halfling with a vicious &amp;quot;Yeah! Eat it, tiny magic guy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (11)+3: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Jibbom for 6 points. 14 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+4: (18)+4: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d6+5: (4)+5: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls climb: (17)+8: 25&lt;br /&gt;
&lt;br /&gt;
Kalkorth takes out his javelin and he takes careful aim before he hefts it at one of the brothers. The javelin flies from the mighty toss and hits Sneaker right in the chest. The raider falls to the ship with a bone crunch sound and Kalkorth laughs, &amp;quot;Call out the next one you want me to hit.&amp;quot; He says as an insult to Clyde, &amp;quot;And leave our magic halfling alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll:  + Bonus:  = Total: 0&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (10)+6: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls will: (2)+0: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls will: (18)+3: 21&lt;br /&gt;
&lt;br /&gt;
Munch frowns, shouting at Conrad and Jibbom. &amp;quot;Don't kill that until it lands! I havn't eaten one of her yet!&amp;quot; Thorwing himself at the rigging, the golem scrambles upward rapidly, with zero regard for the fall below. &amp;quot;You should have told him to aim for the dangerous one!&amp;quot; he taunts at Clyde. And then Sneaker falls, and the golem pauses. &amp;quot;....me. I was refering to me. But I guess the other guys are pretty dangerous too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Apparently at this point I forgot to pose, the Harpy flew further out and began using her Captivating song.  Conrad, Munch and Kalkorth are all compelled to walk off the ship toward her.  Conrad reaches the edge and snaps out of it.  Jibbom shoots another magic missile&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls will: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls will: (5)+2: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls will: (19)+2: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (3)+2: 5&lt;br /&gt;
&lt;br /&gt;
Clyde, the last Tengu standing sees the golem waver in its resolve and begin descending at the harpy's command, and croaks a cackle, taking aim again, first at the sorcerous halfling, but then sees that the dangerous rifleman has snapped out of it, and must be dealt with, loosing an arrow!&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (17)+3: 20&lt;br /&gt;
&lt;br /&gt;
Jibbom recoils from the blow when Sneaker shoots him. &amp;quot;Ow!&amp;quot; He seems poised to retaliate, but then he notices his fellow adventurers marching towards certain doom. That's no good. &amp;quot;Hey! Stop that!&amp;quot; Off go another sparkling pair of kinetic bolts that slam into the harpy, though the growing moisture in the air takes a bit of the punch out of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 6 points. 9 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 1d20+3: (3)+3: 6&lt;br /&gt;
&lt;br /&gt;
Melbert, having donned his parachute, is far enough away from the strange song that he's not affected. Or perhaps he's in just the right part of the slipstream where the worst of the song goes past him. He sees his allies walking to their dooms, though, and he rushes towards the Giantborn and tries to stop him. Shouting does no good, so he tries to trip him, though the attempt is laughable - the man is over three times his weight.&lt;br /&gt;
&lt;br /&gt;
As the two axemen, the giant and the golem, remain under her song and advance, the harpy shrieks in rage as the rifleman that shot her seems to snap out of his trance. With the sorcerer and the gunner both free to act, her gambit is called, and she swoops in, ceasing her song and readying the wicked looking mace she carries as she makes for the prow of the ship and Conrad, winding up a powerful swing.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+8: (16)+8: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+1: (1)+1: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 2 points. 7 remaining.&lt;br /&gt;
&lt;br /&gt;
Munch pauses in his upward climb as the Harpy's song sounds, his eyes dialating wide as her peers towards the singer. &amp;quot;....pretty. Pretty bird. My bird.&amp;quot; Swinging around the rigging he's on, Munch simply lets go, his stubby little wings flapping madly for balence before he lands on the deck with a tump, swiftly picking himself up and starting towards Jenny.&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (13)+6+1: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls 1d12+1: (12)+1: 13&lt;br /&gt;
&lt;br /&gt;
Conrad urghs under the mace hit, already having been badly wounded by the arrow from earlier. And a knife wound the day before that! Shaking off the flying harpy, Conrad whirls away from her, ducking into a no-handed cartwheel brought on by sheer willpower to stay alive and not fall, swooning to his death. Coming up from the dramatic maneuver, he levels his rifle, one-handed, at her face, &amp;quot;You're working too hard.&amp;quot; BOOM! The rifle kicks hard and flies up, but the airborne fighter had greater agility, and dodged aside enough to only take the punishing bullet to the shoulder. &amp;quot;Just give it up. You've lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well... can't say we didn't give you a chance to surrender. Sorry there, bird lady.&amp;quot; Jibbom says with a frown and a shrug of his shoulders, which makes him wince as he remembers the bullet lodged there. Two final bolts are fired, one of which smacks the harpy solidly in the head and knocks her down. She's not getting up from that one.&lt;br /&gt;
&lt;br /&gt;
Seeing the arcane energies slam into his vastly more powerful ally, the last avian standing, Clyde, up there alone in the rigging shouts &amp;quot;Jenny! Fiddlesticks. Clyde surrenders! Don't shoot, I'm coming down! Don't leave poor Mama Crax alone! Is... Is Sneaker still alive? I think he's breathing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert has saved Kalkorth, and the singer has been stopped, and ... it looks like the enemy is surrendering. With the one fellow climbing down, he'll head over to the fallen one, though it looks, after some examination, that he'll be okay. &amp;quot;This one's just out cold!&amp;quot; he calls out to his allies after some cursory examination. He looks around for some rope to tie the fellow up with.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good. Let's get them tied up and in the brig, then we can heal them up and bring them to face proper justice. Just like we were paid for!&amp;quot; Jibbom winces again. &amp;quot;... Also, speaking of healing, I seem to have been shot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch pauses as the song ends, and blinks hard, peering around. &amp;quot;That.... was diffrent.&amp;quot; Turning towards Clyde, the golems makes no move to help, or hinder, simply waiting until the Tengu gets down on deck. &amp;quot;I'm still pretty okay with chopping you in half. Just in case you think of anything sneaky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The tengu alights the deck and holds out his hands to be tied, nodding rapidly and saying &amp;quot;We will behave. This is a nice ship. When we get back, can me and Sneaker be airmen? We'd be good at that. We wouldn't be good at being prisoners. Just like we weren't very good at banditing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: You clear initiatives.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht has cleared initiatives.&lt;br /&gt;
&lt;br /&gt;
Conrad lowers his rifle slowly...and starts to limp back toward the others. He's taken quite a few bad hits. &amp;quot;...Medic. Medic? Urgh.&amp;quot; He's got an arrow sticking out of him, and that mace rattled him good.&lt;br /&gt;
&lt;br /&gt;
Kalkorth blinks as he's right at the edge and he shakes his head. &amp;quot;What in the name of the Garganos Behemoth's Mighty Earthbreaker happened?&amp;quot; He looks around and he aws softly, &amp;quot;The fun's all done.&amp;quot; He stomps over and he pulls his javelin out of Sneaker. He looks at Munch, &amp;quot;We are tied.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think we've had enough chopping people in half for this trip, don't you agree?&amp;quot; Jibbom replies to Munch as he approaches the captive tengu. &amp;quot;Your fate will be up to the courts, I expect. For what it's worth, paying off your debts by working sounds fair to me. But I don't expect they'll ask my opinion. And... for what it's worth, sorry I had to kill your friend there. I gave her every chance to surrender. Glad you decided to take that option.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert ties the unconscious fellow up stoutly, cause he'll probably struggle before he can be briefed on his new condition. He'll bind the other one, too, if no one else is doing so, and he'll stand watch over the two if needed. He shrugs at Jibbom's comments, and rolls his eyes at Kalkorth and Munch. &amp;quot;I didn't think to bring any potions, sorry,&amp;quot; he says apologetically to Conrad.&lt;br /&gt;
&lt;br /&gt;
The roar from the aft deck comes as the captain shouts &amp;quot;The storm's catching us,&amp;quot; over the wind, accompanied by the cascade of rain on the deck, washing blood off of wood. &amp;quot;I suggest you lads get you and your prisoners below, get patched up. It'll be a bumpy trip for the next while. but we caught a lot of time on that air current. Shortened our trip quite a bit. So rest up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch nods to Kalkorth. &amp;quot;You fight well. I look foreward to witnessing more of your prowess in the future.&amp;quot; Though not overly concerned with the weather, he does head belowdecks as recomended, hanging back a bit to keep an eye on the birdmen, just in case. To Conrad, he shakes his head. &amp;quot;The potion I possess is made for golems. I do not think it would do plesant things to your insides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth puts his javelin away and he hefts his axe. &amp;quot;Let's go down below.&amp;quot; He nudges the captive and conscious with his axe and he leads the captives down and guard them.&lt;br /&gt;
&lt;br /&gt;
True to the captain's word, the Astalicia is buffeted and shaken for hours, but eventually pulls through the storm as the winds slow, and emerges on the other side. It's still a bit of a way to Gateway, but it's pleasant sailing afterward, and the captain and crew are grateful for your service, the captain inviting you to dine with him that night. And so, a couple of days later, the Astalicia pulls into its dock in Gateway, and the unloading begins, for the first time in months safe from fear of attack by Professor Muxx and his cohort.&lt;br /&gt;
&lt;br /&gt;
Coming to the railing as the sailors unload the cargo, the giantborn captain pulls the group aside and says &amp;quot;I really appreciate what you've done, and Mr. Whistletop asked me to give you this,&amp;quot; producing a letter. &amp;quot;I've sent my man ahead to the guild, so should any of you remain, you can draw your pay here, or you're welcome to ship out with us back to Alexandria in two days time. Your papers should be in with the letter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Paid for a job well done, and they didn't even need to slaughter everybody. This counts as a good aventure in Jibbo's book. He grins gleefully at the mention of pay. &amp;quot;Oh, I'll be returning to Alexandria. But until then... are there any taverns around here that are frequented by comely halfling lasses? Or quarry nymphs?&amp;quot; Priorities!&lt;br /&gt;
&lt;br /&gt;
Conrad nods, leaning on a crutch, &amp;quot;If it's all the same to you, I'll travel with you back to Alexandria. Your medic is quite skilled, and I need more time to heal. I am, however, going to do some light shopping in Gateway. I'll be back before you're ready to shove off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert nods to the skipper, but also says, &amp;quot;I'll be shipping home to Alexandria with you, but if I can draw my pay here, I'd count that as a blessing. A little coin will help two days pass more quickly in a strange town,&amp;quot; he says with a little laugh.&lt;br /&gt;
&lt;br /&gt;
Munch nods with the others. &amp;quot;Two days should be as much as I care to linger. Of course, always a chance of something comming up, dragon attack or whatever. Not likely, but can hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth nods, &amp;quot;Alexandria sounds good to me.&amp;quot; He looks at Jibbom, &amp;quot;That's the first smart thing I've heard come out of your little mouth...of course I'll be looking for some lusciously curvy giantborn woman.&amp;quot; He moves his hands in a curvy motion and smiles brightly.&lt;br /&gt;
&lt;br /&gt;
The giant nods and says &amp;quot;Well, I'll look forward to seeing you lads again, then. Enjoy Gateway, she's a heck of a town.&amp;quot; The man grins and raps the railing with his knuckles before lifting his hand and striding back toward the hold to attend to business. The letter contains directions from Whistletop that he's made arrangements for lodgings for the group at one of the local inn and hostelries, until the return trip, accompanied by directions from the docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=PrP:_Of_Contracts_and_Defence&amp;diff=7545</id>
		<title>PrP: Of Contracts and Defence</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=PrP:_Of_Contracts_and_Defence&amp;diff=7545"/>
		<updated>2012-06-23T06:59:33Z</updated>

		<summary type="html">&lt;p&gt;Harek: /* Log Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Log Info ==&lt;br /&gt;
*'''Title''': Of Contracts and Defence&lt;br /&gt;
*'''Emitter''': [[Albrecht]]&lt;br /&gt;
*'''Characters''': [[Conrad]] Level 2, [[Melbert]] Level 2, [[Jibbom]] Level 3, [[Munch]] Level 4, [[Kalkorth]] Level 2.&lt;br /&gt;
*'''NPCs''': Clanbert Whistletop, the crew of the Astalicia.&lt;br /&gt;
*'''Place''': Alexandria - The Skygate, and aboard the Skyship Astalicia&lt;br /&gt;
*'''Time''': Jun 21, 2012&lt;br /&gt;
*'''Summary''': Brave souls, hired by the Guild of the Skies by way of the Guild of Explorers are set to take down the renegade engineer-turned-pirate, Professor Heironymus Muxx and his nefarious gang.&lt;br /&gt;
*'''APL''': 3&lt;br /&gt;
*'''Encounter 1''': Klaus Stoddlemeyer (Wererat), Muxx (2nd level Gobber Artificer), Bransen, Beaker (Tengu rogues), &amp;quot;CR 5&amp;quot;&lt;br /&gt;
*'''Encounter 2''': Sneaker and Clyde (Tengu rogues) and Pretty Jenny (Harpy), &amp;quot;CR 5&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 38  | 42  | 17  |  5  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
The appointed meeting spot is in a small plaza near the Skygate, the day after the contracts were issued from the Guild of Explorers. The instructions were to meet a representative of the principals in front of the shop of a merchant of fine imports, just past noon. Standing in front of the well-appointed building is a gnome, dressed in a crimson waistcoat and calf-length braies, with a pair of fancy looking spats over his shoes, looking impatiently at a pocket watch. His hair is a pale green and swept back into something more elegant than, but resembling closely a cowlick.&lt;br /&gt;
