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	<updated>2026-06-04T00:39:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Teddy&amp;diff=114202</id>
		<title>Teddy</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Teddy&amp;diff=114202"/>
		<updated>2026-05-27T09:41:10Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Character]]&lt;br /&gt;
a male Mind Mage, Hobbit played by Kelvin&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Persephone_the_Adventurer&amp;diff=114201</id>
		<title>Persephone the Adventurer</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Persephone_the_Adventurer&amp;diff=114201"/>
		<updated>2026-05-27T09:40:28Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: Created page with &amp;quot;Category: Character a female Necromancer, Human played by Amy Rose&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Character]]&lt;br /&gt;
a female Necromancer, Human played by Amy Rose&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Shadows_In_Play&amp;diff=114200</id>
		<title>Shadows In Play</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Shadows_In_Play&amp;diff=114200"/>
		<updated>2026-05-27T09:39:53Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_826_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Anne&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 826 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Monday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Sunnyvale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Teddy]] a male Mind Mage, Hobbit played by Kelvin&lt;br /&gt;
# [[Persephone the Adventurer|Persephone]] a female Necromancer, Human played by Amy Rose&lt;br /&gt;
# [[Echelon]] a male Celestial Mage, Elf played by Zarne &lt;br /&gt;
# [[Amira]] a female E&amp;amp;E mage, Human played by [[Jono Bean]]&lt;br /&gt;
# [[Eydis]] a female Mind Mage, Dwarf played by [[User:Kelsie2|Kelsie]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
Walter&lt;br /&gt;
&lt;br /&gt;
; Mission: &lt;br /&gt;
To investigate and solve the disturbances across Children’s Playground. Walter would like a full report of what you find.&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
10,000sp each, Greater and Potions presented on agreement of job.&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
===Session 1===&lt;br /&gt;
&#039;&#039;&#039;Night 1: Yeahh, So I Actually Don&#039;t Like Kids&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Right, so we were called into a tavern to get our mission (I can’t believe my first mission isn’t in the proper forum, just my luck). Our employer seems to be a 14 year old boy because of course it is.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our Mission:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Sort out the issues happening on Children’s Playground and report back.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Payment:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
*Greaters (+10) on all areas&amp;lt;br&amp;gt;&lt;br /&gt;
*Potions (4 waters of healing, 1 waters of strength and 1 strength of stone each) rank 10&amp;lt;br&amp;gt;&lt;br /&gt;
*10,000sp each&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Persephone (Me) - Elf, Necromancer&amp;lt;br&amp;gt;&lt;br /&gt;
*Echelon - Human, Celestial&amp;lt;br&amp;gt;&lt;br /&gt;
*Teddy - Halfling, Mind Mage&amp;lt;br&amp;gt;&lt;br /&gt;
*Amira - Human, E&amp;amp;E&amp;lt;br&amp;gt;&lt;br /&gt;
*Eydis - Dwarf, Mind Mage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roles:&#039;&#039;&#039;&lt;br /&gt;
*Scribe: Persephone&amp;lt;br&amp;gt;&lt;br /&gt;
*Mil Sci: Amira&amp;lt;br&amp;gt;&lt;br /&gt;
*Party Leader: Persephone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So Children’s Playground is apparently a plane controlled by children’s ‘imaginations’ or whatever and its been having issues:&amp;lt;br&amp;gt;&lt;br /&gt;
- Valley of the Sun: Kids are talking about ‘losing games forever’, they’re not forgiving each other and their pretend monsters aren’t disappearing I guess.&amp;lt;br&amp;gt;&lt;br /&gt;
- Candyland: It’s started raining there and, shocker, sugar melts.&amp;lt;br&amp;gt;&lt;br /&gt;
- Children are becoming hard to remove once they’re too old.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I guess there’s this ‘sorting elf’ who like takes the kids out of the plane when they age. Maybe they’re not doing their job? The children think evil orcs come take them which is kind of funny.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 1:&amp;lt;br&amp;gt;&lt;br /&gt;
We crawl through a cupboard portal to Walter’s wizard tower in Children’s Playground. There are letters from the ‘sorting elf’… Amira gives us coins so she can track us… dunno how I feel about that. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We find the head of the town guard. He says a member of the guard (Tobin) has had several episodes of anger and aggression that he doesn’t remember:&amp;lt;br&amp;gt;&lt;br /&gt;
- Healers found nothing wrong&amp;lt;br&amp;gt;&lt;br /&gt;
- A white knight came through town a week ago before the problems and then left quickly&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote&#039;&#039;&#039; - &#039;&#039;“Do you know what would be funny? Putting your stilts on our donkey” - Teddy&lt;br /&gt;
“What part of the donkey?” - Eydis&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go to the Pixie inn and Amira orders food. Eydis steals a kids breakfast (hilarious). Amira offers to sell the kid another.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote&#039;&#039;&#039; - &#039;&#039;“I’m a breakfast dealer” - Amira&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Teddy is not good at this game, he licks an orc’s bacon and puts it back on the plate, and of course gets beat up, rightfully. Amira offers the orc breakfast to get him on our side. &amp;lt;br&amp;gt;&lt;br /&gt;
The orc says:&amp;lt;br&amp;gt;&lt;br /&gt;
- It’s people around the clocktower that are acting weird&amp;lt;br&amp;gt;&lt;br /&gt;
- Clocktower got a delivery 1 week before Tobin flipped, labeled “Don’t open except Roger”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We find Luma who works in the clocktower:&amp;lt;br&amp;gt;&lt;br /&gt;
- Steve delivered 2 boxes for Roger&amp;lt;br&amp;gt;&lt;br /&gt;
- They’re empty now&amp;lt;br&amp;gt;&lt;br /&gt;
- They felt empty before opened&amp;lt;br&amp;gt;&lt;br /&gt;
- The ‘white knight went to the clocktower, left town after, the boxes were opened after that.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luma takes us to the clocktower and starts going on and on about how he never loses games and his friends hate him because he thinks they’ve ‘lost forever’ and are never allowed to play those games again… kind of an annoying kid to be honest. We figure out he’s got a black and white pebble he found in his pocket. He says he found it around the clocktower. Eydis uses a telekinetic hand to pick pocket the stone away from him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Luma (with pebble)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Live Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; What Makes Him Win? External Amplified Luck&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Luma (without pebble)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; What Makes Him Win? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Empty delivery crate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Magic? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luma doesn’t want to go in the clocktower. He rambles about how the pictures he draws on the street dance for him but the other day one got up and walked away (and owl bear) It chased his friend Xander.&amp;lt;br&amp;gt;&lt;br /&gt;
Amira studies the stone so we can find it again once Luma leaves and we hide it under a crate.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We head to Tobin’s house:&amp;lt;br&amp;gt;&lt;br /&gt;
- He doesn’t remember anything and hasn’t noticed anything&amp;lt;br&amp;gt;&lt;br /&gt;
- He did see the knight&amp;lt;br&amp;gt;&lt;br /&gt;
- Doesn’t know anyone else who has had episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
- Has no pebble.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Tobin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Long Live Sentient&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Last Magic To Effect: Dispair.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 2===&lt;br /&gt;
&#039;&#039;&#039;Night 2: Luma And Teddy Inconvenience Everybody&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- All people that have had episodes have been within a two street radius of the clocktower and 10 minutes either side of noon.&amp;lt;br&amp;gt; &lt;br /&gt;
- The knight may have a castle&amp;lt;br&amp;gt;&lt;br /&gt;
- Me and Amira have decided the knight is probably a wuss.&amp;lt;br&amp;gt;&lt;br /&gt;
Walter gives us a list of the other kids who’ve snapped (Sarah, Alfie, Erica and Dale)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Dale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Why do people ‘lose permanently’? Dread&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike Freaking Luma, these kids have lost but they also believe you ‘lose’ permanently. They have no stones. They all live and play near the clocktower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We need to go all the way into that goddamn clock. They all look for footprints, but Teddy ESPed a weird mind upstairs so I want to get the fighting. The bell tower looks empty but we notice a weird shadow that looks out of place… and its moving so that’s probably not good.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Shadow&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Sentient Animate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Generic True Name? Nightmare (Lesser)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We start to move slowly towards it (me and Echelon in the front). Eydis casts Mental Attack and it disappears… Not too long later it reforms. It seems to be avoiding the sunlight. The fighting begins.&amp;lt;br&amp;gt;&lt;br /&gt;
Amira gets hit and suddenly looks really freaked out. Finally I hit it and it disappears (I did that!). A sharp black shard stone falls to the ground.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Shard Stone&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Magic? Corruption.&amp;lt;br&amp;gt; &lt;br /&gt;
Eydis does some Limited PreCog to see what will happen if we pick it up. She sees herself bleed as soon as she touches it and black wisps rising from her. She uses telekinesis to put the shard into a pouch.&amp;lt;br&amp;gt;&lt;br /&gt;
We take it to Walter:&amp;lt;br&amp;gt;&lt;br /&gt;
- They’ve had a nightmare here before that possessed a prince in Candyland.&amp;lt;br&amp;gt;&lt;br /&gt;
- …Someone named Roger brought it last time (hmm sounds familiar) They thought Roger was dead and buried.&amp;lt;br&amp;gt;&lt;br /&gt;
- Supposedly buried on the edge of a Candyland forest (ask thieves guild) well we’ll see about that.&amp;lt;br&amp;gt; &lt;br /&gt;
- The nightmares leaving a stone behind is new. He gives us a lead lined box to keep it in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We nip through the portal to get our stones divinated and to get Amira… fixed, she’s still very freaked out.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divinations:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Shard Stone: A fragment of a nightmare from the plane of nightmares connected to Children’s Playground. There could be an opposite shard… like from a bloody unicorn or something.&amp;lt;br&amp;gt;&lt;br /&gt;
- Amira: Has ‘Dread’ mil sci’s can Rally it off, if you acquire stacks of it, Nightmares do more damage.&amp;lt;br&amp;gt; &lt;br /&gt;
- Luck Stone: Amplifies users luck majorly can even change fate. Makes you aggressive and angry. They could maybe cleanse it but that might affect the luck.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We go back through the portal and leave the shard with Walter but take the luck stone. Suddenly Freaking Luma is here panicking because he drew a ‘fire lizard’ and it got up and its huge. Walter goes to get the fire department. We get Luma to draw a bunny for us and wish for it to come alive. It works and we learn that water destroys them.&amp;lt;br&amp;gt;&lt;br /&gt;
We got meet the fire department. Me and Echelon help use the hoses and Eydis controls it so it sits still. We destroy it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Teddy wanders off… Oh for gods sake. We go after him… He seems to have amnesia… He’s somehow more annoying now.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Teddy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Live Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Duration of Amnesia? 5 Days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis controls him so we can take him back to the guild to fix him.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
DAY 2:&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s fixed and we go back. Apparently some of the kids attitudes are fading.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote&#039;&#039;&#039; - &#039;&#039;“The stupid hobbit has gone and got himself stupider”&#039;&#039; - Eydis&lt;br /&gt;
&lt;br /&gt;
===Session 3===&lt;br /&gt;
&#039;&#039;&#039;Night 3: The Knight&#039;s Castle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go to see the knight, its a five day journey.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Five Day Journey (Days 2-6):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day one:&#039;&#039;&#039; We hear music and Amira maims some animals (they look cool) Teddy seems to lose the ability to talk and goddamn is it peaceful.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day Four:&#039;&#039;&#039; Teddy gets his voice back... ah f**k.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day Five (DAY 6):&#039;&#039;&#039; We talk to some children on the way there and they give us some strawberries, we have a basket now.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We knock on the castle door and are told the knight left a few days ago (nothing is ever easy) we are invited to stay. We take a detour to talk to the cook? And then go look for paintings of the knight. We find none without the helmet but Amira studies one with it. We talk to a guardsman (Garrick):&amp;lt;br&amp;gt;&lt;br /&gt;
- Knight stays in the west wing which he’s closed while he’s away&amp;lt;br&amp;gt;&lt;br /&gt;
- Its not usually closed&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s 12 guards on duty (mostly outside)&amp;lt;br&amp;gt;&lt;br /&gt;
- They usually get more info about where he goes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amira casts locate. One arrow points to the west wing and it flickers oddly and one that goes south outside near max range.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eydis does Limited PreCog:&amp;lt;br&amp;gt;&lt;br /&gt;
What will happen if we tell Garrick something is wrong and ask him to investigate with us? He says he won’t investigate and ‘neither should we’&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis says it seems like he’s hinting we should. So we decide to. We have this convo after dinner. Teddy disappears for a while and comes back saying he was slipped info about watches and instructions to the knights room and where the key is. We buff up.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; West Wing Door&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Ward, Alarm, Curse or Trap? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Echelon picks the lock and Amira’s belt unbuckles randomly… My party is weird. I go in first. We follow Amira’s spell and Teddy’s instructions to the Knights room. The key is supposedly in a drawer outside.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Drawer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of ward, alarm, curse or trap? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Door&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of ward, alarm, curse or trap? Alarm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; Method of bypass? Correct ITN or key.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Teddy unlocks the door with the key.  There’s a broken vanity mirror with scattered glass on the floor. Bits of his armour are strewn around the room, tattered and fallen (a sword, helm, banner and shield). Amira’s spell points to a standing mirror. I can tell there’s been a fight that started at the vanity mirror and ended at the standing one.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Standing mirror&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Magic? Entrapment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Helm on the vanity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of magic? Puzzle piece&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Broken mirror&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; No aura&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Room&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Sword&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of magic? Puzzle piece&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly living composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Plane of origin? Children’s playground&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; Effect when pieces repaired and hung in place? Puzzlepiece fixed&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Banner&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Effect on puzzle completion? Clarity?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis says the armour and stuff isn’t ‘from here or has been affected’.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We notice the standing mirror doesn’t show us and shows the armour pieces in perfect condition and hung up. Teddy finds the missing Helm plinth. Amira is fixing the banner, Teddy polishes the sword and then hangs it up, footsteps come from the mirror and we see a knight who waves at us. I fix the shield and hang it up, we hear footsteps in the room and a knight rises from a glass shard holding a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 4===&lt;br /&gt;
&#039;&#039;&#039;Night 4: Roger Must Die&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
… We don’t talk about what happened during this fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis’ mental attack shatters it to glass… potentially temporarily. We sweep the glass into a pillowcase and stuff it in the drawer outside the room. Amira fixes the banner. Just as we finished restoring the rest of the armour, the knight reforms and comes to the door. Before he could enter, we all put the armour in its place at the same time this time (FINE Eydis MIGHT have been right), the glass guy turns to dust.&amp;lt;br&amp;gt; &lt;br /&gt;
The white knight appears in the mirror. Suddenly a different face appears in all the reflections in the room, he smirks and says “Your methods are interesting but.. futile, adventurers” then disappears… what a twat. The white knight is still trapped but can talk to us.&amp;lt;br&amp;gt; &lt;br /&gt;
- He doesn’t know who trapped him&amp;lt;br&amp;gt;&lt;br /&gt;
- We inform him that someone may be pretending to be him since the locate arrow is still pointing two ways.&amp;lt;br&amp;gt; &lt;br /&gt;
- Says the other reflection could be Roger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eydis Limited PreCog:&#039;&#039;&#039; &#039;&#039;What would happen if Amira broke the mirror?&#039;&#039; It would shatter and nothing would happen and the reflection would be gone.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We ask him to remove his helmet so Amira can study him for a more accurate locate spell. He is an elven man with blonde hair… Okayy maybe he’s kinda really very attractive… But only to the others, Amira was drooling, I didn’t care of course.&amp;lt;br&amp;gt; &lt;br /&gt;
He manages to somehow get us a signed letter to give to Garrick so he knows to get a mage to free him. Amira does a new locate spell and it only points at the mirror so someone might be impersonating him.&amp;lt;br&amp;gt;&lt;br /&gt;
- It was the doppelgänger that went to the clocktower.&amp;lt;br&amp;gt;&lt;br /&gt;
- He’s headed towards the ‘dark forest’&amp;lt;br&amp;gt;&lt;br /&gt;
- We decide we’ll chase the doppelgänger&amp;lt;br&amp;gt;&lt;br /&gt;
- We work out a ‘safeword’ with the knight to know its really him: ‘pumpkin head’&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have to drag Amira away from the knight. We give the note to Garrick and head to bed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 7:&amp;lt;br&amp;gt;&lt;br /&gt;
It’s a five day journey of course.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 1:&#039;&#039;&#039; We cross a river&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 2 (DAY 8):&#039;&#039;&#039; No animals were maimed :( &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 3 (DAY 9):&#039;&#039;&#039; I sense a graveyard nearby and we go there. There is one fresh grave for Edith Finch from a week ago. I’m unable to talk to her. This all seems strange as Walter had insinuated that death wasn’t permanent. We find a near homestead that is owned by the Finch family:&amp;lt;br&amp;gt; &lt;br /&gt;
- Said she died in her sleep but the ‘knight’ had passed through the day before.&amp;lt;br&amp;gt; &lt;br /&gt;
- The knight doesn’t usually come here.&amp;lt;br&amp;gt;&lt;br /&gt;
- They say its normal for her to stay dead because there’s ‘no need for heroes beyond a certain age’… yeah sure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis won’t let us have a graveyard picnic (She never lets me do anything fun). On 3rd watch Echelon hears a voice in his mind &#039;&#039;“Poor Candyland, left to melt by heroes”&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 4 (DAY 10):&#039;&#039;&#039; forest gets darker. An owl tells Echelon it may have seen the knight five days ago but like how high can an owl even count?  During first watch Eydis hears the voice &#039;&#039;“Poor poor heroes, on the wrong track, headed to their death”&#039;&#039;.&amp;lt;br&amp;gt; &lt;br /&gt;
During second watch I hear a rustle but Teddy’s ESP says their are no minds. A figure appears, the guy from the reflection. I wake everyone but I’m the only one that can see and hear him:&amp;lt;br&amp;gt;&lt;br /&gt;
- This is Roger… and he’s a serious dickwad…. Like seriously the worst. He kept calling me Sweatpea so obviously, he must die.&amp;lt;br&amp;gt; &lt;br /&gt;
- He says he wants us out of his business and that we’re going to die.&amp;lt;br&amp;gt; &lt;br /&gt;
- He keeps walking wayyyy too close to me.&amp;lt;br&amp;gt; &lt;br /&gt;
- He says we don’t have what we need, we need more of the shards from the nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s still some of Candyland left.&amp;lt;br&amp;gt; &lt;br /&gt;
He really likes to annoy me and I seem to be the only one who can touch him. I try to draw a dick and balls on his hid but he whacks the shit out of me… worth it. Finally after hours he goes.&amp;lt;br&amp;gt;&lt;br /&gt;
Amira empathies me and finds traces of a mysterious disease, she heals me.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 11&amp;lt;br&amp;gt;&lt;br /&gt;
We decide to change course and go to Candyland to try and get more shards&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 5===&lt;br /&gt;
&#039;&#039;&#039;Night 5: Teddy Is Banned From Looking At Me... Ever Again... For All Time&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go right and think really hard about Candyland. We eventually smell burnt sugar and find a candy village that looks… rough. There’s a taffy statue of a person mid-step in the middle of the street.&amp;lt;br&amp;gt; &lt;br /&gt;
We knock on a door but all we see is a face at the curtains and no answer. Amira yells some drivel about us being heroes and someone comes to the door. A woman made of gummy candy keeps nattering about not wanting ‘them’ to hear us and ushers us in:&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s something large, black and shadowy living in the fountain, corrupting people.&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s a queen in charge but they haven’t been able to get word to her.&amp;lt;br&amp;gt;&lt;br /&gt;
- The statue used to be someone and its happened before, then the thing in the fountain turns the statues into monsters.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Suddenly I’m hearing…. Thoughts? Other peoples thoughts including- EW EW EW EW Teddy’s thoughts, make it stop!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We decide to head to the fountain in the middle of town. There are way more statues here, they don’t have minds. I hear a bunch of dormant minds and one that’s… waiting. The fountain has sunk 6 feet into the ground and- EW EW EW TEDDY’S THOUGHTS MAKE THEM STOP… I never want to walk in front of him again.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eydis plays her mandolin. I hear the dormant minds waking and they’re not all coming from the fountain.&amp;lt;br&amp;gt; &lt;br /&gt;
Eydis casts Wall Of Starlight in front of the fountain. For a second nothing happens and then some weird tar, burnt sugar people attack us. We kill one group and then another and they melt into puddles.&amp;lt;br&amp;gt; &lt;br /&gt;
Amira heals us.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The big waiting mind starts to move further down and away from us through what might be the sewer system so we go down a manhole to follow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 6===&lt;br /&gt;
&#039;&#039;&#039;Night 6: Graveyard Picnic, Hell Yeah!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go into the sewer to face our this nightmare shit.&amp;lt;br&amp;gt; &lt;br /&gt;
A black sludge creature appears and advances. After some damage it appears beneath me.&amp;lt;br&amp;gt; &lt;br /&gt;
We kill it and me and Echelon sift through the sludge to find the next shard.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Shard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Exposure Effect? Corruption and Drain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We put the shard in a bag and stored it on Dinner.&amp;lt;br&amp;gt; &lt;br /&gt;
We tell the town that we awesomely killed the big bad.&amp;lt;br&amp;gt;&lt;br /&gt;
We then decided to head to the camp of the Orcs and the ‘sorting elf’ to deal with those issues.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAVEL DAY 1 (DAY 12):&#039;&#039;&#039; we camp and the night watch hears some faint singing: (Teeth in the Dark on wiki) &#039;&#039;(See Below)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAVEL DAY 2 (DAY 13):&#039;&#039;&#039; We notice a silhouette on a hill of some kind of structure. As we reach the top we find a set of gallows. Teddy finds 3 extra minds across the gallows by some gravestones. I ask questions of one of them and find out they were hung and buried for murder.&amp;lt;br&amp;gt; &lt;br /&gt;
We finally get to have a graveyard picnic so it’s a good day.&amp;lt;br&amp;gt; &lt;br /&gt;
During night 2 Amira noticed that it was dead silent. Nothing at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAVEL DAY 3 (DAY 14):&#039;&#039;&#039; Boring day. During the night Amira hears a stampede of something nearby but no minds were detected. Eydis heard the nightmare song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The song heard by Amira and Eydis on the travel towards the Orc Camp&lt;br /&gt;
  “Teeth in the Dark”&lt;br /&gt;
  Verse 1&lt;br /&gt;
  There’s a whisper in the rafters, counting every breath I take&lt;br /&gt;
  A lullaby of splintered glass that sings me wide awake&lt;br /&gt;
  The clock forgets its rhythm, time is dragging through the floor&lt;br /&gt;
  And something wearing my own face is standing at the door&amp;lt;br&amp;gt;&lt;br /&gt;
  Pre-Chorus&lt;br /&gt;
  I try to scream but the sound won’t stay&lt;br /&gt;
  It curls in my chest and decays&amp;lt;br&amp;gt;&lt;br /&gt;
  Chorus&lt;br /&gt;
  Nightmares got teeth in the dark tonight&lt;br /&gt;
  Gnawing the edges of wrong and right&lt;br /&gt;
  They know my name, they wear my skin&lt;br /&gt;
  They tuck me in just to crawl within&lt;br /&gt;
  No place to run, no place to hide&lt;br /&gt;
  I’m chasing the ghost I keep inside&lt;br /&gt;
  When morning comes, I’m still not free—&lt;br /&gt;
  The nightmare’s learning how to be me&amp;lt;br&amp;gt;&lt;br /&gt;
  Verse 2&lt;br /&gt;
  There’s a hallway made of mirrors, but they don’t reflect me back&lt;br /&gt;
  Just a thousand different endings, every future painted black&lt;br /&gt;
  Every step’s a conversation with the things I tried to drown&lt;br /&gt;
  And the silence screams the loudest when there’s no one else around&amp;lt;br&amp;gt;&lt;br /&gt;
  Pre-Chorus&lt;br /&gt;
  I shut my eyes but the dark gets loud&lt;br /&gt;
  Like I’m buried alive in a crowd&amp;lt;br&amp;gt;&lt;br /&gt;
  Chorus&lt;br /&gt;
  Nightmares got teeth in the dark tonight&lt;br /&gt;
  Gnawing the edges of wrong and right&lt;br /&gt;
  They know my name, they wear my skin&lt;br /&gt;
  They tuck me in just to crawl within&lt;br /&gt;
  No place to run, no place to hide&lt;br /&gt;
  I’m chasing the ghost I keep inside&lt;br /&gt;
  When morning comes, I’m still not free—&lt;br /&gt;
  The nightmare’s learning how to be me&amp;lt;br&amp;gt;&lt;br /&gt;
  Bridge&lt;br /&gt;
  If I stay awake, will it fade away?&lt;br /&gt;
  Or is sleep just a price I pay?&lt;br /&gt;
  For every secret I never said&lt;br /&gt;
  Now they’re building a home in my head&amp;lt;br&amp;gt;&lt;br /&gt;
  Breakdown&lt;br /&gt;
  (Whispered)&lt;br /&gt;
  Don’t close your eyes…&lt;br /&gt;
  Don’t close your eyes…&amp;lt;br&amp;gt;&lt;br /&gt;
  Final Chorus&lt;br /&gt;
  Nightmares got teeth and they’re closing in&lt;br /&gt;
  Chewing through bone just to taste the sin&lt;br /&gt;
  They bend the truth, they twist the light&lt;br /&gt;
  Turn every dream into a fight&lt;br /&gt;
  No place to run, no place to hide&lt;br /&gt;
  I’m losing ground to what’s inside&lt;br /&gt;
  And when I wake, I finally see—&lt;br /&gt;
  The nightmare isn’t chasing me&amp;lt;br&amp;gt;&lt;br /&gt;
  Outro&lt;br /&gt;
  …it’s waiting patiently.&lt;br /&gt;
&lt;br /&gt;
===Session 7===&lt;br /&gt;
&#039;&#039;&#039;Night 7: Shopping Day I Guess...&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 4 (DAY 15):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everyone yaps about rainbows. At night Amira wakes me and asks why Eydis has gotten up to stoke the fire… But she’s still asleep so we’re having visions again. Teddy makes an absolutely inedible meal so me and Amira make a better one… Mostly Amira&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 5 (DAY 16):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Suddenly there’s a guy in a wagon in front of us. He says he’s a merchant and last he knew, he was on Alucia. He shows us some amulets that can help keeping undead away. We buy Amulet of Chalcedony. Amira asks about a potion of the unborn child. The merchant finds one but seems to have no idea how it got there.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon and Amira DA:&#039;&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 1:&#039;&#039;&#039; Which stat does this increase? Physical Strength&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; How much by? 6 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amira buys it. We draw straws and of course I don’t win. Eydis takes the potion… I guess she could use the strength. People buy some more stuff until I get bored and say we should move on.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We approach a cliff edge surrounded by the orc camp. Eydis becomes a bat and flies up to look. After Eydis’s description, Amira thinks its a camp of 200. An orc calls out in orcish and Amira replies… I hear my name. They usher us to the gate, there’s 15 of them waiting plus a really beat up tall, tough looking one. I explain about the elf in the cliff… They seem confused and irritated by me… freaking orcs, I miss elves. Amira takes over and asks to speak to the chief. They wait (Amira’s making me write ‘Orcwardly’) while they go get ‘Grash’. He’s very large. I stand up straighter. He looks at me and says “I hear you see it too”, I respond very intelligently and he ushers us into his tent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Grash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; GTN? Orc*&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 8===&lt;br /&gt;
&#039;&#039;&#039;Night 8: Me and Bat Eydis Climb A Cliff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It’s a really swanky tent. &lt;br /&gt;
Grash says:&amp;lt;br&amp;gt;&lt;br /&gt;
- Everything seems to be working on their end.&amp;lt;br&amp;gt;&lt;br /&gt;
- The elf has the backlog of children with him in the cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
- They haven’t seen any nightmares or Roger (Eydis drew a… pretty impressive picture of him)&amp;lt;br&amp;gt;&lt;br /&gt;
- They haven’t seen any weirdness except the forest on the top of the cliff is getting darker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grash shows us to out to the cliff face. We go through. We see a passage into a cavernous room. Eydis calls out and we hear footsteps. A young elf greets us and takes us through the caverns. We see wayyyy too many smelly 14 year olds clogging up the rooms. We are taken to the sorting elf although he apparently calls himself ‘the keeper’… our name is better.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He greets us as if he knows us… He doesn’t know me. He says we were here once when we were kid. Screw that, I was never in this nightmare place.&amp;lt;br&amp;gt; 	&lt;br /&gt;
- He says he thinks the cause of all this is because“It’s as if belief, itself is deteriorating”.&amp;lt;br&amp;gt; &lt;br /&gt;
- He says as children age, they become less fluid in their beliefs and too many older, less ‘imaginative, maleable’ children on the plane is causing it to destabilise.&amp;lt;br&amp;gt; &lt;br /&gt;
- He thinks there’s something in the forest causing the children not to be able to leave and its feeding on the destabilisation of the plane.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote:&#039;&#039;&#039; &#039;&#039;“200 backed up children? Try prune juice”&#039;&#039; - Teddy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We show him the shard. He says he hasn’t seen any nightmares or shards. He agrees that their could be an opposing force and mentions a faeglade in the forest to find unicorns (Please say we get to kill it). He said Grash has sent a patrol Into the forest before and they never came back… They also sent a hero ‘Crash The Brash’ (oh for fucks sake) and he also hasn’t been seen since. We agree to let his students do a more thorough divination on the shard.&amp;lt;br&amp;gt; &lt;br /&gt;
Echelon asks for the stealth ring he bought to be divinated too.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divinations:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightmare shard:&#039;&#039;&#039;&lt;br /&gt;
- The more shards you have, the closer your connection to the nightmare plane and you can connect the shards.&amp;lt;br&amp;gt; &lt;br /&gt;
- Strong enough shards can trap a nightmare. For around an hour for lesser shards.&amp;lt;br&amp;gt;&lt;br /&gt;
- They tell us the process. Involves holding it in your bare hands like a blood sacrifice. (1pt EN each round you spend. Within 5ft of entity, lots of WP is useful).&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stealth Ring:&#039;&#039;&#039;&lt;br /&gt;
- Holds up to 3 charges of Walking Unseen.&amp;lt;br&amp;gt;&lt;br /&gt;
- On all creatures within 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 17:&amp;lt;br&amp;gt;&lt;br /&gt;
The next day we decide to go check out the forest and see what’s there. The orcs show us to their path. Echelon gives us all wings just in case we fall… Except Eydis who becomes a bat and rides on my shoulder. Bat Eydis is kinda cute. Most of us walk up the path but Echelon decides to fly. He does not crash land so that was mildly disappointing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top Amira has another locate on for the armour. Echelon uses the Walking Unseen ring and Eydis stays a bat and uses Mind Speech. We enter the forest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 9===&lt;br /&gt;
&#039;&#039;&#039;NIght 9: I Get To Drink Orc&#039;s Blood&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Marching Order:&amp;lt;br&amp;gt; &lt;br /&gt;
- Persephone (me) - With shard&amp;lt;br&amp;gt;&lt;br /&gt;
- Amira - With luck stone&amp;lt;br&amp;gt;&lt;br /&gt;
- Echelon&amp;lt;br&amp;gt;&lt;br /&gt;
- Teddy&amp;lt;br&amp;gt;&lt;br /&gt;
- Eydis is flitting around as a bat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The forest starts to get very quiet and we don’t seem to arrive at any of the landmarks we see… We come to a set of footprints that match ours exactly. &lt;br /&gt;
Amira suggests the safeword ‘pelican’ in case there are doubles of us… This is not allowed to be true, one Teddy is enough.&amp;lt;br&amp;gt; &lt;br /&gt;
Teddy marks the ground with a stick but when we get walking again… We come to the same place so luckily we’re just in a hellish loop, but no extra Teddy’s.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eydis tries to fly up and see above the canopy but said she got bad ‘danger sense’ before she could and came back. Eydis and Teddy do Mind Shield on themselves to see if the loop is a mind trick. Amira says her locate arrow is glitching?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amira DAs each of us:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Echelon:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Setient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 1:&#039;&#039;&#039; Last magic to impact? Mind Speech&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; Rank of last magic? 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 3:&#039;&#039;&#039; College of last magic? Mind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Persephone:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Long Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; MA of caster of last magic? High&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teddy:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; How healthy is he? Healthy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eydis:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Duration of current deception she is under? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amira:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Duration of deception she’s under? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis becomes a dwarf again. I decide to use my superior ranging abilities to try and find us a different, better path and of course I do find us a non-looping path. We pass a tree that looks like it was struck by lightning and then we starting seeing things hanging from trees like bells and strings. Eydis and Teddy (suddenly Teddy knows things apparently) tell us that sometimes things are hung from trees to ward off spirits. I detect no undead here.&amp;lt;br&amp;gt; &lt;br /&gt;
Teddy makes the creepiest amulets I’ve ever seen for protection and gives me one… It’s the nicest present I’ve ever gotten.&amp;lt;br&amp;gt; &lt;br /&gt;
As we progress more things are hung from the trees like creepy dolls. Teddy tries to take something and the tree attacks him which was hilarious. All the dolls turned to look at him.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Doll&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q1:&#039;&#039;&#039; Last magic to impact? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q2:&#039;&#039;&#039; Nature of magic? Animation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q3:&#039;&#039;&#039; College of Magic? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q4 (Amira):&#039;&#039;&#039; Is it connected to the magic of the shard? Connected to nightmare plane.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We move on and the items peter out. After a while I become uneasy. Suddenly I see movement and a big ass wolf looking thing speeds past and attacks Echelon. There are four of them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
… I don’t want to talk about this fight… But I will say, I fucking tried ok.&amp;lt;br&amp;gt;&lt;br /&gt;
We kill three and leave one unconscious that we tie up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Unconscious wolf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Animal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 1:&#039;&#039;&#039; Is it controlled, bound or charmed? No.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2 (Amira):&#039;&#039;&#039; Plane of origin? Children’s Playground&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Echelon uses Summon and Bind Creatures Of Dark. He asks it questions:&amp;lt;br&amp;gt;&lt;br /&gt;
- It has a cub&amp;lt;br&amp;gt;&lt;br /&gt;
- Hasn’t seen a shard&amp;lt;br&amp;gt;&lt;br /&gt;
- Says that there’s dark wood and ‘dark bad’&amp;lt;br&amp;gt;&lt;br /&gt;
- Says he’ll take us there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As he leads us, it gets so dark and we start to feel like we’re definitely being watched. We find an empty, seemingly suddenly abandoned campsite, like the people just disappeared since there are no footprints out and no one has died here. It must be the scout party’s site.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Me and Teddy are still very low on fatigue so Eydis offers us orc’s blood to heal… HELL FREAKING YES! You better believe I chugged that and will never wipe my chin! Teddy gagged it down (pussy).&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We see the entrance to the really dark part. We tie a rope to a tree on the outside and enter holding it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 10===&lt;br /&gt;
&#039;&#039;&#039;Night 10: Slap Children!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wolf refuses to come with us (wuss). We walk to the end of our rope and nothing bad happens (though there is an unnatural dark and sound is muffled) so we go back and untie it. The wolf says it has seen shadowy things come out of the forest and one two-legged in shiny armour.&amp;lt;br&amp;gt; &lt;br /&gt;
I scout the edge of the forest and find us an alternative entrance. We decide to take it. Amira’s arrow was avoiding the forest and when were in the forest it would just spin. We tested her locate on us and it would work as long as we were within 20ft.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eventually me and Amira see a silhouette just standing ahead. We sneak up. I tap it on the shoulder and it’s a freaking child because of course it is… it greets me by name so nope nope… I hate this. It keeps saying its name is ‘Eydis’ and I refuse to believe that. It says its:&amp;lt;br&amp;gt;&lt;br /&gt;
- Watching&amp;lt;br&amp;gt;&lt;br /&gt;
- There are some people in the forest&amp;lt;br&amp;gt; &lt;br /&gt;
- And The forest doesn’t want us here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She has a mind but the mind mages   say she’s not really ‘thinking’… She was, however, annoying and apparently Amira thought so too because she eventually lost her patience and slapped her… Which is my favourite thing Amira has ever done. The child burst into a cloud of smoke… Noted: If children are annoying, slap them and they’ll go away.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
After taking a break, we come to a clearing. As we walk through we realise we can’t hear each other in the clearing and there seems to be no way out other than the way we came in. Amira says it’s creepy and as she says that, the fog thickens.&amp;lt;br&amp;gt; &lt;br /&gt;
Teddy runs forward and yells “What do you want?” Into the clearing. We still have mind speech on so he lets us know that the clearing answers back. “What are you most afraid of in what lies ahead?” It repeats the question until he answers honestly “loneliness”, He says he can now see an exit… Oh crap...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We each enter and answer:&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;&#039;Me (Persephone):&#039;&#039;&#039; “Why do you refuse to turn back?” I give many good answers but the exit doesn’t appear until I say “Cos I want to prove I’m strong enough to beat this”… Which is stupid and a lie obviously.&amp;lt;br&amp;gt; &lt;br /&gt;
- &#039;&#039;&#039;Amira:&#039;&#039;&#039; “why do you refuse to turn back?” “I won’t abandon my friends”&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;&#039;Eydis:&#039;&#039;&#039; “What are you most afraid of in what lies ahead?” “Not achieving our goal”&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;&#039;Echelon:&#039;&#039;&#039; Had same question and answer to Eydis.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Finally we can all see the exit and cross. As we go on, the trees start to have faces and are definitely watching us (y’know, I thought my first adventure was gonna be a normal, straightforward mission but nooooo). The path starts to narrow a lot… we start to wonder if it’s related to our fea- I mean apprehension. Us mil-sci’s start trying to raise morale. Eydis plays a lame (I mean game) where she makes animal sounds and we have to guess. It works to distract us and the path widens.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We come to a small, black pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Pool&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Effect on me when submerged? Visions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Teddy pokes his stick in and it seems to have no bottom. He gets a vision of Echelon attacking him. Me, Amira, and Eydis also look in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visions:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amira&#039;&#039;&#039; - Looking down at the forest, there’s a spot of grey that’s seeping out.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Persephone (Me)&#039;&#039;&#039; - Me leaving the forest alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eydis&#039;&#039;&#039; - Party having a heated argument in the forest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Echelon won’t look. But the pool seems to have a shallow bottom now so most of us cross on foot… Except Echelon who swings across via grappling hook because he’s feeling contrary today.&amp;lt;br&amp;gt; &lt;br /&gt;
We move on and all the trees lose texture and become like a play set.. Like cardboard. Our shadows start lagging and our foot steps disappear. I start to see a pulsing, sickly green light ahead. Then we hear a deep inhaling sound.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mil-Sci==&lt;br /&gt;
===Daily pattern===&lt;br /&gt;
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’&lt;br /&gt;
====Travel Magics====&lt;br /&gt;
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’&lt;br /&gt;
‘’Can the party eat/sleep/etc on the mode of transport.’’&lt;br /&gt;
===Watch Order===&lt;br /&gt;
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’&amp;lt;br&amp;gt;&lt;br /&gt;
First - ??&amp;lt;br&amp;gt;&lt;br /&gt;
Second - ?? &amp;lt;br&amp;gt;&lt;br /&gt;
Third - ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night watch&amp;lt;br&amp;gt;&lt;br /&gt;
First - ??&amp;lt;br&amp;gt;&lt;br /&gt;
Second - ?? &amp;lt;br&amp;gt;&lt;br /&gt;
Third - ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Marching Order===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Buffs===&lt;br /&gt;
&lt;br /&gt;
====General Buff Notes====&lt;br /&gt;
Buffs listed in the table don&#039;t need to be detailed, other buffs not on the table must be mentioned at the time they are cast. &amp;lt;br&amp;gt;&lt;br /&gt;
Y means always on, N/- means never on, &#039;Sit.&#039; means when the party has time for buffs before a fight. &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Spells which weapon/s it is going on normally should be noted also&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 200px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 60px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 350px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 80px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Long duration buffs====&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;Am&amp;quot; | Amira&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Echelon&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Teddy&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Eydis&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Persephone &lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Enchant weapon&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20 SC, +7 damage&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 25 mins&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 22 Melee Def, 11 close def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5.5 hours&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name (??)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ##&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Hours&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Short duration buffs====&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name ???&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Mins&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name ???&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Mins&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name ???&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Mins&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Misc====&lt;br /&gt;
Eydis Mandolin playing (within 20&#039;): Protection from Evil (vs undead or unholy) &#039;&#039;&#039;+10SC&#039;&#039;&#039;, &#039;&#039;&#039;+2dam&#039;&#039;&#039;, &#039;&#039;&#039;+10&#039;&#039;&#039; vs fear, &#039;&#039;&#039;+10MR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Loot and Expenses ==&lt;br /&gt;
===SP &amp;amp; other cash value loot===&lt;br /&gt;
&lt;br /&gt;
===Significant Items===&lt;br /&gt;
&lt;br /&gt;
* Luck Stone - Acquired from Luma (Session 1)&lt;br /&gt;
* Nightmare Shard #1 - Acquired from killing Nightmare in clock tower (Session 2)(Currently being held by Walter)&lt;br /&gt;
*Strawberry basket (Acquired by Eydis)(Session 3)&lt;br /&gt;
*Piece of paper with backwards mirror writing - Acquired by Eydis in castle with knight in mirror (Session 4)&lt;br /&gt;
*Piece of paper with no reflection - Acquired by Eydis in castle with Knight (Session 4)&lt;br /&gt;
* Nightmare Shard #2 - Acquired from killing Nightmare in Candyland (Session 6)&lt;br /&gt;
*Pot of black char - Made by Teddy (Session 7)&lt;br /&gt;
*A couple of crude handmade amulets for protection (Made out of twigs and such by Teddy)(Session 9)&lt;br /&gt;
&lt;br /&gt;
===Gifts===&lt;br /&gt;
&lt;br /&gt;
===Purchases===&lt;br /&gt;
&lt;br /&gt;
*Amulet of Chalcedony (Session 7)&lt;br /&gt;
*Potion of the Unborn Child (Injested by Eydis) (Session 7)&lt;br /&gt;
&lt;br /&gt;
===Minor Items===&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Autumn&amp;quot; &lt;br /&gt;
! colspan=15 | &amp;lt;h1&amp;gt;Autumn&amp;lt;/h1&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| colspan=14 | &amp;lt;b&amp;gt;[[Lugnasad]]&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Fruit]] (4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=3 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 18 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30 || &amp;amp;nbsp;&lt;br /&gt;
| colspan=8 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Harvest]] (5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=7 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Seagate Autumn Fair&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Seagate Autumn Fair&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;Michaelmas&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 30 || &amp;amp;nbsp;&lt;br /&gt;
| colspan=4 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Vintage]](6)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=11 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]&lt;br /&gt;
| class=day | 18 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Beerfest&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Shadows_In_Play&amp;diff=114199</id>
		<title>Shadows In Play</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Shadows_In_Play&amp;diff=114199"/>
		<updated>2026-05-27T09:39:07Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]]&lt;br /&gt;
[[Scribe_Notes#Autumn_826_WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Anne&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Autumn]] 826 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Monday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Sunnyvale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Teddy]] a male Mind Mage, Hobbit played by Kelvin&lt;br /&gt;
# [[Persephone]] a female Necromancer, Human played by Amy Rose&lt;br /&gt;
# [[Echelon]] a male Celestial Mage, Elf played by Zarne &lt;br /&gt;
# [[Amira]] a female E&amp;amp;E mage, Human played by [[Jono Bean]]&lt;br /&gt;
# [[Eydis]] a female Mind Mage, Dwarf played by [[User:Kelsie2|Kelsie]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Employer: &lt;br /&gt;
Walter&lt;br /&gt;
&lt;br /&gt;
; Mission: &lt;br /&gt;
To investigate and solve the disturbances across Children’s Playground. Walter would like a full report of what you find.&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
10,000sp each, Greater and Potions presented on agreement of job.&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
===Session 1===&lt;br /&gt;
&#039;&#039;&#039;Night 1: Yeahh, So I Actually Don&#039;t Like Kids&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Right, so we were called into a tavern to get our mission (I can’t believe my first mission isn’t in the proper forum, just my luck). Our employer seems to be a 14 year old boy because of course it is.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our Mission:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Sort out the issues happening on Children’s Playground and report back.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Payment:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
*Greaters (+10) on all areas&amp;lt;br&amp;gt;&lt;br /&gt;
*Potions (4 waters of healing, 1 waters of strength and 1 strength of stone each) rank 10&amp;lt;br&amp;gt;&lt;br /&gt;
*10,000sp each&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Persephone (Me) - Elf, Necromancer&amp;lt;br&amp;gt;&lt;br /&gt;
*Echelon - Human, Celestial&amp;lt;br&amp;gt;&lt;br /&gt;
*Teddy - Halfling, Mind Mage&amp;lt;br&amp;gt;&lt;br /&gt;
*Amira - Human, E&amp;amp;E&amp;lt;br&amp;gt;&lt;br /&gt;
*Eydis - Dwarf, Mind Mage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roles:&#039;&#039;&#039;&lt;br /&gt;
*Scribe: Persephone&amp;lt;br&amp;gt;&lt;br /&gt;
*Mil Sci: Amira&amp;lt;br&amp;gt;&lt;br /&gt;
*Party Leader: Persephone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So Children’s Playground is apparently a plane controlled by children’s ‘imaginations’ or whatever and its been having issues:&amp;lt;br&amp;gt;&lt;br /&gt;
- Valley of the Sun: Kids are talking about ‘losing games forever’, they’re not forgiving each other and their pretend monsters aren’t disappearing I guess.&amp;lt;br&amp;gt;&lt;br /&gt;
- Candyland: It’s started raining there and, shocker, sugar melts.&amp;lt;br&amp;gt;&lt;br /&gt;
- Children are becoming hard to remove once they’re too old.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I guess there’s this ‘sorting elf’ who like takes the kids out of the plane when they age. Maybe they’re not doing their job? The children think evil orcs come take them which is kind of funny.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 1:&amp;lt;br&amp;gt;&lt;br /&gt;
We crawl through a cupboard portal to Walter’s wizard tower in Children’s Playground. There are letters from the ‘sorting elf’… Amira gives us coins so she can track us… dunno how I feel about that. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We find the head of the town guard. He says a member of the guard (Tobin) has had several episodes of anger and aggression that he doesn’t remember:&amp;lt;br&amp;gt;&lt;br /&gt;
- Healers found nothing wrong&amp;lt;br&amp;gt;&lt;br /&gt;
- A white knight came through town a week ago before the problems and then left quickly&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote&#039;&#039;&#039; - &#039;&#039;“Do you know what would be funny? Putting your stilts on our donkey” - Teddy&lt;br /&gt;
“What part of the donkey?” - Eydis&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go to the Pixie inn and Amira orders food. Eydis steals a kids breakfast (hilarious). Amira offers to sell the kid another.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote&#039;&#039;&#039; - &#039;&#039;“I’m a breakfast dealer” - Amira&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Teddy is not good at this game, he licks an orc’s bacon and puts it back on the plate, and of course gets beat up, rightfully. Amira offers the orc breakfast to get him on our side. &amp;lt;br&amp;gt;&lt;br /&gt;
The orc says:&amp;lt;br&amp;gt;&lt;br /&gt;
- It’s people around the clocktower that are acting weird&amp;lt;br&amp;gt;&lt;br /&gt;
- Clocktower got a delivery 1 week before Tobin flipped, labeled “Don’t open except Roger”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We find Luma who works in the clocktower:&amp;lt;br&amp;gt;&lt;br /&gt;
- Steve delivered 2 boxes for Roger&amp;lt;br&amp;gt;&lt;br /&gt;
- They’re empty now&amp;lt;br&amp;gt;&lt;br /&gt;
- They felt empty before opened&amp;lt;br&amp;gt;&lt;br /&gt;
- The ‘white knight went to the clocktower, left town after, the boxes were opened after that.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luma takes us to the clocktower and starts going on and on about how he never loses games and his friends hate him because he thinks they’ve ‘lost forever’ and are never allowed to play those games again… kind of an annoying kid to be honest. We figure out he’s got a black and white pebble he found in his pocket. He says he found it around the clocktower. Eydis uses a telekinetic hand to pick pocket the stone away from him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Luma (with pebble)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Live Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; What Makes Him Win? External Amplified Luck&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Luma (without pebble)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; What Makes Him Win? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Empty delivery crate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Magic? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luma doesn’t want to go in the clocktower. He rambles about how the pictures he draws on the street dance for him but the other day one got up and walked away (and owl bear) It chased his friend Xander.&amp;lt;br&amp;gt;&lt;br /&gt;
Amira studies the stone so we can find it again once Luma leaves and we hide it under a crate.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We head to Tobin’s house:&amp;lt;br&amp;gt;&lt;br /&gt;
- He doesn’t remember anything and hasn’t noticed anything&amp;lt;br&amp;gt;&lt;br /&gt;
- He did see the knight&amp;lt;br&amp;gt;&lt;br /&gt;
- Doesn’t know anyone else who has had episodes.&amp;lt;br&amp;gt;&lt;br /&gt;
- Has no pebble.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Tobin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Long Live Sentient&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Last Magic To Effect: Dispair.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 2===&lt;br /&gt;
&#039;&#039;&#039;Night 2: Luma And Teddy Inconvenience Everybody&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- All people that have had episodes have been within a two street radius of the clocktower and 10 minutes either side of noon.&amp;lt;br&amp;gt; &lt;br /&gt;
- The knight may have a castle&amp;lt;br&amp;gt;&lt;br /&gt;
- Me and Amira have decided the knight is probably a wuss.&amp;lt;br&amp;gt;&lt;br /&gt;
Walter gives us a list of the other kids who’ve snapped (Sarah, Alfie, Erica and Dale)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Dale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Why do people ‘lose permanently’? Dread&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike Freaking Luma, these kids have lost but they also believe you ‘lose’ permanently. They have no stones. They all live and play near the clocktower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We need to go all the way into that goddamn clock. They all look for footprints, but Teddy ESPed a weird mind upstairs so I want to get the fighting. The bell tower looks empty but we notice a weird shadow that looks out of place… and its moving so that’s probably not good.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Shadow&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Sentient Animate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Generic True Name? Nightmare (Lesser)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We start to move slowly towards it (me and Echelon in the front). Eydis casts Mental Attack and it disappears… Not too long later it reforms. It seems to be avoiding the sunlight. The fighting begins.&amp;lt;br&amp;gt;&lt;br /&gt;
Amira gets hit and suddenly looks really freaked out. Finally I hit it and it disappears (I did that!). A sharp black shard stone falls to the ground.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Shard Stone&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Magic? Corruption.&amp;lt;br&amp;gt; &lt;br /&gt;
Eydis does some Limited PreCog to see what will happen if we pick it up. She sees herself bleed as soon as she touches it and black wisps rising from her. She uses telekinesis to put the shard into a pouch.&amp;lt;br&amp;gt;&lt;br /&gt;
We take it to Walter:&amp;lt;br&amp;gt;&lt;br /&gt;
- They’ve had a nightmare here before that possessed a prince in Candyland.&amp;lt;br&amp;gt;&lt;br /&gt;
- …Someone named Roger brought it last time (hmm sounds familiar) They thought Roger was dead and buried.&amp;lt;br&amp;gt;&lt;br /&gt;
- Supposedly buried on the edge of a Candyland forest (ask thieves guild) well we’ll see about that.&amp;lt;br&amp;gt; &lt;br /&gt;
- The nightmares leaving a stone behind is new. He gives us a lead lined box to keep it in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We nip through the portal to get our stones divinated and to get Amira… fixed, she’s still very freaked out.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divinations:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Shard Stone: A fragment of a nightmare from the plane of nightmares connected to Children’s Playground. There could be an opposite shard… like from a bloody unicorn or something.&amp;lt;br&amp;gt;&lt;br /&gt;
- Amira: Has ‘Dread’ mil sci’s can Rally it off, if you acquire stacks of it, Nightmares do more damage.&amp;lt;br&amp;gt; &lt;br /&gt;
- Luck Stone: Amplifies users luck majorly can even change fate. Makes you aggressive and angry. They could maybe cleanse it but that might affect the luck.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We go back through the portal and leave the shard with Walter but take the luck stone. Suddenly Freaking Luma is here panicking because he drew a ‘fire lizard’ and it got up and its huge. Walter goes to get the fire department. We get Luma to draw a bunny for us and wish for it to come alive. It works and we learn that water destroys them.&amp;lt;br&amp;gt;&lt;br /&gt;
We got meet the fire department. Me and Echelon help use the hoses and Eydis controls it so it sits still. We destroy it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Teddy wanders off… Oh for gods sake. We go after him… He seems to have amnesia… He’s somehow more annoying now.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Teddy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Live Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Duration of Amnesia? 5 Days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis controls him so we can take him back to the guild to fix him.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
DAY 2:&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s fixed and we go back. Apparently some of the kids attitudes are fading.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote&#039;&#039;&#039; - &#039;&#039;“The stupid hobbit has gone and got himself stupider”&#039;&#039; - Eydis&lt;br /&gt;
&lt;br /&gt;
===Session 3===&lt;br /&gt;
&#039;&#039;&#039;Night 3: The Knight&#039;s Castle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go to see the knight, its a five day journey.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Five Day Journey (Days 2-6):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day one:&#039;&#039;&#039; We hear music and Amira maims some animals (they look cool) Teddy seems to lose the ability to talk and goddamn is it peaceful.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day Four:&#039;&#039;&#039; Teddy gets his voice back... ah f**k.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day Five (DAY 6):&#039;&#039;&#039; We talk to some children on the way there and they give us some strawberries, we have a basket now.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We knock on the castle door and are told the knight left a few days ago (nothing is ever easy) we are invited to stay. We take a detour to talk to the cook? And then go look for paintings of the knight. We find none without the helmet but Amira studies one with it. We talk to a guardsman (Garrick):&amp;lt;br&amp;gt;&lt;br /&gt;
- Knight stays in the west wing which he’s closed while he’s away&amp;lt;br&amp;gt;&lt;br /&gt;
- Its not usually closed&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s 12 guards on duty (mostly outside)&amp;lt;br&amp;gt;&lt;br /&gt;
- They usually get more info about where he goes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amira casts locate. One arrow points to the west wing and it flickers oddly and one that goes south outside near max range.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eydis does Limited PreCog:&amp;lt;br&amp;gt;&lt;br /&gt;
What will happen if we tell Garrick something is wrong and ask him to investigate with us? He says he won’t investigate and ‘neither should we’&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis says it seems like he’s hinting we should. So we decide to. We have this convo after dinner. Teddy disappears for a while and comes back saying he was slipped info about watches and instructions to the knights room and where the key is. We buff up.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; West Wing Door&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Ward, Alarm, Curse or Trap? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Echelon picks the lock and Amira’s belt unbuckles randomly… My party is weird. I go in first. We follow Amira’s spell and Teddy’s instructions to the Knights room. The key is supposedly in a drawer outside.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Drawer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of ward, alarm, curse or trap? NA&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Door&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of ward, alarm, curse or trap? Alarm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; Method of bypass? Correct ITN or key.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Teddy unlocks the door with the key.  There’s a broken vanity mirror with scattered glass on the floor. Bits of his armour are strewn around the room, tattered and fallen (a sword, helm, banner and shield). Amira’s spell points to a standing mirror. I can tell there’s been a fight that started at the vanity mirror and ended at the standing one.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Standing mirror&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature Of Magic? Entrapment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Helm on the vanity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of magic? Puzzle piece&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Broken mirror&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; No aura&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Room&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Sword&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Nature of magic? Puzzle piece&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly living composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Plane of origin? Children’s playground&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; Effect when pieces repaired and hung in place? Puzzlepiece fixed&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Banner&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Formerly Living Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Effect on puzzle completion? Clarity?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis says the armour and stuff isn’t ‘from here or has been affected’.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We notice the standing mirror doesn’t show us and shows the armour pieces in perfect condition and hung up. Teddy finds the missing Helm plinth. Amira is fixing the banner, Teddy polishes the sword and then hangs it up, footsteps come from the mirror and we see a knight who waves at us. I fix the shield and hang it up, we hear footsteps in the room and a knight rises from a glass shard holding a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 4===&lt;br /&gt;
&#039;&#039;&#039;Night 4: Roger Must Die&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
… We don’t talk about what happened during this fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis’ mental attack shatters it to glass… potentially temporarily. We sweep the glass into a pillowcase and stuff it in the drawer outside the room. Amira fixes the banner. Just as we finished restoring the rest of the armour, the knight reforms and comes to the door. Before he could enter, we all put the armour in its place at the same time this time (FINE Eydis MIGHT have been right), the glass guy turns to dust.&amp;lt;br&amp;gt; &lt;br /&gt;
The white knight appears in the mirror. Suddenly a different face appears in all the reflections in the room, he smirks and says “Your methods are interesting but.. futile, adventurers” then disappears… what a twat. The white knight is still trapped but can talk to us.&amp;lt;br&amp;gt; &lt;br /&gt;
- He doesn’t know who trapped him&amp;lt;br&amp;gt;&lt;br /&gt;
- We inform him that someone may be pretending to be him since the locate arrow is still pointing two ways.&amp;lt;br&amp;gt; &lt;br /&gt;
- Says the other reflection could be Roger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eydis Limited PreCog:&#039;&#039;&#039; &#039;&#039;What would happen if Amira broke the mirror?&#039;&#039; It would shatter and nothing would happen and the reflection would be gone.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We ask him to remove his helmet so Amira can study him for a more accurate locate spell. He is an elven man with blonde hair… Okayy maybe he’s kinda really very attractive… But only to the others, Amira was drooling, I didn’t care of course.&amp;lt;br&amp;gt; &lt;br /&gt;
He manages to somehow get us a signed letter to give to Garrick so he knows to get a mage to free him. Amira does a new locate spell and it only points at the mirror so someone might be impersonating him.&amp;lt;br&amp;gt;&lt;br /&gt;
- It was the doppelgänger that went to the clocktower.&amp;lt;br&amp;gt;&lt;br /&gt;
- He’s headed towards the ‘dark forest’&amp;lt;br&amp;gt;&lt;br /&gt;
- We decide we’ll chase the doppelgänger&amp;lt;br&amp;gt;&lt;br /&gt;
- We work out a ‘safeword’ with the knight to know its really him: ‘pumpkin head’&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have to drag Amira away from the knight. We give the note to Garrick and head to bed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 7:&amp;lt;br&amp;gt;&lt;br /&gt;
It’s a five day journey of course.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 1:&#039;&#039;&#039; We cross a river&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 2 (DAY 8):&#039;&#039;&#039; No animals were maimed :( &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 3 (DAY 9):&#039;&#039;&#039; I sense a graveyard nearby and we go there. There is one fresh grave for Edith Finch from a week ago. I’m unable to talk to her. This all seems strange as Walter had insinuated that death wasn’t permanent. We find a near homestead that is owned by the Finch family:&amp;lt;br&amp;gt; &lt;br /&gt;
- Said she died in her sleep but the ‘knight’ had passed through the day before.&amp;lt;br&amp;gt; &lt;br /&gt;
- The knight doesn’t usually come here.&amp;lt;br&amp;gt;&lt;br /&gt;
- They say its normal for her to stay dead because there’s ‘no need for heroes beyond a certain age’… yeah sure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis won’t let us have a graveyard picnic (She never lets me do anything fun). On 3rd watch Echelon hears a voice in his mind &#039;&#039;“Poor Candyland, left to melt by heroes”&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 4 (DAY 10):&#039;&#039;&#039; forest gets darker. An owl tells Echelon it may have seen the knight five days ago but like how high can an owl even count?  During first watch Eydis hears the voice &#039;&#039;“Poor poor heroes, on the wrong track, headed to their death”&#039;&#039;.&amp;lt;br&amp;gt; &lt;br /&gt;
During second watch I hear a rustle but Teddy’s ESP says their are no minds. A figure appears, the guy from the reflection. I wake everyone but I’m the only one that can see and hear him:&amp;lt;br&amp;gt;&lt;br /&gt;
- This is Roger… and he’s a serious dickwad…. Like seriously the worst. He kept calling me Sweatpea so obviously, he must die.&amp;lt;br&amp;gt; &lt;br /&gt;
- He says he wants us out of his business and that we’re going to die.&amp;lt;br&amp;gt; &lt;br /&gt;
- He keeps walking wayyyy too close to me.&amp;lt;br&amp;gt; &lt;br /&gt;
- He says we don’t have what we need, we need more of the shards from the nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s still some of Candyland left.&amp;lt;br&amp;gt; &lt;br /&gt;
He really likes to annoy me and I seem to be the only one who can touch him. I try to draw a dick and balls on his hid but he whacks the shit out of me… worth it. Finally after hours he goes.&amp;lt;br&amp;gt;&lt;br /&gt;
Amira empathies me and finds traces of a mysterious disease, she heals me.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 11&amp;lt;br&amp;gt;&lt;br /&gt;
We decide to change course and go to Candyland to try and get more shards&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 5===&lt;br /&gt;
&#039;&#039;&#039;Night 5: Teddy Is Banned From Looking At Me... Ever Again... For All Time&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go right and think really hard about Candyland. We eventually smell burnt sugar and find a candy village that looks… rough. There’s a taffy statue of a person mid-step in the middle of the street.&amp;lt;br&amp;gt; &lt;br /&gt;
We knock on a door but all we see is a face at the curtains and no answer. Amira yells some drivel about us being heroes and someone comes to the door. A woman made of gummy candy keeps nattering about not wanting ‘them’ to hear us and ushers us in:&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s something large, black and shadowy living in the fountain, corrupting people.&amp;lt;br&amp;gt;&lt;br /&gt;
- There’s a queen in charge but they haven’t been able to get word to her.&amp;lt;br&amp;gt;&lt;br /&gt;
- The statue used to be someone and its happened before, then the thing in the fountain turns the statues into monsters.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Suddenly I’m hearing…. Thoughts? Other peoples thoughts including- EW EW EW EW Teddy’s thoughts, make it stop!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We decide to head to the fountain in the middle of town. There are way more statues here, they don’t have minds. I hear a bunch of dormant minds and one that’s… waiting. The fountain has sunk 6 feet into the ground and- EW EW EW TEDDY’S THOUGHTS MAKE THEM STOP… I never want to walk in front of him again.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eydis plays her mandolin. I hear the dormant minds waking and they’re not all coming from the fountain.&amp;lt;br&amp;gt; &lt;br /&gt;
Eydis casts Wall Of Starlight in front of the fountain. For a second nothing happens and then some weird tar, burnt sugar people attack us. We kill one group and then another and they melt into puddles.&amp;lt;br&amp;gt; &lt;br /&gt;
Amira heals us.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The big waiting mind starts to move further down and away from us through what might be the sewer system so we go down a manhole to follow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 6===&lt;br /&gt;
&#039;&#039;&#039;Night 6: Graveyard Picnic, Hell Yeah!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We go into the sewer to face our this nightmare shit.&amp;lt;br&amp;gt; &lt;br /&gt;
A black sludge creature appears and advances. After some damage it appears beneath me.&amp;lt;br&amp;gt; &lt;br /&gt;
We kill it and me and Echelon sift through the sludge to find the next shard.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Shard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Exposure Effect? Corruption and Drain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We put the shard in a bag and stored it on Dinner.&amp;lt;br&amp;gt; &lt;br /&gt;
We tell the town that we awesomely killed the big bad.&amp;lt;br&amp;gt;&lt;br /&gt;
We then decided to head to the camp of the Orcs and the ‘sorting elf’ to deal with those issues.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAVEL DAY 1 (DAY 12):&#039;&#039;&#039; we camp and the night watch hears some faint singing: (Teeth in the Dark on wiki) &#039;&#039;(See Below)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAVEL DAY 2 (DAY 13):&#039;&#039;&#039; We notice a silhouette on a hill of some kind of structure. As we reach the top we find a set of gallows. Teddy finds 3 extra minds across the gallows by some gravestones. I ask questions of one of them and find out they were hung and buried for murder.&amp;lt;br&amp;gt; &lt;br /&gt;
We finally get to have a graveyard picnic so it’s a good day.&amp;lt;br&amp;gt; &lt;br /&gt;
During night 2 Amira noticed that it was dead silent. Nothing at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAVEL DAY 3 (DAY 14):&#039;&#039;&#039; Boring day. During the night Amira hears a stampede of something nearby but no minds were detected. Eydis heard the nightmare song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The song heard by Amira and Eydis on the travel towards the Orc Camp&lt;br /&gt;
  “Teeth in the Dark”&lt;br /&gt;
  Verse 1&lt;br /&gt;
  There’s a whisper in the rafters, counting every breath I take&lt;br /&gt;
  A lullaby of splintered glass that sings me wide awake&lt;br /&gt;
  The clock forgets its rhythm, time is dragging through the floor&lt;br /&gt;
  And something wearing my own face is standing at the door&amp;lt;br&amp;gt;&lt;br /&gt;
  Pre-Chorus&lt;br /&gt;
  I try to scream but the sound won’t stay&lt;br /&gt;
  It curls in my chest and decays&amp;lt;br&amp;gt;&lt;br /&gt;
  Chorus&lt;br /&gt;
  Nightmares got teeth in the dark tonight&lt;br /&gt;
  Gnawing the edges of wrong and right&lt;br /&gt;
  They know my name, they wear my skin&lt;br /&gt;
  They tuck me in just to crawl within&lt;br /&gt;
  No place to run, no place to hide&lt;br /&gt;
  I’m chasing the ghost I keep inside&lt;br /&gt;
  When morning comes, I’m still not free—&lt;br /&gt;
  The nightmare’s learning how to be me&amp;lt;br&amp;gt;&lt;br /&gt;
  Verse 2&lt;br /&gt;
  There’s a hallway made of mirrors, but they don’t reflect me back&lt;br /&gt;
  Just a thousand different endings, every future painted black&lt;br /&gt;
  Every step’s a conversation with the things I tried to drown&lt;br /&gt;
  And the silence screams the loudest when there’s no one else around&amp;lt;br&amp;gt;&lt;br /&gt;
  Pre-Chorus&lt;br /&gt;
  I shut my eyes but the dark gets loud&lt;br /&gt;
  Like I’m buried alive in a crowd&amp;lt;br&amp;gt;&lt;br /&gt;
  Chorus&lt;br /&gt;
  Nightmares got teeth in the dark tonight&lt;br /&gt;
  Gnawing the edges of wrong and right&lt;br /&gt;
  They know my name, they wear my skin&lt;br /&gt;
  They tuck me in just to crawl within&lt;br /&gt;
  No place to run, no place to hide&lt;br /&gt;
  I’m chasing the ghost I keep inside&lt;br /&gt;
  When morning comes, I’m still not free—&lt;br /&gt;
  The nightmare’s learning how to be me&amp;lt;br&amp;gt;&lt;br /&gt;
  Bridge&lt;br /&gt;
  If I stay awake, will it fade away?&lt;br /&gt;
  Or is sleep just a price I pay?&lt;br /&gt;
  For every secret I never said&lt;br /&gt;
  Now they’re building a home in my head&amp;lt;br&amp;gt;&lt;br /&gt;
  Breakdown&lt;br /&gt;
  (Whispered)&lt;br /&gt;
  Don’t close your eyes…&lt;br /&gt;
  Don’t close your eyes…&amp;lt;br&amp;gt;&lt;br /&gt;
  Final Chorus&lt;br /&gt;
  Nightmares got teeth and they’re closing in&lt;br /&gt;
  Chewing through bone just to taste the sin&lt;br /&gt;
  They bend the truth, they twist the light&lt;br /&gt;
  Turn every dream into a fight&lt;br /&gt;
  No place to run, no place to hide&lt;br /&gt;
  I’m losing ground to what’s inside&lt;br /&gt;
  And when I wake, I finally see—&lt;br /&gt;
  The nightmare isn’t chasing me&amp;lt;br&amp;gt;&lt;br /&gt;
  Outro&lt;br /&gt;
  …it’s waiting patiently.&lt;br /&gt;
&lt;br /&gt;
===Session 7===&lt;br /&gt;
&#039;&#039;&#039;Night 7: Shopping Day I Guess...&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 4 (DAY 15):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everyone yaps about rainbows. At night Amira wakes me and asks why Eydis has gotten up to stoke the fire… But she’s still asleep so we’re having visions again. Teddy makes an absolutely inedible meal so me and Amira make a better one… Mostly Amira&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOURNEY DAY 5 (DAY 16):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Suddenly there’s a guy in a wagon in front of us. He says he’s a merchant and last he knew, he was on Alucia. He shows us some amulets that can help keeping undead away. We buy Amulet of Chalcedony. Amira asks about a potion of the unborn child. The merchant finds one but seems to have no idea how it got there.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon and Amira DA:&#039;&#039;&#039; Potion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 1:&#039;&#039;&#039; Which stat does this increase? Physical Strength&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; How much by? 6 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amira buys it. We draw straws and of course I don’t win. Eydis takes the potion… I guess she could use the strength. People buy some more stuff until I get bored and say we should move on.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We approach a cliff edge surrounded by the orc camp. Eydis becomes a bat and flies up to look. After Eydis’s description, Amira thinks its a camp of 200. An orc calls out in orcish and Amira replies… I hear my name. They usher us to the gate, there’s 15 of them waiting plus a really beat up tall, tough looking one. I explain about the elf in the cliff… They seem confused and irritated by me… freaking orcs, I miss elves. Amira takes over and asks to speak to the chief. They wait (Amira’s making me write ‘Orcwardly’) while they go get ‘Grash’. He’s very large. I stand up straighter. He looks at me and says “I hear you see it too”, I respond very intelligently and he ushers us into his tent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Grash&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; GTN? Orc*&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 8===&lt;br /&gt;
&#039;&#039;&#039;Night 8: Me and Bat Eydis Climb A Cliff&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It’s a really swanky tent. &lt;br /&gt;
Grash says:&amp;lt;br&amp;gt;&lt;br /&gt;
- Everything seems to be working on their end.&amp;lt;br&amp;gt;&lt;br /&gt;
- The elf has the backlog of children with him in the cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
- They haven’t seen any nightmares or Roger (Eydis drew a… pretty impressive picture of him)&amp;lt;br&amp;gt;&lt;br /&gt;
- They haven’t seen any weirdness except the forest on the top of the cliff is getting darker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grash shows us to out to the cliff face. We go through. We see a passage into a cavernous room. Eydis calls out and we hear footsteps. A young elf greets us and takes us through the caverns. We see wayyyy too many smelly 14 year olds clogging up the rooms. We are taken to the sorting elf although he apparently calls himself ‘the keeper’… our name is better.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He greets us as if he knows us… He doesn’t know me. He says we were here once when we were kid. Screw that, I was never in this nightmare place.&amp;lt;br&amp;gt; 	&lt;br /&gt;
- He says he thinks the cause of all this is because“It’s as if belief, itself is deteriorating”.&amp;lt;br&amp;gt; &lt;br /&gt;
- He says as children age, they become less fluid in their beliefs and too many older, less ‘imaginative, maleable’ children on the plane is causing it to destabilise.&amp;lt;br&amp;gt; &lt;br /&gt;
- He thinks there’s something in the forest causing the children not to be able to leave and its feeding on the destabilisation of the plane.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote:&#039;&#039;&#039; &#039;&#039;“200 backed up children? Try prune juice”&#039;&#039; - Teddy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We show him the shard. He says he hasn’t seen any nightmares or shards. He agrees that their could be an opposing force and mentions a faeglade in the forest to find unicorns (Please say we get to kill it). He said Grash has sent a patrol Into the forest before and they never came back… They also sent a hero ‘Crash The Brash’ (oh for fucks sake) and he also hasn’t been seen since. We agree to let his students do a more thorough divination on the shard.&amp;lt;br&amp;gt; &lt;br /&gt;
Echelon asks for the stealth ring he bought to be divinated too.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divinations:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nightmare shard:&#039;&#039;&#039;&lt;br /&gt;
- The more shards you have, the closer your connection to the nightmare plane and you can connect the shards.&amp;lt;br&amp;gt; &lt;br /&gt;
- Strong enough shards can trap a nightmare. For around an hour for lesser shards.&amp;lt;br&amp;gt;&lt;br /&gt;
- They tell us the process. Involves holding it in your bare hands like a blood sacrifice. (1pt EN each round you spend. Within 5ft of entity, lots of WP is useful).&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stealth Ring:&#039;&#039;&#039;&lt;br /&gt;
- Holds up to 3 charges of Walking Unseen.&amp;lt;br&amp;gt;&lt;br /&gt;
- On all creatures within 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DAY 17:&amp;lt;br&amp;gt;&lt;br /&gt;
The next day we decide to go check out the forest and see what’s there. The orcs show us to their path. Echelon gives us all wings just in case we fall… Except Eydis who becomes a bat and rides on my shoulder. Bat Eydis is kinda cute. Most of us walk up the path but Echelon decides to fly. He does not crash land so that was mildly disappointing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top Amira has another locate on for the armour. Echelon uses the Walking Unseen ring and Eydis stays a bat and uses Mind Speech. We enter the forest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 9===&lt;br /&gt;
&#039;&#039;&#039;NIght 9: I Get To Drink Orc&#039;s Blood&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Marching Order:&amp;lt;br&amp;gt; &lt;br /&gt;
- Persephone (me) - With shard&amp;lt;br&amp;gt;&lt;br /&gt;
- Amira - With luck stone&amp;lt;br&amp;gt;&lt;br /&gt;
- Echelon&amp;lt;br&amp;gt;&lt;br /&gt;
- Teddy&amp;lt;br&amp;gt;&lt;br /&gt;
- Eydis is flitting around as a bat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The forest starts to get very quiet and we don’t seem to arrive at any of the landmarks we see… We come to a set of footprints that match ours exactly. &lt;br /&gt;
Amira suggests the safeword ‘pelican’ in case there are doubles of us… This is not allowed to be true, one Teddy is enough.&amp;lt;br&amp;gt; &lt;br /&gt;
Teddy marks the ground with a stick but when we get walking again… We come to the same place so luckily we’re just in a hellish loop, but no extra Teddy’s.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eydis tries to fly up and see above the canopy but said she got bad ‘danger sense’ before she could and came back. Eydis and Teddy do Mind Shield on themselves to see if the loop is a mind trick. Amira says her locate arrow is glitching?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amira DAs each of us:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Echelon:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Setient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 1:&#039;&#039;&#039; Last magic to impact? Mind Speech&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2:&#039;&#039;&#039; Rank of last magic? 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 3:&#039;&#039;&#039; College of last magic? Mind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Persephone:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Long Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; MA of caster of last magic? High&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teddy:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; How healthy is he? Healthy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eydis:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Duration of current deception she is under? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amira:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Short Lived Sentient&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Duration of deception she’s under? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eydis becomes a dwarf again. I decide to use my superior ranging abilities to try and find us a different, better path and of course I do find us a non-looping path. We pass a tree that looks like it was struck by lightning and then we starting seeing things hanging from trees like bells and strings. Eydis and Teddy (suddenly Teddy knows things apparently) tell us that sometimes things are hung from trees to ward off spirits. I detect no undead here.&amp;lt;br&amp;gt; &lt;br /&gt;
Teddy makes the creepiest amulets I’ve ever seen for protection and gives me one… It’s the nicest present I’ve ever gotten.&amp;lt;br&amp;gt; &lt;br /&gt;
As we progress more things are hung from the trees like creepy dolls. Teddy tries to take something and the tree attacks him which was hilarious. All the dolls turned to look at him.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Doll&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Composite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q1:&#039;&#039;&#039; Last magic to impact? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q2:&#039;&#039;&#039; Nature of magic? Animation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q3:&#039;&#039;&#039; College of Magic? N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Q4 (Amira):&#039;&#039;&#039; Is it connected to the magic of the shard? Connected to nightmare plane.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We move on and the items peter out. After a while I become uneasy. Suddenly I see movement and a big ass wolf looking thing speeds past and attacks Echelon. There are four of them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
… I don’t want to talk about this fight… But I will say, I fucking tried ok.&amp;lt;br&amp;gt;&lt;br /&gt;
We kill three and leave one unconscious that we tie up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA:&#039;&#039;&#039; Unconscious wolf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Animal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 1:&#039;&#039;&#039; Is it controlled, bound or charmed? No.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question 2 (Amira):&#039;&#039;&#039; Plane of origin? Children’s Playground&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Echelon uses Summon and Bind Creatures Of Dark. He asks it questions:&amp;lt;br&amp;gt;&lt;br /&gt;
- It has a cub&amp;lt;br&amp;gt;&lt;br /&gt;
- Hasn’t seen a shard&amp;lt;br&amp;gt;&lt;br /&gt;
- Says that there’s dark wood and ‘dark bad’&amp;lt;br&amp;gt;&lt;br /&gt;
- Says he’ll take us there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As he leads us, it gets so dark and we start to feel like we’re definitely being watched. We find an empty, seemingly suddenly abandoned campsite, like the people just disappeared since there are no footprints out and no one has died here. It must be the scout party’s site.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Me and Teddy are still very low on fatigue so Eydis offers us orc’s blood to heal… HELL FREAKING YES! You better believe I chugged that and will never wipe my chin! Teddy gagged it down (pussy).&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We see the entrance to the really dark part. We tie a rope to a tree on the outside and enter holding it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 10===&lt;br /&gt;
&#039;&#039;&#039;Night 10: Slap Children!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wolf refuses to come with us (wuss). We walk to the end of our rope and nothing bad happens (though there is an unnatural dark and sound is muffled) so we go back and untie it. The wolf says it has seen shadowy things come out of the forest and one two-legged in shiny armour.&amp;lt;br&amp;gt; &lt;br /&gt;
I scout the edge of the forest and find us an alternative entrance. We decide to take it. Amira’s arrow was avoiding the forest and when were in the forest it would just spin. We tested her locate on us and it would work as long as we were within 20ft.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Eventually me and Amira see a silhouette just standing ahead. We sneak up. I tap it on the shoulder and it’s a freaking child because of course it is… it greets me by name so nope nope… I hate this. It keeps saying its name is ‘Eydis’ and I refuse to believe that. It says its:&amp;lt;br&amp;gt;&lt;br /&gt;
- Watching&amp;lt;br&amp;gt;&lt;br /&gt;
- There are some people in the forest&amp;lt;br&amp;gt; &lt;br /&gt;
- And The forest doesn’t want us here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She has a mind but the mind mages   say she’s not really ‘thinking’… She was, however, annoying and apparently Amira thought so too because she eventually lost her patience and slapped her… Which is my favourite thing Amira has ever done. The child burst into a cloud of smoke… Noted: If children are annoying, slap them and they’ll go away.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
After taking a break, we come to a clearing. As we walk through we realise we can’t hear each other in the clearing and there seems to be no way out other than the way we came in. Amira says it’s creepy and as she says that, the fog thickens.&amp;lt;br&amp;gt; &lt;br /&gt;
Teddy runs forward and yells “What do you want?” Into the clearing. We still have mind speech on so he lets us know that the clearing answers back. “What are you most afraid of in what lies ahead?” It repeats the question until he answers honestly “loneliness”, He says he can now see an exit… Oh crap...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We each enter and answer:&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;&#039;Me (Persephone):&#039;&#039;&#039; “Why do you refuse to turn back?” I give many good answers but the exit doesn’t appear until I say “Cos I want to prove I’m strong enough to beat this”… Which is stupid and a lie obviously.&amp;lt;br&amp;gt; &lt;br /&gt;
- &#039;&#039;&#039;Amira:&#039;&#039;&#039; “why do you refuse to turn back?” “I won’t abandon my friends”&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;&#039;Eydis:&#039;&#039;&#039; “What are you most afraid of in what lies ahead?” “Not achieving our goal”&amp;lt;br&amp;gt;&lt;br /&gt;
- &#039;&#039;&#039;Echelon:&#039;&#039;&#039; Had same question and answer to Eydis.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Finally we can all see the exit and cross. As we go on, the trees start to have faces and are definitely watching us (y’know, I thought my first adventure was gonna be a normal, straightforward mission but nooooo). The path starts to narrow a lot… we start to wonder if it’s related to our fea- I mean apprehension. Us mil-sci’s start trying to raise morale. Eydis plays a lame (I mean game) where she makes animal sounds and we have to guess. It works to distract us and the path widens.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We come to a small, black pool.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Echelon DAs:&#039;&#039;&#039; Pool&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aura Strength:&#039;&#039;&#039; Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Question:&#039;&#039;&#039; Effect on me when submerged? Visions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Teddy pokes his stick in and it seems to have no bottom. He gets a vision of Echelon attacking him. Me, Amira, and Eydis also look in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visions:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amira&#039;&#039;&#039; - Looking down at the forest, there’s a spot of grey that’s seeping out.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Persephone (Me)&#039;&#039;&#039; - Me leaving the forest alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eydis&#039;&#039;&#039; - Party having a heated argument in the forest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Echelon won’t look. But the pool seems to have a shallow bottom now so most of us cross on foot… Except Echelon who swings across via grappling hook because he’s feeling contrary today.&amp;lt;br&amp;gt; &lt;br /&gt;
We move on and all the trees lose texture and become like a play set.. Like cardboard. Our shadows start lagging and our foot steps disappear. I start to see a pulsing, sickly green light ahead. Then we hear a deep inhaling sound.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mil-Sci==&lt;br /&gt;
===Daily pattern===&lt;br /&gt;
‘’How much time does the party spend sleeping, eating, traveling, doing rituals, etc each day’’&lt;br /&gt;
====Travel Magics====&lt;br /&gt;
‘’What travel magic options does the party have, how far per cast/or per day if duration is longer than usual travel time.’’&lt;br /&gt;
‘’Can the party eat/sleep/etc on the mode of transport.’’&lt;br /&gt;
===Watch Order===&lt;br /&gt;
Day Watch. ‘’Used when stationary, or on a larger transport such as a ship’’&amp;lt;br&amp;gt;&lt;br /&gt;
First - ??&amp;lt;br&amp;gt;&lt;br /&gt;
Second - ?? &amp;lt;br&amp;gt;&lt;br /&gt;
Third - ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night watch&amp;lt;br&amp;gt;&lt;br /&gt;
First - ??&amp;lt;br&amp;gt;&lt;br /&gt;
Second - ?? &amp;lt;br&amp;gt;&lt;br /&gt;
Third - ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Marching Order===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Buffs===&lt;br /&gt;
&lt;br /&gt;
====General Buff Notes====&lt;br /&gt;
Buffs listed in the table don&#039;t need to be detailed, other buffs not on the table must be mentioned at the time they are cast. &amp;lt;br&amp;gt;&lt;br /&gt;
Y means always on, N/- means never on, &#039;Sit.&#039; means when the party has time for buffs before a fight. &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Spells which weapon/s it is going on normally should be noted also&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; }&lt;br /&gt;
table.buffs th { text-align: center; width: 30px; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 200px; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 60px; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 350px; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 80px; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Long duration buffs====&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;Am&amp;quot; | Amira&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Echelon&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Teddy&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Eydis&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | Persephone &lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Enchant weapon&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 20&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +20 SC, +7 damage&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 25 mins&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  Yes&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Form&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 22 Melee Def, 11 close def&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 5.5 hours&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name (??)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ##&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Hours&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Short duration buffs====&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
!Title=&amp;quot;??&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name ???&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Mins&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name ???&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Mins&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Name ???&lt;br /&gt;
|class=&amp;quot;rk&amp;quot;| ??&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ????&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ? Mins&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|  &amp;lt;!-- ??--&amp;gt; ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Misc====&lt;br /&gt;
Eydis Mandolin playing (within 20&#039;): Protection from Evil (vs undead or unholy) &#039;&#039;&#039;+10SC&#039;&#039;&#039;, &#039;&#039;&#039;+2dam&#039;&#039;&#039;, &#039;&#039;&#039;+10&#039;&#039;&#039; vs fear, &#039;&#039;&#039;+10MR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Loot and Expenses ==&lt;br /&gt;
===SP &amp;amp; other cash value loot===&lt;br /&gt;
&lt;br /&gt;
===Significant Items===&lt;br /&gt;
&lt;br /&gt;
* Luck Stone - Acquired from Luma (Session 1)&lt;br /&gt;
* Nightmare Shard #1 - Acquired from killing Nightmare in clock tower (Session 2)(Currently being held by Walter)&lt;br /&gt;
*Strawberry basket (Acquired by Eydis)(Session 3)&lt;br /&gt;
*Piece of paper with backwards mirror writing - Acquired by Eydis in castle with knight in mirror (Session 4)&lt;br /&gt;
*Piece of paper with no reflection - Acquired by Eydis in castle with Knight (Session 4)&lt;br /&gt;
* Nightmare Shard #2 - Acquired from killing Nightmare in Candyland (Session 6)&lt;br /&gt;
*Pot of black char - Made by Teddy (Session 7)&lt;br /&gt;
*A couple of crude handmade amulets for protection (Made out of twigs and such by Teddy)(Session 9)&lt;br /&gt;
&lt;br /&gt;
===Gifts===&lt;br /&gt;
&lt;br /&gt;
===Purchases===&lt;br /&gt;
&lt;br /&gt;
*Amulet of Chalcedony (Session 7)&lt;br /&gt;
*Potion of the Unborn Child (Injested by Eydis) (Session 7)&lt;br /&gt;
&lt;br /&gt;
===Minor Items===&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| cellspacing=1 width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Autumn&amp;quot; &lt;br /&gt;
! colspan=15 | &amp;lt;h1&amp;gt;Autumn&amp;lt;/h1&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| colspan=14 | &amp;lt;b&amp;gt;[[Lugnasad]]&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Fruit]] (4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=3 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 18 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30 || &amp;amp;nbsp;&lt;br /&gt;
| colspan=8 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Harvest]] (5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=7 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Seagate Autumn Fair&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Seagate Autumn Fair&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;Michaelmas&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 30 || &amp;amp;nbsp;&lt;br /&gt;
| colspan=4 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;[[Vintage]](6)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=11 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  2 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  3 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  4 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  5 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  6 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  7 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  8 || &amp;amp;nbsp;&lt;br /&gt;
| class=day |  9 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 10 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]&lt;br /&gt;
| class=day | 18 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23 || &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 24 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29 || &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Beerfest&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Mary-M&amp;diff=114143</id>
		<title>Mary-M</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Mary-M&amp;diff=114143"/>
		<updated>2026-05-17T10:45:33Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Namer]][[Category:Character]][[Category:Helen Chessum]][[Category:Halfling]][[Category:Mary-M]]&lt;br /&gt;
&lt;br /&gt;
A 3 foot 6 (&#039;&#039;and one-half&#039;&#039;) inch tall female halfling of youthful appearance, moderate build and pleasing features. Her most notable physical attributes are the white feathered wings that sprout from her back, extending some 7 feet when fully open.  She also goes invisible irregularly -- when stunned, asleep, concentrating hard...&lt;br /&gt;
&lt;br /&gt;
Her adventuring clothes are somewhat unusual; she favours quite ornate gilded cuirbolli armour, with an armoured kilt and greaves, and a helmet with bright tropical bird feathers. She normally carries a pair of crystal shortswords.&lt;br /&gt;
&lt;br /&gt;
Mary M is a Namer and master [[Healer]], and known by many to be a follower of the [[Powers of Light]], in particular [[Sammael]].&lt;br /&gt;
&lt;br /&gt;
Some people know that she is the mother of Guild member [[D&#039;Artagnan]], and a few know she is the daughter of an ex-Guild member, [[Aloysius Took]] one of the founders.&lt;br /&gt;
&lt;br /&gt;
:Mary-M is played by Helen Chessum.&lt;br /&gt;
===On Combat===&lt;br /&gt;
&amp;quot;War is not a game. Combat is not a sport. Diplomacy and discussion are better alternatives to combat, and you only fight when there is no better choice available.&lt;br /&gt;
&lt;br /&gt;
You fight in defence of your life, your friends, and innocents. You don&#039;t fight just to try and see who is best.&lt;br /&gt;
&lt;br /&gt;
Having committed to combat you fight to win, doing the absolute best you can with the weapons and skills you have, and you take whatever advantages the enemy offers. The aim is to take enemies out of the fight. You don&#039;t hit people once they&#039;re down or no longer a threat.&lt;br /&gt;
&lt;br /&gt;
After the battle you tend to the wounded; your own first and then the enemy. You never kill prisoners or captives&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
*[[Fey Haven]] Spring 807&lt;br /&gt;
*[[Sword of Petrus]] Winter 807&lt;br /&gt;
*[[Crisis on Alternate Alusias]] Spring 806&lt;br /&gt;
*[[Blood, My God the Blood]] Autumn 806&lt;br /&gt;
*[[How Much for the Little Boy]] Spring 805&lt;br /&gt;
*[[Brastor Breakout]] Winter 805&lt;br /&gt;
*Jeremiah&#039;s Chariot Summer 805&lt;br /&gt;
*[[Quest for Lost Dragons]] Spring 802&lt;br /&gt;
*[[The Road Builder]] Autumn 801&lt;br /&gt;
*[[A Terranovan Picnic]]  Summer 801&lt;br /&gt;
*[[Heedless they...]] Spring 799&lt;br /&gt;
*[[The War of Tears (Adventure)]] Summer 799&lt;br /&gt;
*[[Overdue Library Books]] Winter 798&lt;br /&gt;
*[[Empire of the Sun Investigation]] Spring 797 - Summer 798&lt;br /&gt;
*[[Around A Hat in 80 Hours]] Autumn 797&lt;br /&gt;
*[[Against ze Flying Nomes]] Autumn 790&lt;br /&gt;
*[[Blabbo Take&#039;s Birthday Party]] Spring 788&lt;br /&gt;
*[[The Progress of Disease II]] Winter 788&lt;br /&gt;
*Holy Grail (We all love King Mark!) Summer 788&lt;br /&gt;
*Delph I ???&lt;br /&gt;
*[[Southern Continent Expedition]] Spring 787&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Jade&amp;diff=114142</id>
		<title>Jade</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Jade&amp;diff=114142"/>
		<updated>2026-05-17T10:45:06Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category:Jade]]&lt;br /&gt;
[http://www.dragonquest.org.nz/pc/dqc_view.php?dqc_id=000014 Jade] is a non-mage. Jade is played by Avette&amp;lt;br&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Yvette&amp;diff=114141</id>
		<title>Yvette</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Yvette&amp;diff=114141"/>
		<updated>2026-05-17T10:44:41Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category:Yvette]]&lt;br /&gt;
Yvette Le Claire, an Human female Mind mage, a young lady of repute if not renown &amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Amber_the_Witch&amp;diff=114140</id>
		<title>Amber the Witch</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Amber_the_Witch&amp;diff=114140"/>
		<updated>2026-05-17T10:44:11Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Jo Drum]][[Category: Amber the Witch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonquest.org.nz/pc/dqc_view.php?dqc_id=000078 Amber] - Elven Female Witch played by [[Jo Drum]] who has a daughter [[Jazmyn]].&lt;br /&gt;
&lt;br /&gt;
Amber is highly favoured by the Wild Elves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Wicca]]&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
*[[The Bold and the Handsome]] Spring 814&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Axis&amp;diff=114139</id>
		<title>Axis</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Axis&amp;diff=114139"/>
		<updated>2026-05-17T10:41:07Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category: E&amp;amp;E]][[Category:Greg Graydon]][[Category:Axis]]&lt;br /&gt;
[[Image:Axis.jpg|200px|left|thumb|Axis Dragon Mage.]][http://www.dragonquest.org.nz/pc/dqc_view.php?dqc_id=000061 Axis Dragonmage], Squire at [[Deepwoods]], is a Human E&amp;amp;E Mage played by [[:Category:Greg Graydon|Greg Graydon]].&lt;br /&gt;
&lt;br /&gt;
Axis is also the Herald of [[Xanadu]] and is rumoured to carry the horn that will be sounded to herald Ragnarok - the war that will end the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guild Warning:&#039;&#039;&#039; People often become cursed if they call Axis - Axle Wagon Mage or Wagon Mage.&lt;br /&gt;
This curse takes the form of Muteness, and lasts until the person apologises to Axis (which is hard when you are mute).&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
*[[Sound of Death II]] Winter 798&lt;br /&gt;
*[[Against the Dark Circle]] Autumn 800&lt;br /&gt;
*[[The Bold and the Handsome]] Spring 814&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Silken&amp;diff=114138</id>
		<title>Silken</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Silken&amp;diff=114138"/>
		<updated>2026-05-17T10:39:51Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category:Fiona Cole]][[Category:Silken]]&lt;br /&gt;
&lt;br /&gt;
A female E&amp;amp;E mage of repute.  And what a reputation she had!  Before she got all pious and started calling herself [[Lady Dark]], she was a courtesan, achieving rank 9.  She had a bold and brassy demeanour, often showing some strong avaricious tendencies.  Whether or not this was related to her dogged pursuit of fellow guild member [[Silverfoam]] one wouldn&#039;t want to hazard a guess.&lt;br /&gt;
&lt;br /&gt;
She was a reporter for Seagate Myrror, and worked for the [[Seagate Times]], writing the &amp;quot;Silken Web&amp;quot; of gossip and innuendo.&lt;br /&gt;
&lt;br /&gt;
Silken is played by Fiona Cole&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
*[[Against the Dark Circle]] Autumn 800&lt;br /&gt;
*[[The Bold and the Handsome]] Spring 814&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Scribe_Notes&amp;diff=114137</id>
		<title>Scribe Notes</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Scribe_Notes&amp;diff=114137"/>
		<updated>2026-05-17T10:35:36Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* 807 WK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Records 1.png]] [[Category:Scribe Notes]]&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Skip to the [[Scribe Notes#Summer_826 WK|Current Season]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every guild adventure is required to have an official scribe to record the main events of the adventure.&lt;br /&gt;
The completed documents are written in the electronic format of the scribes preference and added to the archives in the [http://dq.sf.org.nz/library/ Guild Library] (usually in PDF).&lt;br /&gt;
&lt;br /&gt;
Scribe notes can be entered directly on the wiki (view existing [[:Category:Scribe_Notes|Scribe Notes]] for examples).  &lt;br /&gt;
It is recommended to make use of the linking ability of the Wiki to cross reference everywhere you go and every important person you deal with to their appropriate section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
To start a set of Scribe notes the following templates are available for you.  [[Scribe notes template|Standard Template]] (&#039;&#039;recommended&#039;&#039;) and [[IanW template|Template 3]]&lt;br /&gt;
&lt;br /&gt;
= Content of Scribe Notes =&lt;br /&gt;
While there are no hard and fast rules about what must be in a set of scribe notes, the following is a guideline of the minimum that should be included.&lt;br /&gt;
* The Party Members.&lt;br /&gt;
* Party Leader, Scribe and Military Scientist.&lt;br /&gt;
* The Employer, what the party is hired to do and what they are getting paid.&lt;br /&gt;
* Diary with names, places and events.&lt;br /&gt;
* Astrology readings and any other bits of information gathered during the course of the adventure.&lt;br /&gt;
* The outcome of the adventure.&lt;br /&gt;
* Treasure and Items acquired on the adventure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; font-size: smaller; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scribe Notes=&lt;br /&gt;
&lt;br /&gt;
== 826 Wk ==&lt;br /&gt;
=== Spring 826===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Winter 826===&lt;br /&gt;
* [[Twenty Years After]] - Med/High - Weds - GM: [[User:Martin|Martin]]&lt;br /&gt;
&lt;br /&gt;
=== Autumn 826===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ddffdd;&amp;quot;&amp;gt; &lt;br /&gt;
* [[Regailia Recovery for Royal Renunciation]] - Low - Sat - GM: [[User:Mandos|Mandos]]&lt;br /&gt;
* [[One Man&#039;s Justice]] - Med - Mon - GM: [[User:stephen|Stephen]]&lt;br /&gt;
* [[The Quest for Fire and Water]] - Med/High - Sun/Mon - GM: [[User:Keith|Keith]]&lt;br /&gt;
* [[Shadows In Play]] - Low - Mon - GM:[[Anne]]&lt;br /&gt;
* [[A Simple Task]] - Online - Medish- Tue - Terry&lt;br /&gt;
* [[Scourge of the Clouded Skies]] - Highish - Wed - GM: [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Misogyny with a capital M]] - Low - Tue - GM: [[User:Jeff|JeffL]]&lt;br /&gt;
* adventure - lvl - night - GM:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Summer 826===&lt;br /&gt;
* [[Die Wiederkehr der Königskleinodien]] - Low/Med + - Mon - [[Chris Caulfield]]&lt;br /&gt;
* [[Casting Stones]] - Med - Mon - [[Jono Bean]]&lt;br /&gt;
* [[Blight of the Bloated Blobs]] - Low - wed - [[Zarne]]&lt;br /&gt;
* [[Welcome to the Island]] - Lowish - Tues - [[User:Jacqui | Jacqui]]&lt;br /&gt;
* [[Celestial Pioneers]] - Medium - One Day - [[User:Martin | Martin]]&lt;br /&gt;
* [[Dancing in the Moonlight]] - Low/Med - Sat - [[User: Dean|Dean]]&lt;br /&gt;
&lt;br /&gt;
== 825 Wk ==&lt;br /&gt;
22 games in 825 WK&lt;br /&gt;
&lt;br /&gt;
=== Spring 825===&lt;br /&gt;
* [[Celestial Mechanics]] - [[Experience#Quest_Level | Low]] - Saturday - [[User:Martin|Martin]]&lt;br /&gt;
* [[The Warlocks Contract]] - [[Experience#Quest_Level | Medium]]ish - Tuesday - [[Anne]]&lt;br /&gt;
* [[Dreamers Showcase]] - [[Experience#Quest_Level | High]] - Saturday - [[Sam]]&lt;br /&gt;
* [[Neverland Unbound]] - [[Experience#Quest_Level | Low]] - Wednesday - [[Kita]]&lt;br /&gt;
* [[Threnody of Kings]] - [[Experience#Quest_Level | Extreme]] - Monday - [[Mandos]]&lt;br /&gt;
* [[The Subliminal Court]] - [[Experience#Quest_Level | Medium]] - Var - [[Jim Arona|Jim]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 825===&lt;br /&gt;
* [[Monsters Inc II]] - High - Mon - [[User:Dean | Dean Ellis]]&lt;br /&gt;
* [[Once Upon a Storytime]] - [[Experience#Quest_Level | Low]] - Saturday - [[Mandos]]&lt;br /&gt;
* [[Glowing Glacier]] - Medish- Tue - [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Return of the Shrooms]] Low/Med - Wed - [[Ian A]]&lt;br /&gt;
* [[The Liminal Court]] Med - Sun - [[Jim Arona|Jim]]&lt;br /&gt;
&lt;br /&gt;
=== Autumn 825===&lt;br /&gt;
* [[Toxic Neighbours]] - High - Mon - [[User:Stephen|Stephen]]&lt;br /&gt;
* [[If you go down in the woods today...]] - Low/Med - Sat - [[User:Dean_Ellis|Dean]]&lt;br /&gt;
* [[Earth. Under Sky, Under Earth]] - Med/High - Tues - Online - [[User:Keith | Keith]]&lt;br /&gt;
* [[The Search for Ling]] - Low - Wed - [[Anne]]&lt;br /&gt;
* [[Calf Catastrophe]] - Low - Sat - [[Sam]]&lt;br /&gt;
* [[Micro Brewery Adventure]] - Low - Tue - GM: Nick&lt;br /&gt;
&lt;br /&gt;
=== Summer 825===&lt;br /&gt;
* [[Black Moonlight]] - High - Mon - [[User:Mandos|Mandos]]&lt;br /&gt;
* [[Uncertainty Principle]] - Low/Med - Weekends - [[User:Martin|Martin]]&lt;br /&gt;
* [[Duck Duck Trash]] - Low - Wed - [[Kita]]&lt;br /&gt;
* [[Suspicious Voices]] - Med/High- Night -  [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Invitation To The Skies]] - Med - Sat- [[Sam]]&lt;br /&gt;
* [[A Merry Little Christmas]] - [[Kita]]&lt;br /&gt;
&lt;br /&gt;
==824 WK==&lt;br /&gt;
20 games in 824 WK&lt;br /&gt;
=== Spring 824===&lt;br /&gt;
* [[Eastern Shadows ]] - Mon - [[Jono Bean]]  &lt;br /&gt;
* [[Blood across the Seas]]- Low/Med? - Mon - [[Chris Caulfield]]&lt;br /&gt;
* [[Homecoming]]- Med-ish - TBC - Online Terry&lt;br /&gt;
* [[Down in the Deep Blue Sea]] - Tuesday Online - [[User:Jacqui | Jacqui]]&lt;br /&gt;
* [[Red Laughter - The Hunt]] - Online - [[Jim Arona|Jim]]&lt;br /&gt;
* [[Undead What Now?]] - Wed - Med -  [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Don&#039;t touch]] - Fri - Low - Ian&lt;br /&gt;
&lt;br /&gt;
=== Winter 824===&lt;br /&gt;
* [[Gold Fever]] - Med - Mon - Martin&lt;br /&gt;
* [[Graduates Task]] - Bunny - Thurs - Anne&lt;br /&gt;
* [[Burning of Nihlus]] - High+Smart - Wed - Sam&lt;br /&gt;
* [[Taking a Unicorn Home]] - Keith&lt;br /&gt;
* [[Bad Oysters]] - Med - One Day - Ian A&lt;br /&gt;
&lt;br /&gt;
=== Autumn 824===&lt;br /&gt;
* [[Grymeron Out of Shape]] - Medium - Mon - Dean - St Johns&lt;br /&gt;
* [[Witch Hunt]] - Low/Medium - Jacqui - Online/Mangere Bridge - Tuesdays&lt;br /&gt;
* [[Friendly Fire]] - Medium - Well done. - Bernard - Online - Wednesdays.&lt;br /&gt;
* [[Red Laughter]] - Medium - Jim - Online - Sunday (21:00 to 01:00)&lt;br /&gt;
&lt;br /&gt;
=== Summer 824===&lt;br /&gt;
* [[Menglana revenge]] - High - Mon - Jono&lt;br /&gt;
* [[Black Watch: Let it Burn]] - Low - Mon - [[User:Stephen|Stephen]]&lt;br /&gt;
* [[Imagined Problems]] - Low-Med - Wed - Sam&lt;br /&gt;
* [[It Came From The Depths]] - Medium - Tues - Keith - Online&lt;br /&gt;
&lt;br /&gt;
== 823 Wk ==&lt;br /&gt;
19 games in 823 WK&amp;lt;br&amp;gt;&lt;br /&gt;
=== Spring 823 Wk ===&lt;br /&gt;
* [[ The Best Laid Plans of Mercs and Mermen]] - Med-High - Wed - Anne&lt;br /&gt;
* [[ The Night of the Comet]] - Low - Tue? - Jacqui&lt;br /&gt;
* [[Prelude to Marriage]] - Med - Thu - Terry (Online)&lt;br /&gt;
* [[MorsCerta, HoraIncerta]] - High - Mon - Chris C&lt;br /&gt;
* [[Gnome Way Home]] - Low - var - Martin&lt;br /&gt;
* [[Giant Trouble at Desert Flower]] - Medium(ish) - Wed- [[User:Michael P|Michael P]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 823 Wk ===&lt;br /&gt;
&lt;br /&gt;
* [[A.C.A.T stuck in a tree]] - High - Wed - Sam&lt;br /&gt;
* [[In the Shadow of the Black tower]] - Low/Medium - Monday - [[Jono Bean]]&lt;br /&gt;
* [[The Engines of God]] - High - Mon - [[User:Stephen|Stephen]]&lt;br /&gt;
* [[Winter Mystery]] - Lowish - Wed(Online) - Bernard&lt;br /&gt;
&lt;br /&gt;
=== Autumn 823 Wk ===&lt;br /&gt;
* [[Cave of Deception]] - Low - Wed - Kita&lt;br /&gt;
* [[Wine and Cheese]] - Med - Mon - [[User:Martin|Martin]]&lt;br /&gt;
* [[The Disappearance of Yasmin&#039;s Hammer]] - Low - Mon - [[Jono Bean]]&lt;br /&gt;
* [[Elementary My Dear Adventurer]] - Med High - Tues - [[Keith Smith]] (Online)&lt;br /&gt;
* [[If you can&#039;t be bad, be bad at it]] - Low - var - Dean&lt;br /&gt;
&lt;br /&gt;
=== Summer 823 Wk ===&lt;br /&gt;
* [[Green Waters Rising]] - Tues - Medium - [[User:Bernard | Bernard]] - Full&lt;br /&gt;
* [[Visions Of Loot]] - Weds - Med - Sam - Full&lt;br /&gt;
* [[Seirs Sunday Soiree]] - Anne&lt;br /&gt;
* [[A Dungeon of Unfortunate Events]] - Thu - Med=&amp;gt;High - Dean&lt;br /&gt;
&lt;br /&gt;
== 822 Wk ==&lt;br /&gt;
21 games in 822 WK&amp;lt;br&amp;gt;&lt;br /&gt;
===Spring 822 WK===&lt;br /&gt;
* [[Of Marsh and Marble]] - Mondays - Lower Medium - Chris&lt;br /&gt;
* [[A Herbal Experiment]] - Weds - Bunny - Low - [[Anne]]&lt;br /&gt;
* [[Salve Rex]] - Thu - Low-Med - ChrisC&lt;br /&gt;
* [[O&#039; give me a home]] - Mon - High+ - [[User:stephen|Stephen]]&lt;br /&gt;
* [[Santanapped]] - Med - Terry&lt;br /&gt;
&lt;br /&gt;
=== Winter 822 WK ===&lt;br /&gt;
* [[A Cold Sun - Part 2]] - TBC - Wed (Online?) - Highish - Bernard&lt;br /&gt;
* [[Beauty and the... Two Beasts?]] - Thursdays (Online) - Lowish - Kita&lt;br /&gt;
* [[Beyond the Gatehouse]] Medium/High - Monday - [[Jono Bean]]&lt;br /&gt;
* [[West where the Heartwood is]] - High - Thur - Dean&lt;br /&gt;
* [[Newtonian Goblins]] - Sat pm - Low - [[User:Stephen|Stephen]]&lt;br /&gt;
* [[Twin Gate Colosseum]] - July 16th - Flexi - [[Anne]]&lt;br /&gt;
&lt;br /&gt;
=== Autumn 822 WK ===&lt;br /&gt;
&lt;br /&gt;
* [[Red Dresses in the Shadows]] - Monday - Medium/High - Jono&lt;br /&gt;
* [[An Unknown Onslaught]] - Wed - Low-Medium - Anne&lt;br /&gt;
* [[Johnny isn&#039;t Sleeping]] (Goblin Fire Mages) - Fri 8pm Start - Bunny - Ian A&lt;br /&gt;
* [[The Chaos That Sleeps In The Deep]] - Wed(7pm) - Online(Roll20/Discord) - Medium-Weird(with a touch of silliness) - [[User:Keith | Keith]]&lt;br /&gt;
* [[Covert Fox]] - Sat pm - Low - [[User:Stephen|Stephen]]&lt;br /&gt;
&lt;br /&gt;
=== Summer 822 WK===&lt;br /&gt;
&lt;br /&gt;
* [[A Spate of OZzity]] - Wed - Med-High - Dean (Half Session)&lt;br /&gt;
* [[Bring Summer to Bryshande]] - Thu - High - Chris (Half Session)&lt;br /&gt;
* [[A Golden Eye on the waves]] - Monday - Medium/High - Jono&lt;br /&gt;
* [[The Hunt for Three Claw]] - Wed - Bunny Low - Bernard&lt;br /&gt;
* [[Orc Brew Quest]] - Tues - Medium Crunchy - Ian&lt;br /&gt;
* [[No 1 Hobbits Detective Agency: The Great Grain Heist]] - Tues(usually) - Lowish - Terry(Online)&lt;br /&gt;
&lt;br /&gt;
== 821 Wk ==&lt;br /&gt;
20 games in 821 WK&amp;lt;br&amp;gt;&lt;br /&gt;
=== Spring 821 WK ===&lt;br /&gt;
* [[An Evening with the Unholy]] - Wed - High - Anne (online) Full&lt;br /&gt;
* [[I Must Go Down To The Sea Again]] - Tue - Low/Med - [[User:Keith|Keith]] (online)&lt;br /&gt;
* [[The Hero&#039;s Quintet]] - Wed - Med-High - [[User:Stephen|Stephen]] (online, short game)&lt;br /&gt;
* [[*Read the Fine Print]] - Med/High MTB (online)&lt;br /&gt;
&lt;br /&gt;
=== Winter 821 WK ===&lt;br /&gt;
* [[You&#039;re Not In Tycho anymore]] - Tuesdays - Low - Chris&lt;br /&gt;
* [[A Golden Eye in the deep]] - Monday - Medium - Jono&lt;br /&gt;
* [[Braegon&#039;s Treasure Map]] - Weds - Low-Med - Dean&lt;br /&gt;
* [[Taking the Lute]] - Weds - Med - Ian&lt;br /&gt;
* [[Polite Enquiries]] - Low/Med - Ross(online)&lt;br /&gt;
&lt;br /&gt;
=== Autumn 821 WK ===&lt;br /&gt;
* [[Not just a simple comb]] Monday nights - Jono Full&lt;br /&gt;
* [[Death&#039;s reflection in the mirror of fear]] - Low-med - [[User:Stephen|Stephen]]&lt;br /&gt;
* [[The Autumn Wolves]] - Bunny-Low - Anne&lt;br /&gt;
* [[No 1 Hobbits Detective Agency: River Watch]] - Med - Terry (Online)&lt;br /&gt;
* [[Doing the Rounds]] - Bunny-Low - Jacqui&lt;br /&gt;
* [[A Cold Sun]] - Low-Med - Bernard&lt;br /&gt;
* [[Kanlaoise - Soul Men]] - Ross (online)&lt;br /&gt;
&lt;br /&gt;
=== Summer 821 WK ===&lt;br /&gt;
* [[Blood &amp;amp; Ice]] - High, Monday night GM: [[Jono Bean|Jono]] - Full&lt;br /&gt;
* [[Won&#039;t you go to funky town]] - Med, Weds, Ian A.&lt;br /&gt;
* [[Follow the Evening Star]] - Low, Tues, [[User:Keith|Keith]]&lt;br /&gt;
* [[No 1 Hobbits Detective Agency: Recipe for Danger]] - GM [[Micheal Young]] (online)&lt;br /&gt;
&lt;br /&gt;
== 820 Wk ==&lt;br /&gt;
19 games in 820 WK&amp;lt;br&amp;gt;&lt;br /&gt;
=== Spring 820 WK ===&lt;br /&gt;
* [[The Lost Forge]] - Med/High - Bernard - Wed/Online&lt;br /&gt;
* [[Monsters Inc]] - Extreme - Dean - Mondays&lt;br /&gt;
* [[One of Our Vineyards is Missing]] - Low - [[User:Jacqui | Jacqui]] - Tuesdays&lt;br /&gt;
* [[No 1 Hobbits Detective Agency: Vigors Quest]] - Terry (online)&lt;br /&gt;
&lt;br /&gt;
=== Winter 820 WK ===&lt;br /&gt;
* [[Candyland]] - Low - Anne - Wed&lt;br /&gt;
* [[East Hindia TC]] - Low-Med - Thu/Wed - GM [[User:Stephen|Stephen]]&lt;br /&gt;
* [[Looking Glass Lost]] - Med - Fri - GM [[User:Michael P|Michael P]]&lt;br /&gt;
* [[Coral Sea Colony]] - Low-Med - Tues - GM [[User:Keith|Keith]] (Online)&lt;br /&gt;
* [[Kanlaoise Part Deux]] - High - GM Ross&lt;br /&gt;
&lt;br /&gt;
=== Autumn 820 WK ===&lt;br /&gt;
* [[Nobody dies there...probably]] - Low- Tuesday - GM IanA  &lt;br /&gt;
* [[Thirteen feet and to trust your fifth look]] - Med/High - GM Jono&lt;br /&gt;
* [[The Bottle of Spirits]] - Tues - GM: William&lt;br /&gt;
* [[Into the Sky Rock]] - Weds - GM: Bernard&lt;br /&gt;
* [[Brave new world]] continuation... - Thu - DM: Jim&lt;br /&gt;
* [[Arth 1]] - &#039;&#039;Non-DQ&#039;&#039; - Wed - GM: Paul S.&lt;br /&gt;
* [[Novadom Road North]] - Lockdown Weekends - Low - GM Stephen.&lt;br /&gt;
&lt;br /&gt;
=== Summer 820 WK ===&lt;br /&gt;
* [[A Darkened Mystery]] - Med - Wed - GM Anne&lt;br /&gt;
* [[Okla is missing]] - Med/High - GM Jono&lt;br /&gt;
* [[The Evernow]] - Easy, safe, fun - GM William&lt;br /&gt;
* [[Hire-A-Hubby]] - Med-High - Tues - GM Stephen&lt;br /&gt;
* [[An Overflow of Goblins]] - Lowish - Tues - GM [[User:Keith | Keith]]&lt;br /&gt;
&lt;br /&gt;
== 819 WK ==&lt;br /&gt;
17 games in 819 WK&amp;lt;br&amp;gt;&lt;br /&gt;
=== Spring 819 WK ===&lt;br /&gt;
* [[Half a crisp spring]] - High - Mon - GM Jono&lt;br /&gt;
* [[Thin Ice]] - Med - Tue - Chris&lt;br /&gt;
* [[The Gates of Heck]] - Low+ - Thurs - GM [[User:Jacqui | Jacqui]]&lt;br /&gt;
* [[Brave new world]] - Thurs - GM [[User:Jim | Jim]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 819 WK ===&lt;br /&gt;
&lt;br /&gt;
* [[Worship the Desert]] Thurs - Crunchy - [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Series of Unfortunate Events]] - Medium - Dean&lt;br /&gt;
* [[Archaeological Expedition]] - Low - [[User:Keith|Keith]]&lt;br /&gt;
* [[No 1 Hobbit Detective Agency - Adventuring Arborist]] - Medium - Terry (online)&lt;br /&gt;
* The continuation of [[The Harvest of the Planes]] - High - Jim Arona&lt;br /&gt;
&lt;br /&gt;
=== Autumn 819 WK ===&lt;br /&gt;
* [[Fate_of_Or|&amp;quot;The Fate of Or&amp;quot;]] - Titan-pestering (but not aggressively so). Thurs &#039;&#039;chez&#039;&#039; Smith - Michael P.&lt;br /&gt;
* [[The Harvest of the Planes]] - High level, not Monday - Jim Arona&lt;br /&gt;
* [[Falling the way rocks don&#039;t]] - Low - Mon - Stephen&lt;br /&gt;
* [[A lack of humer]] - Low - Weds - Ian A.&lt;br /&gt;
&lt;br /&gt;
=== Summer 819 WK ===&lt;br /&gt;
* [[A Plea for Help]] - Low-Med - Night TBD - Anne&lt;br /&gt;
* [[Trouble in the Spine]] - Low-Med - Tue - GM Chris&lt;br /&gt;
* [[Northern Summers]] - Med-High - Tues - GM Jono&lt;br /&gt;
* [[No 1 Detective Hobbit Agency - The Creampuff Catnappering Caper]] - Med - Sun - GM Terry (online)&lt;br /&gt;
&lt;br /&gt;
== 818 WK ==&lt;br /&gt;
19 games in 818 WK&lt;br /&gt;
&lt;br /&gt;
=== Spring 818 WK ===&lt;br /&gt;
* [[Night Train to Lisbon]] - Low to Medium - Night TBA - Jim Arona&lt;br /&gt;
* [[More Enquiring Minds]] - High - Night Monday - Dean Ellis&lt;br /&gt;
* [[The Fires of Heck]] - Low - Tuesday - [[User:Jacqui | Jacqui]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 818 WK ===&lt;br /&gt;
* [[Liberty of County Palatine of Borovia]] - High+ - Tuesday - [[Jono Bean|Jono]]&lt;br /&gt;
* [[Lord Azzur&#039;s Black Fleet]] - High+ - Wednesday - Julia&lt;br /&gt;
* [[Recover Dylath]] - High - Mon - William&lt;br /&gt;
* [[Back Doors and Short Cuts]] - Low-Med - Tue - [[User:Keith | Keith]]&lt;br /&gt;
* [[Delve under Old Seagate]] - Low - Thu - Ian A.&lt;br /&gt;
* [[Return to Kanlaoise]] - Brave - Ross&lt;br /&gt;
&lt;br /&gt;
=== Autumn 818 WK ===&lt;br /&gt;
* [[My dreams are strange dreams]] - Kelsie - Medium - Wednesday&lt;br /&gt;
* [[Trading in Sunshine]] - Clare - Medium - Monday&lt;br /&gt;
* [[Blood on Broad Street]] - [[User:Stephen|Stephen]] - Low-Medium - Tuesday&lt;br /&gt;
* [[Ten Days to the end of the world]] - William - High - Thursday - West&lt;br /&gt;
* [[Operation Word]] - [[Jono Bean|Jono]] - Var - Tues/Thurs&lt;br /&gt;
&lt;br /&gt;
=== Summer 818 WK ===&lt;br /&gt;
* [[Full Metal Breastplate]] Jim Arona - Medium&lt;br /&gt;
* [[I need a Hero (or five)]] William - We&#039;ll see&lt;br /&gt;
* [[Enquiring Minds]] Dean - 3 Tuesday, than Monday&lt;br /&gt;
* [[Mr Grumpy and the Tartan]] Ian Anderson - Bunny-Low - Thursdays&lt;br /&gt;
&lt;br /&gt;
== 817 WK ==&lt;br /&gt;
19 games in 817 WK&lt;br /&gt;
=== Spring 817 WK ===&lt;br /&gt;
* [[Anticipatory_Revenge]] Michael P. Non-humans preferred but not essential.&lt;br /&gt;
* [[Into the Unknown]] ChrisC. Low (only new PC&#039;s)&lt;br /&gt;
* [[Air Bastards of the Shattered Queen]] William - Medium, no really.&lt;br /&gt;
* [[Brastor goblin hunting]] Bernard - Tuesday - Mediumish&lt;br /&gt;
&lt;br /&gt;
=== Winter 817 WK ===&lt;br /&gt;
* [[The Pevensey Heist]] - [[Clare]] Monday - Low Medium&lt;br /&gt;
* [[Fallen Ocelotepec]] - [[Jim Arona | Jim]] Tuesday Medium&lt;br /&gt;
* [[Blood-Feud?]] - [[User:Dean|Dean]] Wednesday - High&lt;br /&gt;
* [[A Cultural Exchange]] - [[User:Keith|Keith]] Tuesdays - Low&lt;br /&gt;
* [[The Hippo&#039;s Helpers]] - Greg Graydon &amp;amp; Julia - Medium (a weekend game 5&amp;amp;6 August 2017)&lt;br /&gt;
&lt;br /&gt;
=== Autumn 817 WK ===&lt;br /&gt;
* [[Northern Lords]] - Med-High - [[Jono Bean]] Monday night&lt;br /&gt;
* [[A Quiet Contemplative Trip]] - [[William]] Monday Extreme&lt;br /&gt;
* [[South Gate Rot]] - [[Jim Arona | Jim]] Wednesdays Low/Violent&lt;br /&gt;
* [[Through A Mirror Darkly]] - [[User:Jacqui | Jacqui]] - Tuesday Medium&lt;br /&gt;
* [[Shrooms]] - [[Ian A  | Ian A]] - Wednesday Low&lt;br /&gt;
&lt;br /&gt;
=== Summer 817 WK ===&lt;br /&gt;
* [[Vacancies]] - Med-High (Independent) - [[User:Bernard|Bernard]]. (Probably Summer.)&lt;br /&gt;
* [[Into the Dark Continent]] - Medium - Mon - [[Jim Arona|Jim]]&lt;br /&gt;
* [[The Fox vs The Marquessa]] - High - Thu - [[User:Stephen|Stephen]]&lt;br /&gt;
* [[Banshee Bits Required]] - Low/medium - Wed - [[User:Mebh|Julia]]&lt;br /&gt;
* [[Deserts, Dungeons, &amp;amp; Dwarves pt 2]] -Low/bunny - Wed - [[User:Helen|Helen]]&lt;br /&gt;
* [[Street of Gods]] - Low - Tues - Jeff Leddra&lt;br /&gt;
&lt;br /&gt;
== 816 WK ==&lt;br /&gt;
15 games in 816 WK&lt;br /&gt;
=== Spring 816 WK ===&lt;br /&gt;
* [[Ivinia Darkness]] - Mon/Wed - High/Medium - [[Jono Bean]]&lt;br /&gt;
* [[The Magical Mystery Show]] - Mon Medium - [[William]]&lt;br /&gt;
* [[The Coils of Spring]] - Mon/Tue - Medium  - [[Jim Arona]]&lt;br /&gt;
* [[Somebody&#039;s Daughter]] - Tue - Low - [[Ian Anderson]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 816 WK ===&lt;br /&gt;
* [[Chelemby Northern Darkness]] - Mon High/Medium - [[Jono Bean]]&lt;br /&gt;
* [[Seagate&#039;s Haunts]] - [[User:Keith|Keith]] - Low - Tues&lt;br /&gt;
* [[The Hippo&#039;s Bride]] - Julia - High - Mon (Goblins Hippo bride all Scab&#039;s fault)&lt;br /&gt;
&lt;br /&gt;
=== Autumn 816 WK ===&lt;br /&gt;
* [[Pongo Gutbag and the Legion of Doom!]] - Mon - Very High, 25 PC recommended - GM William&lt;br /&gt;
* [[War-wolves of Londinium]] - TBA - Not Low - GM [[Jim Arona]]&lt;br /&gt;
* [[A friend in need ...]] - Tue - Low-med - GM [[User:Chris|Chris]]&lt;br /&gt;
* [[Winter is Coming]] - Tues - High-med - GM [[User:Keith|Keith]]&lt;br /&gt;
&lt;br /&gt;
=== Summer 816 WK===&lt;br /&gt;
* [[Gypsy Smugglers Wanted]] - Upper Medium, after a low start  - Wed - Mangere - GM Michael P.&lt;br /&gt;
* [[The Mikado Affair]] - Medium, but with plenty of opportunities to expose internal organs - TBA - DM - [[Jim Arona]]&lt;br /&gt;
* [[Chateau Haut-Brion]] - Mon  High/Medium - [[Jono Bean]]&lt;br /&gt;
* [[Mine Fox Rescue]] - Mon - Med - [[User:Stephen|Stephen]]&lt;br /&gt;
&lt;br /&gt;
== 815 WK ==&lt;br /&gt;
18 games in 815WK &amp;lt;br&amp;gt;&lt;br /&gt;
=== Spring 815 WK ===&lt;br /&gt;
* [[Hot Fusion]] - Medium - GM William &#039;&#039;&#039;full&#039;&#039;&#039;&lt;br /&gt;
* [[Enchanted Jewels]] - Medium, Monday - GM [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Into the Valley of Roses]] - Low/Medium, Thursdays - GM [[User:Jacqui | Jacqui]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 815 WK ===&lt;br /&gt;
* [[The Exodus Agenda]] - High - DM [[User:Velcanthus|Jim]]&lt;br /&gt;
* [[Pro Bono]] - Low/Medium - [[User:Keith | Keith]]&lt;br /&gt;
* [[Travel Advisory]] - Low-Med - Ian W&lt;br /&gt;
* [[What is the Big Bad Wolf afraid of?]] - Low - Dean&lt;br /&gt;
&lt;br /&gt;
=== Autumn 815 WK ===&lt;br /&gt;
* [[A Doomsday Like Any Other]] Shared game. William, Craig, Julia&lt;br /&gt;
**[[Unruly Sonne]] - Medium - High - Mon - [[William Dymock|William]]&lt;br /&gt;
**[[And Darkness Fell Upon The Face Of Alusia]] - [[User:Mebh | Julia]]&lt;br /&gt;
**[[Secret Seven and the mystery of the missing Sun]] - Craig&lt;br /&gt;
* [[Where&#039;s Johnny?]] - Low/Low-Med Mon - Ian A&lt;br /&gt;
* [[Bear Necessities]] - Low - Miles&lt;br /&gt;
&lt;br /&gt;
=== Summer 815 WK ===&lt;br /&gt;
&lt;br /&gt;
* [[Get Your Rocks Off!]] - Medium - GM William &#039;&#039;&#039;full&#039;&#039;&#039;&lt;br /&gt;
* [[A Walk in the Black Forest]] - Medium, but blood may be spilt - GM Jim&lt;br /&gt;
* [[Duskfalls demise]] - Medium - GM [[User:Mebh|Julia]] &#039;&#039;&#039;full&#039;&#039;&#039;&lt;br /&gt;
* [[A large concern]] - High - GM [[Jono Bean]]&lt;br /&gt;
* [[Vun Enchanted Evening]] - Medium/High - GM Ian Wood&lt;br /&gt;
&lt;br /&gt;
== 814 WK ==&lt;br /&gt;
25 games in 814 WK&lt;br /&gt;
=== Spring 814 WK ===&lt;br /&gt;
&lt;br /&gt;
* [[Tears of Salt]] - Medium - Fri - GM: [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Blood in the Snow]] - Low-Med - Tue - GM: ChrisC&lt;br /&gt;
* [[The Bold and the Handsome]] - Frivolous (Oz Game) - Tue - GM: [[User:Dean|Dean]]&lt;br /&gt;
* [[Escort a caravan]] - low/med - Tues - GM: [[User:IanW|Ian W]]&lt;br /&gt;
* [[Reclaiming Walontaun]] - High - We - GM: [[Craig Harper|Craig]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 814 WK ===&lt;br /&gt;
* [[Black Magic Woman]] - Low - Mondays - GM : [[William]]&lt;br /&gt;
* [[Copper Sands and Broken Dice]] - Low - Wednesdays - GM: [[Jono Bean]]&lt;br /&gt;
* [[Network of Sin]] - High+ - Th - DM: Jim&lt;br /&gt;
* [[The Cleansing of the Shire]] - Med - Fri - GM: Jacqui&lt;br /&gt;
* [[Vapour - The Legend continues|Finding Harold]] - Med - Tue - GM: Julia&lt;br /&gt;
* [[A Body for Pug]] - Low - Wednesdays - GM : Miles&lt;br /&gt;
&lt;br /&gt;
=== Autumn 814 WK ===&lt;br /&gt;
* [[A Plan may be forthcoming]] - Not Bunny - Wednesday - GM : [[William]]&lt;br /&gt;
* [[Send Lawyers, Knives and Money]] (aka 12 years a slave) - Medium - Tuesdays - GM : Bridget Dymock-Johnson&lt;br /&gt;
* [[Mislaid Offspring]] - Highish, but not God Bothering - Wednesday - GM : Michael P.&lt;br /&gt;
* [[Shopping on Grymeron]] - Medium to Newtonian - Tuesdays - GM: Dean E&lt;br /&gt;
* [[Employment wanted]] - lowish - Thursdays - GM : &#039;&#039;GM Ian Anderson&#039;&#039; - this is the overflow&lt;br /&gt;
* [[A Loss in the Family]] - Low/Med - Mon - GM: ChrisC&lt;br /&gt;
* [[Murky Mind Trip]] - Med - 18th May -GM: Terry&lt;br /&gt;
* [[Like the Night]] - Low/Med - a couple of stray Wednesdays - GM: [[Jim Arona]]&lt;br /&gt;
* Red Carpet Massacre - GM: Mandos&lt;br /&gt;
&lt;br /&gt;
=== Summer 814 WK ===&lt;br /&gt;
* [[Brief Candles]] - High - Thursdays - DM: [[Jim Arona|Jim]]&lt;br /&gt;
* [[The Hero of Nightfall]] - High - Mondays - GM: [[User:Stephen|Stephen]]&lt;br /&gt;
* [[The Wood Wide Web]] - Low/Med - Tues - GM: [[User:Keith | Keith]]&lt;br /&gt;
* [[Those Dripping Bones]] - Medium/Chewy - Wed - GM: [[User:Bernard|Bernard]]&lt;br /&gt;
* [[five go forth in Cornumbria]] - Low/Med - Mon/Tues - GM:Julia&lt;br /&gt;
* [[Wedding Preparations]] - Low/Med - Wed - GM: Terry&lt;br /&gt;
&lt;br /&gt;
==813 WK==&lt;br /&gt;
33 games in 813 WK&lt;br /&gt;
===Spring 813 WK===&lt;br /&gt;
* [[The Big Push]] - by lots of different people&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #eeeedd;&amp;quot;&amp;gt;&lt;br /&gt;
** [[Return of the Geomancers]] - High+ - Wednesday - GM: [[Jono Bean]]&lt;br /&gt;
** [[The battle of Simia Orichalcae]] - High - Tues - GM: [[William]]&lt;br /&gt;
** [[Pointed Diplomacy]] - Master Assassins - varies over a few nights/weekends (Thursdays) - GM: Paul S. - &#039;&#039;&#039;FULL&#039;&#039;&lt;br /&gt;
** [[Kill Them All]] - Highish thump fest in the Shattered Kingdom - GM: [[Ian Wood]]&lt;br /&gt;
** [[Loyalty and honor]] - Low/medium - GM Julia&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Darkness Falls]] - Medium/High - Wed - GM: Miles Jackson&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Winter 813 WK===&lt;br /&gt;
* [[A Cold return]] - High - Monday - GM: [[Jono Bean]]&lt;br /&gt;
* [[Just Deserts]] - Low/Medium - Tuesday - GM: [[User:Dean|Dean Ellis]]&lt;br /&gt;
* [[The Wicked Witch of the Wet]] - Medium/Highish - Tues/Thu - GM: [[User:Keith|Keith Smith]] (Note: 8wk session only as we leave in Aug)&lt;br /&gt;
* [[Red Red Wine]] - Low/Medium - Thursday - GM: [[User:Chris|Chris C]] - &#039;&#039;a low to low medium level game for new players&#039;&#039;&lt;br /&gt;
* [[A Brick wrapped in a Prophecy]] - Very low - Wednesday - GM:Ian Anderson &lt;br /&gt;
* [[The Good, Bad And Ugly]] - Low - Wednesday - GM:Jeff Leddra&lt;br /&gt;
* [[Red Carpet Massacre]] - Medium - Monday - GM:[[:Category:Mandos|Mandos]]&lt;br /&gt;
&lt;br /&gt;
===Autumn 813 WK===&lt;br /&gt;
&lt;br /&gt;
* [[Land of the Mislaid]] - Thu - Medium-ish - GM: Michael P&lt;br /&gt;
* [[Legion&#039;s End]] - Tuesdays - Extreme - GM: William&lt;br /&gt;
* [[A Fox in the Hen House]] - Thu - Low - New Windsor - GM: [[User:Stephen|Stephen]] - &#039;&#039;A low level game for new players&#039;&#039;&lt;br /&gt;
* [[Walk a Crooked Mile]] - Mon - Medium - GM: [[Jim Arona]]&lt;br /&gt;
* [[For Those in Peril IN the Sea...]] - Thu - Medium - GM: [[User:Jacqui|Jacqui]] &lt;br /&gt;
* [[Much Ado About Nothing]] - Thu - social - GM: Andrew W&lt;br /&gt;
* [[Rumble in the Jungle]] - Wed - Low - GM: Michael Young&lt;br /&gt;
* [[Black Watch Chronicles V: Hand of Fate]] - Mon - Low - GM: Ben Taberner&lt;br /&gt;
* [[Moving Statues]] - Mon - Highish to Drow-bothering - GM: Craig Harper&lt;br /&gt;
&lt;br /&gt;
===Summer 813 WK===&lt;br /&gt;
&lt;br /&gt;
* [[Within and Without]] - Tues - GM: Martin (Full)&lt;br /&gt;
* [[The Siege of Ar Eeb]] - Tues - GM: [[William]]&lt;br /&gt;
* [[Following the Fumes III]] An Air Mage Adventure - Low/Med/High - Mon - GM: [[Craig Harper]]&lt;br /&gt;
* [[A fading light from the West]] - High - Thur - GM: [[Jono Bean]]&lt;br /&gt;
* [[When my Ships come in]] - Mon - GM: Bernard&lt;br /&gt;
* [[Squid Row]] - Medium/High - Wed - GM: Miles Jackson&lt;br /&gt;
* [[The things in Baron Turds &#039;Back-passage&#039;]] - day game - GM: [[Paul Schmidt]]&lt;br /&gt;
* [[Crooked House|Crooked Little House]] - Kids - Sat - GM: [[Jim Arona]]&lt;br /&gt;
* [[My Kingdom Come]] - Thurs - GM: [[:Category:Mandos|Mandos]] (Full)&lt;br /&gt;
* [[Beach Games]] - Various times in Whananaaki - GM [[William]] and [[Kelsie]]&lt;br /&gt;
&lt;br /&gt;
==812 WK==&lt;br /&gt;
&lt;br /&gt;
24 Games in 812WK&lt;br /&gt;
&lt;br /&gt;
===Spring 812 WK===&lt;br /&gt;
* [[Our Two Main Weapons are Fear, Surprise, A Huge Mountain of Skulls...Wait a minute.]] - High - Tuesday - GM: [[William]]&lt;br /&gt;
* [[Things Fall Apart]] - High - Wednesday - GM: [[Paul Schmidt]]&lt;br /&gt;
* [[The Middle Way]] - High - TBA - DM: [[Jim Arona]]&lt;br /&gt;
* [[The Gyldwasser Depths]] - Low to Med - Tuesday - GM: ChrisC - A [[Western Kingdom]] Game&lt;br /&gt;
