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	<id>http://www.tenebraemush.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gedryn</id>
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	<updated>2026-04-09T06:41:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27817</id>
		<title>Category:Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27817"/>
		<updated>2017-10-24T14:37:29Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:eastbrook04.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
'''GM:''' [[Gedryn]]&lt;br /&gt;
&lt;br /&gt;
=Session Summaries=&lt;br /&gt;
=='''Session 1: Eastbrook Caravan'''==&lt;br /&gt;
'''''Plot Hook:''''' The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. That evening they meet the Lord’s stewart, Brother Maynard, in the tavern where they are given rooms and a modest meal and mead. There is a promise of payment of X gold for their efforts to secure the caravan for its delivery. &lt;br /&gt;
&lt;br /&gt;
'''''Complications:''''' While the party is getting settled and enjoying a free night in an inn, they hear trouble outside and discover that the small town has been swarmed by zombies. &lt;br /&gt;
&lt;br /&gt;
Log: [[Eastbrook Caravan]]&lt;br /&gt;
&lt;br /&gt;
=='''Session 2: Return to Eastbrook'''==&lt;br /&gt;
'''''Plot Hook:''''' It’s the morning after the attack and people are trying to recover. Multiple people are injured or dead from the zombies and word gets out that the daughter of the local lord has been taken.&lt;br /&gt;
&lt;br /&gt;
'''''What is Known:'''''&lt;br /&gt;
* Lord Hagar had hired some adventurers to escort a caravan of goods back to the city of Alexandria. When asked why his own guards aren’t handling the shipment’s security the only response given was that his forces were needed elsewhere. The adventurers were requested to check in with the steward at the local tavern, the Manticore's Tail, the night before the caravan would leave to ensure that they had proper coverage.&lt;br /&gt;
* While at the tavern before the siege, a man was drinking heavily and  reported a strange attack on a local farm the previous day.  He reported that he and some other farm hands were working in the fields one afternoon and suddenly everything went dark. He heard screams and  howls and when the darkness went away he saw the other workers dead and ‘torn up’ all around him. The attack involved several dozen zombies that were attacking anything on the town’s streets. The zombies seemed to move as groups but there were three individual figures who were spotted at the fringe of the town that seemed to be left alone by the packs. &lt;br /&gt;
* The random attack on the town of Eastbrook has ended and all thought that it was safe once more. The attack came without warning or known provocation. No one seemed to know why the zombies came, what they were doing - other than what they normally do - or who was controlling them. But in the chaotic aftermath of the attack word has started to circulate that the daughter of the local lord, Lady Ganya Baelyn, has been taken. Lord Hagar, her father, has put out a reward for her recovery. &lt;br /&gt;
&lt;br /&gt;
'''Temple Map:''' [http://tinyurl.com/y8boxkqm http://tinyurl.com/y8boxkqm] &lt;br /&gt;
&lt;br /&gt;
'''Black Rune:''' [http://tinyurl.com/yc5cs8kq http://tinyurl.com/yc5cs8kq] &lt;br /&gt;
&lt;br /&gt;
'''Log:''' [[Return to Eastbrook]] &lt;br /&gt;
&lt;br /&gt;
'''Summary:''' Three bloodied pages were found in the temple along with the body of the priest (Father Maynard) who had his heart cut out. As the party was wrapping up their investigation in the temple, a storm rolled in to block out the sun. Two doors at the rear of the temple were locked but the party wasn’t able to search the priest for keys before the storm rolled in and a shrieking howl was heard from outside. &lt;br /&gt;
&lt;br /&gt;
'''''Loose Ends:''''' &lt;br /&gt;
* Who took the daughter and where did they take her? &lt;br /&gt;
* Who/what was in the rectory next to the temple. &lt;br /&gt;
* What was so important that the zombies both broke in, killed the priest ''and'' took his heart? &lt;br /&gt;
* What are the pages about and where did they come from?  &lt;br /&gt;
* Did something send the storm or is it natural? &lt;br /&gt;
* And what is being done about the shipment of cabbages destined for the city? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
The town of Eastbrook lies (wait for it…) east of the city of Alexandros and is considered somewhere in the fine line between large village and small town. The leader of the community, the House of Baelyn, fancies themselves as a grassroots force of the local gentry who plan on turning their small settlement into a thriving community. &lt;br /&gt;
&lt;br /&gt;
'''The Town'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook02.png|thumb|center]] &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| There are seven roads that lead into and out of the town. Only the Oak Road (F and B) are considered main roads that lead to other settlements. The rest lead elsewhere within the immediate region - often used by farmers to transport their harvest to the town. &lt;br /&gt;
&lt;br /&gt;
The Lord and Lady Baelyn live in a modest sized manor house around the town square (#1). Around the town square are two other buildings, the trading hall (2) where commerce is generally conducted, the record’s hall (4) and a tavern called the Manticore’s Tail (6). &lt;br /&gt;
&lt;br /&gt;
The town’s temple (of Daeus) is located at #11 and the rectory (home of the priest) is next door at #9. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wyvern Tail Tavern'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook03.png|thumb|center]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Temple'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook05.png|thumb|center]] &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| The Temple is dedicated to the god [[Daeus]]. The double doors of the temple are adorned with half of a sunburst on each side. The sun in all its splendor has been carved into the wood and was probably painted yellow a few times when the place needs smartened up. The doors have been ripped down off of their hinges, claw marks deeply gouging into the wood. &lt;br /&gt;
&lt;br /&gt;
# Entry Doors&lt;br /&gt;
# Front Pews&lt;br /&gt;
# Stairs&lt;br /&gt;
# Altar Dais&lt;br /&gt;
# Rear Doors&lt;br /&gt;
# Rear Hall&lt;br /&gt;
# Archives&lt;br /&gt;
# Sancristy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Personages and Groups=&lt;br /&gt;
&lt;br /&gt;
'''House of Baelyn'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook04.png|center]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| The House of Baelyn is considered a minor gentry family, their progenitor served a local baron faithfully and was awarded the land and title so long as he continued to pay his taxes and defend the population. The family currently consists of Lord Hagar and his wife Lady Reegan. They have three children, an elder daughter Ganya and two younger sons, Emmet and Roger. &lt;br /&gt;
&lt;br /&gt;
Their principal wealth is tied up in farming and they have been clearing additional lands in the forest to increase their seasonal yields. This has occasionally caused a problem as their logging crews have disturbed local wildlife - sometimes with monstrous complications.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;br /&gt;
[[Category:Pages with broken file links|Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27816</id>
		<title>Category:Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27816"/>
		<updated>2017-10-24T14:33:04Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''GM:''' [[Gedryn]]&lt;br /&gt;
&lt;br /&gt;
=Session Summaries=&lt;br /&gt;
=='''Session 1: Eastbrook Caravan'''==&lt;br /&gt;
'''''Plot Hook:''''' The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. That evening they meet the Lord’s stewart, Brother Maynard, in the tavern where they are given rooms and a modest meal and mead. There is a promise of payment of X gold for their efforts to secure the caravan for its delivery. &lt;br /&gt;
&lt;br /&gt;
'''''Complications:''''' While the party is getting settled and enjoying a free night in an inn, they hear trouble outside and discover that the small town has been swarmed by zombies. &lt;br /&gt;
&lt;br /&gt;
Log: [[Eastbrook Caravan]]&lt;br /&gt;
&lt;br /&gt;
=='''Session 2: Return to Eastbrook'''==&lt;br /&gt;
'''''Plot Hook:''''' It’s the morning after the attack and people are trying to recover. Multiple people are injured or dead from the zombies and word gets out that the daughter of the local lord has been taken.&lt;br /&gt;
&lt;br /&gt;
'''''What is Known:'''''&lt;br /&gt;
* Lord Hagar had hired some adventurers to escort a caravan of goods back to the city of Alexandria. When asked why his own guards aren’t handling the shipment’s security the only response given was that his forces were needed elsewhere. The adventurers were requested to check in with the steward at the local tavern, the Manticore's Tail, the night before the caravan would leave to ensure that they had proper coverage.&lt;br /&gt;
* While at the tavern before the siege, a man was drinking heavily and  reported a strange attack on a local farm the previous day.  He reported that he and some other farm hands were working in the fields one afternoon and suddenly everything went dark. He heard screams and  howls and when the darkness went away he saw the other workers dead and ‘torn up’ all around him. The attack involved several dozen zombies that were attacking anything on the town’s streets. The zombies seemed to move as groups but there were three individual figures who were spotted at the fringe of the town that seemed to be left alone by the packs. &lt;br /&gt;
* The random attack on the town of Eastbrook has ended and all thought that it was safe once more. The attack came without warning or known provocation. No one seemed to know why the zombies came, what they were doing - other than what they normally do - or who was controlling them. But in the chaotic aftermath of the attack word has started to circulate that the daughter of the local lord, Lady Ganya Baelyn, has been taken. Lord Hagar, her father, has put out a reward for her recovery. &lt;br /&gt;
&lt;br /&gt;
'''Temple Map:''' [http://tinyurl.com/y8boxkqm http://tinyurl.com/y8boxkqm] &lt;br /&gt;
&lt;br /&gt;
'''Black Rune:''' [http://tinyurl.com/yc5cs8kq http://tinyurl.com/yc5cs8kq] &lt;br /&gt;
&lt;br /&gt;
'''Log:''' [[Return to Eastbrook]] &lt;br /&gt;
&lt;br /&gt;
'''Summary:''' Three bloodied pages were found in the temple along with the body of the priest (Father Maynard) who had his heart cut out. As the party was wrapping up their investigation in the temple, a storm rolled in to block out the sun. Two doors at the rear of the temple were locked but the party wasn’t able to search the priest for keys before the storm rolled in and a shrieking howl was heard from outside. &lt;br /&gt;
&lt;br /&gt;
'''''Loose Ends:''''' &lt;br /&gt;
* Who took the daughter and where did they take her? &lt;br /&gt;
* Who/what was in the rectory next to the temple. &lt;br /&gt;
* What was so important that the zombies both broke in, killed the priest ''and'' took his heart? &lt;br /&gt;
* What are the pages about and where did they come from?  &lt;br /&gt;
* Did something send the storm or is it natural? &lt;br /&gt;
* And what is being done about the shipment of cabbages destined for the city? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
The town of Eastbrook lies (wait for it…) east of the city of Alexandros and is considered somewhere in the fine line between large village and small town. The leader of the community, the House of Baelyn, fancies themselves as a grassroots force of the local gentry who plan on turning their small settlement into a thriving community. &lt;br /&gt;
&lt;br /&gt;
'''The Town'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook02.png|thumb|center]] &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| There are seven roads that lead into and out of the town. Only the Oak Road (F and B) are considered main roads that lead to other settlements. The rest lead elsewhere within the immediate region - often used by farmers to transport their harvest to the town. &lt;br /&gt;
&lt;br /&gt;
The Lord and Lady Baelyn live in a modest sized manor house around the town square (#1). Around the town square are two other buildings, the trading hall (2) where commerce is generally conducted, the record’s hall (4) and a tavern called the Manticore’s Tail (6). &lt;br /&gt;
&lt;br /&gt;
The town’s temple (of Daeus) is located at #11 and the rectory (home of the priest) is next door at #9. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wyvern Tail Tavern'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook03.png|thumb|center]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Temple'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook05.png|thumb|center]] &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| The Temple is dedicated to the god [[Daeus]]. The double doors of the temple are adorned with half of a sunburst on each side. The sun in all its splendor has been carved into the wood and was probably painted yellow a few times when the place needs smartened up. The doors have been ripped down off of their hinges, claw marks deeply gouging into the wood. &lt;br /&gt;
&lt;br /&gt;
# Entry Doors&lt;br /&gt;
# Front Pews&lt;br /&gt;
# Stairs&lt;br /&gt;
# Altar Dais&lt;br /&gt;
# Rear Doors&lt;br /&gt;
# Rear Hall&lt;br /&gt;
# Archives&lt;br /&gt;
# Sancristy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;br /&gt;
[[Category:Pages with broken file links|Eastbrook]]&lt;br /&gt;
&lt;br /&gt;
=Personages and Groups=&lt;br /&gt;
&lt;br /&gt;
'''House of Baelyn'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook04.png|center]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| The House of Baelyn is considered a minor gentry family, their progenitor served a local baron faithfully and was awarded the land and title so long as he continued to pay his taxes and defend the population. The family currently consists of Lord Hagar and his wife Lady Reegan. They have three children, an elder daughter Ganya and two younger sons, Emmet and Roger. &lt;br /&gt;
&lt;br /&gt;
Their principal wealth is tied up in farming and they have been clearing additional lands in the forest to increase their seasonal yields. This has occasionally caused a problem as their logging crews have disturbed local wildlife - sometimes with monstrous complications.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;br /&gt;
[[Category:Pages with broken file links|Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27815</id>
		<title>Category:Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27815"/>
		<updated>2017-10-24T14:30:05Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''GM:''' [[Gedryn]]&lt;br /&gt;
&lt;br /&gt;
=Session Summaries=&lt;br /&gt;
=='''Session 1: Eastbrook Caravan'''==&lt;br /&gt;
'''''Plot Hook:''''' The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. That evening they meet the Lord’s stewart, Brother Maynard, in the tavern where they are given rooms and a modest meal and mead. There is a promise of payment of X gold for their efforts to secure the caravan for its delivery. &lt;br /&gt;
&lt;br /&gt;
'''''Complications:''''' While the party is getting settled and enjoying a free night in an inn, they hear trouble outside and discover that the small town has been swarmed by zombies. &lt;br /&gt;
&lt;br /&gt;
Log: [[Eastbrook Caravan]]&lt;br /&gt;
&lt;br /&gt;
=='''Session 2: Return to Eastbrook'''==&lt;br /&gt;
'''''Plot Hook:''''' It’s the morning after the attack and people are trying to recover. Multiple people are injured or dead from the zombies and word gets out that the daughter of the local lord has been taken.&lt;br /&gt;
&lt;br /&gt;
'''''What is Known:'''''&lt;br /&gt;
* Lord Hagar had hired some adventurers to escort a caravan of goods back to the city of Alexandria. When asked why his own guards aren’t handling the shipment’s security the only response given was that his forces were needed elsewhere. The adventurers were requested to check in with the steward at the local tavern, the Manticore's Tail, the night before the caravan would leave to ensure that they had proper coverage.&lt;br /&gt;
* While at the tavern before the siege, a man was drinking heavily and  reported a strange attack on a local farm the previous day.  He reported that he and some other farm hands were working in the fields one afternoon and suddenly everything went dark. He heard screams and  howls and when the darkness went away he saw the other workers dead and ‘torn up’ all around him. The attack involved several dozen zombies that were attacking anything on the town’s streets. The zombies seemed to move as groups but there were three individual figures who were spotted at the fringe of the town that seemed to be left alone by the packs. &lt;br /&gt;
* The random attack on the town of Eastbrook has ended and all thought that it was safe once more. The attack came without warning or known provocation. No one seemed to know why the zombies came, what they were doing - other than what they normally do - or who was controlling them. But in the chaotic aftermath of the attack word has started to circulate that the daughter of the local lord, Lady Ganya Baelyn, has been taken. Lord Hagar, her father, has put out a reward for her recovery. &lt;br /&gt;
&lt;br /&gt;
'''Temple Map:''' [http://tinyurl.com/y8boxkqm http://tinyurl.com/y8boxkqm] &lt;br /&gt;
&lt;br /&gt;
'''Black Rune:''' [http://tinyurl.com/yc5cs8kq http://tinyurl.com/yc5cs8kq] &lt;br /&gt;
&lt;br /&gt;
'''Log:''' [[Return to Eastbrook]] &lt;br /&gt;
&lt;br /&gt;
'''Summary:''' Three bloodied pages were found in the temple along with the body of the priest (Father Maynard) who had his heart cut out. As the party was wrapping up their investigation in the temple, a storm rolled in to block out the sun. Two doors at the rear of the temple were locked but the party wasn’t able to search the priest for keys before the storm rolled in and a shrieking howl was heard from outside. &lt;br /&gt;
&lt;br /&gt;
'''''Loose Ends:''''' &lt;br /&gt;
* Who took the daughter and where did they take her? &lt;br /&gt;
* Who/what was in the rectory next to the temple. &lt;br /&gt;
* What was so important that the zombies both broke in, killed the priest ''and'' took his heart? &lt;br /&gt;
* What are the pages about and where did they come from?  &lt;br /&gt;
* Did something send the storm or is it natural? &lt;br /&gt;
* And what is being done about the shipment of cabbages destined for the city? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
&lt;br /&gt;
The town of Eastbrook lies (wait for it…) east of the city of Alexandros and is considered somewhere in the fine line between large village and small town. The leader of the community, the House of Baelyn, fancies themselves as a grassroots force of the local gentry who plan on turning their small settlement into a thriving community. &lt;br /&gt;
&lt;br /&gt;
'''The Town'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook02.png|thumb|center]] &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| There are seven roads that lead into and out of the town. Only the Oak Road (F and B) are considered main roads that lead to other settlements. The rest lead elsewhere within the immediate region - often used by farmers to transport their harvest to the town. &lt;br /&gt;
&lt;br /&gt;
The Lord and Lady Baelyn live in a modest sized manor house around the town square (#1). Around the town square are two other buildings, the trading hall (2) where commerce is generally conducted, the record’s hall (4) and a tavern called the Manticore’s Tail (6). &lt;br /&gt;
&lt;br /&gt;
The town’s temple (of Daeus) is located at #11 and the rectory (home of the priest) is next door at #9. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wyvern Tail Tavern'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook03.png|thumb|center]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Temple'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook05.png|thumb|center]] &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &lt;br /&gt;
# Entry Doors&lt;br /&gt;
# Front Pews&lt;br /&gt;
# Stairs&lt;br /&gt;
# Altar Dais&lt;br /&gt;
# Rear Doors&lt;br /&gt;
# Rear Hall&lt;br /&gt;
# Archives&lt;br /&gt;
# Sancristy&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Personages and Groups=&lt;br /&gt;
&lt;br /&gt;
'''House of Baelyn'''&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
|-&lt;br /&gt;
|[[image:eastbrook04.png|center]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| The House of Baelyn is considered a minor gentry family, their progenitor served a local baron faithfully and was awarded the land and title so long as he continued to pay his taxes and defend the population. The family currently consists of Lord Hagar and his wife Lady Reegan. They have three children, an elder daughter Ganya and two younger sons, Emmet and Roger. &lt;br /&gt;
&lt;br /&gt;
Their principal wealth is tied up in farming and they have been clearing additional lands in the forest to increase their seasonal yields. This has occasionally caused a problem as their logging crews have disturbed local wildlife - sometimes with monstrous complications.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;br /&gt;
[[Category:Pages with broken file links|Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=27811</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=27811"/>
		<updated>2017-10-24T14:16:00Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: /* October */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the logs below refer to general roleplay. Some are tied to '''[[Standard PrPs|Player-Run Plots]]''', though. Many are also '''[[Meetups]]''', or '''[[Small Stories]]'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 1, 2017&lt;br /&gt;
|Meetup: [[Beer Khazad and Calzones]]&lt;br /&gt;
|[[Lysa]]   [[Astaren]]   [[Dubtle]]   [[Hildr]]   [[Khogh Dorahl]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2017&lt;br /&gt;
|[[Frolic in Mictlan]]&lt;br /&gt;
|[[Un'eth]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Durrankar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2017&lt;br /&gt;
|[[The Rest of the Story]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|February 13, 2017&lt;br /&gt;
|[[Rats &amp;amp; Shadows]]&lt;br /&gt;
|[[Selia]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|February 14, 2017&lt;br /&gt;
|[[Erithamiel and Airships]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]]&lt;br /&gt;
|-&lt;br /&gt;
|February 17, 2017&lt;br /&gt;
|[[PrP: Not For Licking]]&lt;br /&gt;
|[[Yokai]] ST, [[Aodh]], [[Amythyst]], [[Nicolai]], [[Ollithial]], [[Zant]]&lt;br /&gt;
|-&lt;br /&gt;
|February 19, 2017&lt;br /&gt;
|[[PrP: Eye Spy]]&lt;br /&gt;
|[[Yokai]] ST, [[Aodh]], [[Sasha]], [[Dubtle]], [[Ilmig]], [[Zant]], [[Ophelia]]&lt;br /&gt;
|-&lt;br /&gt;
|February 21, 2017&lt;br /&gt;
|[[PrP: Construction Season]]&lt;br /&gt;
|[[Yokai]] ST, [[Aodh]], [[Karuda]], [[Dubtle]], [[Kore]], [[Zant]], [[Aznara]]&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2017&lt;br /&gt;
|[[Supplying the Brewers]]&lt;br /&gt;
|[[Lysa]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting New Faces]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Wilros]], [[Skadi]]&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2017&lt;br /&gt;
|[[PrP: Cargonia Requires Your Aid]]&lt;br /&gt;
|[[Aodh]] ST, [[Yokai]], [[Dubtle]], [[Zant]], [[Ollithial]], [[Sasha]], [[Albion]], [[Orenthial]]&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2017&lt;br /&gt;
|[[Scream from the Alley]]&lt;br /&gt;
|[[Lysa]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2017&lt;br /&gt;
|Meetup: [[PrP: Shadows Over Alexandros]]&lt;br /&gt;
|[[Yokai]] ST, [[Safiya]], [[Aodh]], [[Lysa]], [[Sasha]], [[Zant]]&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2017&lt;br /&gt;
|[[PrP: Silent Incursion - LTP]]&lt;br /&gt;
|[[Sebropert]] GM, [[Donna]], [[Delilah]], [[Miriai]], [[Orenthal]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2017&lt;br /&gt;
|[[Junkyard Dragons]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Bronze Griffons &amp;amp; the Purple Rose]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Duncan]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2017&lt;br /&gt;
|[[Getting Acquainted in Rune]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garrin]], [[Landau]], &amp;amp; [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2017&lt;br /&gt;
|[[My Mommy Lies Over The Ocean]]&lt;br /&gt;
|[[Hunrar]], [[Dubtle]], [[Miles]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2017&lt;br /&gt;
|[[Search and Rescue]]&lt;br /&gt;
|[[Aya]], [[Kiroth]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Bjoric]], [[Nadara]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2017&lt;br /&gt;
|[[Intelligent Combatants]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2017&lt;br /&gt;
|[[Stoner Halfer]]&lt;br /&gt;
|[[Roselle]], [[Lysa]], [[Munch]], [[Skadi]]&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2017&lt;br /&gt;
|[[Classroom Hangover]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|March 23, 2017&lt;br /&gt;
|[[Look Out Below]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Craft]]&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2017&lt;br /&gt;
|[[Mithralla Magnificence]]&lt;br /&gt;
|[[Mikilos]], [[Kaj]], [[Roselle]], &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 28, 2017&lt;br /&gt;
|RP: [[I'm Not on a Boat]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Vithnauruk]], &amp;amp; [[Whuridred]]. Emitted by: [[Ansrir]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
April 3, 2017&lt;br /&gt;
|PRP: |[[Defenestration]]&lt;br /&gt;
|Emitted by [[Ansrir]]. PCs: [[Dubtle]], [[Ferrah]]&lt;br /&gt;
|-&lt;br /&gt;
|April 4, 2017&lt;br /&gt;
|[[Visiting the Maternity Ward]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|PRP: [[Owlbears Oh My]]&lt;br /&gt;
|Emitted by [[Ga'Elian Faravanilas|Ga'Elian]]. PCs: [[Charity]], [[Delilah]], [[Dubtle]], [[Saiorse]], &amp;amp; [[Vandred]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Our wiki is facing updates, so not much was uploaded in April through June.&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2017&lt;br /&gt;
|[[Outside Theater]]&lt;br /&gt;
|[[Mikilos]], [[Runesael]], [[Sandy]], [[Soren]]&lt;br /&gt;
|-&lt;br /&gt;
|May 17, 2017&lt;br /&gt;
|[[Morning Coffee]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kestrel]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|May 19, 2017&lt;br /&gt;
|[[Temple Crash]]&lt;br /&gt;
|[[Albion]], [[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2017&lt;br /&gt;
|[[Poor Rum part 1]]&lt;br /&gt;
|[[Amythyst]], [[An'thirya]], [[Aya]], [[Munch]], [[Treeback]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Poor Rum part 2]]&lt;br /&gt;
|[[Ferrah]], [[Sandy]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2017&lt;br /&gt;
|[[Pretty Princess]]&lt;br /&gt;
|[[Amythyst]], [[An'thirya]], [[Aya]], [[Kisaiya]], [[Sandy]], [[Selia]], [[Verna]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 8, 2017&lt;br /&gt;
|[[Rightful Rest of Nahkte Rangi 1]]&lt;br /&gt;
|[[Raethon]], [[Nadara]], [[Duncan]], [[Munch]], [[Zaxx]]&lt;br /&gt;
|-&lt;br /&gt;
|June 20, 2017&lt;br /&gt;
|MEETUP: [[Tales from the Wild]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Elian]], [[Viranchi]], [[Selia]], [[Boshter]], [[Tiasa]], [[Azog]], [[Nicolai]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2017&lt;br /&gt;
|[[Rivers, Cities, and Fish]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Bors]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2017&lt;br /&gt;
|[[Sparring in the Colosseum]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Kira]], &amp;amp; [[Azog]]&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2017&lt;br /&gt;
|[[Hunters Gatherers]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aerilaya]], [[Durrankar]], [[Svarshan]], &amp;amp; [[Azog]]&lt;br /&gt;
|-&lt;br /&gt;
|July 14, 2017&lt;br /&gt;
|[[Bardic Healing]]&lt;br /&gt;
|[[Aldean]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 28, 2017&lt;br /&gt;
|[[Mercantile Misshap]]&lt;br /&gt;
|[[Viranchi]], [[Galidor]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Marsh Madness Village]]&lt;br /&gt;
|[[Garrahk]], [[Lollia]], [[Walery]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===August===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|August 11, 2017&lt;br /&gt;
|[[Art Class]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aznara]], [[Kira]]&lt;br /&gt;
|-&lt;br /&gt;
|August 14, 2017&lt;br /&gt;
|[[Dollhouse Debacle]]&lt;br /&gt;
|[[Viranchi]], [[Sarcis]], [[Zant]], [[Nels]]&lt;br /&gt;
|-&lt;br /&gt;
|August 16, 2017&lt;br /&gt;
|[[Ga'Elian and Olek Meet]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] &amp;amp; [[Olek]]&lt;br /&gt;
|-&lt;br /&gt;
|August 31, 2017&lt;br /&gt;
|[[Lost Locket]]&lt;br /&gt;
|[[Viranchi]], [[Malorn]], [[Gregor]], [[Hun'rar]], [[Sasha]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===September===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|September 6, 2017&lt;br /&gt;
|[[Amid an Oasis 1]]&lt;br /&gt;
|Kisaiya, Sasha, Alba, Arubesh&lt;br /&gt;
|-&lt;br /&gt;
|September 7 2017&lt;br /&gt;
|[[Yet Another Call for Help]]&lt;br /&gt;
|Astarplot&lt;br /&gt;
|-&lt;br /&gt;
|September 10, 2017&lt;br /&gt;
|[[Temple Run]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|September 11, 2017&lt;br /&gt;
|[[Something Smells Fishy]]&lt;br /&gt;
|[[Dubtle]], [[Malhari]], [[Sevati]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|September 12, 2017&lt;br /&gt;
|[[These Are Dark Times]]&lt;br /&gt;
|[[Dubtle]], [[Malhari]], [[Sevati]], [[Aznara]], [[Kisaiya]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|September 13, 2017&lt;br /&gt;
|[[Amid an Oasis 2]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|September 17&lt;br /&gt;
|[[Lich Colosseum Battle]]&lt;br /&gt;
|Astarplot&lt;br /&gt;
|-&lt;br /&gt;
|September 30, 2017&lt;br /&gt;
|[[Not as Short Notice]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===October===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|October 3, 2017&lt;br /&gt;
|[[About the Teacher and the Sith-makar|The Teacher and the Sith-makar]]&lt;br /&gt;
|Durrankar, Ga'Elian, Sarcis, Svarshan, Wassal&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Humans and Houses]]&lt;br /&gt;
|Astarplot&lt;br /&gt;
|-&lt;br /&gt;
|October 6, 2017&lt;br /&gt;
|[[Greenery pt 1]]&lt;br /&gt;
|Whirlplot &lt;br /&gt;
|-&lt;br /&gt;
|October 7, 2017&lt;br /&gt;
|[[Oasis 3: Jack's Quest]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|October Something, 2017&lt;br /&gt;
|[[Shortness of Sleep 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|October 12, 2017&lt;br /&gt;
|[[Skipping Stones 2]]&lt;br /&gt;
|Kisaiya, Chay&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Greenery pt 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|October 14, 2017&lt;br /&gt;
|[[Secret Tunnel! Secret Tunnel!]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|October 15, 2017&lt;br /&gt;
|[[Eastbrook Caravan]]&lt;br /&gt;
|Gedryn Plot&lt;br /&gt;
|-&lt;br /&gt;
|October 18, 2017&lt;br /&gt;
|[[The Missing Doll]]&lt;br /&gt;
|Astraplot&lt;br /&gt;
|-&lt;br /&gt;
|October 19, 2017&lt;br /&gt;
|[[Exploring the Ruins]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Return to Eastbrook]]&lt;br /&gt;
|Gedrynplot&lt;br /&gt;
|-&lt;br /&gt;
|October 20, 2017&lt;br /&gt;
|[[Ancient Tome Found]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Gedryn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Hey! Listen!]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|October 22, 2017&lt;br /&gt;
|[[PrP: With Friends Like These]]&lt;br /&gt;
|[[Moire]], [[Acoszotl]], [[Owen]]&lt;br /&gt;
|-&lt;br /&gt;
|October 23, 2017&lt;br /&gt;
|[[Travel Plans]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Return_to_Eastbrook&amp;diff=27810</id>
		<title>Return to Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Return_to_Eastbrook&amp;diff=27810"/>
		<updated>2017-10-24T14:15:09Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Party==&lt;br /&gt;
* [[Walery]]&lt;br /&gt;
* [[Serraphine]]&lt;br /&gt;
* [[Heinrich]]&lt;br /&gt;
* [[Kora]]&lt;br /&gt;
==Log==&lt;br /&gt;
10-19-17&lt;br /&gt;
&lt;br /&gt;
The night has been filled with chaos. Screams, fire, attacks, zombies, shadowy figures and the like. Now as dawn approaches and light slowly creeps into the valley and the fires are starting to be put out people can start to actually start to understand what has happened. Several people dead, zombies lay dead in the street and screams from the big house reveal that lord’s daughter, Lady Ganya, is missing and presumed taken. Word is circulating through the town that there’s nearly two dozen people dead and another half-dozen who have been bitten by the zombies.&lt;br /&gt;
&lt;br /&gt;
Word circulates that those who have been bitten are sweating furiously, their skin is growing more and more pale with purple infection streaks radiating out from the bite wounds. There is concern that if the bites kill them they might return as zombies. There’s some discussion about killing them and burning the bodies to ensure against reanimation. Those who were killed are being gathered near a burning pit down the (E) street. &lt;br /&gt;
&lt;br /&gt;
Link: http://tinyurl.com/y94np6cw&lt;br /&gt;
&lt;br /&gt;
Walery is pretty tired, himself, though he got a bit of sleep. He's not quite sure what to make of the situation in the morning, so he will see what his allies have to say.&lt;br /&gt;
&lt;br /&gt;
Any with a drop of sense would fear the worst from such things. Poison. Bile. Plague. Korra Steelhart stifles her shudder of revulsion, checking and rechecking the straps holding her weapons to her mount. Too little, too late to assist in fighting off the worst of the monsters; a few arrows into stragglers was all she claimed, and she purses lips with an exhale of breath.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kidnappings by zombies,&amp;quot; she murmurs quietly, brushing a hand through her horse's mane. &amp;quot;Bites carrying some wickedness. An evil straight from the Dark Mother's heart, this is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Heinrich rides into the town dressed like the knight errant he is, and looks for someone to ask, &amp;quot;Where might I find the band of adventurers from Alexandria that was dispatched to escort Lord Hagar's caravan?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Arvek Nar never left the town since that day, how could she not considering the sheer mass of zombies her and Felicia had waded through. Serraphine strides in with her usual air and gave some thought to the town as she heard of the spreading of this disease. It struck a chord with her and made her seek out further information on it. Striding up next to the other adventurers, she looks over to Heinrich. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mick and I were part of the original party. Our cleric was called away back to the church in Alexandria. I'm guessing you and.&amp;quot; A nod toward Korra, &amp;quot;Her are here to assist?&amp;quot; A shake of her head, &amp;quot;Either way - this bite - it's a type of resurrect, perverted by the hand of evil. At least 14 in the town have been bitten, but I do not have the requisite spell to dispel the curse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Korra straightens the last cinch on her steed, turning around with a nod. &amp;quot;I came to provide asistance for the final leg of the travels,&amp;quot; she says, dark horsetail strands fluttering from her helmet. &amp;quot;But that was this morning. Sunris esaw my arrival, and then-- this.&amp;quot; She gestures, taking in the wreckage and smoldering. &amp;quot;Has the Lord Hagar decided what to do with the injured, or dispatched scouts for these beats?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook01.png|left]]Walery wonders to Serraphine, &amp;quot;Would they be able to cure it in Alexandria?&amp;quot; He's not sure what the best solution is, himself. &amp;quot;Is the caravan even going out in light of what happened? Or are they in even more of a hurry?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Where’s Maynard?” more than one person asks from the groups of folks who are either putting out fires, hauling bodies or attempting to tend to the wounded. Curiously, neither in the attack from the previous evening nor in the recovery this morning has anyone noticed any other cleric or divine presence within the town. At one of the questions, a portly man wearing a green tabard with a white claw emblazoned across the front approaches the group. “M’lord Hagar is dealing with the terror of a lost child. Ask Father Maynard what to do with the bodies.”  At the querry about the caravan he turns with a confused expression on his face. “Are you kidding? The caravan will handle itself…”&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To my knowledge-&amp;quot; Serraphine turns to Mick, &amp;quot;-they should be able to heal it. Though it would be a costly endeavor. Remove Disease should cure it, but they may not even last the trip back to the city.&amp;quot; Serraphine pulls the cloak a bit tighter, &amp;quot;The Caravan should be headed out today, we may be able to get them on board of it but these will burn.&amp;quot; The Arvek gestures at the corpses nearby, her eyes moving to Korra, &amp;quot;It is one of the few ways to be sure that they will not return - at least return easily.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Heinrich lifts the visor of his helm and says to Serraphine, &amp;quot;I am indeed here to assist, and though I have no such magic myself, by holy Serriel, the miscreant behind this nefarious blight shall face JUSTICE.&amp;quot; At this, he listens to Lord Hagar's herald, then says, &amp;quot;In light of these troubles, I suggest that we might do the scouting for these beasts ourselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery figures the caravan will handle itslef. He's /still/ trying to figure out if he should be with the caravan, what he was hired for, or helping the townsfolk, which he really has nothing to offer. So, he will stand around until something more conclusive forces his hand one way or the other.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If those pompous fat priests of Alexandria--&amp;quot; Korra bites off her tirade, huffing hotly before she spares a glance to the townspeople-- bowing with a swift respect to the Lord's herald. &amp;quot;I have some tracking skill. A young messenger on a fast, fresh horse could make the city before I could. Breeze has already been moving through the day.&amp;quot; She brushes her hand up the horse's neck, ruffling firmly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am Korra Steelhart,&amp;quot; she offers, brushing her first to her chest. &amp;quot;With the chaos of the town, the caravan may come a distant second thought. Or third.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The steward is called elsewhere but yells back to Korra, &amp;quot;A messenger has already been sent to the city to call for aid but it will probably take days for any to arrive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine casts another look toward Heinrich, looking him up and down. She herself is emblazoned with several of Serriel's symbols, one might even think- &amp;quot;Are you also a Lancer of the Guiding Star?&amp;quot; Her bright yellow eyes take in the other anew before finally turning away to the others once more. She starts to make a comment when the man wearing the green tabard speaks up, a frown forms along her visage, &amp;quot;Why is he pursuing this lost child personally and why would we worry about the bodies? Such a thing should be easily handled by the priest - the living should be more our concern. Especially those soon to no longer be.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Serraphine turns to Korra then as the introduction is made. &amp;quot;Serraphine Gottschalk, Serriel's Lancer of Blar, assigned to Alexandria on extended detachment - the site of the Chaos bringer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Heinrich adds, &amp;quot;I am Sir Heinrich Sturmlanze, Knight of the Scale. As we are here, I for one am willing to take on this quest to the greater glory of Serriel. Please convey to your lord that we will assist as is only right and honorable.&amp;quot; His accent is decidedly Alexandrian. He dips his lance in salute to Serraphine first, then to the herald.&lt;br /&gt;
&lt;br /&gt;
Walery introduces himself, &amp;quot;Walery. Mick Walery.&amp;quot; No temples or guiding stars, though the death ray he carries hints that he may be affiliated with the Engineering Enclave. &amp;quot;As far as who's going to do what, I find myself surprised do often that I don't like to guess anymore. I mean, finding the missing seems pretty important. But, ask a goblin, he'll find the caravan is the thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A town's woman, a powerful figure dressed in the usual attire of a housewife who's been fighting fires and hauling bodies since the middle of the night, yells at the group of people. &amp;quot;Hey - if it's all the same to you, grab a bucket, a body or the Priest. We more work than people here...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Korra's laughter sounds out at Walery's words, quick mischief brightening her features. &amp;quot;Then proper for us that goblins are not here!&amp;quot; she says, clapping the man on his shoulder. And then a grimace-- she looks suitably abashed at humour in the face of the wreckage around. &amp;quot;I'll scout out and about,&amp;quot; she says quickly, turning to mount. &amp;quot;If I find a trail, I'll be quick back. If not...&amp;quot;        &lt;br /&gt;
&lt;br /&gt;
She shudders again, glancing towards the bodies strewn about the town. &amp;quot;I will let you know, and we can... get other matters settled. Speak with the Lord, find out more on who is missing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery shrugs and will help the townswoman with the body carrying, though he grumbles about it. It's not what he came for. But it's the help they've asked for, so it'll have to be enough. He smirks at Korra, and says, &amp;quot;But you see what I mean when I say there are different choices....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A half-scream can be heard down the street (down towards D on your map). The words are half garbled due to the distance but what is clear is &amp;quot;Something's in the Rectory&amp;quot; with a few people pointing frantically towards one of the houses (#9 on the map). The fear of one of the zombies remaining in the town spreads through the town's survivors faster than any one of the fires that they've spent the night putting them out. Bodies are dropped while being hauled away and a mad rush of a few to escape the southern end of town starts a cascade of fear that ripples through the town like a crashing wave.&lt;br /&gt;
&lt;br /&gt;
Heinrich dismounts from his caparisoned heavy warhorse, and secures the lance in a sort of scabbard beside the saddle. He hangs his heraldic shield by its straps from the pommel of the saddle and says, &amp;quot;Attending to the fallen is worthy labor while someone who can follow a trail sorts out the path we should pursue.&amp;quot; With this, he loads up his brawny shoulders with bodies and follows the village woman's lead.&lt;br /&gt;
&lt;br /&gt;
