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PostPosted: Wed Sep 27, 2006 1:58 am 
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"'Normal fire fighting procedures' involve the use of water. Which, as we have seen, is effective only if we want the town to flood. Unless you've got a massive woolen blanket somewhere, we have very few options."

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PostPosted: Wed Sep 27, 2006 2:27 am 
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Farnham said: "At this point, I'm not trying to put the thing out, I'm just trying to keep it from spreading. Throwing water on it just made matters worse, and Micheal's magic doesn't seem to be strong enough to cancel it out. Anybody got a big big pile of sand handy?"

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PostPosted: Wed Sep 27, 2006 3:50 am 
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"If we make the house cave in on a small area, it can slow the spreading and allow us to use less water or sand" the Ice Delivery Man thought aloud.

He recalled that Tem told Micheal to summon water. He had heard of this spell once. A mage he met at the inn about a year earlier told him about it. The mage also mentioned something about being able to make giant fists with his mind. This gave him an idea.

"Mage! What did he call you? Micheal? Micheal, do you know of Telekinetic Fists?"


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PostPosted: Wed Sep 27, 2006 5:17 am 
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Michael replied "Yeah, I can use Telekenetic fists, so what size do you want them?"

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PostPosted: Wed Sep 27, 2006 5:33 am 
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He couldn't think of a precise measurement to give Micheal. He had never actually seen the spell at work and didn't know how powerful it was. All he knew was what little he heard from a somewhat inebriated mage. He wasn't absolutely sure that the spell even existed until that moment, becuase the drunk mage had mentioned a few utterly rediculous spells such as a shield called Hugbies Projective Emancipation.

"I don't know" he replied "Just whatever size is nescessary to pound the house into a pile of scrap and keep it in a small area."

<OOC>It's mostly just a simple house with wood walls and thatched roofing. It isn't very big and the fire has signifacantly weakened the wood by this point.</OOC>


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PostPosted: Wed Sep 27, 2006 6:41 am 
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"Okay" said Michael, and he casted Telekentic Fists, Suddenely Gauntlets appeared and hit the small house.

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PostPosted: Wed Sep 27, 2006 5:41 pm 
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Micheal was a little woozy from all his spellcasting, built he kept up his concentration long enough to pound the burning house into little pieces. With a crash and a lot of little splintering sounds, the house collapsed in on itself. The fire burned brighter now, but it wasn't threatening to spread.

The Town Watch arrived with buckets of sand they'd gotten from somewhere, and they used the sand to put out any fires that had gotten away from the main blaze. The main blaze continued to cold-burn, and the general consensus was that it should be allowed to burn itself out.

Meanwhile, Tem was still chasing the orc he'd spotted.

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PostPosted: Wed Sep 27, 2006 6:40 pm 
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And with that, the Ice Delivery Man let out a sigh of relief, however he also seemed a bit depressed.

"Well, Sam, it looks as though I will have to cancel your shipment of ice as well" he said in a apathetic tone.

"Given the circumstances, that's quite alright" the Barkeeper replied "Come back to the Inn. The first drink is on me."

The only thing left to do at his house would be to salvage what metal objects he could find, and he couldn't do that till the flames died down completely. The fire was manageable and the town watch had everything under control, so the Ice Delivery man didn't see any point in being anywhere but the Inn at that moment.


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PostPosted: Wed Sep 27, 2006 7:26 pm 
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"You! Orcdude! Stop! I won't hurt you!" said Tem, still chasing the orc. He bought it. However, Flayers are notoriously untrustful. After catching the Orc, he read his mind, and gave him a sleeper hold the Orc knew.
He grabbed it by the collar, and dragged him back to the team.

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PostPosted: Wed Sep 27, 2006 8:33 pm 
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Micheal was still on his feet. Actualy, he was feeling a bit better then he thought he would have, considering the spellcasting fatigue he'd exposed himself to.

<GM's Note: Micheal has now acquired enough spellcasting experience that he is now able to resist Spellcasting Fatigue better than before. Spells that previously did moderate fatigue now only do low fatigue, and spells that previously did low fatigue now cause negligible fatigue. He can now pick a new spell from each of the following catagories (Two from the Cantrips catagory, one from the Power Word catagory).