* [[Invasion Route One ends in a Swamp, please explain.]] - Highish - Mondays - GM:[[Ian Wood]]&lt;br /&gt;
* [[In Search of Paradox]] - Low - Wednesday - GM: [[Jeff Leddra]]&lt;br /&gt;
&lt;br /&gt;
===Winter 812 WK===&lt;br /&gt;
* [[And the Gates of Hell Shall not Prevail Against Thee]] - Guess - Mon - GM: [[William]]&lt;br /&gt;
* [[Psst!, where is this town called Konigsburg?]] - Low - TBA - GM: [[Ian Wood]]&lt;br /&gt;
* [[Hubble Bubble and Rabbits]] - Low Medium - Wed - GM: [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Destinations]] - Med-High - Thu - GM: [[User:helen|Helen]]&lt;br /&gt;
* [[Wolves of Winter]] - High - Tuesday - DM: [[User:Dean|Dean Ellis]]&lt;br /&gt;
&lt;br /&gt;
===Autumn 812 WK===&lt;br /&gt;
* [[Western Coils of Sand and Jumping Tigers]] - Medium/High - Monday - [[Jono Bean]]&lt;br /&gt;
* [[Hunting the Eagle]] - Low to Low/Med - Tuesday - [[User :ChrisC|Chris C]] - A [[Western Kingdom]] Game&lt;br /&gt;
* [[The Bloody Murder of the Foul Prince Romero and His Enormously Bosomed Wife]] - Medium - TBA - GM: [[William]]&lt;br /&gt;
* [[Who Let The Undead Out]] - Medium - Thur - [[User:Keith|Keith]]&lt;br /&gt;
* [[The Lady Vanishes]] - Medium level adventure for Low level characters - Wed - Jim&lt;br /&gt;
* [[Divisions Within]] - High side of Medium - Wednesday - Miles&lt;br /&gt;
&lt;br /&gt;
===Summer 812 WK===&lt;br /&gt;
* [[The Sixteen Quarters of Time]] - High - Mon - GM: [[User:Velcanthus|Jim]]&lt;br /&gt;
* [[We did offer to pay]] - Extreme - Wed - GM: [[User:Stephen|Stephen]]&lt;br /&gt;
* [[Friday Night Firefights]] - Low/Med - Wed - GM: [[William]]&lt;br /&gt;
* [[A Beast in the Night]] - Low - Tues - GM: [[Clare]]&lt;br /&gt;
* [[The meteor has landed]] - Low/Medium - Tues - GM: [[Stefan]]&lt;br /&gt;
* [[All of our Children are Missing]] - High - GM: Scott Raymond&lt;br /&gt;
* [[Delph Vermin - The Extermination Mission]] - High Side of Medium - Wed - GM: [[Michael Young]]&lt;br /&gt;
&lt;br /&gt;
==811 WK==&lt;br /&gt;
27 Games in 811&lt;br /&gt;
===Spring 811 WK===&lt;br /&gt;
* [[What once was lost]] - Low - Monday - [http://en.wikipedia.org/wiki/Trademark TM]: [[William]]&lt;br /&gt;
* A Hobbit [[Fact-eliminating mission]] - High - Monday - [http://en.wikipedia.org/wiki/Gamemaster GM]: Michael Parkinson&lt;br /&gt;
* [[Vale of Tears - Part 2]] - Medium - Tuesday night - [http://en.wikipedia.org/wiki/Evel_Knievel GM]: [[Stefan]]&lt;br /&gt;
* [[Manhunt - In Search of RocSingers Past]] - Level: Medium; Night: Wednesday; GM: [[Bernard Hoggins]]&lt;br /&gt;
* [[This Quintessence of Dust]] - Low - Med - Wed - [http://en.wikipedia.org/wiki/Dungeon_Master DM]: [[Jim Arona]]&lt;br /&gt;
* [[The Truth hurts]] An Oz Adventure - Newtonian - Wednesday : [[User:Dean|Dean Ellis]]&lt;br /&gt;
* [[Following the Fumes II]] An Air Mage Adventure - Low/Med/High - Thursday - [http://en.wikipedia.org/wiki/Austin_Powers:_International_Man_of_Mystery GM]: [[Craig Harper]] - Full&lt;br /&gt;
* [[A Shortage of Tall Poppies]] Low Level, Wednesday, GM [[Miles Jackson]] (4 week adventure)&lt;br /&gt;
&lt;br /&gt;
===Winter 811 WK===&lt;br /&gt;
&lt;br /&gt;
* [[Sun Wukong and the six sorcerors]] - Med - Th - [[William]]&lt;br /&gt;
* [[Sahuagin Smackdown]] - Highish - Tue - GM:[[User:Keith | Keith]] &lt;br /&gt;
* [[Too much of a good thing]] - Medium ish - Tue - [[User :ChrisC|Chris C]] - A [[Western Kingdom]] Game&lt;br /&gt;
* [[Twice as Cold]] - Medium &amp;amp; Very High- Monday - GMs: [[User :Kelsie2|Kelsie]] &amp;amp; [[Jono Bean]]&lt;br /&gt;
* [[A stoners tale - Part II]] Level: Low - Night: Wednesday - GM: [[Stefan]] &lt;br /&gt;
* [[Carzala Grieves]] Level: Very Low - Night: Wednesday - GM: [[Rosemary Mansfield]]&lt;br /&gt;
* [[Where Have All The Dragons Gone?]] Level: Medium; Night: Wednesday; GM: [[Miles Jackson]]&lt;br /&gt;
* [[A Winter&#039;s Tale]] Level: Kids; Played: on weekends; GM [[Jim Arona]]&lt;br /&gt;
&lt;br /&gt;
===Autumn 811 WK===&lt;br /&gt;
*[[Brides of Blackrod]] - High - Mon - GM: [[Jim Arona]]&lt;br /&gt;
*[[Autumn Colours]] - non High - Sat - GM: [[Jim Arona]]&lt;br /&gt;
*[[Elemental as Anything]] - Medium - Night - GM:[[William]]&lt;br /&gt;
*[[Sumthin&#039;s A-Matter With Our Monster]] - Medium/High - Thu GM: [[User:Jacqui | Jacqui]]&lt;br /&gt;
*[[A stoners tale.]] - Low. - Wed - GM:[[Stefan]]&lt;br /&gt;
*[[Harvest Moon]] - Med+ - Tues - GM:[[GM&#039;s#GM:_Martin_Dickson|Martin]]&lt;br /&gt;
*[[Elemental Robes]] - Low/High - Tues - GM: [[Jono Bean]]&lt;br /&gt;
*[[War in Heaven]] - Low/Medium - Wed - GM: [[Jeff Leddra]]&lt;br /&gt;
&lt;br /&gt;
===Summer 811 WK===&lt;br /&gt;
*[[And Darkness Was on the Face of the Deep]] - High - Tue - GM:[[Jim Arona]]&lt;br /&gt;
*[[The cattle drive me crazy]] - Low - Mon - GM:[[William]]&lt;br /&gt;
*[[SauRus&#039;s Curse Removal Quest]] - Med - Mon - GM:[[user:helen|Helen]]&lt;br /&gt;
*[[We are still walking to China]] - Medium - Night - GM: [[Rosemary Mansfield]]&lt;br /&gt;
*[[Six go mad on mescaline]] - Low/Med - Wed - GM: [[Miles Jackson]]&lt;br /&gt;
*[[Horns of the North]] - Low - Thu - GM:[[Michael Young]]&lt;br /&gt;
&lt;br /&gt;
==810 WK==&lt;br /&gt;
29 Games in 810&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring 810 WK===&lt;br /&gt;
*[[Following the Fumes]] An Air Mage Adventure - Med/High - Mondays - GM: [[Craig Harper]]&lt;br /&gt;
*[[Echoes in Eternity]] - High - Tuesdays? - GM:[[William]]&lt;br /&gt;
*[[Lambs with Teeth]] - Medium-High - Thursdays - GM: [[User:Stephen|Stephen]]&lt;br /&gt;
*[[The Rainbow Gates]] - Low - Tuesdays - GM: [[User:Dean|Dean]]&lt;br /&gt;
*[[A game of 2 halves]] - Low Medium - Tuesdays - GM: [[Dylan]]&lt;br /&gt;
*[[Sahuagin, Elves, and Merfolk. Oh My!]] - Medium High - Wednesday - GM: [[User:Keith | Keith]]&lt;br /&gt;
*[[For I Have Immortal Longings in Me]] - Low Medium - Wednesday - DM: [[Jim Arona]]&lt;br /&gt;
*[[Dark Dangerous Secrets]] - Medium - night -GM: [[Jeff Leddra]]&lt;br /&gt;
*[[Brastor Banditos]] GM: ???&lt;br /&gt;
&lt;br /&gt;
===Winter 810 WK===&lt;br /&gt;
* [[Sand Storm]] - Medium/Endurance - GM:Bernard&lt;br /&gt;
* [[Road to Gory|Road to Glory]] - Extreme to Demigod Bothering - GM: Michael P - Mostly off-plane&lt;br /&gt;
* [[EnTitleD to die for]] - Medium - GM: [[User:ChrisC|Chris C]] - A [[Western Kingdom]] Game&lt;br /&gt;
* [[Reason Unborn]] - Medium-ish - GM: [[Jeff Church]]&lt;br /&gt;
* [[An escaped Imp]] - Low - GM: [[Jono Bean]]&lt;br /&gt;
* [[Vale of Tears - Part 1]] - Medium-ish - GM: [[Stefan]]&lt;br /&gt;
* [[Stitched Up]] Callus - GM: Adam&lt;br /&gt;
* [[Troubles with Blackstrike]] - GM: Ross&lt;br /&gt;
&lt;br /&gt;
===Autumn 810 WK===&lt;br /&gt;
* [[Work for the Warden]] - Med/High - night - GM: [[User:NeonGraal|Struan]] - On Plane [[Artzdorf and Flugelheim]]&lt;br /&gt;
* [[Missing, presumptions on hold]] - Extreme - night -GM: [[William]]&lt;br /&gt;
* [[Slow Portal to China]] &amp;lt;i&amp;gt;but we&#039;d rather reach Elfenburg&amp;lt;/i&amp;gt; - Low or Medium - night - GM: [[Rosemary Mansfield]] -&lt;br /&gt;
* [[Where Angels Fear to Tread]] - High - night -GM: [[Jim Arona]]&lt;br /&gt;
* [[Little Girl Lost in the Woods]] - Low Medium - GM: Miles Jackson&lt;br /&gt;
* [[The Prodigal Sun]] - High - night - GM: [[Ross Alexander]]&lt;br /&gt;
* [[Escort to Darktree Tower]] - Med High - night - GM:[[Jim Arona]]&lt;br /&gt;
&lt;br /&gt;
=== Summer 810 WK ===&lt;br /&gt;
* [[Songs of Pain and Sorrow]] - High - night - GM: [[Jim Arona]] - Off Plane, the Seven Kingdoms: Lameth&lt;br /&gt;
* [[Ghost Town]] - Low Medium - night - GM: [[User:Bernard|Bernard]] - Off Plane&lt;br /&gt;
* [[Bad Karma]] - High - night - GM: [[Andrew W]] - On Plane&lt;br /&gt;
* [[Theropsid Escorts]] - Low/Med - night - GM: [[User:ChrisC|Chris C]] - On Plane&lt;br /&gt;
* [[Reflections and Visitations]] - High+ - night - GM: [[User:Martin|Martin Dickson]] - Various planes&lt;br /&gt;
* [[Peak Downs Return]] - High? - night - GM: [[Ian Wood]]&lt;br /&gt;
* [[The Great Sperm Race]] - Medium - night - GM: [[Jeff Leddra]]&lt;br /&gt;
* [[Galleria Malvagio]] - Medium - night - GM: [[User:Jacqui | Jacqui Smith]]&lt;br /&gt;
&lt;br /&gt;
==809 WK==&lt;br /&gt;
25 games in 809&lt;br /&gt;
===Spring 809 WK===&lt;br /&gt;
* [[A Spring Wedding]] - High - night - GM: [[:Category:Helen Saggers|Helen Saggers]] Off plane.&lt;br /&gt;
* [[Molon Labe]] - Medium - night - GM: [[William]] Alfhiem &lt;br /&gt;
* [[A Pirate&#039;s Lament]] - Med + - night - GM [[Rosemary Mansfield]]  Off Plane&lt;br /&gt;
* [[The Last Delivery]] - Low Med - night - GM: [[User:Stephen|Stephen]] - Western Kingdom&lt;br /&gt;
* [[Trials of the Hafted Weapon]] continues...&lt;br /&gt;
* [[Broken Heart]]- Low - night - GM: Miles Jackson&lt;br /&gt;
* [[Famous Five go to Delphi]] - High - night - GM: [[Michael Young]]&lt;br /&gt;
* [[Nadin&#039;s Revenge]] - High  GM: Ross&lt;br /&gt;
&lt;br /&gt;
===Winter 809 WK===&lt;br /&gt;
* [[A Civilised Ending]] - High - night - GM: [[Andrew W]] - On Plane&lt;br /&gt;
* [[The casting of shadows]] - Medium - night - GM: [[William]]&lt;br /&gt;
* [[The Black Pearl]] - Low/Med - night - GM:[[User:ChrisC|Chris C]] - On Plane&lt;br /&gt;
* [[Maid Service]] - Medium+ - night - GM: Scott Raymond Off Plane&lt;br /&gt;
* [[Trials of the Hafted Weapon]] - Medium - night - GM: [[Jono Bean]] - On Plane&lt;br /&gt;
* [[Ground Zero Day]] - Medium - night - GM: [[GM%27s#GM:_Jeff_Leddra|Jeff Leddra]] - In the mind of a god (go figure!)&lt;br /&gt;
&lt;br /&gt;
===Autumn 809 WK===&lt;br /&gt;
* [[Revolving Doors Redux]] - High - GM: [[:Category:Dean Ellis|Dean Ellis]]&lt;br /&gt;
* [[The end of days]] - Extreme - GM: [[William Dymock]]&lt;br /&gt;
* [[A Loss of Reason]] - Medium-ish - GM: [[Jeff Church]]&lt;br /&gt;
* [[Watching the Watchmen]] - Sub-Low - GM: [[:Category:Ben Taberner|Ben Taberner]]&lt;br /&gt;
* [[Looking for the Ladle]] - Low medium - GM: Ian Wood&lt;br /&gt;
* [[Up The Garden Path]] - Medium - GM: [[:Category:Jacqui Smith | Jacqui]]&lt;br /&gt;
* [[Coronation Invitations]] - GM: Ross Scribe: Sin&lt;br /&gt;
* [[Missing Monkys]] - GM: ??? Scribe: Uzi&lt;br /&gt;
&lt;br /&gt;
===Summer 809 WK===&lt;br /&gt;
* [[Bread and Circuses]] - Med - night - GM: Helen Saggers&lt;br /&gt;
* [[Deconstructing a Fictional Girl]] - High - night - GM: [[Andrew W]]&lt;br /&gt;
* [[Bandits, Bandits everywhere]] - Low - night - GM: [[User:ChrisC|Chris C]]&lt;br /&gt;
* [[Thanks for all the fish]] - Low - night - GM: [[William Dymock]]&lt;br /&gt;
* [[Delving Too Deep]] - High - night - GM: [[User:Bernard|Bernard]]&lt;br /&gt;
* [[Can we fix it?]] - Medium - night - GM: Miles Jackson&lt;br /&gt;
&lt;br /&gt;
==808 WK==&lt;br /&gt;
31 games in 808&lt;br /&gt;
===Spring 808 WK===&lt;br /&gt;
* [[Reach Up for the Sunrise]] - night - GM: [[:Category:Mandos|Mandos]]&lt;br /&gt;
* [[Black_Watch_Chronicles_III:_Tidings_of_Comfort_and_Joy|Tidings of Comfort and Joy]] - night - GM: [[:Category:Ben Taberner|Ben Taberner]]&lt;br /&gt;
* [[Ephemeral Elephants]] - night - GM:[[GM&#039;s#GM: Michael Parkinson|Michael Parkinson]]&lt;br /&gt;
* [[Rangiwhero Recon]] - night - GM: [[User:Keith | Keith Smith]]&lt;br /&gt;
* [[The Rights of Spring]] - night - GM: [[William]]&lt;br /&gt;
* [[Fair-bound Ride]] - night - GM: [[User:NeonGraal|Struan]]&lt;br /&gt;
* [[Save the Demon]] - night - GM: [[Jeff Leddra]]&lt;br /&gt;
&lt;br /&gt;
===Winter 808 WK===&lt;br /&gt;
* [[She is Made of Truth]] - High - GM: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Blood and Sand]] - High - GM: Callum - Tues [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[I met her in a dream]] - Low/Med - GM: Jill Mitchinson [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[In Her Majesty&#039;s Somewhat Secret Service]] - High - GM: William [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Revolving Doors]] - Med - GM: [[:Category:Dean Ellis|Dean Ellis]] &lt;br /&gt;
* [[The Sun, The Moon, and the Piper&#039;s Song]] - Med - GM: Jacqui &lt;br /&gt;
* [[Lessons in Enlightenment and Respect]]- Low - GM: Miles Jackson&lt;br /&gt;
* [[Alusian Innocents Abroad, The Evil Within]] - Innocents - GM: Mark Simpson&lt;br /&gt;
&lt;br /&gt;
===Autumn 808 WK===&lt;br /&gt;
*[[Trials of the Tridents]] - Med/High - Tuesday night - GM: [[Jono Bean]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[Skin Trade]] - Medium - Monday nights - GM: [[:Category:Mandos|Mandos]], [[Insel der Freiheit|Al]]&lt;br /&gt;
*[[Balrogs &amp;amp; Mithral]] - High - Wednesday nights - GM: [[:Category:Hamish Brown|Hamish]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[Chasing White Elephants]] - medium - Friday nights - GM: [[:Category:Bernard|Bernard]] - OP&lt;br /&gt;
*[[The Legacy of Kael]] - Medium - Negotiable days - &#039;&#039;&#039;Ye saga continueth!&#039;&#039;&#039; - GM: [[William]] - [[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[Please may we have our Prince back]] - High - Thursday - GM: [[Phil_Judd|Phil]], Off Plane&lt;br /&gt;
*[[The Family Jewels]] - Med/High - Wednesday - GM: [[User:ChrisC|Chris C]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[The Tiger and the Mouse]] - Med - Friday 21/3 - GM: [[Jon McSpadden]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[The Long Way Home]]  Low - night - GM: [[GM%27s#GM:_Jeff_Leddra|Jeff Leddra]]&lt;br /&gt;
*[[WMDs Considered Harmful]] - GM: Ross&lt;br /&gt;
&lt;br /&gt;
===Summer 808 WK===&lt;br /&gt;
* [[Blood of Girwyllan]] - High Tuesday night - GM: [[Jono Bean]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Swamp Exploration]] - Mediumish - Saturday afternoons - GM: [[User:Keith | Keith]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Search and Rescue]] - Friday nights - GM: [[User:Helen|Helen Saggers]] OP&lt;br /&gt;
* [[The Laughing Hills]] - Medium - Wednesday Night Full - GM:[[User:William|William Dymock-Johsnon]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[S.P.E.]] - High - Wednesday night - GM:[[Gordon Lewis]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[A Minor Investigation]] - Very High - Thursday Night - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Living on the Edge]] - Medium - Wednesday night - GM:[[Miles Jackson]] OP&lt;br /&gt;
*[[A Conduit to the Plane of the Eternal Fortress]] - GM: Adam Scribe: [[Sin]]&lt;br /&gt;
&lt;br /&gt;
==807 WK==&lt;br /&gt;
38 games in 807&lt;br /&gt;
=== Spring 807 WK ===&lt;br /&gt;
* [[The End of The World]] Full/High - GM [[William]] [[Main_Page#Alusia|Al]]  &amp;lt;---- CATEGORY HERE&lt;br /&gt;
* [[The Fate of Queen Aleksandra]] Full/High - GM: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Black Watch Chronicles II: The Absent Physician]] Full/Low -  GM: [[GM&#039;s#Ben Taberner|Ben]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Fey Haven]] Full/Med-High - GM: [[User:Stephen|Stephen Martin]] OP&lt;br /&gt;
* [[Don&#039;t go breaking my heart]] Full/High - GM: [[Callum|Callum]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Winter War|Ruskan Rumble]] Various/Full? Following on from [[To Ruska with Love]] - GM: [[:Category:Greg Graydon|Greg Graydon]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Escort to the Superstition Mountains]] Low - GM: [[Craig Harper]] Monday nights. [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Horse Thieves]] Low - GM: [[Clare]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Dead Like Us]]  ? - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] OP&lt;br /&gt;
&lt;br /&gt;
=== Winter 807 WK ===&lt;br /&gt;
*[[A Kings Ransom]] - GM: [[User :ChrisC|Chris C]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[Safely Underfoot]] - GM: [[:Category:Greg Graydon|Greg Graydon]],[[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[Sword of Petrus]] - GM: [[GM%27s#GM:_Jillian Mitchinson |Jillian Mitchinson]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
*[[A combined GM Game]]:&lt;br /&gt;
**[[Save A Prayer]] - GM: [[:Category:Mandos|Mandos]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
**[[Flute Interlude]] - GM: [[William]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Meanderings for Madron]] - GM: [[Adam Tennant]] OP&lt;br /&gt;
* [[Neither Hare nor Thar]] - GM: [[Rosemary Mansfield]], [[Andrew W]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Viola&#039;s Little Problem]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]], [[GM%27s#GM:_Jono_Bean|Jono Bean]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Storm_To_Port|Storm to Port]] - GM: [[:Category:Bernard|Bernard]] - Scribe: [[Aqualina]] OP&lt;br /&gt;
* [[Fire and Ice]] - GM: [[Miles Jackson]] OP&lt;br /&gt;
* [[The Madness of Pope Blitzkrieg]] - GM: Terry: - Scribe: [[Tulip]] [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Wok is going on? (Part I)]] - GM: [[Ross Alexander]]: - Scribe: [[Uzi Urksome|Uzi]] OP&lt;br /&gt;
&lt;br /&gt;
=== Autumn 807 WK ===&lt;br /&gt;
* [[Crystal Ship]] - GM: [[:Category:Mandos|Mandos]],[[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[The Redemption of Lord Surturs Bane]] - GM: [[:Category:Mandos|Mandos]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[To Ruska with Love]] - GM: [[:Category:Greg Graydon|Greg Graydon]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[How to Win Friends]] - GM: [[William]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Enter the Dragon]] - GM: [[Karen_Dransfield|Karen]], OP&lt;br /&gt;
* [[Havoc in the house of Guildenstern]] - GM: [[Gordon_Lewis|Gordon]]- Scribe [[Valery]], OP&lt;br /&gt;
* [[A Little Autumn Cleaning]] - GM: [[Keith_Smith|Keith]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Clem&#039;s Promise]] - GM: [[Jono Bean]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Jail Break]] - GM: [[Callum|Callum]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Jack and the Beanstalk]] - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] - OP&lt;br /&gt;
&lt;br /&gt;
=== Summer 807 WK === &lt;br /&gt;
* [[First Branch of the Elements ]] - GM: [[Micheal Young]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Festival of the Arts]] - GM: [[Andrew W]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Unbridaled Power]] - GM: William, [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Deserts, Dungeons and Dwarves]] - GM: Helen Saggers, OP&lt;br /&gt;
* [[The War on Horror]] - GM: Michael P, OP&lt;br /&gt;
* [[Kill the Vampires]] - GM: [[:Category:Hamish Brown|Hamish]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
* [[Jewel and Surgeo]] - GM: Phil Judd, OP&lt;br /&gt;
* [[Scouting for Silas]] - GM: [[User:ChrisC|Chris C]], [[Main_Page#Alusia|Al]]&lt;br /&gt;
&lt;br /&gt;
==806 WK==&lt;br /&gt;
44 games in 806&lt;br /&gt;
=== Spring 806 WK ===&lt;br /&gt;
* [[Rio]] - GM: [[:Category:Mandos|Mandos]]&lt;br /&gt;
* [[Gathering of the Fumes]] - GM: [[GM%27s#GM:_Craig_Harper|Craig Harper]]&lt;br /&gt;
* [[Assault on Masada]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]]&lt;br /&gt;
* [[Crisis on Alternate Alusias]] - GM: [[User:Martin|Martin]]&lt;br /&gt;
* [[Mist over Bluegrass]] - GM: [[Jono Bean]] Low&lt;br /&gt;
* [[A Toothy Extraction]] - GM: [[Gordon Lewis]] High&lt;br /&gt;
* [[Railway Adventure]] - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] &lt;br /&gt;
* [[Assault on Kron]] - GM: [[GM%27s#GM:_Jillian_Mitchinson | Jillian Mitchinson]]&lt;br /&gt;
* [[Kijaand Restoration (Part I)]] - GM: [[Ross Alexander]]&lt;br /&gt;
* [[An Outbreak of Strangeness]] - GM: Scott Raymond&lt;br /&gt;
* [[Scab&#039;s Secret Sasquatches]] - GM: [[Zane Hembest]]&lt;br /&gt;
* [[Rot and Roll in Ildrisholm (or Extreme Psychotherapy for a Hill)]] - GM: [[Dan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Winter 806 WK ===&lt;br /&gt;
* [[Winter Games]] - GM: [[GM%27s#GM:_Jono_Bean|Jono Bean]] Group one.&lt;br /&gt;
* [[Winter Games]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] Group two.&lt;br /&gt;
* [[Winter Games]] - GM: [[GM%27s#GM:_William_Dymock|William Dymock-Johnson]] Group three.&lt;br /&gt;
* [[Winter Games]] - GM: [[GM%27s#GM:_Greg_Graydon|Greg Graydon]] Unspecified person sneaky group.&lt;br /&gt;
* [[Winter Games]] - GM: Bernard Hoggins  Seagate support team&lt;br /&gt;
* [[Search for the lost Temple]] - GM: [[User:NeonGraal|Struan Judd]]&lt;br /&gt;
* [[Ozma&#039;s Birthday]] - GM: [[User:Dean|Dean Ellis]]&lt;br /&gt;
* [[Favours from Zirac Holdings]] - GM: [[User:Stephen|Stephen Martin]]&lt;br /&gt;
* [[Rescuing Cob and Co]] - GM: [[User:ChrisC|Chris C]]&lt;br /&gt;
* The Summer King - GM: [[Callum]]&lt;br /&gt;
&lt;br /&gt;
=== Autumn 806 WK ===&lt;br /&gt;
* [[Scouting of the Games]] - GM: [[Jono Bean]] Scribe: [[Kishwa]]&lt;br /&gt;
* [[Fishing in the Fastness]] - GM: [[Jono Bean]] Scribe: [[Clementine]]&lt;br /&gt;
* [[Return of the King]] - GM: [[:Category:Mandos|Mandos]] Scribe: The Party.&lt;br /&gt;
* [[Blood, My God the Blood]] - GM: [[GM%27s#GM:_Jillian Mitchinson |Jillian Mitchinson]]&lt;br /&gt;
* [[White Wedding]] - GM: [[GM%27s#GM:_Martin_Dickson |Martin Dickson]] Scribe: [[Father Broc]]&lt;br /&gt;
* [[The Siege of Novadom]] - GM: [[User:William |William]]&lt;br /&gt;
* [[Into the Valley]] - GM: [[Callum]] Scribe: [[Ithilmor]]&lt;br /&gt;
* [[The dreams of the Seven]] - GM: [[Callum]] Scribe: [[Erzsabet]]&lt;br /&gt;
* [[The Mystery of the Missing Mana]] - GM: [[GM%27s#GM:_Zane_Mendoza|Zane Mendoza]] Scribe [[Menolly]]&lt;br /&gt;
* [[Kidnappers will Rue the Day]] - GM: Helen Saggers Scribe: [[Aurora]]&lt;br /&gt;
* [[A Message for Gia]] - GM: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]] Scribe [[Douglas]]&lt;br /&gt;
&lt;br /&gt;
=== Summer 806 WK ===&lt;br /&gt;
* [[Matt Tumbledown Adventure]] - GM: [[Jono Bean]] Scribe: [[GoK]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[McBright Masterwork]] - GM: [[User:Gorgox|Gordon]] Scribe: [[Aqualina]]&lt;br /&gt;
* [[Lath&#039;s Island]] - GM: [[Julia McSpadden]] Scribe: [[Shoka]]&lt;br /&gt;
* [[Nauvare Stash]] - GM: [[GM%27s#GM:_William_Dymock|William Dymock]] Scribe: [[Lath]]&lt;br /&gt;
* [[To Hell And Back]] - GM: [[GM%27s#GM:_Noel_Livingston|Noel Livingston]] Scribe: [[Lath]]&lt;br /&gt;
* [[Big Bad Void Wolf]] - GM: [[GM&#039;s#Dean Ellis|Dean]] Scribe: [[Pennlucien]]&lt;br /&gt;
* [[Black Watch Chronicles: Nightmare Murders]] - GM: [[GM&#039;s#Ben Taberner|Ben]] - Scribe: [[Dramus]] (Actually his scribe is doing it)&lt;br /&gt;
* [[Mayhem in the Dwarven Mines]] - GM: Miles Jackson - Scribe: [[Theodonna]] &lt;br /&gt;
* [[Fear and Loathing in Sanctuary]] - GM: [[GM%27s#GM:_Andrew_W|Andrew W]]&lt;br /&gt;
* [[Oh! Not another Bard!]] - GM: [[User:Bernard|Bernard]] Scribe: [[Menolly]]&lt;br /&gt;
* [[A Manor of Fate]] - GM: [[Ross Alexander]]&lt;br /&gt;
* [[Finding the Flencers]] - GM: [[Dan|Daniel Dixon]]&lt;br /&gt;
&lt;br /&gt;
==805 WK==&lt;br /&gt;
32 games in 805&lt;br /&gt;
=== Spring 805 WK ===&lt;br /&gt;
* [[How Much for the Little Boy]]? - GM: [[GM%27s#GM:_Lisa_Rose|Lisa]] Scribe: [[Aryan]]&lt;br /&gt;
* [[Not all water is wet|Not all water is wet -or- More Minions for Rashak]] - GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] Scribe: [[Saydar]]&lt;br /&gt;
* [[Endless Winter]] GM: Clare Matthews Scribe: Louise (Cypriano)&lt;br /&gt;
* [[Plague upon Thee (Part I)]] - GM: Ross.&lt;br /&gt;
* [[Plague upon Thee (Part II)]] - GM: Ross. &lt;br /&gt;
* [[The Treaty of New Hope]] GM: Helen Scribe: Faith&lt;br /&gt;
* [[Under the Tuscan Sun]] - GM: [[Ian Wood]]&lt;br /&gt;
* [[The Duke&#039;s Cattle Drive]] - GM: [[GM%27s#GM:_Struan_Judd|Struan Judd]] Scribe: [[Kelestra]]&lt;br /&gt;
* [[The Death Gate]] (Defeat of the Rashak Wannabe) - GM: [[User:Keith | Keith Smith]], Scribe: [[Flamis]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 805 WK ===&lt;br /&gt;
* [[Little Ragnarok]] - GM: [[GM%27s#GM:_Andrew_W|Andrew W]] -  Scribe: [[TDP]]&lt;br /&gt;
* [[Missing Brewery]] - GM: [[User:NeonGraal|Struan J.]] Scribe: [[Aurora]]&lt;br /&gt;
* [[Where the Wind Blows]] - GM: [[:Category:Mandos|Mandos]].    Scribe Father Broc&lt;br /&gt;
* [[Small Mistakes]] - GM: [[GM%27s#GM:_Craig_Harper|Craig Harper]] Scribe [[Lath]]&lt;br /&gt;
* [[Poison Cloude]] - GM: [[Jason Saggers]] Scribe: [[Sau Ras]]&lt;br /&gt;
* [[Return to the Fastness- Part 2]] - GM: [[GM%27s#GM:_Jono_Bean|Jono Bean]] Scribe: Bart then Clementine then Lisa&lt;br /&gt;
* [[The Hive Mind Adventure]] - GM: Jeff Leddra Scribe: [[Aurora]]&lt;br /&gt;
* [[Brastor Breakout]] (aka Assault on Carson&#039;s Switch) - GM: [[User:Martin|Martin]]&lt;br /&gt;
* [[Chasing Off the Greys]] - GM: [[GM%27s#GM:_Jillian Mitchinson |Jillian Mitchinson]]. Scribe [[Motley]]&lt;br /&gt;
* [[Of Elves and Goblins and Such and So Forth]] - GM: [[:Category:Mandos|Mandos]] Scribe [[Gavin&#039;s Hill]]&lt;br /&gt;
* [[Return to the temple of Light]] - GM: [[User:ChrisC|Chris C]]&lt;br /&gt;
&lt;br /&gt;
=== Autumn 805 WK ===&lt;br /&gt;
* [[Harbinger of Death]] - GM: William.  Scribe: [[Braegon]].&lt;br /&gt;
* [[Things to do in Brastor when you&#039;re Dead]]   GM: [[User: Cosmo| Ben Taberner]]  Scribe: Gavin&#039;s Hill&lt;br /&gt;
* [[Return to the Fastness- Part 1]] - GM: [[GM%27s#GM:_Jono_Bean|Jono Bean]] Scribe: [[Michael (the adventurer)]]&lt;br /&gt;
* [[How We Won The War]] GM: [[User:ChrisC|Chris C]] Scribe: [[Sam the Ork]]&lt;br /&gt;
* [[Siren&#039;s Prize]] - GM: [[User:Jacqui | Jacqui]]  Scribe : [[Aqualina]]&lt;br /&gt;
* [[Where Have All The Gryphons Gone?]]  GM: Jeff Leddra  Scribe: Dawn&lt;br /&gt;
* [[The Hunting of the Omnicognitron]] - GM: Ross.&lt;br /&gt;
* [[Exploring Paradise]] GM: [[GM%27s#GM:_Helen_Saggers|Helen Saggers]] Scribe: [[Menolly]]&lt;br /&gt;
* [[The Ostow Incident]] GM: Ian Wood&lt;br /&gt;
* [[Urnwards we go]] GM: Gordon Lewis&lt;br /&gt;
&lt;br /&gt;
=== Summer 805 WK ===&lt;br /&gt;
* [[Warriors Big Day Out]] - GM: Clare  Scribe: [[GoK]]&lt;br /&gt;
* [[A Timely Ghost]] - GM: [[:Category:Mandos| Mandos]]  Scribe: [[Mortimer]]&lt;br /&gt;
* [[Conflict in Gaia]] - GM: Alan Grant  Scribe: [[Basalic]]&lt;br /&gt;
* [[Never Say Neverre]] - GM: Mike Parkinson Scribe: [[Isil Eth]]&lt;br /&gt;
* [[The Ghoul Preservation Society]] - GM: [[GM%27s#GM:_Bernard_Hoggins|Bernard Hoggins]] - Scribe: [[Menolly]]&lt;br /&gt;
* Jeremiah&#039;s Chariot - GM: Martin&lt;br /&gt;
&lt;br /&gt;
==804 WK==&lt;br /&gt;
20+ games in 804&lt;br /&gt;
=== Spring 804 WK ===&lt;br /&gt;
* [[The Great Library of Ekonda]] GM: Helen  Scribe: [[Phaeton]] &lt;br /&gt;
* [[Morgan&#039;s Folly Strikes Back]] GM: Jill McSpadden Scribe: Motley&lt;br /&gt;
* [[Just deal with it!]] GM: Stephen&lt;br /&gt;
* [[Portals of Paleolithica Part2]] (Garweeze Wurld) GM: [[User:Keith | Keith]], Scribe Grizelda Feldspar&lt;br /&gt;
&lt;br /&gt;
=== Winter 804 WK ===&lt;br /&gt;
* [[Rings of Deception]] - GM: Bernard - Scribe: Tanis&lt;br /&gt;
* [[Gaia&#039;s Blessing]] - GM: Alan Grant Scribe: [[Aqualina]]&lt;br /&gt;
* [[The Mystery of Missing Suitors]] - GM:  Martin Dickson - Scribe: Father Broc&lt;br /&gt;
* [[What&#039;s going on in the south of Prevada]] - GM: [[Phil Judd]]&lt;br /&gt;
* [[Recover temple artefacts]] - GM: Ben T.&lt;br /&gt;
&lt;br /&gt;
=== Autumn 804 WK ===&lt;br /&gt;
* Get the Cold Out! [[Ice Demons in Flugelheim]] - GM: [[User:NeonGraal|Struan]]&lt;br /&gt;
* [[The Dark Continent Adventure]] - GM: [[Miles Jackson]] Scribe: [[Tanis Kerelon | Tanis]] &lt;br /&gt;
* [[Sunken Doomed]] - GM: Gordon Lewis&lt;br /&gt;
* [[The Scary Door]] - GM:[[:Category:Mandos|Mandos]]&lt;br /&gt;
* [[The Ball adventure]] - GM: [[Chris C]]&lt;br /&gt;
* [[Trapped on Khoras (Portals of Paeolithica I)]] - GM Jacqui&lt;br /&gt;
&lt;br /&gt;
=== Summer 804 WK ===&lt;br /&gt;
* [[When You Wish Upon a Leprechaun]] - GM: Mandos Scribe: Algarloth&lt;br /&gt;
* [[Elf Noir]] - GM: Michael Parkinson Scribe: Sir Francis (  [[Kathleen]])&lt;br /&gt;
* [[Game Afoot]] - GM: Jeff Leddra Scribe: Mira&lt;br /&gt;
* [[Searching Sol for Paradise]] - GM: Helen Saggers Scribe: Roderigo&lt;br /&gt;
* [[Return to the Cold]] - GM: [[User:NeonGraal|Struan]] - Scribe: Penni&lt;br /&gt;
* [[The Rescue of Tehe]] - GM: Eamon Zink&lt;br /&gt;
* Coming Forth by Day GM: [[Rosemary Mansfield]] &amp;lt;i&amp;gt;no scribe notes available&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==803 WK==&lt;br /&gt;
&lt;br /&gt;
23+ games in 803&lt;br /&gt;
=== Spring 803 WK ===&lt;br /&gt;
* [[Hunting the Maiden]] - GM: Bernard - Scribe: [[Aqualina]]&lt;br /&gt;
* [[The Riddle]] (aka Manuscript Hunters) - GM: Lisa Rose - Scribe: [[Father Broc]]&lt;br /&gt;
* [[Dazed and Confused]] - GM: Scott Raymond - Scribe: [[Aurora]]&lt;br /&gt;
* Into the Cold [[Colder Than A Snowman&#039;s Codpiece]] - GM: [[User:NeonGraal|Struan]] - Scribe: Roderigo&lt;br /&gt;
* [[Lifting the Veil]] - GM: Eamon Zink&lt;br /&gt;
* Shepherding the Shorn GM: Simon White&lt;br /&gt;
* [[Overawed and Overboard]]: The Ambassador&#039;s Holiday - GM: Ben T.&lt;br /&gt;
&lt;br /&gt;
=== Winter 803 WK ===&lt;br /&gt;
* [[Escorting A Lord]] - GM: Bernard - Scribe: [[Aurora]]&lt;br /&gt;
* [[A Party Of Elegant People]] - GM: Ian Wood - Scribe: [[Silverfoam]]&lt;br /&gt;
* [[Sorting The Smugglers With Samdar]] - GM: [[User:ChrisC|Chris C]] - Scribe: Roderigo&lt;br /&gt;
* [[Send In The Clowns]] - GM: Andrew W - Scribe: [[Mortimer]]&lt;br /&gt;
* [[Church Nights]] - GM: [[:Category:Mandos|Mandos]] - Scribe: [[Arianna|Arianna di Angelo]]&lt;br /&gt;
* [[Smugglers of Erewhon]] - GM: Chris C.&lt;br /&gt;
* Six Impossible things (No Scribe Notes) - GM:William Dymock&lt;br /&gt;
&lt;br /&gt;
=== Autumn 803 WK ===&lt;br /&gt;
* [[Rousted In Rastenburg At The Rose Court]] GM: Anna &lt;br /&gt;
* [[Haven&#039;s Crystal Life]] GM: [[User:Stephen|Stephen]] Scribe: [[Sam the Ork]]&lt;br /&gt;
* [[Merfolk, Sahuagin, and The Deep Blue Hole]] GM: [[User:Jacqui | Jacqui]] Scribe: [[Aqualina]]&lt;br /&gt;
* [[Save the Queen]] GM: Phil Judd&lt;br /&gt;
* [[All about Alexandra]] - GM: [[User:Hannah|Hannah]]&lt;br /&gt;
* [[Icefall]] GM: Jeff Ledra&lt;br /&gt;
&lt;br /&gt;
=== Summer 803 WK ===&lt;br /&gt;
* [[Pet Show]]. GM: [[User:Gorgox|Gordon Lewis]]&lt;br /&gt;
* [[Tails you Lose]]. GM: [[:Category:Mandos|Mandos]]&lt;br /&gt;
* [[A Cunning Rescue]] GM: Michael Parkinson Scribe:Armaud/Kit&lt;br /&gt;
* [[The Emperor&#039;s Gonna Die]] GM: Scott Raymond Scribe: [[Phaeton]]&lt;br /&gt;
* [[Caravan to the Enchanted Forest]] - Chris C.&lt;br /&gt;
&lt;br /&gt;
==802 WK==&lt;br /&gt;
20+ games in 802&lt;br /&gt;
=== Spring 802 WK ===&lt;br /&gt;
* [[Investigation of D&#039;arbres]]. GM: [[:Category:Mandos|Mandos]]&lt;br /&gt;
* [[Trip to Savarea]] GM: Zane Mendoza Scribe:Silent&lt;br /&gt;
* [[Heretics of Miloo]] GM: Gordon Lewis Scribe: Arnaud&lt;br /&gt;
* [[Quest for Lost Dragons]] -- Baal&#039;s Final Return. GM: [[User:Martin|Martin]]&lt;br /&gt;
* [[Travels through Halph]] - GM: [[Chris C]]&lt;br /&gt;
* A few Good Sophonts (No Scribe Notes) - GM:William Dymock&lt;br /&gt;
&lt;br /&gt;
=== Winter 802 WK ===&lt;br /&gt;
* [[Spying on the Plane Eating City]] GM: [[Ben_Taberner|Ben Taberner]] Scribe: [[Arnaud_de_Montfort_Esq|Arnaud]]&lt;br /&gt;
* [[For the Faerie King and Karma]] GM: [[Ben_Taberner|Ben Taberner]] Scribe: [[Arnaud_de_Montfort_Esq|Arnaud]]&lt;br /&gt;
* [[Quarry in a Quarry]] GM: Sally Musgrave Scribe: Stardreamer&lt;br /&gt;
* [[Seven Stout Hearts in Phantasia]] GM: Andrew Scribe: Graaven Brightrock&lt;br /&gt;
* [[The Needs of a Tree]] GM: Jason Saggers Scribe [[Basalic]]&lt;br /&gt;
* [[Fiasco in Rokar]] GM: [[William]] Scribe: [[Haann_Uberreich]]&lt;br /&gt;
* [[Dragons Beds are hard to Find]]. GM: [[:Category:Phil Judd|Phil]]&lt;br /&gt;
&lt;br /&gt;
=== Autumn 802 WK ===&lt;br /&gt;
* [[Olympic Security/Destinian Gold]] GM: Michael Parkinson Scribe: [[Kathleen]]&lt;br /&gt;
* [[Into the Se of Wizards]] GM: [[William]] Scribe: Arnaud&lt;br /&gt;
* [[Dealing with the Troll]] - GM: Mandos&lt;br /&gt;
* [[Haven&#039;s Incursion]] - GM: Stephen&lt;br /&gt;
* [[Mystery in Mystra]] GM: Simon White Scribe: [[Aurora]]&lt;br /&gt;
&lt;br /&gt;
=== Summer 802 WK ===&lt;br /&gt;
* [[Pasifikan Plundering]] GM: [[User:Keith | Keith]] - Scribe: Arnaud&lt;br /&gt;
* [[On Godric&#039;s Trail]] GM: Clare - Scribe:Graaven Brightrock&lt;br /&gt;
* [[Joe the Balrog]] GM: [[Rosemary Mansfield]]  - Scribe: [[Basalic]]&lt;br /&gt;
* [[Rannitaire Diplomacy]] - GM: Lisa&lt;br /&gt;
* Meeting Cain (No Scribe Notes) - GM:Andrew Withy&lt;br /&gt;
&lt;br /&gt;
== 801 WK==&lt;br /&gt;
19+ games in 801&lt;br /&gt;
=== Spring 801 WK ===&lt;br /&gt;
* [[South Haven Academy for Girls]] GM: William Scribe: Arnaud&lt;br /&gt;
* [[A Gentleman&#039;s Sport]] GM: Eamon Scribe: Scorpion&lt;br /&gt;
* [[Theft of the Faerie Flag]] GM: [[User:Jacqui | Jacqui]] Scribe [[Aurora]]&lt;br /&gt;
* [[Gardens of Phadre]] GM: Gordon Scribe: [[Darien]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 801 WK ===&lt;br /&gt;
* [[Kaith Tax Collection]] GM: Julie Scribe: Arnaud&lt;br /&gt;
* [[Rumblings of Evil Beneath Rank Dwarves]] GM: Jon McSpadden Scribe: Kryan&lt;br /&gt;
* [[Surprise for Sahuagin]] GM: William Scribe: [[Aqualina]]&lt;br /&gt;
* [[Brundah&#039;s Mam]] - GM: Gordon&lt;br /&gt;
&lt;br /&gt;
=== Autumn 801 WK ===&lt;br /&gt;
* [[Into A Strange Land]] GM: Struan Scribe: Arwen&lt;br /&gt;
* [[Runeation]] GM: Jon McSpadden Scribe: Loxi&lt;br /&gt;
* [[Jhensi Hallenger&#039;s Birthday]] GM: Gordon Scribe: Valery&lt;br /&gt;
* [[The Road Builder]] GM: Martin Dickson&lt;br /&gt;
* [[Search for Lost Mind Magics]] - GM: Clare&lt;br /&gt;
&lt;br /&gt;
=== Summer 801 WK ===&lt;br /&gt;
* [[The Great Mummy Hunt]] GM: [[Rosemary Mansfield]] Scribe: Graaven Brightrock&lt;br /&gt;
* [[Football of Purple]] GM: Michael Parkinson Scribe: [[Darien]]&lt;br /&gt;
* [[Fighting the Good Fight, No Matter the Cost]] GM: Paul Schmidt Scribe: [[Basalic]]&lt;br /&gt;
* [[Strange Journey to Monmosphoidoi]] GM: Eamon Scribe: Scorpion&lt;br /&gt;
* [[A Terranovan Picnic]] GM: Martin Scribe: Kryan&lt;br /&gt;
* [[Return to the Keep on the Borderlands]] GM: [[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]]  Scribe: [[Haann Uberreich]]&lt;br /&gt;
&lt;br /&gt;
==800 WK ==&lt;br /&gt;
16+ games in  800&lt;br /&gt;
=== Spring 800 WK ===&lt;br /&gt;
* [[Going On A Bear Hunt]] GM:  [[User:Hannah|Hannah]] Scribe: Loxi&lt;br /&gt;
* [[Scrying Thy Neighbour]] GM: Greg Taylor Scribe: Tom&lt;br /&gt;
* [[Christopher&#039;s Doom]] GM: Clare Scribe: [[Kathleen]]&lt;br /&gt;
&lt;br /&gt;
=== Winter 800 WK ===&lt;br /&gt;
* [[Escort to Countess Kirsten]] GM: [[Jono Bean]] Scribe: [[Kathleen]]&lt;br /&gt;
* [[Pasifika in Peril]] GM: [[User:Keith | Keith Smith]] Scribe: [[Flamis]]&lt;br /&gt;
* [[Milloo Trade Mission]] GM: Gordon Lewis Scribe: Gerrad&lt;br /&gt;
* [[Bringing Light to the Darkness]] GM: Paul Schmidt&lt;br /&gt;
* Westphalia - [[Hi Kipchac]] GM: Andrew W, Scribe: [[TDP]]&lt;br /&gt;
* [[The Missing Reporter]] GM: [[User:Jacqui | Jacqui Smith]]&lt;br /&gt;
* The Big Key (No Scribe Notes) - GM: William&lt;br /&gt;
&lt;br /&gt;
=== Autumn 800 WK ===&lt;br /&gt;
* [[Seven For Thebes]] / [https://drive.google.com/file/d/1Sd8Mjakx80PQ20TYpb8EReTmzXZjFKhp/view?usp=drive_link Seven For Thebes] GM: Michael Parkinson Scribe: [[Aqualina]]&lt;br /&gt;
* [[Against the Dark Circle]] / [[Battles in the Dark]] GM: [[Jono Bean]] Scribe: Kern&lt;br /&gt;
* [[Sun Sword]] GM: ? Scribe: [[Ty]]&lt;br /&gt;
* [[Murder Mystery]] GM: Eamon Zink Scribe: Scorpion&lt;br /&gt;
&lt;br /&gt;
=== Summer 800 WK ===&lt;br /&gt;
* [[Rescue II]] GM: Clare West Scribe: Douglas&lt;br /&gt;
* [[Middlemarch]] GM: Paul Schmidt Scribe: [[Phaeton]]&lt;br /&gt;
* [[Redemption or else..]] (Dark Circle) - GM: Adam T.&lt;br /&gt;
* The [[Protector of GerFenDiak]] - GM: Phil J.&lt;br /&gt;
* Trip to ShadowRun (No Scribe Notes) - GM:Ian Wood&lt;br /&gt;
&lt;br /&gt;
==799 WK==&lt;br /&gt;
13+ games in 799 WK&lt;br /&gt;
=== Spring 799 WK ===&lt;br /&gt;
* [[Travels with Father Bob]] GM: Mike Parkinson Scribe: Arwen&lt;br /&gt;
* [[Return to Sudar]] GM: Greg Taylor Scribe: [[Axy Geldrax|Axy]]&lt;br /&gt;
* [[Resurrection River]] GM: Jeff Leddra Scribe:Scorpion&lt;br /&gt;
* [[Heedless they..]] - GM: Martin D.&lt;br /&gt;
&lt;br /&gt;
=== Winter 799 WK ===&lt;br /&gt;
* [[Enter the Cockroach]] GM: Mike Parkinson Scribe:Loxi&lt;br /&gt;
* [[The Dragon Horde]] GM: Daryl Crosby Scribe:Hargan&lt;br /&gt;
* [[Edge of the Underdark]] GM: Paul Schmidt Scribe:[[Basalic]]&lt;br /&gt;
* [[Trouble with the Troll King]] - GM: Dean&lt;br /&gt;
* [[Return of the Shaper]] (?) - GM: [[Jono Bean]] - Scribe: Sabbath&lt;br /&gt;
&lt;br /&gt;
=== Autumn 799 WK ===&lt;br /&gt;
* [[Return to Lorgos]] GM: Greg Taylor  Scribe:[[Aqualina]]&lt;br /&gt;
* [[Belial Baiting]] (fulfilling geas) - GM: Andrew W.&lt;br /&gt;
&lt;br /&gt;
=== Summer 799 WK ===&lt;br /&gt;
* [[The War of Tears (Adventure)|The War of Tears]] GM: Martin Dickson Scribe:TDP Roberts&lt;br /&gt;
* [[Hobbit&#039;s Home]] GM: Francis Scribe:[[Phaeton]]&lt;br /&gt;
* [[Empress of Azuria]] - GM: Michael P.&lt;br /&gt;
&lt;br /&gt;
==798 WK==&lt;br /&gt;
19 games in 798 WK&lt;br /&gt;
=== Spring 798 WK ===&lt;br /&gt;
* [[Dog Bothering]] GM: Daryl Scribe: Kayseri&lt;br /&gt;
* [[Return to Norden]] GM: Greg Taylor Scribe: [[Aqualina]]&lt;br /&gt;
* [[Save Our Senshi]] GM: [[User:Keith | Keith Smith]] Scribe: [[Flamis]]&lt;br /&gt;
* [[Prince of Darkness II]] GM: Jon McSpadden  Scribe: Pent&lt;br /&gt;
* [[Zinzanity]] GM: Stephen&lt;br /&gt;
&lt;br /&gt;
=== Winter 798 WK  ===&lt;br /&gt;
* [[Overdue Library Books]] GM: Martin Dickson Scribe: [[Basalic]]&lt;br /&gt;
* [[Investigating the Guild Vaults]] GM: Andrew Scribe: Valery&lt;br /&gt;
* [[Kali and the Five Dwarves]] GM: Rosemary Scribe: Hoo&lt;br /&gt;
* [[Against the Necromancers]] GM: [[Jono Bean]] Scribe: Serendipidy&lt;br /&gt;
&lt;br /&gt;
=== Autumn 798 WK ===&lt;br /&gt;
* [[Planeport Troopers]] GM: Ross Alexander Scribe: Liessa&lt;br /&gt;
* [[Mission to Malachandra]] GM: Jacqui &lt;br /&gt;
* [[Defense of Ssqua]] GM: Martin Dickson Scribe: Bozo&lt;br /&gt;
* [[Green Orcs in Purple]] GM: Mike Parkinson Scribe Kryan&lt;br /&gt;
* [[Westphalia Succession]] GM: Andrew Withy Scribe: Kathleen&lt;br /&gt;
* [[Sound of Death I]] (Fastness) - GM: Jono&lt;br /&gt;
* Meeting the Queen of Pain (No Scribe Notes) - GM: Adam T&lt;br /&gt;
&lt;br /&gt;
=== Summer 798 WK ===&lt;br /&gt;
* [[Root of Evil]] GM: [[Micheal Young|Mike]] Scribe: [[Basalic]]&lt;br /&gt;
* [[Behold the Beholder]] GM: Paul Schmidt Scribe: [[Aqualina]]&lt;br /&gt;
* [[Through the Doors of Perception]] GM: Paul Schmidt Scribe: [[Callas]]&lt;br /&gt;
* [[The Hunting of the Captain]] GM: Mandos&lt;br /&gt;
* [[Necromancer Bash]] GM: [[Jono Bean]]&lt;br /&gt;
* The Twisted Avatar GM: [[Rosemary Mansfield]] (no scribe notes)&lt;br /&gt;
* [[Hurolg the Hammer]] - GM: Carl R.&lt;br /&gt;
* [[Portals in the jungle]] - GM: Greg G.&lt;br /&gt;
* Empire of the Sun (cont.) - GM: Martin D&lt;br /&gt;
&lt;br /&gt;
==797 WK==&lt;br /&gt;
&lt;br /&gt;
=== Spring 797 WK ===&lt;br /&gt;
* [[The Dragon Court of Ambra]]. GM: Craig Beere&lt;br /&gt;
* [[The Seagate Guards Do Lower Orminthwaite]] GM: Andrew  Scribe: Tixellanif&lt;br /&gt;
* [[The Hunt for Kontalie]] GM: Phil Scribe: [[Basalic]]&lt;br /&gt;
* [[Killing of the Great Troll Chef]] GM: Noel Scribe: [[Aqualina]]&lt;br /&gt;
* [[Quest for Virtue]] GM: Ben Scribe: Ned&lt;br /&gt;
* [[Prince of Darkness]] GM: Jon Scribe: Pent&lt;br /&gt;
* [[Rescue of Scratch from the Lands of the Dead]] GM: Jon McSpadden&lt;br /&gt;
* [[Empire of the Sun Investigation]] - GM: Martin D&lt;br /&gt;
&lt;br /&gt;
=== Winter 797 WK ===&lt;br /&gt;
* [[Qui Vigiles Vigilent]]. GM: Dan Dixon Scribe: [[Callas]]&lt;br /&gt;
* [[Quest for Father Rowan&#039;s Holy Symbol]] GM: Paul Schmidt  Scribe: [[Phaeton]]&lt;br /&gt;
* [[Rules of Engagement]] GM: Paul Schmidt Scribe: Starflower&lt;br /&gt;
* [[The Eclipse]] GM: Noel Scribe: Scorpion&lt;br /&gt;
* [[That was now, This is then]] GM: Mike Parkinson Scribe: Amaranth&lt;br /&gt;
* [[The Eye of Norden]] GM: Greg Taylor Scribe: Eidolon&lt;br /&gt;
* Hunt for the Mystical Item (No Scribe Notes) - GM Francis&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1pt solid black; margin-top:10pt; margin-bottom:10pt; padding: 5px; color:#990000;&amp;quot;&amp;gt;&lt;br /&gt;
The Western Kingdom Calendar and a realignment of the calendar with the seasons, which had become out of step due to the AP calendar&#039;s use of a 365 day year, was started at the beginning of this session. Months in the WK calendar before this point were extrapolated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1996==&lt;br /&gt;
&lt;br /&gt;
=== Jul 1996 AP === &lt;br /&gt;
(Autumn 797 WK)&lt;br /&gt;
* [[Around A Hat in 80 Hours]] GM: [[Martin]] Scribe: [[Bozo]]&lt;br /&gt;
* [[The Other Hat Adventure]] (Falkenstein) GM: Lisa Scribe: Strontium&lt;br /&gt;
* [[Organised Chaos]] GM: Scott Whittaker  Scribe [[Aqualina]]&lt;br /&gt;
* [[Find the Worts]] GM: Craig Beere Scribe [[Phaeton]]&lt;br /&gt;
* [[Rabbit Adventure]] GM: Daryl Scribe: Berik&lt;br /&gt;
* [[Failed rescue in Ildrisholm]] GM: Dan Dixon Scribe: [[Jedburgh]]&lt;br /&gt;
* [[Exploring Ildrisholm (Part II)]] GM: Dan Dixon Scribe: [[Ishamael]]&lt;br /&gt;
* [[Exploring Ildrisholm (Part III)]] GM: Dan Dixon&lt;br /&gt;
* [[Least We Forget]] GM: William Dymock Scribe: [[Callas]]&lt;br /&gt;
* [[Twelve Days]] - GM: Dean&lt;br /&gt;
&lt;br /&gt;
=== Apr 1996 AP === &lt;br /&gt;
(Summer 797 WK)&lt;br /&gt;
* [[Truce in the Fastness of Girwyllan]] / A Trip in the Woods - GM: [[Jono Bean]] Scribe: Jedburgh&lt;br /&gt;
* [[The Search for Flowers]] GM: Struan Scribe: Tixellanif&lt;br /&gt;
* [[Princess Bride in the Black Tower]] GM: William  Scribe: [[Basalic]]&lt;br /&gt;
* [[The Return of the Prodigal Son]] GM: [[User:Keith | Keith]] Scribe: Hugh&lt;br /&gt;
* [[Destroy the Weapon of Mass Destruction]] GM: [[:Category:Mandos|Mandos]] Scribe: Gideon&lt;br /&gt;
* [[Saydar&#039;s Pub Crawl]] GM: Jon McSpadden&lt;br /&gt;
* [[Miners and Mages]] (Goblins and Gold) GM: Phil Scribe: [[Kern]]&lt;br /&gt;
* [[The Wedding Ring]] GM: Andrew W Scribe: ??&lt;br /&gt;
* Dramus of Oz (No Scribe Notes) - GM: Dean Ellis&lt;br /&gt;
&lt;br /&gt;
=== Jan 1996 AP === &lt;br /&gt;
(Spring 796 WK)&lt;br /&gt;
* [[Chaining the Dark Lord]] GM: Scott Whittaker  Scribe: [[Aqualina]]&lt;br /&gt;
* [[Find Liessa&#039;s Tutor]] GM: [[:Category:Mandos|Mandos]] Scribe: Berik&lt;br /&gt;
* [[Scroll of Himcules]] GM: Bryan Holden   Scribe: Scorpion&lt;br /&gt;
* [[Against Azzur]] GM: Jon McSpadden&lt;br /&gt;
* [[Neverland]] GM: [[Rosemary Mansfield]]   Scribe: Shizane&lt;br /&gt;
* [[Attempted Patricide]] - GM: Lisa&lt;br /&gt;
&lt;br /&gt;
==1995==&lt;br /&gt;
&lt;br /&gt;
=== Oct 1995 AP === &lt;br /&gt;
(Winter 796 WK)&lt;br /&gt;
* [[The Chancellors Message]] GM: Ian Wood  Scribe: Anathea&lt;br /&gt;
* [[Worts and Boyles]] GM: Craig Beere Scribe: Glod&lt;br /&gt;
* [[Arabian Adventure]] GM: Alastair Scribe: Darksinger&lt;br /&gt;
* [[Garsen&#039;s Tower - Investigation]] GM: Greg Graydon  Scribe: Vapour&lt;br /&gt;
* [[Garsen&#039;s Tower - Epilogue]] (The Sale of..) GM: Greg Graydon  Scribe: Vapour&lt;br /&gt;
* [[Exploring Ildrisholm (Part I)]] GM: Dan Dixon&lt;br /&gt;
* [[Armless, Eyeless and Nameless in the Abyss]] GM: Jim Arona&lt;br /&gt;
* [[Al Addions Lamp]] GM: Andrew W Scribe: ??&lt;br /&gt;
* Delta Baby GM: [[Rosemary Mansfield]] (no scribe notes)&lt;br /&gt;
* [[Castle of Ultimate Darkness]] - GM: Adam T.&lt;br /&gt;
&lt;br /&gt;
=== Jul 1995 AP === &lt;br /&gt;
(Autumn 796 WK)&lt;br /&gt;
* [[Where is Gammy?]] GM: Daryl Crosby Scribe: Gideon&lt;br /&gt;
* [[The Gnome with the Golden Hand]] GM: [[Carl]] Scribe: [[Basalic]]&lt;br /&gt;
* [[The Alternate Adventure]] GM: William Dymock Scribe: Berik&lt;br /&gt;
* [[Object Delivery]] GM: [[User:stephen|Stephen]] Scribe: Scorpion&lt;br /&gt;
* [[Down on the Farm]] GM: Craig Beere Scribe: Glod&lt;br /&gt;
* [http://dq.sf.org.nz/library/snau9606.pdf To Granton and Back] GM: Jon McSpadden Scribe: Ithilmore&lt;br /&gt;
* [[City In Flight]] GM: Keith&lt;br /&gt;
* [[In search of knowledge]] Oz - GM: Dean&lt;br /&gt;
&lt;br /&gt;
=== Apr 1995 AP === &lt;br /&gt;
(Summer 796 WK)&lt;br /&gt;
* [[Kedri, Sushi and Calimari Surprise]]  GM: William Dymock&lt;br /&gt;
* [[A Diplomatic Undertaking]] GM: Eamon Zink  Scribe: Scorpion&lt;br /&gt;
* [[Quest for Shaman&#039;s Daughter]] GM: Craig Beere  Scribe: Pinefeller&lt;br /&gt;
* [[The Trouble with Triffids]] GM: [[User:Jacqui | Jacqui Smith]] Scribe: Glod&lt;br /&gt;
* [[Against the Ogre Horde]] GM: Jon McSpadden&lt;br /&gt;
* [[Exploring Ildrisholm]] GM: Dan Dixon&lt;br /&gt;
* [[Bite of the Snakewoman]]: GM [[Jono Bean]]&lt;br /&gt;
* [[Meet the Vampire]]: GM [[Jono Bean]]&lt;br /&gt;
* [[A trip to Freetown]]: GM Jon McSpadden&lt;br /&gt;
* [[Daffyds Bride]]: GM Andrew W&lt;br /&gt;
* [[The rescue mission]] - GM Phil J.&lt;br /&gt;
&lt;br /&gt;
=== Jan 1995 AP === &lt;br /&gt;
(Spring 795 WK)&lt;br /&gt;
* [[Giants, Woman and Winter]]. GM: Michael Young&lt;br /&gt;
* [[Dorvogel&#039;s Dungeon]] GM: Daryl Crosby   Scribe: Britamus&lt;br /&gt;
* [[Magi, Mistresses, and Mind Mages]]  GM: William Dymock  Scribe: Scorpion&lt;br /&gt;
* [[Delta Blues]] GM: Rosemary Mansfield   Scribe: [[Aqualina]]&lt;br /&gt;
* [[Many Lifeforms are Present]] GM: William Dymock&lt;br /&gt;
* [[Die Wintergarten]] GM:[[Jim Arona]] Scribe: ?&lt;br /&gt;
&lt;br /&gt;
==1994==&lt;br /&gt;
&lt;br /&gt;
=== Oct 1994 AP === &lt;br /&gt;
(Winter 795 WK)&lt;br /&gt;
* [[The Temple of the White Goddess]]. GM: Jon McSpadden&lt;br /&gt;
* [[Yana the Undying]] GM: Brent Jackson Scribe: Eidolon&lt;br /&gt;
* [[Kings Quest]] GM: Scott Whittaker  Scribe: [[Phaeton]]&lt;br /&gt;
* [[Rescue at Hob&#039;s Dell]] GM: Jon McSpadden  Scribe: Jedburgh&lt;br /&gt;
* [[Temple of Death]] DM: Dan Dixon&lt;br /&gt;
 Ed; not scribe notes, link tot he Temple. Anyone know if this was a game?&lt;br /&gt;
* [[Courts of Jashmed]] GM: [[GM&#039;s#GM: Michael Parkinson|Michael Parkinson]]&lt;br /&gt;
* House of Time (No Scribe Notes) - GM:Ross Alexander&lt;br /&gt;
&lt;br /&gt;
=== July 1994 AP === &lt;br /&gt;
(Autumn 795 WK)&lt;br /&gt;
* [[Quest for Martin Candlestone]] (Into the High mana Zone). GM: [[Jono Bean]]  Scribe: Jedburgh&lt;br /&gt;
* [[Shapechangers, the Inquisition &amp;amp; Literature - a Sweetwater Interlude]]. GM: [[:Category:Andrew_W|Andrew W]]&lt;br /&gt;
* [[Illusion, Delusion, and Dainty Danger]]  GM: [[Rosemary Mansfield|Rosemary]]  Scribe: [[Axy Geldrax|Axy]]&lt;br /&gt;
* [[Return One Hero from the Cosmos]] GM: [[William Dymock]]  Scribe: [[Basalic]]&lt;br /&gt;
* [[Tears of the Gods]]  GM: Jon McSpadden  Scribe: Scorpion&lt;br /&gt;
* [[The Swamp undead and the doings of King Sigismund]] GM: Alistair    Scribe: [[Father Broc|Fenton]]&lt;br /&gt;
* [[To The Evening Star]] GM: Keith Smith&lt;br /&gt;
* [[Who killed Roger]] - GM: Phil J.&lt;br /&gt;
&lt;br /&gt;
=== Apr 1994 AP === &lt;br /&gt;
(Summer 795 WK)&lt;br /&gt;
* [[In Search of Slavers]]  GM: Scott Whittaker  Scribe: [[Axy Geldrax|Axy]]&lt;br /&gt;
* [[Escorting Ensemble]]  GM: William Dymock  Scribe: Scorpion&lt;br /&gt;
* [[Arabia and Back]] GM: [[User:Jacqui | Jacqui Smith]]&lt;br /&gt;
* [[Shadows over Granton]] GM: Jon McSpadden&lt;br /&gt;
* [[Shadows over Calder]] GM: Jon McSpadden&lt;br /&gt;
* [[Wings of Death]] (Fastness) - GM: Jono B&lt;br /&gt;
* ?? (Cher was on it) - GM: Stephen&lt;br /&gt;
&lt;br /&gt;
=== Jan 1994 AP === &lt;br /&gt;
(Spring 794 WK)&lt;br /&gt;
* [[Insect World]]  GM: Carl Reynolds  Scribe: [[Phaeton]]&lt;br /&gt;
* [[Search for John]]  GM: William Dymock   Scribe: Darksinger&lt;br /&gt;
* [[Six Go Mad in Amba]] GM: [[Jono Bean]]&lt;br /&gt;
* [[The Elven Crystals]] GM: Jon McSpadden Scribe: [[Logan]]&lt;br /&gt;
* [[The Trial: part 1]] GM: Jon McSpadden Scribe: [[Vapour]]&lt;br /&gt;
* The Found Hobbit GM: [[Rosemary Mansfield]] no scribe notes&lt;br /&gt;
&lt;br /&gt;
==1993==&lt;br /&gt;
&lt;br /&gt;
=== Oct 1993 AP === &lt;br /&gt;
(Winter 794 WK)&lt;br /&gt;
* [[The Inconstant Moon]]. GM: [[User:NeonGraal|Struan Judd]]&lt;br /&gt;
* [[Evil Below]] GM: Michael Young&lt;br /&gt;
* [[Dragon&#039;s Eye]]  GM: Mike Harre  Scribe: [[Aqualina]]&lt;br /&gt;
* [[Problems with Shrivers]] &amp;amp; Venture into the Void - GM: Derek T.&lt;br /&gt;
&lt;br /&gt;
=== Jul 1993 AP === &lt;br /&gt;
(Autumn 794 WK)&lt;br /&gt;
* [[Drakenburg Assault]] GM: [[Jono Bean]]&lt;br /&gt;
* [[Listen Carefully...]]  GM: [[William Dymock]]  Scribe: [[Basalic]]&lt;br /&gt;
* [[Priests and Pregnancy]] GM: [[Ian Wood]]  Scribe: Romo&lt;br /&gt;
* [[In Search of the Sorceress in Silver&#039;s Kit]] GM: [[Jon McSpadden]] Scribe: [[Prydera]]&lt;br /&gt;
* [[The Spurs of Ulric]] / Search for Sigismund - GM: Mark H&lt;br /&gt;
&lt;br /&gt;
=== Apr 1993 AP === &lt;br /&gt;
(Summer 794 WK)&lt;br /&gt;
* [[The Return of the Unwilling Chosen]]  GM: Mike Harre  Scribe: [[Phaeton]]&lt;br /&gt;
&lt;br /&gt;
=== Jan 1993 AP === &lt;br /&gt;
(Spring 793 WK)&lt;br /&gt;
* [[Mordag&#039;s Little Finger]] - GM:[[GM%27s#GM:_Jon_McSpadden|Jon McSpadden]] - Scribe: [[Ptolemy]]&lt;br /&gt;
* [[Knight of Mystery]] - GM: William Dymock - Scribe: [[Phaeton]]&lt;br /&gt;
* [[Romance in the South Seas]] - GM: [[User:Jacqui | Jacqui Smith]] - Scribe: [[Aqualina]]&lt;br /&gt;
* [[Shaper&#039;s Castle]] - GM: Struan Judd&lt;br /&gt;
* [[Eretrian Name Quest]] - GM: Greg C.&lt;br /&gt;
* [[Robyn&#039;s Revenge Thwarted]] - GM: Mike Y.&lt;br /&gt;
&lt;br /&gt;
==1992==&lt;br /&gt;
&lt;br /&gt;
=== Oct 1992 AP === &lt;br /&gt;
(Winter 793 WK)&lt;br /&gt;
* [[Orc Slayer]] - GM: Jon McSpadden&lt;br /&gt;
* [[Defence of the Muleskin Tavern]] &amp;amp; [[Day of the Snork]] - GM: Jon Mc.&lt;br /&gt;
* [[The Search for the Holy Lance of Antioch]] - GM: Adam Tennant -&lt;br /&gt;
* [[Rescue from the Hive]] -  GM: [[User:Jacqui | Jacqui Smith]] - Scribe: Bozo&lt;br /&gt;
* [[Lake Cartography]] - GM: Greg Graydon -Scribe: [[Basalic]]&lt;br /&gt;
* Défense of the Muleskin Tavern - Jon McSpadden&lt;br /&gt;
* The Day of the Snork - Jon McSpadden&lt;br /&gt;
&lt;br /&gt;
=== Jul 1992 AP === &lt;br /&gt;
(Autumn 793 WK)&lt;br /&gt;
* [[The Rescue of Finangle in Oz]] (The Land of Dreams) - GM: Dean Ellis &amp;amp; Lisa Cotton&lt;br /&gt;
* [[The Ship That Flew]] - GM: [[User:Jacqui | Jacqui Smith]] - Scribe: [[Phaeton]]&lt;br /&gt;
* [[Where&#039;s Alice?]] - GM: Daniel Dixon - Scribe: Bozo&lt;br /&gt;
* [[Martin’s Sword]] #5 Game Over - GM: Martin - Scribe: Bleyze&lt;br /&gt;
* [[Dwarf Bait]] Scribe:Blackrod/Scratch&lt;br /&gt;
* That Ranke Bishop&#039;s Come Calling - Michael Young&lt;br /&gt;
* Duchy of Trelbar - Caravan Guards	- Chris Caulfield&lt;br /&gt;
* The Helyssian Crown Jewels -Struan Judd&lt;br /&gt;
* Priest of Famine - Mark Eaton&lt;br /&gt;
* Eremos Investigation - Stephen Martin&lt;br /&gt;
* Find the Pessant Decendants - Ian Wood&lt;br /&gt;
&lt;br /&gt;
=== Apr 1992 AP === &lt;br /&gt;
(Summer 793 WK)&lt;br /&gt;
* [[Trash and Burn]]  GM: Scott Whittaker  Scribe: [[Aqualina]]&lt;br /&gt;
* [[California Smith | California Smith and the Lost City of Pasifika]] GM: [[User:Keith | Keith Smith]]&lt;br /&gt;
* [[In Search of Knowledge]] - GM: [[User:Dean|Dean]] - Scribe: [[Father Broc|Karys the Sage]]&lt;br /&gt;
* [[Purple Pro&#039;s]] - GM: Michael P.&lt;br /&gt;
* [[The Wombles]] - GM: Struan&lt;br /&gt;
* [[Terranova Scouting]] - GM: Martin D&lt;br /&gt;
&lt;br /&gt;
=== Jan 1992 AP === &lt;br /&gt;
(Spring 792 WK)&lt;br /&gt;
* [[Rats, Rats, Ratties]] - GM: Phil Judd - Scribe: [[Basalic]]&lt;br /&gt;
* [[Trip to Port Artz]] - GM: Struan Judd&lt;br /&gt;
* [[Rescue the Brotherhood]] - GM: Bryan Holden&lt;br /&gt;
* Mars Adventure - Greg Graydon	- Brandon(Ineluki)&lt;br /&gt;
* Dwarves of Near Novadom - Ian Wood - Andrew(Lady Carla)&lt;br /&gt;
&lt;br /&gt;
==1991==&lt;br /&gt;
&lt;br /&gt;
=== Oct 1991 AP === &lt;br /&gt;
(Winter 792 WK)&lt;br /&gt;
* [[Rendezvous with Gaia]]  GM: Daniel Dixon  Scribe: [[Phaeton]]&lt;br /&gt;
* [[Disappointment at Destiny]]  GM: Mike Parkinson  Scribe: [[Aqualina]]/Kryan&lt;br /&gt;
* [[Trip to Glorantha]] GM: Scott Whittaker&lt;br /&gt;
&lt;br /&gt;
=== Jul 1991 AP === &lt;br /&gt;
(Autumn 792 WK)&lt;br /&gt;
* [[Mystery at Maltain]]  GM: Struan Judd&lt;br /&gt;
* [[Find the Dwarves]] - GM: Mark E.&lt;br /&gt;
&lt;br /&gt;
=== Apr 1991 AP === &lt;br /&gt;
(Summer 792 WK)&lt;br /&gt;
* [[Babes in Faerieland]] GM: [[User:Jacqui | Jacqui Smith]]  Scribe: [[Aqualina]]&lt;br /&gt;
* [[The Stolen Seal]]  GM: Phil Judd  Scribe: [[Starflower]]&lt;br /&gt;
* [[The Deepspring Disappearances]] GM: Adam Tennant&lt;br /&gt;
* The First Oz Trilogy:&lt;br /&gt;
** [[Rescue the Tinman]] - Med-High - GM: Dean&lt;br /&gt;
** [[Find the Cowardly Lion]] (&amp;amp; Dorothy) - Low-Med - GM: Brent&lt;br /&gt;
** [[Abduct the Scarecrow]] - Low - GM: Lisa&lt;br /&gt;
&lt;br /&gt;
=== Jan 1991 AP === &lt;br /&gt;
(Spring 791 WK)&lt;br /&gt;
* [[The Enchanter&#039;s Box]]  GM: Reid  Scribe: [[Flamis]]&lt;br /&gt;
* [[The Great Parisian Jewel Robberies]] - GM: Mark Harrison Scribe: [[Aqualina]]&lt;br /&gt;
* Trevaris the Ghost City GM: [[Rosemary Mansfield]] (no scribe notes)&lt;br /&gt;
* [[Terranova I - Discovery]] GM: Martin Dickson&lt;br /&gt;
&lt;br /&gt;
==1990== &lt;br /&gt;
&lt;br /&gt;
=== Oct 1990 AP === &lt;br /&gt;
(Winter 791 WK)&lt;br /&gt;
* [[Last Will and Testament of Baron Garcia]] - GM: Dean Ellis&lt;br /&gt;
* Jellinfeld&#039;s Pumping Machine GM: [[Rosemary Mansfield]] (no scribe notes)&lt;br /&gt;
* Master of Illusions - GM: Klaude&lt;br /&gt;
* To Catch A Fallen Star (continued) - GM: Carl Reynolds&lt;br /&gt;
* Plains Guild Rescue Mission - GM: Mike Young&lt;br /&gt;
* Evil Bash - GM: Mike P&lt;br /&gt;
* [[The Arms of Nagash Tor]] - GM: Lisa&lt;br /&gt;
* [[Sword of McFergus]] - GM: Mike H&lt;br /&gt;
* Dungeon Bash - GM: Mark Eaton&lt;br /&gt;
* (Continuation of Combat Play Test and Greg Cole adventure)&lt;br /&gt;
&lt;br /&gt;
=== Jul 1990 AP === &lt;br /&gt;
(Autumn 791 WK)&lt;br /&gt;
* [[Tax the Hobbits]] - GM: Phil Judd&lt;br /&gt;
* [[To Catch A Fallen Star]] - GM: Carl Reynolds&lt;br /&gt;
* The Monumental Blunder - GM: [[Rosemary Mansfield]] - (scribe notes held by Rosemary)&lt;br /&gt;
* [[The Oracle of the North]] &amp;amp; Brastor Haunted House - GM: Bryan H.&lt;br /&gt;
* [[Mezzo Volta Suffering]] - GM: [[Craig_Harper|Craig]]&lt;br /&gt;
* [[Dreamlands II]] - GM: [[Martin]]&lt;br /&gt;
* [[The Adventure Where We Ripped The Goblins Off Wicked]] - GM: Klaude&lt;br /&gt;
* [[The Forest Oracle 3]] - GM: Bryan H&lt;br /&gt;
* (3 other adventures no details other than GMs: Fiona, Greg Cole, Mike Y)&lt;br /&gt;
* (Combat System Play Test) - GM: Marc&lt;br /&gt;
&lt;br /&gt;
=== Apr 1990 AP === &lt;br /&gt;
(Summer 791 WK)&lt;br /&gt;
* [[Crown of Souls]] - GM: Martin Dickson - Scribe: Carol&lt;br /&gt;
* [[The Deepspring Disappearances]] - GM: Adam Tennant&lt;br /&gt;
* [[Robin&#039;s Hoods]] - GM: Mike Young&lt;br /&gt;
* [[Castle Defence Repossession]] - GM: Greg G&lt;br /&gt;
* &#039;&#039;Do You Take This Frog? (moved to Summer 790 based on Scribe&#039;s dates)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Jan 1990 AP === &lt;br /&gt;
(Spring 790 WK)&lt;br /&gt;
* [[A Wandering We Will Go]] - GM: Bart&lt;br /&gt;
&lt;br /&gt;
==1989==&lt;br /&gt;
&lt;br /&gt;
=== Oct 1989 AP === &lt;br /&gt;
(Winter 790 WK)&lt;br /&gt;
* [[Turrible Trouble at Smackbottom Thwait]] - GM: Fiona Cole -&lt;br /&gt;
* [[Swash and Buckle]] - GM: Lisa&lt;br /&gt;
&lt;br /&gt;
=== Jul 1989 AP === &lt;br /&gt;
(Autumn 790 WK)&lt;br /&gt;
* [[The Quest for Missing Melanie]] - GM: Struan Judd - Scribe: [[Flamis]]&lt;br /&gt;
* [[Against ze Flying Nomes]] - GM: Martin Dickson&lt;br /&gt;
&lt;br /&gt;
=== Apr 1989 AP === &lt;br /&gt;
(Summer 790 WK)&lt;br /&gt;
* Regicide 	GM: Brent - Scribe: Amaranth&lt;br /&gt;
* The Balrog&#039;s Egg  GM: Martin Dickson - Scribe Serendipity&lt;br /&gt;
* King Ronald&#039;s Menagerie  GM: [[Rosemary Mansfield]] (no scribe notes)&lt;br /&gt;
* [[Do You Take This Frog?]] -  GM: Craig Harper - Scribe: [[Basalic]]&lt;br /&gt;
&lt;br /&gt;
=== Jan 1989 AP ===&lt;br /&gt;
(Spring 789 WK)&lt;br /&gt;
* Ye Noble Guardians of Ye Football Team - GMs: Reid/Bryan Holden - Scribe: Starflower&lt;br /&gt;
* Trouble at Huddles Farm - GM: Lisa Cotton - Scribe: Amelia&lt;br /&gt;
* Seagate Guild and the Temple of Doom (Delph III) - GM: Greg Taylor - Scribe: Whisper&lt;br /&gt;
&lt;br /&gt;
==1988==&lt;br /&gt;
=== Oct 1988 AP === &lt;br /&gt;
(Winter 789 WK)&lt;br /&gt;
* [[Sundered Realm]] - GM: Mark Harrison - &lt;br /&gt;
* Eringdale Kidnaps - GM: [[Rosemary Mansfield]] - (no scribe notes)&lt;br /&gt;
&lt;br /&gt;
=== Jul 1988 AP === &lt;br /&gt;
(Autumn 789 WK)&lt;br /&gt;
* [[The Mines of Gothron]] - GM: Martin Dickson - &lt;br /&gt;
* The Shattered Statue II - GM: Bart Janssen - &lt;br /&gt;
* Hobgoblin Harassment - GM: Greg Graydon - Scribe: The entire party&lt;br /&gt;
&lt;br /&gt;
=== Apr 1988 AP === &lt;br /&gt;
(Summer 789 WK)&lt;br /&gt;
* [[Delph II - Insect World]] GM: Greg Taylor  Scribe: Isil Eth&lt;br /&gt;
&lt;br /&gt;
=== Jan 1988 AP === &lt;br /&gt;
(Spring 788 WK)&lt;br /&gt;
* The Diary of Ventura Blue - GM: Unknown - Scribe: &lt;br /&gt;
* [[Blabbo Take&#039;s Birthday Party]] - GM: Lisa Cotton&lt;br /&gt;
* Gator Depression - GM: Greg Graydon - Scribe: {The entire party}&lt;br /&gt;
&lt;br /&gt;
==1987==&lt;br /&gt;
=== Oct 1987 AP === &lt;br /&gt;
(Winter 788 WK)&lt;br /&gt;
* [[Skystone Heist]] - GM: Marc Harrison - &lt;br /&gt;
* [[The Progress of Disease II]] - GM: Martin Dickson - Scribe: Mary M&lt;br /&gt;
* Bryan&#039;s Beginners Intro - GM: Bryan Holden -&lt;br /&gt;
&lt;br /&gt;
=== April 1987 ===&lt;br /&gt;
(Summer 788)&lt;br /&gt;
* [[Holy Grail]] (We &#039;&#039;all&#039;&#039; love King Mark!) - GM: Michael Parkinson&lt;br /&gt;
&lt;br /&gt;
==1986==&lt;br /&gt;
=== Oct 1986 AP === &lt;br /&gt;
(Winter 787 WK)&lt;br /&gt;
*[[Alensia I]] - GM: Martin Dickson&lt;br /&gt;
=== Jul 1986 AP === &lt;br /&gt;
(Autumn 787 WK)&lt;br /&gt;
*[[Bergelfen - First Contact]] - GM: Michael Parkinson&lt;br /&gt;
=== Jan 1986 AP ===&lt;br /&gt;
(Summer 787 WK)&lt;br /&gt;
* [[Southern Continent Expedition]] - GMs: Russel Barke, Mike Young, Pete Simunovich&lt;br /&gt;
&lt;br /&gt;
==1985==&lt;br /&gt;
=== Oct 1985 AP ===&lt;br /&gt;
(Winter 786 WK)&lt;br /&gt;
* [[Sanctuary Slavers]] - GM: Martin&lt;br /&gt;
&lt;br /&gt;
=== Aug 1985 AP === &lt;br /&gt;
(Autumn 786 WK)&lt;br /&gt;
*[[Kinlu Expedition]] - GM: Martin Dickson&lt;br /&gt;
&lt;br /&gt;
=== Apr 1985 AP === &lt;br /&gt;
(Summer 786 WK)&lt;br /&gt;
*[[The Vampire of Borovia]] - GM: Martin Dickson&lt;br /&gt;
&lt;br /&gt;
==1984==&lt;br /&gt;
=== Jul 1984 AP === &lt;br /&gt;
(Autumn 785 WK)&lt;br /&gt;
* [[The Lost Woman Adventure]] - GM: Brent Jackson - Scribe: Bab El Ehr&lt;br /&gt;
* [[Ghostbusters (Un-)Limited]] - GM: Brent Jackson - Scribe: Bab El Ehr&lt;br /&gt;
&lt;br /&gt;
=== Apr 1984 AP === &lt;br /&gt;
(Summer 785 WK) &lt;br /&gt;
* [[Ruby Waters Adventure]] - GM: Luke De Jong - Scribe: TDH&lt;br /&gt;
* Take It from the Top  GM: Kyn Jackson  Scribe: Borghoff&lt;br /&gt;
&lt;br /&gt;
== Undefined ==&lt;br /&gt;
* To Bring Back Orb from Naga - GM: Unknown - Scribe:  &lt;br /&gt;
* The Golden Dragon Quest - GM: Brent Jackson - &lt;br /&gt;
* [[Asuraasafes Shopping List]] - GM: Mike Young - Scribe: Rothgar&lt;br /&gt;
* [[Castle of Ultimate Darkness]] - GM: Adam Tennant -&lt;br /&gt;
* [[Beyond the Vaults/Locating Shoka]] - GM: Adam Tennant -&lt;br /&gt;
* [[To find a bird]] - GM: Jono Bean -&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_End_of_The_World&amp;diff=114136</id>
		<title>The End of The World</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_End_of_The_World&amp;diff=114136"/>
		<updated>2026-05-17T10:32:03Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:William]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Boulder]]&lt;br /&gt;
[[Category:Dalran]]&lt;br /&gt;
[[Category:Sabrina]]&lt;br /&gt;
[[Category:Vychan]]&lt;br /&gt;
[[Category:Pent]]&lt;br /&gt;
[[Category:Isil Eth]]&lt;br /&gt;
[[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The End of The World&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[William]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Oak Street, Royal Oak&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Extreme]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Boulder| Boulder San]] - An Agility Warrior, Giant. Played by Hamish.&lt;br /&gt;
# [[Dalran]] - A Human E&amp;amp;E Mage of many talents (backup Military Leader). Played by Chris.&lt;br /&gt;
# [[Sabrina]] the Valkyrie (Party and Military Leader) - seems somewhat appropriate. Played by Dean.&lt;br /&gt;
# [[Vychan]] - A Earth Mage Giant played by Sean. Worryingly currently an Avatar of [[The_End_of_The_World#Loki|Loki]].&lt;br /&gt;
# [[Pent]] - A lethal Ice Mage Fighter (Scribe and backup Party Leader - Everyone else is either pacted or a Giant or both). Played by Phil.&lt;br /&gt;
# [[Isil Eth]] Mind Mage Princess- Played by Ian Wood.&lt;br /&gt;
6 Player Maximum.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: Wolf Priest [[The_End_of_The_World#Hans Oarbreaker|Hans Oarbreaker]]&lt;br /&gt;
; Mission&lt;br /&gt;
: What it says on the door. To bring about the end of the world. Make Ragnorak happen. And in case you were wondering which world, the answer is this one. That should help focus your attention to the tasks at hand wonderfully.&lt;br /&gt;
; Pay&lt;br /&gt;
: The usual stuff, ascension, the adoration of thousands, fathering / becoming mother to a whole race (but not both, this means you [[Vychan]]).&lt;br /&gt;
=Daily Summary=&lt;br /&gt;
==1st Thaw==&lt;br /&gt;
Guild Meeting. Met Wolf Priest [[The_End_of_The_World#Hans_Oarbreaker|Hans Oarbreaker]]. Went to [[The_End_of_The_World#Valhalla|Valhalla]] and talked to [[The_End_of_The_World#Odin|Odin]]. Inspected [[The_End_of_The_World#Baldur|Baldur&#039;s]] hall and followed trail. Discovered [[Calamar]] are involved.&lt;br /&gt;
==2nd Thaw==&lt;br /&gt;
Met [[The_End_of_The_World#Sert|Sert]]. Went to [[The_End_of_The_World#Nifflehiem|Nifflehiem]]. Fought the [[Calamar]] and rescued [[The_End_of_The_World#Baldur|Baldur]].&lt;br /&gt;
==3rd Thaw==&lt;br /&gt;
Returned [[The_End_of_The_World#Baldur|Baldur]]. Talked the [[Giant_/_Norden_Gods|Gods]] out of prematurely attacking the Southern Giants Ship. Talked the Giants in the ship into returning home.&lt;br /&gt;
==4th Thaw==&lt;br /&gt;
Attacked Southern Giant Provokers and [[Calamar]].&lt;br /&gt;
==5th Thaw==&lt;br /&gt;
Talked to [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] then attacked [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]], capturing it and ransoming it back in return for [[The_End_of_The_World#Loki|Loki]].&lt;br /&gt;
==6th Thaw==&lt;br /&gt;
[[Sabrina]] and [[Vychan]] flew back to the [[Seagate_Guild|Guild]] with [[The_End_of_The_World#Loki|Loki&#039;s]] remains while the rest of us took the much faster rainbow bridge.&lt;br /&gt;
==7th Thaw==&lt;br /&gt;
The rest of us waited at the [[Seagate_Guild|Guild]] while [[Sabrina]] and [[Vychan]] flew back.&lt;br /&gt;
==8th Thaw==&lt;br /&gt;
Tried to resurrect to [[The_End_of_The_World#Loki|Loki]] at the [[Seagate_Guild|Guild]]. Failed. &lt;br /&gt;
==9th Thaw==&lt;br /&gt;
Went to see [[Shrivers]] in [[Sanctuary]] and extracted the soul of [[The_End_of_The_World#Loki|Loki]] from [[Vychan]].&lt;br /&gt;
==10th Thaw==&lt;br /&gt;
Took the &amp;quot;Flask of [[The_End_of_The_World#Loki|Loki]]&amp;quot; to [[The_End_of_The_World#Valhalla|Valhalla]].&lt;br /&gt;
==11th Thaw==&lt;br /&gt;
Failed to resurrect [[The_End_of_The_World#Loki|Loki]] again.&lt;br /&gt;
==12th Thaw==&lt;br /&gt;
Visited [[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar]] in [[Swenway/Seldenbaal|Swenway]].&lt;br /&gt;
Took her to [[The_End_of_The_World#Loki|Loki&#039;s]] hall.&lt;br /&gt;
==12th Thaw==&lt;br /&gt;
Bought the unhappy [[The_End_of_The_World#Loki|Loki]] back. Returned to the [[Seagate_Guild|Guild]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Daily Details=&lt;br /&gt;
==1st Thaw==&lt;br /&gt;
We meet Wolf Priest [[The_End_of_The_World#Hans_Oarbreaker|Hans Oarbreaker]] in the guild meeting room after re-acquainting ourselves with all of our fellow questers. We also made [[Vychan]] sign a new guild contract as all records relating to him had been &amp;quot;destroyed&amp;quot;, &amp;quot;lost&amp;quot;, or stolen.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Boulder| Boulder San]] (who we have renamed to prevent confusion with the god [[The_End_of_The_World#Baldur|Baldur]]) was late and [[Isil Eth]] strangely quiet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Hans_Oarbreaker|Hans Oarbreaker]] was certain that [[Vychan]] was [[The_End_of_The_World#Loki|Loki]] and probably responsible for [[The_End_of_The_World#Baldur|Baldur]] being missing, however [[Vychan]] denied this and [[The_End_of_The_World#Hans_Oarbreaker|Hans Oarbreaker&#039;s]] rod of truth backed this up. However when [[Vychan]] denied being [[The_End_of_The_World#Loki|Loki]] the rod drove spikes into [[Vychan|Vychan&#039;s]] hand (indicating a lie), twice. However at least we know that [[Vychan]] didn&#039;t do it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Hans_Oarbreaker|Hans Oarbreaker]] said that [[The_End_of_The_World#Baldur|Baldur]] had been kidnapped and without him Ragnorak could never happen and the [[Giant_/_Norden_Gods|Gods]] (the [[Giant_/_Norden_Gods|Norden]] ones) would fade away. [[The_End_of_The_World#Loki|Loki]] would survive because he was a Fire giant.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Hans_Oarbreaker|Hans Oarbreaker]] suggests we go to [[The_End_of_The_World#Valhalla|Valhalla]] to see [[The_End_of_The_World#Odin|Odin]], [[Sabrina]] is keen on this too, to get further details from [[The_End_of_The_World#Odin|Odin]] and perhaps [[The_End_of_The_World#Mimir|Mimir]]. To get there we have to cross the rainbow bridge guarded by [[The_End_of_The_World#Hiemdel|Hiemdel]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just then we are delivered a trapped invitation addressed to [[Sabrina]]&lt;br /&gt;
 The captain and crew of the &amp;quot;&amp;lt;b&amp;gt;[[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]]&amp;lt;/b&amp;gt;&amp;quot; invite [[Sabrina]] to a fight for the fate of the world.&amp;lt;br&amp;gt;&lt;br /&gt;
  [[The_End_of_The_World#Nyatana|Nyatana]].&lt;br /&gt;
We think this may be related, or quite possibly merely part of the ongoing dispute between the [[Calamar]] and [[Sabrina]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On our way out we meet Ajax, [[Sabrina|Sabrina&#039;s]] pegasus who had is hoof on the pulse (apparently Ajax was &amp;quot;Seeing&amp;quot; [[The_End_of_The_World#Pegasus|Pegasus]]. - THE original flying horse) and she had told him a number of things.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Michael]] (the arch-angel) was still working to try and bring about Nightfall (Ragnorak).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;There was a prophecy that just before the world ends there would be dissension between the gods, chaos as they all turn against each other and the Elder gods would return.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The agency of the [[The_End_of_The_World#Celestial_Emperor|Celestial Emperor]] may know more as they enforce the agreements between gods and oversee the pantheons somewhat.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So we went up the rainbow bridge to [[The_End_of_The_World#Valhalla|Valhalla]] guarded by [[The_End_of_The_World#Hiemdel|Hiemdel]]. We entered [[The_End_of_The_World#Odin|Odin&#039;s]] hall, he looked a little under the weather, in fact all the gods here looked a little, well drained.&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Odin|Odin]] told us that [[The_End_of_The_World#Baldur|Baldur]] had been kidnapped by a raiding party from his hall a few hours before (time runs differently here). They suspected [[The_End_of_The_World#Loki|Loki]].&amp;lt;br&amp;gt; We convinced them that [[Vychan]] didn&#039;t do it and [[The_End_of_The_World#Odin|Odin]] asked if we needed anything.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Dalran]] got a sword named &amp;quot;&amp;lt;b&amp;gt;Mage Slayer&amp;lt;/B&amp;gt;&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Pent|I]] got a javelin named &amp;quot;&amp;lt;b&amp;gt;Heart Seeker&amp;lt;/B&amp;gt;&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I think [[The_End_of_The_World#Odin|Odin]] has a sense of humour.&amp;lt;br&amp;gt;&lt;br /&gt;
Then we hurried off to [[The_End_of_The_World#Baldur|Baldur&#039;s]] hall to pick up the trail of the kidnappers.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As we travelled (most of us rode - the Giants walked) we saw that [[The_End_of_The_World#Valhalla|Valhalla]] was indeed a nice and pleasant place.&amp;lt;br&amp;gt;&lt;br /&gt;
Then we saw the smoke coming from [[The_End_of_The_World#Baldur|Baldur&#039;s]] hall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We approached with care circling the hall searching for the direction that the raiding party approached from. There was a massive trail from the east with signs from about a hundred creatures with a mixture of hooves, claws, feet, and a single set of plate mail boots.&amp;lt;br&amp;gt;&lt;br /&gt;
Inside we saw that the hall had been smashed up by a big battle.&amp;lt;br&amp;gt;&lt;br /&gt;
There were bodies of creatures and bodies of heroes here ([[Sabrina]] said that normally the heroes that reside in [[The_End_of_The_World#Valhalla|Valhalla]] do not die permanently but rise again the next day, however we found that these had had their souls destroyed - I think [[Sabrina]] shed a tear).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dalran]] used some magic to replay the fight as an image.&amp;lt;br&amp;gt;&lt;br /&gt;
We saw the creatures burst into the hall and fight the heroes, [[The_End_of_The_World#Baldur|Baldur]] was fighting too and was invulnerable to all attacks made on him. Eventually the man in plate mail arrived - it was [[The_End_of_The_World#Prince_Garrick|Prince Garrick]]!. He and [[The_End_of_The_World#Baldur|Baldur]] engaged in combat with niether&#039;s blows wounding each other. Eventually [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] stunned [[The_End_of_The_World#Baldur|Baldur]] and stabbed him with a poisoned dagger which appeared to knock him out. [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] then took [[The_End_of_The_World#Baldur|Baldur&#039;s]] body out of the hall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We collected some evidence (including some of [[The_End_of_The_World#Baldur|Baldur&#039;s]] blood) and followed the tracks left leaving the hall. They pretty much went back east out the way they came in.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
After a while these diverged from the incoming tracks and went to a small clearing that appeared to be blasted by lightening. [[Dalran]] did his watch the past trick again to see [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] using a strange wand (seemed to only have one edge) and some words of power, to make a Portal (to the [[The_Void|VOID]]), through which he left with [[The_End_of_The_World#Baldur|Baldur&#039;s]] body leaving behind the destruction.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We backtracked the other path (the way in) and this led to a another blasted area, [[Dalran|Dalran&#039;s]] past seeing showed [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] and a [[Calamar]] stepping through the portal.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Calamar]] (who we didn&#039;t recognise) said to [[The_End_of_The_World#Prince_Garrick|Prince Garrick]]:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;b&amp;gt;Take him away somewhere safe. We don&#039;t care where.&amp;lt;/b&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[The_End_of_The_World#Odin|Odin]] to report. He will attach one of his ravens ([[The_End_of_The_World#Muninn|Muninn]]) to help us find [[The_End_of_The_World#Baldur|Baldur]]. He will take a day to go anywhere and a day to come back.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is difficult to follow how time moves here in [[The_End_of_The_World#Valhalla|Valhalla]] and we don&#039;t seem to need to rest much so I will occasionally declare a &amp;quot;day&amp;quot; to be over. There may be adjustments when we return to [[Allusia]].&lt;br /&gt;
&lt;br /&gt;
==2nd Thaw==&lt;br /&gt;
We spend some time talking to [[The_End_of_The_World#Mimir|Mimir]] who is a head hanging on the wall of [[The_End_of_The_World#Odin|Odin&#039;s]] hall. She says that this is the ninth instance of Ragnorok and it happens cyclically (and yes [[The_End_of_The_World#Odin|Odin]] always cuts her head off) with the death and rebirth of the Norse gods and all the mortals that worship them ([[Swenway/Seldenbaal|Swenway]] and [[Norden/Harbaal|Norden]]).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some of the Powers (such as [[Michael]] and [[The_End_of_The_World#Brunehilda|Brunehilda]] and others) are attempting to hurry along Ragnorok. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Brunehilda|Brunehilda]] especially is planning to attack and sink the ship bringing the Giant Reinforcements from the south. If this happens the [[Giant_/_Norden_Gods|Norden Gods]] will be able to go on the offence and probably defeat the Giants without nearly all of them being killed.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Boulder| Boulder San]] - &amp;quot;&amp;lt;b&amp;gt;We should go down the path where the Giants win.&amp;lt;/b&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pent]] - &amp;quot;&amp;lt;b&amp;gt;I could be a short Giant.&amp;lt;/b&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A dwarf messenger turns up with a note from [[The_End_of_The_World#Sert|Sert]] (King of the Giant&#039;s) asking us to come and see him.&amp;lt;br&amp;gt;&lt;br /&gt;
This introduces us to the [[The_End_of_The_World#Valhalla|Valhalla]] dwarven messenger service which seems to be able to deliver messages to anyone. So we decide to send a couple of our own.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;To the [[Calamar]] (cost 25 Gold) of the &amp;quot;[[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]]&amp;quot; - &amp;quot;&amp;lt;b&amp;gt;When and where!&amp;lt;/b&amp;gt;&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;To [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] (cost 40 Gold) - &amp;quot;&amp;lt;b&amp;gt;We wish to speak to you about your death and how we can help you with that.&amp;lt;/b&amp;gt;&amp;quot;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step is to go an visit [[The_End_of_The_World#Sert|Sert]], he is a couple of days walk away but we arrange to ride some Pegasus there (including [[The_End_of_The_World#Pegasus|Pegasus]] who carried [[Vychan]])&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
King [[The_End_of_The_World#Sert|Sert]] wants our help to settle things down as he thinks it is not time for Ragnorok.&amp;lt;br&amp;gt;&lt;br /&gt;
He said that &amp;quot;rogue elements&amp;quot; on both sides are trying to hurry it along. The include:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Giant_/_Norden_Gods#Odin|Thor]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[The_End_of_The_World#Yedes|Yedes]] - King of the southern giants.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Sert|Sert]] suggests that to stop the second one we need to go to the southern lands and break the boat &amp;quot;NailFinger&amp;quot; (which was built by [[The_End_of_The_World#Loki|Loki]] out of fingernails) by striking it with a branch from the [[The_End_of_The_World#WorldTree|WorldTree]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[The_End_of_The_World#WorldTree|WorldTree]] is protected by a large snake (not the midguard serpent).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just before we leave [[The_End_of_The_World#Sert|Sert]] gives us a letter of introduction to [[The_End_of_The_World#Yedes|Yedes]] and also offers [[Boulder|Boulder San]] the hand of his daughter in marriage and [[Boulder|Boulder San]] accepts. Her name is [[The_End_of_The_World#Volgn|Volgn]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just after we leave [[The_End_of_The_World#Sert|Sert&#039;s]] castle a dwarf approaches us and returns 20 Gold. He says that he cannot find [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] as he must be in a &amp;quot;&amp;lt;b&amp;gt;No Place&amp;lt;/b&amp;gt;&amp;quot; such as:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Halls of the Fae lords.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Gates of [[The_End_of_The_World#Nifflehiem|Nifflehiem]]. Realm of the dead and resting place of [[The_End_of_The_World#Baldur|Baldur]] before he rises to become the first god in the new age.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;End of the World.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Muninn|Muninn]] turns up as well and also can&#039;t find  [[The_End_of_The_World#Baldur|Baldur]] but did see [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] leaving [[The_End_of_The_World#Nifflehiem|Nifflehiem]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We note that [[The_End_of_The_World#Hel|Hel]] guards the gate to the [[The_End_of_The_World#Nifflehiem|Nifflehiem]] but as she is the daughter of [[The_End_of_The_World#Loki|Loki]], [[Vychan]] should be able to sweet talk her into letting us in and out.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
At this point [[Vychan]] revealed that the succubi mistress of [[Seir]] had sent him two messages:&lt;br /&gt;
 Lets get together and make kids.&lt;br /&gt;
and&lt;br /&gt;
 I know who you are!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sabrina]] - &amp;quot;&amp;lt;b&amp;gt;Is she hot?&amp;lt;/b&amp;gt;&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vychan]] - &amp;quot;&amp;lt;b&amp;gt;Not as hot as you.&amp;lt;/b&amp;gt;&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We decide to ignore her for now and head to the [[The_End_of_The_World#WorldTree|WorldTree]].&amp;lt;br&amp;gt;&lt;br /&gt;
There we met this huge snake which wouldn&#039;t lets us take a branch.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vychan]] seduced her (after D.A. ing to discover it was a female snake.) and we got our stave.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also the snake told us of a hole that &amp;quot;[[The_End_of_The_World#Hans_the_Mad|Hans the Mad]]&amp;quot; had used to escape [[The_End_of_The_World#Nifflehiem|Nifflehiem]]. We looked at it and thought that most of us could get out that way if we needed too. We tossed a locatable coin down through it so as to be able to find the other end of the Portal.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The we went in and talked to [[The_End_of_The_World#Hel|Hel]] and she was fine with her father [[The_End_of_The_World#Loki|Loki]] knocking about in the [[The_End_of_The_World#Nifflehiem|Nifflehiem]]. Also we went and found the other end of the escape hole of &amp;quot;[[The_End_of_The_World#Hans_the_Mad|Hans the Mad]]&amp;quot; and through D.A. ing found it would expand to fit the larger of the party.&amp;lt;br&amp;gt;&lt;br /&gt;
When we were there we found another Dwarf with a message from the [[Calamar]]:&lt;br /&gt;
 Place: [[The_End_of_The_World#Baldur|Baldur&#039;s]] Bier, Time NOW.&lt;br /&gt;
So we headed down deeper into the [[The_End_of_The_World#Nifflehiem|Nifflehiem]] until we saw a mausoleum that fit the description that [[The_End_of_The_World#Mimir|Mimir]] gave us.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Boulder|Boulder San]] went up to the mausoleum and knocked which resulted in a voice saying &amp;quot;Who&#039;s there?&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
We opened the door and found a human named [[The_End_of_The_World#Jacab_Kymore|Jacab Kymore]] (Engineer 3rd Class from [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]]) who was quite scared. We moved deeper down into the mausoleum and found a group of human loading a beautiful human ([[The_End_of_The_World#Baldur|Baldur]]) into the door of a Void Cruiser ([[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]]).&amp;lt;br&amp;gt;&lt;br /&gt;
We attacked to save [[The_End_of_The_World#Baldur|Baldur]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We rescued him but all the [[Calamar]] and the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] got away - even taking the bodies of their downed human fighters with them.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Calamar]] left us with a parting comment.&lt;br /&gt;
 &amp;lt;b&amp;gt;All roads lead to victory.&amp;lt;/b&amp;gt;&lt;br /&gt;
In the fight [[The_End_of_The_World#Baldur|Baldur]] awoke and now he said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;I will now resume my rightful place as head of the Gods.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We had a little char to [[The_End_of_The_World#Baldur|Baldur]] and told him that Ragnorok was not upon us and none of the [[Giant_/_Norden_Gods|Gods]] (or Giants) we dead.&amp;lt;br&amp;gt;&lt;br /&gt;
He was a little peeved and suggested we appealed to the &amp;quot;[[The_End_of_The_World#Celestial_Emperor|Celestial Emperor]]&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Looting around we discovered the tunnel through to the [[The_Void|Void]] had been made by a crab like machine. We collapsed the tunnel (burying the Crab), banished all of our prisoners, then [[Sabrina]], [[Vychan]], and [[The_End_of_The_World#Baldur|Baldur]] went back to [[The_End_of_The_World#Valhalla|Valhalla]] and the rest of us back to the guild ([[Sabrina]] would send the rainbow bridge back down for us).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==3rd Thaw==&lt;br /&gt;
Asking around we found it was the evening of 3rd Thaw (eek I have missed half a dozen meals somewhere) so we went to [[New_Seagate#Alphonses|Alphonses]] for a good meal.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vychan]] came down and got us after we ate.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Back up in [[The_End_of_The_World#Valhalla|Valhalla]] we saw that the [[Giant_/_Norden_Gods|Gods]] were preparing for War. We point out that [[The_End_of_The_World#Baldur|Baldur]] is still alive so it is all a bit early, however they said the Southern Frost Giants were coming in their boat (named NailFinger) and they were about to send the Ride of the Valkaries to go and attack it (In the prophecy they fail as there are thousands of Giants).&amp;lt;br&amp;gt;&lt;br /&gt;
After talking with [[The_End_of_The_World#Odin|Odin]] a little he agrees to send us out to scout the incoming ship.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We took some flying horses out and found the bad ship NailFinger. It was about 30 foot long and had around 30 giants on it (not the hordes of the south). They shot up [[Sabrina]] and [[Boulder|Boulder San]] a little until [[Vychan]] landed and started talking to them.&amp;lt;br&amp;gt;&lt;br /&gt;
There story was that [[The_End_of_The_World#Lieutenant_John|lieutenant &amp;quot;John&amp;quot;]] had sent them out to test the ship and conduct &amp;quot;Sea Trial&#039;s&amp;quot;. [[Vychan]] distracted them a little then tapped the ship with the branch from the [[The_End_of_The_World#WorldTree|WorldTree]] causing it to spring a leak or two. He then suggested it was time to return to shore. They also told him that a dwarf had given the idea of sea trials to them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Our next step was to nip back to [[The_End_of_The_World#Odin|Odin]] to ensure everyone calms down, on the way back we look in on [[The_End_of_The_World#Sert|Sert]] to ensure nothing is going on there too and it seems fine. We resolve to go there after talking to [[The_End_of_The_World#Odin|Odin]] to warn him of the tricks the [[Calamar]] are doing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
When back we see that the [[Giant_/_Norden_Gods|Gods]] have split into two camps - one following [[The_End_of_The_World#Odin|Odin]] and one following [[The_End_of_The_World#Baldur|Baldur]]. We encouraged them to leave each other alone and to&lt;br /&gt;
 &amp;quot;&amp;lt;b&amp;gt;Beware False Messengers.&amp;lt;/b&amp;gt;&amp;quot;&lt;br /&gt;
It is hard to tell here but I think another day is over.&amp;lt;br&amp;gt;&lt;br /&gt;
==4th Thaw==&lt;br /&gt;
We asked [[The_End_of_The_World#Muninn|Muninn]] to find the &amp;quot;[[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]]&amp;quot; because we want to know what they are up to.&amp;lt;br&amp;gt;&lt;br /&gt;
We flew to [[The_End_of_The_World#Sert|Sert]] to appraise him of what is going on and he was angry at [[The_End_of_The_World#Lieutenant_John|lieutenant &amp;quot;John&amp;quot;]] for nearly starting Ragnorok and asked us to &amp;quot;Send him a message&amp;quot; and bring back his head.&amp;lt;br&amp;gt;&lt;br /&gt;
We flew across the sea as we wanted to talk to the dwarf advising [[The_End_of_The_World#Lieutenant_John|lieutenant &amp;quot;John&amp;quot;]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dalran]] scouted out [[The_End_of_The_World#Lieutenant_John|lieutenant &amp;quot;John&amp;quot;&#039;s]] hall and observed at least three [[Calamar]] there pretending to be servants along with the dwarf, [[The_End_of_The_World#Lieutenant_John|&amp;quot;John&amp;quot;]] and some other giants.&amp;lt;br&amp;gt;&lt;br /&gt;
Waiting on the hillside seems to be dangerous as ice snakes tried to approach us so we kicked in the kitchen door and attacked.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We killed [[The_End_of_The_World#Lieutenant_John|&amp;quot;John&amp;quot;]] and two of the [[Calamar]] (the other one snuck off), then accepted the surrender if the other giants and told them the message from [[The_End_of_The_World#Sert|Sert]] - basically that he was unhappy they were dealing with the [[Calamar]].&amp;lt;br&amp;gt;&lt;br /&gt;
We then scarpered and took [[The_End_of_The_World#Lieutenant_John|&amp;quot;John&amp;quot;&#039;s]] and the [[Calamar|Calamar&#039;s]] head back to [[The_End_of_The_World#Sert|Sert]] where we also interrogated the dwarves. They had been responsible for collecting the nails that NailFinger was made from and had been controlled by the [[Calamar]] into suggesting the Giants sail off on Sea Trials.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A mistletoe dart appears in [[Vychan]]&#039;s possession - just like the one that will kill [[The_End_of_The_World#Baldur|Baldur]].&lt;br /&gt;
I suggested that we go back to [[The_End_of_The_World#Odin|Odin&#039;s]] hall for the night as he was the most likely to be lead astray.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Odin|Odin]] has sensed that something awry is going on. He suggested that we could talk to his nearest &amp;quot;God&amp;quot; allies the &amp;quot;Cowean&amp;quot; - the wild dark gods of the elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We decide to sleep on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==5th Thaw==&lt;br /&gt;
We get another message, via dwarf, from [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]]:&lt;br /&gt;
 So good to see you are still attempting to restore the balance - have you met all the gods responsible?&amp;lt;br&amp;gt;&lt;br /&gt;
 [[The_End_of_The_World#Nyatana|Nyatana]]&lt;br /&gt;
We work out that [[Vychan]] is the avatar for [[The_End_of_The_World#Loki|Loki]] and is slowly fulfilling his role. This implies that the real [[The_End_of_The_World#Loki|Loki]] is missing in action somewhere. We speculate that he might be [[The_End_of_The_World#Baldur|Baldur]] or hiding out as another of the gods.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Muninn|Muninn]] returned told us where the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] was - At one of the [[The_End_of_The_World#Island|Isles of Adventure]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also he had seen [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] at a temple to a [[Demons|Demon]] ([[Belial]]) in the [[Gatar_Depression|Gatar Depression]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We decide to go there to talk to [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] and get him to explain where he took [[The_End_of_The_World#Baldur|Baldur]] after kidnapping him and why. Also we would confirm that [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] were the ones behind that attack.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Down at the temple we found [[The_End_of_The_World#Prince_Garrick|Prince Garrick]], his summoner, and the Demon [[Vapula]] - the summoners master.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We talk our way past the Huge snake and chat the [[The_End_of_The_World#Prince_Garrick|Prince Garrick]], his summoner tries to sneak off (even though we told him not too) and dies ([[Vapula]] collects his soul).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[The_End_of_The_World#Prince_Garrick|Prince Garrick]] confirmed [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] summoned him to take [[The_End_of_The_World#Baldur|Baldur]] and it was his idea to hide him on his own bier in [[The_End_of_The_World#Nifflehiem|Nifflehiem]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Calamar]] that summoned him was an &amp;lt;b&amp;gt;Instigator&amp;lt;/b&amp;gt; named &amp;quot;[[The_End_of_The_World#Armabatagn|Armabatagn]]&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
We asked if [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] would like to come along and pound the snot out of [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] and he agreed. It was only a few miles away so we headed off for a major assault.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Actually we dawdled in [[The_End_of_The_World#Valhalla|Valhalla]] doing a couple of rituals (I made a dragon out of snow and named it &amp;quot;Frosty&amp;quot;). Also [[The_End_of_The_World#Prince_Garrick|Prince Garrick]] was summon off by someone else.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally we travelled via rainbow bridge to where the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] was. It was moored at an island in the [[The_End_of_The_World#Island|Isles of Adventure]] near a quarry. There were about a hundred or more guards, golems, miners etc outside the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We attacked.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It was messy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some Highlights:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Teleporting bug thing spotted [[Isil Eth]] (our mind mage) and crushed her head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Dalran]] windwalked behind (read - away from the party) a [[Calamar]] (binder one) only to discover his weapons didn&#039;t work on said [[Calamar]]. [[Calamar]] chopped off [[Dalran]]&#039;s head (it came back instantly) to prove it&#039;s weapons did.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] showed [[Dalran]] that non-magical arrows work on the [[Calamar]] by shooting it through the heart.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Huge preying mantis jumped on [[Pent]] over and over again but couldn&#039;t eat him as he was too slippery.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Vychan]] squashed bug thing eating [[Isil Eth]] and [[Pent]] healed her.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Boulder| Boulder San]] smashed the big bug and his this dinosaur creature.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Isil Eth]] started Telekinetic Raging (serious Anger Management issues).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] also hit the dinosaur creature (who was quite resilient) and let the golems get close to the party.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The mining golems started &amp;quot;mining&amp;quot; [[Dalran]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Boulder| Boulder San]] get&#039;s his first concussion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Their Fire Mage ([[Calamar]]), Necromancer, E &amp;amp; E and archers kept shooting us / zapping us.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Vychan]] opened the door to the tower and a pile of warriors spilled out and beat on him.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The four armed, dagger wielding, [[Calamar]] attacked us also beating on [[Vychan]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Boulder| Boulder San]] looses a hand so comes back to [[Pent]] for healing (handy wand we got from [[The_End_of_The_World#Sert|Sert]]).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;We ([[Isil Eth]] and [[Pent]]) heal up [[Vychan]] and [[Boulder| Boulder San]] and [[Pent]] beat on the [[Calamar]] but he killed [[Vychan]] anyway.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;After 5 shots to the Kidneys from [[Pent]] (dumb [[Calamar]] was getting heals from it&#039;s friends) is finally killed by [[Boulder|Boulder San]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Boulder| Boulder San]] get&#039;s his second concussion but it is healed straight away by [[Pent]] (last heal from the wand).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] is still beating on the dinosaur creature who is also getting heals to stay alive.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Pent]] runs into the tower to kill the Mages inside.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] finally kills the dinosaur then meets another heavily armoured [[Calamar]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Calamar]] sitting on the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] with some archers are getting annoying. There are a few humans left at the top of tower too.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Also there is this bell ringing which hurts pacted people (just deserts I say).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;One of the golems hits [[Dalran]] just before the Fire mage [[Calamar]] puts in a Hellfire killing him.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] kills her new [[Calamar]] just as some ogre reinforcements run out of [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] then she kills or beheads most of them. [[Dalran]] gets up (thanks to [[Seir]]) and resurrects [[Vychan]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] and [[Pent]] board the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] and start fighting these &amp;quot;brains on legs&amp;quot; things. [[Boulder| Boulder San]] followed us in. [[Dalran]] continues healing [[Vychan]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Boulder| Boulder San]] get&#039;s his third concussion so swaps to punching and kicking as weapons are too hard to use.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Vychan]] climbs the tower and gets the last archers to surrender.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;They attempt to flood the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] but it mainly just washes away the &amp;quot;brains on legs&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] and [[Boulder| Boulder San]] go up to the second level to confront the last two [[Calamar]] and their handful of remaining troops.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;After some fighting the captain backfires a spell badly and is sucked through a tiny dimensional hole, everyone else surrenders.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
After a brief chat with the Fire Mage [[Calamar]] we called in another [[Calamar]] named &amp;quot;Negotiator [[The_End_of_The_World#Tog|Tog]]&amp;quot; to sort out terms.&amp;lt;br&amp;gt;&lt;br /&gt;
Basically they want the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] back and we want [[The_End_of_The_World#Loki|Loki]] back with his skin (which apparently has been &amp;quot;flensed off&amp;quot;) and them to stop bothering [[Sabrina]]&#039;s [[Giant_/_Norden_Gods|Gods]].&amp;lt;br&amp;gt;&lt;br /&gt;
The final (and very wordy) agreement was that we agreed to return [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] and they would stop what they were doing to the [[Giant_/_Norden_Gods|Aseir]], return [[The_End_of_The_World#Loki|Loki&#039;s]] body, soul and other pieces (eg skin). The [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]] and the [[The_End_of_The_World#Sword_of_Unrelenting_Justice|Sword of Unrelenting Justice]] (their partners in this endeavour) would give their parole and leave [[Allusia]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiator [[The_End_of_The_World#Tog|Tog]] also told us that originally this plan to capture [[The_End_of_The_World#Loki|Loki]] was instigated by [[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar]] from up in [[Swenway/Seldenbaal|Swenway]].&amp;lt;br&amp;gt;&lt;br /&gt;
Also [[Sabrina]] wanted to talk to the [[Calamar]] &amp;quot;Planner of Strategies&amp;quot; about the possibility of fighting the Spawn. Also they would organise some specialist training for us.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==6th Thaw==&lt;br /&gt;
We waited for [[The_End_of_The_World#Loki|Loki&#039;s]] remains to be returned to us and the [[Calamar]] drop off a coffin (his body), a suitcase (his skin) and a pouch (a small portion of his soul).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We think the best approach is to take him back to the [[Seagate_Guild|Guild]] for resurrection by the experienced healers there.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also we didn&#039;t want to take [[Vychan]] there via [[The_End_of_The_World#Valhalla|Valhalla]] as he was becoming more [[The_End_of_The_World#Loki|Loki]]-like and we didn&#039;t want him permanently assuming [[The_End_of_The_World#Loki|Loki&#039;s]] role.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sabrina]] and [[Vychan]] flew back to the [[Seagate_Guild|Guild]] while the rest of us took the much faster rainbow bridge.&lt;br /&gt;
==7th Thaw==&lt;br /&gt;
The rest of us waited at the [[Seagate_Guild|Guild]] while [[Sabrina]] and [[Vychan]] flew back.&lt;br /&gt;
==8th Thaw==&lt;br /&gt;
In the evening [[Sabrina]] and [[Vychan]] arrived and we discussed [[The_End_of_The_World#Loki|Loki&#039;s]] case with the [[Seagate_Guild|Guild]] healers. They pointed out that most of [[The_End_of_The_World#Loki|Loki&#039;s]] soul was still in [[Vychan]] (and it was accumulating there as a default). They couldn&#039;t resurrect him.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
After some discussion we decided to take [[Vychan]] to the [[Shrivers]] in [[Sanctuary]] as [[Boulder|Boulder San]] was on good terms with them.&amp;lt;br&amp;gt;&lt;br /&gt;
==9th Thaw==&lt;br /&gt;
We spent most of the day going to [[Sanctuary]] and finding the [[Shrivers]] who seemed to be old men about as tall as me. They were very keen to examine [[Vychan]] and after a bit of time they extracted most of the soul of [[The_End_of_The_World#Loki|Loki]] from him (apparently making [[Vychan]] a little bit unlucky in the process).&lt;br /&gt;
==10th Thaw==&lt;br /&gt;
The now unlucky [[Vychan]] was given some &amp;quot;essence of doppelganger&amp;quot; and [[Sabrina]] was given the &amp;quot;Flask of [[The_End_of_The_World#Loki|Loki]]&amp;quot; ([[Vychan]] would have dropped it).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Over that day we travelled back to [[Seagate]] and the [[Seagate_Guild|Guild]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There they tried to resurrect [[The_End_of_The_World#Loki|Loki]] and it didn&#039;t work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Our next idea was to go to [[The_End_of_The_World#Valhalla|Valhalla]] and put [[The_End_of_The_World#Loki|Loki]] back in his hall and hope the overnight healing of [[The_End_of_The_World#Valhalla|Valhalla]] would put him right.&lt;br /&gt;
==11th Thaw==&lt;br /&gt;
[[The_End_of_The_World#Loki|Loki]] is still dead.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Next we went and talked to [[The_End_of_The_World#Mimir|Mimir]] who is still a head hanging on the wall of [[The_End_of_The_World#Odin|Odin&#039;s]] hall. She suggested that [[The_End_of_The_World#Loki|Loki]] needed the &amp;quot;desire&amp;quot; to come back.&amp;lt;br&amp;gt;&lt;br /&gt;
Suggestions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;[[Vychan]]&amp;lt;/b&amp;gt; - &amp;quot;&amp;lt;i&amp;gt;[[The_End_of_The_World#Loki|Loki]] will desire Revenge.&amp;lt;/i&amp;gt;&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;[[Pent]]&amp;lt;/b&amp;gt; - &amp;quot;&amp;lt;i&amp;gt;Revenge on the woman who started this ([[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar]]).&amp;lt;/i&amp;gt;&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;[[Sabrina]]&amp;lt;/b&amp;gt; - &amp;quot;&amp;lt;i&amp;gt;Revenge is a dish served cold (I should freeze her?).&amp;lt;/i&amp;gt;&amp;quot;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We asked [[The_End_of_The_World#Muninn|Muninn]] to find [[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar]] for us.&amp;lt;br&amp;gt;&lt;br /&gt;
In the mean time we travelled back to the [[Seagate_Guild|Guild]] to stash [[The_End_of_The_World#Loki|Loki&#039;s]] body so no-one would make off with it.&amp;lt;br&amp;gt;&lt;br /&gt;
==12th Thaw==&lt;br /&gt;
[[The_End_of_The_World#Muninn|Muninn]] came and told us that [[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar]] was living in a hut in [[Swenway/Seldenbaal|Swenway]].&amp;lt;br&amp;gt;&lt;br /&gt;
We caught a quick rainbow bridge there for a visit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
She was expecting us.&amp;lt;br&amp;gt;&lt;br /&gt;
She was also very old (about 300 years) and told us that in her youth she had &amp;quot;dallied&amp;quot; with [[The_End_of_The_World#Loki|Loki]].&amp;lt;br&amp;gt;&lt;br /&gt;
Apparently he was sick of the Ragnorok cycle (as well as sick of loosing all the time) and all the death and destruction that came along with it. So she dedicated her life to finding a way to stop it even if it meant [[The_End_of_The_World#Loki|Loki&#039;s]] death (he was fine with this).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So she asked the [[Demons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;ALL&amp;lt;/b&amp;gt; of them (we were impressed).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Apparently [[Palmon]] mentioned that there were beings (the [[Calamar]]) who wanted to (and were capable of) kill [[Giant_/_Norden_Gods|Gods]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Boulder| Boulder San]] and [[Vychan]] suggested that [[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar]] could probably become immortal and take over from [[The_End_of_The_World#Loki|Loki]] by drinking his soul.&amp;lt;br&amp;gt;&lt;br /&gt;
The rest of us thought that wasn&#039;t such a great idea.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
However our other idea (actually it was [[Sabrina|Sabrina&#039;s]]) wasn&#039;t that great either but seemed harmless so I hibernated [[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar]] (which makes her cold to touch) and we took her to [[The_End_of_The_World#Loki|Loki&#039;s]] hall.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We laid him out on his bead with his skin and soul and put her nearby.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We waited for the next day to see if this would be enough to bring him back.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==12th Thaw==&lt;br /&gt;
Much to my surprise it was.&amp;lt;br&amp;gt;&lt;br /&gt;
However [[The_End_of_The_World#Loki|Loki]] wasn&#039;t to happy at being bought back to face Ragnorok again (eventually). We tried to explain how great life is and that he should cheer up and not feel so down.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t think he really believed it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also [[The_End_of_The_World#Elenor_Helsgar|Elenor Helsgar&#039;s]] body was missing?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We left [[The_End_of_The_World#Loki|Loki]] to it and went back to [[The_End_of_The_World#Odin|Odin]] to say we had succeeded and prevented the [[Calamar]] from interfering with Ragnorok. He gave us all boons and we went on our way back to the [[Seagate_Guild|Guild]] in the knowledge that the world (or at least the northern part) would end again on schedule (whenever that is?).&lt;br /&gt;
=Appendix=&lt;br /&gt;
==A - People/Gods we Met or Heard about==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Armabatagn&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Armabatagn&amp;lt;/b&amp;gt; - [[Calamar]] of a rank &amp;quot;Instigator&amp;quot; from [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Baldur&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Baldur&amp;lt;/b&amp;gt; - The [[Giant_/_Norden_Gods|Norden]] god and &amp;quot;heir&amp;quot; to the [[Giant_/_Norden_Gods|Norden]] pantheon. He has been kidnapped and without him the [[Giant_/_Norden_Gods|Norden Gods]] will be no more. He is also called the &amp;quot;beautiful&amp;quot; and he is extremely fair. Also he is supposed to survive Ragnorak. See also the [[Giant_/_Norden_Gods#Baldur|God Baldur]] for historical details.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Brunehilda&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Brunehilda&amp;lt;/b&amp;gt; - She is the leader of the Valkaries and lives with them at [[The_End_of_The_World#Valhalla|Valhalla]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Celestial_Emperor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Celestial Emperor&amp;lt;/b&amp;gt; - Described as beings that ensure all the gods and pantheons can work together.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Elenor_Helsgar&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Elenor Helsgar&amp;lt;/b&amp;gt; - The old women who was the lover of [[The_End_of_The_World#Loki|Loki]] and conspired with him to cause the [[Calamar]] to kill him and end Ragnorok.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Hans_Oarbreaker&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Hans Oarbreaker&amp;lt;/b&amp;gt; - Wolf Priest, our Employer and messenger for [[The_End_of_The_World#Odin|Odin]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Hans_the_Mad&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Hans the Mad&amp;lt;/b&amp;gt; - A person who escaped [[The_End_of_The_World#Nifflehiem|Nifflehiem]] through a escape tunnel?&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Hel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Hel&amp;lt;/b&amp;gt; - Guardian of the realm of the Dead ([[The_End_of_The_World#Nifflehiem|Nifflehiem]]) and daughter of [[The_End_of_The_World#Loki|Loki]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Jacab_Kymore&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Jacab Kymore&amp;lt;/b&amp;gt; - Engineer 3rd Class from [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Hiemdel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Hiemdel&amp;lt;/b&amp;gt; - Guardian of the Bifrost (rainbow) bridge into [[The_End_of_The_World#Valhalla|Valhalla]]. : See also the [[Giant_/_Norden_Gods|Norden Gods]] for historical details.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Loki&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Loki&amp;lt;/b&amp;gt; - [[Vychan]] seems to be the avatar of [[The_End_of_The_World#Loki|Loki]] and all the other [[Giant_/_Norden_Gods|Norden Gods]] (and their magic) recognise him as such. This is difficult for us because we can&#039;t seem to remember much about his past. : See also the [[Giant_/_Norden_Gods#Loki|God Loki]] for historical details.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Lieutenant_John&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Lieutenant &amp;quot;John&amp;quot;&amp;lt;/b&amp;gt; - A giant lieutenant from the southern Frost Giants. I never really got his real name. He was &amp;quot;convinced&amp;quot; by the [[Calamar]] to conduct Sea Trials for &amp;quot;NailFinger&amp;quot; and thus nearly triggered Ragnorok. We beheaded him for his trouble.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Mimir&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Mimir&amp;lt;/b&amp;gt; - A seer god, although he is only a head on the wall in [[The_End_of_The_World#Odin|Odin&#039;s]] hall. : See also the [[Giant_/_Norden_Gods|Norden Gods]] for historical details.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Muninn&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Muninn&amp;lt;/b&amp;gt; - One of [[The_End_of_The_World#Odin|Odin&#039;s]] ravens. Otherwise known as &amp;quot;Memory&amp;quot; he can fly around the world in a single day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Nyatana&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Nyatana&amp;lt;/b&amp;gt; - [[Calamar]] and Captain of the [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Odin&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Odin&amp;lt;/b&amp;gt; - : See also the [[Giant_/_Norden_Gods#Odin|God Odin]] for historical details.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Pegasus&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Pegasus&amp;lt;/b&amp;gt; - The original flying horse - currently seeing [[Sabrina|Sabrina&#039;s]] war steed Ajax.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Prince_Garrick&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Prince Garrick&amp;lt;/b&amp;gt; - An immortal who is unkillable. He has lived so long all he seeks is a way to die - even if it means the destruction of all creation.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Sert&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Sert&amp;lt;/b&amp;gt; - King of the Giants (and also a Fire Giant).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Sword_of_Unrelenting_Justice&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Sword of Unrelenting Justice&amp;lt;/b&amp;gt; - A [[Calamar]] Void Cruiser.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Tog&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Tog&amp;lt;/b&amp;gt; - [[Calamar]] of a rank &amp;quot;Negotiator&amp;quot; based in the [[Lunar_Empire|Lunar Empire]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Volgn&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Volgn&amp;lt;/b&amp;gt; - [[The_End_of_The_World#Sert|Sert&#039;s]] daughter and betrothed to [[Boulder|Boulder San]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Yedes&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Yedes&amp;lt;/b&amp;gt; - King of the southern giants.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B - Places we Went==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Nifflehiem&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Nifflehiem&amp;lt;/b&amp;gt; - The location that souls that are not brave are sent. It has a gate at the base of the [[The_End_of_The_World#WorldTree|WorldTree]] in [[The_End_of_The_World#Valhalla|Valhalla]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Valhalla&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Valhalla&amp;lt;/b&amp;gt; - Paradise and home of the [[Giant_/_Norden_Gods|Norden Gods]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;WorldTree&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;WorldTree&amp;lt;/b&amp;gt; - The huge tree. It has a gate at the base that leads to [[The_End_of_The_World#Nifflehiem|Nifflehiem]]. It is in [[The_End_of_The_World#Valhalla|Valhalla]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span id=&amp;quot;Island&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Island in the Isles of Adventure&amp;lt;/b&amp;gt; - The location of the battle with [[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]]. see [[Islands_of_Adventure|Isles of Adventure]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C - Loot we acquired==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[The_End_of_The_World#Odin|Odin]].&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;HeartSeaker&amp;lt;/b&amp;gt; - Javelin (Kidney Kabber) [[Pent]] (1st Choice/Chosen 2nd). 25k&amp;lt;/li&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Mage Slayer&amp;lt;/b&amp;gt; - Broadsword [[Sabrina]] (1st Choice/Chosen 4th). 30k&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[The_End_of_The_World#WorldTree|WorldTree]] Snake.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Branch of Worldtree&amp;lt;/b&amp;gt;.&lt;br /&gt;
This branch may be used as a staff for the purposes of fighting. If used as a walking stick when travelling the user will never tire. It also restores 1 FT per hour if held. It is also very much a &#039;raw&#039; item and may be further enchanted by the arts of a shaper [[Dalran]] (2nd Choice/Chosen 7th). 25k&lt;br /&gt;
 &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[The_End_of_The_World#Lieutenant_John|lieutenant &amp;quot;John&amp;quot;]].&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Healing Wand.&amp;lt;/li&amp;gt; The wand may restore a specific grevious injury by touching the wand to the afflicted part. It regains a charge if left under the stars during the witching hour on the first of the month. Up to 12 charges [[Boulder| Boulder San]] (2nd Choice/Chosen 10th). 30k&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[A_Series_of_Unfortunate_Events|A Series of Unfortunate Events]].&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;32 Rk 16 Waters of Healing 200 ea [[Isil Eth]](5) [[Pent]](5) [[Boulder| Boulder San]](6) [[Sabrina]](6) [[Vychan]](5) [[Dalran]](5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;44 Rk 20 Waters of Strength 300 ea [[Isil Eth]](6) [[Pent]](8) [[Boulder| Boulder San]](8) [[Sabrina]](9) [[Vychan]](7) [[Dalran]](6)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;18 Rk 12 Restoratives 300 ea [[Isil Eth]](4) [[Pent]](3) [[Boulder| Boulder San]](3) [[Sabrina]](4) [[Vychan]](4) [[Dalran]](3)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;12 Longbows invested 8 x Rk 10 Enchanted Weapon&amp;lt;/li&amp;gt; 5.5K ea&lt;br /&gt;
&amp;lt;li&amp;gt;6 Broadswords invested 5 x Rk 16 Enchanted Weapon&amp;lt;/li&amp;gt; 5.5K ea&lt;br /&gt;
&amp;lt;li&amp;gt;8 Battleaxes  invested 5 x Rk 16 Enchanted Weapon&amp;lt;/li&amp;gt; 5.5 K ea&lt;br /&gt;
&amp;lt;li&amp;gt;7 Maces  invested 5 x Rk 16 Enchanted Weapon&amp;lt;/li&amp;gt;  5.5 K ea&lt;br /&gt;
&amp;lt;li&amp;gt;5 Spears  invested 5 x Rk 16 Enchanted Weapon&amp;lt;/li&amp;gt; 5.5 K ea&lt;br /&gt;
&amp;lt;li&amp;gt;19 Shields invested 5 x Rk 12 Runeshield [[Vychan]](5) 3K ea&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Two Massive Mining Golems [[Boulder| Boulder San]] (3rd Choice/Chosen 15th) [[Dalran]] (3rd Choice/Chosen 18th) 20K ea&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;30 Suits of Partial Plate invested 4 x Rk16 Enchant Armour&amp;lt;/li&amp;gt; 12K ea&lt;br /&gt;
&amp;lt;li&amp;gt;12 Suits of Improved Plate invested 3 x Rk 20 Enchant Armour&amp;lt;/li&amp;gt;  15K ea&lt;br /&gt;
&amp;lt;li&amp;gt;20 spell stones A spell stone may be used once per day (recharges at sunset) to power a spell. Should the adept backfire when doing so the stone is destroyed absorbing the backfire [[Isil Eth]](4) [[Pent]](6) [[Boulder| Boulder San]](3) [[Vychan]](4) [[Dalran]](3).  3K ea &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Unresolved Metric&amp;lt;/b&amp;gt; - This digging tool can finely cut through the hardest materials and can be used in desperate circumstances as a weapon. It can strike targets up to 10 hexes away and is ranked as per Longbow. Those hit must make a 3 x AG check or suffer an A or B class specific grevious injury.&amp;lt;br&amp;gt;  30K&lt;br /&gt;
Wt 1 lb SC 80 D+10 Cl AB Rng10, cannot be enchanted as it is not a weapon [[Vychan]] (1st Choice/Chosen 5th).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Trammeled Void&amp;lt;/b&amp;gt; - Highly useful as it allows one to phase through solid matter. The void is six inches in diameter. Viscious or desperate people might use it as a weapon. Those struck by it (use unarmed) must resist vs Dimensional magics or suffer a specific grevious. It also does D+10 EN damage [[Dalran]] (1st Choice/Chosen 6th). 30K &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 Daggers invested 8x Rk 30 Enchanted Weapon [[Dalran]](2). 40K ea&amp;lt;/li&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Cloak of Evasion&amp;lt;/b&amp;gt; - This cloak allows any blow/hit/spell to be dodged should the wearewr make a x1 AG check. Pr 1, cannot be worn with armour [[Boulder| Boulder San]] (1st Choice/Chosen 3rd). 60K &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 &amp;lt;b&amp;gt;Seals of Doom&amp;lt;/b&amp;gt; - Each seal when affixed to an entity prevents them from being healed [[Isil Eth]](2) [[Boulder| Boulder San]](1) [[Vychan]](1). 10K ea &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bracers of Deflection&amp;lt;/b&amp;gt; - Grants 2 protection to unarmoured entities and allows a base MR check to defect any missile fire directed at the wearer [[Sabrina]] (2nd Choice/Chosen 9th). 25K &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Clothing of Pyray&amp;lt;/b&amp;gt; - Made from the skin of a deamon the clothing provides an protective aura reducing all damage by 10 and DF of 30. May not be worn with armour. [[Isil Eth]] (1st Choice/Chosen 1st) 70K &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Mattock of Stoning&amp;lt;/b&amp;gt; - Does double damage vs constructs and elementals, all struck must resist vs Earth magics or be petrified [[Sabrina]] (3rd Choice/Chosen 16th). 30K&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Gloves of the Master&amp;lt;/b&amp;gt; - Adds 5 to MD and 1 to AG [[Vychan]] (2nd Choice/Chosen 8th). 50K &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total loot Value 1,580,000 or 263,000 ea (if a sierite) or 237,000 if not&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Treasure Split rolls.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Isil Eth]] - 28.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Pent]] - 31.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Boulder| Boulder San]] - 43.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sabrina]] 48.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Vychan]] - 80.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Dalran]] - 83.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D people, places or things we heard of but never got around to investigating==&lt;br /&gt;
; Lord Kokhan of Kinlu&lt;br /&gt;
; The Celestial President&lt;br /&gt;
; Brunhilda, the Captain of the Valkyrie&#039;s&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Fate_of_Queen_Aleksandra&amp;diff=114135</id>
		<title>The Fate of Queen Aleksandra</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Fate_of_Queen_Aleksandra&amp;diff=114135"/>
		<updated>2026-05-17T10:30:45Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;or &amp;lt;span style=&amp;quot;font-size: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;Let&#039;s Not and Say We Did&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jon McSpadden]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Sasha]]&lt;br /&gt;
[[Category:Erzsabet]]&lt;br /&gt;
[[Category:Engalton]]&lt;br /&gt;
[[Category:Ithilmor]]&lt;br /&gt;
[[Category:Braegon]]&lt;br /&gt;
&amp;amp;larr; [[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 12px; &amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Day&#039;&#039; [[The_Fate_of_Queen_Aleksandra#Preparation_-_Day_1| 1]] [[The_Fate_of_Queen_Aleksandra#The_Fates_-_Day_2| 2]] [[The_Fate_of_Queen_Aleksandra#Sanctuary_City_-_Day_3| 3]] [[The_Fate_of_Queen_Aleksandra#Tunnels.2C_Paths_.26_Travel_-_Day_4| 4]] [[The_Fate_of_Queen_Aleksandra#Home_to_Newhaven_-_Day_5| 5]] [[The_Fate_of_Queen_Aleksandra#Deal_or_no_deal.3F_-_Day_6:| 6]] [[The_Fate_of_Queen_Aleksandra#Midnight_and_all_is_well_-_Day_7:| 7]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Sasha-small.jpg|200px|left|thumb|Queen Aleksandra]]&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Fate of Queen Aleksandra&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Wednesday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Very High ++]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
*[[Sasha|Her Royal Highness Queen Aleksandra of Glissom]] -  played by Kelsie.&lt;br /&gt;
*[[Erzsabet]] - played by Julia&lt;br /&gt;
*[[Engalton|Count Engalton OM]] - played by Jono (Party Leader).&lt;br /&gt;
*[[Ithilmor]] - played by Clare&lt;br /&gt;
*[[Braegon]] - a commoner, played by [[User:Stephen|Stephen]] ([[Braegon GM Information|GM Info]])&lt;br /&gt;
; Employer&lt;br /&gt;
: [[Sasha]]&lt;br /&gt;
; Mission&lt;br /&gt;
: &amp;quot;A long time ago when I was a young and foolish adventurer, I met a young legionnaire. For some reason he got the idea that I was going to marry him, but when he realised that it wasn&#039;t to be, (I&#039;m sorry, I just laughed) he ran off to become a gladiator. By the time I caught up with him he had already been killed in training. So we took him to the nearest temple for resurrection. Unfortunately, they reincarnated him as a chimpanzee instead. As soon as he saw himself in a mirror he went a bit mad. We found out we should have taken him to a different temple, the Christians. So now I am going to the fates to get the past changed for him.&amp;quot;&lt;br /&gt;
: The More True Reason to Go to the Fates (spoiler below)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&lt;br /&gt;
The party are told:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;My King and court and conspiring against me to have more children, particularly boys. (Princess Allegra is about 4 years old). I&#039;m not doing it again!!! &amp;lt;br&amp;gt;&lt;br /&gt;
I need Allegra to have been a boy and/or a whole litter.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Under pressure from the party, who think that there are simpler ways to deal with this, she admits that there is another andmore secret reason to visit the fates and we&#039;re going.&amp;lt;/font&amp;gt;&lt;br /&gt;
: Journey to the [[Temple of the Fates]]. The expectation is that they will have a [[The_Fate_of_Queen_Aleksandra#Our_quest:|mission]] for [[Sasha]].&lt;br /&gt;
; Pay&lt;br /&gt;
: None.&lt;br /&gt;
&lt;br /&gt;
= Scribe Notes =&lt;br /&gt;
&lt;br /&gt;
===Preparation - Day 1===&lt;br /&gt;
==== The meeting: ==== &lt;br /&gt;
We gather in a well appointed guild briefing room. [[Kali the Nameless|Kali]] protects the room with additional scry guards and other magical protections. All of the party members leave pets, and other items outside the meeting room, so that &#039;others&#039; do not get an indication of what we are up to as a group. At the meeting are all the party members.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Our Objectives: ==== &lt;br /&gt;
We discuss what we are doing and out plans and objectives. We conclude that travelling to see [[The Fates]] to address some issues, is a solution that is acceptable to Sasha.  We take care of the paperwork for the guild; We settle on Engalton OM as party leader, and Military Scientist. Erzsabet decides to be scribe. We also find out that Ithilmor will be our private dancer. The hardships of adventuring.&lt;br /&gt;
&lt;br /&gt;
==== The Group: ==== &lt;br /&gt;
We decide that the group will be made up of the following members, with the Lions doing any melee fighting (if needed):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Engalton]], two war lions, and a Mind Mage who we will call [[Engalton Mind Mages|Justin]], and Engaltons Modesty a powerful skunk.&lt;br /&gt;
* [[Sasha]], An ape friend of Sasha&#039;s, a small looking dog and her snake.&lt;br /&gt;
* [[Erzsabet]], Grey Wolf Hound.&lt;br /&gt;
* [[Ithilmor]]&lt;br /&gt;
* [[Braegon]]  &lt;br /&gt;
&lt;br /&gt;
We all travel to [[Newhaven]] and all use a large magical rock of Engaltons, and also get Illusionary Auras cast on us. Breagon casts protection magics on the party, as does Ithilmor, Engalton and Erzsabet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Fates - Day 2=== &lt;br /&gt;
==== Travelling to the Fates: ==== &lt;br /&gt;
[[Image:Temple of the Fates.jpg|175px|thumb|right|Temple of the Fates]]We as a group head to the water edge, and Engalton [[Kali Skip|summons a boat]]. Around half an hour later a small boat arrives. We load our cargo and passengers aboard. Engalton directs the boat man as to our destination and we then travel by boat for 30 mins, into a magical mist. Some time passes and we see many odd things which I will not go into here. At the end of our journey we come out from the mist all alive with only Erzsabet suffering from shock. We unload the boat and it leaves. Glancing at the stars and moon we can tell we are a little north of the [[Lunar Empire]] just outside the [[glow line|glow lines]]. We find the we are a few miles short of the [[Temple of the Fates]]. We refresh our protection and growth magics and leave on foot and walk into the mountains. The air is still and cold and clear. The path underfoot is firm but forgiving to our travels.&lt;br /&gt;
&lt;br /&gt;
==== Youthful Fate: ==== &lt;br /&gt;
Once we are close to the temple we spot a young woman collecting reeds from the stream. She waves in an expectant way, we approach her and some of us know her as the youthful Fate. After a short time most of the party assist her in finding the reeds she is after which takes around an hour.&lt;br /&gt;
&lt;br /&gt;
==== In the Temple: ==== &lt;br /&gt;
After that we walk up to the [[Temple of the Fates|temple]] proper, and enter and set about making camp close to the three large statues. Later that night a pleasant old woman walks up to the group from an unknown location. It is clear to us that she is the oldest member of the Fates. We have tea with her and discuss our current problems. &lt;br /&gt;
&lt;br /&gt;
==== Our quest: ==== &lt;br /&gt;
[[The Fates|The Crone]] is pleased Engalton has come to complete what he started, when he came to see them for assistance with Rashak. She drags a chest from behind a pillar and we assist.  She wants us to deliver it to [[Temple of Death|Death at his temple]]. Sasha [[Sasha talk to fates|talks]] to the woman in a low voice for a short time. She then somehow steps without moving from one location to another within plan sight and is now standing next to two additional chests which suddenly appear. The Crone tells us that since we are going to deliver the chests to those that require them, we may pick up [[Fastness_People#The_Harpies|a friend of Erzsabets]] while we are there. We turn pale as we realise that Erzsabets friend is currently paying for her and her families sins in hell. The Crone explains that we will have to go an see [[Temple of Death|the collector]] (Death), when we talk about other requests of the fates - The Crone indicates that she will make us satisfied if we do well in our mission.&lt;br /&gt;
&lt;br /&gt;
==== Syrene: ==== &lt;br /&gt;
[[Image:Syrene.jpg|125px|thumb|left|Syrene]] While we are discussing where we need to deliver the chests, a lone figure bounds up the valley in the form of a Gazelle then walks in as an Elf. It turns out to be [[Syrene]], a powerful Earth mage, who has blond hair and green eyes. She is an ally and friend of &#039;The most excellent Count Engalton OM&#039;. He recalls dealing with her some time ago while on [[Qui_Vigiles_Vigilent#Frost_20.2C_797_WK|adventure]]. &lt;br /&gt;
&lt;br /&gt;
Syrene greets The Crone by calling her the &#039;midnight hag&#039; and says that Matt has a better sence of humour than her. The Older Fate turns and leaves and shortly after the Mother appears.&lt;br /&gt;
&lt;br /&gt;
Syrene tells us she has been sent by [[Matt Tumbledown|&#039;Matt&#039;]] to find Erzsabet and gives her the following message. &#039;Picking up the &amp;quot;Eye of the Queen&amp;quot; of the Hymanopta (insects) may be helpful to us&#039;. She tells us it will create a hive mind and we think will allow us to use single entity magics on the group - Interesting. When asked how she knew we where here, she said that the [[First Children]] (Titans) of the [[Lunar Empire|Empire]] guard entry to the Temples and only worthy people can pass. &lt;br /&gt;
&lt;br /&gt;
Sasha gets the impression of an Oak tree when she looks at her. She takes a great interest in Braegon, he has an open invitation to visit her at the &#039;Great Heart&#039; and is given a clasp which will allow him to travel there.&lt;br /&gt;
&lt;br /&gt;
==== Temple of Death: ==== &lt;br /&gt;
[[Image:Toad.jpg|thumb|left|125px|Toad - Protection from Death]]Syrene assists us by taking us to the [[Temple of Death]], by way of a mystical travel through some trees. The Temple stands on an island in the centre of the lake. Engalton tells us that unless you are a servant or agent of death, his presence is deadly. &lt;br /&gt;
&lt;br /&gt;
At the suggestion of Bedevere each of us take a toad from the reed beds at the side of the lake. We signal the island with a lantern, and shortly after a boat and &#039;boatman&#039; appear out of the mist to pick us up. Syrene stays on the shore. We travel to the island, place our toads in our mouths and get &#039;Horsehead&#039; a servant of death to summon his master. Death arrives. Death like Kali seems to appear to different people in different ways. Sometimes male, other times a woman. Death greets us all. No one can talk as we all have toads in our mouths. Engalton takes the toad out of his mouth to reply and dies. The toad hops away. Engalton&#039;s ghostly figure standing over his corpse looks miffed but not surprised.&lt;br /&gt;
&lt;br /&gt;
==== Information from Death: ====&lt;br /&gt;
[[Image:Temple of Death.jpg|thumb|right|125px|Temple of Death]]With added details from Sasha, who is a philosopher in this area.&lt;br /&gt;
We talk to Death for a bit, and give Death the chest and books. Death tells us who to deliver the books to:&lt;br /&gt;
* The first is for [[Temple of Death|Death]] (now delivered)&lt;br /&gt;
* [[Furfur]] appears as a winged hart with a fiery tail (chest two, book one)&lt;br /&gt;
: Air Mage, Alchemist, Mechanician, Navigator, Ranger, Spy&lt;br /&gt;
: Minions - Air Elemental, fallen Seraphim, Unicorn, Stag&lt;br /&gt;
: Influences men and women to make love, knows many secrets of things that have happened or will happen.&lt;br /&gt;
: &amp;quot;Also he will wittingly urge Love between Man and Woman. He can raise Lightnings and Thunders, Blasts, and Great Tempestuous Storms. And he giveth True Answers both of Things Secret and Divine, if commanded.&amp;quot;&lt;br /&gt;
: Will generally lie. Is a scoundrel. Can appear as an angel&lt;br /&gt;
* [[Berith]] appears as a soldier dressed in red and riding a red horse. His face is seamed with what appear to be old scars and he has a black, bushy beard (chest two, book two)&lt;br /&gt;
: Mind Mage, Alchemist, Assassin, Merchant, Military Scientist, Spy, Thief&lt;br /&gt;
: Minions - Dark Titan, Devil, Half-devil, Were-Boar, Boar.&lt;br /&gt;
: Can turn all metals to gold by touch, has knowledge of the past, present and future&lt;br /&gt;
: &amp;quot;He giveth true answers, Past, Present, and to Come. He can turn all metals into Gold. He can give Dignities, and can confirm them unto Man. He speaketh with a very clear and subtle Voice.&amp;quot;&lt;br /&gt;
: Will generally lie. His voice predisposes one to murder and blasphemy. You should hold (wear) a silver ring between him and you when talking to him.&lt;br /&gt;
* [[Vassago]] appears as an aged man riding a crocodile and carrying on his right wrist a Goshawk. (chest three, book one)&lt;br /&gt;
: Namer, Alchemist, Healer, Troubadour&lt;br /&gt;
: Minions - Devil, Imp, Naga, Goshawk&lt;br /&gt;
: has the ability to locate things which have been hidden or lost if he is within 100 feet of them, knows all Generic and Individual True Names.&lt;br /&gt;
: &amp;quot;This Spirit is of a Good Nature, and his office is to declare things Past and to Come, and to discover all things Hid or Lost.&amp;quot;&lt;br /&gt;
: His eyes are gouged out and see into other dimensions, but he is blind in this dimension. A prince of the south, prince of prophecy, controller of elemental air, &#039;friend&#039; of Agares, can discover things hidden or lost nearby, can be a 7 hex red dragon, can change into anything he wants to or change others, relaxed and mellow but plays tricks esp on mages, not very good at prophesy considering.&lt;br /&gt;
* [[Dantalion]] appears in whatever human form he desires, carries his book in his right hand at all times (chest three, book two)&lt;br /&gt;
: Mind Mage, Assassin, Beast Master, Courtier, Healer, Spy&lt;br /&gt;
: Minions - Succubus/Incubus, Imp, Doppleganger, Bat&lt;br /&gt;
: knows the Generic and Individual True Names of all things, the thoughts of all beings and all that has been or will be.&lt;br /&gt;
: &amp;quot;His Office is to teach all Arts and Sciences unto any; and to declare the Secret Counsel of any one; for he knoweth the Thoughts of all Men and Women, and can change them at his Will. He can cause Love, and show the Similitude of any person, and show the same by a Vision, let them be in what part of the World they Will.&amp;quot;&lt;br /&gt;
: a djinn, knows all thoughts and can change them by writing in his book, can produce illusions, can teleport.&lt;br /&gt;
&lt;br /&gt;
Death also gives us some information about what the demons know, [[Renove]] and [[Seir]] suspect that the books are now inaccurate. Death also mentions a few others like [[Gremory]] and [[Amon]] may suspect that books are inaccurate, [[Gusion]] and [[Havres]] who could know but do not need/use the books so may not notice or care. &lt;br /&gt;
&lt;br /&gt;
We talk about our plan under the cover of a scry guard. Death says that he expects that [[The Fates|the Fates]] would be pleased with this as sowing dissention amongst the &#039;Younger Powers&#039; (being the 72) is always good.&lt;br /&gt;
&lt;br /&gt;
==== Ankhs: ==== &lt;br /&gt;
[[Image:Ankh.jpg|125px|thumb|right|Ankh]]After some time and discussions he gives us 12 magical Ankhs. These [[Deaths Ankhs|Ankhs]] when put against the breast bone will join with the user and resurrect them on their next death. Very handy.&lt;br /&gt;
&lt;br /&gt;
==== Duchy of Ranke: ==== &lt;br /&gt;
We leave the island and Braegon returns Engalton to life. Engalton summons the [[Kali Skip|magical skiff]] and we travel to a cove south of [[Sanctuary|Sanctuary City]]. We make good time arriving, around midnight. We spend the night at a small Estate ( the [[De Ridefort Estate]] owned by [[Marius de Ridefort]] )that some of the party members know has connections to a fellow guild member ([[Dalran]]). We enter and arrange to leave the Lions, other animals and Justin.&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
===Sanctuary City - Day 3===&lt;br /&gt;
&lt;br /&gt;
==== Sanctuary City: ====&lt;br /&gt;
In the morning we walk from the estate to Sanctuary.  Sasha hides Engalton in the form of a small statue in her pocket, Erzsabet travels as a mouse, and the rest of our party members are Disguised. We enter Sanctuary and head to the [[Shrivers|Temple of the Shrivers]]. When at the [[Shrivers|Temple of the Shrivers]] Erzsabet (who is in the form of a mouse) is looked over by the hungry cat, called Tiddles. She lives. We spend 8 hours at the [[Shrivers|Temple of the Shrivers]]. Later on we return to the Estate the same way that we entered the city. Our day has been a success and it is decided that a comfortable night in [[Newhaven]] castle is in order. Engalton uses the skiff and we all have a comfy nights rest at his home.&lt;br /&gt;
&lt;br /&gt;
==== The New plan: ==== &lt;br /&gt;
[[Image:0601a.jpg|thumb|right|175px|Khatovar City]] They party carefully tells [[Erzsabet]] about the plan to steal the books by swapping them for fake ones; Then heading to [[Khatovar|Khatovar City]] to sell them on the open market for a great deal of silver. [[Erzsabet]] talks to [[Liessa Varden|Liessa]] about Engalton&#039;s sanity and organising a rescue party.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tunnels, Paths &amp;amp; Travel - Day 4 ===&lt;br /&gt;
&lt;br /&gt;
We leave [[Newhaven]] all safely aboard the [[Kali Skip|Skiff]] and arrive a couple of hours later at the base of the mountain range close to where we want to be. We need to walk for about six hours to get to the cave. Braegon trail blazes the way for the group. We make excellent time. We end up walking for only three hours and find the tunnel entrance. &lt;br /&gt;
&lt;br /&gt;
==== The Tunnels: ==== &lt;br /&gt;
We walk down the entrance tunnel for well over a day. Sasha notices that we have slowly left Alusia behind us. After what seems like forever but turns out to be around twenty six hours of walking, we arrive at a large central cavern with lots of tunnels leading off it. It is dimly lit, and in the centre is a large pile of yellow ice, on top of the ice is a robe. We can not see what is inside the robe but something is writhing underneath. It is expecting us.&lt;br /&gt;
&lt;br /&gt;
==== The Six Eye Seer: ==== &lt;br /&gt;
[[Image:Cavern2.jpg|130px|thumb|left|Six Eye Seer&#039;s Cavern]]Engalton does not introduce anyone to the [[Six-Eye Seer|Six-Eye Seer]], and quickly the two get down to talking business. We settle on a ton of Candy Cane for the use of his tunnels, which we will use to get to and return from the Hells. We also organise the travel to [[Khatovar |Khatovar City]]. All is well. We ask to camp in his chamber, and the Six-Eye seer declines our request.&lt;br /&gt;
&lt;br /&gt;
==== Berith &#039;s Realm: ==== &lt;br /&gt;
[[Image:Troop.jpg|thumb|175px|right|Beriths Legions]]We take the first tunnel, the air starts to turn red and an hour later we are in the realm of the Demon [[Berith]]: Berith is a powerful Mind mage. We step out into a valley and survey the scene before us.  His realm is a barren landscape with a spire in the centre.  Before us legions are endlessly fighting, dying and being reassembled to fight again.  Berith&#039;s hippogriffs float lazily in the hellish air impaling their riders with spiny feathers. Berith himself is a large man wearing red, with a ruddy skin and debonair scars, his hair is black, and he watches his legions with satisfaction.&lt;br /&gt;
&lt;br /&gt;
Engalton and Sasha teleport into the spire while Braegon and I stay behind (having very low stealth). After 5 minutes they return with the book triumphant. [[what really happened|How it happened]]. &lt;br /&gt;
&lt;br /&gt;
We then make trouble, so Berith will know that his realm has been infiltrated.  Tunnelling up into a group of imps and humans, battling in Berith&#039;s eternal war, There is a legionnaire pinned to a hippogriff with reverse facing feathers, amongst the thick of the fight. So we drop him into a tunnelling and stasis the mount; The imps give chase and we run back into our tunnel.&lt;br /&gt;
&lt;br /&gt;
==== Furfur&#039;s Realm &amp;amp; Angela: ====&lt;br /&gt;
[[Image:Scree slopes and fortress.jpg|thumb|175px|right|Furfurs Fortress]] The Six Eye Seer sends us down another tunnel and this time after an hour the air starts to turn Blue.  The landscape before us is filled with scree slopes up which the damned souls climb for eternity. The centre of this realm is dominated by a large dark foreboding fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We quickly talk about things and equip Sasha with some items. Braegon locates Angela (the friend of Erzsabet) in the same manner as an Earth Elemental, and tells us she is in the fortress. We brief Sasha and she leaves with instructions to return with the book and Angela. A few minutes later she returns with Angela and the book and we leave.&lt;br /&gt;
&lt;br /&gt;
==== Realm of Luck: ====&lt;br /&gt;
[[Image:Lucks Fountain.jpg|175px|right|thumb|Realm of Luck]] We return to the Six Eye Seer and take a tunnel which leads us to &amp;quot;a place that we need to go&amp;quot;. He tells us not to spend more than two weeks there. When we reach the end of the tunnel (taking us again about an hour) and we are welcomed by the smell of sweet fresh air and forest smells and sounds. We quickly find among the lush forest a babbling brook which we determine is the essence of Luck. We follow it down stream and reach the fountain of Luck. We clear ourselves up and all drink from the fountain. This gives us a wondrous bonus, which allows us to choose to be extremely lucky; however we then suffer mild ill luck for 3 months, unless we decide to let disaster befall us at a moment of high tension.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We heal Angela after her deprivations in hell, cure any madness she may be suffering from due to her appalling experiences.  She tells us that she is being punished for stealing Furfur&#039;s book. I break out in a cold sweat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party rests for the night and day. The next evening Ithilmor dances for the party and we leave this peaceful realm, returning along the tunnel to the Six Eye Seer who directs us to the next tunnel we need, without saying anything.&lt;br /&gt;
&lt;br /&gt;
==== Vassago&#039;s Realm: ====&lt;br /&gt;
[[Image:Vassago-Realm.jpg|thumb|right|175px|Vassago Realm]]We enter an hot humid jungle which is dominated by the tall canopy and sounds of wildlife, we are in the Southern Hell ruled over by the Demon Lord Vassago. &lt;br /&gt;
&lt;br /&gt;
In the distance we can see a large stone Ziggurat rising above the jungle top, high into the overcast sky. Above the giant structure is a magnificent Red Dragon who dwarfs everything around him. &lt;br /&gt;
&lt;br /&gt;
Engalton and Sasha leave and a few minutes later we notice a large flock of Goshawks fill the sky then they begin to circle about the party, building clearly into a dark and ominous vortex, then Vassago the large red dragon leaves the Ziggurat slowly gaining height. &lt;br /&gt;
&lt;br /&gt;
We move quickly and leave with our work done.&lt;br /&gt;
&lt;br /&gt;
====Dantalion&#039;s Realm: ====&lt;br /&gt;
[[Image:Dantalion Realm.jpg|right|thumb|175px|Dantalion Realm]]We enter by tunnel into a yellow landscape, and see an eastern town with domed roofs in the distance less than ten miles away. The landscape has a powerful bad smelling storm and winds blowing over it. &lt;br /&gt;
&lt;br /&gt;