Serraphine snorts, &amp;quot;When you're looking for the tracks, look also for something odd. Not really human or zombie. We saw them on the roofs as we fought back the waves of undead.&amp;quot; She reaches up and shifts her armor, turning to look at Mick. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You may be more use talking to the priest, Mister Walery. I'll take the noble.&amp;quot; A look toward Heinrich finally and she's about to speak when. &amp;quot;Oh by all that's holy, it's probably happening again.&amp;quot; She doesn't delay, starting off at a jog in the direction of where the scream was. Her hand reaching down to pull forth the steel - maybe she can leave the shield on her back this time.&lt;br /&gt;
&lt;br /&gt;
Sir Heinrich jogs toward the rectory, forgetting to drop the bodies until he thinks to unsheath his falchion. He pauses a moment to lay his burdens down gently, then does draw sword, looking into the rectory over the heads of others.&lt;br /&gt;
&lt;br /&gt;
You paged Korra with 'Without a check (meaning this is obvious) the zombies A) weren't shuffling when they moved. They were almost loping (like a human trying to run on all fours) and seemed to be gathered in small groups of 4-5.'&lt;br /&gt;
&lt;br /&gt;
Walery huhs at talking to the noble. He's not generally a talking to people person. After some time talking to him, he usually finds people trying to get away. But at the sounds of distress, he rushes to aid, since the cleanup seems to be generally forgotten.&lt;br /&gt;
&lt;br /&gt;
Korra 's quick search around the perimeter yields few clues... But even those are more frustrating. &amp;quot;I thought dead things shuffled,&amp;quot; she mutters softly. &amp;quot;Not loped about like children pretending to be wolves...&amp;quot; Thoughts interrupted by screams-- Farther from the center than the others, she quickly kicks Breeze into swift motion, shield loosened and readied as she races for the rectory.&lt;br /&gt;
&lt;br /&gt;
The rectory is the home of the local priest for the temple next door. It is a simple, two-story home with bedrooms on the top floor and kitchen, dining and all of that on the ground level. The door is closed and there is no damage to the door or windows. The door is locked and there’s sound of muttering and stifled screams inside. &lt;br /&gt;
&lt;br /&gt;
Perception Checks please&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (16)+6: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Perception: (12)+3: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls perception: (1)+1: 2 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
You paged (Walery, Serraphine) with 'The door has some scratches on it - like something &lt;br /&gt;
&lt;br /&gt;
wild tried to get in. But what really catches your attention is the double-doors of the temple next door are broken in. However, as you turn to look at the doors, you hear a muffled scream from inside - as though someone or something were trying to cry through a hand.'&lt;br /&gt;
&lt;br /&gt;
Walery takes a look at the scratches on the door, but the peers at the temple, where the doors are broken in. &amp;quot;Something broke in through there,&amp;quot; he calls out, then runs to the door and peers inside, using the doorframe for cover.&lt;br /&gt;
&lt;br /&gt;
Serraphine starts striding in the direction of the Temple too. She points toward the Rectory nonetheless and calls back to Heinrich. &amp;quot;You look like you can handle yourself, if you please - peek in the rectory just in case.&amp;quot; And then to Walery, &amp;quot;Don't get too far in front.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Knight of Serriel had heard the noises as well but she was not being cautious. On the contrary, she strides forth to meet it head on.&lt;br /&gt;
&lt;br /&gt;
Korra guides her steed with smooth motions, confident tugs. Horse and rider in accord-- but racing from one end of the village to the other. All a matter of time-- no matter how swift your hooves!&lt;br /&gt;
&lt;br /&gt;
Heinrich keeps up with Serraphine, flanking as it were.&lt;br /&gt;
&lt;br /&gt;
Entry Doors: The double doors of the temple are adorned with half of a sunburst on each side. The sun in all its splendor has been carved into the wood and was probably painted yellow a few times when the place needs smartened up. The doors have been ripped down off of their hinges, claw marks deeply gouging into the wood. &lt;br /&gt;
&lt;br /&gt;
Temple Link: http://tinyurl.com/y8boxkqm&lt;br /&gt;
&lt;br /&gt;
Walery is making sure not to get too far in front, that's why he stopped at the door. To let someone else lead the way inside. He's just looking. And of course clutching his death ray as he peers in.&lt;br /&gt;
&lt;br /&gt;
With the sound of heavy boot falls, Serraphine will stride forth into the church without a second look toward the doors. Her sword drawn and a murmur of a prayer to Serriel as she casts her eyes about. &amp;quot;Where are you, fiend?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Hank “the Tank” is only too willing to lead out. He steps in too, maintaining his flank with Serraphine, but letting her do the talking.&lt;br /&gt;
&lt;br /&gt;
Korra 's pace is quick on her steed, sliding up short just in front of the temple. Shield back to back, bow drawn-- she strings the horseman's bow with a quick practice, eyes narrowing as she ducs into the alcove just behind the others. Quiet, controlled breaths--!&lt;br /&gt;
&lt;br /&gt;
Perception Checks&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Perception: (4)+3: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Korra rolls Perception: (16)+6: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (14)+6: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls perception: (2)+1: 3&lt;br /&gt;
&lt;br /&gt;
Upon entry, one notices that several of the wooden benches have been topped over backwards suggesting that something or a few somethings either fell into them or knocked them over. The remains of about a half-dozen zombies litter the area some entwined with the benches others in the space between them. Ahead of you, the stairs climb about five feet up to the level of the stone dais. At the base of the stairs are some blood-soaked pages scattered as if dropped in haste. A body is visible upon the top of the dais.&lt;br /&gt;
&lt;br /&gt;
You paged (Korra, Walery) with 'This place feels cold...empty - not the thing you'd imagine of a Temple of Daeus.'&lt;br /&gt;
&lt;br /&gt;
Fi raises her blade, the point pointing toward the dais as she strides toward it. She is in no way trying to be quiet about her approach, the heavy thud of her boots on the floor. &amp;quot;On the dais, what is that?&amp;quot; Another slap of her boots on the steps as she drives up the stairs in the direction she just pointed. Perhaps, Serraphine thought, another might check the pages.&lt;br /&gt;
&lt;br /&gt;
Walery will head in to back Serraphine up, and looks at the dais, though he's not sure what it is, either. &amp;quot;A body, I guess,&amp;quot; he hazards, and adds, &amp;quot;Something is wrong here. This place is ... like it's no longer consecrated to Daeus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The horsewoman shivers as she stalks forward, barely a pause in her step as she nocks arrow to bow. &amp;quot;Why is it so...&amp;quot; She pauses, searching for the right words. &amp;quot;...cold. It's cold here. Morning still, but--&amp;quot; She pauses at Walery's explanation, teeth gritting toether before she purses her lips in exhale. &amp;quot;A wicked thing, yes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The raised altar at the center of the temple is adorned with the sunburst symbol of Daeus. Standing a few feet off the ground and nearly thirty feet across, the altar is an impressive construction. When it was built long ago, the sun symbol was cut into the stone to welcome the daylight from the pointed skylight set into the roof above. The altar has been defiled in the attack leaving a massive crack down the center with the bodies of a few zombies slouched near the stairs and the body of a man at the center. The body is that of an old man dressed in the robes of a priest of Daeus. He is face down with a hand outstretched as though pointing towards the south end of the temple where stands a second pair of double doors. &lt;br /&gt;
&lt;br /&gt;
Serraphine will double back, having seen no one go for the papers yet, to snap up a couple in her free hand. She skims over them, trying to make sense of them before trying to take the lead again. This time in the direction the priest was pointing, &amp;quot;If it was desecrated, we will need to change that. First, we must remove the taint, or check at least that it is free of it before we invite others in who can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods to Serraphine, sticking by her, but behind, watching her back and flanks as best he can as she moves forward.&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'The pages are almost completely soaked of blood. They appear to have been ripped from a ledger or book. Whatever was written on them is blurred because of the mix of blood and ink. They will need to be cleaned before they can be properly read. However, one word in the top corner of a page is visible it reads &amp;quot;Tower Hill&amp;quot;'&lt;br /&gt;
&lt;br /&gt;
Korra huffs softly, taking a place near the center of the temple. &amp;quot;Is that the priest?&amp;quot; she asks, glancing towards the body of the old man at the fore. &amp;quot;It seems that he went well, but still-- dead.&amp;quot; Quick eyes chase down to the dead bodies, narrowing suspiciously. &amp;quot;Check the corpses, if you will. Remember the bites, if they come back to... life? Unliving? Not-dying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine passes back the blood soaked papers toward Mick and Korra, as Heinrich was surely by her side still. &amp;quot;Tower Hill.&amp;quot; She says as if in explanation, &amp;quot;I know nothing about it, might be a local thing.&amp;quot; The saving grace to the parchment is it's well made, meaning the blood doesn't full soak in and might stand a chance of being cleaned before the papers are totally lost to the mix of black and crimson.&lt;br /&gt;
&lt;br /&gt;
Korra glances quizzically at one of the sheets, grimacing anew at the amount of blood coating it. &amp;quot;At least let me take this out to dry,&amp;quot; she says, shuddering. Taking the edge of the paper gingerly in one hand, she holds it away from her as she steps back towards the entry. &amp;quot;And some help with the clean up as well. Don't reslay them all before I get a chance!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery will, at a cue from Serraphina, check out the body. Not that he knows much about that sort of thing, but he cab look.&lt;br /&gt;
&lt;br /&gt;
Upon closer examination the body was not ravaged by the claws and gnashing teeth of zombies. Rather, the man’s arms were bruised as though held down and he was stabbed in the chest leaving a large, gaping wound.&lt;br /&gt;
&lt;br /&gt;
The priest's heart is missing.&lt;br /&gt;
&lt;br /&gt;
Walery announces, &amp;quot;Looks like he was held down and stabbed. I dunno how that's significant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Will Save (DC 20) for Walery&lt;br /&gt;
&lt;br /&gt;
The double doors to the south of the temple are similar to that of the front ones. These wooden doors have been carved with the sun symbol of Daeus one half on either side. They have also been ripped open though they still remain mostly attached to their hinges. Beyond them they lead to the rear hall has two narrow windows to the outside with candle sconces tucked away in each of the four corners. Single, unmarked doors lead to the left and write. Both doors are closed though each have been scratched heavily by clawed hands with bloody hand prints around the ring. Each appear to have a lock set into the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Undoubtedly.&amp;quot; Serraphine says, she had paused to let Walery look over the body as her eyes move around the church. She gives one last look in the direction the priest had pointed before turning to look at Walery. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would not be surprised if it was part of the ritual itself. Now - let us check to see what message he was trying to give before death claimed his mortal coil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Will Save (DC 20)&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls will: (17)+1: 18&lt;br /&gt;
&lt;br /&gt;
(Amended. Due to his proximity to the Paladin (fi), Wal gets a +4 bonus to fear saves. This means he would be Shaken, not frightened)&lt;br /&gt;
&lt;br /&gt;
You paged Walery with 'Under the body is a mark has been scrawled in blood upon the stone of the altar. It resonates cold, dark magic - a will and faith that drains the heat from the air and the hope from one’s soul. You is Frigthened. Link: http://tinyurl.com/yc5cs8kq' &lt;br /&gt;
&lt;br /&gt;
Long distance to Serraphine: Gedryn asks, &amp;quot;Can your paladin-sense pick up evil magic vibes?&lt;br /&gt;
&lt;br /&gt;
From afar, Serraphine forgot to mention and - at-will - detect evil powers... ACTIVATE!&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'Oh, I'm assuming that even without you turning it on there was a fair degree of certainty that something evil is afoot. However... since you turned it on...'&lt;br /&gt;
&lt;br /&gt;
Walery acks as he investigates the body, jumping back after trying to roll it around. &amp;quot;Someone carved something under his body, some kind of evil sign,&amp;quot; he explains. He hesitates as Serra seems to be waiting for him, and he has to visibly steel himself before going further, following along to cover her, his weapon held ready.&lt;br /&gt;
&lt;br /&gt;
Knowledge: Arcana (DC 18) for information on Black Rune&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls knowledge/arcana: (16)+9: 25&lt;br /&gt;
&lt;br /&gt;
Walery takes a few moments to get his wits back about him. &amp;quot;That's a kind of advanced rune, that is,&amp;quot; he explains. &amp;quot;We're dealing with someone of ... some means. Not staggering, but serious business.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine turns back to look toward Walery. She had paused at the door but seeing him now? Now she was curious, so she strode back toward the altar to get a look at this rune herself. &amp;quot;What exactly is it though? Advanced or not, I know little of magic, so tell me all that you know of this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery ahems, &amp;quot;I don't know -that- much about it,&amp;quot; he explains. &amp;quot;It's supposed to drive people off with fear, though I managed to have avoided that somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably my invigorating personality.&amp;quot; Serraphine says with an amused look to her, she turns her gaze then to Walery once more... back to the symbol, back to Walery. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, you were being serious?&amp;quot; She looks incredulously at him and then shakes her head once more. &amp;quot;I have no means to deal with this, I would need Felicia here.&amp;quot; She strides away from the symbol though - toward the doors that were torn off the hinges and looking to see if she can find more evil beyond those doors. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely the creature must still be here. We will end it through their demise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods about having no way to deal with this. &amp;quot;I don't either. All we can do is press on,&amp;quot; he agrees, and follows Serraphine towards the doors.&lt;br /&gt;
&lt;br /&gt;
The rear hall has two narrow windows to the outside with candle sconces tucked away in each of the four corners. Single, unmarked doors lead to the left and write. Both doors are closed though each have been scratched heavily by clawed hands with bloody hand prints around the ring. Each appear to have a lock set into the door.&lt;br /&gt;
&lt;br /&gt;
Heinrich strides to the dais and looks around, his sword drawn.&lt;br /&gt;
&lt;br /&gt;
will save. Since you're beyond 10 feet from the Pally it's a flat save. (DC 20)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls will: (8)+1: 9&lt;br /&gt;
&lt;br /&gt;
You paged Heinrich with 'Under the body is a mark has been scrawled in blood upon the stone of the altar. It resonates cold, dark magic - a will and faith that drains the heat from the air and the hope from one’s soul. You is Frigthened. Link: http://tinyurl.com/yc5cs8kq''&lt;br /&gt;
&lt;br /&gt;
Serraphine goes to the door on the left, checking to see if it was locked - seeing that it was, she turns about and strides instead toward the right one. Surely this creature must be somewhere. Out of curiosity, she looks up as well.&lt;br /&gt;
&lt;br /&gt;
Both doors are locked and the ceiling above has a carved relief of the sun symbol found throughout the temple because...marketing. &lt;br /&gt;
&lt;br /&gt;
Heinrich screams, a horrible sound, considering it comes from a hobgoblin. This bold knight is frightened witless and runs away from the dais, nearly tripping as he bounds toward the first row of pews, and hurdles it clean making a beeline toward the arrow-slit window beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in the name of Serriel?&amp;quot; Serraphine says as her hand was about to reach for the left door again. She turns away from it and quickly runs back out into the main of the church, the Arvek calling to Heinrich. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stand your ground, Serriel will protect you!&amp;quot; She starts to jog after him, hoping that she might be able to calm him.&lt;br /&gt;
&lt;br /&gt;
Walery winces as Heinrich finds the same Symbol-like thing he did, and runs away. &amp;quot;Uh,&amp;quot; he says. &amp;quot;Maybe ... I dunno.&amp;quot; He peers at Serraphine and says, &amp;quot;Doesn't looke like these doors were broken into anyhow, so maybe we should go after him?&amp;quot; And then he follows when she does go after him.&lt;br /&gt;
&lt;br /&gt;
Will Save for Heinrich (as Serra tries to calm him&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls will+4: (17)+1+4: 22&lt;br /&gt;
&lt;br /&gt;
Heinrich still breathes shallow breaths, but is reassured by the proximity to the Lancer of Serriel. He says, &amp;quot;Gadzooks, what a creepy feeling. Methought I would shrivel and die on the spot from hellish power. Glory to Serriel.&amp;quot; He wipes spittle from his jaw upon his sleeve, then stands erect, clearly still shaken from the fright.&lt;br /&gt;
&lt;br /&gt;
There's a slowing of her steps as she finally sees the Knight regain his control, a nod of her head as she looks back toward the dais. &amp;quot;Well, Mick, it does indeed seem that your warning was warranted. I suppose that it is not a requisite for me to look upon his visage and wrest what he speaks using only his form now that function has ceased.&amp;quot; She pulls her gloves a bit more tightly at the wrist. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glory to the Guiding Star.&amp;quot; She says almost absently, though another look is given back to Heinrich, and then her heavy footfalls carry her off to search this priest herself.&lt;br /&gt;
&lt;br /&gt;
The large windows above the altar - those that let in the divine light of their god have provided much of the illumination for the center of the room. It’s early morning and the sun is still coming up over the edge of the valley so things are generally gray outside through the arrow-slit windows. However, as the party continue their investigation within the temple, discovering the rune, bloodied pages and a priest with his heart torn out the light begins to fade. A rumble can be heard as though thunder were storming into the valley like calvary. Black and grey clouds heavy with rain begin to form in the sky and block out the sun’s light - quickly filling the chilled sanctuary with shadows. What was it that drunken man said in the tavern the other night - it was like a darkness rose up with the wind and blotted out the sun? He heard screams and...howls and then everyone was dead. The clouds block out the sun’s light and what was a dull grey morning has now been plunged into the blackest night once more. &lt;br /&gt;
&lt;br /&gt;
And then you hear it...the howling scream once more.&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/2KGv86GLvXo?t=21s&lt;br /&gt;
&lt;br /&gt;
End of Session&lt;br /&gt;
&lt;br /&gt;
[[Category:Eastbrook|Return to Eastbrook]]&lt;br /&gt;
[[Category:Logs|Return to Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27809</id>
		<title>Eastbrook Caravan</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27809"/>
		<updated>2017-10-24T14:13:44Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;October 15, 2017&lt;br /&gt;
==Party==&lt;br /&gt;
* [[Serraphine]]&lt;br /&gt;
* [[Walery]]&lt;br /&gt;
* [[Duthei]]&lt;br /&gt;
* [[Felicia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LOG==&lt;br /&gt;
&lt;br /&gt;
The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. &lt;br /&gt;
&lt;br /&gt;
Walery assembles. He looks eager and well-rested, standing by casually ready. &amp;quot;Mick Walery,&amp;quot; he introduces himself. &amp;quot;Present and ready.&amp;quot; He smiles, though in a slightly manic way, and attempts to look keen.&lt;br /&gt;
&lt;br /&gt;
It's early evening at the Tail and you have all been asked to gather the night before the caravan sets out so that the steward of the House of Baelyn, the local Lord, can verify that the shipment of harvest goods will be protected for the trip. There appear to be about a dozen or so folks enjoying a quiet time in the tavern, eating, drinking and the like as the steward checks off the names of the party in his ledger.&lt;br /&gt;
&lt;br /&gt;
Duthei, for their part, looks pleased to be there, and equally pleased to be this very...strange...pretty person of indeterminate gender. In armor. With a polearm. But /such/ a nice smile. So in the background they loom, waiting for something interesting to happen.&lt;br /&gt;
Stepping in, Felicia moves in with a walking stick and looks about for a moment, but she lingers by the door....at least for the moment. She seems to be waiting for someone.....&lt;br /&gt;
&lt;br /&gt;
Not long after Felicia strides in Serraphine. Fi walks with the sound of chain and plate. Her bright yellow eyes scanning and finding her target almost immediately. Another Arvek! She strides forward and slaps her on the back, &amp;quot;Felicia.&amp;quot; She says, &amp;quot;A fine adventure you've started us on already. Thank you for telling me of it. You know, I dare say, this place looks far less corrupt and there's no elves that like to hang you upside down with magic here. A fine place to be indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patrons have spread out around the tavern, favoring this seat and that as meals are set down beside them, ale and mead is served by a passing barmaid and a low fire crackles in the back. Seated near the hearth, a man in commoner clothing nurses the mug of ale set down before him as though he hadn't drank anything in days. His pants are muddy near the cuffs and his shirt sleeves appear stained and torn in places. One might take him as either a farm hand or perhaps working on a local logging crew. %R%rAt the slightest sound in the tavern - anything that might fall in one of those rare quiet moments between conversations, his attention snaps to the doors and windows like a cat that had it's tail caught under a rocking chair. &lt;br /&gt;
&lt;br /&gt;
(OOC) Here's a map. Table E has been set aside for your party. Strange man is seated at F. The steward is at D with the table covered in papers and ledgers. http://goo.gl/DeDVni&lt;br /&gt;
&lt;br /&gt;
Felicia smiles to Fi before she makes her way for the table and has a seat. She's not overly loud, and she orders a bit of food and drink. &amp;quot;Strange that the guild would send us here. I wonder what's wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery has entered and announced himself and no one's responded to him. So he shrugs, comes in, and sits down. If they want to hire him, they can come and find him.&lt;br /&gt;
&lt;br /&gt;
Where Felicia is being quiet, Serraphine is louder, she spots the man that was at the guild when they set out. &amp;quot;Mick!&amp;quot; She calls out to him, and beckons at him to join the table of Felicia and Fi, &amp;quot;Get over here. We'll build our fellowship over meat and mead! On the road is no such place to do that!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Fi tromps her way over, looking a deal sight better as she grins widely to Felicia, &amp;quot;Oh who cares. I mean, if you really wanna throw strange in a pot and stir, one could ask why he's hiring outside help for guard work. But who cares, meat and mead, Felicia. Meat. And. Mead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Steward sends over the barmaid, Marista, to check if Walery was sent by the guild. If so, she was told to have him come over and sign in on the register at the Steward’s table. Everything, it seems, must be signed, sealed, checked and rechecked with this one. The food served here is oddly good. Roasted beef chunks in a meaty gravy with plenty of veggies and spices. The bread...oh...the bread crackles in your hand as you tear into the crust releasing a savory aroma of soft, carbolicious delights within. The mead is seasonal as it is with most taverns. As it is autumn, they serve a spiced apple variety that matches the food nicely. &lt;br /&gt;
&lt;br /&gt;
Walery ohs as Serraphine calls out. &amp;quot;Hello there,&amp;quot; he calls back, and will join the ladies and build some fellowship. &amp;quot;I won't say no to that,&amp;quot; he adds with a grin. &amp;quot;Or to meat and mead. Did you see the fellow that's hiring us?&amp;quot; he asks. The the barmaid comes over. &amp;quot;Yes, I was sent by the guild,&amp;quot; he says, &amp;quot;as were my friends.&amp;quot; He'll tell Serraphine and Felicia about the sign in thing with a shrug and do so himself.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now this is the kind of food that you dream about in camp.&amp;quot; Felicia says to Fi....and digs into the food. Felicia actually sits there and savors the food. &amp;quot;this is the kind of food that will make you fat. You earn this sort of food, but then she sips the ale. &amp;quot;Drink too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine was half way seated when it comes to an abrupt halt and she looks over at Walery. A pause, a turn of her head to the meat and mead... &amp;quot;To hells with it, I guess I wasn't hungry yet anyway.&amp;quot; She claps Felicia on the shoulder, &amp;quot;Keep eating, I'll write you down too by proxy.&amp;quot; And Serraphine stands back up to make her way over to the table. &lt;br /&gt;
          &amp;quot;Thank you, Mick.&amp;quot; She says with a nod and strides over toward the table. When she notices the Steward look away, she'll throw her head back and cry to the heaven's in silent anguish. She was so close. So close.&lt;br /&gt;
&lt;br /&gt;
The stranger is drinking himself into oblivion at a small table by the hearth. Other patrons give him the occasional odd glance suggesting that he’s not one of the usual customers. As the sky grows darker outside, his voice grows louder from its original muttering.&lt;br /&gt;
&lt;br /&gt;
“The sky just went dark. Like it was midnight on a moonless night.” The drunk man says.&lt;br /&gt;
”I heard screams and howls...and then the darkness was gone.”&lt;br /&gt;
&lt;br /&gt;
Those who hear his stories ignore the part where the sun went dark (or the sky went dark), but comment that there have been sightings of wild beasts and plenty of wolves in the area more so than normal.&lt;br /&gt;
&lt;br /&gt;
An older, sagely man seems to break the half-quiet mutterings of the patrons by saying that it was the logging that was done to open up more fields for farming. The lumberjacks are always stirring up trouble out there.&lt;br /&gt;
&lt;br /&gt;
”And everyone was dead…” the drunkard bites out bitterly between swigs of his drink. &lt;br /&gt;
&lt;br /&gt;
Felicia had been paying attention, even while she eats, and listens to the mutterings of the drunken man. She peers outside and rubs her chin. It's then she starts to eat slower. &amp;quot;Strange....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery eyes the talky guy. To Serraphine, he asks, &amp;quot;Do you know who we're here to see?&amp;quot; He'll sample the food, but he's no foodie. It's good, but it's just food.&lt;br /&gt;
&lt;br /&gt;
Serraphine will give a shrug of her shoulders, &amp;quot;I know that it's the Lord Baelyn, but that's about it.&amp;quot; She says, after having signed in for both her and Felicia. She would go back to grab her plate and her mead, and then start on over toward the ranting drunk man. &lt;br /&gt;
          &amp;quot;But let's see if I can't find out why instead of who.&amp;quot; She says with a flash of a smile that's all teeth from the hobgoblin - she is an Arvek after all - before sitting down across from the drunk man. &lt;br /&gt;
          &amp;quot;All dead you say?&amp;quot; She arches her brows, &amp;quot;By why? Here. Have some mead, it's quite good.&amp;quot; She slides the cup across to him.&lt;br /&gt;
The man has fear in his eyes - that primal fear that doesn’t go away with a hot bath and a full belly. Any offer to help pull that stain from his mind is met with the desperate need of a starving man. &lt;br /&gt;
&lt;br /&gt;
Perception check (Audible)&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (1)+6: 7 (EPIC FAIL)&lt;br /&gt;
GAME: Serraphine rolls Perception: (16)+3: 19&lt;br /&gt;
&lt;br /&gt;
The faint sound of a commotion can be heard outside. At first it sounds just like someone’s whooping in surprise or perhaps they were startled by something but then you pick up the sound of smashing glass and the garbled screams of pain and bone-chilling panic. %R%RMany in the tavern fall quiet as they too hear the sounds in the distance and silence themselves to get a better read on what it might be. As you rise to investigate an unmistakably inhuman sound breaches the self-imposed silence.%R%R http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
Walery hears little more than the general noise and such of the tavern folk.&lt;br /&gt;
&lt;br /&gt;
Serraphine takes another bite of her food as she stares at the man across from her, just about to ask further questions in regard to the comments he's made. This seems like something that may heed listening to, for even a madman can be right on the wrong days. When... What is that? Her head cants to the side and she whips her head back to the table they used to all sit at. &lt;br /&gt;
          &amp;quot;Mick! Felicia! Come with me.&amp;quot; And she plants her hands firmly on the table, pushing up from her chair to her full height and takes a step toward the door.&lt;br /&gt;
&lt;br /&gt;
Walery huhs as Serraphine calls out to him, but he puts his food down and will follow where she leads, unslinging his death ray just in case.&lt;br /&gt;
&lt;br /&gt;
\\It’s full dark outside - a moonless night that blinds the eye. Bandits? Reavers? Groups of four to six figures pounce with animalistic fury upon anyone caught outside, their shapes only silhouetted by the occasional lamp or glow from a window. The ‘figures’ move fast but it’s the sheer number of them that catch folk off guard. This is not one gathering but rather -dozens- of such groups. The town is polluted with them; a swarm of what can only be described in one word: zombies. &lt;br /&gt;
&lt;br /&gt;
...and they're getting closer and closer to the Tail.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;And here I thought this would /not/ be a shield day.&amp;quot; Serraphine says as she sees the sheer mass of them. The Arvek reaches behind her and smoothly slides her hand into the straps, sliding her arm up to free the kite shield emblazoned with the mark of Serriel. She brings the arm up, grabbing each strap between her teeth and cinching it down before her hand reaches for the hilt of her sword. She slides it free from the scabbard with the slither of leather on steel. &lt;br /&gt;
          &amp;quot;TO ME!&amp;quot; She yells out to friend and foe alike, &amp;quot;TO THE TAVERN!&amp;quot; A call to beckon people to safety as she bring her shield in to clatter against a pauldron of her breastplate. &lt;br /&gt;
          &amp;quot;Mick. If it goes bad, get inside, bar the door, shoot through the windows. We leave no one behind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods to Serraphine as he activates his titan armor's enhancements, a reticle sliding from his helmet and in front of his eye as he shoulders his death ray. He sets the selector to FIRE because fire for zombies. &amp;quot;Will do,&amp;quot; he affirms as he picks out the closest targets.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls knowledge/religion: (6)+8: 14&lt;br /&gt;
GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
Detect Evil: GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
&lt;br /&gt;
The paladin’s words ring out in the chaos of the streets. Some people try and board themselves up in their homes - kicking and punching the undead as they try and break in. Others make a run for it down the streets only to be pounced upon like rabbits being run down by a pack of wolves. The call to aid seems to have attracted the attention of at least three groups - all of which turn their attentions towards the tavern with near hive-like synchronicity. Fifteen or so heads snap towards the paladin and their eyes flash a dull violet glow in unison. There’s a pause...and then they charge straight for the doors.&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'A. Undead don't normally act with such precise action. B. They don't normally &amp;quot;run&amp;quot; let alone charge with animalistic ferrosity. C. When they looked at you, your detect evil sense spiked over to the right - as though there were a greater evil presence in that direction.'&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls initiative: 12 + 2 = 14&lt;br /&gt;
GAME: Serraphine rolls initiative: 14 + 1 = 15&lt;br /&gt;
GAME: You roll initiative for Zombie Group1: Roll: 2 + Bonus: 1 = Total: 3&lt;br /&gt;
GAME: You roll initiative for Zombie Group2: Roll: 9 + Bonus: 1 = Total: 10&lt;br /&gt;
GAME: You roll initiative for Zombie Group3: Roll: 20 + Bonus: 1 = Total: 21&lt;br /&gt;
GAME: Walery rolls initiative: 16 + 4 = 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Okey dokey. ZGroup 3 is first. They are closing distance to the door (same with the others). Wal has first init at the door. Whatcha gonna do?&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;+ninit&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;so you can keep track.&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 21.&lt;br /&gt;
      It is now Zombie Group3's turn! Walery is next!&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Death ray one of the zombies. Fiery death ray&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 20.&lt;br /&gt;
      It is now Walery's turn! Serraphine is next!&lt;br /&gt;
GAME: Note Flat-footed on Walery ended.&lt;br /&gt;
Walery activates his titan armor.&lt;br /&gt;
GAME: Walery activates his Titan Armor, gaining: +4 Dex&lt;br /&gt;
GAME: Walery rolls 1d20+7: (4)+7: 11&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Vs touch&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Hit. They are Ac 10 vs touch. 14 norm.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Roll dam&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (3)+5: 8&lt;br /&gt;
&lt;br /&gt;
Walery shoulders his weapon from where he stands, holding his ground for the moment, though he's not entirely sure of the wisdom of the plan. Pulling the trigger, a red beam, solid fire, if kinda thin, not the wussy stuff you get out of stoves and fireplaces but real, hot death, slams into the lead zombie and it stumbles.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia casts Bless. Caster Level: 3 DC: 14&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stay back with me, Fi. No one makes it to the door.&amp;quot; Felicia growls as she taps her staff on the ground, and Walery and Fi can feel guiding light upon their aim…&lt;br /&gt;
&lt;br /&gt;
Summary: 15 zombies (3 groups of 5) are charging towards the front doors of the tavern. Serra and Fi are standing as a barrier between them and the door. Wal is at the door trying to pick the zombies as they approach to melee range. Group 3 is closest and Serra/Fi could get into a melee slog with them but then that would give groups 1-2 time to close the distance and add to the attack.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Weapon1 +3: (9)+6+3: 18&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (6)+2: 8&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felicia.&amp;quot; Serraphine keeps her eyes outward toward the undead creatures and she gestures out with her bastard sword to the oncoming mass. &amp;quot;Evil. And they're acting funny. Think there's something bigger going on here.&amp;quot; Another clang as she bounces the shield off the pauldron again. &amp;quot;We're guarding the people, not wading into it.&amp;quot; And that's when the undead finally close in enough. She grins as she holds up the shield to show them the symbol before her blade arcs out over top and flashes down into the group of zombies as they finally get in close enough for her to bring steel to flesh. &lt;br /&gt;
          &amp;quot;By Serriel's might, you will be killed.&amp;quot; And her blade cuts down several of their number with severed torso and heads leaving them a mess of tangled parts. Only three in that group remains.&lt;br /&gt;
&lt;br /&gt;
ROUND 2&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (12)+d20+2: 14&lt;br /&gt;
&lt;br /&gt;
Group 3 going for the paladin. &lt;br /&gt;
2 hits on the paladin. &lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
&lt;br /&gt;
GAME: You damaged Serraphine for 18 points of nonlethal. 18 total.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (9)+9: 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;you were going for an undamaged one or damaged?&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (5)+5: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Damaged&amp;quot;\&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Damaged dead...er.&amp;quot;&lt;br /&gt;
Walery's next shot sends a zombie up in flames and it's incinerated!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;channel energy to hit them ALL!&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;and combat advice for Fi.&amp;quot;&lt;br /&gt;
GAME: Felicia rolls 2d6: (6): 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g2 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g1 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold fast, Fi. They won't get past us.&amp;quot; Felicia mouth turns into a sneer. &amp;quot;YOU HAVE TWO OF THE MAIDEN OF BATTLE HERE TO STOP YOU FROM GETTING TO THESE PEOPLE! BY THE GRACE OF THE MAIDEN OF BATTLE....I COMMAND YOU.......BEGONE!&amp;quot; At that last word, blue dome expands from Felicia....and all of the zombies look really really haggard afterwards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn shakes his head. Group 3 is the closest. They're in melee range. You have hit them, Wal has damaged one and killed one. (2 dead). Three remain who are all injured (as well as the ones in the other group)&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;injured because of Fe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls weapon1: (12)+6: 18&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine says, &amp;quot;+3.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia nods.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit, roll dam.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (8)+2: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;3rd member of group 3 dead. 2 remain.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;BUT...perception checks please. (as we go into the next round)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls Perception: (19)+3: 22&lt;br /&gt;
GAME: Felicia rolls perception: (1)+3: 4 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
You paged (Serraphine, Walery) with 'You see three additional groups that have stopped what they were doing, turned simultaneously, eyes flashed, and started to charge towards you.'&lt;br /&gt;
&lt;br /&gt;
The remaining two zombies in the first group flail and scratch at the paladin's armor in a hopeless attempt to bring her down. Their pummeling fists and jabs do little but make noise.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (7)+9: 16&lt;br /&gt;
GAME: Walery rolls 1d6+5: (1)+5: 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;dead. 1 left in group 3. GRoups 1 and 2 are in melee range.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Uh, more badguys incoming,&amp;quot; he warns as he shoulders his death ray and shoots another beam of fire at a zombie. Picking them off one at a time isnn't awesome, but it's the best he can do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine will fight defensively for it.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;k.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls Weapon1 -4 +3: (17)+6+-4+3: 22&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;You still have +3 to hit.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
SUmmary: GRoup 3=1 left, GRoup 1=4 left. Group 2=5 left&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls 2d6: (5): 5&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;on all of them.&amp;quot;&lt;br /&gt;
Summary: Group 3=Dead. Group 1=3 at 1 hp. Group 2=5 at 1hp. &lt;br /&gt;
&lt;br /&gt;
Serraphine swings her sword into the mass of zombies still attacking them, striking down another of the group before other start to pile in toward Felicia. She gives a quick glance back, her shield pulling up to fend off the two laying into her shield still. &amp;quot;Felicia, We have more on the way.&amp;quot; Then the woman's head whips back in time to see one of them drop to Walery's shot and the rest finally come in close. &lt;br /&gt;
          &amp;quot;FIGHT ME!&amp;quot; She yells, clanging the sword off of her shield before she turns to one of the new ones and slices out with her bastard sword. Her steel lashing out and severing another head from its torso. &amp;quot;I am the wrath of Serriel!&amp;quot; She yells out further, throwing her arms wide for a moment as if she was the one channeling the energy before tucking behind her shield.&lt;br /&gt;
&lt;br /&gt;
Felicia smiles towards Fi. &amp;quot;Watch your left.&amp;quot; She then turns in the opposite direction. &amp;quot;BEGONE!!!!&amp;quot; and the pulse of energy erupts from her again. the zombies drop to their bellies as they keep crawling. &lt;br /&gt;
&lt;br /&gt;
Group 2 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (5)+-2: 3&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (19)+-2: 17&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (1)+-2: -1 (EPIC FAIL)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (3)+-2: 1&lt;br /&gt;
&lt;br /&gt;
Group 1 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (11)+-2: 9&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (9)+-2: 7&lt;br /&gt;
&lt;br /&gt;
Next Round&lt;br /&gt;
Perception Check&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls perception: (11)+3: 14&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls perception: (9)+3: 12&lt;br /&gt;
&lt;br /&gt;
