Book-keeping Notes, Session 144 (2/22/17):

Book-keeping Notes, Session 144 (2/22/17):

– We left off at 6AM on the third day of the Great Fair / Council of Marks / Kalena’Khel, with the party breaking camp after a night somewhere in the Mikhel Peaks northwest of Jagger’s domain. They are following a rough map from the gnome indicating where he previously met with the bronze dragon, Myrientaxus.

– Has Made a New (Leggy) Friend: John “Ronan” Smith, Arachnophiliac

– Having Secret Talks with Sentient Furniture: Thorfus the Would-be Overseer

– Found a Plan B if the World Ends: Chuq, Future Alt-Meidia Pioneer?

– Found a Plan B for Powering his Spaceship: Edan, Future Dark Crystal Master?

– Is that Kottar on the Horizon?: Axel the Dedicated

– Shrugging off Poison with the Power of Twu Wuv: Sturloc the Lucky

– Are they some sort of ‘Odd Couple’?: Jagger and Jasper

#exploration-bookkeeping

Book-keeping Notes, Session 143 (2/15/17):

Book-keeping Notes, Session 143 (2/15/17):

– We will left off at 10:30PM on the first day of the Great Fair / Council of the Marks / Kalena’Khel, with the part returning to their garden guesthouses in Jagger’s compound after feasting and enjoying dwarven theater. The group intends to speak with Sturloc about his experience with the mercenaries, get some rest, and then call on the gnome illusionist again in the morning.

– Holding a Lady’s Hand for a Change (Spider-Lady, but Still): John “Ronan” Smith

– Coincidentally wants to Leave Emilia in the Jungle or Jealousy?: Chuq the Spurned

– Salivating over the Stat Boost More than the Feast: Thorfus the Level-Hungry

– Salivating over the Gnome’s Transpatial Battery: Edan the Knowledge-Hungry

– Still Mostly Salivating over the Feast (and Impressed with the Party’s Dedication to Finding Kottar): Axel the Lizard-Hungry

– Dwarven Apocalypse Clock: Still 00.000.04.15!

#exploration-bookkeeping

Session 143

Session 143

2pm, 1st Day of the Council of the Marks’ Great Fayre

Chuq sends Socrates to surveil the valley, and so, whilst we wait, we take the oppurtunity to scan it ourselves with the spyglass. Little is apparent however, the trees and foliage hiding much, and we can learn nothing. Socrates returns and reports much the same, citing his continued inability to move in further than the valley’s rim.

He also hasn’t had chance to meet up with his spidery friend in the forest, a woman named Emilia. Ronan keeps his eye out for her as we walk however, and at his urging Socrates continues to watch from his perch atop Sturloc’s head.

We throw up a scrap of white cloth on a pole. much as Jagger’s bodyguards did previously, and head down into the valley. It’s roughly a mile straight shot to the tower, lengthened by the switchbacks leading down. At the gatehouse we meet Jagger’s guardsmen. They’re quite happy to see us return, especially with the Thessalhydra’s gland in tow, and allow us the promised freedom of movement throughout Jagger’s land. They warn us of the dangerous creatures within the forest, and urge we stick to the path where his gnomish master’s power can keep us safe.

We move into Jagger’s land, now within the shadows cast by the jungle’s canopy. It’s dark enough in the fading daylight to require needing light, but the path is worn and wide enough for us to walk four abreast. The walk is quiet, with no strange half-human creatures coming to assault us. A while in however, Socrates hops up and pecks at Chuq. The invisible avian has heard something, and claims he can hear Emilia’s voice.

Chuq alerts Ronan to follow him, and the thief quickly passes several questions about the strange woman through to the owl. Apparently, she can speak to the owl, and once lived with a druid and loves animals. Ronan chooses to simply shout out the woman’s name and that we’re the ‘owl’s friends’. He calls for her to approach, but she replies that she doesn’t think she can reach or even see the path, and artifact of Jagger’s magic.

Ronan steps off of the path, betwen the trees. She still cannnot see him however, but from the shouts it seems she’s a ways off. Ronan steps forward but after ten feet he completely disappears in the eyes of the rest of the party. The instant he talks however, Emilia responds from extremely close, and Ronan looks up to see a naked woman with the bottom half of a spider.

