Dalnor/Campaign1/session-23

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Telephone

Session Date: October 31, 2009
"The first player whispers a phrase or sentence to the next player. Each player successively whispers what that player believes he or she heard to the next. The last player announces the statement to the entire group. Errors typically accumulate in the retellings, so the statement announced by the last player differs significantly, and often amusingly, from the one uttered by the first. The game is often played by children as a party game or in the playground." - Basic Rules to Telephone

Dalin 18, 53

The party interrogates the prisoner that had just captured. Crash and Rhogar play the parts of the heavies while the rest of the party interrogate the prisoner. The results are:

During the interview Lucius states that the party represents Lord thunderhead.

After the interview the party comes to the conclusion that the three cities are in a three way mexican standoff and arms race.

Winyar and Rhogar ship the prisoner back to town while the rest of the party starts toward Norn. The prisoner is turned over the the Raven and the Crown.

Dalin 22, 53

Whole party arrives at Norn. On the surface the town is pretty small looking, a couple inns, a guard shack and some warehouses right on the shore of the river.

The party stops at an inn, looking for a way to descend into the lower levels. The innkeeper directs the party to one of the warehouses.

At the warehouse Safiria uses her charms and finds that the guards are packing epi-pens of smoke.

The warehouses use a series of lifts that resemble traditional water locks and dams to raise and lower the water level in the shaft. In this way barges and people can be moved to different levels.

The party emerges onto a dock that is used for the loading and unloading of cargo. The tunnels are not well lit or marked. Using the instructions the party got from Rufus, the party sets out looking for the warehouse.

In the course of their navigation, the party notices they have attracted a gang of muggers. Safiria has several well chosen words that drive off the muggers.

The party stops at a lunch counter that is built into the tunnel wall. There is a dwarf proprietor selling soup and beer. The party stops to taste the local cuisine and talk to the dwarf. In the course of the conversation Safiria lets on that they are looking to do some business with the local government in order to help the local government out. When the dwarf asks what is in it for the party, Safiria says that the party is interested in getting paid and that Mormoon is currently paying their bills.

The dwarf tells the party to wait here, closes up the shop and leaves. Twenty minutes later he comes back with a guide in tow. The guide shows the party to where the local government has offices on this level. The party is told that Thorlak's administrator will help the party out.

The party is admitted into the administrators office. The party lunges around and takes a look at the office. It is well used and shows signs that the administrator had just stepped out. Crash takes a look at the name plate on the desk at is reads Baylon.

Baylon tries to ship the party up the river

Safiria sells ice to eskimos, film at 11.

The party gets a chance to visit another pretty town on the tour.


Previously: Kill the Carrier

Continued in: Capture the Flag
Campaign 1 Index

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