“Kick, punch, it’s all in the mind. If you wanna test me, I’m sure you’ll find: the things I’ll teach ya are sure to beat ya. Nevertheless, you’ll get a lesson from teacher, now.”
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  • Some Days Are Better Than Others

    Posted on August 31st, 2009 Dan Hughes No comments

    The dwindling sun of the first day saw them to the final outpost along the Black River, to the small mining village of Krim.  Krim was a transfer point for the Black Mine nearby, its ore standing by in large shacks.  When the occasional merchant’s boat or supply ship meandered its way this far downriver, the ore could be loaded and sent back upriver to the capital proper for use in its iron foundries.

    Squint and his deckhands stayed aboard their riverboat Fortune, mooring to the rickety construction that barely had earned the word “dock.”  The adventurers stomped down the wooden planks and entered the town.

    It did not take long for the party members to catch wind of the rumors that were floating around town: first, an eerie ship had passed the dock, heading downriver during the night.  The moon was hidden with thick clouds last night, and the boatwatchers at the dock had tried to wave them down for a safe pull-in to the bank, but the ship continued its journey.  A lone woman on deck, dressed in a white that shined despite the lack of any light save the small lanterns adorning the ship, stared blankly as she passed by.

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  • D&D Adventures III

    Posted on February 3rd, 2009 Dan Hughes No comments

    As the day continued, the crew of the Fortune had to stop their boat as they came to a large steel gate that crossed the length of the Black River.  Unable to get around it, the party had no choice but to set out to the two large towers on either side that would contain the mechanisms for drawing the gate open.

    Charmer and Tiberius took it upon themselves to climb into one of the Fortune’s dinghies and row to the northern bank.  The self-proclaimed expert rogue carefully inspected the area for any traps laid by Alexia or her lunkies, but nothing was found.  Tiberius, however, found one that Charmer overlooked while opening the door.  Fortunately, Charmer had a potion to counteract the poison, so they ventured in.

    The inside of the tower was covered in guano.  Looking up, razorbats were perched on the ceiling.  Tiberius and Charmer had to move quickly to fight them off.

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  • D&D Adventures II

    Posted on January 27th, 2009 Dan Hughes 1 comment

    The adventurers set off down the tributary of the Black River that no one travelled anymore, as it led to the gatormen’s lands.  The Fortune, a steamboat captained by the shifty Squint, and crewed by his companions, Anouar and Killian, brothers, made its way south under the employ of those selected by Dumas for this task.  Charmer and Arya continued on their initial journey, promising to help Dumas save the Cygnarian countryside from the threat the Witchfire brought, and, if possible, his niece Alexia as well.  A’ine, after learning the possibility of the Fey realm being threatened by the use of the Witchfire in conjunction with the machines at Cyriss’ temple, decided to accompany along.  Apart from Charmer’s attraction to danger (and the associated rewards) and Arya’s desire to do good for the people of Corvis, A’ine is determined to be the logical side of the group, forcing the party to think things through before jumping into action.  Her companion, Tiberius, the mysterious swordmage, still stands at her side, but for what purpose and reason, he has given none.

    Rounding out the pish-posh collection of would-be heroes is the stowaway, Leto.  While technically a stowaway, Leto has essentially become part of the crew, due to Squint’s reluctance to toss the boy back to the streets.  Leto says he doesn’t get paid because he is a stowaway, but it is still a good life because he gets fed, clothed, and housed by the men on the boat.  Anouar said once he looks at the boy like a mascot.

    During the first day of travel, Alexia sent the party a clear warning.  Knowing she would be followed, she set up a trap for passing boats.  When the Fortune tripped the trap, a number of undead were immediately summoned to the boat’s deck.  The party, together with the Fortune’s crew, fought the creatures off tooth and nail.  The danger so early reminded the adventurers that they were in for no easy picnic.  Knowing they had no choice but to protect the land, they plodded on.

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  • D&D Adventures I

    Posted on January 19th, 2009 Dan Hughes No comments

    It is a year later since Alexia ravaged the city with undead and took off with the Witchfire.  Neither her nor the evil wizard have been heard of since.  Alexia’s uncle, Father Dumas, prays day and night that she can be found and recovered safely.

    At the end of the Battle of Longest Night, Alexia left the city with the Witchfire, and her mother’s body.  The heroes of that night had determined that her plan was to resurrect her mother, murdered ten years prior, but no one had heard from her since.  Certain that Alexia had no way to resurrect her herself without turning her into an undead monster, Dumas’ priests have kept their ears open for word of their travels.

    Two of the Heroes of Longest Night stayed in Corvis, taking side jobs while assisting in the search for Alexia.  Charmer, an elvish rogue, never liked being too far away from the city and its money anyhow.  Arya, an eladrin witch, was more interested in the search for Alexia, but after the complete lack of clues, tended to stick with her companion Charmer, more often than not to keep him out of trouble.

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