The blackness cleared abruptly. It had not lasted long, but was
disturbing none the less. All around, the other
members of the famous Adventuring party the Local 509 heaved heavy
sighs of relief.
"Am I still alive?" says Krom looking at his hands.
"You mean "am I not roasting in the flames of Hell?". I was afraid the
Judge would make a mistake
and out we'ld pop into the wrong place" Timber sayed to Krom.
"I hated that whole judgement thing" says Victorex. "The only god I
want to see is the great Bobocob.
I trust him. These other gods are unpredictable. I wasn't sure the door
he sent us through wouldn't lead to the
66th Layer of the abyss."
"Right, like Bobocob is predictable." said Pisheo. "I'm releaved to get
through the judging still
free, but I wouldn't have felt one whit better being judged by Bobocob."
"Geez, take a look at this place. What a wierd town!" said Stallen.
And it was a strange place indeed. They appeared to be standing in the
middle of a paved street which was covered
with dense fog. It was very humid and their noses told them that there
was a lot of smoke and worse that also went
into makeing the air difficult to see through. The buildings all looked
like they had been made from the discards
from a village rubbish pit. None of them had a single kind of material
used but rather a crazy quilt of wood, shingle,
mud, rock, and brick. They were not attractive. There were no gaps
between the buildings around them, and this
made it difficult to tell where one building stopped and another began.
Doors and windows seemed to be placed at
random in the patchwork walls.
Overhead what looked like an enormous stone shaft was visible through
the fog. It was so large at first it looked
like a curved wall, but the angle of the wall was wrong. It was
purpendicular to the horizon!
Given their irregular appearance, the buildings closest to them
appeared relativly normal. But dimly through the
fog they could see other buildings farther away that looked strangely
tiled toward them so that more of the roofs
showed that should. It looked like they were at the bottom of a hill
and the buildings nearer the top of the hill
were built at a strange angle.
"So what did you expect to find? That Sigil was the same as everyother
place you've been to?" Dromar
said derisivly. "I'm surprised it isn't even stranger. Were a long way
from home friends!"
"So, what next then?" says Galranwyn.
"Find some food, a beer and a place to sleep. I'm dying for some good
grub" said Krom.
"Sounds good. Lets head that way" Stallen said pointing up the street
toward an intersection.
They were a large group and a threatening one. They were still armed
and armored for battle as their breif stay
in the Palace of the Celestial Bearu had not allowed them time to
change. They looked every inch as dangerous as
they were.
They wandered down the street, looking for signs for an Inn or Saloon.
As they walked, they noticed that they never
seemed to get to the top of the hill. Looking both in front of them and
behind them, the street seemed to rise
away from them. Occasionally the fog would clear for an instant
providing them with visions of house roof tops
at a perpendicular angle to the street they were walking on. At last,
they saw a man coming out of a building.
Stallen stepped quickly forward and introducted himself. The man looked
like a craftsman as he wore denim clothes
and a leather apron. After making sure he wasn't interrupting an
important appointment, Stallen asked the craftsman
where they were. Shaking his head ruefully the craftsman replied,
"Clueless huh? Just got here and don't even know where you are. Well it
won't be the last time I hear it and
thats sure. You're in Sigil, the City of Doors. A word of advice
friend. Find some one as will give you the chant
directly or ye won't last long."
"I will take your advice willingly if you could point me to a place
where we could meet a likely person for
such a task. Preferebly an Inn or Tavern."
"Well, I do have to get to work, but if you'll grease me, I'll lead you
there myself." He held out a
hand and Stallen placed a pair of shiny gold coins in it. After
examining and biting the coin, the craftsman smiled
and directed them all to follow him.
They were soon very glad to have his help. The streets seemed to have
no rhyme or system to the layout of the streets.
This added to the strange perspective of the place even confused
Timber's direction sense. They had been walking
a few minutes when the man stopped and pointed down a narrow street
that connected at an odd angle with the one
they were on.
"See that sign down there near the brick and morter wall? Thats
Scuppers. They don't have the best food or
the largest rooms, but the Innkeeps honest and you won't pay merchants
rates there. Thanks for the gilt, and good
luck." With that he strode off whistling a merry tune.
They all walked in and were releaved to find this place a refuge from
the strangeness they found walking down the
street. It was confortingly small and filled with the smells of
roasting meat and years of spilled beer.
The next morning they hired a guide to take them through the city. The
guide turned out to be a very lucky find.
Not only did he know the city of Sigil large street and small, but he
knew a fair amount of obscure information
as well. As he led them around the city he would tell them things about
the way the city works. One of the more
starteling peices of information was that Slide was "dead". He lived a
lifetime on a planet he declined
to name and was sent here by the gods of Judgement to continue to do
what he was best at; arrange things.
The city of Sigil was a unique place filled with people from many
worlds and planes. Local 509 learned much about
how the multiverse works from the people they met in Sigil, but this is
not the place to try to describe what the
found out.
Although "The Scupper" was good enough for and exhausted nights rest,
it had few amenities, so they instructed
Slide to take them to a nicer place. He takes them to a new Inn called
the Bowling Green. It boasted private rooms
enough for the entire party. It had a large but friendly common room
with an area set aside for 10 pins on a proper
lawn. But the telling feature was that there are guards available for
their rooms.
Once secure in their rooms, they changed out of their armor into their
finest travelling clothes and went down
to the common room. They all agreed that Slide should take them to the
foremost shop that sold items strange and
magical. Slide took them to a place called "Humeroes Curioes" that did
indeed have some very strange
things. It had an even more peculiar market technique. The sales people
were circus performes in their previous
lives. They amused (and distracted at times) the patrons as they were
making their purchases. Some of the items
offered for sale were so obscure that Humeroe himself could not profess
to know what they were. As he says "I
have it on good authority that the right person will recognize the
item".
Although they did find some mundain items to purchase, everything of a
magical nature was far more expensive given
the small purses they had brought with them, so they returned to the
Inn of the Bowling Green.
Examining their coins, Dromar, Katrina and Stallen found them
insuffient to the task of buying the trinkets from
Humeroe. They asked Slide to take them to a jewler who would pay ready
cash for some stones they had taken from
the Funeral Barge of the First Emperor. The jewlers were accomodating
and a deal was quickly struck to turn the
gems into easily transportable and transferable bars of platinum. They
went back to Humeroes and picked up the
items (a couple of potions and some scrolls).
Pisheo and Galranwyn had not found anything of interest at Humeroes and
struck up a conversation with a human named
Yesenda in the common area. She was friendly, and very informative
regarding a number of important facts regarding
the people and politics of Sigil, but unfortunatly did not have the
answers Galranwyn had hoped she would. Galranwyn
was trying to find out more about the outer plane they would be going
to. You see, the great god Gaga had been
split into peices and they were trying to find the soul of the piece
they had just recovered... Well its a to long
a story to go into here. Suffice it to say that Local 509 had come to
Sigil as it was the largest city on the plane
of Concordiant Opposition which was near where they needed to go next.
Although Yesenda didn't know much, she recommended
that they get a "mimir" which would answer some of their questions.
Pisheo recognized this as being a
strange magical skull that had plumited down from the sky one night.
They had tried to determine what the skull
was back on their home planet of Kopeta. Then all it would do is float
about 5' off the ground and give off strange
sounds when a question was asked of it.
When the people got back from Humeroes, the entire party including
Beourn and Sir Ulla all went to Gals room. There,
they discussed what the next steps were to rejoin the Soul of the Feet
to Beourn. Bourn told them where he thought
the soul was. He said it was in the hall of Chronipsis the Time Dragon
who guarded it along with the souls of all
the dragons in every multiverse. The Hall was closest to the city
Glorium on the Plane of Concordiant Opposition.
Galranwyn took out the skull and asked it a question about the city of
Sigil. Now instead of gibberish, the floating
skull told them facts about the Outer Planes including Sigil, the
Concordiant Opposition and something about other
planes too. Much amazed at how well this old mystery performed for
them, they quickly decided to try to arrange
to get to Glorium as quickly as posible.
They arrainge with Slide (the Guide and Procurer Extrordinare) to be
escorted through one of the dimensional doors
that are so common in Sigil that would get them to the city of Glorium.
Knowing they are leaving soon, they go to Humeros Curioes to see if he
has some new magical items. They make several
purchases. After leaving Humeros, they return to their Inn and decide
they want to "Pahtay". They decide
the best place to "Pahtay" is the World Serpent Inn, the crazy place
that is the planar Nexus and exhibits
the most eclectic population of any bar the party knows. They have to
walk to the other side of Sigil to get to
the alley that leads to the Inn. As they walked Slide explained to them
that the city was built in the shape of
a doughnut that was suspended miles in the air over the plane. A Spire
of infinate length stretched from the plane
into the heavens and peircing the doughnut city in the center. Thus,
says Slide, it is possible to see buildings
at these strange angles as they are placed up the sides of the doughnut
as well as along the outside.