&lt;br /&gt;
Jibbom shows up attired in his strange multicolored robe, just like he does for any adventure. He strides right up to the gnome in the waistcoat, waving in greeting. &amp;quot;Howdy there! You're the fellow who hired folks to deal with the nasty sky bandits or somesuch?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad arrives five minutes early, carrying a large, long parcel on his back. It is wrapped in sheepskin, and held to him by a leather thong over his shoulder. His eyes are lidded and his expression serious. When he spots Jibbom, he blinks, widens his eyes, and then winces, in that order.&lt;br /&gt;
&lt;br /&gt;
Munch is technically naked, save for a thin leather strap holding his axe. But being a golem, he's also technically genderless, and has no real need of clothing. Peering about, he raises a hand in greeting to the various folks gathered.&lt;br /&gt;
&lt;br /&gt;
Melbert has arrived early, but waits until the others arrive to step forward. He bows his head a little in greeting, and speaks formally, with a local accent. &amp;quot;Good day. I'm looking for the one who offered the job through the Explorers' Guild?&amp;quot; He looks around at the other volunteers, and offers, &amp;quot;I am Mel. It's good to meet you all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The gnome adjusts a pair of pince-nez spectacles on the bridge of his nose and says &amp;quot;Ahm, yes. I am Clanbert, factor for Messr. Restimov and his associates, who are backing the contract. It is good of you to come. My employers represent a shipping concern within the Guild of the Skies that oversees cargo transports between here and Gateway, among other locations. Unfortunately, of late, we've been experiencing trouble with one of our former engineers, one Professor Heironymus Muxx. He seems to have fallen in with some banditary elements, and must be stopped. Some nonsense about problems with the termination of his contract. Anyway, we've intelligence that they plan on hitting this afternoon's shipment, aboard the Astalicia, and you are here to ensure its saftey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 38  | 50  | 17  |  7  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Got it. Take a fun airship ride, blast some bandits along the way, get paid. All in a good day's work for the heroes of the Explorer's Guild!&amp;quot; Jibbom says with a beaming grin, glancing back at the others who have joined the group. &amp;quot;What can you tell us about this Muxxy fellow? How many men does he have? How well armed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human huntsman nods slowly, &amp;quot;No problem. I'm Conrad. Good to be working with you. Are we staying overnight at our destination, or making the round trip aboard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch faces splits into a grin, his 'teeth' a series of tiny buzzsaws and grinders. &amp;quot;Sounds fun! I'm Munch. You concerned with live capture, or just stopping them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert nods gravely to Clanbert. &amp;quot;I see. So we are providing security for your airship, which you're expecting will be attacked?&amp;quot; He falls silent as Jibbom gets straight to the point. He looks a bit nervous, but listens attentively to Clanbert's answers.&lt;br /&gt;
&lt;br /&gt;
Clanbert Whistletop produces a folder from within his vest, containing a set of credentials and passes for the Skygate. &amp;quot;Your contract is for the trip to gateway. Your passes will allow you passage back to Alexandria abord the Astalicia, or you may remain, as you see fit. Should you remain, and your contract be completed, we will forward your wages to you through the guild. As to Professor Muxx, he is a goblin engineer, not unskilled, but temperamental, and seems to have fallen in to working with the Crax brothers. They are a low-level gang of Tengu knaves, but there are rumors that they have allied with some even less savory sorts, but our intelligence in this regard is incomplete. I advise caution.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just an artificer and two thugs, then? Piece of cake.&amp;quot; Jibbom says with a confident grin. He looks back at the others. &amp;quot;By the way, the name's Jibbom Taribree. Also known as Steel Von Ironblood, Bane of the Night. Or just 'The Jibbom' to some. Pleasure to be working with you all. So, who's ready to take a ride and blast a goblin?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad nods, smirking in the process, &amp;quot;Not a problem. Good to be flying again. I've missed Alexandria.&amp;quot; He eyes Jibbom sidelong, &amp;quot;I'm ready when you are. And...ah.&amp;quot; Conrad's eyebrows rise, &amp;quot;My apologizes, I briefly mistook you for someone else.&amp;quot; He nods toward Skygate, &amp;quot;Shall we?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch buzzes softly, frowning. &amp;quot;Tengu. Dangerous foes, in my limited experience. I recomend caution.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert ahems softly, and asks with some trepadition, &amp;quot;How important is it that Professor Muxx survives this?&amp;quot; He looks around to the others, and then to the man, &amp;quot;I mean, we'll ask him to surrender. But if he doesn't. It's not always easy to get people to stand down, I mean.&amp;quot; He looks nervous at Jibbom's cheerful fearlessness, and Munch seems to make him very nervous even without the warning about Tengu. He sidles closer to Conrad, and nods about getting going. He tugs his cloak a bit, and settles his sword belt.&lt;br /&gt;
&lt;br /&gt;
The estimable Mr. Whistletop seems dubious of the cavalier attitude prsented by the halfling in regards to the threat presented, but says nothing, trusting the adventurers to know their trade and craft. &amp;quot;The good professor has taken the path of the outlaw. I have no particular wish to see him dead for its own sake, but if he is not, then I must insist on his capture and incarceration. If there'll be naught else, I'll leave you to it. It is at gate Seven B. Good luck, gentlefolk.&amp;quot; The gnome gives a perfunctory bow after passing out the papers and ducks back into the shop.&lt;br /&gt;
&lt;br /&gt;
Jibbom gives Conrad a grin. &amp;quot;Happens all the time.&amp;quot; Mr. Whistlestop's instructions are listened to before the halfling nods in acknowledgement. &amp;quot;Of course. The Jibbom never kills a foe who is willing to surrender. I pledge to make efforts to bring this ne'er-do-well in alive if at all possible.&amp;quot; He grins at the others. &amp;quot;Well then, let's be off!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad trudges off toward Skygate, his long stride carrying him swiftly. His coat flares in the breeze he creates, and he holds on to the wrapped parcel over his back by its strap. His gaze is firm, and his eyes narrowed.&lt;br /&gt;
&lt;br /&gt;
Munch nods, and doublechecks his axe before heading towards the indicated gate, his stubby little wings flapping in anticipation.&lt;br /&gt;
&lt;br /&gt;
Melbert nods to Whistletop, though it seems it wasn't what he'd expected. &amp;quot;Um, okay.&amp;quot; But he doesn't ask anything further, and follows Conrad and the others toward the Skygate. He takes long strides, falling into step with the others without really thinking about it.&lt;br /&gt;
&lt;br /&gt;
Time and space warp and....&lt;br /&gt;
&lt;br /&gt;
The Skygate bustles with activity, the techno-magical ships that are the staple of the city's trade being loaded and unloaded. A brief word with an attendant at the entrance, and an inspection of the guild approved credentials yields a helpful enough response. Up the spire just past the one on the left, and take the lift up to the third landing, first dock you see. And sure enough, those directions are, more or less, correct! The dock is a bustle with sailors and stevedores handling the cargo transfers both on and off in a quick and efficient manner. The landing is a circular outcropping from the central spire with a wide dock built off of it, to which is moored the Astalicia. She is a mid-sized ship, lightly armored, with a lanteen-style sail and a high aft deck with a captain's wheel set above a shaft that goes all the way through to the botom of the ship, in which rotates a large magicite crystal, suspended as its power suffuses the machinery of the ship. Standing to the side of the gangway is a massive man, seven and a half foot, wearing a bandana tied at the side, and bare to the waist, with a hatchet tucked into his belt, and a close cropped, mustacheless beard. &amp;quot;Ho! You must be the company's agents, if I'm not mistaken. Welcome aboard. We'll be underway shortly, so don't be dawdling too long,&amp;quot; he booms in a stentorian voice.&lt;br /&gt;
&lt;br /&gt;
Jibbom greets the bandana-ed man with a grin and a wave as he hops forward. &amp;quot;Yes indeed we are! You are lucky to have the protection of Steel Von Ironblood, Bane of the Night! And... associates.&amp;quot; A sweeping gesture is made towards the other three. &amp;quot;Rest assured, you and your cargo are in safe hands!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad nods silently, boarding the ship after the greeting. Once aboard the ship proper, almost with the first step, Conrad unfurls the wrapping from the mysterious parcel. A rifle, brilliant in the light, gleams with fresh oil and care. Conrad slings it around to the ready, and stuffs the sheepskin into a sack latched onto his belt. He seems no-nonsense as he moves to find a good vantage point from which to watch the skies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (1)+9: 10 to Albrecht&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (12)+9: 21 to Albrecht&lt;br /&gt;
&lt;br /&gt;
Munch nods polite greetings, and wanders the ship a bit, familiarizing himself with the layout and locations. The golem does make some effort to stay out of the crew's way, no reason to be a larger problem then the one he's here to stop.&lt;br /&gt;
&lt;br /&gt;
Melbert looks a bit vexed at Jibbom's assertion of being an associate, insisting to the large man, &amp;quot;We are independent, but working together on this contract,&amp;quot; he clarifies. &amp;quot;We will each receive our pay separately.&amp;quot; He glances at Jibbom suspiciously now as he moves aboard, himself, and finds a position where he can see all around clearly, finding himself close by Conrad again, and like Munch, he tries to stay out of the crews' way.&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls perception: (12)+4: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls perception: (8)+8: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls perception: (6)+6: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kalkorth joins scene&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls perception: (15)+4: 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
|Kalkorth  |GIANTBOR|Bbn          |  2   | 26  | 26  | 18  |  6  |  2  |  0  |&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 50  | 50  | 17  |  7  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls perception: (12)+7: 19&lt;br /&gt;
&lt;br /&gt;
All present notice a strange happening, primarily that one of the crates that was just carried aboard the ship is trying to sneak over toward the aft of the ship, with tiny bird feet tiptoeing so as not to be noticed. It is not a very sneaky box, however. The lift dings an arrival once more, with another arrival.&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the moving box with suspicion and amusement. &amp;quot;Bird feet. Gotta be a tengu.&amp;quot; He alerts his 'associates' quietly. &amp;quot;Hrm. I have an idea.&amp;quot; He sneaks over towards the box, then shouts out in the deepest voice the halfling can manage. &amp;quot;Woah, hold on there! Alexandria Customs Inspector here. Sir, we'll have to be thoroughly checking inside each of these crates before you cast off.&amp;quot; He watches the crate for reactions.&lt;br /&gt;
&lt;br /&gt;
Munch is tempted to bullrush the crate, smashing it to bits. But, perhaps a more civil aproach shall serve, and thus the golem approaches the 'sneaking' crate with somewhat less violence.&lt;br /&gt;
&lt;br /&gt;
Conrad rolls his eyes at Jibboom's exclamation. The huntsman casually approaches the sneaking box, rifle aimed, &amp;quot;Thank you for arriving to provide us with critical information. Your gracious and willing assistance will be rewarded with us not killing you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert looks at the others' reactions, a bit puzzled, but for himself, he draws his sword and readies his buckler, standing close to the box in case he needs to strike at whoever's hiding.&lt;br /&gt;
&lt;br /&gt;
Kalkorth finishes waiting for the lift to come up and he finally gets to the top. &amp;quot;Finally!&amp;quot; He has his axe with him all ready drawn and he stomps out. &amp;quot;So we catch any raiders yet?&amp;quot; He moves out to the others and he looks around...&amp;quot;Boxes with bird feet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll: 13 + Bonus: 3 = Total: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls initiative: Roll: 16 + Bonus: 3 = Total: 19&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Bransen: Roll: 18 + Bonus: 3 = Total: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll: 7 + Bonus: 4 = Total: 11&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Beaker: Roll: 15 + Bonus: 3 = Total: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 9 + Bonus: 3 = Total: 12&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Klaus: Roll: 19 + Bonus: 2 = Total: 21&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Muxx: Roll: 11 + Bonus: 2 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls initiative: Roll: 13 + Bonus: 2 = Total: 15&lt;br /&gt;
&lt;br /&gt;
A box nearby flips open, and a second tengu emerges, a knife in his hand, which he flicks through the air toward the rifleman aiming at the box, as he shouts &amp;quot;Run, Beaker! We're made! BOSS! We can't wait, gotta go now!&amp;quot; At the sound from the croaking voice of the tengu, a man on one of the other two adjacent docks, a sallow looking man in tattered armor with a rapier at his side, draws his blade and begins toward the docked airship hurriedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                  &lt;br /&gt;
&lt;br /&gt;
21                  Bransen&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
21                  Klaus&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
19                  Melbert&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
18                  Beaker&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
16                  Munch&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
15                  Kalkorth&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
13                  Muxx&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
12                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
