First Events
Monday, 17 December 2018
Thetis, protector of Gralor
We met this ancient woodland Dryad, when we travelled south of the Bandu village to see the Zepher Towers.
She was kind to us and crafted a healing drink from a pool which contained a rune of water at its base.
She told us that we are in the lands of Gralor and she is its protector.
She talks of Elves of Aviar, who could fly long ago. She tells of three temples to the South. the nearest is over 500 years old and was created from a massive tree, one of the first trees. She says that the temple was destroyed to stop evil. She then points to a spot to the South were lightning appears to strike within dark clouds above a giant tower.
Event: 9th December 2018 - The Zepher Tower - part 1
Previous: 11th November 2018
Next: 31st December 2018
The party return
Whilst I have been working hard to bring order to the Bandu village, the remaining members of the party have been off having fun fighting fog gods and the like. They return from this jaunt with poor northern farmers who had been enslaved waiting sacrifice to the frog god.
Consecration of the shrine
I had managed to rescue some semblance of order to the worshipers in the village and had started to build a temple around a shrine. Undala, the village chieftain thought that it would be a great idea to celebrate the rescue of the northern farmers and consecrate the shrine in one go by launching a great feast. We were asked to make this happen.
i organised the traders and raised a marquee, whilst the boys went off hunting. They got a little over excited and brought back a massive Salamander whom they had caught and were using to catch giant game. It appears that Garrett (the dragon whisperer) had talked it into it. Well, there would be no shortage of meat for the celebration.
Ryn had befriended a local girl, Gwarvia, who was being trained a priestess of the new faith and had been anointed as the "voice of the gifted one".
We brought the village together and started proceedings with a massive firework display. Then Ryn and Gwarvia roused the passion of the crowd with stirring words.
Beasts upset the proceedings
All was going well until a great hulking creature appeared from one of the tents and attacked the crowd. It appears that Corros had followed some woman into a tent when he was attacked by the Tabaxi shapeshifter. The creature taunted Corros with news that "Xalia is with Ritza, the Rani of the Tabaxi". There then appears a second of this kind and they attack the gathering. We defend the shrine and the villagers with Tol Darru delivering the killing blow. The creature dies with the words "The tiger queen harnesses the power of the ground. The Goat king will return to wreak revenge on the Children". The bodies then turn dark and dissolve into the ground upon which they lay.
It is clear that Ritza Sali and Marta Mooley are raising an army of undead in a temple to the south.
An awaking in the night
We are awoken in the night by Zanthoris, who is speaking in his sleep. He speaks in a strange Dwarven voice that we had never heard he use before and says he is Kamen, paladin of light and that "we must rid the body of the vessel of Orcus" and that this persona will "betray us, his Children are held in the abyss, we must stop the Skull".
We talk with the seemingly possessed Zanthoris and amongst the party we share our experiences of the four souls that appear to share the body. The bold Emirikol, Zanthoris the librarian, Calipite the sad and this new voice Kamen. Zanthois had suspicions of the others that were within his body, but appeared in denial. It is not clear if the voice of Kamen gives fair warning or are just the ravings of a mad man. I encourage caution, but the rest of the party appear to accept that all will be well. I will keep a little distance between myself and him in the future.
Thetis, protector of Gralor
We follow the path into the forest where we hear truly awful signing and are followed by strange bees. We soon find that we come to a clearing, where we meet Thetis, a woodland Dryad. She offers us drink from a pool which has a rune of water. She tells us that we are in the lands of Gralor and she is its protector. She talks of Elves of Aviar, who could fly long ago. She tells of three temples to the South. the nearest is over 500 years old and was created from a massive tree, one of the first trees. She says that the temple was destroyed to stop evil. She then points to a spot to the South were lightning appears to strike within dark clouds above a giant tower. She says that this is a Zephor Tower. She gives us 4 Shroms that she says will give us foresight and she passes me a massive diamond. I know the value of gems and this is priceless. The party eat the Shroms. Corros has a vision of being chased, Rynn of a Multicoloured Skull shining in the darkness. Garrett sees wooden flying ship followed by a black dragon breathing strange gas. Tol Durru sees a spinning wheel, the threads from which join together.
All this should be warning enough not to eat strange food from the fairy folk; but she give give me a very nice gem.
She also passes us potions that allow us to travel faster than would be otherwise possible and we soon reach the tower.
Zephor Tower
The ancient tree is topped with dark clouds, which sparkle with occasional lights as if lit by lightning from within. The tree tower appears over 300' tall and is surrounded by barren burnt earth.
Encouraged by Garrett and Tol Durru, we charge unprepared at the tower. The ashen ground between us and the once great trees is festooned with glistening white skulls that have been discarded from above.
When we reach the tree, it is clear that it is hollow and a strange sight is visited upon us. A great mound of bodies lies about the centre and new bodies fall from above, whilst ogres and giant ogres feast upon fresh carcass. We fight with all our might but as we kill each ogre they return to life. The very walls of the tree come alive and entrap us.
I die.
I am resurrected by the party, who have fed the giant gem to my skull staff.
I feel strange inside. I hope that this feeling is temporary. I don't feel as if I can fight as I once did. Should I be more cautious?
Next: 31st December 2018
The party return
Whilst I have been working hard to bring order to the Bandu village, the remaining members of the party have been off having fun fighting fog gods and the like. They return from this jaunt with poor northern farmers who had been enslaved waiting sacrifice to the frog god.
Consecration of the shrine
I had managed to rescue some semblance of order to the worshipers in the village and had started to build a temple around a shrine. Undala, the village chieftain thought that it would be a great idea to celebrate the rescue of the northern farmers and consecrate the shrine in one go by launching a great feast. We were asked to make this happen.
i organised the traders and raised a marquee, whilst the boys went off hunting. They got a little over excited and brought back a massive Salamander whom they had caught and were using to catch giant game. It appears that Garrett (the dragon whisperer) had talked it into it. Well, there would be no shortage of meat for the celebration.
Ryn had befriended a local girl, Gwarvia, who was being trained a priestess of the new faith and had been anointed as the "voice of the gifted one".
We brought the village together and started proceedings with a massive firework display. Then Ryn and Gwarvia roused the passion of the crowd with stirring words.
Beasts upset the proceedings
All was going well until a great hulking creature appeared from one of the tents and attacked the crowd. It appears that Corros had followed some woman into a tent when he was attacked by the Tabaxi shapeshifter. The creature taunted Corros with news that "Xalia is with Ritza, the Rani of the Tabaxi". There then appears a second of this kind and they attack the gathering. We defend the shrine and the villagers with Tol Darru delivering the killing blow. The creature dies with the words "The tiger queen harnesses the power of the ground. The Goat king will return to wreak revenge on the Children". The bodies then turn dark and dissolve into the ground upon which they lay.
It is clear that Ritza Sali and Marta Mooley are raising an army of undead in a temple to the south.
An awaking in the night
We are awoken in the night by Zanthoris, who is speaking in his sleep. He speaks in a strange Dwarven voice that we had never heard he use before and says he is Kamen, paladin of light and that "we must rid the body of the vessel of Orcus" and that this persona will "betray us, his Children are held in the abyss, we must stop the Skull".
We talk with the seemingly possessed Zanthoris and amongst the party we share our experiences of the four souls that appear to share the body. The bold Emirikol, Zanthoris the librarian, Calipite the sad and this new voice Kamen. Zanthois had suspicions of the others that were within his body, but appeared in denial. It is not clear if the voice of Kamen gives fair warning or are just the ravings of a mad man. I encourage caution, but the rest of the party appear to accept that all will be well. I will keep a little distance between myself and him in the future.
Thetis, protector of Gralor
We follow the path into the forest where we hear truly awful signing and are followed by strange bees. We soon find that we come to a clearing, where we meet Thetis, a woodland Dryad. She offers us drink from a pool which has a rune of water. She tells us that we are in the lands of Gralor and she is its protector. She talks of Elves of Aviar, who could fly long ago. She tells of three temples to the South. the nearest is over 500 years old and was created from a massive tree, one of the first trees. She says that the temple was destroyed to stop evil. She then points to a spot to the South were lightning appears to strike within dark clouds above a giant tower. She says that this is a Zephor Tower. She gives us 4 Shroms that she says will give us foresight and she passes me a massive diamond. I know the value of gems and this is priceless. The party eat the Shroms. Corros has a vision of being chased, Rynn of a Multicoloured Skull shining in the darkness. Garrett sees wooden flying ship followed by a black dragon breathing strange gas. Tol Durru sees a spinning wheel, the threads from which join together.
All this should be warning enough not to eat strange food from the fairy folk; but she give give me a very nice gem.
She also passes us potions that allow us to travel faster than would be otherwise possible and we soon reach the tower.
Zephor Tower
The ancient tree is topped with dark clouds, which sparkle with occasional lights as if lit by lightning from within. The tree tower appears over 300' tall and is surrounded by barren burnt earth.
Encouraged by Garrett and Tol Durru, we charge unprepared at the tower. The ashen ground between us and the once great trees is festooned with glistening white skulls that have been discarded from above.
When we reach the tree, it is clear that it is hollow and a strange sight is visited upon us. A great mound of bodies lies about the centre and new bodies fall from above, whilst ogres and giant ogres feast upon fresh carcass. We fight with all our might but as we kill each ogre they return to life. The very walls of the tree come alive and entrap us.
I die.
I am resurrected by the party, who have fed the giant gem to my skull staff.
I feel strange inside. I hope that this feeling is temporary. I don't feel as if I can fight as I once did. Should I be more cautious?
Undala: Leader of the Bandu Village
Undala is the leader of the Bandu village. She was responsible for overseeing what was a small mining settlement when we first arrived. We then defeated and killed the evil Cornelius, who had entrapped and was mistreating a crystal wyrm, the gifted one.