He explains a little to her about Socrates. Axel’s shouts eventually reach him, so he tries having Emilia follow him as he backs up, retracing his previous steps. There’s another sudden transition as she disappears to his eyes and the rest of the party sees him return. Then he returns to Emilia again. She isn’t friendly with any other entity in the forest, and doesn’t even know Jagger. After a little bit of experimentation, he is able to bring her through by holding onto the hand.

The spiderwoman responds to the sudden company by timidly trying to hide her lower body. Chuq steps forward in a friendly fashion, asking several questions and introducing ourselves. She remembers the time before, her house and husband, Canis. She was taken whilst out gathering food and brought north, though any other memories are gone until she found herself in the forest. She is unaware she is even still on Curmidden, and reveals that other victims like her are vastly more animalistic and dangerous. Leaving seems impossible, as the otherside of the valley seems to be endless jungle.

We offer her Axel’s spare cloak to cover her modesty better, which she gleefully accepts. Latching onto the name Canis, they ask a little more about her life, but refrain from revealing we know him. For the time, we tell her we must leave her in the jungle whilst we continue onto Jagger, and with luck we can retrieve her on our exit. We leave her with Ronan’s dagger and mark the spot where we met her.

The rest of the journey is uneventful as we count paces to measure the distance, roughly 1200 in total and perhaps little more than a half mile. Eventually we come up to a rather large curtain wall with numerous towers, perhaps octagonal in shape. Behind it are the sounds of settlement, people and animals. In the centre of it all is what must be Jagger’s tower, a collection of five small spires around a central taller one. As we approach, the gates begin to open, revealing a small welcoming party of mercenaries.

The path beyond the gate leads directly to the doors of the tower itself, moving between numerous buildings. Everything within is decorated with garlands and other festival-like things, and several other people we can see are drinking and revelling.

One of the mercenaries, Philipot, greets us jovially no behalf of ‘Master Jagger’, extending thanks for our slaying of the monster, and invites us in, leading us to our rooms before our dinner with the Master. We are led to the right, to a set of rooms near the gardens, witnessing forges and preparations for a great feast along the way. We are also invited to join the master within the theatre, where some entertainment is to be put on for a party from Xenilum’Khel, some actors and scholars from Barada Khel. Thorfus and Axel recognise that as one of the most prestigious groups from home, performing clans way above either of thier family’s stations.

The whole thing seems odd in Axel’s eyes, at least by what we know of the Jagger by legend, and if the looks and actions of the rest of the party were any indication, they felt that way too. Chuq’s mental probe doesn’t seem to turn up anything out of the ordinary however.

Still, the seem willing to house, feed, bathe, and even clothe those of us they can, and hand over the keys to some small rooms in the garden area, which are overlooked by a balcony and large window some four stories up the central tower. After this, the man leaves, with several doting servants turning up to bring hot water.

At our request, whilst waiting for Philipot to return to lead us to Jagger, a troop arrives with platters of food and drink to our lodgings for our hirelings. The group is made up of another group of mercernaries that will be heading out to collect supplies from the river in the morning, who wish to thank us for making safe their route through the jungle. Rona gifts the leader one of the scales, and we promise to tell them the story over drinks. Apparently the supplies come from one of Vargen’s guilds, with no effect from the Midmark embargo thus far.

We leave the broochy-talky with Sturloc and depart with instuctions for Sturloc to dig into the obvious affluence of the settlement. Hopefully the flowing drinks and revellry will be enough to loosen a few tongues.

After what is obviously a show-off tour of the community, we are brought back to the doors to the tower where Philipot leaves us in the hands of a houseservant. Edan notes wards upon the walls, some unfamiliar, but many obviously defensive. As we step through the door, some booming voice announces our names, except for those three wearing ESP=blocking jewellry, Chuq’s name being followed by an odd pause however.

The corridor beyond is guarded with arrowslits and decorated with statues of a gnomish spellcaster of somekind. The outstetched arms of two arch the path, above which the ceiling is decorated with an animated mural depicted scenes of battle and the creation of a tower, images of a gnome prominent amongst them, notably once manipulating a double helix. Clearing his throat, a small man announces himself as Wymark, and that he will lead us to the master.

