It's been a while since the last adventure, but hey! I finally have the newest adventure ready.
For those we want to review what happened last time, check it out here.
Or continue reading in the next page:
Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts
Tuesday, March 26, 2013
Tuesday, February 26, 2013
My D&D Adventure part 6
It's the next morning after Leo's death. Near wakes up and sees the room is empty but Derk sleeping a few feet away. Near goes up to the deck and sees Alfredo and Vespa working on a coffin. Other than Leo's corpse, there are three body bags not too far. Aries is standing away from the group. Not knowing how to deal with the grief, Near decides to go fishing.
Derk wakes up and looks for booze. He takes a sip and heads up the deck as well and approaches Aries. He asks Aries the simple questions like what she's doing here and why she helped. She says it was just right place at the right time. Near doesn't trust Aries at all, and he yells at her. The situation is tense, and it was really uncomfortable. Near storms off the help Alfredo and Vespa, while Derk wonders off to drink by himself.
After the coffin is completed, the group has a water funeral where they set the coffin on fire. They wait until the see the coffin burns to ashes. Derk follows Vespa back to captain's quarter where they have a private conversation. They're talking about the possibility that Argo was mind controlled, and Vespa's desire to find both Argo and Gullas. Derk expresses his distrust of Argo, and plans to kill him when he sees Argo. This worries Vespa. Derk leaves the quarter and goes talk to Alfredo. He tries to talk Alfredo into being on his side, but Alfredo wouldn't do so- he's too loyal to Near. Suddenly Near pulls a crossbow on Derk. It turns out Vespa wants Near's help in taking Derk down, because he's acting too untrustworthy. Derk empties his pockets along with the amulet and Near ties him up in a room below deck.
A shriek of a bird and the same falcon returns with a letter. The Ministry is not happy with Near not showing up in his previous work, and he needs to come talk to them. Near talks to Vespa about it, and she thinks it's okay for them to stop by the coast city for Near to go talk to his Ministry. Meanwhile, Alfredo go checks on Derk. Once again, Derk tries to convince Alfredo to help him, but Alfredo wouldn't budge. Near approaches Aries, and apologies to her for being hustle. He explains that his friend just died, so he can't help it but feel grumpy. Aries understands and tells Near that she's on a mission to free her family from the cult- the cult has the ability to mind control people.
The ship comes to the port city, and they decide to go their separate ways- Near needs to go to the Ministry, Aries is going her own way, Vespa is going to look for clues and she asks Alfredo to keep an close eye on Derk.
Derk and Alfredo decide to go to a bar in town for more information. Derk somehow ends up talking to a big buy named Bruno doing a job for him in exchange for information. On the other side, Near arrives the Ministry to talk to the leader- Caelum. Near explains the reason not to do the work, and Caelum understands. He also warns Near that bounty hunters are looking for him. That's it. Near thanks Caelum and leaves the area. Outside the Ministry, Near spots some hooves tacks, but he doesn't see anyone suspicious. He leaves the area.
Derk's job requires him to sneak into a house and places a jewelry box in it. However, Derk's curiosity comes over and he decides to pick the box and sees some powder substance in it- he has no idea what this is. After the job, Bruno tells Derk what he knows about Gullas- he last saw him up some cape in the mountain, and he draws a map for Derk.
The group reunite on the boat. After sharing information, Vespa decides the group should head out to the cape to find Gullas.
Derk wakes up and looks for booze. He takes a sip and heads up the deck as well and approaches Aries. He asks Aries the simple questions like what she's doing here and why she helped. She says it was just right place at the right time. Near doesn't trust Aries at all, and he yells at her. The situation is tense, and it was really uncomfortable. Near storms off the help Alfredo and Vespa, while Derk wonders off to drink by himself.
After the coffin is completed, the group has a water funeral where they set the coffin on fire. They wait until the see the coffin burns to ashes. Derk follows Vespa back to captain's quarter where they have a private conversation. They're talking about the possibility that Argo was mind controlled, and Vespa's desire to find both Argo and Gullas. Derk expresses his distrust of Argo, and plans to kill him when he sees Argo. This worries Vespa. Derk leaves the quarter and goes talk to Alfredo. He tries to talk Alfredo into being on his side, but Alfredo wouldn't do so- he's too loyal to Near. Suddenly Near pulls a crossbow on Derk. It turns out Vespa wants Near's help in taking Derk down, because he's acting too untrustworthy. Derk empties his pockets along with the amulet and Near ties him up in a room below deck.
A shriek of a bird and the same falcon returns with a letter. The Ministry is not happy with Near not showing up in his previous work, and he needs to come talk to them. Near talks to Vespa about it, and she thinks it's okay for them to stop by the coast city for Near to go talk to his Ministry. Meanwhile, Alfredo go checks on Derk. Once again, Derk tries to convince Alfredo to help him, but Alfredo wouldn't budge. Near approaches Aries, and apologies to her for being hustle. He explains that his friend just died, so he can't help it but feel grumpy. Aries understands and tells Near that she's on a mission to free her family from the cult- the cult has the ability to mind control people.
The ship comes to the port city, and they decide to go their separate ways- Near needs to go to the Ministry, Aries is going her own way, Vespa is going to look for clues and she asks Alfredo to keep an close eye on Derk.
Derk and Alfredo decide to go to a bar in town for more information. Derk somehow ends up talking to a big buy named Bruno doing a job for him in exchange for information. On the other side, Near arrives the Ministry to talk to the leader- Caelum. Near explains the reason not to do the work, and Caelum understands. He also warns Near that bounty hunters are looking for him. That's it. Near thanks Caelum and leaves the area. Outside the Ministry, Near spots some hooves tacks, but he doesn't see anyone suspicious. He leaves the area.
Derk's job requires him to sneak into a house and places a jewelry box in it. However, Derk's curiosity comes over and he decides to pick the box and sees some powder substance in it- he has no idea what this is. After the job, Bruno tells Derk what he knows about Gullas- he last saw him up some cape in the mountain, and he draws a map for Derk.
The group reunite on the boat. After sharing information, Vespa decides the group should head out to the cape to find Gullas.
Sunday, February 24, 2013
My D&D Adventure part 5
The episode opens up with Derk in a dream again. He faces off the hooded figure again, and it doesn't have a face. The figure floats through the wall and into the house. Derk enters the house and sees nothing, but the sounds of things being dragged. Derk turns and sees the figure dragging three sacks of bodies. Derk becomes furious and stabs the figure. It turns into smoke and surrounds him--
Derk wakes up and sees Leo cooking fish next to him. The amulet is glowing again, and Derk wonder where Barrion is. Meanwhile, Joshua flies into the camp and wants Near to follow it. A falcon flies to the camp and circles the camp in a threatening manner. Near doesn't know what to do but uses the animal whistle. The falcon's talon is out, and Joshua fights the falcon. The falcon than drops a letter- it turns out to be a contract job for Near. The contract wants Near to be a guard for a city official's home. Near wonders what Alfredo's plans are if he's going to take the job. As he's out looking for Alfredo, he hears a scream! Near runs after the scream and finds Barrion's corpse in a pool of blood.
Near calls Joshua over to survey the area for any possible suspects. Derk is worried about Vespa, so he decides to go to the pier to find Vespa. Derk comes to the pier and sees Vespa working on a new boat- she just bought a new boat and is getting ready for the next adventure. Vespa requests Derk to get him some tool, so Derk comes to the local inn for the tools. He flirts with the girl in the inn name Corinna and makes some impression. Nothing too much, just Derk being Derk. Back on Near's side, Near is follows Joshua to an abandoned carriage with dead bodies surrounding it. Near finds one of them still alive and asks the man what happened. The man recognizes Near, and has a clear hatred toward him. Near wonder why and the man tells Near to look at inside the carriage. There is a clear signs of ransacked inside the carriage, but Near finds wanted posters of him and Derk- for breaking in and murdered the guards. Near ensures the man that he means no harm, and he wants to know who did this to them, because the person might be the same one that murdered his friend as well. It takes a while, but the man reveals the assassin to be Aries- a legendary assassin famous for swiftness, and ninja-like ability. Near cannot leave the man to die, so he puts the man on the back of a horse, and he rides off to find a village.
Near comes to a village and drops the man off. Knowing that he's a wanted man, Near doesn't want to stay at the village too long and takes off trying to find signs of Aries. He sees hooves prints but it disappears next to a stream, and there's no sign of people anywhere. Don't know what else to do, Near decides to go back to the camp.
Near comes back to the camp, Derk and Vespa are back as well. Suddenly an earthquake that shatters the ground. Freaks out with the situation, the group decides to leave. Near has to make a decision: he either goes with the pirate group, or he goes do his job as the guard. Thinking it's too dangerous to be a guard now as a wanted man, Near decides to join the pirate group along with Alfredo. Vespa thinks it's a good idea as well, so Near and Alfredo are officially in the crew now.