A cult had then formed on the outskirts of the village to worship the dragon. I was employed to use my skills at coordination and management whilst the remaining party were sent by Undala on a quest to resolved troubles in the northern jungles.
We then worked to bring stability to the area by consecrating the shrine.
A cult had then formed on the outskirts of the village to worship the dragon. I was employed to use my skills at coordination and management whilst the remaining party were sent by Undala on a quest to resolved troubles in the northern jungles.
We then worked to bring stability to the area by consecrating the shrine.
Event: 11th November 2018 - Into the Bandu forests.
Previous: 23rd September 2018
Next:9th December 2018
Note: I was not there throughout this journey, so these notes are taken from conversations with the party when they returned!
The party awakes
The party had awoken from a strange dream where they had experienced strange flashbacks from their lives. Although it had felt that they had experienced many hours in the dream caverns, it now became clear that mere seconds had elapsed. All around the campsite was as it was when they had first seen the gift, except now there was no gift. Was it a collective dream, I assume that it was bad cooking, but each of them tell me that they were sure that they had grown from the experience.
The next day they returned the quest that had been set by Undula; to establish whether there is any substance to rumors of whole villages going missing.
Bandu farmstead Soon enough they came upon a small collection of mud huts, which appeared abandoned. When they investigated further the only life that they could find where two pigs, who had free rein of the settlement, their fence having been broken. When the team looked inside the huts it appeared that they had been broken into by a large creature who pushed all the furnishings aside. The only evidence of human life was one poor soul who had been torn in three. However, it was clear that whomsoever had caused this had no regard for items of value, the village treasures, meagre as they were were ignored or cast asunder.
Zanthoris, the name that Amiracle had assumed for this day, has shown me a child's small magical book that he salvaged that told a tale of an orphaned princess, pursued by an evil queen, who had sought refuge amongst a hamlet of dwarfs, before she was rescued by a handsome paladin. It did not look the kind of object that a poor villager would just discard.
The party had tried to track the attackers, but lost the trail in a small stream. Whilst travelling further north the party were attacked by an aggressive plant uncovered a stone circle surrounded by warning runes. Within the stone circle a strong magic carried whatever was there unceasingly upwards. Ryn was first to avoid death at its hands when she managed to teleport herself to ground using an enchanted stone. Then Zanthoris, emboldened, used the magic to soar into the sky and scout around.
An ancient tomb uncovered With the newfound knowledge of the Bandu lands acquired through this aerial jaunt, the team had discovered the remains of Helion Towers scholars, who had unearthed an ancient chamber. Trapped within were a cask of ancient spores which had taken over the explorers and turned them to strange plant zombies. The party had used fire to rid the land of this menace.
Of Bullywugs and their gods The party then travelled further North to a swampy area habituated by a tribe of Bullywugs (frog like humanoids). I am told that the tribe had awoken a huge great frog creature called a Froghemoth who they had taken to worshiping as a god. Emboldened by this discovery Bullywug sorcerers had enchanted swamp trolls to do their bidding. I understand that Swamp trolls are the simplest of creatures, so can believe that this was true. The silly Bullywugs were using the enchanted trolls to collect villagers who they were feeding to the Froghemoth god to gain his blessings. Garrett tells me he had understood this at first sight and had killed the frog sorcerers, thereby freeing the Trolls and enabling the remaining members of the party to fell the beast and free the entrapped villagers. I am told that many frogs burned that day.
Next:9th December 2018
Note: I was not there throughout this journey, so these notes are taken from conversations with the party when they returned!
The party awakes
The party had awoken from a strange dream where they had experienced strange flashbacks from their lives. Although it had felt that they had experienced many hours in the dream caverns, it now became clear that mere seconds had elapsed. All around the campsite was as it was when they had first seen the gift, except now there was no gift. Was it a collective dream, I assume that it was bad cooking, but each of them tell me that they were sure that they had grown from the experience.
The next day they returned the quest that had been set by Undula; to establish whether there is any substance to rumors of whole villages going missing.
Bandu farmstead Soon enough they came upon a small collection of mud huts, which appeared abandoned. When they investigated further the only life that they could find where two pigs, who had free rein of the settlement, their fence having been broken. When the team looked inside the huts it appeared that they had been broken into by a large creature who pushed all the furnishings aside. The only evidence of human life was one poor soul who had been torn in three. However, it was clear that whomsoever had caused this had no regard for items of value, the village treasures, meagre as they were were ignored or cast asunder.
Zanthoris, the name that Amiracle had assumed for this day, has shown me a child's small magical book that he salvaged that told a tale of an orphaned princess, pursued by an evil queen, who had sought refuge amongst a hamlet of dwarfs, before she was rescued by a handsome paladin. It did not look the kind of object that a poor villager would just discard.
The party had tried to track the attackers, but lost the trail in a small stream. Whilst travelling further north the party were attacked by an aggressive plant uncovered a stone circle surrounded by warning runes. Within the stone circle a strong magic carried whatever was there unceasingly upwards. Ryn was first to avoid death at its hands when she managed to teleport herself to ground using an enchanted stone. Then Zanthoris, emboldened, used the magic to soar into the sky and scout around.
An ancient tomb uncovered With the newfound knowledge of the Bandu lands acquired through this aerial jaunt, the team had discovered the remains of Helion Towers scholars, who had unearthed an ancient chamber. Trapped within were a cask of ancient spores which had taken over the explorers and turned them to strange plant zombies. The party had used fire to rid the land of this menace.
Of Bullywugs and their gods The party then travelled further North to a swampy area habituated by a tribe of Bullywugs (frog like humanoids). I am told that the tribe had awoken a huge great frog creature called a Froghemoth who they had taken to worshiping as a god. Emboldened by this discovery Bullywug sorcerers had enchanted swamp trolls to do their bidding. I understand that Swamp trolls are the simplest of creatures, so can believe that this was true. The silly Bullywugs were using the enchanted trolls to collect villagers who they were feeding to the Froghemoth god to gain his blessings. Garrett tells me he had understood this at first sight and had killed the frog sorcerers, thereby freeing the Trolls and enabling the remaining members of the party to fell the beast and free the entrapped villagers. I am told that many frogs burned that day.
Sunday, 2 December 2018
Event: 23rd September - Flashback
Previous: 20th May 2018
Next: 11th November 2018
With cornelius defeated, you would have thought that we had solved most of the problems that exist within a small settlement like the Bandu village. However, it appears that we had just made life worse.
The gifted one has become the famous one.
We had rescued the "gifted one" from a life of captivity and torture. Was she happy? She was certainly happier, however she had previously managed to remain hidden in her home under the village. She had enjoyed the solitude, the ability to come and go as she wanted. To lie and stare at the night sky or to soar over quiet mountain peaks or to dream.
Now the whole village knew that they had a dragon living on their doorstep. A gigantic beast with Godlike powers (well to a Bandu villager anyway). Now many wanted to see her, to talk with her, to watch the mythological creature and to worship in the hope that she could make their dreams come true.
As the villagers learn of their new powerful neighbour, they are developing new ways to worship. To the gifted one, each new way appears louder than the last!
Ristomay
Rumours have emerged that Ristomay has found a temple to the south of the Bandu village. Good to know he has achieved his dream.
Negrys money
Negry had funded the expedition to bring miners and mining equipment to Artur. He had heard that we had made it to the village and that we had removed Cornelious competition. He wanted to know where his return were! he was expecting us to bring the first share in his profits and was starting to get nervous.
He sent his hired muscle led by Gobril Busk with his accountant Onen Darnedos to complete an audit of the new mine. The problem is that Arturs books are not well kept. This could take some time and I am going to have to help, otherwise Onen will leave thinking we have been taking a little margin of our own.
Changes to the economy.
Not everyone rejoiced at the death of Cornelius. A whole industry had built up around turning the scales from the gifted one into cold hard cash. One such Business-woman is Mala. She had been moving the jewels from the village after they had been split and polished into rough gems. It appears that she has taken loans on the back of this trade and she is now getting late on payments.
She comes to us scared and aggressive. She wants to meet with the dragon and she if she can get some scales. We agree to introduce her to the gifted one, however chaos and confusion reigns when the worshipers outside the cave see this as an opportunity to break into the caverns. Garrett further stokes the confusion and nearly cause us all to lose our heads. Fortunately, the dragon is as wise as she is large. She manages to establish what is really going one, I have no idea how. Whilst she will not pass on any scales, she agrees to take Mala to a place of safety. She also wants to thank us for all our help, however she is uncertain of out morality, especially Garretts! She says that she will provide a gift that will test us. The value of the gift to us will reflect the goodness that exists in our hearts. Sounds mysterious.
Undula
We then return to Undula the tribal leader. She is disturbed by the growing camp of worshipers. I offer to help organise them so that some can return to normal village life and that they will not greatly upset the gifted one.
It is clear that Garret and Tol Durru make Undula nervous, so she tells of villages to the north that have suddenly ceased all communication. The party are intrigued and decide to investigate. However, I now have commitments in the Bandu Village, so cannot join the party...
A trek North and a dream
I was not present for the trek North, so the following is based on the parties description to me on their return.
It appears that on the first night of the trip a package appeared, which caused the party to have a shared dream. In the dream the party journeyed through a dungeon where they me with memories of their own lives. Through this journey everyone discovered a little more about each other.
Coros, was once in love, but allowed his love Xalia to drown during a fight on a pirate ship.
Zanthoris, one of A-miracles personalities has some very disturbing memories of a childhood with only books as friends and being wrapped in fire!
Tol Darru, recalled his relationship with his father and how he strives to make himself good enough to match his fathers expectations.
Ryn, recalls his old master zaberis and his journey thereafter. He and Tol darru regret their parts in the death of George.
