Hopscotch Camis GIVEAWAY!!!!
Another awesome giveaway at Grosgrain! These camis are so cute!
Sunday, June 21, 2009
Friday, June 19, 2009
Table of Contents
Prequel: Quinari's Key
Chapter One: Finding the Key
Chapter Two: The Mystery Unfolds
Chapter Three: The Shattered Temple
Chapter Four: Across Sand & See
Chapter Five: Far Less Kender
Chapter Six: The Peak of Malystrx
Chapter One: Finding the Key
Chapter Two: The Mystery Unfolds
- Meeting the Mikku
- Ruins of Hurim
Chapter Three: The Shattered Temple
Chapter Four: Across Sand & See
Chapter Five: Far Less Kender
Chapter Six: The Peak of Malystrx
Tuesday, May 19, 2009
Recap: The Mikku Tribe
The group find themselves on a four to five day journey. Much of the journey takes them through dessert, jagged rock, mountainous terrain. They find themselves getting into much trouble running into monstrous scorpions and other desert dangers. They assist a pair of eagles in search of "dragon men" who stole their eggs. Fortunately, the group finds the eggs and returns them to the eagles.
On their second day, they run into the Mikku tribe who set camp in the desert. They are a nomadic tribe of performers (and thieves) on their way to the annual Khur festival. They welcome the group with open arms and offer food, drink, and merriment. Even Laralis finds herself enjoying the company of the tribe leader's son, Malat. Tetra finds the training she desires from one of the performers who also wields a war fan. Sang attempts to seek Malat's expertise, but fails to gain his attention due to Laralis' womanly charm. Alakar, the tribe's leader, divulges all information he knows about the temple and the valley, a place forbidden to the their people.
In the early hours of the morning, the group is once again visited by the spirits in the form of a young Mikku girl. She tells them that they must hurry and keept the key safe. They must find the shard of light, which shall lead them on the path they've chosen to walk. After battling air elementals, they find out from Alakar and Asmara, the tribe's seer, that the girl is Uleena, Alakar's daughter who was training to be a seer. She had passed way near a month ago when a earthquake struck that reopened the valley to the temple.
Convinced that the gods favor the group and their quest, the tribe sets off to escort the group to the valley the next day. With their assistance, the group gets to the valley of Hurim.
On their second day, they run into the Mikku tribe who set camp in the desert. They are a nomadic tribe of performers (and thieves) on their way to the annual Khur festival. They welcome the group with open arms and offer food, drink, and merriment. Even Laralis finds herself enjoying the company of the tribe leader's son, Malat. Tetra finds the training she desires from one of the performers who also wields a war fan. Sang attempts to seek Malat's expertise, but fails to gain his attention due to Laralis' womanly charm. Alakar, the tribe's leader, divulges all information he knows about the temple and the valley, a place forbidden to the their people.
In the early hours of the morning, the group is once again visited by the spirits in the form of a young Mikku girl. She tells them that they must hurry and keept the key safe. They must find the shard of light, which shall lead them on the path they've chosen to walk. After battling air elementals, they find out from Alakar and Asmara, the tribe's seer, that the girl is Uleena, Alakar's daughter who was training to be a seer. She had passed way near a month ago when a earthquake struck that reopened the valley to the temple.
Convinced that the gods favor the group and their quest, the tribe sets off to escort the group to the valley the next day. With their assistance, the group gets to the valley of Hurim.
Thursday, May 7, 2009
Recap: Finding the Key
Our adventurers last left off at Pegrin's bandit camp outside of Pashin with Quinari's Key in hand. The monk, Tetra, took off in the morning in search of a coveted weapon, a war fan. Nearly getting herself into trouble, she runs into the lone bandit that was returning back to camp that morning. Adverting trouble, though, she finds herself robbed of a minor object while in town alone. In the meantime, the rest of the group meet the lone bandit and capture him swiftly. At which point they head back into town. Having bound the bandit and the mage, they are confronted by town guards. They get promise from the two men to amend their wicked ways and are let go by the group.
In the meantime, a shadowy figure seems to escape Tetra and Sang who were in pursuit. Giving up on this somewhat meaningless chase, they decide to get answers about the key. It wasn't before long, though, that trouble found them in the form of an old woman. Through cataracts in her pale eyes, she throws herself at the group and in a trance begins a prophetic dialogue.
The stars are set into motion, a plan both cunning and divine; beware of the specters in the night, beware the unseen designs; the key you hold, others desire; protect yourself from obsession's fire!
The old woman falls back and is swarmed by blue and white flame causing the her body to fall to dust. Immediately, people yell out claiming the group killed her. The group runs for it, not wanting to be captured for a crime they did not commit.