Passing beneath the statues causes our magical equipment to glow momentarily, clearly being detected. When Axel steps through however, a gong sounds, Wymark telling him that it is responding to poison he is carrying. At the hoseservants request, the dwarf leaves behind his paralysis poison and drow-crafted bolts.

We’re led upstairs, passed several more mercenaries and into a large dining room, already occupied by an large number of finely dressed dwarfs. On entering, another small fellow stands up, fingers encrusted with rings and amazingly sporting a small lavender stone circling his head. He greets us and welcomes us to his home. Jagger.

He questions if we’d ever been to Xen’Khel, asking after if we knew Idony and requesting us to tell the story of a battle with the Thessalhydra. One of the dwarfs strikes up conversation with Axel and Thorfus, asking about our families. We are evasive, but he recognises Thorfus’ clan name, and tells us that the clan the Ironhands had supplanted, Vogelsange, brought slanderous accusations against them that caused Ironhand to be demoted again.

The feast begins, rich and plentiful. Several dishes have quite clearly come from larger than normal creatures, including what was apparently a giant lizard. Jagger and Edan briefly discuss magic, the gnome even offering access to his library.

On regaling our tale of killing the Thessalhydra, Jagger is quick to ask after hiring us. He mentions ‘cloning’, that on the otherside of the Mikhel Peaks, there is a tribe of ‘facestealers’ who supposedly capture and kill travellers, before using some method to recreate the slain and use them for their own means. He wonders if it is some leftover Dwarven technology, and is interested in use of it himself, that it could be of benefit to all. It seems he would pay well for confirmation and evidence of such, and ideally retrieval of whatever means these clones are created. Aside from that, he is interested in news from the south, which we provide a little of.

Eventually, he asks why we were here at all, wondering if we perhaps had a message from Idony. Chuq reveals we are looking for lost companion, the elderly wizard Finkleshmear, but Jagger knows nothing of him. The conversation gets turned to riches, and Jagger reveals it took ‘a dragonhoard or two’ to build is current affluence. When Chuq presses on the subject of dragons, he says he has a dragon neighbour, and even saw Myrientaxus flying above just yesterday, returning to his lair from near an old mine.

Jagger also warns us off of heading west, to Glavnone. He had let through an army of Islanders that caused some trouble with the giants there some weeks ago.

Ronan asks about the land between the tower and the outer gatehouse, which Jagger says is both a safey buffer and game preserve, to give jungle creatures a free-reign. Chuq presses a little on bioforging, and Jagger reveals that he learned from Information Cubes, alongside a machine he liberated from a rebellion, and has been practicing the art for nearly thirty years. He does reveal that bioforging is not without risk, and any boon can have tradeoffs, up to and including death in some cases. He is also able to remove changes, though with similar risks. Dwarves seemingly have some greater resistance to ill-effects however.

Edan naturally latches onto the fact that Jagger must be powering the machine somehow, which the gnome replies cagily to, although it seems he has some recepticle to channel magical power into energy.

Whilst we wait for the play to begin, Ronan broaches the subject of Emilia to Jagger. The gnome posits some excuses of impaired-judgement and extenuating circumstances, but seems intruiged and willing to restore her. It seems that he thought her a lost cause, but aware of who we are talking about and genuinely surprised she has regained her mind. The hybridisation experiment was one of going beyond natural species limitations, and arachnids was the test Emilia was a part of.

We watch the show put on by Barada Khel in Jagger’s private theatre, after having being led through an expansive, clearly magically enlarged library which is one of five, and a gallery of animated statues. The play is full of exaggeration and speculative facts, but enjoyable and educational nonetheless. The title is Kalena’Khel, or Fortress Days, and is divided into two parts:

Part One: Ancient Dwarven Engineers finish construction of the Crystal Tower, contacting Xen’Teler who commands them to conquer the world. There is debate in the Conclave, but the god’s command is accepted. Warriors, led by Marshals and Magi, sweep across the world with their mechanical abominations and defeat all resistance within a year. Once all opposition is crushed, a week-long thanksgiving celebration honoring Xen’Teler is instituted to mark this total victory on a yearly basis and remind the dwarves’ subjects of their place.

