| 432 Lentiss 22: |
We spy a tower in the distance, John
thinks the place is evil, so we attempt to storm it. There are two moats with a bridge over
each moat (offset by 30'.) The tower is evidently occupied by a powerful magician. We
cross the first bridge but the next bridge is trapped, so we collapse it. Got hit with many spells:
Falling rocks, sticky webs, balls of fire, freezing sleet; eventually we run, but Meer, Gif and Akraan fall. |
| 23: |
Rest, but manage to cross the river now. |
| 24: |
Carry on up river. Mountains to North East,
Southern most peak is 20 miles away with a line of seven peaks
to the North East (towards the desert). Pass farms on the other
side of the river for about seven miles. On the other side of
the river is a large fortified city. Three miles further up
stream is a ford. Talk to locals - city is Suos. Find road,
follow road to city. Stopped by gate guards. Place 10gp, 86sp
and "antique" sword on road. Guards go to goodies and "look the
other way" for a few minutes. Slip into city. Find inn, 1gp a
night. Main temple is temple of Set, oh shoot, time to go. |
| 25: |
Hire ourselves out as a bodyguard to a
merchant for a pittance. Travel around Suos, very slowly. |
| 26: |
Leave the merchant cos it's all too slow,
ride north west; past some large peaks to the east. During first watch after camping, two humanoids
are spotted near the horses. Everard shoots a horse. Humanoids go away. |
| 27: |
Arrive at the town of Brev, in some woods,
seems very quite. Cross a bridge into the town. |
| 28: |
Tolled road to Suly, where we arrive in the evening. |
| Bytine 1: |
John takes the Nexus to New Figon, he is
followed by others on the 2nd |
| 9: |
Akraan returns by Nexus to Suly, John
follows on the 10th |
| 15: |
Meer leaves New Figon to go and see her
old mentor Marge in Trumk forest. |
| 27: |
Everyone is back in New Figon. John has
heard that the priests of Set are active in East Harbour -- New Figon. Meer has some leads too.
We are taken to East Harbour to meet guide called Bert. Taken to hidden entrance of catacombs, and sometimes
catacombs is just a posh name for sewers. Explore catacombs, found boat on a rope, found steps to
abbatoir/butchers' shop and dungeon with chest. Akraan poisoned by
trap on chest. Taken back to citadel. Gif (who doesn't know his own strength sometimes), Meer and the dog
wreck the boat system and leave. All meet up in the citadel.
Commission boat to be delivered to butcher's near entrance to catacombs. |
| 28: |
Explored sewers, climbed into butcher's shop.
Beat two mercenaries. Found secret door at bottom of stairs,
searched tunnels behind, no life, not been used for years.
Knock on door upstairs -- four visitors. Beat them. Seen by city
guard, ran for it into sewers. Explore further. Find hideout,
get beaten off. Leave sewers. Stopped by five mercenaries
(Guild) and get slaughtered. |
| Ethot 1-8: |
Rest up in prison, somewhere in East Harbour. Finally we escape and walk home. |
| 9: |
Showers and training. |
| 16: |
On an assignment from the
Sunrise Guild, of which Akraan and Meer are members, and which opposes the Guild
of Leaves and the Guild of Mercenaries, the party prepare to act on some
intelligence and hit some of the opposition as they pass through West Bank, and
the Nexus onto some secret objective up north. John, Akraan and Everard take the
Nexus to Suly. |
| 23: |
Meer joins them. |
| 24: |
Gif joins them and they head north from Suly. |
| 25: |
Attacked by a giant snake. |
| 27: |
We pass the tangled tombs, of which the intelligence spoke. |
| 28: |
Scouted area, planned ambush, set up rope trap.
Start covered defences. Camp a mile away. |
| Gryvine 1: |
Awake to find rope trap set off and nicked.
Complete three hides. Camp in woods. Humanoid appears again, Akraan shoots...hits Meer (oops).
Everard gives chase, humanoid gets away. |
| 2: |
Try to track humanoid. Tracked to tree house. Climb tree, log
dropped in face. Reached tree house, asked for rope. Rope
thrown out. Warned humanoid not to interfere with us. Returned
to camp. Reset rope trap. Night quiet. |
| 3: |
Spring ambush, but John
gets nock happy when he spots a priest of Set riding point. The quarry escape
and we retreat. |
| 4: |
Acting on intelligence is
usually a contradiction in terms, and we hang around and attempt to spring
the same ambush twice, well we did put a lot of effort into preparing the
position. At dawn we are attacked, from behind, by surprise. The copse is
ablaze from all sides, Akraan get to horses under hail
of arrows. Meer hit and downed. Meer back up. Everard charged
attacking group. akraan follows, counter-charged by lanceman. Dodged
and continued uphill, Ak gets webbed by mage. Meanwhile lanceman's horse is
colour-sprayed by Gif, lanceman back-stabbed and colour-sprayed
by Meer. Everard is killed, John and Gif unconscious. Cleric
party ride on. Meer and Akraan take others to farm. |
| 7-8: |
Ride back to Suly, and
take the Nexus to New Figon. Everard is reincarnated as a pixie. Fillip, Ted
and Hector are recruited to join the group. |
| Yetil 1: |
Take the Nexus north to Suly, 'hot'
on the heals of Denzil. Pass eight Thoth worshippers, two
armed. Share camp with them. They are heading 2-3 weeks (on
foot) up the road to see a hermit. |
| 4: |
Arrive at the Olive tree. |
| 5: |
Turn off road to the
South. Reach deserted village. Cross stream running East-West. Horse tracks.
Head West on stream. Reach two buildings - one is a large derelict house,
the other a large stone building. Forced the door. It's a temple. Battle
two animated statues, succeed. Rear of building through left hand door is a
staircase down. In cellar is a secret door miraculously opened by Everard's
last spell. Behind this door is a pit and beyond that is a large chest bolted
to the floor and wall. Cross pit, try to open chest. Akraan gets confused, and
is hit by Gif, using lid from chest. Akraan take the items from chest including
the Dagger of Kas, potions, etc. Leave. Small accidents crossing the pit. Ak hauls Gif,
John and Hector to house. Investigating contents of small bag reveals small box.
Meer looks for traps, finds none, hands box to Akraan who search for traps, finds
none, and opens the box. A pack of cards floats out of the box and starts to
shuffle themselves in front of Ak. Ak draws one card - Giant - grow to 7' and 341lbs.
Fulligar draws King (+2 Cha, +crown). Others draw cards, gain new pack.
And so, it seems Denzil, the opposition, failed in his mission to find the
dagger; but he did succeed in our mission (he ambushed us). |
| 6: |
Rest up, Everard plays with the dagger and goes berserk. |
| 7: |
Ride for home. |
| 8: |
Meet the Thoth priests upon the road, share camp. |
| 9: |
Reach Suly, take the Nexus
to New Figon. They have the dagger identified, at the Guild of Enchanters. They
offer us 40,000 gp for the dagger. They also tell us about the white worms of
Krethin and that this Guild will pay 1000 gp per egg. |
| 10: |
We play with the cards some more... |
| 11: |
Sell two crowns; before taking some time out to train. |