We quickly refine our plan given this new information, and Sasha tries to locate the book of Dantalion. We do not know why but at this point the mana and magic goes wild and seemingly chaotic and Sasha&#039;s cast goes wild. Gold and silver flecks fill a swirl in the air and [[Dantalion]] steps forth carrying his book. He is a well dressed Djinn, even down to the shoes. He looks surprised. We greet him and immediately engage him in conversation telling him we have politely requested his presents to tell him that; He and his associates have two days to meet with us in [[Khatovar]]. Sasha being, invisible to all Demonic entities, takes the opportunity to push his book from his hand. He again was surprised. We quickly leave offering no option for him to talk to us. Sasha tells the party she has switched books. All is going well.&lt;br /&gt;
&lt;br /&gt;
We thank the Six Eye Seer and return by tunnel to Alusia and walk down the mountain and take the [[Kali Skiff|skiff]] back to [[Newhaven]].&lt;br /&gt;
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----&lt;br /&gt;
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===Home to Newhaven - Day 5===&lt;br /&gt;
A couple of hours later we are in Newhaven and put the next part of our plan into action. Count Engalton OM shows Queen Sasha, Lady Ithilmor, Miss Hillborne to their respective rooms for the night. Engalton shows Braegon to the kitchen to sleep with the other commoners. Engaltons staff, and Guild Reps work late into the night to find out information for us at the guild and from some guild members, and coins from [[Calder]] City. We also quickly restock on items, and get some information from the Guild, and tell [[Liessa Varden|Liessa]], what we have been doing. Angela leaves us at this point.&lt;br /&gt;
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[[Kali the Nameless]] lends us some really nice fashion accessories, I mean really nice.  I am quite looking forward to seeing the men wear them.&lt;br /&gt;
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==== Khatovar City: ====&lt;br /&gt;
[[Image:Tallychtvd.jpg|thumb|125px|right|Traders at Khatovar City]]Early in the morning we head to [[Khatovar|Khatovar City]], again by way of the [[Kali Skiff|Skiff]]. We arrive at the city with no incidents. The  docks are very busy with hundreds of sailors and ships crews and dock hands all working. Many dock hands are loading and unloading the large range of cargo ships and vessels. Cargo and sacks and people are everywhere. The docks are very busy and active.&lt;br /&gt;
&lt;br /&gt;
After securing our &#039;battlefield&#039; weapons and a conversations about our business and requirements, the East gate guards lead us up the main road into a better part of the city then north towards the palace. &lt;br /&gt;
&lt;br /&gt;
We speculate that the guards that have been sent down to see us, are not normal guards. Our arrival by a small boat from a fog bank has tipped the guards off and they sent some &#039;capable&#039; guards down to assist us.&lt;br /&gt;
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==== Singing Hydra Inn: ====&lt;br /&gt;
[[Image:Singing Hydra Inn.jpg|thumb|175px|left|Singing Hydra Inn]]They guide us to the Singing Hydra a well appointed walled inn on the west side of the road. We attract an unseemly amount of attention from the locals, one wonders whether or not they have ladies of quality in this town.  Engalton arranges for us to have a private complex set around a garden atrium and pays for 10 nights upfront (half a lb of Truesilver). The Lions have exclusive use of the stables next to our rooms.&lt;br /&gt;
&lt;br /&gt;
We carefully scope out our rooms. We find our rooms in the Inn are well protected; The rooms have; magical bindings and wards on walls, floors and the celling, a scary guard in place, can not be tunneled. In the case of a combat; We plan our actions carefully. We also spend some time placing healing potions at key locations in the rooms, in the case of any of us being poisoned. We also work out the time to get from the rooms to the stables and back again.&lt;br /&gt;
&lt;br /&gt;
==== Allied Traders: ====&lt;br /&gt;
A short while later [[Bamph|Trevor]] of the Allied Traders meets with us to discuss our business.  We offer 50,000 upfront and 3-10% commission for security, information, brokering the trade, and converting the payment. [[Bamph|Trevor]] is a high level assassin known to Engalton as [[Bamph|Mr Bamph]] from the time that Engalton [[Assault on Masada|attacked Masada]]. Time moves on. Engalton pens a letter and sends it to [[Jail_Break#Wilber|Wilber]] at the Enchanters Guild.&lt;br /&gt;
&lt;br /&gt;
==== Belili for dinner: ====&lt;br /&gt;
The Inn also has an attached restaurant which is very good quality. We decide to eat out at the restaurant and not in our rooms. &lt;br /&gt;
&lt;br /&gt;
[[Image:Belili.jpg|thumb|left|125px|Belili at night]]7:00pm. Sasha recognises a woman in the dining room from around seven years ago, as being a [[Lesser_Demons#Succubus|succubus]], [[Belili]],  she met in [[Glissom]] at a [http://dq.sf.org.nz/library/snsp9705/index.htm Temple], who should owe her a favour. She says &amp;quot;the children are doing well&amp;quot;. Cambions? Kel&#039;s? How many? Back in our rooms we arrange for her to help us. We have attracted a lot of attention and are being watched by many. Forgot to look at her for alliance/dedication.&lt;br /&gt;
&lt;br /&gt;
11:00pm. We are approached by an agent who we tell to go through our brokers, the Allied Traders. We settle down for the night with our normal watch order. Their is tension in the air, we can feel it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Deal or no deal? - Day 6:===&lt;br /&gt;
====Goshawk &amp;amp; Wilber:====&lt;br /&gt;
[[Image:Goshawk.jpg|125px|thumb|right|Vassago&#039;s Spy]]2:00am. Early in the morning we hear some noise outside on the street. We get dressed, and go and talk to the Inns Guards who tell us that they think a large [[Vassago|Goshawk]] set off a ward. We take note and then return to bed.&lt;br /&gt;
&lt;br /&gt;
7:35am. Early in the morning unexpectedly [[Jail_Break#Wilber|Wilber]] of the [[Jail_Break#Enchanters|Enchanters Guild]] to join us for breakfast. We are embarrassed to have brought him into danger without good cause. We conduct some business about the Guild and [[Jail_Break#Enchanters|Enchanters Guild]]. [[Jail_Break#Wilber|Wilber]] leaves carefully.&lt;br /&gt;
&lt;br /&gt;
====Hotel setup:====&lt;br /&gt;
7.40am. We realise that in our haste we have failed to employ the Enchanters guild to work for us and [[Braegon]] goes looking for Wilber on the street.  Wilber has disappeared using some kind of magical ability.  However as [[Braegon]] looks for him, he notices some people acting a little out of place and with the use of DA discovers one of them is an agent of [[Furfur]]. They are discreetly setting up shop over the road from our rooms, in a run down Hotel. They are extremely close, all things considered. The two buildings are less than 60 feet apart, with the open main road between them. When Braegon returns we ask Ted to investigate and tell us if we need to attack these Furfurites or leave them alone.&lt;br /&gt;
&lt;br /&gt;
====First Offer:====&lt;br /&gt;
&lt;br /&gt;
8:05am. A short while later [[Ted]] of the Allied Traders meets with us to discuss our business. &lt;br /&gt;
&lt;br /&gt;
Responses reported are:&lt;br /&gt;
*[[Vassago]]: Engalton, you&#039;ve been very naughty&lt;br /&gt;
*[[Berith]]: You&#039;re dead, f***er&lt;br /&gt;
*[[Furfur]] is fuming&lt;br /&gt;
*[[Dantalion]] no response (Has he not noticed, is he biding his time, is the succubus working for him?)&lt;br /&gt;
*[[Seir]] offers 1 million silver per book.&lt;br /&gt;
*[[Renove]] has made enquiries but no offer.&lt;br /&gt;
&lt;br /&gt;
We inform Ted that we want them to;&lt;br /&gt;
* Make an offer to the agent of [[Berith]] about a cart load of metal outside the city to be changed for us, in return for the for our &#039;assistance&#039; in this matter. Ted leaves to pass on our message to his people.&lt;br /&gt;
&lt;br /&gt;
====Nightmares:====&lt;br /&gt;
[[Image:Rubezal.jpg|thumb|right|125px|Rube or Rubezal]] At 8:35am both [[Erzsabet]] and [[Ithilmor]] wake from a vivid dream to find a well dressed man in our bedroom. The man invites us to call him [[Rubezal|Rube]] and claims he has been invited in. Rubbing the sleep from our eyes we realise that this is infact a daemon, and shriek for assistance. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Rubezal|Rube]] offers to turn his back due to our state of undress neatly blocking us from the door. He is a namer daemon who entered our room by dream walking. In his true form he has crab like arms, he carries a staff with an eagle at one end and an alligator at the other.  All his spells are known at rank 20 and he can be banished with a namer counterspell; He controls the elements and is weak to direct sunlight.  His belt is decorated with hawk bells (folly bells) and he is a servant of [[Vassago]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rest of the party break into the room upon hearing [[Erzsabet]] call out. Somehow the door to the bedroom has been locked even though it was left unlocked during the night.  We send for breakfast and settle in for a long negiotiation.  Rube gives us a flute as a gift in return for breakfast. The negoitiation goes surprisingly well and we sucessfully sell the book to this agent of [[Vassago]]. He summons up a chest containing payment using [[Janx]] magic. Ted returns alerted to the fact that someone entered our rooms without passing his guards, we bank our payment with the allied traders, then Erzsabet banishes [[Rubezal|Rube]].&lt;br /&gt;
&lt;br /&gt;
====Storms and Lightning:====&lt;br /&gt;
[[Image:Hotel-Khatovar-small.jpg|thumb|right|125px|The Royal Arms Hotel]]&lt;br /&gt;
&lt;br /&gt;
9:35am. Ted informs us that it will be necessary for us to quickly over power the Furfurites over the road from our Inn in the Royal Arms Hotel. It is marvellous to behold the speed at which a bunch of noble courtiers can arm and make ready for battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We cross the road under the cover of invisibility and smash our way into the derelect hotel (the door being to small for our lions), inside the squatters who have been inhabiting the place lie dead before us, killed by the agents of darkness at some earlier time. It is not hard to find the Furfurites, there are 10 of them and they have a large round wooden mechanical device which they appear to be performing a ritual over. After a short and vicious fight we defeat the agents and their guards, one manages to commit suicide with some poison (later we are told this is called universal solvent) which magically desolves his corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Just as we are about to investigate futher the City Guards, members of the Paper Guild, turn up. These guards are all namers and appear very capable indeed. These guards can spot a lie from the truth with ease. They arrest the surviving cultists and we remove them from the &#039;hands of earth&#039; and other magics restraining them. They talk to us at length about our involvement and we assure them that we are not responsible for the deaths of the squatters. That it was necessary for us to act quickly as there was a bomb being assembled on the premises and we are conducting business over the road. Presently an E &amp;amp; E and a shaper arrive from the enchanters guild and we are dismissed.&lt;br /&gt;
&lt;br /&gt;
====Sixty six and rising:====&lt;br /&gt;
10:30am. A report comes in that; The followers of [[Berith]] have massed over sixty hardened warriors in the docks area just outside the city walls. [[Ted]] from the Allied Trades think that they &#039;may be able to resurrect&#039; the messenger person that tried to deal/talk to them about the cart load of metal and our offer. It seems at this point that [[Berith]] isn&#039;t interested in making a deal. There is even more tension in the air.&lt;br /&gt;
&lt;br /&gt;
====No rest for the good:====&lt;br /&gt;
10:35am. It is decided that we should retire to a safer part of town while the bomb across the road is defused, we ready ourselves and our animals to leave.  While we are gathering our beasts the concierge rushes out in a bother.  He is convinced that the Hotel has insulted us in some way, it takes us 3 minutes to calm him and convince him that this is not the case. He tells us the Paper Guild has cleared the street and informs us that we may not leave by the front gate and there is no rare exit, furthermore there are many important guests requesting an audience with us. &lt;br /&gt;
Attempting to see them in order of social importance and least trouble to most:&lt;br /&gt;
&lt;br /&gt;
# A Vestal Virgin from the temple of Vesta (Hearth Goddess)&lt;br /&gt;
# A Guard Captain from the Paper Guild&lt;br /&gt;
# [[Ted]] with a request from the Allied traders &lt;br /&gt;
# A member from the [[Jail_Break#C_-_Guilds_of_Khatovar|Merchants Guild]]&lt;br /&gt;
# A person from the [[Inquisition|Lunar Inquisition]]&lt;br /&gt;
&lt;br /&gt;
We talk to Ted. Ted tells us that his guild needs to see us as soon as possible. We talk to him about the Lady - the Vestal Virgin, and he knows little (no real courtier skills on this one), but tells us a little about their public face in the city. He leaves so we can quickly see the others and then go with him to the Allied traders guild hall.&lt;br /&gt;
&lt;br /&gt;
We ask to have the Lady sent in.&lt;br /&gt;
&lt;br /&gt;
====Lady Sybil (Vestal Virgin):====&lt;br /&gt;
10:40am Accompanied by four human male guards, the Vestal Virgin enters our rooms and introduces herself as the Lady Sybil. Upon seeing Engalton she immediately bows to Engalton saying she &#039;I had no idea that your magnificent wonderful holy reverence was here&#039;. Engalton invites her to get up and have a seat at the table. She ignores [[Engalton]] and directs her attention to [[Engalton Modesty|Modesty]] and continues talking to the skunk. Engalton smiles to her but directs a &#039;frumpy&#039; glance at Modesty. In short, she is has come to see what she can do to aid the agents of ferbis (who we know as [[Temple of Death|Death]]), whom she has heard are in town. &lt;br /&gt;
&lt;br /&gt;
Lady Sybil can easily tell which of the old gods are directing us.  Ithilmore and Erzsabet are servants of Ferbis as she was expecting, Engalton to her surprise is a servant of Vesta, Braegon - Fauna and Sasha Kirinus.  She offers to midwife for Sasha who looks vexed. She tells us a little more about who is in the town.  The Janx follow Janeus and they believe that it isn&#039;t right that Terminus (the brother of the fates who made the city walls) is bound.  The guards are also followers of Terminus and therefore see everything as black and white.  They are not trying to release Terminus from where he has been bound.&lt;br /&gt;
&lt;br /&gt;
Lady Sybil offers to give us some blessed narcissus, a flower which if worn will kill anyone who attacks us but we must be careful not to get any of the dust or pollen in our food. Since she is so helpful and respectful of us, we ask her to stay while we talk to the Captain of the Paper Guards - hoping it will temper any bad feeling the guards may have towards us about the trouble in town.&lt;br /&gt;
&lt;br /&gt;
====Captain of the Paper Guard:====&lt;br /&gt;
[[Image:The Paper Guard.jpg|175px|thumb|right|The Paper Guard]]The Captain of the Guard - named Theun, who is a polite human male in his late thirties and a Namer, gets right down to business. He recognises the Lady and bows to her out of respect. He alerts us to the fact that around a hundred follows of [[Berith]] have gathered in the Docks area. These ruffians are making the locals a little nervous. The Paper Guard would like us to pay attention to our responsibilities and deal with it. We directly ask him that if we where to go down there and kill all one hundred of them, would this be an issue for the Paper Guard. No that would be fine, unless we came up with another way of dealing with them. We ask about mercenary groups around town. The Paper Guard also act as Mercenaries from time to time. &lt;br /&gt;
&lt;br /&gt;
The costs would have to cover; Man power, Skills bonus, Danger money, Damages to property, Resurrections, Restoration of any lost limbs, Leadership bonus, Tea money,  Damages to uniforms, bonus for early completion and the City levy. We settle with the Captain for a Princely sum of money for the Paper Guards to remove the problem for us. &lt;br /&gt;
&lt;br /&gt;
The Captain also said that a major crime had been committed against the Merchants Guild last night, and did we know anything about any burglaries? No we do not, but we have a Merchant Guild member waiting to see us.&lt;br /&gt;
&lt;br /&gt;
We politely thank both the Captain of the Guard and the Lady for coming and seeing us and move on to our next appointment.&lt;br /&gt;
&lt;br /&gt;
====Merchants Guild:====&lt;br /&gt;
We invite in the member for the Merchants Guild. He is an E &amp;amp; E wearing extremely rich clothing, who introduces himself as Briar. His six guards all are well equipped, and seem very capable. He asks if we are: Extremely capable adventures and are we currently employed?&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Yes and Yes. We talk business for a short time; He informs us that someone broke into the Merchants Guild and stole some true silver ingots last night. He wants us after our current job to find the missing ingots for a 10% finders fee. He gives us a red fiery skull which can normally help finding the missing ingots when not protected by magical protections.&lt;br /&gt;
&lt;br /&gt;
====Lunar Inquisition:====&lt;br /&gt;
We invite in our next visitor, after carefully planning our combat actions if needed, considering [[Ithilmor]] is an agent. We are quickened but try to be discreet about it. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He introduces himself as &#039;Antonius Praetorius&#039;. He says that since we are [[Qui Vigiles Vigilent|friends]] of the [[Inquisition|Lunar Inquisition]] we maybe able to help him. He asks us if the rumours are true that we are currently holding something which would be best if we give to the [[Inquisition|Lunar Inquisition]]. We say that we have some business to attend to in town, but we would like to meet him over lunch tomorrow to talk about it. He agrees. We bid him good travels and look forward to seeing him tomorrow. He leaves.&lt;br /&gt;
&lt;br /&gt;
====Allied Traders Guild Hall:====&lt;br /&gt;
11:30am We take battle ready adventuring equipment since we are leaving the safety of the Inn bound for the Allied Traders Guild Hall across town. We get [[Ted]] to organise a discrete escort. We quickly move from our Inn along the main road to the center of town and then west into the Guilds part of town. We enter the Allied traders without incident.&lt;br /&gt;
&lt;br /&gt;
We head down some spiral staircases and tunnels which, are obviously designed to confuse people. An unknown number of levels down we enter a low lit room with a single person standing next to a table. He introduces himself as Number 5. He thanks us for coming to see him so quickly. We say we have learned new information which they may be interested in. We think that it is possible, that money that we have been paid may have been stolen! He says yes thats the reason he has invited us here to discuss the problem. He tells us on the table are two options, a chest with out ingots in it, or a satchel with half the amount in guild promissory notes from great trading and merchant families. We elect to take the satchel. He thanks us for the business and we leave.&lt;br /&gt;
&lt;br /&gt;
====Enchanters Guild Hall:====&lt;br /&gt;
We cross the road and enter the Enchanters Guild which is a fine stone building of over four floors. At the reception we as to see Wilber. We talk to him for a bit. We conclude our business with him and we leave.&lt;br /&gt;
&lt;br /&gt;
====Rumble in Guild Street:====&lt;br /&gt;
[[Image:Bahm1.jpg|175px|left|]][[Image:Chatovar-Street-Fight.jpg|175px|right|thumb|Ambush by Dantalion]] We are ambushed and only just manage to spot the trap in time to stop our assailants from getting a surprise attack. Somehow we have been befuddled enough to miss the death buzzes as our allied trader allies being slain and have all been thinking strange thoughts about Rashak.   We are attacked in a standard 3x3 texted book ambush with heavy magical support offering type C&amp;amp;C settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This involved;&lt;br /&gt;
*The removal and death of out Allied Traders close escort.&lt;br /&gt;
*Disjunction being pre-cast in place.&lt;br /&gt;
*Throw down (magical traps), of Instant Basilisk, Demonic Snake and Earth Elementals. &lt;br /&gt;
* Releasing a Demon (nb not one of the 72)&lt;br /&gt;
*The Elementals have Namer counter spells to assist them resisting banishment.&lt;br /&gt;
*Agility fighters with poisoned daggers and the ability to destroy defence and damage protection items.&lt;br /&gt;
*Mental distraction in the form of foreign thoughts stopping some of us using magical items and casting.&lt;br /&gt;
*TK Rage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In short; a very effective attack.&#039;&#039; We contemplated withdrawing to the other end of the street but in the first pulse, Sasha quickened us, Engalton looked particularly fine, Ithilmor blinded the snake, Erszabet banished the Demon and [[Braegon]]s hands of earth save the day.  The Paper Guards arrive quickly on the scene, but not before we remove some items (to divinate later) from the attackers. We remove the corpses of our escort group back to the Allied Traders building, where Engalton and Braegon resurrect them. Upon reflection it is clear to us that this was a well-staged attack by minions of [[Dantalion]] which explains the odd thoughts.&lt;br /&gt;
&lt;br /&gt;
12:35pm Once our guards are feeling better we quickly return to our Inn.&lt;br /&gt;
&lt;br /&gt;
====Second offer:====&lt;br /&gt;
&lt;br /&gt;
A knock at the door and [[Bamph|Trevor]] asks to come inside. He has come to tell us about another offer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dantalion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just as he was leaving his Guild hall, [[Bamph|Trevor]] noticed that an Agent of [[Dantalion]] was entering the Guild building wanting to make a deal. He knows that [[Dantalion]] has tested his book and it doesn&#039;t seem to be working correctly and he is now willing to deal. He doesn&#039;t know the details of the deal yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berith:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The offer he has come about is: They have found a more responsible agent of [[Berith]] to deal with. The offer on the table is to trade outside the city walls where he can sense Engalton and is-&amp;lt;br&amp;gt;&lt;br /&gt;
The death of [[Engalton]] and he will deal favourably for the book &#039;&#039;&#039;or&#039;&#039;&#039; the death of [[Engalton]] at the hands of the [[Berith|Avatar of Berith]] and he will deal &amp;quot;very&amp;quot; favourably for the book.&lt;br /&gt;
&lt;br /&gt;
All is going according to our plan, but we now suspect that some suffering may be involved in our eventual victory.&lt;br /&gt;
&lt;br /&gt;
====Subterfuge and Guile:====&lt;br /&gt;
&lt;br /&gt;
1.30pm - [[Sasha]] and [[Braegon]] pass the time walking off tension in the gardens next to the restaurant while we diligently divinate some of the items we gained in our little altercation with the agents of Dantalion. [[Belili]] reports to Sasha that [[Dantalion]] has smuggled a dozen agents into the city.  This is of concern to us as we only dealt with 6 of them in the ambush.  After half an hour of divination has past, a swirl of black rose petals turn up around [[Engalton]] and [[Erzsabet]] accompanied by yelling. The magic is demonic in nature and is some form of whispering wind.&lt;br /&gt;
&lt;br /&gt;
2.10pm - There is a knock at the door.  It seems to be [[Ted]] but we can tell it is in fact a doppleganger. After a small scuffle he admits he is here to trade and has bought a chest of gems. On closer examination we discover the gems are in fact a ruse, they are a cleverly disguised bomb and the gems are well cut glass. The doppleganger ports away and the trap is detonated as [[Braegon]] was looking at it. [[Dantalion]] has decided to use Subterfuge and Guile against us having failed with a surprise attack. It takes some time to clean ourselves and the rooms up.&lt;br /&gt;
&lt;br /&gt;
2.35pm - We have another guest this time from the merchants guild. He excitedly explains how pleased the merchants are to receive our message that we have recovered their money. He has a large party of guards awaiting delivery outside. We regretfully explain about the doppleganger and that a mistake has been made.&lt;br /&gt;
&lt;br /&gt;
2.50pm - A large dark skinned man calling himself Peter comes from the Colosseum to collect his Excellency Count Engalton for his fight tonight. He explains that he is to act as a second. We again explain about the doppleganger and that we are on pressing business in town. He is unmoved and becomes quite rude. We kick him out.&lt;br /&gt;
&lt;br /&gt;
3.00pm - [[Bamph|Trevor]] arrives, we tell him about the problems we are having with the doppleganger and he explains that the Allied Traders have dealt one doppleganger who was disguised as [[Engalton]] and killing urchins down at the docks. It appears that Dantalion has found a way to hit Engalton where it really hurts... in his ego.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bamph|Trevor]] tells us there is an Agent who is demanding he will only deal directly with us. We agree to negotiate with this Agent only in the presence of our factors the Allied traders in the personage of [[Bamph|Trevor]] who we are employing to aid us. [[Bamph|Trevor]] seems pleased with this arrangement as [[Ted]] is still recovering from dieing earlier this morning.&lt;br /&gt;
&lt;br /&gt;
====Fancy that - a Dark Titan:====&lt;br /&gt;
[[Image:Dark-Titan-1.jpg|thumb|125px|right|Dark Titan agent of Berith]]3:15pm - We hear some noise outside.  Opening the door we discover that the Inn guards are having a hard time handling a restless Dark Titan dressed in full battlefield armour.  We guess no one was brave enough to demand he take his armour off. The Titan has become weary of waiting for our reply and has come to hear our response to Berith&#039;s offer himself.  We have a quick discussion.  The warriors with Peter, from the colosseum, are looking edgy and considering their actions. We instruct Trevor to go talk to the Titan. He does and returns with news. The Titan works for [[Berith]] and he wants a reply to their offer - now. We accept and agree to meet an hour before dawn tomorrow. We talk to Trevor about getting more guards and man power, he asks how many more, we tell him all of them. The Dark Titan leaves. The Inn Guards start breathing again. &lt;br /&gt;
&lt;br /&gt;
3:30pm - Trevor returns to the Allied Traders.&lt;br /&gt;
&lt;br /&gt;
====Dealing with Dragons:====&lt;br /&gt;
[[Image:Furfur-Dragon-Agent-.jpg|175px|thumb|left|Draghignazzo - Dragon agent of Furfur]]3:45pm - Shortly Trevor returns with a tall, thin, odd looking human who is dressed in extremely good clothes, and accompanied by a jet black unicorn. The Human turns out to be a dragon, though he is not really trying to hide the fact (point taken we think). He introduces himself as [[Draghignazzo]], and tells us that his Master [[Furfur]] has instructed him to recover the &#039;item that we have found&#039;, that once belonged to his master. We tell him tha it will cost, and not money stolen or taken from people in this city. After some negiotiating we agree to accept payment in gold (that he will repay to himself) rather than in true silver as we do not wish to wait weeks for him to make payment. He agrees to deposit the funds with the Allied Traders and come here for the item. &lt;br /&gt;
&lt;br /&gt;
4:25pm - Some time goes by. [[Erzsabet]] and [[Engalton]] start divinating some items. At some point Mr [[Draghignazzo]] turns up at the Inn and tells [[Braegon]] that he has deposited the funds, and the trade is completed. He thanks us and leaves. [[Bamph|Trevor]] arrives looking harried. He tells us that the Allied Traders Guild can not and do not (in any way) want or need to take a cut or any of these new funds at all. He makes it clear to us a couple more times. As it turns out the funds are cursed with a deadly Dragon Horde Curse and they want none of it. Darn.&lt;br /&gt;
So we quickly reverse the curse. Ha ha we think.&lt;br /&gt;
&lt;br /&gt;
We talk to Trevor and some guards deliver the crates of gold to our rooms. We get an unexpected visit from Briareus, a powerful member of the merchants guild. We open discussions with him on comissioning flying ships. We also ask about hiring the city guard to escort and help us at 4am to 6am in the morning. He tells us that he will organise the city army to be there, and we do not need to pay. He says he is happy to help.&lt;br /&gt;
&lt;br /&gt;
====We divine the Dragon Horde Gold:====&lt;br /&gt;
[[Image:Gold ingots1.jpg|thumb|left|175px|Cursed Dragon Gold]]Erszabet does her special speedy Divination trick on the Dragon Horde Gold. It&#039;s all bad. The gold will curse you with; &#039;Greed, Will turn you into a dragon over time, and -50 to all BC/SC&#039;. The only way of removing this curse is to give the gold to the Dwarves (or decedents) that it was taken from (by the Dragon).&lt;br /&gt;
&lt;br /&gt;
So our reversed curse will give us +50 to all BC and will prevent us from being turned into dragons, but will unfortunately cause us to give away everything we own. Rats! It will also revert to the original curse when we give it to anyone else etc, spreading the curse, unless it is returned for no gain to the original dwarven owners.&lt;br /&gt;
&lt;br /&gt;
We have trouble finding some messenger boys, as it seems a few of them earlier in the day have died while working running messages for people from the Inn. We suspect they are being killed by agents working for the 72. A bad sign. We pay five runners to take a message to the Colosseum to organise a champion for Engalton. We offer to pay the huge sum of money in Promissory Notes for the champion. Some Guards from the Colosseum turn up. We check them carefully and then we pay them.&lt;br /&gt;
&lt;br /&gt;
====Dealings with Ducii:====&lt;br /&gt;
6:20pm [[Ducii]] turns up and spends some time talking to [[Belili]] in the courtyard while he waits to be seen by us. Ducii is an Incubus servant of [[Dantalion]]. He fails to negotiate a trade. This could be because he is used to using demonic charm and we are immune to its effects, or maybe because Erzsabets wounded pride (bottom) ment that we where in no mood to deal. In short he comes across poorly.&lt;br /&gt;
&lt;br /&gt;
====No ships for us:====&lt;br /&gt;
6:35pm A new merchant returns with the contracts for flying ships and we tell him the bad news about the gold. He takes a bar of the gold to evaluate whether or not the Merchants guild can somehow use it, in conjunction with the local dwarves, as currency for the fly ship deal.  We organise and pay for the ton of Candy Cane (needed for the Six Eyed Seer).&lt;br /&gt;
&lt;br /&gt;
====Dinner:====&lt;br /&gt;
7:00pm Dinner we talk to [[Belili]] at the restaurant at the Inn. She tells us that there are Dark Weapons being smuggled into the city by agents and worshipers of [[Dantalion]]. These include Name changing daggers, Soul sucking daggers, Weapons that make wounds which can not be healed. Not good.&lt;br /&gt;
&lt;br /&gt;
8:00pm We ask [[Bamph|Trevor]] about the flowers from the temple. He sends Ned 3 fingers to say that the flowers will be ready at 12noon tomorrow.  This is strange as some of us felt sure that Sybil suggested that the flowers would be ready later today, but as she said &amp;quot;the flowers will be ready later&amp;quot; we dismiss it as inconsequential.&lt;br /&gt;
&lt;br /&gt;
====The return of Matt:====&lt;br /&gt;
[[Image:Matt-sm.jpg|175px|thumb|right|Matt Tumbledown the Titan]] 10:00pm We all decide that we need [[Erzsabet]] to send a message. Ezrsabet needs to leave the city to send a Whispering Wind to [[Matt Tumbledown|Matt]] her friend the Titan. [[Bamph|Trevor]] and [[Erzsabet]] leave the city for a minute. It takes way too long. We start to get nerves and worried. They return after a few minutes. It turns out that Matt was outside the city and waiting to talk to Ezrsabet. [[Matt Tumbledown|Matt]] and [[Syrene]] will be coming to out pre-breakfast meeting.&lt;br /&gt;
&lt;br /&gt;
====Contracts:====&lt;br /&gt;
11:00pm We ask about the cost of taking out contracts on the list of Dantalion agents entering the city. Around eight contracts are needed. The cost is very high and Trevor tells us it will probable lead to our deaths, and our souls tortured in hell forever - we consider this and decide to decline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Midnight and all is well - Day 7:===&lt;br /&gt;
&lt;br /&gt;
Given the attention we are under - by the agents of the powers, we sleep two per room. 4am we start heading outside the city escorted by some of the Paper Guild.&lt;br /&gt;
&lt;br /&gt;
====Berith Legions:====&lt;br /&gt;
[[Image:Tents-dawn.jpg|thumb|left|175px|Paper Guild nears tents outside the City Walls]]Outside the city south gate walls at around 5am a huge amount of people are here. Members from the different guilds are here, as are some noble types, and powerful wizards and adventurers, all have come to watch. The army have spent hours setting up and have well over 10,000 members of the Paper Guard present. An array of Archers, Cavalry and Catapults has also been deployed. Behind the Paper Guild are members of the militia numbering twice that of the Paper Guild. In the field a few hundred yards out from the city walls and the army is our Allied traders with a cart drawn by two large Oxen, set up next to some large tents. Inside the cart is our load of metal bars. &lt;br /&gt;
 &lt;br /&gt;
A huge single man dressed in a full suit of battle ready blood red armour that has a black beard approaches&#039; riding on a dark horse. This is clearly the Avatar of the Demon [[Berith]]. A couple of hundred yards behind him he has a huge line of one of his legions from Hell, made up of Undying human warriors, Imps, Devils and lesser Demons. Out front of the huge horde we see three dark Titans. The legion is rumoured to have 6666 members, and it seems they are all here, on this cold frosty morning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sitting near the tents having a cup of tea is [[Matt Tumbledown|Matt]] and [[Syrene]]. They nod to [[Erzsabet]] as she arrives. Briareus the leader of the Merchants Guild (and therefore the current head of the city), is in front of the 100 members of the Elite Guard of the Royal Army. We approach him and thank him for the turn out of the army. &lt;br /&gt;
&lt;br /&gt;
[[Berith]] rides up close to the group. &#039;Greetings Engalton, have you come to conclude our deal and will I be doing the honours?&#039; Engalton replies that &amp;quot;yes we are here but I am capable of dying without your assistance.&amp;quot; Very well then. We set the terms of the deal, which is once the trade is done, the matter is over and dealt with and considered closed. No future action against the party will be taken by Berith. Berith agrees. He backs off a bit. [[Engalton]] commits suicide, falling to the ground only to get back up again. [[Berith]] approaches and says &#039;Impressive&#039; then moves to the cart and turns it the metal ingots into gold. He returns to the group and [[Braegon]] gives him the &#039;item&#039; covered in cloth. &lt;br /&gt;
&lt;br /&gt;
[[Berith]] thanks us for the trade, and leaves. The demonic Legion leaves the field. We all breath a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
====The Double Cross:====&lt;br /&gt;
[[Image:Double cross.jpg|125px|thumb|right|Double Cross]]This is when Briareus, leader of the Merchants and leader of the city says &#039;&#039;&#039;Look a cart load of gold ingots with the city seal on it. That means its currency, and therefore treasure trove. I claim it in the name of the city. Your group will receive a small commission for your involvement.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something is up with Briareus he now has a winged helm symbol over his head for those of us who can see alinements to powers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is clear to us that the merchants are trying a double cross. They must have organised to change the metal ingots in our cart, so this means that at least some of the Allied Traders Guild are in on it. There is no way that Briareus could tell from this distance without inspecting the gold that they had the city seal on them. We now know why the city army is out here, since the double cross is now clear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party quickly spring into action...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Briarius asks us; You are not going to make trouble are you?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Braegon]] removes the pins holding the oxen to the wagon. Braegon notices that we are under the effect of a Bane, and Disjunction spell. [[Erzsabet]] gives a make charm to Sasha. [[Engalton]] teleports Erzsabet over to [[Matt Tumbledown|Matt]] and the other Titan, and he returns to the group. Engalton replies to the merchant leader saying; Yes we are.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He backs away, the guards fan out to start surrounding us. One rank dropping to their knee. Thats when the lightning bolts come raining in, around about 45 of them. Himmmmm not nice. [[Braegon]] notices a horde of 30 demonic creatures spring up out of the ground on the other side of the group. We think these are wild savage beasts under the control of [[Dantalion]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the party dust themselves off, but [[Engalton]] is zapped a lot, and looks angry. We cast Walls of Stone and Spell Barriers up around the party, as [[Erzsabet]] returns to the group with Matt. Matt addresses the army and tells them to steady on and stop this foolishness. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After coming to some arrangement with Erzsabet, [[Matt Tumbledown|Matt]] the large Titan agrees to teleport us and the wagon away to safety. Our idea of safety is clearly different to Matts. We arrive near the city gates, amongst the army near the tents. Matt offers us some Tea. Seems odd to have tea with so much chaos going on. The guards near the tent are not aware of the other activities fighting the High Guard or their leader some four hundred yards away in the darkness. The Tea is good. We take a few moments to load the gold from the Wagon into the bags and under the cover of a tent we put the bags on Sasha&#039;s giant dog and she turns it into a small  totem and puts it into her pocket. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Back into the City:====&lt;br /&gt;
[[Image:Southern Gate.jpg|thumb|left|200px|Southern City Gates and Wall]]We walk into town by the main southern gates and make our way to our Inn. The air is cool and still well before sunrise. With a [[First Children|Titan]] and the party all dressed in full Battle Armour everyone gets out of our way. We take the time to thank the Inn Keeper and we clear the money from our room. [[Ducii]] comes to talk to us again. Engalton is left to do the talking as the others load the cursed gold. The negotiations are a failure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Matt Tumbledown|Matt]] wants to visit the temple of Vesta. Still before dawn, we tag along wondering if this is wise. It turns out that Lady Sybil (Vestal Virgin) is missing. Matt leads us out of the city by using some form of ancient magic known to the first ones. This involves us traveling by the flames of the huge hearth in the temple.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some time goes by .... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Black Rock Clan:====&lt;br /&gt;
We arrive out of a huge burning hearth, in a large hot Dwarf Forge, with the party being exhausted. The Dwarves are surprised to see Matt and the party, but greet us all with a warm good morning welcome. We talk to the Dwarves for a day or so. We rest for most of the day. We manage to locate the correct Dwarves to return the Dragon Horde gold too. We happily return the money to the Dwarves. A large celebration  happens until late into the night. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Dwarven Celebrations - Day 8:===&lt;br /&gt;
Early in the morning after much celebrations and drinking we return by way of Banishment from the outer walls of the [[Imther Stronghold|Dwarven fortress]], to [[Newhaven]].&lt;br /&gt;
&lt;br /&gt;
====Newhaven, Seagate, and Tycho City:====&lt;br /&gt;
From [[Newhaven]] we return to [[Seagate Guild|the guild]], and quickly on to [[Tycho City]] by using the guild portal.&lt;br /&gt;
&lt;br /&gt;
====Fly fly on the wall:====&lt;br /&gt;
[[Image:Tall Ship.jpg|thumb|right|200px|The Swallow heading north]]We quickly work out that our cargo which we have come to Tycho for is on a ship already heading to Khatovar. We decide to send a message to the captain by whispering wind getting them to turn around and fly after it. We encounter some things (cloud goblins, Lunar guards on Gryphon) when flying in our travels. We fly all day. &lt;br /&gt;
&lt;br /&gt;
At around 4:pm the Swallow (our cargo ship), is spotted almost entering the Inland Sea when we encounter her. We signal the ship and land. They captain tells us &#039;welcome back Engalton.&#039; He tells us we have already off-loaded the cargo down river. We thank the captain and leave. We fly south landing at Jornan only to discover that the cargo left town in a large wagon heading east. We fly east.&lt;br /&gt;
&lt;br /&gt;
====Call that a trap?:====&lt;br /&gt;
We find the wagon on an open bit of clear road/trail. It&#039;s stopped. All seems quiet. &lt;br /&gt;
&lt;br /&gt;
Expecting it to be guarded by rk13 doppleganger assassins, we fly in and land 300 feet away, where suddenly we are met with a hail of extremely well aimed arrows. Justin falls down dead. Flashes and bangs happen around the party, as five arrows fail to kill the party members. Three small wooden traps land at our feet and go off, and we are baked in Hell Fire. That was a surprise!&lt;br /&gt;
&lt;br /&gt;
We quickly put up Stone Walls to stop arrows and Disjuntions to stop magical traps from effecting us. Five more traps land at our feet, but do not go off. Arrows hit the wall just as Braegon puts it up. The wall comes down in the second half, and we are all quickened by Sasha. Braegon manages to somehow quickly put the wall back up in the second half and the arrows fail to hit us again. We let off a Telekinetic Rage trap of our own but noone is in range, they must be using a trebuchet to lob their hellfires. We ESP the enemy and find that it seems that their are 24 highly skilled assassin types near the cart. At the end of the second pulse we decide to leave. We quickly move off.&lt;br /&gt;
&lt;br /&gt;
====We return to Newhaven:====&lt;br /&gt;
We decide that the cargo is not worth the fight, since we can&#039;t deal with the rank 21 invisibilities, and banish ourselves to Newhaven. We plot and plan for a bit.  It is agreed that we will try and open serious negiotiations with [[Dantalion]].&lt;br /&gt;
The party head into town to find someone we can use to communicate with Dantalion, by putting on the captured earrings that open your mind to the demon. &lt;br /&gt;
&lt;br /&gt;
As it happens, before we find a suitable messenger, we are approached by an old warrior with hail stones raining out of his shield.  The warrior is a Venti and looks like a whirling wind with the aid of true seeing. He has a message from [[Dantalion]]; it seems the demon is ready to negiotiate, suggesting we trade &amp;quot;an oracle for an oracle, a something for a something, and a measure for a measure&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
He gives us an angel feather and a not so ancient invocation for Dantalion.&lt;br /&gt;
&lt;br /&gt;
====The Guild:====&lt;br /&gt;
We return to the Guild to &#039;borrow&#039; some stuff. We pop in on Kali and she is a he today. We talk in private under a Magical Scry Guard, and in a round about way ask for some stuff that we would need to summon [[Dantalion]], including a portable triangle and a number of copper discs. Kali is... flustered.&lt;br /&gt;
We ascertain, that to summon a duke, it should be an even day of the moon, on a day when the sun can be seen in a clear sky.&lt;br /&gt;
&lt;br /&gt;
We head to Tycho and spend the night resting at the guild tower. Early in the morning we head to a well guarded part of the tower, and then down a secret staircase to an under ground chamber, which has all the right equipment for us to attempt the summoning. Braegon tricks Erszabet into having to use her blood for the summoning ritual. We summon [[Dantalion]]. We trade the book for Lady Sybil (Vestal Virgin), refuse to trade the ton of candy cane for the ton of gold, and trade some earrings for some missing items of Engaltons. The Guild Reps spend three hours checking over Lady Sybil and the equipment we recovered. All is well.&lt;br /&gt;
&lt;br /&gt;
We decide to talk to [[Matt Tumbledown|Matt]] and Braegon and Erzsabet organise a large table and chair an amphora of wine. As soon as Sybil comes out Matt arrives right on cue. Erszabet looks pleased.&lt;br /&gt;
&lt;br /&gt;
====Karma:====&lt;br /&gt;
[[Image:Karma balance.jpg|thumb|right|200px|Karmic Balance]]We talk for a bit and seems that since the party now has the money that we tricked off the unworthy ones, ohh Berith and co, that our Karma is now more under the influence/sway or alignment of the younger powers so we will have trouble being contacted or contacting the Fates (since they are the older powers). &lt;br /&gt;
&lt;br /&gt;
We work out we need to ditch the money. We travel to Seagate and talk to the Duke all afternoon. With the Dukes understanding we spend all of the money on helping the Church settle in Brastor and Novadom. &lt;br /&gt;
&lt;br /&gt;
Seems that Karma has us more back in balance and we quickly find that a ship is coming in from [[Delph]] with a cargo of sugar on board bound for the Lunar Empire. We buy some, we make Candy Cane, a lot of it and very good. We put the Candy Cane in bags and the bags on Sasha&#039;s giant dog and the dog in her pocket. We take the [[Kali Skiff|Skiff]] to the mountains which have the tunnel leading to the Six Eyed Seer. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===To pay the Seer - Day 9:===&lt;br /&gt;
====Two hours and tunnels:====&lt;br /&gt;
We walk the tunnel and things change as we expect but the path is still odd. We make it with 2 hours to extra time. The Six Eyed Seer is very pleased with us and we talk a bit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Snakes - Day 10:===&lt;br /&gt;
====Tunnels and the Emerald Heart:====&lt;br /&gt;
[[Image:Emerald forest small.jpg|thumb|200px|right|Emerald Heart]]We leave by a new tunnel which exits at the base of a mountain in a large emerald coloured forest. We head down the path to a Temple beside a lake. The construction looks very much like that of the Temple to the Fates. &lt;br /&gt;
&lt;br /&gt;
====Temple of the Snake:====&lt;br /&gt;
The [[Temple of the Snake]] has a large central tower made to look like a twisted snake, with it&#039;s head forming the roof and top of the tower. It is a large Temple. Inside the temple area and grounds are many hundreds of snakes. Sasha talks to her snake familiar and we enter the Temple heading to the center. A snake woman who looks very similar to a large Naga greets us. She introduces herself as [[Anguitia]], and tells us that what we are seeking is on the table. On the stone table are two potion bottles, a mirror, and a small snuff purse. &lt;br /&gt;
&lt;br /&gt;
[[Image:Anguitia.JPG|125px|thumb|left|Anguitia]]We talk to Anguitia about preforming some divination of the items and she says as long as we do not mind her continuing her teachings of this young Lunar Student. We leave the temple and preform some divinations on the tranquil lake shore.&lt;br /&gt;
&lt;br /&gt;
*[[Braegon]] gets one potion bottle filled with some form of alignment to the Elements. &lt;br /&gt;
*[[Erzsabet]] gets another potion bottle, which does something.&lt;br /&gt;
*[[Ithilmor]] gets the small snuff purse, which contains star dust, which does stuff.&lt;br /&gt;
*[[Engalton]] gets the mirror of reflection allowing him to make a copy of Engalton.&lt;br /&gt;
*[[Sasha]] looks satisfied with her actions.&lt;br /&gt;
&lt;br /&gt;
We decide to visit the Temple of Death in the hope that he will be pleased with us. &lt;br /&gt;
[[Anguitia]] offers us toad guardians to protect us. They were created to protect nobility from death and will take our next death and we don&#039;t have to put them in our mouths. We talk to the toad guardians and all except Justin leave the temple with a guardian. We have lunch waiting for the Skiff to arrive on the lake by the Temple. The mists roll up and our boat arrives.&lt;br /&gt;
&lt;br /&gt;
====Return to the Temple of Death:====&lt;br /&gt;
We arrive on the lake out of the mists directly onto the lake with [[Temple of Death|Deaths Temple]] in the center on the island. We tie up at the dock at the temple, and Horse Head is there. Justin and animals frantically get a toad from the lake to put in their moths to stop themselves from being affected by Death once he arrives. Horse Head calls his Master. &lt;br /&gt;
&lt;br /&gt;
When Death arrives Engalton happily greets him without dying. Sasha immediately drop to 3EN, protected from dying by necrogeny. We talk to Death for awhile. Death has been very pleased and amused with our actions and offers us the necrogeny talent.&lt;br /&gt;
&lt;br /&gt;
Horse Head takes us to the shore line away from the island. We spend some time summoning our boat. The mists roll in over the still dark water. We leave.&lt;br /&gt;
&lt;br /&gt;
====Temple of the Fates:====&lt;br /&gt;
We arrive at the Temple of the Fates. We Enter the valley and direct into the Temple. We spend some time their.&lt;br /&gt;
We go to leave. As we are leaving the mouth of the Valley, we see some lights in the early evening sky. They look like a couple of dozen torches being carried by something flying. The are not heading to us, but making for the Lunar Empire. &lt;br /&gt;
&lt;br /&gt;
A single tall woman dressed in red and gold armour which makes the eyes distracted and uncomfortable when looking at her, approaches us. She approaches and thanks us. Engalton recognises her voice, as the Avatar of Discordea (Isis, or Sekhmet). We all talk briefly. She thanks Engalton for the work at Masada. She is disappointed that we let an opportunity of &#039;having two armies facing off against each other&#039; slip by outside Khatovar city. We resist offers of assistance and help. She leaves saying she is heading to the Temple to talk with her sisters. &lt;br /&gt;
&lt;br /&gt;
In the cool evening air we &#039;Banish&#039; ourselves to Newhaven.&lt;br /&gt;
&lt;br /&gt;
= Party Plans =&lt;br /&gt;
== Plan to fix Queen Aleksandra ==&lt;br /&gt;
&lt;br /&gt;
Head to [[The Fates]] and sort it out. Simple.&amp;lt;br&amp;gt;&lt;br /&gt;
Return the books (see below) for the Fates as part payment for this &#039;sorting out of Aleksandra.&lt;br /&gt;
&lt;br /&gt;
== Plan to return the books ==&lt;br /&gt;
[[Image:Plan.jpg|125px|right|thumb|Our plan]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039; This plan is private and not known in general. I put it here for player and GM entertainment, but it is not in game character knowledge, and will not appear in our official scribe notes of the party at the guild.&#039;&#039;&amp;lt;/font&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aims:&#039;&#039;&#039; We need to swap a chest of books with some books that are in use by some demons, without them knowing that their books (for sometime) have not been true or accurate. The background to this is that someone (maybe [[The Fates]]) replaced the books so that the Namer Demons did not know about the fall of [[Rashak]] and the fall of the [[Dark Circle]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limits:&#039;&#039;&#039; We as a group are not capable of sneaking into Hell and replacing the books. We simply do not have the skills for this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039; We need to know which demons think their books may be incorrect. We think that some of them that have been on plain of Alusia over the last year have noticed that things are not as they expect them to be (regarding the Dark Circle). We need to know which demons (in fact) have the incorrect books currently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plan:&#039;&#039;&#039; We need to make the Demons think we have &#039;&#039;&#039;stolen the books recently&#039;&#039;&#039;. What we will do is this:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Organise for [[Erzsabet|a party member]] to [[Shrivers|forget]] about this plan. [[Image:Green-tick.gif|20px]]&lt;br /&gt;
#Most party members can not have their mind read, or scry&#039;ed or appear in Astrological readings. [[Image:Green-tick.gif|20px]]&lt;br /&gt;
#Go to the [[Six-Eye Seer|Six Eyed Seer]] and get him to take us to Hell.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
##Be seen with the &#039;bad books&#039; by the [[Six-Eye Seer|Six-Eyed Seer]].[[Image:Green-tick.gif|20px]]&lt;br /&gt;
##When in Hell move out of sight of the Six-Eyed Seer.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
##Move out of sight of the party member that has forgotten the plan.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
##On our way back out we kill an imp or devil, so that the minions of evil can not hide that we have been their.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
##They will know that it is us because entities are always able to recognise Engalton.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
##Be seen by a party member to be coming back with the &#039;good books&#039;.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
#Do the all of the above (see 3 option 1-6) for all of the targets that we wish to switch the books for.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
#Organise for [[Braegon|another party member]] to [[Shrivers|forget]] about this plan.[[Image:Red x.png|15px]] (No need given the hair nets).&lt;br /&gt;
#Once we have &#039;switched all the books&#039; then we head directly to the [[Khatovar|City of Khatovar]].[[Image:Green-tick.gif|20px]]&lt;br /&gt;
#We head to [[Khatovar]] City on the shore of the [[Inland Sea]] as even Powers can not scry or astrology into the City. It is a city of deals.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
#We put the &#039;stolen books&#039; up for sale for 1 million silver pennies per set of books, using the local Thieves guild.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
#If the parties minds are read by agents of the demons they will see that one party member thinks we have stolen the books. Most party members have Mind Cloaks.[[Image:Green-tick.gif|20px]]&lt;br /&gt;
#They will have the option of; A) Steal the books, B) Fight for the books, C) Buy the books.&amp;lt;br&amp;gt;&lt;br /&gt;
##[[Vassago]]: C) [[The_Fate_of_Queen_Aleksandra#Nightmares:|Sell them the book.]] [[Image:Green-tick.gif|20px]] [[The_Fate_of_Queen_Aleksandra#Allied_Traders_Guild_Hall:|1/2 value paper credit]] [[Image:Green-tick.gif|20px]] Done.&lt;br /&gt;
##[[Berith]]: B) [[The_Fate_of_Queen_Aleksandra#Captain_of_the_Paper_Guard:|Fight for the books]] [[Image:Green-tick.gif|20px]] then A) [[The_Fate_of_Queen_Aleksandra#Berith_Legions:|Sell them the book]] [[Image:Green-tick.gif|20px]] Done.&lt;br /&gt;
##[[Furfur]]: B) [[The_Fate_of_Queen_Aleksandra#Storms_and_Lightning:|Fight for the books]] [[Image:Green-tick.gif|20px]] then C) [[The_Fate_of_Queen_Aleksandra#Dealing with Dragons:|Sell them the book]] [[Image:Green-tick.gif|20px]] Cursed dragon gold, return the gold to Dwarves [[Image:Green-tick.gif|20px]]&lt;br /&gt;
##[[Dantalion]]: B) [[The_Fate_of_Queen_Aleksandra#Rumble_in_Guild_Street:|Fight for the books]] [[Image:Green-tick.gif|20px]] then C) [[The_Fate_of_Queen_Aleksandra#The Guild:|Trade them the book]] [[Image:Green-tick.gif|20px]]&lt;br /&gt;
##[[Seir]] Don&#039;t deal with him [[Image:Green-tick.gif|20px]].&lt;br /&gt;
&lt;br /&gt;
Because the demons value the books so much they may not be willing to risk attacking/stealing the books back as if the party gets upset we could sell them to others and they would not be able to astrology or scry who or when or why. We are hoping they will be willing to simply buy them back.&lt;br /&gt;
Any of the above three options (A-C) we win.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I expect that the Six-Eyed Seer will be asked by the demons agents if he knows anything and he will sell the information to the demons. We are not afraid of this. I expect we can &#039;fight off&#039; the Agents of the demons within the [[Khatovar|City of Khatovar]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Payment:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*We manage to pay the [[Six-Eye Seer|Six-Eyed Seer]] to take us to Hell with the information that we have been to Hell.[[Image:Red x.png|15px]] &amp;lt;br&amp;gt;&lt;br /&gt;
We agreed to pay the [[Six-Eye Seer|Six-Eyed Seer]] a ton of Candy Cane within the week [[Image:Green-tick.gif|20px]]. &lt;br /&gt;
&lt;br /&gt;
*[[The Fates]] will be paying the party for our work.  [[Image:Green-tick.gif|20px]]&amp;lt;br&amp;gt;&lt;br /&gt;
*I also hope that the [[The_Fate_of_Queen_Aleksandra#Information_from_Death:|demons will pay]] the party for the safe return of their books (Chest of Books X million SP). [[Image:Green-tick.gif|20px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Again Win win.&lt;br /&gt;
&lt;br /&gt;
= Nominations and SGT Snippets =&lt;br /&gt;
&lt;br /&gt;
== Nominations ==&lt;br /&gt;
; Best Death&lt;br /&gt;
* [[Engalton|Englaton OM]] for removing the toad to be polite.&lt;br /&gt;
&lt;br /&gt;
; Smartest&lt;br /&gt;
* [[Engalton|Englaton OM]] for the [[The_Fate_of_Queen_Aleksandra#Plan_to_return_the_books|GREAT plan]], oh and [[Erzsabet]] helped.&lt;br /&gt;
*Braegon for not picking rock when playing &amp;quot;rock paper scizzors&amp;quot; - Although I still think that is cheating, I mean really what kind of Earth mage is he???&lt;br /&gt;
&lt;br /&gt;
; Bravest&lt;br /&gt;
* Sasha for sneaking into hell to steal Angela&lt;br /&gt;
* Erszabet for summoning and negiotiating with Dantalion&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
== Hot and Not ==&lt;br /&gt;
; Hot&lt;br /&gt;
* [[Private dancing|Ithilmor dancing]], [[Kali Skip|Our Skiff]], Silver hair, Banishment, Hands of Earth, Fish with Paprika.&lt;br /&gt;
; Not&lt;br /&gt;
* [[The_Fate_of_Queen_Aleksandra#Temple_of_Death:|Toad sweat]], [[The_Fate_of_Queen_Aleksandra#Sanctuary_City:|Ginger Cats (Tiddles)]], [[The_Fate_of_Queen_Aleksandra#Allied_Traders|Powerful assassins]] visit when you are about to eat.  Item destroying assassins.&lt;br /&gt;
&lt;br /&gt;
= Reference Information =&lt;br /&gt;
== People ==&lt;br /&gt;
* &#039;&#039;&#039;People in General&#039;&#039;&#039;; [[The Fates]], [[Shrivers]], [[Temple of Death|Death]], [[Syrene]], [[Six-Eye Seer]], [[Dantalion]], [[Fastness_Factions#Harpies|Angela]], &lt;br /&gt;
* &#039;&#039;&#039;People in Khatovar City&#039;&#039;&#039;; [[Bamph|Trevor]], [[Ted]], [[Jail_Break#Wilber|Wilber]].&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
* [[Seagate]], [[Newhaven]]&lt;br /&gt;
* [[Temple of the Fates]], [[Temple of Death]]&lt;br /&gt;
* [[Sanctuary|Sanctuary City]], [[Newhaven]], [[Lunar Empire]]&lt;br /&gt;
* Visited four different Hells&lt;br /&gt;
* [[Lunar Empire]], [[Newhaven]], The Guild, [[Newhaven]], [[Khatovar|Khatovar City]].&lt;br /&gt;
&lt;br /&gt;
== Standard Buffs ==&lt;br /&gt;
&amp;quot;A&amp;quot; = always on, &amp;quot;Y&amp;quot; = Yes please, &amp;quot;-&amp;quot; not required, blank = as required&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!width=&amp;quot;150px&amp;quot; Align=&amp;quot;Left&amp;quot;| Magic !!width=&amp;quot;25px&amp;quot; Align=&amp;quot;Left&amp;quot; | Rk !! width=&amp;quot;200px&amp;quot; Align=&amp;quot;Left&amp;quot;|Effects &lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | &amp;lt;span title=&amp;quot;Braegon&amp;quot;&amp;gt;Br&amp;lt;/span&amp;gt; &lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | &amp;lt;span title=&amp;quot;Engalton&amp;quot;&amp;gt;En&amp;lt;/span&amp;gt; &lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | &amp;lt;span title=&amp;quot;Modesty&amp;quot;&amp;gt;Mod&amp;lt;/span&amp;gt; &lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Cat1 &lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Cat2 &lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | &amp;lt;span title=&amp;quot;Justin&amp;quot;&amp;gt;Ju&amp;lt;/span&amp;gt; &lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | &amp;lt;span title=&amp;quot;Erzsabet&amp;quot;&amp;gt;Er&amp;lt;/span&amp;gt;  &lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | E&#039;Dog &lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | &amp;lt;span title=&amp;quot;Ithilmore&amp;quot;&amp;gt;It&amp;lt;/span&amp;gt;  &lt;br /&gt;
!width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | &amp;lt;span title=&amp;quot;Sasha&amp;quot;&amp;gt;Sa&amp;lt;/span&amp;gt;  &lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | S&#039;Dog &lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Sup&lt;br /&gt;
|width=&amp;quot;30px&amp;quot; Align=&amp;quot;Left&amp;quot; | Zme&lt;br /&gt;
|-&lt;br /&gt;
| Armour of Earth     || 20 || +42% Def -1 Dam 15 Hrs  || A || Y || Y || Y || Y || Y || Y || Y || Y || Y || Y || Y || Y&lt;br /&gt;
|-&lt;br /&gt;
| [[Private dancing|Ithilmor&#039;s Dance]]    || 10 || Night time +16 FT /MR   || Y || Y || - ||   ||   ||   || Y ||   || Y || Y ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Strength of Stone   || 20 || +20 EN 30 Hrs           || A || A || Y || Y || Y || Y || Y || Y || Y || Y || Y || Y || Y&lt;br /&gt;
|- &lt;br /&gt;
| Witchsight          || 20 || 15Hrs                   || Y || - || A || Y || Y || Y ||   || Y || Y || Y || Y ||   || Y  &lt;br /&gt;
|-&lt;br /&gt;
| Strength of Darkness|| 13 || +8 for 230 mins         || - || Y || Y || Y || Y || Y ||   ||   ||   ||   ||   ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
| Quickness           || 10 || 5 Targets, 20x[d-5] pulses|| ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||  &lt;br /&gt;
|-  &lt;br /&gt;
| Trollskin           || 13 || Regen 1 EN/Pulse 95 Sec ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Disguise            || 9  ||                         || 15  || Y  ||   ||   ||   ||   ||   ||   ||21   ||21||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Illusionary Aura    || ?  ||                         ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Mindcloak           ||    ||                         || A  || A || -- ||   ||   || A  || A  || --  || A  || A ||   || A  || --&lt;br /&gt;
|-&lt;br /&gt;
| Enhance Enchantment || 9  || +9 Rks                  ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Shadow Wings        || 11 || 41mph 12Hrs 492 miles   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||   ||  &lt;br /&gt;
|-     &lt;br /&gt;
| Counterspells (Eng)# ||    ||                         || 2 || 2 || 2 ||   ||   || 2 || 2 ||   || 2 || 2 ||   || 2  || 2&lt;br /&gt;
|-     &lt;br /&gt;
| Counterspells (Erz)# ||    ||                         ||   ||   ||   || 2 || 2 ||   ||   || 2 ||   ||   || 2 ||   ||&lt;br /&gt;
|-     &lt;br /&gt;
| Choker              ||    || Counterspells           || Mi|| - || - || - || - || - || NI SM||   || ??|| E&amp;amp;E ||   ||   ||&lt;br /&gt;
|-     &lt;br /&gt;
| Prot. frm Demon charm ||    || Items             || A || A || - || - || - || 24hrs || A ||  -  || 24hrs  || A || B*  || B* || -&lt;br /&gt;
|-&lt;br /&gt;
| Animal Growth       || 6  ||                         ||   ||   ||   || Y || Y ||   ||   || Y ||   ||   || Y ||   || &lt;br /&gt;
|}&lt;br /&gt;
* Most durations are assumed to be enhanced.&lt;br /&gt;
B* Braegon to charm/control.&lt;br /&gt;
; Dance&lt;br /&gt;
: +16 FT and MR for the night.&lt;br /&gt;
&lt;br /&gt;
== Mil Sci ==&lt;br /&gt;
&lt;br /&gt;
; Watches&lt;br /&gt;
# Sasha+Snake; Superfluous&lt;br /&gt;
# Ithilmor; Justin (Mind Mage) &lt;br /&gt;
# Braegon; Giant Dog &lt;br /&gt;
# Erzsabet; Grey Wolf Hound&lt;br /&gt;
# Engalton+Modesty; War Lion 1; War Lion 2 &lt;br /&gt;
&lt;br /&gt;
; Marching Order&lt;br /&gt;
 War Lion 1 War Lion 2 &lt;br /&gt;
 Giant Dog   Braegon&lt;br /&gt;
 Sasha +Snake  Superfluous  &lt;br /&gt;
 Justin(MM)  Ithilmor&lt;br /&gt;
 Erzsabet  Grey Wolf Hound&lt;br /&gt;
 Engalton +Modesty&lt;br /&gt;
&lt;br /&gt;
= Loot =&lt;br /&gt;
* Vassago Flute - Improves Reactions&lt;br /&gt;
* Snake Bracelet - Controls one snake&lt;br /&gt;
; From Dantalion&#039;s People&lt;br /&gt;
* Broach - Increases willpower&lt;br /&gt;
* Eyebrow Stud - Enhances Intimidation Skill&lt;br /&gt;
* Basilisk Egg - Resistance to Basilisks&lt;br /&gt;
* Snake Earing (Left) - Invisibility, opens your mind/thoughts to Dantalion&lt;br /&gt;
* Snake Earing (Right) - Invisibility, opens your mind/thoughts to Dantalion&lt;br /&gt;
* 6&amp;quot; Rod of Obscurement - Activation method to be divined.&lt;br /&gt;
* Grey Glove - Increases Stealth skill&lt;br /&gt;
* Clay Figurines - Itemised Earth Elementals&lt;br /&gt;
* Amulet - Increases Charm Skill&lt;br /&gt;
* Amulet - Seeming (triggerable)&lt;br /&gt;
* Amulet - Precognitive - (Aids Mil Sci Perceive Tactics and Unengaged IV)&lt;br /&gt;
* Amulet - Enhances Language skills&lt;br /&gt;
* 4 x Daggers - Permanently Poisoned with a Paralysis Poison&lt;br /&gt;
* 3 x Ring Invested TK Rage - Rk 20 Charges: 1&lt;br /&gt;
* 4 x Ring Invested Mind Healing - Rk 20 Charges: 2&lt;br /&gt;
&lt;br /&gt;
==Expenses==&lt;br /&gt;
*22,000sp hiring the Inn&lt;br /&gt;
*50,000sp hiring the The Allied traders guild&lt;br /&gt;
*100,000sp hiring a champion to fight at the arena&lt;br /&gt;
*1000sp hiring messengers&lt;br /&gt;
*10,000sp hiring the guards&lt;br /&gt;
*10,000sp Candy Cane&lt;br /&gt;
*11,000sp  more Candy Cane&lt;br /&gt;
*500sp Lunch&lt;br /&gt;
*500,000sp The Allied traders guild&lt;br /&gt;
*1,500,000sp The Dwarves&lt;br /&gt;
*5,000,000sp The Western Church&lt;br /&gt;
*50,000 sp Investeds&lt;br /&gt;
*1,000sp sending a msg to the swallow. &lt;br /&gt;
&lt;br /&gt;
Running Total - 7,255,500sp&lt;br /&gt;
&lt;br /&gt;
= Calendar =&lt;br /&gt;
{| cellspacing=1 border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Spring&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;&#039;&#039;&#039;Spring&#039;&#039;&#039;: [[Thaw]] (10)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;The Carzalan Generals Ball&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;[[Sea_of_Grass#The_Travellers|New Spring festival]] in the [[Sea of Grass]]&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 18&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;&#039;&#039;&#039;Spring&#039;&#039;&#039;: [[Seedtime]] (11)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;Rites of Thunor&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;Eostre&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 18&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;The Seagate Spring Ball&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
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| class=day | 25&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
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| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
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|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 130%;&amp;quot;&amp;gt;&#039;&#039;&#039;Spring&#039;&#039;&#039;: [[Blossom]] (12)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
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| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
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| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
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| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 18&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;Floralia&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 22&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30&lt;br /&gt;
| width=75px height=54px | &amp;lt;i&amp;gt;Walpurgisnacht&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Category:Julius&amp;diff=114134</id>
		<title>Category:Julius</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Category:Julius&amp;diff=114134"/>
		<updated>2026-05-17T10:28:00Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: Created page with &amp;quot;Julius&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Julius]]&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Black_Watch_Chronicles_II:_The_Absent_Physician&amp;diff=114133</id>
		<title>Black Watch Chronicles II: The Absent Physician</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Black_Watch_Chronicles_II:_The_Absent_Physician&amp;diff=114133"/>
		<updated>2026-05-17T10:27:36Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Ben Taberner]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Lyric]]&lt;br /&gt;
[[Category:Kirgoth]]&lt;br /&gt;
[[Category:Ibrihim]]&lt;br /&gt;
[[Category:Teeanna]]&lt;br /&gt;
[[Category:Julius]]&lt;br /&gt;
[[Category:Peter Smith]]&lt;br /&gt;
The second in a [[Black Watch Chronicles|series]] of adventures involving the Black Watch. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Absent Physician&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category:Ben Taberner|Ben Taberner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Wednesday at Chez Ellis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Low]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
&lt;br /&gt;
* [[Lyric]] - Young Female Dwarven Enchantress played by [[:Category:Michelle Ellis|Michelle Ellis]]&lt;br /&gt;
* [[Kirgoth]] - A male Orc played by Noel. &lt;br /&gt;
* [[Ibrihim]] - An Air Mage played by [[Andrew W]]&lt;br /&gt;
* [[Teeanna]] - A [[Asheth|Fae Princess]] and [[:Category:Mind Mage|Mind Mage]] played by [[User:Hannah|Hannah]]&lt;br /&gt;
* [[Julius]] - A new E&amp;amp;E played by Barnaby.&lt;br /&gt;
* [[Peter Smith]]&lt;br /&gt;
&amp;lt;B&amp;gt;Adventure Full&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Senior Sergeant Antaeus Albrecht.&lt;br /&gt;
; Mission&lt;br /&gt;
: To recover the missing Healer Milo.&lt;br /&gt;
; Pay&lt;br /&gt;
: Guild rates.&lt;br /&gt;
&lt;br /&gt;
=Adventure notes=&lt;br /&gt;
== Lyric Scribe Notes ==&lt;br /&gt;
&amp;lt;i&amp;gt;Official Record&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Day of Guild meeting - 1st Thaw 807&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Peter, Kirgoth and some new people I hadn&#039;t met before have been hired by a guy called Albrecht.  They have lost a guard called Milo, about two months ago.  He just didn&#039;t return for duty one day.  They don&#039;t want to tell anybody because he would be counted as AWOL but because he is a nice guy and a healer and stuff they wanted to use us so he isn&#039;t &amp;quot;officially&amp;quot; missing as we are outsiders.  We went to the castle in [[Seagate]] in Teeanna&#039;s carriage which was really nice and much more comfortable than riding or walking and Albrecht was very chatty and told me lots about his family and life and things so that passed the time really well.  Well we arrived at the castle and met Lief Pike who knew about Milo but he is a paperpusher now that he is injured and to fix bone is to expensive he said and cause Kirgorth can&#039;t fix it either he had to walk with a walking stick.  He took us to look at where Milo lived and other than Ibrihim wanting to dig up the floor talking about hidden churches inside churches and stuff??? we didn&#039;t find much in Milo&#039;s stuff other than a couple of letters that he received from family but nothing exciting or anything like that. So we went to visit the Father Tanner at the castle church.  He said Milo came to church sometimes and that Milo was better than he was.  Don&#039;t know what he meant by that but I thought senior religious people like a Father should be good so him thinking Milo was better was confusing, is Milo a bishop or whatever they are called to be better than a father?  Oh well, he said that Milo would go around the slum areas of Old Seagate fixing prostitutes and crazy people and people who cannot afford healing and things and was liked and nobody would want to hurt him but didn&#039;t know why he hadn&#039;t come back.  So we decided that we had spent enough time at the castle and that we should go down to [[Old Seagate]] because Kirgoth knew some really good places we might be able to find people that know Milo.  On the way there Ibrihim was talking about how you pay with camels in his country and you get change of wives and children?  I think Ibrihim is strange because family should be more important than camels, if [[Mavric]] was given as change for purchasing grain or something it would be very strange but funny and I could tease her about it but if you are going to get wives as change I don&#039;t think I want to go there and he also talks about washing with sand and why would you want to use water and stuff.  He is very strange.  Well we went and talked to some guys that hang around entry to buildings and they know Milo, haven&#039;t seen him for a while but remembered he would visit once a week or so and that he doesn&#039;t take payment in kind for services which I am not sure I understand that but I am sure the others do.  Peter asked if we could help anybody who was sick cause Milo hadn&#039;t been around and one of the guards told us that we should talk to a girl called Molly because she needed help. We then went to a pub where we were told Molly would be and the beer was really really awful, mum would not be impressed at all, and we found Molly and she was really weird, Peter said she was sick and he prayed with her and she seemed better after.  But the praying went for so long it gave time to Kirgoth to meet some girls and make weird noises with them and for us to pass the time drinking yucky beer!  Peter needs to warn us before praying so we can be better organised so we aren&#039;t bored sitting around next time.&lt;br /&gt;
&lt;br /&gt;
Well we went out into the street and discussed our next course of action.  Do we use Peter as bait? Do we think cultists have captured Milo or is it mob related or tricked him or has he run off to help brothers in arms?  We don&#039;t know but talking in the street may not be the best idea.  Even though there is only a pie seller around you can never be too sure.&lt;br /&gt;
&lt;br /&gt;
We decided that we should find somewhere to get some lunch, as Teenna was complaining that we had been doing so much this morning that we really must sit down and eat but then she buys all the Pie Man&#039;s pies and the cart and everything and we have so much food we need to give it away.  Lucky we are in [[Old Seagate]] cause there are lots and lots of hungry people but there is much more walking to do now as Peter wants to be sure that we give the pies to the really hungry people and they don&#039;t seem to be able to come to us.  I don&#039;t think Teenna is happy about the extra walking and missing out on the weird green drink that she drinks but hey she brought them.  During handing out the pies Ibrihim and Kirgoth disappeared.  When they came back Ibrihim said that he followed a guy that was holding a pie like it was an idol from a church, however you do that!  He thought that obviously he was part of a pie cult and was delivering the pie to the Pie Devil.  Ibrihim is a very odd human, I am glad he isn&#039;t the party leader because I think he would be having us chase every hungry person looking for some sort of demon or digging up every church looking for hidden rooms or caves and stuff.  We talked him out of tearing up the city and Kirgoth explained he thought the guy was probably taking the pie to a mob boss or something like that.  While we were talking a boy was watching us and giving us way to much attention.  I decided to check out what he was doing and make sure he wasn&#039;t dodgy or something.  He was there to make sure we weren&#039;t dodgy. It works out that he is a message runner for a senior healer and he wanted to make sure weren&#039;t causing problems.  He seemed to be happy that we were guild members and not causing trouble but the boy was very sneaky with what he would say about who he worked for but Ibrihim guessed it was [[Phaeton]], whoever that is, and the boy was surprised we guessed but was OK with that.  &lt;br /&gt;
&lt;br /&gt;
The Pie Man left and Peter followed.  When Peter came back he said the pie man was a bit odd like Molly was, and was confused as he said he was returning to the barracks but went to a bakery.  Since when is a bakery a barracks, oh I don&#039;t know.  &lt;br /&gt;
&lt;br /&gt;
Well, Teenna and Ibrihim were both complaining they were hungry now that we had given away all the pies and they wanted somewhere to sit down.  So we found a tavern called Hogs End which is near the meat works so it was a bit stinky around the outside but OK on the inside.  The bar tender was really weird, he made us sit by height which was unfair as I was obviously the shortest and he must be a heightest person.  Teeanna didn&#039;t like it either because she would have to sit next to Kirgoth and he has lots of armour.  Peter held the guys hand which the bar tender wasn&#039;t very keen on but Peter was only checking him out and he found that the bar tender was OK but Ibrihim wasn&#039;t convinced so he decided to check to and he said that the guys soul seemed like it was being poked with a stick.  That doesn&#039;t sound pleasant.  But talking about unpleasant, we discussed what prostitutes do, they get paid for sex!!! Ekk and no only that they are having sex without making babies.  Teenna says it is for fun and a job to make money but I don&#039;t know, you are supposed to make babies to extend the family line and there are lots of other jobs you can do rather than that.  No wonder [[Bodric]] and [[Henric]] don&#039;t like me hanging around elves if they think sex is supposed to be fun and not to make babies. [[Jazmyn]] doesn&#039;t always go on about sex, I will have to chat to her about it when I next see her, maybe because she is from Ice Fall it is different? They kept talking about herbs to stop making babies or if a baby is made other herbs to stop it.  I can&#039;t understand why Peter is OK with this, I thought all religious people like babies so if these girls that we are helping are killing babies he can&#039;t be to happy, nor can his lady see this as righteous or whatever Peter is saying he is looking for.  Peter does seem a little flustered and red during our discussion so obviously he isn&#039;t too sure as to his ladies ideas on this so I will have to ask he more later and maybe he needs to research what she thinks if he doesn&#039;t know but I am sure she wouldn&#039;t be happy.  I wonder if this is why mum and dad don&#039;t like magic nor us being away from home much because it isn&#039;t something she talked to me about.  I will have to talk to [[Mavric]] as she is older maybe she knows?&lt;br /&gt;
&lt;br /&gt;
We started this discussion in the pub but continued it when we were out and about.  We decided to go outside the gates to see if anybody out there seem to be weird.  Peter and Kirgoth and Ibrihim checked over some of the people and other than being unwell there was no weirdness here.  We found that none of the people outside were any weirder than normal homeless people and because it was getting late we decided to go back to some of the brothels (which by the way is where prostitutes work!!) because this is when they are busy and more of the prostitutes that Milo used to help would be around.  It seems like fun, non-baby making sex only happens at night.  Unless...  Oh gross, that might have been what Kirgoth was up to earlier today, that is disgusting. Obviously it isn&#039;t only at night !  We went back to the Soiled Dove which is the brothel that we got some help from earlier.  All the girls were in and Peter and Kirgoth and Ibrihim check them out to see if they were weird, and none where.  So we went along the route the guard on the door thought Milo used to follow.  At the next place, when the guys were looking at the girls and Teeanna said that she noticed a mind that was crazy, like it was sparking all over the place. Teeanna had some mind reading thingy on and she had noticed this mind run past so we ran out to follow it and it was Molly again.  She was weird again.&lt;br /&gt;
&lt;br /&gt;
After calming her down she so we could talk she remembers Milo and that he was nice and looked after her and he meant her no harm, unlike birds that hurt her when she was younger and she seemed really upset about birds.  Kirgoth calms her down so that she isn&#039;t so crazy. Cause we can&#039;t do much more we need to go to the guild and get her checked out.  The guild DA&#039;s her and it isn&#039;t a curse and whatever is causing the problem isn&#039;t here.  Does that mean not here as in location or as in this world!!! So a divination is ordered.  Divinations take so long so Molly is put to sleep by Kirgoth.  The others go off and pray or go home or go to sleep but Kirgoth and I stay and talk and talk while the guy is doing the divination.  At one stage he stops the divination and shhhs us so we are quiet and I notice Kirgoth is asleep so we are quiet for a while.  Once he finishes the divination it is found that she is living near or with a presence that perverts the healthy mind but minds that are already broken are more suscepible.  So Molly&#039;s bird dreams are obviously the problem.  The divinator thinks it is an artifact and that she has been infected for around a year and it gets worse and worse over time.  And oh my goodness, Molly woke up and she screamed and screamed and screamed.  Gee she is really loud, so I cast charm and tell her that I am her friend and goes on about crows and rooks and hering building nests in her dreams !!! It is very strange, I think Kirgoth is going to have to help calm her too as she sees me as a friend and everything is alright but I don&#039;t think she will believe that for too long.  I really should have gotten some sleep instead of watching the divination, maybe I will get some now or I will just to wait until we catch up with the others in the morning. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the morning the group except for Teeanna catch up for breakfast and guild security visits us and palms off a newby to us called Jules.  He is 5 sisters trader (later we find out he is also an E&amp;amp;E... wonder what he can do).  Ibrihim seems very excited about Jules joining don&#039;t know why but I assume it is something to do with his 5 sisters???  Kirgoth and I explain what happened to Molly and what the divination said and I explained that Molly woke up screaming and screaming about birds in her dreams and stuff so Peter organises a room for Molly to stay with at the Guild but we have to go to her house which is near Bluegate near where she works.  We decide its time to go and get Teeanna from her house.  Teeanna&#039;s house is very strange.  You go through the front door in to a little room then into another door and wow it is a really big house, much bigger than the outside. I even went outside to check.  Peter went outside too and didn&#039;t return I am not sure why.  But a goblin thing let us in to the big part of the house and I know I should be suspicious but he said Lady Teeanna would be with us soon and if he looks after Teeanna he can&#039;t be a bad goblin or anything but I should have know Teeanna wouldn&#039;t be with us &amp;quot;soon&amp;quot; she took ages but I got to have a bit of a look around the house, I think it would take me ages to find my way around and there are sooooo many doors and rooms to check out and I didn&#039;t get a chance to check any of them really so hopefully we can come back and she can show us around cause I would like to know how they hide the rooms from the outside.  &lt;br /&gt;
&lt;br /&gt;
We start to head down to Molly&#039;s house but Teeanna has to change money so that she doesn&#039;t buy more pie carts so Ibrihim gets the money changed and Teeanna gets Ibrihim to carry it for her as it is too heavy for her, I would carry if for her as well but obviously she prefers Ibrihim as her servant, hehehehe.  And at Molly&#039;s house we meet an old lady who seems to be in charge of the building if you can say it is a building that Molly lives in and she says that Molly arrived about a year ago and has always had bad dreams and was really incoherent there for a while but she has been better of lately. Better, geez I would hate to have seen bad.  And the old lady said a girl called Susie liked Milo but Milo hadn&#039;t liked her and maybe we might want to talk to her too.  So we go up to Molly&#039;s room but Ibrihim was already up there.  The room seems like somebody has robbed it but Ibrihim says it was like this before he got here but I&#039;m not so sure, maybe he is looking for another demon or something. Maybe a ribbon demon because Molly has all these ribbons all pinned up in a different order that doesn&#039;t make sense.  Ibrihim decides he is going to cast some air magics.  See he is an air mage rather than a storm mage, now I understand why Ibrihim is so weird.  &lt;br /&gt;
&lt;br /&gt;
Because Ibrihim&#039;s magics is going to take a while and he is going to be sitting on the roof, we leave Jules to take care of him and Peter and Kirgoth goes and talks to people in the street and Teeanna and I go and talk to Susie. Susie is a nice girl but I think she is a prostitute too.  She is very chatty and talks about how she did like Milo but he didn&#039;t like her even though she would have if he wanted too which I think she was talking about sex but I am not sure.  Poor thing she seems very upset he didn&#039;t like her, but oh well, she seems to like Teeanna and me so she tells us that the last time she saw Milo he was wearing a flowy ring which she new was magically because she has seen others wear similar things before they explode... Don&#039;t know if I want a ring that will explode, glad we have the guild to confirm what the things we have are... I suppose paying some taxes are OK, only OK though.&lt;br /&gt;
&lt;br /&gt;
We find that Ibrihim has had problems with his magics, the air isn&#039;t right today, he says that he should have realised it before starting but I think he just wanted to have a rest while checking out the view from the top of the building while the rest of us work, either that or he failed and needs to practice more, just like the rest of us mages I suppose.  Jules collects up all of Molly&#039;s valuables or things she might need while staying at the guild so we can give her when we go back next but we are going back to the pub with the weird guy to see which order he puts us in this time.  On the way to the pub we talk to the town guard about the problems the abattoir and find that some kids had been killed but the story didn&#039;t match the timings for what we were doing so we don&#039;t need to look into that being related to the artifact .  The town guard man says the bar tenders name is Mitch and that he has always liked putting things in order but got really bad but has gotten better.  Mitch seems to be part of the entertainment at the pub, either that or he turns you off going there.  Bad for business but when we get back to the pub Mitch isn&#039;t so bossy today about what order to put us in.  He doesn&#039;t seem to like Peter that much I don&#039;t know why because Peter is nice enough even if a bit of a nutter when it comes to religion but nothing that a crazy bar tender should have a problem with.&lt;br /&gt;
&lt;br /&gt;
Kirgoth talks about Molly&#039;s dreams again and he said that she said that men with birds heads where building nests in her dreams, I thought it was just birds.  This seems to interest Peter greatly and starts going on about demons and how he needs to go to his church library to find out about them.  I think Ibrihim is happy we might actually have something to do with demons after all.  As long as we don&#039;t find out that there really is a Pie Demon because then he might not be as weird as I think he is, nah he is just as weird.&lt;br /&gt;
&lt;br /&gt;
Peter goes off to see the library and Kirgoth and I go off to the docks to see if Milo tried to leave. Not sure what the others are up to but we will look for them later.  Kirgoth and I talk to the Harbour Master and find that he remembers Milo asking about a boat to Noverdom around 6th snow and that he needed to go fast and that there wasn&#039;t any boats at the time so he didn&#039;t go on a boat and Kirgoth asked if he remembered him wearing a ring and he said no.  I cast locate so that we can try and find the others which we do find them and the others have been looking into the wavy ring and found that Mr Haverstone of [[New Seagate]] makes them and they are celestial magics, normally wings and Peter said he researched the demons and found some possibilities because people could get herons mixed up with cranes and stuff so we might have something.   He talks about Marquis demons or Marquis of Discord.  He thinks the best option is [[Andras]] as he has a head of a raven so could be making Molly have nightmares.  But he also found out about other Marquis which might be of interest of them [[Agares]], [[Decarabia]], [[Naberius]], [[Raum]] and [[Stolas]] but with Peter finding out all these demons and Ibrihim &lt;br /&gt;
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We go and visit Mr Haverstone and he sold a Rank 6, 120 odd miles wings for Milo on the morning of 7th snow.  He said that Milo seemed nervous looking over his shoulder and that he had now pack but was dressed for travel.  He paid with a big bag of coins, mainly silver.  The others question Mr Haverstone on how come he didn&#039;t think it was strange that somebody would pay with so much silver but I think if that is all he&#039;s got that is all he can pay with but then the real question is if Milo didn&#039;t have a ring on 6th Snow but did early 7th snow, when did Susie see him so we go and find Susie and find out that she saw him on the street heading down towards the fishing dock so we thought that we should talk to the fishing fleet.  At the docks the fisherman were not very nice when asked questions about Milo and getting a boat so Ibrihim tried to listen into conversations without getting into trouble... he heard things like &amp;quot;that lot&amp;quot; and rags and stuff and they sounded like they didn&#039;t like &amp;quot;that lot&amp;quot; and felt that they were better than them so we had to figure out what is lower than a fishermen??? Ibrihim thought it might be the people who eat fish guts??? so he decided to talk to seagulls and find out who eats fish guts and he flapped his wings and talked strangely and running down the street, luckily Jules is fast and followed him.  Ibrihim said that the seagull said that the fish gut humans would eat birds too if they weren&#039;t fast and that they live down alleys and something about lots of birds to come back and attack them because they eat the fish guts that the seagulls want to eat.... Ekkk.  But I think we will need to talk to them because they might have helped Milo.&lt;br /&gt;
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Ibrihim organises for Peter to take Teeanna and I for dinner.  He goes on about things being culturally sensitive , how is he culturally aware he isn&#039;t from around Seagate either....  Anyways Ibrihim, Kirgoth and Jules go down the alleyway while we wait for them in a inn and thankfully Peter didn&#039;t hold hands with anybody here to see if they were OK because I don&#039;t think these people would take well to it.  But Jules come back later to collect us with an old guy in rags called Tom.  They say that he is taking us to see an important man so they take us down some alleyways.  Can&#039;t be too important if you live in alleys piled high with rubbish and it looks like people live in the rubbish.  Geez don&#039;t they know that caves are so much nicer to live in, yes take longer to build but much sturdier and provides good protection from the weather but I suppose it is a little far away from their workplaces but maybe they don&#039;t work so they will have lots of time to dig out caves. But somewhere along the way we lost Jules, but it seems that he has hung back because he thought some people were following us and Peter said it was OK. When we arrived we got taken into an upside down boat and there was lots of people in there all sitting around the edges, it was very strange and the guy that seem to be in charge &amp;quot;Lord&amp;quot; of the docks seems to have been expecting us and thought we were very kind that we had given out food and seemed to specifically want to talk to Teeanna but first he talked to Peter about Milo.  It seems that Milo had been visiting the docks helping people for quite a while and that he helped lots of people that would otherwise not have gotten help so they are worried that he is missing too.  He said that Milo was looking for a cure to what was making people sick, crazy in the head. Milo and the Lord had talked about it quite a while ago but he thinks that some vandalism that happened near the Bluegate caused Milo to leave.  A inn sign called Mothers Lement was stolen and a guy named Claude found it in a side street and gave it back and the Town Keeper had him flogged.  People fought and there was lots of town disturbance over nothing in particular.  Milo was really worried about this and as Milo had told the Lord that he thought he had a solution to the problem and that it was something to do with the Dark Circle. Ekkkkk I thought that was all gone now.  And even worse the Lord thinks that Milo walked to the Dark Circle or maybe his mum and dads near Brastor but WALK!!! He was sesen walking over the bridge with his pack and travel gear and late in the day not the time of day for a long walk... But we know different with his ring !!! &lt;br /&gt;
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But then the Lord said that he wanted to thank Teeanna for all the food she gave out and that she has to be careful because people were worried that she was moving in by pimping the dwarf boy... I was shocked and I want this for the record... I AM NOT A PROSTITUTE, TEEANNA IS NOT MY PIMP AND I AM A GIRL DWARF NOT A BOY. I am not a prostitute, I was very upset that people thought I would have sex for money, nor do I think Teeanna is keen in taking up that sort of business.  So as we left, Jules arrived and told us that he thought people were gathering and it looked like trouble so Peter put his plate armour on, when the party leader and military scientist is doing that I think we are in for a fight and we were.  We were running along the alleyway to get back into the walls of Seagate, I don&#039;t know if anybody knew where we were but all of a sudden while running Kirgoth stopped and it looks like somebody stood in his way with a weapon so he hit them and hit them well and the guy was really injured and somebody else was yelling for people to come to us so they were looking for us which wasn&#039;t good.  When Kirgoth started off again Peter held back to pray over him, I don&#039;t think we really had time for that but as he is fast he was back with us quickly which was lucky because there were lots of people who were there to hurt us and they had clubs and swords and even people with bows but we fought well with a number of deaths which Peter seems upset about but hey they were aiming to hurt us and Teeanna seems to be casting something that makes people scream and run away and lighting bolts and stuff so I will have to ask her about that and see if [[Henric]] can do it too as it seems very effective. Teeanna yelled out about people screaming about a bear and that she can sense a bear but we are in Seagate and there aren&#039;t bears here so I thought I must have heard wrong and as we were winning the fight, some people started running away as we fought awesomely and then there really was a bear so more people ran away too but I am not sure what we are going to do as the bear is on the side that we had basically cleared of the bad people but the otherside still has people there so we are in the middle.&lt;br /&gt;
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And then Peter ran at the bear and so I thought I should follow him and make sure he is alright as the guy I was fighting fell down but I thought Peter must of frightened the bear because it put down the person it was hugging and then sat down... Geez it sat down!  so I figured it must be a werebear!  So I kept asking it if it is a werebear, hey are you a werebear, hello talk to me are you a werebear.  The others didn&#039;t seem to believe me as I was the only person asking even though Kirgoth and I have met a werebear before and yes he didn&#039;t talk either as he had been in a bear form to long but he was a werebear and guess what, I was right he was a werebear it turned into [[Kilroy]]. I hadn&#039;t seen [[Kilroy]] since we went and saved Cob and Peter and [[Kilroy]] says he isn&#039;t a werebear but has a spell that can change him into a bear, wow I want to learn that but I think that is more of a [[Bodric]] spell and all. And so I talked and talked to [[Kilroy]] telling him about all the exciting things I have been doing and he seemed impressed and I asked about where his big bird was and since when can he be a bear and why didn&#039;t he show us before and then the town guard turned up and I noticed that Peter, Jules and Teeanna had all left and it was only Kirgoth and Ibrihim left.  I don&#039;t understand why they left because we were only safe because we had fought some of the bad guys and the bear had scared off the others, I didn&#039;t think it was safe to leave in small groups yet but as the Town Guard turned up to arrest the people that Ibrihim and Kirgoth were holding and Kirgoth was wanting to making sure they got charged with all sorts of things and stuff that we should go.  So as we were heading off I said thanks and good bye to [[Kilroy]] and said thanks for everybody else too as they hadn&#039;t said much to [[Kilroy]] but then we had so much to catch up on so maybe they didn&#039;t want to interrupt our conversation I don&#039;t know.  I was told that we were to meet at Teeanna&#039;s house for breakfast at 9 am so that is were we met the next day.&lt;br /&gt;
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===&#039;&#039;&#039;3rd Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We all met at Teeanna&#039;s and have a lovely breakfast but then Teeanna frightens me, she is in armour.  Oh my goodness this makes me very worried as I don&#039;t know what we are doing today  that is expected to be more dangerous than the fight from yesterday so after breakfast we go to see the arrested baddies from last night and Ibrihim keeps going on about torture not being allowed around these parts and I am not sure what he means by that but Kirgoth and Ibrihim talk to the baddies and they give us lots of useful information about why they were fighting us.  The baddies either work for Sloakam or Mr Ketch or Mad Abbey and they were sent out because they were worried that an Elf was moving into prostitution in the area and they wanted to frighten us off, and Kirgoth doesn&#039;t seem to think that they were only trying to frighten us as they had bowman and stuff trying to get us and that is a bit more serious than frighten and I just don&#039;t get it why do they think that a dwarf GIRL walking around with a WAR HAMMER is a PROSTITUTE!! I AM NOT A PROSTITUTE.  I think they know that now and will hopefully leave us alone.  We hand over all sorts of information to the town guards that the baddies gave us and hope that they will arrest Sloakam, Mr Ketch and Mad Abbey for attempted murder amongst other things too. &lt;br /&gt;
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The next thing the others want to do is talk to money lenders about if they would have given the money to Milo for his ring and they say no but talked strangely which sounded like some of them might have as he was nice and part of the army and stuff but were very strange way of talking to say that.&lt;br /&gt;
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Now we are talking about going to [[Brastor]] or So-so-east to see Milo&#039;s family.  Peter seems to want to go to [[Brastor]] but we want to make sure if Milo went to see his parents for help or not.  So it is So-so-east and Ibrihim talks to his sorceress who is going to cast a spell to let us fly.  Peter says he is staying here but I don&#039;t care, I am going to fly, fly outside the lessons at the guild about landing and stuff, this is why I joined the guild after [[Bodric]] was captured and the guild saved him and brought them back and he flew and stuff and it sounded all very cool and here now is the first time I can really fly and even better Ibrihim is casting something called feather fall which makes landing much softer so we summoned the wind which sounds very strange but when it arrives we are flying WE ARE FLYING, flying flying flying this is so amazingly cool and I yell to the others about how exciting it is and I can&#039;t tell if they can hear me as it is so noisy and everybody is flying apart but I don&#039;t care I am so excited that I talk and talk and talk about how exciting it is and fun and stuff and then we arrive and it didn&#039;t seem long enough, I could have flown for hours and hours but it seems that we only have the wind for 9 hours !!! 9 hours I could fly for that long no problem so why are we here again, oh that&#039;s right we are here to see Milo&#039;s family.  So while walking in the fields we come across a boy and a girl rolling around in the grass playing wrestling and they tell us that Milo&#039;s family is in town and we move on but I don&#039;t know why the others didn&#039;t ask them which house they lived in and stuff, maybe not having Peter here has made Kirgoth forget his interviewing techniques, I don&#039;t know but we find their house OK with a man&#039;s help who said that he had seen Milo a couple of months ago in town so we know he has been here and Ibrihim and Kirgoth decide that Teeanna and I should go in a talk to Milo&#039;s mum!  Not sure why but something about the girly chat but I don&#039;t know if she is going to be scared of an Elf and a dwarf going to her house rather than men if we sent Jules and Ibrihim we definitely couldn&#039;t send Kirgoth though, not sure how she would be with an Ork turning up but then she used to live in the dark circle so as long as we are alive I suppose we are all less scary than what she has seen before.&lt;br /&gt;
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Mrs Milo&#039;s mum is very nice and makes Teeanna and I tea as we are looking for Milo and we talk then Teeanna asks Mrs Milo&#039;s mum if she can cast some magic on her, Teeanna says it isn&#039;t going to hurt but Mrs Milo&#039;s mum looks like Teeanna has asked could she practice brain surgery on her but she says yes in the end as Teeanna explains it is to make Mrs Milo&#039;s mum remember exactly what happened when Milo was here and Teeanna cast her spell and asks her to remember Milo&#039;s visit and we get much more information than what Mrs Milo&#039;s mum hadn&#039;t told us before.  Milo had arrived from a strange direction for walking from Seagate and that he wasn&#039;t expected so was surprised that he arrived and then talked about going off to [[Brastor]] and Milo was acting like he was being hunted !!!!  Then there was lots of talk about how Milo and Mr Milo&#039;s dad argue a lot about Milo joining the army and his dad thinking he wasn&#039;t a real man by not work on the farm, I don&#039;t know what she means by this because any man or woman worthy should be in the army or of course a guild member but Milo wants to help people and stuff and they don&#039;t understand that. Milo stayed for about a week and tried helping his dad on the farm but they just argued more and she said that Milo thought that this time he was going to help everybody and that he seemed like he was saying goodbye like it was a final farewell which seems strange that she forgot this bit while not under Teeannas magics and then she said Milo left on his errand in [[Brastor]] one morning and that was it.&lt;br /&gt;
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We thanked Mrs Milo&#039;s mum for tea and go out and tell the others what was told and Ibrihim decides he is going to talk to the wind and see where Milo went and it seems that each night in the snow somebody, probably Milo, would come out to a bunch of trees and stay there for a while but not too long that he would be too cold but the wind didn&#039;t tell Ibrihim where Milo went to as it seems the wind gets a bit forgetful so we searched the trees to see if anything was hidden but nothing was but there were lots of hidey holes that could hide stuff in it and it looks like stuff had been hidden but not anymore.&lt;br /&gt;
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Then we fly back to the guild before the wind won&#039;t help us anymore... Yay, more flying, flying flying flying, I don&#039;t think I could ever get bored of flying it is so much fun to be up so high and to travel with friends that can enjoy it too and yell out to each other about what is happening and stuff and see everything and everybody looking so small that it makes me feel like I am big and you get a good idea of the area from up high and it would be great in battle to be up high and see what is going on below and if you could communicate with the forces on the ground it would be a great advantage and looking at Seagate you can see all the areas better and the bridge and stuff and the Guild and we land at the guild using feather fall again so landing is easier but I will still practice more at the Guild when we finish adventuring as I can&#039;t rely on always adventuring with Ibrihim to cast feather fall.  Peter is there and he looks happy to see us, we even get a little smile from him but then he seems embarrassed and the smile goes away.  Kirgoth has decided that if we are going to [[Brastor]] Jules needs a silvered weapon so they go off to get one.&lt;br /&gt;
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We got give some really weird astro reading or whatever they are called.  It is like some strange poem or song and it talks about looking through the dark with red fingers fluttering by.  What that means I have no idea but Jules being a nice guy gives Molly all her stuff back that he got from her room and he asked her about her coloured ribbons and she said they help her find her way back but she doesn&#039;t know where she has been to find her way back from. Yes she is still very weird and Jules showed her the poem and she really liked it from what Jules said and Jules asked her if she knew people from the Mothers Lement and a she knew Mr Perkins who is funny so when Jules tells us this we decide to go to the pub and have a look and find out that Mr Perkins has been at the pub with his mum for the last 2 years and he has been doing it up.  The sign that was stolen looks nicely painted and you can see where the tear is missing from it and there is an indent showing where it was and I don&#039;t know how they got the sign down to steal the tear as it would be really heavy and whoever would have done it must have been seen or something.  Maybe somebody used some magics to get it to levitate or something, I don&#039;t know but it would be pretty impressive to get it down by yourself but the pub is nice enough, nicer than others around but it isn&#039;t busy and it is small too but Mr Perkins is a bit weird but nice enough but keeps calling out to his mum in the kitchen but we can&#039;t hear anybody so she must be really really quiet.  He mentioned that the painting was done by an elf called Ronaldo Grnatts or something like that and he comes and visits sometimes but hasn&#039;t been in since the painting was stolen so doesn&#039;t know it is missing or anything.  Ibrihim decides to question the bar tender but is actually checking to see how crazy he is, he is getting better at this as the barman doesn&#039;t seem to be worried about him touching him unlike when Peter checks them out.  Ibrihim says that he seems happy enough on the surface but is worried and keeps looking back for something, he isn&#039;t as crazy as Molly but he is crazy enough but not like poking with a stick.  Then Jules makes it obvious that he is going to the toilet, geez Jules we really don&#039;t need to know these things but when he comes back it seems that he has checked out the kitchen and thinks nobody is in there so Mr Perkins is just talking to himself so yes he is crazy. So we head back to the Guild as it is now time to head to [[Brastor]].  We aren&#039;t leaving until tomorrow so I thought I would go and see [[Mavric]] and tell her I have been flying and I am pretty sure I will be flying again, flying flying flying tomorrow I am so excited.&lt;br /&gt;
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===&#039;&#039;&#039;4th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We aren&#039;t flying... I can&#039;t believe it we are NOT FLYING.  This is so unfair, I know Peter is the party leader but he does know he is party of the Seagate Adventurer&#039;s guild and that means magic, flying and fighting? I can&#039;t believe that he is such a wimp when it comes to flying it is so unfair and he mustn&#039;t know what he is missing out on as it is so much fun and I could do it for hours and hours and I know I haven&#039;t flown for hours and hours before but I am sure I would enjoy it.  I do well to not seem too disappointed so instead of flying we go and pick up Teeanna and visit [[Father Broc]].  Didn&#039;t know we were going to visit [[Father Broc]] and I haven&#039;t seen him since we saved Peter but  Peter had organised with [[Father Broc]] to get us to travel with him so we sit in a small room for a while chatting then when we come out of the room we are in a different building, right near [[Westgate]].  I have to remember that [[Father Broc]] is a Rune mage like [[Bodric]] and [[Kilroy]] but I am sure [[Bodric]] can&#039;t make a room move and I don&#039;t think [[Kilroy]] needs to as he has that big bird thingy to ride on, oh and if can be a bear maybe he can be a bird and fly then who needs a room that can move?  So we walk into [[Westgate]] and talk to the guards at the gate.  They seem very strange and for some reason Teeanna asks them about himself and it seems he is from the Lunar Empire, he used to be a gladiator, that sounds impressive and isn&#039;t the Lunar Empire where the Lunar Games were? I suppose that is why they were called the Lunar Games? But the Guard seemed to not like Teeanna, not sure why but something about drugs?  I don&#039;t know why the guard would be unhappy about Teeanna&#039;s need for medicine but this is a strange place so we go straight to the hospital as the guards weren&#039;t sure if they had ever seen Milo and at the hospital they said that Milo definitely hasn&#039;t been there either and looking around the hospital their isn&#039;t really a lot of injured mainly training accidents with weapons and stuff so no really hard done by people which is what Milo seems to go for when it comes to helping so we decide that we should head off to Hugler&#039;s Ferry which is about 15 miles away but Peter said it is a nicer place with people being a bit more welcoming.  &lt;br /&gt;
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We rode the 15 miles to Hugler&#039;s Ferry, I am sure we could have flown if somebody knew how to cast flying but we had to ride, I wish I could cast flying it would be so much easier just like [[Jazmyn]] who rides her broom but along the way it got really really windy which seems to be strange for this time of the year, so windy that I had to shout to talk to anybody but luckily it had stopped by the time we got to the ferry as that would be a pretty worrying for people to cross the ferry with such unexpected winds.  Peter went and talked to the Blacksmith as he had to make some copper stirrups for Teeanna as she really shouldn&#039;t touch iron and seems worried about &amp;quot;exploding&amp;quot; is what Peter said and I would have know this was a problem if the winds wasn&#039;t so high, I am sure we could have helped her along the way to Hugler&#039;s Ferry by putting padding or something on her stirrups, stupid wind.   But people do remember seeing somebody fitting Milo&#039;s description and that he was strange and looked at people and girls and stuff.&lt;br /&gt;
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===&#039;&#039;&#039;5th Thaw - 8th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We stay at in a room in Hugler&#039;s Ferry but as it is coming up to the full moon, Teeanna has to go off to her kingdom by a portal to another plain.  She will be gone for 3 days so Ibrihim and Jules go out of town with her so that she can cast her ritual and go off plain.  Peter and Kirgoth decide to go to the &amp;quot;secret&amp;quot; temple that Peter goes to - not so secret cause I know where it is, huh, to do some training so I am left in town by myself to bring food out to Ibrihim while he guards the portal hole as Jules decided to go to the fairy plain too to check it out. I have a great time meeting so many new humans, no dwarfs unfortunately, and they are all so interested in telling me all about the town and about the dark circle and all sorts of interesting stuff.  I do have to make sure that every day I go out and keep Ibrihim company though because he must get lonely out there all by himself so I aim to be out there for at least 2 hours but I manage about 4 hours each day and we practice magic which is great fun, I learnt after the first day to bring my travelling gear though because he always made it rain or winding or something.&lt;br /&gt;
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===&#039;&#039;&#039;9th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We head out early heading to [[Lewiston]] and why we are riding Kirgoth tells me about all the fun he has had with the Church Knights, he hit them hard but they didn&#039;t hurt him which is very impressive because those Church Knights have been practicing for centuries in they sleepy state so they are great warriors so I will have to watch Kirgoth in the next fight to see if he has learnt anything new. Just before lunch time were can see the tower in [[Lewiston]], it is really broken and doesn&#039;t really have many real walls anymore but from within the tower Peter thinks there is a single person in there watching and hiding he says that the person is afraid of us rather than getting ready to ambush so we are fine but as we think it might be Milo we ride past the tower into [[Lewiston]] town itself and get off our horses and start to prepare lunch.  We have to do this loud because I have to cast unseen on Ibrihim and Jules as they are going to go and check it out but as neither of them have witchsight nor can see unseen they are going to have to make sure they don&#039;t walk into each other so they devise a plan to ensure they stay across the road from each other and look out for each others shadows and stuff  so we continue to setup camp and prepare lunch and stuff then all of a sudden were hear Ibrihim yelling Milo is going to jump!  How he knows it is Milo or that he is going to jump I don&#039;t know but we all grab weapons and run towards the tower, Kirgoth takes up his cross bow to shot however it is down if they try and fly, Peter grabs his hammock and tries to find some place to attach it, Teeanna gets nearby and I finally arrive as some of the building collapses.  It works out that Teeanna cast some sort of control spell and got Milo (yes it works out to be Milo) to hold on and not jump and stuff.  Ibrihim has cast feather fall and him and Milo are floating down into a hole in the floor which has broken since the wall fell down.  I see Jules throwing his grappling hook around his head trying to get it to Ibrihim so he can pull them out of the way of the hole in the floor as there is some really strange noises down there, sounds like whatever it is it is hungry and then the next thing I know Peter has run across the room and pushed Ibrihim and Milo against the other wall but because he did this he lost all his momentum he ended up in the hole.  Kirgoth runs over to the hole had has a swipe at one of the things in the hole and yells out they are undead and I wonder how we are now going to stop Ibrihim from wanting to dig up the floor everywhere we go again now that we finally got him to stop doing this as I am sure he is going to feel that he has been right all along about underfloor evil and up till now it has mainly been in churchs and stuff but now it is going to be everywhere, geez but then Peter is just standing in the middle of them trying to help them, how silly is that so I run and jump into the hole as well to help Peter as the undead are to low in the hole for me to have a go.  I hit one really well as I go in which is good so I can fit because there isn&#039;t much room down here and there is so many undead, hundreds and hundreds I reckon so I start hitting them with my war hammer and they start going down and Peter seems to be going really well multi striking and they start to fall around him as well then all of a sudden part of the roof caves in and Kirgoth is into the fray to and then Ibrihim floats into the hole so there is four of us against these hundreds and hundreds of undead but we do well and kill them all if you can say undead die twice which I suppose they do but we aren&#039;t really injured which is good, our armour and superior weapon skills makes all the difference but once it is over I hope that Teeanna and Jules and Milo are alright as none of them joined into on the fun but it seems that they have been ensuring that Milo is safe and that they have his stuff with the tear drop thingy and that he doesn&#039;t run away. Milo seems really crazy, very dirty and scruffy, he goes on and on about &amp;quot;I knew this would happen, no you are some of them aren&#039;t you oh know, etc, etc&amp;quot; but he is settle by empathy and Ibrihim does some cleaning magics and Peter gives him some clean clothes and Kirgoth heals him and feeds him then he asks if we are from the guild and he is distressed because we are some of them as he didn&#039;t want the tear drop thingy near the guild as he thinks it would just make us crazier and prod it and want to keep it rather than destroy it.  This seems strange because I haven&#039;t met anybody at the guild yet that seems as crazy as Molly so why he thinks that people within the guild would be &amp;quot;broken&amp;quot; like Molly but he was really worried about guild people getting hold of it so we discuss what has happened.  Milo had notices that there was lots of strange people like Molly around and it seemed to be centred around Mr Perkin&#039;s pub as he had noticed people like Molly stopping and staring at the pub then Milo found he was losing time, where he couldn&#039;t remember what had happened but he realised it was the tear drop and that he had to get it away so he climbed up a ladder and stole the sign.  How he had the strength to do that I don&#039;t know and how nobody didn&#039;t seem him I also don &#039;t know but that is how he said he did it, no magics involved, oh well.  He thought that if he took it to the Guild we would put it in a trophy cabinet where it would slowly make us crazy!  He obviously doesn&#039;t know about the special rooms that can protect from magics how else do we learn new spells without blowing up the guild or ourselves or Seagate? But he thought he would drop it into the Gatar Depression where other magical stuff is dropped and left.  &lt;br /&gt;
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We tell Milo that his quest is now ours and that we will help him.  However, we really need to have this artefact divinated but as Milo doesn&#039;t want to take it back to the Guild we have two options, go to one of the churches in Noverdom who might want to keep the artefact or go to Peter&#039;s church who won&#039;t want to keep it but maybe able to help so Milo says off to Peter&#039;s church we go.&lt;br /&gt;
&lt;br /&gt;
But oh man, that means we have to ride our horse and then walk all the way up to the temple, why can&#039;t we fly, it would be so much faster and so less tiring and stuff.  Peter is carrying the artefact in his helmet in the hope the iron will protect his mind from it.  We travel till dusk and we make it to the foothills so still got ages to walk tomorrow.  At least there is a river so I can go and have a swim, but there isn&#039;t much sunlight for a sunbath so I am glad [[Jazmyn]] isn&#039;t here because she would complain for sure but then Peter is talking to Milo about joining the church but I think as a healer and a traveller he should join the guild but he might have some problems with the army when he gets back so we will have to wait and see.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;10th Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
After a lovely nights sleep under the stars we have to WALK... Not fly Doh, walk all the way to Peter&#039;s church.  When we get there I see they have built a new compound since I have been here last, it looks much more used rather than a couple of tents that were there before when the bad guys were living there and we see Sir Harold and he is excited to see me again which is great, he is nice enough guy but after being away for a long time he is not sure of the world around him as it is now so we have much in common but I think I have overtaken him now I have been away with the guild rather than staying the Mountains with mum and dad.   Peter and Sir Harold talk about the item and Sir Ross is keen to have a look, and figure out how to destroy it and Lady Celeste takes Milo away to have a look at him as well so the rest of us have time so Peter shows us around the temple and wow somebody has been doing some dusting, probably Peter I would say, he seems to be the trainee in all this church stuff.  On the way out we ran into Sir Ross who wanted to check if the helmet was the thing we wanted him to look at and when he was told no he said that the only other thing was a horseshoe nail wrapped in cloth... NO SHELL, holy crap (I didn&#039;t say this as we were in church) but holy crap, we have been carrying something else, no wonder Peter wasn&#039;t going crazy carrying the helmet.  Sir Ross said the cloth was slightly holy, heading towards divine!  Whatever that means.  How Sir Ross explained it was that it was at the same level that holy water would have in the holy stakes and it is probably been in contact with something holy but the aura of it is very faint and he is not sure of which plain it is from either so we wait for Milo because damn he lost it, he lost the artefact no wonder the others thought he was OK. While waiting Ibrihim is looking at the name on the end of a string??? Then Kirgoth grabs it from the end of the string and determined it was brass then he hits it with his great axe to break it in half, it seems he thinks that if it was an artefact it wouldn&#039;t break in half, well it did and so did the table - oops.&lt;br /&gt;
&lt;br /&gt;
Lady Celeste says that Milo isn&#039;t well, she divinated him but it was very traumatic for Milo and he needs lots of rest and piece.  The artefact has no specific name, it had a name but it was taken from it but the shell is only a fragment of something larger that had been destroyed and something wronged it that it is now getting its own back!!!  An angry artefact.  She doesn&#039;t know what plain it is from either and what Milo was getting is dreams of prophecy and that he was dreaming of flying into a featureless waste and fly into the ground to destroy the artefact but that would be suicide for him to.  She said that it appears that the influence has been waning for the last two weeks maybe up to four weeks and she doesn&#039;t know what you can do to protect yourself against the issue other than leave and that we need the object to know how to break it.&lt;br /&gt;
&lt;br /&gt;
Ibrihim says that we need to it to break it break or banish it but we have to be careful because Milo&#039;s impulse was to commit suicide and anybody else would have different thoughts but we need to talk to Milo so we wait until he is well enough for us to talk to him and he is really sleepy and we show him the nail, well two halves of the nail and he says that isn&#039;t  what he put there.  He was sure it was there wrapped in his cloth but he can&#039;t remember when he last looked for it, he just knew it was there.  He remembers wrapping it after his mum and dads but hasn&#039;t looked since he thinks so we ask him did he meet anybody between 2 to 4 weeks ago and he said he had met a farrier family called Tobiase and Milly Saddler and they have 3 children, 1 girl and 2 boys.  He helped them in the [[Sweet Riding]] because Milly was really sick.  Teeanna asks and gets permission to hypnotise Milo so that he will remember properly. His memory is very confused, not like his mums, he seems to be missing time but he knew there was a problem with going near people but he couldn&#039;t help himself as after he tracked them for a while because even though they had a horse and cart they were going really really slowly he realised the mother was really ill and being a healer he had to help so he did during the day and he said the mother wasn&#039;t mad or anything just ill but he couldn&#039;t figure out how come she wasn&#039;t getting better at all but he made sure he slept away from them but he did say some nights he didn&#039;t sleep far enough away. He gave good descriptions of the family and the wagon  He left them at [[Tobintown]] with them looking for work.  They were heading through Brastor looking for work so could have moved on if no work found.  &lt;br /&gt;
&lt;br /&gt;
We decide that it is a good idea to go and find these people as it seems they might have the tear and Milo says we can go without him as he really isn&#039;t up to it so we head off after lunch to ensure we get to [[Tobintown]] as soon as possible and we make it to the road by dusk and stay there overnight and it was a lovely night again under the stars but still walking but tomorrow we can ride - still no flying though.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;11th Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We ride into [[Brastor Landing]] and swap horses at [[Father Broc]]&#039;s place which is nice but that means we can ride longer tomorrow, if we were flying we would have been there before last night, bloody riding makes my bum numb if I do it to long. Kirgoth asks about the family we are looking for and they don&#039;t know them so they haven&#039;t come through here.  So we stay overnight at an inn which is a nice change, a warm bath, ahhhh.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;12th Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Kirgoth, Peter and I get up early to go to the market because I needed to buy some stuff that [[Henric]] wanted and this is a pretty good place to send it from so once that is done I see the others for breakfast and head off to [[Tobintown]] and after almost all day of riding, yes I said riding, doh, we get to [[Tobintown]], man why can&#039;t we fly I don&#039;t know it is so unfair, bags Peter not being party leader next time cause then we can make him fly.  We ask the guards about the farrier family and he knows them as they are staying out in the camp near the saw mill which is causing issues beating people and not working and stuff they have been throwing things at people who come out to see them and stuff.  It sounds like we have found the right place, crazy people everywhere.  We go to the see the Town Elders about helping out because we are from the guild and obviously that is what we do. As the Town Hall we get to go to a conference room which looks like they have been working for a long time as there is food scraps and mess everywhere and the Town Elders look tired and confused by what is happening as the people in the camp think anybody who isn&#039;t in the camp is an alien!!!  The Town Elders need them to get to work so offer us 2,000 silver pennies each to fix it.  Jules and Ibrihim have an argument about giving away to much information as maybe we could have earned more money or something?:  I don&#039;t know 2,000 silver pennies can by a lots of build supplies for the inn so I am happy and I am sure [[Henric]] and [[Bodric]] are too and the Town Elders are a bit silly because they didn&#039;t realise that the camp was stashing food for days until they stopped letting people in so it was to late to do anything, oh well we get more money.&lt;br /&gt;
&lt;br /&gt;
We get a rough sketch of the area where the horses are and stuff and we get given a room to stay in so we can talk about plans but Kirgoth goes out and about to do some further fact finding so when he comes back we find out that people go out to see people in the camp and don&#039;t come back and some people are seen again with the others and the one&#039;s that they don&#039;t see they think they are eating them.  Kirgoth thinks that this is being alarmist but sounds interesting, I haven&#039;t heard of humans eating other humans before, sounds yucky but I wonder what it tastes like? Chicken?&lt;br /&gt;
&lt;br /&gt;
We decide it is best to go out at night when everybody is asleep so at 2 am Ibrihim organises a storm so that it is wet and noisy to cover our noise, and we break up into two groups one for inside the camp and the other for outside, inside Teeanna is going as she can see crazy sparkly minds, Peter because he can search for evil things and Ibrihim for no real reason but to make up the numbers.  Teeanna and Ibrihim are under invis but Peter doesn&#039;t want it as he thinks he can pass as a worker and it would mean having magics cast on him which he doesn&#039;t like.  Outside Kirgoth is under his tarp with his weapons at ready, I am invis and Jules is unseen and we are all spread out.  I am in the path of our escape route so I can defend people as they are coming at us if need be but also move as fast as I can so the others can overtake me.&lt;br /&gt;
&lt;br /&gt;
The inside team head in.&lt;br /&gt;
&lt;br /&gt;
As I am part of the outside team, I don&#039;t know what exactly happened with the inside team but the others advised me that Teeanna had sensed that there was a whole lot of sparkly bits in the middle so they decided to walk that way.  Peter with his armful of wood to pass as a &amp;quot;crazy&amp;quot; got into the camp with the others invisible so they couldn&#039;t be seen anyway.  When walking in Peter had nodded at one of the guards who assumed he was crazy too and let him through but Teeanna said all these sparkles joined into the guard and he turned and tried to spear Peter with his pike but Ibrihim told Peter who got out of the way and Ibrihim hit him instead so everybody was ok but the sparkles were going all weird so they decided to run to the middle where Teeanna said that there was a bunch of people sitting waiting around the main sparkles but now Ibrihim could be seen too.   But as I was outside, I heard lots of people getting up and started to worry that there was a problem, then on the other side of the camp I could hear some screams, it works out that Kirgoth shot some people with his cross bow to cause panic and Jules and I started causing problems by collapsing tents and setting fire to rubbish and stuff to try and give Peter, Ibrihim and Teeanna some time to find the artefact so there was havoc everywhere because we were causing havoc and it was fun, just like being at home without the fires or the tents or the crazies but otherwise just like at home and while we were causing this havoc the inside team raced to the centre where it works out that Ibrihim is also a crazy, but anyone of us could have told you he was crazy but not this sort of crazy and I think we all have to be careful not sure how Peter and Teeanna didn&#039;t go crazy at this time either considering you can&#039;t really count them as completely normal either but hey we are all part of the guild oh, I suppose this is what Milo was worried about, if us newly trained guild members are having some issues and you imagine what other guild members have seen that the whole guild could go crazy straight away, hmmm, that is a worry but it was OK because even though Ibrihim went crazier the others were fine for now but when the inside team got to the middle tent all these people were waiting for them in there around the main sparkles and Teeanna sent in a phantom thingy and it seems that it was really bad because it allowed them to cut a hole in the side of the tent and grab the centre of the sparkles which was a woman that was ill before anybody else got to them but then Teeanna did another phantom thingy and that helped them get away.  By this time it was starting to get a little quieter so I thought I would travel around to the others, when I got there Kirgoth had just shot a monster which was shining really really bright and Teeanna was cutting at the ladies eye that they had captured and I was just about to tell Teeanna that she needs to learn to be a better healer because those cuts weren&#039;t really neat nor medical looking but then she had the shell thing in her hand and she froze in mid movement, well I thought that we can&#039;t have our mind mage and a Princess frozen because her Necromancer husband may not like that and may take it out on us so I took it straight from her and she became unfrozen and I was fine.... I win, I am stronger than a mind mage, wow I am excited wait until I tell [[Henric]] what I did.  We decided we needed to leave but Ibrihim was missing but we figured we could locate him later but we really needed to leave now because the locals are becoming a mob and we need to go so they won&#039;t be so crazy and we can get our money and get rid of it while we aren&#039;t crazy.  So we wrap the artefact and put it in Peter&#039;s helmet and get away from the crazies and the town so that people aren&#039;t affected.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;13th - 16th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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In the morning Kirgoth and Jules head back to town to get our saying we have stopped the crazies but they were hanging around the town in mobs saying that people from a neighbouring town attacked them, While they were gone I cast locate to try and find Ibrihim but he was at the city gates too, he was part of the mob, then I saw he went back to the camp with the other crazies. Teeanna and Jules went to the town later when it was a little quieter and could get inside later in the afternoon to talk to the town elders they didn&#039;t think things were better so they wouldn&#039;t pay us but we can come back and collect if the crazies have calmed down, they also gave us a note to that fact too so we can come back and get it later.  Jules went into the camp unseen to get Ibrihim.  He said he had just been tagging along learning about stuff by talking and listening and going through people&#039;s belongings, I am not sure what that means but he said he needs practice and then Teeanna says Lyric has a mind finally... How rude is that but she was talking about the artefact I was carrying and she is just jealous that my mind is stronger than hers and I can carry it. Huh!  &lt;br /&gt;
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So we head off back to Peter&#039;s temple and other than Jules going on and on and on and on and on and on about lack of sleep, man he can talk, we get there safety except for more talk about sex.  See Teeanna thinks that Jules complaining of lack of sleep is that sleep equals sex but I don&#039;t know how it is but she says sex is exercise??? And that exercise helps you sleep and that sex well good sex can be tiring???  She is one strange Elf, I think she is the type of elf the boys are worried about me hanging around with!  And man, I have some weird dreams over these nights but I think it is from all the sex discussions, I don&#039;t know.&lt;br /&gt;
&lt;br /&gt;
Late on the 3rd day of travelling we arrive back at the temple and Sir Ross takes the artefact from me to divinate it.  While we are waiting Ibrihim goes off and talks to the church accountant to learn about temple accounting... See, I said he was weird and this is without the craziness affecting him!&lt;br /&gt;
&lt;br /&gt;
When Sir Ross comes back he talks to the other Knights in a huddle until we ask them what is going on.  The have found that the artefact is piece of a god, actually a piece of a murdered or destroyed god and it was destroyed while it was in power by what was counted as a &amp;quot;justly cause&amp;quot;.  The god is called Opheldal and it is some sort of dream and prophecy god and his symbol is that of a snake.  This is all that is left and it is a bit crazy and it becomes a stronger crazier dead god if exposed to people more susceptible to being crazy!  Its plain is [[Takaran]].&lt;br /&gt;
&lt;br /&gt;
Now we have a hard decision, do we take it to the guild and see if we can get somebody to destroy it, send it back to its plain, etc but where we have a high chance of making everybody crazy or do we leave it here and we go back to the guild to find out what we need to?  Peter wants to look at the libraries and do some research, Ibrihim wants to talk to some beaver or badger or something as his church is obligated to destroy snake gods??? Ah, it is so hard because we need to ride and not fly and that there are crazy people here at the church and lots at the guild and lots of people between hear and the guild... AHHHHHHHHHHH&lt;br /&gt;
&lt;br /&gt;
Sir Ross piped up and gave us an option that they had an incense burner for drugs!!! Teeanna is really excited and keeps asking about the drugs that go in it but Sir Ross finally said they don&#039;t have any but anyway he said that the burner is from King Sigismund time and as it is tainted they would like to get rid of it, see it has 4 chains which represents the archangels and he said that it is used to direct the effects of the drugs within but it has shutters and he believes it can be used contain the effects of the artefact.   It is made of tainted metal, just like the blades on the arms of the monster in the lake at Noverdom.  They said that it is useful to magics relating to mind and cohesion and stuff so this would be really helpful to my charm spells but it seems that Jules and especially Teeanna is interested in knowing more but Ibrihim is going on and on about the mind mage and E&amp;amp;E&#039;s shouldn&#039;t carry it or have access to it. Don&#039;t know what he is going on about because it sounds useful but it isn&#039;t our to keep so not sure.  So we discussed if we are going to get rid of it in a weird temple that Peter knows or in the volcano where a balrog lives.  Well considering the weird temple is currently surrounded by undead we can&#039;t really go there so I really don&#039;t know why Peter mentioned it so the volcano is the only place we can really get rid of it as we discuss taking it off plain but that would mean having to go back to Seagate and the Guild and that could be really bad, something that amplifies people who are susceptible, susceptible who have magic capability!!!  Sir Ross did mention that the tainted alloy will get heavier as it gets closer to heat and it won&#039;t melt, so being in a volcano maybe it will follow the lava to the centre of the plain!&lt;br /&gt;
&lt;br /&gt;
So off to the volcano we go and Sir Ross gives us some sketches of the area so that we can stay away from the balrog and find a good place to throw the artefact into it and guess what, the Templars can cast FLYING!!!! and Peter says it is a good use of magic so that we can get there quick and not infect anymore people.  Yay, Peter has subverted to his dark side, I am sure as soon as he flies he will find that it is a fantastic way to travel and will want to fly everywhere just like I want to fly to everywhere.  I am so excited we are going to fly but we aren&#039;t going to go until tomorrow as it is to late to go today but they can cast flying, I am soooo excited, wow how am I going to sleep.&lt;br /&gt;
&lt;br /&gt;
===17th Thaw===&lt;br /&gt;
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While waiting for Teeanna get ready to leave, we take a leisurely breakfast and Ibrihim and Peter talk about black hats and white hats and how black hats are evil and white hats aren&#039;t and I don&#039;t really understand because what happens if you don&#039;t wear a hat and then they confused me even more by saying the hats are on the inside!  Well if the hat they are wearing is on the inside how can you tell between good and evil then they were linking them to people who are linked to demons being black hats and white hats to gods or archangels then Peter goes on about not having to be linked to gods and stuff and man my head hurt and I was so confused so I just will forget about the black hats versus the white hats for the time been until I can talk to somebody who makes sense about this stuff. &lt;br /&gt;