Part Two: The Ancient Dwarves fall into debauchery and mysticism, treating their subjects terribly and angering Xen’Teler. The god inspires the leaders of the rebellion to strike during the celebration and destroy the Crystal Tower, after which the empire quickly crumbles. The victorious rebels claim the holiday to remember their great victory; the dwarves continue to celebrate it to remember their hubris and praise Xen’Teler for teaching them humility.

After this, we can retire to our lodgings in good spirits, with Jagger promising Edan can come see his bioforging equipment in the morning. He seems genuinely thankful for our presence, and detours our exit to another statue gallery which sing the songs of famour singers, harmonising with each other. Ronan presses after further magical items that could be rewarded to us, of which Jagger reportedly had large number, incluing weapons, armour and even Bracers of Defence and a set of Enchanted Elfin Chain.

We decide to return tomorrow to finish discussion of rewards and see the machinery.

Book-keeping Notes, Session 142 (2/8/17):

Book-keeping Notes, Session 142 (2/8/17):

– We will start at 2:00PM on the 1st day of the Great Fair/Council of the Marks with the party resting on the hillcrest overlooking Jagger’s valley and tower after killing the Thesselhydra and recovering its acid gland.

– A Trappist Monk?: Chuq “Heart of Darkness” Nourris

– A Regular Zeus: Edan, Wielder of Lightning

– Extremely Springy: Axel, Metal Dwarf

– Expert Hydra Dresser: John “Ronan” Smith

– Salivating over Extra-Strength: Thorfus

– Shouldn’t have Threatened that Adamantium Tower: Teddy the Thesselhydra

– Dwarven Apocalypse Clock: 00.000.04.15!

#exploration-bookkeeping

Treasure Gained, Session 142 (2/8/17)

Treasure Gained, Session 142 (2/8/17)

– 3150GP

– Wrought Gold Chain (Broken)

– Thesselhydra Acid/Poison Gland

– Scales collected by Ronan

GP/XP PC Shares: 630*

#treasure-gained

* Bellisente and Lambertus should be given their shares from Edan and Axel’s splits respectively as per their agreements.

session 142

session 142

Session 142 – 29th of Tanrilden

00,000.04.16

Reaching the Top of Jagger’s Valley, the party discusses. their options. when they notice a group of riders appear from the Gate of the Tower Below.

Approx 15 men on horseback.

Axel using the spyglass sees they are both colonials and islanders,and the leader carries a spear with a white cloth on the end,a universal sign of truce.

As the riders make their approach up the winding trail through the jungle.

the keepers debate action. do we fight or do we parlay? Thorfus suggests we see what they want, and Ronan, suggests taking a defensive stance.

Thorfus steps forward with Ronan and Axel. with the spear men backing them up. the archers make a flanking stance to either side of the rough rocky trail.

Chuq and Edan move up into a stealth position,ready to strike or read the minds of the riders.

The riders approach stopping 50 feet from the party. the Leader a well defined Muscular man Calls out.

May i approach?

Thorfus agrees and the Lead rider moves forward.

with a commanding voice states their intentions.

“The Master of this Domain, Jagger the Hero of Zardan, has spied your trespass on his lands. He recognizes from your armaments and bearing that you are worthy adventurers and believes your mistake can be forgiven – indeed, that a beneficial arrangement can be reached. There is a terrible creature preying on his servants, a hydra of some sort; track this creature, destroy it, and recover its poison bladder. In exchange, Jagger offers freedom of movement through his lands and a boon either magical or scientific of your choice. Know that Jagger is Master of more than land, but also Magic and the ancient art of BioForging. He can reward you with items of power or even re-knit your very sinews to impart greater strength, stamina, or dexterity. If you are not swayed by this offer, our master asks that you depart his lands at once; if the offer pleases you, the path to his tower will open when you have the hydra’s bladder.”

Thorfus Responds with “and if we don’t agree”?

the Lead rider says i hope that will not be the case.either way then you will return the way you came and there will be no hostilities.

As they are speaking Chuq uses the nightcap to read into the leaders intent, and finds he is not looking for conflict.

Ronan asks What is your name sir.?

the lead rider reply’s my name is Ericus.

Thorfus and Ericus, talk for a bit about other ways around Jagger’s lands and Ericus assures him there is no easy path.