Cantrips (Pick Two) All cantrips generate no fatigue.
Blank (Illusion/Manipulation)
This cantrip covers the print on the pages of a book and replaces it with the illusion of blank pages. For the blank pages to be convincing, the pages in the book must be seen by the caster during the casting, otherwise the blank pages might not match up with the real ones. Also, individual pages may not be blanked. This is an all or nothing spell. The caster concentrates on blankness while passing her left hand over the book and muttering the proper words.

Boil Water (Elemental Manipulation)
With this cantrip, the wizard can heat the water (or water-based liquid) in a container of up to a quart to boiling. The wizard must concentrate on the container during the entire casting. Only containers of water may be the target of this spell, not any other liquid. This cantrip may be sustained as long as the caster desires, but the target container must remain in line-of-sight or the spell is broken.

Clean (Manipulation)
This spell cleans most fabrics to a 'freshly washed' state nearly instanly. It will not work on animal hides, tanned leather, or metals. All that is required is that the caster touch the pile of cloths and mutter the short verbal component.

Compass (Divination)
This cantrip causes a glowing arrow which always points north to appear in the cupped palm of the wizard. It is a light green in colour, and wavers around in the general direction of north. The spell will work underground, as well as at sea, and is not affected by magnets. The caster must have at least a gram of iron or steel on his person for this spell to work. Otherwise, the spell will fail entirely.

Invisible Scribe (Conjuration/Summoning)
By casting this cantrip, the wizard brings into existence a field of force able to write on normal materials with a quill pen. The wizard must sit quietly for the duration of the writing, and simply speaks what is to be written. The invisible scribe writes in a handwriting vaguely like the wizard's in any language the wizard knows how to read. It is fairly slow. The material component for the spell is ink, which is consumed in the casting.

Giggling Mirth (Illusion/Phantasm)

This cantrip causes a high-pitched, girlish giggle to come into existence somewhere within 20 yards of the caster. The caster controls where it will sound. It only lasts for a second or two, and requires the caster to point at the location.

Mend (Alteration)

This spell rejoins parted fabric, whether it was torn, cut, ripped, or shredded. It does not affect leather, nor will it affect a tear that has been subsequently altered significantly (sewn to something else, or hemmed). The caster must touch the cloth pieces while muttering arcane words.

Sobriety/Drunkenness (Alteration)

Casting this cantrip removes all effects of alcohol from the wizard or any one other person he touches. It also instantly cures hangovers. Unwilling targets will generate fatiuge in the caster. The duration of this cantrip is permanent, until the subject gets drunk again. If the spell is cast on the wizard himself, there will likely be a great deal of fatigue generated. This cantrip can be cast in a reversed state, generating drunkeness in the target. If cast reversed, it will make the wizard or his chosen target drunk for about an hour with a hangover later on. The wizard must wave his hand before the chosen targets eyes for the spell to take effect.

Sort (Alteration)
This cantrip separates a specified amount of any mixture of dry materials: salt and pepper, for example, or gold, platinum, and bronze. The cantrip does not affect living things, and cannot be used to separate materials that have been glued, pasted, tied or bound together (i.e., mortar, plaster and stone.) It can, however, separate dissolved materials out of a volume of water, and it can sort material objects according to weight, size, or denomination. This spell is not intended for use on enchanted objects, and can result in a unpredictable backfire effect if cast on magical objects

Far-seeing (Alteration/Manipulation)

This cantrip allows the wizard to see things in the distance up to three times better for the duration of this spell. It also allows him to see things more clearly as they appear to be only one third of the distance away. It does, however, cause some problems when trying to see things close-up. The spell's duration may be ended at any time.

Brief Zoom (Manipulation)

This cantrip boosts the caster's speed to three times what it was while the spell was being cast. Thus, for greatest effect, the spell should be cast while on the run or while on horseback. It could also speed up one's fall, but that is not recomended (for obvious reasons). If cast while standing still, the spell will have no perceivable effect. The spell lasts for about three seconds, after wich the caster's speed returns to normal.

