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Subject: Salty Pete's Crew at Game Knight

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The Beer Baron
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01/02/2008 8:29 AM  
Goody goody I'll be munchin' the foody!

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nork
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01/02/2008 9:18 AM  
Yeah Mike, I am okay with that Chinese order.
I am willing to help whoever is driving to pick-up.
I can be there earlier as I don't work today.

Mind u I haven't been home in 3 days yet - I still have
to get there too. Need a shower ... did I think out loud
again ... Man!

Stop monkeying around - thats my job!!!

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01/02/2008 9:25 AM  
I do suggest we do the pick up thing. The DM's going to need his food and a Dr Pepper Slurpee. It's already been a long day......

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01/02/2008 9:40 AM  
I can pick it up on my way to the store if someone posts the number for me I'll phone it in too.

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01/02/2008 9:50 AM  
254-6924 or 254-6925

dorge
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01/02/2008 11:00 AM  
I should be down there between 4-5 today. Meen while, back to W.o.W.

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The Beer Baron
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01/02/2008 11:21 AM  
Dorge - can you be a sweetheart and bring your favourite uncle a slurpee? The mohawk by my house has good coke ones. I re-imburse you for mine, and I'll buy you yours.



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01/02/2008 12:20 PM  
Garret thinks it will be more like 5:30 now,  I'll try to have the Chinese for shortly after that does that work for everyone?

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01/02/2008 12:40 PM  
That's fine with me but Chris is usualy a little later than that.

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01/02/2008 12:56 PM  

True, I'll plan for 6ish he should be there by then.


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01/02/2008 1:34 PM  
Tales from the Chronicler Dec. 19th Lucky Session 13

Tales of the not-so-Crimson Haired Paladin Realized it was strawberry blonde

The Party pushes on to the Warehouse back door in the back alley street.
Grath takes his time at the door as the Party watches ... everywhere. Grath believes it to be trapped but not in a manner that he can or was able to deal with. Beregon inspects the door ... a magical trap! Cedrith dispells the magical lock and Grath is then able to open lock ... Tharnog then BOOTS UP THE DOOR not waiting for the Party to discuss options (learned nothing u silly Dwarf ?)

Tharnog charges in and ... the floor gives way to a Pitt ... and Tharnog is impaled onto a
high long narrow spike (out through his mouth even!!!)  Grath is befuddled at this point
... as it might have been him!  The Pitt is deep and 20 ft by 15 ft with lots of unadorned
spikes just waiting for a foolish victim!  Across the Pitt is some clear space and 4 Bins
similar to the Bins found in Suzail.  How Oh how will we cross this Pitt seeing as Migwin
had all the rope.  From the otherside of the Pitt some undead skeletons (7) approach
the Pitt!Cedrith steps up to the doorframe and TURNS UNDEAD ... and ... BLOWS THEM UP!Brigid the viking like Paladin with not so blood red hair - SUMMONS HER STEAD!
Brigid mounts the fearsome brute and jumps the Pitt!  Charging forward she and her
stead encounter a small palish dude - "Get Out!" - she cries in viking style intimidation!
The pale clerkish dude just quakes in his boots and moves not an inch!

The dude moves not an inch but trembles and offers up ... a WAND ... Brigid snatches it!
Meanwhile ... the rest of the Party has found their own ways over the Pitt ... thanks to
poor Tharnog who continues to dangle ... uttering ... URGH ... URGH!!!Cedrith inspects the WAND ... it is ... EVIL!!! Cedrith breaks the WAND in two!!!  We find a chain and eventually we are able to relief Tharnog of his torturous impalement.  Some quick healing and our Dwarf is nearly good as new.  Later we learn from the pale dude that he is a clerk who works in an office in the Warehouse.  He was told that should anyone show up tonight unannounced he was to use the WAND to summon undead.Brigid forces the clerk to show us the Office that he works at as nothing interesting can be found in the Warehouse.Grath goes to work on the Office door that is ...  LOCKED & TRAPPED!!!
Brigid converses with the pale clerk and tries to convert him of his evil nature; alas, he says
he is good now but still radiates EVIL.  Brigid slays him where he stands for his obvious
definance of all things good and his decption of truth!  The Party is taken aback; yet, the Paladin can do no wrong!