The group packs for the next adventure, and they take Barrion's stuff with them. Near still wants to avenge Barrion's death, so he decides to go back to the village where's the dropped the injured man off. Near, Derk and Leo head for the village to gather information. Derk heads for the bar while Near and Leo look for the injured man. They learn that Aries used to be in a certain clan until she was kicked out. They also suspect Aries might be the same ninja they met in the town before. Derk decides to go talk to the mayor for more information while Near and Leo wait outside. Near is secretly planning on leaving Derk behind, because he's so sick and tired of Derk's constant drinking and unprofessional. Meanwhile, Derk learns the possible place where Aries could be. Suddenly another earthquake! The town people are freaking out because this place never had earthquake before, and suddenly two in one day? The group is worried, so they decide to meet up with Vespa and Alfredo back in the camp first.
Near, Derk and Leo see a group of mysterious figures in the woods as well. They decide to approach the figures but soon lost them. They see smoke rising from the direction of the camp and run to it. The campsite is on fire, but Alfredo and Vespa are nowhere to be found. They spot a note on the table telling them they're at the pier already, but the mystery figures most likely see it as well. They rush to the pier right away.
The three arrive the pier, but the place is eerily quiet. Derk rushes to the inn to check up Corinna, while Near and Leo run to the boat. Derk can't find Corinna, but a hooded figure alike the one from his dream pops up and fights him. Near and Leo cannot find Vespa or Alfredo and call for their names, a "shh" sound and Near sees Vespa's head popping out of the deck hatch. Vespa whispers them to get down and suddenly arrows come flying to them. They need to get out of here! Near thinks it is the opportunity to get rid off Derk anyway, so he begins to pulls up the anchor. Derk is still fighting the figure at the inn, and things are not looking too well. He jumps out the window and lands on the ground hard. He rushes to the boat while it's still raining arrows. Two arrows with ropes attached land on the deck of the boat. Near tries to cut the rope down, but it's too late. The hooded figure land on the boat already. Near begins to fight one while Derk fights the other. Derk is having his ass kicked by a hooded figure when the hood comes down- it is Argo! Near is not doing too well either as he is about to have his throat cut open. Leo comes to rescue and kicks the hooded figure off Near. A cross-bow bolt pierces through Leo's chest. Near runs over to check Leo, and he is about to be hit by another bolt when suddenly a hand blade flies over killing the hooded figure instantly. Aries jumps on the deck of the ship and begins to fight off the hooded figure. She instantly kills three hooded figures and drives Argo and another one away. The boat sails away from the pier and Aries lights the pier on fire to prevent Argo's pursuit.
The boat is far away from the pier now. Leo has one final breath, asks Near if they won and he dies. Derk wants Aries to take off her mask and tell them what her deal is. She takes off her mask and reveals she's actually Corinna.
Derk wakes up and sees Leo cooking fish next to him. The amulet is glowing again, and Derk wonder where Barrion is. Meanwhile, Joshua flies into the camp and wants Near to follow it. A falcon flies to the camp and circles the camp in a threatening manner. Near doesn't know what to do but uses the animal whistle. The falcon's talon is out, and Joshua fights the falcon. The falcon than drops a letter- it turns out to be a contract job for Near. The contract wants Near to be a guard for a city official's home. Near wonders what Alfredo's plans are if he's going to take the job. As he's out looking for Alfredo, he hears a scream! Near runs after the scream and finds Barrion's corpse in a pool of blood.
Near calls Joshua over to survey the area for any possible suspects. Derk is worried about Vespa, so he decides to go to the pier to find Vespa. Derk comes to the pier and sees Vespa working on a new boat- she just bought a new boat and is getting ready for the next adventure. Vespa requests Derk to get him some tool, so Derk comes to the local inn for the tools. He flirts with the girl in the inn name Corinna and makes some impression. Nothing too much, just Derk being Derk. Back on Near's side, Near is follows Joshua to an abandoned carriage with dead bodies surrounding it. Near finds one of them still alive and asks the man what happened. The man recognizes Near, and has a clear hatred toward him. Near wonder why and the man tells Near to look at inside the carriage. There is a clear signs of ransacked inside the carriage, but Near finds wanted posters of him and Derk- for breaking in and murdered the guards. Near ensures the man that he means no harm, and he wants to know who did this to them, because the person might be the same one that murdered his friend as well. It takes a while, but the man reveals the assassin to be Aries- a legendary assassin famous for swiftness, and ninja-like ability. Near cannot leave the man to die, so he puts the man on the back of a horse, and he rides off to find a village.
Near comes to a village and drops the man off. Knowing that he's a wanted man, Near doesn't want to stay at the village too long and takes off trying to find signs of Aries. He sees hooves prints but it disappears next to a stream, and there's no sign of people anywhere. Don't know what else to do, Near decides to go back to the camp.
Near comes back to the camp, Derk and Vespa are back as well. Suddenly an earthquake that shatters the ground. Freaks out with the situation, the group decides to leave. Near has to make a decision: he either goes with the pirate group, or he goes do his job as the guard. Thinking it's too dangerous to be a guard now as a wanted man, Near decides to join the pirate group along with Alfredo. Vespa thinks it's a good idea as well, so Near and Alfredo are officially in the crew now.
The group packs for the next adventure, and they take Barrion's stuff with them. Near still wants to avenge Barrion's death, so he decides to go back to the village where's the dropped the injured man off. Near, Derk and Leo head for the village to gather information. Derk heads for the bar while Near and Leo look for the injured man. They learn that Aries used to be in a certain clan until she was kicked out. They also suspect Aries might be the same ninja they met in the town before. Derk decides to go talk to the mayor for more information while Near and Leo wait outside. Near is secretly planning on leaving Derk behind, because he's so sick and tired of Derk's constant drinking and unprofessional. Meanwhile, Derk learns the possible place where Aries could be. Suddenly another earthquake! The town people are freaking out because this place never had earthquake before, and suddenly two in one day? The group is worried, so they decide to meet up with Vespa and Alfredo back in the camp first.
Near, Derk and Leo see a group of mysterious figures in the woods as well. They decide to approach the figures but soon lost them. They see smoke rising from the direction of the camp and run to it. The campsite is on fire, but Alfredo and Vespa are nowhere to be found. They spot a note on the table telling them they're at the pier already, but the mystery figures most likely see it as well. They rush to the pier right away.
The three arrive the pier, but the place is eerily quiet. Derk rushes to the inn to check up Corinna, while Near and Leo run to the boat. Derk can't find Corinna, but a hooded figure alike the one from his dream pops up and fights him. Near and Leo cannot find Vespa or Alfredo and call for their names, a "shh" sound and Near sees Vespa's head popping out of the deck hatch. Vespa whispers them to get down and suddenly arrows come flying to them. They need to get out of here! Near thinks it is the opportunity to get rid off Derk anyway, so he begins to pulls up the anchor. Derk is still fighting the figure at the inn, and things are not looking too well. He jumps out the window and lands on the ground hard. He rushes to the boat while it's still raining arrows. Two arrows with ropes attached land on the deck of the boat. Near tries to cut the rope down, but it's too late. The hooded figure land on the boat already. Near begins to fight one while Derk fights the other. Derk is having his ass kicked by a hooded figure when the hood comes down- it is Argo! Near is not doing too well either as he is about to have his throat cut open. Leo comes to rescue and kicks the hooded figure off Near. A cross-bow bolt pierces through Leo's chest. Near runs over to check Leo, and he is about to be hit by another bolt when suddenly a hand blade flies over killing the hooded figure instantly. Aries jumps on the deck of the ship and begins to fight off the hooded figure. She instantly kills three hooded figures and drives Argo and another one away. The boat sails away from the pier and Aries lights the pier on fire to prevent Argo's pursuit.
The boat is far away from the pier now. Leo has one final breath, asks Near if they won and he dies. Derk wants Aries to take off her mask and tell them what her deal is. She takes off her mask and reveals she's actually Corinna.
Friday, February 1, 2013
My D&D Adventure part 4
Continued from here.
The group decides to only have Near and Derk entering the sewer. This is a stealth mission, so the less people the better. Near also has Joshua the owl with him. Meanwhile, Vespa, Leo and Alfredo are going to wait outside the village.
The two come across a grate by the sewer. After some struggles the two finally mange to enter the complicated, maze like sewer. The two turn right and left until they end up in a chamber where the see a hooded thingy wielding an axe. Derk cuts off the guys's arm and purple blood spills out all over the place. Near then fires a bolt to pierce through the figure's head. The figure lies on the ground, motionless. Suddenly, Derk is grabbed by the neck by the figure's detached arm. The arm chokes, and pulls Derk closer to the figure and he sees a melted, face without any eyes. Derk was pulls closer and closer when Near got the idea to light the creature on fire. The creature squeals in pain and runs off. It accidentally knocks over some jars and the fire burns up greater than ever. The creature stumbles into a coffin and hides away from sight. Meanwhile, Joshua flies away due to fear. Near and Derk find their bearings and leave the area.