11                  Conrad&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                    &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tengu appears to have been waiting for something else to happen after he threw the knife, but finds that he is quicker on his feet than he thought, and he steps out of the toppling box, drawing a short sword as he moves in, shouting &amp;quot;You get away from my brother!&amp;quot; He swings his blade at the most immediate threat to his still-covered sibling, the same as his knife throw, and makes an poking stab and cut.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (15)+3: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6+1: (3)+1: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 4 points. 15 remaining.&lt;br /&gt;
&lt;br /&gt;
The rapier-carrying ruffian, a jaundiced looking fellow up-close, with rough stubble, gives a mirthless smile to the newly arrived warrior, apparently on the side of the adventurers and says &amp;quot;I'm afraid it's just not your lucky day, my friend,&amp;quot; as he lets fly a vicious cut toward the face with his sword, with little warning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (17)+3: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6+1: (1)+1: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 1d20+6: (15)+6: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 2d6+2: (10)+2: 12&lt;br /&gt;
&lt;br /&gt;
Melbert looks small and nervous ... because he -is- small and nervous, but he's also the first one of the party to snap out of it as the bad guys begin their ambush. Shouting, &amp;quot;Defend the ship!&amp;quot; in a sort of rallying tone that you might expect from a soldier, he shifts to one side a little, to where he judges the pirate is not expecting an attack from, and he thrusts viciously. His blade strikes home, and he thrusts deep, twisting it as he pulls the blade free running with blood.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2+2: (14)+6+2+2: 24&lt;br /&gt;
&lt;br /&gt;
The box clatters to the ground as Beaker expires, and Bransen shouts &amp;quot;Noooo! I knew we should have waited for the others! Damn you, Muxx!&amp;quot; Also he probably is about to die.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d12+7: (6)+7: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+7: (2)+7: 9&lt;br /&gt;
&lt;br /&gt;
Kalkorth grunts as he gets stabbed with the rapier and he growls as he takes a hard swing at the man holding the rapier. He misses badly and he narrows and his eyes as he starts to laugh.&lt;br /&gt;
&lt;br /&gt;
Munch moves quickly once he has his bearings, stepping around to flank the attacking Tengu. The golem's muscles pulse and steam faintly as dangerous chemicals pump thru them, his large axe riseing overhead, then falling like a crashing airship, barely slowed by tengu flesh or bone. The steel head thunks into the wooden deck, the sound covered by the splattering of blood and gore.&lt;br /&gt;
&lt;br /&gt;
There is a sound from above as a parachute carries a small figure, clad in clockwork armor down toward the landing near the exchange between the huge barbarian and the agile swordsman. A goblin, holding a pistol in one hand, and a foul expression on his face. &amp;quot;So! You've taken out my lackies, have you? Fine, dogs of the guild, but you'll not get the best of Heironymus Muxx THIS day! Have at you!&amp;quot; He levels the gun toward the barbarian engaging with the swordsman and says, &amp;quot;Perish, oaf,&amp;quot; as he pulls the trigger upon landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+4: (18)+4: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for 5 points. 21 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for 2 points. 19 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And that must be Muxxy, then.&amp;quot; Jibbom says, narrowing his eyes at the goblin descending and firing upon his 'associates'. &amp;quot;Hey, goblin! If you give up now, you might keep your fancy toys before I break them all!&amp;quot; He points and fires two bolts of sparkling purple light that slam into the titan armor with surprising force, leaving sizeable dents. &amp;quot;See?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (2)+6+1: 9&lt;br /&gt;
&lt;br /&gt;
Conrad whirls about to shoot the thing that stabbed him in the back, but grrs when he notices the tengu already dead. &amp;quot;Wouldn't have died if you'd just given up.&amp;quot; Turning about, Conrad GLARES at Muxx and raises the rifle, &amp;quot;MUXX!&amp;quot; BOOM!&lt;br /&gt;
&lt;br /&gt;
As the bullets and magic fly, and the battle is joined in earnest, there comes a sick gleam in the swordsman, Klaus' eye. His sickly complexion begins to look worse and worse, and... Is his hair growing longer? Oh no. With a sickening twisting and an inhuman howl, the man begins changing before your very eyes, his body elongating, hunching, legs twisting backward and face becoming the snarling, toothy maw of a wererat, acoutered in the man's armor and weaponry, slavering as it menaces anew.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2: (20)+6+2: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2: (14)+6+2: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert's inititave total changed to '16'.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 3d12+21: (18)+21: 39&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+9: (13)+9: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d12+10: (6)+10: 16&lt;br /&gt;
&lt;br /&gt;
Munch's magicite eyes light up as Klaus changes forms. &amp;quot;A ratman! Awesome! Do you taste like rat, or like man?&amp;quot; Sadly, Klaus is unable to answer, for as the question is asked, the golem's greataxe swings low catching teh wererat right in the crotch. As painful as that may be, Klaus doesn't suffer long, the axehead continuing it's upward slice thru belly, ribs, and neck, finally ripping thru rat snout with a shower of gore. For a brief instant Klaus wobbles, the pieces of his severed body starting to regenerate. But some tasks are just too great, and the corpse falls in a wet splatter across the deck. Munch raises his axe above his head in a brief victory pose. &amp;quot;Two for me! Where's a third?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth gets shot and he laughs louder, laughter that's becoming slowly more maniacal as he turns towards Muxxx. He raises his axe and slams it down hard on the goblin, who's titan armor can't stop the blow. He looks over at Munch and laughs, &amp;quot;One for me!&amp;quot; He kicks the dead goblin off his axe and he looks around for another opponent.&lt;br /&gt;
&lt;br /&gt;
But there is no other opponent for Brave Kalkorth to do battle with. Two of the Crax brothers, the infamous lycanthropic rakehell Klaus Stoddlemeyer, and the unhinged but brilliant Professor Heironymous Muxx lay dead on the docks, high above Alexandria, their quarry denied them. But who were these &amp;quot;others&amp;quot; that Bransen Crax referred to in his final moments? Dark questions for a dark sky as rain appears on the horizon. The giantborn captain steps forward from the forecastle where he had watched the battle, arms crossed, and nods his approval at the display of martial and magical prowess. &amp;quot;Hm. Well. You lads can certainly handle yourselves. Glad you were here. My men are mostly merchant airmen, not marines. Most haven't seen boarding action.&amp;quot; He glances at the bloody gouge in the Astalicia's deck, where Munch's axe cleaved the tengu, and winces, but shakes his head. &amp;quot;Stow all cargo, and get ready to fly. I want us out of here ahead of the storm!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad didn't get to shoot anything, but he shrugs. He seems undisturbed by this fact. Instead, he shoulders his rifle and heads off for the healer, to get his stab wound staunched. He's bleeding. Profusely at that, but magical healing can't be too far away. They haven't even left the city.&lt;br /&gt;
&lt;br /&gt;
Jibbom has another missile being prepared, but it fizzles out at the last moment as he finds all possible targets for it felled by his fellow adventurers. He looks vaguely disappointed. &amp;quot;Hrm. I sort of expected a bandit who had our employers in such an uproar to put up more of a fight.&amp;quot; He eyes the bleeding Conrad. &amp;quot;Huh. Perhaps they did. You alright there, big guy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert is left on deck, waiting for an opening, but when the last two enemies fall without needing his involvement, he breathes a sigh of relief. He takes out a rag and begins to clean the blood from his blade, but he stands around warily, expecting further attacks. &amp;quot;Well, at least he was prompt,&amp;quot; he says grimly. &amp;quot;I suppose we won't need to fly anywhere now?&amp;quot; he wonders, not sure if we're to guard against the others now, or what?&lt;br /&gt;
&lt;br /&gt;
Munch peers for a moment, then relaxes, slumping a little as his hyperactive combat mode ends. Pressure releases, and a hiss of expired chemicals release in a foul smelling but harmless cloud. Peering towards the others, the golems idly licks clean his axe, his long black tongue flicking away ever speck of blood. &amp;quot;I am unharmed, but they mentioend others. Another attack is possible, we should remain, just in case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad turns and looks, &amp;quot;Minor wound. Took a knife to the back. ...Think you can heal this, The Jibbom?&amp;quot; Turning about fully, he wanders back over toward the sorcerer, rifle in tow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course the Jibbom can!&amp;quot; And the Jibbom points. A ray of sparkling dazzling light issues forth... and does absolutely nothing. Jibbom blinks, then looks a little sheepish. &amp;quot;Er... The Jibbom has the power to heal the wounds of those pure of heart and deed. And... well...&amp;quot; He trails off, thinking the better of making the logical conclusion.&lt;br /&gt;
&lt;br /&gt;
Conrad shrugs, &amp;quot;Not a problem. I'll find the healer. See you up here in a few.&amp;quot; And with that, Conrad wanders off to find said person.&lt;br /&gt;
&lt;br /&gt;
Melbert nods as Munch mentions possible future attack. &amp;quot;This is so.&amp;quot; He heads over to Conrad, sheathing his own blade, and stowing the buckler as he pulls some clean strips of cloth from his pack. &amp;quot;Uh, I can at least bind your wounds. Until you can find a priest?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth stops laughing and he comes down from his rage. He takes a deep breath and he wipes off the blood from his wound. &amp;quot;I'll be find if there is going to be another attack.&amp;quot; He looks over at Conrad, &amp;quot;Do you want a potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch frowns, peering towards the sky and the hurrying crew. &amp;quot;Might not be time for a priest. Looks like we're leaving quite soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cargo is stowed, the bodies cleared away and the deck sluiced by efficient airmen. The captain climbs the aft deck and roars &amp;quot;All hands to the ready, power up the engines and rig sails for ascent!&amp;quot; Looking over the railing at the group he says &amp;quot;Unless any of you are sailing men, I'd advise you sit this next part out below. There's a bunk room for you, and you might see the medicus. I appreciate the hand with that, but this part's what we do best, so we'd best be about it.&amp;quot; And so begins the voyage of the Astalicia, pulling free of its moorings and ascending the skies high above Alexandria, racing ahead of the summer storm on the horizon, speeding toward Gateway.&lt;br /&gt;
&lt;br /&gt;
*Airship music*&lt;br /&gt;
&lt;br /&gt;
Kalkorth heads onto the boat after he helps put the cargo on and he nods as he moves down bellow to one of the bunks. He patches himself up as his wounds aren't that bad and he catches some rest.&lt;br /&gt;
&lt;br /&gt;
Being a fantasy character on an airship voyage, Jibbom mostly spends the trip pacing in circles in one particular spot, performing repetive tasks and repeating stock phrases to those who interact with him.&lt;br /&gt;
&lt;br /&gt;
Conrad is usually found recovering in the bunk areas. He gives repetitive dialogue after a while, occasionally referencing how he became an adventurer.&lt;br /&gt;
&lt;br /&gt;
Munch spends some time cleaning up the mess he made. The bodies disappear swiftly enough, much simply tossed overboard, the rest... well, ratmen taste neither like rat, nor men. He also helps with the slice he made into the deck. The goo he secretes drying quickly and almost matching the orginal color, though best not to think to hard what it's made from. Troubles corrected, Munch heads below to keep out of the way, peering out the portholes with casual curiousity and no fear of heights.&lt;br /&gt;
&lt;br /&gt;
Melbert will take the captain's advice and wait out the evolution down below. He's actually good with waiting, patient and quiet, and he's happy not to see any more of Munch helping to clean up. He'll chat with the sailors once we're underway, and he'&lt;br /&gt;
&lt;br /&gt;
... he's got some experience with military cooking, if that is of any service.&lt;br /&gt;
&lt;br /&gt;
It is late in the next day, and a crack of thunder heralds the arrival of the rain, catching up to the speedy airship. It's almost time for the evening mess, with whatever the cook, with Melbert's help, have rigged up. Airmen are lashing the sails into a new configuration when there is a shout from above, followed by a commotion, and a head pokes down from above decks. &amp;quot;Trouble, lads! And it's headding straight for us. Something winged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for -4 points. 19 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for -4 points. 23 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: You clear initiatives.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht has cleared initiatives.&lt;br /&gt;
&lt;br /&gt;
Jibbom looks up at the call from the shouting airman, immediately curious. &amp;quot;Something winged? Up here, in the clouds? Who would've guessed?&amp;quot; He appears excited all the same. &amp;quot;Associates of Steel Von Ironblood! Come, we're needed above decks!&amp;quot; The halfling charges ahead.&lt;br /&gt;
&lt;br /&gt;
Munch glances to the others, then after Jibbom. &amp;quot;Guess we'd best go as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert actually finds time passes faster when he's got things to do, so he inserts himself as an assistant to the ship's cook, and seems to know how things go, though when the warning comes that there is danger, he apologizes and hurries up to the deck to see what's going on.&lt;br /&gt;
&lt;br /&gt;
Kalkorth gets up and he stretches out, &amp;quot;Winged trouble.&amp;quot; He picks up his weapons and he looks at the Jibbom and laughs a bit. &amp;quot;I guess just Steel Von Ironblood is gonna take them on by himself.&amp;quot; He heads up onto the deck.&lt;br /&gt;
&lt;br /&gt;
Conrad arrives on deck in his longcoat, rifle in hand. The wind whips his hair about as he searches the skies, &amp;quot;Where is it? Give me directions!&amp;quot; Lifting his rifle he sights down it, searching the skies with swift footsteps.&lt;br /&gt;
&lt;br /&gt;