&lt;br /&gt;
So we fly to the volcano but Peter&#039;s flying was really strange, I don&#039;t think he has been practicing flying and he definitely doesn&#039;t know how to land properly, when he was told where to land he was almost suicidal!  We all land except for Jules who is keeping an eye out on what is happening.  Teeanna said that there were a number of minds around the vents that we couldn&#039;t see and then we saw them, weird looking snake human things, not much taller than me but they don&#039;t seem happy that we are here.  Peter puts the artefact on the ground so that he can grab his shield for extra defence so Teeanna picked it up and Ibrihim was not happy with this at all but I don&#039;t know what his problem was as she reactivated her wings to try and get to the volcano as soon as she could and he went after her but they didn&#039;t do to well with Ibrihim up on a ledge above the volcanos entrance and Teeanna on the splat into ash below him all alone and unprotected so Peter runs off to help and Kirgoth goes and attacks the one&#039;s to the left with Jules coming down to help and I am left to the one that Peter has run away from to help the others.  But Teeanna gets up and is heading to the entrance of the volcano with Ibrihim flying down to help her but the featherfall takes a while to get him to the ground and I think Jules got in the way too so Teeanna is off with Ibrihim a bit behind her defending her back and Peter gets hurt really really badly and I think he is in real trouble so as I knock my snake man down I reactivate my wings and do a flying charge with my hammer into the snake thing that was hurting Peter and it works really well so I think the flying practice I have been doing at the guild has been helping, especially the jumping off high things to land better obviously is helping but as I land on the ground knocking over the snake thing one of them breaths out fire so lucky we missed that but then Teeanna throws the artefact and the now very heavy container into the volcano and was flying back out again so I made sure Peter flew off and hope that Teeanna or somebody looks after him because I think he is really in trouble so Kirgoth and I wait until everybody else is gone and because it seems like Kirgoth is trying to keep up with me on making these snake things die he wants to make sure I am not left behind to finish them off, I don&#039;t know it isn&#039;t a competition it is about helping out your party members oh well, we all got out of there OK except for Peter.  &lt;br /&gt;
&lt;br /&gt;
Lucky the others had caught up with Peter and we all landed about a bow range outside the forest.  Peter is really bad so Kirgoth tries to do some healing but he isn&#039;t quite as experienced yet to fix bones and stuff so we have to carry Peter so we build a contraption to carry him on and head off to [[Westgate]].&lt;br /&gt;
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===18th -21st Thaw===&lt;br /&gt;
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Get to [[Westgate]] were we get a room and organise for a healer to come and see Peter and heal him so that bones are better.   As it is going to be a while Ibrihim, Jules and I decide to head off to [[Tobintown]] to pick up our pay for fixing the local problem out there.  Teeanna and Kirgoth are staying behind to look after Peter.  So we head off to [[Tobintown]] and it takes us two days and it is an uneventful trip but if only somebody in the air college would teach Ibrihim flying it would have been so much quicker and I think that in the future when we organise to help out a town like [[Tobintown]] we need to make sure we put in a provision for medical costs because I am sure that Peter&#039;s money is going to go on the medical expenses rather than giving it to his church!  While we are out at [[Tobintown]] Ibrihim checks on his mates from the camp to see if all is OK and we get given the money which I make sure I keep so that Ibrihim doesn&#039;t spend it or something, and we stay in town and head off the next day and arrive back in [[Westgate]] the day after.  I gave everybody else their monies to make sure they can spend it themselves because Ibrihim is really good at spending other people&#039;s money and I wasn&#039;t going to be responsible for that and I am really good with money so I looked after it really well.&lt;br /&gt;
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===22nd - 23rd Thaw===&lt;br /&gt;
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Head up to the temple because we need to collect Milo and take him back to Seagate as this was our main job and that getting rid of the artefact wasn&#039;t really what we were paid for, well we were but that was [[Tobintown]] paying for that bit but now we need to bring Milo back so that the Albrecht pays us too. And guess what, Peter admitted that magic saved his life and magic made him OK so I am sure from now on he is going to be less worried about magic, well I think he will and the templars give us a gift each for getting rid of their tainted container thingy so that was nice of them hopefully it does cool stuff.&lt;br /&gt;
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===24th - 25th  Thaw===&lt;br /&gt;
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Head off to [[Westgate]] to give back horses and stuff and use Father Broc&#039;s portals to get back to Seagate.  We use Father Broc&#039;s cupboard and arrive back into Seagate in the afternoon so we head off to the guild sending a message to Sergeant Albrecht that we have got Milo at the guild and to come and see us.&lt;br /&gt;
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Sergeant Albrecht arrived at the guild with Lieutenant Pike to see Milo and seem happy to see that Milo is OK and also want to make sure he has some monies and we tell them we have the equivalent of the money ie the ring with wings that he had brought but not used.  Lucky he didn&#039;t use it because if they have the money they might be able to cover Milo being missing but they aren&#039;t sure so we told them about the fact that Milo was doing something that would help them and that Seagate would have been really really crazy if he hadn&#039;t done it and that he was being heroic and stuff and that they really need to cover the fact he had gone AWOL and that they could say we were brought in to help him and stuff and that we could cover and they said they would try and that so that Milo will be OK.&lt;br /&gt;
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So I think it is a good idea to give Milo some options as he is coming up to the end of his army life and I don&#039;t really think it is right for him anyway so I tell him he can always join the guild because they are always looking for healers and stuff and he seems to like travel so that is a bonus too or maybe he wants to join the templars but he says that they are a bit too marshal probably not what he is after so maybe we have a new guild member?? But Ibrihim thinks he should go and help orphanages and stuff because they always need help but I think Milo can make up his own mind I just hope he doesn&#039;t go back home and be a farmer because he really doesn&#039;t want to do that and I know what it is like to be expected to take up the family business when you really don&#039;t want to so he could always run away and join the guild, it seems to be how most people joined the guild.&lt;br /&gt;
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Milo thanked us for helping him and for stopping him from committing suicide because he didn&#039;t really want to it was the artefact that was making him do it.&lt;br /&gt;
&lt;br /&gt;
We also got a letter from Slokam and co saying sorry about the misunderstanding and that they had made a mistake and that they are looking for the artist elf for us.  Well I am glad they understand that I am not a prostitute and that girl dwarfs carrying a war hammer around is not a prostitute and if they get confused again they might get the war hammer where it hurts but as they were mistaken and hopefully they learn by those mistakes because I really don&#039;t want to hurt somebody because they were mistaken!&lt;br /&gt;
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Well, the adventure is over and I think we should all go and have a drink at a local pub to celebrate because we have ages until the next guild meeting and we may not see each other for a long time but when I look around everybody is gone.  Oh well I will go and look for [[Mavric]] because I would really like a beer...&lt;br /&gt;
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== Kirgoths Notes ==&lt;br /&gt;
===Finding Milo===&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Interviews&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*Watchmen&lt;br /&gt;
:&amp;lt;b&amp;gt;Senior Sergeant Antaeus Albrecht&amp;lt;/b&amp;gt;, Milo is the last member of his company, the very few survivors have been retired in Brastor. He is a poor soldier, possibly life aspected. He healed the poor in old seagate. Has a hunch it may be slavers but has no real evidence. Later questioning showed he had not slept in the barracks on the 6th Snow and was officially missing on the 7th.&lt;br /&gt;
:&amp;lt;b&amp;gt;Priest in the barracks&amp;lt;/b&amp;gt;, Milo is a very good person, possibly holy. He spent his free time helping the poor and working girls in old seagate. Occasionally worked in the soup kitchen and spent time talking to crazy people. &lt;br /&gt;
:&amp;lt;b&amp;gt;Kirgoth&amp;lt;/b&amp;gt;, I have seen Milo previously, he is a human in early twenties.&lt;br /&gt;
*Working Girls&lt;br /&gt;
:&amp;lt;b&amp;gt;Molly&amp;lt;/b&amp;gt;, Milo doesn&#039;t take payment in kind, is well liked by the people in the area. He visisted most ladies. Molly is insane, divination reveals this has been enhanced by her being near an artifact of some sort for the last year, she should recover to her normal levels of insanity. Searching of her rooms revealed many things arranged in ordered layout. She said &amp;quot;men with the heads of birds are building nests in my mind&amp;quot;, further questioning revealed they had the heads of herons and crows.&lt;br /&gt;
:&amp;lt;b&amp;gt;Suzy&amp;lt;/b&amp;gt;, Molly has been getting saner for the last 5 or so weeks, appears to be last person to have seen Milo on the morning of the 7th snow and was wearing a ring with unusual sigil which she recognised as an invested, like the ones the watch wear. He seemed frightened of something and was wearing travelling clothes.&lt;br /&gt;
*Crazies &lt;br /&gt;
:&amp;lt;b&amp;gt;Barkeep&amp;lt;/b&amp;gt;, at the pub to north of old seagate by the slaughterhouses, he is insane, obsessed with order of things, ordering people by height and such.&lt;br /&gt;
:&amp;lt;b&amp;gt;Pub patrons&amp;lt;/b&amp;gt;, the barkeep has been getting saner for last few weeks, seemed saner even a day after we last saw him.&lt;br /&gt;
:&amp;lt;b&amp;gt;Pie salesman&amp;lt;/b&amp;gt;, Seemed to think he was going to the barracks when actually returning to his bakery&lt;br /&gt;
:&amp;lt;b&amp;gt;Chap followed with pie&amp;lt;/b&amp;gt;, Seemed to be having a religious experience with a &amp;quot;mostly meat&amp;quot; pie, managed to evade the party.&lt;br /&gt;
:&amp;lt;b&amp;gt;Norman, inkeep and the mothers lament&amp;lt;/b&amp;gt;, His sign is a piece of elven art of a crying woman and had the shell in the eye nicked. It was made by some elf called Renado Grenalt who is allegedly also guilty of being an artist and was run out of seagate.&lt;br /&gt;
*The poor&lt;br /&gt;
:&amp;lt;b&amp;gt;Old people in the common&amp;lt;/b&amp;gt;, none seemed paticularly insane, mostly poorly fed and ill due to this.&lt;br /&gt;
:&amp;lt;b&amp;gt;One of Phaetons children&amp;lt;/b&amp;gt;, phaeton not involved, knows Milo, hasn&#039;t seen him for some time.&lt;br /&gt;
:&amp;lt;b&amp;gt;Beggar Lord Abrim&amp;lt;/b&amp;gt;, Milo was seen leaving seagate crossing the bridge late in the day on the 7th. He had confided in him that something was causing agression in town, that the dark circle was the key or answer to the problem. The problems seemed to be centred on the tavern &amp;quot;mothers lament&amp;quot; near blue gate (northern gate of old seagate), the tavernkeeper he admitted to having ill feelings towards as he had a beggar flogged when he returned the tavern sign he found in an alley. Milo&#039;s parents used to live in a town called &#039;so so&#039; which is to the east between cazala and brastor. Since Milo has left abrim has noticed less trouble.&lt;br /&gt;
:&amp;lt;b&amp;gt;Thomas&amp;lt;/b&amp;gt;, elderly beggar who led us to Abrim. &lt;br /&gt;
*Guildsmen&lt;br /&gt;
:&amp;lt;b&amp;gt;Harbourmaster&amp;lt;/b&amp;gt;, a human fitting description of Milo asked if there were ships departing to the Novadon region on the morning of the 6th, there wern&#039;t any so he left&lt;br /&gt;
:&amp;lt;b&amp;gt;Dockworkers&amp;lt;/b&amp;gt;, none remember seeing anyone fitting the description of Milo.&lt;br /&gt;
*Merchants&lt;br /&gt;
:&amp;lt;b&amp;gt;Human celestial mage in seagate&amp;lt;/b&amp;gt;, Sold Milo invested shadow wings on the morning of the 7th, which fits the description of the ring from Suzy. Gut feeling says this guy deserves a good beating. This was worth several years income for a watchman.&lt;br /&gt;
*Criminals (crimes include: premeditated assault of a member of the guard, attempted murder of a member of the guard, armed insurrection against the civil authority, conspiracy to commit murder, accessory to the above crimes, and resisting arrest)&lt;br /&gt;
:Interrogation of the prisoners gained sworn, signed and witnessed statements saying that a Mr Sloakam, a Mr Ketch and a female by the name of Mad Abbey, all of whom are criminals whom the guard hasn&#039;t been able to arrest previously due to lack of evidence hired them to do these crimes. Their arrest; and the trial, punishment and fining of them and their thugs has been left with the civic authorities of Seagate and the Duke to deal with. I have brought a civil case against them for damages, pressed charges against them and made sure all the legal stuff is in order. They appear to have attacked the party after thinking that Lyric was a hooker and Teeanna was her pimp and competing with them. &lt;br /&gt;
*Family&lt;br /&gt;
:&amp;lt;b&amp;gt;His mum&amp;lt;/b&amp;gt;, She is in so-so east. He arrived unexpectedly around the 9th, stayed for a week and then left. He then left for Brastor after saying he was doing something that would &amp;quot;save everyone&amp;quot;.... He argued with his father as he didn&#039;t wish to be a farmer, had no women he was doing locally. His regiment was eaten at the keep near Lousiston, which is near their old farm.&lt;br /&gt;
*Brastor&lt;br /&gt;
:&amp;lt;b&amp;gt;Westagate&amp;lt;/b&amp;gt;, Full of people with foreign ideas. ex slaves, no hookers, don&#039;t like worshippers of archangel-elves. Spoke to locals and none remember Milo. This place has the feel of a military camp pretending to be a town.&lt;br /&gt;
:&amp;lt;b&amp;gt;Huglars ferry&amp;lt;/b&amp;gt;, People remember seeing someone matching the description of Milo about two weeks ago, acting strangely, looking at people.&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Evidence&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*Papers&lt;br /&gt;
:&amp;lt;b&amp;gt;Letters from family&amp;lt;/b&amp;gt;, These do not indicate any reason for him to have left in a hurry&lt;br /&gt;
:&amp;lt;b&amp;gt;Divination thingie of Molly&amp;lt;/b&amp;gt;, Written notes on weird artefact thingie causing madness&lt;br /&gt;
:&amp;lt;b&amp;gt;Copies of statements from thugs&amp;lt;/b&amp;gt;&lt;br /&gt;
*Research&lt;br /&gt;
:&amp;lt;b&amp;gt;Church library&amp;lt;/b&amp;gt;, Sir Peter&#039;s research has shortlisted a handful of demons with associations with birds, one of which has the head of a bird and is the demon of strife and discord.&lt;br /&gt;
:&amp;lt;b&amp;gt;Guild library&amp;lt;/b&amp;gt;, The magic thingie could have been made by a demon but not show up as demonic, but then again might not be.&lt;br /&gt;
:&amp;lt;b&amp;gt;Ibrihim and the air&amp;lt;/b&amp;gt;, He nightly walked into a copse of trees from his mothers house in so-so, by himself and got cold. &lt;br /&gt;
:&amp;lt;b&amp;gt;Temple of Templars&amp;lt;/b&amp;gt;, We are taking Milo to this tragic place as some of the followers of the elfangels may be able to find out more about the artifact and how to destroy it.&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Known associates&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:Working girls,Crazy people, Soup kitchen workers, Retired members of previous company (Brastor), Other members of the watch and his Family in the western kingdom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Timeline&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:*About a year ago, the elfartist Renado Grenalt sells the sign to the mothers lament, hiding an evil madness causing artifact within it as the tear of a woman. This artifact seems associated with the deamon of strife and discord.&lt;br /&gt;
:*The last year, Madness hits seagate more than is usual and is eventually noticed by Milo&lt;br /&gt;
:*6th Snow, Milo left the barracks and went to the dockmaster that morning asking about travel by ship to the Novadon region, was told none were leaving. He didn&#039;t sleep in the barracks that night.&lt;br /&gt;
:*7th Show, Milo stole the dukes money set aside to pay the seagate guard and purchased an expensive, invested shadow wings in the morning. Later that day he stole the tear from the sign of the &#039;mothers lament&#039; tavern in old seagate, being seen looking frightened and wearning travelling clothes. Later in the day he was seen crossing the bridge.&lt;br /&gt;
:*9th Snow, He arrived in so-so to visit his mother and father&lt;br /&gt;
:*16th Snow, He departed so-so for Brastor, estimated time of travel being a week&lt;br /&gt;
:*16th Snow-1st Thaw, Milo claims to have spent these six weeks with a family of farriers looking after a sick female, sanity begins to return to seagate.&lt;br /&gt;
:*1st Thaw or abouts, Artifact taken from Milo and madness begins to spread in Tobintown&lt;br /&gt;
:*1st Thaw, Milo arrives in Huglers ferry&lt;br /&gt;
:*14th Thaw, Milo found at home town of Lewiston, preparing to travel into the gatar depression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Milo Located in his hometown of Lewistown&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tracing the Artifact===&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Interviews&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:&amp;lt;b&amp;gt;Milo&amp;lt;/b&amp;gt;, Found him in Brastor within the ruined town of Lewistown. Living in a tower with undead in the basement. Has claimed to have some artifact which is a magical tear and seems to think dropping it in the gatar depression would help. He is Mad, deeply under the influence of some madness causing artifact magic and has indicated that he looses periods of time where he cannot remember what he did. He admitted stealing the pay for the seagate guard to fund his escape and purchase of invested items. A couple of days later we checked out the artifact and found it had gone so questioned him further. He was delayed getting to Brastor as he helped out a family of farriers, the mother of whom was quite ill. Their names were Tobias and Milli Saddler and they have three children (2male,1female) aged 6-10. They were travelling in a beatup cart with a very tired horse. Last time he looked at it was a couple of weeks ago before he left them. They were heading to Tobintown&lt;br /&gt;
:&amp;lt;b&amp;gt;Guards at westgate&amp;lt;/b&amp;gt;, Have not seen the family. &lt;br /&gt;
:&amp;lt;b&amp;gt;Civic leaders at Tobintown&amp;lt;/b&amp;gt;, 70 families have gone insane, are refusing to work and have been for the last couple of weeks, they live in a tent town outside of tobintown and have a few animals. They beat up the cpt of the guard when he tried to reason with them. The money savvy in the party have arranged a decent pile of silver for fixing up the problem.&lt;br /&gt;
:&amp;lt;b&amp;gt;Hookers and others in town&amp;lt;/b&amp;gt;, The saddlers are one of the families in the tent town.&lt;br /&gt;
:&amp;lt;b&amp;gt;Getting the tear from westgate&amp;lt;/b&amp;gt;, The sneaky types went in and got the tear as the rest provided distraction. They ran out with a sick unconcious old lady, Teeanna cut the tear out of her head. A glowing figure appeared in the camp of the mad people and I shot it making it go away. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Evidence&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:&amp;lt;b&amp;gt;Divinations at the temple of the elfangels&amp;lt;/b&amp;gt;, The tear was wrapped in a cloth which is very holy (nearly artifact level). The tear appears to have been something to do with a wronged evil which is trying to do evil stuff. It causes madness and could be used by someone not as good as Milo for ill, destroying it would be good. Some mind protect magic stuff might help as will a strong will and lack of imagination. Milo has been getting less mad for the last couple of weeks.&lt;br /&gt;
:&amp;lt;b&amp;gt;Divination of the tear&amp;lt;/b&amp;gt;, The tear is the last bit of a dead god thing which makes people go mad and feeds off the madness. Destroying it is probably not possible, nor is healing it to restore the god. Keeping it away from people will stop the madness. The chruchy types think they might be able to work out a way to destroy it. Ibrihim, Teeanna and Jules wish to take it back to the guild. This seems like a very elf idea, cause won&#039;t it make all the guild people go crazy ?, After shouting loudly and many more elf ideas we get rid of it somewhere, where im not going to say, but pretty hard for people to get back.&lt;br /&gt;
:&amp;lt;b&amp;gt;Peronal observation&amp;lt;/b&amp;gt;, when ive been sleeping near the thing for the three days it took to get back to the churchy temple i have had weird ass, vision things, these may be what the humans call dreams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;We got the artifact and got rid of it pretty damn well (problem solved) &amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Renado Grenalt===&lt;br /&gt;
:Criminal who put the tear into seagate and caused the whole business to start in the first place&lt;br /&gt;
:Crimes, Placing a magical item which caused civil disorder within seagate, disguised within a sign. Responsibility for driving several people insane (molly, milo, barkeep, etc). Responsibility for the civil disorder resulting from this items placement.&lt;br /&gt;
:Art, this has been decriminalised in Seagate, which has lead to a huge amount of art within the city.&lt;br /&gt;
:The insanity defence, It is likely he was insane at the time of doing this, however he will still be responsible for placing it in seagate unless it actually controlled him to do so. There is no evidence that this control is in the tears powers and the insanity it seemed to produce was more a desire to order things and get into fights.&lt;br /&gt;
:After arriving back in seagate several of the &amp;quot;business&amp;quot; people who sent their thugs after us turned up and appologised for the misunderstanding, but they might have been a bit mad at the time. They said they would help the town watch by helping to look for Renado.&lt;br /&gt;
&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Renado is going to get a kicking&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Peters Journals==&lt;br /&gt;
&lt;br /&gt;
===A meeting in the Guild===	 &lt;br /&gt;
The Lady&#039;s grace was bestowed upon me once again and I felt compelled to head to the Guild after purchasing my horse as commanded by Sir Samuel. Once there the I felt no compulsion until advised on a young missing healer whom the watch had been charged with recovering and so after a short prayer for guidance I joined others in the briefing room. 	 &lt;br /&gt;
	 &lt;br /&gt;
Once again my comrades were not the most depraved individuals but the taint of strong drink was upon the lips of some. They seemed confident and well equipped for the task at hand and come from a wide range of interesting cultures.	 &lt;br /&gt;
	 &lt;br /&gt;
After discussions on the dynamics the Lady works through me and I am placed in command of the group asked by Senior Sergeant Antaeus Albrecht of Phoenix Company to locate a young healer names Milo. 	 &lt;br /&gt;
 &lt;br /&gt;
The young man is of a healthy and pious disposition and he is renowned for his assistance of the poor and unwell within [[Old Seagate]], yet he has gone AWOL over two months ago. It is to the credit of his nature that those who could investigate his disappearance are choosing not to investigate in order for his absence to continue unofficially, as official notice would cause hardship for him when he is recovered. We are requested to investigate unofficially. 	 &lt;br /&gt;
 &lt;br /&gt;
===A trip to town===	 &lt;br /&gt;
We choose to head to the barracks first to see if his personal effects will present any leads. While it seems wrong to intrude upon his personal effects it is for the best of reasons. We remove his artefacts as carefully as possible but the only things of interest are some letters. While reviewing the moral position on reading private correspondence Lyric grabs the letters and begins reading, it turns out they are letters from home and so we spread out our search and speak to the local priest. 	 &lt;br /&gt;
	 &lt;br /&gt;
The priest is a man of Rafael and has a high regard for Milo. He tells us that Milo would spend his free time assisting the ladies of ill-repute in [[Old Seagate]] curing their infections, and so with glee in the eyes of our goblinoid companion we head to the older part of town. The term &#039;Old Seagate&#039; causes some dissension and discussion as the Elven Princess does not believe that anything as recent as the town should have the designation of &#039;Old&#039;. This spreads into a greater discussion of cultural differences that is most enlightening. 	 &lt;br /&gt;
	 &lt;br /&gt;
Kirgoth is a regular visitor to these locations and knows his way around well, his lewd comments do not sit well with me but I am assured it is &#039;cultural&#039;. 	 &lt;br /&gt;
 &lt;br /&gt;
We quickly find friends and acquaintances of Milo by finding a Brothel where he regularly healed the young women. We learn that he does not take payment in kind and my regard for him goes up. 	 &lt;br /&gt;
 &lt;br /&gt;
We locate a young lady called Molly who is in need of Healing and I take her to a corner to pray hard for her soul, Uriel works through me and Molly is healed of her afflictions, he also seems sounder of reason and I advise her to speak to the priests at the Temple who will help her out of her current situation. She seems filled with the hope of Uriel and I believe she will improve her situation. While we were praying it appears Kirgoth has &#039;assisted&#039; a number of young ladies, both with their afflictions and their financial situation.	 &lt;br /&gt;
 &lt;br /&gt;
Departing the brothel we head out to the street to discuss our next steps.&lt;br /&gt;
&lt;br /&gt;
Our discussions on the streets led us the conclusion we should leave the brothel district and head to a tavern to quietly discuss our findings. Due to a series of misunderstandings, possibly cultural or language based, the quiet discussion in a tavern became a philosophical debate in the street accompanied by the ownership of a pie cart. In the confusion of this new approach to the mission the party were swayed by moral arguments and so we headed off to donate the pies to the poor and needy. Which in turn led to a series of clues and more philosophical debate. &lt;br /&gt;
&lt;br /&gt;
Clues&lt;br /&gt;
*The pieman has a similar effect in his mind to Molly. &lt;br /&gt;
*The pieman said he was returning to the barracks when we bid him farewell yet his path took him to the bakery. &lt;br /&gt;
*A man left holding a pie reverently.&lt;br /&gt;
&lt;br /&gt;
Philosophical debate&lt;br /&gt;
*What coins exist of lesser value than a true-silver guinea and the deleterious effects of high value coinage on local business.&lt;br /&gt;
*The reverence of Pie&#039;s and accompanying Demonic/Criminal/Inlaw related influences. &lt;br /&gt;
&lt;br /&gt;
The result of which is that we try once more to locate a tavern in which to sit quietly and discuss our next steps. &lt;br /&gt;
&lt;br /&gt;
Finding a quiet in near the abattoir just outside the gates of [[Old Seagate]] we quench our thirst in a variety of ways from River water to Absinthe dependant on taste and cultural upbringing after much discussion on where we should sit. The barkeep keen on enforcing a by height seating order and Lady Teeaana refusing to sit next to Cold Iron in the form of Master Kirgoth and his plate mail. &lt;br /&gt;
&lt;br /&gt;
From here we elected to head back to our first port of call, the brothels, to check for further signs for the illness affecting Molly in the hope of the Healers at the guild divining more of its nature. In order to save time we also checked the bartender (Mad but an unrelated madness to Molly) and a number of people outside the walls who were in need of assistance and healing. &lt;br /&gt;
&lt;br /&gt;
We also engaged in further philosophical debates on the nature of procreation and the enforcement of a defined moral law over the allowance of free will and personal moral choice. Particularly in regards to the healing of those choosing to partake in acts of moral turpitude. It appears Miss Lyric has the right precepts, by my own definitions but is unwilling to accept that others may have different interpretations. I feel some time with the monks would be good for her understanding. &lt;br /&gt;
&lt;br /&gt;
After healing a few more of the chronically sick healed we head back to the brothels to begin the search for more people with the same illness as Molly. After healing a few more ladies we are alerted by Lady Teeanna exclaiming that there is a madwoman outside. We chase down the hurrying figure only to realise it is Molly, perhaps Lady Teeanna forgot her name when she saw her passing in the street. &lt;br /&gt;
&lt;br /&gt;
We take Molly back to the guild and leave her to the tender care of the Healers for the night.&lt;br /&gt;
===Ale, Brothels and Cogitation===&lt;br /&gt;
&lt;br /&gt;
The second day dawned bright and clear and the spring breeze made prayer outside the Guild a most invigorating experience. Refreshed in mind, body and spirit I met with the others to discuss what the Healers had discovered about Molly. &lt;br /&gt;
&lt;br /&gt;
The first discovery was that under the guidance of Sir Kirgoth and Miss Lyric they had summoned mages to perform their foul rituals upon her in the night, the misguided fools. The result of all this intrusion into Molly&#039;s psyche is that an item is believed to be causing the madness and that Molly must have spent significant amounts of time in the items presence.&lt;br /&gt;
&lt;br /&gt;
To avoid further contamination with the item I arranged for Molly to reside at the guild and suggested employment in the Guild kitchens might be gainful and useful activity that will aid in cleansing the soul. Hopefully, clean living and some honest toil will save her soul and restore her health. &lt;br /&gt;
&lt;br /&gt;
And so armed with knowledge and secure in the fact that Molly is out of harms way we set off to Seagate to gather the Lady Teeanna and investigate the lodgings of Molly. &lt;br /&gt;
&lt;br /&gt;
The residence of Molly was somewhat ramshackle but seemed pleasant enough. I was wary of the stairs and unkeen to leave my pack alone and so headed outside to watch the street. After some time I observed a basket weaver whose establishment overlooked the street and afforded the man a good view of the comings and goings within the street. Unfortunately he was unaware of people who had moved onto or off the street in the past few months, although I suspected that he may simply be unkeen to divulge such information to a stranger in case he implicated an associate. While the lie is morally flawed the actions of protecting ones friends and community is upstanding and understandable. Such communities are often highly protective of each other and the likelihood of him knowing the comings and goings is very slim, it is hoped that when news of the nature of our search becomes known he may search me out and provide his information. &lt;br /&gt;
&lt;br /&gt;
After some time the others had concluded their search of the room and made friends with other residents, and a few belongings had been gathered to make Molly feel more at home at the Guild. &lt;br /&gt;
&lt;br /&gt;
Sir Kirgoth then went to investigate the docks, while I headed to the library to research demons that may have resemblances or powers over birds which Lady Lyric believes are haunting the dreams of Molly. &lt;br /&gt;
&lt;br /&gt;
I assembled a list of possible Demons, [[Andras]] is the most likely suspect as he closly matches the description given by Miss Lyric however [[Agares]], [[Decarabia]], [[Naberius]], [[Raum]] and [[Stolas]] also have similar connections with birds. &lt;br /&gt;
&lt;br /&gt;
We then headed to a purveyor of magical trinkets who in addition to encouraging larceny with his high prices, encourages people to sloth by allowing them to use magic. I did not enter the den of iniquity. The others spoke with him and determined that he had indeed purchased magical abilities in the form of a ring. How appropriate that something that leads people down the path of sloth is in the form of a ring a symbol of binding, how blatant can these peddlers be in their lures. &lt;br /&gt;
&lt;br /&gt;
From here Sir Kirgoth informs us that Milo had been seen at the docks seeking passage to [[Novadom]] but left dissatisfied when no boats were available immediately. We headed to the docks in [[Old Seagate]] to see if he had tried to book passage up the [[Sweetwater]] to [[Brastor]] but like the Weaver near Molly&#039;s they were typically close lipped.&lt;br /&gt;
&lt;br /&gt;
Sirs Kirgoth, Jules and Ibrahim headed off for some further investigations while I escorted the ladies for an afternoon tea. Apparently the reasoning for this separation was once again cultural. &lt;br /&gt;
&lt;br /&gt;
At this point Justice and the Moral imperative prevailed and Jules returned with a guide to take us to an influential person in Seagate. The reason he was willing to see us was the distribution of Pies and alms to the poor thus proving the benefits of good works. On the assumption we will be visiting parts of town frequented by the poor we organise to take additional food. &lt;br /&gt;
&lt;br /&gt;
Our thoughts prove correct and we are taken to an abandoned building on the edge of town, the room is covered in refuse and is home to many of Seagates poorest. It is a pity we only have so much food but we distribute what we have and I make a note to return sometime more aid. &lt;br /&gt;
&lt;br /&gt;
We are escorted into a room beneath an upturned boat and we meet with the leader of this band of beggers. As my studies into classical literature indicate he is indeed wearing scraps of velvet in his cloak. He is found to be a most reasonable man and indicates that Milo has probably headed to Brastor which matches our thoughts on the matter. He also warns us that Cultural misunderstandings mean we are likely to be attacked in the coming days. We thank him for his aid and retire to find Sir Julius reporting a massing of thugs in a nearby tavern. It appears we were warned just in time. I don my armour and pray quickly in preparation for the defence of my companions. &lt;br /&gt;
&lt;br /&gt;
Since it is almost certain that direct conflict between armoured adventurers and the &#039;concerned businessmen&#039; we have been warned about may result in unnecessary suffering on their part we elect to try and avoid the mob and return as quickly as possible to the Guild. Unfortunately we are surrounded and Sir Kirgoth is surprised as he leads the way, he unfortunately reacts with the automatic reactions of the highly trained and eviscerates the poor unfortunate before he has time to pull the blow. I quickly try to aid the man but [[Uriel]] takes him for judgement. &lt;br /&gt;
&lt;br /&gt;
The cries of the dying man alert the mob to our location and soon we are trapped in an alley with a mob between us and freedom. Calls for the mob to surrender are ignored and the mob is soon falling to our blades as they persist in their attack. Sir Kirgoth in an attempt to avoid further death is too lenient and goes down under the mob before being valiantly rescued by Sir Julius. I do my best to quickly wound my opponents encouraging them to flee although I am outnumbered and unable to control my blows as well as I would like and one poor soul loses a hand.&lt;br /&gt;
&lt;br /&gt;
The mob summons one more charge but are quickly encouraged into other pastimes, Kirgoth pretends to fall unconsious to give them a chance to escape. &lt;br /&gt;
&lt;br /&gt;
From around a corner a large [[Kilroy|Bear]] appears and hugs one of the people fleeing, by the time I manage to get to there the bear has already let him go and sat down. The fight is over. &lt;br /&gt;
&lt;br /&gt;
I confirm the streets are clear and my blade is clean. The other seem to have the scene in order and have met with a somewhat scruffy man apparently from the Guild known as [[Kilroy]], and leaving things in their capable hands I head to a local priest to organise transport to Brastor.&lt;br /&gt;
&lt;br /&gt;
===A short trip===&lt;br /&gt;
&lt;br /&gt;
It appear my colleagues are committed to the folly of flying, apparently deluded by the majesty of birds into forgetting the unnatural nature of such. I am most confused by Lyric who seems particularly enthused by something that will leave her unable to talk without shouting for many hours while doing nothing more than concentrating on going forwards in the cold. &lt;br /&gt;
&lt;br /&gt;
Accepting this folly, yet seeking alternatives I speak with a friend to portal down to Brastor. While this goes against my better judgement it will be much safer for the party and is faster than flying which will keep the impatience to a minimum. Good honest toil seems anathema to these people and riding to Brastor will not be accepted. &lt;br /&gt;
&lt;br /&gt;
Once my negotiations for the portals use are completed I return to the guild for a night spent in prayer and cleaning my armour and weapons. &lt;br /&gt;
&lt;br /&gt;
In the morning the trip to Brastor is once again postponed in favour of a trip a few miles south of Seagate to Visit Milo&#039;s parents. I doubt anything will be discovered other than a more accurate date for when Milo headed off to Brastor and so decline to fly, instead remaining in Seagate to make restitution to those injured in the previous days fracas. &lt;br /&gt;
&lt;br /&gt;
The party return a few hours later with a date that Milo left for Brastor and a few injuries from mishaps while flying. It is hard not to feel smug, such feelings being inappropriate I spend an extra hour in prayer and contemplation to remove such unworthy thoughts.&lt;br /&gt;
&lt;br /&gt;
In the evening the party went to an inn &#039;The Mothers Lament&#039; for supper. On the way we stopped at the astrologers as a reading had been performed. The reading triggered some memories of [[Where the Wind Blows|Scribe Notes]] I had read involving the Church. I went back to the Library to research these to see if they have any bearing on the matter. &lt;br /&gt;
&lt;br /&gt;
Upon reading them and recalling a few of the details discussed with Father Broc, I think there are some remarkably similar features between the Astrology Reading and the Scribe notes but neither really matches the information we have divined from other sources so the information is stored as a final lead in case out primary investigations turn up blank.  &lt;br /&gt;
&lt;br /&gt;
The next day we finally head to see [[Father Broc]] and ask him to use his Rune Magics to transport us to Brastor. It transpires that most of the Party know of Father Broc ans so it is something of a reunion. &lt;br /&gt;
&lt;br /&gt;
He transports us to Brastor and we arrive in a small house close to the town of [[Westgate]]. We bid farewell and start our journey to [[Lewiston]]. &lt;br /&gt;
&lt;br /&gt;
===Brastor===&lt;br /&gt;
Our first stop is the town of Westgate, a strange and unwelcoming town. The locals are freindly but it seems more like an army encampment than a town. We check with the local healers and physicians for traces of Milo without success and head onwards to the more friendly town of [[Hugler&#039;s Ferry]] where I have spent much time assisting with the rebuilding. &lt;br /&gt;
&lt;br /&gt;
On the route it is realised that the Lady Teeanna affected as she is by Cold Iron will require some bronze stirrups made when we reach Hugler&#039;s Ferry and so it is the the Smith I head when the town is reached. I have assisted him often in the past and he is happy for me to borrow some Bronze and time on the forge. It appears that the party are ill used to manual labour as they check in frequently to see if I have finished the work, forging however takes many hours to ensure the strength of the work, and it is late into the night before the work is finished. I awake early to polish and finish to work before adding my makers mark. Tired but reinvigorated by the good honest toil I head to breakfast and the continuation of the trip.&lt;br /&gt;
&lt;br /&gt;
It is at this point we are reminded the the Lady Teeanna has subjects that require attention and she departs for three days to attend to her duties. I take Kirgoth to the temple for Martial Training in case it is required in the near future. &lt;br /&gt;
&lt;br /&gt;
===Lewiston or Bust===&lt;br /&gt;
Once regrouped we head to Lewiston. Upon arrival we spy someone watching us from the ruins of an old tower. In order to gain information we employ subterfuge and appear to set up camp while Masters Ibrahim and Julius sneak back to see who the watcher is. Unfortunately they elect to use magic to do this and as a result we are blessed with chaos and misfortune. Suffice it to say that Milo almost commits suicide, the tower collapses and we find ourselves fighting a zombie horde that had escaped our detection. Thus are the perils of magic. &lt;br /&gt;
&lt;br /&gt;
Failing to sence the inherent Evil of the Zombie horde has made it apparent that I have left the path the lady has assigned me and I realise I have left a debt unpaid when I had the chance to repay it. It is that of the Smith in [[Hugler&#039;s Ferry]], I resolve to return at the earliest possible opportunity to make amends. &lt;br /&gt;
&lt;br /&gt;
Milo is somewhat baffling in his logic and we discover that he has been heading to the [[Gatar Depression]] in order to remove the tear from [[Carzala]], and he has been travelling as secretly as possible in order that the Guild should not find out about it. He believes members of the guild would simply mistake the item for a trinket and display it causing harm to Guild members and those they interact with. After several adventures I cannot say I disagree with his beliefs in this regard. &lt;br /&gt;
&lt;br /&gt;
After offering a number of possible plans, we head to the temple for the wisdom of the Knights. &lt;br /&gt;
&lt;br /&gt;
===The Madness Spreads===&lt;br /&gt;
&lt;br /&gt;
The knights spend some time in Prayer and Divination to determine that the artefact is in fact no longer with Master Milo but is powerful enough to turn a rough cloth into a holy artefact. Speaking with Master Milo we determine that the item has most likely been stolen by a Farrier or his family and we set off immediately for [[Tobintown]] before the madness spreads. &lt;br /&gt;
&lt;br /&gt;
We are too late. &lt;br /&gt;
&lt;br /&gt;
Arriving in Tobintown we are appraised of a situation a few miles out of town where a group of 70 families are acting strangely, refusing to work and beating up the town guard. &lt;br /&gt;
&lt;br /&gt;
We volunteer to assist, but not before the more mercenary elements within the party coerce additional payment out of the townsfolk.&lt;br /&gt;
&lt;br /&gt;
That night with the blessing of the Lady upon us we head into the camp, however the madness is directed towards us and people are alerted to our presence. Running through the camp we realise the source of the affliction is within a large tent at the centre of the camp. Master Ibrahim believes that by scattering coals about the ground we can scare the occupants into leaving without harm. Unfortunately while carrying a heavy brazier Master Ibrahim abruptly wanders off, we later find he had been afflicted by the madness. Such is the weakness that magic encourages within the body. &lt;br /&gt;
&lt;br /&gt;
The lady Teaana and I continued upon our journey to the centre of the camp and without worrying about the locals we tear a hole in the side of the tent and carry out the unconscious form that lay within. &lt;br /&gt;
&lt;br /&gt;
Fleeing the encampment we escape to the riverbank with relatively little pursuit. Fearing a mob I prepare my armour, only to find that the mob remains within the walls. The body we had recovered had passed beyond assistance but the evil relic had been recovered and was in the safe hands of Miss Lyric.  &lt;br /&gt;
&lt;br /&gt;
After putting some distance between us and the camp we bury the old lady we recovered from the tent and after prayers some sleep and some scouting around the town we head off to the temple. &lt;br /&gt;
&lt;br /&gt;
===The final battle===&lt;br /&gt;
&lt;br /&gt;
==Ibrihim&#039;s Notes==&lt;br /&gt;
&#039;&#039;Not so much a record of the adventure, as a series of insights and aphorisms&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Never be in earshot when an elven princess explains sex to a dwarf&lt;br /&gt;
&lt;br /&gt;
* Never reason with a beggar when you can apply leverage instead&lt;br /&gt;
&lt;br /&gt;
* Never send a man to do a woman&#039;s work&lt;br /&gt;
&lt;br /&gt;
* Do not try to blend in with the downtrodden if you are :&lt;br /&gt;
** an elven princess wearing silk &amp;amp; jewels&lt;br /&gt;
** an orc with heavy plate mail &amp;amp; glaive&lt;br /&gt;
** naive and god-touched, with an aura of holy beautific sanctity&lt;br /&gt;
** with a dwarf who cannot shut up. ever.&lt;br /&gt;
&lt;br /&gt;
* In the local Cult of the Wing&amp;amp;#233;d Ones&lt;br /&gt;
** There are no devils concerned with sustenance&lt;br /&gt;
** There are two major devils looking after camels (although most people do not know what a camel is)&lt;br /&gt;
** There are six or seven major devils looking after bird life&lt;br /&gt;
** They do not appear to engage in human sacrifice&lt;br /&gt;
** They do not seem to have layers of temples beneath their sacrificial altars&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Security Information==&lt;br /&gt;
&lt;br /&gt;
===Third Party Divinations===&lt;br /&gt;
&lt;br /&gt;
Guild Namers have not had an opportunity to examine these items directly, but the information recorded in the Templar&#039;s documents are consistent with the parties observations and the usual practise of divinating such items.&lt;br /&gt;
&lt;br /&gt;
Clearly editorial commentary and advice has been retained, but have been indicated by italics .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The &amp;quot;Tear&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Avatar (Fading?)&amp;lt;br&amp;gt;&lt;br /&gt;
Generic True Name: Orphealdhal, Patron of Prophesy and Dreams&amp;lt;br&amp;gt;&lt;br /&gt;
Plane of Origin: Tarkaran&amp;lt;br&amp;gt;&lt;br /&gt;
Banishment Status: Not summoned/Unbanishable (may be connected to other objects)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This translucent scale came from the face of a murdered god called Orphealdhal.  It retains a rudimentary awareness of its surroundings, a tiny sliver of its former wisdom and powers, and almost none of the judgement and sanity of its previous self.&lt;br /&gt;
&lt;br /&gt;
The original godhead was sundered in the region of a thousand years ago and the agents of its destruction were entities Named as [[Comfort_and_Joy|&amp;quot;The Comfort of a Justly Held Cause&amp;quot; and &amp;quot;Savage Joy at the Shattered Despot&amp;quot;]] but the nature of these entities is not made clear.&lt;br /&gt;
&lt;br /&gt;
For the past two years it has been sequestering power from the minds of those most receptive (the emotionally wounded and mentally unstable) to it&#039;s silent call, and has in turn used their dreams to spread it&#039;s influence in an attempt to recover it&#039;s former power.  However, while it once granted insight and foreknowledge it is now only capable of deepening the disturbance in the unfortunates it draws to itself.&lt;br /&gt;
&lt;br /&gt;
In the last three months it has regained enough strength to affect those not apparently mad, and within the last month it bonded with a mortal (human) creature and started to form a new Avatar.  This process was interrupted by the death of the bonded entity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It still has the ability to influence those who touch and or are within a short distance of it, although more weakly, and could quickly rebuild to dangerous level of power.  While I do not believe that the original Deity was actively malevolent, its remains are very dangerous and should be destroyed or placed somewhere far from centres of population.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sir Ross ui Kearne&amp;lt;br&amp;gt;&lt;br /&gt;
Templar of the Order of the Temple of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Knight of the Sword of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Thaw WK807&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Thurible of Beguiling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Magical&amp;lt;br&amp;gt;&lt;br /&gt;
Generic True Name: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Plane of Origin: Alusia&amp;lt;br&amp;gt;&lt;br /&gt;
Nature of Magic: Containing and Elevating Rapture, Communion&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Description: This elaborately decorated censer is suspended by four chains, fastened by representation of the four traditional Elohim in winged form, and has a shuttered compartment for the charcoal and the incense that produces the scent smoke.  It is shaped from Tainted Alloy, a certain admixture of Strange Metal and Mithral whose primary effect is if that it is contact with a non-Mage they resist magic as if they had a (Thaumaturgy) college.  It also reacts to heat oddly, altering its normal weight from about 5lbs at 20&amp;amp;deg;C down to less than 1lb in near freezing and increasing it more than 30lbs when the charcoal is lit and the inner crucible reaches near 200&amp;amp;deg;C.&lt;br /&gt;
&lt;br /&gt;
The Thurible&#039;s primary magical purpose is to contain and focus the effects of an intoxicating incense to heighten the effect of rituals that it is used during, merging the experience of the participants together.  It also increases the Ranks of spells of subtle influence cast when holding by three. This was regarded as being borderline heretical when it was created some 600 years ago, and had been place in the vaults of Order of the Knights Templar for much of that time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With the shutters closed it is hoped that the effect of the fragment of the murdered god, Orphealdhal will be deadened sufficiently to allow the members of the Guild of Adventures to convey it to place where it can be destroyed or contained.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The return of the Thurible is not required if it necessarily destroyed or lost in process of removing the threat of the fragment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sir Ross ui Kearne&amp;lt;br&amp;gt;&lt;br /&gt;
Templar of the Order of the Temple of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Knight of the Sword of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Thaw WK807&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guild Divinations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Julius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracer of the Steady Grasp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wearing this leather bracer provides a +1 DM (and the status of magical damage) to weapons wielded or thrown by the arm it&#039;s worn on.  However, the bonus does not persist or stack with any other magical DM bonus, spell or intrinsic, on the character or weapon.  Weapon-smithing, Rank, and overstrength bonuses do not override the bonus. The wearer may also elect to re-roll a single Fumble table result per day, taking the second result.  Thrown weapons also start incurring the -3 per hex range penalties after 5 hexes rather than at the first hex.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Formerly Living 		Nature of Magic:  Reinforcement&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Teeanna&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silver Hoop Ear-ring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ear-ring allows a mage to cast a spell without requiring preparation in their first or second pulse (which includes a surprise pulse) of a combat.  If they choose to do so, the next magical preparation (either spell preparation or Triggering) they undertake during that combat will require that they complete an additional Magical Pass Action before they can initiate it. This item has no effect outside of pulse time.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Magic 		Nature of Magic:  Foresight&lt;br /&gt;
Plane of Origin: Alusia		Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Ibrihim&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-touched Bandage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ordinary looking strip of cotton cloth once briefly concealed the fragment of a dead, insanity causing deity, as it attempted to escape complete destruction.  The lingering effects on the cloth mean that a small object, less than an inch in any dimension, may wrapped in the cloth and rendered completely undetectable to Gods, Angels, Demons, Dragons and other creatures of power. The cloth is still detectable and has a mildly Holy aura.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Formerly Living 		Nature of Magic: Deific (Concealment)&lt;br /&gt;
Plane of Origin: Alusia (Mostly)	Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Kirgoth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava-newt Skin Bandages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These strips of the rough, chalky hide from the underbelly of humanoid reptiles know as Lava-newts.  Properly preserved, the it can be used a wound dressing that increases the wounded characters resistance and chance to recover from infection by doubling their effective EN.  The dressings also prevent further environmental contamination of Specific Grievous wounds and can be reused once thoroughly cleaned and dried.&lt;br /&gt;
&lt;br /&gt;
There are enough dressings for three Specific Grievous wounds or six general wounds.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Formerly Living		Nature of Magic: Resilience&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Peter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reliquary of Magnus the Strong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This slender wooden box (2/3&amp;quot;x 4&amp;quot; x 2/3&amp;quot;) is said to contain the bone of the right index finger of one of the first Templar Knights.  If a Templar uses the Reliquary as a focus for prayer and carries it on their person they can draw on Magnus&#039; fabled strength of will to fuel Templar abilities.&lt;br /&gt;
&lt;br /&gt;
The Templar may invoke Magnus&#039;s name and draw a single fatigue point to power an ability, which additionally has a +10% chance of succeeding if it requires a base chance to be rolled against.  The reliquary stores one point for each of previous three days that the Templar has engaged in morning, noon, and evening prayers, and has not transgressed their code of conduct. The point generated the previous day&#039;s pious conduct becomes available for use once the first prayers of current day have been completed; however oldest point becomes unavailable upon preceding midnight.&lt;br /&gt;
 &lt;br /&gt;
Aura Strength: Formerly Living		Nature of Magic: Strength of Will&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Lyric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casket of Enchanted Murmurs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This compact wooden box is constructed of a richly-grained reddish wood, probably cherry, and has brass hinges and fittings.  It has a simple, effective latch but no lock, and can contain about 2&amp;quot; cu of contents.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a Adept of the College Enchantments and Ensorcelments minute casts an single targeted Entity spell (if the spell can optionally target single entities, it qualifies) they can direct it into the box for later use.  It is triggered by opening the lid of the box (a Pass action) and will target the entity opening the box, unless they are an Adept of the E&amp;amp;E College who may direct the spell as though they were the caster.&lt;br /&gt;
&lt;br /&gt;
However, if the target resists, the spell bounces back, and if was directed by an adept they must also resist or be effected.  At this point the spell is expended if it was successfully resisted or not.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aura Strength: Formerly Living		Nature of Magic: Utterance&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optional Blessing===&lt;br /&gt;
&lt;br /&gt;
If the players wish, they may elect take on a &amp;quot;blessing&amp;quot; from their contact with &amp;quot;the Tear&amp;quot; - this is a draft form and discussion is welcomed.  Those who are not interested by be assumed to have paused near the Mind Mage college for long enough to have their id straightened. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touched by Divine Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the course of this adventure &amp;lt;name here&amp;gt; encountered the victims of a divine madness, spoke with them, investigated their symptoms via Healer/Mind Mage/Divinatory abilities, and came in close proximity of it&#039;s origin, a scale from the face of the murdered, mad alien deity of Prophesy and Dreams, Orphealdhal.  They were also present at it&#039;s probable destruction.&lt;br /&gt;
&lt;br /&gt;
Due to this experience, &amp;lt;name here&amp;gt; may elect to, once an adventure, seek the deeper mysteries hidden in a divinatinatory poem, puzzle, vision, or dream.  Choosing one element of the experience (a line or couplet from a poem or the current scene of a dream or vision) and attempt to intuit whether holds a element of literal or figurative truth.&lt;br /&gt;
&lt;br /&gt;
For example, if they were to witness a vision that showed them a demon standing in a lake of blood, they may try to determine whether the demon or the lake are actually real, were alluding something, or merely hallucinations, as determined by the GM.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds or fails, they will project the least favourite aspect of their personality more strongly during the following three hours.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Black_Watch_Chronicles_II:_The_Absent_Physician&amp;diff=114132</id>
		<title>Black Watch Chronicles II: The Absent Physician</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Black_Watch_Chronicles_II:_The_Absent_Physician&amp;diff=114132"/>
		<updated>2026-05-17T10:26:46Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Ben Taberner]][[Category:Scribe Notes]]&lt;br /&gt;
The second in a [[Black Watch Chronicles|series]] of adventures involving the Black Watch. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: The Absent Physician&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category:Ben Taberner|Ben Taberner]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Wednesday at Chez Ellis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Low]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
&lt;br /&gt;
* [[Lyric]] - Young Female Dwarven Enchantress played by [[:Category:Michelle Ellis|Michelle Ellis]]&lt;br /&gt;
* [[Kirgoth]] - A male Orc played by Noel. &lt;br /&gt;
* [[Ibrihim]] - An Air Mage played by [[Andrew W]]&lt;br /&gt;
* [[Teeanna]] - A [[Asheth|Fae Princess]] and [[:Category:Mind Mage|Mind Mage]] played by [[User:Hannah|Hannah]]&lt;br /&gt;
* [[Julius]] - A new E&amp;amp;E played by Barnaby.&lt;br /&gt;
* [[Peter Smith]]&lt;br /&gt;
&amp;lt;B&amp;gt;Adventure Full&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Senior Sergeant Antaeus Albrecht.&lt;br /&gt;
; Mission&lt;br /&gt;
: To recover the missing Healer Milo.&lt;br /&gt;
; Pay&lt;br /&gt;
: Guild rates.&lt;br /&gt;
&lt;br /&gt;
=Adventure notes=&lt;br /&gt;
== Lyric Scribe Notes ==&lt;br /&gt;
&amp;lt;i&amp;gt;Official Record&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Day of Guild meeting - 1st Thaw 807&#039;&#039;&#039;===&lt;br /&gt;
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Peter, Kirgoth and some new people I hadn&#039;t met before have been hired by a guy called Albrecht.  They have lost a guard called Milo, about two months ago.  He just didn&#039;t return for duty one day.  They don&#039;t want to tell anybody because he would be counted as AWOL but because he is a nice guy and a healer and stuff they wanted to use us so he isn&#039;t &amp;quot;officially&amp;quot; missing as we are outsiders.  We went to the castle in [[Seagate]] in Teeanna&#039;s carriage which was really nice and much more comfortable than riding or walking and Albrecht was very chatty and told me lots about his family and life and things so that passed the time really well.  Well we arrived at the castle and met Lief Pike who knew about Milo but he is a paperpusher now that he is injured and to fix bone is to expensive he said and cause Kirgorth can&#039;t fix it either he had to walk with a walking stick.  He took us to look at where Milo lived and other than Ibrihim wanting to dig up the floor talking about hidden churches inside churches and stuff??? we didn&#039;t find much in Milo&#039;s stuff other than a couple of letters that he received from family but nothing exciting or anything like that. So we went to visit the Father Tanner at the castle church.  He said Milo came to church sometimes and that Milo was better than he was.  Don&#039;t know what he meant by that but I thought senior religious people like a Father should be good so him thinking Milo was better was confusing, is Milo a bishop or whatever they are called to be better than a father?  Oh well, he said that Milo would go around the slum areas of Old Seagate fixing prostitutes and crazy people and people who cannot afford healing and things and was liked and nobody would want to hurt him but didn&#039;t know why he hadn&#039;t come back.  So we decided that we had spent enough time at the castle and that we should go down to [[Old Seagate]] because Kirgoth knew some really good places we might be able to find people that know Milo.  On the way there Ibrihim was talking about how you pay with camels in his country and you get change of wives and children?  I think Ibrihim is strange because family should be more important than camels, if [[Mavric]] was given as change for purchasing grain or something it would be very strange but funny and I could tease her about it but if you are going to get wives as change I don&#039;t think I want to go there and he also talks about washing with sand and why would you want to use water and stuff.  He is very strange.  Well we went and talked to some guys that hang around entry to buildings and they know Milo, haven&#039;t seen him for a while but remembered he would visit once a week or so and that he doesn&#039;t take payment in kind for services which I am not sure I understand that but I am sure the others do.  Peter asked if we could help anybody who was sick cause Milo hadn&#039;t been around and one of the guards told us that we should talk to a girl called Molly because she needed help. We then went to a pub where we were told Molly would be and the beer was really really awful, mum would not be impressed at all, and we found Molly and she was really weird, Peter said she was sick and he prayed with her and she seemed better after.  But the praying went for so long it gave time to Kirgoth to meet some girls and make weird noises with them and for us to pass the time drinking yucky beer!  Peter needs to warn us before praying so we can be better organised so we aren&#039;t bored sitting around next time.&lt;br /&gt;
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Well we went out into the street and discussed our next course of action.  Do we use Peter as bait? Do we think cultists have captured Milo or is it mob related or tricked him or has he run off to help brothers in arms?  We don&#039;t know but talking in the street may not be the best idea.  Even though there is only a pie seller around you can never be too sure.&lt;br /&gt;
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We decided that we should find somewhere to get some lunch, as Teenna was complaining that we had been doing so much this morning that we really must sit down and eat but then she buys all the Pie Man&#039;s pies and the cart and everything and we have so much food we need to give it away.  Lucky we are in [[Old Seagate]] cause there are lots and lots of hungry people but there is much more walking to do now as Peter wants to be sure that we give the pies to the really hungry people and they don&#039;t seem to be able to come to us.  I don&#039;t think Teenna is happy about the extra walking and missing out on the weird green drink that she drinks but hey she brought them.  During handing out the pies Ibrihim and Kirgoth disappeared.  When they came back Ibrihim said that he followed a guy that was holding a pie like it was an idol from a church, however you do that!  He thought that obviously he was part of a pie cult and was delivering the pie to the Pie Devil.  Ibrihim is a very odd human, I am glad he isn&#039;t the party leader because I think he would be having us chase every hungry person looking for some sort of demon or digging up every church looking for hidden rooms or caves and stuff.  We talked him out of tearing up the city and Kirgoth explained he thought the guy was probably taking the pie to a mob boss or something like that.  While we were talking a boy was watching us and giving us way to much attention.  I decided to check out what he was doing and make sure he wasn&#039;t dodgy or something.  He was there to make sure we weren&#039;t dodgy. It works out that he is a message runner for a senior healer and he wanted to make sure weren&#039;t causing problems.  He seemed to be happy that we were guild members and not causing trouble but the boy was very sneaky with what he would say about who he worked for but Ibrihim guessed it was [[Phaeton]], whoever that is, and the boy was surprised we guessed but was OK with that.  &lt;br /&gt;
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The Pie Man left and Peter followed.  When Peter came back he said the pie man was a bit odd like Molly was, and was confused as he said he was returning to the barracks but went to a bakery.  Since when is a bakery a barracks, oh I don&#039;t know.  &lt;br /&gt;
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Well, Teenna and Ibrihim were both complaining they were hungry now that we had given away all the pies and they wanted somewhere to sit down.  So we found a tavern called Hogs End which is near the meat works so it was a bit stinky around the outside but OK on the inside.  The bar tender was really weird, he made us sit by height which was unfair as I was obviously the shortest and he must be a heightest person.  Teeanna didn&#039;t like it either because she would have to sit next to Kirgoth and he has lots of armour.  Peter held the guys hand which the bar tender wasn&#039;t very keen on but Peter was only checking him out and he found that the bar tender was OK but Ibrihim wasn&#039;t convinced so he decided to check to and he said that the guys soul seemed like it was being poked with a stick.  That doesn&#039;t sound pleasant.  But talking about unpleasant, we discussed what prostitutes do, they get paid for sex!!! Ekk and no only that they are having sex without making babies.  Teenna says it is for fun and a job to make money but I don&#039;t know, you are supposed to make babies to extend the family line and there are lots of other jobs you can do rather than that.  No wonder [[Bodric]] and [[Henric]] don&#039;t like me hanging around elves if they think sex is supposed to be fun and not to make babies. [[Jazmyn]] doesn&#039;t always go on about sex, I will have to chat to her about it when I next see her, maybe because she is from Ice Fall it is different? They kept talking about herbs to stop making babies or if a baby is made other herbs to stop it.  I can&#039;t understand why Peter is OK with this, I thought all religious people like babies so if these girls that we are helping are killing babies he can&#039;t be to happy, nor can his lady see this as righteous or whatever Peter is saying he is looking for.  Peter does seem a little flustered and red during our discussion so obviously he isn&#039;t too sure as to his ladies ideas on this so I will have to ask he more later and maybe he needs to research what she thinks if he doesn&#039;t know but I am sure she wouldn&#039;t be happy.  I wonder if this is why mum and dad don&#039;t like magic nor us being away from home much because it isn&#039;t something she talked to me about.  I will have to talk to [[Mavric]] as she is older maybe she knows?&lt;br /&gt;
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We started this discussion in the pub but continued it when we were out and about.  We decided to go outside the gates to see if anybody out there seem to be weird.  Peter and Kirgoth and Ibrihim checked over some of the people and other than being unwell there was no weirdness here.  We found that none of the people outside were any weirder than normal homeless people and because it was getting late we decided to go back to some of the brothels (which by the way is where prostitutes work!!) because this is when they are busy and more of the prostitutes that Milo used to help would be around.  It seems like fun, non-baby making sex only happens at night.  Unless...  Oh gross, that might have been what Kirgoth was up to earlier today, that is disgusting. Obviously it isn&#039;t only at night !  We went back to the Soiled Dove which is the brothel that we got some help from earlier.  All the girls were in and Peter and Kirgoth and Ibrihim check them out to see if they were weird, and none where.  So we went along the route the guard on the door thought Milo used to follow.  At the next place, when the guys were looking at the girls and Teeanna said that she noticed a mind that was crazy, like it was sparking all over the place. Teeanna had some mind reading thingy on and she had noticed this mind run past so we ran out to follow it and it was Molly again.  She was weird again.&lt;br /&gt;
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After calming her down she so we could talk she remembers Milo and that he was nice and looked after her and he meant her no harm, unlike birds that hurt her when she was younger and she seemed really upset about birds.  Kirgoth calms her down so that she isn&#039;t so crazy. Cause we can&#039;t do much more we need to go to the guild and get her checked out.  The guild DA&#039;s her and it isn&#039;t a curse and whatever is causing the problem isn&#039;t here.  Does that mean not here as in location or as in this world!!! So a divination is ordered.  Divinations take so long so Molly is put to sleep by Kirgoth.  The others go off and pray or go home or go to sleep but Kirgoth and I stay and talk and talk while the guy is doing the divination.  At one stage he stops the divination and shhhs us so we are quiet and I notice Kirgoth is asleep so we are quiet for a while.  Once he finishes the divination it is found that she is living near or with a presence that perverts the healthy mind but minds that are already broken are more suscepible.  So Molly&#039;s bird dreams are obviously the problem.  The divinator thinks it is an artifact and that she has been infected for around a year and it gets worse and worse over time.  And oh my goodness, Molly woke up and she screamed and screamed and screamed.  Gee she is really loud, so I cast charm and tell her that I am her friend and goes on about crows and rooks and hering building nests in her dreams !!! It is very strange, I think Kirgoth is going to have to help calm her too as she sees me as a friend and everything is alright but I don&#039;t think she will believe that for too long.  I really should have gotten some sleep instead of watching the divination, maybe I will get some now or I will just to wait until we catch up with the others in the morning. &lt;br /&gt;
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===&#039;&#039;&#039;2nd Thaw&#039;&#039;&#039;===&lt;br /&gt;
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In the morning the group except for Teeanna catch up for breakfast and guild security visits us and palms off a newby to us called Jules.  He is 5 sisters trader (later we find out he is also an E&amp;amp;E... wonder what he can do).  Ibrihim seems very excited about Jules joining don&#039;t know why but I assume it is something to do with his 5 sisters???  Kirgoth and I explain what happened to Molly and what the divination said and I explained that Molly woke up screaming and screaming about birds in her dreams and stuff so Peter organises a room for Molly to stay with at the Guild but we have to go to her house which is near Bluegate near where she works.  We decide its time to go and get Teeanna from her house.  Teeanna&#039;s house is very strange.  You go through the front door in to a little room then into another door and wow it is a really big house, much bigger than the outside. I even went outside to check.  Peter went outside too and didn&#039;t return I am not sure why.  But a goblin thing let us in to the big part of the house and I know I should be suspicious but he said Lady Teeanna would be with us soon and if he looks after Teeanna he can&#039;t be a bad goblin or anything but I should have know Teeanna wouldn&#039;t be with us &amp;quot;soon&amp;quot; she took ages but I got to have a bit of a look around the house, I think it would take me ages to find my way around and there are sooooo many doors and rooms to check out and I didn&#039;t get a chance to check any of them really so hopefully we can come back and she can show us around cause I would like to know how they hide the rooms from the outside.  &lt;br /&gt;
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We start to head down to Molly&#039;s house but Teeanna has to change money so that she doesn&#039;t buy more pie carts so Ibrihim gets the money changed and Teeanna gets Ibrihim to carry it for her as it is too heavy for her, I would carry if for her as well but obviously she prefers Ibrihim as her servant, hehehehe.  And at Molly&#039;s house we meet an old lady who seems to be in charge of the building if you can say it is a building that Molly lives in and she says that Molly arrived about a year ago and has always had bad dreams and was really incoherent there for a while but she has been better of lately. Better, geez I would hate to have seen bad.  And the old lady said a girl called Susie liked Milo but Milo hadn&#039;t liked her and maybe we might want to talk to her too.  So we go up to Molly&#039;s room but Ibrihim was already up there.  The room seems like somebody has robbed it but Ibrihim says it was like this before he got here but I&#039;m not so sure, maybe he is looking for another demon or something. Maybe a ribbon demon because Molly has all these ribbons all pinned up in a different order that doesn&#039;t make sense.  Ibrihim decides he is going to cast some air magics.  See he is an air mage rather than a storm mage, now I understand why Ibrihim is so weird.  &lt;br /&gt;
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Because Ibrihim&#039;s magics is going to take a while and he is going to be sitting on the roof, we leave Jules to take care of him and Peter and Kirgoth goes and talks to people in the street and Teeanna and I go and talk to Susie. Susie is a nice girl but I think she is a prostitute too.  She is very chatty and talks about how she did like Milo but he didn&#039;t like her even though she would have if he wanted too which I think she was talking about sex but I am not sure.  Poor thing she seems very upset he didn&#039;t like her, but oh well, she seems to like Teeanna and me so she tells us that the last time she saw Milo he was wearing a flowy ring which she new was magically because she has seen others wear similar things before they explode... Don&#039;t know if I want a ring that will explode, glad we have the guild to confirm what the things we have are... I suppose paying some taxes are OK, only OK though.&lt;br /&gt;
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We find that Ibrihim has had problems with his magics, the air isn&#039;t right today, he says that he should have realised it before starting but I think he just wanted to have a rest while checking out the view from the top of the building while the rest of us work, either that or he failed and needs to practice more, just like the rest of us mages I suppose.  Jules collects up all of Molly&#039;s valuables or things she might need while staying at the guild so we can give her when we go back next but we are going back to the pub with the weird guy to see which order he puts us in this time.  On the way to the pub we talk to the town guard about the problems the abattoir and find that some kids had been killed but the story didn&#039;t match the timings for what we were doing so we don&#039;t need to look into that being related to the artifact .  The town guard man says the bar tenders name is Mitch and that he has always liked putting things in order but got really bad but has gotten better.  Mitch seems to be part of the entertainment at the pub, either that or he turns you off going there.  Bad for business but when we get back to the pub Mitch isn&#039;t so bossy today about what order to put us in.  He doesn&#039;t seem to like Peter that much I don&#039;t know why because Peter is nice enough even if a bit of a nutter when it comes to religion but nothing that a crazy bar tender should have a problem with.&lt;br /&gt;
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Kirgoth talks about Molly&#039;s dreams again and he said that she said that men with birds heads where building nests in her dreams, I thought it was just birds.  This seems to interest Peter greatly and starts going on about demons and how he needs to go to his church library to find out about them.  I think Ibrihim is happy we might actually have something to do with demons after all.  As long as we don&#039;t find out that there really is a Pie Demon because then he might not be as weird as I think he is, nah he is just as weird.&lt;br /&gt;
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Peter goes off to see the library and Kirgoth and I go off to the docks to see if Milo tried to leave. Not sure what the others are up to but we will look for them later.  Kirgoth and I talk to the Harbour Master and find that he remembers Milo asking about a boat to Noverdom around 6th snow and that he needed to go fast and that there wasn&#039;t any boats at the time so he didn&#039;t go on a boat and Kirgoth asked if he remembered him wearing a ring and he said no.  I cast locate so that we can try and find the others which we do find them and the others have been looking into the wavy ring and found that Mr Haverstone of [[New Seagate]] makes them and they are celestial magics, normally wings and Peter said he researched the demons and found some possibilities because people could get herons mixed up with cranes and stuff so we might have something.   He talks about Marquis demons or Marquis of Discord.  He thinks the best option is [[Andras]] as he has a head of a raven so could be making Molly have nightmares.  But he also found out about other Marquis which might be of interest of them [[Agares]], [[Decarabia]], [[Naberius]], [[Raum]] and [[Stolas]] but with Peter finding out all these demons and Ibrihim &lt;br /&gt;
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We go and visit Mr Haverstone and he sold a Rank 6, 120 odd miles wings for Milo on the morning of 7th snow.  He said that Milo seemed nervous looking over his shoulder and that he had now pack but was dressed for travel.  He paid with a big bag of coins, mainly silver.  The others question Mr Haverstone on how come he didn&#039;t think it was strange that somebody would pay with so much silver but I think if that is all he&#039;s got that is all he can pay with but then the real question is if Milo didn&#039;t have a ring on 6th Snow but did early 7th snow, when did Susie see him so we go and find Susie and find out that she saw him on the street heading down towards the fishing dock so we thought that we should talk to the fishing fleet.  At the docks the fisherman were not very nice when asked questions about Milo and getting a boat so Ibrihim tried to listen into conversations without getting into trouble... he heard things like &amp;quot;that lot&amp;quot; and rags and stuff and they sounded like they didn&#039;t like &amp;quot;that lot&amp;quot; and felt that they were better than them so we had to figure out what is lower than a fishermen??? Ibrihim thought it might be the people who eat fish guts??? so he decided to talk to seagulls and find out who eats fish guts and he flapped his wings and talked strangely and running down the street, luckily Jules is fast and followed him.  Ibrihim said that the seagull said that the fish gut humans would eat birds too if they weren&#039;t fast and that they live down alleys and something about lots of birds to come back and attack them because they eat the fish guts that the seagulls want to eat.... Ekkk.  But I think we will need to talk to them because they might have helped Milo.&lt;br /&gt;
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Ibrihim organises for Peter to take Teeanna and I for dinner.  He goes on about things being culturally sensitive , how is he culturally aware he isn&#039;t from around Seagate either....  Anyways Ibrihim, Kirgoth and Jules go down the alleyway while we wait for them in a inn and thankfully Peter didn&#039;t hold hands with anybody here to see if they were OK because I don&#039;t think these people would take well to it.  But Jules come back later to collect us with an old guy in rags called Tom.  They say that he is taking us to see an important man so they take us down some alleyways.  Can&#039;t be too important if you live in alleys piled high with rubbish and it looks like people live in the rubbish.  Geez don&#039;t they know that caves are so much nicer to live in, yes take longer to build but much sturdier and provides good protection from the weather but I suppose it is a little far away from their workplaces but maybe they don&#039;t work so they will have lots of time to dig out caves. But somewhere along the way we lost Jules, but it seems that he has hung back because he thought some people were following us and Peter said it was OK. When we arrived we got taken into an upside down boat and there was lots of people in there all sitting around the edges, it was very strange and the guy that seem to be in charge &amp;quot;Lord&amp;quot; of the docks seems to have been expecting us and thought we were very kind that we had given out food and seemed to specifically want to talk to Teeanna but first he talked to Peter about Milo.  It seems that Milo had been visiting the docks helping people for quite a while and that he helped lots of people that would otherwise not have gotten help so they are worried that he is missing too.  He said that Milo was looking for a cure to what was making people sick, crazy in the head. Milo and the Lord had talked about it quite a while ago but he thinks that some vandalism that happened near the Bluegate caused Milo to leave.  A inn sign called Mothers Lement was stolen and a guy named Claude found it in a side street and gave it back and the Town Keeper had him flogged.  People fought and there was lots of town disturbance over nothing in particular.  Milo was really worried about this and as Milo had told the Lord that he thought he had a solution to the problem and that it was something to do with the Dark Circle. Ekkkkk I thought that was all gone now.  And even worse the Lord thinks that Milo walked to the Dark Circle or maybe his mum and dads near Brastor but WALK!!! He was sesen walking over the bridge with his pack and travel gear and late in the day not the time of day for a long walk... But we know different with his ring !!! &lt;br /&gt;
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But then the Lord said that he wanted to thank Teeanna for all the food she gave out and that she has to be careful because people were worried that she was moving in by pimping the dwarf boy... I was shocked and I want this for the record... I AM NOT A PROSTITUTE, TEEANNA IS NOT MY PIMP AND I AM A GIRL DWARF NOT A BOY. I am not a prostitute, I was very upset that people thought I would have sex for money, nor do I think Teeanna is keen in taking up that sort of business.  So as we left, Jules arrived and told us that he thought people were gathering and it looked like trouble so Peter put his plate armour on, when the party leader and military scientist is doing that I think we are in for a fight and we were.  We were running along the alleyway to get back into the walls of Seagate, I don&#039;t know if anybody knew where we were but all of a sudden while running Kirgoth stopped and it looks like somebody stood in his way with a weapon so he hit them and hit them well and the guy was really injured and somebody else was yelling for people to come to us so they were looking for us which wasn&#039;t good.  When Kirgoth started off again Peter held back to pray over him, I don&#039;t think we really had time for that but as he is fast he was back with us quickly which was lucky because there were lots of people who were there to hurt us and they had clubs and swords and even people with bows but we fought well with a number of deaths which Peter seems upset about but hey they were aiming to hurt us and Teeanna seems to be casting something that makes people scream and run away and lighting bolts and stuff so I will have to ask her about that and see if [[Henric]] can do it too as it seems very effective. Teeanna yelled out about people screaming about a bear and that she can sense a bear but we are in Seagate and there aren&#039;t bears here so I thought I must have heard wrong and as we were winning the fight, some people started running away as we fought awesomely and then there really was a bear so more people ran away too but I am not sure what we are going to do as the bear is on the side that we had basically cleared of the bad people but the otherside still has people there so we are in the middle.&lt;br /&gt;
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And then Peter ran at the bear and so I thought I should follow him and make sure he is alright as the guy I was fighting fell down but I thought Peter must of frightened the bear because it put down the person it was hugging and then sat down... Geez it sat down!  so I figured it must be a werebear!  So I kept asking it if it is a werebear, hey are you a werebear, hello talk to me are you a werebear.  The others didn&#039;t seem to believe me as I was the only person asking even though Kirgoth and I have met a werebear before and yes he didn&#039;t talk either as he had been in a bear form to long but he was a werebear and guess what, I was right he was a werebear it turned into [[Kilroy]]. I hadn&#039;t seen [[Kilroy]] since we went and saved Cob and Peter and [[Kilroy]] says he isn&#039;t a werebear but has a spell that can change him into a bear, wow I want to learn that but I think that is more of a [[Bodric]] spell and all. And so I talked and talked to [[Kilroy]] telling him about all the exciting things I have been doing and he seemed impressed and I asked about where his big bird was and since when can he be a bear and why didn&#039;t he show us before and then the town guard turned up and I noticed that Peter, Jules and Teeanna had all left and it was only Kirgoth and Ibrihim left.  I don&#039;t understand why they left because we were only safe because we had fought some of the bad guys and the bear had scared off the others, I didn&#039;t think it was safe to leave in small groups yet but as the Town Guard turned up to arrest the people that Ibrihim and Kirgoth were holding and Kirgoth was wanting to making sure they got charged with all sorts of things and stuff that we should go.  So as we were heading off I said thanks and good bye to [[Kilroy]] and said thanks for everybody else too as they hadn&#039;t said much to [[Kilroy]] but then we had so much to catch up on so maybe they didn&#039;t want to interrupt our conversation I don&#039;t know.  I was told that we were to meet at Teeanna&#039;s house for breakfast at 9 am so that is were we met the next day.&lt;br /&gt;
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===&#039;&#039;&#039;3rd Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We all met at Teeanna&#039;s and have a lovely breakfast but then Teeanna frightens me, she is in armour.  Oh my goodness this makes me very worried as I don&#039;t know what we are doing today  that is expected to be more dangerous than the fight from yesterday so after breakfast we go to see the arrested baddies from last night and Ibrihim keeps going on about torture not being allowed around these parts and I am not sure what he means by that but Kirgoth and Ibrihim talk to the baddies and they give us lots of useful information about why they were fighting us.  The baddies either work for Sloakam or Mr Ketch or Mad Abbey and they were sent out because they were worried that an Elf was moving into prostitution in the area and they wanted to frighten us off, and Kirgoth doesn&#039;t seem to think that they were only trying to frighten us as they had bowman and stuff trying to get us and that is a bit more serious than frighten and I just don&#039;t get it why do they think that a dwarf GIRL walking around with a WAR HAMMER is a PROSTITUTE!! I AM NOT A PROSTITUTE.  I think they know that now and will hopefully leave us alone.  We hand over all sorts of information to the town guards that the baddies gave us and hope that they will arrest Sloakam, Mr Ketch and Mad Abbey for attempted murder amongst other things too. &lt;br /&gt;
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The next thing the others want to do is talk to money lenders about if they would have given the money to Milo for his ring and they say no but talked strangely which sounded like some of them might have as he was nice and part of the army and stuff but were very strange way of talking to say that.&lt;br /&gt;
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Now we are talking about going to [[Brastor]] or So-so-east to see Milo&#039;s family.  Peter seems to want to go to [[Brastor]] but we want to make sure if Milo went to see his parents for help or not.  So it is So-so-east and Ibrihim talks to his sorceress who is going to cast a spell to let us fly.  Peter says he is staying here but I don&#039;t care, I am going to fly, fly outside the lessons at the guild about landing and stuff, this is why I joined the guild after [[Bodric]] was captured and the guild saved him and brought them back and he flew and stuff and it sounded all very cool and here now is the first time I can really fly and even better Ibrihim is casting something called feather fall which makes landing much softer so we summoned the wind which sounds very strange but when it arrives we are flying WE ARE FLYING, flying flying flying this is so amazingly cool and I yell to the others about how exciting it is and I can&#039;t tell if they can hear me as it is so noisy and everybody is flying apart but I don&#039;t care I am so excited that I talk and talk and talk about how exciting it is and fun and stuff and then we arrive and it didn&#039;t seem long enough, I could have flown for hours and hours but it seems that we only have the wind for 9 hours !!! 9 hours I could fly for that long no problem so why are we here again, oh that&#039;s right we are here to see Milo&#039;s family.  So while walking in the fields we come across a boy and a girl rolling around in the grass playing wrestling and they tell us that Milo&#039;s family is in town and we move on but I don&#039;t know why the others didn&#039;t ask them which house they lived in and stuff, maybe not having Peter here has made Kirgoth forget his interviewing techniques, I don&#039;t know but we find their house OK with a man&#039;s help who said that he had seen Milo a couple of months ago in town so we know he has been here and Ibrihim and Kirgoth decide that Teeanna and I should go in a talk to Milo&#039;s mum!  Not sure why but something about the girly chat but I don&#039;t know if she is going to be scared of an Elf and a dwarf going to her house rather than men if we sent Jules and Ibrihim we definitely couldn&#039;t send Kirgoth though, not sure how she would be with an Ork turning up but then she used to live in the dark circle so as long as we are alive I suppose we are all less scary than what she has seen before.&lt;br /&gt;
&lt;br /&gt;
Mrs Milo&#039;s mum is very nice and makes Teeanna and I tea as we are looking for Milo and we talk then Teeanna asks Mrs Milo&#039;s mum if she can cast some magic on her, Teeanna says it isn&#039;t going to hurt but Mrs Milo&#039;s mum looks like Teeanna has asked could she practice brain surgery on her but she says yes in the end as Teeanna explains it is to make Mrs Milo&#039;s mum remember exactly what happened when Milo was here and Teeanna cast her spell and asks her to remember Milo&#039;s visit and we get much more information than what Mrs Milo&#039;s mum hadn&#039;t told us before.  Milo had arrived from a strange direction for walking from Seagate and that he wasn&#039;t expected so was surprised that he arrived and then talked about going off to [[Brastor]] and Milo was acting like he was being hunted !!!!  Then there was lots of talk about how Milo and Mr Milo&#039;s dad argue a lot about Milo joining the army and his dad thinking he wasn&#039;t a real man by not work on the farm, I don&#039;t know what she means by this because any man or woman worthy should be in the army or of course a guild member but Milo wants to help people and stuff and they don&#039;t understand that. Milo stayed for about a week and tried helping his dad on the farm but they just argued more and she said that Milo thought that this time he was going to help everybody and that he seemed like he was saying goodbye like it was a final farewell which seems strange that she forgot this bit while not under Teeannas magics and then she said Milo left on his errand in [[Brastor]] one morning and that was it.&lt;br /&gt;
&lt;br /&gt;
We thanked Mrs Milo&#039;s mum for tea and go out and tell the others what was told and Ibrihim decides he is going to talk to the wind and see where Milo went and it seems that each night in the snow somebody, probably Milo, would come out to a bunch of trees and stay there for a while but not too long that he would be too cold but the wind didn&#039;t tell Ibrihim where Milo went to as it seems the wind gets a bit forgetful so we searched the trees to see if anything was hidden but nothing was but there were lots of hidey holes that could hide stuff in it and it looks like stuff had been hidden but not anymore.&lt;br /&gt;
&lt;br /&gt;
Then we fly back to the guild before the wind won&#039;t help us anymore... Yay, more flying, flying flying flying, I don&#039;t think I could ever get bored of flying it is so much fun to be up so high and to travel with friends that can enjoy it too and yell out to each other about what is happening and stuff and see everything and everybody looking so small that it makes me feel like I am big and you get a good idea of the area from up high and it would be great in battle to be up high and see what is going on below and if you could communicate with the forces on the ground it would be a great advantage and looking at Seagate you can see all the areas better and the bridge and stuff and the Guild and we land at the guild using feather fall again so landing is easier but I will still practice more at the Guild when we finish adventuring as I can&#039;t rely on always adventuring with Ibrihim to cast feather fall.  Peter is there and he looks happy to see us, we even get a little smile from him but then he seems embarrassed and the smile goes away.  Kirgoth has decided that if we are going to [[Brastor]] Jules needs a silvered weapon so they go off to get one.&lt;br /&gt;
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We got give some really weird astro reading or whatever they are called.  It is like some strange poem or song and it talks about looking through the dark with red fingers fluttering by.  What that means I have no idea but Jules being a nice guy gives Molly all her stuff back that he got from her room and he asked her about her coloured ribbons and she said they help her find her way back but she doesn&#039;t know where she has been to find her way back from. Yes she is still very weird and Jules showed her the poem and she really liked it from what Jules said and Jules asked her if she knew people from the Mothers Lement and a she knew Mr Perkins who is funny so when Jules tells us this we decide to go to the pub and have a look and find out that Mr Perkins has been at the pub with his mum for the last 2 years and he has been doing it up.  The sign that was stolen looks nicely painted and you can see where the tear is missing from it and there is an indent showing where it was and I don&#039;t know how they got the sign down to steal the tear as it would be really heavy and whoever would have done it must have been seen or something.  Maybe somebody used some magics to get it to levitate or something, I don&#039;t know but it would be pretty impressive to get it down by yourself but the pub is nice enough, nicer than others around but it isn&#039;t busy and it is small too but Mr Perkins is a bit weird but nice enough but keeps calling out to his mum in the kitchen but we can&#039;t hear anybody so she must be really really quiet.  He mentioned that the painting was done by an elf called Ronaldo Grnatts or something like that and he comes and visits sometimes but hasn&#039;t been in since the painting was stolen so doesn&#039;t know it is missing or anything.  Ibrihim decides to question the bar tender but is actually checking to see how crazy he is, he is getting better at this as the barman doesn&#039;t seem to be worried about him touching him unlike when Peter checks them out.  Ibrihim says that he seems happy enough on the surface but is worried and keeps looking back for something, he isn&#039;t as crazy as Molly but he is crazy enough but not like poking with a stick.  Then Jules makes it obvious that he is going to the toilet, geez Jules we really don&#039;t need to know these things but when he comes back it seems that he has checked out the kitchen and thinks nobody is in there so Mr Perkins is just talking to himself so yes he is crazy. So we head back to the Guild as it is now time to head to [[Brastor]].  We aren&#039;t leaving until tomorrow so I thought I would go and see [[Mavric]] and tell her I have been flying and I am pretty sure I will be flying again, flying flying flying tomorrow I am so excited.&lt;br /&gt;
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===&#039;&#039;&#039;4th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We aren&#039;t flying... I can&#039;t believe it we are NOT FLYING.  This is so unfair, I know Peter is the party leader but he does know he is party of the Seagate Adventurer&#039;s guild and that means magic, flying and fighting? I can&#039;t believe that he is such a wimp when it comes to flying it is so unfair and he mustn&#039;t know what he is missing out on as it is so much fun and I could do it for hours and hours and I know I haven&#039;t flown for hours and hours before but I am sure I would enjoy it.  I do well to not seem too disappointed so instead of flying we go and pick up Teeanna and visit [[Father Broc]].  Didn&#039;t know we were going to visit [[Father Broc]] and I haven&#039;t seen him since we saved Peter but  Peter had organised with [[Father Broc]] to get us to travel with him so we sit in a small room for a while chatting then when we come out of the room we are in a different building, right near [[Westgate]].  I have to remember that [[Father Broc]] is a Rune mage like [[Bodric]] and [[Kilroy]] but I am sure [[Bodric]] can&#039;t make a room move and I don&#039;t think [[Kilroy]] needs to as he has that big bird thingy to ride on, oh and if can be a bear maybe he can be a bird and fly then who needs a room that can move?  So we walk into [[Westgate]] and talk to the guards at the gate.  They seem very strange and for some reason Teeanna asks them about himself and it seems he is from the Lunar Empire, he used to be a gladiator, that sounds impressive and isn&#039;t the Lunar Empire where the Lunar Games were? I suppose that is why they were called the Lunar Games? But the Guard seemed to not like Teeanna, not sure why but something about drugs?  I don&#039;t know why the guard would be unhappy about Teeanna&#039;s need for medicine but this is a strange place so we go straight to the hospital as the guards weren&#039;t sure if they had ever seen Milo and at the hospital they said that Milo definitely hasn&#039;t been there either and looking around the hospital their isn&#039;t really a lot of injured mainly training accidents with weapons and stuff so no really hard done by people which is what Milo seems to go for when it comes to helping so we decide that we should head off to Hugler&#039;s Ferry which is about 15 miles away but Peter said it is a nicer place with people being a bit more welcoming.  &lt;br /&gt;
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We rode the 15 miles to Hugler&#039;s Ferry, I am sure we could have flown if somebody knew how to cast flying but we had to ride, I wish I could cast flying it would be so much easier just like [[Jazmyn]] who rides her broom but along the way it got really really windy which seems to be strange for this time of the year, so windy that I had to shout to talk to anybody but luckily it had stopped by the time we got to the ferry as that would be a pretty worrying for people to cross the ferry with such unexpected winds.  Peter went and talked to the Blacksmith as he had to make some copper stirrups for Teeanna as she really shouldn&#039;t touch iron and seems worried about &amp;quot;exploding&amp;quot; is what Peter said and I would have know this was a problem if the winds wasn&#039;t so high, I am sure we could have helped her along the way to Hugler&#039;s Ferry by putting padding or something on her stirrups, stupid wind.   But people do remember seeing somebody fitting Milo&#039;s description and that he was strange and looked at people and girls and stuff.&lt;br /&gt;
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===&#039;&#039;&#039;5th Thaw - 8th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We stay at in a room in Hugler&#039;s Ferry but as it is coming up to the full moon, Teeanna has to go off to her kingdom by a portal to another plain.  She will be gone for 3 days so Ibrihim and Jules go out of town with her so that she can cast her ritual and go off plain.  Peter and Kirgoth decide to go to the &amp;quot;secret&amp;quot; temple that Peter goes to - not so secret cause I know where it is, huh, to do some training so I am left in town by myself to bring food out to Ibrihim while he guards the portal hole as Jules decided to go to the fairy plain too to check it out. I have a great time meeting so many new humans, no dwarfs unfortunately, and they are all so interested in telling me all about the town and about the dark circle and all sorts of interesting stuff.  I do have to make sure that every day I go out and keep Ibrihim company though because he must get lonely out there all by himself so I aim to be out there for at least 2 hours but I manage about 4 hours each day and we practice magic which is great fun, I learnt after the first day to bring my travelling gear though because he always made it rain or winding or something.&lt;br /&gt;
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===&#039;&#039;&#039;9th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We head out early heading to [[Lewiston]] and why we are riding Kirgoth tells me about all the fun he has had with the Church Knights, he hit them hard but they didn&#039;t hurt him which is very impressive because those Church Knights have been practicing for centuries in they sleepy state so they are great warriors so I will have to watch Kirgoth in the next fight to see if he has learnt anything new. Just before lunch time were can see the tower in [[Lewiston]], it is really broken and doesn&#039;t really have many real walls anymore but from within the tower Peter thinks there is a single person in there watching and hiding he says that the person is afraid of us rather than getting ready to ambush so we are fine but as we think it might be Milo we ride past the tower into [[Lewiston]] town itself and get off our horses and start to prepare lunch.  We have to do this loud because I have to cast unseen on Ibrihim and Jules as they are going to go and check it out but as neither of them have witchsight nor can see unseen they are going to have to make sure they don&#039;t walk into each other so they devise a plan to ensure they stay across the road from each other and look out for each others shadows and stuff  so we continue to setup camp and prepare lunch and stuff then all of a sudden were hear Ibrihim yelling Milo is going to jump!  How he knows it is Milo or that he is going to jump I don&#039;t know but we all grab weapons and run towards the tower, Kirgoth takes up his cross bow to shot however it is down if they try and fly, Peter grabs his hammock and tries to find some place to attach it, Teeanna gets nearby and I finally arrive as some of the building collapses.  It works out that Teeanna cast some sort of control spell and got Milo (yes it works out to be Milo) to hold on and not jump and stuff.  Ibrihim has cast feather fall and him and Milo are floating down into a hole in the floor which has broken since the wall fell down.  I see Jules throwing his grappling hook around his head trying to get it to Ibrihim so he can pull them out of the way of the hole in the floor as there is some really strange noises down there, sounds like whatever it is it is hungry and then the next thing I know Peter has run across the room and pushed Ibrihim and Milo against the other wall but because he did this he lost all his momentum he ended up in the hole.  Kirgoth runs over to the hole had has a swipe at one of the things in the hole and yells out they are undead and I wonder how we are now going to stop Ibrihim from wanting to dig up the floor everywhere we go again now that we finally got him to stop doing this as I am sure he is going to feel that he has been right all along about underfloor evil and up till now it has mainly been in churchs and stuff but now it is going to be everywhere, geez but then Peter is just standing in the middle of them trying to help them, how silly is that so I run and jump into the hole as well to help Peter as the undead are to low in the hole for me to have a go.  I hit one really well as I go in which is good so I can fit because there isn&#039;t much room down here and there is so many undead, hundreds and hundreds I reckon so I start hitting them with my war hammer and they start going down and Peter seems to be going really well multi striking and they start to fall around him as well then all of a sudden part of the roof caves in and Kirgoth is into the fray to and then Ibrihim floats into the hole so there is four of us against these hundreds and hundreds of undead but we do well and kill them all if you can say undead die twice which I suppose they do but we aren&#039;t really injured which is good, our armour and superior weapon skills makes all the difference but once it is over I hope that Teeanna and Jules and Milo are alright as none of them joined into on the fun but it seems that they have been ensuring that Milo is safe and that they have his stuff with the tear drop thingy and that he doesn&#039;t run away. Milo seems really crazy, very dirty and scruffy, he goes on and on about &amp;quot;I knew this would happen, no you are some of them aren&#039;t you oh know, etc, etc&amp;quot; but he is settle by empathy and Ibrihim does some cleaning magics and Peter gives him some clean clothes and Kirgoth heals him and feeds him then he asks if we are from the guild and he is distressed because we are some of them as he didn&#039;t want the tear drop thingy near the guild as he thinks it would just make us crazier and prod it and want to keep it rather than destroy it.  This seems strange because I haven&#039;t met anybody at the guild yet that seems as crazy as Molly so why he thinks that people within the guild would be &amp;quot;broken&amp;quot; like Molly but he was really worried about guild people getting hold of it so we discuss what has happened.  Milo had notices that there was lots of strange people like Molly around and it seemed to be centred around Mr Perkin&#039;s pub as he had noticed people like Molly stopping and staring at the pub then Milo found he was losing time, where he couldn&#039;t remember what had happened but he realised it was the tear drop and that he had to get it away so he climbed up a ladder and stole the sign.  How he had the strength to do that I don&#039;t know and how nobody didn&#039;t seem him I also don &#039;t know but that is how he said he did it, no magics involved, oh well.  He thought that if he took it to the Guild we would put it in a trophy cabinet where it would slowly make us crazy!  He obviously doesn&#039;t know about the special rooms that can protect from magics how else do we learn new spells without blowing up the guild or ourselves or Seagate? But he thought he would drop it into the Gatar Depression where other magical stuff is dropped and left.  &lt;br /&gt;
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We tell Milo that his quest is now ours and that we will help him.  However, we really need to have this artefact divinated but as Milo doesn&#039;t want to take it back to the Guild we have two options, go to one of the churches in Noverdom who might want to keep the artefact or go to Peter&#039;s church who won&#039;t want to keep it but maybe able to help so Milo says off to Peter&#039;s church we go.&lt;br /&gt;
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But oh man, that means we have to ride our horse and then walk all the way up to the temple, why can&#039;t we fly, it would be so much faster and so less tiring and stuff.  Peter is carrying the artefact in his helmet in the hope the iron will protect his mind from it.  We travel till dusk and we make it to the foothills so still got ages to walk tomorrow.  At least there is a river so I can go and have a swim, but there isn&#039;t much sunlight for a sunbath so I am glad [[Jazmyn]] isn&#039;t here because she would complain for sure but then Peter is talking to Milo about joining the church but I think as a healer and a traveller he should join the guild but he might have some problems with the army when he gets back so we will have to wait and see.&lt;br /&gt;
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===&#039;&#039;&#039;10th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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After a lovely nights sleep under the stars we have to WALK... Not fly Doh, walk all the way to Peter&#039;s church.  When we get there I see they have built a new compound since I have been here last, it looks much more used rather than a couple of tents that were there before when the bad guys were living there and we see Sir Harold and he is excited to see me again which is great, he is nice enough guy but after being away for a long time he is not sure of the world around him as it is now so we have much in common but I think I have overtaken him now I have been away with the guild rather than staying the Mountains with mum and dad.   Peter and Sir Harold talk about the item and Sir Ross is keen to have a look, and figure out how to destroy it and Lady Celeste takes Milo away to have a look at him as well so the rest of us have time so Peter shows us around the temple and wow somebody has been doing some dusting, probably Peter I would say, he seems to be the trainee in all this church stuff.  On the way out we ran into Sir Ross who wanted to check if the helmet was the thing we wanted him to look at and when he was told no he said that the only other thing was a horseshoe nail wrapped in cloth... NO SHELL, holy crap (I didn&#039;t say this as we were in church) but holy crap, we have been carrying something else, no wonder Peter wasn&#039;t going crazy carrying the helmet.  Sir Ross said the cloth was slightly holy, heading towards divine!  Whatever that means.  How Sir Ross explained it was that it was at the same level that holy water would have in the holy stakes and it is probably been in contact with something holy but the aura of it is very faint and he is not sure of which plain it is from either so we wait for Milo because damn he lost it, he lost the artefact no wonder the others thought he was OK. While waiting Ibrihim is looking at the name on the end of a string??? Then Kirgoth grabs it from the end of the string and determined it was brass then he hits it with his great axe to break it in half, it seems he thinks that if it was an artefact it wouldn&#039;t break in half, well it did and so did the table - oops.&lt;br /&gt;
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Lady Celeste says that Milo isn&#039;t well, she divinated him but it was very traumatic for Milo and he needs lots of rest and piece.  The artefact has no specific name, it had a name but it was taken from it but the shell is only a fragment of something larger that had been destroyed and something wronged it that it is now getting its own back!!!  An angry artefact.  She doesn&#039;t know what plain it is from either and what Milo was getting is dreams of prophecy and that he was dreaming of flying into a featureless waste and fly into the ground to destroy the artefact but that would be suicide for him to.  She said that it appears that the influence has been waning for the last two weeks maybe up to four weeks and she doesn&#039;t know what you can do to protect yourself against the issue other than leave and that we need the object to know how to break it.&lt;br /&gt;
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Ibrihim says that we need to it to break it break or banish it but we have to be careful because Milo&#039;s impulse was to commit suicide and anybody else would have different thoughts but we need to talk to Milo so we wait until he is well enough for us to talk to him and he is really sleepy and we show him the nail, well two halves of the nail and he says that isn&#039;t  what he put there.  He was sure it was there wrapped in his cloth but he can&#039;t remember when he last looked for it, he just knew it was there.  He remembers wrapping it after his mum and dads but hasn&#039;t looked since he thinks so we ask him did he meet anybody between 2 to 4 weeks ago and he said he had met a farrier family called Tobiase and Milly Saddler and they have 3 children, 1 girl and 2 boys.  He helped them in the [[Sweet Riding]] because Milly was really sick.  Teeanna asks and gets permission to hypnotise Milo so that he will remember properly. His memory is very confused, not like his mums, he seems to be missing time but he knew there was a problem with going near people but he couldn&#039;t help himself as after he tracked them for a while because even though they had a horse and cart they were going really really slowly he realised the mother was really ill and being a healer he had to help so he did during the day and he said the mother wasn&#039;t mad or anything just ill but he couldn&#039;t figure out how come she wasn&#039;t getting better at all but he made sure he slept away from them but he did say some nights he didn&#039;t sleep far enough away. He gave good descriptions of the family and the wagon  He left them at [[Tobintown]] with them looking for work.  They were heading through Brastor looking for work so could have moved on if no work found.  &lt;br /&gt;
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We decide that it is a good idea to go and find these people as it seems they might have the tear and Milo says we can go without him as he really isn&#039;t up to it so we head off after lunch to ensure we get to [[Tobintown]] as soon as possible and we make it to the road by dusk and stay there overnight and it was a lovely night again under the stars but still walking but tomorrow we can ride - still no flying though.&lt;br /&gt;
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===&#039;&#039;&#039;11th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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We ride into [[Brastor Landing]] and swap horses at [[Father Broc]]&#039;s place which is nice but that means we can ride longer tomorrow, if we were flying we would have been there before last night, bloody riding makes my bum numb if I do it to long. Kirgoth asks about the family we are looking for and they don&#039;t know them so they haven&#039;t come through here.  So we stay overnight at an inn which is a nice change, a warm bath, ahhhh.&lt;br /&gt;
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===&#039;&#039;&#039;12th Thaw&#039;&#039;&#039;===&lt;br /&gt;
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Kirgoth, Peter and I get up early to go to the market because I needed to buy some stuff that [[Henric]] wanted and this is a pretty good place to send it from so once that is done I see the others for breakfast and head off to [[Tobintown]] and after almost all day of riding, yes I said riding, doh, we get to [[Tobintown]], man why can&#039;t we fly I don&#039;t know it is so unfair, bags Peter not being party leader next time cause then we can make him fly.  We ask the guards about the farrier family and he knows them as they are staying out in the camp near the saw mill which is causing issues beating people and not working and stuff they have been throwing things at people who come out to see them and stuff.  It sounds like we have found the right place, crazy people everywhere.  We go to the see the Town Elders about helping out because we are from the guild and obviously that is what we do. As the Town Hall we get to go to a conference room which looks like they have been working for a long time as there is food scraps and mess everywhere and the Town Elders look tired and confused by what is happening as the people in the camp think anybody who isn&#039;t in the camp is an alien!!!  The Town Elders need them to get to work so offer us 2,000 silver pennies each to fix it.  Jules and Ibrihim have an argument about giving away to much information as maybe we could have earned more money or something?:  I don&#039;t know 2,000 silver pennies can by a lots of build supplies for the inn so I am happy and I am sure [[Henric]] and [[Bodric]] are too and the Town Elders are a bit silly because they didn&#039;t realise that the camp was stashing food for days until they stopped letting people in so it was to late to do anything, oh well we get more money.&lt;br /&gt;
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We get a rough sketch of the area where the horses are and stuff and we get given a room to stay in so we can talk about plans but Kirgoth goes out and about to do some further fact finding so when he comes back we find out that people go out to see people in the camp and don&#039;t come back and some people are seen again with the others and the one&#039;s that they don&#039;t see they think they are eating them.  Kirgoth thinks that this is being alarmist but sounds interesting, I haven&#039;t heard of humans eating other humans before, sounds yucky but I wonder what it tastes like? Chicken?&lt;br /&gt;
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We decide it is best to go out at night when everybody is asleep so at 2 am Ibrihim organises a storm so that it is wet and noisy to cover our noise, and we break up into two groups one for inside the camp and the other for outside, inside Teeanna is going as she can see crazy sparkly minds, Peter because he can search for evil things and Ibrihim for no real reason but to make up the numbers.  Teeanna and Ibrihim are under invis but Peter doesn&#039;t want it as he thinks he can pass as a worker and it would mean having magics cast on him which he doesn&#039;t like.  Outside Kirgoth is under his tarp with his weapons at ready, I am invis and Jules is unseen and we are all spread out.  I am in the path of our escape route so I can defend people as they are coming at us if need be but also move as fast as I can so the others can overtake me.&lt;br /&gt;
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The inside team head in.&lt;br /&gt;
&lt;br /&gt;
As I am part of the outside team, I don&#039;t know what exactly happened with the inside team but the others advised me that Teeanna had sensed that there was a whole lot of sparkly bits in the middle so they decided to walk that way.  Peter with his armful of wood to pass as a &amp;quot;crazy&amp;quot; got into the camp with the others invisible so they couldn&#039;t be seen anyway.  When walking in Peter had nodded at one of the guards who assumed he was crazy too and let him through but Teeanna said all these sparkles joined into the guard and he turned and tried to spear Peter with his pike but Ibrihim told Peter who got out of the way and Ibrihim hit him instead so everybody was ok but the sparkles were going all weird so they decided to run to the middle where Teeanna said that there was a bunch of people sitting waiting around the main sparkles but now Ibrihim could be seen too.   But as I was outside, I heard lots of people getting up and started to worry that there was a problem, then on the other side of the camp I could hear some screams, it works out that Kirgoth shot some people with his cross bow to cause panic and Jules and I started causing problems by collapsing tents and setting fire to rubbish and stuff to try and give Peter, Ibrihim and Teeanna some time to find the artefact so there was havoc everywhere because we were causing havoc and it was fun, just like being at home without the fires or the tents or the crazies but otherwise just like at home and while we were causing this havoc the inside team raced to the centre where it works out that Ibrihim is also a crazy, but anyone of us could have told you he was crazy but not this sort of crazy and I think we all have to be careful not sure how Peter and Teeanna didn&#039;t go crazy at this time either considering you can&#039;t really count them as completely normal either but hey we are all part of the guild oh, I suppose this is what Milo was worried about, if us newly trained guild members are having some issues and you imagine what other guild members have seen that the whole guild could go crazy straight away, hmmm, that is a worry but it was OK because even though Ibrihim went crazier the others were fine for now but when the inside team got to the middle tent all these people were waiting for them in there around the main sparkles and Teeanna sent in a phantom thingy and it seems that it was really bad because it allowed them to cut a hole in the side of the tent and grab the centre of the sparkles which was a woman that was ill before anybody else got to them but then Teeanna did another phantom thingy and that helped them get away.  By this time it was starting to get a little quieter so I thought I would travel around to the others, when I got there Kirgoth had just shot a monster which was shining really really bright and Teeanna was cutting at the ladies eye that they had captured and I was just about to tell Teeanna that she needs to learn to be a better healer because those cuts weren&#039;t really neat nor medical looking but then she had the shell thing in her hand and she froze in mid movement, well I thought that we can&#039;t have our mind mage and a Princess frozen because her Necromancer husband may not like that and may take it out on us so I took it straight from her and she became unfrozen and I was fine.... I win, I am stronger than a mind mage, wow I am excited wait until I tell [[Henric]] what I did.  We decided we needed to leave but Ibrihim was missing but we figured we could locate him later but we really needed to leave now because the locals are becoming a mob and we need to go so they won&#039;t be so crazy and we can get our money and get rid of it while we aren&#039;t crazy.  So we wrap the artefact and put it in Peter&#039;s helmet and get away from the crazies and the town so that people aren&#039;t affected.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;13th - 16th Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the morning Kirgoth and Jules head back to town to get our saying we have stopped the crazies but they were hanging around the town in mobs saying that people from a neighbouring town attacked them, While they were gone I cast locate to try and find Ibrihim but he was at the city gates too, he was part of the mob, then I saw he went back to the camp with the other crazies. Teeanna and Jules went to the town later when it was a little quieter and could get inside later in the afternoon to talk to the town elders they didn&#039;t think things were better so they wouldn&#039;t pay us but we can come back and collect if the crazies have calmed down, they also gave us a note to that fact too so we can come back and get it later.  Jules went into the camp unseen to get Ibrihim.  He said he had just been tagging along learning about stuff by talking and listening and going through people&#039;s belongings, I am not sure what that means but he said he needs practice and then Teeanna says Lyric has a mind finally... How rude is that but she was talking about the artefact I was carrying and she is just jealous that my mind is stronger than hers and I can carry it. Huh!  &lt;br /&gt;
&lt;br /&gt;
So we head off back to Peter&#039;s temple and other than Jules going on and on and on and on and on and on about lack of sleep, man he can talk, we get there safety except for more talk about sex.  See Teeanna thinks that Jules complaining of lack of sleep is that sleep equals sex but I don&#039;t know how it is but she says sex is exercise??? And that exercise helps you sleep and that sex well good sex can be tiring???  She is one strange Elf, I think she is the type of elf the boys are worried about me hanging around with!  And man, I have some weird dreams over these nights but I think it is from all the sex discussions, I don&#039;t know.&lt;br /&gt;
&lt;br /&gt;
Late on the 3rd day of travelling we arrive back at the temple and Sir Ross takes the artefact from me to divinate it.  While we are waiting Ibrihim goes off and talks to the church accountant to learn about temple accounting... See, I said he was weird and this is without the craziness affecting him!&lt;br /&gt;
&lt;br /&gt;
When Sir Ross comes back he talks to the other Knights in a huddle until we ask them what is going on.  The have found that the artefact is piece of a god, actually a piece of a murdered or destroyed god and it was destroyed while it was in power by what was counted as a &amp;quot;justly cause&amp;quot;.  The god is called Opheldal and it is some sort of dream and prophecy god and his symbol is that of a snake.  This is all that is left and it is a bit crazy and it becomes a stronger crazier dead god if exposed to people more susceptible to being crazy!  Its plain is [[Takaran]].&lt;br /&gt;
&lt;br /&gt;
Now we have a hard decision, do we take it to the guild and see if we can get somebody to destroy it, send it back to its plain, etc but where we have a high chance of making everybody crazy or do we leave it here and we go back to the guild to find out what we need to?  Peter wants to look at the libraries and do some research, Ibrihim wants to talk to some beaver or badger or something as his church is obligated to destroy snake gods??? Ah, it is so hard because we need to ride and not fly and that there are crazy people here at the church and lots at the guild and lots of people between hear and the guild... AHHHHHHHHHHH&lt;br /&gt;
&lt;br /&gt;
Sir Ross piped up and gave us an option that they had an incense burner for drugs!!! Teeanna is really excited and keeps asking about the drugs that go in it but Sir Ross finally said they don&#039;t have any but anyway he said that the burner is from King Sigismund time and as it is tainted they would like to get rid of it, see it has 4 chains which represents the archangels and he said that it is used to direct the effects of the drugs within but it has shutters and he believes it can be used contain the effects of the artefact.   It is made of tainted metal, just like the blades on the arms of the monster in the lake at Noverdom.  They said that it is useful to magics relating to mind and cohesion and stuff so this would be really helpful to my charm spells but it seems that Jules and especially Teeanna is interested in knowing more but Ibrihim is going on and on about the mind mage and E&amp;amp;E&#039;s shouldn&#039;t carry it or have access to it. Don&#039;t know what he is going on about because it sounds useful but it isn&#039;t our to keep so not sure.  So we discussed if we are going to get rid of it in a weird temple that Peter knows or in the volcano where a balrog lives.  Well considering the weird temple is currently surrounded by undead we can&#039;t really go there so I really don&#039;t know why Peter mentioned it so the volcano is the only place we can really get rid of it as we discuss taking it off plain but that would mean having to go back to Seagate and the Guild and that could be really bad, something that amplifies people who are susceptible, susceptible who have magic capability!!!  Sir Ross did mention that the tainted alloy will get heavier as it gets closer to heat and it won&#039;t melt, so being in a volcano maybe it will follow the lava to the centre of the plain!&lt;br /&gt;
&lt;br /&gt;
So off to the volcano we go and Sir Ross gives us some sketches of the area so that we can stay away from the balrog and find a good place to throw the artefact into it and guess what, the Templars can cast FLYING!!!! and Peter says it is a good use of magic so that we can get there quick and not infect anymore people.  Yay, Peter has subverted to his dark side, I am sure as soon as he flies he will find that it is a fantastic way to travel and will want to fly everywhere just like I want to fly to everywhere.  I am so excited we are going to fly but we aren&#039;t going to go until tomorrow as it is to late to go today but they can cast flying, I am soooo excited, wow how am I going to sleep.&lt;br /&gt;
&lt;br /&gt;
===17th Thaw===&lt;br /&gt;
&lt;br /&gt;
While waiting for Teeanna get ready to leave, we take a leisurely breakfast and Ibrihim and Peter talk about black hats and white hats and how black hats are evil and white hats aren&#039;t and I don&#039;t really understand because what happens if you don&#039;t wear a hat and then they confused me even more by saying the hats are on the inside!  Well if the hat they are wearing is on the inside how can you tell between good and evil then they were linking them to people who are linked to demons being black hats and white hats to gods or archangels then Peter goes on about not having to be linked to gods and stuff and man my head hurt and I was so confused so I just will forget about the black hats versus the white hats for the time been until I can talk to somebody who makes sense about this stuff. &lt;br /&gt;
&lt;br /&gt;
So we fly to the volcano but Peter&#039;s flying was really strange, I don&#039;t think he has been practicing flying and he definitely doesn&#039;t know how to land properly, when he was told where to land he was almost suicidal!  We all land except for Jules who is keeping an eye out on what is happening.  Teeanna said that there were a number of minds around the vents that we couldn&#039;t see and then we saw them, weird looking snake human things, not much taller than me but they don&#039;t seem happy that we are here.  Peter puts the artefact on the ground so that he can grab his shield for extra defence so Teeanna picked it up and Ibrihim was not happy with this at all but I don&#039;t know what his problem was as she reactivated her wings to try and get to the volcano as soon as she could and he went after her but they didn&#039;t do to well with Ibrihim up on a ledge above the volcanos entrance and Teeanna on the splat into ash below him all alone and unprotected so Peter runs off to help and Kirgoth goes and attacks the one&#039;s to the left with Jules coming down to help and I am left to the one that Peter has run away from to help the others.  But Teeanna gets up and is heading to the entrance of the volcano with Ibrihim flying down to help her but the featherfall takes a while to get him to the ground and I think Jules got in the way too so Teeanna is off with Ibrihim a bit behind her defending her back and Peter gets hurt really really badly and I think he is in real trouble so as I knock my snake man down I reactivate my wings and do a flying charge with my hammer into the snake thing that was hurting Peter and it works really well so I think the flying practice I have been doing at the guild has been helping, especially the jumping off high things to land better obviously is helping but as I land on the ground knocking over the snake thing one of them breaths out fire so lucky we missed that but then Teeanna throws the artefact and the now very heavy container into the volcano and was flying back out again so I made sure Peter flew off and hope that Teeanna or somebody looks after him because I think he is really in trouble so Kirgoth and I wait until everybody else is gone and because it seems like Kirgoth is trying to keep up with me on making these snake things die he wants to make sure I am not left behind to finish them off, I don&#039;t know it isn&#039;t a competition it is about helping out your party members oh well, we all got out of there OK except for Peter.  &lt;br /&gt;
&lt;br /&gt;
Lucky the others had caught up with Peter and we all landed about a bow range outside the forest.  Peter is really bad so Kirgoth tries to do some healing but he isn&#039;t quite as experienced yet to fix bones and stuff so we have to carry Peter so we build a contraption to carry him on and head off to [[Westgate]].&lt;br /&gt;
&lt;br /&gt;
===18th -21st Thaw===&lt;br /&gt;
&lt;br /&gt;
Get to [[Westgate]] were we get a room and organise for a healer to come and see Peter and heal him so that bones are better.   As it is going to be a while Ibrihim, Jules and I decide to head off to [[Tobintown]] to pick up our pay for fixing the local problem out there.  Teeanna and Kirgoth are staying behind to look after Peter.  So we head off to [[Tobintown]] and it takes us two days and it is an uneventful trip but if only somebody in the air college would teach Ibrihim flying it would have been so much quicker and I think that in the future when we organise to help out a town like [[Tobintown]] we need to make sure we put in a provision for medical costs because I am sure that Peter&#039;s money is going to go on the medical expenses rather than giving it to his church!  While we are out at [[Tobintown]] Ibrihim checks on his mates from the camp to see if all is OK and we get given the money which I make sure I keep so that Ibrihim doesn&#039;t spend it or something, and we stay in town and head off the next day and arrive back in [[Westgate]] the day after.  I gave everybody else their monies to make sure they can spend it themselves because Ibrihim is really good at spending other people&#039;s money and I wasn&#039;t going to be responsible for that and I am really good with money so I looked after it really well.&lt;br /&gt;
&lt;br /&gt;
===22nd - 23rd Thaw===&lt;br /&gt;
&lt;br /&gt;
Head up to the temple because we need to collect Milo and take him back to Seagate as this was our main job and that getting rid of the artefact wasn&#039;t really what we were paid for, well we were but that was [[Tobintown]] paying for that bit but now we need to bring Milo back so that the Albrecht pays us too. And guess what, Peter admitted that magic saved his life and magic made him OK so I am sure from now on he is going to be less worried about magic, well I think he will and the templars give us a gift each for getting rid of their tainted container thingy so that was nice of them hopefully it does cool stuff.&lt;br /&gt;
&lt;br /&gt;
===24th - 25th  Thaw===&lt;br /&gt;
&lt;br /&gt;
Head off to [[Westgate]] to give back horses and stuff and use Father Broc&#039;s portals to get back to Seagate.  We use Father Broc&#039;s cupboard and arrive back into Seagate in the afternoon so we head off to the guild sending a message to Sergeant Albrecht that we have got Milo at the guild and to come and see us.&lt;br /&gt;
&lt;br /&gt;
Sergeant Albrecht arrived at the guild with Lieutenant Pike to see Milo and seem happy to see that Milo is OK and also want to make sure he has some monies and we tell them we have the equivalent of the money ie the ring with wings that he had brought but not used.  Lucky he didn&#039;t use it because if they have the money they might be able to cover Milo being missing but they aren&#039;t sure so we told them about the fact that Milo was doing something that would help them and that Seagate would have been really really crazy if he hadn&#039;t done it and that he was being heroic and stuff and that they really need to cover the fact he had gone AWOL and that they could say we were brought in to help him and stuff and that we could cover and they said they would try and that so that Milo will be OK.&lt;br /&gt;
&lt;br /&gt;
So I think it is a good idea to give Milo some options as he is coming up to the end of his army life and I don&#039;t really think it is right for him anyway so I tell him he can always join the guild because they are always looking for healers and stuff and he seems to like travel so that is a bonus too or maybe he wants to join the templars but he says that they are a bit too marshal probably not what he is after so maybe we have a new guild member?? But Ibrihim thinks he should go and help orphanages and stuff because they always need help but I think Milo can make up his own mind I just hope he doesn&#039;t go back home and be a farmer because he really doesn&#039;t want to do that and I know what it is like to be expected to take up the family business when you really don&#039;t want to so he could always run away and join the guild, it seems to be how most people joined the guild.&lt;br /&gt;
&lt;br /&gt;
Milo thanked us for helping him and for stopping him from committing suicide because he didn&#039;t really want to it was the artefact that was making him do it.&lt;br /&gt;
&lt;br /&gt;
We also got a letter from Slokam and co saying sorry about the misunderstanding and that they had made a mistake and that they are looking for the artist elf for us.  Well I am glad they understand that I am not a prostitute and that girl dwarfs carrying a war hammer around is not a prostitute and if they get confused again they might get the war hammer where it hurts but as they were mistaken and hopefully they learn by those mistakes because I really don&#039;t want to hurt somebody because they were mistaken!&lt;br /&gt;
&lt;br /&gt;
Well, the adventure is over and I think we should all go and have a drink at a local pub to celebrate because we have ages until the next guild meeting and we may not see each other for a long time but when I look around everybody is gone.  Oh well I will go and look for [[Mavric]] because I would really like a beer...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kirgoths Notes ==&lt;br /&gt;
===Finding Milo===&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Interviews&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*Watchmen&lt;br /&gt;
:&amp;lt;b&amp;gt;Senior Sergeant Antaeus Albrecht&amp;lt;/b&amp;gt;, Milo is the last member of his company, the very few survivors have been retired in Brastor. He is a poor soldier, possibly life aspected. He healed the poor in old seagate. Has a hunch it may be slavers but has no real evidence. Later questioning showed he had not slept in the barracks on the 6th Snow and was officially missing on the 7th.&lt;br /&gt;