Power Words (Pick One) All Power Words generate heavy fatigue.

Power Word: Blast (Evocation)

By means of a single word, the caster can casue any targeted object be the subject of a forcefull explosion. The target object itself does not explode, but rather an unseen force blasts into the object at tremendous speed, likely produceing extensive damage.

Power Word: Light (Evocation)

By means of a single word, the caster can light the entire volume of space he or she is capable of seeing. This effect extends all around the caster: behind, below, above, in front, either side. The spell will last for as long as the caster desires (up to 24 hours), and does not need to be sustained. The light will follow the caster as he moves. The light produced is as bright as daylight, but is not actually sunlight (creatures that are specially affected by sunlight are not specially affected by this spell).

Power Word: Blind (Evocation/Illusion)

By means of a single word, the caster can cause any target creature, person, or construct to become instantly blind. This affects only those that see in the normal spectrum or in the infra-red. Creatures, such as bats, that see by means of ultrasound, are unaffected. This spell will last for up to 24 hours before dispelling itself.

Power Word: Sleep (Manipulation)

By means of a single word, the caster can make as many people as are in the target area become magically asleep for up to 24 hours (the duration of sleep being specified mentally as the spell is cast). The area of effect is a sphere up to 30 feet by 30 feet by 30 feet. (The area can be scaled down if desired). The spell affects every creature in the targeted area, even if they were invisible, microscopic, or otherwise hidden from the caster. Creatures that were already naturally (or otherwise) asleep are still affected. If the caster is in the area of effect when the spell is cast, then he is unaffected. This powerfull spell can be undone by means of Power Word: Alertness.

Power Word: Alertness (Manipulation)

By means of a single word, the caster can make as many people as are in the target area become magically awake for up to 24 hours (the duration of the awake state being specified mentally as the spell is cast). The area of effect is a sphere up to 30 feet by 30 feet by 30 feet. (The area can be scaled down if desired). The spell affects every creature in the targeted area, even if they were invisible, microscopic, or otherwise hidden from the caster. Creatures that were already naturally (or otherwise) awake are still affected. If the caster is in the area of effect when the spell is cast, then he is unaffected. This powerfull spell can be undone by means of Power Word: Sleep.

Power Word: Bind (Evocation/Manipulation)

By means of a single word, the caster can magically trap any single creature in a wrap of virtually unbreakable lines of force. The duration of the spell is indefinite, but the summoned lines of force will begin to deteriorate as soon as the caster is not in line-of-sight with the spell's target. If this happens, the lines of force will begin to unravel, loosing their ability to bind the target creature slowly over time. Some time between 1 hour to 24 hours later (depending on how strong the target creature is) the lines will break and then vanish, leaving the targeted creature unbound.

Power Word: Fly (Transformation/Manipulation)

By means of a single word, the caster can cause himself or any targeted creature to temporally gain the ability to fly. The rate of movement is up to one and a half times the normal running rate of the targeted creature, the attainable altitude is unlimited, and the duration is up to 24 hours. This spell does not grant the targeted creature the ability to breath without oxygen, so care must be taken when flying at high altitudes where the air is thin. The means of direction control is entirely mental, so wings or control surfaces of any kind is unnecessary.

Power Word: Heal (Divination/Manipulation)
*This is the Wizardly version of the Clerical spell of the same name.

By means of a single word, all creatures within a 40x30x30 foot cube are instantly cured of whatever ailments, injuries, diseases or other affliction, no matter how severe, they may have been suffering from. However, this spell cannot lift a genie's curse, cure vampirism, remove lycanthropy, or reverse a demonic possession. This Power Word spell will always cause a massive amount of fatigue in the caster, most likely causing the caster to fall unconscious after the spell has been cast.

Power Word: Turn (Divination)
*This is the Wizardly version of the Clerical spell of the same name.

By means of a single word, the caster evokes the power of the divine to turn away all undead and/or demonic creatures within line-of-sight of the caster. Lesser undead (such as skeletons and zombies) or lesser demons will be destroyed outright (turned to ash) by the power of this spell. More powerful undead (such as whights and litches) or greater demons will automatically flee for up to 12 hours.