The clouds above are darkening rapidly, and are positively black just behind the ship, a curtain of water cascading down to the land below as the storm winds gust the Astalicia just ahead of the leading edge. From dead ahead, however, comes a figure, winged, and somewhat humanoid in shape, bearing down on the ship. As it draws closer at speed, feathered wings can be made out, in place of arms on the woman's form, with the talons of a raptor for feet. She bears a basket on her back, carrying a pair of small, black clad figures, which leap into the rigging as they pass by. One of them cries out &amp;quot;You gits killed our brothers on account of we was late due to taking care of our ailing mum! But now Pretty Jenny here's gonna set you lot to rights! No quarter!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls initiative: Roll: 4 + Bonus: 2 = Total: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 10 + Bonus: 3 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Sneaker: Roll: 3 + Bonus: 3 = Total: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls initiative: Roll: 5 + Bonus: 3 = Total: 8&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Clyde: Roll: 7 + Bonus: 3 = Total: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll: 1 + Bonus: 3 = Total: 4&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Pretty Jenny: Roll: 1 + Bonus: 2 = Total: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll:  + Bonus:  = Total: 0&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll: 16 + Bonus: 4 = Total: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                   &lt;br /&gt;
&lt;br /&gt;
20                  Conrad&lt;br /&gt;
&lt;br /&gt;
----------------------------------------      &lt;br /&gt;
&lt;br /&gt;
13                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------  &lt;br /&gt;
&lt;br /&gt;
10                  Clyde&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
8                   Melbert&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
6                   Sneaker&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
6                   Kalkorth&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
4                   Munch&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
3                   Pretty&lt;br /&gt;
&lt;br /&gt;
----------------------------------------            &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (9)+6+1: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls 1d12+1: (11)+1: 12&lt;br /&gt;
&lt;br /&gt;
Conrad lifts the rifle casually, remarking with a deadpan tone, &amp;quot;You really shouldn't announce 'No Quarter' to heavily armed mercenaries.&amp;quot; The rifle explodes with fire and sound, and a Kulthian bullet rips its way through Jenny, &amp;quot;...Makes us less well disposed toward you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (5)+2: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jibbom takes his lead from Conrad, raising his arm to the skies and firing off a pair of sparkling purple bolts that slam into the already wounded Jenny. Jibbom winces as if in sympathy. &amp;quot;Ouch! That's gotta hurt!&amp;quot; He calls out loudly. &amp;quot;Best to surrender now, I think! You'll be treated fairly. Medical attention and all that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Up in the rigging, perched with purpose, Clyde the Tengu, eldest brother of Bransen, Beaker and Sneaker draws back his shortbow, aiming it at the figure of the rifleman that just shot Jenny &amp;quot;None of that now! Sneaker, get the magic one!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (20)+3: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (4)+3: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (4): 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 4 points. 15 remaining.&lt;br /&gt;
&lt;br /&gt;
Melbert comes up out from down below, a wooden spoon in his hand. He realizes this isn't going to help him and drops it. They have others. Seeing the parachutes and the flying enemies, he rushes over and straps on the parachute. Well, if someone throws him over the side, he doesn't want to fall to his death. It seems reasonable. And it's not like he can do a lot until the enemies land.&lt;br /&gt;
&lt;br /&gt;
Responding to big bro's instructions, sneaker takes aim and fires at the halfling with a vicious &amp;quot;Yeah! Eat it, tiny magic guy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (11)+3: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Jibbom for 6 points. 14 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+4: (18)+4: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d6+5: (4)+5: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls climb: (17)+8: 25&lt;br /&gt;
&lt;br /&gt;
Kalkorth takes out his javelin and he takes careful aim before he hefts it at one of the brothers. The javelin flies from the mighty toss and hits Sneaker right in the chest. The raider falls to the ship with a bone crunch sound and Kalkorth laughs, &amp;quot;Call out the next one you want me to hit.&amp;quot; He says as an insult to Clyde, &amp;quot;And leave our magic halfling alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll:  + Bonus:  = Total: 0&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (10)+6: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls will: (2)+0: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls will: (18)+3: 21&lt;br /&gt;
&lt;br /&gt;
Munch frowns, shouting at Conrad and Jibbom. &amp;quot;Don't kill that until it lands! I havn't eaten one of her yet!&amp;quot; Thorwing himself at the rigging, the golem scrambles upward rapidly, with zero regard for the fall below. &amp;quot;You should have told him to aim for the dangerous one!&amp;quot; he taunts at Clyde. And then Sneaker falls, and the golem pauses. &amp;quot;....me. I was refering to me. But I guess the other guys are pretty dangerous too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Apparently at this point I forgot to pose, the Harpy flew further out and began using her Captivating song.  Conrad, Munch and Kalkorth are all compelled to walk off the ship toward her.  Conrad reaches the edge and snaps out of it.  Jibbom shoots another magic missile&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls will: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls will: (5)+2: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls will: (19)+2: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (3)+2: 5&lt;br /&gt;
&lt;br /&gt;
Clyde, the last Tengu standing sees the golem waver in its resolve and begin descending at the harpy's command, and croaks a cackle, taking aim again, first at the sorcerous halfling, but then sees that the dangerous rifleman has snapped out of it, and must be dealt with, loosing an arrow!&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (17)+3: 20&lt;br /&gt;
&lt;br /&gt;
Jibbom recoils from the blow when Sneaker shoots him. &amp;quot;Ow!&amp;quot; He seems poised to retaliate, but then he notices his fellow adventurers marching towards certain doom. That's no good. &amp;quot;Hey! Stop that!&amp;quot; Off go another sparkling pair of kinetic bolts that slam into the harpy, though the growing moisture in the air takes a bit of the punch out of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 6 points. 9 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 1d20+3: (3)+3: 6&lt;br /&gt;
&lt;br /&gt;
Melbert, having donned his parachute, is far enough away from the strange song that he's not affected. Or perhaps he's in just the right part of the slipstream where the worst of the song goes past him. He sees his allies walking to their dooms, though, and he rushes towards the Giantborn and tries to stop him. Shouting does no good, so he tries to trip him, though the attempt is laughable - the man is over three times his weight.&lt;br /&gt;
&lt;br /&gt;
As the two axemen, the giant and the golem, remain under her song and advance, the harpy shrieks in rage as the rifleman that shot her seems to snap out of his trance. With the sorcerer and the gunner both free to act, her gambit is called, and she swoops in, ceasing her song and readying the wicked looking mace she carries as she makes for the prow of the ship and Conrad, winding up a powerful swing.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+8: (16)+8: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+1: (1)+1: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 2 points. 7 remaining.&lt;br /&gt;
&lt;br /&gt;
Munch pauses in his upward climb as the Harpy's song sounds, his eyes dialating wide as her peers towards the singer. &amp;quot;....pretty. Pretty bird. My bird.&amp;quot; Swinging around the rigging he's on, Munch simply lets go, his stubby little wings flapping madly for balence before he lands on the deck with a tump, swiftly picking himself up and starting towards Jenny.&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (13)+6+1: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls 1d12+1: (12)+1: 13&lt;br /&gt;
&lt;br /&gt;
Conrad urghs under the mace hit, already having been badly wounded by the arrow from earlier. And a knife wound the day before that! Shaking off the flying harpy, Conrad whirls away from her, ducking into a no-handed cartwheel brought on by sheer willpower to stay alive and not fall, swooning to his death. Coming up from the dramatic maneuver, he levels his rifle, one-handed, at her face, &amp;quot;You're working too hard.&amp;quot; BOOM! The rifle kicks hard and flies up, but the airborne fighter had greater agility, and dodged aside enough to only take the punishing bullet to the shoulder. &amp;quot;Just give it up. You've lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well... can't say we didn't give you a chance to surrender. Sorry there, bird lady.&amp;quot; Jibbom says with a frown and a shrug of his shoulders, which makes him wince as he remembers the bullet lodged there. Two final bolts are fired, one of which smacks the harpy solidly in the head and knocks her down. She's not getting up from that one.&lt;br /&gt;
&lt;br /&gt;
Seeing the arcane energies slam into his vastly more powerful ally, the last avian standing, Clyde, up there alone in the rigging shouts &amp;quot;Jenny! Fiddlesticks. Clyde surrenders! Don't shoot, I'm coming down! Don't leave poor Mama Crax alone! Is... Is Sneaker still alive? I think he's breathing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert has saved Kalkorth, and the singer has been stopped, and ... it looks like the enemy is surrendering. With the one fellow climbing down, he'll head over to the fallen one, though it looks, after some examination, that he'll be okay. &amp;quot;This one's just out cold!&amp;quot; he calls out to his allies after some cursory examination. He looks around for some rope to tie the fellow up with.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good. Let's get them tied up and in the brig, then we can heal them up and bring them to face proper justice. Just like we were paid for!&amp;quot; Jibbom winces again. &amp;quot;... Also, speaking of healing, I seem to have been shot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch pauses as the song ends, and blinks hard, peering around. &amp;quot;That.... was diffrent.&amp;quot; Turning towards Clyde, the golems makes no move to help, or hinder, simply waiting until the Tengu gets down on deck. &amp;quot;I'm still pretty okay with chopping you in half. Just in case you think of anything sneaky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The tengu alights the deck and holds out his hands to be tied, nodding rapidly and saying &amp;quot;We will behave. This is a nice ship. When we get back, can me and Sneaker be airmen? We'd be good at that. We wouldn't be good at being prisoners. Just like we weren't very good at banditing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: You clear initiatives.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht has cleared initiatives.&lt;br /&gt;
&lt;br /&gt;
Conrad lowers his rifle slowly...and starts to limp back toward the others. He's taken quite a few bad hits. &amp;quot;...Medic. Medic? Urgh.&amp;quot; He's got an arrow sticking out of him, and that mace rattled him good.&lt;br /&gt;
&lt;br /&gt;
Kalkorth blinks as he's right at the edge and he shakes his head. &amp;quot;What in the name of the Garganos Behemoth's Mighty Earthbreaker happened?&amp;quot; He looks around and he aws softly, &amp;quot;The fun's all done.&amp;quot; He stomps over and he pulls his javelin out of Sneaker. He looks at Munch, &amp;quot;We are tied.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think we've had enough chopping people in half for this trip, don't you agree?&amp;quot; Jibbom replies to Munch as he approaches the captive tengu. &amp;quot;Your fate will be up to the courts, I expect. For what it's worth, paying off your debts by working sounds fair to me. But I don't expect they'll ask my opinion. And... for what it's worth, sorry I had to kill your friend there. I gave her every chance to surrender. Glad you decided to take that option.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert ties the unconscious fellow up stoutly, cause he'll probably struggle before he can be briefed on his new condition. He'll bind the other one, too, if no one else is doing so, and he'll stand watch over the two if needed. He shrugs at Jibbom's comments, and rolls his eyes at Kalkorth and Munch. &amp;quot;I didn't think to bring any potions, sorry,&amp;quot; he says apologetically to Conrad.&lt;br /&gt;
&lt;br /&gt;
The roar from the aft deck comes as the captain shouts &amp;quot;The storm's catching us,&amp;quot; over the wind, accompanied by the cascade of rain on the deck, washing blood off of wood. &amp;quot;I suggest you lads get you and your prisoners below, get patched up. It'll be a bumpy trip for the next while. but we caught a lot of time on that air current. Shortened our trip quite a bit. So rest up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch nods to Kalkorth. &amp;quot;You fight well. I look foreward to witnessing more of your prowess in the future.&amp;quot; Though not overly concerned with the weather, he does head belowdecks as recomended, hanging back a bit to keep an eye on the birdmen, just in case. To Conrad, he shakes his head. &amp;quot;The potion I possess is made for golems. I do not think it would do plesant things to your insides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth puts his javelin away and he hefts his axe. &amp;quot;Let's go down below.&amp;quot; He nudges the captive and conscious with his axe and he leads the captives down and guard them.&lt;br /&gt;
&lt;br /&gt;
True to the captain's word, the Astalicia is buffeted and shaken for hours, but eventually pulls through the storm as the winds slow, and emerges on the other side. It's still a bit of a way to Gateway, but it's pleasant sailing afterward, and the captain and crew are grateful for your service, the captain inviting you to dine with him that night. And so, a couple of days later, the Astalicia pulls into its dock in Gateway, and the unloading begins, for the first time in months safe from fear of attack by Professor Muxx and his cohort.&lt;br /&gt;
&lt;br /&gt;
Coming to the railing as the sailors unload the cargo, the giantborn captain pulls the group aside and says &amp;quot;I really appreciate what you've done, and Mr. Whistletop asked me to give you this,&amp;quot; producing a letter. &amp;quot;I've sent my man ahead to the guild, so should any of you remain, you can draw your pay here, or you're welcome to ship out with us back to Alexandria in two days time. Your papers should be in with the letter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Paid for a job well done, and they didn't even need to slaughter everybody. This counts as a good aventure in Jibbo's book. He grins gleefully at the mention of pay. &amp;quot;Oh, I'll be returning to Alexandria. But until then... are there any taverns around here that are frequented by comely halfling lasses? Or quarry nymphs?&amp;quot; Priorities!&lt;br /&gt;