Grath is successfull with disabling a ... POISION GAS TRAP on the door.  Grath then successfully unlocks the Office door (doing better than the alley this time!)   Inside we
find a desk full of paperwork and ... a non-magical chest!!!Beregon inspects the desk and various paperwork and ... finds no mention in name or likeness to his missing brother!
Beregon does findcontracts to purchase Slaves to run a Barge.  The purchaser was a Thayveus ... delivery made 3 days ago ... 1000 GP ... for all slaves.
  Beregon is dismayed that in all the names listed in the contracts there is no mention of his brother.
Beregon's musings are disturbed thankfully (or maybe not) as Tharnog is complaining of STIFFENING UP OF HIS MUSCLES AND JOINTS!  Beregon tends to the wounded Dwarf who thought he was healed; Brigid determines our Dwarf has been infected!We can do nothing for him currently so we continue our search of the Office.

Grath fiddles with the chest and successfully manages to disarm a Poision Needle trap in the chest lock.  Grath then successfully unlocks the chest and opens it to find ... 150 Platinum.
Grath likey treasure 150 PLATINUM PIECES buys a load of Banana's!!!  The Party continues the search ... after there lastest aquistion.  A false floor board in the Office is revealed and yanked away!  Grath's pupils dilate (all love struck and puppy dog like) at
the contents wrapped in Silk.A Rogue's Black Slick Leather Suit (Armour +1, helps with escape artist); Masterwork Rapier (+1); Black Boots (Elven in nature, +5 move silent); a potion of invisibility & an unknown potion.  Returning the Office to a semblance of it's past state - missing somethings of course - we decide to make our escape.  The night is disturbed with the sound of night watch whistles shrilling in the dark.  Carefull to elude detection the Party flees successfully back to the Blue Hippocampus.

The unlucky number 13 became lucky at the end, eh?  I did not write down what happened to the pale clerk dude - I think Brigid told him to get lost at some point.  I also think we went out the front door of the WareHouse ... been 2 weeks.  Can't wait for tonight ... let me know as usual if I forgot something in the chronicling!
See you down there I might have some left over dessert from X-mas spoils!

Stop monkeying around - thats my job!!!

jacksonm
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01/02/2008 2:56 PM  
Headed down to Game Knight. See you there.

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01/02/2008 2:57 PM  

Dinner is ordered I'll be picking it up at 6.

See you shortly after that.


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01/03/2008 6:51 AM  
Tales from the Chronicler Jan. 2nd 2008 Session 14

Dead Dwarf Walking Part 1

Undercover of night as nightwatch whistles shrill in the night our Party flees the Warehouse.  Making every twist and turn that we can to meander back home to
save haven port aboard Capt. Salty Pete's ship ... we are ... halted ... in our tracks
by ... A BIG HULKING ... BARBARIAN ... with a Great Axe! (friend of yours Migwin?)
Uncomfortable silence ... akward fidgeting ... more nightwatch shrilling ... pressing
on we ask who stands infront of the Blue Hippocampus?  We are ready for a fight!

Jars Gunnerson is looking for a ship and crew to serve upon - although he cannot
remember who he is or where he comes from (Hey! thats my schtick!).  Jars may
not know where he comes from; but, he knows that he wants to pillage and
cause mayhem!
A tall powerfull looking man with long wild iron grey hair and a
tangled beard.  Crazed piercing blue eyes reflecting many a pale blue winter sky seen.
No one doubts his gazing contempt for soft-bellied or weak warm Southerners!
 Brigid
notes that he is surely a Norsemen or Viking Raider both in look, demeanor and clothing.  More shrill whistle calls from the search for us!  We sense nothing
of deception from him.  Beregon and Cedrith beckon him aboard as Salty Pete is
hiring.  Safe aboard ship at last!

Beregon goes to find the Captain to inquire for Jars as to whether we might hire
him.  Salty Pete is in his quarters reviewing lists and charts.  He agrees to meet a
prospect sailor as the ship compliment is still not quite full - currently a skeleton
crew.  He muses with Beregon that repairs will require at least another full day and
he must scoure Westgate for more crew - pickings are slim.Meanwhile Jars is
acquainting himself with the crew and our party.  Brigid seems interested somewhat in
or apparent Viking friend.  Curious about the Hadozee he ... "OFFERS THE MONKEY A
BANANA!!!"Migwin, Cedrith and Beregon (just arrived with Capt.) motion and
whisper ... NO, NO, NO!MONKEY! MONKEY! I AM NO MONKEY!!!  Grath snarls
back as he snatches the banana ... and walks away grumbling as he eats it!