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PostPosted: Wed Sep 27, 2006 8:52 pm 
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<I suggest Power word(Blast), Sobriety/Drunkenness, and Brief far seeing

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PostPosted: Thu Sep 28, 2006 2:03 am 
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Location: Sitting in an English garden, waiting for the sun
Marcus just stood there, dazzled by the pretty blue flames. Absent-mindedly, he started walking towards it in a trance.

"Fire...pretty...blue..."

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PostPosted: Thu Sep 28, 2006 2:21 am 
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Prosper saw Tem coming back with an Orc at the same time he saw Marcus become mesmerized by the fire. "Look, Marcus;" he said, "Tem caught an Orc!

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PostPosted: Thu Sep 28, 2006 2:23 am 
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Marcus turned around. "Oooh! Is it still alive? I wanna kill the Orc!"

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PostPosted: Thu Sep 28, 2006 2:40 am 
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IantheGecko wrote:
Marcus turned around. "Oooh! Is it still alive? I wanna kill the Orc!"

"Well, sure, but don't you think we should find out all we can from him first? He probably knows where the orcs have their base, huh?"

Captain Sealem spoke up "Yes, young Master Prosper is likely correct. This Orc is probably a member of the same band of orcs now outside the walls. I think it best we interrogate it before we dispatch it."

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PostPosted: Thu Sep 28, 2006 2:46 am 
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"But Orcs can't talk like us! They're not smart enough!"


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PostPosted: Thu Sep 28, 2006 3:18 am 
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Captain Sealem replied: "That's true, but they do have a sort of guttural language they use to communicate. Not a very expressive language, but it gets the job done. I learned it when I was a young border patrol officer. We had plenty of opportunity to put it to good use in dealing the tribes of orcs."

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PostPosted: Thu Sep 28, 2006 3:19 am 
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<OOC: Okay I have chosen the spells Invisible Scribe, Far-seeing & Power Word: Blast>

"But what if he does Marcus? If we killed him we could destroy our best chance of finding the drow base!"

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PostPosted: Thu Sep 28, 2006 11:19 am 
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At that point, the Ice Delivery Man, whose name was still not known by any members of the party, was back at the Inn arguing with the Barkeeper about drinks.

"For the last time, Sam" he said "I want Cider, not Ale."

"Don't pretend you aren't depressed about what happened out there" said the Barkeeper "You have a right to be. I highly doubt Cider will help with that."

"So you want me to drink myself out of depression?" replied the young man "All that will accomplish is me being depressed tomorrow with a hangover. I need my head clear, Sam, especially since I need to find a new job."

It had just accured to Sam, the Barkeeper, that he needed to buy more presevatives, seeing as how he could no longer keep his food and drinks cold. It had also just accured to him that the strange fire must have had something to do with making the ice.

"Well, you could work for me" said the Barkeeper "I could deffinately use your fire starting skills."

"It's just so obvious now, isn't it?" the young man replied "I'm not sure what else I can do."

"Don't decide right away" said the Barkeeper "Why don't you sleep on it and decide tomorrow?"

"Very well" he replied "I'll consider it."


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PostPosted: Thu Sep 28, 2006 8:13 pm 
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"You want to tell us all you know" said Tem, waving his hand. <I can't resist throwing in a starwars reference, so this doesn't need to actually affect the game> "What do you think you're doing, waving your hand around like that. I'm an Orc, mind tricks don't work on me! Only weapons." said the orc. "Shuttup." said Tem, and slapped him silly. "Think I should do my Psychonautery?"

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PostPosted: Thu Sep 28, 2006 9:40 pm 
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Farnham, puzzled, replied to tem with: "Uh, pshyco-what-erie?"