:&amp;lt;b&amp;gt;Priest in the barracks&amp;lt;/b&amp;gt;, Milo is a very good person, possibly holy. He spent his free time helping the poor and working girls in old seagate. Occasionally worked in the soup kitchen and spent time talking to crazy people. &lt;br /&gt;
:&amp;lt;b&amp;gt;Kirgoth&amp;lt;/b&amp;gt;, I have seen Milo previously, he is a human in early twenties.&lt;br /&gt;
*Working Girls&lt;br /&gt;
:&amp;lt;b&amp;gt;Molly&amp;lt;/b&amp;gt;, Milo doesn&#039;t take payment in kind, is well liked by the people in the area. He visisted most ladies. Molly is insane, divination reveals this has been enhanced by her being near an artifact of some sort for the last year, she should recover to her normal levels of insanity. Searching of her rooms revealed many things arranged in ordered layout. She said &amp;quot;men with the heads of birds are building nests in my mind&amp;quot;, further questioning revealed they had the heads of herons and crows.&lt;br /&gt;
:&amp;lt;b&amp;gt;Suzy&amp;lt;/b&amp;gt;, Molly has been getting saner for the last 5 or so weeks, appears to be last person to have seen Milo on the morning of the 7th snow and was wearing a ring with unusual sigil which she recognised as an invested, like the ones the watch wear. He seemed frightened of something and was wearing travelling clothes.&lt;br /&gt;
*Crazies &lt;br /&gt;
:&amp;lt;b&amp;gt;Barkeep&amp;lt;/b&amp;gt;, at the pub to north of old seagate by the slaughterhouses, he is insane, obsessed with order of things, ordering people by height and such.&lt;br /&gt;
:&amp;lt;b&amp;gt;Pub patrons&amp;lt;/b&amp;gt;, the barkeep has been getting saner for last few weeks, seemed saner even a day after we last saw him.&lt;br /&gt;
:&amp;lt;b&amp;gt;Pie salesman&amp;lt;/b&amp;gt;, Seemed to think he was going to the barracks when actually returning to his bakery&lt;br /&gt;
:&amp;lt;b&amp;gt;Chap followed with pie&amp;lt;/b&amp;gt;, Seemed to be having a religious experience with a &amp;quot;mostly meat&amp;quot; pie, managed to evade the party.&lt;br /&gt;
:&amp;lt;b&amp;gt;Norman, inkeep and the mothers lament&amp;lt;/b&amp;gt;, His sign is a piece of elven art of a crying woman and had the shell in the eye nicked. It was made by some elf called Renado Grenalt who is allegedly also guilty of being an artist and was run out of seagate.&lt;br /&gt;
*The poor&lt;br /&gt;
:&amp;lt;b&amp;gt;Old people in the common&amp;lt;/b&amp;gt;, none seemed paticularly insane, mostly poorly fed and ill due to this.&lt;br /&gt;
:&amp;lt;b&amp;gt;One of Phaetons children&amp;lt;/b&amp;gt;, phaeton not involved, knows Milo, hasn&#039;t seen him for some time.&lt;br /&gt;
:&amp;lt;b&amp;gt;Beggar Lord Abrim&amp;lt;/b&amp;gt;, Milo was seen leaving seagate crossing the bridge late in the day on the 7th. He had confided in him that something was causing agression in town, that the dark circle was the key or answer to the problem. The problems seemed to be centred on the tavern &amp;quot;mothers lament&amp;quot; near blue gate (northern gate of old seagate), the tavernkeeper he admitted to having ill feelings towards as he had a beggar flogged when he returned the tavern sign he found in an alley. Milo&#039;s parents used to live in a town called &#039;so so&#039; which is to the east between cazala and brastor. Since Milo has left abrim has noticed less trouble.&lt;br /&gt;
:&amp;lt;b&amp;gt;Thomas&amp;lt;/b&amp;gt;, elderly beggar who led us to Abrim. &lt;br /&gt;
*Guildsmen&lt;br /&gt;
:&amp;lt;b&amp;gt;Harbourmaster&amp;lt;/b&amp;gt;, a human fitting description of Milo asked if there were ships departing to the Novadon region on the morning of the 6th, there wern&#039;t any so he left&lt;br /&gt;
:&amp;lt;b&amp;gt;Dockworkers&amp;lt;/b&amp;gt;, none remember seeing anyone fitting the description of Milo.&lt;br /&gt;
*Merchants&lt;br /&gt;
:&amp;lt;b&amp;gt;Human celestial mage in seagate&amp;lt;/b&amp;gt;, Sold Milo invested shadow wings on the morning of the 7th, which fits the description of the ring from Suzy. Gut feeling says this guy deserves a good beating. This was worth several years income for a watchman.&lt;br /&gt;
*Criminals (crimes include: premeditated assault of a member of the guard, attempted murder of a member of the guard, armed insurrection against the civil authority, conspiracy to commit murder, accessory to the above crimes, and resisting arrest)&lt;br /&gt;
:Interrogation of the prisoners gained sworn, signed and witnessed statements saying that a Mr Sloakam, a Mr Ketch and a female by the name of Mad Abbey, all of whom are criminals whom the guard hasn&#039;t been able to arrest previously due to lack of evidence hired them to do these crimes. Their arrest; and the trial, punishment and fining of them and their thugs has been left with the civic authorities of Seagate and the Duke to deal with. I have brought a civil case against them for damages, pressed charges against them and made sure all the legal stuff is in order. They appear to have attacked the party after thinking that Lyric was a hooker and Teeanna was her pimp and competing with them. &lt;br /&gt;
*Family&lt;br /&gt;
:&amp;lt;b&amp;gt;His mum&amp;lt;/b&amp;gt;, She is in so-so east. He arrived unexpectedly around the 9th, stayed for a week and then left. He then left for Brastor after saying he was doing something that would &amp;quot;save everyone&amp;quot;.... He argued with his father as he didn&#039;t wish to be a farmer, had no women he was doing locally. His regiment was eaten at the keep near Lousiston, which is near their old farm.&lt;br /&gt;
*Brastor&lt;br /&gt;
:&amp;lt;b&amp;gt;Westagate&amp;lt;/b&amp;gt;, Full of people with foreign ideas. ex slaves, no hookers, don&#039;t like worshippers of archangel-elves. Spoke to locals and none remember Milo. This place has the feel of a military camp pretending to be a town.&lt;br /&gt;
:&amp;lt;b&amp;gt;Huglars ferry&amp;lt;/b&amp;gt;, People remember seeing someone matching the description of Milo about two weeks ago, acting strangely, looking at people.&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Evidence&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*Papers&lt;br /&gt;
:&amp;lt;b&amp;gt;Letters from family&amp;lt;/b&amp;gt;, These do not indicate any reason for him to have left in a hurry&lt;br /&gt;
:&amp;lt;b&amp;gt;Divination thingie of Molly&amp;lt;/b&amp;gt;, Written notes on weird artefact thingie causing madness&lt;br /&gt;
:&amp;lt;b&amp;gt;Copies of statements from thugs&amp;lt;/b&amp;gt;&lt;br /&gt;
*Research&lt;br /&gt;
:&amp;lt;b&amp;gt;Church library&amp;lt;/b&amp;gt;, Sir Peter&#039;s research has shortlisted a handful of demons with associations with birds, one of which has the head of a bird and is the demon of strife and discord.&lt;br /&gt;
:&amp;lt;b&amp;gt;Guild library&amp;lt;/b&amp;gt;, The magic thingie could have been made by a demon but not show up as demonic, but then again might not be.&lt;br /&gt;
:&amp;lt;b&amp;gt;Ibrihim and the air&amp;lt;/b&amp;gt;, He nightly walked into a copse of trees from his mothers house in so-so, by himself and got cold. &lt;br /&gt;
:&amp;lt;b&amp;gt;Temple of Templars&amp;lt;/b&amp;gt;, We are taking Milo to this tragic place as some of the followers of the elfangels may be able to find out more about the artifact and how to destroy it.&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Known associates&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:Working girls,Crazy people, Soup kitchen workers, Retired members of previous company (Brastor), Other members of the watch and his Family in the western kingdom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Timeline&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:*About a year ago, the elfartist Renado Grenalt sells the sign to the mothers lament, hiding an evil madness causing artifact within it as the tear of a woman. This artifact seems associated with the deamon of strife and discord.&lt;br /&gt;
:*The last year, Madness hits seagate more than is usual and is eventually noticed by Milo&lt;br /&gt;
:*6th Snow, Milo left the barracks and went to the dockmaster that morning asking about travel by ship to the Novadon region, was told none were leaving. He didn&#039;t sleep in the barracks that night.&lt;br /&gt;
:*7th Show, Milo stole the dukes money set aside to pay the seagate guard and purchased an expensive, invested shadow wings in the morning. Later that day he stole the tear from the sign of the &#039;mothers lament&#039; tavern in old seagate, being seen looking frightened and wearning travelling clothes. Later in the day he was seen crossing the bridge.&lt;br /&gt;
:*9th Snow, He arrived in so-so to visit his mother and father&lt;br /&gt;
:*16th Snow, He departed so-so for Brastor, estimated time of travel being a week&lt;br /&gt;
:*16th Snow-1st Thaw, Milo claims to have spent these six weeks with a family of farriers looking after a sick female, sanity begins to return to seagate.&lt;br /&gt;
:*1st Thaw or abouts, Artifact taken from Milo and madness begins to spread in Tobintown&lt;br /&gt;
:*1st Thaw, Milo arrives in Huglers ferry&lt;br /&gt;
:*14th Thaw, Milo found at home town of Lewiston, preparing to travel into the gatar depression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Milo Located in his hometown of Lewistown&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tracing the Artifact===&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Interviews&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:&amp;lt;b&amp;gt;Milo&amp;lt;/b&amp;gt;, Found him in Brastor within the ruined town of Lewistown. Living in a tower with undead in the basement. Has claimed to have some artifact which is a magical tear and seems to think dropping it in the gatar depression would help. He is Mad, deeply under the influence of some madness causing artifact magic and has indicated that he looses periods of time where he cannot remember what he did. He admitted stealing the pay for the seagate guard to fund his escape and purchase of invested items. A couple of days later we checked out the artifact and found it had gone so questioned him further. He was delayed getting to Brastor as he helped out a family of farriers, the mother of whom was quite ill. Their names were Tobias and Milli Saddler and they have three children (2male,1female) aged 6-10. They were travelling in a beatup cart with a very tired horse. Last time he looked at it was a couple of weeks ago before he left them. They were heading to Tobintown&lt;br /&gt;
:&amp;lt;b&amp;gt;Guards at westgate&amp;lt;/b&amp;gt;, Have not seen the family. &lt;br /&gt;
:&amp;lt;b&amp;gt;Civic leaders at Tobintown&amp;lt;/b&amp;gt;, 70 families have gone insane, are refusing to work and have been for the last couple of weeks, they live in a tent town outside of tobintown and have a few animals. They beat up the cpt of the guard when he tried to reason with them. The money savvy in the party have arranged a decent pile of silver for fixing up the problem.&lt;br /&gt;
:&amp;lt;b&amp;gt;Hookers and others in town&amp;lt;/b&amp;gt;, The saddlers are one of the families in the tent town.&lt;br /&gt;
:&amp;lt;b&amp;gt;Getting the tear from westgate&amp;lt;/b&amp;gt;, The sneaky types went in and got the tear as the rest provided distraction. They ran out with a sick unconcious old lady, Teeanna cut the tear out of her head. A glowing figure appeared in the camp of the mad people and I shot it making it go away. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#bd6002&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Evidence&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
:&amp;lt;b&amp;gt;Divinations at the temple of the elfangels&amp;lt;/b&amp;gt;, The tear was wrapped in a cloth which is very holy (nearly artifact level). The tear appears to have been something to do with a wronged evil which is trying to do evil stuff. It causes madness and could be used by someone not as good as Milo for ill, destroying it would be good. Some mind protect magic stuff might help as will a strong will and lack of imagination. Milo has been getting less mad for the last couple of weeks.&lt;br /&gt;
:&amp;lt;b&amp;gt;Divination of the tear&amp;lt;/b&amp;gt;, The tear is the last bit of a dead god thing which makes people go mad and feeds off the madness. Destroying it is probably not possible, nor is healing it to restore the god. Keeping it away from people will stop the madness. The chruchy types think they might be able to work out a way to destroy it. Ibrihim, Teeanna and Jules wish to take it back to the guild. This seems like a very elf idea, cause won&#039;t it make all the guild people go crazy ?, After shouting loudly and many more elf ideas we get rid of it somewhere, where im not going to say, but pretty hard for people to get back.&lt;br /&gt;
:&amp;lt;b&amp;gt;Peronal observation&amp;lt;/b&amp;gt;, when ive been sleeping near the thing for the three days it took to get back to the churchy temple i have had weird ass, vision things, these may be what the humans call dreams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;We got the artifact and got rid of it pretty damn well (problem solved) &amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Renado Grenalt===&lt;br /&gt;
:Criminal who put the tear into seagate and caused the whole business to start in the first place&lt;br /&gt;
:Crimes, Placing a magical item which caused civil disorder within seagate, disguised within a sign. Responsibility for driving several people insane (molly, milo, barkeep, etc). Responsibility for the civil disorder resulting from this items placement.&lt;br /&gt;
:Art, this has been decriminalised in Seagate, which has lead to a huge amount of art within the city.&lt;br /&gt;
:The insanity defence, It is likely he was insane at the time of doing this, however he will still be responsible for placing it in seagate unless it actually controlled him to do so. There is no evidence that this control is in the tears powers and the insanity it seemed to produce was more a desire to order things and get into fights.&lt;br /&gt;
:After arriving back in seagate several of the &amp;quot;business&amp;quot; people who sent their thugs after us turned up and appologised for the misunderstanding, but they might have been a bit mad at the time. They said they would help the town watch by helping to look for Renado.&lt;br /&gt;
&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Renado is going to get a kicking&amp;lt;/strong&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Peters Journals==&lt;br /&gt;
&lt;br /&gt;
===A meeting in the Guild===	 &lt;br /&gt;
The Lady&#039;s grace was bestowed upon me once again and I felt compelled to head to the Guild after purchasing my horse as commanded by Sir Samuel. Once there the I felt no compulsion until advised on a young missing healer whom the watch had been charged with recovering and so after a short prayer for guidance I joined others in the briefing room. 	 &lt;br /&gt;
	 &lt;br /&gt;
Once again my comrades were not the most depraved individuals but the taint of strong drink was upon the lips of some. They seemed confident and well equipped for the task at hand and come from a wide range of interesting cultures.	 &lt;br /&gt;
	 &lt;br /&gt;
After discussions on the dynamics the Lady works through me and I am placed in command of the group asked by Senior Sergeant Antaeus Albrecht of Phoenix Company to locate a young healer names Milo. 	 &lt;br /&gt;
 &lt;br /&gt;
The young man is of a healthy and pious disposition and he is renowned for his assistance of the poor and unwell within [[Old Seagate]], yet he has gone AWOL over two months ago. It is to the credit of his nature that those who could investigate his disappearance are choosing not to investigate in order for his absence to continue unofficially, as official notice would cause hardship for him when he is recovered. We are requested to investigate unofficially. 	 &lt;br /&gt;
 &lt;br /&gt;
===A trip to town===	 &lt;br /&gt;
We choose to head to the barracks first to see if his personal effects will present any leads. While it seems wrong to intrude upon his personal effects it is for the best of reasons. We remove his artefacts as carefully as possible but the only things of interest are some letters. While reviewing the moral position on reading private correspondence Lyric grabs the letters and begins reading, it turns out they are letters from home and so we spread out our search and speak to the local priest. 	 &lt;br /&gt;
	 &lt;br /&gt;
The priest is a man of Rafael and has a high regard for Milo. He tells us that Milo would spend his free time assisting the ladies of ill-repute in [[Old Seagate]] curing their infections, and so with glee in the eyes of our goblinoid companion we head to the older part of town. The term &#039;Old Seagate&#039; causes some dissension and discussion as the Elven Princess does not believe that anything as recent as the town should have the designation of &#039;Old&#039;. This spreads into a greater discussion of cultural differences that is most enlightening. 	 &lt;br /&gt;
	 &lt;br /&gt;
Kirgoth is a regular visitor to these locations and knows his way around well, his lewd comments do not sit well with me but I am assured it is &#039;cultural&#039;. 	 &lt;br /&gt;
 &lt;br /&gt;
We quickly find friends and acquaintances of Milo by finding a Brothel where he regularly healed the young women. We learn that he does not take payment in kind and my regard for him goes up. 	 &lt;br /&gt;
 &lt;br /&gt;
We locate a young lady called Molly who is in need of Healing and I take her to a corner to pray hard for her soul, Uriel works through me and Molly is healed of her afflictions, he also seems sounder of reason and I advise her to speak to the priests at the Temple who will help her out of her current situation. She seems filled with the hope of Uriel and I believe she will improve her situation. While we were praying it appears Kirgoth has &#039;assisted&#039; a number of young ladies, both with their afflictions and their financial situation.	 &lt;br /&gt;
 &lt;br /&gt;
Departing the brothel we head out to the street to discuss our next steps.&lt;br /&gt;
&lt;br /&gt;
Our discussions on the streets led us the conclusion we should leave the brothel district and head to a tavern to quietly discuss our findings. Due to a series of misunderstandings, possibly cultural or language based, the quiet discussion in a tavern became a philosophical debate in the street accompanied by the ownership of a pie cart. In the confusion of this new approach to the mission the party were swayed by moral arguments and so we headed off to donate the pies to the poor and needy. Which in turn led to a series of clues and more philosophical debate. &lt;br /&gt;
&lt;br /&gt;
Clues&lt;br /&gt;
*The pieman has a similar effect in his mind to Molly. &lt;br /&gt;
*The pieman said he was returning to the barracks when we bid him farewell yet his path took him to the bakery. &lt;br /&gt;
*A man left holding a pie reverently.&lt;br /&gt;
&lt;br /&gt;
Philosophical debate&lt;br /&gt;
*What coins exist of lesser value than a true-silver guinea and the deleterious effects of high value coinage on local business.&lt;br /&gt;
*The reverence of Pie&#039;s and accompanying Demonic/Criminal/Inlaw related influences. &lt;br /&gt;
&lt;br /&gt;
The result of which is that we try once more to locate a tavern in which to sit quietly and discuss our next steps. &lt;br /&gt;
&lt;br /&gt;
Finding a quiet in near the abattoir just outside the gates of [[Old Seagate]] we quench our thirst in a variety of ways from River water to Absinthe dependant on taste and cultural upbringing after much discussion on where we should sit. The barkeep keen on enforcing a by height seating order and Lady Teeaana refusing to sit next to Cold Iron in the form of Master Kirgoth and his plate mail. &lt;br /&gt;
&lt;br /&gt;
From here we elected to head back to our first port of call, the brothels, to check for further signs for the illness affecting Molly in the hope of the Healers at the guild divining more of its nature. In order to save time we also checked the bartender (Mad but an unrelated madness to Molly) and a number of people outside the walls who were in need of assistance and healing. &lt;br /&gt;
&lt;br /&gt;
We also engaged in further philosophical debates on the nature of procreation and the enforcement of a defined moral law over the allowance of free will and personal moral choice. Particularly in regards to the healing of those choosing to partake in acts of moral turpitude. It appears Miss Lyric has the right precepts, by my own definitions but is unwilling to accept that others may have different interpretations. I feel some time with the monks would be good for her understanding. &lt;br /&gt;
&lt;br /&gt;
After healing a few more of the chronically sick healed we head back to the brothels to begin the search for more people with the same illness as Molly. After healing a few more ladies we are alerted by Lady Teeanna exclaiming that there is a madwoman outside. We chase down the hurrying figure only to realise it is Molly, perhaps Lady Teeanna forgot her name when she saw her passing in the street. &lt;br /&gt;
&lt;br /&gt;
We take Molly back to the guild and leave her to the tender care of the Healers for the night.&lt;br /&gt;
===Ale, Brothels and Cogitation===&lt;br /&gt;
&lt;br /&gt;
The second day dawned bright and clear and the spring breeze made prayer outside the Guild a most invigorating experience. Refreshed in mind, body and spirit I met with the others to discuss what the Healers had discovered about Molly. &lt;br /&gt;
&lt;br /&gt;
The first discovery was that under the guidance of Sir Kirgoth and Miss Lyric they had summoned mages to perform their foul rituals upon her in the night, the misguided fools. The result of all this intrusion into Molly&#039;s psyche is that an item is believed to be causing the madness and that Molly must have spent significant amounts of time in the items presence.&lt;br /&gt;
&lt;br /&gt;
To avoid further contamination with the item I arranged for Molly to reside at the guild and suggested employment in the Guild kitchens might be gainful and useful activity that will aid in cleansing the soul. Hopefully, clean living and some honest toil will save her soul and restore her health. &lt;br /&gt;
&lt;br /&gt;
And so armed with knowledge and secure in the fact that Molly is out of harms way we set off to Seagate to gather the Lady Teeanna and investigate the lodgings of Molly. &lt;br /&gt;
&lt;br /&gt;
The residence of Molly was somewhat ramshackle but seemed pleasant enough. I was wary of the stairs and unkeen to leave my pack alone and so headed outside to watch the street. After some time I observed a basket weaver whose establishment overlooked the street and afforded the man a good view of the comings and goings within the street. Unfortunately he was unaware of people who had moved onto or off the street in the past few months, although I suspected that he may simply be unkeen to divulge such information to a stranger in case he implicated an associate. While the lie is morally flawed the actions of protecting ones friends and community is upstanding and understandable. Such communities are often highly protective of each other and the likelihood of him knowing the comings and goings is very slim, it is hoped that when news of the nature of our search becomes known he may search me out and provide his information. &lt;br /&gt;
&lt;br /&gt;
After some time the others had concluded their search of the room and made friends with other residents, and a few belongings had been gathered to make Molly feel more at home at the Guild. &lt;br /&gt;
&lt;br /&gt;
Sir Kirgoth then went to investigate the docks, while I headed to the library to research demons that may have resemblances or powers over birds which Lady Lyric believes are haunting the dreams of Molly. &lt;br /&gt;
&lt;br /&gt;
I assembled a list of possible Demons, [[Andras]] is the most likely suspect as he closly matches the description given by Miss Lyric however [[Agares]], [[Decarabia]], [[Naberius]], [[Raum]] and [[Stolas]] also have similar connections with birds. &lt;br /&gt;
&lt;br /&gt;
We then headed to a purveyor of magical trinkets who in addition to encouraging larceny with his high prices, encourages people to sloth by allowing them to use magic. I did not enter the den of iniquity. The others spoke with him and determined that he had indeed purchased magical abilities in the form of a ring. How appropriate that something that leads people down the path of sloth is in the form of a ring a symbol of binding, how blatant can these peddlers be in their lures. &lt;br /&gt;
&lt;br /&gt;
From here Sir Kirgoth informs us that Milo had been seen at the docks seeking passage to [[Novadom]] but left dissatisfied when no boats were available immediately. We headed to the docks in [[Old Seagate]] to see if he had tried to book passage up the [[Sweetwater]] to [[Brastor]] but like the Weaver near Molly&#039;s they were typically close lipped.&lt;br /&gt;
&lt;br /&gt;
Sirs Kirgoth, Jules and Ibrahim headed off for some further investigations while I escorted the ladies for an afternoon tea. Apparently the reasoning for this separation was once again cultural. &lt;br /&gt;
&lt;br /&gt;
At this point Justice and the Moral imperative prevailed and Jules returned with a guide to take us to an influential person in Seagate. The reason he was willing to see us was the distribution of Pies and alms to the poor thus proving the benefits of good works. On the assumption we will be visiting parts of town frequented by the poor we organise to take additional food. &lt;br /&gt;
&lt;br /&gt;
Our thoughts prove correct and we are taken to an abandoned building on the edge of town, the room is covered in refuse and is home to many of Seagates poorest. It is a pity we only have so much food but we distribute what we have and I make a note to return sometime more aid. &lt;br /&gt;
&lt;br /&gt;
We are escorted into a room beneath an upturned boat and we meet with the leader of this band of beggers. As my studies into classical literature indicate he is indeed wearing scraps of velvet in his cloak. He is found to be a most reasonable man and indicates that Milo has probably headed to Brastor which matches our thoughts on the matter. He also warns us that Cultural misunderstandings mean we are likely to be attacked in the coming days. We thank him for his aid and retire to find Sir Julius reporting a massing of thugs in a nearby tavern. It appears we were warned just in time. I don my armour and pray quickly in preparation for the defence of my companions. &lt;br /&gt;
&lt;br /&gt;
Since it is almost certain that direct conflict between armoured adventurers and the &#039;concerned businessmen&#039; we have been warned about may result in unnecessary suffering on their part we elect to try and avoid the mob and return as quickly as possible to the Guild. Unfortunately we are surrounded and Sir Kirgoth is surprised as he leads the way, he unfortunately reacts with the automatic reactions of the highly trained and eviscerates the poor unfortunate before he has time to pull the blow. I quickly try to aid the man but [[Uriel]] takes him for judgement. &lt;br /&gt;
&lt;br /&gt;
The cries of the dying man alert the mob to our location and soon we are trapped in an alley with a mob between us and freedom. Calls for the mob to surrender are ignored and the mob is soon falling to our blades as they persist in their attack. Sir Kirgoth in an attempt to avoid further death is too lenient and goes down under the mob before being valiantly rescued by Sir Julius. I do my best to quickly wound my opponents encouraging them to flee although I am outnumbered and unable to control my blows as well as I would like and one poor soul loses a hand.&lt;br /&gt;
&lt;br /&gt;
The mob summons one more charge but are quickly encouraged into other pastimes, Kirgoth pretends to fall unconsious to give them a chance to escape. &lt;br /&gt;
&lt;br /&gt;
From around a corner a large [[Kilroy|Bear]] appears and hugs one of the people fleeing, by the time I manage to get to there the bear has already let him go and sat down. The fight is over. &lt;br /&gt;
&lt;br /&gt;
I confirm the streets are clear and my blade is clean. The other seem to have the scene in order and have met with a somewhat scruffy man apparently from the Guild known as [[Kilroy]], and leaving things in their capable hands I head to a local priest to organise transport to Brastor.&lt;br /&gt;
&lt;br /&gt;
===A short trip===&lt;br /&gt;
&lt;br /&gt;
It appear my colleagues are committed to the folly of flying, apparently deluded by the majesty of birds into forgetting the unnatural nature of such. I am most confused by Lyric who seems particularly enthused by something that will leave her unable to talk without shouting for many hours while doing nothing more than concentrating on going forwards in the cold. &lt;br /&gt;
&lt;br /&gt;
Accepting this folly, yet seeking alternatives I speak with a friend to portal down to Brastor. While this goes against my better judgement it will be much safer for the party and is faster than flying which will keep the impatience to a minimum. Good honest toil seems anathema to these people and riding to Brastor will not be accepted. &lt;br /&gt;
&lt;br /&gt;
Once my negotiations for the portals use are completed I return to the guild for a night spent in prayer and cleaning my armour and weapons. &lt;br /&gt;
&lt;br /&gt;
In the morning the trip to Brastor is once again postponed in favour of a trip a few miles south of Seagate to Visit Milo&#039;s parents. I doubt anything will be discovered other than a more accurate date for when Milo headed off to Brastor and so decline to fly, instead remaining in Seagate to make restitution to those injured in the previous days fracas. &lt;br /&gt;
&lt;br /&gt;
The party return a few hours later with a date that Milo left for Brastor and a few injuries from mishaps while flying. It is hard not to feel smug, such feelings being inappropriate I spend an extra hour in prayer and contemplation to remove such unworthy thoughts.&lt;br /&gt;
&lt;br /&gt;
In the evening the party went to an inn &#039;The Mothers Lament&#039; for supper. On the way we stopped at the astrologers as a reading had been performed. The reading triggered some memories of [[Where the Wind Blows|Scribe Notes]] I had read involving the Church. I went back to the Library to research these to see if they have any bearing on the matter. &lt;br /&gt;
&lt;br /&gt;
Upon reading them and recalling a few of the details discussed with Father Broc, I think there are some remarkably similar features between the Astrology Reading and the Scribe notes but neither really matches the information we have divined from other sources so the information is stored as a final lead in case out primary investigations turn up blank.  &lt;br /&gt;
&lt;br /&gt;
The next day we finally head to see [[Father Broc]] and ask him to use his Rune Magics to transport us to Brastor. It transpires that most of the Party know of Father Broc ans so it is something of a reunion. &lt;br /&gt;
&lt;br /&gt;
He transports us to Brastor and we arrive in a small house close to the town of [[Westgate]]. We bid farewell and start our journey to [[Lewiston]]. &lt;br /&gt;
&lt;br /&gt;
===Brastor===&lt;br /&gt;
Our first stop is the town of Westgate, a strange and unwelcoming town. The locals are freindly but it seems more like an army encampment than a town. We check with the local healers and physicians for traces of Milo without success and head onwards to the more friendly town of [[Hugler&#039;s Ferry]] where I have spent much time assisting with the rebuilding. &lt;br /&gt;
&lt;br /&gt;
On the route it is realised that the Lady Teeanna affected as she is by Cold Iron will require some bronze stirrups made when we reach Hugler&#039;s Ferry and so it is the the Smith I head when the town is reached. I have assisted him often in the past and he is happy for me to borrow some Bronze and time on the forge. It appears that the party are ill used to manual labour as they check in frequently to see if I have finished the work, forging however takes many hours to ensure the strength of the work, and it is late into the night before the work is finished. I awake early to polish and finish to work before adding my makers mark. Tired but reinvigorated by the good honest toil I head to breakfast and the continuation of the trip.&lt;br /&gt;
&lt;br /&gt;
It is at this point we are reminded the the Lady Teeanna has subjects that require attention and she departs for three days to attend to her duties. I take Kirgoth to the temple for Martial Training in case it is required in the near future. &lt;br /&gt;
&lt;br /&gt;
===Lewiston or Bust===&lt;br /&gt;
Once regrouped we head to Lewiston. Upon arrival we spy someone watching us from the ruins of an old tower. In order to gain information we employ subterfuge and appear to set up camp while Masters Ibrahim and Julius sneak back to see who the watcher is. Unfortunately they elect to use magic to do this and as a result we are blessed with chaos and misfortune. Suffice it to say that Milo almost commits suicide, the tower collapses and we find ourselves fighting a zombie horde that had escaped our detection. Thus are the perils of magic. &lt;br /&gt;
&lt;br /&gt;
Failing to sence the inherent Evil of the Zombie horde has made it apparent that I have left the path the lady has assigned me and I realise I have left a debt unpaid when I had the chance to repay it. It is that of the Smith in [[Hugler&#039;s Ferry]], I resolve to return at the earliest possible opportunity to make amends. &lt;br /&gt;
&lt;br /&gt;
Milo is somewhat baffling in his logic and we discover that he has been heading to the [[Gatar Depression]] in order to remove the tear from [[Carzala]], and he has been travelling as secretly as possible in order that the Guild should not find out about it. He believes members of the guild would simply mistake the item for a trinket and display it causing harm to Guild members and those they interact with. After several adventures I cannot say I disagree with his beliefs in this regard. &lt;br /&gt;
&lt;br /&gt;
After offering a number of possible plans, we head to the temple for the wisdom of the Knights. &lt;br /&gt;
&lt;br /&gt;
===The Madness Spreads===&lt;br /&gt;
&lt;br /&gt;
The knights spend some time in Prayer and Divination to determine that the artefact is in fact no longer with Master Milo but is powerful enough to turn a rough cloth into a holy artefact. Speaking with Master Milo we determine that the item has most likely been stolen by a Farrier or his family and we set off immediately for [[Tobintown]] before the madness spreads. &lt;br /&gt;
&lt;br /&gt;
We are too late. &lt;br /&gt;
&lt;br /&gt;
Arriving in Tobintown we are appraised of a situation a few miles out of town where a group of 70 families are acting strangely, refusing to work and beating up the town guard. &lt;br /&gt;
&lt;br /&gt;
We volunteer to assist, but not before the more mercenary elements within the party coerce additional payment out of the townsfolk.&lt;br /&gt;
&lt;br /&gt;
That night with the blessing of the Lady upon us we head into the camp, however the madness is directed towards us and people are alerted to our presence. Running through the camp we realise the source of the affliction is within a large tent at the centre of the camp. Master Ibrahim believes that by scattering coals about the ground we can scare the occupants into leaving without harm. Unfortunately while carrying a heavy brazier Master Ibrahim abruptly wanders off, we later find he had been afflicted by the madness. Such is the weakness that magic encourages within the body. &lt;br /&gt;
&lt;br /&gt;
The lady Teaana and I continued upon our journey to the centre of the camp and without worrying about the locals we tear a hole in the side of the tent and carry out the unconscious form that lay within. &lt;br /&gt;
&lt;br /&gt;
Fleeing the encampment we escape to the riverbank with relatively little pursuit. Fearing a mob I prepare my armour, only to find that the mob remains within the walls. The body we had recovered had passed beyond assistance but the evil relic had been recovered and was in the safe hands of Miss Lyric.  &lt;br /&gt;
&lt;br /&gt;
After putting some distance between us and the camp we bury the old lady we recovered from the tent and after prayers some sleep and some scouting around the town we head off to the temple. &lt;br /&gt;
&lt;br /&gt;
===The final battle===&lt;br /&gt;
&lt;br /&gt;
==Ibrihim&#039;s Notes==&lt;br /&gt;
&#039;&#039;Not so much a record of the adventure, as a series of insights and aphorisms&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Never be in earshot when an elven princess explains sex to a dwarf&lt;br /&gt;
&lt;br /&gt;
* Never reason with a beggar when you can apply leverage instead&lt;br /&gt;
&lt;br /&gt;
* Never send a man to do a woman&#039;s work&lt;br /&gt;
&lt;br /&gt;
* Do not try to blend in with the downtrodden if you are :&lt;br /&gt;
** an elven princess wearing silk &amp;amp; jewels&lt;br /&gt;
** an orc with heavy plate mail &amp;amp; glaive&lt;br /&gt;
** naive and god-touched, with an aura of holy beautific sanctity&lt;br /&gt;
** with a dwarf who cannot shut up. ever.&lt;br /&gt;
&lt;br /&gt;
* In the local Cult of the Wing&amp;amp;#233;d Ones&lt;br /&gt;
** There are no devils concerned with sustenance&lt;br /&gt;
** There are two major devils looking after camels (although most people do not know what a camel is)&lt;br /&gt;
** There are six or seven major devils looking after bird life&lt;br /&gt;
** They do not appear to engage in human sacrifice&lt;br /&gt;
** They do not seem to have layers of temples beneath their sacrificial altars&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Security Information==&lt;br /&gt;
&lt;br /&gt;
===Third Party Divinations===&lt;br /&gt;
&lt;br /&gt;
Guild Namers have not had an opportunity to examine these items directly, but the information recorded in the Templar&#039;s documents are consistent with the parties observations and the usual practise of divinating such items.&lt;br /&gt;
&lt;br /&gt;
Clearly editorial commentary and advice has been retained, but have been indicated by italics .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The &amp;quot;Tear&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Avatar (Fading?)&amp;lt;br&amp;gt;&lt;br /&gt;
Generic True Name: Orphealdhal, Patron of Prophesy and Dreams&amp;lt;br&amp;gt;&lt;br /&gt;
Plane of Origin: Tarkaran&amp;lt;br&amp;gt;&lt;br /&gt;
Banishment Status: Not summoned/Unbanishable (may be connected to other objects)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This translucent scale came from the face of a murdered god called Orphealdhal.  It retains a rudimentary awareness of its surroundings, a tiny sliver of its former wisdom and powers, and almost none of the judgement and sanity of its previous self.&lt;br /&gt;
&lt;br /&gt;
The original godhead was sundered in the region of a thousand years ago and the agents of its destruction were entities Named as [[Comfort_and_Joy|&amp;quot;The Comfort of a Justly Held Cause&amp;quot; and &amp;quot;Savage Joy at the Shattered Despot&amp;quot;]] but the nature of these entities is not made clear.&lt;br /&gt;
&lt;br /&gt;
For the past two years it has been sequestering power from the minds of those most receptive (the emotionally wounded and mentally unstable) to it&#039;s silent call, and has in turn used their dreams to spread it&#039;s influence in an attempt to recover it&#039;s former power.  However, while it once granted insight and foreknowledge it is now only capable of deepening the disturbance in the unfortunates it draws to itself.&lt;br /&gt;
&lt;br /&gt;
In the last three months it has regained enough strength to affect those not apparently mad, and within the last month it bonded with a mortal (human) creature and started to form a new Avatar.  This process was interrupted by the death of the bonded entity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It still has the ability to influence those who touch and or are within a short distance of it, although more weakly, and could quickly rebuild to dangerous level of power.  While I do not believe that the original Deity was actively malevolent, its remains are very dangerous and should be destroyed or placed somewhere far from centres of population.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sir Ross ui Kearne&amp;lt;br&amp;gt;&lt;br /&gt;
Templar of the Order of the Temple of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Knight of the Sword of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Thaw WK807&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Thurible of Beguiling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Magical&amp;lt;br&amp;gt;&lt;br /&gt;
Generic True Name: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Plane of Origin: Alusia&amp;lt;br&amp;gt;&lt;br /&gt;
Nature of Magic: Containing and Elevating Rapture, Communion&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Description: This elaborately decorated censer is suspended by four chains, fastened by representation of the four traditional Elohim in winged form, and has a shuttered compartment for the charcoal and the incense that produces the scent smoke.  It is shaped from Tainted Alloy, a certain admixture of Strange Metal and Mithral whose primary effect is if that it is contact with a non-Mage they resist magic as if they had a (Thaumaturgy) college.  It also reacts to heat oddly, altering its normal weight from about 5lbs at 20&amp;amp;deg;C down to less than 1lb in near freezing and increasing it more than 30lbs when the charcoal is lit and the inner crucible reaches near 200&amp;amp;deg;C.&lt;br /&gt;
&lt;br /&gt;
The Thurible&#039;s primary magical purpose is to contain and focus the effects of an intoxicating incense to heighten the effect of rituals that it is used during, merging the experience of the participants together.  It also increases the Ranks of spells of subtle influence cast when holding by three. This was regarded as being borderline heretical when it was created some 600 years ago, and had been place in the vaults of Order of the Knights Templar for much of that time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With the shutters closed it is hoped that the effect of the fragment of the murdered god, Orphealdhal will be deadened sufficiently to allow the members of the Guild of Adventures to convey it to place where it can be destroyed or contained.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The return of the Thurible is not required if it necessarily destroyed or lost in process of removing the threat of the fragment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sir Ross ui Kearne&amp;lt;br&amp;gt;&lt;br /&gt;
Templar of the Order of the Temple of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Knight of the Sword of Light&amp;lt;br&amp;gt;&lt;br /&gt;
Thaw WK807&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guild Divinations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Julius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracer of the Steady Grasp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wearing this leather bracer provides a +1 DM (and the status of magical damage) to weapons wielded or thrown by the arm it&#039;s worn on.  However, the bonus does not persist or stack with any other magical DM bonus, spell or intrinsic, on the character or weapon.  Weapon-smithing, Rank, and overstrength bonuses do not override the bonus. The wearer may also elect to re-roll a single Fumble table result per day, taking the second result.  Thrown weapons also start incurring the -3 per hex range penalties after 5 hexes rather than at the first hex.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Formerly Living 		Nature of Magic:  Reinforcement&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Teeanna&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silver Hoop Ear-ring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ear-ring allows a mage to cast a spell without requiring preparation in their first or second pulse (which includes a surprise pulse) of a combat.  If they choose to do so, the next magical preparation (either spell preparation or Triggering) they undertake during that combat will require that they complete an additional Magical Pass Action before they can initiate it. This item has no effect outside of pulse time.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Magic 		Nature of Magic:  Foresight&lt;br /&gt;
Plane of Origin: Alusia		Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Ibrihim&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-touched Bandage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ordinary looking strip of cotton cloth once briefly concealed the fragment of a dead, insanity causing deity, as it attempted to escape complete destruction.  The lingering effects on the cloth mean that a small object, less than an inch in any dimension, may wrapped in the cloth and rendered completely undetectable to Gods, Angels, Demons, Dragons and other creatures of power. The cloth is still detectable and has a mildly Holy aura.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Formerly Living 		Nature of Magic: Deific (Concealment)&lt;br /&gt;
Plane of Origin: Alusia (Mostly)	Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Kirgoth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava-newt Skin Bandages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These strips of the rough, chalky hide from the underbelly of humanoid reptiles know as Lava-newts.  Properly preserved, the it can be used a wound dressing that increases the wounded characters resistance and chance to recover from infection by doubling their effective EN.  The dressings also prevent further environmental contamination of Specific Grievous wounds and can be reused once thoroughly cleaned and dried.&lt;br /&gt;
&lt;br /&gt;
There are enough dressings for three Specific Grievous wounds or six general wounds.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: Formerly Living		Nature of Magic: Resilience&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Peter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reliquary of Magnus the Strong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This slender wooden box (2/3&amp;quot;x 4&amp;quot; x 2/3&amp;quot;) is said to contain the bone of the right index finger of one of the first Templar Knights.  If a Templar uses the Reliquary as a focus for prayer and carries it on their person they can draw on Magnus&#039; fabled strength of will to fuel Templar abilities.&lt;br /&gt;
&lt;br /&gt;
The Templar may invoke Magnus&#039;s name and draw a single fatigue point to power an ability, which additionally has a +10% chance of succeeding if it requires a base chance to be rolled against.  The reliquary stores one point for each of previous three days that the Templar has engaged in morning, noon, and evening prayers, and has not transgressed their code of conduct. The point generated the previous day&#039;s pious conduct becomes available for use once the first prayers of current day have been completed; however oldest point becomes unavailable upon preceding midnight.&lt;br /&gt;
 &lt;br /&gt;
Aura Strength: Formerly Living		Nature of Magic: Strength of Will&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
presented to Lyric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casket of Enchanted Murmurs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This compact wooden box is constructed of a richly-grained reddish wood, probably cherry, and has brass hinges and fittings.  It has a simple, effective latch but no lock, and can contain about 2&amp;quot; cu of contents.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a Adept of the College Enchantments and Ensorcelments minute casts an single targeted Entity spell (if the spell can optionally target single entities, it qualifies) they can direct it into the box for later use.  It is triggered by opening the lid of the box (a Pass action) and will target the entity opening the box, unless they are an Adept of the E&amp;amp;E College who may direct the spell as though they were the caster.&lt;br /&gt;
&lt;br /&gt;
However, if the target resists, the spell bounces back, and if was directed by an adept they must also resist or be effected.  At this point the spell is expended if it was successfully resisted or not.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aura Strength: Formerly Living		Nature of Magic: Utterance&lt;br /&gt;
Plane of Origin: Alusia			Value: Gift&lt;br /&gt;
GM: Ben Taberner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optional Blessing===&lt;br /&gt;
&lt;br /&gt;
If the players wish, they may elect take on a &amp;quot;blessing&amp;quot; from their contact with &amp;quot;the Tear&amp;quot; - this is a draft form and discussion is welcomed.  Those who are not interested by be assumed to have paused near the Mind Mage college for long enough to have their id straightened. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touched by Divine Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the course of this adventure &amp;lt;name here&amp;gt; encountered the victims of a divine madness, spoke with them, investigated their symptoms via Healer/Mind Mage/Divinatory abilities, and came in close proximity of it&#039;s origin, a scale from the face of the murdered, mad alien deity of Prophesy and Dreams, Orphealdhal.  They were also present at it&#039;s probable destruction.&lt;br /&gt;
&lt;br /&gt;
Due to this experience, &amp;lt;name here&amp;gt; may elect to, once an adventure, seek the deeper mysteries hidden in a divinatinatory poem, puzzle, vision, or dream.  Choosing one element of the experience (a line or couplet from a poem or the current scene of a dream or vision) and attempt to intuit whether holds a element of literal or figurative truth.&lt;br /&gt;
&lt;br /&gt;
For example, if they were to witness a vision that showed them a demon standing in a lake of blood, they may try to determine whether the demon or the lake are actually real, were alluding something, or merely hallucinations, as determined by the GM.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds or fails, they will project the least favourite aspect of their personality more strongly during the following three hours.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Fey_Haven&amp;diff=114131</id>
		<title>Fey Haven</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Fey_Haven&amp;diff=114131"/>
		<updated>2026-05-17T10:25:34Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Stephen Martin]][[Category:Scribe Notes]][[Category:Haven]]&lt;br /&gt;
[[Category:Dramus]]&lt;br /&gt;
[[Category:Serendipity]]&lt;br /&gt;
[[Category:Mortimer]]&lt;br /&gt;
[[Category:Axis]]&lt;br /&gt;
[[Category:Loxi]]&lt;br /&gt;
[[Category:Darien]]&lt;br /&gt;
[[Category:Mary-M]]&lt;br /&gt;
A mission to the plane of [[Plane of Haven|Haven]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Fey Haven&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category:Stephen Martin|Stephen Martin]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday at Chez Martin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium-High]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Party&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
# [[Dramus]] ([[Dramus GM Information|GM Info]]), A [[Asheth|Fae Prince]] and [[Necromancer]] played by [[Mandos|Mandos]][[Category:Dramus]]&lt;br /&gt;
# [[Serendipity]] - Elven Celestial played by [[:Category:Lisa Rose|Lisa Rose]]&lt;br /&gt;
# [[Mortimer]], a Mechanician - Played by [[:Category:Martin Dickson|Martin Dickson]]&lt;br /&gt;
# [[Axis]], the herald of [[Xanadu]] and E&amp;amp;E mage played by [[:Category:Greg Graydon|Greg Graydon]]&lt;br /&gt;
# [[Loxi]], an Earth mage played by [[Gordon Lewis]]&lt;br /&gt;
# [[Darien]], Human Shadow mage - played by [[:Category:Errol Cavit|Errol Cavit]]&lt;br /&gt;
# [[Mary-M]], halfling namer and master healer played by [[:Category:Helen Chessum|Helen Chessum]]&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: [[Dramus]] &lt;br /&gt;
; Mission 1&lt;br /&gt;
: Dramus is gathering a group of trusted friends and companions to investigate the source of the undead/demonic scourge affecting the plane of Haven in Summer when they are weakest. The aim is to gather enough information to assist the locals in winning their ongoing fight. &lt;br /&gt;
; Mission 2&lt;br /&gt;
: A day before the guild meeting an official from Haven turns up asking for some of the people who helped clear their city.  The war has been going better for them and they are starting to hold some of the areas they take back in the Summer campaigns.  Documents recovered from one of the old cities and restored have identified a chain of islands to the west marked as the Dragon Isles - a place for navigators to avoid.  The information in these documents combined with rumours and readings imply that the High Elves led the Fae folk into hiding there.&lt;br /&gt;
: Last Summer they sent their ship with a mix of Alusian sailors and Haven soldiers and trainee sailors to find the Elves and ask them to return to help.  Communications were lost after 6 weeks, 2 weeks ago one of the Alusian sailors wandered into a bar in Seagate.&lt;br /&gt;
: They need a group of powerful mages with a master Navigator to bring a ship, find out what happened to the previous ship, and complete the mission.&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
: &#039;&#039;&#039;Mission 1&#039;&#039;&#039; A great feeling from helping those less fortunate. &lt;br /&gt;
: &#039;&#039;&#039;Mission 2&#039;&#039;&#039; To be negotiated.&lt;br /&gt;
&lt;br /&gt;
=Adventure Notes=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 99%;&amp;quot;&amp;gt;&lt;br /&gt;
== Astrology ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
; What will we find on the other continent?&lt;br /&gt;
 Masquerade, masquerade&lt;br /&gt;
 Grab your mask and don&#039;t be late&lt;br /&gt;
 Get out, get out&lt;br /&gt;
 Well disguised heat and fever in the air tonight&lt;br /&gt;
 Meet the others at the store,&lt;br /&gt;
 Knock on other people&#039;s door&lt;br /&gt;
 Fight or Flight they have the choice,&lt;br /&gt;
 Little ghosts are makin&#039; lotsa noise &lt;br /&gt;
 In the lands of Legion&#039;s rise there&#039;s something going on&lt;br /&gt;
 No way to escape the power unknown&lt;br /&gt;
 In the streets on Halloween the spirits will arise&lt;br /&gt;
 Make your choice it&#039;s Hell or Paradise &lt;br /&gt;
 Someone&#039;s sitting in a field,&lt;br /&gt;
 Never giving yield&lt;br /&gt;
 Sitting there with gleaming eyes,&lt;br /&gt;
 Waiting for the power to arise &lt;br /&gt;
 Darkness&lt;br /&gt;
 Where am I now&lt;br /&gt;
 Is there anybody out there&lt;br /&gt;
 What has happened&lt;br /&gt;
 Am I in Heaven&lt;br /&gt;
 Or is it Hell&lt;br /&gt;
 I can see a light coming&lt;br /&gt;
 It&#039;s coming nearer&lt;br /&gt;
 It&#039;s shining&lt;br /&gt;
 It&#039;s shining so bright&lt;br /&gt;
 It&#039;s shining on me&lt;br /&gt;
 I am the one&lt;br /&gt;
 Doom&#039;s in my hands&lt;br /&gt;
 Now make your choice&lt;br /&gt;
 Redeemed or enslaved  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
; Where are the High Elves?&lt;br /&gt;
 In the olden wood&lt;br /&gt;
 when the sun bright the dawn&lt;br /&gt;
 I am feeling alone&lt;br /&gt;
 lost into the infinitude&lt;br /&gt;
 &lt;br /&gt;
 Light and darkness in my mind&lt;br /&gt;
 Liquid shadows cross the place&lt;br /&gt;
 Oaks whisper like the wind&lt;br /&gt;
 veil of tears on my face&lt;br /&gt;
 &lt;br /&gt;
 Elves sing our names&lt;br /&gt;
 You and I have called&lt;br /&gt;
 our dreams are enthralled&lt;br /&gt;
 Underneath eternal flames&lt;br /&gt;
 &lt;br /&gt;
 From the bells began to chime&lt;br /&gt;
 Old ones know our destiny&lt;br /&gt;
 Real souls are out of time&lt;br /&gt;
 ever since melancholy&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bryndwn&#039;s Song &#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;(Tune of a common jaunty tavern song)&#039;&#039;&lt;br /&gt;
 When we had been sailing for sixty-four days,&lt;br /&gt;
 We came to a spot where the sea was ablaze.&lt;br /&gt;
 Those demons from Hades was dancing with glee,&lt;br /&gt;
 And burning the sailors alive on the sea.&lt;br /&gt;
 Then Sir Bryndwn walked on the festering waves,&lt;br /&gt;
 He threw all the demons right back to their caves,&lt;br /&gt;
 And all of the men bore a heavenly smile,&lt;br /&gt;
 We sailed for the Elves&#039; fair, fair isle.&lt;br /&gt;
 &lt;br /&gt;
 One night while the watch were lying asleep,&lt;br /&gt;
 A great dragon came up from under the deep.&lt;br /&gt;
 He thundered and lightninged and made a great din;&lt;br /&gt;
 He awakened Sir Bryndwn and all of his men.&lt;br /&gt;
 The dragon came on with his mouth open wide.&lt;br /&gt;
 We threw in a cross and the great dragon died.&lt;br /&gt;
 We skinned him and cooked him and feasted awhile,&lt;br /&gt;
 We sailed for the Elves&#039; fair, fair isle.&lt;br /&gt;
 &lt;br /&gt;
 At last we came onto that beautiful land.&lt;br /&gt;
 We all went ashore and we walked on the sand.&lt;br /&gt;
 We took up our longbows and killed a Zebu.&lt;br /&gt;
 We roasted it up and had hot barbecue.&lt;br /&gt;
 And after a while we were singing a song,&lt;br /&gt;
 We noticed the island was moving along.&lt;br /&gt;
 We ate and we drank and we rode in high style,&lt;br /&gt;
 We sailed for the Elves&#039; fair, fair isle.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Day 1 and 2, Operations ==&lt;br /&gt;
We have collected a worthy crew under the leadership of Dramus to investigate the missing High Elves. Our sources are sketchy, at the best unreliable but that seems to be the way of adventuring and so we leave for Haven.&lt;br /&gt;
&lt;br /&gt;
Mortimer has brought along the necessary bits for making a steam ship as we are contemplating a long sea voyage of some thee thousand miles (elven?) to the nearest &amp;lt;i&amp;gt;suspected&amp;lt;/i&amp;gt; Dragon Isle. The newly taught shipwrights on this plane are not up to the job so we&#039;ll have to create our own ship under the direction of Mortimer and the talents of Dramus&#039; warp wood magic.&lt;br /&gt;
&lt;br /&gt;
While the ship is being made Serendipity is taking Axis and me (Loxi) to visit with the dwarves on this continent to see if we can acquire some of their fabulous anti-undead  crystals to fit on-board the steamer. Maybe they will have some smaller crystals for personal use.&lt;br /&gt;
&lt;br /&gt;
* Disturbing thought: We have not negotiated payment for our services as of yet.&lt;br /&gt;
&lt;br /&gt;
=== Operational Guide ===&lt;br /&gt;
# The undead come out at night - be somewhere safe before then.&lt;br /&gt;
# The undead wax in strength towards midnight - see above. As it happens they wax and wane during the seasons Summer is best for us... This Spring is well better than Winter.&lt;br /&gt;
# There are safety houses dotted in and around Haven should we need them.&lt;br /&gt;
# By and large the undead presence here is not controlled by &#039;Greater Undead&#039; but it can be.&lt;br /&gt;
&lt;br /&gt;
=== Converse with the Dead ===&lt;br /&gt;
Performed by Dramus on the 4th of Thaw.&lt;br /&gt;
;1. Are the High Elves, or their descendants, that left these shores all those years ago still alive?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;2. Are high Elves different from the elves that reside within the city in ways other than their location?&lt;br /&gt;
:Yes and No&lt;br /&gt;
&lt;br /&gt;
;3. What were the high elves seeking when they left?&lt;br /&gt;
:Time&lt;br /&gt;
&lt;br /&gt;
;4. Were there true Fae amongst those who left?&lt;br /&gt;
:Yes and No&lt;br /&gt;
&lt;br /&gt;
;5. Is there still a connection between this world and the Fae realms?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;6. Is travel to the Fae realms by Fae means likely to be intercepted by the Legion?&lt;br /&gt;
:}-)...&lt;br /&gt;
&lt;br /&gt;
== Preparations and Dwarves ==&lt;br /&gt;
Five of us took to the portal-ways headed for northern climes and the Dwarves therein while Mortimer and Dramus set to the shipbuilding.&lt;br /&gt;
&lt;br /&gt;
Our guide helped us through the network of portals to the one closest to our destination - some 400 miles south. And so we flew down the rarely used roads taking note of the way-stations, set out every 10 miles or so.&lt;br /&gt;
&lt;br /&gt;
Seasons of adventuring and uncommon prudence saw us camping in a way-station overnight as our calculations came up a little short of the marque. It was a blessing to get in - out of the bitter cold. We made good use of our various healing skills to combat frost-bite born of the wind chill during flight.&lt;br /&gt;
&lt;br /&gt;
=== Disturbing Foes ===&lt;br /&gt;
A way-station is a sealed dome of rock infused with anti-legion magic. It charges through the day, absorbing light and mana to then unleash them during the hours of darkness. The comforting fact is that they work and we were protected from the foul entities that prowled around us that night.&lt;br /&gt;
&lt;br /&gt;
The disturbing thing was the focus that the legion has in stalking us. We narrowly missed a ward-trap keyed to one of our number the next morning. It will be very interesting to see how they know so much about us.&lt;br /&gt;
&lt;br /&gt;
== Dwarves of the North ==&lt;br /&gt;
We were met at the entrance of the most impressive dwarven city by officers who were expecting us!?! Apparently their seers can not only see the future but interpret it well. Well enough to be prepared for us. Note that the approaches (including aerial) to the city are well-warded. Most wards trigger on the Legion, but some have other conditions (such as ability to Drain), so take care.&lt;br /&gt;
&lt;br /&gt;
We were presented with crystals to fit into the bow and stern of our ship as well as a crystal sea-gull to be release on our vessel to bond with it.&lt;br /&gt;
&lt;br /&gt;
= Hope&#039;s Voyage =&lt;br /&gt;
These are the chronicles of the SS Haven&#039;s Hope. &amp;lt;br&amp;gt;&lt;br /&gt;
After a timely galley inspection and worthy sea trails we launched the Haven&#039;s Hope on her first voyage. To find lost elves and hope for people of Fey Haven.&lt;br /&gt;
&lt;br /&gt;
== Storms at Sea ==&lt;br /&gt;
Our run takes us over the equatorial flows. Towards the islands that we believe to be the destination of the high(?) elves. &amp;lt;i&amp;gt; We posit that they have gone to think on a solution to this world&#039;s undead pest control problem&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We had not sailed far or long. Not even into a much anticipated night. When we faced a most bizzare tempest. From three sides purple-black clouds rolled into and over us - striking out at us with arcane lightning. Now when chroniclers talk about arcane lightning they are usually gilding lilies. In this case I do speak of magical forces punctuated by strokes of lightning.&lt;br /&gt;
&lt;br /&gt;
To summarise...&lt;br /&gt;
&lt;br /&gt;
* Our dragon shaped bowsprit is now a living dragon trying to break free of its unnatural fetters.&lt;br /&gt;
* There is a tree where our mast stood. (this is becoming a theme on ships in my presence. that bares some thought)&lt;br /&gt;
* Our crystal seagull looks like an owl.&lt;br /&gt;
* The magic levels wax and wane taking and restoring our magic&#039;s as it does so.&lt;br /&gt;
* Mortimer went into a making frenzy and now I seem to have up and down controls at the helm. They seem a little stern about bow but I think he can fix that. Flying would be more convenient but I do wonder if we can collect enough sea water for his steam machine.&lt;br /&gt;
* Our out-rigger can now be folded in close to the main hull.&lt;br /&gt;
* We almost lost Axis, Dramus and Splosh to some unfortunate boat control. They hung on, we still have them - all is good. &amp;lt;i&amp;gt;Note to self: Get Mortimer to explain things before the curious controls kill us all&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Out of the Fury ==&lt;br /&gt;
&lt;br /&gt;
Just when things &amp;lt;i&amp;gt;seem&amp;lt;/i&amp;gt; to be going fine (with a good turn of speed on, even), we clear the storm, into a stretch of &amp;lt;i&amp;gt;relative&amp;lt;/i&amp;gt; calm. Imaginative use of the new controls by Mortimer and Loxi manage to bring us to a near-stop before the barrier of fire ahead. It is reassuring to learn that:&lt;br /&gt;
* the &#039;sea oak&#039; mast and associated roots will prevent us fully turning over under nearly any circumstances&lt;br /&gt;
* Seren&#039;s Dark Elemental can right us if we find ourselves laying on our side (supported by mast/trunk and roots)&lt;br /&gt;
* Everyone on board can think quickly&lt;br /&gt;
&lt;br /&gt;
Once everyone is back on board, the water magics realigned, and some stability restored, investigations of our environment are made. Loxi finds that flying on shadow wings close to the tempest is ill-advised, while natural fliers fare better. We don&#039;t seem to have been magically teleported further than our perceptions tell us. The band of fire is following the tempest as it goes East, we can maintain position between them.&lt;br /&gt;
&lt;br /&gt;
The fire is many boat lengths wide, and is made of multiple non-summoned elemental-type entities. Axis is able to talk with them (using Speak to Enchanteds), and bribe/distract a clear passage using a couple of casks of latern oil.&lt;br /&gt;
&lt;br /&gt;
Once through, Mary-M returns with Dramus. It seems our Fey friend found the temptation to play with the extreme mana too much to resist. He has a (still-running!!) detect undead spell effect, which shouts responses to DA&#039;s. Mortimer Sleeps Dramus for his own safety while we wait for the spell to go away. We continue West for the rest of the day, and a night.&lt;br /&gt;
&lt;br /&gt;
== Changed Objectives ==&lt;br /&gt;
Dramus awakes on the morn, having been called to the leader of the Legion in is dreams. From his observations and interogation, he surmises the following:&lt;br /&gt;
* There are several hundred million Legion on the Western continent&lt;br /&gt;
* There is a single portal that they enter Haven through&lt;br /&gt;
* The Legion appear to know nothing of the High Elves&lt;br /&gt;
* The undead on the islands appear different to most of the Legion&lt;br /&gt;
&lt;br /&gt;
Given the above, our first mission is put on hold, pending organising a god-bothering party at a later date.&lt;br /&gt;
&lt;br /&gt;
== Brush Off ==&lt;br /&gt;
One pre-dawn watch, we are bombarded by Bubbles of Force containing zombies, skellies, and the like. The ones that get very close to Haven&#039;s Hope are brushed aside by the crystal protections. As we start to use various means to push the Bubbles away, those within trigger counters, and swim for the ship. Those that reach the hull stick to it (Rk20 Adhesion), leaving limbs behind when they are zorsched off by blast magics.&amp;lt;br&amp;gt;&lt;br /&gt;
We sense that this is the start of a larger plan, and keep a careful watch. Sure enough, we see patches of roiling water nearby, around undead bodies. We steer to avoid them, but soon work out that a huge monster is feeding on the bodies around us. How to get the limbs off the ship? Seren summons a many-tentacled Dark Elemental, which manages to rip limbs (along with bits of plank) off much of the ship onto itself before it is covered, and been dispatched. A roast is sacrificed (via steam-powered thrower) as a distraction. A second elemental is more efficient when we give it a large piece of wood to scrape limbs onto, and manages to clear the last of the hull just before the beast runs out of more distant dinner.&amp;lt;br&amp;gt;&lt;br /&gt;
Attempts to talk to the beast fail. We speculate that it is a guardian for the elves, or maybe just the biggest hunter in this sea. Overall, The Legion appears to have knowledge, ability, and cunning.&lt;br /&gt;
&lt;br /&gt;
== Land Ho! ==&lt;br /&gt;
&lt;br /&gt;
We continue Westward for a few days, until a flying lookout spots a large island ahead. It seems that the map is reasonably accruate. Due to the issues we have had with mana storms, the natural fliers Axis and Mary-M take an intial closer look. The island looks to be a lowered or raised mountain range - it is very steep, and lacks large rivers or beaches. Darien (a cartographer) goes on the next visit, intending to do a more thorough survey. When he overflies the island, his Shadow Wings fade and collapse - fortunately Mary-M manages to slow his fall, and he only breaks one leg. The island is a Earth Place of Power, and stops flying magic that gets too close to it&#039;s surface. Healing starts back on the ship, and we sail to a sheltered spot near the island to investigate further (divinate etc).&lt;br /&gt;
&lt;br /&gt;
===Second Converse with Dead===&lt;br /&gt;
;What sank the land that these isles are the last remnant of?&lt;br /&gt;
:&amp;lt;No Answer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Did the path of the High elves all those years ago pass these isles to the north or south?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Had the land been sunk when the Elves first came to this area?&lt;br /&gt;
:&amp;lt;No Answer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Did they land on or colonise any land still above water?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Are the High elves underwater and located in the middle of this ring of islands?&lt;br /&gt;
:No&lt;br /&gt;
&lt;br /&gt;
;Is this land protected against the incursion of undead?&lt;br /&gt;
:There are many and varied protections and there are places we do not see.&lt;br /&gt;
&lt;br /&gt;
==Siren&#039;s Isle==&lt;br /&gt;
[notes regarding the near beaching of &#039;&#039;Haven&#039;s Hope&#039;&#039; and loss of (at least) Darien to Sea Sylphs to be added]&lt;br /&gt;
&lt;br /&gt;
{&#039;&#039;&#039;Excerpt from Mortimer&#039;s Journal:&#039;&#039;&#039; &#039;&#039;As I sit here in the aftermath of a Mechanician fugue state pondering my plans for the eradication of the anthropophagic Alusian fey it seems to me that perhaps embarking on a project of such scope and severity on the unsubstantiated information provided by Dramus may be premature.  I think it may be more advisable to plan and perform a series of experiments to, in the first, prove or disprove the malevolent and immoral nature of the various fey genera, both Seelie and Unseelie, and second, should their nature prove as Dramus has described, to deduce whether their dietary habits can be reformed through various means such as aversion and other therapies.  Only after such experiments, and in the absence of humane alternatives, would it seem reasonable to further explore means of exterminating the creatures completely or making Alusia unsuitable for their continued inhabitation&#039;&#039;.}&lt;br /&gt;
&lt;br /&gt;
===Dramus and Fey diplomacy===&lt;br /&gt;
Dramus took some gifts of alchahol to Siren&#039;s Isle in order to make amends for the faux pas of the day before. From a certain point of view - yes it was rude of us to snatch their prey from them. They had after all worked for it. However - a contract is a contract and I for one would be sad to lose Darien to a farie fate. He is so much fun to needle.&lt;br /&gt;
&lt;br /&gt;
We learned a few things...&lt;br /&gt;
# There seems to be a &#039;council of elves&#039; in these parts&lt;br /&gt;
# The fey of this Isle have a treaty with them - establishing their island as fey territory and sacrisanct.&lt;br /&gt;
# Sirens really take offence when someone makes their illusions real.&lt;br /&gt;
&lt;br /&gt;
==The party partys==&lt;br /&gt;
We steamed on south to the next island. This one is populated with elves and fun fey. They are predictably strange in a few ways.&lt;br /&gt;
&lt;br /&gt;
# Their ages range from mere hundreds to twenty thousand years old.&lt;br /&gt;
# All of them have the health and apparent age of young adults (100 - 150)&lt;br /&gt;
# All of them have the mental age of toddlers. They have a sense of now and tonight but no long term memory and no knowledge of life skills, professions or trades. If we questioned them about Elven Councils - they seemed to have a hind memory of the meaning of the phrase but absolutely no knowledge of them.&lt;br /&gt;
# They have clothing but apparently no skill in making it. Some of the garments are extremely old and enchanted for long wear. Some of it shows as recently fixed but we have no idea by whom.&lt;br /&gt;
&lt;br /&gt;
This information came to us after a night of partying and a day of socialising. &lt;br /&gt;
I suppose it must be mentioned that we had a mis-understanding between me, Mortimer and Mary-M and a debarcle concerning self inflicted deafness, paranoia and a length of rope but alls well that ends well.&lt;br /&gt;
&lt;br /&gt;
We have noticed that our apparent age has reduced by a few months after being on this island. Not enough to worry the elves but the humans may have a rough time if we tarry too long. As far as we can deduce there is some magical presence in and/or around  the fresh water spring near our new friends.&lt;br /&gt;
&lt;br /&gt;
Our scouts have spotted another group of &#039;young&#039; elves further in land (remember these islands are huge). We plan to steam down a ways and investigate this lot. They have a metal bladed knife. We wonder how they have it at all.&lt;br /&gt;
&lt;br /&gt;
=Loot / Artefact Descriptions=&lt;br /&gt;
Dramus has guaranteed to top up any loot/salvage gained to a minimum of 10,000sp per person and will cover reasonable expenses.&lt;br /&gt;
&lt;br /&gt;
=Quotes=&lt;br /&gt;
* Mortimer: I refuse to set sail in a boat named with an ejaculation!&lt;br /&gt;
&lt;br /&gt;
=Calendar =&lt;br /&gt;
{| cellspacing=0 border=1&lt;br /&gt;
! colspan=15 | &amp;lt;h1&amp;gt;Spring&amp;lt;/h1&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| colspan=14 | &amp;lt;b&amp;gt;[[Candlemansa]]&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;h2&amp;gt;[[Thaw]] (10)&amp;lt;/h2&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=3 | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;Guild Meeting. Organize Shipping&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| width=75px height=54px | Portal to Haven. Start Shipbuilding&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| width=75px height=54px | Seren et al travel to Dwarves.&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| width=75px height=54px | Arrive at far portal.&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| width=75px height=54px | Dramus returns to Alusia&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| width=75px height=54px | Arrive at Dwarf City.&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| width=75px height=54px | Get back to Far City. Dramus returns from [[Asheth]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| width=75px height=54px | Back to Shipyards&lt;br /&gt;
| class=day | 12&lt;br /&gt;
| width=75px height=54px | Sea Trials, Fit Crystals, Head for open Water&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| width=75px height=54px | Shake down, minor issues, fishing.. &lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 14&lt;br /&gt;
| width=75px height=54px | ~3am Massive arcane storm. Thru fire, continue W&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| width=75px height=54px | Dramus awakes&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 18&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| colspan=8 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;h2&amp;gt;[[Seedtime]] (11)&amp;lt;/h2&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=7 | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;Rites of Thunor&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 12&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;Equinox&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;Eostre&lt;br /&gt;
| class=day | 18&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;The Seagate Spring Ball&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 22&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| colspan=4 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;h2&amp;gt;[[Blossom]] (12)&amp;lt;/h2&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=11 | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 7&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 11&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 12&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 13&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 14&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 15&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 16&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon2.jpg]]&lt;br /&gt;
| class=day | 17&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 18&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 19&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 20&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;Floralia&lt;br /&gt;
| class=day | 22&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 23&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 26&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 27&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 28&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 29&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day | 30&lt;br /&gt;
| width=75px height=54px | &amp;amp;nbsp;Walpurgisnacht&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Party Organisation =&lt;br /&gt;
== Enhancements ==&lt;br /&gt;
&lt;br /&gt;
As we have a range of possible enhancements It would be best to detail which ones people require in the following table so we can spread the load across the group so that no one person has use all their fatigue each morning.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A&amp;quot; = always on, &amp;quot;Y&amp;quot; = Yes please, &amp;quot;-&amp;quot; not required, blank = as required&amp;lt;br&amp;gt;&lt;br /&gt;
For Spectral Weapon please include a number to indicate how many weapons need to be cast upon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!width=&amp;quot;150px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Magic &lt;br /&gt;
!!width=&amp;quot;25px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Rk &lt;br /&gt;
!!width=&amp;quot;200px&amp;quot; Align=&amp;quot;Left&amp;quot;  |Effects &lt;br /&gt;
!!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Lo &lt;br /&gt;
!!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Da &lt;br /&gt;
!!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Dr &lt;br /&gt;
!!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Ma &lt;br /&gt;
!! width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot;  |Se &lt;br /&gt;
!!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Mo &lt;br /&gt;
!!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot;   | Ax &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Form          || 16 || +34%/17% Def  ??Hrs    ||  ||  || - ||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Enchant Armour      || 20 || +42% Def +1AP 20.5Hrs   ||  ||  || - ||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Armour of Earth     || 6 || 3.5 hours                ||  ||  || - ||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Strength of Stone   || 20 || +20 EN 41Hrs            ||  ||  || Y ||  ||  ||  ||  &lt;br /&gt;
|- &lt;br /&gt;
| Strength of Darkness|| 10 ||                         ||  ||  || Y ||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Trollskin           || 4 ||   50 Seconds             ||  ||  ||  ||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Witchsight          || 20 || 20.5Hrs                 ||  ||  || -||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Quickness           || ? ||                          ||  ||  ||  ||  ||  ||  ||  &lt;br /&gt;
|-  &lt;br /&gt;
| Enhance Enchantment || 20 || +20 Rks                 ||  ||  ||  ||  ||  ||  ||  &lt;br /&gt;
|- &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shadow Wings|| 12 || 42mph 12.5Hrs 500+miles ||  ||  ||  ||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 40mph 10.5hr 420miles                          ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-     &lt;br /&gt;
| Spectral Weapon     || 16 || 20 mins +6 Dam +17% SC  ||  ||  || 1 ||  ||  ||  ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Watch Order==&lt;br /&gt;
&lt;br /&gt;
The Dinner - Sleep - Breakfast is assumed to take roughly 10 hours and the watches cover this period. &lt;br /&gt;
&lt;br /&gt;
*Watch&#039;s A and B - 5 hours from Start of camp to part way through the night. &lt;br /&gt;
*Watch&#039;s C and D - 5 hours from end of first watch to after breakfast. &lt;br /&gt;
&lt;br /&gt;
{| cellspacing=0 border=1&lt;br /&gt;
! colspan=8 | &amp;lt;h1&amp;gt;Watch Order&amp;lt;/h1&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Party Member&lt;br /&gt;
! Moonday&lt;br /&gt;
! Duesday&lt;br /&gt;
! W&#039;ansday&lt;br /&gt;
! Th&#039;rsday&lt;br /&gt;
! Frysday&lt;br /&gt;
! Reapsday&lt;br /&gt;
! Sunday&lt;br /&gt;
|- &lt;br /&gt;
|[[Dramus]]|| A || B || - || C || D || - || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Serendipity]]|| B || - || C || D || - || - || A&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortimer]]|| - || C || D || - || - || A || B&lt;br /&gt;
|-&lt;br /&gt;
|[[Axis]]|| C || D || - || - || A || B || - &lt;br /&gt;
|-&lt;br /&gt;
|[[Loxi]]|| D || - || - || A || B || - || C &lt;br /&gt;
|-&lt;br /&gt;
|[[Darien]]|| - || - || A || B || - || C || D &lt;br /&gt;
|-&lt;br /&gt;
|[[Mary-M]]|| - || A || B || - || C || D || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This ensures that everyone gets full nights sleep periodically and avoids people having broken sleep leaving them susceptible to fatigue.&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
&lt;br /&gt;
Marching orders will be determined as appropriate for the situation and will not be predetermined.&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
[[Image:Haven Dragon Isles.png]]&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Don%27t_go_breaking_my_heart&amp;diff=114130</id>
		<title>Don&#039;t go breaking my heart</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Don%27t_go_breaking_my_heart&amp;diff=114130"/>
		<updated>2026-05-17T10:19:41Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:IROnCRAGbaggler.jpg|150px|thumb|The Graff]]&lt;br /&gt;
[[Category:Callum]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:GoK]]&lt;br /&gt;
[[Category:Villa]]&lt;br /&gt;
[[Category:Mebh]]&lt;br /&gt;
[[Category:Lath]]&lt;br /&gt;
[[Category:Bleyze]]&lt;br /&gt;
[[Category:Pierre]]&lt;br /&gt;
[[Category:Eric]]&lt;br /&gt;
[[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= The Party &amp;amp; Mission =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Don&#039;t go breaking my heart&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Callum]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thursday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: 31 Methuen Road, Avondale. [http://maps.google.com/maps/ms?ie=UTF8&amp;amp;msa=0&amp;amp;msid=105886096447079016294.0000011308aa77c973db1&amp;amp;z=17&amp;amp;om=1 Map]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High]] and its a Callum game :-0&amp;lt;br&amp;gt;&lt;br /&gt;
; Party (full).&lt;br /&gt;
*[[GoK]] - An Celestial mage. Played by [[:Category:Hamish Brown|Hamish Brown]].&lt;br /&gt;
*[[Villa]] - An E&amp;amp;E mage of many talents played by [[Micheal Young]].&lt;br /&gt;
*[[Mebh]] - A warrior, Air mage played by [[Julia McSpadden]].&lt;br /&gt;
*[[Lath]] - An Air mage of great skill played by [[Jono Bean]].&lt;br /&gt;
*[[Bleyze]] - A Fire mage of great skill played by [[Craig Harper]].&lt;br /&gt;
*[[Pierre]] - A Water mage, warrior of great skill played by [[Andrew Luxton-Reilly|Andrew Luxton-Reilly]].&lt;br /&gt;
*[[Eric]] - A Dwarf Name played by [[Eric|Mike Haycock]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: The employer is introduced by [[Ulrich the Sorcerer]], and is The Graff, a small somewhat grubby looking Hobbit who has his teeth filed into points and appears to have no eyes.  Guild reps assure everyone he is a nice kind fellow really.&lt;br /&gt;
; Mission&lt;br /&gt;
: &#039;Recover&#039; an item.&lt;br /&gt;
; Pay&lt;br /&gt;
: A lump sum of 150,000sp in total in advance, in the form of [[Mithril]] ingots.&amp;lt;br&amp;gt;&lt;br /&gt;
: [https://docs.google.com/leaf?id=0B12BfjlQDqeMZmE1MTViNWMtMWI5Yy00NDc2LWIyZWQtNzdjNzIzZGM2OTVl&amp;amp;sort=name&amp;amp;layout=list&amp;amp;num=50 Astor&#039;s Manor - A Google Doc write-up from Callum.]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Narrative = &lt;br /&gt;
We meet in a bland and indistinguishable guild meeting room on the day of the guild meeting.  The Graff a hobbit with no eyes and pointy teeth meets us and pours quite a large pile of mytheral onto the table out of a small pouch of holding which is made if finely woven dragon skin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He wants us to retrieve the Heart of Glass (HoG) from the City of Silver.  Both the heart of Glass and the Silver city are ancient 50,000 years is not too unlikely.  The Graff does not care how we retrieve the HoG nor does he care to tell us what he wants to do with it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HoG is a magical soul storage devise. It stores souls, it can store many lesser souls of fewer greater souls, apparently the soul of a god would pretty much fill it. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Silver city (SC) is also known as Mrachek it is a city of worship populated by monks.  Lath finds out that there is a dark city perhaps a mirror underneath.  SC is also an ancient Library.  It is only found by going on a spirit quest.  To enter you must walk, as you walk you will pass through two gates the first a horned gate will destroy you if you are a demon and destroy demonic items you may posses.  The second an Ivory gate is called the gate of truth and will destroy any illusions and anyone who is untruthful. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We decide that Lath is party leader, Eric is 1st mil Sci, Lath is 2nd Mil Sci and GoK is Scribe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We also decide that Bleyze with rk17 D-flames is a blast mage.&lt;br /&gt;
Lath with rk18 Whirlwind Vortex is a blast mage.&lt;br /&gt;
GoK with rk16 Shadow Blades is sort of a blast mage but is also a warrior.&lt;br /&gt;
Mebh is defiantly a warrior.&lt;br /&gt;
Eric is a Namer and warrior&lt;br /&gt;
Villa is an E&amp;amp;E and has many Talents&lt;br /&gt;
And - finally Pierre is our cook. (thou suspiciously Pierre has the most endurance amour and the biggest sword).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 1st - 7th of Thaw =&lt;br /&gt;
&lt;br /&gt;
We make preparations at the guild.  Pierre our cook, cooks up 20 odd rk9 waters of healing these cost us 8000sp.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GoK contacts [[Basalic]] and orders 15 rk13 Strength of Stone on endurance, this costs us a further 19500sp. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bleyze]] sells 10,000 sp worth of invested weapon of flames to [[Mebh]]&lt;br /&gt;
&lt;br /&gt;
= 8th of Thaw =&lt;br /&gt;
&lt;br /&gt;
Lath takes us out to the sea of grass to participate in a fertility ritual. Which involves drinking, dancing and getting laid.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During one of these three activities when Bleyze has his clothes off he is attacked by two kind of phantasms, killed and torn into little pieces.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Also during one of these three activities while GoK has his clothes off he is attacked by two beautiful elf like women who have lead him off.  They leave him alive but his willpower and endurance are drained; His mind is read and he is cursed with a 30+ MA curse.  We suspect the enemy now knows all about us. (or atleast as much as Gok knows)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We head back to Seagate, get Bleyze resurrected &amp;amp; GoK kills himself and is resurrected to remove the curse which we suspect is a locate. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all regenerate 1Ft and 1End per 4 pulses for 1 year as a result of the ritual which it seems even thou we disrupted it with our deaths was a success. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 9th of Thaw =&lt;br /&gt;
&lt;br /&gt;
The Graff teleports us to a path somewhere far to the north in Alusia where it is freezing.  He has warned us not to try flying or teleporting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We decide to walk west rather than east as it is up hill, and soon we arrive at a horny gate.  As we pass through the gate it turns out that several party members have overlooked items which should have been left behind.  These items are turned to ash.  Appart from this minor setback all feel uplifted and like we are on an important journey.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Soon we arrive at the ivory gate and all pass without too much bother, although Laths permanent illusion is disapated and flames briefly flair around Eric. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suddenly upon passing this gate we find that we are in a hidden green valley, there are fruit trees and men dressed in white tending stock.  Before us some miles hence is a huge triangular wall.  The walls are some 600 feet high and the point of the triangle closest to us the back wall is built into the mountains.  Each side must be at least 1 mile long.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great door build into the point. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We ring a small bell mounted at the door which makes no noise and sit, soon the door is opened.  We claim we are here seeking knowledge and are welcomed inside by Gethin the seneschal who is wearing whiter robes with a silver cord around his waist. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are shown to a boarding house.  All feels beautific, there is no alcohol and no meat sold at the boarding house.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 10th - 20th Thaw = &lt;br /&gt;
&lt;br /&gt;
We head down and eat a vegetarian breakfast.  Spotting a Scholar with a crook 2, Luna researches with 2 Luna Guards and a mad man.  We investigate them a little some are mages some are not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Visit the library.  On the door are two guards dressed in unusual armor with unusual cords (with silver threads) wrapped around one arm.  We enter and are met by the head librarian, an old man he has white robes with a silver cord tying them together.  Perhaps it is pewter that runs through his cord.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
The library is huge and a triangle shape which points backwards and fits into half of the rear mountain wall that makes up the back of the city.  The door to the library in to the left and is cut into the side of the mountain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are constantly a number of librarians around, they do not help to search but will point out which area to search in.  Each librarian wears white robes held together with a silver cord.  We discover that they all look a lot younger and more mussely in a mirror of true sight.  Also the cords do not DA as magical but are in-fact highly magical they prevent magic&#039;s such as locate working and they allow the librarians to walk through the many magical doors that we discover are in all the interior walls of the library. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We spend 3 days searching the books for various personal things then we decide to spend another week doing this.  Lath searches for a cure to change her true form so that she will have a hand and a workable color bone.  GoK searches for the history of his Holy Sword hoping to find a way to unlock its many other abilities and cause it to speak in a more respectful voice to him now that he is no longer a vampire.  Mebh searches for warrior abilities, others search for other things. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this searching is going on some of us explore other things.  We find:  That the mad man spends days at a time staring at a wall; That outside of the wall there is a small crack in the earth which goes right though to the under city; That the city in under populated for its size; that the inn does not mind if we eat meant and drink wine but will not serve such to us; that there are many magical doors on the back two walls of the library; that the heart of glass is to the right of the library through the right hand side wall; that we can teleport most places safely; that the chief librarian notices almost everything that goes on. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We use a crystal of vision to have a look at the under city, GoK memorizes a location suitable for teleport.  From above it looks like a huge triangle pointing the opposite way to the upper city, within it is a second triangle pointing the other way and within this a third triangle point the same way as the first; thus it is divided into 7 triangles with the very centre most forming a temple.  We expect that the upper city has the same form so that the city as we know it is only the front most point of a much larger structure (just the tip of the ice burg so to speak), this makes the library a second more central  triangle and suggests that through the right wall of the library is a temple (where we think the heart of glass is). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We discover that there are many secrete doors through the 2 inner walls of the library, we are a little wary of teleporting through these walls as we suspect that they may be warded against this kind of entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 21st - 22nd Thaw = &lt;br /&gt;
&lt;br /&gt;
We spend two further days researching and discover:  The inn keeper is a normal human, the mad man is blessed by the powers of light and is also quite mad, the inner walls of the library are protected with holy warrior magic (not necessarily POL but holy to someone) we think this will protect from teleport, the Liberians bleed green icor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the party from the Luna Empire is made up of 3 mages (E&amp;amp;E, Mind, Namer) and 6 guards one of which is also a mind mage).  &lt;br /&gt;
&lt;br /&gt;
We know that a namer called Astor is also trying to get the heart of glass.&lt;br /&gt;
&lt;br /&gt;
=23rd Thaw=&lt;br /&gt;
&lt;br /&gt;
At lunch time on the 23rd our scary shields are all disipitated, and Laths mind cloak is also disipitated. We decided that it is time for action.  A number of the party were unwilling to take hostile actions against peace loving monks however the fact that they bleed green ichor eases GoK&#039;s concerns and the rest of the party seem willing to accept his version of what is right. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We power up in our room and teleport into the library just as the chief Libran is setting the wards for the night. 4 of us over power him and Blaze stabs him with a dart which pulls his skin off his body to reveal many green globes - a trap. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all back away except Pierre who tries to count the globes but gets dragged by GoK, and Blaze who stabs one of the green globes with a second dart.  The green globe explodes and half of blaze is evaporated. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lath - seeing Blaze evaporated and getting a death buzz... &amp;quot;I think he may not be dead&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10 warriors walk through the wall that we had hoped to pass through they are standing evenly placed along the wall which is 100 feet long.  GoK teleports the party to one end to get them lined up, Lath triples a rk18 WV, Killing 1 and stripping 5 others of ftg. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They have javelins which ignore amour and set phantasms into our flesh and the toughest looking one wields 2 flaming scimitars which do circa 30pts of damage per blow ignoring amour.  &amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
By the end of the second pulse the party is mostly dead or down.  GoK decides it is time to use a talent and reverses time 3 min&#039;s. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party is in the room just after casting buff magic&#039;s when GoK receives a spec to his arm with no apparent cause.  After a short explanation he teleports the party to some other part of the city.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mabh is somehow missing and without her &amp;quot;kick in the door&amp;quot; attitude Lath and GoK are unable to convince the others to attack again.  We lost our Mojo. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reflecting on what to do has us leave the city for the night. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 24th Thaw =&lt;br /&gt;
&lt;br /&gt;
We re enter the city travel into the library Eric and Blaze wait outside while Pierre, Lath GoK and Vila enter and approach the lead librarian.  Lath says &amp;quot;we were going to attack and kill you all last night however we have thought better of this and being basically of a good nature we wanted to come clean with you and rather offer a trade for an item we need which we believe to be in your possession.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Librarian (threatening tone) &amp;quot;tell me exactly what you are after&amp;quot;.  GoK &amp;quot;maybe we should just go back to the idea of killing you all&amp;quot;.  Lath &amp;quot;we want the Heart of Glass&amp;quot;.  Librarian &amp;quot;please wait right here while I confer with my colleagues&amp;quot;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Librarian teleports away.  We look around and notice that all of the librarians have left the room seems to darken.  One of the other patrons of the Library teleports away, the door slams and the magic which seals it shut is palpable to all of us. &amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
GoK casts teleport at Laths command.  Lath and Vila appear outside the Library next to Eric and Blaze.  Pierre and GoK appear in a huge darkened room. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Without GoK or Pierre:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Lath and Villa arrive outside with the others. We quickly find that the others and locate the weapon of GoK far below the city before the locate arrow of Villa&#039;s is consummed by the green mist. We leave the city thinking that we will summon an air elemental to try to brake/dig/smash into the lower city and recover or friends. Some time goes by ...&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back to Pierre and GoK:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pierre and GoK power up quickly preparing for anything.  We are in a huge room 600&#039; across it is six sided, in the centre filling most of the floor area in a six sided star atop this is a second six sided star and so on; a total of 10 layers of 6 sided stars.  At the top is a column of light at each of the points of the 10 stars a heroic looking possibly human or Elf body is chained with grey chains there are green pulsing chaos magic tendrils coming out of the stone and piercing the bodies. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We travel to the top of the dais and find that a beautiful 4 armed woman is chained there.  She has a &#039;greater than Avatar strength&#039; aura and is aligned with natural growth and balance within chaos.  The column of light is coming through her and traveling up through the ceiling and into the city above.  We ascertain that the 60 men and women chained all around her and this GoD are being used as some sort of power source. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pierre smashes the chain of a nearby man and GoK then teleports himself and the man to the bottom of the dais where he is free and alive but has many holes where the green pulsing tendrils used to be. Pierre feeds him waters of healing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Experiencing success buoys us on and so we travel to the top of the dais and GoK attempts to teleport the GoD off the top of the dais and down to where the first freed man is.  This is successful except that only half of GoK appears the rest is writhing green tendrils and he is dying.  The GoD looks ok except for a shriveled arm. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acting quickly Pierre uses a potion of complete restoration of GoK and this saves his life. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GoD restores herself and begins to free and restore her followers.  She appears now as a little girl and wants to find her sister.  We say we will help and that we can teleport her and 4 of her followers out to the city above where we can join the rest of our party and begin the search for her sister.  She holds our hands and we, her and her 60 sleeping followers appear in the Library where the rest of the party is investigating. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Without GoK or Pierre:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;In the mean time when the party outside the city was summoning an Air Elemental the ground shakes and the city rumbles for 20 sec, so we stop what we are doing and head inside to the city to find it dark and the walls solid for the first time. We move to the library and as we enter it seems quite. We clearly see that the &#039;green chaos mist&#039; has eaten away at one wall and we are able to make out what is on the other side, only then to be surprised, by GoK and Pierre and 60 others arriving in the room. Lath is very please and happy to see GoK and Pierre alive and well.&lt;br /&gt;
&lt;br /&gt;
We talk for a moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Villa uses a wizard&#039;s eye to look through the doorway across the poisonous gas and to the far wall.   He then uses crystals of vision to scry through the wall.  He sees an enormous triangular room with a 600&#039; 4 sided building in the centre.  Surrounding it are 3 large oblong single story buildings pointing towards each point of the triangle.  The central building has 4 doors and within is a 6 sided star dais&#039;s with 10 levels much like the one below.  This one has a dark roiling myst surrounding the top obscuring our view and many men in gold, silver and grey are teleporting away on 4 sigils places around the top of the dais.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We suspect that about 20 men have teleported out while 6 gold clothed and 3 silver clothed men remain around the dais in 3 groups of 3.  The gold dressed men are the same as the man who wielded flame writhed swords and struck for 30pts of damage ignoring amour in our first encounter which because of our time traveling talent we did not actually have. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
We prepare ourselves for battle. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Battle= &lt;br /&gt;
&lt;br /&gt;
We teleport into the huge chamber and, as expected, find the enemy in 3 groups of 3.  However the chamber has some impact on the effects of magic and upon arrival rather than being in a mega hex, as is usual, most of the party members are spread around the southern half of the chamber.  We have surprise and in the first pulse blast them with rk17 D-flames, a triple effect rk16 shadow blades - stored in a staff, a rk 16 shadow blades and a rk 18 WV.  5 of the nine go down however two which were wearing white robes are spluttering green gas which seems to be re gathering.  As they die their souls (which are visible to Lath and Blaze) are sucked into the centre of the dais - we expect that this is the effect of the Heart of Glass in action and that any who are killed will die permanently in this combat (or at least have their souls stored in the Heart of Glass along with thousands of others) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last group of 3 run to the portals while Eric leads our warriors in finishing off the last which Mabh knocks out.  We are buoyed and somewhat surprised by our success, we have lifted our game a notch since our first ill-fated encounter.  Lath calls for us to gather in the South Eastern corner, investigate the top of the dais&#039;s and prepare for the next wave. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eric DA&#039;s an apparent wall of force holding a black roiling myst at the top.  Perrier throws a dagger into the wall which is destroyed by a tendril of black myst; Vila goes over to the wall and investigates up close and personal. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the while a screaming has been building in the chamber and it seems to be coming from the two pools of green gas.  It is at about the time that Vila arrives at the dais&#039;s that two twelve foot tall demons appear from the green gas.  They have Vila surrounded.  We blast em - but they appear to be immune to magic.  Eric and Mabh charge in.  The first moves with exceptional speed more much than quickened while the second moves with extreme slow perhaps together creating balance.  The first moves to Eric, closes with him strikes him with two claws, which lodge in his chest cavity, lift him up and bite his head. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
GoK changes to weapons and move to strike it, Mabh strikes a massive blow, while Lath casts Empathy.  Next the demon pulls its claws from Eric causing 4 spec grevs.  Hits GoK with Eric, and strikes GoK twice with claws doing 2 spec grevs, GoK goes down beside Eric.  Mabh strikes it with a massive blow passes a crystal to Eric and GoK which causes restoration. (Apparently it cost her 5 points of willpower). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We get on our feet as two more warriors appear at each of 4 portals, one with a massive shield and short sword and the other carrying 2 javelins which set phantasms under our amour.  A shudder goes through the party. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lath calls to rally the party and we turn to face the new threat.  As GoK, Eric and Mabh finish off the first Demon blast magic&#039;s go off Blaze manages to get both demons and every party member save Lath in his D-flames.  Lath makes a triple effect WV, and GoK a double effect Shadow blades. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pierre is matching the second demon toe to toe though it is slow now its companion is dead (we all knew the cook was tuff).  As we gain the upper hand on the eight new foe GoK is stuck with a Short sword covered with runes which is realised into his flesh, he manages to save at minus 50% because he has the good fortune to be randomly standing in a Namer counter spell.  Blaze removes the short sword saying &#039;got it&#039; and GoK uses his action to take the short sword and place it in his pack saying &#039;I&#039;ll take that - it looks like loot to me&#039;.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the second Demon goes down, the GoD appears and goes to the wall of force disipitating it.  She then enters the black roiling myst and begins pulling ineffectually at the silver chains holding her brother (the chaos within order aspect of the whole god).  Another warrior comes through the portal on the dais&#039;s and is immediately evaporated by the black myst. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party charges around picking up bodies in order to collect the loot.  GoK flies up to assist in removing the GoD&#039;s brother and does the teleport trick to get the 3 of them up to the northern end of the chamber.  As he does so a rumbling sound fills the chamber and some of the roof starts to come down.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Freed the GoD&#039;s touch hands meld together and disappear.  The party travels to the dais and finds that the Heart of Glass is set as a stone into the top.  The party tries various methods of removing it but Eric and Mabh are most effective with Mace and Mattock respectively.  GoK teleports the party out of the city .9 of a mile and makes a second leap of .9 miles just to be on the safe side.  The city of Silver seems to settle without totally collapsing.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Repost=&lt;br /&gt;
&lt;br /&gt;
Expecting that we have the upper hand we teleport back to the city to recover the holy artifacts rumored to have been horded within.  We suspect that they are stored in 3 large bunkers. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately we are ambushed and the details of the following combat are too gruesome to detail here.  However we escape with our lives barely.  Oh except for Mabh who valiantly saves the entire party and gives her own life in the process.  Worse - because she dies close to the HoG her soul is trapped within along with countless thousands of others. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We flee to the guild and have a brief encounter with the other party after the HoG from TAC.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
note: The Scribe was not actually present during the last section &#039;A repost&#039;; accordingly the details provided may not actually bare any resembalence to reality and may rather represent a flight of fancy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=25th Thaw=&lt;br /&gt;
&lt;br /&gt;
We meet the Graf back in the guild.  He is delighted that we have in fact recovered the HoG though he is careful not too show it. He places the HoG into the butt end of an obsidian dagger and stabs Mabh with it she returns to life. In return he would like us to remove his competition from the face of the earth (well not quite). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Astor is a respected surgeon who lives out of [[Adjepbar]].  He has made a flesh gholam which is designed to house the soul of an ancient horror currently held within the HoG.  The Graff would like us to destroy the flesh gholam and does not mind if we destroy Astor as well. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It turns out that the Illume which attacked and killed Blaze and GoK early in the adventure are assassins in Astor&#039;s service. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We spend 8400sp on 35 rk9 water of healing which Pierre prepares; also 25000 on 25 rk8 Gut Busters from slippery rock. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 26th Thaw = &lt;br /&gt;
&lt;br /&gt;
We travel to Astor&#039;s manor.  Astor is an ancient namer we know that of the 4 Lillume 1 is a mind mage and 1 is an earth mage we suspect that 1 is an E&amp;amp;E. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We find a 3 story manor on top of a hillock with its back to the cliff face.  It is surrounded by a 20&#039; dressed stone wall about 600&#039; on a side.  There are 2 guards at the large stone gate and several more on top of the wall.  We are careful not to use scrying magics and instead turn into seagulls and fly around the place.  We discover that we cannot really make out the manor house - we know it is there but doors and windows are just not evident it&#039;s like we cannot target it or really memorize any part of it.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At dusk we fly below the level of the cliff face and up to approach the wall without being seen.  Lath triggers several transparencies upon the wall until we can see through.  We discover that there is a smooth stone surface, a cold iron inner shell a bound earth core followed by a cold iron shell and a smooth stone surface on the other side.  Also there are Specters living within the wall. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GoK tries to teleport the party through the wall using the transparent area to get a lock on the arrival spot the spell works but we do not move.  The Specters begin an attack using magic. We fly over the wall and land on the far side.  Blaze is trapped by one of the many hands of earth that suddenly appear upon the top of the wall.  We are being attacked by many white fire. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The party flies up to the wall of the mannor and Blaze casts fire arc to get in close proximity with them; GoK then teleports the party through a window as the manor is clearly visible from close range. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once inside we search the place.  It appears abandoned.  There are stairs down but into a kitchen rather than a basement.  In the master bedroom on the second floor we find a painting which teleports Mabh up to the third floor and back.  We break a window as the portal only moves 1 person, and fly out and up and land in the third story.  It appears that there is a portal of some description on the floor - the whole third story is set up as a workshop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[GoK&#039;s Warrior Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The six pointed Star on the 3rd floor is indeed a portal to 5 other locations 1 of which is far away and the rest of which are close.  One uses the portal by walking along a line.  The person gradually disappears over 10 seconds, if one steps off the line during this process one is flung across the room (as in TK rage). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We travel first to a workshop which contains various Alchemist stuff - we are somewhat disappointed that the workshop does not seem to reflect the skill of the Namer we are pursuing.  We find a secret door leading from this workshop into the Kitchen.  The same 6 pointed star portal is placed upon this floor. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We elect a new direction and Pierre appears in a large square room with a stone gholam manning a ballista fixed to a pivot atop a post in each corner.  As he appears he is fired upon by these 4 ballista.  It will be 10 seconds before Mabh arrives and 10 seconds more before GoK arrives.  We cane their bums.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The room is suddenly shrouded in darkness those of us with rk 20 whichsite cannot see.  The 4 lillim appear teleporting in.  They are wearing black armour that appears to absorb spells and Attacks (ablativly).   They teleport around the room attacking us at random.  GoK &amp;amp; Pierre manage to attack two from behind only to find that their cloaks absorb spells and any physical attack pulls one into the void (a fate narrowly avoided). They each have gems which store spells targeted at an entity (such as Laths rk18 WV) to be later fired off like an invested. Mysteriously they disappear, before they kill us. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a rumbling sound for several pulses then suddenly 4 armour plated Mammoth gholams appear 1 through each of the four doors.  They each have 3 heads 2 of which breath fire.  We cane their bums.  Though they give us some trouble by closing with us. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are almost out of healing potions and we are in a rush because our weapon spells are about to run out.  We charge off down a corridor making a quick decision at a crossroad.  We eventually end up in a small room with 3 pentagon portals in it.  however we trigger a ward on the way in and have to destroy 7 spectral hands; these are like hands of earth except they drain and cannot be targeted (except by weapons that can hit insubstantial things).  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first portal leads us to a room with hundreds of dead people in it.  they are hanging from hooks in the ceiling and are inscribed with demon symbols meaning that their souls cannot escape, so even though they appear to have been here for some time they could all be resurrected.  Blaze and GoK destroy them with spells, deciding there are too many to rescue and they may be put to evil use in the mean time.  They are all missing their hands. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second room is a rk15 Alcamyst lab.  Eric is very excited.  We quickly exit and enter the third portal. &amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The third room is a large square room many miles below the mannor above (this is a guess but it feels right).  It is lit by a light which nullifies shadows.  we all arrive together however in a different order than we went in.  between us and the Evil namer and his 4 lillim and their 2 Nightmares are 2 Namer barriers which cause us to have to save twice at -30 or be repulsed taking big damage in the process.  In the room is a nearly completed Gholam constructed entirely of the hands of the undying (from the room visited earlier). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lillim are now wearing red Dragon skin armour with their cloaks they are wielding maingauch and swords.  The evil Namer is wearing some dark armour. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the first pulse GoK and Pierre use &#039;one use, free pass action&#039; teleport items to teleport to one side of the room through the barriers and into position for casting shadow blades (we have been preparing it as we entered the portal).  We know this is suicidal because in the first combat with the Lillim we were struck with darts which did an automatic spec grev if you did not have an E&amp;amp;E special counter on and there are at least 6 such darts floating in the air waiting for targets. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We get our spells off and destroy the Nightmares also some single use magic protection items drop to the ground from the Lillim and the Namer appears annoyed.  Then GoK takes 3 Spec Grevs from 3 darts.  These remove 1 secondary arm, 1 leg &amp;amp; crush his pelvis.  Also his 10pt dragon skin caster/agility armour is destroyed as it took 2 spec grevs earlier.  GoK spends the rest of the combat attacking with 1 hand while laying on the ground (in the next 3 pulses he manages to do around 80pts of fatigue damage and this strips the fatigue of 1 of the Lillim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mabh and Pierre deal to the Namer Eric eventually does 2 endurance hits with one multi hex strike (against 2 lillim).  In short after about 2 hours of play time in which we look like we are loosing we gradually get the upper hand and eventually destroy the Namer and 1 Lillim before the other 3 flee. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Victorious. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Winter_War&amp;diff=114129</id>
		<title>Winter War</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Winter_War&amp;diff=114129"/>
		<updated>2026-05-17T10:18:42Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Greg Graydon]][[Category:Scribe Notes]][[Category:Ruska]]&lt;br /&gt;
[[Category:Aryan]]&lt;br /&gt;
[[Category:Morgan]]&lt;br /&gt;
[[Category:WordSmith]]&lt;br /&gt;
[[Category:Faith]]&lt;br /&gt;
[[Category:Kern Silvercrest]]&lt;br /&gt;
[[Scribe_Notes#Autumn_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
The adventure takes place in the border regions of [[Ruska]], and follows on from [[To Ruska with Love]].&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Winter War&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category:Greg Graydon|Greg Graydon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]]/[[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Starting Monday 10th September&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;; Chez Chris&#039;s - see discussion page&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]] although not entirely accurate either&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# Military Scientist - [[Aryan]] (Our noble and lazy leader)&lt;br /&gt;
# Military Scientist - [[Morgan]] (Working on my horsemanship)&lt;br /&gt;
# Siegemaster - [[WordSmith]] (Fortification consultant)&lt;br /&gt;
# Cultural Attach&amp;amp;#233; - [[Faith]] (I&#039;m just an innocent paper-pusher)&lt;br /&gt;
# Military Scientist - [[Kern]], An Elven Mil Sci specialising in Seige, Skirmish, Logistics and Aerial.    (A good man with tunnels and the like)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: Czar Peter the Great of [[Ruska]]&lt;br /&gt;
: Field Marshall Ivan Fedorovich Paskevish of Tomsk&lt;br /&gt;
[http://feefhs.org/maps/rusa/ra-sc1.html http://www.multimediapalace.com/fl/eu-flags-02/ru-flags/ru-tomsk.gif]&lt;br /&gt;
; Mission&lt;br /&gt;
: What sort of people would wage a campaign in winter?&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
: Possible ranks in Military scientist to master level.  Furs and woolly clothes.&lt;br /&gt;
&lt;br /&gt;
=Events=&lt;br /&gt;
==Battle for Sungorov==&lt;br /&gt;
* Siege starts 12 Frost, by ~4,500 troops led by Wordsmith, Kern, and Aryan.&lt;br /&gt;
* Enemy is around 2,000 troops, mainly hardened Swordworlders.&lt;br /&gt;
* Artillery assembled 17 Frost, some ranging shots &amp;amp; greek fire tested in the next few days.&lt;br /&gt;
* Contacts made in the city, some information gathered.&lt;br /&gt;
* Heavy trebuchets start on 22 Frost, targeting Sungorov portal. Concept proven, but not completely effective.&lt;br /&gt;
* 2,000 fresh troops arrive 27 Frost, but hang back several miles, remaining undetected.&lt;br /&gt;
* After heavy bombardment and a rain of fire overnight, three forces of 2,000+ troops pour over different walls of Sungorov on the morning 29 Frost.&lt;br /&gt;
* Result?&lt;br /&gt;
&lt;br /&gt;
==Battle for Tilkini==&lt;br /&gt;
* Siege starts 20 Frost, by 2,200 experienced troops (mainly horse), led by Morgan.&lt;br /&gt;
* Enemy is 800 troops, mainly hardened Swordworlders.&lt;br /&gt;
* Offer to parley refused by enemy.&lt;br /&gt;
* Dawn assault from two directions on 22 Frost.&lt;br /&gt;
* Result?&lt;br /&gt;
&lt;br /&gt;
==Battle for Kargalinska==&lt;br /&gt;
* Pre-dawn stealth attack on 20 Frost, by 1,100 light troops + 200 elvish allies, led by Boyar Ilya Savinykh.&lt;br /&gt;
* Enemy is 800 troops, mainly hardened Swordworlders.&lt;br /&gt;
* Result?&lt;br /&gt;
&lt;br /&gt;
= Significant Local Commanders =&lt;br /&gt;
;Sub General - Yuri Dolgorukyi (Yuri, the Long Hands) b767&lt;br /&gt;
Yuri is an experienced Cavalry Commander and used to operating independently as well as part of a larger army.    He has Rank 4 Military Scientist with Specialties in Battlefield, Skirmish, Logistics and Strategy (to the end of Autumn 807) as well as skills in Courtier and a few other such skills.&lt;br /&gt;
&lt;br /&gt;
He advocates Cavalry for use throughout Ruska due to its large expanse of territory but thinks that Cavalry will not take towns unless the gates are open, thus he has taken it upon himself to learn more of Infantry tactics and associated skills such as Siege etc in order to be a better General.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 29th Frost) attached to the Sungarov SE army under General Kern&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Polkovnik (Col) - Simeon Dolgorukyi (the Proud) b760.     &lt;br /&gt;
Simeon is a Cavalry specialist and thinks only plebs &#039;walk&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
He has Rank 3 Military Scientist with Specialties in Battlefield, Skirmish (to the end of Autumn 807) as well as skills in Courtier and a few other such skills.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 29th Frost) attached to the Sungarov SE army under General Kern&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Polkovnik (Col) - Mystislav Dolgorukyi (the Great) b 750    &lt;br /&gt;
Mstislav believes that a strong army based on strong Infantry is the way to win wars and advocates &amp;quot;an Iron fist in a velvet Glove&amp;quot;. &amp;lt;br&amp;gt; &lt;br /&gt;
He has Rank 3 Military Scientist with Specialties in Battlefield, Skirmish and Strategy (to the end of Autumn 807) as well as skills in Courtier and a few other such skills.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 29th Frost) attached to the Sungarov SE army under General Kern&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
== 29th Frost ==&lt;br /&gt;
Assault on Sungarov by the 3 armies encircling it.   The assaults wil be from the Southeastern, Northern and Western based armies commanded by Generals Kern, Aryan and Wordsmith respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Winter_War&amp;diff=114128</id>
		<title>Winter War</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Winter_War&amp;diff=114128"/>
		<updated>2026-05-17T10:18:23Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Greg Graydon]][[Category:Scribe Notes]][[Category:Ruska]]&lt;br /&gt;
[[Category:Aryan]]&lt;br /&gt;
[[Category:Morgan]]&lt;br /&gt;
[[Category:WordSmith]]&lt;br /&gt;
[[Category:Faith]]&lt;br /&gt;
[[Category:Kern]]&lt;br /&gt;
[[Scribe_Notes#Autumn_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
The adventure takes place in the border regions of [[Ruska]], and follows on from [[To Ruska with Love]].&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Winter War&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category:Greg Graydon|Greg Graydon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]]/[[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Starting Monday 10th September&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;; Chez Chris&#039;s - see discussion page&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]] although not entirely accurate either&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# Military Scientist - [[Aryan]] (Our noble and lazy leader)&lt;br /&gt;
# Military Scientist - [[Morgan]] (Working on my horsemanship)&lt;br /&gt;
# Siegemaster - [[WordSmith]] (Fortification consultant)&lt;br /&gt;
# Cultural Attach&amp;amp;#233; - [[Faith]] (I&#039;m just an innocent paper-pusher)&lt;br /&gt;
# Military Scientist - [[Kern]], An Elven Mil Sci specialising in Seige, Skirmish, Logistics and Aerial.    (A good man with tunnels and the like)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: Czar Peter the Great of [[Ruska]]&lt;br /&gt;
: Field Marshall Ivan Fedorovich Paskevish of Tomsk&lt;br /&gt;
[http://feefhs.org/maps/rusa/ra-sc1.html http://www.multimediapalace.com/fl/eu-flags-02/ru-flags/ru-tomsk.gif]&lt;br /&gt;
; Mission&lt;br /&gt;
: What sort of people would wage a campaign in winter?&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
: Possible ranks in Military scientist to master level.  Furs and woolly clothes.&lt;br /&gt;
&lt;br /&gt;
=Events=&lt;br /&gt;
==Battle for Sungorov==&lt;br /&gt;
* Siege starts 12 Frost, by ~4,500 troops led by Wordsmith, Kern, and Aryan.&lt;br /&gt;
* Enemy is around 2,000 troops, mainly hardened Swordworlders.&lt;br /&gt;
* Artillery assembled 17 Frost, some ranging shots &amp;amp; greek fire tested in the next few days.&lt;br /&gt;
* Contacts made in the city, some information gathered.&lt;br /&gt;
* Heavy trebuchets start on 22 Frost, targeting Sungorov portal. Concept proven, but not completely effective.&lt;br /&gt;
* 2,000 fresh troops arrive 27 Frost, but hang back several miles, remaining undetected.&lt;br /&gt;
* After heavy bombardment and a rain of fire overnight, three forces of 2,000+ troops pour over different walls of Sungorov on the morning 29 Frost.&lt;br /&gt;
* Result?&lt;br /&gt;
&lt;br /&gt;
==Battle for Tilkini==&lt;br /&gt;
* Siege starts 20 Frost, by 2,200 experienced troops (mainly horse), led by Morgan.&lt;br /&gt;
* Enemy is 800 troops, mainly hardened Swordworlders.&lt;br /&gt;
* Offer to parley refused by enemy.&lt;br /&gt;
* Dawn assault from two directions on 22 Frost.&lt;br /&gt;
* Result?&lt;br /&gt;
&lt;br /&gt;
==Battle for Kargalinska==&lt;br /&gt;
* Pre-dawn stealth attack on 20 Frost, by 1,100 light troops + 200 elvish allies, led by Boyar Ilya Savinykh.&lt;br /&gt;
* Enemy is 800 troops, mainly hardened Swordworlders.&lt;br /&gt;
* Result?&lt;br /&gt;
&lt;br /&gt;
= Significant Local Commanders =&lt;br /&gt;
;Sub General - Yuri Dolgorukyi (Yuri, the Long Hands) b767&lt;br /&gt;
Yuri is an experienced Cavalry Commander and used to operating independently as well as part of a larger army.    He has Rank 4 Military Scientist with Specialties in Battlefield, Skirmish, Logistics and Strategy (to the end of Autumn 807) as well as skills in Courtier and a few other such skills.&lt;br /&gt;
&lt;br /&gt;
He advocates Cavalry for use throughout Ruska due to its large expanse of territory but thinks that Cavalry will not take towns unless the gates are open, thus he has taken it upon himself to learn more of Infantry tactics and associated skills such as Siege etc in order to be a better General.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 29th Frost) attached to the Sungarov SE army under General Kern&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Polkovnik (Col) - Simeon Dolgorukyi (the Proud) b760.     &lt;br /&gt;
Simeon is a Cavalry specialist and thinks only plebs &#039;walk&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
He has Rank 3 Military Scientist with Specialties in Battlefield, Skirmish (to the end of Autumn 807) as well as skills in Courtier and a few other such skills.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 29th Frost) attached to the Sungarov SE army under General Kern&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Polkovnik (Col) - Mystislav Dolgorukyi (the Great) b 750    &lt;br /&gt;
Mstislav believes that a strong army based on strong Infantry is the way to win wars and advocates &amp;quot;an Iron fist in a velvet Glove&amp;quot;. &amp;lt;br&amp;gt; &lt;br /&gt;
He has Rank 3 Military Scientist with Specialties in Battlefield, Skirmish and Strategy (to the end of Autumn 807) as well as skills in Courtier and a few other such skills.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 29th Frost) attached to the Sungarov SE army under General Kern&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
== 29th Frost ==&lt;br /&gt;
Assault on Sungarov by the 3 armies encircling it.   The assaults wil be from the Southeastern, Northern and Western based armies commanded by Generals Kern, Aryan and Wordsmith respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Escort_to_the_Superstition_Mountains&amp;diff=114127</id>
		<title>Escort to the Superstition Mountains</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Escort_to_the_Superstition_Mountains&amp;diff=114127"/>
		<updated>2026-05-17T10:17:26Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Craig Harper]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Pretty Flower]]&lt;br /&gt;
[[Category:Grizelda]]&lt;br /&gt;
[[Category:Nikola]]&lt;br /&gt;
[[Category:Serra Angelus]]&lt;br /&gt;
[[Category:Jaundice]]&lt;br /&gt;
[[Category:Aaron]]&lt;br /&gt;
[[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Escort to the Superstition Mountains&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Craig Harper]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Spring]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Monday starting on the 17th of September at 6:30pm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: 30 Sheridan Drive, New Lynn. [http://maps.google.com/maps?f=q&amp;amp;hl=en&amp;amp;geocode=&amp;amp;q=30+Sheridan+Drive,+New+Lynn,+auckland&amp;amp;sll=-36.922218,174.678594&amp;amp;sspn=0.004066,0.010042&amp;amp;ie=UTF8&amp;amp;ll=-36.922501,174.677639&amp;amp;spn=0.008131,0.020084&amp;amp;z=16&amp;amp;iwloc=addr&amp;amp;om=1 Map]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Carzala-Super-Map.jpg|thumb|right|125px|Carzala to Superstition Mountains area]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Low]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party:&lt;br /&gt;
&lt;br /&gt;
* [[Pretty Flower]] - An Elven namer played by [[William|William Dymock]].&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Grizelda]] - played by [[User:Jacqui | Jacqui]] - Scribe.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Nikola]] - A fighter who occaisionally Earth mages, played by Bridget - Mil Sci&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Serra Angelus]] - Female elf earth mage played by Michael Scott - Party Leader.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jaundice]] - A fire mage played by Ellain Harper.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Aaron]] - A male Human E&amp;amp;E played by [[User:Helen|Helen]]. A complete Bunny.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Employer:&lt;br /&gt;
: [[Engalton | Count Engalton OM]] (Order of Merit)&lt;br /&gt;
; Mission:&lt;br /&gt;
: To politely escort a Master Painter and the entourage &amp;amp; Groups to the Superstition Mountains Court.&lt;br /&gt;
; Pay&lt;br /&gt;
: 5,000sp with the attempt and 25,000sp on success.&lt;br /&gt;
: Three advanced healer healing potions per person.&lt;br /&gt;
: Three suits of chain armour (size 6), 3 silvered weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Can we please start 3 days after the guild meeting so that I can finish ranking Strength of stone?&lt;br /&gt;
It will probably be quite handy.  Nikola&lt;br /&gt;
&lt;br /&gt;
Errr ain&#039;t when we start upter the man payin&#039; us. &#039;corse if this painter ain&#039;t ready to go anywheres, we can just not hurry &#039;im any. Aaron.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scribe Notes = &lt;br /&gt;
&lt;br /&gt;
== Session One ==&lt;br /&gt;
=== Day One ===&lt;br /&gt;
We were summoned to one of the Guild Meeting Rooms on the morning of the Guild Meeting to meet with Count Engalton who was looking to employ a group of relatively inexperienced adventurers to politely escort a Master Painter and his entourage to the [[Superstition Mountains]]. &lt;br /&gt;
&lt;br /&gt;
The party all recognized Count Engalton from his picture on the cover of the Seagate Times. He told us that the painter, one Master Van Donatello would be arriving in Seagate aboard the Blue Winds in a week&#039;s time. He brought out some maps, and instructed us in the route we should take. We would follow the main road south to [[Regar&#039;s Keep]], then continue south across the [[Sweet Riding]], and then head south-west along the [[River Running]] until we find a ford. There we would cross and head back east aiming to head into the mountains along the [[Thunder River]] (the [[Snake River]] is to be avoided for obvious reasons). &lt;br /&gt;
&lt;br /&gt;
In the meanwhile, we should organize transport and equipment. Engalton insisted that we pay for this out of the 5000sp he gave the party as a down payment (we would receive 25,000sp for successful completion. I am concerned at this. &lt;br /&gt;
&lt;br /&gt;
After Engalton left, we choose Nikola as Military Scientist, being the only one of us who has studied that skill. I offered to be Scribe, and Serra Angelus was selected as Party Leader, mainly because she has more skill in being courteous than the rest. Though when it was later learned that she carried a portable still in her pack, I was given to wonder.&lt;br /&gt;
&lt;br /&gt;
Next, Serra cast the Lesser Enchantments for us, and we arranged that all except Nicola would meet in the morning to organize equipage for the expedition. A Guild representative offered to arrange some practice for us on the fourth day, and this seemed like a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Day Two ===&lt;br /&gt;
We rapidly discovered that 5000sp did not go far towards catering a caravan for five adventurers, one Master Painter and a dozen hangers-on. On the advise of the Guild Ostler we purchased two wagons with canvas covers, and two pairs of oxen to pull them at 300sp each with tack and spares. We then bought four riding palfreys for the party (there is not yet invented a horse that can carry a giant like me) at 860sp each with their tack. We then bought tents and groundsheets, faggots of firewood, and barrels of flour and oats and other staples. Of course, we would plan to forage and hunt on the journey, once past Retgar&#039;s Keep. We also purchased 600sp worth of goods to trade, barrels of smoked fish, sugar, and dried fruits. It occurred to me that choosing foodstuffs as trade goods has the advantage that we can eat the trade goods if we run low on provisions.&lt;br /&gt;
&lt;br /&gt;
=== Day Four ===&lt;br /&gt;
We learn that we will be actually entering a contest against a team known as Spelder&#039;s Men. They have 5 to 1 odds against us, mainly because we are unknown. I put down 100sp on us to win. Apparently the objective is to down the enemy&#039;s &amp;quot;king&amp;quot; or to use the key, which our &amp;quot;king&amp;quot; would carry, to unlock the enemy&#039;s chest and wind the horn that would be found therein. We decided that I would be our &amp;quot;king&amp;quot;, though I am not entirely sure why. As an established team, Spelder&#039;s would defend.&lt;br /&gt;
&lt;br /&gt;
Pretty Flower does some research which leads him to cast E&amp;amp;E counterspells as we get ready to enter the arena. Serra cast the Armours of Earth, and Nicola the Strength of Stones and we were prepared. &lt;br /&gt;
&lt;br /&gt;
The arena proved to be an alley between two two-story tenement blocks. We entered and magic hits us, making Nicola slow down. Crossbows are fired at us, and I fire my big bow back before chasing after the others through the door and into the nearest tenement on the left. This had the advantage of providing hard cover against crossbow fire, but the disadvantage of fighting in confined spaces. We fought a running battle chasing them up the stairs. They jumped out of the windows, and we, having cleared this building, decided to take a short cut into the next building. Though it did take three blows for me to bash a big enough hole for the humans through the wall with my maul - and another blow to make it big enough for me.&lt;br /&gt;
We went through and there they were. They were quickened and we weren&#039;t. It was looking painful, especially since only Nicola and Serra could get at them. Serra took a nasty blow, but then the opposition started falling over. I decided to head in and through a door on the left. This room was empty - but I realized that I might be able to get around to a flanking position, behind the enemy, if I hammered my way through the left-hand wall of this room. This I did, followed by Pretty Flower, while Aaron backed up the others.&lt;br /&gt;
  &lt;br /&gt;
I entered the room, and magic impacted. I looked around and saw nobody, but then I heard movement to my right. I swung and missed... and then came to the conclusion that mister invisible mage could wait...after all, if he hit me, he would become visible and Pretty Flower could get him. So I bent over to unlock the box, and promptly got clobbered from behind. Good thing I was wearing armour or I could have been knocked out. I was stunned but only momentarily. Pretty Flower grabbed him, and keep him occupied just for long enough for me to open the box and blow the horn, winning the game.&lt;br /&gt;
&lt;br /&gt;
We collected our winnings, together with the purse of 5000sp. This made me for one feel a whole lot happier. I must get some healing waters off [[Aqualina]].&lt;br /&gt;
&lt;br /&gt;
== Session Two ==&lt;br /&gt;
&lt;br /&gt;
=== Day Six ===&lt;br /&gt;
An urchin arrived at the Guild mid-morning with the message &amp;quot;The boat&#039;s in&amp;quot;. Nicola collected us from the archery butts, and we headed for the docks. There we learned that Serra had discovered that Master Donatello has an enormous amount of equipment including an enormous painting in a very large box. It is apparent that we must get another wagon. &lt;br /&gt;
&lt;br /&gt;
The ship was impressive, a massive seven-masted caravel (I had thought that the most masts on a ship was four) and so was its owner, one [[Matt Tumbledown]]. We met various members of Master Donatello&#039;s entourage: Luigi the valet, Mario the personal chef, etc. &lt;br /&gt;
&lt;br /&gt;
   Serra: &amp;quot;What sort of animal is a rigatoni?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After we heard that Master Donatello (a weedy-looking human) was planning to disembark that day, I ran back to the Guild to organise appropriate &amp;quot;visiting employer&amp;quot; accommodation. Over a late lunch, we broke the news to Master Donatello that we would be travelling through wilderness for much of our journey to the dwarves.&lt;br /&gt;
&lt;br /&gt;
   Grizelda: &amp;quot;It&#039;s not a war zone, it&#039;s a former war zone.&amp;quot;&lt;br /&gt;
   Luigi: &amp;quot;The whole Western Kingdom is a former war zone.&amp;quot;&lt;br /&gt;
   Aaron: &amp;quot;Just this bit is more recently former.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then we took them on a tour of the Guild. Serra showed off her flying skill. Master Donatello sketched her, and gave her the picture. One must say that he is very skilled at his craft.&lt;br /&gt;
Mario the chef came back from the Guild kitchens describing the chef as a butcher. &amp;quot;The things he was doing to those onions!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
So, avoiding the dining room, Nicola and Serra took Donatello and entourage to the pub, and set about getting them all drunk, while Pretty Flower, Aaron and I went to organise more oxen, another wagon, and a camp bed for Master Donatello. Sometime that evening we acquired a fire mage - a shapechanger female named Jaundice who also has some healing skills. &lt;br /&gt;
&lt;br /&gt;
=== Day Seven ===&lt;br /&gt;