&lt;br /&gt;
Conrad nods, leaning on a crutch, &amp;quot;If it's all the same to you, I'll travel with you back to Alexandria. Your medic is quite skilled, and I need more time to heal. I am, however, going to do some light shopping in Gateway. I'll be back before you're ready to shove off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert nods to the skipper, but also says, &amp;quot;I'll be shipping home to Alexandria with you, but if I can draw my pay here, I'd count that as a blessing. A little coin will help two days pass more quickly in a strange town,&amp;quot; he says with a little laugh.&lt;br /&gt;
&lt;br /&gt;
Munch nods with the others. &amp;quot;Two days should be as much as I care to linger. Of course, always a chance of something comming up, dragon attack or whatever. Not likely, but can hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth nods, &amp;quot;Alexandria sounds good to me.&amp;quot; He looks at Jibbom, &amp;quot;That's the first smart thing I've heard come out of your little mouth...of course I'll be looking for some lusciously curvy giantborn woman.&amp;quot; He moves his hands in a curvy motion and smiles brightly.&lt;br /&gt;
&lt;br /&gt;
The giant nods and says &amp;quot;Well, I'll look forward to seeing you lads again, then. Enjoy Gateway, she's a heck of a town.&amp;quot; The man grins and raps the railing with his knuckles before lifting his hand and striding back toward the hold to attend to business. The letter contains directions from Whistletop that he's made arrangements for lodgings for the group at one of the local inn and hostelries, until the return trip, accompanied by directions from the docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=PrP:_Of_Contracts_and_Defence&amp;diff=7544</id>
		<title>PrP: Of Contracts and Defence</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=PrP:_Of_Contracts_and_Defence&amp;diff=7544"/>
		<updated>2012-06-23T06:55:25Z</updated>

		<summary type="html">&lt;p&gt;Harek: Created page with &amp;quot;== Log Info == *'''Title''': Of Contracts and Defence *'''Emitter''': Albrecht *'''Characters''': Conrad Level 2, Melbert Level 2, Jibbom Level 3, Munch Le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Log Info ==&lt;br /&gt;
*'''Title''': Of Contracts and Defence&lt;br /&gt;
*'''Emitter''': [[Albrecht]]&lt;br /&gt;
*'''Characters''': [[Conrad]] Level 2, [[Melbert]] Level 2, [[Jibbom]] Level 3, [[Munch]] Level 4, [[Kalkorth]] Level 2.&lt;br /&gt;
*'''NPCs''': Clanbert Whistletop, the crew of the Astalicia.&lt;br /&gt;
*'''Place''': Alexandria - The Skygate, and aboard the Skyship Astalicia&lt;br /&gt;
*'''Time''': Jun 21, 2012&lt;br /&gt;
*'''Summary''': Brave souls, hired by the Guild of the Skies by way of the Guild of Explorers are set to take down the renegade engineer-turned-pirate, Professor Heironymus Muxx and his nefarious gang.&lt;br /&gt;
*'''APL''': 3&lt;br /&gt;
*'''Encounter 1''': Klaus Stoddlemeyer (Wererat), Muxx (2nd level Gobber Artificer), Bransen, Beaker (Tengu rogues), &amp;quot;CR 5&amp;quot;&lt;br /&gt;
*'''Encounter 2''': Sneaker and Clyde (Tengu rogues) and Pretty Jenny (Harpy), &amp;quot;CR 5&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 38  | 42  | 17  |  5  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
The appointed meeting spot is in a small plaza near the Skygate, the day after the contracts were issued from the Guild of Explorers. The instructions were to meet a representative of the principals in front of the shop of a merchant of fine imports, just past noon. Standing in front of the well-appointed building is a gnome, dressed in a crimson waistcoat and calf-length braies, with a pair of fancy looking spats over his shoes, looking impatiently at a pocket watch. His hair is a pale green and swept back into something more elegant than, but resembling closely a cowlick.&lt;br /&gt;
&lt;br /&gt;
Jibbom shows up attired in his strange multicolored robe, just like he does for any adventure. He strides right up to the gnome in the waistcoat, waving in greeting. &amp;quot;Howdy there! You're the fellow who hired folks to deal with the nasty sky bandits or somesuch?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad arrives five minutes early, carrying a large, long parcel on his back. It is wrapped in sheepskin, and held to him by a leather thong over his shoulder. His eyes are lidded and his expression serious. When he spots Jibbom, he blinks, widens his eyes, and then winces, in that order.&lt;br /&gt;
&lt;br /&gt;
Munch is technically naked, save for a thin leather strap holding his axe. But being a golem, he's also technically genderless, and has no real need of clothing. Peering about, he raises a hand in greeting to the various folks gathered.&lt;br /&gt;
&lt;br /&gt;
Melbert has arrived early, but waits until the others arrive to step forward. He bows his head a little in greeting, and speaks formally, with a local accent. &amp;quot;Good day. I'm looking for the one who offered the job through the Explorers' Guild?&amp;quot; He looks around at the other volunteers, and offers, &amp;quot;I am Mel. It's good to meet you all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The gnome adjusts a pair of pince-nez spectacles on the bridge of his nose and says &amp;quot;Ahm, yes. I am Clanbert, factor for Messr. Restimov and his associates, who are backing the contract. It is good of you to come. My employers represent a shipping concern within the Guild of the Skies that oversees cargo transports between here and Gateway, among other locations. Unfortunately, of late, we've been experiencing trouble with one of our former engineers, one Professor Heironymus Muxx. He seems to have fallen in with some banditary elements, and must be stopped. Some nonsense about problems with the termination of his contract. Anyway, we've intelligence that they plan on hitting this afternoon's shipment, aboard the Astalicia, and you are here to ensure its saftey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 38  | 50  | 17  |  7  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Got it. Take a fun airship ride, blast some bandits along the way, get paid. All in a good day's work for the heroes of the Explorer's Guild!&amp;quot; Jibbom says with a beaming grin, glancing back at the others who have joined the group. &amp;quot;What can you tell us about this Muxxy fellow? How many men does he have? How well armed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human huntsman nods slowly, &amp;quot;No problem. I'm Conrad. Good to be working with you. Are we staying overnight at our destination, or making the round trip aboard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch faces splits into a grin, his 'teeth' a series of tiny buzzsaws and grinders. &amp;quot;Sounds fun! I'm Munch. You concerned with live capture, or just stopping them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert nods gravely to Clanbert. &amp;quot;I see. So we are providing security for your airship, which you're expecting will be attacked?&amp;quot; He falls silent as Jibbom gets straight to the point. He looks a bit nervous, but listens attentively to Clanbert's answers.&lt;br /&gt;
&lt;br /&gt;
Clanbert Whistletop produces a folder from within his vest, containing a set of credentials and passes for the Skygate. &amp;quot;Your contract is for the trip to gateway. Your passes will allow you passage back to Alexandria abord the Astalicia, or you may remain, as you see fit. Should you remain, and your contract be completed, we will forward your wages to you through the guild. As to Professor Muxx, he is a goblin engineer, not unskilled, but temperamental, and seems to have fallen in to working with the Crax brothers. They are a low-level gang of Tengu knaves, but there are rumors that they have allied with some even less savory sorts, but our intelligence in this regard is incomplete. I advise caution.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just an artificer and two thugs, then? Piece of cake.&amp;quot; Jibbom says with a confident grin. He looks back at the others. &amp;quot;By the way, the name's Jibbom Taribree. Also known as Steel Von Ironblood, Bane of the Night. Or just 'The Jibbom' to some. Pleasure to be working with you all. So, who's ready to take a ride and blast a goblin?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad nods, smirking in the process, &amp;quot;Not a problem. Good to be flying again. I've missed Alexandria.&amp;quot; He eyes Jibbom sidelong, &amp;quot;I'm ready when you are. And...ah.&amp;quot; Conrad's eyebrows rise, &amp;quot;My apologizes, I briefly mistook you for someone else.&amp;quot; He nods toward Skygate, &amp;quot;Shall we?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch buzzes softly, frowning. &amp;quot;Tengu. Dangerous foes, in my limited experience. I recomend caution.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert ahems softly, and asks with some trepadition, &amp;quot;How important is it that Professor Muxx survives this?&amp;quot; He looks around to the others, and then to the man, &amp;quot;I mean, we'll ask him to surrender. But if he doesn't. It's not always easy to get people to stand down, I mean.&amp;quot; He looks nervous at Jibbom's cheerful fearlessness, and Munch seems to make him very nervous even without the warning about Tengu. He sidles closer to Conrad, and nods about getting going. He tugs his cloak a bit, and settles his sword belt.&lt;br /&gt;
&lt;br /&gt;
The estimable Mr. Whistletop seems dubious of the cavalier attitude prsented by the halfling in regards to the threat presented, but says nothing, trusting the adventurers to know their trade and craft. &amp;quot;The good professor has taken the path of the outlaw. I have no particular wish to see him dead for its own sake, but if he is not, then I must insist on his capture and incarceration. If there'll be naught else, I'll leave you to it. It is at gate Seven B. Good luck, gentlefolk.&amp;quot; The gnome gives a perfunctory bow after passing out the papers and ducks back into the shop.&lt;br /&gt;
&lt;br /&gt;
Jibbom gives Conrad a grin. &amp;quot;Happens all the time.&amp;quot; Mr. Whistlestop's instructions are listened to before the halfling nods in acknowledgement. &amp;quot;Of course. The Jibbom never kills a foe who is willing to surrender. I pledge to make efforts to bring this ne'er-do-well in alive if at all possible.&amp;quot; He grins at the others. &amp;quot;Well then, let's be off!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad trudges off toward Skygate, his long stride carrying him swiftly. His coat flares in the breeze he creates, and he holds on to the wrapped parcel over his back by its strap. His gaze is firm, and his eyes narrowed.&lt;br /&gt;
&lt;br /&gt;
Munch nods, and doublechecks his axe before heading towards the indicated gate, his stubby little wings flapping in anticipation.&lt;br /&gt;
&lt;br /&gt;
Melbert nods to Whistletop, though it seems it wasn't what he'd expected. &amp;quot;Um, okay.&amp;quot; But he doesn't ask anything further, and follows Conrad and the others toward the Skygate. He takes long strides, falling into step with the others without really thinking about it.&lt;br /&gt;
&lt;br /&gt;
Time and space warp and....&lt;br /&gt;
&lt;br /&gt;
The Skygate bustles with activity, the techno-magical ships that are the staple of the city's trade being loaded and unloaded. A brief word with an attendant at the entrance, and an inspection of the guild approved credentials yields a helpful enough response. Up the spire just past the one on the left, and take the lift up to the third landing, first dock you see. And sure enough, those directions are, more or less, correct! The dock is a bustle with sailors and stevedores handling the cargo transfers both on and off in a quick and efficient manner. The landing is a circular outcropping from the central spire with a wide dock built off of it, to which is moored the Astalicia. She is a mid-sized ship, lightly armored, with a lanteen-style sail and a high aft deck with a captain's wheel set above a shaft that goes all the way through to the botom of the ship, in which rotates a large magicite crystal, suspended as its power suffuses the machinery of the ship. Standing to the side of the gangway is a massive man, seven and a half foot, wearing a bandana tied at the side, and bare to the waist, with a hatchet tucked into his belt, and a close cropped, mustacheless beard. &amp;quot;Ho! You must be the company's agents, if I'm not mistaken. Welcome aboard. We'll be underway shortly, so don't be dawdling too long,&amp;quot; he booms in a stentorian voice.&lt;br /&gt;
&lt;br /&gt;
Jibbom greets the bandana-ed man with a grin and a wave as he hops forward. &amp;quot;Yes indeed we are! You are lucky to have the protection of Steel Von Ironblood, Bane of the Night! And... associates.&amp;quot; A sweeping gesture is made towards the other three. &amp;quot;Rest assured, you and your cargo are in safe hands!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad nods silently, boarding the ship after the greeting. Once aboard the ship proper, almost with the first step, Conrad unfurls the wrapping from the mysterious parcel. A rifle, brilliant in the light, gleams with fresh oil and care. Conrad slings it around to the ready, and stuffs the sheepskin into a sack latched onto his belt. He seems no-nonsense as he moves to find a good vantage point from which to watch the skies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (1)+9: 10 to Albrecht&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+9: (12)+9: 21 to Albrecht&lt;br /&gt;
&lt;br /&gt;
Munch nods polite greetings, and wanders the ship a bit, familiarizing himself with the layout and locations. The golem does make some effort to stay out of the crew's way, no reason to be a larger problem then the one he's here to stop.&lt;br /&gt;
&lt;br /&gt;
Melbert looks a bit vexed at Jibbom's assertion of being an associate, insisting to the large man, &amp;quot;We are independent, but working together on this contract,&amp;quot; he clarifies. &amp;quot;We will each receive our pay separately.&amp;quot; He glances at Jibbom suspiciously now as he moves aboard, himself, and finds a position where he can see all around clearly, finding himself close by Conrad again, and like Munch, he tries to stay out of the crews' way.&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls perception: (12)+4: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls perception: (8)+8: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls perception: (6)+6: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kalkorth joins scene&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls perception: (15)+4: 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|   Name   |  Race  |    Class    | E Lev| CHP | HP  | AC  | For | Ref | Wil |&lt;br /&gt;
&lt;br /&gt;
09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)09:55, 23 June 2012 (EEST)[[User:Harek|Harek]]&lt;br /&gt;