Slide took them to a tiny alley and faced a non-descript door. He threw
a pinch of sand at the door and said "Orouborus"
and then opened the door. Inside they found themselves in the pecular
bar between the planes. This room was also
shaped something like a doughnut, but it had a regular floor and
celining. In the center was a bar. The outside
wall was covered with hundreds of doors. In between were kidney shaped
tables and straingly shaped metal chairs.
Wildly colored dim lites which did not burn cast circular pools on the
gaudy carpet. The room was further occupied
by gambling devices, performing stages, tented privacy areas and lots
of people. The atmosphere in the place was
electric. It was here and only here that deals could be struck between
people on different planets, planes and
even seperate universes. This was the World Serpent Inn. You knew big
things were going on all around you and that
tough as you were you were NOT the toughest guy in the room.
They found tables large enough to be grouped together so all of Local
509 could sit comfortably. Once they were
settled, a 3' high talking penguine with a silver tray balanced on its
head took their drink orders. He recommended
a "Hong Kong Snickersnee" which they all agreed to try.
"Slide", said Stallen, "we want to have a good time. A REALLY good
time. And we want to do some
business too. I always thought that this would be a good place to look
for magic, but I never had the cash. Tonight
we have the cash."
Stallen tossed a heavy pouch on the table. "There are a hundred Mythril
peices in that bag." He threw
another larger bag on the table. "There are 200 gold peices in that
one. The Mythril is for our amusement
tonight. We want the best food, the best women, the best drink and the
best fun that fortune can buy. We don't
want any of it back. The gold is to arrange appointments with those who
have information about magic and magical
items that are for sale. As long as we are satisfied, you can have
whatever remains of the coins for your own."
An enormous grin spread over Slide's face as he replied "I gotta love
that style! Right Boss, its time to
"pahtay" and I'm your man." Looking at each of them he said "now you
all just relax and give
Slide some time to get the barrel rolling."
Still grinning he took off into the crowd to make his preperations. And
what a wierd crowd it was too. Although
humans made up the majority, there were representatives of all the
races the Local 509 knew and several that they
had never seen before. One of the stranger ones was the two headed
snake that talked to itself. In all, it seemed
that there was a new being in sight no matter what direction they
turned. Was that a bright blue jini talking to
that man in the black treanch coat?
Slides efforts soon began to appear. One of the talking penguines came
over to their table and introduced himself
as "Maurice" in an outrageous french accent. The accent was spoiled by
the high pitched squeeky voice
of the flightless bird. He explained that he was there to arrainge for
food and drink as desired and would be the
parties personal host for the evening. He bore a message from slide
explaining that he had spent some of the 200gp
to send out messangers to roumer mongers saying that Local 509 are
paying ready metal for Magic. He could not say
when offeres might arise, but that he had no doubts of success.
Maurice kept a continuous flow of "Hong Kong Snickersnees", which was a
fruit punch with real punch.
Next to appear were 6 beautiful human women in formal but very
revealing cloths. They had a note from Slide saying
that they were the parties accompanyment for the evening.
Once the introductions were made and a place found for the ladies, the
first course of a huge meal was served personally
by the ever solicitous Maurice. The meal was leasurly and comprised
many differet exotic dishes none of which were
familiar to anyone. Each was better tasting than the last. After the
meal as they relax, the offers begin to come
in from Inn folks selling magic.
They bought some things from Hooskis and turned down some uninteresting
offers. Getting bored with "shopkeeping"
as he calls it, Stalen takes his choice of the evenings ladies named
Lolly on his arm and finds Slide where he
is gambling. Stallen plays for the crowd and gives a excellent
performance, impressing everyone who hears and earning
him generous tips as well as much applause. Slide calls Stallen "good
luck". Stallen gives the tips to
Lolly. As Slide thinks Stallen is good luck, he talks him into another
set.
After some poor luck gambling, Stallen returns to the rest of the
party. Feeling a little drunk, Stallen is taken
aback when he is approached by a small 4' high guy with a big head and
bushy eyebrows. The jerky head and eye movements
show that the small man is very paronoid. He tells Stallen that for
75gp he will be the contact for a guy in the
"dark room" who has potions to sell. As much out of curiosity as
anything, Stallen agrees to follow the
short man to one of the doorways that ring the Inn. Inside the room it
is dark, hot and very humid. It is hung
all around with dark tapistries so no light can penitrate. There,
Stallen is told about some potions the voice
in the dark offers. Stallen is cautious and buys only one. He then
checks it for authenticity and when it checks
out, buys a couple more items. He was very glad to get out of the dark
room with its invisible occupant. It was
lucky the smell of brimstone did not cling to Stallen's clothes!
Meanwhile, Gal and Vict are back at their table when a black raven
flies down and attracts their attention. Flying
from table to table it leads them to a black sultan who calles himself
Bebe Robobo. He is an amusing man with a
deep voice, easy laugh and amusing anicdotes who amuses while the
conduct their business.
After they have made their purchases, they go back to their table where
Slide and the others are still partying.
Slide arrainges for a 3 course meal that included 32 condiments that
are almost all delicious and unidentifyable.
Then, he takes off with 5 of the other women (Lolly stays). When they
are done with the meal, they return through
the door that takes them back to the alley in Waterdeep and then walk
back across town to their inn.
They sleep late the next day.
6/7/97
They must have been up early because Pisheo, the first of the revelers
down the next morning, found Beourn and
Ulla already finished with their breakfasts in the common room.
"Morning" said Sir Ulla a bit loudly.
Pisheo whinced and then put on a brave smile. "Good morning to you
both. May I join you?"
"Of course my dear" said Beourn gesturing to the seat next to him.
She took the seat and gestured to the waitress to bring another
breakfast.
"Have fun last night?" asked Sir Ulla.
"Yes and it would be merciful for you to keep your voice down" pisheo
replied. "Unless you're the
type who pulles the wings off of flies."
"I did pull the wings of of flies, but only those that deserved it. For
the correct sort of files, I leave
carrion to feed and breed them."
"Oh god, not more philosophy."
"As you wish" Ulla said smiling.
The rest drifted down for the next couple of hours in roughly the same
condition as Pisheo. Stallen and Krom in
particular were uncharistically subdued. After the last one down had
finished his meal, Brodda ordered them all
mulled wine. When each of them had a cup of fragrent liquid in hand,
Beourn said.
"I am glad you had a chance to have a good time last night. After all
the times you have saved my life and
risked your it is right that you should. But I can feel the pull of the
soul. It is on this plane you know, although
it is not in Sigel. Its proximity is making me, well nervous. I wonder
what plans you have for the immediate future."
"I'm not ready to go today if thats what you mean" growled Krom.
"Yah, I'ld like to see more of the city now we are here." added Stallen
"I could be ready in a couple of days to a week" Galranwyn put it.
Stallen said "I think we should talk to Slide obout this. We have no
idea how to get to ... Hell we don't
even know where we are going!"
"I'm not sure I know either exactly." said Beourn with intensity. "But
I have had reaccuring dreams
of a very vivid nature. I beleave they are telling me to look for the
cave of a dragon
that is of every color of the rainbow. Inside, it looked like the cave
was filled with hour glasses. The soul fragment
that belongs to the feet will be found there. But I don't know where on
this plane the cave is."
Just then, Slide walked into the common room with an enourmous smile on
his face. "Beautirul morning isn't
it? The smog is very light today."
"You drank as much as I did last night" said Pisheo. "Why are you so
damn cheerful?"
"Last night was a classic. I am impressed as hell I don't mind telling
you. You don't often come across a
clueless that really know how to have a good time. I feel like I have a
tird in my mouth, but my soul soars!"
"So maybe you know something about this" said Timber. "Beourn has been
having dreams about a place,
but we don't know what it is. Tell him Beourn".
"The dream was of a cave of crystal. Inside the cave lived a dragon
that was of every color, not just one.
He guarded what we are looking for. Inside the cave with the dragon
were hourglasses. Do you know aught of such
a place?"
Slide nodded. "It the Mausolium of Chronypsis. The legend is that in a
time long before man lived when the
worlds were populated only with the elves and the dragons, the dragons
battled. The good vs the bad. Mighty were
the spells and fires used, but neigher side could gain a decisive
victory. The elves suffered from the battles
that took place in areas they inhabited.
The gods decided to do something about the war when it had raged for
100 years. They sent two of their number;
avitars name Yugai and Tolsil. You have never heard of them. They began
to interfear in the Dragon battles. The
dragons, engraged at the interfearance of the gods, killed them both.
Even unto following them to the outer plane
and defeating them both in their own domain. At this, the gods knew
they had a major problem. They temporarilly
banded together and agreed that they needed to warp reality. After
lengthy discussion, they all agreed that what
was needed was a hostage on the lives of the dragons.
So with might wishes and spells that are the wishs of gods, they
extracted the soul from every dragon. They place
the souls into hour glasses that measure out the days of the dragons
life. If a dragon dies, the hourglass has
run out of sand. If the hourglass is destroyed, the dragon dies. In
this way, the gods assured them selves that
once more the dragons were vulnerable to something they could not
control.