The two comes to another room with a high ceiling. Derk notices there's a hatch high on the ceiling, so he asks Near for help. The two try to reach the hatch, but failed. Near hears similar noises as the zombie like creatures, so he encourages Derk to get the hell out of there. Suddenly, the hatch door opens and they see chopped human remains dropping down and lands on the ground with disgusting sounds. They know what this is right away- this is the feeding ground for those zombie like creatures! They know shit is going down as they run away from this area. The run down a hallway as sounds of fresh eating are behind them.
The two finally comes to a door. Derk pick the lock and they enter the pitch-dark room. The room is full of caged up prisoners. When Derk and Near ask them what they're doing there, there are no reply. All the prisoners have grey-out eyes, and they keep mumbling Seamus, the name of the mayor. Don't know what to do with them, Near and Derk decide to leave them for now and continues to look for their way to upstairs.
The two finally manage to find the way into the mayor's house. They sneak around but don't see any guards at all. The enter the master bedroom and see a man lying on the bed. They notice the man is not moving at all and breathing slowly. The room also been ransacked as well. Realizing something is wrong, the two move on to the next room. The next room is the studying, and there are papers all over the ground- someone ransacked this room as well. Suddenly, someone throws a hand blade to them, and they only avoid it just in time. A ninja pops out of no where! The ninja jumps out the window before Derk and Near can make any moves. They look out the window and sees the ninja is already on the roof of the building across the street. The two look at each others dumbfounded. Near notices the hand blade the ninja threw before has a some documents attached to it. Near reads the documents and understands that it is the things that Barrion is looking for. They hear noises coming from down the hallway and knows that the mayor is awake. The two sneak out the window and climb on the roof just in time. On top of the roof, Derk and Near see some guards coming into the house. They overheard the mayor telling them someone robbed the house as the guards enter the house.
The two decide to go to the other side of the house for softer landing. Near climbs down first, but he accidentally eats it pretty badly. Derk sees this happening and decides to climb back into the house with the window for safer landing, regardless of Near's warning. Derk climbs through a window and lands in the living room- where the guards are sitting! Derk runs off
Meanwhile on the ground, Near calls for Joshua and sees it flying back to him. He also sees Derk runs out of the house as well, chasing by the guards. The two run off and jumps on horses from the stable. They are going to make it outside the village wall when they see four guards blocking the way out- all of them have their cross bows ready and fire! Near blocks most of the bolts with his Kinetic Shield, but one of the bolts hit his horse anyway. Derk fires his cross bow and kills a guard instantly. Near uses his horse as a shield and fires at the guards, but only injure them. Derk squeezes through the guards with only minimal damages. Don't know what to do, Near continues to use his dead horse as a shield from the bolts. Two bolts fly over from the other side of the wall, killing two guards instantly. Near looks up and sees Vespa and Leo firing their weapons at the guards. One guard left, and Near fires his arrow, piercing through the guard's heart instantly. Near, Derk, Vespa, Leo and Joshua hurry escape the village. When asked what happened to Alfredo, Vespa tells him that he is already back at the campsite with Barrion.
Finally back at the campsite, Near shows the documents to Barrion. Barrion tells them that it is a list of the villages that the bandits have attacked already. The villages that was attacked have their names crossed out, and there're two name on here that weren't cross out yet. These two villages are going to be attacked next.
To be continued ..
The group decides to only have Near and Derk entering the sewer. This is a stealth mission, so the less people the better. Near also has Joshua the owl with him. Meanwhile, Vespa, Leo and Alfredo are going to wait outside the village.
The two come across a grate by the sewer. After some struggles the two finally mange to enter the complicated, maze like sewer. The two turn right and left until they end up in a chamber where the see a hooded thingy wielding an axe. Derk cuts off the guys's arm and purple blood spills out all over the place. Near then fires a bolt to pierce through the figure's head. The figure lies on the ground, motionless. Suddenly, Derk is grabbed by the neck by the figure's detached arm. The arm chokes, and pulls Derk closer to the figure and he sees a melted, face without any eyes. Derk was pulls closer and closer when Near got the idea to light the creature on fire. The creature squeals in pain and runs off. It accidentally knocks over some jars and the fire burns up greater than ever. The creature stumbles into a coffin and hides away from sight. Meanwhile, Joshua flies away due to fear. Near and Derk find their bearings and leave the area.
The two comes to another room with a high ceiling. Derk notices there's a hatch high on the ceiling, so he asks Near for help. The two try to reach the hatch, but failed. Near hears similar noises as the zombie like creatures, so he encourages Derk to get the hell out of there. Suddenly, the hatch door opens and they see chopped human remains dropping down and lands on the ground with disgusting sounds. They know what this is right away- this is the feeding ground for those zombie like creatures! They know shit is going down as they run away from this area. The run down a hallway as sounds of fresh eating are behind them.
The two finally comes to a door. Derk pick the lock and they enter the pitch-dark room. The room is full of caged up prisoners. When Derk and Near ask them what they're doing there, there are no reply. All the prisoners have grey-out eyes, and they keep mumbling Seamus, the name of the mayor. Don't know what to do with them, Near and Derk decide to leave them for now and continues to look for their way to upstairs.
The two finally manage to find the way into the mayor's house. They sneak around but don't see any guards at all. The enter the master bedroom and see a man lying on the bed. They notice the man is not moving at all and breathing slowly. The room also been ransacked as well. Realizing something is wrong, the two move on to the next room. The next room is the studying, and there are papers all over the ground- someone ransacked this room as well. Suddenly, someone throws a hand blade to them, and they only avoid it just in time. A ninja pops out of no where! The ninja jumps out the window before Derk and Near can make any moves. They look out the window and sees the ninja is already on the roof of the building across the street. The two look at each others dumbfounded. Near notices the hand blade the ninja threw before has a some documents attached to it. Near reads the documents and understands that it is the things that Barrion is looking for. They hear noises coming from down the hallway and knows that the mayor is awake. The two sneak out the window and climb on the roof just in time. On top of the roof, Derk and Near see some guards coming into the house. They overheard the mayor telling them someone robbed the house as the guards enter the house.
The two decide to go to the other side of the house for softer landing. Near climbs down first, but he accidentally eats it pretty badly. Derk sees this happening and decides to climb back into the house with the window for safer landing, regardless of Near's warning. Derk climbs through a window and lands in the living room- where the guards are sitting! Derk runs off
Meanwhile on the ground, Near calls for Joshua and sees it flying back to him. He also sees Derk runs out of the house as well, chasing by the guards. The two run off and jumps on horses from the stable. They are going to make it outside the village wall when they see four guards blocking the way out- all of them have their cross bows ready and fire! Near blocks most of the bolts with his Kinetic Shield, but one of the bolts hit his horse anyway. Derk fires his cross bow and kills a guard instantly. Near uses his horse as a shield and fires at the guards, but only injure them. Derk squeezes through the guards with only minimal damages. Don't know what to do, Near continues to use his dead horse as a shield from the bolts. Two bolts fly over from the other side of the wall, killing two guards instantly. Near looks up and sees Vespa and Leo firing their weapons at the guards. One guard left, and Near fires his arrow, piercing through the guard's heart instantly. Near, Derk, Vespa, Leo and Joshua hurry escape the village. When asked what happened to Alfredo, Vespa tells him that he is already back at the campsite with Barrion.
Finally back at the campsite, Near shows the documents to Barrion. Barrion tells them that it is a list of the villages that the bandits have attacked already. The villages that was attacked have their names crossed out, and there're two name on here that weren't cross out yet. These two villages are going to be attacked next.
To be continued ..
My D&D Adventure part 3
Continued from here.
Derk wakes up and finds himself wash up on a beach. He looks around and find Near unconscious in the row boat. Vespa, Leo and Alfredo are searching for dry wood to start a fire. Upon close examination, Derk notices there's a big hole on the row boat. They are stuck on an island few miles off coast from the mainland. Derk decides to explore the forest behind him, hoping to find helps.
Derk walks around the jungle. There doesn't seem to be any signs of civilizations. Suddenly, Derk falls off a giant hole and lands in a bizarre cave. Meanwhile, back at the beach site, Near wakes up. Near cannot move his leg at all and he calls for help. Near comes along and tells Near that he has to rest up- he is awfully injured from the backdraft. Leo walks up to him and gives him some home-made crutches. Near thanks and hoists himself up. Near wonders where Derk is.
