Fresh off the success of their first completed mission, our adventurers find Varanth (Emrys Consulting's Operations Director) asking a favor. She convinces them to take on an old cold case submitted by none other than her dear old uncle Pickman. Pickman is convinced he has finally discovered the location of the Ruins of Kraal and needs some sturdy adventurers to prove his findings.
Our adventurers join a caravan and make their way to Melinor. Along the way Keoman endears himself to the caravan leader. Ducem finds himself sick after gorging himself. Semitra investigates strange behaviors from the caravan occupants. Keoman and Falken find themselves purchasing some very fine clothing from a small textile merchant named Cadamundo Tela.
Finally the journey ends and our heroes find themselves in Melinor were Pickman tells of the ruins and what prestige (and treasure...) awaits the discoverers. Since Pickman has long since retired from adventuring himself he will bring the group to the mouth of the river and then wait for them to return with news of their success.
After a fashion (and some paddling upstream for fun) the adventurers come ashore and begin their journey into the swamps. Can they hope to find the legendary remains of Castle Kraal...
Monday, May 2, 2016
Case of the Pygmy Giant - Sucess
Having found themselves at a bit of an unexpected advantage our heroes return with Malta subdued. Some quick magical thinking by Semitra has her feeling 'friendly' and after talking out her feelings agrees in writing to stop her truly evil plan (kidnapping the village children, turning them into pigs, and then cooking them into pies that she would sell back to the villagers... Muhahahaha!!1!) if the villagers agree to leave the forest and never return.
While still charmed she begins to turn all the pigs (and one disgruntled cat) back into children. Just before she is about to finish transforming the last piggy Semitra's charm wears off and realizing she has been foiled, disappears in a fit of pique. Our observant adventurers are able to transform the last piggy and set off to return the cartload of babbling babies to the village and a rejuvenated Antaeus to the Pygmies.
The Pygmy tribe is overjoyed to have their giant back and pay the agreed upon price for a mission successfully completed. Our heroes then return to the village to reunite the parents and their children. The sleepy yet happy villagers give their only magical item a handful of beans as a reward. After returning to the office to debrief, eat and sleep the team heads to bed with the satisfaction of a job well done.
Tune in next week for an other exciting installment of Emrys Consulting's newest team!
While still charmed she begins to turn all the pigs (and one disgruntled cat) back into children. Just before she is about to finish transforming the last piggy Semitra's charm wears off and realizing she has been foiled, disappears in a fit of pique. Our observant adventurers are able to transform the last piggy and set off to return the cartload of babbling babies to the village and a rejuvenated Antaeus to the Pygmies.
The Pygmy tribe is overjoyed to have their giant back and pay the agreed upon price for a mission successfully completed. Our heroes then return to the village to reunite the parents and their children. The sleepy yet happy villagers give their only magical item a handful of beans as a reward. After returning to the office to debrief, eat and sleep the team heads to bed with the satisfaction of a job well done.
Tune in next week for an other exciting installment of Emrys Consulting's newest team!
Don't go bacon my heart.
We return to the adventurers knocking on the door.
Jacques is one of two castle "guards" who are watching over a locked up and very unconscious Giant.
In a stunning turn of events it appears that the village (at least Selucreh) imprisoned the giant in this floating castle as retribution for having taken the children.
Our adventurers learn that Malta told Selucreh all about this castle where a Giant would lose his strength once no longer in contact with the earth.
Some exploring of this strange castle finds our heroes in possession of some strange artifacts.
A Magical Smartness Cap, A Fabulous Cloak of Hidery, A Glamorous pair of Speedy Bootie, and last but no least an Amazing (if tarnished) Sword of Stabby.
During this pillaging the presence of a small black cat is made known to our troop and is followed to a forest abode with a detach farm yard that holds of all things 17 pigs. After a short lesson in how to make friends with a kitty and how to communicate with the pigs our adventurers determine that these are in fact the missing children enchanted by none other than Malta.
The decision is made to take all the piggy children back to the castle and find away to turn them back. After tying all 17 of them to Keoman. They make their way back to the castle to hide the pigs and attempt to get the giant out of the castle. As our adventurers are smearing Antaeus in mud a hideous storm blows in and Malta appears!