Salty Pete and Jars get acquainted in short conversation and Jars is hired - Salty
Pete has little recourse as two large mercenary companies have been hiring lots
of hands in Westgate - pickings are slim.  Our Party turns in for  a well deserved
40 winks.  Grath sleeps in his crows nest again.

Morning and Cedrith is busy identifying the Rapier found the other evening in the
Warehouse Office.  He determines it is a magical Rapier (+1) and he also determines
what everything else is (see last chronicle).  The Party decides to give Grath the
Black Rogue Leather Armour and Boots to aid in his stealthy profession - the Rapier
also goes to Grath in that one day he may wield it in two-handed melee!  Grath does
not get the Platnium!   Greedy/Silly Hadozee - tricks are for Rogues ... not gold!!!
Beregon and Party are granted leave by Salty Pete to search for Beregon's Brother.
Pete allows Jars to go ashore; but, he has work for Brigid who stays aboard.

Once again Beregon inquires at the Harbour Master as to the where abouts of a
certain ship ... The Inflammed Addler (Flamming Snake).  This is the ship to which the
contracts (found in the warehouse last evening) specified all the slaves were sold to.
Beregon negotiates heavily by slipping the Harbour Master 3 GP.  The Master reveals
the ship is due to sail out of Westgate later today from Pier 17.

Stop monkeying around - thats my job!!!

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01/03/2008 7:19 AM  
Bonus Posting XP Happy Extra Good Time!

Everyone gets a bonus 150 XP for posting what lessons their character personaly learned from this past session.

That bonus gets doubled if the majority of your fellow players think your character actually learned that lesson.

jacksonm
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01/03/2008 7:20 AM  
So aside from our beer lovin' Bar/Sor is everyone good to play next week?

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01/03/2008 7:33 AM  
Great session last night Mike!

I was really divided last night as were others I think.
But, we stayed together in the end as a party ... true teamwork!
That in itself is a lesson, never abandon hope or teammates - but - I think we need to be mindfull of what we do. Grath certainly has learned that lesson but I will post his perspective a bit later.

I am good with next Wednesday Jan. 9th. Is it Beer Club already???

Stop monkeying around - thats my job!!!

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01/03/2008 5:54 PM  
Posted By jacksonm on 01/03/2008 7:20 AM
So aside from our beer lovin' Bar/Sor is everyone good to play next week?


I am as well good for next week.

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01/05/2008 8:05 AM  
The DM needs his Quiznos fix for dinner this week. Any objections?

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01/05/2008 8:10 AM  

Quiznos works for me


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01/05/2008 5:41 PM  
Tharnog learned a very valuable lesson. He learned that if you are confronted by officers that tell you, you have to go with them because you did something wrong (if you really did) don't go making it worse by killing or assaulting an officer. He also learned it is a bad idea to go drinking after a fight, when you might be wanted for murder.

And I am good for Quiz'noz next week, i need the cold cut sub, mmmm meat, *druul*

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01/06/2008 3:17 PM  

Cedrith learned to go with his instincts.  When you see what can only be a high powered wizard and his Iron Golem gaurdian turn the other way.  Also you should stick with your companions even though they are probably destined to go Hell, you just might be able to prevent it.


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01/07/2008 10:51 AM  
Don't forget to vote if you think those lessons were really learned or not.

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01/07/2008 2:28 PM  
We will resume this weeks adventures with the crew such as it is out at sea and ploting their next move.

Will Beregon's brother ever be saved.......?

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01/07/2008 2:53 PM  
Hello,

I am OK with Quizno's this week.  I will keep my stomach empty for it.

Cheers

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01/07/2008 2:58 PM  
It would be wrong to say Grath has learned not to press his luck or not to be greedy.
His eyes still go wide at opportunities such as the Rapier, Black Leather Armour and
100 Platnium. Ontop of that he pushed his luck with trying to spy on the Wizard's Map


I would say that Grath is more cautious, contemplative and sneakier than before as a Rogue should be.Instead of rushing out into a trap or not taking 10 OR 20 like he did with a certain recent Island adventure - he did stealthly take his time approaching and leaving the ship with being spotted in the foremost of his mind. Grath is tired of rushing into something without thinking 1st - treasure opportunities notwithstanding still.