Using a tiny part of every dragons soul they created the guardian of
the hourglasses. His name is Chronipsis which
means "Dragon of all Times". He is a chromatic dragon because he
incorperates the color of each dragon
into his own. He is a god in his realm and his powers are unknown.
There are also legends of great wealth in the cave. It is said that the
celings of the rooms are studded with diamonds
and other gems. Some say that dragons contribute to Chronipsis who
sleeps on a huge golden horde. I do not know
about this and I doubt any one does. What I do know is that every few
years a clueless heads off to the Mausolium
for the booty. No one ever hears from them again. At least they never
come back here." Slide finished his
story and leaned back against his chair.
"Wanna go there? I mean, you clueless usually have some good reason for
coming here. I'm not the nosy type
so I haven't asked about it, but I could you help better if I knew what
is going on."
Beourn began to speak saying "The quest on which we are.."
"He really doesn't need to know all that Beourn" said Galranwyn quickly
interrupting him. "Just
tell him about what we are looking for here." She knew the mesmerizing
power of the tale of Gaga. More than
several people had suddenly changed their lives forever after hearing
it. Sometimes not for the better.
"As you wish. I am trying to find something I lost, and I beleave I
will find it in the place you were talking
about. I don't wish to take anything away, so perhaps I can speak to
the dragon and convince him to help me."
""I don't know how successful you will be, but if you want to get
there, I can tell you how."
"If you would please" said Galranwyn.
"Right! Well, first we need to settle on a price. I know the people who
know the way there, but I would need
to check with them to find oout iif they are willing before I say more.
Give me an hour or two to find the guy,
and I can tell you what it will cost. Alright?"
They all agreed and Silde left.
They hadn't really spent too much time in the common room yet. Now they
had the leasure to look around they decided
it was a little strange, but in a nice way.
The bar streatched almost all the way across the far wall. There was a
30' wide area in the middle of the long
room, and beyond that, 2 alleys for 9 pins. Tonight for the first time
a lane was in use. A pair of dwarves were
rolling the large stone balls where they knocked down the pins making a
great noise. Local 509 watched trying to
figure out how the game was played.
Slide returned in a couple of hours. He was still smiling.
"Am I good or what! I found the guy I was looking for and he agreed to
send you on your way if you meet his
price. Here's the deal. No one knows of a portal into the Mausolium,
most people don't think one exists. The best
you can do is get to Glorium. From there you cross the Dwarven
mountains and the valley of the Mausolium is in
that valley. Altogether, the trip will take a couple of weeks on foot
max. My aquantaince will get you to Glorium
for 1000gp."
"A Krosnium? Isn't that a little high?" asked Victorex pevishly
"Why how much do you usually pay to get to Glorium? Who takes you, as a
rule I mean" said Slide sarcastically.
"OK, I know we don't have much of a choice. Do you think the price is
reasonable?" replied Victorex.
"It's OK. Not much call to get to Glorium, so there is a small market
for the information. That makes it more
expensive. So I can tell him you accept?"
After everyone grudgingly agreed to put up their share, Slide was up
again and heading for the door. "Gotta
let my man know and set up a time. Back in 20 minutes. Be thinking of
what you want to do today".
And he was a good as his word. Twenty minutes later Slide returned.
While he was gone the group discussed what
was the plan for the day and arrived at a decision.
"So what will it be?" Slide asked them.
"Why don't you show us the city" said Stallen. "We haven't seen much of
it, but I bet it's an interesting
place."
"You bet! Lots to do and lots to see. Up on your feet and we're out the
door" Slide cried jumping up.
He led them out of their inn and through a couple of small alleys until
they reached one of the widest streets
they had seen. They turn to their left and Slide said they were going
"clockwise" explaining that the
cardinal directions had no meaning in Sigel. As they walked the saw
that the rag tag nature of the buildings was
common. It was the rare building that looked like it had been planned
and the materials obtained from the same
source. Most of them were much repaired, and small with little or no
space between the buildings.
After walking down the large road a ways, SLide turned to the right
which he called "Shaftward" which
ment toward the great shaft that pierced the doughnut shaped city in
the center. Even though they were walking
to the edge of the city, it still looked like they were walking up
hill. This impression consisted until they came
in sight of the edge. They were all surprised to find it really WAS an
edge. There was a stone parapet, and then
a drop that dissappeared into foggy nothingness. The shaft looked like
it was a couple of hundred yards away. It
was so big it looked just like a smooth, slightly curved wall that
continued off as far as they could see in the
fog.
Stallen and Gal. spot a buisness as they walked back to the main road.
It was a fabric store. In the window there
was some material that looked like it was scaled. On examining it they
found it was not scalled, but rather was
very smooth with the scale pattern cunningly woven into the fabric.
They bought some at a high price and the party
moved on.
They visit the Foundry and The Ruined Temple
Beourn and Ulla are in the commonroom the next morning and the party
discusses what will happen after they get
the Soul of the Feet.
They let Slide know they are ready to see more of Sigel and he takes
them on a tour of the place.
They visit a number of Temples then make their way to the Open Market.
They make some minor purchases.
6/14/97
They continue their tour of the city. They end up in the Festhall where
they party some more. Slide takes them
weaving back to the Bowling Green.
Arising late again the next morning, they realize they have a day till
they leave for Glorium. They spend it with
a group of dwarves that try to instruct them in lawn bowling. Krom is
unclear on the concept and throws the ball
at the pins.
They are in bed early that night with the exception of Ember who has a
one night fling with one of the dwarves.
6/28/97
The next morning Slide is back and has them get ready to leave.
He takes them to some friends of his who lead the party on a confusing
path through a bunch of buildings so they
won't know where the gate is. Finally, they are blindfolded and taken
to the gate. Their blindfolds are removed
and they see a blue glow at the bottom of a staircase. They walk into
the blue light and instantly arrive in Glorium
They arrive overlooking the Feourd. They go up the rise and see the
Longhouses. Vict casts Know Customs. They are
offered lodging in one of the houses in exchange for work by Svald.
They drag logs to the work area. Svald takes
them to the longhouse of Skald Horvish and introduces them to the Old
Woman who judges they have paid with work
properly. Once OKed, they eat and learn some of the customs of the
residents and specifically about the Blood Contests.
6/28/97
Time Stop in the Longhouse of Skald Horvish an hour after dark.
Weather - Med. Snow - 25 MPH wind
Korvish comes by and OKs the party as long as Svard speaks for htem. He
tells
them "Courtesy, Privacy and Respect" and they take it to heart.
They decide not to look around for the merchant and interact as little
as
possible.
They spend the night watching all the wierd activity.
The next morning Svard kicks them out of the Longhouse and goes off to
his
pole splitting with the logs the party stacked up the day before.
They wander over to a large stump and brake their fast on a huge stump
in the
3' of snow.
They pull out the Mirmier and ask it about Iornfist and the Dwarven
Mountains.
They discuss how they will find where they need to go.
They want to find Svald again to ask him about the temple of Odin.
He tells them where to go and their off to the temple.
The temple is a 15'x6'highx40' long building made of pine saplings
curvend
into a quonsit hut shape which has been covered with ice. The door is
low and
forces them to bow as they enter.
The priests consult each other before answering any questions. Stallen
tells
them that they are worthy of Odins blessing because they are performing
a
quest to get to the Maus. of Chronipsis and bring back its head.
The priests are impressed and do a Fog of Purification on the party.
They
have little information, and soon the party leaves.
They go into the forest and make a clearing whle they try to formulate
a
plan.
They are splitting up.
Timber goes off to search for tracks and the trail for 3 hours. Katrina
and
Fido head off into the forest 50'. Stallen goes back toward the town to
find
someone to talk to.
Timber finds the road to the mountains.
Rnd. Enc. Grizzly bear. He befriends it and they split up when Tikm.
goes
back to the p0arty without encounter.
Stallen goes into the city and approaches a woman in furs that is
splitting
frozen fish with a cleaver. She takes a liking to Stallen and calls him
out
wagering his pritty butt against the knowledge he seaks. St. calles for
First
Blood. They fight in the center of the city, naked. St. Wins!
She will tell St. how to go about finding a guide.
Yeselda will take St. to her Long house of Beorvil.
She takes him to the long house and introduces him to Hegimoonis the
woman
dwarf. Heg. proposes the deal and St. Agrees
Skald Beorvil sets them the task of clearing the path to the fiourd in
the
morning for all of the party to stay there.
He goes out to the party and meets Tim. outside. They go back and the
poarty
agrees to the conditions.
They return to the Beorvil Longhouse.
They agree to the task and are given a dinner.
Heg. comes by after they have finished their dinner. She proposes the
same
deal (the party thinks they are taking the stone to Iornridge, but
Hegimonus
says "to the dwarves" which means to the dwarvewn settlement.