In that moment where the first three groups have been handled and the next three are charging at you with a quadrupedal lope, you spy three additional figures on the roofs of houses across the street (#5, 7 and 2 on the map). These figures are wearing ragged clothes but their skin is bone white. They are apparently operating independently of the groups and are watching the party at the tavern. One lets out a howl and is joined by the other two.This appears to be a rallying cry as other groups can be heard closing on your position.  http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
You paged Walery with 'Also, as the call goes out by the 3 figures, you hear the thundrous charge of groups -behind- the tavern as well.'&lt;br /&gt;
&lt;br /&gt;
felicia takes a deep breath. &amp;quot;That can't be good. are you hurt, Fi?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Hey, it sounds like there's more coming from behind the tavern as well. It's been nice knowing you,&amp;quot; he adds fatalistically as he mutters, &amp;quot;By Reos, you end now.&amp;quot; He fires the death ray again aiming at one of the guys on the roof, but his shot is wide right.&lt;br /&gt;
&lt;br /&gt;
After the shot taken by Walery misses one of the figures on the buildings, they each move away as though they had decided to be elsewhere. The charging groups of undead turn in mid-sprint in much the same way a flock of birds seamlessly change direction mid-flight.&lt;br /&gt;
&lt;br /&gt;
Felicia looks about as the wolves change direction. &amp;quot;Well...we know who's controll those things.&amp;quot; She then turns to the tavern and knocks. &amp;quot;They're gone....let us in.&amp;quot; She then grins to Fi. &amp;quot;Great going Fi. Nothing can get past us.&amp;quot; And she forearm bumps her, up high.&lt;br /&gt;
&lt;br /&gt;
Serraphine looks up toward the house tops as she grins widely at the sounds that she hears. &amp;quot;That. That is the sound I heard inside the tavern.&amp;quot; She raises the sword, the tapering blade's tip pointing toward one of them on the rooftop as Walery shoots at it. She grins wider still and looks back toward Felicia. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You found a good job. Seriously, and we get away from the hidden slave den that is Alexandria.&amp;quot; A nod, she looks back forward and smoothly flips the sword around in her grasp to a reversed grip. She would never use this in an actual fight... she drives the point down through one of the Zombie's necks that are clammering at her feet. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;By Serriel, this is a good day.&amp;quot; A wet sucking sound as she pulls it up out of the neck and changes her grip again with a smooth flip of the blade. Not a showy flip, simple, precise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eastbrook|Eastbrook Caravan]]&lt;br /&gt;
[[Category:Logs|Eastbrook Caravan]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27807</id>
		<title>Eastbrook Caravan</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27807"/>
		<updated>2017-10-24T14:10:39Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: /* Party */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;October 18, 2017&lt;br /&gt;
==Party==&lt;br /&gt;
* [[Serraphine]]&lt;br /&gt;
* [[Walery]]&lt;br /&gt;
* [[Duthei]]&lt;br /&gt;
* [[Felicia]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eastbrook|Eastbrook Caravan]]&lt;br /&gt;
[[Category:Logs|Eastbrook Caravan]]&lt;br /&gt;
&lt;br /&gt;
==LOG==&lt;br /&gt;
&lt;br /&gt;
The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. &lt;br /&gt;
&lt;br /&gt;
Walery assembles. He looks eager and well-rested, standing by casually ready. &amp;quot;Mick Walery,&amp;quot; he introduces himself. &amp;quot;Present and ready.&amp;quot; He smiles, though in a slightly manic way, and attempts to look keen.&lt;br /&gt;
&lt;br /&gt;
It's early evening at the Tail and you have all been asked to gather the night before the caravan sets out so that the steward of the House of Baelyn, the local Lord, can verify that the shipment of harvest goods will be protected for the trip. There appear to be about a dozen or so folks enjoying a quiet time in the tavern, eating, drinking and the like as the steward checks off the names of the party in his ledger.&lt;br /&gt;
&lt;br /&gt;
Duthei, for their part, looks pleased to be there, and equally pleased to be this very...strange...pretty person of indeterminate gender. In armor. With a polearm. But /such/ a nice smile. So in the background they loom, waiting for something interesting to happen.&lt;br /&gt;
Stepping in, Felicia moves in with a walking stick and looks about for a moment, but she lingers by the door....at least for the moment. She seems to be waiting for someone.....&lt;br /&gt;
&lt;br /&gt;
Not long after Felicia strides in Serraphine. Fi walks with the sound of chain and plate. Her bright yellow eyes scanning and finding her target almost immediately. Another Arvek! She strides forward and slaps her on the back, &amp;quot;Felicia.&amp;quot; She says, &amp;quot;A fine adventure you've started us on already. Thank you for telling me of it. You know, I dare say, this place looks far less corrupt and there's no elves that like to hang you upside down with magic here. A fine place to be indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patrons have spread out around the tavern, favoring this seat and that as meals are set down beside them, ale and mead is served by a passing barmaid and a low fire crackles in the back. Seated near the hearth, a man in commoner clothing nurses the mug of ale set down before him as though he hadn't drank anything in days. His pants are muddy near the cuffs and his shirt sleeves appear stained and torn in places. One might take him as either a farm hand or perhaps working on a local logging crew. %R%rAt the slightest sound in the tavern - anything that might fall in one of those rare quiet moments between conversations, his attention snaps to the doors and windows like a cat that had it's tail caught under a rocking chair. &lt;br /&gt;
&lt;br /&gt;
(OOC) Here's a map. Table E has been set aside for your party. Strange man is seated at F. The steward is at D with the table covered in papers and ledgers. http://goo.gl/DeDVni&lt;br /&gt;
&lt;br /&gt;
Felicia smiles to Fi before she makes her way for the table and has a seat. She's not overly loud, and she orders a bit of food and drink. &amp;quot;Strange that the guild would send us here. I wonder what's wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery has entered and announced himself and no one's responded to him. So he shrugs, comes in, and sits down. If they want to hire him, they can come and find him.&lt;br /&gt;
&lt;br /&gt;
Where Felicia is being quiet, Serraphine is louder, she spots the man that was at the guild when they set out. &amp;quot;Mick!&amp;quot; She calls out to him, and beckons at him to join the table of Felicia and Fi, &amp;quot;Get over here. We'll build our fellowship over meat and mead! On the road is no such place to do that!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Fi tromps her way over, looking a deal sight better as she grins widely to Felicia, &amp;quot;Oh who cares. I mean, if you really wanna throw strange in a pot and stir, one could ask why he's hiring outside help for guard work. But who cares, meat and mead, Felicia. Meat. And. Mead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Steward sends over the barmaid, Marista, to check if Walery was sent by the guild. If so, she was told to have him come over and sign in on the register at the Steward’s table. Everything, it seems, must be signed, sealed, checked and rechecked with this one. The food served here is oddly good. Roasted beef chunks in a meaty gravy with plenty of veggies and spices. The bread...oh...the bread crackles in your hand as you tear into the crust releasing a savory aroma of soft, carbolicious delights within. The mead is seasonal as it is with most taverns. As it is autumn, they serve a spiced apple variety that matches the food nicely. &lt;br /&gt;
&lt;br /&gt;
Walery ohs as Serraphine calls out. &amp;quot;Hello there,&amp;quot; he calls back, and will join the ladies and build some fellowship. &amp;quot;I won't say no to that,&amp;quot; he adds with a grin. &amp;quot;Or to meat and mead. Did you see the fellow that's hiring us?&amp;quot; he asks. The the barmaid comes over. &amp;quot;Yes, I was sent by the guild,&amp;quot; he says, &amp;quot;as were my friends.&amp;quot; He'll tell Serraphine and Felicia about the sign in thing with a shrug and do so himself.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now this is the kind of food that you dream about in camp.&amp;quot; Felicia says to Fi....and digs into the food. Felicia actually sits there and savors the food. &amp;quot;this is the kind of food that will make you fat. You earn this sort of food, but then she sips the ale. &amp;quot;Drink too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine was half way seated when it comes to an abrupt halt and she looks over at Walery. A pause, a turn of her head to the meat and mead... &amp;quot;To hells with it, I guess I wasn't hungry yet anyway.&amp;quot; She claps Felicia on the shoulder, &amp;quot;Keep eating, I'll write you down too by proxy.&amp;quot; And Serraphine stands back up to make her way over to the table. &lt;br /&gt;
          &amp;quot;Thank you, Mick.&amp;quot; She says with a nod and strides over toward the table. When she notices the Steward look away, she'll throw her head back and cry to the heaven's in silent anguish. She was so close. So close.&lt;br /&gt;
&lt;br /&gt;
The stranger is drinking himself into oblivion at a small table by the hearth. Other patrons give him the occasional odd glance suggesting that he’s not one of the usual customers. As the sky grows darker outside, his voice grows louder from its original muttering.&lt;br /&gt;
&lt;br /&gt;
“The sky just went dark. Like it was midnight on a moonless night.” The drunk man says.&lt;br /&gt;
”I heard screams and howls...and then the darkness was gone.”&lt;br /&gt;
&lt;br /&gt;
Those who hear his stories ignore the part where the sun went dark (or the sky went dark), but comment that there have been sightings of wild beasts and plenty of wolves in the area more so than normal.&lt;br /&gt;
&lt;br /&gt;
An older, sagely man seems to break the half-quiet mutterings of the patrons by saying that it was the logging that was done to open up more fields for farming. The lumberjacks are always stirring up trouble out there.&lt;br /&gt;
&lt;br /&gt;
”And everyone was dead…” the drunkard bites out bitterly between swigs of his drink. &lt;br /&gt;
&lt;br /&gt;
Felicia had been paying attention, even while she eats, and listens to the mutterings of the drunken man. She peers outside and rubs her chin. It's then she starts to eat slower. &amp;quot;Strange....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery eyes the talky guy. To Serraphine, he asks, &amp;quot;Do you know who we're here to see?&amp;quot; He'll sample the food, but he's no foodie. It's good, but it's just food.&lt;br /&gt;
&lt;br /&gt;
Serraphine will give a shrug of her shoulders, &amp;quot;I know that it's the Lord Baelyn, but that's about it.&amp;quot; She says, after having signed in for both her and Felicia. She would go back to grab her plate and her mead, and then start on over toward the ranting drunk man. &lt;br /&gt;
          &amp;quot;But let's see if I can't find out why instead of who.&amp;quot; She says with a flash of a smile that's all teeth from the hobgoblin - she is an Arvek after all - before sitting down across from the drunk man. &lt;br /&gt;
          &amp;quot;All dead you say?&amp;quot; She arches her brows, &amp;quot;By why? Here. Have some mead, it's quite good.&amp;quot; She slides the cup across to him.&lt;br /&gt;
The man has fear in his eyes - that primal fear that doesn’t go away with a hot bath and a full belly. Any offer to help pull that stain from his mind is met with the desperate need of a starving man. &lt;br /&gt;
&lt;br /&gt;
Perception check (Audible)&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (1)+6: 7 (EPIC FAIL)&lt;br /&gt;
GAME: Serraphine rolls Perception: (16)+3: 19&lt;br /&gt;
&lt;br /&gt;
The faint sound of a commotion can be heard outside. At first it sounds just like someone’s whooping in surprise or perhaps they were startled by something but then you pick up the sound of smashing glass and the garbled screams of pain and bone-chilling panic. %R%RMany in the tavern fall quiet as they too hear the sounds in the distance and silence themselves to get a better read on what it might be. As you rise to investigate an unmistakably inhuman sound breaches the self-imposed silence.%R%R http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
Walery hears little more than the general noise and such of the tavern folk.&lt;br /&gt;
&lt;br /&gt;
Serraphine takes another bite of her food as she stares at the man across from her, just about to ask further questions in regard to the comments he's made. This seems like something that may heed listening to, for even a madman can be right on the wrong days. When... What is that? Her head cants to the side and she whips her head back to the table they used to all sit at. &lt;br /&gt;
          &amp;quot;Mick! Felicia! Come with me.&amp;quot; And she plants her hands firmly on the table, pushing up from her chair to her full height and takes a step toward the door.&lt;br /&gt;
&lt;br /&gt;
Walery huhs as Serraphine calls out to him, but he puts his food down and will follow where she leads, unslinging his death ray just in case.&lt;br /&gt;
&lt;br /&gt;
\\It’s full dark outside - a moonless night that blinds the eye. Bandits? Reavers? Groups of four to six figures pounce with animalistic fury upon anyone caught outside, their shapes only silhouetted by the occasional lamp or glow from a window. The ‘figures’ move fast but it’s the sheer number of them that catch folk off guard. This is not one gathering but rather -dozens- of such groups. The town is polluted with them; a swarm of what can only be described in one word: zombies. &lt;br /&gt;
&lt;br /&gt;
...and they're getting closer and closer to the Tail.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;And here I thought this would /not/ be a shield day.&amp;quot; Serraphine says as she sees the sheer mass of them. The Arvek reaches behind her and smoothly slides her hand into the straps, sliding her arm up to free the kite shield emblazoned with the mark of Serriel. She brings the arm up, grabbing each strap between her teeth and cinching it down before her hand reaches for the hilt of her sword. She slides it free from the scabbard with the slither of leather on steel. &lt;br /&gt;
          &amp;quot;TO ME!&amp;quot; She yells out to friend and foe alike, &amp;quot;TO THE TAVERN!&amp;quot; A call to beckon people to safety as she bring her shield in to clatter against a pauldron of her breastplate. &lt;br /&gt;
          &amp;quot;Mick. If it goes bad, get inside, bar the door, shoot through the windows. We leave no one behind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods to Serraphine as he activates his titan armor's enhancements, a reticle sliding from his helmet and in front of his eye as he shoulders his death ray. He sets the selector to FIRE because fire for zombies. &amp;quot;Will do,&amp;quot; he affirms as he picks out the closest targets.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls knowledge/religion: (6)+8: 14&lt;br /&gt;
GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
Detect Evil: GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
&lt;br /&gt;
The paladin’s words ring out in the chaos of the streets. Some people try and board themselves up in their homes - kicking and punching the undead as they try and break in. Others make a run for it down the streets only to be pounced upon like rabbits being run down by a pack of wolves. The call to aid seems to have attracted the attention of at least three groups - all of which turn their attentions towards the tavern with near hive-like synchronicity. Fifteen or so heads snap towards the paladin and their eyes flash a dull violet glow in unison. There’s a pause...and then they charge straight for the doors.&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'A. Undead don't normally act with such precise action. B. They don't normally &amp;quot;run&amp;quot; let alone charge with animalistic ferrosity. C. When they looked at you, your detect evil sense spiked over to the right - as though there were a greater evil presence in that direction.'&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls initiative: 12 + 2 = 14&lt;br /&gt;
GAME: Serraphine rolls initiative: 14 + 1 = 15&lt;br /&gt;
GAME: You roll initiative for Zombie Group1: Roll: 2 + Bonus: 1 = Total: 3&lt;br /&gt;
GAME: You roll initiative for Zombie Group2: Roll: 9 + Bonus: 1 = Total: 10&lt;br /&gt;
GAME: You roll initiative for Zombie Group3: Roll: 20 + Bonus: 1 = Total: 21&lt;br /&gt;
GAME: Walery rolls initiative: 16 + 4 = 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Okey dokey. ZGroup 3 is first. They are closing distance to the door (same with the others). Wal has first init at the door. Whatcha gonna do?&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;+ninit&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;so you can keep track.&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 21.&lt;br /&gt;
      It is now Zombie Group3's turn! Walery is next!&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Death ray one of the zombies. Fiery death ray&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 20.&lt;br /&gt;
      It is now Walery's turn! Serraphine is next!&lt;br /&gt;
GAME: Note Flat-footed on Walery ended.&lt;br /&gt;
Walery activates his titan armor.&lt;br /&gt;
GAME: Walery activates his Titan Armor, gaining: +4 Dex&lt;br /&gt;
GAME: Walery rolls 1d20+7: (4)+7: 11&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Vs touch&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Hit. They are Ac 10 vs touch. 14 norm.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Roll dam&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (3)+5: 8&lt;br /&gt;
&lt;br /&gt;
Walery shoulders his weapon from where he stands, holding his ground for the moment, though he's not entirely sure of the wisdom of the plan. Pulling the trigger, a red beam, solid fire, if kinda thin, not the wussy stuff you get out of stoves and fireplaces but real, hot death, slams into the lead zombie and it stumbles.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia casts Bless. Caster Level: 3 DC: 14&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stay back with me, Fi. No one makes it to the door.&amp;quot; Felicia growls as she taps her staff on the ground, and Walery and Fi can feel guiding light upon their aim…&lt;br /&gt;
&lt;br /&gt;
Summary: 15 zombies (3 groups of 5) are charging towards the front doors of the tavern. Serra and Fi are standing as a barrier between them and the door. Wal is at the door trying to pick the zombies as they approach to melee range. Group 3 is closest and Serra/Fi could get into a melee slog with them but then that would give groups 1-2 time to close the distance and add to the attack.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Weapon1 +3: (9)+6+3: 18&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (6)+2: 8&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felicia.&amp;quot; Serraphine keeps her eyes outward toward the undead creatures and she gestures out with her bastard sword to the oncoming mass. &amp;quot;Evil. And they're acting funny. Think there's something bigger going on here.&amp;quot; Another clang as she bounces the shield off the pauldron again. &amp;quot;We're guarding the people, not wading into it.&amp;quot; And that's when the undead finally close in enough. She grins as she holds up the shield to show them the symbol before her blade arcs out over top and flashes down into the group of zombies as they finally get in close enough for her to bring steel to flesh. &lt;br /&gt;
          &amp;quot;By Serriel's might, you will be killed.&amp;quot; And her blade cuts down several of their number with severed torso and heads leaving them a mess of tangled parts. Only three in that group remains.&lt;br /&gt;
&lt;br /&gt;
ROUND 2&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (12)+d20+2: 14&lt;br /&gt;
&lt;br /&gt;
Group 3 going for the paladin. &lt;br /&gt;
2 hits on the paladin. &lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
&lt;br /&gt;
GAME: You damaged Serraphine for 18 points of nonlethal. 18 total.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (9)+9: 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;you were going for an undamaged one or damaged?&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (5)+5: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Damaged&amp;quot;\&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Damaged dead...er.&amp;quot;&lt;br /&gt;
Walery's next shot sends a zombie up in flames and it's incinerated!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;channel energy to hit them ALL!&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;and combat advice for Fi.&amp;quot;&lt;br /&gt;
GAME: Felicia rolls 2d6: (6): 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g2 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g1 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold fast, Fi. They won't get past us.&amp;quot; Felicia mouth turns into a sneer. &amp;quot;YOU HAVE TWO OF THE MAIDEN OF BATTLE HERE TO STOP YOU FROM GETTING TO THESE PEOPLE! BY THE GRACE OF THE MAIDEN OF BATTLE....I COMMAND YOU.......BEGONE!&amp;quot; At that last word, blue dome expands from Felicia....and all of the zombies look really really haggard afterwards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn shakes his head. Group 3 is the closest. They're in melee range. You have hit them, Wal has damaged one and killed one. (2 dead). Three remain who are all injured (as well as the ones in the other group)&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;injured because of Fe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls weapon1: (12)+6: 18&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine says, &amp;quot;+3.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia nods.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit, roll dam.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (8)+2: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;3rd member of group 3 dead. 2 remain.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;BUT...perception checks please. (as we go into the next round)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls Perception: (19)+3: 22&lt;br /&gt;
GAME: Felicia rolls perception: (1)+3: 4 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
You paged (Serraphine, Walery) with 'You see three additional groups that have stopped what they were doing, turned simultaneously, eyes flashed, and started to charge towards you.'&lt;br /&gt;
&lt;br /&gt;
The remaining two zombies in the first group flail and scratch at the paladin's armor in a hopeless attempt to bring her down. Their pummeling fists and jabs do little but make noise.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (7)+9: 16&lt;br /&gt;
GAME: Walery rolls 1d6+5: (1)+5: 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;dead. 1 left in group 3. GRoups 1 and 2 are in melee range.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Uh, more badguys incoming,&amp;quot; he warns as he shoulders his death ray and shoots another beam of fire at a zombie. Picking them off one at a time isnn't awesome, but it's the best he can do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine will fight defensively for it.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;k.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls Weapon1 -4 +3: (17)+6+-4+3: 22&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;You still have +3 to hit.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
SUmmary: GRoup 3=1 left, GRoup 1=4 left. Group 2=5 left&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls 2d6: (5): 5&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;on all of them.&amp;quot;&lt;br /&gt;
Summary: Group 3=Dead. Group 1=3 at 1 hp. Group 2=5 at 1hp. &lt;br /&gt;
&lt;br /&gt;
Serraphine swings her sword into the mass of zombies still attacking them, striking down another of the group before other start to pile in toward Felicia. She gives a quick glance back, her shield pulling up to fend off the two laying into her shield still. &amp;quot;Felicia, We have more on the way.&amp;quot; Then the woman's head whips back in time to see one of them drop to Walery's shot and the rest finally come in close. &lt;br /&gt;
          &amp;quot;FIGHT ME!&amp;quot; She yells, clanging the sword off of her shield before she turns to one of the new ones and slices out with her bastard sword. Her steel lashing out and severing another head from its torso. &amp;quot;I am the wrath of Serriel!&amp;quot; She yells out further, throwing her arms wide for a moment as if she was the one channeling the energy before tucking behind her shield.&lt;br /&gt;
&lt;br /&gt;
Felicia smiles towards Fi. &amp;quot;Watch your left.&amp;quot; She then turns in the opposite direction. &amp;quot;BEGONE!!!!&amp;quot; and the pulse of energy erupts from her again. the zombies drop to their bellies as they keep crawling. &lt;br /&gt;
&lt;br /&gt;
Group 2 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (5)+-2: 3&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (19)+-2: 17&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (1)+-2: -1 (EPIC FAIL)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (3)+-2: 1&lt;br /&gt;
&lt;br /&gt;
Group 1 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (11)+-2: 9&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (9)+-2: 7&lt;br /&gt;
&lt;br /&gt;
Next Round&lt;br /&gt;
Perception Check&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls perception: (11)+3: 14&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls perception: (9)+3: 12&lt;br /&gt;
&lt;br /&gt;
In that moment where the first three groups have been handled and the next three are charging at you with a quadrupedal lope, you spy three additional figures on the roofs of houses across the street (#5, 7 and 2 on the map). These figures are wearing ragged clothes but their skin is bone white. They are apparently operating independently of the groups and are watching the party at the tavern. One lets out a howl and is joined by the other two.This appears to be a rallying cry as other groups can be heard closing on your position.  http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
You paged Walery with 'Also, as the call goes out by the 3 figures, you hear the thundrous charge of groups -behind- the tavern as well.'&lt;br /&gt;
&lt;br /&gt;
felicia takes a deep breath. &amp;quot;That can't be good. are you hurt, Fi?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Hey, it sounds like there's more coming from behind the tavern as well. It's been nice knowing you,&amp;quot; he adds fatalistically as he mutters, &amp;quot;By Reos, you end now.&amp;quot; He fires the death ray again aiming at one of the guys on the roof, but his shot is wide right.&lt;br /&gt;
&lt;br /&gt;
After the shot taken by Walery misses one of the figures on the buildings, they each move away as though they had decided to be elsewhere. The charging groups of undead turn in mid-sprint in much the same way a flock of birds seamlessly change direction mid-flight.&lt;br /&gt;
&lt;br /&gt;
Felicia looks about as the wolves change direction. &amp;quot;Well...we know who's controll those things.&amp;quot; She then turns to the tavern and knocks. &amp;quot;They're gone....let us in.&amp;quot; She then grins to Fi. &amp;quot;Great going Fi. Nothing can get past us.&amp;quot; And she forearm bumps her, up high.&lt;br /&gt;
&lt;br /&gt;
Serraphine looks up toward the house tops as she grins widely at the sounds that she hears. &amp;quot;That. That is the sound I heard inside the tavern.&amp;quot; She raises the sword, the tapering blade's tip pointing toward one of them on the rooftop as Walery shoots at it. She grins wider still and looks back toward Felicia. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You found a good job. Seriously, and we get away from the hidden slave den that is Alexandria.&amp;quot; A nod, she looks back forward and smoothly flips the sword around in her grasp to a reversed grip. She would never use this in an actual fight... she drives the point down through one of the Zombie's necks that are clammering at her feet. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;By Serriel, this is a good day.&amp;quot; A wet sucking sound as she pulls it up out of the neck and changes her grip again with a smooth flip of the blade. Not a showy flip, simple, precise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eastbrook|Eastbrook Caravan]]&lt;br /&gt;
[[Category:Logs|Eastbrook Caravan]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27806</id>
		<title>Eastbrook Caravan</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27806"/>
		<updated>2017-10-24T14:09:52Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: Adding Characters at the head&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Party==&lt;br /&gt;
* [[Serraphine]]&lt;br /&gt;
* [[Walery]]&lt;br /&gt;
* [[Duthei]]&lt;br /&gt;
* [[Felicia]]&lt;br /&gt;
==LOG==&lt;br /&gt;
&lt;br /&gt;
The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. &lt;br /&gt;
&lt;br /&gt;
Walery assembles. He looks eager and well-rested, standing by casually ready. &amp;quot;Mick Walery,&amp;quot; he introduces himself. &amp;quot;Present and ready.&amp;quot; He smiles, though in a slightly manic way, and attempts to look keen.&lt;br /&gt;
&lt;br /&gt;
It's early evening at the Tail and you have all been asked to gather the night before the caravan sets out so that the steward of the House of Baelyn, the local Lord, can verify that the shipment of harvest goods will be protected for the trip. There appear to be about a dozen or so folks enjoying a quiet time in the tavern, eating, drinking and the like as the steward checks off the names of the party in his ledger.&lt;br /&gt;
&lt;br /&gt;
Duthei, for their part, looks pleased to be there, and equally pleased to be this very...strange...pretty person of indeterminate gender. In armor. With a polearm. But /such/ a nice smile. So in the background they loom, waiting for something interesting to happen.&lt;br /&gt;
Stepping in, Felicia moves in with a walking stick and looks about for a moment, but she lingers by the door....at least for the moment. She seems to be waiting for someone.....&lt;br /&gt;
&lt;br /&gt;
Not long after Felicia strides in Serraphine. Fi walks with the sound of chain and plate. Her bright yellow eyes scanning and finding her target almost immediately. Another Arvek! She strides forward and slaps her on the back, &amp;quot;Felicia.&amp;quot; She says, &amp;quot;A fine adventure you've started us on already. Thank you for telling me of it. You know, I dare say, this place looks far less corrupt and there's no elves that like to hang you upside down with magic here. A fine place to be indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patrons have spread out around the tavern, favoring this seat and that as meals are set down beside them, ale and mead is served by a passing barmaid and a low fire crackles in the back. Seated near the hearth, a man in commoner clothing nurses the mug of ale set down before him as though he hadn't drank anything in days. His pants are muddy near the cuffs and his shirt sleeves appear stained and torn in places. One might take him as either a farm hand or perhaps working on a local logging crew. %R%rAt the slightest sound in the tavern - anything that might fall in one of those rare quiet moments between conversations, his attention snaps to the doors and windows like a cat that had it's tail caught under a rocking chair. &lt;br /&gt;
&lt;br /&gt;
(OOC) Here's a map. Table E has been set aside for your party. Strange man is seated at F. The steward is at D with the table covered in papers and ledgers. http://goo.gl/DeDVni&lt;br /&gt;
&lt;br /&gt;
Felicia smiles to Fi before she makes her way for the table and has a seat. She's not overly loud, and she orders a bit of food and drink. &amp;quot;Strange that the guild would send us here. I wonder what's wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery has entered and announced himself and no one's responded to him. So he shrugs, comes in, and sits down. If they want to hire him, they can come and find him.&lt;br /&gt;
&lt;br /&gt;
Where Felicia is being quiet, Serraphine is louder, she spots the man that was at the guild when they set out. &amp;quot;Mick!&amp;quot; She calls out to him, and beckons at him to join the table of Felicia and Fi, &amp;quot;Get over here. We'll build our fellowship over meat and mead! On the road is no such place to do that!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Fi tromps her way over, looking a deal sight better as she grins widely to Felicia, &amp;quot;Oh who cares. I mean, if you really wanna throw strange in a pot and stir, one could ask why he's hiring outside help for guard work. But who cares, meat and mead, Felicia. Meat. And. Mead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Steward sends over the barmaid, Marista, to check if Walery was sent by the guild. If so, she was told to have him come over and sign in on the register at the Steward’s table. Everything, it seems, must be signed, sealed, checked and rechecked with this one. The food served here is oddly good. Roasted beef chunks in a meaty gravy with plenty of veggies and spices. The bread...oh...the bread crackles in your hand as you tear into the crust releasing a savory aroma of soft, carbolicious delights within. The mead is seasonal as it is with most taverns. As it is autumn, they serve a spiced apple variety that matches the food nicely. &lt;br /&gt;
&lt;br /&gt;
Walery ohs as Serraphine calls out. &amp;quot;Hello there,&amp;quot; he calls back, and will join the ladies and build some fellowship. &amp;quot;I won't say no to that,&amp;quot; he adds with a grin. &amp;quot;Or to meat and mead. Did you see the fellow that's hiring us?&amp;quot; he asks. The the barmaid comes over. &amp;quot;Yes, I was sent by the guild,&amp;quot; he says, &amp;quot;as were my friends.&amp;quot; He'll tell Serraphine and Felicia about the sign in thing with a shrug and do so himself.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now this is the kind of food that you dream about in camp.&amp;quot; Felicia says to Fi....and digs into the food. Felicia actually sits there and savors the food. &amp;quot;this is the kind of food that will make you fat. You earn this sort of food, but then she sips the ale. &amp;quot;Drink too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine was half way seated when it comes to an abrupt halt and she looks over at Walery. A pause, a turn of her head to the meat and mead... &amp;quot;To hells with it, I guess I wasn't hungry yet anyway.&amp;quot; She claps Felicia on the shoulder, &amp;quot;Keep eating, I'll write you down too by proxy.&amp;quot; And Serraphine stands back up to make her way over to the table. &lt;br /&gt;
          &amp;quot;Thank you, Mick.&amp;quot; She says with a nod and strides over toward the table. When she notices the Steward look away, she'll throw her head back and cry to the heaven's in silent anguish. She was so close. So close.&lt;br /&gt;
&lt;br /&gt;
The stranger is drinking himself into oblivion at a small table by the hearth. Other patrons give him the occasional odd glance suggesting that he’s not one of the usual customers. As the sky grows darker outside, his voice grows louder from its original muttering.&lt;br /&gt;
&lt;br /&gt;
“The sky just went dark. Like it was midnight on a moonless night.” The drunk man says.&lt;br /&gt;
”I heard screams and howls...and then the darkness was gone.”&lt;br /&gt;
&lt;br /&gt;
Those who hear his stories ignore the part where the sun went dark (or the sky went dark), but comment that there have been sightings of wild beasts and plenty of wolves in the area more so than normal.&lt;br /&gt;
&lt;br /&gt;
An older, sagely man seems to break the half-quiet mutterings of the patrons by saying that it was the logging that was done to open up more fields for farming. The lumberjacks are always stirring up trouble out there.&lt;br /&gt;
&lt;br /&gt;
”And everyone was dead…” the drunkard bites out bitterly between swigs of his drink. &lt;br /&gt;
&lt;br /&gt;
Felicia had been paying attention, even while she eats, and listens to the mutterings of the drunken man. She peers outside and rubs her chin. It's then she starts to eat slower. &amp;quot;Strange....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery eyes the talky guy. To Serraphine, he asks, &amp;quot;Do you know who we're here to see?&amp;quot; He'll sample the food, but he's no foodie. It's good, but it's just food.&lt;br /&gt;
&lt;br /&gt;
Serraphine will give a shrug of her shoulders, &amp;quot;I know that it's the Lord Baelyn, but that's about it.&amp;quot; She says, after having signed in for both her and Felicia. She would go back to grab her plate and her mead, and then start on over toward the ranting drunk man. &lt;br /&gt;
          &amp;quot;But let's see if I can't find out why instead of who.&amp;quot; She says with a flash of a smile that's all teeth from the hobgoblin - she is an Arvek after all - before sitting down across from the drunk man. &lt;br /&gt;
          &amp;quot;All dead you say?&amp;quot; She arches her brows, &amp;quot;By why? Here. Have some mead, it's quite good.&amp;quot; She slides the cup across to him.&lt;br /&gt;
The man has fear in his eyes - that primal fear that doesn’t go away with a hot bath and a full belly. Any offer to help pull that stain from his mind is met with the desperate need of a starving man. &lt;br /&gt;
&lt;br /&gt;
Perception check (Audible)&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (1)+6: 7 (EPIC FAIL)&lt;br /&gt;
GAME: Serraphine rolls Perception: (16)+3: 19&lt;br /&gt;
&lt;br /&gt;
The faint sound of a commotion can be heard outside. At first it sounds just like someone’s whooping in surprise or perhaps they were startled by something but then you pick up the sound of smashing glass and the garbled screams of pain and bone-chilling panic. %R%RMany in the tavern fall quiet as they too hear the sounds in the distance and silence themselves to get a better read on what it might be. As you rise to investigate an unmistakably inhuman sound breaches the self-imposed silence.%R%R http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
Walery hears little more than the general noise and such of the tavern folk.&lt;br /&gt;
&lt;br /&gt;
Serraphine takes another bite of her food as she stares at the man across from her, just about to ask further questions in regard to the comments he's made. This seems like something that may heed listening to, for even a madman can be right on the wrong days. When... What is that? Her head cants to the side and she whips her head back to the table they used to all sit at. &lt;br /&gt;
          &amp;quot;Mick! Felicia! Come with me.&amp;quot; And she plants her hands firmly on the table, pushing up from her chair to her full height and takes a step toward the door.&lt;br /&gt;
&lt;br /&gt;
Walery huhs as Serraphine calls out to him, but he puts his food down and will follow where she leads, unslinging his death ray just in case.&lt;br /&gt;
&lt;br /&gt;
\\It’s full dark outside - a moonless night that blinds the eye. Bandits? Reavers? Groups of four to six figures pounce with animalistic fury upon anyone caught outside, their shapes only silhouetted by the occasional lamp or glow from a window. The ‘figures’ move fast but it’s the sheer number of them that catch folk off guard. This is not one gathering but rather -dozens- of such groups. The town is polluted with them; a swarm of what can only be described in one word: zombies. &lt;br /&gt;
&lt;br /&gt;
...and they're getting closer and closer to the Tail.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;And here I thought this would /not/ be a shield day.&amp;quot; Serraphine says as she sees the sheer mass of them. The Arvek reaches behind her and smoothly slides her hand into the straps, sliding her arm up to free the kite shield emblazoned with the mark of Serriel. She brings the arm up, grabbing each strap between her teeth and cinching it down before her hand reaches for the hilt of her sword. She slides it free from the scabbard with the slither of leather on steel. &lt;br /&gt;
          &amp;quot;TO ME!&amp;quot; She yells out to friend and foe alike, &amp;quot;TO THE TAVERN!&amp;quot; A call to beckon people to safety as she bring her shield in to clatter against a pauldron of her breastplate. &lt;br /&gt;
          &amp;quot;Mick. If it goes bad, get inside, bar the door, shoot through the windows. We leave no one behind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods to Serraphine as he activates his titan armor's enhancements, a reticle sliding from his helmet and in front of his eye as he shoulders his death ray. He sets the selector to FIRE because fire for zombies. &amp;quot;Will do,&amp;quot; he affirms as he picks out the closest targets.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls knowledge/religion: (6)+8: 14&lt;br /&gt;
GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
Detect Evil: GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
&lt;br /&gt;
The paladin’s words ring out in the chaos of the streets. Some people try and board themselves up in their homes - kicking and punching the undead as they try and break in. Others make a run for it down the streets only to be pounced upon like rabbits being run down by a pack of wolves. The call to aid seems to have attracted the attention of at least three groups - all of which turn their attentions towards the tavern with near hive-like synchronicity. Fifteen or so heads snap towards the paladin and their eyes flash a dull violet glow in unison. There’s a pause...and then they charge straight for the doors.&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'A. Undead don't normally act with such precise action. B. They don't normally &amp;quot;run&amp;quot; let alone charge with animalistic ferrosity. C. When they looked at you, your detect evil sense spiked over to the right - as though there were a greater evil presence in that direction.'&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls initiative: 12 + 2 = 14&lt;br /&gt;
GAME: Serraphine rolls initiative: 14 + 1 = 15&lt;br /&gt;
GAME: You roll initiative for Zombie Group1: Roll: 2 + Bonus: 1 = Total: 3&lt;br /&gt;
GAME: You roll initiative for Zombie Group2: Roll: 9 + Bonus: 1 = Total: 10&lt;br /&gt;
GAME: You roll initiative for Zombie Group3: Roll: 20 + Bonus: 1 = Total: 21&lt;br /&gt;
GAME: Walery rolls initiative: 16 + 4 = 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Okey dokey. ZGroup 3 is first. They are closing distance to the door (same with the others). Wal has first init at the door. Whatcha gonna do?&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;+ninit&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;so you can keep track.&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 21.&lt;br /&gt;
      It is now Zombie Group3's turn! Walery is next!&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Death ray one of the zombies. Fiery death ray&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 20.&lt;br /&gt;
      It is now Walery's turn! Serraphine is next!&lt;br /&gt;
GAME: Note Flat-footed on Walery ended.&lt;br /&gt;
Walery activates his titan armor.&lt;br /&gt;
GAME: Walery activates his Titan Armor, gaining: +4 Dex&lt;br /&gt;