He has also learned not to abandon his friends as they have not abandoned him when a trap was triggered or a monster has suddenly appearred! Grath has learned this in that he has watched his comrades protect him and he refused to leave the Dwarf because he sought out Salty Pete to see if they could help save him. Instead of voting to leave him hang he decided to choose a plan that would work (a cautious and well thought out one too!) Grath refused to abandon his companion.

Grath is also learning diplomacy and negotiating skills.  Parlay with the Crimson Pirate was a good start until he tried to re-negotiate more treasure from the Party which he
botched up in telling them 10% then no it was really 5% - really!Grath learned to improvise on negotiating as he threw in his Masterwork Cutlass from the start of the game when the deal was unworkable with the Executioner!

Grath is still greedy - but he is definitely more sneaky and thoughtfull - is that really a good thing now? Better Rogue for sure - not necessarily trustable - but he did try to save Tharnog!

Stop monkeying around - thats my job!!!

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01/07/2008 3:03 PM  
What did Beregon learn from the past few days ...


Well ....

- He learned that while he cares for his adventuring companions, he also hates them at times (actually, he knew this before, it was just reconfirmed in spades).

- He learned that barbarians do not stop and think about the consequences of their actions (again, knew this before, it was just reconfirmed).

- He learned that Red Wizards live up to their reputation, and hopes the two barbarians and the dwarf have learned this as well.

- He learned that his brother Elren is still alive, and the he should not give up hope of rescuing him.

- He learned that Salty Pete is a genuinely kind and good man, but even Salty Pete's tolerance does have limits.

- He learned that he still needs to master even more arcane power to get ahead in the world.  More spellbook research will be necessary in the next port of call, as will doing some spell casting for hire on the side to help pay back debts to Salty Pete, and to earn money for more wands and scrolls.

- He learned that he is sorely tempted at times to kill off the dwarf or leave him to his fate (and next time he thinks he will).

- He learned to do a more thorough interview and assessment of new people joining the party before asking them to stage a diversion (instead of a possible massacre).

That's it for now.  I am sure Beregon will think up a few more things later.

Cheers

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01/07/2008 3:07 PM  
Quizzno's Is Also An Appealing Option for a Change!!!

This time that Chicken Carbonarra will not tempt me!!! Prime Rib All The Way!!!

Those are some pretty insightfull learned lessons Chris!  Sounds painfull - ever thought you might have more luck in another Party???

Stop monkeying around - thats my job!!!

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01/07/2008 6:20 PM  
Tales from the Chronicler Jan. 2nd, 2008 Session 14

Dead Dwarf Walking Part 2

Pier 17 and the Flamming Addler is moored before us. Beregon thought we
should consult with Salty Pete 1st before trying to free the slaves aboard. No where
aboard the Grey Hippocampus, Percy informs us that he is out trying to hire more
crew in Westgate . Beregon's hope was to at least inform the Captain of the
potential mayhem which may cause - perhaps we could hire the slaves we liberate! Jars,
our new Viking Barbarian with no memory thinks we should kill them; not liberate them,
for they were weak enough to not deserve freedom. Migwin is angered at the implication
that all slaves are weak and worthless as he started as a slave! Cedrith is sarcastic in that Jars certainly would fit in with a crew that attacks mindlessly without pause. He casts hold person on Jars and bids Migwin to teach him a lesson by throwing him into the drink. Migwin declines and Jars shrugs it off - probably thinking Migwin weak. Unable to find the Captain we concoct a plan to scuttle the ship by 1 part diversion and 1 part sabotage. The crew of the Inflammed Addler will be occupied by a hard to win battle up top lead by the entire party except Migwin. Migwin will swim beneath the hull tethered to a 200 ft silk rope and proceed to dislodge boards or make holes with a crowbar and wood- drill. Items in hand we lie in wait behind the wooden crates ready to make our move.

We note that all we need contend with is eight guards with pole-arms around deck - good odds!As Cedrith cures part of Thagnor's Stiffness disease the Party is both humbled and awed! THUMP - THUMP - THUMP walks a Monstrosity lead by a balding robed wizard with a Bronze flamming staff. The Massive Iron Golem shakes the planks as it lumbers slowly and is wide enough to fill the 10 ft gangway from edge to edge - and towers over the tallest man by twice his size. Time for a NEW PLAN say WE!!!