Derk walks around the cave with a limp. He comes across a giant pond and see a giant hole at the bottom of the pond. He wonders what's in there, but a fear soon rushes through him. Derk looks around for an alternate route out and finds another hill that he can climb up. He struggles, but finally manage to climb up just to see a skeleton on top of it. The skeleton holds a loaf of bread and a canister. Derk decides to fill the canister up with the pond water so he slides back down to the cave.
Near decides to walk around, hoping to find something. He really ain't the type that just sits around and waits. He wants to at least walk around the coast and sees what he can find. Alfredo wants to tag along and the two left. The two walk around the coast until they see boat wreckage, and it's from the pirate ship. Near also notices the captain's quarter as one of the the wreckage. Near finds the desk and digs through the drawer to find some wet documents. It's too wet to read it now, so they have to wait for it to dry. A giant fish swims around and tries to eat Alfredo. Alfredo slashes with his blade and cuts the fish in half. Dinner! They spots a lot of fish eating something a little far away from the coast and Near asks Alfredo to go check it out. Alfredo asks Near to at least spot on him. Alfredo moves out and and grabs the thing the fishes are eating- a dead body. He also notices a small barrel next to it and drags it along as well. Another giant fish swims towards Alfredo, and Near takes aim and fires an arrow. The arrow pierces right through the fish and splits it into two. The now the blood of the fish will attract more giant fishes, so Alfredo rushes out the water. But look, more dinner!
The two investigate the dead body, expecting it to be either Argo or Gullas. However, it turns out to be a complete stranger. No idea who this is, but there a knife wounds on the corpse. They then move on to the barrel. They bust open the barrel and water washes out to reveal a black book. The both recognize the book to be a dark sorcery one. A dangerous book to read. They wonder why this book is here, and they don't know what can of evil this means. They decide to hide the book from others right now. Nothing else is around, Alfredo and Near decide to deliver the dinner back to the beach site.
Derk puts the canister back in the pond. He fills it with water and drinks it. Refresh. He looks at the hole at the bottom and once again feels the fear.
Near and Alfredo return to the beach site, and give the fish to Vespa and Leo. Vespa also reveals that she fixes the row boat already, so they can go as soon as Derk gets back. Near can't really wait anymore so he decides to go find Derk himself. He finds a grass and makes it into a whistle. When asks what he's doing, he reveals that he can summon animals for help. A sharp whistle sound, and a little marsupial shows up. Near gives it Derk's weapons to sniff, and asks it to find Derk. The little marsupial runs off, Near and Alfredo go after.
Down at the cave, Derk can hear the the whistle as well. Suddenly, a loud noises behind him that sounds like an animals cry. Derk looks into the pond and sees a monster similar to the Loch Ness monster in it. Derk is scared shitless! He pulls out the only weapon he has on his- a dagger and ready to face the monster.
The little marsupial leads Near and Alfredo to the giant hole. They screams for Derk and sees him facing something terrified. Derk cannot climb up the hole, and Near tries to pull him up with the crutches. But Derk can't reach it. Near has no choice but goes down there to help Derk out. He tells Alfredo to wait up here in case anything happens. The monster swings its tail and knocks both Derk and Near away. Near injuries his leg even worse. Near sees that the monster tries to finish Derk off, so he uses he telekinetic shield to stop it. He then tries the whistle again and notices the monster is clearly bother by it. He keeps on trying the whistle until the monster is back into the pond. Near and Derk turn to the hole and ask Alfredo for help. Alfredo throws in some vines and eventually pulls them up. Near leg is injured badly, and if they don't get help soon, Near might have to loose the leg.
Derk, Near and Alfredo return to the beach site. Vespa and Leo are eating the fish already. After learning how bad Near's situation is, the group heads out for the mainland right away. After a few hours of rowing, the group is back at mainland . They are still far from any villages, so they decide to split up and look for any helps. Near, Vespa and Leo and group, Derk and Alfredo a group. Near also gives the other group a flair for when they found the village. After a short investigation, Near's group comes across a small campsite, with a fire lit up and a hut. Vespa stands by while Near and Leo slowly approach the hut. They saw a hooded man sitting in the hut and Near points his cross bow at him. The man freaks out, but Near promises he is not going hurt him. Near explains the situation to him, and why they;re holding weapons. The man understands and agrees to take a look at Near's leg while Leo sends out flair to Derk and Alfredo. The man reveals his name to be Barrion, and he is a mage. After performing surgery on Near's leg, the group tells Barrion that they were trying to help out a village that was attack by bandits when they got into troubles. Barrion asks what villages that is and it turns out that Barrion was an exile from the same village! Barrion learns that the mayor of the village made deals with some savage natives from the volcano area, and when Barrion found out, the mayor exile him from the village. While Barrion doesn't know the details of this deal, but he is sure that it has something to do with the kidnapped villagers. Barrion promises to take the group to the volcano if the group can steal some evidently documents from mayor's house first. The group agrees and they are going to move on after a good night rest.
The group moves out the next day. The arrive the village with Vespa and Leo stay guard outside, and the rest go into the village to look for further information. Near goes to the vet and finds Joshua healthy again, while Derk decides to get more information from the saloon. The bartender reveals plenty of information to Derk. He learns the guards' schedule and how to sneak the mayor's house- apparently there's a sewer way that leads straight to the house. Derk also asks the bartender about the amulet, and he reveals that the amulet is made out of a rare stone that you can only be found in the volcano region. Anyway, Derk meet up with Near and relay the information to him. The group is getting ready to enter the mayor's house.
Derk wakes up and finds himself wash up on a beach. He looks around and find Near unconscious in the row boat. Vespa, Leo and Alfredo are searching for dry wood to start a fire. Upon close examination, Derk notices there's a big hole on the row boat. They are stuck on an island few miles off coast from the mainland. Derk decides to explore the forest behind him, hoping to find helps.
Derk walks around the jungle. There doesn't seem to be any signs of civilizations. Suddenly, Derk falls off a giant hole and lands in a bizarre cave. Meanwhile, back at the beach site, Near wakes up. Near cannot move his leg at all and he calls for help. Near comes along and tells Near that he has to rest up- he is awfully injured from the backdraft. Leo walks up to him and gives him some home-made crutches. Near thanks and hoists himself up. Near wonders where Derk is.
Derk walks around the cave with a limp. He comes across a giant pond and see a giant hole at the bottom of the pond. He wonders what's in there, but a fear soon rushes through him. Derk looks around for an alternate route out and finds another hill that he can climb up. He struggles, but finally manage to climb up just to see a skeleton on top of it. The skeleton holds a loaf of bread and a canister. Derk decides to fill the canister up with the pond water so he slides back down to the cave.
Near decides to walk around, hoping to find something. He really ain't the type that just sits around and waits. He wants to at least walk around the coast and sees what he can find. Alfredo wants to tag along and the two left. The two walk around the coast until they see boat wreckage, and it's from the pirate ship. Near also notices the captain's quarter as one of the the wreckage. Near finds the desk and digs through the drawer to find some wet documents. It's too wet to read it now, so they have to wait for it to dry. A giant fish swims around and tries to eat Alfredo. Alfredo slashes with his blade and cuts the fish in half. Dinner! They spots a lot of fish eating something a little far away from the coast and Near asks Alfredo to go check it out. Alfredo asks Near to at least spot on him. Alfredo moves out and and grabs the thing the fishes are eating- a dead body. He also notices a small barrel next to it and drags it along as well. Another giant fish swims towards Alfredo, and Near takes aim and fires an arrow. The arrow pierces right through the fish and splits it into two. The now the blood of the fish will attract more giant fishes, so Alfredo rushes out the water. But look, more dinner!
The two investigate the dead body, expecting it to be either Argo or Gullas. However, it turns out to be a complete stranger. No idea who this is, but there a knife wounds on the corpse. They then move on to the barrel. They bust open the barrel and water washes out to reveal a black book. The both recognize the book to be a dark sorcery one. A dangerous book to read. They wonder why this book is here, and they don't know what can of evil this means. They decide to hide the book from others right now. Nothing else is around, Alfredo and Near decide to deliver the dinner back to the beach site.
Derk puts the canister back in the pond. He fills it with water and drinks it. Refresh. He looks at the hole at the bottom and once again feels the fear.
Near and Alfredo return to the beach site, and give the fish to Vespa and Leo. Vespa also reveals that she fixes the row boat already, so they can go as soon as Derk gets back. Near can't really wait anymore so he decides to go find Derk himself. He finds a grass and makes it into a whistle. When asks what he's doing, he reveals that he can summon animals for help. A sharp whistle sound, and a little marsupial shows up. Near gives it Derk's weapons to sniff, and asks it to find Derk. The little marsupial runs off, Near and Alfredo go after.
Down at the cave, Derk can hear the the whistle as well. Suddenly, a loud noises behind him that sounds like an animals cry. Derk looks into the pond and sees a monster similar to the Loch Ness monster in it. Derk is scared shitless! He pulls out the only weapon he has on his- a dagger and ready to face the monster.