GAME: Walery rolls 1d20+7: (4)+7: 11&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Vs touch&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Hit. They are Ac 10 vs touch. 14 norm.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Roll dam&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (3)+5: 8&lt;br /&gt;
&lt;br /&gt;
Walery shoulders his weapon from where he stands, holding his ground for the moment, though he's not entirely sure of the wisdom of the plan. Pulling the trigger, a red beam, solid fire, if kinda thin, not the wussy stuff you get out of stoves and fireplaces but real, hot death, slams into the lead zombie and it stumbles.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia casts Bless. Caster Level: 3 DC: 14&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stay back with me, Fi. No one makes it to the door.&amp;quot; Felicia growls as she taps her staff on the ground, and Walery and Fi can feel guiding light upon their aim…&lt;br /&gt;
&lt;br /&gt;
Summary: 15 zombies (3 groups of 5) are charging towards the front doors of the tavern. Serra and Fi are standing as a barrier between them and the door. Wal is at the door trying to pick the zombies as they approach to melee range. Group 3 is closest and Serra/Fi could get into a melee slog with them but then that would give groups 1-2 time to close the distance and add to the attack.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Weapon1 +3: (9)+6+3: 18&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (6)+2: 8&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felicia.&amp;quot; Serraphine keeps her eyes outward toward the undead creatures and she gestures out with her bastard sword to the oncoming mass. &amp;quot;Evil. And they're acting funny. Think there's something bigger going on here.&amp;quot; Another clang as she bounces the shield off the pauldron again. &amp;quot;We're guarding the people, not wading into it.&amp;quot; And that's when the undead finally close in enough. She grins as she holds up the shield to show them the symbol before her blade arcs out over top and flashes down into the group of zombies as they finally get in close enough for her to bring steel to flesh. &lt;br /&gt;
          &amp;quot;By Serriel's might, you will be killed.&amp;quot; And her blade cuts down several of their number with severed torso and heads leaving them a mess of tangled parts. Only three in that group remains.&lt;br /&gt;
&lt;br /&gt;
ROUND 2&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (12)+d20+2: 14&lt;br /&gt;
&lt;br /&gt;
Group 3 going for the paladin. &lt;br /&gt;
2 hits on the paladin. &lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
&lt;br /&gt;
GAME: You damaged Serraphine for 18 points of nonlethal. 18 total.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (9)+9: 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;you were going for an undamaged one or damaged?&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (5)+5: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Damaged&amp;quot;\&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Damaged dead...er.&amp;quot;&lt;br /&gt;
Walery's next shot sends a zombie up in flames and it's incinerated!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;channel energy to hit them ALL!&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;and combat advice for Fi.&amp;quot;&lt;br /&gt;
GAME: Felicia rolls 2d6: (6): 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g2 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g1 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold fast, Fi. They won't get past us.&amp;quot; Felicia mouth turns into a sneer. &amp;quot;YOU HAVE TWO OF THE MAIDEN OF BATTLE HERE TO STOP YOU FROM GETTING TO THESE PEOPLE! BY THE GRACE OF THE MAIDEN OF BATTLE....I COMMAND YOU.......BEGONE!&amp;quot; At that last word, blue dome expands from Felicia....and all of the zombies look really really haggard afterwards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn shakes his head. Group 3 is the closest. They're in melee range. You have hit them, Wal has damaged one and killed one. (2 dead). Three remain who are all injured (as well as the ones in the other group)&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;injured because of Fe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls weapon1: (12)+6: 18&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine says, &amp;quot;+3.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia nods.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit, roll dam.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (8)+2: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;3rd member of group 3 dead. 2 remain.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;BUT...perception checks please. (as we go into the next round)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls Perception: (19)+3: 22&lt;br /&gt;
GAME: Felicia rolls perception: (1)+3: 4 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
You paged (Serraphine, Walery) with 'You see three additional groups that have stopped what they were doing, turned simultaneously, eyes flashed, and started to charge towards you.'&lt;br /&gt;
&lt;br /&gt;
The remaining two zombies in the first group flail and scratch at the paladin's armor in a hopeless attempt to bring her down. Their pummeling fists and jabs do little but make noise.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (7)+9: 16&lt;br /&gt;
GAME: Walery rolls 1d6+5: (1)+5: 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;dead. 1 left in group 3. GRoups 1 and 2 are in melee range.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Uh, more badguys incoming,&amp;quot; he warns as he shoulders his death ray and shoots another beam of fire at a zombie. Picking them off one at a time isnn't awesome, but it's the best he can do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine will fight defensively for it.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;k.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls Weapon1 -4 +3: (17)+6+-4+3: 22&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;You still have +3 to hit.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
SUmmary: GRoup 3=1 left, GRoup 1=4 left. Group 2=5 left&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls 2d6: (5): 5&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;on all of them.&amp;quot;&lt;br /&gt;
Summary: Group 3=Dead. Group 1=3 at 1 hp. Group 2=5 at 1hp. &lt;br /&gt;
&lt;br /&gt;
Serraphine swings her sword into the mass of zombies still attacking them, striking down another of the group before other start to pile in toward Felicia. She gives a quick glance back, her shield pulling up to fend off the two laying into her shield still. &amp;quot;Felicia, We have more on the way.&amp;quot; Then the woman's head whips back in time to see one of them drop to Walery's shot and the rest finally come in close. &lt;br /&gt;
          &amp;quot;FIGHT ME!&amp;quot; She yells, clanging the sword off of her shield before she turns to one of the new ones and slices out with her bastard sword. Her steel lashing out and severing another head from its torso. &amp;quot;I am the wrath of Serriel!&amp;quot; She yells out further, throwing her arms wide for a moment as if she was the one channeling the energy before tucking behind her shield.&lt;br /&gt;
&lt;br /&gt;
Felicia smiles towards Fi. &amp;quot;Watch your left.&amp;quot; She then turns in the opposite direction. &amp;quot;BEGONE!!!!&amp;quot; and the pulse of energy erupts from her again. the zombies drop to their bellies as they keep crawling. &lt;br /&gt;
&lt;br /&gt;
Group 2 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (5)+-2: 3&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (19)+-2: 17&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (1)+-2: -1 (EPIC FAIL)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (3)+-2: 1&lt;br /&gt;
&lt;br /&gt;
Group 1 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (11)+-2: 9&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (9)+-2: 7&lt;br /&gt;
&lt;br /&gt;
Next Round&lt;br /&gt;
Perception Check&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls perception: (11)+3: 14&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls perception: (9)+3: 12&lt;br /&gt;
&lt;br /&gt;
In that moment where the first three groups have been handled and the next three are charging at you with a quadrupedal lope, you spy three additional figures on the roofs of houses across the street (#5, 7 and 2 on the map). These figures are wearing ragged clothes but their skin is bone white. They are apparently operating independently of the groups and are watching the party at the tavern. One lets out a howl and is joined by the other two.This appears to be a rallying cry as other groups can be heard closing on your position.  http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
You paged Walery with 'Also, as the call goes out by the 3 figures, you hear the thundrous charge of groups -behind- the tavern as well.'&lt;br /&gt;
&lt;br /&gt;
felicia takes a deep breath. &amp;quot;That can't be good. are you hurt, Fi?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Hey, it sounds like there's more coming from behind the tavern as well. It's been nice knowing you,&amp;quot; he adds fatalistically as he mutters, &amp;quot;By Reos, you end now.&amp;quot; He fires the death ray again aiming at one of the guys on the roof, but his shot is wide right.&lt;br /&gt;
&lt;br /&gt;
After the shot taken by Walery misses one of the figures on the buildings, they each move away as though they had decided to be elsewhere. The charging groups of undead turn in mid-sprint in much the same way a flock of birds seamlessly change direction mid-flight.&lt;br /&gt;
&lt;br /&gt;
Felicia looks about as the wolves change direction. &amp;quot;Well...we know who's controll those things.&amp;quot; She then turns to the tavern and knocks. &amp;quot;They're gone....let us in.&amp;quot; She then grins to Fi. &amp;quot;Great going Fi. Nothing can get past us.&amp;quot; And she forearm bumps her, up high.&lt;br /&gt;
&lt;br /&gt;
Serraphine looks up toward the house tops as she grins widely at the sounds that she hears. &amp;quot;That. That is the sound I heard inside the tavern.&amp;quot; She raises the sword, the tapering blade's tip pointing toward one of them on the rooftop as Walery shoots at it. She grins wider still and looks back toward Felicia. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You found a good job. Seriously, and we get away from the hidden slave den that is Alexandria.&amp;quot; A nod, she looks back forward and smoothly flips the sword around in her grasp to a reversed grip. She would never use this in an actual fight... she drives the point down through one of the Zombie's necks that are clammering at her feet. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;By Serriel, this is a good day.&amp;quot; A wet sucking sound as she pulls it up out of the neck and changes her grip again with a smooth flip of the blade. Not a showy flip, simple, precise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eastbrook|Eastbrook Caravan]]&lt;br /&gt;
[[Category:Logs|Eastbrook Caravan]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Return_to_Eastbrook&amp;diff=27805</id>
		<title>Return to Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Return_to_Eastbrook&amp;diff=27805"/>
		<updated>2017-10-24T14:02:40Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LOG: Return to Eastbrook, run by Gedryn&lt;br /&gt;
&lt;br /&gt;
The night has been filled with chaos. Screams, fire, attacks, zombies, shadowy figures and the like. Now as dawn approaches and light slowly creeps into the valley and the fires are starting to be put out people can start to actually start to understand what has happened. Several people dead, zombies lay dead in the street and screams from the big house reveal that lord’s daughter, Lady Ganya, is missing and presumed taken. Word is circulating through the town that there’s nearly two dozen people dead and another half-dozen who have been bitten by the zombies.&lt;br /&gt;
&lt;br /&gt;
Word circulates that those who have been bitten are sweating furiously, their skin is growing more and more pale with purple infection streaks radiating out from the bite wounds. There is concern that if the bites kill them they might return as zombies. There’s some discussion about killing them and burning the bodies to ensure against reanimation. Those who were killed are being gathered near a burning pit down the (E) street. &lt;br /&gt;
&lt;br /&gt;
Link: http://tinyurl.com/y94np6cw&lt;br /&gt;
&lt;br /&gt;
Walery is pretty tired, himself, though he got a bit of sleep. He's not quite sure what to make of the situation in the morning, so he will see what his allies have to say.&lt;br /&gt;
&lt;br /&gt;
Any with a drop of sense would fear the worst from such things. Poison. Bile. Plague. Korra Steelhart stifles her shudder of revulsion, checking and rechecking the straps holding her weapons to her mount. Too little, too late to assist in fighting off the worst of the monsters; a few arrows into stragglers was all she claimed, and she purses lips with an exhale of breath.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kidnappings by zombies,&amp;quot; she murmurs quietly, brushing a hand through her horse's mane. &amp;quot;Bites carrying some wickedness. An evil straight from the Dark Mother's heart, this is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Heinrich rides into the town dressed like the knight errant he is, and looks for someone to ask, &amp;quot;Where might I find the band of adventurers from Alexandria that was dispatched to escort Lord Hagar's caravan?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Arvek Nar never left the town since that day, how could she not considering the sheer mass of zombies her and Felicia had waded through. Serraphine strides in with her usual air and gave some thought to the town as she heard of the spreading of this disease. It struck a chord with her and made her seek out further information on it. Striding up next to the other adventurers, she looks over to Heinrich. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mick and I were part of the original party. Our cleric was called away back to the church in Alexandria. I'm guessing you and.&amp;quot; A nod toward Korra, &amp;quot;Her are here to assist?&amp;quot; A shake of her head, &amp;quot;Either way - this bite - it's a type of resurrect, perverted by the hand of evil. At least 14 in the town have been bitten, but I do not have the requisite spell to dispel the curse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Korra straightens the last cinch on her steed, turning around with a nod. &amp;quot;I came to provide asistance for the final leg of the travels,&amp;quot; she says, dark horsetail strands fluttering from her helmet. &amp;quot;But that was this morning. Sunris esaw my arrival, and then-- this.&amp;quot; She gestures, taking in the wreckage and smoldering. &amp;quot;Has the Lord Hagar decided what to do with the injured, or dispatched scouts for these beats?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook01.png|left]]Walery wonders to Serraphine, &amp;quot;Would they be able to cure it in Alexandria?&amp;quot; He's not sure what the best solution is, himself. &amp;quot;Is the caravan even going out in light of what happened? Or are they in even more of a hurry?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“Where’s Maynard?” more than one person asks from the groups of folks who are either putting out fires, hauling bodies or attempting to tend to the wounded. Curiously, neither in the attack from the previous evening nor in the recovery this morning has anyone noticed any other cleric or divine presence within the town. At one of the questions, a portly man wearing a green tabard with a white claw emblazoned across the front approaches the group. “M’lord Hagar is dealing with the terror of a lost child. Ask Father Maynard what to do with the bodies.”  At the querry about the caravan he turns with a confused expression on his face. “Are you kidding? The caravan will handle itself…”&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To my knowledge-&amp;quot; Serraphine turns to Mick, &amp;quot;-they should be able to heal it. Though it would be a costly endeavor. Remove Disease should cure it, but they may not even last the trip back to the city.&amp;quot; Serraphine pulls the cloak a bit tighter, &amp;quot;The Caravan should be headed out today, we may be able to get them on board of it but these will burn.&amp;quot; The Arvek gestures at the corpses nearby, her eyes moving to Korra, &amp;quot;It is one of the few ways to be sure that they will not return - at least return easily.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Heinrich lifts the visor of his helm and says to Serraphine, &amp;quot;I am indeed here to assist, and though I have no such magic myself, by holy Serriel, the miscreant behind this nefarious blight shall face JUSTICE.&amp;quot; At this, he listens to Lord Hagar's herald, then says, &amp;quot;In light of these troubles, I suggest that we might do the scouting for these beasts ourselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery figures the caravan will handle itslef. He's /still/ trying to figure out if he should be with the caravan, what he was hired for, or helping the townsfolk, which he really has nothing to offer. So, he will stand around until something more conclusive forces his hand one way or the other.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If those pompous fat priests of Alexandria--&amp;quot; Korra bites off her tirade, huffing hotly before she spares a glance to the townspeople-- bowing with a swift respect to the Lord's herald. &amp;quot;I have some tracking skill. A young messenger on a fast, fresh horse could make the city before I could. Breeze has already been moving through the day.&amp;quot; She brushes her hand up the horse's neck, ruffling firmly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am Korra Steelhart,&amp;quot; she offers, brushing her first to her chest. &amp;quot;With the chaos of the town, the caravan may come a distant second thought. Or third.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The steward is called elsewhere but yells back to Korra, &amp;quot;A messenger has already been sent to the city to call for aid but it will probably take days for any to arrive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine casts another look toward Heinrich, looking him up and down. She herself is emblazoned with several of Serriel's symbols, one might even think- &amp;quot;Are you also a Lancer of the Guiding Star?&amp;quot; Her bright yellow eyes take in the other anew before finally turning away to the others once more. She starts to make a comment when the man wearing the green tabard speaks up, a frown forms along her visage, &amp;quot;Why is he pursuing this lost child personally and why would we worry about the bodies? Such a thing should be easily handled by the priest - the living should be more our concern. Especially those soon to no longer be.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Serraphine turns to Korra then as the introduction is made. &amp;quot;Serraphine Gottschalk, Serriel's Lancer of Blar, assigned to Alexandria on extended detachment - the site of the Chaos bringer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Heinrich adds, &amp;quot;I am Sir Heinrich Sturmlanze, Knight of the Scale. As we are here, I for one am willing to take on this quest to the greater glory of Serriel. Please convey to your lord that we will assist as is only right and honorable.&amp;quot; His accent is decidedly Alexandrian. He dips his lance in salute to Serraphine first, then to the herald.&lt;br /&gt;
&lt;br /&gt;
Walery introduces himself, &amp;quot;Walery. Mick Walery.&amp;quot; No temples or guiding stars, though the death ray he carries hints that he may be affiliated with the Engineering Enclave. &amp;quot;As far as who's going to do what, I find myself surprised do often that I don't like to guess anymore. I mean, finding the missing seems pretty important. But, ask a goblin, he'll find the caravan is the thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A town's woman, a powerful figure dressed in the usual attire of a housewife who's been fighting fires and hauling bodies since the middle of the night, yells at the group of people. &amp;quot;Hey - if it's all the same to you, grab a bucket, a body or the Priest. We more work than people here...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Korra's laughter sounds out at Walery's words, quick mischief brightening her features. &amp;quot;Then proper for us that goblins are not here!&amp;quot; she says, clapping the man on his shoulder. And then a grimace-- she looks suitably abashed at humour in the face of the wreckage around. &amp;quot;I'll scout out and about,&amp;quot; she says quickly, turning to mount. &amp;quot;If I find a trail, I'll be quick back. If not...&amp;quot;        &lt;br /&gt;
&lt;br /&gt;
She shudders again, glancing towards the bodies strewn about the town. &amp;quot;I will let you know, and we can... get other matters settled. Speak with the Lord, find out more on who is missing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery shrugs and will help the townswoman with the body carrying, though he grumbles about it. It's not what he came for. But it's the help they've asked for, so it'll have to be enough. He smirks at Korra, and says, &amp;quot;But you see what I mean when I say there are different choices....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A half-scream can be heard down the street (down towards D on your map). The words are half garbled due to the distance but what is clear is &amp;quot;Something's in the Rectory&amp;quot; with a few people pointing frantically towards one of the houses (#9 on the map). The fear of one of the zombies remaining in the town spreads through the town's survivors faster than any one of the fires that they've spent the night putting them out. Bodies are dropped while being hauled away and a mad rush of a few to escape the southern end of town starts a cascade of fear that ripples through the town like a crashing wave.&lt;br /&gt;
&lt;br /&gt;
Heinrich dismounts from his caparisoned heavy warhorse, and secures the lance in a sort of scabbard beside the saddle. He hangs his heraldic shield by its straps from the pommel of the saddle and says, &amp;quot;Attending to the fallen is worthy labor while someone who can follow a trail sorts out the path we should pursue.&amp;quot; With this, he loads up his brawny shoulders with bodies and follows the village woman's lead.&lt;br /&gt;
&lt;br /&gt;
Serraphine snorts, &amp;quot;When you're looking for the tracks, look also for something odd. Not really human or zombie. We saw them on the roofs as we fought back the waves of undead.&amp;quot; She reaches up and shifts her armor, turning to look at Mick. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You may be more use talking to the priest, Mister Walery. I'll take the noble.&amp;quot; A look toward Heinrich finally and she's about to speak when. &amp;quot;Oh by all that's holy, it's probably happening again.&amp;quot; She doesn't delay, starting off at a jog in the direction of where the scream was. Her hand reaching down to pull forth the steel - maybe she can leave the shield on her back this time.&lt;br /&gt;
&lt;br /&gt;
Sir Heinrich jogs toward the rectory, forgetting to drop the bodies until he thinks to unsheath his falchion. He pauses a moment to lay his burdens down gently, then does draw sword, looking into the rectory over the heads of others.&lt;br /&gt;
&lt;br /&gt;
You paged Korra with 'Without a check (meaning this is obvious) the zombies A) weren't shuffling when they moved. They were almost loping (like a human trying to run on all fours) and seemed to be gathered in small groups of 4-5.'&lt;br /&gt;
&lt;br /&gt;
Walery huhs at talking to the noble. He's not generally a talking to people person. After some time talking to him, he usually finds people trying to get away. But at the sounds of distress, he rushes to aid, since the cleanup seems to be generally forgotten.&lt;br /&gt;
&lt;br /&gt;
Korra 's quick search around the perimeter yields few clues... But even those are more frustrating. &amp;quot;I thought dead things shuffled,&amp;quot; she mutters softly. &amp;quot;Not loped about like children pretending to be wolves...&amp;quot; Thoughts interrupted by screams-- Farther from the center than the others, she quickly kicks Breeze into swift motion, shield loosened and readied as she races for the rectory.&lt;br /&gt;
&lt;br /&gt;
The rectory is the home of the local priest for the temple next door. It is a simple, two-story home with bedrooms on the top floor and kitchen, dining and all of that on the ground level. The door is closed and there is no damage to the door or windows. The door is locked and there’s sound of muttering and stifled screams inside. &lt;br /&gt;
&lt;br /&gt;
Perception Checks please&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (16)+6: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Perception: (12)+3: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls perception: (1)+1: 2 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
You paged (Walery, Serraphine) with 'The door has some scratches on it - like something &lt;br /&gt;
&lt;br /&gt;
wild tried to get in. But what really catches your attention is the double-doors of the temple next door are broken in. However, as you turn to look at the doors, you hear a muffled scream from inside - as though someone or something were trying to cry through a hand.'&lt;br /&gt;
&lt;br /&gt;
Walery takes a look at the scratches on the door, but the peers at the temple, where the doors are broken in. &amp;quot;Something broke in through there,&amp;quot; he calls out, then runs to the door and peers inside, using the doorframe for cover.&lt;br /&gt;
&lt;br /&gt;
Serraphine starts striding in the direction of the Temple too. She points toward the Rectory nonetheless and calls back to Heinrich. &amp;quot;You look like you can handle yourself, if you please - peek in the rectory just in case.&amp;quot; And then to Walery, &amp;quot;Don't get too far in front.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Knight of Serriel had heard the noises as well but she was not being cautious. On the contrary, she strides forth to meet it head on.&lt;br /&gt;
&lt;br /&gt;
Korra guides her steed with smooth motions, confident tugs. Horse and rider in accord-- but racing from one end of the village to the other. All a matter of time-- no matter how swift your hooves!&lt;br /&gt;
&lt;br /&gt;
Heinrich keeps up with Serraphine, flanking as it were.&lt;br /&gt;
&lt;br /&gt;
Entry Doors: The double doors of the temple are adorned with half of a sunburst on each side. The sun in all its splendor has been carved into the wood and was probably painted yellow a few times when the place needs smartened up. The doors have been ripped down off of their hinges, claw marks deeply gouging into the wood. &lt;br /&gt;
&lt;br /&gt;
Temple Link: http://tinyurl.com/y8boxkqm&lt;br /&gt;
&lt;br /&gt;
Walery is making sure not to get too far in front, that's why he stopped at the door. To let someone else lead the way inside. He's just looking. And of course clutching his death ray as he peers in.&lt;br /&gt;
&lt;br /&gt;
With the sound of heavy boot falls, Serraphine will stride forth into the church without a second look toward the doors. Her sword drawn and a murmur of a prayer to Serriel as she casts her eyes about. &amp;quot;Where are you, fiend?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Hank “the Tank” is only too willing to lead out. He steps in too, maintaining his flank with Serraphine, but letting her do the talking.&lt;br /&gt;
&lt;br /&gt;
Korra 's pace is quick on her steed, sliding up short just in front of the temple. Shield back to back, bow drawn-- she strings the horseman's bow with a quick practice, eyes narrowing as she ducs into the alcove just behind the others. Quiet, controlled breaths--!&lt;br /&gt;
&lt;br /&gt;
Perception Checks&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Perception: (4)+3: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Korra rolls Perception: (16)+6: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (14)+6: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls perception: (2)+1: 3&lt;br /&gt;
&lt;br /&gt;
Upon entry, one notices that several of the wooden benches have been topped over backwards suggesting that something or a few somethings either fell into them or knocked them over. The remains of about a half-dozen zombies litter the area some entwined with the benches others in the space between them. Ahead of you, the stairs climb about five feet up to the level of the stone dais. At the base of the stairs are some blood-soaked pages scattered as if dropped in haste. A body is visible upon the top of the dais.&lt;br /&gt;
&lt;br /&gt;
You paged (Korra, Walery) with 'This place feels cold...empty - not the thing you'd imagine of a Temple of Daeus.'&lt;br /&gt;
&lt;br /&gt;
Fi raises her blade, the point pointing toward the dais as she strides toward it. She is in no way trying to be quiet about her approach, the heavy thud of her boots on the floor. &amp;quot;On the dais, what is that?&amp;quot; Another slap of her boots on the steps as she drives up the stairs in the direction she just pointed. Perhaps, Serraphine thought, another might check the pages.&lt;br /&gt;
&lt;br /&gt;
Walery will head in to back Serraphine up, and looks at the dais, though he's not sure what it is, either. &amp;quot;A body, I guess,&amp;quot; he hazards, and adds, &amp;quot;Something is wrong here. This place is ... like it's no longer consecrated to Daeus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The horsewoman shivers as she stalks forward, barely a pause in her step as she nocks arrow to bow. &amp;quot;Why is it so...&amp;quot; She pauses, searching for the right words. &amp;quot;...cold. It's cold here. Morning still, but--&amp;quot; She pauses at Walery's explanation, teeth gritting toether before she purses her lips in exhale. &amp;quot;A wicked thing, yes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The raised altar at the center of the temple is adorned with the sunburst symbol of Daeus. Standing a few feet off the ground and nearly thirty feet across, the altar is an impressive construction. When it was built long ago, the sun symbol was cut into the stone to welcome the daylight from the pointed skylight set into the roof above. The altar has been defiled in the attack leaving a massive crack down the center with the bodies of a few zombies slouched near the stairs and the body of a man at the center. The body is that of an old man dressed in the robes of a priest of Daeus. He is face down with a hand outstretched as though pointing towards the south end of the temple where stands a second pair of double doors. &lt;br /&gt;
&lt;br /&gt;
Serraphine will double back, having seen no one go for the papers yet, to snap up a couple in her free hand. She skims over them, trying to make sense of them before trying to take the lead again. This time in the direction the priest was pointing, &amp;quot;If it was desecrated, we will need to change that. First, we must remove the taint, or check at least that it is free of it before we invite others in who can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods to Serraphine, sticking by her, but behind, watching her back and flanks as best he can as she moves forward.&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'The pages are almost completely soaked of blood. They appear to have been ripped from a ledger or book. Whatever was written on them is blurred because of the mix of blood and ink. They will need to be cleaned before they can be properly read. However, one word in the top corner of a page is visible it reads &amp;quot;Tower Hill&amp;quot;'&lt;br /&gt;
&lt;br /&gt;
Korra huffs softly, taking a place near the center of the temple. &amp;quot;Is that the priest?&amp;quot; she asks, glancing towards the body of the old man at the fore. &amp;quot;It seems that he went well, but still-- dead.&amp;quot; Quick eyes chase down to the dead bodies, narrowing suspiciously. &amp;quot;Check the corpses, if you will. Remember the bites, if they come back to... life? Unliving? Not-dying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine passes back the blood soaked papers toward Mick and Korra, as Heinrich was surely by her side still. &amp;quot;Tower Hill.&amp;quot; She says as if in explanation, &amp;quot;I know nothing about it, might be a local thing.&amp;quot; The saving grace to the parchment is it's well made, meaning the blood doesn't full soak in and might stand a chance of being cleaned before the papers are totally lost to the mix of black and crimson.&lt;br /&gt;
&lt;br /&gt;
Korra glances quizzically at one of the sheets, grimacing anew at the amount of blood coating it. &amp;quot;At least let me take this out to dry,&amp;quot; she says, shuddering. Taking the edge of the paper gingerly in one hand, she holds it away from her as she steps back towards the entry. &amp;quot;And some help with the clean up as well. Don't reslay them all before I get a chance!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery will, at a cue from Serraphina, check out the body. Not that he knows much about that sort of thing, but he cab look.&lt;br /&gt;
&lt;br /&gt;
Upon closer examination the body was not ravaged by the claws and gnashing teeth of zombies. Rather, the man’s arms were bruised as though held down and he was stabbed in the chest leaving a large, gaping wound.&lt;br /&gt;
&lt;br /&gt;
The priest's heart is missing.&lt;br /&gt;
&lt;br /&gt;
Walery announces, &amp;quot;Looks like he was held down and stabbed. I dunno how that's significant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Will Save (DC 20) for Walery&lt;br /&gt;
&lt;br /&gt;
The double doors to the south of the temple are similar to that of the front ones. These wooden doors have been carved with the sun symbol of Daeus one half on either side. They have also been ripped open though they still remain mostly attached to their hinges. Beyond them they lead to the rear hall has two narrow windows to the outside with candle sconces tucked away in each of the four corners. Single, unmarked doors lead to the left and write. Both doors are closed though each have been scratched heavily by clawed hands with bloody hand prints around the ring. Each appear to have a lock set into the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Undoubtedly.&amp;quot; Serraphine says, she had paused to let Walery look over the body as her eyes move around the church. She gives one last look in the direction the priest had pointed before turning to look at Walery. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would not be surprised if it was part of the ritual itself. Now - let us check to see what message he was trying to give before death claimed his mortal coil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Will Save (DC 20)&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls will: (17)+1: 18&lt;br /&gt;
&lt;br /&gt;
(Amended. Due to his proximity to the Paladin (fi), Wal gets a +4 bonus to fear saves. This means he would be Shaken, not frightened)&lt;br /&gt;
&lt;br /&gt;
You paged Walery with 'Under the body is a mark has been scrawled in blood upon the stone of the altar. It resonates cold, dark magic - a will and faith that drains the heat from the air and the hope from one’s soul. You is Frigthened. Link: http://tinyurl.com/yc5cs8kq' &lt;br /&gt;
&lt;br /&gt;
Long distance to Serraphine: Gedryn asks, &amp;quot;Can your paladin-sense pick up evil magic vibes?&lt;br /&gt;
&lt;br /&gt;
From afar, Serraphine forgot to mention and - at-will - detect evil powers... ACTIVATE!&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'Oh, I'm assuming that even without you turning it on there was a fair degree of certainty that something evil is afoot. However... since you turned it on...'&lt;br /&gt;
&lt;br /&gt;
Walery acks as he investigates the body, jumping back after trying to roll it around. &amp;quot;Someone carved something under his body, some kind of evil sign,&amp;quot; he explains. He hesitates as Serra seems to be waiting for him, and he has to visibly steel himself before going further, following along to cover her, his weapon held ready.&lt;br /&gt;
&lt;br /&gt;
Knowledge: Arcana (DC 18) for information on Black Rune&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls knowledge/arcana: (16)+9: 25&lt;br /&gt;
&lt;br /&gt;
Walery takes a few moments to get his wits back about him. &amp;quot;That's a kind of advanced rune, that is,&amp;quot; he explains. &amp;quot;We're dealing with someone of ... some means. Not staggering, but serious business.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine turns back to look toward Walery. She had paused at the door but seeing him now? Now she was curious, so she strode back toward the altar to get a look at this rune herself. &amp;quot;What exactly is it though? Advanced or not, I know little of magic, so tell me all that you know of this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery ahems, &amp;quot;I don't know -that- much about it,&amp;quot; he explains. &amp;quot;It's supposed to drive people off with fear, though I managed to have avoided that somehow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably my invigorating personality.&amp;quot; Serraphine says with an amused look to her, she turns her gaze then to Walery once more... back to the symbol, back to Walery. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, you were being serious?&amp;quot; She looks incredulously at him and then shakes her head once more. &amp;quot;I have no means to deal with this, I would need Felicia here.&amp;quot; She strides away from the symbol though - toward the doors that were torn off the hinges and looking to see if she can find more evil beyond those doors. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely the creature must still be here. We will end it through their demise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods about having no way to deal with this. &amp;quot;I don't either. All we can do is press on,&amp;quot; he agrees, and follows Serraphine towards the doors.&lt;br /&gt;
&lt;br /&gt;
The rear hall has two narrow windows to the outside with candle sconces tucked away in each of the four corners. Single, unmarked doors lead to the left and write. Both doors are closed though each have been scratched heavily by clawed hands with bloody hand prints around the ring. Each appear to have a lock set into the door.&lt;br /&gt;
&lt;br /&gt;
Heinrich strides to the dais and looks around, his sword drawn.&lt;br /&gt;
&lt;br /&gt;
will save. Since you're beyond 10 feet from the Pally it's a flat save. (DC 20)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls will: (8)+1: 9&lt;br /&gt;
&lt;br /&gt;
You paged Heinrich with 'Under the body is a mark has been scrawled in blood upon the stone of the altar. It resonates cold, dark magic - a will and faith that drains the heat from the air and the hope from one’s soul. You is Frigthened. Link: http://tinyurl.com/yc5cs8kq''&lt;br /&gt;
&lt;br /&gt;
Serraphine goes to the door on the left, checking to see if it was locked - seeing that it was, she turns about and strides instead toward the right one. Surely this creature must be somewhere. Out of curiosity, she looks up as well.&lt;br /&gt;
&lt;br /&gt;
Both doors are locked and the ceiling above has a carved relief of the sun symbol found throughout the temple because...marketing. &lt;br /&gt;
&lt;br /&gt;
Heinrich screams, a horrible sound, considering it comes from a hobgoblin. This bold knight is frightened witless and runs away from the dais, nearly tripping as he bounds toward the first row of pews, and hurdles it clean making a beeline toward the arrow-slit window beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in the name of Serriel?&amp;quot; Serraphine says as her hand was about to reach for the left door again. She turns away from it and quickly runs back out into the main of the church, the Arvek calling to Heinrich. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stand your ground, Serriel will protect you!&amp;quot; She starts to jog after him, hoping that she might be able to calm him.&lt;br /&gt;
&lt;br /&gt;
Walery winces as Heinrich finds the same Symbol-like thing he did, and runs away. &amp;quot;Uh,&amp;quot; he says. &amp;quot;Maybe ... I dunno.&amp;quot; He peers at Serraphine and says, &amp;quot;Doesn't looke like these doors were broken into anyhow, so maybe we should go after him?&amp;quot; And then he follows when she does go after him.&lt;br /&gt;
&lt;br /&gt;
Will Save for Heinrich (as Serra tries to calm him&lt;br /&gt;
&lt;br /&gt;
GAME: Heinrich rolls will+4: (17)+1+4: 22&lt;br /&gt;
&lt;br /&gt;
Heinrich still breathes shallow breaths, but is reassured by the proximity to the Lancer of Serriel. He says, &amp;quot;Gadzooks, what a creepy feeling. Methought I would shrivel and die on the spot from hellish power. Glory to Serriel.&amp;quot; He wipes spittle from his jaw upon his sleeve, then stands erect, clearly still shaken from the fright.&lt;br /&gt;
&lt;br /&gt;
There's a slowing of her steps as she finally sees the Knight regain his control, a nod of her head as she looks back toward the dais. &amp;quot;Well, Mick, it does indeed seem that your warning was warranted. I suppose that it is not a requisite for me to look upon his visage and wrest what he speaks using only his form now that function has ceased.&amp;quot; She pulls her gloves a bit more tightly at the wrist. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glory to the Guiding Star.&amp;quot; She says almost absently, though another look is given back to Heinrich, and then her heavy footfalls carry her off to search this priest herself.&lt;br /&gt;
&lt;br /&gt;
The large windows above the altar - those that let in the divine light of their god have provided much of the illumination for the center of the room. It’s early morning and the sun is still coming up over the edge of the valley so things are generally gray outside through the arrow-slit windows. However, as the party continue their investigation within the temple, discovering the rune, bloodied pages and a priest with his heart torn out the light begins to fade. A rumble can be heard as though thunder were storming into the valley like calvary. Black and grey clouds heavy with rain begin to form in the sky and block out the sun’s light - quickly filling the chilled sanctuary with shadows. What was it that drunken man said in the tavern the other night - it was like a darkness rose up with the wind and blotted out the sun? He heard screams and...howls and then everyone was dead. The clouds block out the sun’s light and what was a dull grey morning has now been plunged into the blackest night once more. &lt;br /&gt;
&lt;br /&gt;
And then you hear it...the howling scream once more.&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/2KGv86GLvXo?t=21s&lt;br /&gt;
&lt;br /&gt;
End of Session&lt;br /&gt;
&lt;br /&gt;
[[Category:Eastbrook|Return to Eastbrook]]&lt;br /&gt;
[[Category:Logs|Return to Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27787</id>
		<title>Category:Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27787"/>
		<updated>2017-10-24T12:23:17Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: /* Session 2: Return to Eastbrook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plot Summary: Eastbrook&lt;br /&gt;
GM: [[Gedryn]]&lt;br /&gt;
=='''Session 1: Eastbrook Caravan'''==&lt;br /&gt;