Garret, recalls how he burned down the home of his loved ones.
It appears that both Zanthos and Tol Darru have been putting money aside to help those less fortunate and had been hiding these acts.
When the party awoke, they all appears to have benefited from these dreams.
Saturday, 22 September 2018
Corros
Party Member (Josh)
Lived as an Urchin on the ‘streets’ of San-cho -Domi, until adopted as part of a Pirate crew. Worked on the ship (Fortune’s Serpent) for many years, learning how to sail and fight. The captain (Diego Rasgardo) often recruited orphans and urchins to his crew, knowing they would show him loyalty for his generosity.
- Over the years Corros grew to love another member of the crew, also an urchin (Oriel).
- The captain woke one day claiming to have dreamt of a hidden treasure, said to grant the owner eternal life (Finality Mask), and began leading the ship to darker and more dangerous places.
- Once acquired the captain became dark and reclusive, attempting to learn of its power. Until one night during a gathering storm he gathered the crew to perform a dark ritual. The crew were torn loving the captain as a father. Some of the crew resisted, including Corros and a fight broke out. Corros vividly remembers the captain turning members of the crew, including his love into horrifying creatures not of this world and being thrown from the ship.
- He woke on a small island and was rescued by priests of Gozreh. Ever since he has worked for the priests, putting his skills to work in the name of good and to repay the debt of saving him - Whilst working for the tridents he keeps an eye out for any mention of dark artifacts, ensuring they are properly handled. But most of all he is always listening for a mention of Diego Rasgardo, the Fortune’s Serpent or the Finality mask.
Lived as an Urchin on the ‘streets’ of San-cho -Domi, until adopted as part of a Pirate crew. Worked on the ship (Fortune’s Serpent) for many years, learning how to sail and fight. The captain (Diego Rasgardo) often recruited orphans and urchins to his crew, knowing they would show him loyalty for his generosity.
- Over the years Corros grew to love another member of the crew, also an urchin (Oriel).
- The captain woke one day claiming to have dreamt of a hidden treasure, said to grant the owner eternal life (Finality Mask), and began leading the ship to darker and more dangerous places.
- Once acquired the captain became dark and reclusive, attempting to learn of its power. Until one night during a gathering storm he gathered the crew to perform a dark ritual. The crew were torn loving the captain as a father. Some of the crew resisted, including Corros and a fight broke out. Corros vividly remembers the captain turning members of the crew, including his love into horrifying creatures not of this world and being thrown from the ship.
- He woke on a small island and was rescued by priests of Gozreh. Ever since he has worked for the priests, putting his skills to work in the name of good and to repay the debt of saving him - Whilst working for the tridents he keeps an eye out for any mention of dark artifacts, ensuring they are properly handled. But most of all he is always listening for a mention of Diego Rasgardo, the Fortune’s Serpent or the Finality mask.
Cyrranterth Fythorth
Thursday, 16 August 2018
Event:14th January 2018
Previous: 23rd December 2017
Next: 18th February 2018
Outward bound
In my last journal entry i have almost single-handedly saved the party and ship from an attack from ghostly pirates, however in doing so, i had become exhausted and nearly drowned. Fortunately the team pulled me back above the waves through the power of magic.
We are transporting an evil book, the Tome of Abraxus to the Scrivenor for safe keeping on his lonesome Island. The Island was once a prison. Whomsoever they placed upon this Isle, it was clear that this is where they wanted them to stay. Eventually we spot the isle and the dark Tower that sits upon the bleak rock. As we approach, we can see that the Isle is bound by Cliffs, with only a small inlet for a harbour. The harbour is solidly constructed, but we are not to be alone. There is another ship here. A longship with a sail with a horned lion emblem and a demonic figure head at its fore.
Tol Duru remains on the ship to safeguard our escape, whilst we venture inland.
Off water, onto earth
As we walk inland it is evident that this rock holds no welcome, as I am once again needed to save the party as we are attached by Yeff hounds.
Emirikol is once again uncertain of whom he is, this time claiming to be Calipite, a manically depressed elf who can see no joy in the world around him. i am starting to worry that he is depressed.
The spot on my hand has grown and is now looking like a Dragon.
We find a corpse of a previously possessed humanoid wearing a uniform with iconography similar to the image on the sail. I don't want to jump to conclusions here, but maybe they were not welcome! We also find a body of an Assimar, who we are able to bring back to life through a charge on the Wand. He is called Karimar (keeper of cells). he tells us that the Scrivenor was betrayed by "Salam", once his right hand man.
We don the white robes of the Assimars and are scattered as we dress. Suddenly a Goat Demon tears its way through the body of Karimar as he stands near Garrett, and before we can blink he is joined by another Demonic Goat. We need to fight again, working with Garrett I am able to save the party again.
Off earth, onto Stone
We climb the stairs at the base of the tower, then ascend further on a magic disc. Cool. As we climb, it is clear t that the tower splits into two separate upper turrets, with a bridge between. I need to kill four flying Demons of a tiny size which attack as we cross the bridge.
A meeting of Salam and Scrivenor
As we enter the second tower we are met by Salam, a great big Demonic beast. We enter into combat and are joined by the Scrivenor who fights at our side. The Scrivenor slays the beast.
A revealing and a giving
The Scrivenor tells me that the black spot is a Dragon mark, a curse obtained from stealing dragon treasure. I can remove the mark and the curse through actions of god. If I fail to remove it then it will kill me.
We pass over the Tome of Abraxus to the mage, who tells us that Marta Mooley has recovered the Rod of Bamfur and is going to raise an army. We must recover this item and bring it back to him.
He tells that Racasar are shape changers. We will defeat them easier if we use Goodly weapons, however they can detect thoughts and are resistant to spells.
A plan...
We should go to San-Cho-Dumi. We should take the Longboat, get it repaired and hire a crew. then we can go to the Shrine of Marta Mooley which is located in the Jungle in the Durzar region.
Next: 18th February 2018
Outward bound
In my last journal entry i have almost single-handedly saved the party and ship from an attack from ghostly pirates, however in doing so, i had become exhausted and nearly drowned. Fortunately the team pulled me back above the waves through the power of magic.
We are transporting an evil book, the Tome of Abraxus to the Scrivenor for safe keeping on his lonesome Island. The Island was once a prison. Whomsoever they placed upon this Isle, it was clear that this is where they wanted them to stay. Eventually we spot the isle and the dark Tower that sits upon the bleak rock. As we approach, we can see that the Isle is bound by Cliffs, with only a small inlet for a harbour. The harbour is solidly constructed, but we are not to be alone. There is another ship here. A longship with a sail with a horned lion emblem and a demonic figure head at its fore.
Tol Duru remains on the ship to safeguard our escape, whilst we venture inland.
Off water, onto earth
As we walk inland it is evident that this rock holds no welcome, as I am once again needed to save the party as we are attached by Yeff hounds.
Emirikol is once again uncertain of whom he is, this time claiming to be Calipite, a manically depressed elf who can see no joy in the world around him. i am starting to worry that he is depressed.
The spot on my hand has grown and is now looking like a Dragon.
We find a corpse of a previously possessed humanoid wearing a uniform with iconography similar to the image on the sail. I don't want to jump to conclusions here, but maybe they were not welcome! We also find a body of an Assimar, who we are able to bring back to life through a charge on the Wand. He is called Karimar (keeper of cells). he tells us that the Scrivenor was betrayed by "Salam", once his right hand man.
We don the white robes of the Assimars and are scattered as we dress. Suddenly a Goat Demon tears its way through the body of Karimar as he stands near Garrett, and before we can blink he is joined by another Demonic Goat. We need to fight again, working with Garrett I am able to save the party again.
Off earth, onto Stone
We climb the stairs at the base of the tower, then ascend further on a magic disc. Cool. As we climb, it is clear t that the tower splits into two separate upper turrets, with a bridge between. I need to kill four flying Demons of a tiny size which attack as we cross the bridge.
A meeting of Salam and Scrivenor
As we enter the second tower we are met by Salam, a great big Demonic beast. We enter into combat and are joined by the Scrivenor who fights at our side. The Scrivenor slays the beast.
A revealing and a giving
The Scrivenor tells me that the black spot is a Dragon mark, a curse obtained from stealing dragon treasure. I can remove the mark and the curse through actions of god. If I fail to remove it then it will kill me.
We pass over the Tome of Abraxus to the mage, who tells us that Marta Mooley has recovered the Rod of Bamfur and is going to raise an army. We must recover this item and bring it back to him.
He tells that Racasar are shape changers. We will defeat them easier if we use Goodly weapons, however they can detect thoughts and are resistant to spells.
A plan...
We should go to San-Cho-Dumi. We should take the Longboat, get it repaired and hire a crew. then we can go to the Shrine of Marta Mooley which is located in the Jungle in the Durzar region.
Event 18th February 2018 - From the Tower of the Scrivenor to San-Chu-Domi
Previous: 14th January 2018
Next: 18th March 2018
The Scrivenors shares some of his knowledge
Having safety gifted the Tome of Abraxus to the Scrivenor, we are able to start our return to civilisation, and hopefully, eventually, my family in Hournox.
Garrett spends a lot of time going on about himself, I drift off. Plenty of past does that one have.
We hear news from the Hellion Towers. Varsan and Naheri (his Desert Consort) have taken the Island that we visited near Hournox which has the healing sun potion.The area around Hournox is being fought over and may be doomed.
We also hear of a hidden group called the "Pit Sentinals". These abhor abyssal's (like Marta Mooley). To find them we must first find a man called Jando Clein, who goes by the pseudonym Marrock. He is a black market trader.