Knowing the creature Ericus talks about. Thorfus, Ronan and Axel, try to determine another way through. but cant seem to find another choice

the two parties discuss terms.of what exactly Jagger can do for them.

and decide since the choice isn’t and easy one they agree if they do kill the Hydra, they will return with the bladder. and if they don’t return Ericus understands.

At this point he states the party must go back the way they came.

on that note Ericus turns and the horsemen rid back down the rocky trail that leads to Jagger’s tower.

Ronan suggests that either way the chances are high that the party will come across the hydra. the party agrees, and sets of to find the beast.sending thier long lost friend Socrates to scout ahead. Edan casts invisibility on Socrates, this makes the Owl very happy.

The Party make their way back down the winding trail, to the location they spent the night in kels tower.

it is close to sunset when they arrive, and thorfus sets up the tower. while the others discuss a plan to trap and surprise the hydra.

The plan consists of creating a pungy trap with two sides that will snap shut like 2 wooden jaws, in hopes the hydra will be within. Edan produces a rumba(a bouncing betty of sorts) and sets it up near the pungy trap. Axel suggests they move all this

about 100 feet from the front of kels tower. Ronan thinking he knows something about trapping,and he doesn’t. suggests urinating around the trap to draw in the hydra. the party laughs and says if you gotta go you gotta go. the final step is hanging a lantern near the trap.

The rain hasn’t stopped since they party arrived in this jungle. so the party all enter the tower wet and uncomfortable. all archers and casters take the top tier.to get opportunity shots off if the trap works.

Night creeps in as most of the party trys to sleep. Thorfus takes first watch.it doesn’t

take long for him to hear the crashing and heavy foot falls of what must be the hydra.

Then a Blood curdling Roar that penetrates the souls of all within the tower, everyone is now awake.shaking with Adrenalin and anticipation of whats to come.

Everyone with infravsion atop the tower watches as the 8 headed beast stalks around the tower.with a low growl the hydra makes its way around as each head sniffs the ground and watches the tower. then the lantern catches the hydras attention. it moves slow and cautiously toward the trap.

the hydra stretches out one of its heads to inspect, what Ronan thinks must be the scent of the urine,and SNAP! the pungy trap goes off, barley catching the hydras head, it rears back and then Boom! the Bouncing Betty is set off. with a cloud of smoke it shoots up 6 feet in to the air, and a whizzing noise begins to pierce the ears of the onlookers as the pellets are sent flying right into the hydras Body.

Ronan Yells Fire!

a volley of arrows cascade down onto the hydra, some hitting their mark.

Edan steps up and his eyes Glow Bright as an arcane glow surrounds his hands as he mumbles something under his breath, and an impressive electrical Bolt Surges out of his hands and right into the body of the Beast, a Major lightning strike cracks down on the nearby mountain at the same time.

The Hydra Rears in pain and with a roar turns to face the tower.

Everyone inside starts to scramble, knowing for sure they are all dead.

it seems the tower is out of range. The hydra turns and Takes off Running at a speed none thought possible with the way it lumbered around before the attack.

30,80.200.400 yards, its going to escape Ronan yells. Chuq Creams Hang on. and Shadow steps with Thorfus edan and Ronan. out to the only shadow available the lantern that is now laying broken and burning the ground. They take off running.

Mean While Axel Grunts missing his ride,he leaps from the battlements. thinking bad idea, but as he goes over the wall his suit of armor seems to stretch him his feet touch the ground and then his head seems to swish to met his body as his stretched out form springs back to form. Axel Lands shakes off the effect and heads off down the trail after the rest of the group.

closing their distance. Edan Fumbling to try and get his want out of his

pouch.succeeds almost dropping it while in full sprint. he stops takes aim just in front of the beast that’s 200 feet away and casts Wall of ice. that appears right in front of the hydra, that is running at full speed. SMASH the Hydra Crashes through the ice wall stumbles and slides another 20 feet,Shards of ice and water scatter. the Hydra Lays still on the trail. Thorfus ,Chuq and Ronan Stop and look at Edan. Give a nod at each other in disbelief. Take off to the hydra laying motionless on the trail.Without hesitation Thorfus Goes to work Slashing and cutting at the heads and necks of the beast. Ronan and Chuq follow suit. severing all the heads from the hydras Body.