The little marsupial leads Near and Alfredo to the giant hole. They screams for Derk and sees him facing something terrified. Derk cannot climb up the hole, and Near tries to pull him up with the crutches. But Derk can't reach it. Near has no choice but goes down there to help Derk out. He tells Alfredo to wait up here in case anything happens. The monster swings its tail and knocks both Derk and Near away. Near injuries his leg even worse. Near sees that the monster tries to finish Derk off, so he uses he telekinetic shield to stop it. He then tries the whistle again and notices the monster is clearly bother by it. He keeps on trying the whistle until the monster is back into the pond. Near and Derk turn to the hole and ask Alfredo for help. Alfredo throws in some vines and eventually pulls them up. Near leg is injured badly, and if they don't get help soon, Near might have to loose the leg.
Derk, Near and Alfredo return to the beach site. Vespa and Leo are eating the fish already. After learning how bad Near's situation is, the group heads out for the mainland right away. After a few hours of rowing, the group is back at mainland . They are still far from any villages, so they decide to split up and look for any helps. Near, Vespa and Leo and group, Derk and Alfredo a group. Near also gives the other group a flair for when they found the village. After a short investigation, Near's group comes across a small campsite, with a fire lit up and a hut. Vespa stands by while Near and Leo slowly approach the hut. They saw a hooded man sitting in the hut and Near points his cross bow at him. The man freaks out, but Near promises he is not going hurt him. Near explains the situation to him, and why they;re holding weapons. The man understands and agrees to take a look at Near's leg while Leo sends out flair to Derk and Alfredo. The man reveals his name to be Barrion, and he is a mage. After performing surgery on Near's leg, the group tells Barrion that they were trying to help out a village that was attack by bandits when they got into troubles. Barrion asks what villages that is and it turns out that Barrion was an exile from the same village! Barrion learns that the mayor of the village made deals with some savage natives from the volcano area, and when Barrion found out, the mayor exile him from the village. While Barrion doesn't know the details of this deal, but he is sure that it has something to do with the kidnapped villagers. Barrion promises to take the group to the volcano if the group can steal some evidently documents from mayor's house first. The group agrees and they are going to move on after a good night rest.
The group moves out the next day. The arrive the village with Vespa and Leo stay guard outside, and the rest go into the village to look for further information. Near goes to the vet and finds Joshua healthy again, while Derk decides to get more information from the saloon. The bartender reveals plenty of information to Derk. He learns the guards' schedule and how to sneak the mayor's house- apparently there's a sewer way that leads straight to the house. Derk also asks the bartender about the amulet, and he reveals that the amulet is made out of a rare stone that you can only be found in the volcano region. Anyway, Derk meet up with Near and relay the information to him. The group is getting ready to enter the mayor's house.
Friday, January 25, 2013
My D&D Adventure part 2
Continued from here.
Derk wakes up and finds himself in a village. The same village where his family is- he's back somehow. He looks around but sees no one; the village is bizarrely quite. He walks up to his house and enters the unlocked door. He is scared.
The house is a mess, and he can't see his wife or kids. He stumbles around and sees the kids' bedroom door opens. He peeks in but doesn't see anything. He then turns to the master bedroom. He tries the door, but it is locked. He tries to bounce the door open, but it won't budge. He decides to go outside and peer through the window, but he sees nothing. He then suddenly hears crying sounds from inside the house, so he rushes back in the house just to see that the kids' bedroom door is now closed. He successfully breaks it open this time just to see a Grim Reaper figure jumps out to him. Derk begins to fight the figure, but nothing happens- his attacks go right through. He decides to start a fire, but just to have his own house burning down. Derk decides to escape his house, and sees a giant oak tree that wasn't there before. He sees three charred bodies hanging on the branches. He walks up to it, afraid of the realization....
Derk wakes up and finds himself sleeping at the bar. He's drunk again, and he rushes out to puke at the horse trough. Tonto looks at him with disgust. Near walks up to Derk and wonders what the heck is going on, just to have Derk to puke all over him. Near gets mad and punches Derk straight in the face. The two got into a small fight where the villagers gather and watch. The bartender comes out and stops the fight. Derk wants to go back to the boat, and he rides off with Tonto.
Near goes around the village gather gears. He got himself a crossbow and some bolts. He visits the infirmary- it turns out Joshua the owl is in care by the villagers right now. The note on its leg in written in some ancient language that the librarian is trying to decipher. The vet tells Near that he can go get some herb growing right outside the village and it can ease Joshua's pain. Near decides to take Alfredo with him to go find this herb. He originally asked Vespa for help as well, but she wants to back to the dock with the rest of her crew members.
The mission to get the herb is an easy one. Other than the pain killers, Near also found couple of poisons and some mind herbs. He brings the pain killers back to the bet, and the vet reveals that the Joshua was covering in ashes, and the ashes in from a certain volcano region 4 days away from the village. Near thinks the possibility that the villagers are there is really high, but 4 days are too far. The vet tells him it would be faster if they have a boat. Near and Alfredo decide to go ask Derk and his crew members for help again.
Meanwhile on the boat, Gullas tells Derk that they need to do some of their pirating business. While the villagers are nice and all, but they are not making any money. They need to leave the village by the end of the day if anything. Derk suggests they should rob the merchant ship that been dock by the coast for the past few days. Gullas thinks about it and thinks it might be a good idea, but if they don't find a thing, they still have to leave tonight. Derk's fine with it and he's going to find some whatever for the preparation. He leaves the captain's quarter just to see Vespa returns. He tries to flirt with her, but fail miserably again. He goes down below the deck and looks for some gears. He finds some dynamites and some suspicious letter to Gullas- the letter that states Gullas made some mistakes. Derk doesn't know what to do, so he decides to keep the letter meanwhile. He hears noises coming aboard, so he decides to go take a look.
Near and Alfredo arrive the boat. Derk is angry to see Near, but Near states he's only here to talk to Gullas. Near enters the captain quarter and asks Gullas for help. Gullas agrees to help out, but he wants Near to have them with the robbery first. Near reluctantly agrees. Gullas wants Near to go on the row boat for sneak attack with Derk. Near tells Gullas his problem with Derk, and doesn't think it is a good idea. After some consideration, Gullas thinks it's better if Vespa go with Gullas instead.
Night time, Derk and Vespa row towards the merchant ship while everyone else approach slowly with the pirate ship. On the row boat, Derk decides to come clean with Vespa what he found about Gullas. He also shows Vespa the amulet he found in this previous episode. This is when he notices that the amulet is glowing with red light. He has no idea what this means, and Vespa says that she seems something like this before, but she's not sure what this is either. Back on the pirate ship, Near asks if Gullas has any fire power. Argo takes Near below the deck and shows the the catapult. He asks if Near wants to operate, but Near thinks Argo should just do it instead. He goes upstairs to get ready for the strike.
The row boat makes it to the merchant ship. Derk hoists himself up to the ship while Vespa stays guard on the row boat. The merchant ship is scary quiet, and no one can be seen in at all. Derk decides to go below the deck and searches. Derk comes to a dark hallway and sees many rooms. He lights up a lantern and begins to search for loots. Instead, Derk finds many charred up bodies. Derk freaks out and when he is about to turn around he comes with an UNKNOWN figure. The figure knocks the lantern out of Derk's hand.
Back on the pirate ship, Near notices something is wrong with Vespa. She begins to climb on the ship and Near tells everyone to get closer. Back in the dark hallway, Derk can't see a thing. He begins to slashes around like crazy, but nothing was hit. He feels the figure leaving the room so he decides to go after with the amulet as the only light source. On the deck, Near, Alfredo and Leo just jumped over, and they are looking for Vespa. They meet up and decide to go below the deck to look for Derk. They go downstairs and the two parties meet up, but not without one side almost killing another. Suddenly, Gullas lets out the warning sound from the ship. While everyone else wanna go, Derk wants to explore the boat more. Alfredo notices smokes coming from above and he thinks they should go. But Derk insists on searching the place a little more. Near gets angry and pushes Derk with his telekinesis power. This just angers Derk even more. After a small argument, they hurry through the rooms trying to find something. Derk finds some letters that has similar threat to Gullas's letter from earlier. He has no idea what this means and decides to pocket it first. That's it for the rooms, and the gang heads back upstairs.