'''''Plot Hook:''''' The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. That evening they meet the Lord’s stewart, Brother Maynard, in the tavern where they are given rooms and a modest meal and mead. There is a promise of payment of X gold for their efforts to secure the caravan for its delivery. &amp;lt;br /&amp;gt;&lt;br /&gt;
''''Town of Eastbrook:'''' Link: http://tinyurl.com/y94np6cw &amp;lt;br /&amp;gt;&lt;br /&gt;
''''House of Baelyn:''''' https://tinyurl.com/yajh33rw &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Complications:''''' While the party is getting settled and enjoying a free night in an inn, they hear trouble outside and discover that the small town has been swarmed by zombies. &amp;lt;br /&amp;gt;&lt;br /&gt;
Log: [[Eastbrook Caravan]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''Session 2: Return to Eastbrook'''==&lt;br /&gt;
'''''Plot Hook:''''' It’s the morning after the attack and people are trying to recover. Multiple people are injured or dead from the zombies and word gets out that the daughter of the local lord has been taken. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''What is Known:'''''&lt;br /&gt;
* Lord Hagar had hired some adventurers to escort a caravan of goods back to the city of Alexandria. When asked why his own guards aren’t handling the shipment’s security the only response given was that his forces were needed elsewhere. The adventurers were requested to check in with the steward at the local tavern, the Manticore's Tail, the night before the caravan would leave to ensure that they had proper coverage.&lt;br /&gt;
* While at the tavern before the siege, a man was drinking heavily and  reported a strange attack on a local farm the previous day.  He reported that he and some other farm hands were working in the fields one afternoon and suddenly everything went dark. He heard screams and  howls and when the darkness went away he saw the other workers dead and ‘torn up’ all around him. The attack involved several dozen zombies that were attacking anything on the town’s streets. The zombies seemed to move as groups but there were three individual figures who were spotted at the fringe of the town that seemed to be left alone by the packs. &amp;lt;br /&amp;gt;&lt;br /&gt;
* The random attack on the town of Eastbrook has ended and all thought that it was safe once more. The attack came without warning or known provocation. No one seemed to know why the zombies came, what they were doing - other than what they normally do - or who was controlling them. But in the chaotic aftermath of the attack word has started to circulate that the daughter of the local lord, Lady Ganya Baelyn, has been taken. Lord Hagar, her father, has put out a reward for her recovery. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Temple Map:''''' Link: http://tinyurl.com/y8boxkqm &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Black Rune:''''' Link: http://tinyurl.com/yc5cs8kq &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Log:''''' [[Return to Eastbrook]] &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Summary:''''' Three bloodied pages were found in the temple along with the body of the priest (Father Maynard) who had his heart cut out. As the party was wrapping up their investigation in the temple, a storm rolled in to block out the sun. Two doors at the rear of the temple were locked but the party wasn’t able to search the priest for keys before the storm rolled in and a shrieking howl was heard from outside. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Loose Ends:''''' &lt;br /&gt;
* Who took the daughter and where did they take her? &amp;lt;br /&amp;gt;&lt;br /&gt;
* Who/what was in the rectory next to the temple. &amp;lt;br /&amp;gt;&lt;br /&gt;
* What was so important that the zombies both broke in, killed the priest -and- took his heart?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* What are the pages about and where did they come from?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* Did something send the storm or is it natural? &amp;lt;br /&amp;gt;&lt;br /&gt;
* And what is being done about the shipment of cabbages destined for the city?  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
The town of Eastbrook lies (wait for it…) east of the city of Alexandros and is considered somewhere in the fine line between large village and small town. The leader of the community, the House of Baelyn, fancies themselves as a grassroots force of the local gentry who plan on turning their small settlement into a thriving community. &lt;br /&gt;
&lt;br /&gt;
'''The Town'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook02.png|center]]&lt;br /&gt;
&lt;br /&gt;
There are seven roads that lead into and out of the town. Only the Oak Road (F and B) are considered main roads that lead to other settlements. The rest lead elsewhere within the immediate region - often used by farmers to transport their harvest to the town. &lt;br /&gt;
&lt;br /&gt;
The Lord and Lady Baelyn live in a modest sized manor house around the town square (#1). Around the town square are two other buildings, the trading hall (2) where commerce is generally conducted, the record’s hall (4) and a tavern called the Manticore’s Tail (6). &lt;br /&gt;
&lt;br /&gt;
The town’s temple (of Daeus) is located at #11 and the rectory (home of the priest) is next door at #9. &lt;br /&gt;
&lt;br /&gt;
'''Wyvern Tail Tavern'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook03.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27786</id>
		<title>Category:Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27786"/>
		<updated>2017-10-24T12:23:12Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: /* Session 2: Return to Eastbrook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plot Summary: Eastbrook&lt;br /&gt;
GM: [[Gedryn]]&lt;br /&gt;
=='''Session 1: Eastbrook Caravan'''==&lt;br /&gt;
'''''Plot Hook:''''' The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. That evening they meet the Lord’s stewart, Brother Maynard, in the tavern where they are given rooms and a modest meal and mead. There is a promise of payment of X gold for their efforts to secure the caravan for its delivery. &amp;lt;br /&amp;gt;&lt;br /&gt;
''''Town of Eastbrook:'''' Link: http://tinyurl.com/y94np6cw &amp;lt;br /&amp;gt;&lt;br /&gt;
''''House of Baelyn:''''' https://tinyurl.com/yajh33rw &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Complications:''''' While the party is getting settled and enjoying a free night in an inn, they hear trouble outside and discover that the small town has been swarmed by zombies. &amp;lt;br /&amp;gt;&lt;br /&gt;
Log: [[Eastbrook Caravan]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''Session 2: Return to Eastbrook'''==&lt;br /&gt;
'''''Plot Hook:''''' It’s the morning after the attack and people are trying to recover. Multiple people are injured or dead from the zombies and word gets out that the daughter of the local lord has been taken. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''What is Known:'''''&lt;br /&gt;
* Lord Hagar had hired some adventurers to escort a caravan of goods back to the city of Alexandria. When asked why his own guards aren’t handling the shipment’s security the only response given was that his forces were needed elsewhere. The adventurers were requested to check in with the steward at the local tavern, the Manticore's Tail, the night before the caravan would leave to ensure that they had proper coverage.&lt;br /&gt;
* While at the tavern before the siege, a man was drinking heavily and  reported a strange attack on a local farm the previous day.  He reported that he and some other farm hands were working in the fields one afternoon and suddenly everything went dark. He heard screams and  howls and when the darkness went away he saw the other workers dead and ‘torn up’ all around him. The attack involved several dozen zombies that were attacking anything on the town’s streets. The zombies seemed to move as groups but there were three individual figures who were spotted at the fringe of the town that seemed to be left alone by the packs. &amp;lt;br /&amp;gt;&lt;br /&gt;
* The random attack on the town of Eastbrook has ended and all thought that it was safe once more. The attack came without warning or known provocation. No one seemed to know why the zombies came, what they were doing - other than what they normally do - or who was controlling them. But in the chaotic aftermath of the attack word has started to circulate that the daughter of the local lord, Lady Ganya Baelyn, has been taken. Lord Hagar, her father, has put out a reward for her recovery. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Temple Map:''''' Link: http://tinyurl.com/y8boxkqm &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Black Rune:''''' Link: http://tinyurl.com/yc5cs8kq &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Log:''''' [[Return to Eastbrook]] &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Summary:''''' Three bloodied pages were found in the temple along with the body of the priest (Father Maynard) who had his heart cut out. As the party was wrapping up their investigation in the temple, a storm rolled in to block out the sun. Two doors at the rear of the temple were locked but the party wasn’t able to search the priest for keys before the storm rolled in and a shrieking howl was heard from outside. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Loose Ends:''''' &lt;br /&gt;
* Who took the daughter and where did they take her? &amp;lt;br /&amp;gt;&lt;br /&gt;
* Who/what was in the rectory next to the temple. &amp;lt;br /&amp;gt;&lt;br /&gt;
* What was so important that the zombies both broke in, killed the priest -and- took his heart?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* What are the pages about and where did they come from?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* Did something send the storm or is it natural? &amp;lt;br /&amp;gt;&lt;br /&gt;
* And what is being done about the shipment of cabbages destined for the city?  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
The town of Eastbrook lies (wait for it…) east of the city of Alexandros and is considered somewhere in the fine line between large village and small town. The leader of the community, the House of Baelyn, fancies themselves as a grassroots force of the local gentry who plan on turning their small settlement into a thriving community. &lt;br /&gt;
&lt;br /&gt;
'''The Town'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook02.png|center]]&lt;br /&gt;
&lt;br /&gt;
There are seven roads that lead into and out of the town. Only the Oak Road (F and B) are considered main roads that lead to other settlements. The rest lead elsewhere within the immediate region - often used by farmers to transport their harvest to the town. &lt;br /&gt;
&lt;br /&gt;
The Lord and Lady Baelyn live in a modest sized manor house around the town square (#1). Around the town square are two other buildings, the trading hall (2) where commerce is generally conducted, the record’s hall (4) and a tavern called the Manticore’s Tail (6). &lt;br /&gt;
&lt;br /&gt;
The town’s temple (of Daeus) is located at #11 and the rectory (home of the priest) is next door at #9. &lt;br /&gt;
&lt;br /&gt;
'''Wyvern Tail Tavern'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook03.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;br /&gt;
[[Category:Pages with broken file links|Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27785</id>
		<title>Category:Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27785"/>
		<updated>2017-10-24T12:17:48Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plot Summary: Eastbrook&lt;br /&gt;
GM: [[Gedryn]]&lt;br /&gt;
=='''Session 1: Eastbrook Caravan'''==&lt;br /&gt;
'''''Plot Hook:''''' The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. That evening they meet the Lord’s stewart, Brother Maynard, in the tavern where they are given rooms and a modest meal and mead. There is a promise of payment of X gold for their efforts to secure the caravan for its delivery. &amp;lt;br /&amp;gt;&lt;br /&gt;
''''Town of Eastbrook:'''' Link: http://tinyurl.com/y94np6cw &amp;lt;br /&amp;gt;&lt;br /&gt;
''''House of Baelyn:''''' https://tinyurl.com/yajh33rw &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Complications:''''' While the party is getting settled and enjoying a free night in an inn, they hear trouble outside and discover that the small town has been swarmed by zombies. &amp;lt;br /&amp;gt;&lt;br /&gt;
Log: [[Eastbrook Caravan]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''Session 2: Return to Eastbrook'''==&lt;br /&gt;
'''''Plot Hook:''''' It’s the morning after the attack and people are trying to recover. Multiple people are injured or dead from the zombies and word gets out that the daughter of the local lord has been taken. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''What is Known:''''' Link: http://tinyurl.com/y8fusd89 &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Temple Map:''''' Link: http://tinyurl.com/y8boxkqm &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Black Rune:''''' Link: http://tinyurl.com/yc5cs8kq &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Log:''''' [[Return to Eastbrook]] &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Summary:''''' Three bloodied pages were found in the temple along with the body of the priest (Father Maynard) who had his heart cut out. As the party was wrapping up their investigation in the temple, a storm rolled in to block out the sun. Two doors at the rear of the temple were locked but the party wasn’t able to search the priest for keys before the storm rolled in and a shrieking howl was heard from outside. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Loose Ends:''''' &lt;br /&gt;
* Who took the daughter and where did they take her? &amp;lt;br /&amp;gt;&lt;br /&gt;
* Who/what was in the rectory next to the temple. &amp;lt;br /&amp;gt;&lt;br /&gt;
* What was so important that the zombies both broke in, killed the priest -and- took his heart?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* What are the pages about and where did they come from?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* Did something send the storm or is it natural? &amp;lt;br /&amp;gt;&lt;br /&gt;
* And what is being done about the shipment of cabbages destined for the city?  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
The town of Eastbrook lies (wait for it…) east of the city of Alexandros and is considered somewhere in the fine line between large village and small town. The leader of the community, the House of Baelyn, fancies themselves as a grassroots force of the local gentry who plan on turning their small settlement into a thriving community. &lt;br /&gt;
&lt;br /&gt;
'''The Town'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook02.png|center]]&lt;br /&gt;
&lt;br /&gt;
There are seven roads that lead into and out of the town. Only the Oak Road (F and B) are considered main roads that lead to other settlements. The rest lead elsewhere within the immediate region - often used by farmers to transport their harvest to the town. &lt;br /&gt;
&lt;br /&gt;
The Lord and Lady Baelyn live in a modest sized manor house around the town square (#1). Around the town square are two other buildings, the trading hall (2) where commerce is generally conducted, the record’s hall (4) and a tavern called the Manticore’s Tail (6). &lt;br /&gt;
&lt;br /&gt;
The town’s temple (of Daeus) is located at #11 and the rectory (home of the priest) is next door at #9. &lt;br /&gt;
&lt;br /&gt;
'''Wyvern Tail Tavern'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook03.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;br /&gt;
[[Category:Pages with broken file links|Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27784</id>
		<title>Category:Eastbrook</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Category:Eastbrook&amp;diff=27784"/>
		<updated>2017-10-24T12:14:20Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plot Summary: Eastbrook&lt;br /&gt;
GM: Gedryn&lt;br /&gt;
Link: https://tinyurl.com/y78kssjy&lt;br /&gt;
=='''Session 1: Eastbrook Caravan'''==&lt;br /&gt;
'''''Plot Hook:''''' The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. That evening they meet the Lord’s stewart, Brother Maynard, in the tavern where they are given rooms and a modest meal and mead. There is a promise of payment of X gold for their efforts to secure the caravan for its delivery. &amp;lt;br /&amp;gt;&lt;br /&gt;
''''Town of Eastbrook:'''' Link: http://tinyurl.com/y94np6cw &amp;lt;br /&amp;gt;&lt;br /&gt;
''''House of Baelyn:''''' https://tinyurl.com/yajh33rw &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Complications:''''' While the party is getting settled and enjoying a free night in an inn, they hear trouble outside and discover that the small town has been swarmed by zombies. &amp;lt;br /&amp;gt;&lt;br /&gt;
Log: https://tinyurl.com/y8gekpry&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''Session 2: Return to Eastbrook'''==&lt;br /&gt;
'''''Plot Hook:''''' It’s the morning after the attack and people are trying to recover. Multiple people are injured or dead from the zombies and word gets out that the daughter of the local lord has been taken. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''What is Known:''''' Link: http://tinyurl.com/y8fusd89 &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Temple Map:''''' Link: http://tinyurl.com/y8boxkqm &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Black Rune:''''' Link: http://tinyurl.com/yc5cs8kq &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Log:'''''  http://tinyurl.com/yctzkgc4 &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Summary:''''' Three bloodied pages were found in the temple along with the body of the priest (Father Maynard) who had his heart cut out. As the party was wrapping up their investigation in the temple, a storm rolled in to block out the sun. Two doors at the rear of the temple were locked but the party wasn’t able to search the priest for keys before the storm rolled in and a shrieking howl was heard from outside. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''''Loose Ends:''''' &lt;br /&gt;
* Who took the daughter and where did they take her? &amp;lt;br /&amp;gt;&lt;br /&gt;
* Who/what was in the rectory next to the temple. &amp;lt;br /&amp;gt;&lt;br /&gt;
* What was so important that the zombies both broke in, killed the priest -and- took his heart?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* What are the pages about and where did they come from?  &amp;lt;br /&amp;gt;&lt;br /&gt;
* Did something send the storm or is it natural? &amp;lt;br /&amp;gt;&lt;br /&gt;
* And what is being done about the shipment of cabbages destined for the city?  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
The town of Eastbrook lies (wait for it…) east of the city of Alexandros and is considered somewhere in the fine line between large village and small town. The leader of the community, the House of Baelyn, fancies themselves as a grassroots force of the local gentry who plan on turning their small settlement into a thriving community. &lt;br /&gt;
&lt;br /&gt;
'''The Town'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook02.png|center]]&lt;br /&gt;
&lt;br /&gt;
There are seven roads that lead into and out of the town. Only the Oak Road (F and B) are considered main roads that lead to other settlements. The rest lead elsewhere within the immediate region - often used by farmers to transport their harvest to the town. &lt;br /&gt;
&lt;br /&gt;
The Lord and Lady Baelyn live in a modest sized manor house around the town square (#1). Around the town square are two other buildings, the trading hall (2) where commerce is generally conducted, the record’s hall (4) and a tavern called the Manticore’s Tail (6). &lt;br /&gt;
&lt;br /&gt;
The town’s temple (of Daeus) is located at #11 and the rectory (home of the priest) is next door at #9. &lt;br /&gt;
&lt;br /&gt;
'''Wyvern Tail Tavern'''&lt;br /&gt;
&lt;br /&gt;
[[image:eastbrook03.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Current Arcs|Eastbrook]]&lt;br /&gt;
[[Category:Pages with broken file links|Eastbrook]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27783</id>
		<title>Eastbrook Caravan</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27783"/>
		<updated>2017-10-24T12:07:57Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. &lt;br /&gt;
&lt;br /&gt;
Walery assembles. He looks eager and well-rested, standing by casually ready. &amp;quot;Mick Walery,&amp;quot; he introduces himself. &amp;quot;Present and ready.&amp;quot; He smiles, though in a slightly manic way, and attempts to look keen.&lt;br /&gt;
&lt;br /&gt;
It's early evening at the Tail and you have all been asked to gather the night before the caravan sets out so that the steward of the House of Baelyn, the local Lord, can verify that the shipment of harvest goods will be protected for the trip. There appear to be about a dozen or so folks enjoying a quiet time in the tavern, eating, drinking and the like as the steward checks off the names of the party in his ledger.&lt;br /&gt;
&lt;br /&gt;
Duthei, for their part, looks pleased to be there, and equally pleased to be this very...strange...pretty person of indeterminate gender. In armor. With a polearm. But /such/ a nice smile. So in the background they loom, waiting for something interesting to happen.&lt;br /&gt;
Stepping in, Felicia moves in with a walking stick and looks about for a moment, but she lingers by the door....at least for the moment. She seems to be waiting for someone.....&lt;br /&gt;
&lt;br /&gt;
Not long after Felicia strides in Serraphine. Fi walks with the sound of chain and plate. Her bright yellow eyes scanning and finding her target almost immediately. Another Arvek! She strides forward and slaps her on the back, &amp;quot;Felicia.&amp;quot; She says, &amp;quot;A fine adventure you've started us on already. Thank you for telling me of it. You know, I dare say, this place looks far less corrupt and there's no elves that like to hang you upside down with magic here. A fine place to be indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patrons have spread out around the tavern, favoring this seat and that as meals are set down beside them, ale and mead is served by a passing barmaid and a low fire crackles in the back. Seated near the hearth, a man in commoner clothing nurses the mug of ale set down before him as though he hadn't drank anything in days. His pants are muddy near the cuffs and his shirt sleeves appear stained and torn in places. One might take him as either a farm hand or perhaps working on a local logging crew. %R%rAt the slightest sound in the tavern - anything that might fall in one of those rare quiet moments between conversations, his attention snaps to the doors and windows like a cat that had it's tail caught under a rocking chair. &lt;br /&gt;
&lt;br /&gt;
(OOC) Here's a map. Table E has been set aside for your party. Strange man is seated at F. The steward is at D with the table covered in papers and ledgers. http://goo.gl/DeDVni&lt;br /&gt;
&lt;br /&gt;
Felicia smiles to Fi before she makes her way for the table and has a seat. She's not overly loud, and she orders a bit of food and drink. &amp;quot;Strange that the guild would send us here. I wonder what's wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery has entered and announced himself and no one's responded to him. So he shrugs, comes in, and sits down. If they want to hire him, they can come and find him.&lt;br /&gt;
&lt;br /&gt;
Where Felicia is being quiet, Serraphine is louder, she spots the man that was at the guild when they set out. &amp;quot;Mick!&amp;quot; She calls out to him, and beckons at him to join the table of Felicia and Fi, &amp;quot;Get over here. We'll build our fellowship over meat and mead! On the road is no such place to do that!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Fi tromps her way over, looking a deal sight better as she grins widely to Felicia, &amp;quot;Oh who cares. I mean, if you really wanna throw strange in a pot and stir, one could ask why he's hiring outside help for guard work. But who cares, meat and mead, Felicia. Meat. And. Mead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Steward sends over the barmaid, Marista, to check if Walery was sent by the guild. If so, she was told to have him come over and sign in on the register at the Steward’s table. Everything, it seems, must be signed, sealed, checked and rechecked with this one. The food served here is oddly good. Roasted beef chunks in a meaty gravy with plenty of veggies and spices. The bread...oh...the bread crackles in your hand as you tear into the crust releasing a savory aroma of soft, carbolicious delights within. The mead is seasonal as it is with most taverns. As it is autumn, they serve a spiced apple variety that matches the food nicely. &lt;br /&gt;
&lt;br /&gt;
Walery ohs as Serraphine calls out. &amp;quot;Hello there,&amp;quot; he calls back, and will join the ladies and build some fellowship. &amp;quot;I won't say no to that,&amp;quot; he adds with a grin. &amp;quot;Or to meat and mead. Did you see the fellow that's hiring us?&amp;quot; he asks. The the barmaid comes over. &amp;quot;Yes, I was sent by the guild,&amp;quot; he says, &amp;quot;as were my friends.&amp;quot; He'll tell Serraphine and Felicia about the sign in thing with a shrug and do so himself.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now this is the kind of food that you dream about in camp.&amp;quot; Felicia says to Fi....and digs into the food. Felicia actually sits there and savors the food. &amp;quot;this is the kind of food that will make you fat. You earn this sort of food, but then she sips the ale. &amp;quot;Drink too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine was half way seated when it comes to an abrupt halt and she looks over at Walery. A pause, a turn of her head to the meat and mead... &amp;quot;To hells with it, I guess I wasn't hungry yet anyway.&amp;quot; She claps Felicia on the shoulder, &amp;quot;Keep eating, I'll write you down too by proxy.&amp;quot; And Serraphine stands back up to make her way over to the table. &lt;br /&gt;
          &amp;quot;Thank you, Mick.&amp;quot; She says with a nod and strides over toward the table. When she notices the Steward look away, she'll throw her head back and cry to the heaven's in silent anguish. She was so close. So close.&lt;br /&gt;
&lt;br /&gt;
The stranger is drinking himself into oblivion at a small table by the hearth. Other patrons give him the occasional odd glance suggesting that he’s not one of the usual customers. As the sky grows darker outside, his voice grows louder from its original muttering.&lt;br /&gt;
&lt;br /&gt;
“The sky just went dark. Like it was midnight on a moonless night.” The drunk man says.&lt;br /&gt;
”I heard screams and howls...and then the darkness was gone.”&lt;br /&gt;
&lt;br /&gt;
Those who hear his stories ignore the part where the sun went dark (or the sky went dark), but comment that there have been sightings of wild beasts and plenty of wolves in the area more so than normal.&lt;br /&gt;
&lt;br /&gt;
An older, sagely man seems to break the half-quiet mutterings of the patrons by saying that it was the logging that was done to open up more fields for farming. The lumberjacks are always stirring up trouble out there.&lt;br /&gt;
&lt;br /&gt;
”And everyone was dead…” the drunkard bites out bitterly between swigs of his drink. &lt;br /&gt;
&lt;br /&gt;
Felicia had been paying attention, even while she eats, and listens to the mutterings of the drunken man. She peers outside and rubs her chin. It's then she starts to eat slower. &amp;quot;Strange....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery eyes the talky guy. To Serraphine, he asks, &amp;quot;Do you know who we're here to see?&amp;quot; He'll sample the food, but he's no foodie. It's good, but it's just food.&lt;br /&gt;
&lt;br /&gt;
Serraphine will give a shrug of her shoulders, &amp;quot;I know that it's the Lord Baelyn, but that's about it.&amp;quot; She says, after having signed in for both her and Felicia. She would go back to grab her plate and her mead, and then start on over toward the ranting drunk man. &lt;br /&gt;
          &amp;quot;But let's see if I can't find out why instead of who.&amp;quot; She says with a flash of a smile that's all teeth from the hobgoblin - she is an Arvek after all - before sitting down across from the drunk man. &lt;br /&gt;
          &amp;quot;All dead you say?&amp;quot; She arches her brows, &amp;quot;By why? Here. Have some mead, it's quite good.&amp;quot; She slides the cup across to him.&lt;br /&gt;
The man has fear in his eyes - that primal fear that doesn’t go away with a hot bath and a full belly. Any offer to help pull that stain from his mind is met with the desperate need of a starving man. &lt;br /&gt;
&lt;br /&gt;
Perception check (Audible)&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (1)+6: 7 (EPIC FAIL)&lt;br /&gt;
GAME: Serraphine rolls Perception: (16)+3: 19&lt;br /&gt;
&lt;br /&gt;
The faint sound of a commotion can be heard outside. At first it sounds just like someone’s whooping in surprise or perhaps they were startled by something but then you pick up the sound of smashing glass and the garbled screams of pain and bone-chilling panic. %R%RMany in the tavern fall quiet as they too hear the sounds in the distance and silence themselves to get a better read on what it might be. As you rise to investigate an unmistakably inhuman sound breaches the self-imposed silence.%R%R http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
Walery hears little more than the general noise and such of the tavern folk.&lt;br /&gt;
&lt;br /&gt;
Serraphine takes another bite of her food as she stares at the man across from her, just about to ask further questions in regard to the comments he's made. This seems like something that may heed listening to, for even a madman can be right on the wrong days. When... What is that? Her head cants to the side and she whips her head back to the table they used to all sit at. &lt;br /&gt;
          &amp;quot;Mick! Felicia! Come with me.&amp;quot; And she plants her hands firmly on the table, pushing up from her chair to her full height and takes a step toward the door.&lt;br /&gt;
&lt;br /&gt;
Walery huhs as Serraphine calls out to him, but he puts his food down and will follow where she leads, unslinging his death ray just in case.&lt;br /&gt;
&lt;br /&gt;
\\It’s full dark outside - a moonless night that blinds the eye. Bandits? Reavers? Groups of four to six figures pounce with animalistic fury upon anyone caught outside, their shapes only silhouetted by the occasional lamp or glow from a window. The ‘figures’ move fast but it’s the sheer number of them that catch folk off guard. This is not one gathering but rather -dozens- of such groups. The town is polluted with them; a swarm of what can only be described in one word: zombies. &lt;br /&gt;
&lt;br /&gt;
...and they're getting closer and closer to the Tail.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;And here I thought this would /not/ be a shield day.&amp;quot; Serraphine says as she sees the sheer mass of them. The Arvek reaches behind her and smoothly slides her hand into the straps, sliding her arm up to free the kite shield emblazoned with the mark of Serriel. She brings the arm up, grabbing each strap between her teeth and cinching it down before her hand reaches for the hilt of her sword. She slides it free from the scabbard with the slither of leather on steel. &lt;br /&gt;
          &amp;quot;TO ME!&amp;quot; She yells out to friend and foe alike, &amp;quot;TO THE TAVERN!&amp;quot; A call to beckon people to safety as she bring her shield in to clatter against a pauldron of her breastplate. &lt;br /&gt;
          &amp;quot;Mick. If it goes bad, get inside, bar the door, shoot through the windows. We leave no one behind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods to Serraphine as he activates his titan armor's enhancements, a reticle sliding from his helmet and in front of his eye as he shoulders his death ray. He sets the selector to FIRE because fire for zombies. &amp;quot;Will do,&amp;quot; he affirms as he picks out the closest targets.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls knowledge/religion: (6)+8: 14&lt;br /&gt;
GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
Detect Evil: GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
&lt;br /&gt;
The paladin’s words ring out in the chaos of the streets. Some people try and board themselves up in their homes - kicking and punching the undead as they try and break in. Others make a run for it down the streets only to be pounced upon like rabbits being run down by a pack of wolves. The call to aid seems to have attracted the attention of at least three groups - all of which turn their attentions towards the tavern with near hive-like synchronicity. Fifteen or so heads snap towards the paladin and their eyes flash a dull violet glow in unison. There’s a pause...and then they charge straight for the doors.&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'A. Undead don't normally act with such precise action. B. They don't normally &amp;quot;run&amp;quot; let alone charge with animalistic ferrosity. C. When they looked at you, your detect evil sense spiked over to the right - as though there were a greater evil presence in that direction.'&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls initiative: 12 + 2 = 14&lt;br /&gt;
GAME: Serraphine rolls initiative: 14 + 1 = 15&lt;br /&gt;
GAME: You roll initiative for Zombie Group1: Roll: 2 + Bonus: 1 = Total: 3&lt;br /&gt;
GAME: You roll initiative for Zombie Group2: Roll: 9 + Bonus: 1 = Total: 10&lt;br /&gt;
GAME: You roll initiative for Zombie Group3: Roll: 20 + Bonus: 1 = Total: 21&lt;br /&gt;
GAME: Walery rolls initiative: 16 + 4 = 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Okey dokey. ZGroup 3 is first. They are closing distance to the door (same with the others). Wal has first init at the door. Whatcha gonna do?&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;+ninit&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;so you can keep track.&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 21.&lt;br /&gt;
      It is now Zombie Group3's turn! Walery is next!&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Death ray one of the zombies. Fiery death ray&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 20.&lt;br /&gt;
      It is now Walery's turn! Serraphine is next!&lt;br /&gt;
GAME: Note Flat-footed on Walery ended.&lt;br /&gt;
Walery activates his titan armor.&lt;br /&gt;
GAME: Walery activates his Titan Armor, gaining: +4 Dex&lt;br /&gt;
GAME: Walery rolls 1d20+7: (4)+7: 11&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Vs touch&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Hit. They are Ac 10 vs touch. 14 norm.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Roll dam&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (3)+5: 8&lt;br /&gt;
&lt;br /&gt;
Walery shoulders his weapon from where he stands, holding his ground for the moment, though he's not entirely sure of the wisdom of the plan. Pulling the trigger, a red beam, solid fire, if kinda thin, not the wussy stuff you get out of stoves and fireplaces but real, hot death, slams into the lead zombie and it stumbles.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia casts Bless. Caster Level: 3 DC: 14&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stay back with me, Fi. No one makes it to the door.&amp;quot; Felicia growls as she taps her staff on the ground, and Walery and Fi can feel guiding light upon their aim…&lt;br /&gt;
&lt;br /&gt;
Summary: 15 zombies (3 groups of 5) are charging towards the front doors of the tavern. Serra and Fi are standing as a barrier between them and the door. Wal is at the door trying to pick the zombies as they approach to melee range. Group 3 is closest and Serra/Fi could get into a melee slog with them but then that would give groups 1-2 time to close the distance and add to the attack.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Weapon1 +3: (9)+6+3: 18&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (6)+2: 8&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felicia.&amp;quot; Serraphine keeps her eyes outward toward the undead creatures and she gestures out with her bastard sword to the oncoming mass. &amp;quot;Evil. And they're acting funny. Think there's something bigger going on here.&amp;quot; Another clang as she bounces the shield off the pauldron again. &amp;quot;We're guarding the people, not wading into it.&amp;quot; And that's when the undead finally close in enough. She grins as she holds up the shield to show them the symbol before her blade arcs out over top and flashes down into the group of zombies as they finally get in close enough for her to bring steel to flesh. &lt;br /&gt;
          &amp;quot;By Serriel's might, you will be killed.&amp;quot; And her blade cuts down several of their number with severed torso and heads leaving them a mess of tangled parts. Only three in that group remains.&lt;br /&gt;
&lt;br /&gt;
ROUND 2&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (12)+d20+2: 14&lt;br /&gt;
&lt;br /&gt;
Group 3 going for the paladin. &lt;br /&gt;
2 hits on the paladin. &lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
&lt;br /&gt;
GAME: You damaged Serraphine for 18 points of nonlethal. 18 total.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (9)+9: 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;you were going for an undamaged one or damaged?&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (5)+5: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Damaged&amp;quot;\&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Damaged dead...er.&amp;quot;&lt;br /&gt;
Walery's next shot sends a zombie up in flames and it's incinerated!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;channel energy to hit them ALL!&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;and combat advice for Fi.&amp;quot;&lt;br /&gt;
GAME: Felicia rolls 2d6: (6): 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g2 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g1 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold fast, Fi. They won't get past us.&amp;quot; Felicia mouth turns into a sneer. &amp;quot;YOU HAVE TWO OF THE MAIDEN OF BATTLE HERE TO STOP YOU FROM GETTING TO THESE PEOPLE! BY THE GRACE OF THE MAIDEN OF BATTLE....I COMMAND YOU.......BEGONE!&amp;quot; At that last word, blue dome expands from Felicia....and all of the zombies look really really haggard afterwards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn shakes his head. Group 3 is the closest. They're in melee range. You have hit them, Wal has damaged one and killed one. (2 dead). Three remain who are all injured (as well as the ones in the other group)&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;injured because of Fe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls weapon1: (12)+6: 18&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine says, &amp;quot;+3.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia nods.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit, roll dam.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (8)+2: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;3rd member of group 3 dead. 2 remain.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;BUT...perception checks please. (as we go into the next round)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls Perception: (19)+3: 22&lt;br /&gt;
GAME: Felicia rolls perception: (1)+3: 4 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
You paged (Serraphine, Walery) with 'You see three additional groups that have stopped what they were doing, turned simultaneously, eyes flashed, and started to charge towards you.'&lt;br /&gt;
&lt;br /&gt;
The remaining two zombies in the first group flail and scratch at the paladin's armor in a hopeless attempt to bring her down. Their pummeling fists and jabs do little but make noise.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (7)+9: 16&lt;br /&gt;
GAME: Walery rolls 1d6+5: (1)+5: 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;dead. 1 left in group 3. GRoups 1 and 2 are in melee range.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Uh, more badguys incoming,&amp;quot; he warns as he shoulders his death ray and shoots another beam of fire at a zombie. Picking them off one at a time isnn't awesome, but it's the best he can do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine will fight defensively for it.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;k.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls Weapon1 -4 +3: (17)+6+-4+3: 22&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;You still have +3 to hit.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
SUmmary: GRoup 3=1 left, GRoup 1=4 left. Group 2=5 left&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls 2d6: (5): 5&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;on all of them.&amp;quot;&lt;br /&gt;
Summary: Group 3=Dead. Group 1=3 at 1 hp. Group 2=5 at 1hp. &lt;br /&gt;
&lt;br /&gt;
Serraphine swings her sword into the mass of zombies still attacking them, striking down another of the group before other start to pile in toward Felicia. She gives a quick glance back, her shield pulling up to fend off the two laying into her shield still. &amp;quot;Felicia, We have more on the way.&amp;quot; Then the woman's head whips back in time to see one of them drop to Walery's shot and the rest finally come in close. &lt;br /&gt;
          &amp;quot;FIGHT ME!&amp;quot; She yells, clanging the sword off of her shield before she turns to one of the new ones and slices out with her bastard sword. Her steel lashing out and severing another head from its torso. &amp;quot;I am the wrath of Serriel!&amp;quot; She yells out further, throwing her arms wide for a moment as if she was the one channeling the energy before tucking behind her shield.&lt;br /&gt;
&lt;br /&gt;
Felicia smiles towards Fi. &amp;quot;Watch your left.&amp;quot; She then turns in the opposite direction. &amp;quot;BEGONE!!!!&amp;quot; and the pulse of energy erupts from her again. the zombies drop to their bellies as they keep crawling. &lt;br /&gt;
&lt;br /&gt;
Group 2 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (5)+-2: 3&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (19)+-2: 17&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (1)+-2: -1 (EPIC FAIL)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (3)+-2: 1&lt;br /&gt;
&lt;br /&gt;
Group 1 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (11)+-2: 9&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (9)+-2: 7&lt;br /&gt;
&lt;br /&gt;
Next Round&lt;br /&gt;
Perception Check&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls perception: (11)+3: 14&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls perception: (9)+3: 12&lt;br /&gt;
&lt;br /&gt;
In that moment where the first three groups have been handled and the next three are charging at you with a quadrupedal lope, you spy three additional figures on the roofs of houses across the street (#5, 7 and 2 on the map). These figures are wearing ragged clothes but their skin is bone white. They are apparently operating independently of the groups and are watching the party at the tavern. One lets out a howl and is joined by the other two.This appears to be a rallying cry as other groups can be heard closing on your position.  http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
You paged Walery with 'Also, as the call goes out by the 3 figures, you hear the thundrous charge of groups -behind- the tavern as well.'&lt;br /&gt;
&lt;br /&gt;