We are given a small wand, which can make weapons goodly. We swap the boat for a tiara which goes to Ryn and a book of fast action for me (makes me extra Dexterous). garrets Bow now makes a big noise when shooting and the Scrivenor helps Emirikol create a weapon.
Return to San-Cho-Dumi
We set sail back to San-Cho-Dumi upon the "Grief of Lust" and have plenty of time to get to know each other.
After a visit to the market, we visit the Rogue theatre. This place is doing very well since we blew up the tannery. Turns out that there was a lot of treasure hidden under the basement. We are then directed to the Giscombe baths where myself and Ryn enter and meet Marrock. Tol-Durru has a bit of a mishap with the receptionist and we all have to escape quickly, but not before we discover a little about the Sentinals.
it appears that one of their number, Jahami, has gone missing after he went on a raid on slavers at a rat station, who are working with the shape shifters. These shape slavers appear to be working with Zarfa Sofini
We return to the rogue Theatre where we are able to talk Nogrim into helping cause a distraction when we visit the slavers. Oullesha has a gift for us. she has captured Rollo, who has a map showing ways into the rat station.
Attack on the rat station.
We attack the house by entering through tunnels whilst Nogrim, good to his word, enacts a distraction. We fight the abyssal creatures within. I once again save the party by killing eagles. Planar fire breathing apes toast dozens of hostages/slaves.
A female wizard was summoning the planar creatures, she escapes before I could kill her. the guards then panic and flee. we capture a page from an ancient tome which the guards were burning. We rescue all four Sentinals.
Next: 18th March 2018
The Scrivenors shares some of his knowledge
Having safety gifted the Tome of Abraxus to the Scrivenor, we are able to start our return to civilisation, and hopefully, eventually, my family in Hournox.
Garrett spends a lot of time going on about himself, I drift off. Plenty of past does that one have.
We hear news from the Hellion Towers. Varsan and Naheri (his Desert Consort) have taken the Island that we visited near Hournox which has the healing sun potion.The area around Hournox is being fought over and may be doomed.
We also hear of a hidden group called the "Pit Sentinals". These abhor abyssal's (like Marta Mooley). To find them we must first find a man called Jando Clein, who goes by the pseudonym Marrock. He is a black market trader.
We are given a small wand, which can make weapons goodly. We swap the boat for a tiara which goes to Ryn and a book of fast action for me (makes me extra Dexterous). garrets Bow now makes a big noise when shooting and the Scrivenor helps Emirikol create a weapon.
Return to San-Cho-Dumi
We set sail back to San-Cho-Dumi upon the "Grief of Lust" and have plenty of time to get to know each other.
After a visit to the market, we visit the Rogue theatre. This place is doing very well since we blew up the tannery. Turns out that there was a lot of treasure hidden under the basement. We are then directed to the Giscombe baths where myself and Ryn enter and meet Marrock. Tol-Durru has a bit of a mishap with the receptionist and we all have to escape quickly, but not before we discover a little about the Sentinals.
it appears that one of their number, Jahami, has gone missing after he went on a raid on slavers at a rat station, who are working with the shape shifters. These shape slavers appear to be working with Zarfa Sofini
We return to the rogue Theatre where we are able to talk Nogrim into helping cause a distraction when we visit the slavers. Oullesha has a gift for us. she has captured Rollo, who has a map showing ways into the rat station.
Attack on the rat station.
We attack the house by entering through tunnels whilst Nogrim, good to his word, enacts a distraction. We fight the abyssal creatures within. I once again save the party by killing eagles. Planar fire breathing apes toast dozens of hostages/slaves.
A female wizard was summoning the planar creatures, she escapes before I could kill her. the guards then panic and flee. we capture a page from an ancient tome which the guards were burning. We rescue all four Sentinals.
Negry
A merchant and entrepreneur from San-Cho-Dumi.
He has invested heavily into the mine of Artor Carnattackor. We assisted by taking this investment to the mine and turning the business around.
"A deal is only a good deal when both sides benefit".
He has invested heavily into the mine of Artor Carnattackor. We assisted by taking this investment to the mine and turning the business around.
"A deal is only a good deal when both sides benefit".
Artur Karnataka
Halfling mine owner. Not the greatest when it comes to business. We have helped him rescue a failing business, with funding from Negry.
Our home in San Cho Dumi
This former fort was gifted to us by Sabay Necotta, warden of the council of Secuma-Demuni in reward for our efforts to rid the city of an evil necromancer who dwelled under an abandoned tannery.
The fort is bounded to the north by a cliff.
Here reside our Human servants Moira, Booli and Lepo. Moira is married to the fat book Booli.
The fort is bounded to the north by a cliff.
Here reside our Human servants Moira, Booli and Lepo. Moira is married to the fat book Booli.
Event - 20th May 2018
Previous: 18th March 2018
Next: 23rd September
A Journey
With the largest caravan that i have ever seen, we set off to meet with Karnataka. At first we sail upon the rafts to Tol Durran, where we meet Salamar who can takes us onward to Artur Karnatcka and his mine. It is evident that this mine is not a successful venture. He is losing to his rival, Cornelius and must pay inflated prices for all his provisions. There is also talk that Cornelius has sealed off part of the mine.
At the mine.
When we arrive it is being operated by a skeleton crew and it is clear that Artur is struggling to pay even these. It is a major enterprise to manage all of the labour and goods that we have brought and this is going to beyond Artur's ability so I bring my experience to the fore. Within a few hours we have brought organisation where there was only a mess.
A treasure that lay unrecognised.
Once we have a little order we are able to appraise the state of the mine. There are heaps of discarded unwanted ore. Upon inspection it is clear that this is raw cold iron. I worry that Artur is just plain incompetent. I set about educating him on commerce and business sense. It is important for him to manage his own smelting rather than pay distorted prices to others for this service. I work to establish how we can bring this to bare.
The reminder of the party look around the sealed part of the mine and are faced we a solid sealed door. They soon learn that it can be opened with the command "Orcus", whereupon they can investigate the remainder of the mine.
Whilst searching around, Ryn goes into a coma when she finds a red gemstone any tried to lift it. The gem fuses with the gnomes hand. She then wakes and runs to a pool at the base of the waterfall that splits the settlement in half. She jumps into the pool and plants the gem into a plinth beneath the water. when she breaks back to the surface of the pool she is holding a staff and can remember nought of her adventure. Strange or what!
Beyond the door
Under cover of darkness, the whole party pass beyond the door. Here we journey through a short tunnel before we enter rooms similar to those we encountered under the temple of Serrenra in Tol Durran. Here we fight a construct. Further within we fight guards and Jewel encrusted constructs.
A "foe" with beauty equal to her terror.
We are attacked by a Crystalline Wyrm "the gifted one". A huge dragon. We only live because we help her to heal and escape the bonds that hold her.
When the fighting has stopped it is evident that Cornelius has held the Wyrm hostage and has been taking scales from the beast.
We exact a bloody and fatal punishment upon Cornelius. This is a temple of light.
In an act of gratitude, the Wyrm is helping train Ryn.
We set about using some of the cold iron to cover our weapons.
Next: 23rd September
A Journey
With the largest caravan that i have ever seen, we set off to meet with Karnataka. At first we sail upon the rafts to Tol Durran, where we meet Salamar who can takes us onward to Artur Karnatcka and his mine. It is evident that this mine is not a successful venture. He is losing to his rival, Cornelius and must pay inflated prices for all his provisions. There is also talk that Cornelius has sealed off part of the mine.
At the mine.
When we arrive it is being operated by a skeleton crew and it is clear that Artur is struggling to pay even these. It is a major enterprise to manage all of the labour and goods that we have brought and this is going to beyond Artur's ability so I bring my experience to the fore. Within a few hours we have brought organisation where there was only a mess.
A treasure that lay unrecognised.
Once we have a little order we are able to appraise the state of the mine. There are heaps of discarded unwanted ore. Upon inspection it is clear that this is raw cold iron. I worry that Artur is just plain incompetent. I set about educating him on commerce and business sense. It is important for him to manage his own smelting rather than pay distorted prices to others for this service. I work to establish how we can bring this to bare.
The reminder of the party look around the sealed part of the mine and are faced we a solid sealed door. They soon learn that it can be opened with the command "Orcus", whereupon they can investigate the remainder of the mine.
Whilst searching around, Ryn goes into a coma when she finds a red gemstone any tried to lift it. The gem fuses with the gnomes hand. She then wakes and runs to a pool at the base of the waterfall that splits the settlement in half. She jumps into the pool and plants the gem into a plinth beneath the water. when she breaks back to the surface of the pool she is holding a staff and can remember nought of her adventure. Strange or what!
Beyond the door
Under cover of darkness, the whole party pass beyond the door. Here we journey through a short tunnel before we enter rooms similar to those we encountered under the temple of Serrenra in Tol Durran. Here we fight a construct. Further within we fight guards and Jewel encrusted constructs.
A "foe" with beauty equal to her terror.
We are attacked by a Crystalline Wyrm "the gifted one". A huge dragon. We only live because we help her to heal and escape the bonds that hold her.
When the fighting has stopped it is evident that Cornelius has held the Wyrm hostage and has been taking scales from the beast.
We exact a bloody and fatal punishment upon Cornelius. This is a temple of light.
In an act of gratitude, the Wyrm is helping train Ryn.
We set about using some of the cold iron to cover our weapons.
Event - 18th March 2018
Previous: 18th February 2018
Next: 20th May 2018
We have rescued the four Sentinels, but they are badly burned, albeit alive thanks to the efforts of myself, Amiracle, Garret, Corros, Ryn and Toldurru. They have clearly been tortured and heaven knows if they will ever fully regain their sense.
