Calendar for the world can be found here: Calendar
Timeline of Events:
The current era is Andur's Reign or AR
18 Fireseek 482 AR: First expedition sets out from Andurport in search of continents to the West. Ships include Aurin's Gift, Starlight Wanderer, Pelor's Blessing and The Basilisk. Hallowhiem Brahm is among the passengers
26 Wealsun 482 AR: First sighting of continent of Oauhm
28 Wealsun 482 AR: Landfall at Oauhm; Colony of Terenuri established
Richfest 482 AR: Terenuri people encounter Elves of the Amethyst Tower and share in Richfest feast with them
13 Reaping 482 AR: The Basilisk disappears in the night, along with two dozen sailors, soldiers and scholars.
15 Coldeven 482 AR: The colony is first attacked by green-clad Elves, different from those of the Amethyst Tower.
Brewfest 482 AR: Treaty signed between the Colony of Terenuri and the Amethyst Tower, providing lands and support to the colonists as a surety against Emerald Grove aggressions. Colonists have first taste of Elven Wine.
14 Ready’reat 482 AR: Aurin's Gift disembarks, using portals to shorten the return trip to Andurport.
Needfest 483 AR: Aurin's Gift arrives safely in Andurport at the height of Needfest, relying on the light of Sehanine’s moon to guide them to the docks.
28 Readying 483 AR: Aurin's Gift, Mother’s Star and Hidden Moon disembark from Andurport. Roman Elanai, Rilingfall Stardawn and Throk Nolastname are among the passengers.
2 Coldeven 483 AR: Aurin's Gift, Mother’s Star and Hidden Moon arrive at the Colony of Terenuri. Mother’s Star is sheared in half by the collapse of the portal. Dozens of passengers are presumed dead or missing.
3 Coldeven 483 AR: The party is joined by Moloch Tetrax to investigate the village up the coast; Feast with Amethyst Lady; assassination attempt on life of Amethyst Lady by Emerald Grove
4 Coldeven 483 AR: The party is joined by Ja’qar, Son of Nue and departs for the Amethyst Tower
11 Coldeven 483 AR: The party arrives at the entrance to the Fey Crossing which leads to the Amethyst Tower; feast with Amethyst Lady and her people for an indeterminate amount of time.
???? 483 AR: Gnomes from the Conagree come to the Amethyst Tower, asking for assistance with a problem in Traps.
??? 483 AR: Party departs Amethyst Tower via Fey Crossing; arrives at Conagree
6 Flocktime 483 AR: Party departs Conagree for Traps
7 Flocktime 483 AR: Party explores first level of Traps, meets Lo-Kag Rockhide, gnomes rescued; departure of Rilingfall Stardawn
8 Flocktime 483 AR: Party explores second level of Traps, ensnared by mind-flayer hallucinations.
9 Flocktime 483 AR: Rilingfall and gnomes return to Conagree
10 Flocktime 483 AR: Rilingfall departs Conagree for Amethyst Tower
13 Flocktime 483 AR: Rilingfall arrives at Amethyst Tower
14 Flocktime 483 AR: Rilingfall departs Amethyst Tower via Fey Crossing; arrives at Terenuri
18 Flocktime 483 AR: Rilingfall departs Terenuri, heading southwest down the coast in search of The Basilisk and its crew.
25 Flocktime 483 AR: Party recovers from mind-flayer attack, gnomes rescued, battle with Carrion Crawler and Kruthiks; death of Ja’qar.
26 Flocktime 483 AR: Party leaves Traps and heads back to Conagree
27 Flocktime 483 AR: Party departs Conagree via Fey Crossings; arrives at Terenuri.
I've been in one game that got to page 2 on the IC side, but it died about 3 weeks later. We chatter too much for it to be a huge win on the OOC side. I think I am responsible for half the posts in that last thread
edit: The real issue I have is that my imgur site is running out of room. It can only hold 200 images before I have to start paying for it
When Roman has seen the gnomes long enough to make a guess, I'd like an Insight roll to "sense outside influence" (DC 25 + the level of the effect). Do they want to murderize because they're mind flayer thralls, or just because we're in Traps without being gnomes ourselves?
Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
So, here are some rolls. I've moved Hal and Jirus to where I want them to be.
Hal under the doorway: (1d20)
Jirus under the doorway: (1d20)
Heal to give a saving throw: (1d20+8)
Arcana to determine if enthrallment can be broken: (1d20+10)
Diplomacy to confuse the gnomes if enthrallment can't be broken: (1d20+12)
Diplomacy to help the gnomes break enthrallment if it can be broken: (1d20+12)
Oy, those rolls aren't very good. Drat. I suspect that Hal is going to be feeling the full weight of his armor for a bit.
I entertain the dice gods. I crit when the roll doesn't matter, or like in one of my other games, they get reconned away. My grasp on large number theory doesn't stop me getting quite peeved at things. Nor does my knowledge of how "random" computers actually are.
Hmm. They have 'glimmering eyes'. Darn. I was hoping the glowy eyes was a visual signal of enthrallment.
Man, I really should have taken that skill power that lets you count creatures inside a certain radius. After Traps, Roman might be paranoid enough to require retraining. Probably not, but ... there was that "tell me about your character's family" thing a while back ... who knows what could be in store for us? Never trust a smiling GM.
Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun
RE: the eyes - they all glow (all of these gnomes have glowing eyes) but these particular gnomes have the cool spiral effects like in a cartoon.
Here they are in (slightly) larger format for you.
OH, and I just talked to Arillius - he's got some RL stuff taking up his time right now and he said he hopes to be back on Monday. I will put Ja'qar at the bottom of the initiative and hopefully he will be back by the time his turn comes around. If not, I'll just take his turn for him.
Also, I will be completely out of touch on Saturday because it's my daughter's 2nd birthday and we're throwing a huge party for her. I mean, how could you resist this kid?