The morning dawned bright and early, and though the party was ready, Donatello and his entourage were not. I think Nicola and Serra had hoped that they would be able to load them onto the wagon without waking them, but no such luck. After much argument (and the suggestion of taking a yacht on the Sweetwater) and a good half an hour, we finally got them on board. Perhaps keeping Donatello and company well liquidated is in fact the only way to survive this. At least when they are drunk, they do not argue.&lt;br /&gt;
&lt;br /&gt;
That day we made only fifteen miles, and halted outside the Inn in Bolton.&lt;br /&gt;
&lt;br /&gt;
   Master Donatello: &amp;quot;We can take the second story.&amp;quot;&lt;br /&gt;
   Pretty Flower: &amp;quot;Oh, this place has many stories.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The next argument was about the painting. Master Donatello wanted it taken up the stairs to his room. I insisted it should stay downstairs on the wagon. Not only would loading it off and back on the wagon be an unnecessary inconvenience, but I seriously doubted the stairs could take my weight, never mind the weight of giant plus encumbrance. This argument I won, mainly because without my cooperation that painting was going nowhere.&lt;br /&gt;
&lt;br /&gt;
The following argument was about watches. Nicola wanted patrolling watches. Me, I figured that meant that neither of the things we were meant to be watching, Master Donatello and the painting, would be watched for most of the time. This argument I lost, because I am not wondrously skilled military scientist like Nicola. &lt;br /&gt;
&lt;br /&gt;
It was all rather moot, because that evening, after supper, while I was laying my bedroll in the passenger wagon - at least it was long enough and wide enough to accommodate an eight-foot tall giant, there were no infesting insects, and it was sprung better than many beds in Inns - there was a cry of &amp;quot;fire&amp;quot; from outside. I dropped the cushions, collected my maul and my shield, and was preparing to get the animals out, when I spotted a shadowy figure sneaking around. Then, something struck me in the neck. I tried to hit the sneak, but my maul seemed to pass right through him. He forced his way into close with me, and stuck at me, so I dropped my maul, and tried to wuss-slap him but missed. He seemed he was stronger than me, which meant he had magic. He hit my armour, and then I actually succeeded in wuss-slapping him - I heard a young female human cry out &amp;quot;Shame on you!&amp;quot;. He ran in sheer humiliation, straight through the wall. As a consequence of which, I lost him.&lt;br /&gt;
&lt;br /&gt;
Outside I find Serra, Nicola, Jaundice and Aaron. Jaundice had put out the fire with her magics. Nicola and Serra had been fighting another one of the shadow thieves, and Nicola was in her were-form. Which was when the town militia showed up. For some reason only known to herself, Nicola decided to mix it with the town guard, until Serra called her off. They threatened us with magistrate in the morning, for having an unlicensed wild beast.&lt;br /&gt;
&lt;br /&gt;
   Serra: &amp;quot;Nicola, get in behind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We find Pretty Flower hosting Master Donatello at a tavern down the road. Pretty Flower said that walking through walls was &amp;quot;dark bindering&amp;quot; which I suppose meant he thought it was Binder magic.&lt;br /&gt;
&lt;br /&gt;
He then examined the dart that had been stuck in my neck, and pronounced it poisoned. Then Serra decided for reasons known only to herself to test the poison by pricking Master Donatello with the dart - he was immediately paralysed. It was a good thing that he was half drunk by this stage, and a better thing that it wore off by the morning. One had to hope that there would be no after-effects.&lt;br /&gt;
&lt;br /&gt;
=== Day Eight ===&lt;br /&gt;
In the morning we prepared to drive out. Serra almost did it again, waving the dart under Donatello&#039;s nose. The magistrate came around in the morning and presented Serra with a 300sp fine. Serra gave it to me and said to forward it to Count Engalton. I was annoyed that the magistrate seemed not to see that putting out the fire might be worth something - say waiving the fine. &lt;br /&gt;
&lt;br /&gt;
As we left the town, we met the Guard captain. He said that he was pleased to see that we were going, and when asked said that they had had a series of burglaries, committed by the Seine brothers. For whom they had no address.&lt;br /&gt;
&lt;br /&gt;
== Session Three ==&lt;br /&gt;
&lt;br /&gt;
=== Day Eight (cont) ===&lt;br /&gt;
At lunch we talked to Marco. We learned that convincing Master Painter Donatello to be sensible was never an easy task. We also discover that the painting depicts Count Engalton. Pretty Flower insists that it must be manifestation of Count Engalton&#039;s ego. The thieves clearly see it as valuable, however.&lt;br /&gt;
&lt;br /&gt;
   Grizelda: &amp;quot;It&#039;s loot? It is a painting of Count Engalton. That does not qualify as loot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
According to Marco, the best method would be to appeal to Donatello&#039;s muse. *Sigh*... Serra cast defence spells and I made her a restorative.&lt;br /&gt;
&lt;br /&gt;
Nicola, Serra and Jaundice went to find a herbalist, while the rest of us remained at the Inn. Apparently the aim was to obtain ingredients for a tea to feed to Master Donatello and make him more docile. I do not think this is a good idea.&lt;br /&gt;
&lt;br /&gt;
We arrived at Southgate by evening, and Pretty Flower attempted to convince Master Donatello that we must sleep outside the town to test the camping equipment. In particular, Nicola has a magical bed, that would wake a person some minutes before they are to be disturbed. He was failing miserably, until I pointed out what a pleasant and inspiring spot it was, beside the river, in the setting sun. That did it, and as the others set up camp, I helped Luigi cook a most excellent dinner. I would learn much from him, I knew it.&lt;br /&gt;
&lt;br /&gt;
Nicola and Jaundice were on watch when the bed woke Master Donatello. A good thing, but they took almost too long to waken the rest of us. I picked up my crossbow and looked around. Then, I spotted a boat on the river, a dinghy, with three persons in it. Serra said they were wearing black armour - which can only be suspicious. Since we had been alerted, they were rowing away rapidly. Jaundice set fire to their boat. Dash fired a bolt. I loaded my crossbow. &lt;br /&gt;
&lt;br /&gt;
As Jaundice fired again, I loosed my crossbow, and the already charred and weakened stern of the boat disintegrated. The boat floundered and shortly afterwards began to sink. Serra drew an illusory squid out of a sack and sent it after them. But it found nothing.&lt;br /&gt;
&lt;br /&gt;
=== Day Nine ===&lt;br /&gt;
In the morning Master Donatello had Jaundice stand by the river casting fire bolts until she tired and could cast no more, which angered him unreasonably. &lt;br /&gt;
&lt;br /&gt;
   Jaundice: &amp;quot;Don&#039;t you have a camera?&amp;quot;&lt;br /&gt;
   Grizelda: &amp;quot;What is a camera?&amp;quot;&lt;br /&gt;
   Pretty Flower: &amp;quot;A device for recording images.&amp;quot;&lt;br /&gt;
   Grizelda: &amp;quot;Oh, an illusionist!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then I went shopping with Master Chef Luigi which was also most educational. Mid-morning, after breakfast and packing camp, we headed down to the ferry, loaded up, and crossed the river.&lt;br /&gt;
&lt;br /&gt;
By mid-afternoon, we arrived at [[Regar&#039;s Keep]]. We spoke to the Sergeant at the Gates, and told him that we had been sent by Count Engalton. He arranged for us to speak to Captain Montgomery, to the Lieutenant in charge of the scouts, and to persons who had previously visited the [[Superstition Mountains]].&lt;br /&gt;
&lt;br /&gt;
The Captain told us to watch out for deserters, and for goblins. We learned that there are bridges across the River Running which may still be usable. The road however, was in disrepair. They had lost contact with the dwarves when the Dark Circle came this way and the dwarves barricaded themselves in. There were now few patrols because the armies had moved out, and south in [[Brastor]] and [[Novadom]]. Consequently the fort was now comparatively undermanned. There were scattered undead about, but not enough to be a problem for the soldiers.&lt;br /&gt;
He gave us a package to take to the dwarves. We also got descriptions of the roads, doors and gates of the dwarven kingdom. I was wishing I had studied Dwarvish better.&lt;br /&gt;
&lt;br /&gt;
== Session Four ==&lt;br /&gt;
&lt;br /&gt;
=== Day Ten ===&lt;br /&gt;
As we were preparing to make an early start, straight after breakfast, the Captain greeted us, and tells us he will be sending out a mounted patrol to accompany us part of the way. Then we realised we had forgotten to pack Master Donatello, and had to persuade him, and his entourage, to get moving on the general basis that the better use we made of the daylight the fewer days it would take us to get there, and the less privation they would suffer.&lt;br /&gt;
&lt;br /&gt;
   Master Donatello: The sun will rise again tomorrow.&lt;br /&gt;
   Pretty Flower: It will? But we haven&#039;t sacrificed our human.&lt;br /&gt;
&lt;br /&gt;
We finished loading, and headed into the foothills. The horse patrol soon caught up, and rode with us until lunchtime. Nicola thought she spotted something on the ridge line a bit later. Later that afternoon, Serra confirmed the sighting with certainty - a humanoid sitting unseen up on the hill. Nicola and I scouted the area, and found a pair of goblins spying on the party from a hollow. Nicola hit hers with her sword and it died, while I came up behind mine, and slapped it, planning to capture it. It fainted. I tied it up, and took it down the hill to the party while Nicola picked up the pieces of her victim and brought them.&lt;br /&gt;
 &lt;br /&gt;
On reaching the party, I turned mine upside-down and shook it. Some coins and two bones fell out. Pretty Flower said both were magical, one with smiting, and the other concealment. It could not speak common, and none of the party could speak goblin. Then it spat at me, and I had had enough. I quickly dispatched it, and we concealed both bodies under some rubble. Pretty Flower sat on one of the wagons and divinated the smiting bone. It had one charge of Rank 8 smite.&lt;br /&gt;
&lt;br /&gt;
At evening we came to a clearing where the patrol had made camp. We told them about the goblins, and they seemed to think this was typical. Master Donatello decided he wanted to go climb a hill and paint the sunset. It ended up with the subjects being Aaron and I, with him &amp;quot;slaying&amp;quot; me, a position I found more than a little uncomfortable. It was after sunset when we went down. Clouds were gathering, and it began to rain that night, after dinner. Fortunately the rain must have kept the goblins away, but they were out there, Grizelda sure of it.&lt;br /&gt;
&lt;br /&gt;
=== Day Eleven ===&lt;br /&gt;
In the morning, the Sergeant told us that he would be cutting the patrol from five days to three days, on account of the rain. We spotted more goblin movement on the trail that day, and conceived a plan to capture one, have Aaron study it, and then release it, so he could use his locate spell to help us find the goblin camp. We camped at sunset. It was wet. Jaundice tried to warm us up with an increase temperature spell, but backfired the spell, and was tormented by firebugs. Not to be outdone, Serra also backfired and was tormented by worms.&lt;br /&gt;
&lt;br /&gt;
We did not get a good sleep because the nasty goblins threw stones at the tents intermittently all night. &lt;br /&gt;
&lt;br /&gt;
=== Day Twelve ===&lt;br /&gt;
It was still raining next day, and the trail was muddy. Casting strength of stone on the oxen proved to be an excellent plan. Midmorning we saw a single, very nervous, goblin standing on the middle of the trail. Unseen, I snuck up on it, and yelled, &amp;quot;BOO!&amp;quot; It fainted, dropping a message scroll. As I picked up the scroll and took it back to the party, it woke up and ran off. The message read, &amp;quot;Give up the contents of the large box and we will leave you alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Following this, I began to scout along the ridge line and soon found another goblin nest. I tossed rocks at them, killing one and sending the other running off.&lt;br /&gt;
&lt;br /&gt;
About midday we came out of the foothills, onto the Sea of Grass, and halted for lunch.  As evening approached, we stopped for the night, and while the party set up camp, I went hunting with a bag of rocks, and came back with a couple of brace of rabbits for Luigi to cook. As we were preparing the dinner, a swarm of worms came up out of the ground - unusually fat worms. The elf ate some of them. Serra summoned up a small army of hedgehogs to eat the rest.&lt;br /&gt;
&lt;br /&gt;
   Aaron: &amp;quot;We fortified the camp with hedgehogs!&amp;quot;&lt;br /&gt;
   Pretty Flower: &amp;quot;Hedgehogs - ambulatory caltrops!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We were disturbed by Serra, in the night. There were goblins out there. I looked and she was right, there were a LOT of goblins out there. They fired arrows at us, but with little result. A single goblin approached us, and Jaundice fire bolted it. It must have resisted, because it ran off, dropping a scroll. I went unseen and retrieved it. It said:&lt;br /&gt;
&amp;quot;Give us the box and we won&#039;t harm you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We sent back: &amp;quot;We are from the Seagate Guild. Go away and we won&#039;t harm you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Session Five ==&lt;br /&gt;
=== Day Twelve (cont) ===&lt;br /&gt;
&lt;br /&gt;
We gathered together between, behind and under the two wagons. The goblin drums started up, and another goblin approached with a verbal challenge in Common. It called itself Glep Wurtt the Eye-Biter, and again demanded the painting, threatening us with something called &amp;quot;doom-riders&amp;quot;. Well, we weren&#039;t going to take this... I let him ramble on for a while, as I prepared a couple of restoratives for Jaundice, but it all got the better of me and I began to laugh madly. &lt;br /&gt;
&lt;br /&gt;
There was a sudden flash and Jaundice was brightly outlined. In the distance, I could see strange insectoid forms. As they came closer, I could see that they were mechanical flying devices, each carrying a load of goblins. The first flew across the camp out of control as Serra shot the pilot with an earth hammer. The second crashed and splintered, ploughing into a wagon as my maul clobbered its cockpit. I laughed louder. The third fell short and disintegrated on impact. Jaundice breathed a cloud of fire on the stunned goblins, crisping them. Next came in some out-sized ballista bolts ridden by goblins. Given that the goblins in question seemed unlikely to survive any impact, the epithet &amp;quot;doom-rider&amp;quot; seemed to fit. Two missed completely, but the third nearly hit me, only I fended it off with my shield. It went under the wagon, just avoiding Pretty Flower, who was hiding under there, and hit the far wheel. Another came roaring through and almost hit me in the rear.&lt;br /&gt;
&lt;br /&gt;
Then the goblin horde came charging in, literally dozens of them. I threw my powerstone at one cluster and it exploded at the feet of a goblin, (not the one I was aiming at), and those goblins scarpered. They charge on in, and one of those insectoid things picks up Pretty Flower and dropped him some feet in front of me. Another crashed into the side of the other wagon, spilling stunned goblins everywhere.&lt;br /&gt;
&lt;br /&gt;
I stepped forward to back up Pretty Flower, and started swinging my maul at goblins. Jaundice made a fiery explosion behind me, and a bunch of goblins blew up. I used my maul like a mallet, and swung through another goblin, crushing his skull, but the next one ducked. Something screamed above me, flew across and crashed into the flank. There was another boom, and more gobbos disintegrated in a ball of flame. More goblins attempted to press in on me, and the fourth succeeded. Yet another explosion... I wuss-slapped the goblin that had closed with me and, while fending the others off, I finally got into position to help Pretty Flower, who had taken a severe abdominal injury.&lt;br /&gt;
&lt;br /&gt;
The fire mage aimed another enormous fireball at the approaching goblin catapult, and it exploded, sending great gouts of mud all over the goblins to the left. Pretty Flower finished off the gobbos on him, and I regained my mace and shield, as more closed in. Further out I could see a pack of worg-riders closing in, only to be fried by the fire mage. I swung my maul and knocked out three goblins in a row. Behind us Serra, Nicole and Aaron were busy defending the wagons against still more gobbos coming up from the rear. In the melee a stray goblin struck Master Donatello, but he was not badly damaged. Somewhere back there were a band of elite goblins, covered in weird glowing green slime.&lt;br /&gt;
&lt;br /&gt;
BOOM! The fire mage went off again, and I stepped back to whack a goblin which had crawled out from beneath the left-hand wagon, and noticed that the rear axle had collapsed. BOOM! Jaundice fired again and I cleared two of the goblins off Pretty Flower only to have three more step into the gap. Two come up behind me, and I swung around to hit them, but missed. Jaundice climbed up on the wagon and went BOOM in the middle of the camp, clearing away most of the elite goblins, and Serra and Nicola finished them off.  Another goblin flew to my maul, and then it nearly slipped out of my fingers. Pretty Flower dropped, and Aaron got a healing potion to him, just as the last of the goblins ran off.... And finally the scene was clear, except for piles and heaps of dead goblins and smashed wreckage.&lt;br /&gt;
&lt;br /&gt;
I did not get much more sleep that night, as we sifted bodies for useful items, and heaped the rest into a pile. There were not so many as I expected. It seemed that goblins are remarkably good at playing dead. I settled the unhappy oxen. Serra helped Pretty Flower, though she could not fully heal him. He divinated the things that were magical. The most impressive were two pairs of daggers that would quicken the holder and four companions when both were wielded. Luigi was not so impressed, because they need much cleaning and sharpening. There were some investeds and no less than fifteen blood-flavoured healing potions. I hate to think...&lt;br /&gt;
&lt;br /&gt;
== Session Six ==&lt;br /&gt;
&lt;br /&gt;
=== Day Twelve (cont) ===&lt;br /&gt;
I did not get much more sleep that night, as we sifted bodies for useful items, and heaped the rest into a pile. There were not so many as I expected. It seemed that goblins are remarkably good at playing dead. I settled the unhappy oxen. Serra helped Pretty Flower, though she could not fully heal him. He divinated the things that were magical. The most impressive were a pair of daggers that would quicken the holder and four companions when both were wielded. Luigi was not so impressed, because they need much cleaning and sharpening.&lt;br /&gt;
&lt;br /&gt;
=== Day Thirteen ===&lt;br /&gt;
Next morning, just after dawn, I was patrolling the camp when I saw an army of short folk approaching. To my relief, they were Dwarves, and I hailed them in my rather limited Dwarven. They responded and as I expected they proved to be honourable, and most helpful. We switched to the Common Tongue, and their leader, one named Tharok, explained that they had come from the Dwarven Halls under the Superstition Mountains. The need for the Iron Alliance was no more, and so he and his people were returning home and would take ship north from Seagate. They had seen the flashes of fire in the distance, and had marched to the battle. They seemed a little disappointed that it was all over, but were ready to help us. Their mechanicians fixed out wagons, and their healer, after some discussion, fixed our elf. They also mended his armour.&lt;br /&gt;
&lt;br /&gt;
   Grizelda (wielder of giant maul): I am not stupid and I am not deaf.&lt;br /&gt;
   Dwarf: No, you&#039;ve just got a very blunt axe.&lt;br /&gt;
 &lt;br /&gt;
=== Day Fourteen ===&lt;br /&gt;
Next day we take our leave of the dwarves, who offer to tell the Captain at the Keep of our status. After very little discussion, we decided to follow the dwarves&#039; back-trail, although it was not the route we had been recommended earlier. After all, it would be very hard to miss, and any place an army of two hundred could cross the river, our wagons should be able to cross too. The rest of that day and that night passed uneventfully. Perhaps by changing out path we have confused the persons who seek the painting.&lt;br /&gt;
&lt;br /&gt;
=== Day Fifteen ===&lt;br /&gt;
Around mid-afternoon, we saw four horsemen coming towards us. I snuck forward unseen. They were all human, armed with crossbows, and it was evident they could see me, so I headed back and warned the party. They approached and explained themselves. The leader announced himself as Splendogenous Unbound, the Alchemist of Drakenburg, and informs us that he is looking for Snaggletooth Hounds, required the head of one for his experiments. These were described as very large hounds with out-sized heads and big teeth. When I asked how we should contact him if we should find one, he hands me his card. Eric offered him tea, and we ended up setting up camp together a short distance away for the night. &lt;br /&gt;
&lt;br /&gt;
=== Day Sixteen ===&lt;br /&gt;
In the morning we went our separate ways. They promised to inform the Captain at Retgar&#039;s Keep of our location and heading. &lt;br /&gt;
&lt;br /&gt;
=== Day Seventeen ===&lt;br /&gt;
In the early afternoon we finally reached the River Running, and the ford is quite plain to see, and obviously improved by dwarven activity. I checked it out, and it was but knee-deep on me. The wagons should have no trouble, and so it was. After we crossed, Serra headed upstream and refilled the water barrels, then gathered dead wood to replace the faggots. Me, I caught fish for dinner, and gathered some herbs and the like. Master Luigi was pleased. Evening comes, and the shapeshifters are uneasy. But nothing happened that night. Except that Serra summoned a rabbit, which was terrified. &lt;br /&gt;
&lt;br /&gt;
=== Day Eighteen ===&lt;br /&gt;
We travelled on, and they were still edgy. Apparently there was something doggy around and they were in its territory. That evening after dark, I decided to play a hunch. After warning the party, and getting everyone thoroughly prepared with defense spells, quickness and the like, I cast summon enchanted creature, targeting Snaggletooth Hounds. After a few minutes of waiting, we saw movement. And then they came for us.... I was only expecting one, because I have not yet improved that spell. The first leapt in, and with a lucky blow, it clawed me. The second leapt on Nicola and the third on Serra, and the combat was on. Two more headed in as the fire mage exploded the one I had been fighting. The one behind it pounced, and its claw tore open my arm, and then it bit me in the ribs and something exploded inside. I fell unconscious, only to wake up a little later with Serra healing me. She bound up my wounded chest, but fixing it was beyond her powers. It hurt. &lt;br /&gt;
&lt;br /&gt;
It turned out that these things have explosive teeth. Supposing that they would be what the alchemist wanted, I asked Pretty Flower to check if the card was magical and so it was. He divinated it and said it was a calling card. So we used it.&lt;br /&gt;
&lt;br /&gt;
== Session Seven ==&lt;br /&gt;
=== Day Nineteen ===&lt;br /&gt;
In the morning, Nicola suggested that we remain for the day, and see if the Master Splendogenous turned up. I spent half the day posing for Master Donatello with a dead Snaggletooth that had a glamour of fire in its mouth, and the other half setting fish traps and gathering herbs. In the evening the shapeshifters went hunting, but returned with nothing save a tale of a Snaggletooth sighting. &lt;br /&gt;
&lt;br /&gt;
   Pretty Flower: We are in the process of tasting the beer.... This is the anticipatory phase....&lt;br /&gt;
&lt;br /&gt;
=== Day Twenty === &lt;br /&gt;
Next morning we packed up the camp and went on our way. After about an hour, four horsemen came riding up behind us. It was the alchemist, and he was most impressed to see that we had captured no less than four snaggletooth skulls. He agreed to a special potion for each of us plus one for Master Donatello in return for the teeth. We could keep the skulls. I am sure somebody will like them. We made tea while Master Splendogenous extracted the teeth, and used Serra&#039;s still to make potions. &lt;br /&gt;
&lt;br /&gt;
The alchemist demonstrated the puissance of the teeth by putting one in a tree knot, and having us stand well back while we threw rocks at it. It went BOOM! And the tree fell over. I cringed.&lt;br /&gt;
&lt;br /&gt;
His potion made me feel much better.&lt;br /&gt;
&lt;br /&gt;
We traveled on. Around lunchtime we saw a giant-sized helmet running on short legs towards us. It came to a halt, and moments later four really big ballista bolts hammered into the ground nearby. We extracted the dwarf from the helmet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;About to test-fire and it might be dangerous on the road,&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
He said it should be safe for a while and agreed to guide us. Shortly afterwards it became apparent that something was wrong with Serra&#039;s arm.... It was missing.... It was invisible. Then, she started turning strange colours. Then, her hair began to glow. She turned a delicate shade of puce. Finally we realised what had happened. Serra had forgotten to clean out her still after the alchemist had used it, and had drunk from it. Finally, she turned into a winged snake, a naga. Still puce. The dwarf was hiding.&lt;br /&gt;
&lt;br /&gt;
   Grizelda: There are some things you&#039;re just not supposed to do.&lt;br /&gt;
&lt;br /&gt;
Serra managed to launch herself - somewhat drunkenly - into the air, forgetting that there were dwarves up there testing a giant quadruple ballista. Bolts came whistling down, and nailed two of the wagons. In a fit of experimentation, I cast decay on the bolts and it worked. They rotted - and I had to quickly remove them before it spread to the wood of the carts. &lt;br /&gt;
&lt;br /&gt;
   Pretty Flower: &amp;quot;Thank you Grizelda, you have summoned fungus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serra reflected that she might like to eat her horse. I did not know that nagas ate horseflesh.&lt;br /&gt;
&lt;br /&gt;
As we made our way up the hill, we saw two huge gates in the side of the mountain. In front of this was an impressively large siege engine, quivering. The crew were shouting about losing control of the elemental, and then it let loose. Fortunately all four bolts went over our heads. We were then escorted into the mountain. They were keen on merchants, and after all, we did have trade goods. They were not at all keen on Serra the Naga, but when we explained that her condition was the result of a magical accident, they let her in. We put the wagons, oxen and horses in the stables, and the dwarves led us to an Inn.&lt;br /&gt;
&lt;br /&gt;
We all had beer, except Nicola who insisted on tea, so I asked for boiling water and added some herbs. Master Donatello complained that it had been weeks since we had last slept in an Inn, but in fact it was only eight days since we left Retgar&#039;s Keep. After the third round, a runner came in, to take us to Chief Galtrik. We were led to a waiting room and shown the best chairs. I excused myself to go and fetch the present, since it looked like there were no chairs big enough for me, and returned just as they were heading in.&lt;br /&gt;
&lt;br /&gt;
Nicola explained to the chief what we were doing. The chief was unimpressed with everything except the talk of resuming trade, and most unimpressed with the painting, the painter, and very much with the idea of being painted himself. Once we got the painting out of its box it was plainly of Count Engalton, and Pretty Flower said that it had communication magic on it. Apparently one could use the painting to talk to Count Engalton. &lt;br /&gt;
&lt;br /&gt;
   Serra, making use of her Rank 6 Courtier Skill: &amp;quot;There you go, Chief, do you want it to be of your arse or of your face?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Serra started to turn back as we talked with the chief, beginning with the reappearance of her legs. Then, they took us to see a dwarven communication device called a &amp;quot;loud hailer&amp;quot;. Which turned out to be a really large mechanical device incorporating a big drum, operated by a rather deaf dwarf. &lt;br /&gt;
&lt;br /&gt;
We retreated to the Inn, and discussed the exchange of trade goods with interested parties, resulting in the exchange of dried fruits, sugar and smoked fish for dwarven made tools, hammers, chisels, nails and the like. We realised we needed to stay for a few days, so we got hot baths, which was very nice, and rooms.  &lt;br /&gt;
&lt;br /&gt;
When we handed over the communiqué from the captain they chuckled and said that if the humans would get rid of the goblins, then so would the dwarves.&lt;br /&gt;
&lt;br /&gt;
== Session Eight ==&lt;br /&gt;
&lt;br /&gt;
=== Day Twenty-One === &lt;br /&gt;
After breakfast, one of the dwarves approached us about the wagons, asking about the damage. When we pointed out that it was the result of dwarven ballista bolts on the approach roads, they agreed to take them for the price we had paid. Another gave us a letter to return to Retgar&#039;s Keep. We discussed the goblins and their siege weapons. The dwarves were pleased and fascinated by the drawings Master Donatello had made. &lt;br /&gt;
&lt;br /&gt;
Later that morning I was in my room, when there was a disturbance of loud screaming. I picked up my maul and my shield, and then opened the door to the screaming. There was Nicola, nearly naked, being pursued by a watery creature. I stepped into the room and saw a fiery creature beyond, before walloping the watery creature very hard. It trembled, but did not fall, as a wall of fire appeared behind it . Behind me the little fire mage, Dash, tried to cast, but fell over asleep with smoke coming out of his ears. Nicola came back with her sword and finished off the water creature, and then the room filled with nasty dense smoke, so I yelled at the others to back off. I found the little fire mage by tripping over him. There was the odour of scorched flesh, and another scream as the fire creature got between Nicola and the door, trapping her, and burning her. So Serra and I both hit it, and then she hit it a second time, killing it. &lt;br /&gt;
&lt;br /&gt;
There was a tramping and a band of dwarves arrived. I stood on Dash again as I backed out of the way. More smoke came out and he woke up. The dwarves began to explain that the elementals had got loose, and that it didn&#039;t happen very often. When I said that I thought dwarves did not like magic, one said &amp;quot;Are you saying dwarves are not good at magic?&amp;quot; just as another tried to cast - but back-fired and fell over, fast asleep.&lt;br /&gt;
&lt;br /&gt;
After lunch, they took us down to the river, where a strange boat made of steel awaited us. Boarding it involved a strange and amazing mechanical device, with a spherical device to carry one out to the boat. I still do not understand why they had wind it up so much for me that it took two rounds to get me on board, but Grizelda is no mechanician. The boat was very stable until it started moving forward with a odd jerking motion, but it got us safely back to the Guild in just two days. &lt;br /&gt;
&lt;br /&gt;
Count Engalton was most pleased with us, that we hadn&#039;t annoyed the dwarves much, and we hadn&#039;t either lost Master Donatello, killed him, or got him killed. He gave us 35,000sp, and also 1500sp for the dwarven tools we had traded for, for fixing in Novadom. In addition, he offered his services as Healer should we need them.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Category:Dylans_Binder&amp;diff=114126</id>
		<title>Category:Dylans Binder</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Category:Dylans_Binder&amp;diff=114126"/>
		<updated>2026-05-17T10:15:42Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: Created page with &amp;quot;Dylans Binder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dylans Binder]]&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Horse_Thieves&amp;diff=114125</id>
		<title>Horse Thieves</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Horse_Thieves&amp;diff=114125"/>
		<updated>2026-05-17T10:13:55Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
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&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Clare Baldock]][[Category:Scribe Notes]][[Category:Waterford]]&lt;br /&gt;
[[Category:Ath bo heleg]]&lt;br /&gt;
[[Category:Pierre the Halfling]]&lt;br /&gt;
[[Category:Imri]]&lt;br /&gt;
[[Category:Dylans Binder]]&lt;br /&gt;
[[Category:Aurora]]&lt;br /&gt;
[[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Horse Thieves&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Clare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
* [[Ath bo heleg]], a Dark Celestial played by Nick&lt;br /&gt;
* [[Pierre the Halfling|Pierre]], an Illusionist played by Ian&lt;br /&gt;
* [[Imri]], a Water Mage played by [[User:Rosemary | Rosemary]]&lt;br /&gt;
* [[Dylans Binder|Luigi]], a Binder played by [[Dylan]] &lt;br /&gt;
* [[Aurora]], an Air Mage played by [[User:Keith Smith | Keith]] &lt;br /&gt;
; Employer&lt;br /&gt;
: Edric, Earl of Pevensey&lt;br /&gt;
; Place&lt;br /&gt;
: County of Pevensey (in the Duchy of [[Waterford]])&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch Order&#039;&#039;&#039;:&lt;br /&gt;
Pierre, Ath, Luigi, Imri&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Task&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Earl has send a man-at-arms, Gerald, to hire a guild party to sort out some horse thieving problems he is having. Pay will depend on the number of horse thieves brought to justice and the number of horses recovered.&lt;br /&gt;
&lt;br /&gt;
Gerald told us that horse shipments going over the mountains to [[Bowcourt]] had been going missing. Three shipments, composing of 20,25 and 5 horses had been hijacked. The guards had been slept and, by the time they woke up, the horses were gone. The locations were also close to each other. The horses were all branded with the Pevensey brand which we later got a description of. As far as pay was concerned, they were offering 200sp/horse recovered and 1000/bandit brought to justice. &lt;br /&gt;
&lt;br /&gt;
Once Gerald had been directed to the pub, we introduced ourselves. I ended up being the scribe, mainly cause I volunteered. Afterwards Imri went hunting for maps of the area while I went digging in scribe notes. Unfortunately neither of us had much luck. The idea was for me to summon a cloud and we&#039;d fly there but the problem was trying to find our target from several hundred feet up. Imri would have to navigate, otherwise we could end up in someplace like Ranke ... or even the Lunar Empire. Pierre poked around the market and discovered that there were a lot of Pevensey horses in the local market but there was no way of knowing their history&lt;br /&gt;
&lt;br /&gt;
We all ended up at the pub, which was relatively crowded. Fortunately Ath had acquired a table for us. We discussed the plan of getting there, whether it be on horse with the man-at-arms, or by cloud. It was finally decided to take the cloud, otherwise it would take weeks to get there. Gerald had to return with his horse but he agreed to come with us once we figured out how to get a horse on a cloud. Both Imri and I went off to predict the weather and we both agreed that we were in for quite a bit of calm weather.&lt;br /&gt;
&lt;br /&gt;
It took me three attempts to coax a cloud down to the Guild flying area but, by late afternoon, we were up and away.  I set up a wind whistle to push the cloud in the direction Imri said to go then took a nap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Well, whoever said that weather forecasting was an exact philosophy hadn&#039;t met either of us. I woke up to discover we were flying into a storm front. Already there was driving rain and visibility was down to near whiteout conditions. I was so relieved when it was agreed that we should land even though we were sure we were over forest. Basically visibility was terrible and I had to land by sheer luck. We were literally flying blind. It wasn&#039;t until we saw trees poking up through the cloud that we had an idea of our speed and rate of descent.&lt;br /&gt;
&lt;br /&gt;
We dropped straight down. Fortunately the trees were spaced far enough apart for a controlled descent. As we piled off and looked for shelter, it was raining heavily accompanied by a bitterly cold gusty wind, punctuated by lightning and accompanying thunder.  We rapidly became soaking wet to the skin and I know I was feeling miserable, especially since I was feeling responsible for our current predicament. Ath wanted to look for a cave while I was worried about flash flooding. Finally, after heading downhill, we managed to find shelter under a fallen tree. Even with that, we still spent a horrible night. Fortunately my first attempt to get a resist cold on me worked.&lt;br /&gt;
&lt;br /&gt;
By morning it was still bad, but it had abated a bit and we decided to head back. So, after a few attempts, we were again on a cloud riding the winds and steering by dead reckoning. Imri had done a fantastic job by having us land by a rather cheery inn about five miles out of Seagate, located off the main roads. This place I would definitely recommend.&lt;br /&gt;
&lt;br /&gt;
We arrived inside the inn, looking like drowned rats the cat had dragged in. Two rooms were obtained, costing 10sp/night each, and we basically spent the rest of the day defrosting. I changed into my Caledonian outfit. During the night, the wind blew wildly as the advancing storm front hit.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;Second opinions aren&#039;t always helpful&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
Next morning the weather was grey and gloomy with drizzling rain. We decided to stay put. Pierre decided to help out the cook while I put my story telling skills to good use. Imri got hold of an old horse blanket and some dry kindling then set about waterproofing our gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The day dawned fine but, it took me until after lunch to get a cloud. I think it took Pierre&#039;s cooking to finally sort it out. Once in the air we headed back towards Pevensey. I managed to conjure up a rather fast wind to propel us and, just before sunset, we landed on plains and set up a camp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometime after midnight, Ath was on watch when a large brown bear wandered into the camp and attacked. The ruckus woke Pierre up so he proceeded to wake us all up. I scrambled out of my sleeping sack, grabbed my short bow and a bundle of arrows. The bear was hugging Ath by the time Pierre and Imri charged in with burning branches. Meanwhile I was sending a volley of well placed arrows into it. All that arrow practice over the last year was finally paying off.&lt;br /&gt;
&lt;br /&gt;
Ath managed to get his dagger out in order to drive the bear off. Pierre conjured up a burning wall of fire which also helped. Finally we succeeded and the bear limped off. We decided not to pursue.&lt;br /&gt;
&lt;br /&gt;
After dawn, I managed to get a cloud and we flew on. Unfortunately, when I was trying to get a windwhistle up, I managed to backfire and forgot how to cast spells. That meant we were at the mercy of the winds and we were stuck on the cloud until the spell ran out. &lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I can just see it now - Aurora&#039;s magical mystery tour&amp;quot; - Aurora.&lt;br /&gt;
&lt;br /&gt;
Late afternoon, we could see grass below us and we finally came down late at night, somewhere in the [[Sea of Grass]], well south of where we wanted to be. The night passed without incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mid morning, and I had my spells back. Another cloud was summoned and we drove our way back northward, against the wind. The windwhistle was barely pushing us along Finally I got fed up with it, counterspelled it, and created a much stronger one. I could now relax a bit. We landed again just after dusk, somewhere in Pevensey. Again the night was uneventful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Today, we walked across the plains. Ath and I flew ahead to scout and we found the road, ten miles south. It ran by a river so, when we got there, at lunchtime, it was decided to go fishing. Ath used a Web of Darkness to catch the fish and Imri used a Mage Current to bring the fish to shore. &lt;br /&gt;
&lt;br /&gt;
After a fish meal, we walked down the road and reached an inn by dusk. One room was provided for us all at 10sp each for the night. I went for the early night option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
On the road again, reaching [[Pevensey_Towns#Horsham | Horsham]] by lunchtime. A river ran from here to [[Pevenston]] so Imri went to negotiate passage. It was a 45 mile trip by barge. and would take two days. I was still a bit nervous but .. at least this wasn&#039;t the open ocean. The trip cost us 100sp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We stayed the night in [[Pevensey_Towns#Wellney | Wellney]] and reached [[Pevenston]] by mid afternoon. Upon arrival we were taken up to the Castle. After freshening up we met Earl Edric in his audience chamber. He appraised us of the basic situation, most of which Gerald had already covered. We were then assigned a suite of rooms and discovered that there were four guards we could interview.&lt;br /&gt;
&lt;br /&gt;
They were done one at a time and we kept them separate before and after. The first guard, Dior, told us that he had woken up after dawn when he was supposed to be on watch at 4am.. He hadn&#039;t seen on watch at the time, Asa was. Unfortunately Asa wasn&#039;t available for questioning.  They had attempted to track the missing horses and had started towards the mountains but the tracks rapidly disappeared. Ath determined that the last spell to impact on Dior was Enchanted Sleep.&lt;br /&gt;
&lt;br /&gt;
Gerbot was not in the same group as Dior and he had been the one on watch. He had suddenly fallen asleep and hadn&#039;t heard anything unusual just previous to that. The ground at their location was very hard and the area is open. as they had camped above the treeline. Everyone woke up at the same time and, as far as he knew, no one lived up there.&lt;br /&gt;
&lt;br /&gt;
We got similar stories from the remaining two guards and Ath was able to determine that E&amp;amp;E sleep was involved. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We obtained a map in the morning and discovered that the last village on the route before the mountains was [[Pevensey_Towns#Peneryn|Peneryn]]&lt;br /&gt;
&lt;br /&gt;
Luigi believed that we should seek an audience with the local E&amp;amp;E for advice, especially since none of us knew much on the subject. So a message was sent and a while later, we were granted an audience with the court E&amp;amp;E. When we were conducted to the audience chamber, we met up with a middle aged woman named Izabeau. From what she told us, it seemed we were dealing with a rank 7 sleep effect, which meant that it would be possible to wake up affected comrades. We also asked about the possibility of obtaining counterspells but it would take too long to learn them.&lt;br /&gt;
&lt;br /&gt;
We then obtained, with the assistance of the seneschal, Leofwol, some horses from the Earl&#039;s stables and set off to investigate the crime scene. Our plan was to pose as prospective horse traders checking out the route. We would then bring some horses through and see what happens.  &lt;br /&gt;
&lt;br /&gt;
   &amp;quot;If we&#039;re really lucky, we might be attacked&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
We rode for the rest of the day finally ending up at [[Pevensey_Towns#Burgess Hill | Burgess Hill]] and stayed the night at the Sign of the Oak Tree inn. The night passed uneventfully although Ath was looking bored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lunch time saw us at the Sign of the Watershield inn at [[Pevensey_Towns#Petersfield | Petersfield]] where we stopped for lunch. That evening we reached [[Pevensey_Towns#Feinhurst | Feinhurst]], located by a river. Unlike the other places we had been through, it was walled. We stayed at the Old Oak Tree inn where we spread our story about being horse traders. I was told that horses were kept in a large field just outside town. We also noticed that the locals were giving us odd looks and they didn&#039;t seem to like us much. We later found out they were xenephobic. They had also heard of the horse thefts and were confident that the Earl was going to do something about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We travelled on, alongside the river until we reached the final stop before the pass, [[Pevensey_Towns#Peneryn | Peneryn]]. This was a small, fortified, village and, again, we were getting some rather odd looks. I suspect they weren&#039;t used to elves. However, I had a friendly chat with the local guard and he had heard of the thefts as well but was confident that the Earl was going to do something about it. He knew the route up, telling us it was rather steep up to the top. Finally he referred us to the Wolfshead Inn telling us to tell John that Peter sent us.&lt;br /&gt;
&lt;br /&gt;
The night passed without incident ... and Ath was still looking bored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After breakfast, we headed off up into the mountain range. That evening we finally reached a flat plateau where we set up camp.  Just in case anyone was watching, Luigi, Ath and I  ducked into a tent. Inside I cast Flying on Luigi and myself while Ath followed up with Witchsights and Walking Unseens. Once spelled up, we took off. I spiralled out looking for clues while Luigi decided to go for height. I soon found the path heading out that the guards had reported that had disappeared after a while, but I flew on a bit and spotted it again, discovering that it looped around and joined the main road a bit further on. I did land on the path to search for clues but didn&#039;t find anything. &lt;br /&gt;
&lt;br /&gt;
The sun had set by the time I got back so I decided on another flight just after sunrise. Luigi landed a bit after I did but had nothing new to report.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just as the first rays of the sun broke the horizon, I was purifying by the east side of our tent. I always try to do so as the sun rises. Pierre was on watch, having swapped with Imri, while the others continued resting. Just then, a small pebble bounced off Pierre from an unseen source. He immediately went looking for the source, projecting his image for protection. However, he was still targeted. The resulting ruckus disturbed my concentration.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;That&#039;s not right. Don&#039;t these people know they can&#039;t see me?&amp;quot; - Pierre.&lt;br /&gt;
&lt;br /&gt;
Just then a woman&#039;s voice spoke up. &amp;quot;Don&#039;t worry. We&#039;re friendly&amp;quot;. She then became visible, revealing a human in her early twenties. She then introduced herself as Mirium, Izabeau&#039;s apprentice and invited us to come with her to Izabeau&#039;s tower, located ten miles to the north. There was a second apprentice there, a dwarf called Donald.&lt;br /&gt;
&lt;br /&gt;
I did a quick flight around the area but didn&#039;t see any more clues. I was also very suspicious. Three E&amp;amp;E&#039;s, with a tower relatively close to a crime scene where E&amp;amp;E activity had been used to commit the crime, certainly put all three of them right on top of my suspect list.&lt;br /&gt;
&lt;br /&gt;
It took most of the day to traverse the distance to the tower, especially since we had to lead the horses over the rugged terrain. When we saw it, it was revealed to be a four story round town located in the north of a cultivated valley. The tower was surrounded by a rather comprehensive herb garden. The ground floor was the kitchen and living area, above that was laboratory, then the apprentices quarters and finally Izabeau&#039;s quarters. The top of the tower was flat and surrounded by crenollations.&lt;br /&gt;
&lt;br /&gt;
Izabeau was still in Pevensey but we did meet Donald. Mirium them told us that they were in serious trouble and wanted our help to get out of it. She admitted that they were responsible for the magic on the guards but had been coerced into it by a team of bandits who had stolen an item that they had been &#039;playing&#039; with. They were scared of telling anyone, especially Izabeau. as they were playing with an unknown magical item without permission while she was away. The item in question was a six foot long staff with a crystal on it and they had thought it was a communication device. They had been on separate hills when the bandits had struck, overpowering Donald and stealing the device. They said they would return it but, only if they assisted in their horse stealing scheme. So far, they had not returned it and the apprentices&#039; attempts to locate it had been unsuccessful. One of it&#039;s properties was either a scryshield or it was a lot further away than the bandit&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
There were eight bandits that they knew about, six young ones, and two older ones, presumably the leaders, and they were all male humans. They were well armed with swords and bows and were proficient in both. Armour was hard leather. Their camp was in a nearby valley, about thirty miles away.   &lt;br /&gt;
&lt;br /&gt;
Izabeau had communicated with the apprentices, via a Whispering Wind, to tell the apprentices that investigators were on the way. So they seized on the opportunity to get us to help them and, hopefully, cover up their involvement in the crime. We believed it would be in their better interests to confess all but agreed to help them get the item back and bring the bandits to justice.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I&#039;m not sure that the future is something we want to know&amp;quot; - Aurora&lt;br /&gt;
   &amp;quot;And you did so well in predicting the weather&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
They had three crystals of vision which we used to scry the bandit&#039;s camp. Each crystal could be used once a day for 20 to 25 minutes each. We could see six of the bandits and had to assume the other two were off getting supplies. Before a raid they would put up a pattern of rocks on a nearby hill to tell the E&amp;amp;Es that they were about to raid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21st Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over the next eight days we concocted and tested plans of sneaking in and slipping a mickey of sleeping potion into the bandits food or drink as well as watching the camp in an attempt to gain more information. They still had some of the horses there, roughly 25. I practiced target shooting while  flying in case we had to attack and also did some aerial surveys of the camp while invisible. I was looking for a spot I could use as a sniping position  but there wasn&#039;t one. Imri was thinking of sneaking closer to the camp using the nearby stream as cover while waterbreathing. The potion itself was going to be delivered via golem. Imri also taught us all the best ways of restraining prisoners. &lt;br /&gt;
&lt;br /&gt;
Finally, we were ready to go in.&lt;br /&gt;
&lt;br /&gt;
So .. this is how Plan A finally went down. Luigi decided to sneak in personally and put the sleeping potion into the bandit&#039;s stew. I was up in the air, invisible and watching. There were two bandits on guard near the stew pot over the fire and a few more being casual nearby. Luigi was invisible and reasonably sneaky but one of the bandits, who I immediately tagged as &#039;Rabbit&#039; because of his exceptional hearing and speed, must have detected something as he immediately moved to investigate. Two of the others followed and soon they were closing on Luigi. He attempted to evade them but they managed to strike him with their swords, rendering him visible. I flew off to tell the others who were waiting on the sidelines. &lt;br /&gt;
&lt;br /&gt;
Ath went out to create a diversion while I had to wait for the winds to pick me up again. It&#039;s times like this when I really wish I had an instant flight spell ... maybe even something like what [[Skye]] has got. By the time I got airborne again, Ath had been shot by a lucky shot and had been rendered unconscious. He was still invisible but three of the bandits were converging on his position. Meanwhile, a rather battered Luigi had managed to summon the winds and was now aloft.&lt;br /&gt;
&lt;br /&gt;
I really did not want to leave Ath behind, or even allow him to be captured, so I came up with an idea which could get me nominated to Bravest Adventurer ...  or Stupidest. Basically I would swoop down, pick him up and lift him to a spot where I could have enough time to get him a healing potion, and get him away. Even a hundred or so elven yards would do, and I only really needed to get him above grass height.&lt;br /&gt;
&lt;br /&gt;
My first attempt missed, and I had to swing around for another pass. It&#039;s times like this I wish I could hover.  As the three bandits converged on Ath, I tried again, and thatwas when things went horribly wrong. I missed Ath yet again and managed to crash into one of the bandits, knocking him over and causing me to become visible. I then spun out of control and impacted with the ground ... really really hard. I later found out I had shattered my hip. Whatever had happened, I was in searing and agonising pain until I mercifully passed out. At least one good thing came out of it, my &#039;diversion&#039; gave Ath enough time to regain consciousness and get away.&lt;br /&gt;
&lt;br /&gt;
Plan B was formulated and .. well .. it must have worked otherwise I wouldn&#039;t be writing these words. This time, Imri and Pierre snuck underwater down the nearby stream while Luigi had four stone golems prepared. They turned out to be slightly &#039;armless&#039; for reasons that will be detailed later but ... lets just say Luigi should have used harder rocks. Ath and the two E&amp;amp;Es were setting up for spellcasting. This time there were two on guard near the campfire and three more at the camp&#039;s outskirts. &lt;br /&gt;
&lt;br /&gt;
The two guards fell asleep. At the same time, Luigi sent the golems in. Ath put up a Web which cut off the guards from the tents. It also hit one of the outriding guards. The other two headed towards the approaching golems, which were rather audible. The ruckus had other bandits popping out of tents, except for one. While they were going for the golems and waking up their sleeping comrades, which involved passing through the Web of Darkness, Imri and Pierre snuck up and started checking tents looking for me.&lt;br /&gt;
&lt;br /&gt;
Three of the golems attacked the outlying guards while the fourth headed for the campfire to engage the guards there. The first three tried to close and grapple but they were repulsed with one golem losing an arm. The leader managed to wake up the other two guards but the fourth golem closed on him ... and also had an arm lopped off. Finally the last bandit came out a tent, looking a bit dishevelled and, according to Pierre, he had an argument with one of the leaders claiming that what he was doing was more important than defending the camp. He finally went back in to get his weapons. &lt;br /&gt;
&lt;br /&gt;
Ath dropped the web and started firing Bolts of Starfire. Meanwhile another couple of bandits had fallen asleep again. So far, all Pierre and Imri had found were empty tents and they were both converging on the last one, the one the dishevelled bandit had come out of. The web had been brushing the back of that tent but, now it was gone, Imri was able to get behind it and start pulling out tent pegs before slitting the canvas.  Bandits were still smacking golems but except for one of the outlying guards who had fallen. Also, another golem had lost an arm. Bandits were also being bolted and slept.&lt;br /&gt;
&lt;br /&gt;
By the time Imri had found me in the tent, unconscious and tied up, the battle was over. Only one had actually died and the rest were subdued and tied up very securely. Some loot was found but there was no sign of the missing staff. It was either been taken somewhere else, or broken. &lt;br /&gt;
&lt;br /&gt;
Speaking of broken, Ath had a special potion that healed most of the damage I had taken except for the specific injury. Hence there wasn&#039;t much I could do, not even spellcast properly. I was going to have to be carried. So it was going to be a long trip back to the capital with our captives and the horses.&lt;br /&gt;
&lt;br /&gt;
Eight amulets of two types were also found, 4 luck and 4 elderflowers. The hard leather armour looked rather nice but no magic was detected on it. The bandits were lashed to a horse each but Imri and Luigi strung a hammock between two horses side by side for me to lie in. They did a very good job too as I had a rather smooth ride. &lt;br /&gt;
&lt;br /&gt;
   Aurora - &amp;quot;maybe I&#039;ll learn healer when I get back&amp;quot;&lt;br /&gt;
   Pierre - &amp;quot;Ranger would be good too&amp;quot;&lt;br /&gt;
   Aurora - *SIGH*&lt;br /&gt;
&lt;br /&gt;
The staff was nowhere to be found but a cache of coin and gems worth 15,000sp was discovered. That led me to believe that they had sold the staff cause I did not think they could get that much by just selling horses. We also collected quite a lot of the camp gear and then, with our entourage of horses and bandits, started heading for Pevensey. The two E&amp;amp;E&#039;s came with us as well and, with their help, and herbalist potions to ease the pain, I slept most of the way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally reached Pevensey at lunchtime. Pierre, who still had muscle spasms for an earlier backfire, and myself were bundled off to the healers. Mirium had also managed to backfire herself with amnesia so she was being looked after too. The rest were being debriefed by the Baron and Izabeau. She was not happy about the loss of the staff but offered to pay us to get it back. Apparently a wyvern had it, having swiped it from a lone bandit who was waving it about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The healings took two days although Mirium was still suffering from memory loss which should wear off in time. I turned up with a walking stick. I didn&#039;t really need it but was still feeling a bit stiff owing to an enforced lack of exercise over the last few days. Once we were ready, I summoned a cloud, and we, along with Donald, headed back to Izabeau&#039;s tower. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The plan we came up with was now ready for execution. Over the last few days, Imri had been working on creating a model boat, specifically a coracle. Once it was ready, she cast a ship strength on it to make it magical and added Ath&#039;s magical nails. If the wyvern was attracted to magic, this would be good bait.&lt;br /&gt;
&lt;br /&gt;
We were all powered up with fly spells, invisibilities and witchsights before heading out to where the bandits had been camping. It was reasonable that this was in the wyvern&#039;s territory. Once there, I attempted to summon a wyvern with the &#039;bait&#039; highly visible nearby. Hopefully, once it saw that, it would go for it and forget about me, especially since I had divested myself of any magic I could.&lt;br /&gt;
&lt;br /&gt;
So, I did the summoning spell. Nothing happened for a while then the wyvern was seen approaching from the north. I was invisible as it landed and sniffed around, looking for the source of the summoning. I stayed very still, not wanting to attract attention. Then, it saw the &#039;magical item&#039;. It pounced on it, picked it up and flew off heading north. We flew off after it.&lt;br /&gt;
&lt;br /&gt;
A short while later it went into a cave in a hillside. The others landed at a suitable observation point on a nearby hill but I did an aerial survey of the area. I spotted two more cave mouths nearby, but only the one that the wyvern went in had a pile of discarded bones nearby.&lt;br /&gt;
&lt;br /&gt;
We continued to watch for the rest of the day but there were no further wyvern sightings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Early in the morning, we watched as the wyvern flew out. Ath though he saw something on it. So, we watched carefully as the wyvern came back, carrying a goat. Sure enough, Pierre was able to see that there were various objects on it, presumably magical. So a plan was hatched to raid the wyvern&#039;s cave for loot, and the staff. I was going to lure it out with a summoning while the others went in and did a quick raid.&lt;br /&gt;
&lt;br /&gt;
Imri also made Waters of Healing for everyone to help us in case the wyvern stung us&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;Any of you die of poison, I&#039;ll smack you when you get resurrected&amp;quot; - Imri&lt;br /&gt;
&lt;br /&gt;
However, more discussions led us to a new plan which went into execution the following morning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Predawn, I attempted to purify but failed. I think cast flying spells all around, then, after flying to a nearby peak, summoned an air elemental. &lt;br /&gt;
&lt;br /&gt;
We got back as the wyvern took off for it&#039;s morning hunt. Luigi was creating as many stone golems as he could with the raw materials at hand. He ended up with two.&lt;br /&gt;
&lt;br /&gt;
We were all hiding when the wyvern returned. I had the elemental pounce on it while the stone golems closed and held it down while the air elemental pounded on it. After a while, I was feeling rather sorry for the poor wyvern. After a while, the wyvern and golems went over the cliff and thudded onto the ground below. The air elemental followed it down. &lt;br /&gt;
&lt;br /&gt;
The wyvern didn&#039;t last much longer after that and the golems weren&#039;t looking too good either. One was completely legless. Once we were sure it had stopped twitching we searched for loot. I had the air elemental support me in mid air and slowly carry me down the cliff face in case something fell off the wyvern on the way down. Sure enough we spotted a amulet halfway down.&lt;br /&gt;
&lt;br /&gt;
Luigi and Ath had already reached the bottom and discovered three more amulets. Meanwhile Imri and Pierre carefully entered the cave. Fortunately they didn&#039;t find another wyvern ... or any eggs. They did find the model ship, and the missing staff. Some searching also turned up a wand and two rings.  &lt;br /&gt;
&lt;br /&gt;
Once we got back together again we assessed what we had. Ath tried to detect the staff&#039;s aura. He discovered that it&#039;s aura was fuzzy and occluded. The wand had an aura of enhancement while one of the rings had investment and the second had no aura. The amulets were all wiccan in origin.&lt;br /&gt;
&lt;br /&gt;
The rest of us searched the cave but found nothing else. I did a really meticulous search, checking every crack, nook, and cranny, even searching through the muck. I must have looked a mess when I finally came out. Imri didn&#039;t need much convincing that there was nothing else to find.&lt;br /&gt;
&lt;br /&gt;
After dismissing the elemental, I summoned a cloud and we flew back to the cloud. Unfortunately this time, the wind that I summoned to push us along was very strong and I nearly got blown off the cloud. As a result, we got back to the tower in record time.&lt;br /&gt;
&lt;br /&gt;
Basically .. that was that ... we got paid, including rewards from Izabeau in the form of investments, then headed back to the Guild by cloud, arriving just before sunset. Fortunately we didn&#039;t get lost but I decided to learn navigation and rangering ..... just in case.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
[[The Siege of Ar Eeb]] Summer 813 &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Horse_Thieves&amp;diff=114124</id>
		<title>Horse Thieves</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Horse_Thieves&amp;diff=114124"/>
		<updated>2026-05-17T10:12:36Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* Scribe Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Clare Baldock]][[Category:Scribe Notes]][[Category:Waterford]]&lt;br /&gt;
[[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Horse Thieves&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Clare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
* [[Ath bo heleg]], a Dark Celestial played by Nick&lt;br /&gt;
* [[Pierre the Halfling|Pierre]], an Illusionist played by Ian&lt;br /&gt;
* [[Imri]], a Water Mage played by [[User:Rosemary | Rosemary]]&lt;br /&gt;
* [[Dylans Binder|Luigi]], a Binder played by [[Dylan]] &lt;br /&gt;
* [[Aurora]], an Air Mage played by [[User:Keith Smith | Keith]] &lt;br /&gt;
; Employer&lt;br /&gt;
: Edric, Earl of Pevensey&lt;br /&gt;
; Place&lt;br /&gt;
: County of Pevensey (in the Duchy of [[Waterford]])&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch Order&#039;&#039;&#039;:&lt;br /&gt;
Pierre, Ath, Luigi, Imri&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Task&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Earl has send a man-at-arms, Gerald, to hire a guild party to sort out some horse thieving problems he is having. Pay will depend on the number of horse thieves brought to justice and the number of horses recovered.&lt;br /&gt;
&lt;br /&gt;
Gerald told us that horse shipments going over the mountains to [[Bowcourt]] had been going missing. Three shipments, composing of 20,25 and 5 horses had been hijacked. The guards had been slept and, by the time they woke up, the horses were gone. The locations were also close to each other. The horses were all branded with the Pevensey brand which we later got a description of. As far as pay was concerned, they were offering 200sp/horse recovered and 1000/bandit brought to justice. &lt;br /&gt;
&lt;br /&gt;
Once Gerald had been directed to the pub, we introduced ourselves. I ended up being the scribe, mainly cause I volunteered. Afterwards Imri went hunting for maps of the area while I went digging in scribe notes. Unfortunately neither of us had much luck. The idea was for me to summon a cloud and we&#039;d fly there but the problem was trying to find our target from several hundred feet up. Imri would have to navigate, otherwise we could end up in someplace like Ranke ... or even the Lunar Empire. Pierre poked around the market and discovered that there were a lot of Pevensey horses in the local market but there was no way of knowing their history&lt;br /&gt;
&lt;br /&gt;
We all ended up at the pub, which was relatively crowded. Fortunately Ath had acquired a table for us. We discussed the plan of getting there, whether it be on horse with the man-at-arms, or by cloud. It was finally decided to take the cloud, otherwise it would take weeks to get there. Gerald had to return with his horse but he agreed to come with us once we figured out how to get a horse on a cloud. Both Imri and I went off to predict the weather and we both agreed that we were in for quite a bit of calm weather.&lt;br /&gt;
&lt;br /&gt;
It took me three attempts to coax a cloud down to the Guild flying area but, by late afternoon, we were up and away.  I set up a wind whistle to push the cloud in the direction Imri said to go then took a nap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Well, whoever said that weather forecasting was an exact philosophy hadn&#039;t met either of us. I woke up to discover we were flying into a storm front. Already there was driving rain and visibility was down to near whiteout conditions. I was so relieved when it was agreed that we should land even though we were sure we were over forest. Basically visibility was terrible and I had to land by sheer luck. We were literally flying blind. It wasn&#039;t until we saw trees poking up through the cloud that we had an idea of our speed and rate of descent.&lt;br /&gt;
&lt;br /&gt;
We dropped straight down. Fortunately the trees were spaced far enough apart for a controlled descent. As we piled off and looked for shelter, it was raining heavily accompanied by a bitterly cold gusty wind, punctuated by lightning and accompanying thunder.  We rapidly became soaking wet to the skin and I know I was feeling miserable, especially since I was feeling responsible for our current predicament. Ath wanted to look for a cave while I was worried about flash flooding. Finally, after heading downhill, we managed to find shelter under a fallen tree. Even with that, we still spent a horrible night. Fortunately my first attempt to get a resist cold on me worked.&lt;br /&gt;
&lt;br /&gt;
By morning it was still bad, but it had abated a bit and we decided to head back. So, after a few attempts, we were again on a cloud riding the winds and steering by dead reckoning. Imri had done a fantastic job by having us land by a rather cheery inn about five miles out of Seagate, located off the main roads. This place I would definitely recommend.&lt;br /&gt;
&lt;br /&gt;
We arrived inside the inn, looking like drowned rats the cat had dragged in. Two rooms were obtained, costing 10sp/night each, and we basically spent the rest of the day defrosting. I changed into my Caledonian outfit. During the night, the wind blew wildly as the advancing storm front hit.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;Second opinions aren&#039;t always helpful&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
Next morning the weather was grey and gloomy with drizzling rain. We decided to stay put. Pierre decided to help out the cook while I put my story telling skills to good use. Imri got hold of an old horse blanket and some dry kindling then set about waterproofing our gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The day dawned fine but, it took me until after lunch to get a cloud. I think it took Pierre&#039;s cooking to finally sort it out. Once in the air we headed back towards Pevensey. I managed to conjure up a rather fast wind to propel us and, just before sunset, we landed on plains and set up a camp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometime after midnight, Ath was on watch when a large brown bear wandered into the camp and attacked. The ruckus woke Pierre up so he proceeded to wake us all up. I scrambled out of my sleeping sack, grabbed my short bow and a bundle of arrows. The bear was hugging Ath by the time Pierre and Imri charged in with burning branches. Meanwhile I was sending a volley of well placed arrows into it. All that arrow practice over the last year was finally paying off.&lt;br /&gt;
&lt;br /&gt;
Ath managed to get his dagger out in order to drive the bear off. Pierre conjured up a burning wall of fire which also helped. Finally we succeeded and the bear limped off. We decided not to pursue.&lt;br /&gt;
&lt;br /&gt;
After dawn, I managed to get a cloud and we flew on. Unfortunately, when I was trying to get a windwhistle up, I managed to backfire and forgot how to cast spells. That meant we were at the mercy of the winds and we were stuck on the cloud until the spell ran out. &lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I can just see it now - Aurora&#039;s magical mystery tour&amp;quot; - Aurora.&lt;br /&gt;
&lt;br /&gt;
Late afternoon, we could see grass below us and we finally came down late at night, somewhere in the [[Sea of Grass]], well south of where we wanted to be. The night passed without incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mid morning, and I had my spells back. Another cloud was summoned and we drove our way back northward, against the wind. The windwhistle was barely pushing us along Finally I got fed up with it, counterspelled it, and created a much stronger one. I could now relax a bit. We landed again just after dusk, somewhere in Pevensey. Again the night was uneventful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Today, we walked across the plains. Ath and I flew ahead to scout and we found the road, ten miles south. It ran by a river so, when we got there, at lunchtime, it was decided to go fishing. Ath used a Web of Darkness to catch the fish and Imri used a Mage Current to bring the fish to shore. &lt;br /&gt;
&lt;br /&gt;
After a fish meal, we walked down the road and reached an inn by dusk. One room was provided for us all at 10sp each for the night. I went for the early night option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
On the road again, reaching [[Pevensey_Towns#Horsham | Horsham]] by lunchtime. A river ran from here to [[Pevenston]] so Imri went to negotiate passage. It was a 45 mile trip by barge. and would take two days. I was still a bit nervous but .. at least this wasn&#039;t the open ocean. The trip cost us 100sp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We stayed the night in [[Pevensey_Towns#Wellney | Wellney]] and reached [[Pevenston]] by mid afternoon. Upon arrival we were taken up to the Castle. After freshening up we met Earl Edric in his audience chamber. He appraised us of the basic situation, most of which Gerald had already covered. We were then assigned a suite of rooms and discovered that there were four guards we could interview.&lt;br /&gt;
&lt;br /&gt;
They were done one at a time and we kept them separate before and after. The first guard, Dior, told us that he had woken up after dawn when he was supposed to be on watch at 4am.. He hadn&#039;t seen on watch at the time, Asa was. Unfortunately Asa wasn&#039;t available for questioning.  They had attempted to track the missing horses and had started towards the mountains but the tracks rapidly disappeared. Ath determined that the last spell to impact on Dior was Enchanted Sleep.&lt;br /&gt;
&lt;br /&gt;
Gerbot was not in the same group as Dior and he had been the one on watch. He had suddenly fallen asleep and hadn&#039;t heard anything unusual just previous to that. The ground at their location was very hard and the area is open. as they had camped above the treeline. Everyone woke up at the same time and, as far as he knew, no one lived up there.&lt;br /&gt;
&lt;br /&gt;
We got similar stories from the remaining two guards and Ath was able to determine that E&amp;amp;E sleep was involved. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We obtained a map in the morning and discovered that the last village on the route before the mountains was [[Pevensey_Towns#Peneryn|Peneryn]]&lt;br /&gt;
&lt;br /&gt;
Luigi believed that we should seek an audience with the local E&amp;amp;E for advice, especially since none of us knew much on the subject. So a message was sent and a while later, we were granted an audience with the court E&amp;amp;E. When we were conducted to the audience chamber, we met up with a middle aged woman named Izabeau. From what she told us, it seemed we were dealing with a rank 7 sleep effect, which meant that it would be possible to wake up affected comrades. We also asked about the possibility of obtaining counterspells but it would take too long to learn them.&lt;br /&gt;
&lt;br /&gt;
We then obtained, with the assistance of the seneschal, Leofwol, some horses from the Earl&#039;s stables and set off to investigate the crime scene. Our plan was to pose as prospective horse traders checking out the route. We would then bring some horses through and see what happens.  &lt;br /&gt;
&lt;br /&gt;
   &amp;quot;If we&#039;re really lucky, we might be attacked&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
We rode for the rest of the day finally ending up at [[Pevensey_Towns#Burgess Hill | Burgess Hill]] and stayed the night at the Sign of the Oak Tree inn. The night passed uneventfully although Ath was looking bored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lunch time saw us at the Sign of the Watershield inn at [[Pevensey_Towns#Petersfield | Petersfield]] where we stopped for lunch. That evening we reached [[Pevensey_Towns#Feinhurst | Feinhurst]], located by a river. Unlike the other places we had been through, it was walled. We stayed at the Old Oak Tree inn where we spread our story about being horse traders. I was told that horses were kept in a large field just outside town. We also noticed that the locals were giving us odd looks and they didn&#039;t seem to like us much. We later found out they were xenephobic. They had also heard of the horse thefts and were confident that the Earl was going to do something about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We travelled on, alongside the river until we reached the final stop before the pass, [[Pevensey_Towns#Peneryn | Peneryn]]. This was a small, fortified, village and, again, we were getting some rather odd looks. I suspect they weren&#039;t used to elves. However, I had a friendly chat with the local guard and he had heard of the thefts as well but was confident that the Earl was going to do something about it. He knew the route up, telling us it was rather steep up to the top. Finally he referred us to the Wolfshead Inn telling us to tell John that Peter sent us.&lt;br /&gt;
&lt;br /&gt;
The night passed without incident ... and Ath was still looking bored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After breakfast, we headed off up into the mountain range. That evening we finally reached a flat plateau where we set up camp.  Just in case anyone was watching, Luigi, Ath and I  ducked into a tent. Inside I cast Flying on Luigi and myself while Ath followed up with Witchsights and Walking Unseens. Once spelled up, we took off. I spiralled out looking for clues while Luigi decided to go for height. I soon found the path heading out that the guards had reported that had disappeared after a while, but I flew on a bit and spotted it again, discovering that it looped around and joined the main road a bit further on. I did land on the path to search for clues but didn&#039;t find anything. &lt;br /&gt;
&lt;br /&gt;
The sun had set by the time I got back so I decided on another flight just after sunrise. Luigi landed a bit after I did but had nothing new to report.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just as the first rays of the sun broke the horizon, I was purifying by the east side of our tent. I always try to do so as the sun rises. Pierre was on watch, having swapped with Imri, while the others continued resting. Just then, a small pebble bounced off Pierre from an unseen source. He immediately went looking for the source, projecting his image for protection. However, he was still targeted. The resulting ruckus disturbed my concentration.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;That&#039;s not right. Don&#039;t these people know they can&#039;t see me?&amp;quot; - Pierre.&lt;br /&gt;
&lt;br /&gt;
Just then a woman&#039;s voice spoke up. &amp;quot;Don&#039;t worry. We&#039;re friendly&amp;quot;. She then became visible, revealing a human in her early twenties. She then introduced herself as Mirium, Izabeau&#039;s apprentice and invited us to come with her to Izabeau&#039;s tower, located ten miles to the north. There was a second apprentice there, a dwarf called Donald.&lt;br /&gt;
&lt;br /&gt;
I did a quick flight around the area but didn&#039;t see any more clues. I was also very suspicious. Three E&amp;amp;E&#039;s, with a tower relatively close to a crime scene where E&amp;amp;E activity had been used to commit the crime, certainly put all three of them right on top of my suspect list.&lt;br /&gt;
&lt;br /&gt;
It took most of the day to traverse the distance to the tower, especially since we had to lead the horses over the rugged terrain. When we saw it, it was revealed to be a four story round town located in the north of a cultivated valley. The tower was surrounded by a rather comprehensive herb garden. The ground floor was the kitchen and living area, above that was laboratory, then the apprentices quarters and finally Izabeau&#039;s quarters. The top of the tower was flat and surrounded by crenollations.&lt;br /&gt;
&lt;br /&gt;
Izabeau was still in Pevensey but we did meet Donald. Mirium them told us that they were in serious trouble and wanted our help to get out of it. She admitted that they were responsible for the magic on the guards but had been coerced into it by a team of bandits who had stolen an item that they had been &#039;playing&#039; with. They were scared of telling anyone, especially Izabeau. as they were playing with an unknown magical item without permission while she was away. The item in question was a six foot long staff with a crystal on it and they had thought it was a communication device. They had been on separate hills when the bandits had struck, overpowering Donald and stealing the device. They said they would return it but, only if they assisted in their horse stealing scheme. So far, they had not returned it and the apprentices&#039; attempts to locate it had been unsuccessful. One of it&#039;s properties was either a scryshield or it was a lot further away than the bandit&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
There were eight bandits that they knew about, six young ones, and two older ones, presumably the leaders, and they were all male humans. They were well armed with swords and bows and were proficient in both. Armour was hard leather. Their camp was in a nearby valley, about thirty miles away.   &lt;br /&gt;
&lt;br /&gt;
Izabeau had communicated with the apprentices, via a Whispering Wind, to tell the apprentices that investigators were on the way. So they seized on the opportunity to get us to help them and, hopefully, cover up their involvement in the crime. We believed it would be in their better interests to confess all but agreed to help them get the item back and bring the bandits to justice.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I&#039;m not sure that the future is something we want to know&amp;quot; - Aurora&lt;br /&gt;
   &amp;quot;And you did so well in predicting the weather&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
They had three crystals of vision which we used to scry the bandit&#039;s camp. Each crystal could be used once a day for 20 to 25 minutes each. We could see six of the bandits and had to assume the other two were off getting supplies. Before a raid they would put up a pattern of rocks on a nearby hill to tell the E&amp;amp;Es that they were about to raid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21st Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over the next eight days we concocted and tested plans of sneaking in and slipping a mickey of sleeping potion into the bandits food or drink as well as watching the camp in an attempt to gain more information. They still had some of the horses there, roughly 25. I practiced target shooting while  flying in case we had to attack and also did some aerial surveys of the camp while invisible. I was looking for a spot I could use as a sniping position  but there wasn&#039;t one. Imri was thinking of sneaking closer to the camp using the nearby stream as cover while waterbreathing. The potion itself was going to be delivered via golem. Imri also taught us all the best ways of restraining prisoners. &lt;br /&gt;
&lt;br /&gt;
Finally, we were ready to go in.&lt;br /&gt;
&lt;br /&gt;
So .. this is how Plan A finally went down. Luigi decided to sneak in personally and put the sleeping potion into the bandit&#039;s stew. I was up in the air, invisible and watching. There were two bandits on guard near the stew pot over the fire and a few more being casual nearby. Luigi was invisible and reasonably sneaky but one of the bandits, who I immediately tagged as &#039;Rabbit&#039; because of his exceptional hearing and speed, must have detected something as he immediately moved to investigate. Two of the others followed and soon they were closing on Luigi. He attempted to evade them but they managed to strike him with their swords, rendering him visible. I flew off to tell the others who were waiting on the sidelines. &lt;br /&gt;
&lt;br /&gt;
Ath went out to create a diversion while I had to wait for the winds to pick me up again. It&#039;s times like this when I really wish I had an instant flight spell ... maybe even something like what [[Skye]] has got. By the time I got airborne again, Ath had been shot by a lucky shot and had been rendered unconscious. He was still invisible but three of the bandits were converging on his position. Meanwhile, a rather battered Luigi had managed to summon the winds and was now aloft.&lt;br /&gt;
&lt;br /&gt;
I really did not want to leave Ath behind, or even allow him to be captured, so I came up with an idea which could get me nominated to Bravest Adventurer ...  or Stupidest. Basically I would swoop down, pick him up and lift him to a spot where I could have enough time to get him a healing potion, and get him away. Even a hundred or so elven yards would do, and I only really needed to get him above grass height.&lt;br /&gt;
&lt;br /&gt;
My first attempt missed, and I had to swing around for another pass. It&#039;s times like this I wish I could hover.  As the three bandits converged on Ath, I tried again, and thatwas when things went horribly wrong. I missed Ath yet again and managed to crash into one of the bandits, knocking him over and causing me to become visible. I then spun out of control and impacted with the ground ... really really hard. I later found out I had shattered my hip. Whatever had happened, I was in searing and agonising pain until I mercifully passed out. At least one good thing came out of it, my &#039;diversion&#039; gave Ath enough time to regain consciousness and get away.&lt;br /&gt;
&lt;br /&gt;
Plan B was formulated and .. well .. it must have worked otherwise I wouldn&#039;t be writing these words. This time, Imri and Pierre snuck underwater down the nearby stream while Luigi had four stone golems prepared. They turned out to be slightly &#039;armless&#039; for reasons that will be detailed later but ... lets just say Luigi should have used harder rocks. Ath and the two E&amp;amp;Es were setting up for spellcasting. This time there were two on guard near the campfire and three more at the camp&#039;s outskirts. &lt;br /&gt;
&lt;br /&gt;
The two guards fell asleep. At the same time, Luigi sent the golems in. Ath put up a Web which cut off the guards from the tents. It also hit one of the outriding guards. The other two headed towards the approaching golems, which were rather audible. The ruckus had other bandits popping out of tents, except for one. While they were going for the golems and waking up their sleeping comrades, which involved passing through the Web of Darkness, Imri and Pierre snuck up and started checking tents looking for me.&lt;br /&gt;
&lt;br /&gt;
Three of the golems attacked the outlying guards while the fourth headed for the campfire to engage the guards there. The first three tried to close and grapple but they were repulsed with one golem losing an arm. The leader managed to wake up the other two guards but the fourth golem closed on him ... and also had an arm lopped off. Finally the last bandit came out a tent, looking a bit dishevelled and, according to Pierre, he had an argument with one of the leaders claiming that what he was doing was more important than defending the camp. He finally went back in to get his weapons. &lt;br /&gt;
&lt;br /&gt;
Ath dropped the web and started firing Bolts of Starfire. Meanwhile another couple of bandits had fallen asleep again. So far, all Pierre and Imri had found were empty tents and they were both converging on the last one, the one the dishevelled bandit had come out of. The web had been brushing the back of that tent but, now it was gone, Imri was able to get behind it and start pulling out tent pegs before slitting the canvas.  Bandits were still smacking golems but except for one of the outlying guards who had fallen. Also, another golem had lost an arm. Bandits were also being bolted and slept.&lt;br /&gt;
&lt;br /&gt;
By the time Imri had found me in the tent, unconscious and tied up, the battle was over. Only one had actually died and the rest were subdued and tied up very securely. Some loot was found but there was no sign of the missing staff. It was either been taken somewhere else, or broken. &lt;br /&gt;
&lt;br /&gt;
Speaking of broken, Ath had a special potion that healed most of the damage I had taken except for the specific injury. Hence there wasn&#039;t much I could do, not even spellcast properly. I was going to have to be carried. So it was going to be a long trip back to the capital with our captives and the horses.&lt;br /&gt;
&lt;br /&gt;
Eight amulets of two types were also found, 4 luck and 4 elderflowers. The hard leather armour looked rather nice but no magic was detected on it. The bandits were lashed to a horse each but Imri and Luigi strung a hammock between two horses side by side for me to lie in. They did a very good job too as I had a rather smooth ride. &lt;br /&gt;
&lt;br /&gt;
   Aurora - &amp;quot;maybe I&#039;ll learn healer when I get back&amp;quot;&lt;br /&gt;
   Pierre - &amp;quot;Ranger would be good too&amp;quot;&lt;br /&gt;
   Aurora - *SIGH*&lt;br /&gt;
&lt;br /&gt;
The staff was nowhere to be found but a cache of coin and gems worth 15,000sp was discovered. That led me to believe that they had sold the staff cause I did not think they could get that much by just selling horses. We also collected quite a lot of the camp gear and then, with our entourage of horses and bandits, started heading for Pevensey. The two E&amp;amp;E&#039;s came with us as well and, with their help, and herbalist potions to ease the pain, I slept most of the way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally reached Pevensey at lunchtime. Pierre, who still had muscle spasms for an earlier backfire, and myself were bundled off to the healers. Mirium had also managed to backfire herself with amnesia so she was being looked after too. The rest were being debriefed by the Baron and Izabeau. She was not happy about the loss of the staff but offered to pay us to get it back. Apparently a wyvern had it, having swiped it from a lone bandit who was waving it about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The healings took two days although Mirium was still suffering from memory loss which should wear off in time. I turned up with a walking stick. I didn&#039;t really need it but was still feeling a bit stiff owing to an enforced lack of exercise over the last few days. Once we were ready, I summoned a cloud, and we, along with Donald, headed back to Izabeau&#039;s tower. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The plan we came up with was now ready for execution. Over the last few days, Imri had been working on creating a model boat, specifically a coracle. Once it was ready, she cast a ship strength on it to make it magical and added Ath&#039;s magical nails. If the wyvern was attracted to magic, this would be good bait.&lt;br /&gt;
&lt;br /&gt;
We were all powered up with fly spells, invisibilities and witchsights before heading out to where the bandits had been camping. It was reasonable that this was in the wyvern&#039;s territory. Once there, I attempted to summon a wyvern with the &#039;bait&#039; highly visible nearby. Hopefully, once it saw that, it would go for it and forget about me, especially since I had divested myself of any magic I could.&lt;br /&gt;
&lt;br /&gt;
So, I did the summoning spell. Nothing happened for a while then the wyvern was seen approaching from the north. I was invisible as it landed and sniffed around, looking for the source of the summoning. I stayed very still, not wanting to attract attention. Then, it saw the &#039;magical item&#039;. It pounced on it, picked it up and flew off heading north. We flew off after it.&lt;br /&gt;
&lt;br /&gt;
A short while later it went into a cave in a hillside. The others landed at a suitable observation point on a nearby hill but I did an aerial survey of the area. I spotted two more cave mouths nearby, but only the one that the wyvern went in had a pile of discarded bones nearby.&lt;br /&gt;
&lt;br /&gt;
We continued to watch for the rest of the day but there were no further wyvern sightings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Early in the morning, we watched as the wyvern flew out. Ath though he saw something on it. So, we watched carefully as the wyvern came back, carrying a goat. Sure enough, Pierre was able to see that there were various objects on it, presumably magical. So a plan was hatched to raid the wyvern&#039;s cave for loot, and the staff. I was going to lure it out with a summoning while the others went in and did a quick raid.&lt;br /&gt;
&lt;br /&gt;
Imri also made Waters of Healing for everyone to help us in case the wyvern stung us&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;Any of you die of poison, I&#039;ll smack you when you get resurrected&amp;quot; - Imri&lt;br /&gt;
&lt;br /&gt;
However, more discussions led us to a new plan which went into execution the following morning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Predawn, I attempted to purify but failed. I think cast flying spells all around, then, after flying to a nearby peak, summoned an air elemental. &lt;br /&gt;
&lt;br /&gt;
We got back as the wyvern took off for it&#039;s morning hunt. Luigi was creating as many stone golems as he could with the raw materials at hand. He ended up with two.&lt;br /&gt;
&lt;br /&gt;
We were all hiding when the wyvern returned. I had the elemental pounce on it while the stone golems closed and held it down while the air elemental pounded on it. After a while, I was feeling rather sorry for the poor wyvern. After a while, the wyvern and golems went over the cliff and thudded onto the ground below. The air elemental followed it down. &lt;br /&gt;
&lt;br /&gt;
The wyvern didn&#039;t last much longer after that and the golems weren&#039;t looking too good either. One was completely legless. Once we were sure it had stopped twitching we searched for loot. I had the air elemental support me in mid air and slowly carry me down the cliff face in case something fell off the wyvern on the way down. Sure enough we spotted a amulet halfway down.&lt;br /&gt;
&lt;br /&gt;
Luigi and Ath had already reached the bottom and discovered three more amulets. Meanwhile Imri and Pierre carefully entered the cave. Fortunately they didn&#039;t find another wyvern ... or any eggs. They did find the model ship, and the missing staff. Some searching also turned up a wand and two rings.  &lt;br /&gt;
&lt;br /&gt;
Once we got back together again we assessed what we had. Ath tried to detect the staff&#039;s aura. He discovered that it&#039;s aura was fuzzy and occluded. The wand had an aura of enhancement while one of the rings had investment and the second had no aura. The amulets were all wiccan in origin.&lt;br /&gt;
&lt;br /&gt;
The rest of us searched the cave but found nothing else. I did a really meticulous search, checking every crack, nook, and cranny, even searching through the muck. I must have looked a mess when I finally came out. Imri didn&#039;t need much convincing that there was nothing else to find.&lt;br /&gt;
&lt;br /&gt;
After dismissing the elemental, I summoned a cloud and we flew back to the cloud. Unfortunately this time, the wind that I summoned to push us along was very strong and I nearly got blown off the cloud. As a result, we got back to the tower in record time.&lt;br /&gt;
&lt;br /&gt;
Basically .. that was that ... we got paid, including rewards from Izabeau in the form of investments, then headed back to the Guild by cloud, arriving just before sunset. Fortunately we didn&#039;t get lost but I decided to learn navigation and rangering ..... just in case.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
[[The Siege of Ar Eeb]] Summer 813 &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Horse_Thieves&amp;diff=114123</id>
		<title>Horse Thieves</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Horse_Thieves&amp;diff=114123"/>
		<updated>2026-05-17T10:12:22Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Clare Baldock]][[Category:Scribe Notes]][[Category:Waterford]]&lt;br /&gt;
[[Scribe_Notes#Spring_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Horse Thieves&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Clare]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Low&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesday&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
* [[Ath bo heleg]], a Dark Celestial played by Nick&lt;br /&gt;
* [[Pierre the Halfling|Pierre]], an Illusionist played by Ian&lt;br /&gt;
* [[Imri]], a Water Mage played by [[User:Rosemary | Rosemary]]&lt;br /&gt;
* [[Dylans Binder|Luigi]], a Binder played by [[Dylan]] &lt;br /&gt;
* [[Aurora]], an Air Mage played by [[User:Keith Smith | Keith]] &lt;br /&gt;
; Employer&lt;br /&gt;
: Edric, Earl of Pevensey&lt;br /&gt;
; Place&lt;br /&gt;
: County of Pevensey (in the Duchy of [[Waterford]])&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch Order&#039;&#039;&#039;:&lt;br /&gt;
Pierre, Ath, Luigi, Imri&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Task&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Earl has send a man-at-arms, Gerald, to hire a guild party to sort out some horse thieving problems he is having. Pay will depend on the number of horse thieves brought to justice and the number of horses recovered.&lt;br /&gt;
&lt;br /&gt;
Gerald told us that horse shipments going over the mountains to [[Bowcourt]] had been going missing. Three shipments, composing of 20,25 and 5 horses had been hijacked. The guards had been slept and, by the time they woke up, the horses were gone. The locations were also close to each other. The horses were all branded with the Pevensey brand which we later got a description of. As far as pay was concerned, they were offering 200sp/horse recovered and 1000/bandit brought to justice. &lt;br /&gt;
&lt;br /&gt;
Once Gerald had been directed to the pub, we introduced ourselves. I ended up being the scribe, mainly cause I volunteered. Afterwards Imri went hunting for maps of the area while I went digging in scribe notes. Unfortunately neither of us had much luck. The idea was for me to summon a cloud and we&#039;d fly there but the problem was trying to find our target from several hundred feet up. Imri would have to navigate, otherwise we could end up in someplace like Ranke ... or even the Lunar Empire. Pierre poked around the market and discovered that there were a lot of Pevensey horses in the local market but there was no way of knowing their history&lt;br /&gt;
&lt;br /&gt;
We all ended up at the pub, which was relatively crowded. Fortunately Ath had acquired a table for us. We discussed the plan of getting there, whether it be on horse with the man-at-arms, or by cloud. It was finally decided to take the cloud, otherwise it would take weeks to get there. Gerald had to return with his horse but he agreed to come with us once we figured out how to get a horse on a cloud. Both Imri and I went off to predict the weather and we both agreed that we were in for quite a bit of calm weather.&lt;br /&gt;
&lt;br /&gt;
It took me three attempts to coax a cloud down to the Guild flying area but, by late afternoon, we were up and away.  I set up a wind whistle to push the cloud in the direction Imri said to go then took a nap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Well, whoever said that weather forecasting was an exact philosophy hadn&#039;t met either of us. I woke up to discover we were flying into a storm front. Already there was driving rain and visibility was down to near whiteout conditions. I was so relieved when it was agreed that we should land even though we were sure we were over forest. Basically visibility was terrible and I had to land by sheer luck. We were literally flying blind. It wasn&#039;t until we saw trees poking up through the cloud that we had an idea of our speed and rate of descent.&lt;br /&gt;
&lt;br /&gt;
We dropped straight down. Fortunately the trees were spaced far enough apart for a controlled descent. As we piled off and looked for shelter, it was raining heavily accompanied by a bitterly cold gusty wind, punctuated by lightning and accompanying thunder.  We rapidly became soaking wet to the skin and I know I was feeling miserable, especially since I was feeling responsible for our current predicament. Ath wanted to look for a cave while I was worried about flash flooding. Finally, after heading downhill, we managed to find shelter under a fallen tree. Even with that, we still spent a horrible night. Fortunately my first attempt to get a resist cold on me worked.&lt;br /&gt;
&lt;br /&gt;
By morning it was still bad, but it had abated a bit and we decided to head back. So, after a few attempts, we were again on a cloud riding the winds and steering by dead reckoning. Imri had done a fantastic job by having us land by a rather cheery inn about five miles out of Seagate, located off the main roads. This place I would definitely recommend.&lt;br /&gt;
&lt;br /&gt;
We arrived inside the inn, looking like drowned rats the cat had dragged in. Two rooms were obtained, costing 10sp/night each, and we basically spent the rest of the day defrosting. I changed into my Caledonian outfit. During the night, the wind blew wildly as the advancing storm front hit.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;Second opinions aren&#039;t always helpful&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
Next morning the weather was grey and gloomy with drizzling rain. We decided to stay put. Pierre decided to help out the cook while I put my story telling skills to good use. Imri got hold of an old horse blanket and some dry kindling then set about waterproofing our gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The day dawned fine but, it took me until after lunch to get a cloud. I think it took Pierre&#039;s cooking to finally sort it out. Once in the air we headed back towards Pevensey. I managed to conjure up a rather fast wind to propel us and, just before sunset, we landed on plains and set up a camp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometime after midnight, Ath was on watch when a large brown bear wandered into the camp and attacked. The ruckus woke Pierre up so he proceeded to wake us all up. I scrambled out of my sleeping sack, grabbed my short bow and a bundle of arrows. The bear was hugging Ath by the time Pierre and Imri charged in with burning branches. Meanwhile I was sending a volley of well placed arrows into it. All that arrow practice over the last year was finally paying off.&lt;br /&gt;
&lt;br /&gt;
Ath managed to get his dagger out in order to drive the bear off. Pierre conjured up a burning wall of fire which also helped. Finally we succeeded and the bear limped off. We decided not to pursue.&lt;br /&gt;
&lt;br /&gt;
After dawn, I managed to get a cloud and we flew on. Unfortunately, when I was trying to get a windwhistle up, I managed to backfire and forgot how to cast spells. That meant we were at the mercy of the winds and we were stuck on the cloud until the spell ran out. &lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I can just see it now - Aurora&#039;s magical mystery tour&amp;quot; - Aurora.&lt;br /&gt;
&lt;br /&gt;
Late afternoon, we could see grass below us and we finally came down late at night, somewhere in the [[Sea of Grass]], well south of where we wanted to be. The night passed without incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mid morning, and I had my spells back. Another cloud was summoned and we drove our way back northward, against the wind. The windwhistle was barely pushing us along Finally I got fed up with it, counterspelled it, and created a much stronger one. I could now relax a bit. We landed again just after dusk, somewhere in Pevensey. Again the night was uneventful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Today, we walked across the plains. Ath and I flew ahead to scout and we found the road, ten miles south. It ran by a river so, when we got there, at lunchtime, it was decided to go fishing. Ath used a Web of Darkness to catch the fish and Imri used a Mage Current to bring the fish to shore. &lt;br /&gt;
&lt;br /&gt;
After a fish meal, we walked down the road and reached an inn by dusk. One room was provided for us all at 10sp each for the night. I went for the early night option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
On the road again, reaching [[Pevensey_Towns#Horsham | Horsham]] by lunchtime. A river ran from here to [[Pevenston]] so Imri went to negotiate passage. It was a 45 mile trip by barge. and would take two days. I was still a bit nervous but .. at least this wasn&#039;t the open ocean. The trip cost us 100sp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We stayed the night in [[Pevensey_Towns#Wellney | Wellney]] and reached [[Pevenston]] by mid afternoon. Upon arrival we were taken up to the Castle. After freshening up we met Earl Edric in his audience chamber. He appraised us of the basic situation, most of which Gerald had already covered. We were then assigned a suite of rooms and discovered that there were four guards we could interview.&lt;br /&gt;
&lt;br /&gt;
They were done one at a time and we kept them separate before and after. The first guard, Dior, told us that he had woken up after dawn when he was supposed to be on watch at 4am.. He hadn&#039;t seen on watch at the time, Asa was. Unfortunately Asa wasn&#039;t available for questioning.  They had attempted to track the missing horses and had started towards the mountains but the tracks rapidly disappeared. Ath determined that the last spell to impact on Dior was Enchanted Sleep.&lt;br /&gt;
&lt;br /&gt;
Gerbot was not in the same group as Dior and he had been the one on watch. He had suddenly fallen asleep and hadn&#039;t heard anything unusual just previous to that. The ground at their location was very hard and the area is open. as they had camped above the treeline. Everyone woke up at the same time and, as far as he knew, no one lived up there.&lt;br /&gt;
&lt;br /&gt;
We got similar stories from the remaining two guards and Ath was able to determine that E&amp;amp;E sleep was involved. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We obtained a map in the morning and discovered that the last village on the route before the mountains was [[Pevensey_Towns#Peneryn|Peneryn]]&lt;br /&gt;
&lt;br /&gt;
Luigi believed that we should seek an audience with the local E&amp;amp;E for advice, especially since none of us knew much on the subject. So a message was sent and a while later, we were granted an audience with the court E&amp;amp;E. When we were conducted to the audience chamber, we met up with a middle aged woman named Izabeau. From what she told us, it seemed we were dealing with a rank 7 sleep effect, which meant that it would be possible to wake up affected comrades. We also asked about the possibility of obtaining counterspells but it would take too long to learn them.&lt;br /&gt;
&lt;br /&gt;
We then obtained, with the assistance of the seneschal, Leofwol, some horses from the Earl&#039;s stables and set off to investigate the crime scene. Our plan was to pose as prospective horse traders checking out the route. We would then bring some horses through and see what happens.  &lt;br /&gt;
&lt;br /&gt;
   &amp;quot;If we&#039;re really lucky, we might be attacked&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
We rode for the rest of the day finally ending up at [[Pevensey_Towns#Burgess Hill | Burgess Hill]] and stayed the night at the Sign of the Oak Tree inn. The night passed uneventfully although Ath was looking bored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lunch time saw us at the Sign of the Watershield inn at [[Pevensey_Towns#Petersfield | Petersfield]] where we stopped for lunch. That evening we reached [[Pevensey_Towns#Feinhurst | Feinhurst]], located by a river. Unlike the other places we had been through, it was walled. We stayed at the Old Oak Tree inn where we spread our story about being horse traders. I was told that horses were kept in a large field just outside town. We also noticed that the locals were giving us odd looks and they didn&#039;t seem to like us much. We later found out they were xenephobic. They had also heard of the horse thefts and were confident that the Earl was going to do something about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We travelled on, alongside the river until we reached the final stop before the pass, [[Pevensey_Towns#Peneryn | Peneryn]]. This was a small, fortified, village and, again, we were getting some rather odd looks. I suspect they weren&#039;t used to elves. However, I had a friendly chat with the local guard and he had heard of the thefts as well but was confident that the Earl was going to do something about it. He knew the route up, telling us it was rather steep up to the top. Finally he referred us to the Wolfshead Inn telling us to tell John that Peter sent us.&lt;br /&gt;
&lt;br /&gt;
The night passed without incident ... and Ath was still looking bored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After breakfast, we headed off up into the mountain range. That evening we finally reached a flat plateau where we set up camp.  Just in case anyone was watching, Luigi, Ath and I  ducked into a tent. Inside I cast Flying on Luigi and myself while Ath followed up with Witchsights and Walking Unseens. Once spelled up, we took off. I spiralled out looking for clues while Luigi decided to go for height. I soon found the path heading out that the guards had reported that had disappeared after a while, but I flew on a bit and spotted it again, discovering that it looped around and joined the main road a bit further on. I did land on the path to search for clues but didn&#039;t find anything. &lt;br /&gt;
&lt;br /&gt;
The sun had set by the time I got back so I decided on another flight just after sunrise. Luigi landed a bit after I did but had nothing new to report.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just as the first rays of the sun broke the horizon, I was purifying by the east side of our tent. I always try to do so as the sun rises. Pierre was on watch, having swapped with Imri, while the others continued resting. Just then, a small pebble bounced off Pierre from an unseen source. He immediately went looking for the source, projecting his image for protection. However, he was still targeted. The resulting ruckus disturbed my concentration.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;That&#039;s not right. Don&#039;t these people know they can&#039;t see me?&amp;quot; - Pierre.&lt;br /&gt;
&lt;br /&gt;
Just then a woman&#039;s voice spoke up. &amp;quot;Don&#039;t worry. We&#039;re friendly&amp;quot;. She then became visible, revealing a human in her early twenties. She then introduced herself as Mirium, Izabeau&#039;s apprentice and invited us to come with her to Izabeau&#039;s tower, located ten miles to the north. There was a second apprentice there, a dwarf called Donald.&lt;br /&gt;
&lt;br /&gt;
I did a quick flight around the area but didn&#039;t see any more clues. I was also very suspicious. Three E&amp;amp;E&#039;s, with a tower relatively close to a crime scene where E&amp;amp;E activity had been used to commit the crime, certainly put all three of them right on top of my suspect list.&lt;br /&gt;
&lt;br /&gt;
It took most of the day to traverse the distance to the tower, especially since we had to lead the horses over the rugged terrain. When we saw it, it was revealed to be a four story round town located in the north of a cultivated valley. The tower was surrounded by a rather comprehensive herb garden. The ground floor was the kitchen and living area, above that was laboratory, then the apprentices quarters and finally Izabeau&#039;s quarters. The top of the tower was flat and surrounded by crenollations.&lt;br /&gt;
&lt;br /&gt;
Izabeau was still in Pevensey but we did meet Donald. Mirium them told us that they were in serious trouble and wanted our help to get out of it. She admitted that they were responsible for the magic on the guards but had been coerced into it by a team of bandits who had stolen an item that they had been &#039;playing&#039; with. They were scared of telling anyone, especially Izabeau. as they were playing with an unknown magical item without permission while she was away. The item in question was a six foot long staff with a crystal on it and they had thought it was a communication device. They had been on separate hills when the bandits had struck, overpowering Donald and stealing the device. They said they would return it but, only if they assisted in their horse stealing scheme. So far, they had not returned it and the apprentices&#039; attempts to locate it had been unsuccessful. One of it&#039;s properties was either a scryshield or it was a lot further away than the bandit&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
There were eight bandits that they knew about, six young ones, and two older ones, presumably the leaders, and they were all male humans. They were well armed with swords and bows and were proficient in both. Armour was hard leather. Their camp was in a nearby valley, about thirty miles away.   &lt;br /&gt;
&lt;br /&gt;
Izabeau had communicated with the apprentices, via a Whispering Wind, to tell the apprentices that investigators were on the way. So they seized on the opportunity to get us to help them and, hopefully, cover up their involvement in the crime. We believed it would be in their better interests to confess all but agreed to help them get the item back and bring the bandits to justice.&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I&#039;m not sure that the future is something we want to know&amp;quot; - Aurora&lt;br /&gt;
   &amp;quot;And you did so well in predicting the weather&amp;quot; - Ath&lt;br /&gt;
&lt;br /&gt;
They had three crystals of vision which we used to scry the bandit&#039;s camp. Each crystal could be used once a day for 20 to 25 minutes each. We could see six of the bandits and had to assume the other two were off getting supplies. Before a raid they would put up a pattern of rocks on a nearby hill to tell the E&amp;amp;Es that they were about to raid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21st Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over the next eight days we concocted and tested plans of sneaking in and slipping a mickey of sleeping potion into the bandits food or drink as well as watching the camp in an attempt to gain more information. They still had some of the horses there, roughly 25. I practiced target shooting while  flying in case we had to attack and also did some aerial surveys of the camp while invisible. I was looking for a spot I could use as a sniping position  but there wasn&#039;t one. Imri was thinking of sneaking closer to the camp using the nearby stream as cover while waterbreathing. The potion itself was going to be delivered via golem. Imri also taught us all the best ways of restraining prisoners. &lt;br /&gt;
&lt;br /&gt;
Finally, we were ready to go in.&lt;br /&gt;
&lt;br /&gt;
So .. this is how Plan A finally went down. Luigi decided to sneak in personally and put the sleeping potion into the bandit&#039;s stew. I was up in the air, invisible and watching. There were two bandits on guard near the stew pot over the fire and a few more being casual nearby. Luigi was invisible and reasonably sneaky but one of the bandits, who I immediately tagged as &#039;Rabbit&#039; because of his exceptional hearing and speed, must have detected something as he immediately moved to investigate. Two of the others followed and soon they were closing on Luigi. He attempted to evade them but they managed to strike him with their swords, rendering him visible. I flew off to tell the others who were waiting on the sidelines. &lt;br /&gt;
&lt;br /&gt;
Ath went out to create a diversion while I had to wait for the winds to pick me up again. It&#039;s times like this when I really wish I had an instant flight spell ... maybe even something like what [[Skye]] has got. By the time I got airborne again, Ath had been shot by a lucky shot and had been rendered unconscious. He was still invisible but three of the bandits were converging on his position. Meanwhile, a rather battered Luigi had managed to summon the winds and was now aloft.&lt;br /&gt;
&lt;br /&gt;
I really did not want to leave Ath behind, or even allow him to be captured, so I came up with an idea which could get me nominated to Bravest Adventurer ...  or Stupidest. Basically I would swoop down, pick him up and lift him to a spot where I could have enough time to get him a healing potion, and get him away. Even a hundred or so elven yards would do, and I only really needed to get him above grass height.&lt;br /&gt;
&lt;br /&gt;
My first attempt missed, and I had to swing around for another pass. It&#039;s times like this I wish I could hover.  As the three bandits converged on Ath, I tried again, and thatwas when things went horribly wrong. I missed Ath yet again and managed to crash into one of the bandits, knocking him over and causing me to become visible. I then spun out of control and impacted with the ground ... really really hard. I later found out I had shattered my hip. Whatever had happened, I was in searing and agonising pain until I mercifully passed out. At least one good thing came out of it, my &#039;diversion&#039; gave Ath enough time to regain consciousness and get away.&lt;br /&gt;
&lt;br /&gt;
Plan B was formulated and .. well .. it must have worked otherwise I wouldn&#039;t be writing these words. This time, Imri and Pierre snuck underwater down the nearby stream while Luigi had four stone golems prepared. They turned out to be slightly &#039;armless&#039; for reasons that will be detailed later but ... lets just say Luigi should have used harder rocks. Ath and the two E&amp;amp;Es were setting up for spellcasting. This time there were two on guard near the campfire and three more at the camp&#039;s outskirts. &lt;br /&gt;
&lt;br /&gt;
The two guards fell asleep. At the same time, Luigi sent the golems in. Ath put up a Web which cut off the guards from the tents. It also hit one of the outriding guards. The other two headed towards the approaching golems, which were rather audible. The ruckus had other bandits popping out of tents, except for one. While they were going for the golems and waking up their sleeping comrades, which involved passing through the Web of Darkness, Imri and Pierre snuck up and started checking tents looking for me.&lt;br /&gt;
&lt;br /&gt;
Three of the golems attacked the outlying guards while the fourth headed for the campfire to engage the guards there. The first three tried to close and grapple but they were repulsed with one golem losing an arm. The leader managed to wake up the other two guards but the fourth golem closed on him ... and also had an arm lopped off. Finally the last bandit came out a tent, looking a bit dishevelled and, according to Pierre, he had an argument with one of the leaders claiming that what he was doing was more important than defending the camp. He finally went back in to get his weapons. &lt;br /&gt;
&lt;br /&gt;
Ath dropped the web and started firing Bolts of Starfire. Meanwhile another couple of bandits had fallen asleep again. So far, all Pierre and Imri had found were empty tents and they were both converging on the last one, the one the dishevelled bandit had come out of. The web had been brushing the back of that tent but, now it was gone, Imri was able to get behind it and start pulling out tent pegs before slitting the canvas.  Bandits were still smacking golems but except for one of the outlying guards who had fallen. Also, another golem had lost an arm. Bandits were also being bolted and slept.&lt;br /&gt;
&lt;br /&gt;
By the time Imri had found me in the tent, unconscious and tied up, the battle was over. Only one had actually died and the rest were subdued and tied up very securely. Some loot was found but there was no sign of the missing staff. It was either been taken somewhere else, or broken. &lt;br /&gt;
&lt;br /&gt;
Speaking of broken, Ath had a special potion that healed most of the damage I had taken except for the specific injury. Hence there wasn&#039;t much I could do, not even spellcast properly. I was going to have to be carried. So it was going to be a long trip back to the capital with our captives and the horses.&lt;br /&gt;
&lt;br /&gt;
Eight amulets of two types were also found, 4 luck and 4 elderflowers. The hard leather armour looked rather nice but no magic was detected on it. The bandits were lashed to a horse each but Imri and Luigi strung a hammock between two horses side by side for me to lie in. They did a very good job too as I had a rather smooth ride. &lt;br /&gt;
&lt;br /&gt;
   Aurora - &amp;quot;maybe I&#039;ll learn healer when I get back&amp;quot;&lt;br /&gt;
   Pierre - &amp;quot;Ranger would be good too&amp;quot;&lt;br /&gt;
   Aurora - *SIGH*&lt;br /&gt;
&lt;br /&gt;
The staff was nowhere to be found but a cache of coin and gems worth 15,000sp was discovered. That led me to believe that they had sold the staff cause I did not think they could get that much by just selling horses. We also collected quite a lot of the camp gear and then, with our entourage of horses and bandits, started heading for Pevensey. The two E&amp;amp;E&#039;s came with us as well and, with their help, and herbalist potions to ease the pain, I slept most of the way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally reached Pevensey at lunchtime. Pierre, who still had muscle spasms for an earlier backfire, and myself were bundled off to the healers. Mirium had also managed to backfire herself with amnesia so she was being looked after too. The rest were being debriefed by the Baron and Izabeau. She was not happy about the loss of the staff but offered to pay us to get it back. Apparently a wyvern had it, having swiped it from a lone bandit who was waving it about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28th Thaw&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The healings took two days although Mirium was still suffering from memory loss which should wear off in time. I turned up with a walking stick. I didn&#039;t really need it but was still feeling a bit stiff owing to an enforced lack of exercise over the last few days. Once we were ready, I summoned a cloud, and we, along with Donald, headed back to Izabeau&#039;s tower. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The plan we came up with was now ready for execution. Over the last few days, Imri had been working on creating a model boat, specifically a coracle. Once it was ready, she cast a ship strength on it to make it magical and added Ath&#039;s magical nails. If the wyvern was attracted to magic, this would be good bait.&lt;br /&gt;
&lt;br /&gt;
We were all powered up with fly spells, invisibilities and witchsights before heading out to where the bandits had been camping. It was reasonable that this was in the wyvern&#039;s territory. Once there, I attempted to summon a wyvern with the &#039;bait&#039; highly visible nearby. Hopefully, once it saw that, it would go for it and forget about me, especially since I had divested myself of any magic I could.&lt;br /&gt;
&lt;br /&gt;
So, I did the summoning spell. Nothing happened for a while then the wyvern was seen approaching from the north. I was invisible as it landed and sniffed around, looking for the source of the summoning. I stayed very still, not wanting to attract attention. Then, it saw the &#039;magical item&#039;. It pounced on it, picked it up and flew off heading north. We flew off after it.&lt;br /&gt;
&lt;br /&gt;
A short while later it went into a cave in a hillside. The others landed at a suitable observation point on a nearby hill but I did an aerial survey of the area. I spotted two more cave mouths nearby, but only the one that the wyvern went in had a pile of discarded bones nearby.&lt;br /&gt;
&lt;br /&gt;
We continued to watch for the rest of the day but there were no further wyvern sightings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Early in the morning, we watched as the wyvern flew out. Ath though he saw something on it. So, we watched carefully as the wyvern came back, carrying a goat. Sure enough, Pierre was able to see that there were various objects on it, presumably magical. So a plan was hatched to raid the wyvern&#039;s cave for loot, and the staff. I was going to lure it out with a summoning while the others went in and did a quick raid.&lt;br /&gt;
&lt;br /&gt;
Imri also made Waters of Healing for everyone to help us in case the wyvern stung us&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;Any of you die of poison, I&#039;ll smack you when you get resurrected&amp;quot; - Imri&lt;br /&gt;
&lt;br /&gt;
However, more discussions led us to a new plan which went into execution the following morning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th Seedtime&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Predawn, I attempted to purify but failed. I think cast flying spells all around, then, after flying to a nearby peak, summoned an air elemental. &lt;br /&gt;
&lt;br /&gt;
We got back as the wyvern took off for it&#039;s morning hunt. Luigi was creating as many stone golems as he could with the raw materials at hand. He ended up with two.&lt;br /&gt;
&lt;br /&gt;
We were all hiding when the wyvern returned. I had the elemental pounce on it while the stone golems closed and held it down while the air elemental pounded on it. After a while, I was feeling rather sorry for the poor wyvern. After a while, the wyvern and golems went over the cliff and thudded onto the ground below. The air elemental followed it down. &lt;br /&gt;
&lt;br /&gt;
The wyvern didn&#039;t last much longer after that and the golems weren&#039;t looking too good either. One was completely legless. Once we were sure it had stopped twitching we searched for loot. I had the air elemental support me in mid air and slowly carry me down the cliff face in case something fell off the wyvern on the way down. Sure enough we spotted a amulet halfway down.&lt;br /&gt;
&lt;br /&gt;
Luigi and Ath had already reached the bottom and discovered three more amulets. Meanwhile Imri and Pierre carefully entered the cave. Fortunately they didn&#039;t find another wyvern ... or any eggs. They did find the model ship, and the missing staff. Some searching also turned up a wand and two rings.  &lt;br /&gt;
&lt;br /&gt;
Once we got back together again we assessed what we had. Ath tried to detect the staff&#039;s aura. He discovered that it&#039;s aura was fuzzy and occluded. The wand had an aura of enhancement while one of the rings had investment and the second had no aura. The amulets were all wiccan in origin.&lt;br /&gt;
&lt;br /&gt;
The rest of us searched the cave but found nothing else. I did a really meticulous search, checking every crack, nook, and cranny, even searching through the muck. I must have looked a mess when I finally came out. Imri didn&#039;t need much convincing that there was nothing else to find.&lt;br /&gt;
&lt;br /&gt;
After dismissing the elemental, I summoned a cloud and we flew back to the cloud. Unfortunately this time, the wind that I summoned to push us along was very strong and I nearly got blown off the cloud. As a result, we got back to the tower in record time.&lt;br /&gt;
&lt;br /&gt;
Basically .. that was that ... we got paid, including rewards from Izabeau in the form of investments, then headed back to the Guild by cloud, arriving just before sunset. Fortunately we didn&#039;t get lost but I decided to learn navigation and rangering ..... just in case.&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
[[The Siege of Ar Eeb]] Summer 813 &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114122</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114122"/>
		<updated>2026-05-17T10:08:55Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Mira]]&lt;br /&gt;
[[Category:Tolmar]]&lt;br /&gt;
[[Category:Dwork]]&lt;br /&gt;
[[Category:Theodonna]]&lt;br /&gt;
[[Category:Hamish]]&lt;br /&gt;
[[Category:Gerrad]]&lt;br /&gt;
[[Category:Glynn]]&lt;br /&gt;
[[Category:Cyan]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death (Lord Death)&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Quotes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114121</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114121"/>
		<updated>2026-05-17T10:08:06Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Jeff]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death (Lord Death)&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Quotes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114120</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114120"/>
		<updated>2026-05-17T10:07:49Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
[[Category:Jeff]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jeff_Ledra|Jeff Ledra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Quotes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114119</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114119"/>
		<updated>2026-05-17T10:07:17Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* ITEMS/EXPENSES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
[[Category:Jeff]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Jeff Leddra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Quotes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114118</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114118"/>
		<updated>2026-05-17T10:07:08Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
[[Category:Jeff]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Jeff Leddra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Quotes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114117</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114117"/>
		<updated>2026-05-17T10:06:55Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* 22th Day of Thaw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
[[Category:Jeff]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Jeff Leddra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Quotes&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114116</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114116"/>
		<updated>2026-05-17T10:06:39Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
[[Category:Jeff]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Jeff Leddra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body. &lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Quotes&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114115</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114115"/>
		<updated>2026-05-17T10:05:30Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
[[Category:Jeff]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Dead Like Us&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Jeff Leddra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Spring]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
;Time on adventure&lt;br /&gt;
:tbc 826 WK to tbc 826 WK&lt;br /&gt;
; Employer&lt;br /&gt;
: Death&lt;br /&gt;
; Mission&lt;br /&gt;
: To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
; Pay&lt;br /&gt;
: To be able to Reincarnate ourselves.&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body. &lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Quotes&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114114</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114114"/>
		<updated>2026-05-17T10:03:29Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Payment:&#039;&#039;&#039; To be able to Reincarnate ourselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contract:&#039;&#039;&#039; To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Adventurers:&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
# [[Mira]], a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# [[Glynn]], a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body. &lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Quotes&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114113</id>
		<title>Dead Like Us</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dead_Like_Us&amp;diff=114113"/>
		<updated>2026-05-17T10:03:12Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jeff Leddra]][[Category:Scribe Notes]]&#039;&#039;&#039;Employer:&#039;&#039;&#039; Death (Lord Death)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Payment:&#039;&#039;&#039; To be able to Reincarnate ourselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contract:&#039;&#039;&#039; To go to plane that this Death has come from and find out what has happened to his Reapers, and to find out why he is not getting any messages from his Lord.  Also the Book of Names is not being delivered any more.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Adventurers:&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
# Mira, a human Earth Mage with figher capabilities.&lt;br /&gt;
# [[Tolmar]], a changeable Earth Mage, with the Healing ability.&lt;br /&gt;
# [[Dwork]], an Orc Fire Mage, that likes hitting things and doing other things as well.&lt;br /&gt;
# [[Theodonna]], a not quite human Namer.&lt;br /&gt;
# [[Hamish]], a Human Wicca.&lt;br /&gt;
# [[Gerrad]], a Human Illusionist, with fighter capabilities, and other interesting aspects.&lt;br /&gt;
# Glynn, a Blue skinned Elf Air Mage.&lt;br /&gt;
# [[Cyan]], a Human Mind Mage, with a pet Rock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;1st of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Death recommends that we get turned into Reapers when we get to his plane.  We are going to be transported there by Melody a Being with Planer travel.  Some of the party members seem to know her or know of her.  (Security believe Melody is after something.) Cyan asks her about it.  She is trying to get information and such to help in her fight against White Raven.&lt;br /&gt;
&lt;br /&gt;
The reason Death recommends that we become Reapers is that they seem to be quite resilient to quite a few things and some of it would be any damage by our magic.  The plane that we are going to does not seem to have very much magic, so we are going have to be careful of not scaring the natives.&lt;br /&gt;
&lt;br /&gt;
We find out a bit more about the Plane that we are going to.  The wars are caused by Religion, the area that we are going to are in the mountains so that we will have to dress warmly.  There is a trade route in the mountains to the town that we will be going to.  The town seems to be protected because of the trade route.  There is a Kingdom to the North named the &#039;&#039;&#039;Chin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We get ourselves organized for the trip off plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;2nd of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Glynn does something that causes him to get himself cursed.  We need to wait for him to get it removed before we can go the other plane.&lt;br /&gt;
&lt;br /&gt;
Cyan has a very useful item. But the island seems to have got a resident on it that should not be there.  He is taken back to Seagate and he will be sorted out later.&lt;br /&gt;
&lt;br /&gt;
Once back in Seagate and after the curse removal, we fly to Sweetwater, so that we can be transported by Melody to the other Plane.  If we need to get back to our Plane Melody will open a portal of wher she dropped us off once a week.  We are transported near the town our Employer &amp;quot;Death&amp;quot; is located in.&lt;br /&gt;
&lt;br /&gt;
The new Plane that we are on is called &#039;&#039;&#039;Orhodyr.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once in the town, we find that certain streets and alleys have a certain type of shop on them.  We seemed to have gotten ourselves into the one that has to be with Drugs.&lt;br /&gt;
&lt;br /&gt;
Dwork is happy here and finds some drugs to help with his Bed Performance, which he tries straight away.  He finds where the Brothel section is for this.  Tomlar needs to heal Dwork when he is finished, as something happened to his heart from what is told.&lt;br /&gt;
&lt;br /&gt;
We go to where Death has housed himself and find out more about the Reapers and the other things that are going on this Plane.  &lt;br /&gt;
&lt;br /&gt;
Reapers are people who have been changed to get the souls of the soon to be dead and help them pass over when there bodies die.  Because the Reapers have to blend in they have trades like the live people, as Death does not pay them or there upkeep for the task that they have been changed for.&lt;br /&gt;
&lt;br /&gt;
Reapers can tell who is another Reaper, unless the Reaper is concentrating of another form, (trying to hide it).&lt;br /&gt;
&lt;br /&gt;
For some reason it is this Planes custom not to pat children on the head and not to point at feet.  Hope that we remember that in our travels.&lt;br /&gt;
&lt;br /&gt;
Gerrad, the Party Leader, says that he will be come a Reaper.  Hamish gets the pleasure of taking his life.  Death uses a Rod on Gerrad, and within half an hour Gerrad up and running again.&lt;br /&gt;
&lt;br /&gt;
Gerrad says he feels slightly different, but he can&#039;t really explain it.  He get Divinated to see what has changed.  He has been magically transformed and has multiply magical effect on him, that range from Healing, changing appearance, he can see souls, stopping souls moving to another body, and the ability to detect other Reapers.&lt;br /&gt;
&lt;br /&gt;
He is welcomed to the Ranks of the Reapers.&lt;br /&gt;
&lt;br /&gt;
Death show us the crystal ball in his office.&lt;br /&gt;
&lt;br /&gt;
Mira takes over scribing for a little while.&lt;br /&gt;
&lt;br /&gt;
So the party leader is now dead, and still walking around.  DA&#039;s and Divinations later - he&#039;s dead (not undead, or formally living - a new state called dead).  Magic is holding his soul in his body - gives healing, including regeneration of body parts if severed, immune to poisons etc.  Not bound to the creator, or the reaper who put him in this state.&lt;br /&gt;
&lt;br /&gt;
We also divinate the crystal ball the reaper used to get messages on - it&#039;s a relay only - source of messages within 300 miles, but noting else.  Same with the area where the books used to arrive - it&#039;s a focus point, but all the magic comes from elsewhere.  On checking a few maps etc - there is a really large mountain within 300 miles that is considered a home to the creator - apparently everyone who tries to climb it never comes back.  Looks like we&#039;ll be doing some mountain climbing soon.&lt;br /&gt;
&lt;br /&gt;
We head off in to town to look for more answers.  After a spot of shopping (the air mage wants a large sapphire for something), we end up at a monestary trying to get them to explain their viewpoint on the creator and souls and dreath and all that stuff without giving away too much about us. &lt;br /&gt;
&lt;br /&gt;
However with all good plans - they depend on the weakest link - the orc ..... He goes and gives away that he has two souls.  This makes the chief monk very interested and suggests that we come back in the morning for a &#039;special&#039; session.  For some reason Gerrard agrees.  We head back to Death&#039;s house for the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;3rd of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Bright and early we are back at the monestary.  The head monk and six guards &#039;invite&#039; us in.  However it&#039;s all relatively peaceful - the rest talk lots about souls and death and the creator - it&#039;s all really boring.  I&#039;d be tempted to challenge one of the guards to combat, but I get the strong impression they are about rank 10 unarmed combat. And I&#039;d hate to lose.  The head monk suggests trying to remove Dwork&#039;s second soul.  Gerrard shows a moment of sanity and says no - particularly as it would involve mind to mind contact between the orc and the monk - and they don&#039;t know which soul would be removed.  I think the monk is insane just to suggest the mind-to-mind contact.  Mindspeech with the orc is more than enough for me.  Anyway they don&#039;t seem to upset, and let us leave peacefully.&lt;br /&gt;
&lt;br /&gt;
However we have learnt some things.  There are multiple monestaries in the country - all have a slightly different viewpoint on souls and how to obtain a higher status in the next life.  For example, one pair of monestaries claim it&#039;s through physical pleasures, others through austerity.  There&#039;s also rumours that one monestary is basically a front for the local equivalent of the assassins guild.  There is also a really strange monestary high up in the mountains that claims they are directly descended from the creator? - anyway they walk around naked, don&#039;t appear to age, and refuse all contact with &#039;lesser&#039; beings except through some limited trade.&lt;br /&gt;
&lt;br /&gt;
We decide to try this place first.  We leave town, and as soon as we find a secluded spot, we fly off up to the mountains.  We land a short distance away from any communities, and start walking in.  We meet up with a local hunter, and ask about the monestary and local events.  Apparently there is a bunch of other &#039;hunters&#039; in the area, camping a little distance away.  We get the strong impression that this lot are actually bandits.  So we decide to head up and check them out.&lt;br /&gt;