Time to go home
We walk them back to our fortress home within the city. Once back in the sanctuary of our base we have a chance to reflect upon recent events and to look again at the plunder gained from our recent excursions. This time however with a little more care and attention. There is so much here that is tainted by evil and it is clear now that much could be used for the summoning of creatures beyond this world. I can only tremble at the thought of the evil that has entered this plane. The is an ancient tome once owned by the skank witch Zarfa Sofini that stinks of evil to the point that I have to leave the room.
Our increasingly faithful servant Lepo then informs that an urn has been delivered to the front gate. It bears a note of thanks from Malem. Within is contained a small Pygmy blowpipe. Amiracle is able to appraise its worth and says that this is a magical travelling blowpipe. When used the dart will reappear in the pipe shaft or its master can travel by magic to the landing place of the dart. It has a command word of "Malem".
News and rumours
Once they have rested and we have applied a little magical healing the sentinels are able to tell us a little. It appears that the evil people that we have just fought were leaving on a ship destined for Hournox and that the Sentinels had planned to follow them. The Sentinels are keen to tell us not to trust the Scrivenor. There is a reason he is willing to surround himself with so much evil. They say that the witch Zarfa Sofini talked of a coming Anarchy which goes by the name "Ashen Veroshen". These people has lost family to a Demon lord and evidently show the emotional wounds that come with such a loss.
It is suggested that we will need celestial Iron weapons and that the Sentinels can make a map showing the location of the Durtar Jungles where Marta Mooley is said to be raising an army. I know that Marta has the Rod of Bamfar that can get me back to Hournox. With all that is happening, the need to return home to protect my family is growing stronger every day.
I am also struck with the need to catch and Kill Zarfa before she can bring harm to my home. Maroc (a friend of the Scrivenor) knows of her location. I draft a note to my family to warn of the danger and pass to the Servant Mecham to arrange that this makes it back home. I pass a few gold pieces to ensure its fast and safe delivery.
They say that if we need to contact them, then we can leave a message at the Library of Korr.
I seek out to bring good to the city
Regardless of all this news, we still need to find good to bring to the world, my spot continues to grow and it ever brings me torment.
Though my investigations over the next few days I learn of Sytha the Cobra, leader of the thieves in the city. merchants are forced to pay for their "protection". I go the the Abadar vault and offer to serve there. Here I meet with Negry a fine upstanding merchant. He suggests that I would be best served offering my time to help Artur Karnataka. He needs a miner or Engineer at his mine and he would owe me a favour. He suggests that once I have found someone, then I get a guide from the Sook or Docks and construct a wagon with hidden compartments to transport safety that which is needed. He also suggests that we invest in good clothing. What a nice man. He passes over a bag with over 1000 platinum pieces to help us equip.
I hear that Toldurru also ventures forth to bring good to the city. There is news that he arranges furniture, engages with a builder, offer security and meets a lady by the name "Christabell". There are many rumours about her and I worry that she was owned by others and given for the pleasure of men. Sad.
The cost of water, new commitments and new of an old acquaintance
One day a water salesman comes to the fort. There is now shortage of water on this islet, so we are intrigued and gather. He gives us a scroll which tells that we are Wardens of the city and must respond to their commands. We sign to accept this responsibility. The bringer then tells that the family of Fendrail hold a mighty grudge against us. Days later Legionaries arrive and search our fort, this can be no coincidence.
Preparations
I ready for the journey to help Artur Karnataka. I find an Dwarf Engineer by the name "Yalem Blastem", who comes with a powerful dark powder. Negry provides boats, but we must find hunters and guides. Ola and Ristormay Ongleave will set up a trading post and we are asked to take them with us.
It becomes apparent that it is two weeks travel and that the are gathering quite the party. The Engineer has his own guard (natural I suppose if he has black powder). We are asked to take many metal rails for the mine track, these will require 5 ponies alone. Suddenly we have 200 porters carrying pit props. We hire these together with 7 rafts and are told that we can collect more porters at Tol Durran. "Horni" is our guide. There is also the lady Xalia. She has magical powers and can help Artur in other ways (?). There are rumours however that she may be close to Cornilius a rival mine owner.
Now the party is assembled, then we are ready to travel.
Next: 20th May 2018
We have rescued the four Sentinels, but they are badly burned, albeit alive thanks to the efforts of myself, Amiracle, Garret, Corros, Ryn and Toldurru. They have clearly been tortured and heaven knows if they will ever fully regain their sense.
Time to go home
We walk them back to our fortress home within the city. Once back in the sanctuary of our base we have a chance to reflect upon recent events and to look again at the plunder gained from our recent excursions. This time however with a little more care and attention. There is so much here that is tainted by evil and it is clear now that much could be used for the summoning of creatures beyond this world. I can only tremble at the thought of the evil that has entered this plane. The is an ancient tome once owned by the skank witch Zarfa Sofini that stinks of evil to the point that I have to leave the room.
Our increasingly faithful servant Lepo then informs that an urn has been delivered to the front gate. It bears a note of thanks from Malem. Within is contained a small Pygmy blowpipe. Amiracle is able to appraise its worth and says that this is a magical travelling blowpipe. When used the dart will reappear in the pipe shaft or its master can travel by magic to the landing place of the dart. It has a command word of "Malem".
News and rumours
Once they have rested and we have applied a little magical healing the sentinels are able to tell us a little. It appears that the evil people that we have just fought were leaving on a ship destined for Hournox and that the Sentinels had planned to follow them. The Sentinels are keen to tell us not to trust the Scrivenor. There is a reason he is willing to surround himself with so much evil. They say that the witch Zarfa Sofini talked of a coming Anarchy which goes by the name "Ashen Veroshen". These people has lost family to a Demon lord and evidently show the emotional wounds that come with such a loss.
It is suggested that we will need celestial Iron weapons and that the Sentinels can make a map showing the location of the Durtar Jungles where Marta Mooley is said to be raising an army. I know that Marta has the Rod of Bamfar that can get me back to Hournox. With all that is happening, the need to return home to protect my family is growing stronger every day.
I am also struck with the need to catch and Kill Zarfa before she can bring harm to my home. Maroc (a friend of the Scrivenor) knows of her location. I draft a note to my family to warn of the danger and pass to the Servant Mecham to arrange that this makes it back home. I pass a few gold pieces to ensure its fast and safe delivery.
They say that if we need to contact them, then we can leave a message at the Library of Korr.
I seek out to bring good to the city
Regardless of all this news, we still need to find good to bring to the world, my spot continues to grow and it ever brings me torment.
Though my investigations over the next few days I learn of Sytha the Cobra, leader of the thieves in the city. merchants are forced to pay for their "protection". I go the the Abadar vault and offer to serve there. Here I meet with Negry a fine upstanding merchant. He suggests that I would be best served offering my time to help Artur Karnataka. He needs a miner or Engineer at his mine and he would owe me a favour. He suggests that once I have found someone, then I get a guide from the Sook or Docks and construct a wagon with hidden compartments to transport safety that which is needed. He also suggests that we invest in good clothing. What a nice man. He passes over a bag with over 1000 platinum pieces to help us equip.
I hear that Toldurru also ventures forth to bring good to the city. There is news that he arranges furniture, engages with a builder, offer security and meets a lady by the name "Christabell". There are many rumours about her and I worry that she was owned by others and given for the pleasure of men. Sad.
The cost of water, new commitments and new of an old acquaintance
One day a water salesman comes to the fort. There is now shortage of water on this islet, so we are intrigued and gather. He gives us a scroll which tells that we are Wardens of the city and must respond to their commands. We sign to accept this responsibility. The bringer then tells that the family of Fendrail hold a mighty grudge against us. Days later Legionaries arrive and search our fort, this can be no coincidence.
Preparations
I ready for the journey to help Artur Karnataka. I find an Dwarf Engineer by the name "Yalem Blastem", who comes with a powerful dark powder. Negry provides boats, but we must find hunters and guides. Ola and Ristormay Ongleave will set up a trading post and we are asked to take them with us.
It becomes apparent that it is two weeks travel and that the are gathering quite the party. The Engineer has his own guard (natural I suppose if he has black powder). We are asked to take many metal rails for the mine track, these will require 5 ponies alone. Suddenly we have 200 porters carrying pit props. We hire these together with 7 rafts and are told that we can collect more porters at Tol Durran. "Horni" is our guide. There is also the lady Xalia. She has magical powers and can help Artur in other ways (?). There are rumours however that she may be close to Cornilius a rival mine owner.
Now the party is assembled, then we are ready to travel.
Sunday, 12 August 2018
Event: 23rd December 2017
Previous: 26th November 2017
Next: 14th January 2017
We have been resting in San-Cho-Dumi waiting for the "Grief of Lust" to be readied for our journey to the Scrivenors Tower. We are travelling there to find a safe guardian for the Tome of Abraxus and a casket of evil property recovered from an evil necromancer who hid beneath the town of Tol Durran.
We sail
Eventually we are able to recommence our journey with Captain Dagobi. We are appointed a bodyguard from the "squires of the Trident", a group we have recently joined. His name is Corros a half Elf.
My only clothes are those gifted to me by the tart Oulleshia. Maybe too daring when travelling on a ship with a ship full of sailors. Oh well, I guess i will need to look after myself.
Once again the boys fight over who is our leader and they decide to determine by a game of noughts and crosses. I allow the boys to win to massage their pride.
Amiracle is very interested in the book and chooses to spend his days reading from it. The captain tells us that the journey should take 3-4 days.
On the journey we has some isolated rocks and I am able to capture a Megalania who I befriend and call Barry. Shortly after we find an area where there are many ship wrecks. We find a beached ship. When we stop to explore we are attacked by undead and a large fish. I save the party from the undead.
Will this journey ever end?