They will begin their trek after they finish clearing the path to the
fiourd.
Yeselda is rebuffed by Stallen and sleeps alone.
Time stop as they bed down in the Longhous of Beorvil.
7/4/97
The giant triangle wakes them in morning and summons them to work.
While they are working on diging their way through the snow to the
fioud
(their task) Hegimonis approaches them and says she has to see the
proests
and will meet them in about an hour. The decide to go down to the
waters of
the fiord where they do some fishing.
Tim., Vict., Stalen go into the water to fish.
No Enc. Until they search for fish to catch. It takes them 80 min to
find:
They wrestle the fish to the shore where they de-head and gut them.
They ask
how to cook them and find out they are not vbery good (tough, oily and
rank)
They get 40lbs of fish off one, and throw the others off the fiord.
Hegimoonis will take them to a good camping spot near her cache of
rocks.
They make a camp (heg. turns their glann into a pool then drains the
water t
make an ice covered camp.
They cook their fish. And eat it.
They wake the next morning. Heg. makes a travous 10 day journey.
The next morning, Heg. makes pine seed coffie, cuts wood for a travois
and
takes off into the wilderness to get her rocks.
The party looks around throws out the fish and Timber makes Beorn a
pair of
snowshoes.
They devide up the rock so every on has an average of 40lbs of rock,
depending on their strength. No one is encoumbered, but the load is
somewhat
unbalanced (-2 to dex rolls).
They see the rats eyes have no iris, the are large and black and
unnatural. A
horified Heg. tells them they are beholder thralls (creatures charmed
by a B.
and driven mad with torture and fear). The battle is over, and Heg.
wants to
run away, put as much space as possible between them and the beholder.
They ren 210 min and rest 30
They ren 80 and rest for 1/2 hour.
No Enc.
The next morning the snow stops but has effectivly covered the tracks.
They
head out trying to stay hidden.
On the 9th day afternoon encounter. Encounter House Cat
It is a deader on its way toward the gate leading to the dwarven
planes.
The Inn is the Last Highland Home.
Slug Steak, portabello mushrooms, bear stew, fungus ala fleeson
They take rooms
The cat runs off.
Heg. moans about the dwarves not giving her enough for the rock, so she
takes
most of it out and buries it.
They spend the day waiting for her. She returns and tells them that
they will
start the journey to the Mausoleium of Chronosys in the morning.
Next day she takes them to a grocer and they stalk up on their food.
7/5/97
Begining a 10 day journey.
Krom is in the lead with snowshoes with the rest of the party is
following
single file. Hegimoonis is second.
Morning encounter!
They encounter a merchant heading toward Ironridge.
Bohagora is a merchant who sells antiques and junk.
The hail starts just after they pass the merchant without trying to
contact
him.
Enc. Late the night of the 3rd day on the journey with a polar bear.
Timber speaks to it and it goes away.
Evening of the 5th day, Rand. Enc.
Monster Name: Giant Stag
It is a very noble looking beast as it stands on a outcropping of rock
about
250 yrds away.
They fire their bows at it and wound it. Stallen takes off after it
flying,
and Timber uses his league striding boots and overshoots the stag by 2
leagues! He gets back to within 3/4 of a mile and shouts untill they
get back
together.
Stallen catches up with the stag as it is running scared and at last
(after
17 min) it begins to slow down a lot and he can catch up. He makes one
cut
and then another begfroe the beast goes down. The rest of the party
follows
the trail of blood dncatches up with stallen after 1 and a half hours.
They butcher the stag and take it through the early night to a good
camp.
They make a big fire and feast on the stag. Krom and Stallen eat the
heart
and toast to the stag.
Day 6 midday - Rand. Enc. Mountain Giant
It has no desire to attak so large a paty, but wants to keep and eye on
them.
Day 9 Rand Enc. Giant Eagle
It watches them and is visible to them too. It is an inspiring sight.
They get to the bottom of the mountain although they have to use their
torches for a while. She tells them she is going back now they can see
the
Mous.
Early in the morning, the dragon checks them out invisible.
They hear it but can't do anything.
Time stop when they are 30mi from the mausoleum.
It has the shape of a black triangular pyramid. Sticking out of the
pyramide
are spires each with a different shape. At the top of each is a
platform that
is a landing pad for dragons. Each spire is a different color; the
color of a
race of dragons.
7/11/97
They are just over the last rise of the foothills of the Dwarven
Mountains
looking across the broken land to the Mausoleum of Chronipsis.
They will be travelling across the broken lands toward the Maus. It
will take
them a day and a half. It is about 1 hr before dark when the game
begins.
Their Dwarf guide Hegimoonis is leaving the next morning.
Black pyramid with 18 spires each a different color. The is a
large entry
way with a barred gate.
When they see the dragon Chronipsis (an ancient crystal dragon) they
will be
blinded for
1d20 rnds if it is exposed to bright light (which will not commonly be
seen
ouside the mausoleum.
It will meet them at night, invisible and try to find out what they are
doing
and what they want. The voice is loud and ringing "crystaline". It is
basically friendly, but this is tempered by the serious nature of his
duty.
They find a depression at the foot of the hill and make their camp.
Early morning, the dragon is checking them out from above as the
evening
before.
If the party prepares their weapons, he will wait for them in his
strong
hold. If they seem friendly, he will land to talk to them.
The party is not very watchfull (fail on 5 rolls out of 6 for surprise)
and
are even more surprised when Chronipsis (encouraged by their
wachlessness)
decides to talk to them.
They make no agressive movements and talk politely and promice a riddle
which
intregues the dragon.
It invites them to wake up the rest of the party.
They wake up and make no agressive movmentts this encourages her to
reveal
herself to them.
The weather is turning foul. The 1st layer of clouds never goes away
and just
after midday, the second level of clouds moves in. As night falls and
successive curtains of cloud roll in, the lightning starts and the 8th
level
of clouds brings the rain.
The dragon opens the gate for them and they walk into the hollow
pyramid. It
is fulled with the hourglasses and the dragon lies reclining on a great
wedge
shaped "throne"
It calls for Beourn and they speak. When the dragon hears that
Beourn is
Gaga, he files into a rage. He eats Beourn! Beourn hangs onto his
tounge and
pleads. The dragon uses his breath weapon, B. saves and takes 26HP. Sir
Ulla
attacks the dragons back foot doing 6 pt dam., but the dragon grabes
him and
swqeezes for 18 HP damage. B. finally remembers the name of the dragon.
He
forces the dragon to open the throne front to reveal the soul inside.
Beourn touches the glowing ball of light and it races through his body
to
rest in the feet.
The dragon is still outraged and tortured at being forced by his true
name to
return the soul to Beourn, the one creature in the entire universe that
he
hates the worst.
Beourn promices to free the souls of the dragons he imprisioned and
Chronipsis curses him for giving the dragon hope again.
The party leaves quickly and travel an hour throught the night. They
make camp for the night and when they are
having breakfast, Beourn explains what
was up with the hourglasses and the dragons souls.
7/12/97
They have completed the adventure of Chroipsis and are about 3 mi from
the
Mausolium.
They discuss the various ways they can get back home.
Stallen tries to reach the P Mat. Plane, and the spell fails (can only
get to
outer planes or astral from the Outlands).
Vict. tries to use Dimensional folding. The spell fails and shows him
the
edge of the Outlands the great road and the abbys.
They talk about going back to Ironridge and fear their ability to find
it
again without a guide.
Or try using Stallens cube to get to the astral plane.
No Enc.
No visible Pool
Boris the black is the new bartender/bouncer 6'2"x280 lbs STR 17,Con16
He is a retired pirate.
The mayor Turnlmore has gotten fat.
Pi attracts followers.
Kroms tree house is finished.
79 Weeks have passed
800 feet complete, 540 feet yet to do
Stallen's Amphitheater is ready.
Gal's tower-70x70x3stories all finished but the roof, Temple to Mystra,
Mage school
Farm Buildings rebuilt and added to is complete
Timbers log cabin is finished
They want to go to Waterdeep
Timber leaves to go off and search for a place to set up as a temple to
Melikki.
7/16/97
Gal visits her folks in Longsaddle.
7/17/97
Tim-Pi ride around their lands investigating new buildings and looking
for Meliki temple site. Gal. brings a mage
named Cleetus back from Longsaddle.
7/18/97
The rest of the party meets up in the Hero's Rest. on the 8th day since
they
got back. Everyone wants to go to Waterdeep. Cleetus speaks with
Beourn. He
wants to cast some information spells on Beourn. Ulla is unwilling to
do this
unless the party helps him identify Cleetus and make sure he has no bad
thoughts toward Beourn. As a diviner, Cleetus understands the need to
know
positivly who and what they are doing and agrees to submit to the
questions
and spells of the patry before he casts any spells on Beourn.
He is wearing several magic items which he has to take off before the
spells
of the party will work. Amulet of Attraction (+3 Chr), a ring of x-ray
vision, s ring of Disease detection, a Robe of Eyes, a Gem of Insight
mounted
into another ring and the Human Influence flute.