In a stunning turn of events we are left with a cliff hanger as Keoman grapples Malta by the neck!
Jacques is one of two castle "guards" who are watching over a locked up and very unconscious Giant.
In a stunning turn of events it appears that the village (at least Selucreh) imprisoned the giant in this floating castle as retribution for having taken the children.
Our adventurers learn that Malta told Selucreh all about this castle where a Giant would lose his strength once no longer in contact with the earth.
Some exploring of this strange castle finds our heroes in possession of some strange artifacts.
A Magical Smartness Cap, A Fabulous Cloak of Hidery, A Glamorous pair of Speedy Bootie, and last but no least an Amazing (if tarnished) Sword of Stabby.
During this pillaging the presence of a small black cat is made known to our troop and is followed to a forest abode with a detach farm yard that holds of all things 17 pigs. After a short lesson in how to make friends with a kitty and how to communicate with the pigs our adventurers determine that these are in fact the missing children enchanted by none other than Malta.
The decision is made to take all the piggy children back to the castle and find away to turn them back. After tying all 17 of them to Keoman. They make their way back to the castle to hide the pigs and attempt to get the giant out of the castle. As our adventurers are smearing Antaeus in mud a hideous storm blows in and Malta appears!
In a stunning turn of events we are left with a cliff hanger as Keoman grapples Malta by the neck!
What thrills!
Tuesday, April 5, 2016
The Plot Thickens
Our adventurers traveled to the edge of Ardeep Forest were they came upon a small village with problems of its own. After meeting a few villagers the group learns that all the children (17) of this village have disappeared. Taken in the night!
You speak with Bartholomue (the village hunter and his assistant Gordon Thatch), Terrance (the blacksmith), Larry (the mercantile/ shoppekeep), and Selucreh (the village leader). The conversations all leave the group feeling as if this town is keeping secrets...
In the end all roads lead to the forest and after staying the night at the Inn the party wakes refreshed (if a little cold) and in they go.
As the adventurers make their way to the Pygmy village a group if sprites reveal themselves to be trailing along. Now knowing that there are more magical creatures around the Village of the pygmies is found. We are given a potential suspect in the "Birds" and the traveling resumes. A sedge of cranes if found and some bribery convinces them to overcome their hatred for the pygmies and provide some helpful information.
An ever-present fog pillar might holds some secrets of its own and the party makes its way. Once in the fog we are introduced to another character an old hag named "Malta" (Careful about the word witch... she is very sensitive.)
The Fog hides a giant vine climbing high into the sky. What novelty! After an eventful climb of the vine and then a curious floating staircase the adventurers come atop a platform that holds a courtyard to a large stone manor. A man opens the large door to investigate the noise. Upon hearing that the party is searching for a giant he slams the door and bolt shut with a thump.
The Case of the Pygmy Giant continues....
You speak with Bartholomue (the village hunter and his assistant Gordon Thatch), Terrance (the blacksmith), Larry (the mercantile/ shoppekeep), and Selucreh (the village leader). The conversations all leave the group feeling as if this town is keeping secrets...
In the end all roads lead to the forest and after staying the night at the Inn the party wakes refreshed (if a little cold) and in they go.
As the adventurers make their way to the Pygmy village a group if sprites reveal themselves to be trailing along. Now knowing that there are more magical creatures around the Village of the pygmies is found. We are given a potential suspect in the "Birds" and the traveling resumes. A sedge of cranes if found and some bribery convinces them to overcome their hatred for the pygmies and provide some helpful information.
An ever-present fog pillar might holds some secrets of its own and the party makes its way. Once in the fog we are introduced to another character an old hag named "Malta" (Careful about the word witch... she is very sensitive.)
The Fog hides a giant vine climbing high into the sky. What novelty! After an eventful climb of the vine and then a curious floating staircase the adventurers come atop a platform that holds a courtyard to a large stone manor. A man opens the large door to investigate the noise. Upon hearing that the party is searching for a giant he slams the door and bolt shut with a thump.
The Case of the Pygmy Giant continues....
Friday, March 25, 2016
So it begins....
Welcome to The Company!