felicia takes a deep breath. &amp;quot;That can't be good. are you hurt, Fi?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Hey, it sounds like there's more coming from behind the tavern as well. It's been nice knowing you,&amp;quot; he adds fatalistically as he mutters, &amp;quot;By Reos, you end now.&amp;quot; He fires the death ray again aiming at one of the guys on the roof, but his shot is wide right.&lt;br /&gt;
&lt;br /&gt;
After the shot taken by Walery misses one of the figures on the buildings, they each move away as though they had decided to be elsewhere. The charging groups of undead turn in mid-sprint in much the same way a flock of birds seamlessly change direction mid-flight.&lt;br /&gt;
&lt;br /&gt;
Felicia looks about as the wolves change direction. &amp;quot;Well...we know who's controll those things.&amp;quot; She then turns to the tavern and knocks. &amp;quot;They're gone....let us in.&amp;quot; She then grins to Fi. &amp;quot;Great going Fi. Nothing can get past us.&amp;quot; And she forearm bumps her, up high.&lt;br /&gt;
&lt;br /&gt;
Serraphine looks up toward the house tops as she grins widely at the sounds that she hears. &amp;quot;That. That is the sound I heard inside the tavern.&amp;quot; She raises the sword, the tapering blade's tip pointing toward one of them on the rooftop as Walery shoots at it. She grins wider still and looks back toward Felicia. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You found a good job. Seriously, and we get away from the hidden slave den that is Alexandria.&amp;quot; A nod, she looks back forward and smoothly flips the sword around in her grasp to a reversed grip. She would never use this in an actual fight... she drives the point down through one of the Zombie's necks that are clammering at her feet. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;By Serriel, this is a good day.&amp;quot; A wet sucking sound as she pulls it up out of the neck and changes her grip again with a smooth flip of the blade. Not a showy flip, simple, precise.&lt;br /&gt;
&lt;br /&gt;
[[Category: Eastbrook]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Eastbrook Caravan]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27782</id>
		<title>Eastbrook Caravan</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Eastbrook_Caravan&amp;diff=27782"/>
		<updated>2017-10-24T12:07:13Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: Created page with &amp;quot;The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party has been hired by a leader in the town of Eastbrook (a day’s journey east of the city) to help escort a small caravan of cargo that are currently being gathered and will be ready shortly. Lord Hagar Baelyn, ruler of the town has asked the party to assemble the day prior to when the caravan will head out. &lt;br /&gt;
&lt;br /&gt;
Walery assembles. He looks eager and well-rested, standing by casually ready. &amp;quot;Mick Walery,&amp;quot; he introduces himself. &amp;quot;Present and ready.&amp;quot; He smiles, though in a slightly manic way, and attempts to look keen.&lt;br /&gt;
&lt;br /&gt;
It's early evening at the Tail and you have all been asked to gather the night before the caravan sets out so that the steward of the House of Baelyn, the local Lord, can verify that the shipment of harvest goods will be protected for the trip. There appear to be about a dozen or so folks enjoying a quiet time in the tavern, eating, drinking and the like as the steward checks off the names of the party in his ledger.&lt;br /&gt;
&lt;br /&gt;
Duthei, for their part, looks pleased to be there, and equally pleased to be this very...strange...pretty person of indeterminate gender. In armor. With a polearm. But /such/ a nice smile. So in the background they loom, waiting for something interesting to happen.&lt;br /&gt;
Stepping in, Felicia moves in with a walking stick and looks about for a moment, but she lingers by the door....at least for the moment. She seems to be waiting for someone.....&lt;br /&gt;
&lt;br /&gt;
Not long after Felicia strides in Serraphine. Fi walks with the sound of chain and plate. Her bright yellow eyes scanning and finding her target almost immediately. Another Arvek! She strides forward and slaps her on the back, &amp;quot;Felicia.&amp;quot; She says, &amp;quot;A fine adventure you've started us on already. Thank you for telling me of it. You know, I dare say, this place looks far less corrupt and there's no elves that like to hang you upside down with magic here. A fine place to be indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patrons have spread out around the tavern, favoring this seat and that as meals are set down beside them, ale and mead is served by a passing barmaid and a low fire crackles in the back. Seated near the hearth, a man in commoner clothing nurses the mug of ale set down before him as though he hadn't drank anything in days. His pants are muddy near the cuffs and his shirt sleeves appear stained and torn in places. One might take him as either a farm hand or perhaps working on a local logging crew. %R%rAt the slightest sound in the tavern - anything that might fall in one of those rare quiet moments between conversations, his attention snaps to the doors and windows like a cat that had it's tail caught under a rocking chair. &lt;br /&gt;
&lt;br /&gt;
(OOC) Here's a map. Table E has been set aside for your party. Strange man is seated at F. The steward is at D with the table covered in papers and ledgers. http://goo.gl/DeDVni&lt;br /&gt;
&lt;br /&gt;
Felicia smiles to Fi before she makes her way for the table and has a seat. She's not overly loud, and she orders a bit of food and drink. &amp;quot;Strange that the guild would send us here. I wonder what's wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery has entered and announced himself and no one's responded to him. So he shrugs, comes in, and sits down. If they want to hire him, they can come and find him.&lt;br /&gt;
&lt;br /&gt;
Where Felicia is being quiet, Serraphine is louder, she spots the man that was at the guild when they set out. &amp;quot;Mick!&amp;quot; She calls out to him, and beckons at him to join the table of Felicia and Fi, &amp;quot;Get over here. We'll build our fellowship over meat and mead! On the road is no such place to do that!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Fi tromps her way over, looking a deal sight better as she grins widely to Felicia, &amp;quot;Oh who cares. I mean, if you really wanna throw strange in a pot and stir, one could ask why he's hiring outside help for guard work. But who cares, meat and mead, Felicia. Meat. And. Mead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Steward sends over the barmaid, Marista, to check if Walery was sent by the guild. If so, she was told to have him come over and sign in on the register at the Steward’s table. Everything, it seems, must be signed, sealed, checked and rechecked with this one. The food served here is oddly good. Roasted beef chunks in a meaty gravy with plenty of veggies and spices. The bread...oh...the bread crackles in your hand as you tear into the crust releasing a savory aroma of soft, carbolicious delights within. The mead is seasonal as it is with most taverns. As it is autumn, they serve a spiced apple variety that matches the food nicely. &lt;br /&gt;
&lt;br /&gt;
Walery ohs as Serraphine calls out. &amp;quot;Hello there,&amp;quot; he calls back, and will join the ladies and build some fellowship. &amp;quot;I won't say no to that,&amp;quot; he adds with a grin. &amp;quot;Or to meat and mead. Did you see the fellow that's hiring us?&amp;quot; he asks. The the barmaid comes over. &amp;quot;Yes, I was sent by the guild,&amp;quot; he says, &amp;quot;as were my friends.&amp;quot; He'll tell Serraphine and Felicia about the sign in thing with a shrug and do so himself.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now this is the kind of food that you dream about in camp.&amp;quot; Felicia says to Fi....and digs into the food. Felicia actually sits there and savors the food. &amp;quot;this is the kind of food that will make you fat. You earn this sort of food, but then she sips the ale. &amp;quot;Drink too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serraphine was half way seated when it comes to an abrupt halt and she looks over at Walery. A pause, a turn of her head to the meat and mead... &amp;quot;To hells with it, I guess I wasn't hungry yet anyway.&amp;quot; She claps Felicia on the shoulder, &amp;quot;Keep eating, I'll write you down too by proxy.&amp;quot; And Serraphine stands back up to make her way over to the table. &lt;br /&gt;
          &amp;quot;Thank you, Mick.&amp;quot; She says with a nod and strides over toward the table. When she notices the Steward look away, she'll throw her head back and cry to the heaven's in silent anguish. She was so close. So close.&lt;br /&gt;
&lt;br /&gt;
The stranger is drinking himself into oblivion at a small table by the hearth. Other patrons give him the occasional odd glance suggesting that he’s not one of the usual customers. As the sky grows darker outside, his voice grows louder from its original muttering.&lt;br /&gt;
&lt;br /&gt;
“The sky just went dark. Like it was midnight on a moonless night.” The drunk man says.&lt;br /&gt;
”I heard screams and howls...and then the darkness was gone.”&lt;br /&gt;
&lt;br /&gt;
Those who hear his stories ignore the part where the sun went dark (or the sky went dark), but comment that there have been sightings of wild beasts and plenty of wolves in the area more so than normal.&lt;br /&gt;
&lt;br /&gt;
An older, sagely man seems to break the half-quiet mutterings of the patrons by saying that it was the logging that was done to open up more fields for farming. The lumberjacks are always stirring up trouble out there.&lt;br /&gt;
&lt;br /&gt;
”And everyone was dead…” the drunkard bites out bitterly between swigs of his drink. &lt;br /&gt;
&lt;br /&gt;
Felicia had been paying attention, even while she eats, and listens to the mutterings of the drunken man. She peers outside and rubs her chin. It's then she starts to eat slower. &amp;quot;Strange....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery eyes the talky guy. To Serraphine, he asks, &amp;quot;Do you know who we're here to see?&amp;quot; He'll sample the food, but he's no foodie. It's good, but it's just food.&lt;br /&gt;
&lt;br /&gt;
Serraphine will give a shrug of her shoulders, &amp;quot;I know that it's the Lord Baelyn, but that's about it.&amp;quot; She says, after having signed in for both her and Felicia. She would go back to grab her plate and her mead, and then start on over toward the ranting drunk man. &lt;br /&gt;
          &amp;quot;But let's see if I can't find out why instead of who.&amp;quot; She says with a flash of a smile that's all teeth from the hobgoblin - she is an Arvek after all - before sitting down across from the drunk man. &lt;br /&gt;
          &amp;quot;All dead you say?&amp;quot; She arches her brows, &amp;quot;By why? Here. Have some mead, it's quite good.&amp;quot; She slides the cup across to him.&lt;br /&gt;
The man has fear in his eyes - that primal fear that doesn’t go away with a hot bath and a full belly. Any offer to help pull that stain from his mind is met with the desperate need of a starving man. &lt;br /&gt;
&lt;br /&gt;
Perception check (Audible)&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (1)+6: 7 (EPIC FAIL)&lt;br /&gt;
GAME: Serraphine rolls Perception: (16)+3: 19&lt;br /&gt;
&lt;br /&gt;
The faint sound of a commotion can be heard outside. At first it sounds just like someone’s whooping in surprise or perhaps they were startled by something but then you pick up the sound of smashing glass and the garbled screams of pain and bone-chilling panic. %R%RMany in the tavern fall quiet as they too hear the sounds in the distance and silence themselves to get a better read on what it might be. As you rise to investigate an unmistakably inhuman sound breaches the self-imposed silence.%R%R http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
Walery hears little more than the general noise and such of the tavern folk.&lt;br /&gt;
&lt;br /&gt;
Serraphine takes another bite of her food as she stares at the man across from her, just about to ask further questions in regard to the comments he's made. This seems like something that may heed listening to, for even a madman can be right on the wrong days. When... What is that? Her head cants to the side and she whips her head back to the table they used to all sit at. &lt;br /&gt;
          &amp;quot;Mick! Felicia! Come with me.&amp;quot; And she plants her hands firmly on the table, pushing up from her chair to her full height and takes a step toward the door.&lt;br /&gt;
&lt;br /&gt;
Walery huhs as Serraphine calls out to him, but he puts his food down and will follow where she leads, unslinging his death ray just in case.&lt;br /&gt;
&lt;br /&gt;
\\It’s full dark outside - a moonless night that blinds the eye. Bandits? Reavers? Groups of four to six figures pounce with animalistic fury upon anyone caught outside, their shapes only silhouetted by the occasional lamp or glow from a window. The ‘figures’ move fast but it’s the sheer number of them that catch folk off guard. This is not one gathering but rather -dozens- of such groups. The town is polluted with them; a swarm of what can only be described in one word: zombies. &lt;br /&gt;
&lt;br /&gt;
...and they're getting closer and closer to the Tail.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;And here I thought this would /not/ be a shield day.&amp;quot; Serraphine says as she sees the sheer mass of them. The Arvek reaches behind her and smoothly slides her hand into the straps, sliding her arm up to free the kite shield emblazoned with the mark of Serriel. She brings the arm up, grabbing each strap between her teeth and cinching it down before her hand reaches for the hilt of her sword. She slides it free from the scabbard with the slither of leather on steel. &lt;br /&gt;
          &amp;quot;TO ME!&amp;quot; She yells out to friend and foe alike, &amp;quot;TO THE TAVERN!&amp;quot; A call to beckon people to safety as she bring her shield in to clatter against a pauldron of her breastplate. &lt;br /&gt;
          &amp;quot;Mick. If it goes bad, get inside, bar the door, shoot through the windows. We leave no one behind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery nods to Serraphine as he activates his titan armor's enhancements, a reticle sliding from his helmet and in front of his eye as he shoulders his death ray. He sets the selector to FIRE because fire for zombies. &amp;quot;Will do,&amp;quot; he affirms as he picks out the closest targets.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls knowledge/religion: (6)+8: 14&lt;br /&gt;
GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
Detect Evil: GAME: Serraphine rolls Knowledge/Religion: (20)+7: 27&lt;br /&gt;
&lt;br /&gt;
The paladin’s words ring out in the chaos of the streets. Some people try and board themselves up in their homes - kicking and punching the undead as they try and break in. Others make a run for it down the streets only to be pounced upon like rabbits being run down by a pack of wolves. The call to aid seems to have attracted the attention of at least three groups - all of which turn their attentions towards the tavern with near hive-like synchronicity. Fifteen or so heads snap towards the paladin and their eyes flash a dull violet glow in unison. There’s a pause...and then they charge straight for the doors.&lt;br /&gt;
&lt;br /&gt;
You paged Serraphine with 'A. Undead don't normally act with such precise action. B. They don't normally &amp;quot;run&amp;quot; let alone charge with animalistic ferrosity. C. When they looked at you, your detect evil sense spiked over to the right - as though there were a greater evil presence in that direction.'&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls initiative: 12 + 2 = 14&lt;br /&gt;
GAME: Serraphine rolls initiative: 14 + 1 = 15&lt;br /&gt;
GAME: You roll initiative for Zombie Group1: Roll: 2 + Bonus: 1 = Total: 3&lt;br /&gt;
GAME: You roll initiative for Zombie Group2: Roll: 9 + Bonus: 1 = Total: 10&lt;br /&gt;
GAME: You roll initiative for Zombie Group3: Roll: 20 + Bonus: 1 = Total: 21&lt;br /&gt;
GAME: Walery rolls initiative: 16 + 4 = 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Okey dokey. ZGroup 3 is first. They are closing distance to the door (same with the others). Wal has first init at the door. Whatcha gonna do?&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;+ninit&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;so you can keep track.&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 21.&lt;br /&gt;
      It is now Zombie Group3's turn! Walery is next!&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Death ray one of the zombies. Fiery death ray&amp;quot;&lt;br /&gt;
GAME: Gedryn advances the initiative order.&lt;br /&gt;
      Round One - Init 20.&lt;br /&gt;
      It is now Walery's turn! Serraphine is next!&lt;br /&gt;
GAME: Note Flat-footed on Walery ended.&lt;br /&gt;
Walery activates his titan armor.&lt;br /&gt;
GAME: Walery activates his Titan Armor, gaining: +4 Dex&lt;br /&gt;
GAME: Walery rolls 1d20+7: (4)+7: 11&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Vs touch&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Hit. They are Ac 10 vs touch. 14 norm.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Roll dam&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (3)+5: 8&lt;br /&gt;
&lt;br /&gt;
Walery shoulders his weapon from where he stands, holding his ground for the moment, though he's not entirely sure of the wisdom of the plan. Pulling the trigger, a red beam, solid fire, if kinda thin, not the wussy stuff you get out of stoves and fireplaces but real, hot death, slams into the lead zombie and it stumbles.&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia casts Bless. Caster Level: 3 DC: 14&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stay back with me, Fi. No one makes it to the door.&amp;quot; Felicia growls as she taps her staff on the ground, and Walery and Fi can feel guiding light upon their aim…&lt;br /&gt;
&lt;br /&gt;
Summary: 15 zombies (3 groups of 5) are charging towards the front doors of the tavern. Serra and Fi are standing as a barrier between them and the door. Wal is at the door trying to pick the zombies as they approach to melee range. Group 3 is closest and Serra/Fi could get into a melee slog with them but then that would give groups 1-2 time to close the distance and add to the attack.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls Weapon1 +3: (9)+6+3: 18&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (6)+2: 8&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felicia.&amp;quot; Serraphine keeps her eyes outward toward the undead creatures and she gestures out with her bastard sword to the oncoming mass. &amp;quot;Evil. And they're acting funny. Think there's something bigger going on here.&amp;quot; Another clang as she bounces the shield off the pauldron again. &amp;quot;We're guarding the people, not wading into it.&amp;quot; And that's when the undead finally close in enough. She grins as she holds up the shield to show them the symbol before her blade arcs out over top and flashes down into the group of zombies as they finally get in close enough for her to bring steel to flesh. &lt;br /&gt;
          &amp;quot;By Serriel's might, you will be killed.&amp;quot; And her blade cuts down several of their number with severed torso and heads leaving them a mess of tangled parts. Only three in that group remains.&lt;br /&gt;
&lt;br /&gt;
ROUND 2&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (19)+d20+2: 21&lt;br /&gt;
GAME: Gedryn rolls d20+2: (12)+d20+2: 14&lt;br /&gt;
&lt;br /&gt;
Group 3 going for the paladin. &lt;br /&gt;
2 hits on the paladin. &lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
GAME: Gedryn rolls 1d6+4: (5)+4: 9&lt;br /&gt;
&lt;br /&gt;
GAME: You damaged Serraphine for 18 points of nonlethal. 18 total.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (9)+9: 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;you were going for an undamaged one or damaged?&amp;quot;&lt;br /&gt;
GAME: Walery rolls 1d6+5: (5)+5: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Walery says, &amp;quot;Damaged&amp;quot;\&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;Damaged dead...er.&amp;quot;&lt;br /&gt;
Walery's next shot sends a zombie up in flames and it's incinerated!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;channel energy to hit them ALL!&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;and combat advice for Fi.&amp;quot;&lt;br /&gt;
GAME: Felicia rolls 2d6: (6): 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g2 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;g1 has turned to Felicia. will be melee next rnd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold fast, Fi. They won't get past us.&amp;quot; Felicia mouth turns into a sneer. &amp;quot;YOU HAVE TWO OF THE MAIDEN OF BATTLE HERE TO STOP YOU FROM GETTING TO THESE PEOPLE! BY THE GRACE OF THE MAIDEN OF BATTLE....I COMMAND YOU.......BEGONE!&amp;quot; At that last word, blue dome expands from Felicia....and all of the zombies look really really haggard afterwards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn shakes his head. Group 3 is the closest. They're in melee range. You have hit them, Wal has damaged one and killed one. (2 dead). Three remain who are all injured (as well as the ones in the other group)&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;injured because of Fe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME: Serraphine rolls weapon1: (12)+6: 18&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine says, &amp;quot;+3.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia nods.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit, roll dam.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (8)+2: 10&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;3rd member of group 3 dead. 2 remain.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;BUT...perception checks please. (as we go into the next round)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls Perception: (19)+3: 22&lt;br /&gt;
GAME: Felicia rolls perception: (1)+3: 4 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
You paged (Serraphine, Walery) with 'You see three additional groups that have stopped what they were doing, turned simultaneously, eyes flashed, and started to charge towards you.'&lt;br /&gt;
&lt;br /&gt;
The remaining two zombies in the first group flail and scratch at the paladin's armor in a hopeless attempt to bring her down. Their pummeling fists and jabs do little but make noise.&lt;br /&gt;
&lt;br /&gt;
GAME: Walery rolls 1d20+9: (7)+9: 16&lt;br /&gt;
GAME: Walery rolls 1d6+5: (1)+5: 6&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;dead. 1 left in group 3. GRoups 1 and 2 are in melee range.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Uh, more badguys incoming,&amp;quot; he warns as he shoulders his death ray and shoots another beam of fire at a zombie. Picking them off one at a time isnn't awesome, but it's the best he can do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Serraphine will fight defensively for it.&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;k.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls Weapon1 -4 +3: (17)+6+-4+3: 22&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;You still have +3 to hit.&amp;quot;&lt;br /&gt;
&amp;lt;OOC&amp;gt; Gedryn says, &amp;quot;hit.&amp;quot;&lt;br /&gt;
GAME: Serraphine rolls 1d10+2: (4)+2: 6&lt;br /&gt;
&lt;br /&gt;
SUmmary: GRoup 3=1 left, GRoup 1=4 left. Group 2=5 left&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls 2d6: (5): 5&lt;br /&gt;
&amp;lt;OOC&amp;gt; Felicia says, &amp;quot;on all of them.&amp;quot;&lt;br /&gt;
Summary: Group 3=Dead. Group 1=3 at 1 hp. Group 2=5 at 1hp. &lt;br /&gt;
&lt;br /&gt;
Serraphine swings her sword into the mass of zombies still attacking them, striking down another of the group before other start to pile in toward Felicia. She gives a quick glance back, her shield pulling up to fend off the two laying into her shield still. &amp;quot;Felicia, We have more on the way.&amp;quot; Then the woman's head whips back in time to see one of them drop to Walery's shot and the rest finally come in close. &lt;br /&gt;
          &amp;quot;FIGHT ME!&amp;quot; She yells, clanging the sword off of her shield before she turns to one of the new ones and slices out with her bastard sword. Her steel lashing out and severing another head from its torso. &amp;quot;I am the wrath of Serriel!&amp;quot; She yells out further, throwing her arms wide for a moment as if she was the one channeling the energy before tucking behind her shield.&lt;br /&gt;
&lt;br /&gt;
Felicia smiles towards Fi. &amp;quot;Watch your left.&amp;quot; She then turns in the opposite direction. &amp;quot;BEGONE!!!!&amp;quot; and the pulse of energy erupts from her again. the zombies drop to their bellies as they keep crawling. &lt;br /&gt;
&lt;br /&gt;
Group 2 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (5)+-2: 3&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (19)+-2: 17&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (1)+-2: -1 (EPIC FAIL)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (3)+-2: 1&lt;br /&gt;
&lt;br /&gt;
Group 1 is prone (1hp)&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (10)+-2: 8&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (11)+-2: 9&lt;br /&gt;
GAME: Gedryn rolls 1d20-2: (9)+-2: 7&lt;br /&gt;
&lt;br /&gt;
Next Round&lt;br /&gt;
Perception Check&lt;br /&gt;
&lt;br /&gt;
GAME: Felicia rolls perception: (11)+3: 14&lt;br /&gt;
GAME: Walery rolls perception: (9)+6: 15&lt;br /&gt;
GAME: Serraphine rolls perception: (9)+3: 12&lt;br /&gt;
&lt;br /&gt;
In that moment where the first three groups have been handled and the next three are charging at you with a quadrupedal lope, you spy three additional figures on the roofs of houses across the street (#5, 7 and 2 on the map). These figures are wearing ragged clothes but their skin is bone white. They are apparently operating independently of the groups and are watching the party at the tavern. One lets out a howl and is joined by the other two.This appears to be a rallying cry as other groups can be heard closing on your position.  http://youtu.be/2KGv86GLvXo?t=22s&lt;br /&gt;
&lt;br /&gt;
You paged Walery with 'Also, as the call goes out by the 3 figures, you hear the thundrous charge of groups -behind- the tavern as well.'&lt;br /&gt;
&lt;br /&gt;
felicia takes a deep breath. &amp;quot;That can't be good. are you hurt, Fi?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Walery says, &amp;quot;Hey, it sounds like there's more coming from behind the tavern as well. It's been nice knowing you,&amp;quot; he adds fatalistically as he mutters, &amp;quot;By Reos, you end now.&amp;quot; He fires the death ray again aiming at one of the guys on the roof, but his shot is wide right.&lt;br /&gt;
&lt;br /&gt;
After the shot taken by Walery misses one of the figures on the buildings, they each move away as though they had decided to be elsewhere. The charging groups of undead turn in mid-sprint in much the same way a flock of birds seamlessly change direction mid-flight.&lt;br /&gt;
&lt;br /&gt;
Felicia looks about as the wolves change direction. &amp;quot;Well...we know who's controll those things.&amp;quot; She then turns to the tavern and knocks. &amp;quot;They're gone....let us in.&amp;quot; She then grins to Fi. &amp;quot;Great going Fi. Nothing can get past us.&amp;quot; And she forearm bumps her, up high.&lt;br /&gt;
&lt;br /&gt;
Serraphine looks up toward the house tops as she grins widely at the sounds that she hears. &amp;quot;That. That is the sound I heard inside the tavern.&amp;quot; She raises the sword, the tapering blade's tip pointing toward one of them on the rooftop as Walery shoots at it. She grins wider still and looks back toward Felicia. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You found a good job. Seriously, and we get away from the hidden slave den that is Alexandria.&amp;quot; A nod, she looks back forward and smoothly flips the sword around in her grasp to a reversed grip. She would never use this in an actual fight... she drives the point down through one of the Zombie's necks that are clammering at her feet. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;By Serriel, this is a good day.&amp;quot; A wet sucking sound as she pulls it up out of the neck and changes her grip again with a smooth flip of the blade. Not a showy flip, simple, precise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Eastbrook Caravan]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Logs&amp;diff=27748</id>
		<title>Gedryn/Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Logs&amp;diff=27748"/>
		<updated>2017-10-20T19:52:50Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: Created page with &amp;quot;{{TableMain}} {{T01}} |colspan=&amp;quot;2&amp;quot;|RP Logs |- | &amp;lt;categorytree mode=&amp;quot;pages&amp;quot; hideroot=on&amp;gt;Gedryn&amp;lt;/categorytree&amp;gt; &amp;quot;&lt;/p&gt;
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&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|RP Logs&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;categorytree mode=&amp;quot;pages&amp;quot; hideroot=on&amp;gt;Gedryn&amp;lt;/categorytree&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Ancient_Tome_Found&amp;diff=27747</id>
		<title>Ancient Tome Found</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Ancient_Tome_Found&amp;diff=27747"/>
		<updated>2017-10-20T19:38:15Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's Kesenday, Rhaltaas 20 11:46:40 1019. The full moon isn't up. The tide is low and rising.&lt;br /&gt;
Fair weather clouds drift through the blue sky from the west. The wind is gusty.&lt;br /&gt;
&lt;br /&gt;
A14: Sage Orum's Plaza, University District&lt;br /&gt;
----&lt;br /&gt;
This is a windy, but otherwise very pleasant fall day. [[Ga'Elian Faravanilas|Ga'Elian] is meandering through the plaza, heading westward, on foot. In his hands is an ornate book.&lt;br /&gt;
&lt;br /&gt;
Having resettled in the floating city of Rune, [[Gedryn]] still makes a daily treck through the portal to check in with his former instructors at the Society of Arcanists. No longer dressed in the peasant robes of an apprentice, he's wearing something a bit more stylish though moderately priced. While stepping from the Society's headquarters he spies Eli and calls to him - in his book-tongue version of Elvish. &amp;quot;Ga'Elian...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian looks up when his name is called, and smiles, recognizing the caller. He diverts to approach. &amp;quot;Good day, master Gedryn. You seem to be doing well. Spending your time mostly in Rune nowadays, are you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gedryn walks up to a comfortable distance to the elf and bows in greeting. &amp;quot;Good day,&amp;quot; he smiles. &amp;quot;Yes, I've moved my things to a place in the floating city and have continued my studies there. My former teachers think I'm crazy for going there considering their reconstruction after the war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian handwaves the comment. &amp;quot;Oh, I doubt there's any real cause for concern. Many others seem to be quite content to reside there.&amp;quot; Then, &amp;quot;Oh. Hey. Look what I found yesterday along the Eldwyn Road. I think it might have been dropped or fallen.&amp;quot; He holds out the ornate book, which has skin-covered wood covers, and vellum pages, there are runes on the cover expertly inscribed in gold, and the leather is tooled in a geometric design. The cover is scuffed and dusty, but despite the lack of any obvious shutting mechanism, the book remains closed. Ga'Elian says, &amp;quot;The odd thing is, no matter what I've tried, I can't seem to get the darned thing to open.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young wizard's eyes focus upon the book as sharply as an owl would spy a chipmunk in the forest. With twitchy fingers he does his best to look casually interested at best and reaches for it with a polite offer. &amp;quot;Can I examine that for you?&amp;quot; Oh the eager antici....pation that crawls through his voice. The book, the pages...oh what secrets they might hold.&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn rolls intelligence: (17)+4: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn casts Detect Magic. Caster Level: 3 DC: 14&lt;br /&gt;
&lt;br /&gt;
Ga'Elian hands the book over. He says, &amp;quot;I can tell it's some sort of rune, but it isn't any I recognize, and I speak several languages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a moderate aura of abjuration and faint glimmers of transmutation and universal magic. The runes appear to be possibly ancient Kulthian, except the biggest one which seems to be the focus of the universalist magic aura.&lt;br /&gt;
&lt;br /&gt;
Ged's eyes widen as he feels the different schools of magic vibrate from within the cover. &amp;quot;There's magic here,&amp;quot; his voice speaks with obvious excitement. &amp;quot;And these,&amp;quot; he gestures across the cover of the book to the various runes enscribed, &amp;quot;...are Kulthian. These are ancient magics my friend. Where ever,&amp;quot; he has to swallow to get his heart back into his chest, &amp;quot;...wherever did you find it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian smiles, &amp;quot;Like I said, on the Eldwyn Road, just laying in the dirt.&amp;quot; He points off to the northwest. &amp;quot;There were wagon tracks, horse prints, and humanoid footprints all over the area, so I couldn't associate it with any particular source.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gedryn hrms, &amp;quot;Must have been dropped by a wizard or perhaps a book seller - though I can't imagine any wizard that would let such a prize out of their sight.&amp;quot; His half-trembling fingers dance across the surface of the book, his skin softly caressing each of the runic letters as tries to will himself to understand them. Once he's over his initial shock and awe of the tome he tries to control his rampant curiosity and examine the piece more carefully. How as it bound? What letters are written and where. How are they arranged? Are they magical in and of themselves?&lt;br /&gt;
&lt;br /&gt;
Ga'Elian shrugs, &amp;quot;As for reading ancient Kulthian, there're probably a good many folks who can do that right there in the Artificers Hall. They teach the language there, as the artifice magic of the Kulthians was extremely potent.&amp;quot; The binding is difficult to discern owing to the book being closed. Upon closer inspection, there is a small Glyph of Warding pressed into the leather at the bottom middle of the back cover. This seems to be the source of the abjuration aura.&lt;br /&gt;
&lt;br /&gt;
Gedryn asks, &amp;quot;Would you care to accompany me to the hall then - or I could accompany you. I do love a good mystery...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian nods, &amp;quot;Sure. Oh, and by the way, did you know about the tunnels that were discovered under the artificers hall last year?&amp;quot; He turns to head that way, content to let Gedryn carry the tome.&lt;br /&gt;
&lt;br /&gt;
As the two walk towards the artificer's hall, Gedryn -clutches- the book close to his chest as though protecting it from the elements like a parent might do to a child.&lt;br /&gt;
----&lt;br /&gt;
A14: Artificer's Hall&lt;br /&gt;
----&lt;br /&gt;
The Artificers Hall is just as busy as the Society of Progressive Arcanists, as there are students, researchers, and others going about various bits of business. Ga'Elian says, &amp;quot;I know the dean of Kulthian Studies, a gnomish doctor by the name of Argus Bumblebottom. His office is this way.&amp;quot; He leads out.&lt;br /&gt;
&lt;br /&gt;
Gedryn shakes his head in silent humor of the many curious names used by the Gnomes and follows the elven ranger towards the doctor's office. Staff in one hand and book in the other, dressed in the modest attire of a wizard of Rune he -feels- like a wizard for one of the first times in his life.&lt;br /&gt;
&lt;br /&gt;
Ga'Elian knocks on the professor's open door and looks inside, finding the professor half-dozing over a stack of papers, he calls, &amp;quot;Professor? Do you remember me? I have found another book that seems to want your attention.&amp;quot; At this the professor looks up wit a start, then, rising, nearly trips over his own chair as he says, &amp;quot;And how could I forget you after that business with the supposed conspiracy?&amp;quot; Ga'Elian smiles at the gnome and walks right up to the desk. My friend here, Master Gedryn of Rune, has been looking at the book, and cannot read what appear to be some Kulthian runes. Since we were nearby, I suggested that you migh be able to assist.&amp;quot; He nods for Gedryn to enter,&lt;br /&gt;
&lt;br /&gt;
Gedryn respectfully enters the Gnome's office, his eyes dancing around the space to pick up what odd and wonderful excentricities an artificer might have. The book, richly adorned with runes, is held close to his chest in a protective gesture as he bows before the master. &amp;quot;Good day professor,&amp;quot; his voice is bright, hopeful and with at least an attempt to control his excitement. Once his introductions have been made, he unfurls his grasp and extends the book for the gnome to see the front cover where the kulthian runes have been inscribed. &amp;quot;I've detected several schools of magic within the book but here,&amp;quot; he shows the rune on the spine, &amp;quot;appears to be a glyph of warding of some kind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The gnome looks at the runes, and very quickly points to the Kulthian ones. He says, &amp;quot;This means 'research, findings, or study', and the this other one simply means 'journal, log, or written record'. I can only imagine that the author felt his research was to be protected if he put such a glyph upon it, but examining the contents would likely reveal more. Have you opened it yet? Oh, and you might think that mixing Eldritch and Kulthian writing in the same volume might be somewhat unususal, but Eldritch writings tend to carry power, where Kulthian was used that way sometimes, but was also a vernacular language in ancient days, much like the Sildanyari Mynsandraal or even such languages as Draconic or Sylvan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To all of this, Ga'Elian seems content to listen, but responds, &amp;quot;I've tried to open the book, but cannot, at least without destroying it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gedryn hrms, &amp;quot;Thankfully I can read Eldritch but Kulthian was...uh...on my list&amp;quot; he smiles a bit at the professor and resists the urge to jot down some notes on the translations. &amp;quot;I worry that since it can't be opened by mundane means that it must be protected - somehow. My best guess would be that a 'Knock' spell might allow it to be opened safely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The professor says, &amp;quot;Clearly the magic protecting the book is of arcane derivation. I am aware of spellcraft to some extent, but I should think you, as a wizard, would be better verses in the sorts of enchantments that might prevent a book from being opened. You did point out a glyph of warding. If you're not careful, you may bypass the locking magic only to be exposed to the consequences of that glyph. In any case, should you decide that you are willing to part with that specimen, I would be willing to acquire it for my department as an original from the time and culture we study. While I appreciate the opportunity to view this piece, I have more mundane demands upon my time just now, so must ask you to excuse me. Perhaps when you've sorted out the mystery we can discuss it over supper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian responds, &amp;quot;Thank you. We'll stop taking up your time.&amp;quot; He heads back toward the corridor.&lt;br /&gt;
&lt;br /&gt;
Gedryn returns the book to the protection of his iron-strong grip and bows before the gnome, turning to leave his office so as not to disrupt his day any longer. However, the mention of the glyph does give him some ideas. All he needs now is some space. For that, he heads outside and pauses to wait for Ga'Elian.&lt;br /&gt;
----&lt;br /&gt;
A14: Sage Orum's Plaza, University District&lt;br /&gt;
----&lt;br /&gt;
Once outside and away from the hustle and bustle of the arcanist hall, Gedryn turns the book over to get a better look at that glyph of warding on the spine so that he might attempt to identify its purpose.&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn rolls spellcraft: (7)+10: 17&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Ga'Elian says, &amp;quot;Insufficient to tell more than that it ''is'' a glyph of warding, and that GoW is a permanent-duration spell, and that the magic of this glyph has likely been active for &amp;gt; 1,000 years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian follows the exuberant wizard outside again, pointing out a pair of guarded double doors on one side of the lobby. He said, &amp;quot;You might find what's behind those doors interesting. I'd be happy to show you, sometime.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once outside, the elf asks, &amp;quot;So, where to now, oh tracker of clues?&amp;quot; He smirks.&lt;br /&gt;
&lt;br /&gt;
Gedryn hrms, &amp;quot;I would need to show this to a more senior wizard and ask him to identify the warding glyph - possibly advise how to open the text. Until it can be opened - it's just a curiosity but, from what I can tell...a very -old- curiosity.&amp;quot; The wizard turns to head towards the Arcanists Society, &amp;quot;Care to accompany me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian shrugs, &amp;quot;Gladly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Ancient Tome Found]]&lt;br /&gt;
[[Category:Gedryn|Ancient Tome Found]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Ancient_Tome_Found&amp;diff=27745</id>
		<title>Ancient Tome Found</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Ancient_Tome_Found&amp;diff=27745"/>
		<updated>2017-10-20T19:37:51Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's Kesenday, Rhaltaas 20 11:46:40 1019. The full moon isn't up. The tide is low and rising.&lt;br /&gt;
Fair weather clouds drift through the blue sky from the west. The wind is gusty.&lt;br /&gt;
&lt;br /&gt;
A14: Sage Orum's Plaza, University District&lt;br /&gt;
----&lt;br /&gt;
This is a windy, but otherwise very pleasant fall day. [[Ga'Elian Faravanilas|Ga'Elian] is meandering through the plaza, heading westward, on foot. In his hands is an ornate book.&lt;br /&gt;
&lt;br /&gt;