&lt;br /&gt;
We find their camp, head on in.  Gerrard uses telepathy to confirm they are bandits, and have grenades at the ready.  We charge.  Gerrard&#039;s shield charge is impressive - knocks the bandit cold.  I try the same trick - not quite as good, but does stun another bandit.  It also causes them to drop their grenados, which promptly explode.  Me and Dwork get peppered, but not much gets through my armour.  Gerrard ignores them, Dwork looks pained.  However the bandits look seriously pissed - as they took a lot of damage from their own grenados.  A short time later, we&#039;ve subdued the rest, including the leader who is female, and carrying a nice looking sword.&lt;br /&gt;
&lt;br /&gt;
I, Theodonna, take up the scribing again.&lt;br /&gt;
&lt;br /&gt;
The party is able to capture or most of the bandits that attacked us.  While Tolmar is helping the wounded bandits, Cyan and Gerrad are questioning the Leader.  Her name is Jocelyn.&lt;br /&gt;
I D/A her very nice looking sword and find out that it is cursed.  Because we have time I do a divination of it.  It has a curse that makes the person who uses it to want to become the Greatest Bandit there is.  It is decided that the sword would need to be destroyed.  It is destroyed.&lt;br /&gt;
&lt;br /&gt;
While Jocelyn is being questioned, Tolmar I find out, does some sacrificing to his God.  Gerrad sees a white light that the person goes into, when Tolmar does this.  Cyan gets wise to the fact that something is going on and does something to Tolmar to stop him doing the next bandit.  In the end Gerrad does the last bandit so he can get to see the white light properly.  Gerrad reports that he feels better when the soul goes into the white light.&lt;br /&gt;
&lt;br /&gt;
Jocelyn also tries to defend the other bandits, saying that she was the one to do the killing and that the others did not do any of it.  Also, since that we destroyed the sword she is aghast with what she has done.  She wants to kill herself.  Cyan is trying to help her through this and stops her killing herself at this time.    &lt;br /&gt;
&lt;br /&gt;
After some prodding, Cyan is able to get the location of the stuff that the Bandits stole from the travellers and that some of the items were fenced at one of the local villages.  He also finds out about the Scout that we were unable to get.  The Scout, Jocelyn thinks, is an ex Monk because of the unusual style of combat that he does.  He has a slight fixation on Rings.  He was different from the other Bandits as he really liked scouting and that he was a bit of a loner.&lt;br /&gt;
&lt;br /&gt;
We are taken to the place where she store the items and we get a bit of raw materials, aromatic oils, blank amulets and dried snake skins.  While there some of the Party members see if they can see any of the Scouts tracks.  It is obvious that he was here because of the tracks that have been wiped out by him.  But we are unable to follow him because it looks like that he is a really good Ranger.&lt;br /&gt;
&lt;br /&gt;
We also get some information about some of the other Villages around this area from Jocelyn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;4th of Thaw&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
We head for Happy Valley, but know that it is not so Happy there.  We pass through at a reasonable speed.&lt;br /&gt;
&lt;br /&gt;
Hamish does something unusual and Blesses the crops of the area.&lt;br /&gt;
&lt;br /&gt;
We go on the next Village and they seem better organised and equipped than the last, among other things they are friendlier.  At the Café that they have set up for visitors we get information about the people in this Village and also about the Monastery that we will be going to further along in our travels, they have some strange monks up there and they seem to be very crafty and mechanically minded, among other things.  We ask if anyone has come through here recently.  There was someone, but it does not seem like the Scout that we are keeping an eye out for.&lt;br /&gt;
&lt;br /&gt;
This Village Leader is from there own Ruling Family that protects them.  The current Leader is called Diamond.  &lt;br /&gt;
&lt;br /&gt;
At the back of the Valley there is a Keep, this is where Diamond is, we pay a visit.  Hamish also Blesses the crops of this Valley as well.  This is very strange of him to do this.  At the Keep we have a meeting with Diamond, his people seem to very protective of him.  Dwork tries to make advances on Diamond&#039;s companion, which she throws off.&lt;br /&gt;
&lt;br /&gt;
We D/A items and people, magic seems to be non existent here.  Not getting any readings of magical auras.  We talk to Diamond about a few things.  We find out there might be a Scouting Party in the area from the Empire Chin, as Diamond&#039;s scouts have found Dragon droppings around.&lt;br /&gt;
&lt;br /&gt;
We head off to the Monastery where the Monks called the Sacrodotes are, they might be the decedents of the Children of the Creator.  They seem to have very good Mechancian skills.&lt;br /&gt;
&lt;br /&gt;
When we get to the Monastery there is a Watcher Sacrodote, who is meditation, he is naked and he is wearing a gold Torc around his neck.  We are able to get good D/A&#039;s on him.  This one is a highly skilled Merchant. Seems to have no spells. He has been healed recently by someone.&lt;br /&gt;
&lt;br /&gt;
There is a Trader Room set up for people who come and visit, it is like a dormitory.  It is very spartan.  There is another trader bunking down.  Seems to be another Reaper, D/A&#039;s.  He seems to have been around for quite a while, about 40 years, and sometime recently he has successfully resisted Bindwill from someone.  He knows what Gerrad is.&lt;br /&gt;
&lt;br /&gt;
Before we get to introduce ourselves to him, we go off to try and trade with the Sacrodotes.   They do not trade information with Lessor beings.  We can get Amulets or Mechanical devices and some other things made, but no information. They are a bit up themselves.&lt;br /&gt;
&lt;br /&gt;
We put in our requests for Amulets, it will take almost a week for them to be ready.&lt;br /&gt;
&lt;br /&gt;
Back in the dormitory, we find out more about the Reaper that is there. There is talk about things that is happening in the Reaper community and also what is happening in this general area.  There might be a war with the Chin soon.  He hints that there are people out there that pay well for the Reaper skills.  He has moved on from doing the Reaper thing.  &lt;br /&gt;
&lt;br /&gt;
Since we have to get moving and we can&#039;t wait here for the items to be made, we head off.  We ask if the Reaper wants to come with us, which he does. He is interested in our mention of flying.&lt;br /&gt;
&lt;br /&gt;
We move away from the Monastery before the air mage starts his casting.  Dwork also tries a fire spell on the Gerrad, but it seems to have no effect on him.&lt;br /&gt;
&lt;br /&gt;
The Reaper gets a bit uncomfortable after the Flying is cast on everyone and that most of the Party members go invisible to him.  Cyan lets us know that he is possible going to do something.  Which he does, he drops one of the Gernadoes that causes people to become paralysis and die. Well most of the Party gets hit by it.  Luckily the Healer does not and is able to help some of the other Party members.  Gerrad, our Reaper, is not affected by this poison and tackles the Rouge Reaper.  With the effort of most of us, before the poison takes full effect and getting healed to help out, we are able to subdue the Rouge Reaper.  We get to see some of the benefits of being dead in being a Reaper.  Gerrad gets his he arm and head blown off in spectacular fashion with another Gernado and it all grows back within a minute.&lt;br /&gt;
&lt;br /&gt;
Under hypnosis, we find out a little more information.  There is something that is called a sensation helmet which allows Reapers to feel things again.  This seems to be the unknown party draw card for some of the Reapers.&lt;br /&gt;
&lt;br /&gt;
One of the Party spots a hawk over our heads.  I am able to D/A and find out that it is the Plains Hawk and that it is under the influence of some other entity.  Glyn summons the hawk down to have a talk with it.&lt;br /&gt;
&lt;br /&gt;
The hawk is just looking for people, it is being trained by its Master who came from the North (The Chin).  We are not sure if is Master can look through its eyes.  They also have Dragons with them.  Before we send the hawk back, Cyan decides to write a note for the Hawks Master.  Mercenaries for Hire. We will be back later.  The hawk flies off in a northerly direction, we start moving to a different location, and we take the Reaper with us.&lt;br /&gt;
&lt;br /&gt;
When we get far enough away, we do some more questioning on the Reaper.  He is not being very cooperative, so we show him an example of what we could do to him.  Leaving him in a not so nice place to live out his eternal death.  After this he cooperates with the questions that we ask him and get more answers. Like where to find the Assassin&#039;s Monastery.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;5th of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We fly up to where a close city is and drop off Jocelyn to begin her new life there and open up a hairdressing shop.  Then we fly to where the Monastery (Sesh-sh-narayan) is and get the Rouge Reaper we have to make introduction to his new Boss.&lt;br /&gt;
&lt;br /&gt;
We are able to get another reading on the kinda targeting question for the Mother Mountain and it is about 200 miles away.&lt;br /&gt;
&lt;br /&gt;
Cyan is able to get a few of the group that comes to met us on Telepathy.  Also D/A&#039;s on the group tells us that they seem to be all human and only one of them is a long lived sentient.  They seem to have all special abilities, but they are not magical. &lt;br /&gt;
&lt;br /&gt;
They are concerned about the loss of communication with the Mother Mountain and have sent a small group to investigate.  It is believed also that there is a Party from The Chin in the mountains as well, trying to see what is happening.&lt;br /&gt;
&lt;br /&gt;
The Boss here is interested in our magical abilities, we really play down what we can do.&lt;br /&gt;
Dwork gets bored and changes into his Rhino-man form to challenge one of the group members that met us at the gate. Well, Dwork got totalled by the person.  Got bored and goes and looks at the erotic statues that they have around the place.  He is really into them.  The Leader of the Monastery is not too happy about this.&lt;br /&gt;
&lt;br /&gt;
The Leader here would pay for information about the Creator.  They offer us rooms for the night, which we decline.&lt;br /&gt;
&lt;br /&gt;
We fly back to town to talk to our employer and find that the Rod has been stolen.  We are given a bit more of a run down of what the Rod can do.  We go to the most possible person that would have stolen the Rod, (another Reaper).&lt;br /&gt;
&lt;br /&gt;
We get to the place, I am able to try out my new smelling ability.  It seems to work well and I am able to track down the person who has the Rod.  We set a trap for him and a buddy that he meets up with, they are both Reapers, which really gets them.  As this was happening it starts to rain heavily.  Hamish uses a Staff of his to put a temporary shelter up, a little ways from the river, so we can ask the Reaper questions.&lt;br /&gt;
&lt;br /&gt;
The heavy rain creates a flash flood, we lose one of the Reapers to the waters but are able to keep one.  We have a nice go down the river as well, but we all survive.  We take him back to our Employer and get more information out of him.  Mira gets to be the next Reaper in our Party.  The Reaper that we captured goes into Mira&#039;s afterlife.  Our Employer gives us the Rod.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;6th of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We are given a rough map of some of the area and how to sort of get to the Mother Mountain.  There are three towns/villages that we need to go past to get to the Mother Mountain.  They are Duray, Lukla, Nemshebazza.  The last is the closest to the Mountain that we need to go to.&lt;br /&gt;
&lt;br /&gt;
We fly to the first one with no problems, but we go astray with the second one and find a different village.  The people here were gathered in there Hall, as they were doing a celebration of one of there members.  We are invited to join in.  Cyan picks up that the village is just about to be attacked by Orcs.  We get to fight the Orcs and they run away.  Dwork scares the villagers.&lt;br /&gt;
&lt;br /&gt;
After checking the bodies and leaving a warning message for the other Orcs, we fly to Duray.  Since we now have the direction that we want we go higher to the other villages.&lt;br /&gt;
Once we get to the highest village. I, and some other party members fall sick very badly.  It is decided that it is better for us to go back to one of the lower villages to get better and use to the altitude.&lt;br /&gt;
&lt;br /&gt;
When in the lower village, getting supplies and finding if there is anything to help with the altitude problem, Gerrad and a couple of the others come across a couple of Chin getting items.  Gerrad goes up and talks to them and they really insult him and they have a really bad attitude.  This does not go down well.  When the Chin leave the village Glyn follows them as they head off very quickly.  The rest of us follow at a slightly slower pace, until flying is cast on us.&lt;br /&gt;
&lt;br /&gt;
We find the Chin place of camp for the night, there are about 20 of them and they also have three dragons.  We make plans.  When the time is right we set things into motion.  Gerrad blinds most of the camp, including the dragons.  Glyn stuns some others with lighting.  An avalanche hits the camp and buries the rest.  We are able to pull a few survivors out of the mess that the avalanche made.&lt;br /&gt;
&lt;br /&gt;
We question them and get a few answers, but they try to take their own lives with something in their teeth.  But they are healed before they can die.  Once we get what we need, they are sorted out.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;7th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We go back to the village and find out about the herbs that will help some of us with the altitude problems.  We will still have to stay here a few days to help sort ourselves out.&lt;br /&gt;
&lt;br /&gt;
Some of the party go and see the Scardotes to pick up the Amulets and some others are ordered as well.&lt;br /&gt;
&lt;br /&gt;
We go to see a Tookaloo near the village.  He can sense our powers.  He tells us some interesting things.  He is able to read our souls and see where we are on the karma level.  Dwork who has two souls is not very good at all.  The soul of the poet is dragging his soul down considerably.  While I need to work on mine.&lt;br /&gt;
&lt;br /&gt;
We find out that Tookaloos can be created a number of ways.  Metal training, good karma, artefacts.&lt;br /&gt;
&lt;br /&gt;
The Tookaloo shoos us away, a short while before a big snow storm hits.  &lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;7th to 13th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The storm rages for many days and does damage to the village that some of us are able to help with.  Some of us use this opportunity to improve our selves.  &lt;br /&gt;
&lt;br /&gt;
Also, during the storm, to amuse the each other, there is an organised fight with bets on.  Part of it was that someone did not like Dwork and another wants to shack up with Tolmar.&lt;br /&gt;
&lt;br /&gt;
It is a fight against Dwork and a Monk.  The party bets on the Monk winning.  In the fight Dwork actually wins.  The Monk gets torn to shreds by the crowd as the monk sprayed quite a bit of the crowd with lots of needles.  Gerrad and Mira are able to see a disturbing afterlife of this Monk and Tolmar together.&lt;br /&gt;
&lt;br /&gt;
There another Tookaloo and he is a Sherpa and would be able to guide us in the Mountains.&lt;br /&gt;
&lt;br /&gt;
Tolmar heals as many of the villages as he can, for this he is hailed a Tookaloo.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;14th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Some of the Party go back to one of the other Villages to see if the stone for Glyn has arrived, which it has and to see if the amulets are ready.&lt;br /&gt;
&lt;br /&gt;
When at the Scarodotes they are accused of taking another amulet that was not theirs.  Nobody knew about this.  The person looks like Gerrad got the other amulets that we ordered and he left half a day ago.  They go after him to get back the amulets.&lt;br /&gt;
&lt;br /&gt;
After a little while and some help from a hawk they find him in a cave and sort him out.  They get the amulets that we ordered back and some other things.&lt;br /&gt;
&lt;br /&gt;
They get back to the rest of the Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;15th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The Sherpa will come with us and will try flying as it is something new.  We fly to the last the last Village, Nemshebazza.  A little after Nemshebazza our flying stops and we start to fall.  Lucky for feather fall.&lt;br /&gt;
&lt;br /&gt;
There is a magical aura on the Mountain that stops flying spells.  As we are going down we are being buffeted by a magical wind that is trying to freeze us.  There is no counter spell to stop this.&lt;br /&gt;
&lt;br /&gt;
On the way down we plan what to do, as we will have to walk to the Monastery, which will take about three days, as a certain Fire mage does not seem to have a certain spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;18th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
At the Monastery, Dwork is bored and he does not like the Monks.  We get a little information from the Monks of what has been happening up here recently.  Some (Chin??) came through the area around three days ago and they had two dragons with them.&lt;br /&gt;
&lt;br /&gt;
Glyn communicates with the spirit of the Mountain and finds that it is artificial and it can help us in a limited way.  Glyn gets it to generate a storm on the top of the Mountain and this will hopefully slow the other down.&lt;br /&gt;
&lt;br /&gt;
We stay the night at the Monastery for the night.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;19th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
We start up the Mountain and the Sherpa decides to come with us, for the experience.  There are magical traps up here, like a cave that looks good to rest in, but it will crush you.  We travel all day with a few minor mishaps that we are able to sort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;20th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
 &lt;br /&gt;
We continue on and find a narrow passage which may have to go through.  It has a different aura and from what the D/A&#039;s reveal it is worth Divinating. It seems enhancing magics have the opposite effect, this is not good.&lt;br /&gt;
&lt;br /&gt;
There is another way but it will be quite difficult.  &lt;br /&gt;
&lt;br /&gt;
Down anther corridor Gerrad triggers something.  It is an Ice Blizzard that is attaching Gerrad with ice shards and some snow men spring out of nowhere to join in the fun, so Mira also joins the fight.  When the Snowmen are defeated the Blizzard goes away and we can continue on.&lt;br /&gt;
&lt;br /&gt;
At the end of the corridor it opens up onto a very narrow ledge that hugs the Mountain.  We make our way slowly along this edge, (tied together with rope).  There a few misplaced footing and falling, but we get to a bigger ledge further along.  There also seems to be a very cold wind spring up, maybe there is another storm on the way.&lt;br /&gt;
&lt;br /&gt;
Cyan learns the hard way of casting too much magic in the Mountain area and brings down super cooled air onto himself and some other Party members.  Hamish joins the Reaper ranks.&lt;br /&gt;
&lt;br /&gt;
It is decided, as the next way point it a 1000 metres away, that most of us will be going into the rug and that Cyan will be taking himself and the rug up.  I will be catching a ride up in his pack, in one of my small forms.&lt;br /&gt;
&lt;br /&gt;
Once everybody that needs to go into the rug, the rug people find out that the ones that had been turned into Reapers are now truly dead there.&lt;br /&gt;
&lt;br /&gt;
When they come back they are Rodded again.  Gerrad has a little problem of coming back and Cyan use one of his items to restore him.  He has to get Rodded again, otherwise he would die slowly and painfully from the cold and the altitude.&lt;br /&gt;
&lt;br /&gt;
While on the ledge a very large eagle tries and has a go at us.  The Party is able to use it talents to control the eagle (Roc) and us this as transport to the next area that we need to get to.  On the way to our next area, the Roc explodes.  I get squished, so does Dwork.  We both get Rodded.  Tolmar, Glyn and Cyan survive the explosion, only just.  They are healed up.&lt;br /&gt;
&lt;br /&gt;
We lose potions and some Gernados in the explosion. &lt;br /&gt;
&lt;br /&gt;
We have an avalanche coming towards us.  We us tunnelling to get out of its way of the avalanche and do something that will stop us getting squished when the tunnelling finishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;21th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
The Squishes of the Party use the rug to cast spells on each other.&lt;br /&gt;
&lt;br /&gt;
We travel further up the Mountain.  There are now more magical auras up here and we must near a destination as it has changed up here.   &lt;br /&gt;
&lt;br /&gt;
After carefully deactivating and climbing a worked wall, there in the distance there is a level area surrounded by statues that will animate if we get too near to them.  Before we can get there we have to deal with a Bottomless hive of wasps, which can do Ice Doom.  We find out that the non squishes are unaffected by there stings.  The Reapers of the party sort out the hive, so that we can move on to the level area, after deactivating the statues.&lt;br /&gt;
&lt;br /&gt;
When some of the Party members stay on the level surface, it speeds rapidly into the air.  They have a fun time with it going up.  For the other members there is a trap door with a shaft that goes straight down.  The ones that did not go up jump down the shaft because there is a growing horse that is voidless coming toward us.&lt;br /&gt;
&lt;br /&gt;
Once we are hurtling down the shaft we are safe from the voidless thing.  A little while later the other come down the shaft.  We pop into another world, one that I had a vision about, and feather fall down.  This plane is the same as the one we were on before, but even more so.  The feather fall is not any of ours.  Also we have not seen the Chin Party yet.&lt;br /&gt;
&lt;br /&gt;
We can see a village that is near a ruined palace.  The palace looks like there was a big fight there some time ago.  We go to the village to question the people.  They tell us that there use to be someone here called Sam the Creator.  About 80 years ago the Alderwrath came and were okay for a while then there was a great battle and Sam the Creator has not been seen since and the thing that battle Sam disappeared as well.  About 60 years ago another group came and set up in the ruined palace, they are very secretitive. &lt;br /&gt;
&lt;br /&gt;
The villagers used to serve Sam and they did not age, but could die of accidents.  They are now aging since the Battle.  They have Monsters that they are having problems with, that only come out at night.&lt;br /&gt;
&lt;br /&gt;
They tell us there is an island that Sam used to go to.  To get out of this place there are Portals to the outside world.  They shove some of the people that come to the village through them.&lt;br /&gt;
&lt;br /&gt;
We go to the Island and there is a Light House there.  The bottom door is alarmed with an Alderwarth spell.  We fly up to one the door at the top and there are no alarms there.  Through the window we can see a device.  I get to Divinate it.  The device is the cause of the Monsters that are plaguing the Village.  It causes the peoples dreams to come alive.&lt;br /&gt;
&lt;br /&gt;
There is a Mass Torture spell on the floor around the device, I am able to get the counter spell to deactivate it.  It is almost night time now.  The squishes go into the rug to sleep the night away.   While, us, Reapers see the amount of damage that we can do to our bodies during the night.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;22th Day of Thaw&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Today we go to see the ruined palace and the people the inhabit it.&lt;br /&gt;
&lt;br /&gt;
Two lizard like people come to met us and they spin a story to try and get us to go away.  When they realise that it is not working and they see some of our invisible party members the attack us.  They have this lightening effect that seems to slow us.  We are able to kill them and some of the party members get Death Curses, (one of them two) and they find it harder to hit things and cast things now.   We have also caught the attention of some guards and they are coming to investigate.  Cyan says there must be an underground room as he can get a mind that is in the area and it is somewhere underneath us.&lt;br /&gt;
&lt;br /&gt;
The buildings around us seem to be living. Mother of Pearl.&lt;br /&gt;
&lt;br /&gt;
Cyan activates his spell a little too soon and makes the guards too aware that something is wrong.  Dwork kill one of the guards and gets a Death Curse and the other guard is knocked unconscious.  Also this haze and a low noise starts up in the palace.  Cyan cannot detect any minds now.  There is some sort of suppression magics in effect now.&lt;br /&gt;
&lt;br /&gt;
We take the bodies back to the island with some D/A&#039;s on the items that are on the bodies. &lt;br /&gt;
&lt;br /&gt;
The device on the island has changed what it was doing.  I divinate it, and at the end of the ritual some of the Party members are walking slowly back to the mainland.  We tackle them and tie them up.  We know that it is to do with the device.  We come up with a plan to put the Device on an island in the rug.  This works.  While the Squishes are in the rug the tower falls over when one of the bodies explodes.  Just before the tower collapses I am able to get grab the rug and change back into Rat form.  Things go wrong with that.&lt;br /&gt;
&lt;br /&gt;
Mira notices that I have the patterns of the rug as my fur now.  There is a boat now coming towards the island.  The other rings were homing beacons.  The squishes are able to get out of me and I get a little trampled.  Luckily I do not feel pain at the moment.&lt;br /&gt;
&lt;br /&gt;
There is a barrier around the boat.  Some of us Reapers decide to dive bomb the barrier and the boat.  When the barrier is down some of us aim for the people on the boat.  Gerrad gets captured by one of the people on the boat and is teleported away.  This one seems to be a Reaper as well.  When the boat eventually makes it near shore, the guards surrender and run off the boat just before the mages explode.&lt;br /&gt;
&lt;br /&gt;
We get answers from the guards about a few of the question that we needed answers too.&lt;br /&gt;
&lt;br /&gt;
They are trying to bring back there God.  When we are over with the questioning, Mira slits the throat of one of the prisoners.  The other one goes into the rug.&lt;br /&gt;
&lt;br /&gt;
We head back to the Palace and do a flyby to see what is happening.  We land nearby and Tolmar summons an earth spirit to find out about some of the layout underground.  Tolmar tells the spirit where to gets its meal for coming.  Soon after the spirit leaves to get its meal, the golden magic suppression field comes up.&lt;br /&gt;
&lt;br /&gt;
We find out that when we tunnel the field is not underground.  We tunnel to the area where Cyan felt the mind from our previous visit. Once we get into the room we disturb the construct that was waiting for the soul of the God that was trying to be resurrected, by moving one of the four very large Rods in the room.  We have a fight where Mira loses her soul and is being reborn somewhere else.  Dwork loses both his souls to be reborn somewhere else (first as a turtle that gets eaten by a Seagull and then a mouse, (he goes up the evolutionary scale)).  The leader of the Alderwarth tries to do something with small rod to me, but it seems to have no effect.  When it is done on Gerrad after we find him down there, his soul is being reborn again.&lt;br /&gt;
&lt;br /&gt;
We kill the metamorphing construct.  Hamish get four death curses on him, so he is only good for triggering items.  We sort out three of the four Reaper Alderwarth.  We find six intact bodies on slabs, find out that they all have part of the soul of the Alderwarth God, as well of their own.  We take them with us when we leave the area.  We go to the Monastery that supported Sam.  We all get an effect because of all the tortured soul that come out of the construct.&lt;br /&gt;
&lt;br /&gt;
Most of the people of the village near the palace are dead, as the children started to kill the adults, and then the adults had to kill the children to defend themselves.  The survivors go off to the palace to sort out the rest of the Alderwarth because of what happened.&lt;br /&gt;
&lt;br /&gt;
The Monastery Monks are able to get the souls back into the bodies of the Party members that need it.  They are now back to being squishies.  Once we get some other information we head back into the Inner plane, with the bracelet.  We heal up the tree and release the Monks that had been trapped in the tree for 80 years, they have not aged a day.  About every 10 seconds the world goes Red.  The Monks tell us that the Inner world is going to self destruct.  We see if we can stop it, but it is already too late.  (We had to wait for Hamish to lose his slowness before we came back to this world).&lt;br /&gt;
&lt;br /&gt;
The Monks find a box that goes to the rules of the Plane.  Some of us go in there and find two off the Assassin Monks, one of them is a Reaper.  Dwork throws me (Rat Form) at the Monk that tries to attack us, I twist around activate the rug and he goes to some island in the Rug.  The other one surrenders.  We go down to the River of Runes and destroy the Sickly Green Pyramid that is changing rune.  Mira and Dwork get badly hurt and the only thing that is keeping there bodies together are the Monks that came with us. &lt;br /&gt;
&lt;br /&gt;
We all get back to the Monastery eventually all in sorta one piece.  I died when the Pyrmid went and so did all the other Reapers, including the last Alderwarth that was running around free.&lt;br /&gt;
&lt;br /&gt;
Glyn takes about eight/nine days to get back to us as he was transported to a different part of the plane, when he was searching a body. &lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Quotes&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
GM: (To Dwork) Your soul gets sucked out of you, (this is by the construct)&lt;br /&gt;
Dwork asks:  Which one??&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;ITEMS/EXPENSES&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
Item List&lt;br /&gt;
&lt;br /&gt;
#Rod (Reaper Creator)&lt;br /&gt;
#Short Sword (ambush on the Seller and Buyer of the Rod)&lt;br /&gt;
#Lots of poison Shirken&lt;br /&gt;
#1 x  small sickle with chain&lt;br /&gt;
#Caltrop type things&lt;br /&gt;
#Kune Eyes (Spear head type thing)&lt;br /&gt;
#Small silver ring&lt;br /&gt;
#Unusual Weapon - SR (Blue glowing Chin in the Avalanche)&lt;br /&gt;
#A Medalion (fight in village with storm raging)&lt;br /&gt;
#A Ring (fight in village with storm raging)&lt;br /&gt;
#Silver Trim from his clothing (fight in village with storm raging)&lt;br /&gt;
#A couple of well made Daggers (fight in village with storm raging)&lt;br /&gt;
#Protection against Mega Frosbite (Fight with the second Reaper)&lt;br /&gt;
#Other things (Fight with the second Reaper)&lt;br /&gt;
#Two Handed sword that Flickers&lt;br /&gt;
#Teleport Bracelet&lt;br /&gt;
#Box that goes to the Rules of the Plane&lt;br /&gt;
#Gaint Axe&lt;br /&gt;
#Death Books&lt;br /&gt;
#Box to the Rules of the Plane&lt;br /&gt;
#Dream Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expense List&lt;br /&gt;
&lt;br /&gt;
#5500sp 11 x Healing potions (500sp each)&lt;br /&gt;
#4sp Herbs for the Altitude problem &lt;br /&gt;
#5sp Hoods&lt;br /&gt;
#20000sp Raw materials for the amulets&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=A_Kings_Ransom&amp;diff=114112</id>
		<title>A Kings Ransom</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=A_Kings_Ransom&amp;diff=114112"/>
		<updated>2026-05-17T10:02:35Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; margin-left: 5px; font-size: smaller; &amp;quot; &amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]][[Category:Chris Caulfield]]&lt;br /&gt;
[[Category:Dramus]]&lt;br /&gt;
[[Category:Teeanna]]&lt;br /&gt;
[[Category:Gerald/Glass]]&lt;br /&gt;
[[Category:Darien]]&lt;br /&gt;
[[Category:Sabrina]]&lt;br /&gt;
[[Category:Braegon]]&lt;br /&gt;
[[Category:TDP]]&lt;br /&gt;
{{gminfo}} &lt;br /&gt;
These are the (unpolished as at Winter 2007) full notes for this adventure. The public Notes (i.e. the version available without special permission) have fewer details, and no kidnapping. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quest Level Information&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
During this adventure the characters will be confronted with high personal risk, including the likelihood of death, with tough opponents, e.g. greater undead, devils, very experienced mages. Problems will be difficult and involve much magic and/or ingenuity, but not entirely high Rank magic. &amp;lt;br&amp;gt;    &#039;&#039;&#039;Also&#039;&#039;&#039; at times during this adventure, the characters will be confronted with death, possibly irresurrectable, with very tough opponents, e.g. powerful groups, individual dragons or Powers. Problems will require thought, ingenuity and magic to solve and will involve any (and probably all) magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-- [[Scribe Notes#Winter_807_WK|Scribe Notes]]&amp;lt;BR&amp;gt; &lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: A Kings Ransom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;:  [[User :ChrisC|Chris C]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Winter]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Monday in New Windsor at S&amp;amp;L&#039;s abode&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Med-High &amp;gt; High +&lt;br /&gt;
; Party&lt;br /&gt;
# [[Dramus]], A Fae Prince and [[Necromancer]] played by [[Mandos]] [[Category:Dramus]]&lt;br /&gt;
# [[Teeanna]], A Fae Princess and [[:Category:Mind Mage|Mind Mage]] played by [[User:Hannah|Hannah]] &lt;br /&gt;
# [[Gerald/Glass|Gerald]], A Human Archer and [[Illusionist]] played by [[User:NeonGraal|Struan]] - &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
# [[Darien]], A Human [[:Category:Celestial|Celestial]] played by [[User:ErrolC|Errol]]&lt;br /&gt;
# [[Sabrina|Serena]], A lithe Elven dancer played by [[User:Dean|Dean]] - &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
# [[Braegon]], a Human Earth Mage played by [[User:Stephen|Stephen]]&lt;br /&gt;
# [[TDP]], an Enchanter played by [[:Category:Phil Judd|Phil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*The &#039;Kings&#039; Mother&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* The party will be informed of the task when they attend the meeting in [[Guild Council|Kali&#039;s]] meeting room at the guild meeting on the 1st of Frost.   It does however involve kidnapping, ransom, betrayal, politics, love, lies and assorted etchings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chris C]] [[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
= Scribe Notes =&lt;br /&gt;
== Chapter One - Meeting with Employers ==&lt;br /&gt;
(11th June)&lt;br /&gt;
&lt;br /&gt;
It appears the King of Eltrandor has been kidnapped, a ransom has been gathered and a portion of this has gone missing.&lt;br /&gt;
&lt;br /&gt;
We met envoys at the guild (including Weygan) then 3/4 hr later portal  to meet Marquessa of Bowcourt.&lt;br /&gt;
&lt;br /&gt;
Thence rune portal through many towns to Eltrandor.  Shown to rooms to refresh for 1/2 hour before meeting Dowager Queen (with brief appearance of Bruno(?)).&lt;br /&gt;
&lt;br /&gt;
Decide to visit the ransom-loot-site and meet with wounded boy poste haste before time passes. Also allows us an opportunity to fly and talk amongst ourselves without being spied on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Errol - First night notes &lt;br /&gt;
&lt;br /&gt;
Dates &lt;br /&gt;
king shipwrecked/taken 17th Vintage &lt;br /&gt;
WK Regent found out on the 20th (via quite old Dragon Lords) &lt;br /&gt;
Ransom due 13th Frost &lt;br /&gt;
King is required in a ceremony at the end of Frost &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Met at Regent&#039;s chamber by 2 gents and Epheria (lady-in-waiting). One gent and E go in with us, joined by Regent and 2 L-in-W. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The big storm was due to the calamar raising some islands, one of which had a temple to a sea god on it. 2 Royal ships sunk, one missing. &lt;br /&gt;
King&#039;s party attacked on beach (in Zumalar), reports of human attackers in black, darkness, fire, memories taken &lt;br /&gt;
&lt;br /&gt;
Negotiations are via Bishop of Ormond(ton?), of good rep. &lt;br /&gt;
&lt;br /&gt;
Travel in ~400m rune portal jumps. have to wait at the tower in Calder &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Head Mage (Human, College: Thaumaturgy) and Warlord (Elven) greet us at Eltran. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Big magic crystal in fountain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Per Dowager Queen &lt;br /&gt;
ex-King has retired due to poor mental health. &lt;br /&gt;
King is being reported as unwell. Age 54 &lt;br /&gt;
Queen is distraught with worry. &lt;br /&gt;
Eldest son is _not_ heir (wastrel). Age ~29. Has shadow court, &lt;br /&gt;
gambles, frolics etc. &lt;br /&gt;
*Last bad stuff on him was &#039;Charm&#039;, ended 12 hours ago. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dowager Queen is running most things. in 80s &lt;br /&gt;
*last bad stuff was Evil eye &lt;br /&gt;
*time since last charm: na &lt;br /&gt;
*last performed self-only magic: Fortitude &lt;br /&gt;
*College is Mind &lt;br /&gt;
*Curse in effect: None &lt;br /&gt;
seems to think grandson has gone astray (as opposed to irredemable) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Taken taxes were from Barony of Reskian to Duchy of Kinloch (40miles), &lt;br /&gt;
2 days ago. &lt;br /&gt;
Sent by cart (decoy caravan). About1.5 ton of excellent wool bales, &lt;br /&gt;
mithril ore, &lt;br /&gt;
gems. Was 6-8% of ransom. have found burnt cart, 3 bodies, boy with &lt;br /&gt;
head wounds. &lt;br /&gt;
Site is 118 (180?) miles away. &lt;br /&gt;
&lt;br /&gt;
3 nobles have refused early taxes.&lt;br /&gt;
&lt;br /&gt;
== Chapter Two ==&lt;br /&gt;
(18th June)&lt;br /&gt;
&lt;br /&gt;
Talk to Princess Karyna.&lt;br /&gt;
&lt;br /&gt;
We are request to arrive or depart from the mages tower or from a small island in the lake.&lt;br /&gt;
&lt;br /&gt;
Fly from island to Raskley.  &lt;br /&gt;
Sabrina stands guard while Braegon heals boy who survived through the night so we can talk to him in the morning.  Others spend night in Inn.&lt;br /&gt;
&lt;br /&gt;
; 2nd Frost&lt;br /&gt;
&lt;br /&gt;
Interrogate boy.&lt;br /&gt;
Walk to site of ambush, investigate and follow tracks.&lt;br /&gt;
Talk to local homesteaders, including recent widower.&lt;br /&gt;
&lt;br /&gt;
Led to site where half-orc rune mage was killed.&lt;br /&gt;
&lt;br /&gt;
High mana rock created by significant amount of blood sacrifice, mostly complete inter-planar rune portal.&lt;br /&gt;
Rune mage was pacted to ?? (Demon).&lt;br /&gt;
There are other portals like this throughout the barronies and WK.&lt;br /&gt;
Another portal in Erewhon somewhere.&lt;br /&gt;
Home/base of operations for cult in ???.&lt;br /&gt;
Not related to kidnapping of king or theft of taxes.&lt;br /&gt;
&lt;br /&gt;
Camp and spend night investigating.&lt;br /&gt;
&lt;br /&gt;
; 3rd Frost&lt;br /&gt;
&lt;br /&gt;
== Chapter Three ==&lt;br /&gt;
(25th June)&lt;br /&gt;
&lt;br /&gt;
Return to raskley.&lt;br /&gt;
&lt;br /&gt;
Talk to Baron.&lt;br /&gt;
&lt;br /&gt;
Resurrect three guards killed in ambush causing a stir in town.&lt;br /&gt;
Interrogate the guards as they are resurrected.&lt;br /&gt;
&lt;br /&gt;
== Chapter Four ==&lt;br /&gt;
(2nd July)&lt;br /&gt;
&lt;br /&gt;
Find bodies of three of bandits, killed with poison to disrupt soul (irresurrectable).&lt;br /&gt;
Tax chests in hidden cave, moving them sets off warning stones.&lt;br /&gt;
Track warning to Raskley port, fly there, stop ship leaving port, interrogate minor noble of Kinloch(?) and search his ship.&lt;br /&gt;
&lt;br /&gt;
Crystals reveal someone has put darkness inside mine, we fly back.&lt;br /&gt;
&lt;br /&gt;
== Chapter Five ==&lt;br /&gt;
(9th July)&lt;br /&gt;
&lt;br /&gt;
Land back at mines, covered in Rk 20 Darkness, chests have been moved, tunnel in about 300&#039;, find large cavern, fight with Fire and Air Elementals, Devils, Medusa, Gargoyles, vermin, Rune Totem.&lt;br /&gt;
Teeanna killed by Gargoyle.&lt;br /&gt;
&lt;br /&gt;
== Chapter Six ==&lt;br /&gt;
(16th July)&lt;br /&gt;
&lt;br /&gt;
Resurrect Teeanna&lt;br /&gt;
&lt;br /&gt;
; Errol - 16th Notes&lt;br /&gt;
&lt;br /&gt;
Portal (Cave-Sanctuary basement) MA40&lt;br /&gt;
&lt;br /&gt;
Talking to Brian&#039;s daughter:&lt;br /&gt;
* Got daddy to do stuff&lt;br /&gt;
* items loaded to a bag of holding&lt;br /&gt;
* Armond touched a ring and disappeared&lt;br /&gt;
* earlier a imp arrived, left&lt;br /&gt;
&lt;br /&gt;
Armond:&lt;br /&gt;
* Known Lt of S. of Masada&lt;br /&gt;
* 4mths ago bought a chest to be opened for 500g (had Mithril and jewellery)&lt;br /&gt;
* First seen in Sanctuary 18mths ago&lt;br /&gt;
* Sanctuary Sammaelites want him too (70k for his head plus amulet)&lt;br /&gt;
* Was Bishop of Soulport until Slavers purged&lt;br /&gt;
* Worshipped old version of Sammael, refused to follow into the light.&lt;br /&gt;
* Sightings in Eltrandor (esp. Soulport), Western Kingdom&lt;br /&gt;
* 2 known associates, twin girls Helen and Roxanne&lt;br /&gt;
** very beautiful, but apparent facial birth defects&lt;br /&gt;
** 5&#039;10&#039;&#039;, 150lb&lt;br /&gt;
** Wicca and Lessor Summoner&lt;br /&gt;
&lt;br /&gt;
Get lost from Sanctuary to Seagate&lt;br /&gt;
&lt;br /&gt;
Spend evening researching Armond, his cloak of eyes, etc.&lt;br /&gt;
&lt;br /&gt;
; 4th Frost&lt;br /&gt;
&lt;br /&gt;
== Chapter Seven ==&lt;br /&gt;
(23th July)&lt;br /&gt;
&lt;br /&gt;
; Errol - 23rd Notes &lt;br /&gt;
Visit Eltran again. (Tower to island on lake)&lt;br /&gt;
They are researching the Seigneur Grand Chercheur d&#039;Eltrandor (The Lord Great Seeker of Eltrandor aka the Arch-Seer of Eltran) [[Melampus de Argos]], who should be able to locate King. Expect to have info in 2 days.&lt;br /&gt;
&lt;br /&gt;
Return stolen tax chests, inform Q. Angela that Armond is behind it, she tells us some more about him and believes that he will be working for someone else.&lt;br /&gt;
&lt;br /&gt;
Bishop of Ormond (negotiator) has arrived in court&lt;br /&gt;
&lt;br /&gt;
Anton of Kinlock was found stripped of his skin in Reskley . Torture started around 8am (before we triggered alarms), died 9am. Was staked to table, skin missing. Was Kinlock/Reskley liaison, fiancée is lady-in-waiting to  Baroness of R.&lt;br /&gt;
&lt;br /&gt;
Queen Mum now seems more concerned about King&lt;br /&gt;
&lt;br /&gt;
King&#039;s daughter invites 3 party members to her wedding to Logan on 20th Ice!!!&lt;br /&gt;
&lt;br /&gt;
Dramus tries to bring tower to crystal in courtyard, protections stop him. Sets up on island instead (head mage can make items to generate short-term high mana zone).&lt;br /&gt;
&lt;br /&gt;
Go to Reskley, Braegon borrows Anton&#039;s body (in front of fiancée and guards). We work out that he will turn into a Spectre Lord in 4.5 hours (his souls and others&#039; have been dedicated to Belial). Get lost to Eltran, tower to Ruby Waters, manage to exorcise Spectre Lord, then resurrect Anton (only 4% of his soul).&lt;br /&gt;
&lt;br /&gt;
== Chapter Eight ==&lt;br /&gt;
(30th July)&lt;br /&gt;
&lt;br /&gt;
Teeanna questions what is left of Antone&#039;s mind, we learn that he was employed to hijack the taxes by the Baron, his wife, and a Raphaelite Priest named Geoffrey (Careful cross-checking revealed none of us had heard this joke before).&lt;br /&gt;
&lt;br /&gt;
He was then kidnapped by (we presume) Armond, tortured, questioned and then flayed.&lt;br /&gt;
&lt;br /&gt;
The Priest is due to meet Antone in Raskley tomorrow at midday.&lt;br /&gt;
&lt;br /&gt;
Rest for a few hours next to Ruby Waters, then into the Tower for sleep and transit to Raskley.&lt;br /&gt;
&lt;br /&gt;
; 5th Frost&lt;br /&gt;
&lt;br /&gt;
In disguise we hang out in Raskley, Gerald looking like Antone, the rest of us looking like generic locals.&lt;br /&gt;
Darrien keeps several of the local women entertained, the elves (looking like humans) enjoy slumming it with the short-lived.&lt;br /&gt;
But no Raphaelite priest.  The gate guards have not seen him come or go all day and the local priest has never heard of him.&lt;br /&gt;
&lt;br /&gt;
Giving up, we get lost to Eltran, to find that the research on the Arch Seer is incomplete, Q. Angela is indisposed and not available till morning.&lt;br /&gt;
&lt;br /&gt;
Dramus invites some philosophers into his tower to see his &#039;Library&#039;. &lt;br /&gt;
Braegon and Sabrina attempt to heal the Queen of her illness and discover she is a seer and has scared herself silly with her own visions of doom and disaster.&lt;br /&gt;
&lt;br /&gt;
; 6th Frost&lt;br /&gt;
&lt;br /&gt;
Breakfast and briefing with Q. Angela.  She will take care of the Baron in an appropriate manner once the King is back.&lt;br /&gt;
&lt;br /&gt;
The Philosophers turn up with their findings just in time to crash lunch.&lt;br /&gt;
The Arch Seer has been wandering around tracing what happened to Edric, son of [[Sigismund]], they believe he is now in the Catacombs of Lucius the Mad, about 10 miles east of [[Borderlay]].&lt;br /&gt;
As Sabrina points out, the catacombs are also where the Labolas cult responsible for the interplanar rune portal is based.&lt;br /&gt;
&lt;br /&gt;
We tower to the guild to prepare for an assault on the catacombs.&lt;br /&gt;
&lt;br /&gt;
; 7th Frost&lt;br /&gt;
Share a drink just after sunrise at the guild, tower to [[D&#039;Arbres]], cast standard buffs and wings there, then fly west (about 4 hours) towards Borderlay.&lt;br /&gt;
&lt;br /&gt;
We spot a tower 500 yards from the Catacombs, TDP gets a locate on the tower when trying to find the Arch Seer based on his painting.&lt;br /&gt;
Landing between the catacombs and the tower, we wait two hours and have lunch while Sabrina seals the area against Hell, Fire, Earth, and Air.&lt;br /&gt;
&lt;br /&gt;
== Chapter Nine ==&lt;br /&gt;
(6th August)&lt;br /&gt;
&lt;br /&gt;
As we walk towards the tower, the locate suddenly changes to point below the crypt, changing direction we hop over to the entrance to the crypt.&lt;br /&gt;
Some locals are leaving and increase their pace when they see us.  &lt;br /&gt;
The doors are magically warded to only allow entry for those with family within, Sabrina disables the wards and we go in.&lt;br /&gt;
&lt;br /&gt;
The crypt is aligned with or dedicated to death in some way, the death magic binds most of the walls and doors. We explore the various corridors and chambers (including taking some time to deal with a locked door - respecting the environment has its downsides!) Eventually we find a series of hidden doors, and opening them requires puzzles to be solved. Access to the Arch Seer is earned!&lt;br /&gt;
&lt;br /&gt;
He is happy to help, but needs certain samples from the Royal family. We ask him about the blood cult that is based in a nearby tower, and decide to clear them out while he gets ready to rune portal us to Eltran. About a week ago, most of the cultists left, but a few remain.&lt;br /&gt;
&lt;br /&gt;
The tower is guarded by a [[Fantastical_Monsters#Minotaur|minotaur]] and two humans, wearing dagger symbols. Despite magic not directly effecting them, we quickly kill the minotaur and capture the humans (who turn out to be hired.) Under the tower, a priest prepares to accept his fate as Sabrina charges into the temple chamber. She decides that a follower of Labolas probably wants to die for his cause, so captures him instead.&lt;br /&gt;
&lt;br /&gt;
Melampus messily questions the priest. We learn some details about the cult, and find that it is associated with  Black Armond. We take a couple of hours to portal in several steps to Eltran, surprising the head mage&#039;s wife when we step out of her mirror.&lt;br /&gt;
&lt;br /&gt;
Melampus gathers the samples he needs then heads off to create the map that will locate the king.&lt;br /&gt;
&lt;br /&gt;
A few hours later he returns with the map, it shows the location of the king and dimly the locations of his relatives (the closer the relation the brighter the spot).&lt;br /&gt;
We study the map and see that he is in an old POL temple east of Baretskyne, and near to him are two close family members.&lt;br /&gt;
The Seer and Q. Angela exchange glances and then confess about the King&#039;s older twin sisters who were quietly sidelined as babies because they were too ugly (and female).&lt;br /&gt;
We deduce that they are most likely the same sisters that are known to be associated with Armond and are probably the reason why they are targeting Eltrandor.&lt;br /&gt;
&lt;br /&gt;
We start preparing for an assault on the temple tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Chapter Ten ==&lt;br /&gt;
(13th August)&lt;br /&gt;
; 8th Frost&lt;br /&gt;
After discussing various options we decide to try using Armond&#039;s own portals to access their base under the temple.&lt;br /&gt;
&lt;br /&gt;
Accompanied by Melampus, (5 local warriors) and assisted by a few Eltran items and buffs, we get lost to near the mines south of Raskley, then make our way in to the portal.&lt;br /&gt;
Melampus sets up his equipment and starts studying the portal, he estimates it will take about 6 hours of study then a one hour ritual to link this portal to the one in Baretskyne.&lt;br /&gt;
&lt;br /&gt;
We pass the time putting down wards to charge us up just before going through the portal.&lt;br /&gt;
&lt;br /&gt;
Melampus successfully links the portals but he thinks he may have alerted Armond, we go through immediately.&lt;br /&gt;
&lt;br /&gt;
Armond is mostly ready for us, and the battle begins.&lt;br /&gt;
Opposition includes:&lt;br /&gt;
* 2 guards on duty at the portal (Killed by Sabrina in Pulse 0)&lt;br /&gt;
* Armond (wearing a damage absorbing crystal and leaves that seem to be used up in ignoring magical effects, using Tulwar and 2-Handed Sword) (Currently facing Sabrina, though she is ignoring him due to wearing of the crystal. Breagons Earth Elemental is attempting to close and restrain)&lt;br /&gt;
* Sisters (Rox &amp;amp; Helen) (Rox is down under Agony and being Nightmared and soon to be Phantasmed, Helen is slowed)&lt;br /&gt;
* [[Labolas]] in giant winged mastiff form (Currently has his jaws clamped on one arm of Sabrinas arms. Can someone throw a stick for the dog to chase please :-)&lt;br /&gt;
* 6+ extra-tough Hellhounds from Labolas&#039; pack (Killed by Sabrina: 2) (1 near Labolas being Spectral Warriored, 1 near party behind wall, other 2+?)&lt;br /&gt;
* 2+ Devils (Mind &amp;amp; ?) (Over by King, need to be dealt with)&lt;br /&gt;
* An Earth Elemental (Levitated out of existence by TDP, kudos to Braegon for this idea)&lt;br /&gt;
* A human (Rune?) mage (Down under Agony)&lt;br /&gt;
* 2 null-magic guards (Currently in front of a severely damaged Darien)&lt;br /&gt;
* 6 Gargoyles (4 incoming that Gerrald can see, where are other 2?)&lt;br /&gt;
&lt;br /&gt;
Party status:&lt;br /&gt;
* Sabrina, ~20 feet away from the rest of the party, is hitting Labolas and whatever Hellhound has wandered up. (Covered by a Rainstorm that targeted Labolas, which is saving a lot of pain)&lt;br /&gt;
* Gerald is doing a flying end-run for the King (who is currently surrounded by a Wall of Earth). (I think the Wall of Earth was just removed by one of the 2 Devils that is nearby, or did they just try, and fail, to remove the wall? - DE The later, and the characters don&#039;t know about it - EGC)&lt;br /&gt;
* Everyone else is behind a triple runewall a few hexes away from the portal&lt;br /&gt;
* Wearing damage from one of the Rune Walls, Armond, and Hellhound Fire, Darien is the first to go down, kept alive by Trollskin until TDP can heal him. The two null-magic guards are probably intending to step over him and wade into everyone else.&lt;br /&gt;
* TDP is about to heal Darien lots (not sure if one or two actions away)&lt;br /&gt;
* Teeanna is about to heal Darien? (or maybe dodge)&lt;br /&gt;
* Dramus has just loosed a Spectral Warrior and is about to start stabbing himself. &lt;br /&gt;
* Braegon ??&lt;br /&gt;
&lt;br /&gt;
== Chapter Eleven ==&lt;br /&gt;
(20th August)&lt;br /&gt;
&lt;br /&gt;
Gerald returns to help with the guards; &lt;br /&gt;
TDP heals Darrien; &lt;br /&gt;
Braegon teleports to the king, dropping a couple of walls to block the hellhounds and devils along the way;&lt;br /&gt;
Sabrina kills a hell hound and continues to play stick for Labolas;&lt;br /&gt;
Dramus and Teanna fight off gargoyles and guards.&lt;br /&gt;
&lt;br /&gt;
Things are starting to go badly for us when one of their Devils decides to finish us off with a TK Rage.  &lt;br /&gt;
Having prepared for Mind Magics we all resist but half the bad guys go flying.&lt;br /&gt;
&lt;br /&gt;
Then Sabrina finally kills Labolas who departs with his remaining Hell Hounds, Braegon finishes wrenching the King free from the altar, and the tide is turned.&lt;br /&gt;
&lt;br /&gt;
The Mercenaries surrender, the King is sent back through our portal, Darrien and Gerald are re-healed of their puppy-fire burns, and we set after Armond who has attempted to flee.&lt;br /&gt;
&lt;br /&gt;
== Chapter Twelve ==&lt;br /&gt;
(27th August)&lt;br /&gt;
&lt;br /&gt;
The prisoners are tied up and/or Slept/Petit-Mort&#039;d.&lt;br /&gt;
&lt;br /&gt;
Teanna rides her Air Elemental to hunt and corners Armond, leaving Sabrina to worry at him she summons the rest of the party.&lt;br /&gt;
&lt;br /&gt;
TDP, Darrien, and Dramus provide magical fire through the doorway.  Gerrald charges through the rune walls, is momentarily suspended between them, then falls to the ground on the other side. &lt;br /&gt;
Braegon charges through and messes with Armond&#039;s hair, distracting him enough for Sabrina to disarm him, then the combined magical and physical assaults disrupt Armond&#039;s attempts to escape and bring him to his knees - Surrendering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teanna warns us that several Demons and minions will be arriving within 10 minutes, we toss some of our prisoners through the portal, send the non-magic ones running for their lives, take all of the corpses and depart.&lt;br /&gt;
&lt;br /&gt;
The Air Elemental leaves a Windstorm Raging through the caverns as a house warming gift for the demonics.&lt;br /&gt;
&lt;br /&gt;
Back at the mines, Melampus has visibly aged from holding the portal open and collapses.&lt;br /&gt;
We destroy our end of the portal to be sure nobody can follow then spend half an hour to an hour healing all of the wounded.&lt;br /&gt;
&lt;br /&gt;
Once Melampus has recovered he opens a portal to the mages Tower at Eltran.&lt;br /&gt;
&lt;br /&gt;
The King needs most of a day of healing and curse removals, after a quick report to Q. Angela most of the party rests.&lt;br /&gt;
&lt;br /&gt;
; 9th Frost&lt;br /&gt;
&lt;br /&gt;
A long lunch is had with the senior royal family and advisers where disposition of prisoners and rewards are discussed. The party are invested and given the Title of: Defender of the King and [[Knight of the Black Watch]]&lt;br /&gt;
&lt;br /&gt;
= Nominations and SGT Snippets =&lt;br /&gt;
&lt;br /&gt;
== Nominations ==&lt;br /&gt;
; Best Death&lt;br /&gt;
: Teeanna - assaulted by elementals, caught in hands of earth, kept fighting flying Gargoyles until death.&lt;br /&gt;
; Smartest&lt;br /&gt;
: Braegon - Levitate enemy Earth Elemental as quickest way to get rid of it.&lt;br /&gt;
: Braegon - Remembering Ruby waters could heal undead when we only had a few hours to try and recover a partially undead witness.&lt;br /&gt;
: Sabrina - Considering the option of using the enemy&#039;s portals against him after working out he would have one in his lair.&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Braegon - I&#039;ll blow him before I get in close.&lt;br /&gt;
&lt;br /&gt;
Sabrina - We could go back and try the threesome.&lt;br /&gt;
&lt;br /&gt;
Dramus - Hang on, Things are bad enough that Sabrina&#039;s asking for help and we&#039;re going &#039;&#039;&#039;closer&#039;&#039;&#039;?!?&lt;br /&gt;
&lt;br /&gt;
== Hot and Not ==&lt;br /&gt;
; Hot&lt;br /&gt;
* Getting Lost&lt;br /&gt;
* Resurrection&lt;br /&gt;
* Sabrina in Melee&lt;br /&gt;
&lt;br /&gt;
; Not&lt;br /&gt;
* Walking for hours through snow&lt;br /&gt;
* Talking to the Dead&lt;br /&gt;
* Sabrina hiding behind the mages&lt;br /&gt;
&lt;br /&gt;
= Reference Information =&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
=== Eltrandor ===&lt;br /&gt;
; Angela (Kiltary) Con Sartra,  Dowager Queen of Eltrandor &lt;br /&gt;
: Technically our employer.  75 years old.   She is head of state of Eltrandor at the moment, as her husband has gone looney. Last inimicable spell cast upon her was Evil Eye. Mind mage.  &lt;br /&gt;
&lt;br /&gt;
; Liselle Davish-Con Sartra, Queen of Eltrandor &lt;br /&gt;
: Upset/sick over the loss of her husband.  Has 6 children, if one includes Suzannah the Inscrutable.&lt;br /&gt;
: A natural seer/oracle but has limited control of abilities.  Currently emotionally overwhelmed by foreseen potential disasters.&lt;br /&gt;
&lt;br /&gt;
; Prince Baric&lt;br /&gt;
: Heir apparent of Eltrandor, has not been officially named as the heir.  He&#039;s having too much fun with the parties and lifestyle of court and doesn&#039;t take upon himself any responsibilities of his position. His punishment (so far) for this is to not be named Heir. (No Heir has been named).  &lt;br /&gt;
: Had been Charmed 12 hours before we met him.  Q. Angela explained this as resistance training applied by friends.&lt;br /&gt;
&lt;br /&gt;
; Anton, Knight of Kinloch&lt;br /&gt;
: Led attack on wagons, killed fellow attackers and dropped them down mine, flayed and killed (presumably by Armond).&lt;br /&gt;
&lt;br /&gt;
; Melampus, Former Archseer of Eltran&lt;br /&gt;
: Elven Astrology, Philosopher, Rune/Blood Mage&lt;br /&gt;
: Resides in a tower east of Borderlay.&lt;br /&gt;
: His sister is a master artist (/shaper), painted his portrait which can be used to locate him.&lt;br /&gt;
&lt;br /&gt;
=== Black Armond ===&lt;br /&gt;
Former Bishop of Soulport; Old-style Rune Mage; Slaver; Former Lt of Rashak.&lt;br /&gt;
&lt;br /&gt;
Transported stolen tax chests from Mines to Sanctuary for master locksmith to open.&lt;br /&gt;
Locksmith opened three before being ashed by traps on fourth.&lt;br /&gt;
Left with contents of the three chests (Diamonds, Starsilver, Potions).&lt;br /&gt;
&lt;br /&gt;
; From Brian&#039;s daughter:&lt;br /&gt;
* Got daddy to do stuff&lt;br /&gt;
* items loaded to a bag of holding&lt;br /&gt;
* Armond touched a ring and disappeared&lt;br /&gt;
* earlier a imp arrived, left&lt;br /&gt;
&lt;br /&gt;
; From Sammaelites in Sanctuary&lt;br /&gt;
* Known Lt of R. of Masada&lt;br /&gt;
* 4mths ago bought a chest to be opened for 500g (had Mithril and jewellery)&lt;br /&gt;
* First seen in Sanctuary 18mths ago&lt;br /&gt;
* Was Bishop of Soulport until Slavers purged&lt;br /&gt;
* Worshipped old version of Sammael, refused to follow into the light.&lt;br /&gt;
* Still passes himself off as a Sammaelite.&lt;br /&gt;
* Sanctuary Sammaelites want him too (70k for his head plus amulet)&lt;br /&gt;
* Sightings in Eltrandor (esp. Soulport), Western Kingdom&lt;br /&gt;
* 2 known associates, twin girls Helen and Roxanne&lt;br /&gt;
** very beautiful, but apparent facial birth defects&lt;br /&gt;
** 5&#039;10&#039;&#039;, 150lb&lt;br /&gt;
** Wicca and Lessor Summoner&lt;br /&gt;
&lt;br /&gt;
; From Q. Angela/Eltrandor &lt;br /&gt;
* Metallurgist&lt;br /&gt;
* Blood magic user (possibly not [[College of Exsanguination|Lord Arrindales version]])&lt;br /&gt;
* Debauched&lt;br /&gt;
* Raised army at Soulport to oppose Eltran drive to abolish slavery&lt;br /&gt;
* Tried and sentenced to death in absentia, 50,000sp bounty.&lt;br /&gt;
&lt;br /&gt;
=== WK and Barronies ===&lt;br /&gt;
; Marquesssa of Bowcourt  &lt;br /&gt;
: Doesn&#039;t want the WK blamed for the kidnapping.&lt;br /&gt;
&lt;br /&gt;
; Dragon Lords &lt;br /&gt;
: A Secretive group of powerful beings who see the WK as a force for good amongst the chaos of changing realms.   They are trying to keep the WK on an even keel. It is rumoured that the group includes old dragons (generations more recent than Lord Yo), powerful nobility etc.&lt;br /&gt;
&lt;br /&gt;
; Bishop of Ormond&lt;br /&gt;
: Middleman for Ransom&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary ===&lt;br /&gt;
* Brian (Locksmith) &amp;amp; Daughters&lt;br /&gt;
* Fence&lt;br /&gt;
* Sammaelites&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
[[Seagate]]; [[Ruby Waters]]; [[Sanctuary]]; [[D&#039;arbres]]&lt;br /&gt;
&lt;br /&gt;
=== [[Eltrandor]] ===&lt;br /&gt;
[[Raskley]]; [[Kinloch]]; [[Eltran]]&lt;br /&gt;
&lt;br /&gt;
; Eltran Castle&lt;br /&gt;
Rune portal in top of mages&#039; tower. (low mana) formal gardens: noteworthy for a fountain with unicorn statues and a green crystal emitting high mana zone.&lt;br /&gt;
&lt;br /&gt;
Green Crystal protects the region from intrusive magics including portals and possibly flying.  &lt;br /&gt;
Mages Tower and Island in the lake are ok to arrive at and depart from.&lt;br /&gt;
&lt;br /&gt;
=== [[Borderlay]] ===&lt;br /&gt;
[[Borderlay]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Crypt of Lucius the Mad&lt;br /&gt;
Dedicated to Death, burial place of locals (nobility only?) for at least 800 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Tower of [[Simone de la Varain]] to the East of Borderlay town&lt;br /&gt;
Ruined tower, 2 miles to the north west of the tower was a temple/base for followers of Labolas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Les Grands Tombeaux des Morts de Borderlay&lt;br /&gt;
* DA of the walls will reveal&lt;br /&gt;
**Magical, Nature – Binding, Primary Nasty effect of interfering with the magic – Unbinding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Barretskyne]] ===&lt;br /&gt;
; Former temple 10 miles west of B.&lt;br /&gt;
: Armond and Labolas cult holding King.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
* 8x See in rk20 Light/Dark (short term)&lt;br /&gt;
* 2x Gargoyle Summon and Instruct (icky)&lt;br /&gt;
* 2x Medusa Summon and Instruct (icky)&lt;br /&gt;
* 1x Air Elemental Summon and Instruct&lt;br /&gt;
* 1x Fire Elemental Summon and Instruct&lt;br /&gt;
* Sentry Stone&lt;br /&gt;
** Range of Communication 50&#039;&lt;br /&gt;
* Cloak of Eyes (worn by Armond)&lt;br /&gt;
** see all directions&lt;br /&gt;
** See in rk20 Light/Dark &lt;br /&gt;
** See illusions&lt;br /&gt;
** see Ethereal/Invis within 30&#039;&lt;br /&gt;
&lt;br /&gt;
===Non Loot===&lt;br /&gt;
* 3 Various chests&lt;br /&gt;
** 3-4 layers of protective magic&lt;br /&gt;
** Well-used, old&lt;br /&gt;
** 1 vial chest - capable of holding up to 20 vials, traces of manticore blood&lt;br /&gt;
** 1 chest made to hold a set of 9 matched diamonds&lt;br /&gt;
** 1 chest made to hold cubes.   The last cubes were of star-silver (meteor spotted near Raskley)&lt;br /&gt;
&lt;br /&gt;
== Standard Buffs ==&lt;br /&gt;
&amp;quot;A&amp;quot; = always on, &amp;quot;Y&amp;quot; = Yes please, &amp;quot;-&amp;quot; not required, blank = as required&amp;lt;br&amp;gt;&lt;br /&gt;
For Spectral Weapon please include a number to indicate how many weapons need to be cast upon.&amp;lt;br&amp;gt;&lt;br /&gt;
Added Ajax to list, though he may not always be around.&amp;lt;br&amp;gt;&lt;br /&gt;
For counterspells, please include a number to indicate how many can be cast on you, 1 per college&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!width=&amp;quot;150px&amp;quot; Align=&amp;quot;Left&amp;quot;| Magic !!width=&amp;quot;25px&amp;quot; Align=&amp;quot;Left&amp;quot; | Rk !! width=&amp;quot;200px&amp;quot; Align=&amp;quot;Left&amp;quot;|Effects !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Br !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Da !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Dr !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Gl !! width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; |Se !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Td !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Te !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Aj &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armour of Earth     || 20 || +42% Def -1 Dam 20.5Hrs || A || Y || - || Y || Y || Y || Y || Y&lt;br /&gt;
|-&lt;br /&gt;
| Enchant Armour      || 20 || +42% Def +1AP 20.5Hrs   || - ||   || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Strength of Stone   || 20 || +20 EN 41Hrs            || A || Y || Y || Y || Y || Y || Y || Y&lt;br /&gt;
|- &lt;br /&gt;
| Witchsight          || 20 || 20.5Hrs                 || Y || Y ||   || - || Y ||  || Y || Y&lt;br /&gt;
|-&lt;br /&gt;
| Contingency         || 10 ||                         || Y || Y || Y || Y || Y || Y || Y || -&lt;br /&gt;
|-&lt;br /&gt;
| Cold Resistance     || 10 || -3 Cold Dam 10.5Hrs     || Y || Y ||   || Y || Y ||  ||  || Y&lt;br /&gt;
|-&lt;br /&gt;
| Disguise            || 15 || 8 Days                  || A ||   ||   ||   || - ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Disguise Mind       || 15 || 8 Days                  || Y || Y ||   || A || Y ||  ||  || Y&lt;br /&gt;
|-&lt;br /&gt;
| Illusionary Aura    ||  7 || 8 Days                  || Y ||   ||   ||   || - ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Waters of Strength  ||  8 || D-2+8 for 45 mins       || - ||   || - ||   ||   ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Quickness           || 10 || 3xRk20 also avail.      ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|-  &lt;br /&gt;
| Trollskin           || 13 || Regen 1 EN/Pulse 95 Sec ||   ||   ||   ||   || - ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Enhance Enchantment || 20 || +20 Rks                 ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Invisibility        || 13&amp;lt;br&amp;gt;10 ||                   ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Wings        || 12 || 42mph 12.5Hrs 500+miles ||   ||   ||   || Y || - ||  ||  || -&lt;br /&gt;
|-     &lt;br /&gt;
| Spectral Weapon     || 13 || 17 mins +5 Dam +14% SC  || - ||   ||   || 1 || 1 ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Counterspells/Choker ||    ||                         || 1/Y ||   || 1/Y || 1/Y || 3 ||  || /Y || 2&lt;br /&gt;
|}&lt;br /&gt;
* Most durations are assumed to be enhanced.&lt;br /&gt;
&lt;br /&gt;
== Mil Sci ==&lt;br /&gt;
While Sabrina is the primary Mil. Sci., all of the party get the following benefits:&lt;br /&gt;
:+8 Strike Chance&lt;br /&gt;
:+8 Defence&lt;br /&gt;
:+8 Initiative&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Watches&lt;br /&gt;
Braegon&lt;br /&gt;
Darien&lt;br /&gt;
Dramus&lt;br /&gt;
Gerald&lt;br /&gt;
Sabrina&lt;br /&gt;
TDP&lt;br /&gt;
Teeanna&lt;br /&gt;
&lt;br /&gt;
; Marching Order&lt;br /&gt;
: Darien&lt;br /&gt;
: Braegon&lt;br /&gt;
: Dramus&lt;br /&gt;
: Teanna&lt;br /&gt;
: TDP&lt;br /&gt;
: Gerald&lt;br /&gt;
: Sabrina&lt;br /&gt;
&lt;br /&gt;
= Calendar = &lt;br /&gt;
* 17th Vintage - King shipwrecked/taken  &lt;br /&gt;
* 20th Vintage - WK Regent found out (via quite old Dragon Lords) &lt;br /&gt;
* 30th Vintage - Tax Wagon out of Raskley attacked.&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Frost (7)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | &lt;br /&gt;
| &amp;lt;i&amp;gt;Samhain&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate =&amp;gt; Bowcourt =&amp;gt; Eltran =&amp;gt; Raskley.&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| Tracking south of Raskley. Camp by Rune Portal.&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| Raskley, Mine, Sanctuary, Seagate.&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| Eltran, Raskley, Ruby Waters.&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| Raskley, Eltran&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| Eltran, Seagate&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| Seagate, D&#039;Arbres, Borderlay, Eltran&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| Barretskein via cave portal, Eltran&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| Eltran&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &#039;&#039;&#039;Ransom Due&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Snow (8)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &#039;&#039;King is required in a ceremony&#039;&#039;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &#039;&#039;Ball in Eltran&#039;&#039; &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &amp;lt;i&amp;gt;2nd DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &amp;lt;i&amp;gt;3rd DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &amp;lt;i&amp;gt;4th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &amp;lt;i&amp;gt;5th DoC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &amp;lt;i&amp;gt;6th DoC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &amp;lt;i&amp;gt;7th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &amp;lt;i&amp;gt;8th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &amp;lt;i&amp;gt;9th DoC&amp;lt;/i&amp;gt;  &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &amp;lt;i&amp;gt;10th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &amp;lt;i&amp;gt;11th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &amp;lt;i&amp;gt;Twelth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Ice (9)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| Princess Karyna wedding to Logan.&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=A_Kings_Ransom&amp;diff=114111</id>
		<title>A Kings Ransom</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=A_Kings_Ransom&amp;diff=114111"/>
		<updated>2026-05-17T10:02:21Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; margin-left: 5px; font-size: smaller; &amp;quot; &amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]][[Category:Chris Caulfield]]&lt;br /&gt;
[[Category:Dramus]]&lt;br /&gt;
[[Category:Teeanna]]&lt;br /&gt;
[[Category:Gerald/Glass]]&lt;br /&gt;
[[Category:Darien]]&lt;br /&gt;
[[Category:Sabrina]]&lt;br /&gt;
[[Category:Braegon]]&lt;br /&gt;
[[Category:TDP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gminfo}} &lt;br /&gt;
&lt;br /&gt;
These are the (unpolished as at Winter 2007) full notes for this adventure. The public Notes (i.e. the version available without special permission) have fewer details, and no kidnapping. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quest Level Information&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
During this adventure the characters will be confronted with high personal risk, including the likelihood of death, with tough opponents, e.g. greater undead, devils, very experienced mages. Problems will be difficult and involve much magic and/or ingenuity, but not entirely high Rank magic. &amp;lt;br&amp;gt;    &#039;&#039;&#039;Also&#039;&#039;&#039; at times during this adventure, the characters will be confronted with death, possibly irresurrectable, with very tough opponents, e.g. powerful groups, individual dragons or Powers. Problems will require thought, ingenuity and magic to solve and will involve any (and probably all) magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-- [[Scribe Notes#Winter_807_WK|Scribe Notes]]&amp;lt;BR&amp;gt; &lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: A Kings Ransom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;:  [[User :ChrisC|Chris C]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Winter]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Monday in New Windsor at S&amp;amp;L&#039;s abode&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Med-High &amp;gt; High +&lt;br /&gt;
; Party&lt;br /&gt;
# [[Dramus]], A Fae Prince and [[Necromancer]] played by [[Mandos]] [[Category:Dramus]]&lt;br /&gt;
# [[Teeanna]], A Fae Princess and [[:Category:Mind Mage|Mind Mage]] played by [[User:Hannah|Hannah]] &lt;br /&gt;
# [[Gerald/Glass|Gerald]], A Human Archer and [[Illusionist]] played by [[User:NeonGraal|Struan]] - &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
# [[Darien]], A Human [[:Category:Celestial|Celestial]] played by [[User:ErrolC|Errol]]&lt;br /&gt;
# [[Sabrina|Serena]], A lithe Elven dancer played by [[User:Dean|Dean]] - &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
# [[Braegon]], a Human Earth Mage played by [[User:Stephen|Stephen]]&lt;br /&gt;
# [[TDP]], an Enchanter played by [[:Category:Phil Judd|Phil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*The &#039;Kings&#039; Mother&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* The party will be informed of the task when they attend the meeting in [[Guild Council|Kali&#039;s]] meeting room at the guild meeting on the 1st of Frost.   It does however involve kidnapping, ransom, betrayal, politics, love, lies and assorted etchings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chris C]] [[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
= Scribe Notes =&lt;br /&gt;
== Chapter One - Meeting with Employers ==&lt;br /&gt;
(11th June)&lt;br /&gt;
&lt;br /&gt;
It appears the King of Eltrandor has been kidnapped, a ransom has been gathered and a portion of this has gone missing.&lt;br /&gt;
&lt;br /&gt;
We met envoys at the guild (including Weygan) then 3/4 hr later portal  to meet Marquessa of Bowcourt.&lt;br /&gt;
&lt;br /&gt;
Thence rune portal through many towns to Eltrandor.  Shown to rooms to refresh for 1/2 hour before meeting Dowager Queen (with brief appearance of Bruno(?)).&lt;br /&gt;
&lt;br /&gt;
Decide to visit the ransom-loot-site and meet with wounded boy poste haste before time passes. Also allows us an opportunity to fly and talk amongst ourselves without being spied on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Errol - First night notes &lt;br /&gt;
&lt;br /&gt;
Dates &lt;br /&gt;
king shipwrecked/taken 17th Vintage &lt;br /&gt;
WK Regent found out on the 20th (via quite old Dragon Lords) &lt;br /&gt;
Ransom due 13th Frost &lt;br /&gt;
King is required in a ceremony at the end of Frost &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Met at Regent&#039;s chamber by 2 gents and Epheria (lady-in-waiting). One gent and E go in with us, joined by Regent and 2 L-in-W. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The big storm was due to the calamar raising some islands, one of which had a temple to a sea god on it. 2 Royal ships sunk, one missing. &lt;br /&gt;
King&#039;s party attacked on beach (in Zumalar), reports of human attackers in black, darkness, fire, memories taken &lt;br /&gt;
&lt;br /&gt;
Negotiations are via Bishop of Ormond(ton?), of good rep. &lt;br /&gt;
&lt;br /&gt;
Travel in ~400m rune portal jumps. have to wait at the tower in Calder &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Head Mage (Human, College: Thaumaturgy) and Warlord (Elven) greet us at Eltran. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Big magic crystal in fountain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Per Dowager Queen &lt;br /&gt;
ex-King has retired due to poor mental health. &lt;br /&gt;
King is being reported as unwell. Age 54 &lt;br /&gt;
Queen is distraught with worry. &lt;br /&gt;
Eldest son is _not_ heir (wastrel). Age ~29. Has shadow court, &lt;br /&gt;
gambles, frolics etc. &lt;br /&gt;
*Last bad stuff on him was &#039;Charm&#039;, ended 12 hours ago. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dowager Queen is running most things. in 80s &lt;br /&gt;
*last bad stuff was Evil eye &lt;br /&gt;
*time since last charm: na &lt;br /&gt;
*last performed self-only magic: Fortitude &lt;br /&gt;
*College is Mind &lt;br /&gt;
*Curse in effect: None &lt;br /&gt;
seems to think grandson has gone astray (as opposed to irredemable) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Taken taxes were from Barony of Reskian to Duchy of Kinloch (40miles), &lt;br /&gt;
2 days ago. &lt;br /&gt;
Sent by cart (decoy caravan). About1.5 ton of excellent wool bales, &lt;br /&gt;
mithril ore, &lt;br /&gt;
gems. Was 6-8% of ransom. have found burnt cart, 3 bodies, boy with &lt;br /&gt;
head wounds. &lt;br /&gt;
Site is 118 (180?) miles away. &lt;br /&gt;
&lt;br /&gt;
3 nobles have refused early taxes.&lt;br /&gt;
&lt;br /&gt;
== Chapter Two ==&lt;br /&gt;
(18th June)&lt;br /&gt;
&lt;br /&gt;
Talk to Princess Karyna.&lt;br /&gt;
&lt;br /&gt;
We are request to arrive or depart from the mages tower or from a small island in the lake.&lt;br /&gt;
&lt;br /&gt;
Fly from island to Raskley.  &lt;br /&gt;
Sabrina stands guard while Braegon heals boy who survived through the night so we can talk to him in the morning.  Others spend night in Inn.&lt;br /&gt;
&lt;br /&gt;
; 2nd Frost&lt;br /&gt;
&lt;br /&gt;
Interrogate boy.&lt;br /&gt;
Walk to site of ambush, investigate and follow tracks.&lt;br /&gt;
Talk to local homesteaders, including recent widower.&lt;br /&gt;
&lt;br /&gt;
Led to site where half-orc rune mage was killed.&lt;br /&gt;
&lt;br /&gt;
High mana rock created by significant amount of blood sacrifice, mostly complete inter-planar rune portal.&lt;br /&gt;
Rune mage was pacted to ?? (Demon).&lt;br /&gt;
There are other portals like this throughout the barronies and WK.&lt;br /&gt;
Another portal in Erewhon somewhere.&lt;br /&gt;
Home/base of operations for cult in ???.&lt;br /&gt;
Not related to kidnapping of king or theft of taxes.&lt;br /&gt;
&lt;br /&gt;
Camp and spend night investigating.&lt;br /&gt;
&lt;br /&gt;
; 3rd Frost&lt;br /&gt;
&lt;br /&gt;
== Chapter Three ==&lt;br /&gt;
(25th June)&lt;br /&gt;
&lt;br /&gt;
Return to raskley.&lt;br /&gt;
&lt;br /&gt;
Talk to Baron.&lt;br /&gt;
&lt;br /&gt;
Resurrect three guards killed in ambush causing a stir in town.&lt;br /&gt;
Interrogate the guards as they are resurrected.&lt;br /&gt;
&lt;br /&gt;
== Chapter Four ==&lt;br /&gt;
(2nd July)&lt;br /&gt;
&lt;br /&gt;
Find bodies of three of bandits, killed with poison to disrupt soul (irresurrectable).&lt;br /&gt;
Tax chests in hidden cave, moving them sets off warning stones.&lt;br /&gt;
Track warning to Raskley port, fly there, stop ship leaving port, interrogate minor noble of Kinloch(?) and search his ship.&lt;br /&gt;
&lt;br /&gt;
Crystals reveal someone has put darkness inside mine, we fly back.&lt;br /&gt;
&lt;br /&gt;
== Chapter Five ==&lt;br /&gt;
(9th July)&lt;br /&gt;
&lt;br /&gt;
Land back at mines, covered in Rk 20 Darkness, chests have been moved, tunnel in about 300&#039;, find large cavern, fight with Fire and Air Elementals, Devils, Medusa, Gargoyles, vermin, Rune Totem.&lt;br /&gt;
Teeanna killed by Gargoyle.&lt;br /&gt;
&lt;br /&gt;
== Chapter Six ==&lt;br /&gt;
(16th July)&lt;br /&gt;
&lt;br /&gt;
Resurrect Teeanna&lt;br /&gt;
&lt;br /&gt;
; Errol - 16th Notes&lt;br /&gt;
&lt;br /&gt;
Portal (Cave-Sanctuary basement) MA40&lt;br /&gt;
&lt;br /&gt;
Talking to Brian&#039;s daughter:&lt;br /&gt;
* Got daddy to do stuff&lt;br /&gt;
* items loaded to a bag of holding&lt;br /&gt;
* Armond touched a ring and disappeared&lt;br /&gt;
* earlier a imp arrived, left&lt;br /&gt;
&lt;br /&gt;
Armond:&lt;br /&gt;
* Known Lt of S. of Masada&lt;br /&gt;
* 4mths ago bought a chest to be opened for 500g (had Mithril and jewellery)&lt;br /&gt;
* First seen in Sanctuary 18mths ago&lt;br /&gt;
* Sanctuary Sammaelites want him too (70k for his head plus amulet)&lt;br /&gt;
* Was Bishop of Soulport until Slavers purged&lt;br /&gt;
* Worshipped old version of Sammael, refused to follow into the light.&lt;br /&gt;
* Sightings in Eltrandor (esp. Soulport), Western Kingdom&lt;br /&gt;
* 2 known associates, twin girls Helen and Roxanne&lt;br /&gt;
** very beautiful, but apparent facial birth defects&lt;br /&gt;
** 5&#039;10&#039;&#039;, 150lb&lt;br /&gt;
** Wicca and Lessor Summoner&lt;br /&gt;
&lt;br /&gt;
Get lost from Sanctuary to Seagate&lt;br /&gt;
&lt;br /&gt;
Spend evening researching Armond, his cloak of eyes, etc.&lt;br /&gt;
&lt;br /&gt;
; 4th Frost&lt;br /&gt;
&lt;br /&gt;
== Chapter Seven ==&lt;br /&gt;
(23th July)&lt;br /&gt;
&lt;br /&gt;
; Errol - 23rd Notes &lt;br /&gt;
Visit Eltran again. (Tower to island on lake)&lt;br /&gt;
They are researching the Seigneur Grand Chercheur d&#039;Eltrandor (The Lord Great Seeker of Eltrandor aka the Arch-Seer of Eltran) [[Melampus de Argos]], who should be able to locate King. Expect to have info in 2 days.&lt;br /&gt;
&lt;br /&gt;
Return stolen tax chests, inform Q. Angela that Armond is behind it, she tells us some more about him and believes that he will be working for someone else.&lt;br /&gt;
&lt;br /&gt;
Bishop of Ormond (negotiator) has arrived in court&lt;br /&gt;
&lt;br /&gt;
Anton of Kinlock was found stripped of his skin in Reskley . Torture started around 8am (before we triggered alarms), died 9am. Was staked to table, skin missing. Was Kinlock/Reskley liaison, fiancée is lady-in-waiting to  Baroness of R.&lt;br /&gt;
&lt;br /&gt;
Queen Mum now seems more concerned about King&lt;br /&gt;
&lt;br /&gt;
King&#039;s daughter invites 3 party members to her wedding to Logan on 20th Ice!!!&lt;br /&gt;
&lt;br /&gt;
Dramus tries to bring tower to crystal in courtyard, protections stop him. Sets up on island instead (head mage can make items to generate short-term high mana zone).&lt;br /&gt;
&lt;br /&gt;
Go to Reskley, Braegon borrows Anton&#039;s body (in front of fiancée and guards). We work out that he will turn into a Spectre Lord in 4.5 hours (his souls and others&#039; have been dedicated to Belial). Get lost to Eltran, tower to Ruby Waters, manage to exorcise Spectre Lord, then resurrect Anton (only 4% of his soul).&lt;br /&gt;
&lt;br /&gt;
== Chapter Eight ==&lt;br /&gt;
(30th July)&lt;br /&gt;
&lt;br /&gt;
Teeanna questions what is left of Antone&#039;s mind, we learn that he was employed to hijack the taxes by the Baron, his wife, and a Raphaelite Priest named Geoffrey (Careful cross-checking revealed none of us had heard this joke before).&lt;br /&gt;
&lt;br /&gt;
He was then kidnapped by (we presume) Armond, tortured, questioned and then flayed.&lt;br /&gt;
&lt;br /&gt;
The Priest is due to meet Antone in Raskley tomorrow at midday.&lt;br /&gt;
&lt;br /&gt;
Rest for a few hours next to Ruby Waters, then into the Tower for sleep and transit to Raskley.&lt;br /&gt;
&lt;br /&gt;
; 5th Frost&lt;br /&gt;
&lt;br /&gt;
In disguise we hang out in Raskley, Gerald looking like Antone, the rest of us looking like generic locals.&lt;br /&gt;
Darrien keeps several of the local women entertained, the elves (looking like humans) enjoy slumming it with the short-lived.&lt;br /&gt;
But no Raphaelite priest.  The gate guards have not seen him come or go all day and the local priest has never heard of him.&lt;br /&gt;
&lt;br /&gt;
Giving up, we get lost to Eltran, to find that the research on the Arch Seer is incomplete, Q. Angela is indisposed and not available till morning.&lt;br /&gt;
&lt;br /&gt;
Dramus invites some philosophers into his tower to see his &#039;Library&#039;. &lt;br /&gt;
Braegon and Sabrina attempt to heal the Queen of her illness and discover she is a seer and has scared herself silly with her own visions of doom and disaster.&lt;br /&gt;
&lt;br /&gt;
; 6th Frost&lt;br /&gt;
&lt;br /&gt;
Breakfast and briefing with Q. Angela.  She will take care of the Baron in an appropriate manner once the King is back.&lt;br /&gt;
&lt;br /&gt;
The Philosophers turn up with their findings just in time to crash lunch.&lt;br /&gt;
The Arch Seer has been wandering around tracing what happened to Edric, son of [[Sigismund]], they believe he is now in the Catacombs of Lucius the Mad, about 10 miles east of [[Borderlay]].&lt;br /&gt;
As Sabrina points out, the catacombs are also where the Labolas cult responsible for the interplanar rune portal is based.&lt;br /&gt;
&lt;br /&gt;
We tower to the guild to prepare for an assault on the catacombs.&lt;br /&gt;
&lt;br /&gt;
; 7th Frost&lt;br /&gt;
Share a drink just after sunrise at the guild, tower to [[D&#039;Arbres]], cast standard buffs and wings there, then fly west (about 4 hours) towards Borderlay.&lt;br /&gt;
&lt;br /&gt;
We spot a tower 500 yards from the Catacombs, TDP gets a locate on the tower when trying to find the Arch Seer based on his painting.&lt;br /&gt;
Landing between the catacombs and the tower, we wait two hours and have lunch while Sabrina seals the area against Hell, Fire, Earth, and Air.&lt;br /&gt;
&lt;br /&gt;
== Chapter Nine ==&lt;br /&gt;
(6th August)&lt;br /&gt;
&lt;br /&gt;
As we walk towards the tower, the locate suddenly changes to point below the crypt, changing direction we hop over to the entrance to the crypt.&lt;br /&gt;
Some locals are leaving and increase their pace when they see us.  &lt;br /&gt;
The doors are magically warded to only allow entry for those with family within, Sabrina disables the wards and we go in.&lt;br /&gt;
&lt;br /&gt;
The crypt is aligned with or dedicated to death in some way, the death magic binds most of the walls and doors. We explore the various corridors and chambers (including taking some time to deal with a locked door - respecting the environment has its downsides!) Eventually we find a series of hidden doors, and opening them requires puzzles to be solved. Access to the Arch Seer is earned!&lt;br /&gt;
&lt;br /&gt;
He is happy to help, but needs certain samples from the Royal family. We ask him about the blood cult that is based in a nearby tower, and decide to clear them out while he gets ready to rune portal us to Eltran. About a week ago, most of the cultists left, but a few remain.&lt;br /&gt;
&lt;br /&gt;
The tower is guarded by a [[Fantastical_Monsters#Minotaur|minotaur]] and two humans, wearing dagger symbols. Despite magic not directly effecting them, we quickly kill the minotaur and capture the humans (who turn out to be hired.) Under the tower, a priest prepares to accept his fate as Sabrina charges into the temple chamber. She decides that a follower of Labolas probably wants to die for his cause, so captures him instead.&lt;br /&gt;
&lt;br /&gt;
Melampus messily questions the priest. We learn some details about the cult, and find that it is associated with  Black Armond. We take a couple of hours to portal in several steps to Eltran, surprising the head mage&#039;s wife when we step out of her mirror.&lt;br /&gt;
&lt;br /&gt;
Melampus gathers the samples he needs then heads off to create the map that will locate the king.&lt;br /&gt;
&lt;br /&gt;
A few hours later he returns with the map, it shows the location of the king and dimly the locations of his relatives (the closer the relation the brighter the spot).&lt;br /&gt;
We study the map and see that he is in an old POL temple east of Baretskyne, and near to him are two close family members.&lt;br /&gt;
The Seer and Q. Angela exchange glances and then confess about the King&#039;s older twin sisters who were quietly sidelined as babies because they were too ugly (and female).&lt;br /&gt;
We deduce that they are most likely the same sisters that are known to be associated with Armond and are probably the reason why they are targeting Eltrandor.&lt;br /&gt;
&lt;br /&gt;
We start preparing for an assault on the temple tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Chapter Ten ==&lt;br /&gt;
(13th August)&lt;br /&gt;
; 8th Frost&lt;br /&gt;
After discussing various options we decide to try using Armond&#039;s own portals to access their base under the temple.&lt;br /&gt;
&lt;br /&gt;
Accompanied by Melampus, (5 local warriors) and assisted by a few Eltran items and buffs, we get lost to near the mines south of Raskley, then make our way in to the portal.&lt;br /&gt;
Melampus sets up his equipment and starts studying the portal, he estimates it will take about 6 hours of study then a one hour ritual to link this portal to the one in Baretskyne.&lt;br /&gt;
&lt;br /&gt;
We pass the time putting down wards to charge us up just before going through the portal.&lt;br /&gt;
&lt;br /&gt;
Melampus successfully links the portals but he thinks he may have alerted Armond, we go through immediately.&lt;br /&gt;
&lt;br /&gt;
Armond is mostly ready for us, and the battle begins.&lt;br /&gt;
Opposition includes:&lt;br /&gt;
* 2 guards on duty at the portal (Killed by Sabrina in Pulse 0)&lt;br /&gt;
* Armond (wearing a damage absorbing crystal and leaves that seem to be used up in ignoring magical effects, using Tulwar and 2-Handed Sword) (Currently facing Sabrina, though she is ignoring him due to wearing of the crystal. Breagons Earth Elemental is attempting to close and restrain)&lt;br /&gt;
* Sisters (Rox &amp;amp; Helen) (Rox is down under Agony and being Nightmared and soon to be Phantasmed, Helen is slowed)&lt;br /&gt;
* [[Labolas]] in giant winged mastiff form (Currently has his jaws clamped on one arm of Sabrinas arms. Can someone throw a stick for the dog to chase please :-)&lt;br /&gt;
* 6+ extra-tough Hellhounds from Labolas&#039; pack (Killed by Sabrina: 2) (1 near Labolas being Spectral Warriored, 1 near party behind wall, other 2+?)&lt;br /&gt;
* 2+ Devils (Mind &amp;amp; ?) (Over by King, need to be dealt with)&lt;br /&gt;
* An Earth Elemental (Levitated out of existence by TDP, kudos to Braegon for this idea)&lt;br /&gt;
* A human (Rune?) mage (Down under Agony)&lt;br /&gt;
* 2 null-magic guards (Currently in front of a severely damaged Darien)&lt;br /&gt;
* 6 Gargoyles (4 incoming that Gerrald can see, where are other 2?)&lt;br /&gt;
&lt;br /&gt;
Party status:&lt;br /&gt;
* Sabrina, ~20 feet away from the rest of the party, is hitting Labolas and whatever Hellhound has wandered up. (Covered by a Rainstorm that targeted Labolas, which is saving a lot of pain)&lt;br /&gt;
* Gerald is doing a flying end-run for the King (who is currently surrounded by a Wall of Earth). (I think the Wall of Earth was just removed by one of the 2 Devils that is nearby, or did they just try, and fail, to remove the wall? - DE The later, and the characters don&#039;t know about it - EGC)&lt;br /&gt;
* Everyone else is behind a triple runewall a few hexes away from the portal&lt;br /&gt;
* Wearing damage from one of the Rune Walls, Armond, and Hellhound Fire, Darien is the first to go down, kept alive by Trollskin until TDP can heal him. The two null-magic guards are probably intending to step over him and wade into everyone else.&lt;br /&gt;
* TDP is about to heal Darien lots (not sure if one or two actions away)&lt;br /&gt;
* Teeanna is about to heal Darien? (or maybe dodge)&lt;br /&gt;
* Dramus has just loosed a Spectral Warrior and is about to start stabbing himself. &lt;br /&gt;
* Braegon ??&lt;br /&gt;
&lt;br /&gt;
== Chapter Eleven ==&lt;br /&gt;
(20th August)&lt;br /&gt;
&lt;br /&gt;
Gerald returns to help with the guards; &lt;br /&gt;
TDP heals Darrien; &lt;br /&gt;
Braegon teleports to the king, dropping a couple of walls to block the hellhounds and devils along the way;&lt;br /&gt;
Sabrina kills a hell hound and continues to play stick for Labolas;&lt;br /&gt;
Dramus and Teanna fight off gargoyles and guards.&lt;br /&gt;
&lt;br /&gt;
Things are starting to go badly for us when one of their Devils decides to finish us off with a TK Rage.  &lt;br /&gt;
Having prepared for Mind Magics we all resist but half the bad guys go flying.&lt;br /&gt;
&lt;br /&gt;
Then Sabrina finally kills Labolas who departs with his remaining Hell Hounds, Braegon finishes wrenching the King free from the altar, and the tide is turned.&lt;br /&gt;
&lt;br /&gt;
The Mercenaries surrender, the King is sent back through our portal, Darrien and Gerald are re-healed of their puppy-fire burns, and we set after Armond who has attempted to flee.&lt;br /&gt;
&lt;br /&gt;
== Chapter Twelve ==&lt;br /&gt;
(27th August)&lt;br /&gt;
&lt;br /&gt;
The prisoners are tied up and/or Slept/Petit-Mort&#039;d.&lt;br /&gt;
&lt;br /&gt;
Teanna rides her Air Elemental to hunt and corners Armond, leaving Sabrina to worry at him she summons the rest of the party.&lt;br /&gt;
&lt;br /&gt;
TDP, Darrien, and Dramus provide magical fire through the doorway.  Gerrald charges through the rune walls, is momentarily suspended between them, then falls to the ground on the other side. &lt;br /&gt;
Braegon charges through and messes with Armond&#039;s hair, distracting him enough for Sabrina to disarm him, then the combined magical and physical assaults disrupt Armond&#039;s attempts to escape and bring him to his knees - Surrendering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teanna warns us that several Demons and minions will be arriving within 10 minutes, we toss some of our prisoners through the portal, send the non-magic ones running for their lives, take all of the corpses and depart.&lt;br /&gt;
&lt;br /&gt;
The Air Elemental leaves a Windstorm Raging through the caverns as a house warming gift for the demonics.&lt;br /&gt;
&lt;br /&gt;
Back at the mines, Melampus has visibly aged from holding the portal open and collapses.&lt;br /&gt;
We destroy our end of the portal to be sure nobody can follow then spend half an hour to an hour healing all of the wounded.&lt;br /&gt;
&lt;br /&gt;
Once Melampus has recovered he opens a portal to the mages Tower at Eltran.&lt;br /&gt;
&lt;br /&gt;
The King needs most of a day of healing and curse removals, after a quick report to Q. Angela most of the party rests.&lt;br /&gt;
&lt;br /&gt;
; 9th Frost&lt;br /&gt;
&lt;br /&gt;
A long lunch is had with the senior royal family and advisers where disposition of prisoners and rewards are discussed. The party are invested and given the Title of: Defender of the King and [[Knight of the Black Watch]]&lt;br /&gt;
&lt;br /&gt;
= Nominations and SGT Snippets =&lt;br /&gt;
&lt;br /&gt;
== Nominations ==&lt;br /&gt;
; Best Death&lt;br /&gt;
: Teeanna - assaulted by elementals, caught in hands of earth, kept fighting flying Gargoyles until death.&lt;br /&gt;
; Smartest&lt;br /&gt;
: Braegon - Levitate enemy Earth Elemental as quickest way to get rid of it.&lt;br /&gt;
: Braegon - Remembering Ruby waters could heal undead when we only had a few hours to try and recover a partially undead witness.&lt;br /&gt;
: Sabrina - Considering the option of using the enemy&#039;s portals against him after working out he would have one in his lair.&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Braegon - I&#039;ll blow him before I get in close.&lt;br /&gt;
&lt;br /&gt;
Sabrina - We could go back and try the threesome.&lt;br /&gt;
&lt;br /&gt;
Dramus - Hang on, Things are bad enough that Sabrina&#039;s asking for help and we&#039;re going &#039;&#039;&#039;closer&#039;&#039;&#039;?!?&lt;br /&gt;
&lt;br /&gt;
== Hot and Not ==&lt;br /&gt;
; Hot&lt;br /&gt;
* Getting Lost&lt;br /&gt;
* Resurrection&lt;br /&gt;
* Sabrina in Melee&lt;br /&gt;
&lt;br /&gt;
; Not&lt;br /&gt;
* Walking for hours through snow&lt;br /&gt;
* Talking to the Dead&lt;br /&gt;
* Sabrina hiding behind the mages&lt;br /&gt;
&lt;br /&gt;
= Reference Information =&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
=== Eltrandor ===&lt;br /&gt;
; Angela (Kiltary) Con Sartra,  Dowager Queen of Eltrandor &lt;br /&gt;
: Technically our employer.  75 years old.   She is head of state of Eltrandor at the moment, as her husband has gone looney. Last inimicable spell cast upon her was Evil Eye. Mind mage.  &lt;br /&gt;
&lt;br /&gt;
; Liselle Davish-Con Sartra, Queen of Eltrandor &lt;br /&gt;
: Upset/sick over the loss of her husband.  Has 6 children, if one includes Suzannah the Inscrutable.&lt;br /&gt;
: A natural seer/oracle but has limited control of abilities.  Currently emotionally overwhelmed by foreseen potential disasters.&lt;br /&gt;
&lt;br /&gt;
; Prince Baric&lt;br /&gt;
: Heir apparent of Eltrandor, has not been officially named as the heir.  He&#039;s having too much fun with the parties and lifestyle of court and doesn&#039;t take upon himself any responsibilities of his position. His punishment (so far) for this is to not be named Heir. (No Heir has been named).  &lt;br /&gt;
: Had been Charmed 12 hours before we met him.  Q. Angela explained this as resistance training applied by friends.&lt;br /&gt;
&lt;br /&gt;
; Anton, Knight of Kinloch&lt;br /&gt;
: Led attack on wagons, killed fellow attackers and dropped them down mine, flayed and killed (presumably by Armond).&lt;br /&gt;
&lt;br /&gt;
; Melampus, Former Archseer of Eltran&lt;br /&gt;
: Elven Astrology, Philosopher, Rune/Blood Mage&lt;br /&gt;
: Resides in a tower east of Borderlay.&lt;br /&gt;
: His sister is a master artist (/shaper), painted his portrait which can be used to locate him.&lt;br /&gt;
&lt;br /&gt;
=== Black Armond ===&lt;br /&gt;
Former Bishop of Soulport; Old-style Rune Mage; Slaver; Former Lt of Rashak.&lt;br /&gt;
&lt;br /&gt;
Transported stolen tax chests from Mines to Sanctuary for master locksmith to open.&lt;br /&gt;
Locksmith opened three before being ashed by traps on fourth.&lt;br /&gt;
Left with contents of the three chests (Diamonds, Starsilver, Potions).&lt;br /&gt;
&lt;br /&gt;
; From Brian&#039;s daughter:&lt;br /&gt;
* Got daddy to do stuff&lt;br /&gt;
* items loaded to a bag of holding&lt;br /&gt;
* Armond touched a ring and disappeared&lt;br /&gt;
* earlier a imp arrived, left&lt;br /&gt;
&lt;br /&gt;
; From Sammaelites in Sanctuary&lt;br /&gt;
* Known Lt of R. of Masada&lt;br /&gt;
* 4mths ago bought a chest to be opened for 500g (had Mithril and jewellery)&lt;br /&gt;
* First seen in Sanctuary 18mths ago&lt;br /&gt;
* Was Bishop of Soulport until Slavers purged&lt;br /&gt;
* Worshipped old version of Sammael, refused to follow into the light.&lt;br /&gt;
* Still passes himself off as a Sammaelite.&lt;br /&gt;
* Sanctuary Sammaelites want him too (70k for his head plus amulet)&lt;br /&gt;
* Sightings in Eltrandor (esp. Soulport), Western Kingdom&lt;br /&gt;
* 2 known associates, twin girls Helen and Roxanne&lt;br /&gt;
** very beautiful, but apparent facial birth defects&lt;br /&gt;
** 5&#039;10&#039;&#039;, 150lb&lt;br /&gt;
** Wicca and Lessor Summoner&lt;br /&gt;
&lt;br /&gt;
; From Q. Angela/Eltrandor &lt;br /&gt;
* Metallurgist&lt;br /&gt;
* Blood magic user (possibly not [[College of Exsanguination|Lord Arrindales version]])&lt;br /&gt;
* Debauched&lt;br /&gt;
* Raised army at Soulport to oppose Eltran drive to abolish slavery&lt;br /&gt;
* Tried and sentenced to death in absentia, 50,000sp bounty.&lt;br /&gt;
&lt;br /&gt;
=== WK and Barronies ===&lt;br /&gt;
; Marquesssa of Bowcourt  &lt;br /&gt;
: Doesn&#039;t want the WK blamed for the kidnapping.&lt;br /&gt;
&lt;br /&gt;
; Dragon Lords &lt;br /&gt;
: A Secretive group of powerful beings who see the WK as a force for good amongst the chaos of changing realms.   They are trying to keep the WK on an even keel. It is rumoured that the group includes old dragons (generations more recent than Lord Yo), powerful nobility etc.&lt;br /&gt;
&lt;br /&gt;
; Bishop of Ormond&lt;br /&gt;
: Middleman for Ransom&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary ===&lt;br /&gt;
* Brian (Locksmith) &amp;amp; Daughters&lt;br /&gt;
* Fence&lt;br /&gt;
* Sammaelites&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
[[Seagate]]; [[Ruby Waters]]; [[Sanctuary]]; [[D&#039;arbres]]&lt;br /&gt;
&lt;br /&gt;
=== [[Eltrandor]] ===&lt;br /&gt;
[[Raskley]]; [[Kinloch]]; [[Eltran]]&lt;br /&gt;
&lt;br /&gt;
; Eltran Castle&lt;br /&gt;
Rune portal in top of mages&#039; tower. (low mana) formal gardens: noteworthy for a fountain with unicorn statues and a green crystal emitting high mana zone.&lt;br /&gt;
&lt;br /&gt;
Green Crystal protects the region from intrusive magics including portals and possibly flying.  &lt;br /&gt;
Mages Tower and Island in the lake are ok to arrive at and depart from.&lt;br /&gt;
&lt;br /&gt;
=== [[Borderlay]] ===&lt;br /&gt;
[[Borderlay]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Crypt of Lucius the Mad&lt;br /&gt;
Dedicated to Death, burial place of locals (nobility only?) for at least 800 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Tower of [[Simone de la Varain]] to the East of Borderlay town&lt;br /&gt;
Ruined tower, 2 miles to the north west of the tower was a temple/base for followers of Labolas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Les Grands Tombeaux des Morts de Borderlay&lt;br /&gt;
* DA of the walls will reveal&lt;br /&gt;
**Magical, Nature – Binding, Primary Nasty effect of interfering with the magic – Unbinding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Barretskyne]] ===&lt;br /&gt;
; Former temple 10 miles west of B.&lt;br /&gt;
: Armond and Labolas cult holding King.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
* 8x See in rk20 Light/Dark (short term)&lt;br /&gt;
* 2x Gargoyle Summon and Instruct (icky)&lt;br /&gt;
* 2x Medusa Summon and Instruct (icky)&lt;br /&gt;
* 1x Air Elemental Summon and Instruct&lt;br /&gt;
* 1x Fire Elemental Summon and Instruct&lt;br /&gt;
* Sentry Stone&lt;br /&gt;
** Range of Communication 50&#039;&lt;br /&gt;
* Cloak of Eyes (worn by Armond)&lt;br /&gt;
** see all directions&lt;br /&gt;
** See in rk20 Light/Dark &lt;br /&gt;
** See illusions&lt;br /&gt;
** see Ethereal/Invis within 30&#039;&lt;br /&gt;
&lt;br /&gt;
===Non Loot===&lt;br /&gt;
* 3 Various chests&lt;br /&gt;
** 3-4 layers of protective magic&lt;br /&gt;
** Well-used, old&lt;br /&gt;
** 1 vial chest - capable of holding up to 20 vials, traces of manticore blood&lt;br /&gt;
** 1 chest made to hold a set of 9 matched diamonds&lt;br /&gt;
** 1 chest made to hold cubes.   The last cubes were of star-silver (meteor spotted near Raskley)&lt;br /&gt;
&lt;br /&gt;
== Standard Buffs ==&lt;br /&gt;
&amp;quot;A&amp;quot; = always on, &amp;quot;Y&amp;quot; = Yes please, &amp;quot;-&amp;quot; not required, blank = as required&amp;lt;br&amp;gt;&lt;br /&gt;
For Spectral Weapon please include a number to indicate how many weapons need to be cast upon.&amp;lt;br&amp;gt;&lt;br /&gt;
Added Ajax to list, though he may not always be around.&amp;lt;br&amp;gt;&lt;br /&gt;
For counterspells, please include a number to indicate how many can be cast on you, 1 per college&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!width=&amp;quot;150px&amp;quot; Align=&amp;quot;Left&amp;quot;| Magic !!width=&amp;quot;25px&amp;quot; Align=&amp;quot;Left&amp;quot; | Rk !! width=&amp;quot;200px&amp;quot; Align=&amp;quot;Left&amp;quot;|Effects !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Br !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Da !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Dr !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Gl !! width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; |Se !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Td !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Te !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Aj &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armour of Earth     || 20 || +42% Def -1 Dam 20.5Hrs || A || Y || - || Y || Y || Y || Y || Y&lt;br /&gt;
|-&lt;br /&gt;
| Enchant Armour      || 20 || +42% Def +1AP 20.5Hrs   || - ||   || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Strength of Stone   || 20 || +20 EN 41Hrs            || A || Y || Y || Y || Y || Y || Y || Y&lt;br /&gt;
|- &lt;br /&gt;
| Witchsight          || 20 || 20.5Hrs                 || Y || Y ||   || - || Y ||  || Y || Y&lt;br /&gt;
|-&lt;br /&gt;
| Contingency         || 10 ||                         || Y || Y || Y || Y || Y || Y || Y || -&lt;br /&gt;
|-&lt;br /&gt;
| Cold Resistance     || 10 || -3 Cold Dam 10.5Hrs     || Y || Y ||   || Y || Y ||  ||  || Y&lt;br /&gt;
|-&lt;br /&gt;
| Disguise            || 15 || 8 Days                  || A ||   ||   ||   || - ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Disguise Mind       || 15 || 8 Days                  || Y || Y ||   || A || Y ||  ||  || Y&lt;br /&gt;
|-&lt;br /&gt;
| Illusionary Aura    ||  7 || 8 Days                  || Y ||   ||   ||   || - ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Waters of Strength  ||  8 || D-2+8 for 45 mins       || - ||   || - ||   ||   ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Quickness           || 10 || 3xRk20 also avail.      ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|-  &lt;br /&gt;
| Trollskin           || 13 || Regen 1 EN/Pulse 95 Sec ||   ||   ||   ||   || - ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Enhance Enchantment || 20 || +20 Rks                 ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Invisibility        || 13&amp;lt;br&amp;gt;10 ||                   ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Wings        || 12 || 42mph 12.5Hrs 500+miles ||   ||   ||   || Y || - ||  ||  || -&lt;br /&gt;
|-     &lt;br /&gt;
| Spectral Weapon     || 13 || 17 mins +5 Dam +14% SC  || - ||   ||   || 1 || 1 ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Counterspells/Choker ||    ||                         || 1/Y ||   || 1/Y || 1/Y || 3 ||  || /Y || 2&lt;br /&gt;
|}&lt;br /&gt;
* Most durations are assumed to be enhanced.&lt;br /&gt;
&lt;br /&gt;
== Mil Sci ==&lt;br /&gt;
While Sabrina is the primary Mil. Sci., all of the party get the following benefits:&lt;br /&gt;
:+8 Strike Chance&lt;br /&gt;
:+8 Defence&lt;br /&gt;
:+8 Initiative&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Watches&lt;br /&gt;
Braegon&lt;br /&gt;
Darien&lt;br /&gt;
Dramus&lt;br /&gt;
Gerald&lt;br /&gt;
Sabrina&lt;br /&gt;
TDP&lt;br /&gt;
Teeanna&lt;br /&gt;
&lt;br /&gt;
; Marching Order&lt;br /&gt;
: Darien&lt;br /&gt;
: Braegon&lt;br /&gt;
: Dramus&lt;br /&gt;
: Teanna&lt;br /&gt;
: TDP&lt;br /&gt;
: Gerald&lt;br /&gt;
: Sabrina&lt;br /&gt;
&lt;br /&gt;
= Calendar = &lt;br /&gt;
* 17th Vintage - King shipwrecked/taken  &lt;br /&gt;
* 20th Vintage - WK Regent found out (via quite old Dragon Lords) &lt;br /&gt;
* 30th Vintage - Tax Wagon out of Raskley attacked.&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Frost (7)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | &lt;br /&gt;
| &amp;lt;i&amp;gt;Samhain&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate =&amp;gt; Bowcourt =&amp;gt; Eltran =&amp;gt; Raskley.&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| Tracking south of Raskley. Camp by Rune Portal.&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| Raskley, Mine, Sanctuary, Seagate.&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| Eltran, Raskley, Ruby Waters.&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| Raskley, Eltran&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| Eltran, Seagate&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| Seagate, D&#039;Arbres, Borderlay, Eltran&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| Barretskein via cave portal, Eltran&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| Eltran&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &#039;&#039;&#039;Ransom Due&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Snow (8)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &#039;&#039;King is required in a ceremony&#039;&#039;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &#039;&#039;Ball in Eltran&#039;&#039; &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &amp;lt;i&amp;gt;2nd DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &amp;lt;i&amp;gt;3rd DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &amp;lt;i&amp;gt;4th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &amp;lt;i&amp;gt;5th DoC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &amp;lt;i&amp;gt;6th DoC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &amp;lt;i&amp;gt;7th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &amp;lt;i&amp;gt;8th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &amp;lt;i&amp;gt;9th DoC&amp;lt;/i&amp;gt;  &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &amp;lt;i&amp;gt;10th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &amp;lt;i&amp;gt;11th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &amp;lt;i&amp;gt;Twelth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Ice (9)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| Princess Karyna wedding to Logan.&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=A_Kings_Ransom&amp;diff=114110</id>
		<title>A Kings Ransom</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=A_Kings_Ransom&amp;diff=114110"/>
		<updated>2026-05-17T10:02:01Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; margin-left: 5px; font-size: smaller; &amp;quot; &amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]][[Category:Chris Caulfield]]&lt;br /&gt;
[[Category:Dramus]]&lt;br /&gt;
[[Category:Teeanna]]&lt;br /&gt;
[[Category:Glass]]&lt;br /&gt;
[[Category:Darien]]&lt;br /&gt;
[[Category:Sabrina]]&lt;br /&gt;
[[Category:Braegon]]&lt;br /&gt;
[[Category:TDP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gminfo}} &lt;br /&gt;
&lt;br /&gt;
These are the (unpolished as at Winter 2007) full notes for this adventure. The public Notes (i.e. the version available without special permission) have fewer details, and no kidnapping. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quest Level Information&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
During this adventure the characters will be confronted with high personal risk, including the likelihood of death, with tough opponents, e.g. greater undead, devils, very experienced mages. Problems will be difficult and involve much magic and/or ingenuity, but not entirely high Rank magic. &amp;lt;br&amp;gt;    &#039;&#039;&#039;Also&#039;&#039;&#039; at times during this adventure, the characters will be confronted with death, possibly irresurrectable, with very tough opponents, e.g. powerful groups, individual dragons or Powers. Problems will require thought, ingenuity and magic to solve and will involve any (and probably all) magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-- [[Scribe Notes#Winter_807_WK|Scribe Notes]]&amp;lt;BR&amp;gt; &lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: A Kings Ransom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;:  [[User :ChrisC|Chris C]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Winter]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Monday in New Windsor at S&amp;amp;L&#039;s abode&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Med-High &amp;gt; High +&lt;br /&gt;
; Party&lt;br /&gt;
# [[Dramus]], A Fae Prince and [[Necromancer]] played by [[Mandos]] [[Category:Dramus]]&lt;br /&gt;
# [[Teeanna]], A Fae Princess and [[:Category:Mind Mage|Mind Mage]] played by [[User:Hannah|Hannah]] &lt;br /&gt;
# [[Glass|Gerald]], A Human Archer and [[Illusionist]] played by [[User:NeonGraal|Struan]] - &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
# [[Darien]], A Human [[:Category:Celestial|Celestial]] played by [[User:ErrolC|Errol]]&lt;br /&gt;
# [[Sabrina|Serena]], A lithe Elven dancer played by [[User:Dean|Dean]] - &#039;&#039;&#039;Mil Sci&#039;&#039;&#039;&lt;br /&gt;
# [[Braegon]], a Human Earth Mage played by [[User:Stephen|Stephen]]&lt;br /&gt;
# [[TDP]], an Enchanter played by [[:Category:Phil Judd|Phil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*The &#039;Kings&#039; Mother&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mission&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* The party will be informed of the task when they attend the meeting in [[Guild Council|Kali&#039;s]] meeting room at the guild meeting on the 1st of Frost.   It does however involve kidnapping, ransom, betrayal, politics, love, lies and assorted etchings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chris C]] [[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
= Scribe Notes =&lt;br /&gt;
== Chapter One - Meeting with Employers ==&lt;br /&gt;
(11th June)&lt;br /&gt;
&lt;br /&gt;
It appears the King of Eltrandor has been kidnapped, a ransom has been gathered and a portion of this has gone missing.&lt;br /&gt;
&lt;br /&gt;
We met envoys at the guild (including Weygan) then 3/4 hr later portal  to meet Marquessa of Bowcourt.&lt;br /&gt;
&lt;br /&gt;
Thence rune portal through many towns to Eltrandor.  Shown to rooms to refresh for 1/2 hour before meeting Dowager Queen (with brief appearance of Bruno(?)).&lt;br /&gt;
&lt;br /&gt;
Decide to visit the ransom-loot-site and meet with wounded boy poste haste before time passes. Also allows us an opportunity to fly and talk amongst ourselves without being spied on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Errol - First night notes &lt;br /&gt;
&lt;br /&gt;
Dates &lt;br /&gt;
king shipwrecked/taken 17th Vintage &lt;br /&gt;
WK Regent found out on the 20th (via quite old Dragon Lords) &lt;br /&gt;
Ransom due 13th Frost &lt;br /&gt;
King is required in a ceremony at the end of Frost &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Met at Regent&#039;s chamber by 2 gents and Epheria (lady-in-waiting). One gent and E go in with us, joined by Regent and 2 L-in-W. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The big storm was due to the calamar raising some islands, one of which had a temple to a sea god on it. 2 Royal ships sunk, one missing. &lt;br /&gt;
King&#039;s party attacked on beach (in Zumalar), reports of human attackers in black, darkness, fire, memories taken &lt;br /&gt;
&lt;br /&gt;
Negotiations are via Bishop of Ormond(ton?), of good rep. &lt;br /&gt;
&lt;br /&gt;
Travel in ~400m rune portal jumps. have to wait at the tower in Calder &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Head Mage (Human, College: Thaumaturgy) and Warlord (Elven) greet us at Eltran. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Big magic crystal in fountain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Per Dowager Queen &lt;br /&gt;
ex-King has retired due to poor mental health. &lt;br /&gt;
King is being reported as unwell. Age 54 &lt;br /&gt;
Queen is distraught with worry. &lt;br /&gt;
Eldest son is _not_ heir (wastrel). Age ~29. Has shadow court, &lt;br /&gt;
gambles, frolics etc. &lt;br /&gt;
*Last bad stuff on him was &#039;Charm&#039;, ended 12 hours ago. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dowager Queen is running most things. in 80s &lt;br /&gt;
*last bad stuff was Evil eye &lt;br /&gt;
*time since last charm: na &lt;br /&gt;
*last performed self-only magic: Fortitude &lt;br /&gt;
*College is Mind &lt;br /&gt;
*Curse in effect: None &lt;br /&gt;
seems to think grandson has gone astray (as opposed to irredemable) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Taken taxes were from Barony of Reskian to Duchy of Kinloch (40miles), &lt;br /&gt;
2 days ago. &lt;br /&gt;
Sent by cart (decoy caravan). About1.5 ton of excellent wool bales, &lt;br /&gt;
mithril ore, &lt;br /&gt;
gems. Was 6-8% of ransom. have found burnt cart, 3 bodies, boy with &lt;br /&gt;
head wounds. &lt;br /&gt;
Site is 118 (180?) miles away. &lt;br /&gt;
&lt;br /&gt;
3 nobles have refused early taxes.&lt;br /&gt;
&lt;br /&gt;
== Chapter Two ==&lt;br /&gt;
(18th June)&lt;br /&gt;
&lt;br /&gt;
Talk to Princess Karyna.&lt;br /&gt;
&lt;br /&gt;
We are request to arrive or depart from the mages tower or from a small island in the lake.&lt;br /&gt;
&lt;br /&gt;
Fly from island to Raskley.  &lt;br /&gt;
Sabrina stands guard while Braegon heals boy who survived through the night so we can talk to him in the morning.  Others spend night in Inn.&lt;br /&gt;
&lt;br /&gt;
; 2nd Frost&lt;br /&gt;
&lt;br /&gt;
Interrogate boy.&lt;br /&gt;
Walk to site of ambush, investigate and follow tracks.&lt;br /&gt;
Talk to local homesteaders, including recent widower.&lt;br /&gt;
&lt;br /&gt;
Led to site where half-orc rune mage was killed.&lt;br /&gt;
&lt;br /&gt;
High mana rock created by significant amount of blood sacrifice, mostly complete inter-planar rune portal.&lt;br /&gt;
Rune mage was pacted to ?? (Demon).&lt;br /&gt;
There are other portals like this throughout the barronies and WK.&lt;br /&gt;
Another portal in Erewhon somewhere.&lt;br /&gt;
Home/base of operations for cult in ???.&lt;br /&gt;
Not related to kidnapping of king or theft of taxes.&lt;br /&gt;
&lt;br /&gt;
Camp and spend night investigating.&lt;br /&gt;
&lt;br /&gt;
; 3rd Frost&lt;br /&gt;
&lt;br /&gt;
== Chapter Three ==&lt;br /&gt;
(25th June)&lt;br /&gt;
&lt;br /&gt;
Return to raskley.&lt;br /&gt;
&lt;br /&gt;
Talk to Baron.&lt;br /&gt;
&lt;br /&gt;
Resurrect three guards killed in ambush causing a stir in town.&lt;br /&gt;
Interrogate the guards as they are resurrected.&lt;br /&gt;
&lt;br /&gt;
== Chapter Four ==&lt;br /&gt;
(2nd July)&lt;br /&gt;
&lt;br /&gt;
Find bodies of three of bandits, killed with poison to disrupt soul (irresurrectable).&lt;br /&gt;
Tax chests in hidden cave, moving them sets off warning stones.&lt;br /&gt;
Track warning to Raskley port, fly there, stop ship leaving port, interrogate minor noble of Kinloch(?) and search his ship.&lt;br /&gt;
&lt;br /&gt;
Crystals reveal someone has put darkness inside mine, we fly back.&lt;br /&gt;
&lt;br /&gt;
== Chapter Five ==&lt;br /&gt;
(9th July)&lt;br /&gt;
&lt;br /&gt;
Land back at mines, covered in Rk 20 Darkness, chests have been moved, tunnel in about 300&#039;, find large cavern, fight with Fire and Air Elementals, Devils, Medusa, Gargoyles, vermin, Rune Totem.&lt;br /&gt;
Teeanna killed by Gargoyle.&lt;br /&gt;
&lt;br /&gt;
== Chapter Six ==&lt;br /&gt;
(16th July)&lt;br /&gt;
&lt;br /&gt;
Resurrect Teeanna&lt;br /&gt;
&lt;br /&gt;
; Errol - 16th Notes&lt;br /&gt;
&lt;br /&gt;
Portal (Cave-Sanctuary basement) MA40&lt;br /&gt;
&lt;br /&gt;
Talking to Brian&#039;s daughter:&lt;br /&gt;
* Got daddy to do stuff&lt;br /&gt;
* items loaded to a bag of holding&lt;br /&gt;
* Armond touched a ring and disappeared&lt;br /&gt;
* earlier a imp arrived, left&lt;br /&gt;
&lt;br /&gt;
Armond:&lt;br /&gt;
* Known Lt of S. of Masada&lt;br /&gt;
* 4mths ago bought a chest to be opened for 500g (had Mithril and jewellery)&lt;br /&gt;
* First seen in Sanctuary 18mths ago&lt;br /&gt;
* Sanctuary Sammaelites want him too (70k for his head plus amulet)&lt;br /&gt;
* Was Bishop of Soulport until Slavers purged&lt;br /&gt;
* Worshipped old version of Sammael, refused to follow into the light.&lt;br /&gt;
* Sightings in Eltrandor (esp. Soulport), Western Kingdom&lt;br /&gt;
* 2 known associates, twin girls Helen and Roxanne&lt;br /&gt;
** very beautiful, but apparent facial birth defects&lt;br /&gt;
** 5&#039;10&#039;&#039;, 150lb&lt;br /&gt;
** Wicca and Lessor Summoner&lt;br /&gt;
&lt;br /&gt;
Get lost from Sanctuary to Seagate&lt;br /&gt;
&lt;br /&gt;
Spend evening researching Armond, his cloak of eyes, etc.&lt;br /&gt;
&lt;br /&gt;
; 4th Frost&lt;br /&gt;
&lt;br /&gt;
== Chapter Seven ==&lt;br /&gt;
(23th July)&lt;br /&gt;
&lt;br /&gt;
; Errol - 23rd Notes &lt;br /&gt;
Visit Eltran again. (Tower to island on lake)&lt;br /&gt;
They are researching the Seigneur Grand Chercheur d&#039;Eltrandor (The Lord Great Seeker of Eltrandor aka the Arch-Seer of Eltran) [[Melampus de Argos]], who should be able to locate King. Expect to have info in 2 days.&lt;br /&gt;
&lt;br /&gt;
Return stolen tax chests, inform Q. Angela that Armond is behind it, she tells us some more about him and believes that he will be working for someone else.&lt;br /&gt;
&lt;br /&gt;
Bishop of Ormond (negotiator) has arrived in court&lt;br /&gt;
&lt;br /&gt;
Anton of Kinlock was found stripped of his skin in Reskley . Torture started around 8am (before we triggered alarms), died 9am. Was staked to table, skin missing. Was Kinlock/Reskley liaison, fiancée is lady-in-waiting to  Baroness of R.&lt;br /&gt;
&lt;br /&gt;
Queen Mum now seems more concerned about King&lt;br /&gt;
&lt;br /&gt;
King&#039;s daughter invites 3 party members to her wedding to Logan on 20th Ice!!!&lt;br /&gt;
&lt;br /&gt;
Dramus tries to bring tower to crystal in courtyard, protections stop him. Sets up on island instead (head mage can make items to generate short-term high mana zone).&lt;br /&gt;
&lt;br /&gt;
Go to Reskley, Braegon borrows Anton&#039;s body (in front of fiancée and guards). We work out that he will turn into a Spectre Lord in 4.5 hours (his souls and others&#039; have been dedicated to Belial). Get lost to Eltran, tower to Ruby Waters, manage to exorcise Spectre Lord, then resurrect Anton (only 4% of his soul).&lt;br /&gt;
&lt;br /&gt;
== Chapter Eight ==&lt;br /&gt;
(30th July)&lt;br /&gt;
&lt;br /&gt;
Teeanna questions what is left of Antone&#039;s mind, we learn that he was employed to hijack the taxes by the Baron, his wife, and a Raphaelite Priest named Geoffrey (Careful cross-checking revealed none of us had heard this joke before).&lt;br /&gt;
&lt;br /&gt;
He was then kidnapped by (we presume) Armond, tortured, questioned and then flayed.&lt;br /&gt;
&lt;br /&gt;
The Priest is due to meet Antone in Raskley tomorrow at midday.&lt;br /&gt;
&lt;br /&gt;
Rest for a few hours next to Ruby Waters, then into the Tower for sleep and transit to Raskley.&lt;br /&gt;
&lt;br /&gt;
; 5th Frost&lt;br /&gt;
&lt;br /&gt;
In disguise we hang out in Raskley, Gerald looking like Antone, the rest of us looking like generic locals.&lt;br /&gt;
Darrien keeps several of the local women entertained, the elves (looking like humans) enjoy slumming it with the short-lived.&lt;br /&gt;
But no Raphaelite priest.  The gate guards have not seen him come or go all day and the local priest has never heard of him.&lt;br /&gt;
&lt;br /&gt;
Giving up, we get lost to Eltran, to find that the research on the Arch Seer is incomplete, Q. Angela is indisposed and not available till morning.&lt;br /&gt;
&lt;br /&gt;
Dramus invites some philosophers into his tower to see his &#039;Library&#039;. &lt;br /&gt;
Braegon and Sabrina attempt to heal the Queen of her illness and discover she is a seer and has scared herself silly with her own visions of doom and disaster.&lt;br /&gt;
&lt;br /&gt;
; 6th Frost&lt;br /&gt;
&lt;br /&gt;
Breakfast and briefing with Q. Angela.  She will take care of the Baron in an appropriate manner once the King is back.&lt;br /&gt;
&lt;br /&gt;
The Philosophers turn up with their findings just in time to crash lunch.&lt;br /&gt;
The Arch Seer has been wandering around tracing what happened to Edric, son of [[Sigismund]], they believe he is now in the Catacombs of Lucius the Mad, about 10 miles east of [[Borderlay]].&lt;br /&gt;
As Sabrina points out, the catacombs are also where the Labolas cult responsible for the interplanar rune portal is based.&lt;br /&gt;
&lt;br /&gt;
We tower to the guild to prepare for an assault on the catacombs.&lt;br /&gt;
&lt;br /&gt;
; 7th Frost&lt;br /&gt;
Share a drink just after sunrise at the guild, tower to [[D&#039;Arbres]], cast standard buffs and wings there, then fly west (about 4 hours) towards Borderlay.&lt;br /&gt;
&lt;br /&gt;
We spot a tower 500 yards from the Catacombs, TDP gets a locate on the tower when trying to find the Arch Seer based on his painting.&lt;br /&gt;
Landing between the catacombs and the tower, we wait two hours and have lunch while Sabrina seals the area against Hell, Fire, Earth, and Air.&lt;br /&gt;
&lt;br /&gt;
== Chapter Nine ==&lt;br /&gt;
(6th August)&lt;br /&gt;
&lt;br /&gt;
As we walk towards the tower, the locate suddenly changes to point below the crypt, changing direction we hop over to the entrance to the crypt.&lt;br /&gt;
Some locals are leaving and increase their pace when they see us.  &lt;br /&gt;
The doors are magically warded to only allow entry for those with family within, Sabrina disables the wards and we go in.&lt;br /&gt;
&lt;br /&gt;
The crypt is aligned with or dedicated to death in some way, the death magic binds most of the walls and doors. We explore the various corridors and chambers (including taking some time to deal with a locked door - respecting the environment has its downsides!) Eventually we find a series of hidden doors, and opening them requires puzzles to be solved. Access to the Arch Seer is earned!&lt;br /&gt;
&lt;br /&gt;
He is happy to help, but needs certain samples from the Royal family. We ask him about the blood cult that is based in a nearby tower, and decide to clear them out while he gets ready to rune portal us to Eltran. About a week ago, most of the cultists left, but a few remain.&lt;br /&gt;
&lt;br /&gt;
The tower is guarded by a [[Fantastical_Monsters#Minotaur|minotaur]] and two humans, wearing dagger symbols. Despite magic not directly effecting them, we quickly kill the minotaur and capture the humans (who turn out to be hired.) Under the tower, a priest prepares to accept his fate as Sabrina charges into the temple chamber. She decides that a follower of Labolas probably wants to die for his cause, so captures him instead.&lt;br /&gt;
&lt;br /&gt;
Melampus messily questions the priest. We learn some details about the cult, and find that it is associated with  Black Armond. We take a couple of hours to portal in several steps to Eltran, surprising the head mage&#039;s wife when we step out of her mirror.&lt;br /&gt;
&lt;br /&gt;
Melampus gathers the samples he needs then heads off to create the map that will locate the king.&lt;br /&gt;
&lt;br /&gt;
A few hours later he returns with the map, it shows the location of the king and dimly the locations of his relatives (the closer the relation the brighter the spot).&lt;br /&gt;
We study the map and see that he is in an old POL temple east of Baretskyne, and near to him are two close family members.&lt;br /&gt;
The Seer and Q. Angela exchange glances and then confess about the King&#039;s older twin sisters who were quietly sidelined as babies because they were too ugly (and female).&lt;br /&gt;
We deduce that they are most likely the same sisters that are known to be associated with Armond and are probably the reason why they are targeting Eltrandor.&lt;br /&gt;
&lt;br /&gt;
We start preparing for an assault on the temple tomorrow.&lt;br /&gt;
&lt;br /&gt;
== Chapter Ten ==&lt;br /&gt;
(13th August)&lt;br /&gt;
; 8th Frost&lt;br /&gt;
After discussing various options we decide to try using Armond&#039;s own portals to access their base under the temple.&lt;br /&gt;
&lt;br /&gt;
Accompanied by Melampus, (5 local warriors) and assisted by a few Eltran items and buffs, we get lost to near the mines south of Raskley, then make our way in to the portal.&lt;br /&gt;
Melampus sets up his equipment and starts studying the portal, he estimates it will take about 6 hours of study then a one hour ritual to link this portal to the one in Baretskyne.&lt;br /&gt;
&lt;br /&gt;
We pass the time putting down wards to charge us up just before going through the portal.&lt;br /&gt;
&lt;br /&gt;
Melampus successfully links the portals but he thinks he may have alerted Armond, we go through immediately.&lt;br /&gt;
&lt;br /&gt;
Armond is mostly ready for us, and the battle begins.&lt;br /&gt;
Opposition includes:&lt;br /&gt;
* 2 guards on duty at the portal (Killed by Sabrina in Pulse 0)&lt;br /&gt;
* Armond (wearing a damage absorbing crystal and leaves that seem to be used up in ignoring magical effects, using Tulwar and 2-Handed Sword) (Currently facing Sabrina, though she is ignoring him due to wearing of the crystal. Breagons Earth Elemental is attempting to close and restrain)&lt;br /&gt;
* Sisters (Rox &amp;amp; Helen) (Rox is down under Agony and being Nightmared and soon to be Phantasmed, Helen is slowed)&lt;br /&gt;
* [[Labolas]] in giant winged mastiff form (Currently has his jaws clamped on one arm of Sabrinas arms. Can someone throw a stick for the dog to chase please :-)&lt;br /&gt;
* 6+ extra-tough Hellhounds from Labolas&#039; pack (Killed by Sabrina: 2) (1 near Labolas being Spectral Warriored, 1 near party behind wall, other 2+?)&lt;br /&gt;
* 2+ Devils (Mind &amp;amp; ?) (Over by King, need to be dealt with)&lt;br /&gt;
* An Earth Elemental (Levitated out of existence by TDP, kudos to Braegon for this idea)&lt;br /&gt;
* A human (Rune?) mage (Down under Agony)&lt;br /&gt;
* 2 null-magic guards (Currently in front of a severely damaged Darien)&lt;br /&gt;
* 6 Gargoyles (4 incoming that Gerrald can see, where are other 2?)&lt;br /&gt;
&lt;br /&gt;
Party status:&lt;br /&gt;
* Sabrina, ~20 feet away from the rest of the party, is hitting Labolas and whatever Hellhound has wandered up. (Covered by a Rainstorm that targeted Labolas, which is saving a lot of pain)&lt;br /&gt;
* Gerald is doing a flying end-run for the King (who is currently surrounded by a Wall of Earth). (I think the Wall of Earth was just removed by one of the 2 Devils that is nearby, or did they just try, and fail, to remove the wall? - DE The later, and the characters don&#039;t know about it - EGC)&lt;br /&gt;
* Everyone else is behind a triple runewall a few hexes away from the portal&lt;br /&gt;
* Wearing damage from one of the Rune Walls, Armond, and Hellhound Fire, Darien is the first to go down, kept alive by Trollskin until TDP can heal him. The two null-magic guards are probably intending to step over him and wade into everyone else.&lt;br /&gt;
* TDP is about to heal Darien lots (not sure if one or two actions away)&lt;br /&gt;
* Teeanna is about to heal Darien? (or maybe dodge)&lt;br /&gt;
* Dramus has just loosed a Spectral Warrior and is about to start stabbing himself. &lt;br /&gt;
* Braegon ??&lt;br /&gt;
&lt;br /&gt;
== Chapter Eleven ==&lt;br /&gt;
(20th August)&lt;br /&gt;
&lt;br /&gt;
Gerald returns to help with the guards; &lt;br /&gt;
TDP heals Darrien; &lt;br /&gt;
Braegon teleports to the king, dropping a couple of walls to block the hellhounds and devils along the way;&lt;br /&gt;
Sabrina kills a hell hound and continues to play stick for Labolas;&lt;br /&gt;
Dramus and Teanna fight off gargoyles and guards.&lt;br /&gt;
&lt;br /&gt;
Things are starting to go badly for us when one of their Devils decides to finish us off with a TK Rage.  &lt;br /&gt;
Having prepared for Mind Magics we all resist but half the bad guys go flying.&lt;br /&gt;
&lt;br /&gt;
Then Sabrina finally kills Labolas who departs with his remaining Hell Hounds, Braegon finishes wrenching the King free from the altar, and the tide is turned.&lt;br /&gt;
&lt;br /&gt;
The Mercenaries surrender, the King is sent back through our portal, Darrien and Gerald are re-healed of their puppy-fire burns, and we set after Armond who has attempted to flee.&lt;br /&gt;
&lt;br /&gt;
== Chapter Twelve ==&lt;br /&gt;
(27th August)&lt;br /&gt;
&lt;br /&gt;
The prisoners are tied up and/or Slept/Petit-Mort&#039;d.&lt;br /&gt;
&lt;br /&gt;
Teanna rides her Air Elemental to hunt and corners Armond, leaving Sabrina to worry at him she summons the rest of the party.&lt;br /&gt;
&lt;br /&gt;
TDP, Darrien, and Dramus provide magical fire through the doorway.  Gerrald charges through the rune walls, is momentarily suspended between them, then falls to the ground on the other side. &lt;br /&gt;
Braegon charges through and messes with Armond&#039;s hair, distracting him enough for Sabrina to disarm him, then the combined magical and physical assaults disrupt Armond&#039;s attempts to escape and bring him to his knees - Surrendering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teanna warns us that several Demons and minions will be arriving within 10 minutes, we toss some of our prisoners through the portal, send the non-magic ones running for their lives, take all of the corpses and depart.&lt;br /&gt;
&lt;br /&gt;
The Air Elemental leaves a Windstorm Raging through the caverns as a house warming gift for the demonics.&lt;br /&gt;
&lt;br /&gt;
Back at the mines, Melampus has visibly aged from holding the portal open and collapses.&lt;br /&gt;
We destroy our end of the portal to be sure nobody can follow then spend half an hour to an hour healing all of the wounded.&lt;br /&gt;
&lt;br /&gt;
Once Melampus has recovered he opens a portal to the mages Tower at Eltran.&lt;br /&gt;
&lt;br /&gt;
The King needs most of a day of healing and curse removals, after a quick report to Q. Angela most of the party rests.&lt;br /&gt;
&lt;br /&gt;
; 9th Frost&lt;br /&gt;
&lt;br /&gt;
A long lunch is had with the senior royal family and advisers where disposition of prisoners and rewards are discussed. The party are invested and given the Title of: Defender of the King and [[Knight of the Black Watch]]&lt;br /&gt;
&lt;br /&gt;
= Nominations and SGT Snippets =&lt;br /&gt;
&lt;br /&gt;
== Nominations ==&lt;br /&gt;
; Best Death&lt;br /&gt;
: Teeanna - assaulted by elementals, caught in hands of earth, kept fighting flying Gargoyles until death.&lt;br /&gt;
; Smartest&lt;br /&gt;
: Braegon - Levitate enemy Earth Elemental as quickest way to get rid of it.&lt;br /&gt;
: Braegon - Remembering Ruby waters could heal undead when we only had a few hours to try and recover a partially undead witness.&lt;br /&gt;
: Sabrina - Considering the option of using the enemy&#039;s portals against him after working out he would have one in his lair.&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Braegon - I&#039;ll blow him before I get in close.&lt;br /&gt;
&lt;br /&gt;
Sabrina - We could go back and try the threesome.&lt;br /&gt;
&lt;br /&gt;
Dramus - Hang on, Things are bad enough that Sabrina&#039;s asking for help and we&#039;re going &#039;&#039;&#039;closer&#039;&#039;&#039;?!?&lt;br /&gt;
&lt;br /&gt;
== Hot and Not ==&lt;br /&gt;
; Hot&lt;br /&gt;
* Getting Lost&lt;br /&gt;
* Resurrection&lt;br /&gt;
* Sabrina in Melee&lt;br /&gt;
&lt;br /&gt;
; Not&lt;br /&gt;
* Walking for hours through snow&lt;br /&gt;
* Talking to the Dead&lt;br /&gt;
* Sabrina hiding behind the mages&lt;br /&gt;
&lt;br /&gt;
= Reference Information =&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
=== Eltrandor ===&lt;br /&gt;
; Angela (Kiltary) Con Sartra,  Dowager Queen of Eltrandor &lt;br /&gt;
: Technically our employer.  75 years old.   She is head of state of Eltrandor at the moment, as her husband has gone looney. Last inimicable spell cast upon her was Evil Eye. Mind mage.  &lt;br /&gt;
&lt;br /&gt;
; Liselle Davish-Con Sartra, Queen of Eltrandor &lt;br /&gt;
: Upset/sick over the loss of her husband.  Has 6 children, if one includes Suzannah the Inscrutable.&lt;br /&gt;
: A natural seer/oracle but has limited control of abilities.  Currently emotionally overwhelmed by foreseen potential disasters.&lt;br /&gt;
&lt;br /&gt;
; Prince Baric&lt;br /&gt;
: Heir apparent of Eltrandor, has not been officially named as the heir.  He&#039;s having too much fun with the parties and lifestyle of court and doesn&#039;t take upon himself any responsibilities of his position. His punishment (so far) for this is to not be named Heir. (No Heir has been named).  &lt;br /&gt;
: Had been Charmed 12 hours before we met him.  Q. Angela explained this as resistance training applied by friends.&lt;br /&gt;
&lt;br /&gt;
; Anton, Knight of Kinloch&lt;br /&gt;
: Led attack on wagons, killed fellow attackers and dropped them down mine, flayed and killed (presumably by Armond).&lt;br /&gt;
&lt;br /&gt;
; Melampus, Former Archseer of Eltran&lt;br /&gt;
: Elven Astrology, Philosopher, Rune/Blood Mage&lt;br /&gt;
: Resides in a tower east of Borderlay.&lt;br /&gt;
: His sister is a master artist (/shaper), painted his portrait which can be used to locate him.&lt;br /&gt;
&lt;br /&gt;
=== Black Armond ===&lt;br /&gt;
Former Bishop of Soulport; Old-style Rune Mage; Slaver; Former Lt of Rashak.&lt;br /&gt;
&lt;br /&gt;
Transported stolen tax chests from Mines to Sanctuary for master locksmith to open.&lt;br /&gt;
Locksmith opened three before being ashed by traps on fourth.&lt;br /&gt;
Left with contents of the three chests (Diamonds, Starsilver, Potions).&lt;br /&gt;
&lt;br /&gt;
; From Brian&#039;s daughter:&lt;br /&gt;
* Got daddy to do stuff&lt;br /&gt;
* items loaded to a bag of holding&lt;br /&gt;
* Armond touched a ring and disappeared&lt;br /&gt;
* earlier a imp arrived, left&lt;br /&gt;
&lt;br /&gt;
; From Sammaelites in Sanctuary&lt;br /&gt;
* Known Lt of R. of Masada&lt;br /&gt;
* 4mths ago bought a chest to be opened for 500g (had Mithril and jewellery)&lt;br /&gt;
* First seen in Sanctuary 18mths ago&lt;br /&gt;
* Was Bishop of Soulport until Slavers purged&lt;br /&gt;
* Worshipped old version of Sammael, refused to follow into the light.&lt;br /&gt;
* Still passes himself off as a Sammaelite.&lt;br /&gt;
* Sanctuary Sammaelites want him too (70k for his head plus amulet)&lt;br /&gt;
* Sightings in Eltrandor (esp. Soulport), Western Kingdom&lt;br /&gt;
* 2 known associates, twin girls Helen and Roxanne&lt;br /&gt;
** very beautiful, but apparent facial birth defects&lt;br /&gt;
** 5&#039;10&#039;&#039;, 150lb&lt;br /&gt;
** Wicca and Lessor Summoner&lt;br /&gt;
&lt;br /&gt;
; From Q. Angela/Eltrandor &lt;br /&gt;
* Metallurgist&lt;br /&gt;
* Blood magic user (possibly not [[College of Exsanguination|Lord Arrindales version]])&lt;br /&gt;
* Debauched&lt;br /&gt;
* Raised army at Soulport to oppose Eltran drive to abolish slavery&lt;br /&gt;
* Tried and sentenced to death in absentia, 50,000sp bounty.&lt;br /&gt;
&lt;br /&gt;
=== WK and Barronies ===&lt;br /&gt;
; Marquesssa of Bowcourt  &lt;br /&gt;
: Doesn&#039;t want the WK blamed for the kidnapping.&lt;br /&gt;
&lt;br /&gt;
; Dragon Lords &lt;br /&gt;
: A Secretive group of powerful beings who see the WK as a force for good amongst the chaos of changing realms.   They are trying to keep the WK on an even keel. It is rumoured that the group includes old dragons (generations more recent than Lord Yo), powerful nobility etc.&lt;br /&gt;
&lt;br /&gt;
; Bishop of Ormond&lt;br /&gt;
: Middleman for Ransom&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary ===&lt;br /&gt;
* Brian (Locksmith) &amp;amp; Daughters&lt;br /&gt;
* Fence&lt;br /&gt;
* Sammaelites&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
[[Seagate]]; [[Ruby Waters]]; [[Sanctuary]]; [[D&#039;arbres]]&lt;br /&gt;
&lt;br /&gt;
=== [[Eltrandor]] ===&lt;br /&gt;
[[Raskley]]; [[Kinloch]]; [[Eltran]]&lt;br /&gt;
&lt;br /&gt;
; Eltran Castle&lt;br /&gt;
Rune portal in top of mages&#039; tower. (low mana) formal gardens: noteworthy for a fountain with unicorn statues and a green crystal emitting high mana zone.&lt;br /&gt;
&lt;br /&gt;
Green Crystal protects the region from intrusive magics including portals and possibly flying.  &lt;br /&gt;
Mages Tower and Island in the lake are ok to arrive at and depart from.&lt;br /&gt;
&lt;br /&gt;
=== [[Borderlay]] ===&lt;br /&gt;
[[Borderlay]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Crypt of Lucius the Mad&lt;br /&gt;
Dedicated to Death, burial place of locals (nobility only?) for at least 800 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Tower of [[Simone de la Varain]] to the East of Borderlay town&lt;br /&gt;
Ruined tower, 2 miles to the north west of the tower was a temple/base for followers of Labolas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Les Grands Tombeaux des Morts de Borderlay&lt;br /&gt;
* DA of the walls will reveal&lt;br /&gt;
**Magical, Nature – Binding, Primary Nasty effect of interfering with the magic – Unbinding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Barretskyne]] ===&lt;br /&gt;
; Former temple 10 miles west of B.&lt;br /&gt;
: Armond and Labolas cult holding King.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
* 8x See in rk20 Light/Dark (short term)&lt;br /&gt;
* 2x Gargoyle Summon and Instruct (icky)&lt;br /&gt;
* 2x Medusa Summon and Instruct (icky)&lt;br /&gt;
* 1x Air Elemental Summon and Instruct&lt;br /&gt;
* 1x Fire Elemental Summon and Instruct&lt;br /&gt;
* Sentry Stone&lt;br /&gt;
** Range of Communication 50&#039;&lt;br /&gt;
* Cloak of Eyes (worn by Armond)&lt;br /&gt;
** see all directions&lt;br /&gt;
** See in rk20 Light/Dark &lt;br /&gt;
** See illusions&lt;br /&gt;
** see Ethereal/Invis within 30&#039;&lt;br /&gt;
&lt;br /&gt;
===Non Loot===&lt;br /&gt;
* 3 Various chests&lt;br /&gt;
** 3-4 layers of protective magic&lt;br /&gt;
** Well-used, old&lt;br /&gt;
** 1 vial chest - capable of holding up to 20 vials, traces of manticore blood&lt;br /&gt;
** 1 chest made to hold a set of 9 matched diamonds&lt;br /&gt;
** 1 chest made to hold cubes.   The last cubes were of star-silver (meteor spotted near Raskley)&lt;br /&gt;
&lt;br /&gt;
== Standard Buffs ==&lt;br /&gt;
&amp;quot;A&amp;quot; = always on, &amp;quot;Y&amp;quot; = Yes please, &amp;quot;-&amp;quot; not required, blank = as required&amp;lt;br&amp;gt;&lt;br /&gt;
For Spectral Weapon please include a number to indicate how many weapons need to be cast upon.&amp;lt;br&amp;gt;&lt;br /&gt;
Added Ajax to list, though he may not always be around.&amp;lt;br&amp;gt;&lt;br /&gt;
For counterspells, please include a number to indicate how many can be cast on you, 1 per college&lt;br /&gt;
{| border=0 cellspacing=2 |&lt;br /&gt;
!width=&amp;quot;150px&amp;quot; Align=&amp;quot;Left&amp;quot;| Magic !!width=&amp;quot;25px&amp;quot; Align=&amp;quot;Left&amp;quot; | Rk !! width=&amp;quot;200px&amp;quot; Align=&amp;quot;Left&amp;quot;|Effects !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Br !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Da !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Dr !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Gl !! width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; |Se !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Td !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Te !!width=&amp;quot;20px&amp;quot; Align=&amp;quot;Left&amp;quot; | Aj &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armour of Earth     || 20 || +42% Def -1 Dam 20.5Hrs || A || Y || - || Y || Y || Y || Y || Y&lt;br /&gt;
|-&lt;br /&gt;