Cleetus submits to a through examination. It turns up that Cleetus is
NG,
Well intentioned, a scholor and seeks only to find out about Beourn.
They then allow Cleetus to return his magical items to him and scast
what
spells he will on Beourn. He tells them what he is doing as he casts
his
spells and tells them some of what he sees in a running commentary that
is
very technical like a autopy report.
Cleetus is fascinated and will try to help Beourn recover his memory
and
regain his stability. Ulla agrees to this as he sees no reason not to
trust
Cleetus now and he might help.
That day, Local 509 heads out toward Waterdeep. It is a 60 mile journey
and
will take 4 days by horse. After no important encounters, they get to
the
city and go in the south gate.
They go to the Unicorn's horn and see the new decorating. Despite a bad
first
impression, they decide to stay there that night. The rooms are
expensive and
while the service is good, they don't like the place any more. They
move to
the Jade Jug across the street. Once they store their stuff and cast
their
ward spelss on the important stuff, they head down stairs to talk to
the
one-armed porprioteress. They go to the Blue Jack tabern for drinks.
Then
they go to the furriers guild and sell some of there gems at the
jewlers
nearby.Gal. teleports from her room to the library in the Mages Guild
building. A
student see her there and takes her quickly in to talk to the woman who
heads
the guild. She also asks for Gals story and is obliged. Mhair is
impressed by
her story and as Gal is dismissed she too offers the help of the guild.
Gal
notices nothing interesting stuff on the bulitin board. She teleports
back to
her room at the Jade Jug.
The party gets together again after a good lunch and decides to go to
Balthors. They get there with no incedent. they find there:
Bocobs Blessed Book 39KGP
Ring of Elemental Control - Air 16KGP
Scemitar (+3 to hit, +2 dam) 13KGP
Globe of Serenity 15KGP
Pipe of Bob Flute (non magical)
and other nonmagical stuff - Fire opal, Black Horn Drinking set,
Crystal
Boozed container
The next morning, Timber goes to shrione to Miliki on the hill inside
the
Heros park at the N gate. They tell him to immediatly go to a inn in
the city
where the waiter are monsters. There he meets a ranger with a ring of
Plant
Passage. He takes Tim into the stand of trees outside W. Deep and uses
the
ring to go to the Falls of Stumbling Stars where the main gathering of
the
followers of Milliki is located. There they examine him and determine
that by
direct decree from the Goddess, that all ranger/clerics are to become
Ranger/Druids! They explaine to him what is involved and Timber changes
his
stats.
He is taught some Pegasus, and Treent.
He has the Sign of Shadowier which is the symbol of the goddess in the
skin
of his right hand. This will be invisible except when in the shadow of
moonlight. It then glows pale green. Shadowioers are special guardians
of
forests often assigned specific tasks by the church.
His studies intensivly, using priest endurance to complete his training
as
quickly as possible. he doesn't slepep during his 6 week stay.
Meanwhile the rest of the party is taking care of business.
Broddas new spheres are chedked. Kilana also dissappears for her
conversion
(only changes to spheres) a new spoell slist for her is produced.
St. and Vict. go to the plynth where it is jamed. St. uses his charisma
to
work his way up though the waiting line. They get to the temple of Bob
and
find it almost empty. Vict is told that no changes have been noticed to
the
proests of Bob even though most other religions are going through
changes.
Vict. volentiers to help the old priest while he is in the city;.
St. goes to the temple to Oghma where there has been a shake up.
Several
leading priests in the religion have suddenly and inexplicably died and
the
church hierarchy is completely re-arrainged. They have been told to be
more
attentive to gathering information and have set up new procedures for
gathering information. With the aid of a new spell (remote writing)
they take
dictation into huge books. St tells the story of 509 in Shou Lung and
the
priest is excited by this and promices to pass the info up the priestly
chain.
Pi tries to contact the thieves guild and finds may of their buildings
have
become abandoned. She findss out htat a concentrated force of city
guards and
noble militia in the hundrads shut them down about 4 weeks ago. Not
there is
little of the guild remaining in the city. Pi finds their hideout in
the Rat
Hills and is spending a considerable amount of time with them to try to
get
her followers.
Pi comes back to the Jade Jug the next day and finds out what everyone
did
the day before. She get her stuff ready to go back out to the Rat
Hills, but
decides to go with the party to Aurora's catelog shop and buy some
mundane
items. Time Stop after leaving Aurora's.
7/19/97
They are back at the Jade Jug and talking about what they want to do
next.
We work out how many followers will appear to the party so they know
how much
they need to buy in the city. They get:
These will all be treated as a "Bandit" group in the Monster guide to
determine the number of leaders that will show up along with the 0
level
folks.
Victorex attracts 116 0 level followers
Kilana gets 87 peopls level 0
Stallen attracts 38 followers
Pisheo talks 18 theives into following her out of the Rat Hills.
Gal. got an introduction from Melchor to the Nobleman family,
Hawkwinter. She
and St go to the Hawkwinter Villa to introduce themselves and try to
get an
invite to a party. They meet Raylin Hawkwinter and he sees that they
receive
an invitation to a party a few days hence. The party takes care of
indevidual
business until the day of the party. Pi comes into the city from the
Rat
Hills to attend. They rent a coach and 6 to take them to the party;;
the
first time many have been in such a vehicle.
They get to the party and do a lot of milling around. They are
impressed by
the food and drink and enjoy themselves but are not impressed by most
of the
Nobles they meet. None the less, they do make some important contacts.
They decide to leave the party as it is
quickly seen that they are "on
display" and they don't like this.
Time Stop as they get out of the Villa.
7/25/97
They have left the Nobles Party and are returning to the Jade Jug.
Note: Get them to the Old Monster Shop 146!
They get back to the Jade Jug without incedent using a coach and 6 as
before.
Pi starys the night there.
Next morning they talk to their one-armed hostess about where to go to
get
furnicture. She tells them of Carvers Guild and the Whickerwork guild.
(110) rope bunk beds @ 10gp(2 per day constructed), 20 Fine Bunks @20gp
(1
per day) and 200 std. chests @4gp (4 per day). Total=2300gp will be
done
within 2 months.
Gal. buys a bed carved from a single slice of a redwood tree 8' cube
(2500gp). Finely carved with fauns and faireies in the top of the
canopy 6'
overhead.
Desk 8' long on back, 4' long of sides, cold drawer, warm drawer, light
rocks
in top, (3000gp)
Table and chairs made of natural wood with the bark still on.
Wardrobe with secret bags 2"x6" in the back behind the drawers that run
up
both sides.
Big throne with rearing lion and slave rings in the arms.
Hovee Mauksoun is the one they deal with (Son of Guild leader)
They go to Orsabbas and check out the imported goods from Calimshan and
further south.
They find a few things and move on.
They get a meal from a street vendor and continue on to a place
recommended
to Krom by Rualathar the Island King. They go to The Splended Order of
Armorers, Locksmiths, and Finesmiths. at 279
They heading off the the Blushing Mermaid looking for the Beholder
Theif
leader.
They have the Ship's Galley meal with the pirate and the 6 slave girls.
Pi. finds where the contact is (in an alley nearby) named Notef
She goes outside while the rest are still at diner.
She meets him and sees that he is one of the Beholders men by the eye
ring on
his finger.
The beholder is recruting, but Pi is not interested. She finds out how
to
contact Notif again at the Mermaid.
They return to the Jade Jug late that day
The next day, they are looking for a way to feed all the followers.
They talk
about farming and what it would take.
They find the Order of Farmer/Grociers and buy seed grain at 10gp per
50lb
grain which wil cover 1 acre.
That acre will grow 10,000 lbs of food (one grain will grow 200 more,
200x50
lbs per acre)
They need 180000 pounds of food per year. They will need to plant 1000
lbs of
seed which costs them 200gp.
They return to the Jade Jug.
7/26/97
She was to go to the Mages guild the second day she was in the city.
This is
about 2 wks before tonights game, but she has been patient about doing
its.
It is the 3rd day since she was in the city.
She wants to go to the guild and talk to Kappian Fleurmeister.
A group of mages will listen to her in the guild chambers.
She prepares to go to the meeting by adjusting her spell list somewhat
and
takes along a spell "Galranwyns Sticky Fingers" and additional scrolls
and
teleports. Wearing all her magic items and dress to the 9s in her best
mage
outfit. The meeting starts after the midday meal. Gal. walks with
Kagar to
the guild.
No encounter, they reach the guild building. Kagar will wait outside
with the
guild building in view.
Kappian, Mhair and Malchor are there with
Eleifal the Mystic (W12 Evil) Weak, mousy brown hair, ple and a lisp.
Derias Selenborin a high elf mage (w13) an Invoker specialist.
Katrina rolls to find her number of followers and comes up with 40
total.
They go to talk business with Benit Hillgauntlet; Nobles who are
military
mercinary providers and outfitters.
