| 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. |