As we approach where the island should be an unnatural storm appears to be following us. Amiracle takes the precaution if tying himself to the ships mast. The storm is indeed powerful, but with my help the ship survives. When the storm dissipates we notice a cloud on the horizon. Cloud travels with unnatural speed and it is only when it gets closer that we spot that it is a massive flock of birds who attack the ship. As we recover from this attack we notice a ship chasing us. We are unable to out run the ship, which catches us. It is manned by Zombie pirates, skeletons, ghouls and a wight.
I bravely leap onto the ship and kill the wight thereby saving the party. However is am unable to escape the zombie pirate ship as it sinks. I am only saved from certain death when the party cast a floating ice ball around me and haul me in.
Next: 14th January 2017
We have been resting in San-Cho-Dumi waiting for the "Grief of Lust" to be readied for our journey to the Scrivenors Tower. We are travelling there to find a safe guardian for the Tome of Abraxus and a casket of evil property recovered from an evil necromancer who hid beneath the town of Tol Durran.
We sail
Eventually we are able to recommence our journey with Captain Dagobi. We are appointed a bodyguard from the "squires of the Trident", a group we have recently joined. His name is Corros a half Elf.
My only clothes are those gifted to me by the tart Oulleshia. Maybe too daring when travelling on a ship with a ship full of sailors. Oh well, I guess i will need to look after myself.
Once again the boys fight over who is our leader and they decide to determine by a game of noughts and crosses. I allow the boys to win to massage their pride.
Amiracle is very interested in the book and chooses to spend his days reading from it. The captain tells us that the journey should take 3-4 days.
On the journey we has some isolated rocks and I am able to capture a Megalania who I befriend and call Barry. Shortly after we find an area where there are many ship wrecks. We find a beached ship. When we stop to explore we are attacked by undead and a large fish. I save the party from the undead.
Will this journey ever end?
As we approach where the island should be an unnatural storm appears to be following us. Amiracle takes the precaution if tying himself to the ships mast. The storm is indeed powerful, but with my help the ship survives. When the storm dissipates we notice a cloud on the horizon. Cloud travels with unnatural speed and it is only when it gets closer that we spot that it is a massive flock of birds who attack the ship. As we recover from this attack we notice a ship chasing us. We are unable to out run the ship, which catches us. It is manned by Zombie pirates, skeletons, ghouls and a wight.
I bravely leap onto the ship and kill the wight thereby saving the party. However is am unable to escape the zombie pirate ship as it sinks. I am only saved from certain death when the party cast a floating ice ball around me and haul me in.
Oullesha
Friend of the party.
Oulleshia is a cross dressing half orc. She can be found at the Rogue Theatre in San-Cho-Dumi. She is probably a prostitute.
She shared her clothes with me following my death at the tannery.
Fendrail
A young (100 years old) elf with blond hair and green eyes. Was betrothed to Muze Alleina an young elf from the Hellion Towers.
Fendrail bore the ring of his family - This had an image of a huge ziggurat.
Fendrail was possessed by a Necromancer. We rescued him. Unfortunately we did not realise that he was possessed and after we freed him he went on a massive killing spree.
He was caught and killed. Muze Alleina escaped.
Fendrail bore the ring of his family - This had an image of a huge ziggurat.
Fendrail was possessed by a Necromancer. We rescued him. Unfortunately we did not realise that he was possessed and after we freed him he went on a massive killing spree.
He was caught and killed. Muze Alleina escaped.
Nogrim Matter
Leader of the Ratamatar group of rogues in the slum district of San-Cho-Dumi. This group hand around the bazaar area.
Nogrim can be found at the Rogue Theatre, where he resides on a massive bed on the stage. There is a huge mechanical spider which hangs over the bed which will protect Nogrim if ever he is attacked.
The group came into enormous wealth when they uncovered great treasures hidden under a tannery. The find was only possible because of our parties actions in blowing up the site (by accident). I was dead at the time.
Nogrim is an enormous man who is probably unable to support his own weight if he tried to stand.
One of the chief hoodlums is Rollo, a particularly unpleasant dog handler.
Nogrim can be found at the Rogue Theatre, where he resides on a massive bed on the stage. There is a huge mechanical spider which hangs over the bed which will protect Nogrim if ever he is attacked.
The group came into enormous wealth when they uncovered great treasures hidden under a tannery. The find was only possible because of our parties actions in blowing up the site (by accident). I was dead at the time.
Nogrim is an enormous man who is probably unable to support his own weight if he tried to stand.
One of the chief hoodlums is Rollo, a particularly unpleasant dog handler.
Event: 26th November 2017
Previous: 29th October 2017
Next: 23rd December 2017
We awake in the "Demon and Silversmith", a relatively nice little inn in San-Cho-Dumi as we await the "Grief of Lust" to be readied for our journey onwards to the Scivenors tower. My sleep is becoming more disturbed recently and I cannot help by notice that the mark in the palm of my hand has been growing over time from what looked at first like a small blemish. Now it appears as half a moon with a disturbance about its middle. I cannot let this rest and must uncover what this mark represents.
We meet a priest
I travel to a church to meet a battlepriest called "Severize". When entering the church it is obvious to me that the building has more "security" posted at its entrance than would appear normal for a church of its kind. Regardless, I meet with Severize, who informs me that the mark may be a "dragon mark" and although he knows little of such things he knows of a man who may have knowledge. He speak of one called the Scrivenor. How strange that we are traveling there now. Maybe the gods are looking out for me after all. He tells that the Scrivenor generally looks after evil magic for the protection of others.
Severize asks for a favor in return for this information. He tells of an Elvan family that are in need of help. He tells that members of the family have gone missing in mysterious circumstances. When we quiz him, he tells of the Nephew "Fendrail" a young elf who has a relationship with a girl called Muze Alleinia. Anyhow, this Fendrail appears to have gone off for a routine search with the "Rat Patrol". However he never returned. Severize suggests that Fendrail bodyguard (Oristaff) may know more than he has told the family. Oristaff can be found hanging around the slum district and is known to frequent an Inn called "Grace of the Sea".
Whilst talking with Severize I am attracted to a picture that hangs on the wall of his room. It is of a ship blown by what appears to be magical wind.
When we find the "Grace of the Sea" we also find Oristaff. He tells that the couple may have fallen in with local band of brigands know as the "Ratamatar" led by a ruffian called "Nogrim Matter".
There follows a falling out in our group to establish who is our leader. They decide to resolve the matter by having an arm wrestling competition. Well boys will be boys! I could have won, but I have allowed the boys to keep their pride and one of them win.
Tol Dorru lets the stress of leadership go to his head by attacking a lady with a halfling servant.
Rogue Theature
We go in search of the Ratamatar group by entering what appears to be the doggiest place in this slum. It is a building called the "Rouge Theatre". This was evidently once an music hall, but now appears to have fallen into disrepair. It is the home of various groups of ne'er do wells. As we enter we are met by the strangest of creatures "Oulleshia". She has heard of Fendrail and believes that he was occupied with thoughts of hunting Wyvern. Oulleshia takes us to she Nogrim who may know more.
Nogrim tells of an abandoned tannery surrounded by a 6' high fence district where it is rumoured the dead walk the earth. He suggests that we try looking here.
The Tannery
It is easy to find the building for it is indeed surrounded by a tall fence and then within this a graveyard surrounds the creaking old tannery. It appears that someone has taken advantage of cheap land when looking for a home for their building, but the enterprise appears to have failed some time ago.
We walk through the graveyard and are attacked by a rotten dog, then a necromanter, spiders and more Zombie dogs. I am killed whilst fighting bravely, but the remainder of the party are able to resurrect me. My clothes are burnt in the fight, but Oulleshia is able to offer me some of her spares. maybe a little more colourful than what I would normally wear, but a very kind act regardless.
The party tell me that after I died they found the remaining members of the rat patrol cacooned in spider webs. They manage to find both Fendrail and his girl, albeit that Fendrail was badly burned.
Under guidance from Tol Durru, the party elect to burn down the tannery. Little did they know of the explosives hidden within the building. The explosion shakes most of the city and leaves a massive crater where once stood the graveyard, tannery and all.
Aftermath
The party send the couple on their way. Little did we know that Fendrail was possessed and as a result of us freeing him, he went upon a huge killing spree before he is eventually caught. His fiance is able to escape.
Whoops.
Seversize again
Seversixe comes to see us and brings along his boss "Sabay-Necotta" warden of the council of "secuma-Demuni". he gives us thanks for the defeat of the Necromancer and gives us the deeds to a fort within the city. He offers to train the team as "Squires of the Trident".
Amiracle calls us to a workshop where he has carved runes into a bow made from the wood from the Lamellia tree we found south of Cerius Cerial. He has carved runes into the bow which enables Garret to share skills with the Bow. Sounds fancy!
Next: 23rd December 2017
We awake in the "Demon and Silversmith", a relatively nice little inn in San-Cho-Dumi as we await the "Grief of Lust" to be readied for our journey onwards to the Scivenors tower. My sleep is becoming more disturbed recently and I cannot help by notice that the mark in the palm of my hand has been growing over time from what looked at first like a small blemish. Now it appears as half a moon with a disturbance about its middle. I cannot let this rest and must uncover what this mark represents.
We meet a priest
I travel to a church to meet a battlepriest called "Severize". When entering the church it is obvious to me that the building has more "security" posted at its entrance than would appear normal for a church of its kind. Regardless, I meet with Severize, who informs me that the mark may be a "dragon mark" and although he knows little of such things he knows of a man who may have knowledge. He speak of one called the Scrivenor. How strange that we are traveling there now. Maybe the gods are looking out for me after all. He tells that the Scrivenor generally looks after evil magic for the protection of others.