As they run, Sang takes cover in a nearby building while the rest of the group keeps running. It seems to be a neverending chase as the Dark Knights horns billow closer and closer. Sang underestimated the abilities of the Dark Knights and was captured. The rest of the group find sanctuary in an old, abandoned warehouse.
Not long after arriving at the Dark Knights Enclave, Sang is encountered by an elf. The first he had seen in a long while. Without much of an introduction, he explains that he is getting Sang out and taking him to see Shaylin. In the meantime, the rest of the group is also encountered by an elf who leads them underground into the sewers to meet up with their lost member, Sang. After retrieving his things, Sang and the elf escaped and head underground.
Reunited in the sewers, the elf bids his farewell to assist his comrades who created the distraction which aided Sang's release. Only given the orders to head south and a symbol to look for, the group heads out.
The sewers reek of refuse but are large and roomy. The ceiling arch up high above. The murky water could cover a kender. With only one objective in mind, the group waste no time in trying to find this symbol, which marks the entrance to the elven colony. A few of them nearly lost their lives facing two ghouls which haunt the sewers. Laralis demonstrates her extreme obsession to rid the world of evil in a twitching rage against some goblins. Ultimately, the group finds the symbol, but struggled to figure out how to open the hidden passageway. After speaking the words "ael ura k" and drawing along the symbol with their finger, the passageway was revealed to them.
They find themselves in an overfilled underground colony of elves, who were driven out from their homelands by the Dark Knights and the minotaurs. They meet Shaylin, the leader of these elves, and again are visited by spirits that possess her.
There is a pattern, you cannot see. Instead you must set your spirit free. Take the key to the shattered ruins, through the sands and over the dunes. Seek the answers in the sands of time, search your souls and find the sign.
With a full days rest, the group is escorted to a secret passageway within the sewers. The passageway leads them safely away from the town. After emerging from the passageway, Tetra finds herself yearning to go back for more adventure. The group, resolved to going through the desert to the ruins, decides against Tetra's desires and pushes onward.
In the meantime, a shadowy figure seems to escape Tetra and Sang who were in pursuit. Giving up on this somewhat meaningless chase, they decide to get answers about the key. It wasn't before long, though, that trouble found them in the form of an old woman. Through cataracts in her pale eyes, she throws herself at the group and in a trance begins a prophetic dialogue.
The stars are set into motion, a plan both cunning and divine; beware of the specters in the night, beware the unseen designs; the key you hold, others desire; protect yourself from obsession's fire!
The old woman falls back and is swarmed by blue and white flame causing the her body to fall to dust. Immediately, people yell out claiming the group killed her. The group runs for it, not wanting to be captured for a crime they did not commit.
As they run, Sang takes cover in a nearby building while the rest of the group keeps running. It seems to be a neverending chase as the Dark Knights horns billow closer and closer. Sang underestimated the abilities of the Dark Knights and was captured. The rest of the group find sanctuary in an old, abandoned warehouse.
Not long after arriving at the Dark Knights Enclave, Sang is encountered by an elf. The first he had seen in a long while. Without much of an introduction, he explains that he is getting Sang out and taking him to see Shaylin. In the meantime, the rest of the group is also encountered by an elf who leads them underground into the sewers to meet up with their lost member, Sang. After retrieving his things, Sang and the elf escaped and head underground.
Reunited in the sewers, the elf bids his farewell to assist his comrades who created the distraction which aided Sang's release. Only given the orders to head south and a symbol to look for, the group heads out.
The sewers reek of refuse but are large and roomy. The ceiling arch up high above. The murky water could cover a kender. With only one objective in mind, the group waste no time in trying to find this symbol, which marks the entrance to the elven colony. A few of them nearly lost their lives facing two ghouls which haunt the sewers. Laralis demonstrates her extreme obsession to rid the world of evil in a twitching rage against some goblins. Ultimately, the group finds the symbol, but struggled to figure out how to open the hidden passageway. After speaking the words "ael ura k" and drawing along the symbol with their finger, the passageway was revealed to them.
They find themselves in an overfilled underground colony of elves, who were driven out from their homelands by the Dark Knights and the minotaurs. They meet Shaylin, the leader of these elves, and again are visited by spirits that possess her.
There is a pattern, you cannot see. Instead you must set your spirit free. Take the key to the shattered ruins, through the sands and over the dunes. Seek the answers in the sands of time, search your souls and find the sign.
With a full days rest, the group is escorted to a secret passageway within the sewers. The passageway leads them safely away from the town. After emerging from the passageway, Tetra finds herself yearning to go back for more adventure. The group, resolved to going through the desert to the ruins, decides against Tetra's desires and pushes onward.
Thursday, April 23, 2009
Subscribe to:
Comments (Atom)