We are so happy to have you. Varanth Farhell welcomes you to the company and gives you a tour of the facilities, She further warns you to steer clear of the boss... What mysterious man has employed you?
You meet the ever gregarious "Cups" resident Barkeep. Your credits are always good here! One word of warning... just because something is pretty doesn't mean you should drink it.
Our intrepid adventurers are given some case-files to choose from:
1. The Case of the Missing Pygmy Giant
2. The Case of the Dragon's Teeth
3. The Case of the Puzzling Cows
A fine choice was made and our installments begin with The Case of the Missing Pygmy Giant.
After stocking up on tasty eats our venturers make their way to the Ardeep Forest where the will seek out Periwinkle in Sweet Fern.
Along the way we gain a new addition in the form of an adolescent donkey named Petunia.
Some hours of travel see the party resting for lunch were an interesting discovery regarding the provisions packed by Cups.
The party resumes their trek towards the unknown. Will they find the Pygmy (it is quite small...)village? Will they uncover the mystery of how a giant could possible go missing? For answers to these questions and more tune in next week for another exciting installment of the adventures of Emrys Consulting's newest and shiniest employees.
Travel on Travelers....
We are so happy to have you. Varanth Farhell welcomes you to the company and gives you a tour of the facilities, She further warns you to steer clear of the boss... What mysterious man has employed you?
You meet the ever gregarious "Cups" resident Barkeep. Your credits are always good here! One word of warning... just because something is pretty doesn't mean you should drink it.
Our intrepid adventurers are given some case-files to choose from:
1. The Case of the Missing Pygmy Giant
2. The Case of the Dragon's Teeth
3. The Case of the Puzzling Cows
A fine choice was made and our installments begin with The Case of the Missing Pygmy Giant.
After stocking up on tasty eats our venturers make their way to the Ardeep Forest where the will seek out Periwinkle in Sweet Fern.
Along the way we gain a new addition in the form of an adolescent donkey named Petunia.
Some hours of travel see the party resting for lunch were an interesting discovery regarding the provisions packed by Cups.
The party resumes their trek towards the unknown. Will they find the Pygmy (it is quite small...)village? Will they uncover the mystery of how a giant could possible go missing? For answers to these questions and more tune in next week for another exciting installment of the adventures of Emrys Consulting's newest and shiniest employees.
Travel on Travelers....
Monday, March 21, 2016
Welcome!
So begins our adventures.
Employee Handbook
Emrys Consulting
This handbook has been written to serve as the guide for the Player relationship.
Foreword
Whether you have just joined our staff or have been at Emrys Consulting for a while, we are confident that you will find our company a dynamic and rewarding place in which to work, and we look forward to a productive and successful association. We consider the Players/Characters of Emrys Consulting to be one of its most valuable resources.
Workplace Expectations
The following is a non-exhaustive outline of Emrys Consulting’s policies. You acceptance of the position serves as your acknowledgement of those policies.
Electronic Communication and Internet Use
The following guidelines have been established for using the Internet, in an appropriate, ethical and professional manner:
- Archive – Blog
- Discussion/ Contact space – Google Group
Emrys Consulting’s Anti-harassment Policy and Complaint Procedure
Emrys Consulting is committed to a work environment in which all individuals are treated with respect and dignity. We believe in putting the “fun” back in prefunding and encourage familiarity and camaraderie in the ranks, but will act decisively if situations get out of hand.
Attendance and Punctuality
Patterns of absenteeism or tardiness may result in discipline. Not reporting to work and not calling to report the absence is a no-call/no-show and is a serious matter. The first instance of a no call/no show will result in a verbal warning. The second separate offense may result in termination of employment with no additional disciplinary steps. Vacation and holidays must be scheduled with one’s supervisor in advance. Sick leave may be used in the case of emergency or sudden illness without prior scheduling.
Progressive Discipline
Emrys Consulting reserves the right to determine the appropriate level of discipline for any inappropriate conduct. The following outlines Emrys Consulting’s progressive discipline process:
- 1st Verbal warning: A supervisor verbally counsels an employee about an issue of concern, and a written record of the discussion is placed in the employee's file for future reference.
- 2nd Verbal warning: A supervisor verbally counsels an employee about an issue of concern.
- Termination of employment.
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