Severize asks for a favor in return for this information. He tells of an Elvan family that are in need of help. He tells that members of the family have gone missing in mysterious circumstances. When we quiz him, he tells of the Nephew "Fendrail" a young elf who has a relationship with a girl called Muze Alleinia. Anyhow, this Fendrail appears to have gone off for a routine search with the "Rat Patrol". However he never returned. Severize suggests that Fendrail bodyguard (Oristaff) may know more than he has told the family. Oristaff can be found hanging around the slum district and is known to frequent an Inn called "Grace of the Sea".
Whilst talking with Severize I am attracted to a picture that hangs on the wall of his room. It is of a ship blown by what appears to be magical wind.
When we find the "Grace of the Sea" we also find Oristaff. He tells that the couple may have fallen in with local band of brigands know as the "Ratamatar" led by a ruffian called "Nogrim Matter".
There follows a falling out in our group to establish who is our leader. They decide to resolve the matter by having an arm wrestling competition. Well boys will be boys! I could have won, but I have allowed the boys to keep their pride and one of them win.
Tol Dorru lets the stress of leadership go to his head by attacking a lady with a halfling servant.
Rogue Theature
We go in search of the Ratamatar group by entering what appears to be the doggiest place in this slum. It is a building called the "Rouge Theatre". This was evidently once an music hall, but now appears to have fallen into disrepair. It is the home of various groups of ne'er do wells. As we enter we are met by the strangest of creatures "Oulleshia". She has heard of Fendrail and believes that he was occupied with thoughts of hunting Wyvern. Oulleshia takes us to she Nogrim who may know more.
Nogrim tells of an abandoned tannery surrounded by a 6' high fence district where it is rumoured the dead walk the earth. He suggests that we try looking here.
The Tannery
It is easy to find the building for it is indeed surrounded by a tall fence and then within this a graveyard surrounds the creaking old tannery. It appears that someone has taken advantage of cheap land when looking for a home for their building, but the enterprise appears to have failed some time ago.
We walk through the graveyard and are attacked by a rotten dog, then a necromanter, spiders and more Zombie dogs. I am killed whilst fighting bravely, but the remainder of the party are able to resurrect me. My clothes are burnt in the fight, but Oulleshia is able to offer me some of her spares. maybe a little more colourful than what I would normally wear, but a very kind act regardless.
The party tell me that after I died they found the remaining members of the rat patrol cacooned in spider webs. They manage to find both Fendrail and his girl, albeit that Fendrail was badly burned.
Under guidance from Tol Durru, the party elect to burn down the tannery. Little did they know of the explosives hidden within the building. The explosion shakes most of the city and leaves a massive crater where once stood the graveyard, tannery and all.
Aftermath
The party send the couple on their way. Little did we know that Fendrail was possessed and as a result of us freeing him, he went upon a huge killing spree before he is eventually caught. His fiance is able to escape.
Whoops.
Seversize again
Seversixe comes to see us and brings along his boss "Sabay-Necotta" warden of the council of "secuma-Demuni". he gives us thanks for the defeat of the Necromancer and gives us the deeds to a fort within the city. He offers to train the team as "Squires of the Trident".
Amiracle calls us to a workshop where he has carved runes into a bow made from the wood from the Lamellia tree we found south of Cerius Cerial. He has carved runes into the bow which enables Garret to share skills with the Bow. Sounds fancy!
Event 30th April 2017
Previous 12th March 2017
Next 29th May 2017
Our adventures started on orc mesa towers with the prisoner Greg. A man with two broken legs and someone the orcs had no interest in. Serjann, pregnant and irritated, made a fine foil for the diplomacy or intimidation of Tol Duru. Greg disclosed information and explained just how deep the Quinn’s machinations would go. They planned to take out all the wedding guests to their daughter’s marriage on board their own gambling ship.
We left him to heal up and headed back into town. We skirted the town and headed directly to the wall protecting the Quinn’s gambling den from the lava flow. There were a few guards at a weakened dam, but they proved no problem. None escaped, so intent were we on our mission that the men never had a chance to surrender – a taste of our new-found attitude. We could not trust anyone in town. To protect the townsfolk without knowing who the Quinn’s had subverted made us cynical and a little determined at heart.
Garret volunteered to go on overwatch, standing on the dam as a pretend guard. He also had a corpse to wave its hand occasionally to make it seem happy, gay and alive when any Quinn approached.
Rasheed, Sashaan and Ryn helped build a makeshift wall to provide us with some cover.
Then Ryn agreed eventually to stealth around the gambling ship alone. His powers of vanish and natural size proved helpful. The halfling came back with no useful equipment but a few titbits of information.
Next a change of guards is due to take place. The wagon slowly approaches with four men and their boss. Unfortunately, they did not believe our sham, then Tol Duru slotted a man in brutal fashion. This heralded a scream from the ship, someone had watched the barbarian act. As we battled to overcome the Quinn soldiers, alarms were raised and a messenger headed into town.
Many bodies later…..the Captain Furnas, her guards and Quinn and some of his men too arrived. We agreed to be taken prisoner, something which Tol Duru hated. He was very eloquent, enough to prove we would not leave the dam quickly or easily. But the alternative was a combat with everyone in town and Sashaan made the half-orc keep his word to surrender to the Captain and only the Captain.
Despite our misgivings, we stayed in jail for two weeks while the truth came out. The clues and information gathered led to Zolin Quinn fleeing for his life to Cinderfell. By the time, we were set free – Brandt had returned to his senses. But Serjann didn’t want him back, not with that mental weakness. The village turned back to us, except Sashaan’s uncle. A man who never came to see his nephew – not once.
The Race Against Time
The defeat of Quinn left a power vacuum in town. Several merchants realised that they could profit from the lack of any regular caravans to and from Cinderfell. We were propositioned by more than one thanks to our notoriety.
First was Miska Eddenard offering a fine deal with a 10,000-gold credit note, 500 gold for us and we would also get 50% of the profits.
Next was Graham Calder, with a better offer. But the agreement we were to sign was not to our liking nor was the man. He did however have the talking dog, George, in his employ. Rasheed used every artifice and dodge to get the dog released to his service. In the end, Rasheed got his own way.
We returned to Miska and made a good deal. He gave us 700 gold to buy horses and equipment. Garret and Sashaan left to get the horses. But a kerfuffle in the square over a barrel of ale saw the pair separated. Sashaan carried on while Garret helped empty the barrel. He then confirmed that Sashaan had chosen good horseflesh. They bought 4 horses, one heavy horse and a pony with Wilbur the horse cart. It transpired that the horses were not the best quality. Ryn bought some silks for the journey from Snibley. George came with us. Rasheed and Tol Duru obtained a map, even correcting the cartographer, to show our route. The party left at dusk, as soon as everyone was ready, Miska was impatient for our return.
We rode past midnight. It is believed that other adventurers and merchants are on the same mission and may be up to no good (c.f. Garret’s ale). Our plan was to hurry.
And thanks to that persistence the ravine ferry lay close enough to touch. There were other adventurers and a mad dash ensued. Through trees and bees, swamps and hurdles we raced up to the ferryman. The opposition used force to win through so they could have no complaints when Tol Duru visited the same violence on them.
Across we travelled ahead and paid for the ferryman to dawdle back and extend our lead. The arguments over the high or low pass continued all the way to the fork in the road. No one knew enough to make their argument stick. But in the end the safer and slower route was taken. Worse Tol Duru stole away the sign so that those following would get lost.
In the gentle valley, evil bandits ambushed us, goblinoids that could not stand up to the backlash we gave them. Tol Duru may be a slayer at heart, but the rest of us fell into blood lust – except that is George who hid.
Finally, with Cinderfell almost upon us, the road ahead was blocked. Blocked by those same three adventurers who must have taken the high pass to get back into the lead. A swift fight and a satisfactory conclusion led to the man Brint captured and the other two dead.
But what lies ahead in Cinderfell? And where is Quinn?
Next 29th May 2017
Our adventures started on orc mesa towers with the prisoner Greg. A man with two broken legs and someone the orcs had no interest in. Serjann, pregnant and irritated, made a fine foil for the diplomacy or intimidation of Tol Duru. Greg disclosed information and explained just how deep the Quinn’s machinations would go. They planned to take out all the wedding guests to their daughter’s marriage on board their own gambling ship.
We left him to heal up and headed back into town. We skirted the town and headed directly to the wall protecting the Quinn’s gambling den from the lava flow. There were a few guards at a weakened dam, but they proved no problem. None escaped, so intent were we on our mission that the men never had a chance to surrender – a taste of our new-found attitude. We could not trust anyone in town. To protect the townsfolk without knowing who the Quinn’s had subverted made us cynical and a little determined at heart.
Garret volunteered to go on overwatch, standing on the dam as a pretend guard. He also had a corpse to wave its hand occasionally to make it seem happy, gay and alive when any Quinn approached.
Rasheed, Sashaan and Ryn helped build a makeshift wall to provide us with some cover.
Then Ryn agreed eventually to stealth around the gambling ship alone. His powers of vanish and natural size proved helpful. The halfling came back with no useful equipment but a few titbits of information.
Next a change of guards is due to take place. The wagon slowly approaches with four men and their boss. Unfortunately, they did not believe our sham, then Tol Duru slotted a man in brutal fashion. This heralded a scream from the ship, someone had watched the barbarian act. As we battled to overcome the Quinn soldiers, alarms were raised and a messenger headed into town.
Many bodies later…..the Captain Furnas, her guards and Quinn and some of his men too arrived. We agreed to be taken prisoner, something which Tol Duru hated. He was very eloquent, enough to prove we would not leave the dam quickly or easily. But the alternative was a combat with everyone in town and Sashaan made the half-orc keep his word to surrender to the Captain and only the Captain.