The group hears clanking and heavy breathing as they turn to see Axel Bring up the rear. Axel Stops sighs and with almost a pout, turns and heads back to the tower.

Upon examining the hydra corpse. the Party decides to wait until morning to finish the dissecting. Thorfus retrieves the tower and the rest of the group and makes his way back to Ronan and Chuq.

Thorfus Reanimates the Tower, Chuq Takes out the starchie Badge and hangs it over the tower wall.

Though the night. some Wild dogs or something to the like stalk around the tower and Hydra corpse hoping to get an easy meal. archers from the tower take pot shots to keep them at bay. On Axels watch he kills one of the dogs.

Morning comes and with the new day the Party begins to dissect the hydra looking for the bladder, the source of its acid.

Chuq sends Socrates. to scout out the path the hydra made hoping to find its layer.

Hours pass, the bladder is recovered, a section of the hydras neck is severs and

cleaned making a sturdy casing for the bladder.

Socrates returns With News of his findings and that he located finkelwurms tunnel where the hydra seemed to make its layer.

the Party debates a bit on what action to take. do they spend a day tracking down the hydras layer in hopes of some treasure. or do they head to Jagger’s tower. and complete the deal.

The finnal decision is made to Track down the Layer of the hydra and so they se off.the Party makes their way down the trail to where they previously came across the broken kart and the body in the tree. and they follow the trail the hydra made through the jungle.

hours trekking through the dense jungle, someone notices a hissing sound. and before they know it Spiders come from all directions. these spiders are about a foot in diameter. and very aggressive. we must have walked right through their nest.the spiders attack biting several of the party members, killing the head Sailor.(embrek??)

The Party Kills off the Spiders one by one,the hirelings doing most of the work.

gathering around their fallen leaders body. it is decided to take him with them to fins a suitable resting place.

The Party makes their way to the Tunnel. That Funklewurm had made and the hydra used as its Layer.

Poking around through the refuse of the hydra the party finds 3,150 gp, 6,015cp

gold chain ,the copper pieces are left behind.

Smelling like Crap….. The party heads out in the direction of where the trap was set.making it about halfway they make camp setting up the tower and taking shelter.

All is quiet for most of the night. but during Axels watch he is surprised to see the dogs had made it to the tower unnoticed. Axel Shoots at the dogs hitting one as they scatter.

Morning comes the tower is packed away and the party makes their way back to

the trap site.

deciding this is a good spot to bury thier comrad……

Session #141 : Into the Heart of Darkness 2: Electric Boogaloo

Session #141 : Into the Heart of Darkness 2: Electric Boogaloo

27 Tan’Relden – 7:30pm

After successfully raising the Skiff, we head off towards the river – skimming about 60 fit off the water.

Max speed 40 miles/hour, 60ft ceiling.

We notice shattered trees – likely the result of the giant automaton towards the west the team partially uncovered.

We decided to fly towards where the automaton was and we fly-over Elessandro and his men who were spooked by our ship.

We spot the damage likely caused by the berserker automaton. It seems to be dragging itself as there are deep furrows in the ground.

We follow the furrows – and find a dead dragon – or what looks like a dead river dragon (based on descriptions). Looks like there was fight between it and some else big – likely the automaton.

The furrows continue towards the swamp. Thorfus tries to scan for the automaton but no luck.

Chuck wants to investigates and jumps down – Thorfus lowers himself by rope.

Chuck and Thorfus approach the “body” and speak with Captain Arnt – who explains that something attacked a festival dragon – a costume really – and two local kids were killed when the automaton (we think) pounded/crushed it to crap.

Guard was waiting on Cpt Elessandro to come back from investigating a hunch – likely the resting place of the Automaton.

Chuck and Thorfus tell the guard to give Cpt Elessandro their regards and climb on back aboard. Chuck scambles up easily, Edan tips barge as Thorfus climbs as if Thorfus was pulling the ship down.

We follow the furrow to the edge of the fields and into to swamp, but it’s direction is unclear.

We move further west in the hopes to get it into view – all the way to the river.

But we have no luck – nothing that we can pick out. So we decide to fly north over the swamp to wards the Greyflood/Vargwater.

