Re: Earthdawn PBeM BN 2.6

From: gryphon4101_at_attbi.com
Date: Mon Jun 23 2003 - 06:07:15 BST


"I'm afraid I have no where to go for the night. I'm not even sure what to do
or where to start, other then tomorrow when we talk. Perhaps I might
accompany you tonight on your inquiries? Maybe something familiar might reach
out to me again like before with the statue..."

> On Sun, 22 Jun 2003, Naron wrote:
>
> > Derrock only stares as you take the Maerath from the wagon. You have seen in
> his camp that supplies must be running low and perhaps you are doing him a
> favour by liberating the prisoner from his camp. The two guides that led you to
> the camp both move to Derrock swiftly, pointing at your group as you leave.
> Derrock waves them off, grabs a wineskin and moves to the bonfire.
> >
> > You spend most of the night travelling the path back to Bush Namur. A still
> cold night. You hear the piercing trills of the krillworm above and on
> occassion spot the two that took you to the bandit camp shadowing you.
> Realising that they are probably waiting for you to split ranks you stick close
> to one another and arrive back in Bush Namur in the early hours of the morning.
>
> OOC: Did the krillworms lead us there? I thought it was the Orcs..?
>
> >
> > On the trip you speak of the things you have found out. A dwarf imitating
> Kaleb Ironbeard sold what can undoubtedly be called silks from Bush Namur. The
> dwarf appeared to be the exact replica of Kaleb except his voice was different
> as it seemed to be the only thing that triggered Derrock into noticing the
> difference. Even the two bandits that had first taken you to camp had mentioned
> that Kaleb must have a cold, presumably from the change in your voice.
> >
>
> "This concerns me. I can only see two possibilites here. An illusionist,
> or a horror. I will make som enquiries, and see if an illusionist has
> been known to visit the town at all.
>
> > And then there is Maerath. The figure wandering in the wilderness with no
> memory of himself or his past. Not to mention the strange rider that spoke to
> Shalandra near the bandits watchtower. Pieces to a puzzle that cannot yet be
> fully understood.
> >
>
> > To be sure that he remains safe, they release Maerath into Pean's care for the
> remainder of the evening, and at the town commons you separate to finally get
> some rest...
>
> "Tomorrow, please come to my house, and we will talk further of the last
> few days events, in case sleep has brought us understanding denied in our
> waking minds"
>
> After arranging that everyone comes to his house the next day for a
> meeting, Pean makes the man confortable in his house, then, with his permission,
> begins to run through a series of checks to see if the man is healthy (OOC
> Physicain skill), if there are any signs of trauma that might cause memory
> loss and so on..
>
> After that, and before everyone comes round, he will enquire in the
> traders quater, and at the gatehouse, if any adepts of the Illusionist
> Discipline have been known to enter or leave the town.
>
> --
> John Constable
> Tel: 01223 522568
> Email: john_at_kript.net
>
>



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