The deck is covering in flames, and they can see the pirate ship sailing away from them. They run to the edge of the boat and jump on to the row boat. Everyone lands successfully, but Vespa twists her ankle. Near gives her some pain herb, while the others row away from the burning merchant ship. They close up to the pirate ship and find something shocking- the pirate ship is on fire as well! They scream for Gullas and Argo, but no replay. Derk sees the figure that was on the merchant ship on the pirate ship now, and everything it touches quickly turns to flame. Near decides to enter the ship to find out Gullas and Argo. Derk wants to tag along too. The two enter the ship through the catapult hole. They enter the ship but doesn't see anything. The flames burn lively, and it's becoming more and more dangerous by the seconds. Derk wants to go check the captain's quarter even though Near thinks it is too dangerous. The two come across the captain's quarter but the handle is burning hot. The two give each other a look then Near tries to open the door with his telekinesis. The door opens and they see a charred up body inside. Before they can make out who that is, backdraft happens and knocks Derk into the room across, and Near down the hallway. Near, badly injured, crawls down back to the catapult hole. He falls through the hole and caught by Alfredo and Leo. They wonder what happened to Derk.
Inside the room, Derk wants to escape through the window but it is too small. He puts dynamite on the window and it blows into a perfect hole for Derk to escape through. Derk jumps out the hole and lands in the water. He grabs a piece a wood and floats on. The row boat team finds Derk floating around and rescues him. The pirate ship slowly sinks away...
To be continued...
Derk wakes up and finds himself in a village. The same village where his family is- he's back somehow. He looks around but sees no one; the village is bizarrely quite. He walks up to his house and enters the unlocked door. He is scared.
The house is a mess, and he can't see his wife or kids. He stumbles around and sees the kids' bedroom door opens. He peeks in but doesn't see anything. He then turns to the master bedroom. He tries the door, but it is locked. He tries to bounce the door open, but it won't budge. He decides to go outside and peer through the window, but he sees nothing. He then suddenly hears crying sounds from inside the house, so he rushes back in the house just to see that the kids' bedroom door is now closed. He successfully breaks it open this time just to see a Grim Reaper figure jumps out to him. Derk begins to fight the figure, but nothing happens- his attacks go right through. He decides to start a fire, but just to have his own house burning down. Derk decides to escape his house, and sees a giant oak tree that wasn't there before. He sees three charred bodies hanging on the branches. He walks up to it, afraid of the realization....
Derk wakes up and finds himself sleeping at the bar. He's drunk again, and he rushes out to puke at the horse trough. Tonto looks at him with disgust. Near walks up to Derk and wonders what the heck is going on, just to have Derk to puke all over him. Near gets mad and punches Derk straight in the face. The two got into a small fight where the villagers gather and watch. The bartender comes out and stops the fight. Derk wants to go back to the boat, and he rides off with Tonto.
Near goes around the village gather gears. He got himself a crossbow and some bolts. He visits the infirmary- it turns out Joshua the owl is in care by the villagers right now. The note on its leg in written in some ancient language that the librarian is trying to decipher. The vet tells Near that he can go get some herb growing right outside the village and it can ease Joshua's pain. Near decides to take Alfredo with him to go find this herb. He originally asked Vespa for help as well, but she wants to back to the dock with the rest of her crew members.
The mission to get the herb is an easy one. Other than the pain killers, Near also found couple of poisons and some mind herbs. He brings the pain killers back to the bet, and the vet reveals that the Joshua was covering in ashes, and the ashes in from a certain volcano region 4 days away from the village. Near thinks the possibility that the villagers are there is really high, but 4 days are too far. The vet tells him it would be faster if they have a boat. Near and Alfredo decide to go ask Derk and his crew members for help again.
Meanwhile on the boat, Gullas tells Derk that they need to do some of their pirating business. While the villagers are nice and all, but they are not making any money. They need to leave the village by the end of the day if anything. Derk suggests they should rob the merchant ship that been dock by the coast for the past few days. Gullas thinks about it and thinks it might be a good idea, but if they don't find a thing, they still have to leave tonight. Derk's fine with it and he's going to find some whatever for the preparation. He leaves the captain's quarter just to see Vespa returns. He tries to flirt with her, but fail miserably again. He goes down below the deck and looks for some gears. He finds some dynamites and some suspicious letter to Gullas- the letter that states Gullas made some mistakes. Derk doesn't know what to do, so he decides to keep the letter meanwhile. He hears noises coming aboard, so he decides to go take a look.
Near and Alfredo arrive the boat. Derk is angry to see Near, but Near states he's only here to talk to Gullas. Near enters the captain quarter and asks Gullas for help. Gullas agrees to help out, but he wants Near to have them with the robbery first. Near reluctantly agrees. Gullas wants Near to go on the row boat for sneak attack with Derk. Near tells Gullas his problem with Derk, and doesn't think it is a good idea. After some consideration, Gullas thinks it's better if Vespa go with Gullas instead.
Night time, Derk and Vespa row towards the merchant ship while everyone else approach slowly with the pirate ship. On the row boat, Derk decides to come clean with Vespa what he found about Gullas. He also shows Vespa the amulet he found in this previous episode. This is when he notices that the amulet is glowing with red light. He has no idea what this means, and Vespa says that she seems something like this before, but she's not sure what this is either. Back on the pirate ship, Near asks if Gullas has any fire power. Argo takes Near below the deck and shows the the catapult. He asks if Near wants to operate, but Near thinks Argo should just do it instead. He goes upstairs to get ready for the strike.
The row boat makes it to the merchant ship. Derk hoists himself up to the ship while Vespa stays guard on the row boat. The merchant ship is scary quiet, and no one can be seen in at all. Derk decides to go below the deck and searches. Derk comes to a dark hallway and sees many rooms. He lights up a lantern and begins to search for loots. Instead, Derk finds many charred up bodies. Derk freaks out and when he is about to turn around he comes with an UNKNOWN figure. The figure knocks the lantern out of Derk's hand.
Back on the pirate ship, Near notices something is wrong with Vespa. She begins to climb on the ship and Near tells everyone to get closer. Back in the dark hallway, Derk can't see a thing. He begins to slashes around like crazy, but nothing was hit. He feels the figure leaving the room so he decides to go after with the amulet as the only light source. On the deck, Near, Alfredo and Leo just jumped over, and they are looking for Vespa. They meet up and decide to go below the deck to look for Derk. They go downstairs and the two parties meet up, but not without one side almost killing another. Suddenly, Gullas lets out the warning sound from the ship. While everyone else wanna go, Derk wants to explore the boat more. Alfredo notices smokes coming from above and he thinks they should go. But Derk insists on searching the place a little more. Near gets angry and pushes Derk with his telekinesis power. This just angers Derk even more. After a small argument, they hurry through the rooms trying to find something. Derk finds some letters that has similar threat to Gullas's letter from earlier. He has no idea what this means and decides to pocket it first. That's it for the rooms, and the gang heads back upstairs.
The deck is covering in flames, and they can see the pirate ship sailing away from them. They run to the edge of the boat and jump on to the row boat. Everyone lands successfully, but Vespa twists her ankle. Near gives her some pain herb, while the others row away from the burning merchant ship. They close up to the pirate ship and find something shocking- the pirate ship is on fire as well! They scream for Gullas and Argo, but no replay. Derk sees the figure that was on the merchant ship on the pirate ship now, and everything it touches quickly turns to flame. Near decides to enter the ship to find out Gullas and Argo. Derk wants to tag along too. The two enter the ship through the catapult hole. They enter the ship but doesn't see anything. The flames burn lively, and it's becoming more and more dangerous by the seconds. Derk wants to go check the captain's quarter even though Near thinks it is too dangerous. The two come across the captain's quarter but the handle is burning hot. The two give each other a look then Near tries to open the door with his telekinesis. The door opens and they see a charred up body inside. Before they can make out who that is, backdraft happens and knocks Derk into the room across, and Near down the hallway. Near, badly injured, crawls down back to the catapult hole. He falls through the hole and caught by Alfredo and Leo. They wonder what happened to Derk.
Inside the room, Derk wants to escape through the window but it is too small. He puts dynamite on the window and it blows into a perfect hole for Derk to escape through. Derk jumps out the hole and lands in the water. He grabs a piece a wood and floats on. The row boat team finds Derk floating around and rescues him. The pirate ship slowly sinks away...
To be continued...
Monday, January 14, 2013
My First D&D Adventure
I played Dungeon and Dragon for the first time this weekend. The character creation process was really annoying- it took us over two hours just to do so. However, once the game started I really had a lot of fun. The limitless decisions and possibilities. I really LOVE it. Also, I would like to thank my Dungeon Master for coming up with such a wonderful story.
Anyway, I like the story so much, I decide to write down the synopsis of it:
Near is a 33 years old mercenary with a katana and a crossbow. Right now he is sitting at the back of a carriage traveling across the desert with a driver at the front. The carriage comes to a stop, and Near can hear the driver talking to someone. He peeks out and sees the driver talking to an armed fellow. He can't tell what the two are talking about, so he decides to get closer.
Near sneaks out the carriage to listen to the conversations. He learns that the armed fellow is a bandit wanting to rob the carriage. The armed fellow seems dangerous so the best thing to do is run. Near yells at the driver to run, but the driver doesn't do anything. The armed man notices Near and strikes his blade at him. Near fires his crossbow at the armed man's face and kills him instantly. The driver seems impressed.