They send word to Belick to arrange a meeting with the party.
They get a meeting a day later where they are treated like customers in
a
very efficient way.
The party uses the carrage to get to the meeting.
They are introduced to Leutenant Mokiner Horserider. He is very good at
what
he does and is willing to discuss with them what
they have in mind and how they will work it out. Kadre and bivowak and
soldiery and weapons.
They explaine that they are building a school and fortification on the
fronteer and are about to grow rapidly.
They find a few things and move on.
Balugis o'Yeclept Master mage who charges the wand of fireballs for
22Kgp.
7/28/97
Gal spends time with the Mages Guild Celebrating.
8/2/97
Gal and Krom shop
The rest of the party arrives and they are off to Balthor's one more
time..
Stallen and Katrina is preaching in the street and in the inns and
bards
collage. - "Fell like your lifes in a rut need some adventure Im
looking for
a few good men to follow me for treasure and adventure."
Vict. goes to the plyntha and preach for followers.
Pi. is going out to the Rat Hills to convince theves to go with her.
St. and Kat. go to the Bards school. St. jumps on the stage and begins
talking.
They play for hours. A drumnmer comes up and help them out. They lead a
conga
line to the warehouse where they are going to wait until 509 is ready
to go.
The party members come by for training and greeting them.
The leader of this troop is Hoopi Gloopta Sgt at arms..
Vict goes to the temple fo bob in the plynth and talks the priesxt to
go down
to the outside of the plynth and preach.
Vict attracts a number of followers (80) and tells them to gou out and
btring
more followers back.
The Sgt. Digety boogh takes over the training of the men.
Pi. is out with the remains of the Theives Guild in the Rat Hills.
Pi selects several of the most likely theives and asks them to meet her
out
by the old dead tree. She makes them a pitch to come out the HOS.
They spend the remainder of the time till the ship comes hanging out at
the
inn or helping get the followers together.
The ship arrives and they go to the dock in a goup to meet it.
cHICK AND HANTO TALK ABOUT THEIR ADVENTURES.
Phantoozie brings them presents : Powder of Shrieker Growth, 4 Oil of
slip, 2
Healing, 2 Rainbow Hue, Poly Self,
Francous is new cook and he is conceated and arogent.
Phanto tells them of the sacked castle where the furnicture came from.
They
spend the night there and begin loading things that morning
They have travleing with them 40,38, 116, 18, 87
Time stop 4 wks after getting back to the School. All the followers
have
arrived and they are getting organized!
8/16/97
1 Week - Vict. takes one of the buildings in the school and gets his
men
stettled in.
The party set many of their followers to clearing the land in
preperation for
the next years crop.
10 men working for a week may clear 1 hex on the white map.
Vict. sets up a forge, sends out hunters and trappers,
1/3 Working on the temple
Elemental is summond and clears 60 sq yards. (180x180) or
3240'x10'x10'
down to the temple on the 6th level (see player map by Pisheo!)
Timber has been helping find tree to clear, Help finding where they
should be
clearing the land Sings his song.
Pi. sets her guys working on the 3rd level, first setting up the cave
as a
rap and rappel area and getting it set up as a school.
Gal. spell writing in her spellbook for 3 weeks and the last week Takes
the
Statue of Mystra from the 6th level and brings it up to the surface and
takes
it to her tower in her study.
Stallen is getting fighters trained, and finding a place for them to
have and
starting construction by cutting logs and putting up log cabins. They
are
staying in the sholl buildings. In the month they find trees,
trim them,
de-bark them, drag them back to the outside of the school wall where
they
will be built. They get enough wood to build 1 - 5 plex building.
Day 1 for seeing - no
next day 2- no
next day 3 - sees something, but looses it.
The watchers get back to the rest of the troop.
The men spread out at 3:00 and will begin the attack at 3:30.
It was a fine, warm late summer evening. All the people in the tiny
village
of Katina slept soundly after their day's labor, unspecting that they
would
soon be the target of a vicious, unprovoked surprise attack by the
largest
band of Orks seen in this area for decades. Of all the people in the
vile,
only two small patrols of militia were awake that night. They rode
slowly
through the town on their horses. They fought their boredom by
gossiping
about the events of the day, debating the charms of the villages
young women
and talking of all the things they would do when their tour of duty was
over
and they could return to their companies in Waterdeep. They had no idea
that
they and the town had been observed for days by shadowy figures.
The Heros of Local 509 slept soundly too. It was a busy time for
them as
well. The huge influx of people who followed them to the frontier
village had
presented them with logistic problems the like of which they were ill
prepared to deal with. They had spent the day overseeing the labors of
those
followers and the workmen rushing to complete the construction of the
walled
bailey they refered to as "The School". Although the wall had been
completed
two weeks before, construction continued on several of the buildings
inside
and two of the small towers.
A small contingent of grumbling followers patrolled the walls. They
spent
more time looking at the construction of the buildings inside than they
did
watching for movement outside them. Tired from their day's training in
the
ways of war, they complained of the bumps and bruses they had received.
They
barely know how to draw the swords the carried ackwardly. And they were
the
lucky ones who had received one of the few weapons produced by the
newly
construced forge. Weapon making had been a low priority for the school
compared to completing its construction before the colds winds and
rains of
fall began.
The frst sign that this night was to be different han the thousands
of
similar night that had come before was the deep sound of war drums.
Placed
some distance from the village, their sound seemed to fill the air with
their
booming. It was impossible to tell the direction the sound came from;
it seemed to come from everywhere.
The militia reigned in their horses and listened trying to determine
what the
sound was and where it came from. The followers on the walls of The
School
asked each other what it was and men began running between the widely
spread
groups trying to find someone who could answer the question.A few of
the
people in their homes were awakened, but those were mostly childeren.
Frightened, they got up and ran to wake their parents. And so, slowly
the
word that something untoward was begining.
They attack in 2 waves with the 3rd wave held in reserve until the
drums
begin double time.
The party wakes up in 2 to 4 rounds, except for Gal who wakes up in the
5th.
Families are escaping, double baring the doors and guarding, some of
the
adventurous head out to help.
Building R (with 1 dwarf in it) is burned; farm 9 is burning.
8/23/97
The battle of Katina continues
Game begins 5 min. after the attack began. The townspeople are roused,
and
they are all reacting to the attack in different ways. The party is
just
leaving the Inn, the followers are waiting for commands from the
superiors,
the remainder of the orks are being held in reserve, the ship has not
been
allerted and lies 1/2 mile (10 min) away.
The battle continues...
Round 7 Orks at school, fort appear
Round 8 Battle going against Orks, PC&NPC continue to leave school
9/5/97
Battle continues
9/13/97
It's the 22nd of Marpenoth, and they are on the Ork trail!
Cindy (Katrina) gets 200 exp for duplicating the map of the 3 and 4th
level
of the HOS dungeon.
Timber joins back up with Bilibong and the rest of the party tells all.
Time Stop when the Advance party and the Orks make their camp for the
night.
They are speaking the morning the 4th day out of the village of Katina.
The
Orks are moving 15 mi per day, so the party is keeping up twith them
easily
on their horses.
They continue to follow the party of Orks at a safe distance. They will
continue on until the army catches up or something else comes.
The destination of the Orks (Crumbling Stair) is 90 miles east of
Katina, and
95 mi after they start to the NE.
They do 15 mi per days so its a 6 day journey. They are currently 25 mi
E of
Katina and continuing E.
It will take another 4 days.
Last recorded date is the 5th of Eleasias (august) 5days after
Midsummer. Its
been 47 days since then It's the 22nd of Marpenoth.
Day 1 No Enc.
Day 2 Morning Encounter - Injured Ork Gal sees it and sends Krom out to
check
on it. It is whining and pleading (it only speaks ork). Krom
dispatches it.
They have another encounter that night - it is with a wild animal. Wild
Bats
spreading out from the Crumbling stairs.
Day 3 - No encounter.
Day 4 They get to the Hubis Hollow
They come to Hubis Hollow. They see 3 people moving around in the city.
One
is a young girl 9 yrs old who is washing clothes in the pool. Karttrina
talks
to her. Deliah is her name.
They go into the Tavern and talk to the wotn people. They ask about
what the
pray is doing there and tell them about the mink. A selection of pelts
and
items is put up for sale. Hats and muffs. Pelts 200gp each and the hat
is 250
gp and the muff is 400gp. 20% discount in pelts more than 20.
They leave the Village and see the Crumbling Stair just at sundown.
That night the Orks are having a "Pecking Order" meeting with a huge
bonfire
made of furnishing from the castlel
Krom, Kat. , Gal. head out toward the ruin at 10:00 in the dark.
infravisionx2,armorx2, invisibility,
There are 4 guard orks hidden in the ruins. They will give alert and
will not
attack.
They get to the ruin and circumlocute it going clockwise. They arrive
back at
their starting place and listen to the orks in their shakedown.
