Welcome to The Chosen's journals. Each character is invited to keep a journal and write down the thoughts of their characters as they wander through Nyternia. In addition, the DM has a journal which highlights each session. The players are:

Blink - monk Errol - bard
Kestrel - fighter Malif - wizard
Vaugner - rogue Vernon - cleric/sorcerer


Choose a journal:   Select a session:


Blink's Journal, session #17
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On the road to Ashanto.

We've talked a lot about what we can do to make our chances better in the big contest in Ashanto. It's becoming clear that the key will be spells that make us more powerful (Kestrel calls them "buffs"; I guess that's fighter talk). It turns out they are indeed useful, as the day's events would prove.

Tera came to us and said she was going to go try to finish off Burton, and did we want to come along to help. We said "sure thing" except for Errol, who really would have preferred to sing a song/eat a picnic/go lie in a big fluffy bed (I can't remember which). Is he ready to retire already? I did insist on a "if we die you pay to have us raised" clause, which I'm going to try to make sure is part of our standard contract from now on.

Tera couldn't locate Burton himself because he's wearing a gem of power (ah ha!) that makes him non-scryable. But luckily she had no trouble locating his big monk buddy (what is it that makes us monks so conspicuous?). So Tera teleported (oooh! That's MAGIC!) us into this big barn. We start kicking ass, and Burton and his pet monk (why isn't the monk the overlord? Hmmph) disappear out of there. Tera gets us moving, and we go out and kill Burton and knock out the monk. The "buffs" played a big part in our victory. Tera turned Kestrel into a super-heroic killing machine, and me into a somewhat heroic killing appliance (is that why the monk is the sidekick?). I particularly liked the spell she called "stone skin" which somehow gave me a natural armor that took the damage for me. Now THAT's a spell I wish I could cast.

Of course, when we rushed off to finish off Burton and his monk, we left behind a whole mess of fighters in one of Malif's lovely webs. By the time we returned, they had all run away, with all our loot. We really should have left someone behind to finish them off.

Now that I've had contact with two gems of power (Klaus and Burton), I find them puzzling. OK, they're powerful, but they seem mostly defensive. For some reason, their owners become wimps offensively, using these little powers that seem to be the magical equivalent of "en garde - I shall smite you with my twig!". I really don't understand this. But if we ever get one, we should definitely let Errol wear it.

We examined Burton's gem of power before giving it back to Tera (sigh). It was really in two parts - a gem and its setting; both were magical My theory, for what little I know of such things, is that the gem of power provides the "power" and the setting gives it focus and direction. We'll see.