Stealth and reconnoiter by the Hadozee is the plan with the Party laying low for the time
being is the plan.  Grath will sneak aboard and see if Beregon's brother is even onboard
using the invisiblity potion found in the warehouse.  Grath downs the potion and is ...
gone ... the Party waits ... minus Jars who is gone too!

Jars has approached the guard on the main gangway, "Where is my Sister!"  The guard
insists that there are no women aboard and Jars calls him a lier.  The guard threatens
Jars to move on ... and the fight ensues - Beregon and Cedrith are horrorified at the plan.  Invisible Rogue makes his way along the dock to the main anchor and rope and
expertly scampers up this to the bow of the ship.  He hears the ruckus to port but presses on anyway.  The slaves above deck are occupied with preparations to depart.
Grath slips below decks after nearly a minute of searching faces from bow to mid-ship.

Jars has ripped the wet red spleen from the guards adomen and is annointing the spleen
juices upon the guard and himself - "For My Sister!!!"
  Tharnog, Migwin, Cedrith and Beregon enter the fray of charging guards at the main gangway to back-up Jars who
took down the two main guards!  Beregon casts Mage Armour upon himself and Cedrith
is near Jars to render a healing hand if need be.  Migwin and Tharnog charge up the ramp to meet the 6 guards rushing down. Tharnog Power Attacks and hits hard as per
usual.  Migwin rages into the men holding them at bay - for my Barbarian Brother!!!
Beregon casts Magic Web and ensnares the 6 men to the gangway.  Tharnog, Migwin and Jars manage to reduce their numbers by half ... WHOOOOOSH!!!The Party is struck
by  a blazing FIREBALL the likes that Beregon has never seen or conjured!!!!  The Party is
nigh this far from this side ... of death!


Grath searches the hold and all the slaves below for his 2nd minute of invisibility.  The
slaves are sick and in tattered rags ... poor spirits with taunt muscles pulling oars chained to pale white hanging skinny limbs.  No time to search the cargo and Grath has
not yet searched the upper stern or back quarter of the boat.  One last glimpse before
heading above deck ... wait ... surely ... yes it is Beregon's brother Elren ... sickly but him!
Beregon casts FLY and escapes.  Cedrith invokes WINGS OF THE SEA and is one with
the water as he swims away.  Migwin rages into the ensared men and Tharnog kills and
cleaves into another guard before he too flees.  Jars also has watched and followed the
Party away from the action.  Migwin alone attempts to lift the the gangway to ditch it into the drink to prevent the Golem from reaching him - too late! The several tonne Golem lumbers ... DOWN ... DOWN ... and attacks the enraged ... Migwin ... squashing the 3 web ensnared guards who were left in the way.  Will the tatooted bald wizard get another shot at the deserated Migwin???

Grath is above deck and attempts to glimpse the maps of the Wizard to see where the Inflammed Addler is bound next.  His invisibilty is nearly done and he is about to be discovered in short order.  To the stern and over he goes to glide out far and low to ditch himself into the sea.  Grath swims back a fair ways out from the ship and dock and
regains his visibility.  He spots the flying Beregon touch down upon the dock a fair ways from the ship - Cedrith is yet at another spot and Grath meets up with him.  Beregon is overjoyed to find out that his brother yet lives.  Alas the Party must scatter as the Westgate watch is called for among the Harbour!  Migwin circles around another guard (alot more than 8 now eh? misscounted or Migwin can't count being a Barbarian and all!)
and kills him as the Golem reaches up to him for the telling blow ....

 ...Is this the end of the Raging Migwin .... did I mess up the Title??? NO!!!  The Party is wanted by the Westgate watch while .... Tharnog drinks in the local bar???  The town watch
is trying to arrest him ... and he threatens them ...you can see where this is going can't you?

Stop monkeying around - thats my job!!!

dorge
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01/07/2008 10:11 PM  
I vote for Nicos' lessons so far.

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01/08/2008 5:36 AM  
I would have to vote for Grath aswell

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01/08/2008 7:27 AM  
It seems our good wizard has learned many lessons indeed.