&lt;br /&gt;
|Kalkorth  |GIANTBOR|Bbn          |  2   | 26  | 26  | 18  |  6  |  2  |  0  |&lt;br /&gt;
&lt;br /&gt;
|Conrad    |HUMAN   |Ftr          |  2   | 19  | 19  | 17  |  5  |  4  |  2  |&lt;br /&gt;
&lt;br /&gt;
|Melbert   |HUMAN   |Rog          |  2   | 18  | 18  | 18  |  2  |  6  |  3  |&lt;br /&gt;
&lt;br /&gt;
|Jibbom    |HALFLING|Sor          |  3   | 20  | 20  | 14  |  4  |  5  |  6  |&lt;br /&gt;
&lt;br /&gt;
|Munch     |WAR_GOLE|Bbn/Sor      |  4   | 50  | 50  | 17  |  7  |  4  |  3  |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls perception: (12)+7: 19&lt;br /&gt;
&lt;br /&gt;
All present notice a strange happening, primarily that one of the crates that was just carried aboard the ship is trying to sneak over toward the aft of the ship, with tiny bird feet tiptoeing so as not to be noticed. It is not a very sneaky box, however. The lift dings an arrival once more, with another arrival.&lt;br /&gt;
&lt;br /&gt;
Jibbom eyes the moving box with suspicion and amusement. &amp;quot;Bird feet. Gotta be a tengu.&amp;quot; He alerts his 'associates' quietly. &amp;quot;Hrm. I have an idea.&amp;quot; He sneaks over towards the box, then shouts out in the deepest voice the halfling can manage. &amp;quot;Woah, hold on there! Alexandria Customs Inspector here. Sir, we'll have to be thoroughly checking inside each of these crates before you cast off.&amp;quot; He watches the crate for reactions.&lt;br /&gt;
&lt;br /&gt;
Munch is tempted to bullrush the crate, smashing it to bits. But, perhaps a more civil aproach shall serve, and thus the golem approaches the 'sneaking' crate with somewhat less violence.&lt;br /&gt;
&lt;br /&gt;
Conrad rolls his eyes at Jibboom's exclamation. The huntsman casually approaches the sneaking box, rifle aimed, &amp;quot;Thank you for arriving to provide us with critical information. Your gracious and willing assistance will be rewarded with us not killing you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert looks at the others' reactions, a bit puzzled, but for himself, he draws his sword and readies his buckler, standing close to the box in case he needs to strike at whoever's hiding.&lt;br /&gt;
&lt;br /&gt;
Kalkorth finishes waiting for the lift to come up and he finally gets to the top. &amp;quot;Finally!&amp;quot; He has his axe with him all ready drawn and he stomps out. &amp;quot;So we catch any raiders yet?&amp;quot; He moves out to the others and he looks around...&amp;quot;Boxes with bird feet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll: 13 + Bonus: 3 = Total: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls initiative: Roll: 16 + Bonus: 3 = Total: 19&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Bransen: Roll: 18 + Bonus: 3 = Total: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll: 7 + Bonus: 4 = Total: 11&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Beaker: Roll: 15 + Bonus: 3 = Total: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 9 + Bonus: 3 = Total: 12&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Klaus: Roll: 19 + Bonus: 2 = Total: 21&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Muxx: Roll: 11 + Bonus: 2 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls initiative: Roll: 13 + Bonus: 2 = Total: 15&lt;br /&gt;
&lt;br /&gt;
A box nearby flips open, and a second tengu emerges, a knife in his hand, which he flicks through the air toward the rifleman aiming at the box, as he shouts &amp;quot;Run, Beaker! We're made! BOSS! We can't wait, gotta go now!&amp;quot; At the sound from the croaking voice of the tengu, a man on one of the other two adjacent docks, a sallow looking man in tattered armor with a rapier at his side, draws his blade and begins toward the docked airship hurriedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                  &lt;br /&gt;
&lt;br /&gt;
21                  Bransen&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
21                  Klaus&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
19                  Melbert&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
18                  Beaker&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
16                  Munch&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
15                  Kalkorth&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
13                  Muxx&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
12                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
11                  Conrad&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                    &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tengu appears to have been waiting for something else to happen after he threw the knife, but finds that he is quicker on his feet than he thought, and he steps out of the toppling box, drawing a short sword as he moves in, shouting &amp;quot;You get away from my brother!&amp;quot; He swings his blade at the most immediate threat to his still-covered sibling, the same as his knife throw, and makes an poking stab and cut.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (15)+3: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6+1: (3)+1: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 4 points. 15 remaining.&lt;br /&gt;
&lt;br /&gt;
The rapier-carrying ruffian, a jaundiced looking fellow up-close, with rough stubble, gives a mirthless smile to the newly arrived warrior, apparently on the side of the adventurers and says &amp;quot;I'm afraid it's just not your lucky day, my friend,&amp;quot; as he lets fly a vicious cut toward the face with his sword, with little warning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (17)+3: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6+1: (1)+1: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 1d20+6: (15)+6: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 2d6+2: (10)+2: 12&lt;br /&gt;
&lt;br /&gt;
Melbert looks small and nervous ... because he -is- small and nervous, but he's also the first one of the party to snap out of it as the bad guys begin their ambush. Shouting, &amp;quot;Defend the ship!&amp;quot; in a sort of rallying tone that you might expect from a soldier, he shifts to one side a little, to where he judges the pirate is not expecting an attack from, and he thrusts viciously. His blade strikes home, and he thrusts deep, twisting it as he pulls the blade free running with blood.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2+2: (14)+6+2+2: 24&lt;br /&gt;
&lt;br /&gt;
The box clatters to the ground as Beaker expires, and Bransen shouts &amp;quot;Noooo! I knew we should have waited for the others! Damn you, Muxx!&amp;quot; Also he probably is about to die.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d12+7: (6)+7: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+7: (2)+7: 9&lt;br /&gt;
&lt;br /&gt;
Kalkorth grunts as he gets stabbed with the rapier and he growls as he takes a hard swing at the man holding the rapier. He misses badly and he narrows and his eyes as he starts to laugh.&lt;br /&gt;
&lt;br /&gt;
Munch moves quickly once he has his bearings, stepping around to flank the attacking Tengu. The golem's muscles pulse and steam faintly as dangerous chemicals pump thru them, his large axe riseing overhead, then falling like a crashing airship, barely slowed by tengu flesh or bone. The steel head thunks into the wooden deck, the sound covered by the splattering of blood and gore.&lt;br /&gt;
&lt;br /&gt;
There is a sound from above as a parachute carries a small figure, clad in clockwork armor down toward the landing near the exchange between the huge barbarian and the agile swordsman. A goblin, holding a pistol in one hand, and a foul expression on his face. &amp;quot;So! You've taken out my lackies, have you? Fine, dogs of the guild, but you'll not get the best of Heironymus Muxx THIS day! Have at you!&amp;quot; He levels the gun toward the barbarian engaging with the swordsman and says, &amp;quot;Perish, oaf,&amp;quot; as he pulls the trigger upon landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+4: (18)+4: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for 5 points. 21 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for 2 points. 19 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And that must be Muxxy, then.&amp;quot; Jibbom says, narrowing his eyes at the goblin descending and firing upon his 'associates'. &amp;quot;Hey, goblin! If you give up now, you might keep your fancy toys before I break them all!&amp;quot; He points and fires two bolts of sparkling purple light that slam into the titan armor with surprising force, leaving sizeable dents. &amp;quot;See?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (2)+6+1: 9&lt;br /&gt;
&lt;br /&gt;
Conrad whirls about to shoot the thing that stabbed him in the back, but grrs when he notices the tengu already dead. &amp;quot;Wouldn't have died if you'd just given up.&amp;quot; Turning about, Conrad GLARES at Muxx and raises the rifle, &amp;quot;MUXX!&amp;quot; BOOM!&lt;br /&gt;
&lt;br /&gt;
As the bullets and magic fly, and the battle is joined in earnest, there comes a sick gleam in the swordsman, Klaus' eye. His sickly complexion begins to look worse and worse, and... Is his hair growing longer? Oh no. With a sickening twisting and an inhuman howl, the man begins changing before your very eyes, his body elongating, hunching, legs twisting backward and face becoming the snarling, toothy maw of a wererat, acoutered in the man's armor and weaponry, slavering as it menaces anew.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2: (20)+6+2: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 1d20+6+2: (14)+6+2: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert's inititave total changed to '16'.&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls 3d12+21: (18)+21: 39&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+9: (13)+9: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d12+10: (6)+10: 16&lt;br /&gt;
&lt;br /&gt;
Munch's magicite eyes light up as Klaus changes forms. &amp;quot;A ratman! Awesome! Do you taste like rat, or like man?&amp;quot; Sadly, Klaus is unable to answer, for as the question is asked, the golem's greataxe swings low catching teh wererat right in the crotch. As painful as that may be, Klaus doesn't suffer long, the axehead continuing it's upward slice thru belly, ribs, and neck, finally ripping thru rat snout with a shower of gore. For a brief instant Klaus wobbles, the pieces of his severed body starting to regenerate. But some tasks are just too great, and the corpse falls in a wet splatter across the deck. Munch raises his axe above his head in a brief victory pose. &amp;quot;Two for me! Where's a third?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth gets shot and he laughs louder, laughter that's becoming slowly more maniacal as he turns towards Muxxx. He raises his axe and slams it down hard on the goblin, who's titan armor can't stop the blow. He looks over at Munch and laughs, &amp;quot;One for me!&amp;quot; He kicks the dead goblin off his axe and he looks around for another opponent.&lt;br /&gt;
&lt;br /&gt;
But there is no other opponent for Brave Kalkorth to do battle with. Two of the Crax brothers, the infamous lycanthropic rakehell Klaus Stoddlemeyer, and the unhinged but brilliant Professor Heironymous Muxx lay dead on the docks, high above Alexandria, their quarry denied them. But who were these &amp;quot;others&amp;quot; that Bransen Crax referred to in his final moments? Dark questions for a dark sky as rain appears on the horizon. The giantborn captain steps forward from the forecastle where he had watched the battle, arms crossed, and nods his approval at the display of martial and magical prowess. &amp;quot;Hm. Well. You lads can certainly handle yourselves. Glad you were here. My men are mostly merchant airmen, not marines. Most haven't seen boarding action.&amp;quot; He glances at the bloody gouge in the Astalicia's deck, where Munch's axe cleaved the tengu, and winces, but shakes his head. &amp;quot;Stow all cargo, and get ready to fly. I want us out of here ahead of the storm!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad didn't get to shoot anything, but he shrugs. He seems undisturbed by this fact. Instead, he shoulders his rifle and heads off for the healer, to get his stab wound staunched. He's bleeding. Profusely at that, but magical healing can't be too far away. They haven't even left the city.&lt;br /&gt;
&lt;br /&gt;
Jibbom has another missile being prepared, but it fizzles out at the last moment as he finds all possible targets for it felled by his fellow adventurers. He looks vaguely disappointed. &amp;quot;Hrm. I sort of expected a bandit who had our employers in such an uproar to put up more of a fight.&amp;quot; He eyes the bleeding Conrad. &amp;quot;Huh. Perhaps they did. You alright there, big guy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert is left on deck, waiting for an opening, but when the last two enemies fall without needing his involvement, he breathes a sigh of relief. He takes out a rag and begins to clean the blood from his blade, but he stands around warily, expecting further attacks. &amp;quot;Well, at least he was prompt,&amp;quot; he says grimly. &amp;quot;I suppose we won't need to fly anywhere now?&amp;quot; he wonders, not sure if we're to guard against the others now, or what?&lt;br /&gt;
&lt;br /&gt;
Munch peers for a moment, then relaxes, slumping a little as his hyperactive combat mode ends. Pressure releases, and a hiss of expired chemicals release in a foul smelling but harmless cloud. Peering towards the others, the golems idly licks clean his axe, his long black tongue flicking away ever speck of blood. &amp;quot;I am unharmed, but they mentioend others. Another attack is possible, we should remain, just in case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conrad turns and looks, &amp;quot;Minor wound. Took a knife to the back. ...Think you can heal this, The Jibbom?&amp;quot; Turning about fully, he wanders back over toward the sorcerer, rifle in tow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course the Jibbom can!&amp;quot; And the Jibbom points. A ray of sparkling dazzling light issues forth... and does absolutely nothing. Jibbom blinks, then looks a little sheepish. &amp;quot;Er... The Jibbom has the power to heal the wounds of those pure of heart and deed. And... well...&amp;quot; He trails off, thinking the better of making the logical conclusion.&lt;br /&gt;
&lt;br /&gt;
Conrad shrugs, &amp;quot;Not a problem. I'll find the healer. See you up here in a few.&amp;quot; And with that, Conrad wanders off to find said person.&lt;br /&gt;
&lt;br /&gt;
