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Revision 5 . . (edit) October 3, 2003 15:58 by schuynet.schuylerhouse.com [interjection from beyond the Realm]
  

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The party, somewhat at a loss for what to do at this point. They are now skeptical about the existance of the Armageddon Clock, but Twitchy manages to browbeat them into continuing to look into it. Thus, they head off to the dungeon where Twitchy found the original evidence. That dungeon is now largely empty, so the party procedes to sweep throught it in fairly good time, and even manages to avoid getting disintegrated by the same trap that felled Twitchy's old party. The only thing noteworthy that occurs during this time is a rather amusing performance by Blarg, to wit:

The party is traveling down a darkened corridor at a glacial rate, searching constantly for traps, secret doors, and monkeys (for a brief history of the reason to search for monkeys, see BurntEgoMonkey). Their tenacity pays off when they, in fact, find a trap. Upon careful examination, they discern that it is an arrow trap, that fires ten arrows from an assortment of locations whenever someone steps on the trigger panel. The party now starts furiously debating what to do, being unable to circumvent the panel due to it's size, being unable to jam all the launchers as some are on the far side of the panel, and so on. The party is at a loss for what to do. Fortunately for them, Blarg springs to the rescue. He looks at the party like they're stupid (and given Blarg, that's saying something) and marches onto the plate. 10 arrows fly at him, striking several times and doing a grand total of...

...2 points of damage. (DMs note: stupid forsaker damage reduction...)

Blarg then, in a remarkable intuitive flash, that the trap must have a finite number of arrows, and thus procedes to jump up and down on the trigger panel until the trap empties itself of arrows, taking a grand total of 7 damage in the process. The party then continues on without further interference from the trap.

Due to the dead-end-ness of this journey, the party is now extremely skeptical about the existance of the Armageddon clock. They thus procede to head back to civilization with the idea of burning a few divinations to verify its non-existance, and then get on with their lives.

Chapter 5a: Conflict in the party

Concurrent with the previous events, another saga is unfolding. If you recall, Blarg is a forsaker, which means he hates and fears magic, and wants to stamp it out of existance if at all possible. And given that the party is full of mages, druids, and other spellcasters, this is sorta bad news for Blarg. Under normal circumstances Blarg would be trying to kill the rest of the party. However, he feels obligated not too, as it seems poor form to kill off your brother's friends, who you are supposed to be guarding. So he contents himself with trying to convince his partymates that magic is useless, pointless, and stupid, and that they should give it up in favor of more worthwhile pursuits. His attention is particularly focused on Kenny, the youngest and most inexperienced/naive/whatever wizard in the party.

This whole debate eventually leads to efforts to demonstrate the merit/demerit of magic. They opt to resolve this through a series of more-or-less friendly duels between the party wizards and Blarg. These usually take the form of Blarg standing around and soaking up damage while the wizards flit about in the air or otherwise out of reach, and when they run out of spells, beating their heads in. This works vaguely well, and he wins at least a couple of the matches as a result of this.

Eventually, however, Blarg realizes that the party is unrecoverable, and, as such, decides that he can't take any more of this, and ditches the party, severely traumatizing poor Kenny with his departure. Hey, it's not my fault he was a poor sport. The bigot jumped me, threw me around, and chained me to a tree! I at least took my knocks with a bit more dignity . . . -Kenny

Interlude: Zane and the Thrag family

(DM's note: these events occur preceding and during the aformentioned events pertaining to the party, though was unseen by most of the party, as they only were relevant to myself and Southie, who played both Blarg and Zane. It is provided primarily for your amusement)

Some 30 years ago, up in the mountains in the wildest part of Enoreth, a young couple fell in love and got maried. They were reasonably well off, having inherited a mildly prosperous mitheral mine from the groom's father. However, they were also two of the stupider people on the face of the planet. In time, they had kids, to help them around the farm while a family friend managed their mine for them. They had three children: Thrag, Throg, and Chrysanthemum. Thrag and Throg were very much their parents' children, both dumber than posts but tremendously strong. They were close in age, only two years apart, and thus amused themself for many years wrestling and playing with each other. When Chrysanthemum came along, three years younger than Throg, they included her in their play as soon as she was of sufficient age. Unfortunately (for her, anyway) she was not built along the same lines as the rest of her family. She was of more typical physical stature, and was possessed with a keen intellect. As such, whenever her brothers included her in their games, she tended to get knocked out and wake up several hours later with a headache and some extremely sore muscles. Eventually, she got tired of this, and started studying magic in secret, with the idea of learning how to defend herself from oafs such as her brothers.

When Thrag was about 14, he won a local wrestling contest and was awarded with a well-made Gyrspike (a double weapon with a sword for one end and a flail for the other). It took him some years to figure out how to use the blasted thing, but eventually got the hang of it and decided to strike off into the world to make his fortune.

Throg, meanwhile (who at some point changed his name to Blarg to eliminate the constant confusion that befell him and Thrag due to the similarity of their names), had accumulated a nontrivial amount of martial skill while practicing with Thrag. However, he was needed at home to help tend the farm, so he was unable to join his brother on the road. This made him rather lonely, so one day he attempted to "play" (i.e. wrestle) with Chrissy, something that the brothers had given up on some 5 years back once they realized Chrissie wasn't much fun to play with.

Chrissy, however, had been practicing her spells, and proceded to dump Blarg in a nearby lake.

Blarg didn't appreciate that much.

In fact, Blarg was sufficiently insensed that he promptly started studying the ways of the forsaker, more or less to prevent Chrissy from pulling a similar stunt again. Chrissy realized that this put her in a fair amount of danger, and, as she was really too weak to help much on the farm, decided to head out and seek her fortune elsewhere.

Not too long thereafter, Mom fell sick. She was bedridden for quite a while, and remarked in passing one day that she missed Thrag and Chrissy. Blarg heard this, and promptly decided to go out and find his siblings so Mom could see them again. Due to his, um, rivalry with Chrissy, he decided to find Thrag first and let *him* track down their sister. Remarkably, he managed to find Thrag within the first 6 months of looking. He explained the situation to Thrag, whereupon Thrag went off searching for Chrissy (not contemplating the situation any more than Blarg had) and promptly struck out to find Chrissy, leaving Blarg guarding his "friends".

The logistics of this proved to be a problem, however, and fining a wizard in a reasonably magical country is hard for someone with an intelligence of 4.

Fortunately, one day while he was practicing with his Gyrspike, a rogue named Zane happened upon him, and was intrigued by Thrag's unfamiliar weapon. Thus they struck a deal: Zane would help Thrag find Chrissy, and Thrag would teach Zane to wield a gyrspike.

Zane managed to track down Chrissy fairly quickly, and quickly developed into a skilled gyrspike fighter. However, with Blarg now on the road, Thrag ultimately had to remain at home to tend the farm, and Zane didn't really feel like sticking around for that and thus struck out on his own.

Not too long thereafter, he ran across Blarg, who had recently ditched a party of adventurers because they were all a bunch of stinking magic users. Zane realized that there was a place for him with this party, as magic users can always use fighters to keep them safe, and he had no objections to magic being used. Thus he quickly backtracked Blarg's trail and hooked up with the adventurers in question.

And that is how Zane came to join the party.

Chapter 6: That stinking Ogre strikes again



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