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01/08/2008 9:08 AM  
Mig has learned that Red Wizards are powerful and need to be dealt with indirectly. Fireballs on the front street - bad. Knife them in a back alley - good. Maybe not so good with an Iron Golem Bodyguard.

Mig has also learned that a dwarf love for ale precludes his common sense. Sitting in a bar drinking whilst the town guard is looking for you is bad. (Dumb Dwarf).

Mig has also learned why people hate barbarians. If all barbarians acted like the new guy, I'd hate them all too.

Mig also has learned a new level of spells, and they will come in handy if I live long enough to use them. But having a sword is still a good thing too.

Mig has learned that ties to family are important, but sometimes dangerous. He hopes Beregon will think twice about rescueing his brother. And by thinking twice, maybe a better plan would help. I can think of at least one involving a sack of potatoes.......

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"Champion of the Centaur Commander. Knight of the Gnoll Druid. Vindicated Champion of the Dragon Wrought Kobold!

01/08/2008 9:09 AM  
I vote for me. Oops, I mean Beregon I suppose.

I vote for Quizno's, but next week as I'm going to miss this week.

I vote for Hillary, cuz she needs it.

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jacksonm
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River City

01/08/2008 10:25 AM  

Salty Pete’s Crew

 

Ship:

 

The Blue Hippocampus

 

Captain:

 

Salty Pete (The grizzled sea veteran who has displayed a liking for our beloved PCs despite their ineptitude. He wields a powers black flaming cutlass.)

First Mate:

 

Mustafa (A strong, mute Turmish sailor with a mysterious past. With recent troubles he has begun to keep a close eye on our heroes.)

Quartermaster:

 

Percy Finch (The youthful son of Eldarr a wizard from Wyverspur. He has a strong head for figures but is very accident prone.)

Sailors:

 

Doby (A farm boy from Shadowdale who ran away to become a sailor. He joined the crew in Suzail, the sole crew member remaining from that voyage.)

Egro ‘Red’ McGurk (‘Red” is a balding, 40-ish veteran sailor. In his youth was known for his flaming red hair. He signed on with the crew in Teziir and is already having second doubts.)

 

Blutark (A boorish Sembian sailor who offends most he meets with his crude comments and jokes. He enjoys Tharnog’s jug playing.)

 

Murphington Ezzleback Von Grawbager III (His friends call him Murph. He’s a jovial young sailor who joined the crew in Westgate.)

 

‘Lumpy’ Tramfin (‘Lumpy’ is a somewhat overweight half-elven merchant from Mistledale who fell on hard times in Westgate where he joined to crew as a sailor.)

 

Jingo Jerls (A vertran sailor with a gambling problem, he’s never found without his lucky dice. He joined the crew in Westgate.)

 


nork
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01/08/2008 11:43 AM  
I was going to vote for Beregon because it was detailed with many points
and siting specific past examples. You could just peel off the sarcasm in
layers! !!! But I love Migwin's cause it is a bit of a story told by him!
My vote for the best lessons learned is ... both Migwin/Beregon!!!
Migwin if Mike is nulling and voiding my vote and XP for choosing two!
Does Greedy Grath get XP???

Although Mike - am i reading your post wrong? - I thought we could vote
for all the ones that proved their character had learned there lesson.  I
think Migwin and Beregon definitely learned their lessons!!!

Stop monkeying around - thats my job!!!

jacksonm
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River City

01/08/2008 11:47 AM  
Just to clarify on the voting process. You all have to say yes or no if a particular player actually learned the lesson.

If the majority of the players say you did learn the lesson then you get the bonus XP.

nork
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01/08/2008 11:59 AM  
But can you vote for more than one person at a time???

Stop monkeying around - thats my job!!!

dorge
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01/08/2008 12:12 PM  
Posted By jacksonm on 01/08/2008 10:25 AM

Salty Pete’s Crew

  

Blutark (A boorish Sembian sailor who offends most he meets with his crude comments and jokes. He enjoys Tharnog’s jug playing.)



I like this guy already, by the way I woulda left my Just where I sleep hopefully, I wouldn't bring it into Westgate.

SLIPKNOT-WAIT & BLEED
SLIPKNOT-(SIC)

jacksonm
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River City

01/08/2008 12:14 PM  

Another bonus vote!

Did tharnog leave his jug on the ship or not.

Vote yest or no.

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