Having resettled in the floating city of Rune, [[Gedryn]] still makes a daily treck through the portal to check in with his former instructors at the Society of Arcanists. No longer dressed in the peasant robes of an apprentice, he's wearing something a bit more stylish though moderately priced. While stepping from the Society's headquarters he spies Eli and calls to him - in his book-tongue version of Elvish. &amp;quot;Ga'Elian...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian looks up when his name is called, and smiles, recognizing the caller. He diverts to approach. &amp;quot;Good day, master Gedryn. You seem to be doing well. Spending your time mostly in Rune nowadays, are you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gedryn walks up to a comfortable distance to the elf and bows in greeting. &amp;quot;Good day,&amp;quot; he smiles. &amp;quot;Yes, I've moved my things to a place in the floating city and have continued my studies there. My former teachers think I'm crazy for going there considering their reconstruction after the war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian handwaves the comment. &amp;quot;Oh, I doubt there's any real cause for concern. Many others seem to be quite content to reside there.&amp;quot; Then, &amp;quot;Oh. Hey. Look what I found yesterday along the Eldwyn Road. I think it might have been dropped or fallen.&amp;quot; He holds out the ornate book, which has skin-covered wood covers, and vellum pages, there are runes on the cover expertly inscribed in gold, and the leather is tooled in a geometric design. The cover is scuffed and dusty, but despite the lack of any obvious shutting mechanism, the book remains closed. Ga'Elian says, &amp;quot;The odd thing is, no matter what I've tried, I can't seem to get the darned thing to open.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young wizard's eyes focus upon the book as sharply as an owl would spy a chipmunk in the forest. With twitchy fingers he does his best to look casually interested at best and reaches for it with a polite offer. &amp;quot;Can I examine that for you?&amp;quot; Oh the eager antici....pation that crawls through his voice. The book, the pages...oh what secrets they might hold.&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn rolls intelligence: (17)+4: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn casts Detect Magic. Caster Level: 3 DC: 14&lt;br /&gt;
&lt;br /&gt;
Ga'Elian hands the book over. He says, &amp;quot;I can tell it's some sort of rune, but it isn't any I recognize, and I speak several languages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a moderate aura of abjuration and faint glimmers of transmutation and universal magic. The runes appear to be possibly ancient Kulthian, except the biggest one which seems to be the focus of the universalist magic aura.&lt;br /&gt;
&lt;br /&gt;
Ged's eyes widen as he feels the different schools of magic vibrate from within the cover. &amp;quot;There's magic here,&amp;quot; his voice speaks with obvious excitement. &amp;quot;And these,&amp;quot; he gestures across the cover of the book to the various runes enscribed, &amp;quot;...are Kulthian. These are ancient magics my friend. Where ever,&amp;quot; he has to swallow to get his heart back into his chest, &amp;quot;...wherever did you find it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian smiles, &amp;quot;Like I said, on the Eldwyn Road, just laying in the dirt.&amp;quot; He points off to the northwest. &amp;quot;There were wagon tracks, horse prints, and humanoid footprints all over the area, so I couldn't associate it with any particular source.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gedryn hrms, &amp;quot;Must have been dropped by a wizard or perhaps a book seller - though I can't imagine any wizard that would let such a prize out of their sight.&amp;quot; His half-trembling fingers dance across the surface of the book, his skin softly caressing each of the runic letters as tries to will himself to understand them. Once he's over his initial shock and awe of the tome he tries to control his rampant curiosity and examine the piece more carefully. How as it bound? What letters are written and where. How are they arranged? Are they magical in and of themselves?&lt;br /&gt;
&lt;br /&gt;
Ga'Elian shrugs, &amp;quot;As for reading ancient Kulthian, there're probably a good many folks who can do that right there in the Artificers Hall. They teach the language there, as the artifice magic of the Kulthians was extremely potent.&amp;quot; The binding is difficult to discern owing to the book being closed. Upon closer inspection, there is a small Glyph of Warding pressed into the leather at the bottom middle of the back cover. This seems to be the source of the abjuration aura.&lt;br /&gt;
&lt;br /&gt;
Gedryn asks, &amp;quot;Would you care to accompany me to the hall then - or I could accompany you. I do love a good mystery...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian nods, &amp;quot;Sure. Oh, and by the way, did you know about the tunnels that were discovered under the artificers hall last year?&amp;quot; He turns to head that way, content to let Gedryn carry the tome.&lt;br /&gt;
&lt;br /&gt;
As the two walk towards the artificer's hall, Gedryn -clutches- the book close to his chest as though protecting it from the elements like a parent might do to a child.&lt;br /&gt;
----&lt;br /&gt;
A14: Artificer's Hall&lt;br /&gt;
----&lt;br /&gt;
The Artificers Hall is just as busy as the Society of Progressive Arcanists, as there are students, researchers, and others going about various bits of business. Ga'Elian says, &amp;quot;I know the dean of Kulthian Studies, a gnomish doctor by the name of Argus Bumblebottom. His office is this way.&amp;quot; He leads out.&lt;br /&gt;
&lt;br /&gt;
Gedryn shakes his head in silent humor of the many curious names used by the Gnomes and follows the elven ranger towards the doctor's office. Staff in one hand and book in the other, dressed in the modest attire of a wizard of Rune he -feels- like a wizard for one of the first times in his life.&lt;br /&gt;
&lt;br /&gt;
Ga'Elian knocks on the professor's open door and looks inside, finding the professor half-dozing over a stack of papers, he calls, &amp;quot;Professor? Do you remember me? I have found another book that seems to want your attention.&amp;quot; At this the professor looks up wit a start, then, rising, nearly trips over his own chair as he says, &amp;quot;And how could I forget you after that business with the supposed conspiracy?&amp;quot; Ga'Elian smiles at the gnome and walks right up to the desk. My friend here, Master Gedryn of Rune, has been looking at the book, and cannot read what appear to be some Kulthian runes. Since we were nearby, I suggested that you migh be able to assist.&amp;quot; He nods for Gedryn to enter,&lt;br /&gt;
&lt;br /&gt;
Gedryn respectfully enters the Gnome's office, his eyes dancing around the space to pick up what odd and wonderful excentricities an artificer might have. The book, richly adorned with runes, is held close to his chest in a protective gesture as he bows before the master. &amp;quot;Good day professor,&amp;quot; his voice is bright, hopeful and with at least an attempt to control his excitement. Once his introductions have been made, he unfurls his grasp and extends the book for the gnome to see the front cover where the kulthian runes have been inscribed. &amp;quot;I've detected several schools of magic within the book but here,&amp;quot; he shows the rune on the spine, &amp;quot;appears to be a glyph of warding of some kind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The gnome looks at the runes, and very quickly points to the Kulthian ones. He says, &amp;quot;This means 'research, findings, or study', and the this other one simply means 'journal, log, or written record'. I can only imagine that the author felt his research was to be protected if he put such a glyph upon it, but examining the contents would likely reveal more. Have you opened it yet? Oh, and you might think that mixing Eldritch and Kulthian writing in the same volume might be somewhat unususal, but Eldritch writings tend to carry power, where Kulthian was used that way sometimes, but was also a vernacular language in ancient days, much like the Sildanyari Mynsandraal or even such languages as Draconic or Sylvan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To all of this, Ga'Elian seems content to listen, but responds, &amp;quot;I've tried to open the book, but cannot, at least without destroying it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gedryn hrms, &amp;quot;Thankfully I can read Eldritch but Kulthian was...uh...on my list&amp;quot; he smiles a bit at the professor and resists the urge to jot down some notes on the translations. &amp;quot;I worry that since it can't be opened by mundane means that it must be protected - somehow. My best guess would be that a 'Knock' spell might allow it to be opened safely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The professor says, &amp;quot;Clearly the magic protecting the book is of arcane derivation. I am aware of spellcraft to some extent, but I should think you, as a wizard, would be better verses in the sorts of enchantments that might prevent a book from being opened. You did point out a glyph of warding. If you're not careful, you may bypass the locking magic only to be exposed to the consequences of that glyph. In any case, should you decide that you are willing to part with that specimen, I would be willing to acquire it for my department as an original from the time and culture we study. While I appreciate the opportunity to view this piece, I have more mundane demands upon my time just now, so must ask you to excuse me. Perhaps when you've sorted out the mystery we can discuss it over supper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian responds, &amp;quot;Thank you. We'll stop taking up your time.&amp;quot; He heads back toward the corridor.&lt;br /&gt;
&lt;br /&gt;
Gedryn returns the book to the protection of his iron-strong grip and bows before the gnome, turning to leave his office so as not to disrupt his day any longer. However, the mention of the glyph does give him some ideas. All he needs now is some space. For that, he heads outside and pauses to wait for Ga'Elian.&lt;br /&gt;
----&lt;br /&gt;
A14: Sage Orum's Plaza, University District&lt;br /&gt;
----&lt;br /&gt;
Once outside and away from the hustle and bustle of the arcanist hall, Gedryn turns the book over to get a better look at that glyph of warding on the spine so that he might attempt to identify its purpose.&lt;br /&gt;
&lt;br /&gt;
GAME: Gedryn rolls spellcraft: (7)+10: 17&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Ga'Elian says, &amp;quot;Insufficient to tell more than that it ''is'' a glyph of warding, and that GoW is a permanent-duration spell, and that the magic of this glyph has likely been active for &amp;gt; 1,000 years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian follows the exuberant wizard outside again, pointing out a pair of guarded double doors on one side of the lobby. He said, &amp;quot;You might find what's behind those doors interesting. I'd be happy to show you, sometime.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once outside, the elf asks, &amp;quot;So, where to now, oh tracker of clues?&amp;quot; He smirks.&lt;br /&gt;
&lt;br /&gt;
Gedryn hrms, &amp;quot;I would need to show this to a more senior wizard and ask him to identify the warding glyph - possibly advise how to open the text. Until it can be opened - it's just a curiosity but, from what I can tell...a very -old- curiosity.&amp;quot; The wizard turns to head towards the Arcanists Society, &amp;quot;Care to accompany me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian shrugs, &amp;quot;Gladly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Ancient Tome Found]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27744</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27744"/>
		<updated>2017-10-20T19:36:01Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--LEAVE ALONE--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:dragonflight_cp_header.jpg|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PUT PC NAME WHERE IT SAYS: &amp;quot;Character Name Here&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #664433; min-height: 60px; color: #cc5511; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Gedryn of Thornhaven&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Info&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Notable Stats&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' || Human ([[Humans#Human_Cultural_Groups|Eldanar]])||'''Attributes: '''||Intelligence (19),&amp;quot;Bright&amp;quot;&amp;lt;br /&amp;gt; Dexterity (16), &amp;quot;Nimble&amp;quot;&amp;lt;br /&amp;gt; Charisma (11), &amp;quot;Shy, Bookish, Scruffy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Class:''' || Wizard||'''Skills: '''||Crafts: Bookbinding &amp;amp; Alchemy, Knowledges: History/Scribe&lt;br /&gt;
|-&lt;br /&gt;
| '''Specialization:''' ||Evocation||'''RPP: '''||Casual Member:[[:Category:Society_of_Progressive_Arcanists|Society of Progressive Arcanists]] &amp;lt;br /&amp;gt; Nationality: Alexandros&lt;br /&gt;
|-&lt;br /&gt;
| '''Status:''' ||Commoner||'''Languages: '''||Draconic, Eldritch, Gnomish, Khazdul, Sildanyari&lt;br /&gt;
|-&lt;br /&gt;
| '''Faith:''' ||[[Navos|Navosi]]||'''Profession:''' ||Scribe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Roleplay Hooks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Goals&lt;br /&gt;
|-&lt;br /&gt;
|'''Working Class:''' Gedryn is an apprentice wizard who was educated but what could loosely be described as a 'Hedge Wizard' in a small village a few days walk from the city. He's just starting his studies of evocation but has no current master or teacher within the city. He could easily be described as a &amp;quot;Working Class Wizard&amp;quot; especially when one notes the quality of his gear and robes. He often sends home a portion of his earnings to help support his family back in Thornhaven. ||||'''Not Poor:''' Gedryn grew up in a home that did not much. That is to say that there were occasions where they would end up having to go to bed without food, wear threadbare clothes, scuffle around either without shoes or in ones that were more patch than sole. So when he began his new life as an apprentice, he told himself that one day he would be able to use his magic to take care of himself and his family. &lt;br /&gt;
|-&lt;br /&gt;
|'''Booknerd:''' He's often seen in the city library either copying some of the more damaged pieces or researching some topic for one of the masters at the Arcane Academy. ||||'''Noted Scholar:''' Though it's still too early to peg him down to a specific subject, Gedryn would like to think that someday he might become a noted scholar - publishing his thoughts and investigations into some complex arcane subject. &lt;br /&gt;
|-&lt;br /&gt;
|'''Practical  Magic:''' Unlike some other wizards, Gedryn is far too practical for his own good when it comes to magic. Rather than focusing on 'flashy' spells that are more akin to fireworks, his concentration seems to  be on those spells that either make life easier, improve one's chance of survival or escape, or address some problem that needs fixing. ||||'''Enchanter:''' Every wizard can inscribe their spells onto scrolls but Gedryn wants to learn how to make magical items that would work for the everyday person. Whether it's a crystal lamp that never needs oil or a cloak that will always keep you warm and dry - he can't wait to move past the basics. &lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist:''' Another side to Gedryn's education has been his research into alchemy and apothecary formula. Whether he's learning how to replicate magical effects or cure injury, he's often seen out of the city's walls looking for raw materials. ||||'''Flight:''' There's something to be said about using one's magic to slip free the iron-clad bonds of earth and fly above it. Whether it would involve him turning into a creature already capable of flight (a bird of some kind), using a magical item like a flying carpet or wings, or astride a magical creature he -will- possess the power of flight some day. &lt;br /&gt;
|-&lt;br /&gt;
|'''Mystical Creatures:''' What boy, what wizard for that matter, hasn't looked upon the image of dragons, griffons, and other magical beasts and wondered about them. Gedryn is no different He's shown to demonstrate an interest in dragons and their history and ecology than other creatures and he has a healthy respect for their knowledge and power. ||||'''Elven Magic:''' There's something about a society that embraces magic and venerates wizards that draws his attention. At some point he'd like to research their arcane history. &lt;br /&gt;
|}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Familiar&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Contacts&lt;br /&gt;
|-&lt;br /&gt;
| [http://s-media-cache-ak0.pinimg.com/originals/fd/39/2c/fd392cc2799907c02a7c820ebfe67023.jpg Ged's familiar] is an owl. That is to say that it looks -mostly- like an owl, if someone had found a way to combine an owl and a cat together into a single, half-furry, half-feathery creature. Its body is no bigger than a well-fed house cat with snowy white feathers down its chest and along its four legs. Its head and back, however, have the straw-colored coat and face of a barn owl. To compliment the cat-like appearance, a long, fluffy tail extends beyond the feathers.&amp;lt;br /&amp;gt;'''Bonus:''' Gedryn recieves a +3 bonus on sight-based and opposed perception checks in shadows or darkness.||||&lt;br /&gt;
*[[Ga%27Elian_Faravanilas|Ga'Elian]]&lt;br /&gt;
|}&lt;br /&gt;
{{:Gedryn/Logs}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{:Gedryn/Spells}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{:Gedryn/Background}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Gedryn]]&lt;br /&gt;
[[Category:Wizard|Gedryn]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27487</id>
		<title>Gedryn/Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27487"/>
		<updated>2017-10-08T03:36:09Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Wizard Spells &lt;br /&gt;
|-&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|0-Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Abjuration &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [http://paizo.com/pathfinderRPG/prd/spells/resistance.html#_resistance Resistance]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Conjuration &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [http://paizo.com/pathfinderRPG/prd/spells/acidSplash.html#_acid-splash Acid Splash]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Divination &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#_detect-magic Detect Magic], [http://paizo.com/pathfinderRPG/prd/spells/detectPoison.html#_detect-poison Detect Poison], [http://paizo.com/pathfinderRPG/prd/spells/readMagic.html#_read-magic Read Magic]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Enchantment &lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/daze.html#_daze Daze]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Evocation &lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/dancingLights.html#_dancing-lights Dancing Lights], [http://paizo.com/pathfinderRPG/prd/spells/flare.html#_flare Flare], [http://paizo.com/pathfinderRPG/prd/spells/light.html#_light Light], [http://paizo.com/pathfinderRPG/prd/spells/rayOfFrost.html#_ray-of-frost Ray of Frost], [http://paizo.com/pathfinderRPG/prd/advanced/spells/spark.html#spark- Spark]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Illusion &lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/ghostSound.html#_ghost-sound Ghost Sound]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Necromancy &lt;br /&gt;
| [http://paizo.com/pathfinderRPG/prd/spells/bleed.html#_bleed Bleed], [http://paizo.com/pathfinderRPG/prd/spells/disruptUndead.html#_disrupt-undead Disrupt Undead], [http://paizo.com/pathfinderRPG/prd/spells/touchOfFatigue.html#_touch-of-fatigue Touch of Fatigue], &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Transmutation &lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/mageHand.html#_mage-hand Mage Hand], [http://paizo.com/pathfinderRPG/prd/spells/mending.html#_mending Mending], [http://paizo.com/pathfinderRPG/prd/spells/message.html#_message Message], [http://paizo.com/pathfinderRPG/prd/spells/openClose.html#_open-close Open/Close]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Universal &lt;br /&gt;
|[http://paizo.com/pathfinderRPG/prd/spells/arcaneMark.html#_arcane-mark Arcane Mark], [http://paizo.com/pathfinderRPG/prd/spells/prestidigitation.html#_prestidigitation Prestidigitation]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;| 1st Level Spells&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Conjuration &lt;br /&gt;
| &lt;br /&gt;
* [http://paizo.com/pathfinderRPG/prd/spells/mageArmor.html#_mage-armor Mage Armor],&lt;br /&gt;
* [http://paizo.com/pathfinderRPG/prd/spells/mount.html#_mount Mount], &lt;br /&gt;
* [http://paizo.com/pathfinderRPG/prd/spells/obscuringMist.html#_obscuring-mist Obscuring Mist],&lt;br /&gt;
* [http://paizo.com/pathfinderRPG/prd/spells/unseenServant.html#_unseen-servant Unseen Servant], &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Evocation &lt;br /&gt;
| &lt;br /&gt;
*[http://paizo.com/pathfinderRPG/prd/spells/burningHands.html#_burning-hands Burning Hands],&lt;br /&gt;
*[http://paizo.com/pathfinderRPG/prd/spells/floatingDisk.html#_floating-disk Floating Disk],&lt;br /&gt;
* [http://paizo.com/pathfinderRPG/prd/spells/magicMissile.html#_magic-missile Magic Missile], &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6;&amp;quot;|Transmutation &lt;br /&gt;
| &lt;br /&gt;
*[http://paizo.com/pathfinderRPG/prd/spells/animateRope.html#_animate-rope Animate Rope], &lt;br /&gt;
*[http://paizo.com/pathfinderRPG/prd/spells/featherFall.html#_feather-fall Feather Fall], &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27486</id>
		<title>Gedryn/Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27486"/>
		<updated>2017-10-08T03:22:25Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Magic&lt;br /&gt;
|-&lt;br /&gt;
{{T02}}&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Spells'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Cantrips'''||&lt;br /&gt;
Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic,Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open-Close, Prestidigitation, Ray of Frost,Read Magic, Resistance, Spark, Touch of Fatigue                                                                                          &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''1st Circle'''||&lt;br /&gt;
Animate Rope, Burning Hands,  Feather Fall, Floating Disk ,Mage Armor, Magic Missile, Mount, Obscuring Mist, Unseen Servant&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27485</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27485"/>
		<updated>2017-10-08T03:21:53Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--LEAVE ALONE--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:dragonflight_cp_header.jpg|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PUT PC NAME WHERE IT SAYS: &amp;quot;Character Name Here&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #664433; min-height: 60px; color: #cc5511; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Gedryn of Thornhaven&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Info&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Notable Stats&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' || Human ([[Humans#Human_Cultural_Groups|Eldanar]])||'''Attributes: '''||Intelligence (19),&amp;quot;Bright&amp;quot;&amp;lt;br /&amp;gt; Dexterity (16), &amp;quot;Nimble&amp;quot;&amp;lt;br /&amp;gt; Charisma (11), &amp;quot;Shy, Bookish, Scruffy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Class:''' || Wizard||'''Skills: '''||Crafts: Bookbinding &amp;amp; Alchemy, Knowledges: History/Scribe&lt;br /&gt;
|-&lt;br /&gt;
| '''Specialization:''' ||Evocation||'''RPP: '''||Casual Member:[[:Category:Society_of_Progressive_Arcanists|Society of Progressive Arcanists]] &amp;lt;br /&amp;gt; Nationality: Alexandros&lt;br /&gt;
|-&lt;br /&gt;
| '''Status:''' ||Commoner||'''Languages: '''||Draconic, Eldritch, Gnomish, Khazdul, Sildanyari&lt;br /&gt;
|-&lt;br /&gt;
| '''Faith:''' ||[[Navos|Navosi]]||'''Profession:''' ||Scribe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Roleplay Hooks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Goals&lt;br /&gt;
|-&lt;br /&gt;
|'''Working Class:''' Gedryn is an apprentice wizard who was educated but what could loosely be described as a 'Hedge Wizard' in a small village a few days walk from the city. He's just starting his studies of evocation but has no current master or teacher within the city. He could easily be described as a &amp;quot;Working Class Wizard&amp;quot; especially when one notes the quality of his gear and robes. He often sends home a portion of his earnings to help support his family back in Thornhaven. ||||'''Not Poor:''' Gedryn grew up in a home that did not much. That is to say that there were occasions where they would end up having to go to bed without food, wear threadbare clothes, scuffle around either without shoes or in ones that were more patch than sole. So when he began his new life as an apprentice, he told himself that one day he would be able to use his magic to take care of himself and his family. &lt;br /&gt;
|-&lt;br /&gt;
|'''Booknerd:''' He's often seen in the city library either copying some of the more damaged pieces or researching some topic for one of the masters at the Arcane Academy. ||||'''Noted Scholar:''' Though it's still too early to peg him down to a specific subject, Gedryn would like to think that someday he might become a noted scholar - publishing his thoughts and investigations into some complex arcane subject. &lt;br /&gt;
|-&lt;br /&gt;
|'''Practical  Magic:''' Unlike some other wizards, Gedryn is far too practical for his own good when it comes to magic. Rather than focusing on 'flashy' spells that are more akin to fireworks, his concentration seems to  be on those spells that either make life easier, improve one's chance of survival or escape, or address some problem that needs fixing. ||||'''Enchanter:''' Every wizard can inscribe their spells onto scrolls but Gedryn wants to learn how to make magical items that would work for the everyday person. Whether it's a crystal lamp that never needs oil or a cloak that will always keep you warm and dry - he can't wait to move past the basics. &lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist:''' Another side to Gedryn's education has been his research into alchemy and apothecary formula. Whether he's learning how to replicate magical effects or cure injury, he's often seen out of the city's walls looking for raw materials. ||||'''Flight:''' There's something to be said about using one's magic to slip free the iron-clad bonds of earth and fly above it. Whether it would involve him turning into a creature already capable of flight (a bird of some kind), using a magical item like a flying carpet or wings, or astride a magical creature he -will- possess the power of flight some day. &lt;br /&gt;
|-&lt;br /&gt;
|'''Mystical Creatures:''' What boy, what wizard for that matter, hasn't looked upon the image of dragons, griffons, and other magical beasts and wondered about them. Gedryn is no different He's shown to demonstrate an interest in dragons and their history and ecology than other creatures and he has a healthy respect for their knowledge and power. ||||'''Elven Magic:''' There's something about a society that embraces magic and venerates wizards that draws his attention. At some point he'd like to research their arcane history. &lt;br /&gt;
|}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Familiar&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Contacts&lt;br /&gt;
|-&lt;br /&gt;
| [http://s-media-cache-ak0.pinimg.com/originals/fd/39/2c/fd392cc2799907c02a7c820ebfe67023.jpg Ged's familiar] is an owl. That is to say that it looks -mostly- like an owl, if someone had found a way to combine an owl and a cat together into a single, half-furry, half-feathery creature. Its body is no bigger than a well-fed house cat with snowy white feathers down its chest and along its four legs. Its head and back, however, have the straw-colored coat and face of a barn owl. To compliment the cat-like appearance, a long, fluffy tail extends beyond the feathers.&amp;lt;br /&amp;gt;'''Bonus:''' Gedryn recieves a +3 bonus on sight-based and opposed perception checks in shadows or darkness.||||&lt;br /&gt;
*[[Ga%27Elian_Faravanilas|Ga'Elian]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:Gedryn/Spells}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{:Gedryn/Background}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Gedryn]]&lt;br /&gt;
[[Category:Wizard|Gedryn]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27484</id>
		<title>Gedryn/Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27484"/>
		<updated>2017-10-08T03:21:48Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Magic&lt;br /&gt;
|-&lt;br /&gt;
{{T02}}&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Spells'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Cantrips'''||&lt;br /&gt;
Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic,Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open-Close, Prestidigitation, Ray of Frost,Read Magic, Resistance, Spark, Touch of Fatigue                                                                                          &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''1st Circle'''||&lt;br /&gt;
Animate Rope, Burning Hands,  Feather Fall, Floating Disk ,Mage Armor, Magic Missile, Mount, Obscuring Mist, Unseen Servant&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27483</id>
		<title>Gedryn/Background</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27483"/>
		<updated>2017-10-08T03:04:16Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Background&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
“Magic is not just in the books, boy.” &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic is out there - and you need to find it.” &lt;br /&gt;
&lt;br /&gt;
With his meager possessions and a pair of robes that his mother made for him, Gedryn has set out from the small village of Thornhaven to the city to study with the Society. Upon his arrival, he's found employment as both a scribe as well as an apprentice alchemist. This means that he's either working in the library or possibly out in the field gathering 'fresh' materials for some potion or elixir.&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27482</id>
		<title>Gedryn/Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27482"/>
		<updated>2017-10-08T03:02:01Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Spells&lt;br /&gt;
|-&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;1| '''Cantrips'''||colspan=&amp;quot;1&amp;quot;| '''1st Circle Spells'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Acid Splash    &lt;br /&gt;
* Arcane Mark  &lt;br /&gt;
* Bleed   &lt;br /&gt;
* Dancing Lights    &lt;br /&gt;
* Daze                                    &lt;br /&gt;
* Detect Magic    &lt;br /&gt;
* Detect Poison                           &lt;br /&gt;
* Disrupt Undead    &lt;br /&gt;
* Flare                                    &lt;br /&gt;
* Ghost Sound     &lt;br /&gt;
* Light                                   &lt;br /&gt;
* Mage Hand    &lt;br /&gt;
* Mending                                 &lt;br /&gt;
* Message    &lt;br /&gt;
* Open-Close                              &lt;br /&gt;
* Prestidigitation    &lt;br /&gt;
* Ray of Frost                            &lt;br /&gt;
* Read Magic    &lt;br /&gt;
* Resistance                              &lt;br /&gt;
* Spark    &lt;br /&gt;
* Touch of Fatigue &lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &lt;br /&gt;
* Animate Rope                           &lt;br /&gt;
* Burning Hands &lt;br /&gt;
* Feather Fall                             &lt;br /&gt;
* Floating Disk    &lt;br /&gt;
* Mage Armor                             &lt;br /&gt;
* Magic Missile   &lt;br /&gt;
* Mount                                 &lt;br /&gt;
* Obscuring Mist   &lt;br /&gt;
* Unseen Servant&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27481</id>
		<title>Gedryn/Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Spells&amp;diff=27481"/>
		<updated>2017-10-08T02:58:41Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: Created page with &amp;quot;{{TableMain}} {{T01}} |colspan=&amp;quot;4&amp;quot;|Spells |- {{T02}} |colspan=&amp;quot;4&amp;quot;| '''Cantrips''' |- | * Acid Splash     * Arcane Mark   * Bleed    * Dancing Lights     * Daze   |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Spells&lt;br /&gt;
|-&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| '''Cantrips'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Acid Splash    &lt;br /&gt;
* Arcane Mark  &lt;br /&gt;
* Bleed   &lt;br /&gt;
* Dancing Lights    &lt;br /&gt;
* Daze  &lt;br /&gt;
|                                  &lt;br /&gt;
* Detect Magic    &lt;br /&gt;
* Detect Poison                           &lt;br /&gt;
* Disrupt Undead    &lt;br /&gt;
* Flare                                    &lt;br /&gt;
* Ghost Sound  &lt;br /&gt;
|    &lt;br /&gt;
* Light                                   &lt;br /&gt;
* Mage Hand    &lt;br /&gt;
* Mending                                 &lt;br /&gt;
* Message    &lt;br /&gt;
* Open-Close&lt;br /&gt;
|                               &lt;br /&gt;
* Prestidigitation    &lt;br /&gt;
* Ray of Frost                            &lt;br /&gt;
* Read Magic    &lt;br /&gt;
* Resistance                              &lt;br /&gt;
* Spark    &lt;br /&gt;
* Touch of Fatigue &lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| '''1st Circle Spells'''&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
* Animate Rope                           &lt;br /&gt;
* Burning Hands &lt;br /&gt;
* Feather Fall  &lt;br /&gt;
|                           &lt;br /&gt;
* Floating Disk    &lt;br /&gt;
* Mage Armor                             &lt;br /&gt;
* Magic Missile &lt;br /&gt;
|   &lt;br /&gt;
* Mount                                 &lt;br /&gt;
* Obscuring Mist &lt;br /&gt;
|  &lt;br /&gt;
* Unseen Servant&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27480</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27480"/>
		<updated>2017-10-08T02:53:53Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--LEAVE ALONE--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:dragonflight_cp_header.jpg|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PUT PC NAME WHERE IT SAYS: &amp;quot;Character Name Here&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #664433; min-height: 60px; color: #cc5511; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Gedryn of Thornhaven&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Info&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Notable Stats&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' || Human ([[Humans#Human_Cultural_Groups|Eldanar]])||'''Attributes: '''||Intelligence (19),&amp;quot;Bright&amp;quot;&amp;lt;br /&amp;gt; Dexterity (16), &amp;quot;Nimble&amp;quot;&amp;lt;br /&amp;gt; Charisma (11), &amp;quot;Shy, Bookish, Scruffy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Class:''' || Wizard||'''Skills: '''||Crafts: Bookbinding &amp;amp; Alchemy, Knowledges: History/Scribe&lt;br /&gt;
|-&lt;br /&gt;
| '''Specialization:''' ||Evocation||'''RPP: '''||Casual Member:[[:Category:Society_of_Progressive_Arcanists|Society of Progressive Arcanists]] &amp;lt;br /&amp;gt; Nationality: Alexandros&lt;br /&gt;
|-&lt;br /&gt;
| '''Status:''' ||Commoner||'''Languages: '''||Draconic, Eldritch, Gnomish, Khazdul, Sildanyari&lt;br /&gt;
|-&lt;br /&gt;
| '''Faith:''' ||[[Navos|Navosi]]||'''Profession:''' ||Scribe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Roleplay Hooks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Goals&lt;br /&gt;
|-&lt;br /&gt;
|'''Working Class:''' Gedryn is an apprentice wizard who was educated but what could loosely be described as a 'Hedge Wizard' in a small village a few days walk from the city. He's just starting his studies of evocation but has no current master or teacher within the city. He could easily be described as a &amp;quot;Working Class Wizard&amp;quot; especially when one notes the quality of his gear and robes. He often sends home a portion of his earnings to help support his family back in Thornhaven. ||||'''Not Poor:''' Gedryn grew up in a home that did not much. That is to say that there were occasions where they would end up having to go to bed without food, wear threadbare clothes, scuffle around either without shoes or in ones that were more patch than sole. So when he began his new life as an apprentice, he told himself that one day he would be able to use his magic to take care of himself and his family. &lt;br /&gt;
|-&lt;br /&gt;
|'''Booknerd:''' He's often seen in the city library either copying some of the more damaged pieces or researching some topic for one of the masters at the Arcane Academy. ||||'''Noted Scholar:''' Though it's still too early to peg him down to a specific subject, Gedryn would like to think that someday he might become a noted scholar - publishing his thoughts and investigations into some complex arcane subject. &lt;br /&gt;
|-&lt;br /&gt;
|'''Practical  Magic:''' Unlike some other wizards, Gedryn is far too practical for his own good when it comes to magic. Rather than focusing on 'flashy' spells that are more akin to fireworks, his concentration seems to  be on those spells that either make life easier, improve one's chance of survival or escape, or address some problem that needs fixing. ||||'''Enchanter:''' Every wizard can inscribe their spells onto scrolls but Gedryn wants to learn how to make magical items that would work for the everyday person. Whether it's a crystal lamp that never needs oil or a cloak that will always keep you warm and dry - he can't wait to move past the basics. &lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist:''' Another side to Gedryn's education has been his research into alchemy and apothecary formula. Whether he's learning how to replicate magical effects or cure injury, he's often seen out of the city's walls looking for raw materials. ||||'''Flight:''' There's something to be said about using one's magic to slip free the iron-clad bonds of earth and fly above it. Whether it would involve him turning into a creature already capable of flight (a bird of some kind), using a magical item like a flying carpet or wings, or astride a magical creature he -will- possess the power of flight some day. &lt;br /&gt;
|-&lt;br /&gt;
|'''Mystical Creatures:''' What boy, what wizard for that matter, hasn't looked upon the image of dragons, griffons, and other magical beasts and wondered about them. Gedryn is no different He's shown to demonstrate an interest in dragons and their history and ecology than other creatures and he has a healthy respect for their knowledge and power. ||||'''Elven Magic:''' There's something about a society that embraces magic and venerates wizards that draws his attention. At some point he'd like to research their arcane history. &lt;br /&gt;
|}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Familiar&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Contacts&lt;br /&gt;
|-&lt;br /&gt;
| [http://s-media-cache-ak0.pinimg.com/originals/fd/39/2c/fd392cc2799907c02a7c820ebfe67023.jpg Ged's familiar] is an owl. That is to say that it looks -mostly- like an owl, if someone had found a way to combine an owl and a cat together into a single, half-furry, half-feathery creature. Its body is no bigger than a well-fed house cat with snowy white feathers down its chest and along its four legs. Its head and back, however, have the straw-colored coat and face of a barn owl. To compliment the cat-like appearance, a long, fluffy tail extends beyond the feathers.&amp;lt;br /&amp;gt;'''Bonus:''' Gedryn recieves a +3 bonus on sight-based and opposed perception checks in shadows or darkness.||||&lt;br /&gt;
*[[Ga%27Elian_Faravanilas|Ga'Elian]]&lt;br /&gt;
|}&lt;br /&gt;
{{:Gedryn/Spells}}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Background&lt;br /&gt;
|-&lt;br /&gt;
|{{:Gedryn/Background}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Gedryn]]&lt;br /&gt;
[[Category:Wizard|Gedryn]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27479</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27479"/>
		<updated>2017-10-08T02:23:46Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--LEAVE ALONE--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:dragonflight_cp_header.jpg|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PUT PC NAME WHERE IT SAYS: &amp;quot;Character Name Here&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #664433; min-height: 60px; color: #cc5511; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Gedryn of Thornhaven&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Info&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Notable Stats&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' || Human ([[Humans#Human_Cultural_Groups|Eldanar]])||'''Attributes: '''||Intelligence (19),&amp;quot;Bright&amp;quot;&amp;lt;br /&amp;gt; Dexterity (16), &amp;quot;Nimble&amp;quot;&amp;lt;br /&amp;gt; Charisma (11), &amp;quot;Shy, Bookish, Scruffy&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Class:''' || Wizard||'''Skills: '''||Crafts: Bookbinding &amp;amp; Alchemy, Knowledges: History/Scribe&lt;br /&gt;
|-&lt;br /&gt;
| '''Specialization:''' ||Evocation||'''RPP: '''||Casual Member:Society of Progressive Arcanists &amp;lt;br /&amp;gt; Nationality: Alexandros&lt;br /&gt;
|-&lt;br /&gt;
| '''Status:''' ||Commoner||'''Languages: '''||Draconic, Eldritch, Gnomish, Khazdul, Sildanyari&lt;br /&gt;
|-&lt;br /&gt;
| '''Faith:''' ||[[Navos|Navosi]]||'''Profession:''' ||Scribe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Roleplay Hooks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Goals&lt;br /&gt;
|-&lt;br /&gt;
|'''Working Class:''' Gedryn is an apprentice wizard who was educated but what could loosely be described as a 'Hedge Wizard' in a small village a few days walk from the city. He's just starting his studies of evocation but has no current master or teacher within the city. He could easily be described as a &amp;quot;Working Class Wizard&amp;quot; especially when one notes the quality of his gear and robes. He often sends home a portion of his earnings to help support his family back in Thornhaven. ||||'''Not Poor:''' Gedryn grew up in a home that did not much. That is to say that there were occasions where they would end up having to go to bed without food, wear threadbare clothes, scuffle around either without shoes or in ones that were more patch than sole. So when he began his new life as an apprentice, he told himself that one day he would be able to use his magic to take care of himself and his family. &lt;br /&gt;
|-&lt;br /&gt;
|'''Booknerd:''' He's often seen in the city library either copying some of the more damaged pieces or researching some topic for one of the masters at the Arcane Academy. ||||'''Noted Scholar:''' Though it's still too early to peg him down to a specific subject, Gedryn would like to think that someday he might become a noted scholar - publishing his thoughts and investigations into some complex arcane subject. &lt;br /&gt;
|-&lt;br /&gt;
|'''Practical  Magic:''' Unlike some other wizards, Gedryn is far too practical for his own good when it comes to magic. Rather than focusing on 'flashy' spells that are more akin to fireworks, his concentration seems to  be on those spells that either make life easier, improve one's chance of survival or escape, or address some problem that needs fixing. ||||'''Enchanter:''' Every wizard can inscribe their spells onto scrolls but Gedryn wants to learn how to make magical items that would work for the everyday person. Whether it's a crystal lamp that never needs oil or a cloak that will always keep you warm and dry - he can't wait to move past the basics. &lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemist:''' Another side to Gedryn's education has been his research into alchemy and apothecary formula. Whether he's learning how to replicate magical effects or cure injury, he's often seen out of the city's walls looking for raw materials. ||||'''Flight:''' There's something to be said about using one's magic to slip free the iron-clad bonds of earth and fly above it. Whether it would involve him turning into a creature already capable of flight (a bird of some kind), using a magical item like a flying carpet or wings, or astride a magical creature he -will- possess the power of flight some day. &lt;br /&gt;