200 orks are in the ruins. Gal sends a wizard eye and sees the
battleing for
position by the tribal leaders.
Gal. wants to climb up to the top of the rubble and cast a wall of fire
on
the croud below.
Kat goes with her to cast wall of fog.
They get to the top undetected and begin casting their spells.
Rnd 1 Fire Wall spell - 5 to 8 HP damage
Rnd 2 Fire Wall - 8 to 5 4 and wall of fog.
They get to the bridge and run across.
The orks try to dump them off the bridge and fail. Krom throws one of
the
logs in the moat
They get back to the party safely and advise them to leave their
current camp
toi a spot further away.
9/20/97
Another small adventure. Cindy, Dale and Lisa are playing Timber,
Pisheo and
Bilibong the Druid.
They are on the trail of the orks as they run toward the Crumbling
Stair. Th
day before, they killed 11 and wounded 4 using giant ants.
They continue to follow the orks, keeping them in sight.
They talk about what to do for the night. They decide to go back to the
rest
of the party and tell them what the orks have been doing during the
day.
There are no encounters.
Timber finds a big beetle and he saves it to use on the orks tomorrow.
They
search around for another beetle and find one (15%!)
They get up easrly the next morning and change into gflying forms to
quickly
(3.5 hours) catch up with the fleeing orks.
They cast spikesx2,, on sides of hill, entangles inbetween the trees,
snair
behind one tree.while they wait at the end of the undergrought with the
beetles. And here come the orks!
They cast their enlarge insect on the beetles
They stop harassing the orks, and follow them until they get to the
Crumbling
stair. They find the party in Hubis Hollow and let them know what is
going
on.
When Gal, Kat and Kroim go off to do recon on the castle, the rest set
up a
campo and go to sleep.
They move the camp when they return from recon and continue to talk
about
what they will do. They talk about letting the army know where the Orks
are.
Bilibong leaves to find the army, They continue to talk about what
there are
doing at daybreak.
Timber changes into a bird and files off to the castle; Stallen files
off
with him.
Flying for 2hrs to recon. They find some stuff.
Gal, Stallen go toward the courtyard.
Timber as wolf goes to E. side.
Katrina, Krom and Vict. (invisible) goes to watch the front of the
castle
where the arch is
Pi goes invisible sneaking around. She doesn't see anything.
A group of orks leaves (35) and Kat, Krom, and Vict. follow them until
they
are 3/4 mile from the castle and attack. They kill more than half of
the
orks, but 2 get back to the castle to warn the rest. They all decide
that the
castle is a dangerous area, and they were going to go their olwn way
anyhow
now that the cleric is no longer exerting his influence. Finding that
the day
is too dangerous, they move out under cover of darkness in early
evening.
The party regroups at camp and spend the evening trying to figure what
to do.
They wake up the next morning, and head back to the castle to watch.
They
don't see any orks. Stallen invisible goes inside the courtyard and
son't see
any orks. He checks out the archway. Makes people unable to kill
anything if
they fail their save when going through the arch.
He also checks out the inside of the courtyard. Stallen climbs the wall
and
plays his harp to tell the rest of the party that the orks are gone.
At 1:00 in afternoon they re-group outside the moat and discuss what to
do
now the orks are gone. They all agree that Morticity will be pissed off
when
he founds out they are not bottled up.
Gal wants to go inside the courtyard. Stalen says it's safe. They head
in.
10/4/97
Stallen is leader. Cindy is mapper. 28th of Marpenoth. At 1:00 in
afternoon
they re-group outside the moat and discuss what to do now the orks are
gone.
They all agree that Morticity will be pissed off when he founds out
they are
not bottled up.
TTT Gal wants to go inside the courtyard. Stalen says it's safe. They
head
in.
They go in through the double doors. They go down the corredor to the
first
door in the N. (rm 33).
TT They search the room.
They cotinue to investigate the ruiened buildings.
10/11/97
Time stop with them in Rm 37. 26 rounds since entering (~4.5 hrs - 5:30
in
evening)
The sun will be going down in 1 hour 20min
T Tim. examines bones for type (ork, human, animal), St. goes up the
stairs
to where he can see the next floor.
Encounter at the top of the stairs. Crab spider. They don't go up
They go to do in W of room and open it into the Armory room
TT They map the room and check out the middle too.
T They go to door in E. to bedroom 41. Opening the door.
Krom, Gal. and Pi look through the arch. Rand Enc. - Giant
Termite/Soldier
T Dro drags body away to light it on fire. Krom ring of clean, Gal does
clean
cantrip on all. Take Termite parts
TTT They get termite spit htat does 1d8 in 5' and 1d4 in 10' per potion
bottle worth.
T They look at the harl of arches - Go to 42
T Searcing 42 find crysatl ball
T Back into 41
TTT Open door to 39 and search
T They go back to the tower. Att. Rnd. Encounter 4 Bodolare Spiders
hiding on
ceiling
10/18/97
TTT Open door to 39 and search
T They go back to the tower. Att. Rnd. Encounter 4 Bodolare Spiders
hiding on
ceiling
Time Stop at the end of the battle.
T They discuss wethyer to go out of the dungeon or not. (No Enc.)
They go up the stairs. Into 2nd Lev. Rm 34 (No Enc.,)
TT They search around and map.
T They head up to the 3rd level (Rm 13) They quickly search and go to
the
door in the W. (No Enc)
T They are mapping and searching Rm 20
T They check it out and then go to the door leading to the stairs to
the 4th
level.
T They go N to room 10 and open the door
Open the door Enc. Rock will fall on the first person going through the
door.
SV vs dex -2 to jump back or take 2d4 dam.
T St. saves against the stone falling from the 4th level.
They go backj into the20 and talk/
TT They go to Rm 18 and search the on to 17. (No Enc.,)
They go back to the door to 10 and open it up again.
TTT They look at the stairs They clear the stairway.
T They get top the top floor and see the nest. The treasure is 12 PP.
TTT They all go put to the next level and search around (No Enc.)
T Stalelen searches the "pearch"; the section of the roof to the 4th
level
that wtill retains part of the old crenilations. This is where the Roc
pearched on nice days.
T They go back inside the 3rd level room (20) and talk about where to
go
next.
They go down stairs into the Armory. and then dopwn to the gournd
floor.
T They go to Rm 39 and prepare for sleep
T. They plan to rest here for the night (10 hours) Enc. at 9 hours with
spitting spiders. They will wait outside the door for something they
smell
inside comes out.
Day 2
They sleep 9 hours and then spend time memorizing spells and stuff.
Encounter 4 spitting spiders
T Stallen goes up the stairs in wraith form.
The party goes up the stairs.
12 Crab Spiders in web at entrance to 2-31. The party goers into the
web,
cutting it carefully.
Crab Spiders
TTT They are searching the room. They find the shrine and the pedistal.
After searching the room, they are getting ready to move on.
10/25/97
Dromar is leader, Pisheo is mapper. Time stop in Rm 2-31 at 10:10 in
the
morning of the second day in the ruins.
They searched the room & they found the shrine and the pedistal.
T They go through the door to the E. and walk in Setting off the gas
trap. no
one fails.
T They back out close the door, and wait for the gas to dissapate.
T They decide to open the N. door and look in. Timber casts Find Traps
and
see none
They go back to the E. door and open it. No traps seen they enter.
T They map and search in Rm 32.
They leave and go back to Rm 30.
T They go in to Rm 30. Search and map
Rnd Enc. Attracted Monster Spitting Spiders
4 Spitting
A 13
B 14
-9 Pi - 10
Kat
-6 Kat -7 Gal
-11 Gal
They return to the S. to Rm 29
T They Open and stallen sees the chest. He runs in, graps a chair and
throws
it at the chest.
T Katrina uses a knock to take the lock off. St. opens it. Trap goes
off.
T They take everything out of the chest and search the rest of the
stuff in
the room. The chairs are woth 50gp, but there are only 2 intact .
T They appraise the stuff in the chest.
T They go on to RM 28 and listen successfully
They hear the wind but the spiders arent making noise then. They get
ready,
light a torch and open
T They move into the room and find the wardrobe that folds out into a
small
magical workshop.
T They find and dispell the magical trap.
11/8/97
They go on to RM 28 and listen successfully. T They search it and find
lots
of stuff. Time stop (in rm for 1 hr)
Game Begins with an encounter. Jumping Spiders. They were attracted by
the
noise and will weait until they get out into the corredor leaving the
room.
They will wait util the party is not entirely there.
They leave and go to 24. Spiders attack
12 Spiders 2+2 HD
The rest of the spiders flee down to S. and will wait until the party is
smaller.
TTT They are searching the statue and alter.
They take the statue down and then put it into the bag o0f holding.
They open
one of the coffins and find the metal capsule inside. They open t and
find
the stuff inside. It is a stasus capsule. None of them are functioning
properly and only one occupant (5) is alive. He will die in 3 min of
opening
stasus field.