Melbert nods as Munch mentions possible future attack. &amp;quot;This is so.&amp;quot; He heads over to Conrad, sheathing his own blade, and stowing the buckler as he pulls some clean strips of cloth from his pack. &amp;quot;Uh, I can at least bind your wounds. Until you can find a priest?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth stops laughing and he comes down from his rage. He takes a deep breath and he wipes off the blood from his wound. &amp;quot;I'll be find if there is going to be another attack.&amp;quot; He looks over at Conrad, &amp;quot;Do you want a potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch frowns, peering towards the sky and the hurrying crew. &amp;quot;Might not be time for a priest. Looks like we're leaving quite soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cargo is stowed, the bodies cleared away and the deck sluiced by efficient airmen. The captain climbs the aft deck and roars &amp;quot;All hands to the ready, power up the engines and rig sails for ascent!&amp;quot; Looking over the railing at the group he says &amp;quot;Unless any of you are sailing men, I'd advise you sit this next part out below. There's a bunk room for you, and you might see the medicus. I appreciate the hand with that, but this part's what we do best, so we'd best be about it.&amp;quot; And so begins the voyage of the Astalicia, pulling free of its moorings and ascending the skies high above Alexandria, racing ahead of the summer storm on the horizon, speeding toward Gateway.&lt;br /&gt;
&lt;br /&gt;
*Airship music*&lt;br /&gt;
&lt;br /&gt;
Kalkorth heads onto the boat after he helps put the cargo on and he nods as he moves down bellow to one of the bunks. He patches himself up as his wounds aren't that bad and he catches some rest.&lt;br /&gt;
&lt;br /&gt;
Being a fantasy character on an airship voyage, Jibbom mostly spends the trip pacing in circles in one particular spot, performing repetive tasks and repeating stock phrases to those who interact with him.&lt;br /&gt;
&lt;br /&gt;
Conrad is usually found recovering in the bunk areas. He gives repetitive dialogue after a while, occasionally referencing how he became an adventurer.&lt;br /&gt;
&lt;br /&gt;
Munch spends some time cleaning up the mess he made. The bodies disappear swiftly enough, much simply tossed overboard, the rest... well, ratmen taste neither like rat, nor men. He also helps with the slice he made into the deck. The goo he secretes drying quickly and almost matching the orginal color, though best not to think to hard what it's made from. Troubles corrected, Munch heads below to keep out of the way, peering out the portholes with casual curiousity and no fear of heights.&lt;br /&gt;
&lt;br /&gt;
Melbert will take the captain's advice and wait out the evolution down below. He's actually good with waiting, patient and quiet, and he's happy not to see any more of Munch helping to clean up. He'll chat with the sailors once we're underway, and he'&lt;br /&gt;
&lt;br /&gt;
... he's got some experience with military cooking, if that is of any service.&lt;br /&gt;
&lt;br /&gt;
It is late in the next day, and a crack of thunder heralds the arrival of the rain, catching up to the speedy airship. It's almost time for the evening mess, with whatever the cook, with Melbert's help, have rigged up. Airmen are lashing the sails into a new configuration when there is a shout from above, followed by a commotion, and a head pokes down from above decks. &amp;quot;Trouble, lads! And it's headding straight for us. Something winged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for -4 points. 19 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Kalkorth for -4 points. 23 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: You clear initiatives.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht has cleared initiatives.&lt;br /&gt;
&lt;br /&gt;
Jibbom looks up at the call from the shouting airman, immediately curious. &amp;quot;Something winged? Up here, in the clouds? Who would've guessed?&amp;quot; He appears excited all the same. &amp;quot;Associates of Steel Von Ironblood! Come, we're needed above decks!&amp;quot; The halfling charges ahead.&lt;br /&gt;
&lt;br /&gt;
Munch glances to the others, then after Jibbom. &amp;quot;Guess we'd best go as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert actually finds time passes faster when he's got things to do, so he inserts himself as an assistant to the ship's cook, and seems to know how things go, though when the warning comes that there is danger, he apologizes and hurries up to the deck to see what's going on.&lt;br /&gt;
&lt;br /&gt;
Kalkorth gets up and he stretches out, &amp;quot;Winged trouble.&amp;quot; He picks up his weapons and he looks at the Jibbom and laughs a bit. &amp;quot;I guess just Steel Von Ironblood is gonna take them on by himself.&amp;quot; He heads up onto the deck.&lt;br /&gt;
&lt;br /&gt;
Conrad arrives on deck in his longcoat, rifle in hand. The wind whips his hair about as he searches the skies, &amp;quot;Where is it? Give me directions!&amp;quot; Lifting his rifle he sights down it, searching the skies with swift footsteps.&lt;br /&gt;
&lt;br /&gt;
The clouds above are darkening rapidly, and are positively black just behind the ship, a curtain of water cascading down to the land below as the storm winds gust the Astalicia just ahead of the leading edge. From dead ahead, however, comes a figure, winged, and somewhat humanoid in shape, bearing down on the ship. As it draws closer at speed, feathered wings can be made out, in place of arms on the woman's form, with the talons of a raptor for feet. She bears a basket on her back, carrying a pair of small, black clad figures, which leap into the rigging as they pass by. One of them cries out &amp;quot;You gits killed our brothers on account of we was late due to taking care of our ailing mum! But now Pretty Jenny here's gonna set you lot to rights! No quarter!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls initiative: Roll: 4 + Bonus: 2 = Total: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls initiative: Roll: 10 + Bonus: 3 = Total: 13&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Sneaker: Roll: 3 + Bonus: 3 = Total: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls initiative: Roll: 5 + Bonus: 3 = Total: 8&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Clyde: Roll: 7 + Bonus: 3 = Total: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll: 1 + Bonus: 3 = Total: 4&lt;br /&gt;
&lt;br /&gt;
GAME: You roll initiative for Pretty Jenny: Roll: 1 + Bonus: 2 = Total: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls initiative: Roll:  + Bonus:  = Total: 0&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll: 16 + Bonus: 4 = Total: 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Current Initiative Order =========&lt;br /&gt;
&lt;br /&gt;
----------------------------------------                   &lt;br /&gt;
&lt;br /&gt;
20                  Conrad&lt;br /&gt;
&lt;br /&gt;
----------------------------------------      &lt;br /&gt;
&lt;br /&gt;
13                  Jibbom&lt;br /&gt;
&lt;br /&gt;
----------------------------------------  &lt;br /&gt;
&lt;br /&gt;
10                  Clyde&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
8                   Melbert&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
6                   Sneaker&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
6                   Kalkorth&lt;br /&gt;
&lt;br /&gt;
---------------------------------------- &lt;br /&gt;
&lt;br /&gt;
4                   Munch&lt;br /&gt;
&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
3                   Pretty&lt;br /&gt;
&lt;br /&gt;
----------------------------------------            &lt;br /&gt;
&lt;br /&gt;
========================================&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (9)+6+1: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls 1d12+1: (11)+1: 12&lt;br /&gt;
&lt;br /&gt;
Conrad lifts the rifle casually, remarking with a deadpan tone, &amp;quot;You really shouldn't announce 'No Quarter' to heavily armed mercenaries.&amp;quot; The rifle explodes with fire and sound, and a Kulthian bullet rips its way through Jenny, &amp;quot;...Makes us less well disposed toward you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (5)+2: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jibbom takes his lead from Conrad, raising his arm to the skies and firing off a pair of sparkling purple bolts that slam into the already wounded Jenny. Jibbom winces as if in sympathy. &amp;quot;Ouch! That's gotta hurt!&amp;quot; He calls out loudly. &amp;quot;Best to surrender now, I think! You'll be treated fairly. Medical attention and all that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Up in the rigging, perched with purpose, Clyde the Tengu, eldest brother of Bransen, Beaker and Sneaker draws back his shortbow, aiming it at the figure of the rifleman that just shot Jenny &amp;quot;None of that now! Sneaker, get the magic one!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (20)+3: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (4)+3: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (4): 4&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 4 points. 15 remaining.&lt;br /&gt;
&lt;br /&gt;
Melbert comes up out from down below, a wooden spoon in his hand. He realizes this isn't going to help him and drops it. They have others. Seeing the parachutes and the flying enemies, he rushes over and straps on the parachute. Well, if someone throws him over the side, he doesn't want to fall to his death. It seems reasonable. And it's not like he can do a lot until the enemies land.&lt;br /&gt;
&lt;br /&gt;
Responding to big bro's instructions, sneaker takes aim and fires at the halfling with a vicious &amp;quot;Yeah! Eat it, tiny magic guy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (11)+3: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Jibbom for 6 points. 14 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d20+4: (18)+4: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls 1d6+5: (4)+5: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls climb: (17)+8: 25&lt;br /&gt;
&lt;br /&gt;
Kalkorth takes out his javelin and he takes careful aim before he hefts it at one of the brothers. The javelin flies from the mighty toss and hits Sneaker right in the chest. The raider falls to the ship with a bone crunch sound and Kalkorth laughs, &amp;quot;Call out the next one you want me to hit.&amp;quot; He says as an insult to Clyde, &amp;quot;And leave our magic halfling alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls initiative: Roll:  + Bonus:  = Total: 0&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls will: (10)+6: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Kalkorth rolls will: (2)+0: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls will: (18)+3: 21&lt;br /&gt;
&lt;br /&gt;
Munch frowns, shouting at Conrad and Jibbom. &amp;quot;Don't kill that until it lands! I havn't eaten one of her yet!&amp;quot; Thorwing himself at the rigging, the golem scrambles upward rapidly, with zero regard for the fall below. &amp;quot;You should have told him to aim for the dangerous one!&amp;quot; he taunts at Clyde. And then Sneaker falls, and the golem pauses. &amp;quot;....me. I was refering to me. But I guess the other guys are pretty dangerous too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Apparently at this point I forgot to pose, the Harpy flew further out and began using her Captivating song.  Conrad, Munch and Kalkorth are all compelled to walk off the ship toward her.  Conrad reaches the edge and snaps out of it.  Jibbom shoots another magic missile&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME: Munch rolls will: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls will: (5)+2: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls will: (19)+2: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (3)+2: 5&lt;br /&gt;
&lt;br /&gt;
Clyde, the last Tengu standing sees the golem waver in its resolve and begin descending at the harpy's command, and croaks a cackle, taking aim again, first at the sorcerous halfling, but then sees that the dangerous rifleman has snapped out of it, and must be dealt with, loosing an arrow!&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+3: (17)+3: 20&lt;br /&gt;
&lt;br /&gt;
Jibbom recoils from the blow when Sneaker shoots him. &amp;quot;Ow!&amp;quot; He seems poised to retaliate, but then he notices his fellow adventurers marching towards certain doom. That's no good. &amp;quot;Hey! Stop that!&amp;quot; Off go another sparkling pair of kinetic bolts that slam into the harpy, though the growing moisture in the air takes a bit of the punch out of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 6 points. 9 remaining.&lt;br /&gt;
&lt;br /&gt;
GAME: Melbert rolls 1d20+3: (3)+3: 6&lt;br /&gt;
&lt;br /&gt;
Melbert, having donned his parachute, is far enough away from the strange song that he's not affected. Or perhaps he's in just the right part of the slipstream where the worst of the song goes past him. He sees his allies walking to their dooms, though, and he rushes towards the Giantborn and tries to stop him. Shouting does no good, so he tries to trip him, though the attempt is laughable - the man is over three times his weight.&lt;br /&gt;
&lt;br /&gt;
As the two axemen, the giant and the golem, remain under her song and advance, the harpy shrieks in rage as the rifleman that shot her seems to snap out of his trance. With the sorcerer and the gunner both free to act, her gambit is called, and she swoops in, ceasing her song and readying the wicked looking mace she carries as she makes for the prow of the ship and Conrad, winding up a powerful swing.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d20+8: (16)+8: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht rolls 1d8+1: (1)+1: 2&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht damaged Conrad for 2 points. 7 remaining.&lt;br /&gt;
&lt;br /&gt;
Munch pauses in his upward climb as the Harpy's song sounds, his eyes dialating wide as her peers towards the singer. &amp;quot;....pretty. Pretty bird. My bird.&amp;quot; Swinging around the rigging he's on, Munch simply lets go, his stubby little wings flapping madly for balence before he lands on the deck with a tump, swiftly picking himself up and starting towards Jenny.&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls weapon2+1: (13)+6+1: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Conrad rolls 1d12+1: (12)+1: 13&lt;br /&gt;
&lt;br /&gt;
Conrad urghs under the mace hit, already having been badly wounded by the arrow from earlier. And a knife wound the day before that! Shaking off the flying harpy, Conrad whirls away from her, ducking into a no-handed cartwheel brought on by sheer willpower to stay alive and not fall, swooning to his death. Coming up from the dramatic maneuver, he levels his rifle, one-handed, at her face, &amp;quot;You're working too hard.&amp;quot; BOOM! The rifle kicks hard and flies up, but the airborne fighter had greater agility, and dodged aside enough to only take the punishing bullet to the shoulder. &amp;quot;Just give it up. You've lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom casts Magic Missile.&lt;br /&gt;
&lt;br /&gt;
GAME: Jibbom rolls 2d4+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well... can't say we didn't give you a chance to surrender. Sorry there, bird lady.&amp;quot; Jibbom says with a frown and a shrug of his shoulders, which makes him wince as he remembers the bullet lodged there. Two final bolts are fired, one of which smacks the harpy solidly in the head and knocks her down. She's not getting up from that one.&lt;br /&gt;
&lt;br /&gt;