|-&lt;br /&gt;
|'''Mystical Creatures:''' What boy, what wizard for that matter, hasn't looked upon the image of dragons, griffons, and other magical beasts and wondered about them. Gedryn is no different He's shown to demonstrate an interest in dragons and their history and ecology than other creatures and he has a healthy respect for their knowledge and power. ||||'''Elven Magic:''' There's something about a society that embraces magic and venerates wizards that draws his attention. At some point he'd like to research their arcane history. &lt;br /&gt;
|}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Familiar&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Gear&lt;br /&gt;
|-&lt;br /&gt;
| [http://s-media-cache-ak0.pinimg.com/originals/fd/39/2c/fd392cc2799907c02a7c820ebfe67023.jpg Ged's familiar] is an owl. That is to say that it looks -mostly- like an owl, if someone had found a way to combine an owl and a cat together into a single, half-furry, half-feathery creature. Its body is no bigger than a well-fed house cat with snowy white feathers down its chest and along its four legs. Its head and back, however, have the straw-colored coat and face of a barn owl. To compliment the cat-like appearance, a long, fluffy tail extends beyond the feathers.&amp;lt;br /&amp;gt;'''Bonus:''' Gedryn recieves a +3 bonus on sight-based and opposed perception checks in shadows or darkness.||||&lt;br /&gt;
Gedryn tends to travel on the lighter side of things. This could be simply because he's not acquired that many possessions but it could also be a sign that he's not truly invested into material possessions. &lt;br /&gt;
|}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Background&lt;br /&gt;
|-&lt;br /&gt;
|{{:Gedryn/Background}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Gedryn]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27478</id>
		<title>Gedryn/Background</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27478"/>
		<updated>2017-10-08T02:00:28Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: Replaced content with &amp;quot;“Magic is not just in the books, boy.”   &amp;quot;Magic is out there - and you need to find it.”   With his meager possessions and a pair of robes that his mother made for h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;“Magic is not just in the books, boy.” &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic is out there - and you need to find it.” &lt;br /&gt;
&lt;br /&gt;
With his meager possessions and a pair of robes that his mother made for him, Gedryn has set out from the small village of Thornhaven to the city to study with the Society. Upon his arrival, he's found employment as both a scribe as well as an apprentice alchemist. This means that he's either working in the library or possibly out in the field gathering 'fresh' materials for some potion or elixir.&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27477</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27477"/>
		<updated>2017-10-08T01:46:28Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--LEAVE ALONE--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:dragonflight_cp_header.jpg|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PUT PC NAME WHERE IT SAYS: &amp;quot;Character Name Here&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #664433; min-height: 60px; color: #cc5511; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Gedryn of Thornhaven&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Info&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Notable Stats&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' || Human ([[Humans#Human_Cultural_Groups|Eldanar]])||'''Attributes: '''||Intelligence (19), Dexterity (16), Charisma (11)&lt;br /&gt;
|-&lt;br /&gt;
| '''Class:''' || Wizard||'''Skills: '''||Crafts: Bookbinding &amp;amp; Alchemy, Knowledges: History/Scribe&lt;br /&gt;
|-&lt;br /&gt;
| '''Status:''' ||Commoner||'''Languages: '''||Draconic, Eldritch, Gnomish, Khazdul, Sildanyari&lt;br /&gt;
|-&lt;br /&gt;
| '''Faith:''' ||[[Navos|Navosi]]||'''Profession:''' ||Scribe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Roleplay Hooks&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
*'''Working Class:''' Gedryn is an apprentice wizard who was educated but what could loosely be described as a 'Hedge Wizard' in a small village a few days walk from the city. He's just starting his studies of evocation but has no current master or teacher within the city. He could easily be described as a &amp;quot;Working Class Wizard&amp;quot; especially when one notes the quality of his gear and robes. He often sends home a portion of his earnings to help support his family back in Thornhaven. &lt;br /&gt;
*'''Booknerd:''' He's often seen in the city library either copying some of the more damaged pieces or researching some topic for one of the masters at the Arcane Academy. &lt;br /&gt;
*'''Practical  Magic:''' Unlike some other wizards, Gedryn is far too practical for his own good when it comes to magic. Rather than focusing on 'flashy' spells that are more akin to fireworks, his concentration seems to  be on those spells that either make life easier, improve one's chance of survival or escape, or address some problem that needs fixing. &lt;br /&gt;
*'''Alchemist:''' Another side to Gedryn's education has been his research into alchemy and apothecary formula. Whether he's learning how to replicate magical effects or cure injury, he's often seen out of the city's walls looking for raw materials. &lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Familiar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[http://s-media-cache-ak0.pinimg.com/originals/fd/39/2c/fd392cc2799907c02a7c820ebfe67023.jpg Ged's familiar] is an owl. That is to say that it looks -mostly- like an owl, if someone had found a way to combine an owl and a cat together into a single, half-furry, half-feathery creature. Its body is no bigger than a well-fed house cat with snowy white feathers down its chest and along its four legs. Its head and back, however, have the straw-colored coat and face of a barn owl. To compliment the cat-like appearance, a long, fluffy tail extends beyond the feathers.&lt;br /&gt;
*'''Bonus:''' Gedryn recieves a +3 bonus on sight-based and opposed perception checks in shadows or darkness.&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Goals&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
*'''Not Poor:''' Gedryn grew up in a home that did not much. That is to say that there were occasions where they would end up having to go to bed without food, wear threadbare clothes, scuffle around either without shoes or in ones that were more patch than sole. So when he began his new life as an apprentice, he told himself that one day he would be able to use his magic to take care of himself and his family. &lt;br /&gt;
*'''Noted Scholar:''' Though it's still too early to peg him down to a specific subject, Gedryn would like to think that someday he might become a noted scholar - publishing his thoughts and investigations into some complex arcane subject. &lt;br /&gt;
*'''Enchanter:''' Every wizard can inscribe their spells onto scrolls but Gedryn wants to learn how to make magical items that would work for the everyday person. Whether it's a crystal lamp that never needs oil or a cloak that will always keep you warm and dry - he can't wait to move past the basics. &lt;br /&gt;
|}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Background&lt;br /&gt;
|-&lt;br /&gt;
|{{:Gedryn/Background}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Gedryn]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27476</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27476"/>
		<updated>2017-10-08T01:30:06Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--LEAVE ALONE--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-bottom: 20px;&amp;quot;&amp;gt;[[image:dragonflight_cp_header.jpg|center]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PUT PC NAME WHERE IT SAYS: &amp;quot;Character Name Here&amp;quot;--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 10px solid #664433; min-height: 60px; color: #cc5511; font-weight: bold; width: 775px; margin-left: auto; margin-right: auto; text-align: center; font-size: 300%;&amp;quot;&amp;gt;Gedryn of Thornhaven&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 775px; margin-left: auto; margin-right: auto; padding-top: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Info&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Notable Stats&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' || Human ([[Humans#Human_Cultural_Groups|Eldanar]])||'''Attributes: '''||Intelligence (19), Dexterity (16), Charisma (11)&lt;br /&gt;
|-&lt;br /&gt;
| '''Class:''' || Wizard||'''Skills: '''||Crafts: Bookbinding &amp;amp; Alchemy, Knowledges: History/Scribe&lt;br /&gt;
|-&lt;br /&gt;
| '''Status:''' ||Commoner||'''Languages: '''||Draconic, Eldritch, Gnomish, Khazdul, Sildanyari&lt;br /&gt;
|-&lt;br /&gt;
| '''Faith:''' ||[[Navos|Navosi]]||'''Profession:''' ||Scribe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Roleplay Hooks&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
*Working Class: Gedryn is an apprentice wizard who was educated but what could loosely be described as a 'Hedge Wizard' in a small village a few days walk from the city. He's just starting his studies of evocation but has no current master or teacher within the city. He could easily be described as a &amp;quot;Working Class Wizard&amp;quot; especially when one notes the quality of his gear and robes.&lt;br /&gt;
*Booknerd: He's often seen in the city library either copying some of the more damaged pieces or researching some topic for oen of the masters at the Arcane Academy. &lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Familiar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[http://s-media-cache-ak0.pinimg.com/originals/fd/39/2c/fd392cc2799907c02a7c820ebfe67023.jpg Ged's familiar] is an owl. That is to say that it looks -mostly- like an owl, if someone had found a way to combine an owl and a cat together into a single, half-furry, half-feathery creature. Its body is no bigger than a well-fed house cat with snowy white feathers down its chest and along its four legs. Its head and back, however, have the straw-colored coat and face of a barn owl. To compliment the cat-like appearance, a long, fluffy tail extends beyond the feathers.&lt;br /&gt;
|-&lt;br /&gt;
|Gedryn recieves a +3 bonus on sight-based and opposed perception checks in shadows or darkness.&lt;br /&gt;
|}&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Character Background&lt;br /&gt;
|-&lt;br /&gt;
|{{:Gedryn/Background}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Gedryn]]&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27475</id>
		<title>Gedryn/Background</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27475"/>
		<updated>2017-10-08T01:08:56Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Thornhaven, that small village a few day’s walk away from the city of Alexandria, never really was known for much excitement. In truth few would even remember the name or its location unless they managed to stumble into it by accident. The families that call the village home like their quiet, simple lives. They had no need for the hustle and bustle of city life and so they kept to their own and were happy to leave their problems on the other side of their tall, stone walls. Into this sleepy little village, a third son was born to a humble family without much remark. Gedryn, youngest of three children , was the last born to Gatham, a craftsman and occasional carver, and his wife Mynna, a herbalist. He and his older brothers were never wealthy and occasionally meals were light but they always knew what was expected of them. As soon as the children were old enough, each was expected to help earn money for the family. Gedryn’s older brothers, Ewan and Devon, both had taken to the axe and followed their father out into the forest to cut wood. Gedryn, however, slight of frame, was no real use to them as they hauled whole trees around on their backs. He was put to work with their mother to help her prepare herbs to sell to the villagers. Gedryn’s life would have just what his parents had expected if it hadn’t been for the newest arrival to the village.&lt;br /&gt;
&lt;br /&gt;
In Gedryn’s twelfth summer, a wizard - of sorts - had purchased one of the empty homes in the village from the owner’s last heir. He told the neighbors that he moved away from the throng of the city to live out his final days in relative peace and quiet. Cursed with a summer cold upon his arrival, the wizard - an older man of sixty years named Athyl, required the aid of Mynna and her herbs. Gedryn, as her assistant, was given the task of delivering the herbs that the wizard would need to treat his cough. The wizard was a terrible patient and insisted that Gedryn prepare the herbs for him as he was entirely too busy with his own work. Ever the curious one, Gedryn couldn’t help but let his eyes drift across the books and pages that Athyl had scattered about his home. Gedryn, like many in the village, hadn’t learned to read or write much more than his name or a few things here and there. Their family hadn’t had much money to be able to afford books or even writing materials but Gedryn, fascinated by the wizard and all of his trappings, decided there and then, that he wanted more out of life.&lt;br /&gt;
&lt;br /&gt;
It took a while to convince the wizard that Gedryn could be of service to him but as he seemed to never shake the cold from summer into fall - the boy was at least valuable in some fashion to him. Preparing herbal remedies eventually lead to preparing ink which then lead to gathering quills and before he knew it - Gedryn was put to work copying out pages for the wizard. He took to it as though he were born to be a scholar. By the wizard’s first winter in the village, the boy had been able to copy out an entire copy of one of his books - something that fetched a nice price back in the city. With the excess coin he bought the boy a writing set of his own and additional paper. By the following summer, as one might expect, Gedryn’s curiosity got the best of him and he tried to repeat some of the words he had heard the wizard use to cast some of his spells. What boy would not want to wield magic? It’s one thing to copy pages - it’s another to become a novice wizard. That choice could not be left to the wizard himself and so he had a meeting with the boy and his parents. Gatham, as a simple woodcutter, had no real familiarity with arcane magic and distrusted those who wielded it. Mynna, however, was a practical woman and saw a bright and bountiful future for her son if he became a wizard. She made her mind up to facilitate the choice as best she could. Mostly that meant that she ‘convinced’ her husband to let Gedryn pick his own path in life.&lt;br /&gt;
&lt;br /&gt;
For the next six years, Gedryn served as Athyl’s apprentice. He ran errands for the man - carrying messages from his master to the city and back. He gathered materials, kept his hearth and home and seemingly adopted the man as a surrogate grandfather. The first time he used his magic away from the supervision of his master was when he was returning from the city one evening. He was sent to deliver a message and wait for a response. It took hours for the letter to be answered and by the time he was on his way back to the village it was already dusk. The path from the city to the village took him off of the main road by the time the light of the city and the sight of the wall was left behind him. He turned onto the wide trail and tried to see his way by the light of the small lantern that he carried.&lt;br /&gt;
&lt;br /&gt;
At only sixteen, he was still thin and not exactly an imposing figure. The shadows crawled out from the forest on either side of the trail and seemed to plague his mind. He was certain that some beast would come springing out at any moment to snap at his heels or rip out his throat. The faint light of his lantern barely illuminated his feet as he walked and he tried to drive the fear deep down into his gut. There was no warning when the stag jumped out from the forest - no sound except for the thud of its hooves hitting the ground right in front of Gedryn. He panicked and jumped backwards to escape the thundering beast - dropping the lantern. The stag ran off with the same thumping as the boy’s heart that tried to escape his chest as he realized that he was in no real danger. He was, however, now in the dark. The candle flame of the lantern was dead and he felt that he was not far behind. Summoning his courage, and his magic, he called the words of the spell to his lips and held his hand aloft to nearly scream the spell at the top of his lungs - an attempt to push back the fear and the shadows. “Light!” he screamed in the arcane language of magic. The shadows retreated like insects before his magic and his steps seemed more confident. Magic would protect him. Magic would guide him.&lt;br /&gt;
&lt;br /&gt;
Athyl, after hearing how Gedryn used his magic to drive back the ‘evil shadows’ of the forest, barely managed to suppress a snicker. The fact that his apprentice was able to conquer his fear of the unknown and used magic to do so was no real surprise for him. It was a sign that he should continue the boy’s training as a wizard but also his education as well. Ignorance, to Athyl, was almost a sin. As a follower of Navos, Athyl had encouraged Gedryn to understand the world around him as an awakened mind. The fact that the boy was able to use his magic to fight his fear of the unknown, at night, seemed almost a sign from the Mistress of Dreams that he should also teach the boy about his goddess. His mother and father, being simple, village-folk, knew of the gods - at least some of them - in name only. They worshipped their own patrons but left the rest. Athyl wanted to prepare the boy to understand more than ‘just the basics’ and encourage him to follow whichever god he chose. It came as no small surprise that Gedryn chose to follow the god of his Master and the being, he felt, guided him back home to the village that night he broke the lantern.&lt;br /&gt;
&lt;br /&gt;
Now upon his nineteenth year, Gedryn has been granted permission by his master to travel to the city of Alexandria and ply his skill as a Wizard and further his education. “Magic is not just in the books, boy.” Athyl told him. “Magic is out there - and you need to find it.” And that’s what he’s set out to do. With his meager possessions and a pair of robes that his mother made for him, he has set out from Thornhaven to the city to study with the Society. Only Navos knows where his path will take him.&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27474</id>
		<title>Gedryn/Background</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn/Background&amp;diff=27474"/>
		<updated>2017-10-08T01:03:59Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: Created page with &amp;quot;&amp;lt;p style=&amp;quot;color:#cc5511; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt; Thornhaven, that small village a few day’s walk away from the city of Alexandria, never...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#cc5511; font-weight: bold; font-size: 150%;&amp;quot;&amp;gt;About My Character&amp;lt;/p&amp;gt;&lt;br /&gt;
Thornhaven, that small village a few day’s walk away from the city of Alexandria, never really was known for much excitement. In truth few would even remember the name or its location unless they managed to stumble into it by accident. The families that call the village home like their quiet, simple lives. They had no need for the hustle and bustle of city life and so they kept to their own and were happy to leave their problems on the other side of their tall, stone walls. Into this sleepy little village, a third son was born to a humble family without much remark. Gedryn, youngest of three children , was the last born to Gatham, a craftsman and occasional carver, and his wife Mynna, a herbalist. He and his older brothers were never wealthy and occasionally meals were light but they always knew what was expected of them. As soon as the children were old enough, each was expected to help earn money for the family. Gedryn’s older brothers, Ewan and Devon, both had taken to the axe and followed their father out into the forest to cut wood. Gedryn, however, slight of frame, was no real use to them as they hauled whole trees around on their backs. He was put to work with their mother to help her prepare herbs to sell to the villagers. Gedryn’s life would have just what his parents had expected if it hadn’t been for the newest arrival to the village.&lt;br /&gt;
&lt;br /&gt;
In Gedryn’s twelfth summer, a wizard - of sorts - had purchased one of the empty homes in the village from the owner’s last heir. He told the neighbors that he moved away from the throng of the city to live out his final days in relative peace and quiet. Cursed with a summer cold upon his arrival, the wizard - an older man of sixty years named Athyl, required the aid of Mynna and her herbs. Gedryn, as her assistant, was given the task of delivering the herbs that the wizard would need to treat his cough. The wizard was a terrible patient and insisted that Gedryn prepare the herbs for him as he was entirely too busy with his own work. Ever the curious one, Gedryn couldn’t help but let his eyes drift across the books and pages that Athyl had scattered about his home. Gedryn, like many in the village, hadn’t learned to read or write much more than his name or a few things here and there. Their family hadn’t had much money to be able to afford books or even writing materials but Gedryn, fascinated by the wizard and all of his trappings, decided there and then, that he wanted more out of life.&lt;br /&gt;
&lt;br /&gt;
It took a while to convince the wizard that Gedryn could be of service to him but as he seemed to never shake the cold from summer into fall - the boy was at least valuable in some fashion to him. Preparing herbal remedies eventually lead to preparing ink which then lead to gathering quills and before he knew it - Gedryn was put to work copying out pages for the wizard. He took to it as though he were born to be a scholar. By the wizard’s first winter in the village, the boy had been able to copy out an entire copy of one of his books - something that fetched a nice price back in the city. With the excess coin he bought the boy a writing set of his own and additional paper. By the following summer, as one might expect, Gedryn’s curiosity got the best of him and he tried to repeat some of the words he had heard the wizard use to cast some of his spells. What boy would not want to wield magic? It’s one thing to copy pages - it’s another to become a novice wizard. That choice could not be left to the wizard himself and so he had a meeting with the boy and his parents. Gatham, as a simple woodcutter, had no real familiarity with arcane magic and distrusted those who wielded it. Mynna, however, was a practical woman and saw a bright and bountiful future for her son if he became a wizard. She made her mind up to facilitate the choice as best she could. Mostly that meant that she ‘convinced’ her husband to let Gedryn pick his own path in life.&lt;br /&gt;
&lt;br /&gt;
For the next six years, Gedryn served as Athyl’s apprentice. He ran errands for the man - carrying messages from his master to the city and back. He gathered materials, kept his hearth and home and seemingly adopted the man as a surrogate grandfather. The first time he used his magic away from the supervision of his master was when he was returning from the city one evening. He was sent to deliver a message and wait for a response. It took hours for the letter to be answered and by the time he was on his way back to the village it was already dusk. The path from the city to the village took him off of the main road by the time the light of the city and the sight of the wall was left behind him. He turned onto the wide trail and tried to see his way by the light of the small lantern that he carried.&lt;br /&gt;
&lt;br /&gt;
At only sixteen, he was still thin and not exactly an imposing figure. The shadows crawled out from the forest on either side of the trail and seemed to plague his mind. He was certain that some beast would come springing out at any moment to snap at his heels or rip out his throat. The faint light of his lantern barely illuminated his feet as he walked and he tried to drive the fear deep down into his gut. There was no warning when the stag jumped out from the forest - no sound except for the thud of its hooves hitting the ground right in front of Gedryn. He panicked and jumped backwards to escape the thundering beast - dropping the lantern. The stag ran off with the same thumping as the boy’s heart that tried to escape his chest as he realized that he was in no real danger. He was, however, now in the dark. The candle flame of the lantern was dead and he felt that he was not far behind. Summoning his courage, and his magic, he called the words of the spell to his lips and held his hand aloft to nearly scream the spell at the top of his lungs - an attempt to push back the fear and the shadows. “Light!” he screamed in the arcane language of magic. The shadows retreated like insects before his magic and his steps seemed more confident. Magic would protect him. Magic would guide him.&lt;br /&gt;
&lt;br /&gt;
Athyl, after hearing how Gedryn used his magic to drive back the ‘evil shadows’ of the forest, barely managed to suppress a snicker. The fact that his apprentice was able to conquer his fear of the unknown and used magic to do so was no real surprise for him. It was a sign that he should continue the boy’s training as a wizard but also his education as well. Ignorance, to Athyl, was almost a sin. As a follower of Navos, Athyl had encouraged Gedryn to understand the world around him as an awakened mind. The fact that the boy was able to use his magic to fight his fear of the unknown, at night, seemed almost a sign from the Mistress of Dreams that he should also teach the boy about his goddess. His mother and father, being simple, village-folk, knew of the gods - at least some of them - in name only. They worshipped their own patrons but left the rest. Athyl wanted to prepare the boy to understand more than ‘just the basics’ and encourage him to follow whichever god he chose. It came as no small surprise that Gedryn chose to follow the god of his Master and the being, he felt, guided him back home to the village that night he broke the lantern.&lt;br /&gt;
&lt;br /&gt;
Now upon his nineteenth year, Gedryn has been granted permission by his master to travel to the city of Alexandria and ply his skill as a Wizard and further his education. “Magic is not just in the books, boy.” Athyl told him. “Magic is out there - and you need to find it.” And that’s what he’s set out to do. With his meager possessions and a pair of robes that his mother made for him, he has set out from Thornhaven to the city to study with the Society. Only Navos knows where his path will take him.&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27473</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27473"/>
		<updated>2017-10-08T00:22:55Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CPHEADER-START}}&lt;br /&gt;
Gedryn of Thornhaven&lt;br /&gt;
{{CPHEADER-END}}&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
Thornhaven, that small village a few day’s walk away from the city of Alexandria, never really was known for much excitement. In truth few would even remember the name or its location unless they managed to stumble into it by accident. The families that call the village home like their quiet, simple lives. They had no need for the hustle and bustle of city life and so they kept to their own and were happy to leave their problems on the other side of their tall, stone walls. Into this sleepy little village, a third son was born to a humble family without much remark. Gedryn, youngest of three children , was the last born to Gatham, a craftsman and occasional carver, and his wife Mynna, a herbalist. He and his older brothers were never wealthy and occasionally meals were light but they always knew what was expected of them. As soon as the children were old enough, each was expected to help earn money for the family. Gedryn’s older brothers, Ewan and Devon, both had taken to the axe and followed their father out into the forest to cut wood. Gedryn, however, slight of frame, was no real use to them as they hauled whole trees around on their backs. He was put to work with their mother to help her prepare herbs to sell to the villagers. Gedryn’s life would have just what his parents had expected if it hadn’t been for the newest arrival to the village.&lt;br /&gt;
&lt;br /&gt;
In Gedryn’s twelfth summer, a wizard - of sorts - had purchased one of the empty homes in the village from the owner’s last heir. He told the neighbors that he moved away from the throng of the city to live out his final days in relative peace and quiet. Cursed with a summer cold upon his arrival, the wizard - an older man of sixty years named Athyl, required the aid of Mynna and her herbs. Gedryn, as her assistant, was given the task of delivering the herbs that the wizard would need to treat his cough. The wizard was a terrible patient and insisted that Gedryn prepare the herbs for him as he was entirely too busy with his own work. Ever the curious one, Gedryn couldn’t help but let his eyes drift across the books and pages that Athyl had scattered about his home. Gedryn, like many in the village, hadn’t learned to read or write much more than his name or a few things here and there. Their family hadn’t had much money to be able to afford books or even writing materials but Gedryn, fascinated by the wizard and all of his trappings, decided there and then, that he wanted more out of life.&lt;br /&gt;
&lt;br /&gt;
It took a while to convince the wizard that Gedryn could be of service to him but as he seemed to never shake the cold from summer into fall - the boy was at least valuable in some fashion to him. Preparing herbal remedies eventually lead to preparing ink which then lead to gathering quills and before he knew it - Gedryn was put to work copying out pages for the wizard. He took to it as though he were born to be a scholar. By the wizard’s first winter in the village, the boy had been able to copy out an entire copy of one of his books - something that fetched a nice price back in the city. With the excess coin he bought the boy a writing set of his own and additional paper. By the following summer, as one might expect, Gedryn’s curiosity got the best of him and he tried to repeat some of the words he had heard the wizard use to cast some of his spells. What boy would not want to wield magic? It’s one thing to copy pages - it’s another to become a novice wizard. That choice could not be left to the wizard himself and so he had a meeting with the boy and his parents. Gatham, as a simple woodcutter, had no real familiarity with arcane magic and distrusted those who wielded it. Mynna, however, was a practical woman and saw a bright and bountiful future for her son if he became a wizard. She made her mind up to facilitate the choice as best she could. Mostly that meant that she ‘convinced’ her husband to let Gedryn pick his own path in life.&lt;br /&gt;
&lt;br /&gt;
For the next six years, Gedryn served as Athyl’ apprentice. He ran errands for the man - carrying messages from his master to the city and back. He gathered materials, kept his hearth and home and seemingly adopted the man as a surrogate grandfather. The first time he used his magic away from the supervision of his master was when he was returning from the city one evening. He was sent to deliver a message and wait for a response. It took hours for the letter to be answered and by the time he was on his way back to the village it was already dusk. The path from the city to the village took him off of the main road by the time the light of the city and the sight of the wall was left behind him. He turned onto the wide trail and tried to see his way by the light of the small lantern that he carried.&lt;br /&gt;
&lt;br /&gt;
At only sixteen, he was still thin and not exactly an imposing figure. The shadows crawled out from the forest on either side of the trail and seemed to plague his mind. He was certain that some beast would come springing out at any moment to snap at his heels or rip out his throat. The faint light of his lantern barely illuminated his feet as he walked and he tried to drive the fear deep down into his gut. There was no warning when the stag jumped out from the forest - no sound except for the thud of its hooves hitting the ground right in front of Gedryn. He panicked and jumped backwards to escape the thundering beast - dropping the lantern. The stag ran off with the same thumping as the boy’s heart that tried to escape his chest as he realized that he was in no real danger. He was, however, now in the dark. The candle flame of the lantern was dead and he felt that he was not far behind. Summoning his courage, and his magic, he called the words of the spell to his lips and held his hand aloft to nearly scream the spell at the top of his lungs - an attempt to push back the fear and the shadows. “Light!” he screamed in the arcane language of magic. The shadows retreated like insects before his magic and his steps seemed more confident. Magic would protect him. Magic would guide him.&lt;br /&gt;
&lt;br /&gt;
Athyl, after hearing how Gedryn used his magic to drive back the ‘evil shadows’ of the forest, barely managed to suppress a snicker. The fact that his apprentice was able to conquer his fear of the unknown and used magic to do so was no real surprise for him. It was a sign that he should continue the boy’s training as a wizard but also his education as well. Ignorance, to Athyl, was almost a sin. As a follower of Navos, Athyl had encouraged Gedryn to understand the world around him as an awakened mind. The fact that the boy was able to use his magic to fight his fear of the unknown, at night, seemed almost a sign from the Mistress of Dreams that he should also teach the boy about his goddess. His mother and father, being simple, village-folk, knew of the gods - at least some of them - in name only. They worshipped their own patrons but left the rest. Athyl wanted to prepare the boy to understand more than ‘just the basics’ and encourage him to follow whichever god he chose. It came as no small surprise that Gedryn chose to follow the god of his Master and the being, he felt, guided him back home to the village that night he broke the lantern.&lt;br /&gt;
&lt;br /&gt;
Now upon his nineteenth year, Gedryn has been granted permission by his master to travel to the city of Alexandria and ply his skill as a Wizard and further his education. “Magic is not just in the books, boy.” Athyl told him. “Magic is out there - and you need to find it.” And that’s what he’s set out to do. With his meager possessions and a pair of robes that his mother made for him, he has set out from Thornhaven to the city to study with the Society. Only Navos knows where his path will take him.&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27472</id>
		<title>Gedryn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gedryn&amp;diff=27472"/>
		<updated>2017-10-08T00:17:39Z</updated>

		<summary type="html">&lt;p&gt;Gedryn: Created page with &amp;quot;{{CPHEADER-START}} Gedryn of Thornhaven {{CPHEADER-END}}  ==Character Background== Thornhaven, that small village a few day’s walk away from the city of Alexandria, never re...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{CPHEADER-START}}&lt;br /&gt;
Gedryn of Thornhaven&lt;br /&gt;
{{CPHEADER-END}}&lt;br /&gt;
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==Character Background==&lt;br /&gt;
Thornhaven, that small village a few day’s walk away from the city of Alexandria, never really was known for much excitement. In truth few would even remember the name or its location unless they managed to stumble into it by accident. The families that call the village home like their quiet, simple lives. They had no need for the hustle and bustle of city life and so they kept to their own and were happy to leave their problems on the other side of their tall, stone walls. Into this sleepy little village, a third son was born to a humble family without much remark. Gedryn, youngest of three children , was the last born to Gatham, a craftsman and occasional carver, and his wife Mynna, a herbalist. He and his older brothers were never wealthy and occasionally meals were light but they always knew what was expected of them. As soon as the children were old enough, each was expected to help earn money for the family. Gedryn’s older brothers, Ewan and Devon, both had taken to the axe and followed their father out into the forest to cut wood. Gedryn, however, slight of frame, was no real use to them as they hauled whole trees around on their backs. He was put to work with their mother to help her prepare herbs to sell to the villagers. Gedryn’s life would have just what his parents had expected if it hadn’t been for the newest arrival to the village.&lt;br /&gt;
&lt;br /&gt;
In Gedryn’s twelfth summer, a wizard - of sorts - had purchased one of the empty homes in the village from the owner’s last heir. He told the neighbors that he moved away from the throng of the city to live out his final days in relative peace and quiet. Cursed with a summer cold upon his arrival, the wizard - an older man of sixty years named Adro, required the aid of Mynna and her herbs. Gedryn, as her assistant, was given the task of delivering the herbs that the wizard would need to treat his cough. The wizard was a terrible patient and insisted that Gedryn prepare the herbs for him as he was entirely too busy with his own work. Ever the curious one, Gedryn couldn’t help but let his eyes drift across the books and pages that Adro had scattered about his home. Gedryn, like many in the village, hadn’t learned to read or write much more than his name or a few things here and there. Their family hadn’t had much money to be able to afford books or even writing materials but Gedryn, fascinated by the wizard and all of his trappings, decided there and then, that he wanted more out of life.&lt;br /&gt;
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 It took a while to convince the wizard that Gedryn could be of service to him but as he seemed to never shake the cold from summer into fall - the boy was at least valuable in some fashion to him. Preparing herbal remedies eventually lead to preparing ink which then lead to gathering quills and before he knew it - Gedryn was put to work copying out pages for the wizard. He took to it as though he were born to be a scholar. By the wizard’s first winter in the village, the boy had been able to copy out an entire copy of one of his books - something that fetched a nice price back in the city. With the excess coin he bought the boy a writing set of his own and additional paper. By the following summer, as one might expect, Gedryn’s curiosity got the best of him and he tried to repeat some of the words he had heard the wizard use to cast some of his spells. What boy would not want to wield magic? It’s one thing to copy pages - it’s another to become a novice wizard. That choice could not be left to the wizard himself and so he had a meeting with the boy and his parents. Gatham, as a simple woodcutter, had no real familiarity with arcane magic and distrusted those who wielded it. Mynna, however, was a practical woman and saw a bright and bountiful future for her son if he became a wizard. She made her mind up to facilitate the choice as best she could. Mostly that meant that she ‘convinced’ her husband to let Gedryn pick his own path in life.&lt;br /&gt;
&lt;br /&gt;
 For the next six years, Gedryn served as Adro’ apprentice. He ran errands for the man - carrying messages from his master to the city and back. He gathered materials, kept his hearth and home and seemingly adopted the man as a surrogate grandfather. The first time he used his magic away from the supervision of his master was when he was returning from the city one evening. He was sent to deliver a message and wait for a response. It took hours for the letter to be answered and by the time he was on his way back to the village it was already dusk. The path from the city to the village took him off of the main road by the time the light of the city and the sight of the wall was left behind him. He turned onto the wide trail and tried to see his way by the light of the small lantern that he carried.&lt;br /&gt;
BACKGROUND_5 [#2859]: At only sixteen, he was still thin and not exactly an imposing figure. The shadows crawled out from the forest on either side of the trail and seemed to plague his mind. He was certain that some beast would come springing out at any moment to snap at his heels or rip out his throat. The faint light of his lantern barely illuminated his feet as he walked and he tried to drive the fear deep down into his gut. There was no warning when the stag jumped out from the forest - no sound except for the thud of its hooves hitting the ground right in front of Gedryn. He panicked and jumped backwards to escape the thundering beast - dropping the lantern. The stag ran off with the same thumping as the boy’s heart that tried to escape his chest as he realized that he was in no real danger. He was, however, now in the dark. The candle flame of the lantern was dead and he felt that he was not far behind. Summoning his courage, and his magic, he called the words of the spell to his lips and held his hand aloft to nearly scream the spell at the top of his lungs - an attempt to push back the fear and the shadows. “Light!” he screamed in the arcane language of magic. The shadows retreated like insects before his magic and his steps seemed more confident. Magic would protect him. Magic would guide him.&lt;br /&gt;
&lt;br /&gt;
 Adro, after hearing how Gedryn used his magic to drive back the ‘evil shadows’ of the forest, barely managed to suppress a snicker. The fact that his apprentice was able to conquer his fear of the unknown and used magic to do so was no real surprise for him. It was a sign that he should continue the boy’s training as a wizard but also his education as well. Ignorance, to Adro, was almost a sin. As a follower of Navos, Adro had encouraged Gedryn to understand the world around him as an awakened mind. The fact that the boy was able to use his magic to fight his fear of the unknown, at night, seemed almost a sign from the Mistress of Dreams that he should also teach the boy about his goddess. His mother and father, being simple, village-folk, knew of the gods - at least some of them - in name only. They worshipped their own patrons but left the rest. Adro wanted to prepare the boy to understand more than ‘just the basics’ and encourage him to follow whichever god he chose. It came as no small surprise that Gedryn chose to follow the god of his Master and the being, he felt, guided him back home to the village that night he broke the lantern.&lt;br /&gt;
&lt;br /&gt;
 Now upon his nineteenth year, Gedryn has been granted permission by his master to travel to the city of Alexandria and ply his skill as a Wizard and further his education. “Magic is not just in the books, boy.” Adro told him. “Magic is out there - and you need to find it.” And that’s what he’s set out to do. With his meager possessions and a pair of robes that his mother made for him, he has set out from Thornhaven to the city to study with the Society. Only Navos knows where his path will take him.&lt;/div&gt;</summary>
		<author><name>Gedryn</name></author>
	</entry>
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