Minuette
Lover of Life

Eberron Party Members
             
Sheaf
Shifter Ranger

Tic
Changling Bard


Flop
Dwarf Cleric DEAD
Durrak
Dwarf Cleric DEAD
Calamox
Human Wizard DEAD
Xander
Human Cleric LEFT
Salshar
Elf Artificer LEFT
Anvil
Warforged Warrior LEFT
Duval
Human Rogue DEAD

Min - Human Monk

Abilities
Weapons
Feats/Monk Abilities

Skills (above +5)

Strength (18) Masterwork Nunchuka +9 Combat Reflexes (F) Balance (+10)
Dexterity (16) Flurry of Blows +7 Deflect Arrows (F) Diplomacy (+5)
Constitution (14) Stunning Fist +8 Stunning Fist (F) Jump (+15)
Intelligence (12) Shurikens +8 Improved Grapple (F) Listen (+14)
Wisdom (16)   Improved Unarmed Strike (A) Move Silently (+9)
Charisma (14)   Flurry of Blows (A) Sense Motive (+8)
    Evasion (A) Tumble (+12)
    Exotic Weapon Prof. (F) Spot (+17)
    Still Mind (A)
    Ki Strike (A)
    Slow Fall (A)
    Purity of Body (A)
    Improved Trip (F)
    Alertness (F)

Facts About My Journal and Adventures;
In Case They Survive a Few Ages

During the month of Therendor of 998, I left the monastry after many boring years of boring monks studying boring books. The death of my master was a catalyst for my departure. I've spent so many years in this forest by Lake Brey on the border of Thrane and Breland. My early childhood was Aruldusk, just across the Brey River from the Mournlands, back when it was more normal. I've traveled extensively for the monastry, but I need some air on my own...perhaps Boldrei will bless my efforts to bring community together, along with some help from Olladra to throw together some parties as well.


Journal


Wednesday, September 15, 2004

Rose Quarry
Two days later brought us just outside the Rose Quarry. Sheaf, Sal, and Anvil scouted. Tic and the others followed the Dwarves, more out of fear that they would do something crazy than the Dwarves actually leading. We met some guards, who were quite adament about our leaving, although "we were welcome to return after a few days." The scouts returned with news of undead dwarves being enslaved, which upset our Dwarven friends greatly. I wasn't going to pursue the issue, but Flop seemed hurt at my lack of interest, so I followed for moral support. I fought two undead in the room, who were covered with some sort of glassy armour. Fortunately my nunchucks can get through their glassy shield after a little beating on them. I hear more outside...probably more undead Dwarves...
Bugbears & Transportation
The party was behind Falen with Flop and Durrock in the back still muttering about the price when we were attacked by four Bugbears. We killed three somewhat handily, but Falen managed to disappear completely. After a re-appearance, he was quite willing to cut the price to 25 gold pieces per party member. Such a quick cut in price brought my suspicions on a rise, but he seemed geniunely frightened at future Bugbears that may be irritated with his card sharking.

Betsy, we discovered, was a land-air wagon of some sort, that moved quite smoothly and fast overland. I took Tic and Sal's horses with mine, as Sheaf and I went to stable our horses. It would seem that horses would not be good for this trip either. I was initially unimpressed with the wagon until we travelled. It was very effective, and Falen lightened up immensely. He was full of information about the quarry's history.
The Bloody Market & Falen
We finally made land in Darguun on Therendor the 14th; thanks be to Boldrei that the miserable sea-faring trip is complete. The ship docked at Rhukaan Draal, and I hobbled off, with much gratitude to find sturdy ground. The letter from the Lady said to find Falen at the Bloody Market, so everybody proceeded to waste half of the afternoon at the Market asking where Falen could be found. I gave up and went to a shoppe to purchase some shurikens, but later discovered that the two Dwarven brothers managed to bump into Falen quite by mistake during drinks. I should say the mistake was that they found him first, but they do deserve credit for asking the right person (barkeep), I suppose. Flop managed to fascinate Falen for multiple hours of very confusing tales until Tic and the others discovered the brothers and Falen. Tic managed to cut the storey telling dramatically by getting straight to our needs: Where is the Rose Quarry. The letter intimated that the Rose Quarry would be the place where we would find clues or directions to the second schema.

Falen agreed to take us to the Rose Quarry for a mere 60 gold pieces per party member. Apparantly this price included a ride on his "special transportation", Betsy. Durrock was incredulous at the price, and suggested that Falen lead one party member at 60 gold pieces rather that the whole party. I believe it was at the point where Tic started developing a minor twitch. I think punching Durrock was on his mind, but I can't be for certain. Tic talked Falen down to 50 gold pieces each party member, and proceeding to go see Betsey while the Dwarves continued to bicker and argue. They seemed quite upset at the loss of that many gold pieces.

