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Gray's Web Site
  Kobolds, and Tesphesus
A botched attempt at saving a baby. Followed by more trekking where we reach Teshpesus, and determine to find some way to free it from it's evil invaders. We find a mysterious boat, with a tricky occupant.

432 Lyvine 21: Travel west across the northern plains of Helph, get ambushed by four kobolds, things are looking bad, after Meer is knocked unconscious by the first stone thrown. A strong human and a wood elf come to their rescue and defeat the kobolds quite easily. They camp on the road that night and the two strangers introduce themselves as Everard Danglebit and Akraan. It seems they are hunting for a child that the kobolds have kidnapped.
22: Locate a kobold stronghold, an old abandoned temple in the woods. It's a demonic statue surrounded by four vases. Storm it -- Akraan dashes across the bridge, and falls through an illusion into a pit, gets pulled out. Get to kill three kobolds, take several casualties and then run away. Rest up
28: We make a second assault with an improvised siege engine, we actually get inside the temple before being forced to retreat. Ash is charmed into attacking us.

John Over the Cliff Lemming falls out of a tree whilst trying to obtain a hornet's nest.

Kelvor 1: The third assault involves throwing the hornet's nest into the temple, summoning some hyenas (who get stung by the hornets) and swimming around in the stream. It is, not surprisingly, unsuccessful.
4: Plan D: Some fire, lots of smoke, a bit of demolition. The child is used as hostage to make us quench the fire. Flooding and finally combat drive the Kobolds out of their lair. There's a stand off with the kobold mage and eight others. They escape, with the hostage.
5: Akraan tracks the kobolds east some distance, before he loses them. We come upon a farmer, whom we question, without result. We head east across the scrub.
8: We have reached the edge of a desert, in the distance is a mountain. John swears that it is Mount Pestache, the hill which overlooks Tesphesus and also after which the famous nuts are named. We haven't got enough supplies to cross the desert, so we turn back.
11: Arrive at the village of Lazguz where we buy many large water-skins and plenty of food. Everard makes two 10-gallon water containers and an A-frame. Gif and Everard drag the supplies on the A-frame.
13: Begin travelling by night
16: Reach the desert's edge at midnight; by morning we're on the banks of a dry river. Attacked by an ogre who, apparently, has been stalking us all night. Defeated same, bound his wounds, and left him unconscious and 32gp poorer, but left him some water.
17: Head east to the mountains, following the dry river to a fork.
18: Running out of water. Head east and reach the foothills near dawn.
19: Reach an old caravan road waymarker for Tesphesus, follow road east, towards Tesphesus.
20: Reach the Oltorust forest, and start travelling by day again.
21: Find an abandoned forest well -- WATER !
22: Fight four ogres in a pistachio orchard on the outskirts of Tesphesus, run away and hide in an abandoned barn.
23: Woken at dawn by the noise of ten ogres demolishing a neighbouring barn, flee. Run into another ten ogres, evade both groups and hide in the forest, where we come upon two bodies being eaten by large carnivorous birds. Kill nine birds, two getting away. Head north for the coast when we stumble upon some wayfarers (Mitch, Morris, Morrel and Tyke) who lead us, blindfold, into a concealed cave where we meet the Tesphesus Resistance led by Koriador, a Knight of Ole (KO). The resistance is a small band of diverse groups wishing to free the city of Tesphesus from the clutches of the Ogres. They include a few wayfarers, some wood elves once native to these woods, a few ex-citadel guardsmen and some young members of the Knights of Ole. They are accompanied here by a couple of priests of Horus and two more priests of Anhur who are both usually looking for a fight. There are also four mages from the Order of Cedars, whom are associated also with the Knights of Ole.
24: Help the resistance ambush a work party cutting wood in the forest. Kill 11 ogres and free 50 slaves.
28: After resting for a few days in the concealed cave, we board the wayfarers little boats and head out, in a few trips, to the K.O. vessel the Conqueror: a large galley. Depart at dusk, bound for Ole.
Melvor 3: Arrive at the town of Tarm, on the isle of Ole.
4: Sail along the south coast of Ole, arriving at Wyat at noon (KO have a fort here), and finally Ole itself, a large fortified city.
6: Ashling leaves for New Figon, having decided that adventuring is not for her. The rest of us accept a mission from the temple of Horus to investigate the ritual murder of a child, upriver.
6: Travelled to Knoll, where there are reports of a child kidnapped, sacrificed and returned. Investigated further, similar reports from Green Pines and South Landing.
7: Returned to Knoll, explore swamp forest (briefly).
8: Up river again asking at each village.
12: Find new lead at New Pines, another child has been killed.
13: Green Pines' records show the barges The Larch and The Esmarelda were at both villages at both incidents.
14: Met The Larch and The Esmarelda. Suspect Larch owner's eldest son, Steve. Discuss, revisit, search. Find knife, bloodstained cloths. John interrogates him and gets stabbed, Akraan captures Steve. and we head south.
17: Hold off a lynch mob at the village of Nol, where the first murder occurred. Head for Ole.
18: We take him to the temple of Horus at Ole, the evidence is good enough for John, John's word is good enough for the high priest; but there is much discussion and disagreement. Gif and Meer try to get the lad a fair trial, but fail and the temple of Horus hang him that night. Things are tense within the group for some time.
19: We set off overland for Tarm, get ambushed by six goblins, dispatch 'em, and return to Ole to recover.
20: Sell the weaponry we picked up from the goblins -- surprisingly this amounts to 165gp. Spend the day cruising Ole market, and leave for Tarm once more.
21: Arrive at Tarm. John wants to return to Tesphesus.
22: Board a merchantman for New Figon via Xi-At and Hawcuston.
23: Arrive at Xi-At around midday.
24: John is desperate to go to Tesphesus. So we trick him into boarding a merchantman bound for Hawcus, telling him we're going to Tesphesus.
27: Arrive at Hawcus.
28: Leave for New Figon, John is still ignorant of our destination.
Lend 1: Sight a drifting vessel and board her. There is no crew on board, and there's a lot of damage. Discover a marine troll hiding in the bilge, Everard is almost drowned by the troll, but we kill it and salvage the vessel. Triumphantly we post it's head on the bowspit, and throw the body overboard.
2: Arrive at New Figon -- West Port late in the day, try to sell the ship.
3: During the past couple of days the troll's headless body has been swimming after it's head (and therefore the ship). During the night it arrives and the two halves reform. It attacks us again at dawn. This time we burn the body on the quayside
4: We sell the ship for a small fortune and spend the rest of the day cruising the grand bazaar. Bought horses.

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