Despite our misgivings, we stayed in jail for two weeks while the truth came out. The clues and information gathered led to Zolin Quinn fleeing for his life to Cinderfell. By the time, we were set free – Brandt had returned to his senses. But Serjann didn’t want him back, not with that mental weakness. The village turned back to us, except Sashaan’s uncle. A man who never came to see his nephew – not once.
The Race Against Time
The defeat of Quinn left a power vacuum in town. Several merchants realised that they could profit from the lack of any regular caravans to and from Cinderfell. We were propositioned by more than one thanks to our notoriety.
First was Miska Eddenard offering a fine deal with a 10,000-gold credit note, 500 gold for us and we would also get 50% of the profits.
Next was Graham Calder, with a better offer. But the agreement we were to sign was not to our liking nor was the man. He did however have the talking dog, George, in his employ. Rasheed used every artifice and dodge to get the dog released to his service. In the end, Rasheed got his own way.
We returned to Miska and made a good deal. He gave us 700 gold to buy horses and equipment. Garret and Sashaan left to get the horses. But a kerfuffle in the square over a barrel of ale saw the pair separated. Sashaan carried on while Garret helped empty the barrel. He then confirmed that Sashaan had chosen good horseflesh. They bought 4 horses, one heavy horse and a pony with Wilbur the horse cart. It transpired that the horses were not the best quality. Ryn bought some silks for the journey from Snibley. George came with us. Rasheed and Tol Duru obtained a map, even correcting the cartographer, to show our route. The party left at dusk, as soon as everyone was ready, Miska was impatient for our return.
We rode past midnight. It is believed that other adventurers and merchants are on the same mission and may be up to no good (c.f. Garret’s ale). Our plan was to hurry.
And thanks to that persistence the ravine ferry lay close enough to touch. There were other adventurers and a mad dash ensued. Through trees and bees, swamps and hurdles we raced up to the ferryman. The opposition used force to win through so they could have no complaints when Tol Duru visited the same violence on them.
Across we travelled ahead and paid for the ferryman to dawdle back and extend our lead. The arguments over the high or low pass continued all the way to the fork in the road. No one knew enough to make their argument stick. But in the end the safer and slower route was taken. Worse Tol Duru stole away the sign so that those following would get lost.
In the gentle valley, evil bandits ambushed us, goblinoids that could not stand up to the backlash we gave them. Tol Duru may be a slayer at heart, but the rest of us fell into blood lust – except that is George who hid.
Finally, with Cinderfell almost upon us, the road ahead was blocked. Blocked by those same three adventurers who must have taken the high pass to get back into the lead. A swift fight and a satisfactory conclusion led to the man Brint captured and the other two dead.
But what lies ahead in Cinderfell? And where is Quinn?
Event 12th March 2017
Previous: 5th February 2017
Next: 30th April 2017
Next: 30th April 2017
Garret the elf ranger mystic shot a crow and its tangled guts told him to go to Caldera. He enters town to the tavern, taken to the Customs Office by George the red, furry creature. He was asked to find help to safeguard an important caravan route for Master Quinn. So he left.
Meanwhile somewhere in the Helion Towers, a mage frustrated by the constant barracking of a gnomling. Much too talkative, the wizard eventually devoted a powerful teleportation spell to bring some peace and quiet. And so Ryn the quick Halfling sorcerer found himself in a barren wasteland under sweltering heat - in mid-sentence.
Thus, Tol Duru and Ryn eventually arrived by dwarven caravan on the edge of the Maar, where they met up with the Ifrit, Sashaan and the human fighter, Rasheed. Sensing they were kindred spirits and unable to lose the Halfling, Ryn, the newly formed band headed back towards the Caldera.
The first night was plagued by a nasty, rusty thiefy monster. It ate Rasheed’s shield in two delicate bites. Then waited patiently for the camp to go back to sleep and stole in again. The party’s lack of good nightsight helped this iron-o-phile. It was a desperate beast that devoured any metal it could grab, risking wounds and even starting to follow everyone stealthily the next day. But it could not keep up. With a great sense of relief, the metal-clad warriors and priest rested for another night in the wilderness.
Closer to Caldera, a pride of hippogriff riders land and agree to escort the party inside once they recognise some of the travellers.
Closer to Caldera, a pride of hippogriff riders land and agree to escort the party inside once they recognise some of the travellers.
In town, everyone sleeps at the Uncle’s, so Ryn takes the opportunity for a late-night feast. At breakfast, everyone hears about the important wedding brewing. The merchant Quinn was giving the hand of his daughter in marriage to Brandt, the son of Lord Greaves.
Rumours of work at the custom house proved accurate, Snibley mentioned it while exchanging gems for replenishing a healing wand. The temple would take a while to recharge the wand, so there was plenty of time to find work.
The party managed to barter for orc ears to protect and preserve the caravan route for Quinn. Ten orcs and then everything on top would be profit. Ryn felt the deal was not so good. He would be proved right. An ambush was planned, the party to hide in a covered wagon alongside some mercenaries. As an aside, everyone met George again, he mentioned being beaten by his Mistress for forgetting something. Quinn’s wife did not sound born into wealth, rather a social climber unable to stand above her servants’ actions.
The group agreed to take on the mission, and with a day to kill, most headed off to Fran’s Fine Dining for chicken stew, a fine wine (not Lafite) bought by Rasheed to wash down the food. Each during the meal noticed a young man and woman with a cat, finely dressed, and wearing a magical earring. The boy seemed a little out of sorts, once the woman left him with several orders.
At the Caravanserai
The tousled group meet up there at dawn, some looking more fresh-faced than others. There are three Red-Q wagons, one of which has a thick whitish material covered roof and walls. A disagreeable Captain Malagant introduced himself and put the party inside that wagon, with them was Morgan and Thorgan.
Slowly the caravan headed out. Everything was quiet until it reached the high hills and thorn bushes of the true wilderness. Then the orcs attacked in large numbers, using poles to upend the leading wagon. The Captain and his guards proved next to useless in combat and so the party swept the battle. However, strangely the orcs didn’t try to kill anyone, using the flat of the blade and treating people with mercy. Suddenly the words at the Custom House and those made by the Captain began to ring false. One by one the orcs turned and fled, led by a heavily pregnant orc shaman and her large black cat.
The tousled group meet up there at dawn, some looking more fresh-faced than others. There are three Red-Q wagons, one of which has a thick whitish material covered roof and walls. A disagreeable Captain Malagant introduced himself and put the party inside that wagon, with them was Morgan and Thorgan.
Slowly the caravan headed out. Everything was quiet until it reached the high hills and thorn bushes of the true wilderness. Then the orcs attacked in large numbers, using poles to upend the leading wagon. The Captain and his guards proved next to useless in combat and so the party swept the battle. However, strangely the orcs didn’t try to kill anyone, using the flat of the blade and treating people with mercy. Suddenly the words at the Custom House and those made by the Captain began to ring false. One by one the orcs turned and fled, led by a heavily pregnant orc shaman and her large black cat.
The Captain and his obstinate henchmen could not understand that the orcs were not trying to harm anyone. To head off arguments, the party gave up discussing the matter, or listening to the orders of the Captain to chase the orcs. His plan is to bravely guard the caravan. Now the party began to actively dislike Quinn’s men and left into the briars after those orcs.
Beyond that thicket was a series of ravines and mesa columns upon which lived the orcs. Each large tent on its own column, joined to the rest by rope and wood slatted bridges. Once the orcs gathered the party did not mean harm, then the orcs allowed the party onto their village in the sky. A precarious home, almost sixty feet above the valley floor.
The Marriage
That pregnant shaman, Seganna, was due to marry Brandt Greaves and bear his child. Now the Quinns daughter had kiboshed that, and stolen her rightful dowry. Seganna could not understand why her beau had suddenly lost his love for her. These were not the words of a foolish girl, and slowly the group began to realise they had seen Brandt in the Fine Dining Hall. The ambushes were simply to get the dowry and the orcs did not want to harm anyone. Tol Duru handed over the rare fire opal instead and the axe back to Galgarth.
During a pleasant meal, Garret did a fortune-telling. He did one for Sashaan too, and produced The Tangled Briar, The Eclipse, The Desert, The Sickness, and The Betrayal. Garret’s eyes showed what a poor fate the ifrit could look forward to.
That pregnant shaman, Seganna, was due to marry Brandt Greaves and bear his child. Now the Quinns daughter had kiboshed that, and stolen her rightful dowry. Seganna could not understand why her beau had suddenly lost his love for her. These were not the words of a foolish girl, and slowly the group began to realise they had seen Brandt in the Fine Dining Hall. The ambushes were simply to get the dowry and the orcs did not want to harm anyone. Tol Duru handed over the rare fire opal instead and the axe back to Galgarth.
During a pleasant meal, Garret did a fortune-telling. He did one for Sashaan too, and produced The Tangled Briar, The Eclipse, The Desert, The Sickness, and The Betrayal. Garret’s eyes showed what a poor fate the ifrit could look forward to.
The Night Attack
Resting in the main tent of the braves, while several orcs guarded, most of the party slept. Then four hippogriffs and Quinn’s mercenaries attacked with the aid of a strange flying demon. Missile fire downed the flying riders, with one surviving the fall, but the soldiers took on the orcs and lost. Led by Galgarth and Tol Duru, the raid was ended with no one escaping the orc village. Rasheed’s archery and Ryn’s magic helped turn the tide.
Resting in the main tent of the braves, while several orcs guarded, most of the party slept. Then four hippogriffs and Quinn’s mercenaries attacked with the aid of a strange flying demon. Missile fire downed the flying riders, with one surviving the fall, but the soldiers took on the orcs and lost. Led by Galgarth and Tol Duru, the raid was ended with no one escaping the orc village. Rasheed’s archery and Ryn’s magic helped turn the tide.
All that remains is for the survivors down below to be killed and then Brandt Greaves to explain himself.
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