At a saloon in a village, Derk, pirate in his late 20s, wakes up with a hungover. He has a blade and crossbow on him. He asks the bartender what happened and learns that his crew member- Argo leaves him alone after he lost 3000 golds in a bet. Angry at his crew, Derk sets out to look for them.
Derk wants to go to the port, but the local carriage has not return yet (hint, hint). Derk decides to steal a house from the stable, but the horse wouldn't obey him. The commotion wakes up the stable owner and Derk puts a knife on him. He wants the stable owner to give him a horse that will obey him. The owner won't give the horse to him, but agree to sell him one with cheaper price. Derk thinks about it and agrees. He saddles on and leaves.
Out at the desert, Near and the driver spot a mysterious figure running. They decide to get a close look, but can only tell that it's a humanoid figure. Near yells at the figure, but with no reply as the figure continues to run off. Near decides to fire crossbow at it. The figure disappear suddenly. The carriage comes to a stop and Near asks the driver to go look at it. The driver is afraid, but Near promises that he got his back. The driver walks over, but can't find a thing. Whatever it is, it's gone already. The drivers tells Near that the village is closed by, maybe they should go over there to take a look. Near agrees.
Derk, now named his horse Tonto, exits the village through the gate. A guard asks him where he's going and reminds him to be careful. Suddenly, an arrow pierces through the guard's skull, killing him instantly. Derk panics and dashes away from the village.
Derk sees dozens of armed bandits on horses charging towards him. He decides to hide in the bushes next to him. At first, he tries to hide Tonto as well, but failed. Luckily the bandits ride by without giving a shit about Tonto. Once the bandits are gone, Derk comes out of hiding and rides away with Tonto.
Near and the driver is close to the village now. The driver gets scared and asks Near if he can give him a weapon and Near gives him the katana. This is when Near spots Derk coming to them. After everything they went through, Near fires a warning shot at Derk. Derk panics and falls of the horse into some bushes. The carriage drives up to next to Derk, and Near jumps off to check. Derk attacks Near, but Near blocks him. Near yells stop and explains that he was only firing crossbow for self-defense. Derk warns them not to enter the village because there are a lot of bandits in there attacking the village right now. Near says that they have to go help the villagers, but Derk doesn't think that's a good idea at all- the bandits are heavily armed, and there's no way the two of them can do anything about it. Derk has to go now because he needs to get back to his crew. Near thinks maybe Derk's crew can help them out and asks if he can tag along. Derk reluctantly agrees.
Near hops onto the carriage to get his belongings when an arrow hit the carriage. They look up and see two bandits charging towards them. They didn't seem to spot Derk, so Derk decides to sneak away with Tonto. Near fires his crossbow at the bandits, while the driver scares shitless. The bolts doesn't seem to work too well with the bandits and suddenly Near's crossbow breaks- the rope rips. One of the bandit fires an arrow and it hits the driver's leg. The driver screams in pain and drops the katana. Near jumps off the carriage and picks up the katana. He then bends down to cut a horse's legs. The bandit falls off and eats it pretty hard. Near then attempts to cut the other's horse's head off. The horse's head didn't come off, but it was damage pretty badly. The bandit gives Near an admiration look and drops his bow. He jumps off his horse and pulls out a sword- he wants to fight Near man-to-man.
Derk sees the whole thing. He feels ashamed for running away and decides to help Near out. He spots the first bandit regaining consciousness and stumbling towards Near, who's having a stale-match with the other bandit. Derk wants to fire his crossbow at the bandit, but he ran out of the bolts. He then charges to the first bandit on Tonto and cuts the bandit's head clean off.
The bandit seems distracted by his friend's death, and Near grabs the opportunity to kick the bandit in the nuts. Nothing happens. Derk charges to the other bandit, but he misses as Tonto makes the wrong turn. The bandit slashes and almost kills Near. Derk tries again and finally kills off the second bandit this time.
Near thanks Derk for the help. He goes on and attends the driver's wound.
(This is when my Dungeon Mater reveals that no one ever cares about a carriage driver as much before, so he decides to give the driver a name- Alfredo.)
Alfredo appreciates Near's help. He decides to follow Near and helps him out anyway he can. Near still wants to help out the village, and he can really get some helps from Derk's crew. Near picks up the bandits' bows and arrows. He keeps one and gives the other to Alfredo. Once everyone is ready, they set out to find Derk's crew at the port.
After about an hour of traveling, Near, Derk and Alfredo come to the port and finds the pirate ship. Alfredo waits by the carriage while Near and Derk aboard the ship. They are soon attacked by Vespa, the crew member who's guarding the ship. Derk explains the situations to Vespa and has her to wake everyone else up. Near is then introduced to rest of Derk's crew member- Argo, Leo and Captain Gullas. After hearing what Near has to say, Gullas decides to help the village. The group gets ready and heads back where they were from.
On the way there, Vespa reveals that she found a spell book- Telekinesis from earlier, but she has no use to it. Near wonders if he can have it. Vespa doesn't see a reason not to and gives it to him. Derk rides on Tonto along side the carriage and keeps on trying to flirt with Vespa. Vespa sticks her head out of the carriage and asks if Derk still remember that he has a wife to shut Derk up. This clearly upsets Derk.
The group arrives just outside the village. Near thinks it's a better idea if they sneak into the village, but Derk just goes ahead and enter the village from the front door. The rest of the group doesn't know what to do but proceed to their plan.
Derk enters the village on Tonto, expecting to face some enemies. Instead, he only finds casualties and burned building. He looks around and decides to enter the saloon he was at earlier. He finds the bartender still alive and asks him what happened. The bartender tells him that the bandits come and take some of the villagers alive. Derk asks why they took the villagers, but the bartender doesn't know and just pour himself drinks.
The rest of the group sneaks into the village and are ambushed by the villagers. They try to explain that they are only here to help, but the guards wouldn't believe them. Derk comes along and tries to explain as well. Thankful some town people recognize Derk thus clearing this problem. The villagers tell Near and others what happened, and Near does a bird whistle and summons an owl. It turns out that Near has an owl named Joshua. Near wants Joshua to go find these bandits and reports back where they are. This action totally impressed Leo, and makes Alfredo admires Near even more. Now is all waiting time for Joshua to come back, and Near decides to go around helping wounded villagers while Derk wants to go around looking for clues.
Derk comes around a pool of blood just outside the village. In the middle of it is an amulet. Derk picks up the amulet when suddenly, one of the bandit appears. He charges toward Derk and Derk fights back. It takes a while, but Derk takes the bandit down eventually. Derk decides to torture the bandit until he spills where they taken the villagers to. The bandit mumbles that he will never reveal the secret then he brings out secret sleeve knife and cuts his own throat. Derk, covering in blood, looks at the corpse with a wide open mouth.
After helping out some villagers, Near acquires some bolts and flairs from the village shop. He gives some bolts to Leo, who's also a crossbow user. He asks who's the sharpest shooter in the crew, and Leo tells him Vespa is. Near goes and finds Vespa doing swordplay with a little boy. He notices Vespa is getting too serious, and knocks the boy over. She whispers something to the little boy then the boy runs away. Near approaches Vespa and asks if it's okay for Vespa to train Alfredo in bowing. Vespa wonders what Near's relationship with Alfredo is. Near says that Alfredo was just a carriage driver he hired, but after saving his life a couple times, Alfredo decides to follow Near around. Near says that he just doesn't want Alfredo to be vulnerable out on the battlefield. Vespa understands the feeling and agrees to help Alfredo out. This is when Nears sees Derk comes back covering in blood. He asks Derk what happened, and Derk tells him about the bandit, but not the amulet. But Near can tell Derk is hiding something. Near then decides to work on the spell book, hoping he can learn Telekinesis from it.
Derk can't wait anymore and he wants to go find the bandits. Argo borrows a horse from the stable (the same horse that wouldn't obey Derk earlier), and follows Derk. Derk makes an excuse to step aside from Argo for a sec. He then tries many ways to see if the amulet has secrets hidden in it. Just when Derk is about to spill some blood on it, he looks up and sees Joshua flying back to the village. He and Argo decide to head back to the village instead.
Near and the others spot Joshua as well. However, Joshua wouldn't come down. Just when Near is starting to feel strange, Joshua falls from the sky. Near stops it in the last second with his Telekinetic power. Joshua is covered in blood and burned wounds. There's also a letter attached to its leg.
To be continued...
Anyway, I like the story so much, I decide to write down the synopsis of it:
Near is a 33 years old mercenary with a katana and a crossbow. Right now he is sitting at the back of a carriage traveling across the desert with a driver at the front. The carriage comes to a stop, and Near can hear the driver talking to someone. He peeks out and sees the driver talking to an armed fellow. He can't tell what the two are talking about, so he decides to get closer.