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PostPosted: Thu Sep 28, 2006 9:51 pm 
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<OOC>He most likely meant Psychoneurosis
Webster.com wrote:
psychoneurosis
One entry found for psychoneurosis.
Main Entry: psy·cho·neu·ro·sis
Pronunciation: "sI-kO-nu-'rO-s&s, -nyu-
Function: noun
Etymology: New Latin
: NEUROSIS; especially : a neurosis based on emotional conflict in which an impulse that has been blocked seeks expression in a disguised response or symptom
</OOC>


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PostPosted: Thu Sep 28, 2006 10:30 pm 
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<Nope. Psychonautery. A nother way of going into someones mind. Derived from the term "Psychonaut", of which Tem is. The door and Red goggles references the game this is from, Psychonauts, where the main character uses sasid items. However, It makes my astral projection weak, and so I can only do it once a month, if I'm lucky.>

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PostPosted: Fri Sep 29, 2006 2:47 am 
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just a username wrote:
<OOC: Okay I have chosen the spells Invisible Scribe, Far-seeing & Power Word: Blast>

"But what if he does Marcus? If we killed him we could destroy our best chance of finding the drow base!"
"But I need to practice to I can beat that Dire Wolf", Marcus whined. "Can't I just cut off his arm or something? Or just a rumble with him."

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PostPosted: Fri Sep 29, 2006 3:01 am 
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Captain Sealem said: "We may get to do more than that if these orcs outside the walls are as beligerant as they seem. From what my men tell me, they're outfited as a raiding party: climbing ropes to go over the walls, saping shovels to dig under the walls, and falaxes to chop through the weak points. I think this fellow was a scout or a spy of some sort, sent in to make trouble before the main force attacks. We need to be ready for them. My men will keep watch. If they attack, you'll be woken up to we can defend the walls. I will be personaly guarding Master Prosper, as is my Lord Emperor's command."

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PostPosted: Fri Sep 29, 2006 6:28 am 
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"Yeah I need the sleep, I'm barely able to stand, let alone cast spells"

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"Sam, there's one thing that just doesn't make sense to me" said the Ice Delivery man "Why would a single orc go to an enemy village just to burn down one house using the flame that's already inside it and run away with that flame in his possession?"

"Now that you mention it, that does seem a bit odd" said the Barkeeper "If the orcs were trying to sabotage the village, they would have most likely sent at least four or five orcs with torches already lit. Not to mention, your house wasn't exactly the most important building in town, no offense."

"None taken, Sam, I know what you mean" said the young man "It would have made more sense to burn down the Mayor's house or one or two of the guard houses or lookout posts."

He gave it some thought for a while and said "Do you think they specificly wanted the fire for some reason?"


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PostPosted: Fri Sep 29, 2006 5:06 pm 
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Maxwell came over to the bar. "I couldn't help overhearing." He said."That was your house that burned down, right? What was it you were doing in there that generated a blue, cold, flame? I mean, you were using it to make ice; that much I gathered already, but what was it that was doing that for you?"

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PostPosted: Fri Sep 29, 2006 6:27 pm 
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Location: Falling off a cliff. Please send help.
(OOC:)Bad news. My internet has been acting up lately, so I won't be able to be around very much until it's fixed. :( Sarge can control Drek until I return. (OOC)

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PostPosted: Fri Sep 29, 2006 7:54 pm 
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Exhibit A wrote:
(OOC:)Bad news. My internet has been acting up lately, so I won't be able to be around very much until it's fixed. :( Sarge can control Drek until I return. (OOC)

Drek headed up to one of the watch towers to see how the Town Watch was doing with their vigilant watch for orcs. He saw that there were two archers and a pikeman in each of the eight towers (one tower at each corner, plus one tower over each gate). The rest were busily building a set of palisades, made of large sharpened sticks, just outside the wooden walls. This palisade was obviously designed to discourage raiders from storming the walls, but Drek wasn't too sure how sturdy it was. Still, it was better then nothing. The Sheriff and the Mayor were out there too, directing the work and supervising the construction.
The Orcish Warband had grown in numbers now. Drek estimated that there were about 120 of them now, with more moving through the tall grass and in the woods beyond. This definitely was a large raiding party, and they didn't look like they were in any hurry. The orcs had set up two campfires and were roasting a pair of wild deer over and open spit of coals. Drek could see that these orcs had painted their faces blue, an orcish custom Drek had not seen before. Wondering if perhaps Captain Sealem or mister Maxwell knew what this face-painting mean, he climbed down from the tower and went back to the inn to tell the others what he had seen.

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