They move on to Room 27
11/22/97
Timber is leader, Pi. is mapper
It is a stasus capsule. None of them are functioning properly and only
one
occupant (5) is alive. He will die in 3 min of opening stasus field.
They move on to Room 27-Level +2 in ruins.
They go downstairs to Rm 37 and then out to the open courtyard.
They are breathing fresh air and looking at the seaguls that are on top
of
the rubble.
They leave a message (druid) over a scroll tube which contains the
note. This
leaves instructions to the soldiers who will follow in case they can't
get
out in the 2 days that remain until the army arrives.
The archway that glows green in inscribed with "Blessing of all gods to
all
who pass this way in peace".
They are stainding in front of the archway down to the dungeon. They are
discussing how to pass without going through the arch.
Victorex casts dimensional folding .
Timber csast bat sence and Stallen uses his light rock.
They go down to where the slime begins (70'). They look down the stairs.
After Stallen falls while going down by himself, they put pitons in the
wall
and tie a knotted rope to it. They use this to let themselves down.
Thus, if
they fall, they dont fall far (1d4 Hp per fall, check every 20')
Gal., Vict., Timber use a levitate to get them edown the stairs, the
rest use
the rope.
They get to the 50' (400') from the bottom point and look.
T They see something, but lose initiative and don't get much clue. Gal
casts
W. Eye and sends it into the room.
T They see the roaches sitting out of the light. They roll a light rock
into
the room and see them quickly moving out of the way of the light.
TT The move over to the column and examine it. They are standing 20's.
of the
bridge.
TT They move around the room mapping and end up atht e SW corner of the
room.
Rand. Enc. with Valuable Roach
R none
They let it go by.
They go to room 28
T Searching 28
Attrackted Monster Enc. Roach hordes.
R B. Hands 8 die Pi-1,G.-1,K-2
R Glasses
TT They try to communicate with them. The roaches stand on the rotting
ticking of the cushions and rub their mandibles together for 10 min.
Then
they eat some of it and begin to mill around when they are full.
T Matress searched
They leave the room. The roaches stream into 28 to eat. They close the
door
on them!
Time stop outside room 28.
11/29/97
They leave the room 28. The roaches stream into 28 to eat. They close
the
door on them!
They walk up the cooredor 29 to the big room (21). Time stop just
outside the
opening.
T They go to Rm 30 and open the door. They start walkking down the
corredore
to the door in the south
T They stop and turn around because of the smell
TT They go into 21again, and cast det. Magic. They go around the room c.
clockwise. They see magic in 26 only (the rune of protection over the
bookcases on W wall).
T They go to 19 and easily see the tan valuable roaches in the room.
Everyone
hides and Dromar firsts casts Ice Bolt, then Fireball into the room. 36
roaches+25 Roaches of 145 roaches. 26 - Dromar
T The roaches start streaming in! They shut the doors, but 50+ get in
and
start rubbing themselves on the grease covered surfaces. They call more.
T They leave.
T Go to 26 and open the door
TTT They search the desks; investigate the magic protection of the rune
in
the bookcases, capture a couple of organic roaches and throw one into
the
protection over the bookcases.
H They search the books, cast light spells on the ceiling over the
darkness
door, take out some interesting books.
TTT The do l. lore on books and the stuff they found in 19.
Gal. casts Room of Seclusion.
They will stay for at least 10 hours and use the time to read the books
and
study stuff.
11/30/97
They are in the Room of Seclusion talking about what the books told
them.
Data Loss! Somehow the record from the first part of the game got lost.
They
have been through rooms 32, 22, 23, 25, 19, 17, 8, 9, 7, 12, 17
Time stop for dinner (turkey!! Great Stuff!)
They are in room 21, Dromar is looking at room 15, others looked in rm
16 and
they are waiting for dromar to complete a hole in the "sandstone" of 15.
TTT He makes a hole as deep as his l. sword and finds nothing. Pi looks
in rm
16 and finds nothing except the door to 15
T The party moves into Rm 16 and they try to open the door to 15
They leave 16 and walk around mapping to rm 6.
They open the door, then rush in when they see it's undisturbed
TT They search the room and find nothing.
T They leave and walk and map around room 4. They look inside, but
don't go
in as it's empty
They wal up toward Rm 2 and look inside. They see the defending bugs
and cast
a Det. Magic
T They go toward the magical opening down to L. 2 (the levitating plug
of
stone that covers the 5' wide hole leading down.
T They find how to activate the plug (they see the "Approach Slowly"
sign)
T They check out the pool and search the room (they don't spot the water
bugs)
T They search the stairs down and then head out.
TT They get to Level 2 Rm 6. (The roaches scatter when they see the
light
coming. Their pheromnes allert the Outcasts. They will investigate in
2d4
rounds for 5 rounds after arriving in Rm 6
They map the room then the Praying Mantis B.Beasts attack
They flee up to the 1st level again except Stallen who stays below. He
plunges into the water when he hears "fire in the hole".
The F. Ball goes off and he soon comes up and out.
The Wise roaches are guarding at the W. Archway. He casts toungues and
listens to them speak intellegently.
Invisible with a darklight spell going, he speaks with them.
They send off the the Wise roach who comes in on the backs of 4 other
roaches. He tells st. that he requires "signs of rank" before they will
not
attack them.
After a turn St. rejoins the party
They discuss whAT they will do next
Rand., Enc. Glue Spitter Roach - Dro shoots at it and misses. Stallen
befriends it and learns how to "milk" it for the glue.
They go S and look into Room 2. Dromar wants to F. Ball it!
T The party stands off and he lets go
He kills most of the, but many survivors head out of the room toward
him.
He casts another F. Ball and he is caught in the area of effect (9pts
dam).
T He walks into Rm 2 and sees more roaches. He uses his ram ring to
clear the
way before him.
TT The rest of the party follows him into the room. They search the
mounds of
roach droppings.
Gal. sends a W. Eye down the main hole to see the larva and eggs with
the 18"
long brood mother presiding over the eggs.
TTT They leave this room through the N. and map the area beyond.
They go inside Rm 5 and map and search.
Rnd Enc. with dust roaches who drop off a load of dust.
TT They continue searching the room in the S. wall for S. doors
TT They make their way to Rm 6 and search for S. Doors not finding any.
TT Down to corredore 29 to the 2nd door to the s. on the W. wall Rm 34
T They search the bunks and the cabinets and find a few coins, lots of
trash
and a tin cup.
TT Find a semi-intact infantry uniofrm.
Time Stop in Rm 34
12/6/97
Down to corredore 29 to the 2nd door to the s. on the W. wall Rm 34.
Find a
semi-intact infantry uniofrm.
Time Stop in Rm 34 at 4 in afternoon.
They talk about what they want to do now they have found the uniform.
TT Gal casts Mending on the Uniform coat they found and it is intact
except
for it's mottled color.Puts it in her Backpack.
T They go down to rm 35. They see the bugs running away. They light a
bullseye lantern. And look around.
53 Vermin roaches attack (92 more are in the room).
the party flees after killin many.
TT They discuss what they want to do while they are in Rm 21. Healing
and
stuff.
T They go back to the roach room. They all go in.
T They look inside Room 38 and see the roach lavia.
T They go back up to 29 corredore.
T They plan how to wipe them out. Timber will have bad dreams about this
episode. If he participates in the effort, he will suffer a loss of his
highest level spells for a month.
They go down 30 to 35 and open the door.
T Dromar casts 2 fireballs into the room to kill roaches.
The spells around the gate door react against the F. Ball and hits
dromar
with a Ray of Enf. which he saves against.
T They search the rubble of the male nest and find nothing.
T They look into Rm 38 and see the roaches have herded the larva to the
SW
corner and are guarding them.
T Gal. does Det. Magic And walks around the room.
T Stallen goes etherial and investigates the door.
T They talk about getting the big blocks of stone.
T They head up to Rm 17 They are making camp that night. They rest
until 6:00
the next morning. (The army will aririve at 2:30).
They get up and go to Rm 20
Stallen stays behind in Rm 17.
He goes back to the Library room and casts wraith self and slips under
the
door.,
He is caught by the contingency spell and pulled into the room. He
arrives in
the room, searches it and finds no exits. The only choice is to go
through
the gate and he ends up in Condom Tower. He stops there to consider the
fact
that he is a free man.
T In rm 20 they see that the dozen roaches have not done any percevable
damage to the stuff in the room.
TT They are spelling the casks to mend them. Krom and Timber grab one
and
Vict. casts dimension folding
TTT They get outside of the archway into the crumbling stair.
TTT They set up a camp in the courtyard of the castle.
T Pi, Vict, Kat,krom go up inside the ruins.
Dromar summons his pahntom steed and heads toward the school.
They go up to the second laevel
T Encounter Giant Termites. They attack!
They surprise! - Krom blind for a turn!
The sighted ones grab the blinded ones and go out of the building.
They make camp in the courtyard again.
They look around. They wait until the army arrives at 2:30 Time stop
12/13/07