Saturday, September 04, 2004

Ships Are Wrong
Clearly an evil beast/person/thing created the concept of ships. Sheaf nudged me last night that he heard noises from the top deck. He was under the gross misunderstanding that I cared, so he headed up without me. As I heard what sounded like a battle of sorts, I felt guilty for hiding behind my seasickness and climbed up in time to grapple an undead being. Unfortunately, my great sacrifice was for nought since Flop dusted him before I could do anything. I did manage to kill one before barfing over the side of the ship and crawling back down to meditate some more...
Off Again
Apparantly the Lady was more concerned about us getting out of town, rather than discussing details, so we rushed around settling bills, getting ponies, and getting out of town. We finally slowed down to take a look at the backpack and letter. She was quite thorough in her packing, which included money,letters of credit for other houses, and directions to the second schema. The Lady apparantly fears some of her own house, thus the dysfunctional adventurers seemed appropriate. I scribe dysfunctional in a loving way, of course. I just find our diverse backgrounds, goals, and gifts an interesting combination.

The letter intimated that we should head for Darguun, the land of goblins. Flop nearly passed out with the excitement of killing so many goblins. We need a party member to soley watch over Flop and Durrok to prevent unnecessary goblin deaths. We chartered a ship to Darguun, which made me very unhappy. Meditation will obviously be the key to getting through this horrible rocking voyage.
Drinking, Resting, Fighting
Tic, Calomox, Salshar, and a couple others, I think, went to meet the lady to get paid for finding the schema. Sal told me that he called for me, but I must have been deep into my nap because I didn't hear him. I awoke, to find the entire party missing, so I headed for the Broken Anvil with suspicions that the party went to return the schema. I got there in time to sit down and eat with the group, but the lady had gone. I was a little annoyed about missing the exchange, but my goal here is just to adventure and have fun, so it's not really an issue.

The lady told us that she would send us any important message through the Message Centre, so we checked it quite often. Flop and Sal had to go to a healer for their wounds. They had to stay there for awhile, but they didn't seem bothered by it too much. Sheaf has been working through his more creative side by sitting on a roof and writing poetry about dead things.

I made another trip to the Message Centre with Anvil, Tic and Cal. We discovered that the clerk had been knocked out. I couldn't help her come out of it, so I went for help as the others looked around. When I returned with help, the clerk had revived and explained that she had been attacked by kobolds, and that the message for us had been stolen.

We sent the Lady a message ASAP (figuring it came from her), and before we left, a message was already returned with a huge owl that we should meet the Lady again at the Broken Anvil; the sooner the better. I ran to gather the others and met Cal, Tic and Anvil at the tavern. The Lady gave us a backpack with a letter of instructions for the second schema, but before we could get any details, eight kobolds and a warforged burst in the near-empty tavern.

We were attacked. They died. Flop drank. The Lady hid.

Wednesday, September 01, 2004

Party Grumps
I have to assume that bickering and personal slams that ensued on the way back to the next level has to be from unavailable alcohol...not that Anvil and Sheaf are all that "friendly", but even the dwarves were having issues. I've never experienced this in the monastry. I find it rather funny, personally, but I think a party upon our return is very much in order.

Durrok found a flaming bolt in his chest on our return. My biggest memory with this is that Durrok jumped right up to the fellow, and being six feet higher than the party, nobody could get a clear shot. I was able to jump beside him and help Durrok, although I was mightily tempted to push Durrok off the ledge so some arrows could sink into the fellow! He was serving as a great distraction for me though since I was not the object of attention even though I was attacking the assasin, or whatever he was.

Not many people were very happy with poor Durrok. The faster we get to a tavern, the better, in my view.
Schema Located
Once the vermin were destroyed, we were able to look around more. A temple, a lovely stone column that fascinated me, and a completely intact building was in the immediate area. The building intact was obviously built by House Canith, so that seemed a good place to start looking for the schema. The door wouldn't open for the book, so the hole in the ceiling seemed the best form of entry. I nearly broke my ankle trying to jump; it was certainly not my day. Sheaf and Anvil finally climbed, and apparantly jumped down because the next thing we heard was a lot of barking and yelling. I decided to climb up to make sure everything was all right, only to look down and see Sheaf completely passed out, and Anvil fighting two huge dogs. I jumped down to help Anvil fight just as he killed one dog and passed out from injuries. I killed the other before my injuries overcame me as well.

My next memory was Salshar, Calomox and Tic bickering over three funny depressions, and what order to press them. Tic was quickly distracted with the loot and other items. The bickerfest was finally over once the depressions were pressed in the correct order and revealed the schema.

Finally. I'm ready to leave this god-forsaken sewer and have a drink.
Final Descent
Once we got past a secret door (thanks to the book that the Lady had us keep), we had a six foot descent that ponies typically don't like. Durrok wasn't happy about leaving Bruster, but nobody seemed inclined to include a pony in their backpack. *roll eyes* Did I mention that Flop momentarily confused the shifters with goblins, thus killing them? Sometimes I worry about those Dwarven brothers! Perhaps the pony will live on the ...er... shifters since the sewer is bereft of hay fields...

Our first issue with the final descending basin was a swarm of horrible looking beetles. After a few swings and hits, a few beetles died, but it was becoming apparant that we were not up to duking it out with thousands of beetles. Calamox colour sprayed them, which was humourous for appearances, but it helped Salshar, Durrok and Tic fry them with alchemist fire. I found it a little unusual that Durrok decided to keep one live beetle. Vermin seemed to be mostly on the kill list for the day, since rats attacked next. I was amazed how dexterious they were...It was necessary to stop after that for Durrok to heal and Salshar to "fix" Anvil. Personally, this adventure was getting a bit disgusting for my taste...