Seeing the arcane energies slam into his vastly more powerful ally, the last avian standing, Clyde, up there alone in the rigging shouts &amp;quot;Jenny! Fiddlesticks. Clyde surrenders! Don't shoot, I'm coming down! Don't leave poor Mama Crax alone! Is... Is Sneaker still alive? I think he's breathing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert has saved Kalkorth, and the singer has been stopped, and ... it looks like the enemy is surrendering. With the one fellow climbing down, he'll head over to the fallen one, though it looks, after some examination, that he'll be okay. &amp;quot;This one's just out cold!&amp;quot; he calls out to his allies after some cursory examination. He looks around for some rope to tie the fellow up with.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good. Let's get them tied up and in the brig, then we can heal them up and bring them to face proper justice. Just like we were paid for!&amp;quot; Jibbom winces again. &amp;quot;... Also, speaking of healing, I seem to have been shot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch pauses as the song ends, and blinks hard, peering around. &amp;quot;That.... was diffrent.&amp;quot; Turning towards Clyde, the golems makes no move to help, or hinder, simply waiting until the Tengu gets down on deck. &amp;quot;I'm still pretty okay with chopping you in half. Just in case you think of anything sneaky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The tengu alights the deck and holds out his hands to be tied, nodding rapidly and saying &amp;quot;We will behave. This is a nice ship. When we get back, can me and Sneaker be airmen? We'd be good at that. We wouldn't be good at being prisoners. Just like we weren't very good at banditing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: You clear initiatives.&lt;br /&gt;
&lt;br /&gt;
GAME: Albrecht has cleared initiatives.&lt;br /&gt;
&lt;br /&gt;
Conrad lowers his rifle slowly...and starts to limp back toward the others. He's taken quite a few bad hits. &amp;quot;...Medic. Medic? Urgh.&amp;quot; He's got an arrow sticking out of him, and that mace rattled him good.&lt;br /&gt;
&lt;br /&gt;
Kalkorth blinks as he's right at the edge and he shakes his head. &amp;quot;What in the name of the Garganos Behemoth's Mighty Earthbreaker happened?&amp;quot; He looks around and he aws softly, &amp;quot;The fun's all done.&amp;quot; He stomps over and he pulls his javelin out of Sneaker. He looks at Munch, &amp;quot;We are tied.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think we've had enough chopping people in half for this trip, don't you agree?&amp;quot; Jibbom replies to Munch as he approaches the captive tengu. &amp;quot;Your fate will be up to the courts, I expect. For what it's worth, paying off your debts by working sounds fair to me. But I don't expect they'll ask my opinion. And... for what it's worth, sorry I had to kill your friend there. I gave her every chance to surrender. Glad you decided to take that option.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert ties the unconscious fellow up stoutly, cause he'll probably struggle before he can be briefed on his new condition. He'll bind the other one, too, if no one else is doing so, and he'll stand watch over the two if needed. He shrugs at Jibbom's comments, and rolls his eyes at Kalkorth and Munch. &amp;quot;I didn't think to bring any potions, sorry,&amp;quot; he says apologetically to Conrad.&lt;br /&gt;
&lt;br /&gt;
The roar from the aft deck comes as the captain shouts &amp;quot;The storm's catching us,&amp;quot; over the wind, accompanied by the cascade of rain on the deck, washing blood off of wood. &amp;quot;I suggest you lads get you and your prisoners below, get patched up. It'll be a bumpy trip for the next while. but we caught a lot of time on that air current. Shortened our trip quite a bit. So rest up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Munch nods to Kalkorth. &amp;quot;You fight well. I look foreward to witnessing more of your prowess in the future.&amp;quot; Though not overly concerned with the weather, he does head belowdecks as recomended, hanging back a bit to keep an eye on the birdmen, just in case. To Conrad, he shakes his head. &amp;quot;The potion I possess is made for golems. I do not think it would do plesant things to your insides.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth puts his javelin away and he hefts his axe. &amp;quot;Let's go down below.&amp;quot; He nudges the captive and conscious with his axe and he leads the captives down and guard them.&lt;br /&gt;
&lt;br /&gt;
True to the captain's word, the Astalicia is buffeted and shaken for hours, but eventually pulls through the storm as the winds slow, and emerges on the other side. It's still a bit of a way to Gateway, but it's pleasant sailing afterward, and the captain and crew are grateful for your service, the captain inviting you to dine with him that night. And so, a couple of days later, the Astalicia pulls into its dock in Gateway, and the unloading begins, for the first time in months safe from fear of attack by Professor Muxx and his cohort.&lt;br /&gt;
&lt;br /&gt;
Coming to the railing as the sailors unload the cargo, the giantborn captain pulls the group aside and says &amp;quot;I really appreciate what you've done, and Mr. Whistletop asked me to give you this,&amp;quot; producing a letter. &amp;quot;I've sent my man ahead to the guild, so should any of you remain, you can draw your pay here, or you're welcome to ship out with us back to Alexandria in two days time. Your papers should be in with the letter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Paid for a job well done, and they didn't even need to slaughter everybody. This counts as a good aventure in Jibbo's book. He grins gleefully at the mention of pay. &amp;quot;Oh, I'll be returning to Alexandria. But until then... are there any taverns around here that are frequented by comely halfling lasses? Or quarry nymphs?&amp;quot; Priorities!&lt;br /&gt;
&lt;br /&gt;
Conrad nods, leaning on a crutch, &amp;quot;If it's all the same to you, I'll travel with you back to Alexandria. Your medic is quite skilled, and I need more time to heal. I am, however, going to do some light shopping in Gateway. I'll be back before you're ready to shove off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Melbert nods to the skipper, but also says, &amp;quot;I'll be shipping home to Alexandria with you, but if I can draw my pay here, I'd count that as a blessing. A little coin will help two days pass more quickly in a strange town,&amp;quot; he says with a little laugh.&lt;br /&gt;
&lt;br /&gt;
Munch nods with the others. &amp;quot;Two days should be as much as I care to linger. Of course, always a chance of something comming up, dragon attack or whatever. Not likely, but can hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kalkorth nods, &amp;quot;Alexandria sounds good to me.&amp;quot; He looks at Jibbom, &amp;quot;That's the first smart thing I've heard come out of your little mouth...of course I'll be looking for some lusciously curvy giantborn woman.&amp;quot; He moves his hands in a curvy motion and smiles brightly.&lt;br /&gt;
&lt;br /&gt;
The giant nods and says &amp;quot;Well, I'll look forward to seeing you lads again, then. Enjoy Gateway, she's a heck of a town.&amp;quot; The man grins and raps the railing with his knuckles before lifting his hand and striding back toward the hold to attend to business. The letter contains directions from Whistletop that he's made arrangements for lodgings for the group at one of the local inn and hostelries, until the return trip, accompanied by directions from the docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=7543</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=7543"/>
		<updated>2012-06-23T06:42:18Z</updated>

		<summary type="html">&lt;p&gt;Harek: /* Our Logs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Logs]]&lt;br /&gt;
Roleplay is central to Tenebrae, and consists of a mix of scenes, grid, and PrPs. Here you may read some of the logs our players have posted, or wanted to share. This page may also be used to post logs for PrPs, to share an item for staff review, or to tell players about a great scene. Just remember to ask folks in the scene if it's alright before posting (if it's a DM'd scene, ask the DM). Remember too, if you're RPing in a public area, a log may end up on this site.  &lt;br /&gt;
&lt;br /&gt;
If you're interested in a summary of recent history, see [[Recent History]]. &lt;br /&gt;
&lt;br /&gt;
==How to Post a Log==&lt;br /&gt;
Most recent logs are at the '''bottom.''' Be sure to put all pages into '''&amp;lt;nowiki&amp;gt;[[Category: Logs]]&amp;lt;/nowiki&amp;gt;'''. Thank you.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Log Help&lt;br /&gt;
{{T02}}&lt;br /&gt;
|I Need Help With...&lt;br /&gt;
|Look Here&lt;br /&gt;
|-&lt;br /&gt;
|Posting a log&lt;br /&gt;
|[[How to Post a Log]]&lt;br /&gt;
|-&lt;br /&gt;
|Wiki formatting&lt;br /&gt;
|[[How to Format a Log Quickly|How to Automagically Clean a Log]], [[Help:Editing#Formatting|Wiki Help]]&lt;br /&gt;
|-&lt;br /&gt;
|Finding a PrP template&lt;br /&gt;
|[[PrP Template]]&lt;br /&gt;
|-&lt;br /&gt;
|Finding what goes in a PrP log&lt;br /&gt;
|[[Player_Run_Plots#Sending_in_a_Finished_PrP|Submitting PrPs]] &lt;br /&gt;
|-&lt;br /&gt;
|Finding logs from the old website&lt;br /&gt;
|[http://emblemofea.pbworks.com/w/page/12036798/Game-Logs The Old Site] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Our Logs==&lt;br /&gt;
&lt;br /&gt;
* [[Ancestors Pyre|Dramatic Scene: Ancestor's Pyre]]&lt;br /&gt;
* [[Back At The Ranch|Social: Back At The Ranch...]]&lt;br /&gt;
* [[Boy Meets Girl|Social: Boy Meets Girl]]&lt;br /&gt;
* [[Ashenvale Part 2|PRP: Ashenvale Part 2]]&lt;br /&gt;
* [[PrP: The Competition|PRP: The Competition]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Falcon Point: Teeth of the Deep|PRP: Falcon Point: Teeth of the Deep]]&lt;br /&gt;
* [[PrP: Brothers of the Storm Part I]]&lt;br /&gt;
* [[PrP: Rats!]]&lt;br /&gt;
* [[UglyBats|PRP: Huggin' Ugly Bats]]&lt;br /&gt;
* [[GrandParade|DPrP: Machinists Grand Parade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrPALittleBatty|PRP: A Little Batty]]&lt;br /&gt;
* [[Dragon in the Garden|Social: Dragon in the Garden]]&lt;br /&gt;
* [[Bacon Liberation Team|PrP: Bacon Liberation Team]]&lt;br /&gt;
* [[Daggers in the Dark|PrP: Daggers in the Dark]]&lt;br /&gt;
* [[PrP: Wolves in the Winter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Adventurous Rivalry|PrP: Adventurous Rivalry]]&lt;br /&gt;
* [[PrP: That's not Timmy!]]&lt;br /&gt;
* [[PrP: Black Ring Rising]]&lt;br /&gt;
* [[PrP: Chicken Chasers!]]&lt;br /&gt;
* [[PrP: Timmy's Uncle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrP: Teena's Bad Day]]&lt;br /&gt;
* [[PrP: Fistful of Chitlins]]&lt;br /&gt;
* [[Hell's Medicine Part 1|PRP: Hell's Medicine Part 1]]&lt;br /&gt;
* [[Gnap!|PRP: Gnap!]]&lt;br /&gt;
* [[PrP: Watt's Mine is Mine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrP: 3375 Cubic Feet of Terror]]&lt;br /&gt;
* [[Why Did It Have To Be Rats?|PRP: Why Did It Have To Be Rats?]]&lt;br /&gt;
* [[The Poisoning of the Myrrish Ambassador|Social: The Poisoning of the Myrrish Ambassador]]&lt;br /&gt;
* [[Necromancer's Folly|PrP: Necromancer's Folly]]&lt;br /&gt;
* [[Tears in Dust Part 1|PrP: Tears in Dust Part 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[A Veyshanti Sort Of Arrangement|PrP: A Veyshanti Sort Of Arrangement]]&lt;br /&gt;
* [[Tears in Dust Part 2|PRP: Tears in Dust Part 2]]&lt;br /&gt;
* [[PrP: Earthshaper Part I]]&lt;br /&gt;
* [[PrP: Adventure, Inc. - Part 1]]&lt;br /&gt;
* [[PrP: Godbusters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Heroic by Proxy|PRP: Heroic by Proxy]]&lt;br /&gt;
* [[DPRP: Run, Thief, Run!|DPrP: Run, Thief, Run!]]&lt;br /&gt;
* [[Hell's Medicine Part 2|PrP: Hell's Medicine Part 2]]&lt;br /&gt;
* [[Tooth and Sky|PRP: Tooth and Sky]]&lt;br /&gt;
* [[PrP: Codices, Indices, and Odysseys]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[The Hauntening|PRP: The Hauntening]]&lt;br /&gt;
* [[PrP: Codex Bifolium]]&lt;br /&gt;
* [[Tournament Paramount: Magic Competition Round 1]]&lt;br /&gt;
* [[Tidehollow's Challenge|Tournament Paramount: Tidehollow's Challenge]]&lt;br /&gt;
* [[Caller in Darkness|PRP: Caller in Darkness]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Dramatic Scene: Guild of Explorer's Meeting: Dwarven Citadel Expedition]]&lt;br /&gt;
* [[Shadowfall is coming|Social: Shadowfall is Coming]]&lt;br /&gt;
* [[Hell's Medicine Part 3|PrP: Hell's Medicine Part 3]]&lt;br /&gt;
* [[PrP: Beneath the Church]]&lt;br /&gt;
* [[PrP: Old Wounds]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrP: In The Thick of Things]]&lt;br /&gt;
* [[The Young Herbalist|Social: The Young Herbalist]]&lt;br /&gt;
* [[Wyvern Hugger|Social: Wyvern Hugger]]&lt;br /&gt;
* [[Twins | Social: Twins]]&lt;br /&gt;
* [[Silver Wings: Why the Egalrin are the Way They Are|Social: Silver Wings: Why the Egalrin are the Way They Are]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrP: Just Lion Around]]&lt;br /&gt;
* [[Kill Ted|Scene: Kill Ted]]&lt;br /&gt;
* [[PrP-Tutorial: You Dirty Rat!]]&lt;br /&gt;
* [[Agril, Axe Murderer|Social: Agril, Axe Murderer]]&lt;br /&gt;
* [[Dramatic Scene: Is It Lynch Time Yet?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrP: Escape to the Noble House of Mummies Part 1]]&lt;br /&gt;
* [[PrP: A Tangled Web]]&lt;br /&gt;
* [[Botanical Gardens|PRP: Botanical Gardens]]&lt;br /&gt;
* [[PM Plot: Ezra's Golden Parachute]]&lt;br /&gt;
* [[PrP: There and Back Again]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrP: Boiling Point]]&lt;br /&gt;
* [[Social: Cabin in the Woods]]&lt;br /&gt;
* [[PrP: Team Heart Face the Hydra]]&lt;br /&gt;
* [[PrP: Fey-tasia]]&lt;br /&gt;
* [[Two and a Half Men]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Mouse Hunt|PrP: Mouse Hunt]]&lt;br /&gt;
* [[PM Plot: Just Another Bug Hunt]]&lt;br /&gt;
* [[Social: Small Halfling, Big Tale]]&lt;br /&gt;
* [[PrP: Maggits]]&lt;br /&gt;
* [[No Sympathy|PrP: No Sympathy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[PrP: Mr. Grumpy Elf's Forest]]&lt;br /&gt;
* [[Overdue|PRP: Overdue]]&lt;br /&gt;
* [[Lost in the Lake and Saved by a Bustle|Social: Lost in the Lake and Saved by a Bustle]]&lt;br /&gt;
* [[Charitable Intentions]]&lt;br /&gt;
* [[Treehuggers and Hippies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Social: Bad Man]]&lt;br /&gt;
* [[Cambions_and_Quasits|PrP: Cambions and Quasits]]&lt;br /&gt;
* [[PrP: Bodyguards]]&lt;br /&gt;
* [[PrP: Warehouse Cleanup]]&lt;br /&gt;
* [[Social: For Peace!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[DPrP:  Keg Run!]]&lt;br /&gt;
* [[Social: Fishing]]&lt;br /&gt;
* [[Hungry Hungry Goblins]]&lt;br /&gt;
* [[PrP: A Boy's First Hunt]]&lt;br /&gt;
* [[PrP: Robots!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Social: Solanum tuberosum]]&lt;br /&gt;
*[[Scene:  Something in the Water]]&lt;br /&gt;
*[[PrP: Tracts of Land]]&lt;br /&gt;
*[[PrP: Space Kitties from Beyond the Moons]]&lt;br /&gt;
*[[PrP: Gnomesplosion!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[PrP: Something That Starts With 'S']]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 1]]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 2]]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 3]]&lt;br /&gt;
*[[PrP: Into Hagsmarsh, Part 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[PrP: Ghostbustin']]&lt;br /&gt;
*[[PrP: The Ox Skull Tribe]]&lt;br /&gt;
*[[PrP: Of Contracts and Defence]]&lt;/div&gt;</summary>
		<author><name>Harek</name></author>
	</entry>
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