2nd hour – As we fly, we pass nearby the Cultist’s camp – but we elect not to scare them. 😉

3d hour – still nothing to see, except towards the end of the hour we spot some lights- fires behind some kind of stockade around a small village. Use spyglass and see : 5 or 6 buildings – one definitely a smithy with a livestock pen. Many temporary dwellings – tents and shacks – most likely lizardmen, but are clothed and not obvious tails. Axel confirms they are the like the Lizardmen he encountered – can’t confirm they were friendly or not, they warned him away before they were all killed by lightning balls.

4th hour : Chuck has Sarathos adjust the parrot’s mindset to help us scan around the ship. Lights catch Thorfus’ eyes – lights that seem to be converging on the skiff. Blue-ish – white lights that fade in and out and are zig-zagging.Moving very quickly. Spyglass shows balls of lights with tails.

They are the same things that killed the Lizardmen Axel encountered. Everyone is awake except Edan. Thorfus turns west hoping to outrun them. Axel and Ronin prepare to fire – Axel with his suit, Ronin with an arbalest bolt. Axel misses – but Ronin hits and one seems to waver and break-off and we do so – leaving them behind as we outpace them. Axel and Ronin fire arrows for target practice taking one down. Chuq also fires and hits one, veers off and stops following.

5th hour: We approach the Vargwater and can see the Greyflood tributary. We follow the river – hoping to get to our destination quickly. We see some old docks, by a village – but no lights. Axel figures it could be the same village he stumbled upon on route back to us.

6th hour: we continue following – still easy going.

7th hour: we continue following – still easy going. Ronin spots a rather large lizard – a dinosaur, similar to a Pachycephalosaurus (head-butting dino).

8th hour: (3AM) sky lightening up – making it difficult to see. Ronin starts to keep an eye out for the landing and looks like he’s spotted the landing we were looking for. Edan wakes as do the others.

We dock. But everything looks eerie – so we decided to hide the barge further away at a tributary. We hide the ship. Edan hides his chest under the floor of the barge. We take out the batteries.

DAWN : 28th of Tan’ Relden

We bushwhack our way back to the landing. We investigate the smaller of the two building (small hut) – empty, simple residence. Nothing interesting.

We check out the barn – Edan hears nothing – Axel “door-kicker” murphy open the door. We find an empty barn.

Seems like the place has been abandoned for a while.

We begin to head up the northern path and it heads west – marching for 4 hours with not much issue.

Afternoon – about noon-ish. 20 minutes later we find a battle scene – crushed cart, blood on the ground – crushed/trampled ground. We find a body in a tree- obviously dead – we get him down. We don’t recognize him. We find a pouch of gold & platinum – peculiar stamp with a letter J (Jagger?) – the pouch is pocketed by Edan.

Ronin follow the path of the creature – but doesn’t see much other than more destruction. Chuck follows and they go in about 50 feet. We all hear a roar and decide best not stick around.

Chuck and Ronin rejoin the group and we continue up the path.

Occasionally we hear crashing to the north and get the feeling that we’re being watched.

As we go up (altitude) jungle and crashing sounds diminish.

Uneventful until 4PM – still nothing. Undergrowth not so thick.

As evening falls we look for a spot to deploy Thorfus’ portable fortress for the night. We find a pot a little north of the path and set up for the night and set up watch.

Ronin through most of his watch doesn’t spot anything special – except towards the end when he noticed a large heat signature with wavy tentacles. Chuck scans it – not intelligent, but hungry and in pain. 8 heads – possibly. Crap – a hydra. A Thesselhydra!

Next morning we head on. By mid-day we crest and look down into a closed valley – with a Tower in the middle. The tower is surrounded by walls and towers. A huge fortress – Jagger’s fortress.

As we watch – Socrates appears with news – after feeding & healing. He describes nightmare creatures – multi-armed apes, with human faces, half-spiders found throughout the valley. He also says that Finklemur is gone, taken by the Dark One’s forces (based on the owl’s description) and used to fight giants in & around some caves. The Owl has barely remained alive, thanks to a helpful mutated creature.

We stop to contemplate our next move. Chuck & Ronin would love to take on Jagger, but Thorfus/Axel seem reluctant – Edan thinks it would be a bad idea, besides, if we fail our greater mission it would be a moot point as we’d all be toast.