Near sneaks out the carriage to listen to the conversations. He learns that the armed fellow is a bandit wanting to rob the carriage. The armed fellow seems dangerous so the best thing to do is run. Near yells at the driver to run, but the driver doesn't do anything. The armed man notices Near and strikes his blade at him. Near fires his crossbow at the armed man's face and kills him instantly. The driver seems impressed.
At a saloon in a village, Derk, pirate in his late 20s, wakes up with a hungover. He has a blade and crossbow on him. He asks the bartender what happened and learns that his crew member- Argo leaves him alone after he lost 3000 golds in a bet. Angry at his crew, Derk sets out to look for them.
Derk wants to go to the port, but the local carriage has not return yet (hint, hint). Derk decides to steal a house from the stable, but the horse wouldn't obey him. The commotion wakes up the stable owner and Derk puts a knife on him. He wants the stable owner to give him a horse that will obey him. The owner won't give the horse to him, but agree to sell him one with cheaper price. Derk thinks about it and agrees. He saddles on and leaves.
Out at the desert, Near and the driver spot a mysterious figure running. They decide to get a close look, but can only tell that it's a humanoid figure. Near yells at the figure, but with no reply as the figure continues to run off. Near decides to fire crossbow at it. The figure disappear suddenly. The carriage comes to a stop and Near asks the driver to go look at it. The driver is afraid, but Near promises that he got his back. The driver walks over, but can't find a thing. Whatever it is, it's gone already. The drivers tells Near that the village is closed by, maybe they should go over there to take a look. Near agrees.
Derk, now named his horse Tonto, exits the village through the gate. A guard asks him where he's going and reminds him to be careful. Suddenly, an arrow pierces through the guard's skull, killing him instantly. Derk panics and dashes away from the village.
Derk sees dozens of armed bandits on horses charging towards him. He decides to hide in the bushes next to him. At first, he tries to hide Tonto as well, but failed. Luckily the bandits ride by without giving a shit about Tonto. Once the bandits are gone, Derk comes out of hiding and rides away with Tonto.
Near and the driver is close to the village now. The driver gets scared and asks Near if he can give him a weapon and Near gives him the katana. This is when Near spots Derk coming to them. After everything they went through, Near fires a warning shot at Derk. Derk panics and falls of the horse into some bushes. The carriage drives up to next to Derk, and Near jumps off to check. Derk attacks Near, but Near blocks him. Near yells stop and explains that he was only firing crossbow for self-defense. Derk warns them not to enter the village because there are a lot of bandits in there attacking the village right now. Near says that they have to go help the villagers, but Derk doesn't think that's a good idea at all- the bandits are heavily armed, and there's no way the two of them can do anything about it. Derk has to go now because he needs to get back to his crew. Near thinks maybe Derk's crew can help them out and asks if he can tag along. Derk reluctantly agrees.
Near hops onto the carriage to get his belongings when an arrow hit the carriage. They look up and see two bandits charging towards them. They didn't seem to spot Derk, so Derk decides to sneak away with Tonto. Near fires his crossbow at the bandits, while the driver scares shitless. The bolts doesn't seem to work too well with the bandits and suddenly Near's crossbow breaks- the rope rips. One of the bandit fires an arrow and it hits the driver's leg. The driver screams in pain and drops the katana. Near jumps off the carriage and picks up the katana. He then bends down to cut a horse's legs. The bandit falls off and eats it pretty hard. Near then attempts to cut the other's horse's head off. The horse's head didn't come off, but it was damage pretty badly. The bandit gives Near an admiration look and drops his bow. He jumps off his horse and pulls out a sword- he wants to fight Near man-to-man.
Derk sees the whole thing. He feels ashamed for running away and decides to help Near out. He spots the first bandit regaining consciousness and stumbling towards Near, who's having a stale-match with the other bandit. Derk wants to fire his crossbow at the bandit, but he ran out of the bolts. He then charges to the first bandit on Tonto and cuts the bandit's head clean off.
The bandit seems distracted by his friend's death, and Near grabs the opportunity to kick the bandit in the nuts. Nothing happens. Derk charges to the other bandit, but he misses as Tonto makes the wrong turn. The bandit slashes and almost kills Near. Derk tries again and finally kills off the second bandit this time.
Near thanks Derk for the help. He goes on and attends the driver's wound.
(This is when my Dungeon Mater reveals that no one ever cares about a carriage driver as much before, so he decides to give the driver a name- Alfredo.)
Alfredo appreciates Near's help. He decides to follow Near and helps him out anyway he can. Near still wants to help out the village, and he can really get some helps from Derk's crew. Near picks up the bandits' bows and arrows. He keeps one and gives the other to Alfredo. Once everyone is ready, they set out to find Derk's crew at the port.
After about an hour of traveling, Near, Derk and Alfredo come to the port and finds the pirate ship. Alfredo waits by the carriage while Near and Derk aboard the ship. They are soon attacked by Vespa, the crew member who's guarding the ship. Derk explains the situations to Vespa and has her to wake everyone else up. Near is then introduced to rest of Derk's crew member- Argo, Leo and Captain Gullas. After hearing what Near has to say, Gullas decides to help the village. The group gets ready and heads back where they were from.
On the way there, Vespa reveals that she found a spell book- Telekinesis from earlier, but she has no use to it. Near wonders if he can have it. Vespa doesn't see a reason not to and gives it to him. Derk rides on Tonto along side the carriage and keeps on trying to flirt with Vespa. Vespa sticks her head out of the carriage and asks if Derk still remember that he has a wife to shut Derk up. This clearly upsets Derk.
The group arrives just outside the village. Near thinks it's a better idea if they sneak into the village, but Derk just goes ahead and enter the village from the front door. The rest of the group doesn't know what to do but proceed to their plan.
Derk enters the village on Tonto, expecting to face some enemies. Instead, he only finds casualties and burned building. He looks around and decides to enter the saloon he was at earlier. He finds the bartender still alive and asks him what happened. The bartender tells him that the bandits come and take some of the villagers alive. Derk asks why they took the villagers, but the bartender doesn't know and just pour himself drinks.
The rest of the group sneaks into the village and are ambushed by the villagers. They try to explain that they are only here to help, but the guards wouldn't believe them. Derk comes along and tries to explain as well. Thankful some town people recognize Derk thus clearing this problem. The villagers tell Near and others what happened, and Near does a bird whistle and summons an owl. It turns out that Near has an owl named Joshua. Near wants Joshua to go find these bandits and reports back where they are. This action totally impressed Leo, and makes Alfredo admires Near even more. Now is all waiting time for Joshua to come back, and Near decides to go around helping wounded villagers while Derk wants to go around looking for clues.
Derk comes around a pool of blood just outside the village. In the middle of it is an amulet. Derk picks up the amulet when suddenly, one of the bandit appears. He charges toward Derk and Derk fights back. It takes a while, but Derk takes the bandit down eventually. Derk decides to torture the bandit until he spills where they taken the villagers to. The bandit mumbles that he will never reveal the secret then he brings out secret sleeve knife and cuts his own throat. Derk, covering in blood, looks at the corpse with a wide open mouth.
After helping out some villagers, Near acquires some bolts and flairs from the village shop. He gives some bolts to Leo, who's also a crossbow user. He asks who's the sharpest shooter in the crew, and Leo tells him Vespa is. Near goes and finds Vespa doing swordplay with a little boy. He notices Vespa is getting too serious, and knocks the boy over. She whispers something to the little boy then the boy runs away. Near approaches Vespa and asks if it's okay for Vespa to train Alfredo in bowing. Vespa wonders what Near's relationship with Alfredo is. Near says that Alfredo was just a carriage driver he hired, but after saving his life a couple times, Alfredo decides to follow Near around. Near says that he just doesn't want Alfredo to be vulnerable out on the battlefield. Vespa understands the feeling and agrees to help Alfredo out. This is when Nears sees Derk comes back covering in blood. He asks Derk what happened, and Derk tells him about the bandit, but not the amulet. But Near can tell Derk is hiding something. Near then decides to work on the spell book, hoping he can learn Telekinesis from it.
Derk can't wait anymore and he wants to go find the bandits. Argo borrows a horse from the stable (the same horse that wouldn't obey Derk earlier), and follows Derk. Derk makes an excuse to step aside from Argo for a sec. He then tries many ways to see if the amulet has secrets hidden in it. Just when Derk is about to spill some blood on it, he looks up and sees Joshua flying back to the village. He and Argo decide to head back to the village instead.
Near and the others spot Joshua as well. However, Joshua wouldn't come down. Just when Near is starting to feel strange, Joshua falls from the sky. Near stops it in the last second with his Telekinetic power. Joshua is covered in blood and burned wounds. There's also a letter attached to its leg.
To be continued...
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