| Enchant Armour      || 20 || +42% Def +1AP 20.5Hrs   || - ||   || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Strength of Stone   || 20 || +20 EN 41Hrs            || A || Y || Y || Y || Y || Y || Y || Y&lt;br /&gt;
|- &lt;br /&gt;
| Witchsight          || 20 || 20.5Hrs                 || Y || Y ||   || - || Y ||  || Y || Y&lt;br /&gt;
|-&lt;br /&gt;
| Contingency         || 10 ||                         || Y || Y || Y || Y || Y || Y || Y || -&lt;br /&gt;
|-&lt;br /&gt;
| Cold Resistance     || 10 || -3 Cold Dam 10.5Hrs     || Y || Y ||   || Y || Y ||  ||  || Y&lt;br /&gt;
|-&lt;br /&gt;
| Disguise            || 15 || 8 Days                  || A ||   ||   ||   || - ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Disguise Mind       || 15 || 8 Days                  || Y || Y ||   || A || Y ||  ||  || Y&lt;br /&gt;
|-&lt;br /&gt;
| Illusionary Aura    ||  7 || 8 Days                  || Y ||   ||   ||   || - ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Waters of Strength  ||  8 || D-2+8 for 45 mins       || - ||   || - ||   ||   ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Quickness           || 10 || 3xRk20 also avail.      ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|-  &lt;br /&gt;
| Trollskin           || 13 || Regen 1 EN/Pulse 95 Sec ||   ||   ||   ||   || - ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Enhance Enchantment || 20 || +20 Rks                 ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Invisibility        || 13&amp;lt;br&amp;gt;10 ||                   ||   ||   ||   ||   ||   ||  ||   || &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Wings        || 12 || 42mph 12.5Hrs 500+miles ||   ||   ||   || Y || - ||  ||  || -&lt;br /&gt;
|-     &lt;br /&gt;
| Spectral Weapon     || 13 || 17 mins +5 Dam +14% SC  || - ||   ||   || 1 || 1 ||  ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Counterspells/Choker ||    ||                         || 1/Y ||   || 1/Y || 1/Y || 3 ||  || /Y || 2&lt;br /&gt;
|}&lt;br /&gt;
* Most durations are assumed to be enhanced.&lt;br /&gt;
&lt;br /&gt;
== Mil Sci ==&lt;br /&gt;
While Sabrina is the primary Mil. Sci., all of the party get the following benefits:&lt;br /&gt;
:+8 Strike Chance&lt;br /&gt;
:+8 Defence&lt;br /&gt;
:+8 Initiative&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Watches&lt;br /&gt;
Braegon&lt;br /&gt;
Darien&lt;br /&gt;
Dramus&lt;br /&gt;
Gerald&lt;br /&gt;
Sabrina&lt;br /&gt;
TDP&lt;br /&gt;
Teeanna&lt;br /&gt;
&lt;br /&gt;
; Marching Order&lt;br /&gt;
: Darien&lt;br /&gt;
: Braegon&lt;br /&gt;
: Dramus&lt;br /&gt;
: Teanna&lt;br /&gt;
: TDP&lt;br /&gt;
: Gerald&lt;br /&gt;
: Sabrina&lt;br /&gt;
&lt;br /&gt;
= Calendar = &lt;br /&gt;
* 17th Vintage - King shipwrecked/taken  &lt;br /&gt;
* 20th Vintage - WK Regent found out (via quite old Dragon Lords) &lt;br /&gt;
* 30th Vintage - Tax Wagon out of Raskley attacked.&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;Season&amp;quot; id=&amp;quot;Winter&amp;quot; &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Frost (7)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | &lt;br /&gt;
| &amp;lt;i&amp;gt;Samhain&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &amp;lt;i&amp;gt;Guild Meeting&amp;lt;/i&amp;gt; Seagate =&amp;gt; Bowcourt =&amp;gt; Eltran =&amp;gt; Raskley.&lt;br /&gt;
| class=day | 2&lt;br /&gt;
| Tracking south of Raskley. Camp by Rune Portal.&lt;br /&gt;
| class=day | 3&lt;br /&gt;
| Raskley, Mine, Sanctuary, Seagate.&lt;br /&gt;
| class=day | 4&lt;br /&gt;
| Eltran, Raskley, Ruby Waters.&lt;br /&gt;
| class=day | 5&lt;br /&gt;
| Raskley, Eltran&lt;br /&gt;
| class=day | 6&lt;br /&gt;
| Eltran, Seagate&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| Seagate, D&#039;Arbres, Borderlay, Eltran&lt;br /&gt;
| class=day | 8&lt;br /&gt;
| Barretskein via cave portal, Eltran&lt;br /&gt;
| class=day | 9&lt;br /&gt;
| Eltran&lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &#039;&#039;&#039;Ransom Due&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Snow (8)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &#039;&#039;King is required in a ceremony&#039;&#039;&lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &#039;&#039;Ball in Eltran&#039;&#039; &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &amp;lt;i&amp;gt;Solstice&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &amp;lt;i&amp;gt;Yuletide&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &amp;lt;i&amp;gt;Days of Chaos&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| &amp;lt;i&amp;gt;2nd DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &amp;lt;i&amp;gt;3rd DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &amp;lt;i&amp;gt;4th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &amp;lt;i&amp;gt;5th DoC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &amp;lt;i&amp;gt;6th DoC&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &amp;lt;i&amp;gt;7th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &amp;lt;i&amp;gt;8th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &amp;lt;i&amp;gt;9th DoC&amp;lt;/i&amp;gt;  &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &amp;lt;i&amp;gt;10th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &amp;lt;i&amp;gt;11th DoC&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &amp;lt;i&amp;gt;Twelth Night&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 1&lt;br /&gt;
| &lt;br /&gt;
| class=day | 2&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;b&amp;gt;Winter: Ice (9)&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]] &lt;br /&gt;
| class=day | 3&lt;br /&gt;
| &lt;br /&gt;
| class=day | 4&lt;br /&gt;
| &lt;br /&gt;
| class=day | 5&lt;br /&gt;
| &lt;br /&gt;
| class=day | 6&lt;br /&gt;
| &amp;lt;i&amp;gt;First Plough&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=day | 7&lt;br /&gt;
| &lt;br /&gt;
| class=day | 8&lt;br /&gt;
| &lt;br /&gt;
| class=day | 9&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]] &lt;br /&gt;
| class=day | 10&lt;br /&gt;
| &lt;br /&gt;
| class=day | 11&lt;br /&gt;
| &lt;br /&gt;
| class=day | 12&lt;br /&gt;
| &lt;br /&gt;
| class=day | 13&lt;br /&gt;
| &lt;br /&gt;
| class=day | 14&lt;br /&gt;
| &lt;br /&gt;
| class=day | 15&lt;br /&gt;
| &lt;br /&gt;
| class=day | 16&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]] &lt;br /&gt;
| class=day | 17&lt;br /&gt;
| &lt;br /&gt;
| class=day | 18&lt;br /&gt;
| &lt;br /&gt;
| class=day | 19&lt;br /&gt;
| &lt;br /&gt;
| class=day | 20&lt;br /&gt;
| Princess Karyna wedding to Logan.&lt;br /&gt;
| class=day | 21&lt;br /&gt;
| &lt;br /&gt;
| class=day | 22&lt;br /&gt;
| &lt;br /&gt;
| class=day | 23&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]] &lt;br /&gt;
| class=day | 24&lt;br /&gt;
| &lt;br /&gt;
| class=day | 25&lt;br /&gt;
| &lt;br /&gt;
| class=day | 26&lt;br /&gt;
| &lt;br /&gt;
| class=day | 27&lt;br /&gt;
| &lt;br /&gt;
| class=day | 28&lt;br /&gt;
| &lt;br /&gt;
| class=day | 29&lt;br /&gt;
| &lt;br /&gt;
| class=day | 30&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Safely_Underfoot&amp;diff=114109</id>
		<title>Safely Underfoot</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Safely_Underfoot&amp;diff=114109"/>
		<updated>2026-05-17T09:56:40Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Greg Graydon]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Magnus]]&lt;br /&gt;
[[Category:Mebh]]&lt;br /&gt;
[[Category:Amber the Witch]]&lt;br /&gt;
[[Category:Pierre]]&lt;br /&gt;
[[Category:Lath]]&lt;br /&gt;
[[Category:Toledo Steele]]&lt;br /&gt;
[[Category:Jade]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
This adventure will be happening between [[Newhaven]] and [[Novadom]].&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Safely Underfoot&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category:Greg Graydon|Greg Graydon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thursday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High]]+ &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: [http://maps.google.com/maps/ms?f=q&amp;amp;hl=en&amp;amp;ie=UTF8&amp;amp;dq=greg&#039;s+game&amp;amp;near=&amp;amp;oq=greg&#039;s+game&amp;amp;om=1&amp;amp;msa=0&amp;amp;msid=105886096447079016294.000001131d8b99d4985ee&amp;amp;ll=-36.922587,174.677982&amp;amp;spn=0.004306,0.010042&amp;amp;z=17  Craig&#039;s Place]&lt;br /&gt;
; Party&lt;br /&gt;
&lt;br /&gt;
# [[Magnus]] Giant Namer Mage&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Mebh]] Warrior and Air Mage&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Amber the Witch|Amber]] Wiccan Blast Mage&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Pierre]] Warrior and Water Mage&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Lath]] Air Blast Mage (Mil Sci)&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Toledo Steele]] Warrior (Party leader)&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Jade]] None-mage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Time on adventurer&lt;br /&gt;
: 1st Thaw 807 Wk to 20th Thaw 807 WK&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: [[Duke Leto]] of [[Carzala]].&lt;br /&gt;
; Mission&lt;br /&gt;
: To secure a coastal land route for a new road between [[Newhaven]] and [[Novadom]]. This means walking from Newhaven to Novadom and clearing the area of &#039;real hazards&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Newpath.jpg|left|thumb|Path the party will take]]&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
: unknown.&lt;br /&gt;
&lt;br /&gt;
=setting out=&lt;br /&gt;
== Day 1==&lt;br /&gt;
&lt;br /&gt;
I am happy report to you dear reader that this season a group of hardy and honest adventurers will be working for the good Merchants of Seagate and his most gracious personage Leto the Wise.  Phew I have been practising this polite stuff now for a whole two months and gosh it really is quite hard.  &lt;br /&gt;
&lt;br /&gt;
Anyway I am not really sure why but [[Duke Leto]] (the wise and noble) has decided that he needs us to travel into an infested swamp.  I suggest that we should immediately throw ourselves on his mercy and apologise for whatever we have done to piss him .... I mean offend his Duke grace thingy.  The talkers amoungst us don&#039;t pay any attention to me tho.&lt;br /&gt;
&lt;br /&gt;
Toledo assures us there will be much oportunity for Heroics in the swamp.  Our pulses quicken at the thought of a fight and we are all ready to cleave any unholy horrors the swamp may throw our way. Amber testifies that she has been into Sith&#039;s Revenge [[Harbinger of Death|before]] and undead armies fight ancient wars within it&#039;s forgotten boarders, luck is obviously with us today. The merchants promise us 100sp per day each and there is a bounty on pirates ears this season. Newhaven is providing us with provisions for our journey and we are to report to the Majordomo there for our supplies. &lt;br /&gt;
&lt;br /&gt;
We appoint Toledo as leader as he is the obvious choice.  Lath as our Tactian and Pierre as scribe, although I Mebh have the pen presently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no time like the present to get going (and we are told there is excellent beer in Newhaven.)  So we cloud toward Newhaven, as we get close Dunlan strongly suggests we land and travel by foot as flying is not permitted in the area.  As night falls Amber trades a blessing on crops for a nights lodgings and food.&lt;br /&gt;
&lt;br /&gt;
==Day 2==&lt;br /&gt;
&lt;br /&gt;
The country side is pleasant well maintained farms and the peoples seem eerily happy.  The sun has barely moved in the sky before we notice that most of us have large red crosses on our chests and Dunlan is keeping his distance from us.  Being a little alarmed at the crosses and having them D.A.&#039;d as a targeting mechanism we decide to question a local offical about them.  We are told to keep to the roads and we should be fine.&lt;br /&gt;
&lt;br /&gt;
We arrive in [[Newhaven]] it is a bustling town.  It is unnaturally peaceful and ordered here.  There are no Rats, no beggars, no fighting neighbours, and no pickpockets.  We hurry to the castle to see the Magordomo as instructed.  He seems like a nice man if somewhat harried, he arranges provisions for us.  We plan to go stay at an Inn in town where there is a semblance of normality however the Majordomo tells us if we get involved in anything so minor as a brawl the castle defence system might strike us down.  We decide to stay at the castle instead.&lt;br /&gt;
&lt;br /&gt;
==Day 3==&lt;br /&gt;
&lt;br /&gt;
[[Image:Landfall.jpg|100px|thumb|left|Landfall map]] We ride to [[Landfall]] and collect our supplies.  This town is a bit more like it.  Everyone is behaving like they live in a frontier town again, people get drunk in taverns, people get into fights, there is a certain kind of woman in the publican bar.  We relax and feel more at home.&lt;br /&gt;
&lt;br /&gt;
==Day 4==&lt;br /&gt;
More riding we stop over at the last guard post of South Summit before we hit the [[Barrens of Sith]]&lt;br /&gt;
&lt;br /&gt;
=Into the Hills=&lt;br /&gt;
The hills between the protectorate of [[Newhaven]] and the [[Barrens of Sith]] are mostly roughlands, it is decided that it will be easiest to travel across a gulley. We encounter a band of goblins, they must have been desparate indeed to attack us.&lt;br /&gt;
&lt;br /&gt;
==[[Barrens of Sith|Into the Barrens]]==&lt;br /&gt;
The roughlands end in a large cliff extending both north and South as far as the eye can see.  After a quick scout of the area we discover a cleavage in the rock where the Autumn Rains have cut into the rock over thousands of years.  There is a small pool of brakish water at the base of the ravine.  [[Pierre]] creates a fresh water spring here and we continue onward out into the Salt pans.&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t much living out here plants seem to have a hard time growning in the salt, However we do come across an ancient ship buried in the sand.  On investigation it still has most of it&#039;s cargo, a fine peach brandy, [[Lath]] and [[Pierre]] find a journal of [[Swithan&#039;s Roughlands|plants]] left by [[Fastness_People#Swithan|Swithan]] the journal is a more recent addition, only 200 - 300 years old.  The ship was occupied for awhile about 20 years ago.&lt;br /&gt;
&lt;br /&gt;
Travel is realitively easy going and we make good time crossing getting to an old outpost in one day.  We resolve to stay at the Outpost to see if any wondering spirits give us trouble. [[Pierre]] creates another Spring here.&lt;br /&gt;
&lt;br /&gt;
=[[Sith&#039;s Revenge]] (Day 6)=&lt;br /&gt;
&lt;br /&gt;
There are old roads leading across roughlands from Sith&#039;s Barrens and down into Sith&#039;s Revenge, making it a fast journey. Still being fresh after our mornings journey, we resolve to scout the swamp from the air.  Surveying the maps, a trail is marked zigzagging over the high mana area.  After a quick snack, [[Toledo Steele|Toledo]] leads us out.  On entering the High Mana Zone our magic items begin to glow and spark noticeably this is highly unnerving, below us we can see the remains of [[Panjari]] a once proud Elven trading port now sunken in the swamp.  This continues on for 10 miles (a loop down and half way back)after which suddenly we stop glowing and then we are forced to land as our magic items slowly stop working and the flying cuts out.  It is a hard landing luckily feather falling was cutting in intermittently.  We have drifted two miles into the No Mana Effect.&lt;br /&gt;
&lt;br /&gt;
None of our magics are working here and we are stuck in a deep swamp. While we are here we breifly investigate a patch of dry firm ground, and discover it is a sunken building, noone is keen to go in.  Amber sends great wing out to scout the area and he reports back that the fastest way out is NNW. After hours slogging through the swamp we arrive at a clearing with strange statuesque shapes and that strange glow about our magic items returns.&lt;br /&gt;
&lt;br /&gt;
The mana here is extremely high and hard to controll.&lt;br /&gt;
&lt;br /&gt;
The strange shapes turn out to be some kind of Iron Golem and we accidentally &amp;lt;grin&amp;gt; activate one.  It gets hellfired into next week, Amber seems to have to extert her will to maintain control of the magic.  The Golems are powered by golden hearts, we collect them.&lt;br /&gt;
&lt;br /&gt;
The decision to return to [[Landfall]] for the night and a bath is unanimous, we can deal with any undead that maybe in the area tomorrow night when we are fresh.&lt;br /&gt;
&lt;br /&gt;
==[[Sith&#039;s Revenge]] (7th Day)==&lt;br /&gt;
&lt;br /&gt;
It is decided to spend the night in the swamp tonight. The day is to be spent creating a suitable defensible position should there still be any armies of undead in the area.  [[mebh|Mebh]] perform a ritual of speak with the winds.  The Winds in this area are surprisingly intelligent and erudite.  They tell us that there are [[Saurime]] living off to the North Eastern side of the swamp they have been there about 2 years.  There is a poisonous wind that kills everything it comes in contact with in the swamp. Drow have been seen in the high mana zone, the came from the South East.  There are skeletal undead just to the north of the High mana area.  There are iron, and clay golems in the high mana area, there are all types on undead in the swamp.  There are some living things as yet unidentified.&lt;br /&gt;
&lt;br /&gt;
Based on this new information our plan changes.  Tonight we will defend an out cropping and scout the swamp rather than camping within it&#039;s boundaries.&lt;br /&gt;
&lt;br /&gt;
Night falls and all is calm until about 3AM when Amber spys some movement in the swamp.  We all armour up, Toledo and Amber fly off to investigate.  They come back with 6 wights on their tail.  A fight ensues, the wights use a celestial maze spell to send Toledo to some other plane probably the astral.  They have a wall of Darkness that is unresistable and fears you. After the fight we free Toledo, the spell is tricky in that it looks like white fire and leaves a small pile of illusionary ash.  &lt;br /&gt;
&lt;br /&gt;
Half an hour later 60 skeletons turn up and head towards our fire.  We decide to see what will happen and let two of them get to the fire. The odd thing was that just as they got to the fire we could see under the light given by the fire, that the skeletons looked odd, a little like some form of construct rather that Undead. The explode causing specific grievous blows to anyone standing close and Endurance damage to those of us standing no too close.  We are unsure if this is a cause of the fire or if the fire is just a point at which they where told to explode.&lt;br /&gt;
&lt;br /&gt;
Just as the Sun is about to rise another 200 odd skeletons arrive at the cliff below our position but sink into the swampy depths when the sun comes up.&lt;br /&gt;
&lt;br /&gt;
==The Guild (8th to 15th)==&lt;br /&gt;
&lt;br /&gt;
We are injured after our encountered with the Skeletons and decide to fly to the guild healers for repairs.  It takes a week to repair Lath so during this time we do some research in town.&lt;br /&gt;
I go to talk to the librarian but I am really crappy at research so I fetch pierre.  Eventually Amber comes and asks the important questions.  &lt;br /&gt;
&lt;br /&gt;
From the guild we find out&lt;br /&gt;
&lt;br /&gt;
* Sith has not been seen for 8 years since the bending of the world&lt;br /&gt;
* Sith was last seen fighting some Drow&lt;br /&gt;
* Sith is not necessarily hostile to Guild Members&lt;br /&gt;
* There are rumours of Elven families still fighting in Sith&#039;s Revenge&lt;br /&gt;
* The Golems in the swamp where made about 8 years ago around the time of the bending of the world or maybe just after this time.&lt;br /&gt;
* The skeletons from the swamp are some kind of shaper magical trap&lt;br /&gt;
* The celestial spell cast on Toledo is called Maze&lt;br /&gt;
&lt;br /&gt;
500sp is spent to getting the mechanicians to build some arm bracers.&amp;lt;br&amp;gt;&lt;br /&gt;
Toledo makes all those that can use them some grenados.&amp;lt;br&amp;gt;&lt;br /&gt;
I buy some more barbed arrows.&amp;lt;br&amp;gt;&lt;br /&gt;
We leave Dunlin, or Jorndice at the guild and pick up Jade and Magnus to help the party.&lt;br /&gt;
&lt;br /&gt;
=Encounters with the Saurime (16th)=&lt;br /&gt;
&lt;br /&gt;
Once everyone is healthy again we head back to the [[Sith&#039;s Revenge|swamp]].  Our first cause of action will be to talk to the Saurime.  This being identified as our easiest task and possibly informative.  We fly over the swamp and land not far from their camp, soon their scouts are spotted hiding behind a bush.  They speak common, after a brief discussion they agree to take us to their shaman.  Amber tells them that she has cleared Novadom and their original swamp of undead.  They are happy to be relocated to their original homes and have only been living here to avoid the dark circle.  The shaman marks on our map the safe places to travel within the swamp.  We spend the next 2 and a half days relocating them to [[Insel Garsi|their original village]].  It is good that they are happy to go as we wish to build a road through their village.&lt;br /&gt;
&lt;br /&gt;
We spend a night in [[Novadom]] where Amber politely lets the guards know that she will be displeased if the Saurime are harried or attacked by the peoples of [[Novadom]].&lt;br /&gt;
&lt;br /&gt;
==Pyramids (19th)==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sthamer.jpg|150px|left|thumb|Pyramids]]&lt;br /&gt;
On the return to the swamp we spend a day at what turns out to be a pyramid which is in the high mana/no mana area of the swamp. We preform a range of tests and on the pyramid. The top of them which is sticking out of the swamp is 100 feet by 100 feet. The top has 50 2 foot tiles which seem to be warded in some way. We remove 25 resetting &#039;white fire&#039; wards with out trusted &#039;stamp to clear&#039; technique. Fortunately none of us die. At the center of the top of the open area on the top of the pyramid is a smaller 4 foot high model of the pyramid which is divided into 3 sections that can be moved independent of each other. Moving them seems to change the mana level in a high area of about 3 miles around the pyramid. The levels seem to be (but their could be more): No mana (shaped items stop over time), no mana (shaped items continue), low mana, normal mana, high mana, extreme mana (which casting often lets loose an additional spell at random), all of which levels have problems for the part.&lt;br /&gt;
&lt;br /&gt;
==Three dead Drow==&lt;br /&gt;
&lt;br /&gt;
Also on the top of the pyramid are three corpses of three dead Drow. We spend some time talking to the dead on them. Wicca are great.&lt;br /&gt;
Once we finish hurting out selves we walk out of the area, and once able fly an indirect route back to the Saurime camp. We camp the night. &lt;br /&gt;
&lt;br /&gt;
==Day of Clues (20th)==&lt;br /&gt;
&lt;br /&gt;
In the morning we head back into the swamp and spend a couple of hours checking to see if the effect of no mana at the pyramid we left yesterday has affected any of the other areas. We send some time looking for the location of the other pyramids in the centre of the other high mana areas, thinking their could be more.&lt;br /&gt;
&lt;br /&gt;
We find one pyramid with a side smashed in from a tress, and enter. It is filled with swamp water and send a good hour working our way inside. Once in we swim in and search the inside which has finely worked but very old tunnels. We get to an odd door room. The door room is trapped and much newer than the pyramid. We find by entering it we can then enter into a inner chamber which has air in it. Inside the chamber are two coffins, a pitch black celling, a large rug almost covering all of the floor, and an additional exit door like the one used to enter the chamber. The rug is trapped and the celling is black and a bit frightening. Inside one coffin is black stuff which we recover. The coffin has a fails bottom which goes down thru the floor. The other coffing has a Elf corpse in it.&lt;br /&gt;
&lt;br /&gt;
==Sith==&lt;br /&gt;
The corpse belongs to a family member of the Sith family. The corpse has magical blood to stop it being resurrected. We find out some other stuff but I forget what that is [please fill this in]. All in all a good days work.&lt;br /&gt;
&lt;br /&gt;
We continue down into the pyramid and discover all sorts of traps (poor footless Pierre). After some time we discover a key in the form of a puzzle and we manage to open it, letting us into a central chamber below the one upstairs. In side the chamber is a smaller copy of the pyramid with some form of Dragon script or scratchings on the four sides. The pyramid is highly highly magical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We work out that the letters on the side when you attempt to translate or decode them the pyramid draws the person in close and they end up placing a hand on the extremely magical pyramid. Once started you are not able to remove the hand. Pierre says they he will attempt it as he is missing his lower legs at the moment, and useless in a fight. We kind of expect a fight if Pierre gets it wrong (last time large elemental monsters attacked us from below).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pierre manages to translate the script and inside his head a strong deep voice asks him what do you want?&amp;lt;br&amp;gt;&lt;br /&gt;
Pierre replies with &#039;Raise the swamp to its former glory&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The pyramid shakes and glows for some time. Streams of chaotic mana pour out from the top and leave upward out of the room.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some time later (at the end of the 20th) we make it back out of the pyramid.&lt;br /&gt;
&lt;br /&gt;
=Renewed Swamp=&lt;br /&gt;
[[Image:Dinosaur-world.jpg|150px|thumb|left|Renewed Swamp]] &lt;br /&gt;
The old undead infested smelly swamp has changed. It has been completely renewed, and teaming with wild life of all types. The water is fresh and clean, with lots of fresh water springs. The swamp floor seems to have risen around 15 feet, as their is a large drop-off along what used to be the shore line.  At the western end of the swamp a newly formed river of fresh clean water exits the swamp out to sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the creatures we find are:&lt;br /&gt;
*Large amounts of healthy trees and plants of new types.&lt;br /&gt;
*Herds of dozens of 80 foot long giant plant eating creatures. &lt;br /&gt;
*Herds of giant water buffalo. &lt;br /&gt;
*Frogs and smaller animals can be seen and heard. &lt;br /&gt;
*A dozen truly giant silver and gold covered eagles with 30 foot wing span, that can use air mages.&lt;br /&gt;
*All the undead seem to have been removed.&lt;br /&gt;
*All the mosquitoes are gone.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sith3.jpg|thumb|left|Renewed Swamp]]&lt;br /&gt;
&lt;br /&gt;
==Novadom Nights==&lt;br /&gt;
Late in the day on the 20th we fly back to [[Novadom]] and have dinner. [[Amber the Witch|Amber]] does her town thing, and feels refreshed (if thats what you call him). We talk to the local lords.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Sword_of_Petrus&amp;diff=114108</id>
		<title>Sword of Petrus</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Sword_of_Petrus&amp;diff=114108"/>
		<updated>2026-05-17T09:55:29Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jill Mitchinson]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Cher]]&lt;br /&gt;
[[Category:Sven]]&lt;br /&gt;
[[Category:Lucius]]&lt;br /&gt;
[[Category:Pennlucien]]&lt;br /&gt;
[[Category:Morgan the Orc]]&lt;br /&gt;
[[Category:Mary-M]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Sword of Petrus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User:Jillian|Jillian Mitchinson]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Tuesday at S&amp;amp;L&#039;s abode&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Cher]] - A Suarime Binder played by Sean English.&lt;br /&gt;
# [[Sven]] - Head-hitter - played by William.&lt;br /&gt;
# [[Lucius]]- A sad elf E+E played by Bridget.&lt;br /&gt;
# [[Pennlucien]] - Elven Healer played by Lisa Rose. Available to play any night except Wed.&lt;br /&gt;
# [[Morgan the Orc]] - Non-mage played by Cherie.&lt;br /&gt;
# [[Mary-M]] - a Halfling played by Helen&lt;br /&gt;
6 Player Maximum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: Draco d&#039;Anima&lt;br /&gt;
; Mission&lt;br /&gt;
: To find and remove the foreign bodies from [[Morfran]]&lt;br /&gt;
; Pay&lt;br /&gt;
: To Be Negotiated.&lt;br /&gt;
&lt;br /&gt;
:Day the first&lt;br /&gt;
&lt;br /&gt;
On the evening of the Guild meet with our hearts high we gathered to listen to the tale of Lord Sox the Infirm. With great woe and sorrow he did recount his planes fate. The fateful actions of Cher the Lizard have doomed the people of this world to a slow death of starvation and poisoning. Still Cher is bold and stalwart belying her binderish nature and shall quest to save the plane. We are to remove two foul and eldritch devices, a mystic blade and a sunken keep which poison the land. To aid her she has enlisted the aid of Pennlucien the Republican, Mary-M the Angelic and Morgan the Orc, these three being some of the mightiest healers in the land with power over even life and death. With are also Lucius the Glum and Sven the Chaotic to aid with spell and sword to the cause.&lt;br /&gt;
&lt;br /&gt;
After much deliberation we determine to meet again on the third day to travel to the strange doomed land.&lt;br /&gt;
&lt;br /&gt;
:Day the Third&lt;br /&gt;
&lt;br /&gt;
Using his arcane arts yet strained due to his doomed health Lord Sox sends us to his world. His people, though pleasant and welcoming do suffer from the same Malaise. Pennlucien the Republican did bring much food to Lord Sox&#039;s people which was recieved with many purrs of thanks. The mighty healers then did divine and study the kittens of the Smoke the Wise. The peoples of this world lack many elements such as slood and spime and so waste away without these humours to nourish them.&lt;br /&gt;
&lt;br /&gt;
That night we spy three strange lights. Pennlucien the Repubican, in the keen eyed manner of her folk notices that the light has waxed since last she visited. Lucius the Glum fortells that this means the land is losing it&#039;s very essence from these sites and spake the truth it does transpire.&lt;br /&gt;
&lt;br /&gt;
Feeling that the ancient lore of Draco d&#039;Anima the Awakened may have some aid to us we travel by dog to his council.&lt;br /&gt;
&lt;br /&gt;
:Day the Forth&lt;br /&gt;
&lt;br /&gt;
We travel by steed, although more by foot for the blighted land troubles our hosts and they easily tire. By the end of our days troubles we too are weary and Morgan the Orc advises us on the ways of her people to seek shelter in a cave. Lucius the Glum uses his special talents to locate the safest place to rest.&lt;br /&gt;
&lt;br /&gt;
We are woken by an eldritch dread as a foul presence approaches. Mary M the Angelic does spy the presene&#039;s dark nature and I do cast my dart at it. A mighty cast it was too for the being was smote. Alas, it was then that Pennlucian did spake &amp;quot;But the Undead are friendly on this world.&amp;quot; to which I, Sven the Chaotic spake &amp;quot;Pull the other one, it has bells on.&amp;quot;. Then too do the others spake, remembering &amp;quot;No, really they&#039;re a bunch of swell guys&amp;quot;.&lt;br /&gt;
We thus say &amp;quot;Um sorry&amp;quot; to the nice undead who only wanted a bit of company on the dark, plagued, bandit infested road.&lt;br /&gt;
&lt;br /&gt;
Thus it went well for Silver the Wonder Horse, who later turned up seeking aid and comfort. He had lost his rider and whished to come with us. He is a wondrous beast who can speak and knows many things. He communicates with us via the mystic arts of Lucius the Glum.&lt;br /&gt;
&lt;br /&gt;
{Day the Fifth&lt;br /&gt;
&lt;br /&gt;
We arrive in fair and unblemished lands. Draco d&#039;Anima the Awakened gives life and succor to those nearby. Bright was the day we arrived and lifted our spirits were by this. We are greeted well by all who think we shall cure the ills of the land. We meet with Draco d&#039;Anima the awakened and he spake of many things. That we should pull out the Sword of Petrus from the earth his body and do so with the Foul Castle of the Greys, that we should do this ere the Fortress falls and if need be find Visine the Unlucky who fell from Silver the Wonder Horse. During this time several friendly undead give up their death force for him to continue living.&lt;br /&gt;
&lt;br /&gt;
With concern for his health Mary-M the Angelic and Pennilucian the Republican minister and tend to Draco D&#039;Anima the Awakened. Though their skill be great they can do little but alleviate the pain. They do learn of the location and nature of the Sword and Castle and Cher the Binder does use fell and hideous sorceries to learn of the nature of the sword and castle. Despite her thirst for power and world domination the artifacts were not able to control the bizare and alien mind of a walking lizard. Weakened she retires to bed.&lt;br /&gt;
&lt;br /&gt;
Lucius - We should wake up Cher for her watch.&lt;br /&gt;
Morgan - That would be creul and unusual punishment, yeah.&lt;br /&gt;
&lt;br /&gt;
Day the Sixith&lt;br /&gt;
&lt;br /&gt;
The enemy crept up upon us like thies in the night and then settled in for a protracted siege. Pennilucian the Republican gives wise counsel and advises us not to attack the besiegers as it would not be a fair fight. We discuss this and agree to leave Lucius behind and ask if it would be fair now. It is explained to us that the odds are actually the other way round.&lt;br /&gt;
&lt;br /&gt;
After being gifted with many diverse and powerful magics we set off through the rear secret enterance that amazingly the enemy doesn&#039;t know of. WE head out and make for a lake so we can travel by water elemental. That night we are aproached by riders of one army or another. Pennilucian&#039;s silvered words do beguile them and they let us pass.&lt;br /&gt;
&lt;br /&gt;
Day the Seventh&lt;br /&gt;
&lt;br /&gt;
Camped by the lake I begin preparations to summon a mighty thing of the depths when we notice several things approaching us. They had the appearance of wargs, but their eyes did glow like coals and sulphurous was their breath. These it appears were clues. Morgan the orc prepares a cunning defensive strategy which alas is undone when fell demonic forces posses mary-M the Angelic. Fortunatly her pagan gods were with her did help us in freeing her while we went about the pounding, smiting and cleaving in twain of our enemies.&lt;br /&gt;
&lt;br /&gt;
I will not relate the aftermath of the battle as it is of great embarrasment to all. Suffice to say that almost everyone was possessed at some time and pagan gods can be bloody useless. Eventually we were all in the right body and we set off.&lt;br /&gt;
&lt;br /&gt;
We travelled for several days and came accross a cave of ancient evil. With powerful namering and a little judicious violence we saw to it.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Save_A_Prayer&amp;diff=114107</id>
		<title>Save A Prayer</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Save_A_Prayer&amp;diff=114107"/>
		<updated>2026-05-17T09:51:54Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Mandos]][[Category:Scribe Notes]][[Category: Scribe Notes for Insel der Freiheit]]&lt;br /&gt;
[[Category:Brundar]]&lt;br /&gt;
[[Category:Kirgoth]]&lt;br /&gt;
[[Category:Anooke]]&lt;br /&gt;
[[Category:Logan]]&lt;br /&gt;
[[Category:Menolly]]&lt;br /&gt;
[[Category:Shiraz]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
The adventure takes place on the [[Insel der Freiheit|Isles of Freedom]] and is run in [[A combined GM Game|parallel]] with [[Flute Interlude]].&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Save A Prayer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category:Mandos|Mandos]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thursday at Chez Mandos&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Low Medium]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
&lt;br /&gt;
# [[Brundar]] - A male Dwarven Binder played by Ian Hasell.&lt;br /&gt;
# [[Kirgoth]] - A male Orc non-mage played by Noel. &amp;lt;i&amp;gt;Currently shapechanged into a brutal looking, 6&#039;4&amp;quot; human in plate surrounded by a crackling aura of power&amp;lt;/i&amp;gt;&lt;br /&gt;
# [[Anooke]] - a halfling Ice Mage played by Mike Haycock&lt;br /&gt;
# [[Logan]] - A human E&amp;amp;E played by Neil Davies.&lt;br /&gt;
# [[Menolly]] - A elven Earth Mage played by [[Karen Dransfield]]&lt;br /&gt;
# [[Shiraz]] - A human Earth Mage played by Christine&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Sirth. A Dwarven Runesmith from the [[Insel der Freiheit|Isles of Freedom]]. &lt;br /&gt;
; Mission&lt;br /&gt;
: To locate and recover (intact) a flautist appropriate to play a magic flute created to destroy Kyanite Crystal. The flautist is believed to be a priest on the [[Insel der Freiheit|Isles of Freedom]]. The two items must be brought together by the [[Festivals of Insel der Freiheit#Day of the Balai|Day of the Balai]] in order to destroy the remaining crystal.&lt;br /&gt;
; Pay&lt;br /&gt;
: 10,000sp each in gems.&lt;br /&gt;
&lt;br /&gt;
=Adventure notes=&lt;br /&gt;
(Written in a diary by Menolly)&lt;br /&gt;
&lt;br /&gt;
==Entry one== &lt;br /&gt;
;1st Frost&lt;br /&gt;
So, here we are again. Wandering off into the unknown in search of something missing. A person in this case. At the Guild meeting the Guild security told about an employer who is looking for a group of adventurers to go in search of a flute player. It&#039;s not just any old flute player, but a special one who is the only one who can play a special flute and save the day. Some other people are looking for the flute, it seems that went missing too. We are hunting for the player.&lt;br /&gt;
&lt;br /&gt;
We got to the meeting room and I meet some lovely new people I haven&#039;t meet before. One is Brundar, he is a dwarf with this huge clay golem called Boris and a wee tiny cute golem called Marybelle. He is a funny chap, but he is after all a dwarf. Then there was Shiraz, she is an Earth mage, so that will be fun. I haven&#039;t partied with another one apart from Tannis so I might learn some new things. Then there was Anooke, a wee chap I think. Has some odd clothing (Red Samurai Armour). There was a chap called Kirgoth, who looked like he had come out the wrong end of a very bad grapple bush, with claw marks on his face. But he seems nice enough. And part way through the briefing a new chap turned up, very swish. Baron Logan, is the ambassador to the Lunar Empire. He has been to the Isle we are going to, so he is coming along as an advisor. Very nicely spoken chap.&lt;br /&gt;
&lt;br /&gt;
Right, then onto the briefing. The employer, a dwarf called Sirth, who was dressed in the coolest armour (very pretty gems and runes) spoke through an interpreter and explained about why we need to find the flute player. Seems the crystal they need to destroy was somehow tuned by the not nice people of the Dark Circle and could be used for bad. He has organised wings for us to fly to the portal, that will take us to this new place I haven&#039;t been to. More flying, darn, I&#039;ve had to leave my babies behind in the care of the stabling on Farm ? I don&#039;t like leaving them, especially since I haven&#039;t had Basil very long and want to make sure she is taken good care of. I miss my babies already.&lt;br /&gt;
&lt;br /&gt;
Anyway, we discussed who would do what, who was good at what skills and spells. We devised a plan. I volunteered to write the notes again. Next time I am in the guild training I will have to spend some time training my study skills in the library. Hmm, so I&#039;m the scribe. Brundar has been elected Party Leader. We thought him being a dwarf, and dwarfs being where we are going might help. And Baron Logan will be Military Scientist and Advisor to the Party Leader.&lt;br /&gt;
We all got gear, buffed up with protection, and headed up to the tower to get our wings on so we could fly to the portal.&lt;br /&gt;
&lt;br /&gt;
Good thing we got buffed too, my flying isn&#039;t the greatest... at least it was better than Kirgoth. He did a slam dunk into a big boulder and knocked his head silly. Luckily some nice chap came along and hammered a silver spike into his head and made him all better :) even fixed his missing ear. That was definitely an eye opener. I&#039;m not sure which healing level that is but I want to learn it too.&lt;br /&gt;
&lt;br /&gt;
We travelled through many caverns, and through funny little portals to more caverns and tunnels and more funny little portals and yet more caverns and tunnels. We did get to see a big blue dragon along the way, that was so cool. My first blue dragon. I wonder what it eats. I checked it out and it looked like a dragon but came back with a funny aura of a Fae Avatar and a name of Malesh but not sure if that&#039;s a name or a title. Not sure what he does, but the pile of treasure under it was gold, items and shells. I will have to look for something special to leave behind as a gift on our return.&lt;br /&gt;
&lt;br /&gt;
;2nd Frost&lt;br /&gt;
Eventually we got to the end of the travelling and came out on a ledge overlooking a huge underground bowel shaped cavern, maybe 90 ft deep. It was lined with living quarters and work spaces for the employers people. We were lead to a room where we could eat, and have a chat about the job.&lt;br /&gt;
&lt;br /&gt;
We learnt that they had done some astrological readings, which are giving weird results. But they believe the flute player is a religious person from the [[Madi#Balai|Balai]] religion, maybe even a priest or acolyte. And albino. So we should head to the citadel for this religious group and start our search there. And when we do find this person, they must come willing to play the flute. So no kidnapping....&lt;br /&gt;
&lt;br /&gt;
We talked to a number of people, and they spoke common, but it was a bit hard to comprehend. It seems the people here talk different languages, which could be a problem if we don&#039;t find a way of communicating. One of the people we met was a shaman called [[Insel_der_Freiheit#Shamen|Shareal]], who has cockroaches as his animal companions. Very cool. My speak to animals doesn&#039;t work on them, I&#039;ll have to find out if there is a spell for talking to insects. We also discovered wandering around top-side might have some problems. Mercenaries are outlawed, and we all wear armour and carry weapons. Plus magic is bad, people will think we are witches or necromancers and [[Insel_der_Freiheit_Legal System|burn us]]. Plus Orks are killed on sight atm, since a group of them wiped out a village to the south. This will make Kirgoth wandering around very tricky. Oooh, I forgot, [[Insel_der_Freiheit#Shamen|Shareal]] lent us one of his cockroaches so we can communicate with him. That&#039;s pretty cool. And he showed us how his communicating works by using a cauldron to see if he could locate the special priest we need to find. Very weird looking at the world from the floor level of cockroaches. He has also said that if we need help we can communicate through his cockroach to him. A useful offer.&lt;br /&gt;
&lt;br /&gt;
(a doodle of a giant cockroach crawling across the page)&lt;br /&gt;
&lt;br /&gt;
We talk some more and then have dinner... they eat monkey here. Icky. The vege dishes were nice, and very spicy. Very yummy. Then we were lead to a sleep room, with cool beds with four posts and everything. They look very comfy. Sleep time.&lt;br /&gt;
&lt;br /&gt;
==Entry Two==&lt;br /&gt;
;3rd Frost&lt;br /&gt;
One of the first things we discuss after breakfast is how we are going to travel around. What sort of cover story we will need. It seems merchants and others travel a lot on the rivers. So we could do this, except none of us can navigate... and Shiraz and I both aren&#039;t too keen on lots of water. Usually foreigners have to travel to some island called [[Setagen]] to ask for permission to travel around. We don&#039;t really have the time to do that, and we might get prisoned as mercenaries anyway.&lt;br /&gt;
&lt;br /&gt;
We get advised to go talk to [[Vidal]], an old wise man who lives in a boneyard. We should talk to him and seek his advise on travel, the language problems and finding our missing albino priest dude. We set off through the caverns, following our dwarven guide through a number of funny stick controlled portals. We eventually end up on the outside again, near the banks of a lake. From the cool comforts of the caverns, the outside is hot, humid and muggy. We traipse around the lake edges to the south western shore edge. We find a pagoda temple, and a well used path heading inland. We travel along the path, coming up to a village all up on high stilts. I guess the lake levels change alot around here. Anyway, we wander through the village and out the other side. What villagers we did see were all dressed in loin cloths, and that&#039;s all. We stick out a lot with all our clothes and armour. Anyway, after some further travel we come to a large arch all built of bones, and a fenced off area. The boneyard.&lt;br /&gt;
&lt;br /&gt;
We are meet by a man who introduces himself as [[Vidal]]. Well, he starts out as an elf, and then changes to a vampire, and then a good looking human. Very odd. We introduce ourselves and discuss our problems. He offers to aid us, but his price will be some blood from us. Baron Logan offers his blood in payment, and [[Vidal]] casts some sort of thing, waving an odd fan at us all. And then we can all speak/understand the local language, some weird Folksprach dialect. Cool ability. Our problem with Kirgoth being an ork also needs a payment of blood. Anooke offers his and [[Vidal]] casts something and Kirgoth now is human, although pretty ugly even for a human. He still has some of his abilities as an ork, but mostly he is human. I wonder how that is going to play out.&lt;br /&gt;
&lt;br /&gt;
Finally he farewells us, as he has another appointment. And as we leave a big gold dragon turns up. Wow, 2 dragons in 2 days. I did get a chance to confirm it was actually a gold dragon before he heading into Vidal&#039;s quarters. Anooke used some weird ice thing and discovered that the gold dragon was called [[Roche]], and that is had been in suspended animation for 30,000 years and had only just recently been woken up. How weird is that. Anyway, that aside, we headed back to the dwarven caverns. More discussions about our possible cover story, maybe a group of barge guards looking for work? Or pilgrims travelling to the citadel to consult with the priests? Hmm. I check out the maps I copied from the Guild to work out where we are and where we need to go, and ask the dwarves for information which we add.&lt;br /&gt;
&lt;br /&gt;
==Entry Three==&lt;br /&gt;
;4th Frost&lt;br /&gt;
&lt;br /&gt;
After breakfast today we got portalled to 100 miles from the capital Citadel. Our dwarf guide gave us what info he could, head downstream, and farewelled us. We headed off through the jungle. It&#039;s very thick, hot and muggy, and it was a bit of a slog. I&#039;m very tired. Kirgoth was a trooper and lead the way whacking at the jungle to clear a path for us. After 5 hours of so of this we finally hit the edge of the river. We stopped for a late lunch and Brundar did some cool shaping of wood and got a tree cut down and all made into the shape of a boat. He even shaped a big stone into an anchor so we are all set to travel down the river tomorrow. All that hard work was very tiring, so we decided we would have food and then head down river in the night. Kirgoth has taken a fancy to monkey meat, and went hunting. I guess the advantage of being in the jungle is we can just pick fresh fruit and stuff as we travel. We organised staggered watches and travel into the night. Although I have liked boat trips in the past, this wee thin canoe thing is very off-putting. I have rigged up some pouches of dirt for each of my pockets. I hope that works.&lt;br /&gt;
&lt;br /&gt;
==Entry Four==&lt;br /&gt;
;5th Frost&lt;br /&gt;
&lt;br /&gt;
We pulled into the bank for breakfast. Trying to heat water for tea is tricky on a boat. We made our usual morning preparations, grabbed some food and hopped back onto the river. Not long after this we spotted another boat, looked similar to ours, with a few people in loin clothes carrying machetes. Obviously the fish here are a bit nasty. Anooke tried some fishing and comes back with things with lots of teeth... Anyway, a bit after the first boat we travelled past our first village. A bunch of houses on poles along the side of the river. River is a bit bigger now. We then came to a river intersection and along one side of the river was thie cleared area, with a huge terraces hill. Very non-natural by the shape. And at the top there was a walled bit. Couldn&#039;t really see past the wall, and the terraced bit was around 300 feet high. Big. There was even an inlet at the edge of the river, obviously for parking boats to get to this place, but there weren&#039;t any boats in at the time.&lt;br /&gt;
&lt;br /&gt;
(sketch of the terraces hill and walled bit)&lt;br /&gt;
&lt;br /&gt;
We asked a passing boatman where [[Madi#Boenoel|Boenoel]] is, and he gestured that is was further downstream. So off we went. After another hour we came to this huge city. [[Madi#Boenoel|Boenoel]]. Very odd architecture for the middle of a jungle. The city is surrounded by a large wall. but it&#039;s rectangle. The other&#039;s say it&#039;s very Lunar empireish. I haven&#039;t been there so I don&#039;t know. The city has spread outside the walls and there is a floating shantytown of boats and rafts before you get to the actual harbour. We pulled in there and tied up the boat.&lt;br /&gt;
&lt;br /&gt;
We packed up and clambered over the floating shantytown to the land bit. There was more shantytown outside the walls too, like a giant market where lots of jungle produce was on sale. Kirgoth was trying all sorts of things. I don&#039;t know how he has the stomach for it. Mostly the people in the shantytown part are in loin cloths, but as we got closer to the gates of the city people started being clothed in tunics and trousers. The markets also rose in quality of goods, clothing in the styles from Lunar, better cuts of meat and produce, lots of machete&#039;s for sale.&lt;br /&gt;
&lt;br /&gt;
We travelled up to the gates and into the city. All the streets were straight. Absolutely straight, and the first levels of the houses seem to be all stone, stone bricks and the streets are all cobbles. with sewer tracks leading back out to the rivers edge. There are five main roads through the city and some minor roads. We had a wander around. We ended up travelling through the market place, lots of gold, herbs and wood. Really expensive wood. All housed in a large market atrium building. Was very impressed. I didn&#039;t see anything I wanted, which is always good.&lt;br /&gt;
&lt;br /&gt;
One of the buildings that stands out in the skyline is a giant pagoda. We figured it might be the temple we need to find our priest in, so headed there. It was an impressive pagoda, with 4 large entrances at each side. In the centre of the temple was a statue of Balai, a 3 sided, 3 person figure, where the arms joined up and the heads joined up. Very interesting. And around the edges of the temple were lots of smaller shrines with other figures and objects. It was very peaceful and calm in there. A number of people were wandering around in reddish robes, acolytes or priests.  I ended up asking one of the priests about the Balai and how I could learn more about it. He said I should talk to the the head priest. I asked if there was anything written and he told me that [[Pasir]] was where the book of the prophet lives. We also ended up asking one of them about where the Citadel was. And sadly it was that huge structure we passed this morning. [[Kantagaresh]] it is called. We will have to go back upstream to get there. We ask about a place he would recommend to stay at, and head off looking for lodgings.&lt;br /&gt;
&lt;br /&gt;
We find a nice place to stay the night and discover that today is a special religious day. A holy day, and the reason we haven&#039;t seen anyone eating is because you aren&#039;t supposed to eat during the day. It&#039;s the New Year festival and after a special race, there is a big festival and feast after dusk. Oops. The race involves people climbing to the top of a tree and being the first to retrieve a special bell from the top. Apparently the winner will get good luck for the new year. The race also happens at dusk. So we wandered off to have a look at the tree and see what it was all about. The tree is huge and Kirgoth thinks this would be a bit of fun so enters himself. &lt;br /&gt;
&lt;br /&gt;
A great crowd grows to watch the race. Many males prepare for the race. There are no females in it, just virgin boys (no concubines). And a lot seem to be acolytes from [[Kantagaresh]]. Dusk comes and the race begins. There is much pushing and shoving as well as the actual climbing. It seems anything goes in the way of barging your way to the top. There are some falls and a lot of crushing but after 45 minutes or so the call goes out someone has the bell. He then has to make his way down the tree, through the others to run through the city arch. A bigger shoving and pushing match happens but he is able to keep the bell and a huge cheer from the crowd happened. The priests did some stuff, and then the feast began. It seems that the local people and temple have been buying and donating food for the last 3 days for this feast. It was very yummy. Then after the feast the winner walked around the walls of the city, then the crowd joined in and the procession walked around 3 times, all for good luck for the coming year.&lt;br /&gt;
&lt;br /&gt;
We wandered back to where we were staying and got talking to the owner. We discovered there was a ferry barge leaving at dawn going to [[Kantagaresh]], so we can catch a ride there. Usually there is just one, but with all the acolytes and priests, there will be several ferrys. I left the others partying downstairs. I&#039;m a bit tired. Early morning tomorrow.&lt;br /&gt;
&lt;br /&gt;
==Entry Five==&lt;br /&gt;
;6th and 7th Frost&lt;br /&gt;
&lt;br /&gt;
(writing is slightly scruffier than usual)&lt;br /&gt;
Boy did I make a whoopsy today. Oh well, these things happen. Anyway it went like this. I woke nice and early this morning, needing to catch the ferry and all. Some of the others were a bit worse for wear. Obviously the local drinks didn&#039;t agree. Useful being a healer at that point I guess. Anyway, we wandered down to the docks and caught a ferry, a barge really, to [[Kantagaresh]]. There were 3 barges, mostly full of acolytes, some others who were obviously visiting the Citadel and some supplies. The barge had sails, and was travelling up river, so it took a while and we didn&#039;t actually get to the Citadel until mid afternoon. A manoeuvre involving travelling up further, turning around and coming back down to be able to park in the quiet dock area.&lt;br /&gt;
&lt;br /&gt;
We followed the other passengers up the terraced hill to the wall gates. It took a bit of time to climb up and when we got closer to the walls we noticed a lot of archers along the tops, with really large bows. Obviously well protected. They all look alot like all the acolytes that were on the barges, just older.&lt;br /&gt;
&lt;br /&gt;
We were stopped at the gates and lead off to an anti-chamber. We are lead to a priest who asks us what we are here for. We say to speak to the Balani Kensin and get shown to a room and asked to wait. The room is small and barren, bare of anything except some benches. There were 2 doors, the one we came in and another one, plus two guards on the second door. We wait for 2 hours and nothing happens. So we ask the guards, but they don&#039;t say anything. We investigate the other door, it connects to another room, which is slightly bigger and slightly more opulent than the previous room. It also has another door out of it, guarded by another 2 guards. We ask them but still no response. We investigate the new door, which leads into another room more opulent than the previous. And so on. We went through 3 and went back to the beginning and sit down waiting again. I get too curious and say I&#039;m going to follow the rooms to see where they lead, Anooke says he will stay here and proceeds to sleep on a bench. Kirgoth also stayed behind to practise his weapons.&lt;br /&gt;
&lt;br /&gt;
The rest of us go through 10 different rooms, each room getting bigger, richly decorated, with refreshments out and still with 2 guards. In each room I look closely at the different features in the room, even the guards, seeing if there is any hidden clues as to the rooms nature. Several of the guards have aura&#039;s that worry me. &lt;br /&gt;
&lt;br /&gt;
We finally get to the last room which has 2 doors out of it. Brundar and I grab both doors at the same time, and discover that curiosity does bite. My door knob was a trap and cuts off 3 of my fingers, so my right hand is now missing fingers. It makes holding this book rather hard. Brundar lost all of his fingers. My fault... luckily he has some sort of ability where he can grow back things, and so he says his hand will be as good as new in no time. We wandered back to the first room and settled down to wait.&lt;br /&gt;
&lt;br /&gt;
Eventually a number of guards turned up, each relieving guards in the rooms. And then some more time passed and an hour after midnight a priest came in and called Kirgoth and Anooke off somewhere. We had to wait another 4 hours or so before we were called. We were lead to some rooms to sleep and then got woken a few hours later for our audience with the Balani Kensin. We are lead through some corridors, through outside where we see huge numbers of acolytes and monks waiting for the dawning sun. Off into another room where there are wooden chairs to sit on. We sit and wait. Not long afterwards a young boy dressed like the other priests walks in. Baron Logan introduces us and asks about the albino priest.&lt;br /&gt;
&lt;br /&gt;
We are told that Brother Lucius is off to deliver herbs to a plague area in So&#039;akadona area, and left several weeks ago down river.&lt;br /&gt;
&lt;br /&gt;
The boy then walks out, our audience is over, and we are escorted out. As we are lead back through the courtyard the men have divided up into pairs, one standing and one sitting. The one standing yells at the one sitting, yelling what seems to be philosophy and the like. And then it all goes quiet, the men swap, and it begins again. Very odd. And as we are herded out of the Citadel, there a young men carrying yokes and buckets carrying water up the hill. Except the buckets seem to have holes in them, so the water runs out. They are all moving fast.&lt;br /&gt;
&lt;br /&gt;
We end up back down at the docks waiting for the barge ferry to return.&lt;br /&gt;
&lt;br /&gt;
I finally get a chance to talk to Baron Logan away from prying eyes, and ask him about what I saw in the guards auras. Several had the marks of a magical spell affect called [[Blood magic#Cauldron of Blood|Cauldron of Blood]]. I hadn&#039;t heard of it before. He tells me it is part of [[Blood magic]]. He only knows that it&#039;s a bad spell from [[Calamar]] used to peer at areas through the eyes of other people. I&#039;m guessing it probably works like the shaman&#039;s cockroach spell, but using people. Icky. This is worrying, I hope we don&#039;t run into more of this. I check all the people in our group for signs of this spell, but don&#039;t find any. I wonder what the [[Calamar]] interest in the [[Kantagaresh]] is. I hope they aren&#039;t after Brother Lucius.&lt;br /&gt;
&lt;br /&gt;
Anyway, a nap before the barge gets here sound good.&lt;br /&gt;
&lt;br /&gt;
==Entry Six==&lt;br /&gt;
;7th Frost (evening)&lt;br /&gt;
&lt;br /&gt;
After lunch the barge pulled up and unloaded. We helped and then piled on board for the trip down river back to [[Boenoel]]. While I was asleep Kirgoth had been hunting snake and monkey, with plans on giving what he didn&#039;t eat to the poor of the city. So while we travelled he skinned and gutted them. One of the barge folk pulled out this huge jar of lemon grassy sauce stuff, and showed Kirgoth how dipping the raw snake into the sauce before eating it is very tasty. Icky. We also got to chatting to these barge folk and learnt a bit more about further down river. It seems the city of So&#039;akadona is another province, called [[Matan]]. And the province is way down the river and along the coast a way. It&#039;s probably 2 weeks to the coast, and then not sure how long along the coast to get to the city. We will need to find a ship to take us down the river, and then buy passage onto a ship heading along the coast.&lt;br /&gt;
&lt;br /&gt;
We travel back to the city and spend the remaining afternoon finding a boat to hire to take us down river. We eventually find a fishing boat and owner, who will take us for the cost of 5 porcelain bowls. (300sp) We leave in the morning.&lt;br /&gt;
&lt;br /&gt;
==Entry Seven==&lt;br /&gt;
;8th Frost&lt;br /&gt;
&lt;br /&gt;
I can honestly say I am very tired of water, and it&#039;s only been one day. All this water makes me feel very unconnected. I am glad I packed some pouches of earth, at least I can touch that and feel partially ok. We make good time along the river, and the navigator has said if some of us take turns in the night we will cut our time down. We might be able to catch up with Brother Lucious. Anooke spent some time trying to catch more fish today. And when we made brief stops on the river bank to stretch our legs and grab some fresh fruit, Kirgoth did some hunting as well. There are rather big snakes along this way.&lt;br /&gt;
&lt;br /&gt;
(doodle of a rather long snake, with intricate patterns, down the edge of the page)&lt;br /&gt;
&lt;br /&gt;
==Entry Eight==&lt;br /&gt;
;9th Frost&lt;br /&gt;
&lt;br /&gt;
It seems the navigator is a bit of a skinning expert. With Kirgoth shooting so much game, I thought I&#039;d try my hand at preparing some of the monkey and snake skins for tanning. He showed me a couple of techniques which I haven&#039;t seen before, and we have come to an agreement we will split the profit of selling any skins we prepare. I hope it will cover some of our travelling costs. Kirgoth is also trying to preserve the left over meat too. The cockroach is still well, I have tried all sorts of variations of my talking to animals but I still can&#039;t seem to get the right one. Oh well, something I might be able to learn later on... I wonder if there is a spell for this. Hmmm. And I have decided I want to learn how monkey&#039;s work. I think they would make an interesting companion, especially some of the small ones. I could even carry it while flying, so I wouldn&#039;t have to leave it behind... hmm, working out how to travel with dogs when flying transport is involved. I wonder if there is some sort of device I could get which I could pull along while flying, that flies as well. Then I wouldn&#039;t have to leave my babies behind.&lt;br /&gt;
&lt;br /&gt;
==Entry Nine==&lt;br /&gt;
The dates look like they have been added at different times&lt;br /&gt;
;10th Frost and 11th Frost and 12th Frost and 13th Frost and 14th Frost&lt;br /&gt;
&lt;br /&gt;
More of the same, more river, more travelling, more hunting. Some of us have spent some time doing minor training, that you can do in a very thin fishing boat on a river. I spent some time listening to how this language we can temporarily speak works. I may spend some time back at the Guild actually learning it. Monkey&#039;s don&#039;t say too much either.&lt;br /&gt;
&lt;br /&gt;
==Entry Ten==&lt;br /&gt;
;15th Frost&lt;br /&gt;
&lt;br /&gt;
Part of the way through today the river and jungle opened up into an open delta area and we could see the coast. We travelled along the northern branch of the delta up to the city, Koa&#039;lakakap, and feel we are looking at Boenoel again. Another rectangle city, with straight walls and straight streets. It&#039;s huge, way bigger than Seagate. Probably 4 times as big. Many people here.&lt;br /&gt;
&lt;br /&gt;
We head to the harbour, to try and secure passage to [[Soekadana]]. We find out it&#039;s 10 days south by ship along the coast, and there are three coastal traders in port at the moment. We get directed to the Ship Masters Office, above the local tea house. We meet the captain of the fleet ([[Tanah Boemboe#Captains|Vonones Norbanus Paetas]] of the House Paetas) and he has many pointy questions to ask about our travels already. Which House we travelled with, our papers and the like, which we didn&#039;t actually do since we flew and travelled by portals... which we don&#039;t mention. Of course Baron Logan does a great job of telling him what will suffice so that he will let us hire passage. However once the captain finds out where we are going, he is more reluctant. It seems [[Soekadana]] is in quarantine, and no ships going there can leave. So if we wish to go there, the closest they can go is up the coast a way, and then we will have to leg it ourselves. And once people are in the city, they are not allowed to leave, which could also be a problem.&lt;br /&gt;
&lt;br /&gt;
Money in the end secures us passage, 200gs, and we will leave on tomorrow mornings tides. We will be travelling in the &amp;quot;Shadow Wind&amp;quot; ship.&lt;br /&gt;
&lt;br /&gt;
We spent the remaining part of the day visiting the markets, I helped sell the skins I&#039;d been tanning along the river trip. I hadn&#039;t realised how profitable they were, we made 300gs after the split. We purchased the bowls for our navigator. He is wishing to use them in the Ceremony of [[Festivals of Insel der Freiheit#Loy Krathong|Loy Krathong]], where bowls are put on the river, with lit candles in them, and let to float away, taking away the bad luck. Kirgoth thought it was a waste of bowls... but to each their own... We had been directed to a local Inn, and so we set up rooms, and plan on a nice evening. Some of the others have gone to watch some sort of gladiatorial entertainment but I want a bath and a quiet evening.&lt;br /&gt;
&lt;br /&gt;
==Entry Eleven==&lt;br /&gt;
;16th Frost&lt;br /&gt;
&lt;br /&gt;
This morning we boarded the &amp;quot;Shadow Wind&amp;quot; and headed out of the harbour. Oddly enough, not long after clearing the harbour and city, the ship jerked about and then started speeding up. For a place that is supposed to dislike magic it seems some people still use it. After checking out things in and around the boat we figure the captain is a water mage of some sort and has the boat strengthened and can create a mage current to help speed things along. Our trip down the coast may be a lot shorter than estimated, which is all good. We will probably make the city in a few days, rather than the 8 we had been told.&lt;br /&gt;
&lt;br /&gt;
There is much chatting through the day of trading, and his family, and what provinces do what. Logan was rather interested, but I much preferred staying close to the middle of the boat away from the edges... way too much water for me.&lt;br /&gt;
&lt;br /&gt;
==Entry Twelve==&lt;br /&gt;
;17th Frost&lt;br /&gt;
&lt;br /&gt;
When dawn broke this morning, a small boat was lowered down off the ship and we get paddled to shore. We got dropped off at the mouth of a river, which is the boundary of the guaranteed area of the city, and end up walking from there.&lt;br /&gt;
&lt;br /&gt;
We headed down the coast and eventually come out of the wilds and enter cultivated lands. Which are being patrolled, by guards in pairs. We were hailed by the guards, and told not to enter. We were warned about the plague that is decimating the city, but we tell them we are here to help Brother Lucius, and we are prepared to enter the area. After much yelling from a distance, and them getting one of their superiors, we get lead into the city.&lt;br /&gt;
&lt;br /&gt;
We discover that Brother Lucius is sick, and this did worry us a lot. The city is a mess, dead bodies just lying everywhere. Sick people wandering about. The place had become rather deserted and run-down. We did discuss our own safety, and look into what we can do to help. After studying and observing several people and bodies we came to the conclusion that the sickness was caused by a curse, and unless the curse is removed any healing is just prolonging the life. &lt;br /&gt;
&lt;br /&gt;
With more investigation we work out that a number of the sick people are wearing amulets, which also have a curse on them. And after much studying we work out the amulets have a small crystal rock in them, which Logan recognises as the same crystal rock our whole mission is set out to destroy. Kyanite rock crystal. It seems the crystal can be prepared to contain a certain aspect or spell. And these crystals have all been tuned to enhance the curse, and prolong it. Which is why the amulets are in such demand. Those that wear them seem to live longer than those not, even though they eventually end up dying anyway. &lt;br /&gt;
&lt;br /&gt;
The amulets are evil, and the one place or people that Logan assumes as sent them here is the [[Calamar]]. Why, we aren&#039;t sure. It seems there were huge numbers of these amulets sent out as trading items. We wondered if any other city has been sent them as well. It could be very bad if more cities succumb to this plague.&lt;br /&gt;
&lt;br /&gt;
We are lead to Brother Lucius only to discover he is missing. There looks like there was a very minor struggle. Same as if he was very sick... and while the city officials are rushing around looking for him, we investigate his room and work out he was grabbed and taken out of the window.&lt;br /&gt;
&lt;br /&gt;
We eventually find another official who takes us to another Brother, Brother Ros who is now in charge, who is also in charge. We heal him as much as we can, and tell him how the amulets work. That they are evil and have a curse laid on them, to stop people being fully healed. He seems concerned that what the city has been using to stave off the plague has actually been perpetuating it. He passes on this information to the others there, at how people need to remove the amulets. He says he will seek guidance on these matters.&lt;br /&gt;
&lt;br /&gt;
We tell him about Brother Lucius being kidnapped and how we intend to go after the kidnappers. We then leave him and start investigating the city. Half search the buildings and grounds where Brother Lucius went missing. And the others go investigate the city. Talking to locals, asking about any strangers in the city, checking out the docks for information on any mystery ships visiting port before the plague started. Tracks are found under the window of Brother Lucius&#039;s room. We eventually get back together and follow the tracks through the city. We talk to locals asking if they saw anyone go past, and get tales of a brother being helped. Our tracking leads us to the eastern wall and guard gate house. There were no guards, and the gate was open. Very odd for a quarantined city.&lt;br /&gt;
&lt;br /&gt;
On investigation of the guard house itself we find a number of bodies, the gate guards and some different people. Some are partially stripped of items and gear. It seems a larger force battled with the gate guards, and made their way out of the city, and into the jungle. We debate letting the authorities know, and be delayed. Or chase after them and maybe catch up. We decide to give chase.&lt;br /&gt;
&lt;br /&gt;
We are able to follow the tracks of 4 or 5 people, some being overloaded. The tracks head into the woods along a road that eventually turns into a path. The tracks give us that they are 4 hours or so ahead of us. After some time the path ends in a large pile of overturned dirt, obviously dug up and reburied in the last day. We dig and uncover a chest. Inside the chest are 8 splinges. These are 4th dimensional travelling gadgets which portal the holder to another place. And 8 is the number of the stranger bodies left in the guard house.&lt;br /&gt;
&lt;br /&gt;
Examining the splinges, when activated they will take the holder several hundred miles to the south... somewhere.&lt;br /&gt;
&lt;br /&gt;
So ever the hero&#039;s we prepare ourselves, powering up all our &amp;quot;danger&amp;quot; skills and spells, and then activate the splinges.&lt;br /&gt;
&lt;br /&gt;
We turn up in a clearing, where there are 9 of the &amp;quot;bad guys&amp;quot; and Brother Lucius. The guys charge into combat and much hurting and slaying occurs. It&#039;s not a very nice sight, and although they are very good, we are able to take most of them down. One, an archer with a very funky bow, got away, plus the magical dude who was working on Brother Lucius when we can out of the splinges. We were able to capture one of the mercenary&#039;s for questioning, and we got back Brother Lucius alive but unconscious. We are the worst off however. Several of us have injuries which are quite severe and will take some time to heal. Neither Kirgoth or myself are good enough healers to fix bones and muscle.&lt;br /&gt;
&lt;br /&gt;
We check the corpses for any clues of who they were, and discover more splinges and a number of amulets and even a circlet. We also check out where we are, and discover we are on the island of Bawal in [[Matan]] near the southwest corner of the main Island. (This is the same island the Calamar had a base on 3 months earlier.)&lt;br /&gt;
There are 14 splinges, which seem to go 138 miles north east. The circlet is a silver magically enhanced concentration device. And the 6 amulets all have protection on them in the way of rank 0 special and general E&amp;amp;E counter spells that are shaped but they seem to have the downside of needing to wear them for a period of time before they activate, and you have to not be wearing it for the same length of time for you to be not under the same protection. They seem to be aptly described as Anti Baron Logan Amulets, since his college is E&amp;amp;E. They could be useful for another adventure.&lt;br /&gt;
&lt;br /&gt;
Our captive is not even from this plane, from somewhere called [[Zentradia]]. And is some sort of mercenary. This is getting very complicated and so we communicate through the cockroach to the shaman, well Logan does. We tell him all that we have found out, including the plague, the amulets, the mercenaries and where we are. He advises us to swim to the coast of the main land. We definitely don&#039;t want to stick around and make moves to get ourselves off this island before those that escaped come back with reinforcements.&lt;br /&gt;
&lt;br /&gt;
We get prepared to do this, as Anooke needs to make an ice barge to travel us over but the barge only holds five. Logan has this cool room which he can call up, which can be used to store gear, and even people short term. He takes an hour to prepare this, so we can get everyone over to the main land. While this is going on I check out Brother Lucius, who is still unwell but not cursed any more. Checking out what was done to him we find that a spell called [[Blood magic#Serenity in murder|Serenity in murder]] was cast on him to remove the curse in very short time.&lt;br /&gt;
&lt;br /&gt;
We eventually travel over to the coast, and fix each up as best we can. Anooke somehow has picked up the plague sickness but none of us can currently remove the curse on him. Logan says he can try after he has spent some time resting. So we have made camp on the coast, with the room open, with Brother Lucius still unconscious, and one captive.&lt;br /&gt;
&lt;br /&gt;
==Entry Thirteen==&lt;br /&gt;
;18th Frost&lt;br /&gt;
&lt;br /&gt;
This morning dawned bright and clear, and I wasn&#039;t stuck on a boat or on water. Yay. Logan spent some time preparing and was able to cure Anooke of the curse that was afflicting him.&lt;br /&gt;
&lt;br /&gt;
While this was going on Kirgoth got to &amp;quot;chatting&amp;quot; with our captive about anything and everything. I stayed clear of that and just heard what Kirgoth told us later. It seems they, the mercenaries were hired to grab Brother Lucius as a trap for Baron Logan. It seems he&#039;s pissed someone off. They were to capture Logan and take him to their master... he doesn&#039;t really tell who that is, possibly a Lunar emperor or the Calamar. He seems sincere that he was only doing his job.&lt;br /&gt;
&lt;br /&gt;
While discussing what to do with the prisoner, Anooke notices a weird red and blue cloud heading towards us. It seems to be raining red stuff. We let the prisoner go, who high tails it through the forest, some of us jump back into the room which Baron Logan packs up, and those on foot make it for the coast. Anooke casts another ice berg and people jump on it and head off down the coast. While getting onto the iceberg Logan got hit by some of the red rain, and came out all pustule, with blisters and burn damage. The ice berg keeps just ahead of the cloud until it dissipates, and the group head to shore again. The cloud came up as another Blood magic spell called [[Blood magic#Raining Blood|Raining Blood]]. I&#039;m starting to not like these people.  (Note from Logan: The end-point of the the dimensional splinges is the same location the Blood magic is coming from)&lt;br /&gt;
&lt;br /&gt;
We make shore, open room and let those of us inside out again. We discuss our options. Logan works out where we roughly are, and tells us that not far away is another dwarf portal site he has used previously. It&#039;s near a river nymph and if we can get there we can get away from this crazy place. We talk to the shaman through the cockroach again, and tell him what has happened including that we are being chased by Blood Magic. We tell him we have Brother Lucius, but he is unconscious. He tells us that help is on it&#039;s way. We carry on heading down the coast, trying to put as much distance between us and the baddies. However every so often Logan feels someone scrying him. This is starting to get more often, so someone knows where we are.&lt;br /&gt;
&lt;br /&gt;
We travel using more icebergs along the coast, with some of us in the room and some outside. We travelled through the night and made it to shore during the morning sometime. I wasn&#039;t sure, time while in the room seems to differ than outside the room.&lt;br /&gt;
&lt;br /&gt;
==Entry Fourteen==&lt;br /&gt;
;19th Frost&lt;br /&gt;
&lt;br /&gt;
We got let out of the room into the morning sun, and the others dragged Brother Lucius out of the room. We counter-spelled his magical sleep and prepared breakfast. We thought maybe the Brother could help us work out why this was all happening. But sadly it wasn&#039;t to be.&lt;br /&gt;
&lt;br /&gt;
We communicate to [[Insel_der_Freiheit#Shamen|Shareal]] again, and he advises that if help doesn&#039;t arrive, to head to Kota, or the nymph portal.&lt;br /&gt;
&lt;br /&gt;
Brother Lucius woke up and began acting very oddly, grabs some of the raw meat planned for breakfast and begins eating it, and then tries to attack me. The others pull him off and make him sleep again and I check out what ails him.&lt;br /&gt;
&lt;br /&gt;
It seems that not only was the curse removed from Brother Lucius, so was his soul. A Blood Magic spell called [[Blood magic#Black Serenade|Black Serenade]] was used on him, which removes the soul and puts it into another vessel. It corrupts the soul and is so nasty.&lt;br /&gt;
&lt;br /&gt;
And then we see this big flying thing heading along the coast, in our direction. Preparing for the worst we stand our ground as a huge black dragon lands on the beach, and then changes form into a rather cute elven male. We introduce ourselves and sit down to chat.&lt;br /&gt;
&lt;br /&gt;
We let him know all that we have discovered so far, and he offers to heal those of us injured. He makes this magical circle thing and does some weird thing while we stand in it and we get healed. That included growing my fingers back which was way cool.&lt;br /&gt;
&lt;br /&gt;
He then looks at Brother Lucius and tells us that he is ended, part of his soul is missing and can&#039;t be reunited. He ends Brother LLucius&#039;s life, which makes me rather sad. If this whole business of us trying to complete this spell had never happened, maybe Brother Lucius would still be alive. He says not to be sad, but I still have many &amp;quot;what if&#039;s&amp;quot; so he charges me to avenge his death. Not sure how I go about that, but I will do my best.&lt;br /&gt;
&lt;br /&gt;
The dragon tells us that we need to retrieve the missing part of Brother Lucius&#039;s soul and take it to [[Kit|Christopher]], his brothers servant. I guess our job description had now changed a bit. He offers to transport us somewhere closer to the dwarfs, and we agree and thank him. And next we are all in a big burnt our circle on a hill looking down on jungle. We wander down the hill and go through the jungle for a short while and come to the nymph statue, it&#039;s pool and stream. The portal is full of &amp;quot;pure water&amp;quot; and Anooke and Logan drink some before we push off into the jungle up in the direction Logan remembers the portal to be. We found the portal entrance and the right runes, and get zipped back to the dwarves.&lt;br /&gt;
&lt;br /&gt;
We have much discussion about how we can retrieve the soul of the priest, but how do we locate where it is, and what does it look like. One option is to use the splinges and just turn up where ever they go, and just kill everything in sight. Or it could just all be another elaborate trap to get to Logan again. We could portal back to the nymph area and crystal ball the area, circling outwards until we find where the splinges end up. But time wise that isn&#039;t so good.&lt;br /&gt;
&lt;br /&gt;
We discuss these issues with the dwarfs, and they make a number of suggestions and observations. [[Insel_der_Freiheit#Shamen|Isreana]] who is the termite shaman know a bit about souls and might have some ideas on retrieving or locating one. She is apparently fae of some sort. Or [[Insel_der_Freiheit#Shamen|Shareal]] may know more as he has had dealings with the &amp;quot;Children of the Abyss&amp;quot; which was some problem previously, and they do some sort of soul taking as well.&lt;br /&gt;
&lt;br /&gt;
We confer with [[Insel_der_Freiheit#Shamen|Shareal]] through my travelling companion cockroach, and he tells us that the King of the Sea will know how to find and identify the soul. And that the Northern Prince might know where the King is.&lt;br /&gt;
&lt;br /&gt;
The dwarves have a portal that will bring us close to the city where the Northern Prince is. So we decide to go with this option. We plan, prepare and pop through their portal. We come out of some cave on a hill, and see the large town ahead. Not too hard to miss with huge clouds of smoke coming out from the town. The town is in an industrial faze, where they are creating lots of stuff, but causing lots of damage too. Icky, very sad.&lt;br /&gt;
&lt;br /&gt;
Anyway, we travelled down to the town, finally a town not a rectangle. It has no walls, buildings are brick, but the way they were put together reminded me of a large army camp, with lots of tents all in formation. In the centre of the town are four huge furnaces, with huge chimneys, which were what was causing the huge clouds of smoke. The air in the town is icky, full of dust and smoke and everything is coated in grim and smoggy dust. I am glad we only stayed there briefly, I couldn&#039;t live like that.&lt;br /&gt;
&lt;br /&gt;
We got directed to the governors building, it seems Logan has some knowledge of this place. We head into the first office and while Logan is asking for a meeting an old friend recognises him. Someone called [[Carlston]], who apparently hired some guild members previously, which is where he knew Logan from. He tells us he is the Princes adviser or some such and can help us.&lt;br /&gt;
&lt;br /&gt;
He leads us into another room, which has quite a bit of magic on it, as all the dust and grime on us falls off as we enter, to Kirgoths dismay... his collection has taken him a while to collect.&lt;br /&gt;
&lt;br /&gt;
He provides refreshments and we tell him our tale of what we are doing. We mainly use the &amp;quot;we are here in the fight against evil&amp;quot; theme, and how we need to locate the King of the Sea to ask his help. He offers to make a portal for us to travel to the island that the King of the Sea is sometimes at. He also rummages in his rather large collection of trinkets and gives us a magical canoe boat thing, in case we need to get off the island.&lt;br /&gt;
&lt;br /&gt;
He creates the portal, and we travel through. We have a quick look around, and discuss more about who the King of the Sea is. [[Carlston]] tells us it is actually a Blue Dragon called [[Chaaff]] and we talk some more about dragons as such and discover there are only 5 dragons in the whole kingdom. A blue one, a black one, a copper one, a green one, and a red one. He didn&#039;t know about the gold one we spotted. So we come to the conclusion that the Blue Dragon we saw in the dwarf caverns is probably the same one. We mention this to [[Carlston]] and he changes his portal to point to the caverns. He then zips back to his place. Some us us collect shells, especially me, and take them as a gift to the dragon, and stepped through the portal.&lt;br /&gt;
&lt;br /&gt;
We travel back into the caverns, through the tunnels and end up at the cave where we saw the Blue Dragon sleeping. Anooke pops into the cavern and coughs alot, waking up the dragon. Logan quickly does some of his super talking and the Dragon doesn&#039;t look like it wants to eat us now. He got off his huge impressive pile of loot, and then changed into an elf. An older one, than the black one.&lt;br /&gt;
&lt;br /&gt;
We tell him our whole story, and how we are looking to retrieve the priests soul and have been advised that he could help us. He wanders off into a side room, we see lots of aerie lights and an hour or two later he comes back telling us that the bad guys have traded the soul to someone else. A newcomer to the island, which we ask and get confirmation that it&#039;s the [[Insel_der_Freiheit#Shamen|spider shaman]] person. This person has taken us residence in where the Children of the Abyss were. And that if we use the splinges that the bad guys are waiting for us at the other end.&lt;br /&gt;
&lt;br /&gt;
He gave us each a special amulet, which he says will protect us from undead and that we can keep them. He tells us that the servants of the bad dude have the soul, the [[Insel_der_Freiheit#Shamen|spider shaman]] doesn&#039;t have it yet. And there ended our audience. We thanks him and left.&lt;br /&gt;
&lt;br /&gt;
We headed back to the dwarf part of the caverns, and are preparing to sleep and catch up on rest. It&#039;s been a very busy day.&lt;br /&gt;
&lt;br /&gt;
==Entry Fifteen==&lt;br /&gt;
;20th Frost&lt;br /&gt;
&lt;br /&gt;
It is hard to tell if it is morning inside the dwarf caverns. And although I like earth, I&#039;m not sure I am keen on being this much inside of it. And I woke to find that my travelling companion, Bob the cockroach, had died. I&#039;ll bury him when we get back up to earth.&lt;br /&gt;
&lt;br /&gt;
Anyway, after breakfast we got to talking to the dwarves about what or who were the &amp;quot;Children of the Rifts&amp;quot; and that was a long conversation. Apparently they are small children like figures that attack people far away near a town in the hills. The &amp;quot;children&amp;quot; ambush boats on a particular river, with no survivors, so there is very little information about them as such.&lt;br /&gt;
&lt;br /&gt;
We ended up packing again, and heading to a new portal which the dwarves told us lead us close to the town at the head of the river where these &amp;quot;children&amp;quot; ambush.&lt;br /&gt;
&lt;br /&gt;
And we stepped through and ended up on another hill, which we could see another town from. From there the town looked like one giant mud puddle, which was exactly what it looked like up closer.&lt;br /&gt;
&lt;br /&gt;
We traipsed through jungle and got to the town around lunchtime. No rectangle, no walls, just one muddy shanty town, with tents and not many real houses. It had a very run down ghetto feel to it, but my there were many taverns. Apparently the town is a mining tow, and mine for gold. They send a shipment of gold once every 3 months down the river to the bit city. And it&#039;s the gold boats that get ambushed. As we entered the town we saw what looked like an arena, where people were getting prepared to fight. And on asking the locals it seems this happens every shipment. The guards are chosen by being winners in the fighting tournaments, as the gold mine owners want able people to protect the shipment from pirates. And any guards that survive and the shipment gets delivered, they get a share in the gold sale.&lt;br /&gt;
&lt;br /&gt;
We also hear that the main pirates they are wary of are the &amp;quot;midget&amp;quot; ones several miles down river, and that there is even a bounty on the heads if someone goes clear them out.&lt;br /&gt;
&lt;br /&gt;
We head to the sheriff&#039;s to get more information, and indeed discover there is a bounty of gold to those that return after clearing out the midgets. They are in some cavern down the river. When we enquire that we want to go have a try, we are told the last group never came back. We get given the name of a boat owner, Old Dave, who will take us down river, and wait three days before coming back. He can be used to verify that it&#039;s cleared out. But he hasn&#039;t brought anyone back yet. We register we are on a hunt.&lt;br /&gt;
&lt;br /&gt;
We go looking for Old Dave, and find him in the Scarlett&#039;s Trumpet, a seedy tavern down close to the wharf. There is much buying of drinks, even Kirgoth checks out the upstairs entertainment of the premises. He accepts our drinks, and money, and buys himself a large bottle of whiskey, and then leads us to his boat... he weaves the boat out into the middle of the river and then falls asleep, while we drift down river. Anooke looks into fishing and does catch some fish, but when we ask Dave about them when he is awake he names them all as Ripper fish. And no surprising there, all were varying sizes and shapes, but all had huge teeth, hense why all the boatsmen we had seen were carrying machete&#039;s.&lt;br /&gt;
&lt;br /&gt;
Four hours later he wakes up, and proceeds to start drinking his whiskey. Four and a half hours later than that, he begins singing loud lude and rawkus songs.&lt;br /&gt;
&lt;br /&gt;
We sleep in the boat, very uncomfortable, apart from those on watch and around dawn Dave actually begins using a paddle. Later in the day Dave pulls the boat into the lee of the bank, and points out the cave on the hill a wee distance. He tells us he will stay here to look after the boat, and meet us back here. Then drinks the rest of the bottle and falls asleep.&lt;br /&gt;
&lt;br /&gt;
We discuss tactics, use crystal balls and mage&#039;s eye to get a closer look at things. Kirgoth observes the inside of the cavern and describes 5 or 6 substantial shadowy figures, around 20 children like figures lying on the ground and a glowing warm egg-shaped thing in the main cavern. We assume it&#039;s the soul container. Everything else comes back as cold, undead, blarg.&lt;br /&gt;
&lt;br /&gt;
We discuss tactics, sort out weapons which will damage undead or spectral baddies, and put on all the protection we can. We then head into the cave entrance.&lt;br /&gt;
&lt;br /&gt;
Shortly into the entrance of the cavern, we can see all the bodies on the ground, we see one of the children stand up and in a wee voice say &amp;quot;Help me&amp;quot;, and start walking towards us with outstretched hand. As we enter more into the cavern, more children stand up and start adding their plaintive &amp;quot;help me&amp;quot;. Kirgoth rushes up and kills one, knocking another one out. I feel the death and call out that they may be alive but it is Anooke that works out they are possessed.&lt;br /&gt;
&lt;br /&gt;
Those with decent weapons engage, and as the children die, a spectral form rises out of their bodies and continues to fight. As they do pour out of the bodies, they have different effects on some of us, some go berserk, some flee in terror, or just wimper alot. And now that the children are closer, they pull out evil looking daggers and grin with evil pointy sharp teeth and attack as well.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all go as Kirgoth chops into them, causing children bodies to fall and spectrals to rise, and then spectrals to fall. He gets very hurt in the process and some of us try to help, but often get zapped by the fear of the specters. More combat, more die, we are more hurt and eventually Brundar goes down being protected by his golums. I try to rush in to help but also got pushed back by the horror of the spectors. Eventually Kirgoth goes down and it&#039;s down to Anooke and Logan. Logan tells the last spector to go away, and it flees through the wall of the cave. We quickly heal, and drag the children bodies outside where they burst into flame. We tried chopping off the heads, to take back to the town, but even they too burst into flames as we left the main entrance.&lt;br /&gt;
&lt;br /&gt;
We do some poking about, someone sees a spider, which we know is odd. There are no spiders on this island, well, there were none at all until the spider shaman thing turned up. So the spider is killed.&lt;br /&gt;
&lt;br /&gt;
After much examining, and removing what traps we could, we retrieve the glowy egg item from the box it was in... YAY! We have the soul!&lt;br /&gt;
&lt;br /&gt;
We discuss how we are going to prove we cleared the cave, when we know there is still at least 1 spectrally thing left behind as we walk back through the jungle to Dave. Anooke feels it&#039;s safe enough to take Dave back to the cave for him to see it&#039;s cleared, but as they clear the jungle they can see the whole cave entrance is covered in spiders, and spider webs... this freaks out Dave a bit. And our constant discussion about spiders, and Logan feeling someone scrying him again, causes Dave to start moving rather fast back through the undergrowth, back towards town, rather fast.&lt;br /&gt;
&lt;br /&gt;
We follow, but he seems to be getting further ahead of us, so we speed up to try and catch up.&lt;br /&gt;
&lt;br /&gt;
But as we get closer he veers off the trail and jumps into the river, to get away from us... we move to the edge of the stream, calling for Dave, and give up. I wonder what we said that made him jump into a river full of Ripper&#039;s... odd.&lt;br /&gt;
&lt;br /&gt;
Anyway, we pause for a breather and Logan begins the ritual to open his room. But in the middle of the ritual he feels someone scrying him again. He rushes a locate spell and gets an arrow pointing in the direction of where the scry is coming from. But it keeps moving, and we workout that it is flying, heading in our direction as it swoops over us.&lt;br /&gt;
&lt;br /&gt;
It swings back around and swoops over us again, a winged humanoid figure. It casts some spell and Shiraz and I are screaming in pain on the ground. It swings by again, and Anooke goes berserk, activating some sort of flying device, rushing into the air at this thing. He tries to hit it but flying and fighting is tricky. Logan casts some spells and the thing goes away. And then the thing flies away rather fast, and Anooke doesn&#039;t feel the compulsion to kill it any longer, so he heads back to us.&lt;br /&gt;
&lt;br /&gt;
Shiraz and I are dragged out of the spell radius and recover. Much healing and checking out each other is done. We discover the area spell cast was called [[Blood magic#Here comes the pain|Here comes the pain]], which caused extreme pain and agony. And the spell cast on Anooke was called [[Blood magic#Die by the sword|Die by the sword]], which caused him to go into a berserk killing rage against the caster.&lt;br /&gt;
&lt;br /&gt;
We make camp to try and recover, and Logan opens his room so we can hide inside. Can&#039;t seem to feel the scrying when he&#039;s in there.&lt;br /&gt;
&lt;br /&gt;
We discuss plans, not going back to town sounds good. We will avoid that, and just head back to the dwarven portal. We will travel faster up the river using Anooke&#039;s icebergs, so Shiraz and Kirgoth both end up inside Logan&#039;s room this time, with the rest of us on the ice berg.&lt;br /&gt;
&lt;br /&gt;
We make good time up the river, until Logan feels another scry. He casts another arrow on it and it is again moving. We try some ranged weapons on him, with not much evidence we hurt him. He cast another spell on us, and Brundar ended up in the water. Logan was able to magically retrieve him before the fish had a nibble, which is more than I can say for me... We got a better look at him this time, he seemed to be human with some sort of mask on him. But the avian bird features looked real, talons for feet and wings with no neck either. Very bird like and very odd.&lt;br /&gt;
&lt;br /&gt;
==Entry Sixteen==&lt;br /&gt;
;21st Frost&lt;br /&gt;
&lt;br /&gt;
The evil nasty came back a third time not long after dawn today and I ended up in the river, and had a chunk of leg bitten off by those pesky fish. But this time Logan was prepared and he cast sleep on him and he fell out of the sky into the river. We captured him...&lt;br /&gt;
&lt;br /&gt;
At this point we made for the bank and tied up the baddie, removing pretty much everything from him. The mask he was wearing came back as magical, and the weird armour he was also wearing came back magical. Logan opened his room, and we spent some time all working out what we could on the objects.&lt;br /&gt;
&lt;br /&gt;
The mask was &amp;quot;formally living&amp;quot;, [[Blood magic#Dead skin mask|dead skin mask]], seemed to be the skin off someone&#039;s face, and had enhancement to senses on it. Further investigation revealed it was the flayed skin of an 8 year old child, and would give the wearer triple perception, no wonder he could find us in the jungle. But it also had a side affect of affecting the aura of the wearer, making it dark.&lt;br /&gt;
&lt;br /&gt;
The armour was cursed with torment, a spell like affect called [[Blood magic#Aggresive perfector|Aggressive perfector]] which caused regeneration, but was made from the solidified blood droplets from small children. The wearer gained 7 steps in armour protection and 2 steps in regeneration, but they would also be tormented by the souls of the children. The damage absorbed could also syphon off spell damage, but we weren&#039;t to sure on the specifics.&lt;br /&gt;
&lt;br /&gt;
The dude himself came back as long lived sentient, but also as lesser undead sentient, half wraith. A dark evil had corrupted him and a mark on his soul directly opposed to the light side. Add in the factor he is a blood mage and you have evil bad dude. He had some weird spells in affect on him too, one called [[Blood magic#Screaming from the sky|Screaming from the sky]] which would account for his flying state, and another called [[Blood magic#Spirit in black|Spirit in black]] which I really don&#039;t want to know about. It also appears he has a Death Curse spell at the 6th step of strength, which was why Anooke cast hibernate on him. He should be asleep for about 81 days. We locked him up in a side room of Logan&#039;s room, and make haste to get back to the dwarves.&lt;br /&gt;
&lt;br /&gt;
;QUOTE FOR SEAGATE TIMES: Logan: I had hundreds of children rub their hands on my staff, up and down, to make it extremely smooth.&lt;br /&gt;
&lt;br /&gt;
==Entry Seventeen==&lt;br /&gt;
;22nd Frost&lt;br /&gt;
&lt;br /&gt;
The day passes as we travel up the river via iceberg.&lt;br /&gt;
&lt;br /&gt;
We hear noise and pull under the jungle the hangs over the river. The gold barge boat passes us by. And we then pull back out and head back up towards the town. &lt;br /&gt;
&lt;br /&gt;
We make for the bank and walk into town just as dusk approaches. We head to a more up-market establishment called The Nugget, and go in. The owner &amp;quot;Hiram Worchester&amp;quot; is a chattable man, and Logan makes small talk with him. We order food, rooms and entertainment. I got another lovely bath.&lt;br /&gt;
&lt;br /&gt;
==Entry Eighteen==&lt;br /&gt;
;23rd Frost&lt;br /&gt;
&lt;br /&gt;
As dawn approached we headed off towards the dwarf portal cave. We made good time and meet up with the dwarves. We got them to have a look at the mask and armour, and they got nasty vibes as well.&lt;br /&gt;
&lt;br /&gt;
We then headed to the Blue Dragon and as soon as we entered his cave he asked about the nasty things we were carrying. He sensed the souls trapped in the items and he had a good long look at them. After some time he said he would need some help with them, and after four and a half hours 2 people turned up. One was an 8ft talk emaciated man, but he sounded like [[Vidal]], and then a young woman in her 30&#039;s or 40&#039;s, humanish with an elvish tinge, 5&#039;11&amp;quot; with long dark hair. They both followed [[Chaaff]] into his side room. After some more time, they all came out, and [[Vidal]] now looked like a golden haired halfling.&lt;br /&gt;
&lt;br /&gt;
They asked for some donated blood for their ritual, and we all donated. We filled a goblet, and they did some wierd thing with the armour, each droplet is destroyed and out comes a white wisp which entered the goblet. There were so many wisps. And then the mask was rolled up and put into the goblet. And the mask began to burn with a aerie green flame. The wisps came out of the goblet and you could see the children&#039;s faces. They lingered as the flames burnt and then they all dissipated as the flames end. The goblet was left empty. I hope they are in a happy place.&lt;br /&gt;
&lt;br /&gt;
The lady turned to us, the first time she had actually acknowledges us really, and thanked us, and then quickly left. I wonder if she is a dragon.&lt;br /&gt;
&lt;br /&gt;
[[Vidal]] also thanked us and said that we are owed some answers if we ever turn up to ask them. He also left.&lt;br /&gt;
&lt;br /&gt;
We then headed back to the Dwarves to let them know what we found out and to crash.&lt;br /&gt;
&lt;br /&gt;
==Entry Nineteen==&lt;br /&gt;
;24th Frost&lt;br /&gt;
&lt;br /&gt;
Sent a message to the Guild to let the other group know that we had located the flautist. We also received some messages back that they had left. We have decided to wait here for them, so we are going to have the rest of the day off to rest and catch up on sleep. I also washed everything I could, it&#039;s drying at the moment. I&#039;ll wash the rest tomorrow once I&#039;ve had some more sleep.&lt;br /&gt;
&lt;br /&gt;
==Entry Twenty==&lt;br /&gt;
;25th Frost&lt;br /&gt;
&lt;br /&gt;
Nothing much today. We chatted to the dwarves, I had a wander around the caverns and finished up cleaning my belongings. No word from the other group yet. Maybe tomorrow.&lt;br /&gt;
&lt;br /&gt;
==Entry Twenty One==&lt;br /&gt;
;26th Frost&lt;br /&gt;
&lt;br /&gt;
Around mid-day, well I think it was mid-day. Hard to tell in these caverns. Anyway, the other group showed up. We spent the afternoon catching up on Seagate gossip, what they have been doing, what we have been doing, and about our captive.&lt;br /&gt;
&lt;br /&gt;
The other group is made up of Kit or Sir Christoper, a holy knight of some sort. Seems important. Silverfoam, a nice Namer who apparently knows more about blood magic. I hope he has a counter spell, must ask him tomorrow. Father Broc, not sure what he does, something magical, and a dwarf called MDK...&lt;br /&gt;
&lt;br /&gt;
I was right, that lady who meet up with [[Chaaff]] was a dragon. I wonder what colour. And wow, [[Vidal]] is also a dragon. I mean, wow. I wonder what colour he is too. I&#039;ll try to remember to ask.&lt;br /&gt;
&lt;br /&gt;
Rightio, we got quickly down to business after much gossiping and telling stories about people I didn&#039;t know. Three things came out of our catch up on &amp;quot;they have found the flute&amp;quot; and &amp;quot;we have the flautist&amp;quot;, especially as we have a few weeks until the big ritual thingy that they are needed for.&lt;br /&gt;
&lt;br /&gt;
1 was we need to divinate the guy we have captive and find out more about him.&lt;br /&gt;
2 was to see if we can cure the plague or at least get rid of the amulets so they don&#039;t cause more deaths/plagues.&lt;br /&gt;
3 was to reduce the not nice spider shaman&#039;s influence or activities on the island, since his whole &amp;quot;filling a cave full of spiders&amp;quot; isn&#039;t a nice thing.&lt;br /&gt;
&lt;br /&gt;
=== WATCHES ===&lt;br /&gt;
Watches for the 12 hours of Darkness:&lt;br /&gt;
&#039;&#039;&#039;W&#039;&#039;&#039;=on watch; &#039;&#039;&#039;S&#039;&#039;&#039;= on standby (resting but ready); &#039;&#039;&#039;D&#039;&#039;&#039;=divinating&lt;br /&gt;
&#039;&#039;&#039;P&#039;&#039;&#039;= purifying.&lt;br /&gt;
Menolly, Lizette, &amp;amp; SF may be doing healery things instead of  S/D&lt;br /&gt;
&lt;br /&gt;
Sir Kit lulls to sleep all not on W or S in 1st hr. &amp;lt;br&amp;gt;&lt;br /&gt;
1st:  &#039;&#039;&#039;Kirgoth&#039;&#039;&#039;, &#039;&#039;&#039;Kit&#039;&#039;&#039;, &#039;&#039;&#039;Logan&#039;&#039;&#039; W: Menolly S (or camp duties).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd:  &#039;&#039;&#039;Kit&#039;&#039;&#039;, &#039;&#039;&#039;Logan&#039;&#039;&#039; W: Menolly S.&amp;lt;br&amp;gt;&lt;br /&gt;
3-4:  &#039;&#039;&#039;MDK, Broc&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
5th:  &#039;&#039;&#039;Logan, Menolly&#039;&#039;&#039; W; Lizette D.&amp;lt;br&amp;gt;&lt;br /&gt;
6th:  &#039;&#039;&#039;Logan, Menolly, Lizette&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
7th:  &#039;&#039;&#039;Kirgoth, Anooke, Lizette&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
8th:  &#039;&#039;&#039;Kirgoth, Anooke, Silverfoam&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
9th:  &#039;&#039;&#039;Kit, Brundar, Silverfoam&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
10th: &#039;&#039;&#039;Kit, Brundar&#039;&#039;&#039; W; Silverfoam D.&amp;lt;br&amp;gt;&lt;br /&gt;
11th: &#039;&#039;&#039;MDK&#039;&#039;&#039; W; Brundar P; Either Broc P &amp;amp; &#039;&#039;&#039;SF&#039;&#039;&#039; W, OR &#039;&#039;&#039;Broc&#039;&#039;&#039; W &amp;amp; SF D.&amp;lt;br&amp;gt;&lt;br /&gt;
12th: &#039;&#039;&#039;MDK, Broc&#039;&#039;&#039; W; Brundar prepares breakfast; other mages P.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Divinating the bad guy - what we found out===&lt;br /&gt;
&lt;br /&gt;
His plane of Origin is Alusia.&amp;lt;br&amp;gt;&lt;br /&gt;
General True Name is Demi-Wraith.&amp;lt;br&amp;gt;&lt;br /&gt;
Originally human, has had life extensions, and recently undead.&amp;lt;br&amp;gt;&lt;br /&gt;
Something is trying to get in contact with him.&amp;lt;br&amp;gt;&lt;br /&gt;
Question: What plane is the person who is trying to contact him... Alusia.&amp;lt;br&amp;gt;&lt;br /&gt;
Question: What will his deathcurse do? Turn you into a greater undead.&amp;lt;br&amp;gt;&lt;br /&gt;
Question: Name of power pacted to... no response but the nothing was flavoured with the same feeling of others aligned to or minion of Lord Arindale (whoever he is)&amp;lt;br&amp;gt;&lt;br /&gt;
Question: What spells have impacted over the last 3 months... &amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Screaming from the Sky|Screaming from the Sky]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Spirit of Dark|Spirit of Dark]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Aggressive Perfector|Aggressive Perfector]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Skin Mask|Skin Mask]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Threshold|Threshold]] (some sort of area affect)&amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Circle of Beliefs|Circle of Beliefs]] (a long term mind control sort of spell where the caster gives benefits to the target)&amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Mind Control|Mind Control]] (another mind controlling spell)&amp;lt;br&amp;gt;&lt;br /&gt;
- [[College of Exsanguination#Disciple|Disciple]] (another mind controlly thing which is loyalty affecting, which makes all those under the spell the same as blood brothers)&amp;lt;br&amp;gt;&lt;br /&gt;
Scarily all these are rituals and involve the sacrifices of sentients... what a big nasty mess.&lt;br /&gt;
He also had sleep, snowballs and hiberate on him, which we knew about since we caused them.&lt;br /&gt;
&lt;br /&gt;
So, we keep him hibernated for a while longer I guess.&lt;br /&gt;
&lt;br /&gt;
Baron Logan also wanted a disguise so he can hide from all the scrying. I believe what they did was pop off into another plane, change his race and looks and then popped back. Wow. These guys are good.&lt;br /&gt;
&lt;br /&gt;
We then had more discussions, it took ages to decide who would be party leader. I&#039;m still not quite sure who it is, but I think Sir Kit is, and Brundar is our spokes person to the dwarves.&lt;br /&gt;
&lt;br /&gt;
We work out there are a number of factions affecting us and what we are doing, and we need to work on those, to either reduce the numbers or have them change who they are focused on. But no-one could agree on which we look into, so we decide to go see [[Vidal]] and ask him, since some of us are owed some questions.&lt;br /&gt;
&lt;br /&gt;
We travelled through the dwarven caverns and portals, like the last time we visited, using some really fast canoe-thing that Silverfoam can do... why water and not legs, I have no idea. These big powerful adventurers seem to do things way too fast.&lt;br /&gt;
&lt;br /&gt;
Anyway, we travel round the forgetful lake and to the village. This time we paused at the village temple, to ask about how the Balai see death and if they believe in some sort of reincarnation. Basically we have the soul of Brother Lucious, will he be lost forever or will be join back into the world when it is his time. The temple in the village is rather large and very alike to the one in Boenoel, a four sided pagoda with shrines and offerings and the like.&lt;br /&gt;
&lt;br /&gt;
Some of us go inside and have a chat to the priests, and it is as we feared. Yes they do believe in the wheel of life, when you die you do get the chance to come back. But if your sould had been taken some way un-natural, then you wont be able to get back onto the wheel. We will have to find a way for Brother Lucious to enter back into the wheel if we can.&lt;br /&gt;
&lt;br /&gt;
We thanked the priests and headed onto [[Vidal]] and the bone place. He was sitting inside playing chess with a set of Seelie and Unseelie figures. It was very pretty, but I don&#039;t really understand the game. I guess that might be something to learn.&lt;br /&gt;
&lt;br /&gt;
We told [[Vidal]] everything about what we had been up to, including the other group finding the flute. He was very Hmm about it all until we mentioned the cave now filled with spiders. That caused him to create this big balloony ball of fire and blow it off into the wind. Ohh, I wonder if that will help us with our problem 3.&lt;br /&gt;
&lt;br /&gt;
Anyway, we talk to him and he says that for all the information we have given him, we can all have a question, except the dwarf MDK. And we can come back that evening to ask if we can&#039;t think of a question now.&lt;br /&gt;
&lt;br /&gt;
==Evening==&lt;br /&gt;
;same day&lt;br /&gt;
&lt;br /&gt;
I discovered that Sir Kit had built some sort of temple close to here, since he was here with Baron Logan another time. So we all head there to camp the night. Sir Kit then does some more building... I have no idea how but the building built a stable onto itself. He then consecrated the temple part of the building. We are all staying in that part, except MDK. Hmmm...&lt;br /&gt;
&lt;br /&gt;
We talk more into the evening and still can&#039;t decide what else we are going to do. Sir Kit and Father Broc then pray and vanish. Gone, poof. And then a short time later they re-appear. It seems that they do that sort of thing when they pray. Well, I never knew.&lt;br /&gt;
&lt;br /&gt;
Anyway, while they were where ever, they got told that to get rid of the plague that the flute will do it. And that to destroy the crystal in the cavern, the flute will be destroyed as will the player. So if we are to get rid of the plague we will need to do it before the ritual. But that we must be careful as if the flute is damaged, then the ritual wont work. Dilema.&lt;br /&gt;
&lt;br /&gt;
Also there are 4 factions against us. And we need to remove 1 of these.&lt;br /&gt;
&lt;br /&gt;
We spend some time going over who the factions are, and come up with more than four as we don&#039;t really know who is dealing with each other yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;We have:&amp;lt;br&amp;gt;&lt;br /&gt;
Blood mages&amp;lt;/B&amp;gt; (not sure if they are working with someone else or on own)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;[[Calamar]]&amp;lt;/B&amp;gt; possibly responsible for the amulets and plague&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Children of the Rifts&amp;lt;/B&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Spider Shaman&amp;lt;/B&amp;gt; (who is very tough and has had many months to rebuild since the last battle) possibly demonic?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;The Arindale chap&amp;lt;/B&amp;gt; (don&#039;t know much about him, a shaper?)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Orcs&amp;lt;/B&amp;gt; (been stirring up trouble locally, attacking/killing villages etc. maybe not related)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Metamorphs&amp;lt;/B&amp;gt; (some ancient race that was/is? on these islands)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Air Elementals&amp;lt;/B&amp;gt; (the ones that make flying so deadly, but they have been known to make arrangements with others in the past)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;[[Roche]]&amp;lt;/B&amp;gt; the gold dragon who &amp;quot;happens&amp;quot; to be in the area and &amp;quot;happened&amp;quot; to get woken up recently&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;The Shamans&amp;lt;/B&amp;gt; (a powerful force on the islands)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SO yeah, we really don&#039;t know much about who is playing with who, and who has alteria motives, and I reckon if we could make some of them focus on each other, our lives would be so much easier. But finding the relavent information will be tricky.&lt;br /&gt;
&lt;br /&gt;
Kirgoth went and visited [[Vidal]] and asked him a question about healing the city with the plague. Many will have lost their lives while we have been wandering around the jungle hunting Brother Lucous&#039;s missing soul. He gets told about the flutes ability to destroy the amulets, but the problem of getting sidetracked and the flute possibly getting damaged if the factions try to stop us. When this issue is discussed with the dwarves, they tell us that this city isn&#039;t the only one to get the plague, so we have a bigger issue than we thought. Also the others mentioned that the last time they got rid of the amulets, the unprogrammed ones, they ended up making a rather large hole in a hill. Crater size. We would have to gather all the amulets from the city and then destroy them, as setting them off might cause heads to explode. Kinda defeats the purpose of trying to save them.&lt;br /&gt;
&lt;br /&gt;
I went and asked [[Vidal]] about the whole flying thing I&#039;ve ben having issues with. I miss my babies, and want them to be able to travel with me, but I don&#039;t want them to end up hurt like Briar did last time. So I need a way that I can train them to be able to fly when under a flying sort of spell. So I asked if there was someone who can teach me how to train non-flying pets how to fly using magical spells. He told me [[Kareem]] can. Don&#039;t know who [[Kareem]] is, but that&#039;s a start. I need to get my flying up a bit first too. Will try to remember to do that when I have some time in the guild next.&lt;br /&gt;
&lt;br /&gt;
Anyway, back in the temple Kit had been thinking on Brother Lucous and his spirit and how we can get someone to use the spirit to play the flute when the time comes. Since there is no body, and no bits of body to regrow one, the soul needs to go into another body.&lt;br /&gt;
&lt;br /&gt;
Kit tries a few things, praying, holding the egg thing, nothing happens. He then stuck it in his mouth and tried playing the flute with it. While doing this the egg thing broke and the soul merged with him. He says he can feel it sitting there, in the back of his mind, separate at the moment, all quiet like, just lurking in the background. Creepy, how would you know whose thoughts you were thinking... but I guess that is one way around it.&lt;br /&gt;
&lt;br /&gt;
The thing about the ritual, it seems that when it happens, the cavern with the crystals will be destroyed and who ever is playing the flute has to be inside it to do it. SO I guess Kit has a plan. He seems rather tough. Maybe this disappearing when you pray thing might help.&lt;br /&gt;
&lt;br /&gt;
The night then disolved into arguing, mostly arguing about how to kill our sleeping bad guy. Yeah, I know he&#039;s bad, but surely there is another way around it rather than kist murdering him. Maybe there are some officals that we can hand him over to, and they can deal with it. Anyway they were talking about removing skulls, capturing souls, killing him because it&#039;s easier to question the dead... who have I got involved with... I hate the fact that sometimes the only way to stop someone trying to kill me is to hurt them enough to stop, and that it can sometimes lead to their death. I hate it. But discussing murder so casually like it&#039;s the same as walking or breathing, I&#039;m not sure I like this aspect of some of the guild members. There must be a better way. I just hope I can give Brother Lucous justice without having to cause another death, it would make his death seem meaningless otherwise.&lt;br /&gt;
&lt;br /&gt;
When Father Broc came back from playing chess with Vidal he did mention Vidal had said &amp;quot;the dreams are from the Irdanians... not sure who they are, must ask tomorrow, if I don&#039;t die in my sleep.&lt;br /&gt;
&lt;br /&gt;
==Entry Twenty Two==&lt;br /&gt;
;27th Frost&lt;br /&gt;
&lt;br /&gt;
(dream) We all end up having a similiar or same dream. It includes a huge open plain, all dead, and as we travel over the plain we can see a tower in the centre.&lt;br /&gt;
&lt;br /&gt;
(information from the others on the flute trip that is brought up during breakfast)&lt;br /&gt;
Aparantly the maker of the crystal amulets and the plague is the man in the tower on the Plateau of Decay. It&#039;s a tower in the centre of the plateau, which is also above the 5 or 6 levels of the crystal mines and caverns. When the ritual happens in a months time, it will destroy all of that, and probably the tower too. The man might be very interested in stopping us. And the others say he is this Arindale chap. And apparantly the area around the tower has some sort of area magical fail thing on it too. That will make for an interested time.&lt;br /&gt;
&lt;br /&gt;
We woke (yay!) and it was decided that the Spider shaman dude and the Children of the Rifts is the place to investigate first. So we back track to the dwarve caverns, portal back to the hill overlooking the mud mining town, and head down the river to where the cavern was. We avoided the town and headed down on some canoe things that Kit and Brundar organised. Logan felt scrying again, and from all over the place ie spiders and spidery like bugs in the forest, so they know we are here. We stopped chatting and Silverfoam made us all invisible but it seemed we could still be spotted.&lt;br /&gt;
&lt;br /&gt;
We pulled into the banks a bit further away this time, so we could creep up and check out the place. There was a lot of spell preparations, getting all set before getting too close. Then a large noise heading in our direction was heard. It was a herd of jungle animals, predator and prey alike, all charging in our direction. When they finally passed, I checked one of the corpses Kirgoth caused and they were under a spell called [[Possessive Riding]], like a mind control thing. To control that many is rather scary. Some lovely creatures died in that mess, rather sad.&lt;br /&gt;
&lt;br /&gt;
As we creeped up to the edge of the jungle to look at the cavern entrance, we noticed some new things that weren&#039;t there last time. 4 poles with skulls on top, around the cavern entrance. Look like orc skulls. Much peering, wizard eying and so forth. They are some sort of undead construct, linked to an area activation spell on the area around the entrance, which tries to destroy the targets. We try to work out how to deactivate it, but it seems we are still too close in the jungle and the skulls start powering up. Much charging and hitting things happens. The skulls turned into undead skelatal creatures. Much smitting happens.&lt;br /&gt;
&lt;br /&gt;
Spiders, large dog size ones, and other spider-like creatures then pour out of the cavern entrance and keep up occupied for a bit. Seems these are also rather nasty, poisonous, bite, and when they go poof there is a dust issue to deal with.&lt;br /&gt;
&lt;br /&gt;
We eventually kill off the skull things, and the first wave of spidery things. Father Broc used some sort of wandy thing and fireballed the cavern entrance. The front fighters head to the cavern entrance, and set off something which causes a lot of the entrance to collapse. No one was hurt in it, but the entance is now rather small and crawl like, which doesn&#039;t bode well.&lt;br /&gt;
&lt;br /&gt;
Logan sends in a wizards eye to look around and sees 4 more large spiders not far from the entrance. Kit does something and disappears, Father Broc crawls in, and those of us still outside hear much combat through the entrance. Me and Kirgoth keep watch over the jungle, squishing spiders and spidery things, as people slowly head through the entrance. Logan slows the spiders. Anooke is next, and Logan spots more figures further back in the cavern. 4 humanoid figures with bows. Logan slows the archers. More combatty sounds as the fighters battle the big spiders (now down to 3), and then Silverfoam leans into the entrance and shoots this fireball wand over the others at the archers down the back.&lt;br /&gt;
&lt;br /&gt;
There is much more fighting, and Anooke took a bleeder in the arm. MDK went berserk and jumped over the top of the spiders (rather a high jump for a dwarf) and charges at the archers. And then Sir Kit does some weird thing and all the cave in turns into water and clears the entrance of the cave. Yay, we can get in to help, but after we pick ourselves up off the ground were we all got pushed over to. MDK falls over and spends some time keeping the floor warm. Those nasty archers had shot him rather badly.&lt;br /&gt;
&lt;br /&gt;
The archers moved further into the cavern, leading us to two different caverns. They also used some weird spidery magic on us. Not very nice. The spiders were dispatched, and one of these archery things. Seems they are undead of some sort, minions to something bigger. One of the spells used was [[plague of spiders]], and area effect which seemed to make people feel they like they are covered in bugs.&lt;br /&gt;
&lt;br /&gt;
Kit, MDK (now fixed) and Anooke chased after the archers, and end up down a cavern away from the rest of the party. The disappear from sight. Silverfoam does some healing of the rest of the group and we head in the direction of the other half of the group. The corridor is covered in a icky weird web and as we break through the web I lose the rest of the group. Don&#039;t know where they went, but I was on my own.&lt;br /&gt;
&lt;br /&gt;
There seemed to be some magical effect on the whole corridor, making the corridor like a maze. I investigated the corridor effect and came up with something called [[Maze of the spider]] which was on the walls and ground. The icky web is also living. How weird is that. It seems to be some sort of weird [[spawning ground]] creature.&lt;br /&gt;
&lt;br /&gt;
Silverfoam seems to believe that he knows the way, so his group get out a rope and the group hold onto one end while Silverfoam heads down one of the corridors to where the others are. He is following a locate which he has on Anooke. It leads him down a corridor and then the locate blinks out(Anooke going interplane) and leaves Silverfoam on own. He continues a bit further and comes to a large open cavern. This huge cavern is all covered in web and in the centre is a web tunnel heading down. As Silverfoam inviestigates a huge spider comes out, grabs Silverfoam and drags him into the web tunnel. He gets tied up and left dangling upside down over the funnel. The web has the GTN of &amp;quot;Web of the spider&amp;quot; and the plane of origin of the spider:animal is Alusia.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, off on another plane Kit, MDK and Anooke run into some other weird webby stuff. Kit gets caught, so when the other 2 return to our plane, Kit is trapped and doesn&#039;t return. He ends up summoning some elemental thing to break him out of the web. And it seems since the web is alive, the elemental has to fight the guardian thing. I didn&#039;t really understand what he told me after all this happened. But it sounded dangerous.&lt;br /&gt;
&lt;br /&gt;
Back in the tunnels the rest of the party (Logan, Father Brock, Brundar, Kergoth and Boris the Golum are holding onto the end of a rope when it stops moving. Someone uses a wizards eye and follows along the rope to see if Silverfoam has found me, and instead finds the rope wedged into a block of ice, and Silverfoam dangling upsidedown above a big round hole which is warm and has a glowing volcanic look to down the webbed hole... not a good look for Silverfoam. The follow the rope and end up in the huge cavern.&lt;br /&gt;
&lt;br /&gt;
Anooke and MDK reappear in the cavern, the huge spidery thing tries to capture them too. The others arrive and join in. I work out that the alive webs have a centre and so follow the webs to their centre and enter the same cavern. And as combat gets interesting Kit finally reappears.&lt;br /&gt;
&lt;br /&gt;
The huge spider isn&#039;t all spider it seems, with a GTN coming back with part Giant Spider and part Demonic Avatar. It seems it is long lived, sentient, very healthy and it&#039;s only weakness if an elemental call [[Malphus]] whoever that is.&lt;br /&gt;
&lt;br /&gt;
Anyway, the Spider had downed Brundar and had grabbed him and jumped down the hole, down through the web and freefalling into the huge cavern below... with the volcanic lava. Father Brock heroically jumps down the hole, stabbing at the spider, with no safety net, wings or rope. Very brave. Kit also jumps down the hole, after the spider, Father Brock and the unconcious Brundar. The Spider drops Brundar and leaps to a wall of the cavern. Kit does some weird thing and the three freefallers all disappear.&lt;br /&gt;
&lt;br /&gt;
Anooke has some sort of flying thing, so hops down into the hole and gets in position to try and catch them as they come bck. Kit took them into that other plane again and moved all three of them together so they can grab hold of each other. And as Kit has this flying/floating thing, they reappear together in the hole. There is some flying and floating and everyone gets back up to safety. It was very dramatic. The webs are then set alight, and we all rush out of the cave, breathing smoke and gunk. The entrance is sealed and the smoke is used to wander around the hill and close up any other exits so the giant spider thing doesn&#039;t get out. He&#039;s a bit big for us to get today.&lt;br /&gt;
&lt;br /&gt;
While doing the rounds we do spot a pile of tracks heading away from the hill into the jungle of more of those huge dog-sized spiders, and the 2 legged undead creatures. I guess another group will have to come back sometime to clean up those. I&#039;m not sure how the dragons are going to like that. There used to be no spiders on these islands.&lt;br /&gt;
&lt;br /&gt;
==Entry Twenty Three==&lt;br /&gt;
;28th Frost&lt;br /&gt;
&lt;br /&gt;
Back at the dwarfs, we catch them up on what we did at the cave and they invite us to stay with them to wait the 6 weeks or so until it is time for the flute ritual which we accept. It would be nice to not have to trapse through jungle for a while, although I will need to go topside a bit. Not sure if I can cope with 6 weeks underground.&lt;br /&gt;
&lt;br /&gt;
==Entry Twenty Four==&lt;br /&gt;
;28th Frost to 3rd Ice&lt;br /&gt;
&lt;br /&gt;
The nice dwarves offered to train me in a new spell and they had many to choose from. Over the battle with the spider the one spell that Anooke cast that saved Kergoth from completely dying was one called Trollskin. I asked if they could teach me this, as it would be very useful for keeping Basil and Briar out of trouble. They have a slightly different way of doing magic here, something to do with the magical aura in places on the island. It&#039;s very runic in style and so we spend some time working out how to adapt what they do to my style of magic and eventually I can cast the spell. I also spent some time studying the local fauna and think I will see if I can befriend a wee monkey before I leave here. It would be fun to have a pet that can travel on me, so flying isn&#039;t too much of a hassle. I miss my babies, I hope they are well.&lt;br /&gt;
&lt;br /&gt;
(Over these 6 weeks Menolly adds an appendix to the back of her diary about the [[Animals of Insel der Freiheit]] she saw, and sketches of what they looked like and other details she noted. She talks to some of the dwarfs and adds anything they know about the animals to her notes)&lt;br /&gt;
&lt;br /&gt;
(Menolly adds a second appendix, with some notes on [[Weird plants of Insel der Freiheit]] Menolly noted in the jungle. A third appendix includes some notes on [[Recipes from Insel der Freiheit]] that she noted as very odd and didn&#039;t really want to try but were worth recording to warn others not to try them)&lt;br /&gt;
&lt;br /&gt;
==Entry Twenty Five==&lt;br /&gt;
&lt;br /&gt;
Over the gap while we are training we come up with a cunny plan on how to get into the chamber where Kit has to play the flute for the ritual. We come up with many ideas and many are chucked out. Eventually we end with one foolproof plan. We need a fast way to get to the tower, one that the occupants wont suspect. We need a way of getting into the tower, and then getting down the staircase to the base of the tower. All needs to be done fast and effortlessly.&lt;br /&gt;
&lt;br /&gt;
We come up with the information that the tower gets supplies delivered, and has mined goods picked up on a regular basis. If we disguised ourselves as one of these groups, we could get to the tower without too much notice. So we need a floating ship.&lt;br /&gt;
&lt;br /&gt;
We can probably bash our way into the tower, but we have the problem of the magic-nulling effects which are in place in and around the tower. Whatever we do needs to be able to withstand that. So flying might be a problem. Gollums or elementals should be ok. So we come up with a cunny plan of Brundar making a special boat-like gollum which we can ride in to get down the stairwell to the bottom. Big, sturdy and made so it skims around the walls. He makes such a thing. We plan well and have everything organised so nothing can go wrong.&lt;br /&gt;
&lt;br /&gt;
;Date of ritual&lt;br /&gt;
&lt;br /&gt;
We leave the dwarfs and pass through their portals to get us as close to the Plains of Decay as they can help us get to. We set off in the commandeered flying vessel. As we get closer we power up with all the preparation spells we can. We fly into the tower&#039;s docking bay, prepared for trouble, and disembark. There is no resistance, maybe our disguise has worked. As we want a flying vessel to get home in, Kit flies the ship up away from the tower, to park it in orbit while we carry out our clearfully thought out plan.&lt;br /&gt;
&lt;br /&gt;
While he is doing that, the rest of us barge into the tower, and get the stair-sailing gollum into place and load up our gear and ourselves.&lt;br /&gt;
&lt;br /&gt;
This is where things go horribly horribly wrong. I&#039;m not sure if it was the excitment of getting into the tower, or the lack of resistance, but before Kit had even finished parking the ship in the air Silverfoam had us all into the gollum boat and instructed for us to head down the stairs.&lt;br /&gt;
&lt;br /&gt;
The gollum boat works a dream, we zoom down and round the very swirly staircase, down, down into the depths of the tower. It is rather fast and quite fun, and then we get to the bottom and overshoot the cavern at the bottom. Only then do we realise we had left Kit, and the Ice Elemental that Anooke had summoned. Kit still in the air somewhere, and the Ice Elemental back at the top of the stairs. Oops.&lt;br /&gt;
&lt;br /&gt;
All still in the gollum, Silverfoam then cast another watery sailing spell to make the gollum move over to the doors where we need to go. But as we are now in a chamber with those icky crystals, and the end target area of the spell also goes through cystals, the spell goes horribly wrong. Instead of water filling the space from the boat to the doors, the area is filled with some sort of green icky slime which seems to be giving off these ghastly vapours. Luckily we thought there might be some smelly vapours down here already and everyone has a spell on them so we can breathe. However it doesn&#039;t cover up the smell... rotten eggs are never the best anywhere...&lt;br /&gt;
&lt;br /&gt;
Silverfoam counterspells the spell, and casts another spell, but it too goes horribly wrong and just fills the chamber with a jelly-like substance. We have to forceably stop him from casting anymore as we are worried about any further magical effects. Most of us clamber out of the gollum and start making our way across the chamber, to the large double doors leading to where we need to play the flute.&lt;br /&gt;
&lt;br /&gt;
Then we are attacked. We are attacked by a lone minion, more like an sneaky scouty assassin. He sneaks round the crystal outcrops and joined up stalagmites and stalatites and throws deadly missiles at us. Poor old MDK seems to get an overly large amount of them. They start as small dart-like things, and then once they hit they turn into javelins. He ended up with so many he could hardly move. (good thing those trollskin spells were still working) The bad guy throws more things, acid, and others get hurt. I got hit by one of the javelin-dart things. Poisoned.&lt;br /&gt;
&lt;br /&gt;
More minions, undead ones this time, climb out of the crystal pillars and start attacking us. They are rather damaging and several of us go down from their onslaught. Anooke was very brave and kept attacking them, even with no back-up. It seemed like the undead were able to heal themselves any time we got hurt by them, which wasn&#039;t very nice.&lt;br /&gt;
&lt;br /&gt;
Then more figures came through the large doors, including this huge dwarf figure, who turned out to be alive, and a magic user. That caused all sorts of problems. He cast some sort of spell on Brundar, and he went down. &lt;br /&gt;
&lt;br /&gt;
I got hit by one of the undead, and when I was able to notice things again the chamber was awash with blood, some spell affect from the dwarf apparantly. I got hit again and went out like a light.&lt;br /&gt;
&lt;br /&gt;
Anooke told me later that not long after I went down, Brundar&#039;s gollums took on the undead trying to get at him. When the undead retreated into a crystal pillar they tried hitting the pillar and it caused a weird magical effect of a huge swarm of rats to spill out of the pillar. Of course the vapours started killing them off as soon as they come out, but they did push over a number of people.&lt;br /&gt;
&lt;br /&gt;
Father Brock was hit by some weird pigmy biting creatures that latched onto him. The others stuck in the boat were able to get out and come and help. More baddies, archers this time, came through the large doors to cause more problems. I had my hand chopped off, don&#039;t remember it myself thank goodness. This has definitely been an adventure for hand injuries.&lt;br /&gt;
&lt;br /&gt;
More major fighting, people started dropping like flies and were piling up on the ground. Anooke said he even had to go rescue Father Brock and Silverfoam from one of the bigger baddies.&lt;br /&gt;
&lt;br /&gt;
Eventually Kit arrived, and helped rally the team, take out the archers, help take out some of the few remaining undead or at least scare off some so our healers could bring some of us around again. He then rushed off into the big chamber and played the flute, making all the crystal go boom, while the others dragged the rest of us (and any loot) back into the tower. &lt;br /&gt;
&lt;br /&gt;
We make it out of there, with some loot, and headed back. Anooke was a super hero in my books and killed lots of the undead baddies, but ended up with a level 32 death curse on him, so we have had him put himself into hibernate while we transport him back to the Guild to get the curse removed. (Cursed to follow The Master at midnight) Luckily someone was able to help my hand, and MDK&#039;s javelin size holes. And it seems the nasty evil I had to deal to, who caused Brother Lucious&#039;s soul to be sucked out, was one of the nasty undead that got killed in the process. I&#039;m glad he wont be doing that again. &lt;br /&gt;
&lt;br /&gt;
We got back to the dwarves, got as rested up as we could and got to look over the spoils of the day. We divide up the [[A combined GM Game|loot]], and head back to the Guild a job completed.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Flute_Interlude&amp;diff=114106</id>
		<title>Flute Interlude</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Flute_Interlude&amp;diff=114106"/>
		<updated>2026-05-17T09:50:46Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category: William]][[Category:Scribe Notes]][[Category: Scribe Notes for Insel der Freiheit]]&lt;br /&gt;
[[Category: Father Broc]]&lt;br /&gt;
[[Category: Kit]]&lt;br /&gt;
[[Category: Silverfoam]]&lt;br /&gt;
[[Category: Lizette]]&lt;br /&gt;
[[Category: MDK]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
The adventure takes place on the [[Insel der Freiheit|Isles of Freedom]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Flute Interlude&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[:Category: William Dymock|William Dymock-Johnson]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Thursday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
&lt;br /&gt;
# [[Father Broc]], an Elven Rune Mage&lt;br /&gt;
# [[Kit]] - [[Gabrielites|Gabrielite Inquisitor]] ([[Sammaelites|se]][[Michaelines|mi]]-[[Raphaelites|deta]][[Urielites|ched]])&lt;br /&gt;
# [[Silverfoam]] - Elven Namer played by [[:Category:Michael Parkinson|Michael Parkinson]]&lt;br /&gt;
# [[Lizette]] - Human - Female - Namer&lt;br /&gt;
# [[MDK]] - Dwarf - Male - Exterminator played by Michael Scott&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Sirth. A Dwarven Runesmith from the [[Insel der Freiheit|Isles of Freedom]]. &lt;br /&gt;
; Mission&lt;br /&gt;
: To locate and recover (intact) a flute created to destroy Kyanite Crystal. The flute was believed to be seen last near [[Novadom]] in the hands of one of Rashaks minions. The flute and flautist must be brought together by the [[Festivals of Insel der Freiheit#Day of the Balai|Day of the Balai]] (&#039;&#039;14 Ice - 74 days from the start&#039;&#039;) in order to destroy the remaining crystal.&lt;br /&gt;
; Pay&lt;br /&gt;
: 10,000sp each in gems.&lt;br /&gt;
&lt;br /&gt;
==Astrology reading==&lt;br /&gt;
&lt;br /&gt;
In the Land of the Searing Sun,&amp;lt;br&amp;gt;&lt;br /&gt;
A doom doest awaiteth,&amp;lt;br&amp;gt;&lt;br /&gt;
A bane beyond all banes,&amp;lt;br&amp;gt;&lt;br /&gt;
Burrowed beneath the shifting sands,&amp;lt;br&amp;gt;&lt;br /&gt;
Dreaming of glories past,&amp;lt;br&amp;gt;&lt;br /&gt;
The Old Lord of Dark&#039;s Haven does lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Near the lands of men he plots,&amp;lt;br&amp;gt;&lt;br /&gt;
And speaks to them in dreams,&amp;lt;br&amp;gt;&lt;br /&gt;
Where others study good and grace,&amp;lt;br&amp;gt;&lt;br /&gt;
He dwells with foul intent,&amp;lt;br&amp;gt;&lt;br /&gt;
A curved sword and lugubrious ship,&amp;lt;br&amp;gt;&lt;br /&gt;
Takes you to his waiting death.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A dream that may of been born of fiends,&amp;lt;br&amp;gt;&lt;br /&gt;
Hatched out of desire for revenge,&amp;lt;br&amp;gt;&lt;br /&gt;
Against the Grey Lord and the Wild Lady,&amp;lt;br&amp;gt; &lt;br /&gt;
Of mortals and imortals he hates those most,&amp;lt;br&amp;gt;&lt;br /&gt;
Thier blood would be as ambrosia,&amp;lt;br&amp;gt;&lt;br /&gt;
Thine allies blood as nectar.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He waits, he watches and dreams of the day,&amp;lt;br&amp;gt;&lt;br /&gt;
As his shadows gather with dark intent,&amp;lt;br&amp;gt;&lt;br /&gt;
Those he seeks to redress past wrongs,&amp;lt;br&amp;gt; &lt;br /&gt;
Gathered like moths to a flame,&amp;lt;br&amp;gt;&lt;br /&gt;
Drawn by the salvation in his claw,&amp;lt;br&amp;gt;&lt;br /&gt;
To be clensed in searing revenge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
==1st Frost 807== &lt;br /&gt;
&lt;br /&gt;
1pm - We meet our employer [[Sirth]] (A dwarven Runesmith from the Isles of Freedom) in the guild after the meeting.    He gives us an astrology reading and explains: &amp;quot;Eons ago, one of my dwarven ancestors made a golden flute (a normal size flute made of beaten gold) that had the power to carve tunnels, create underground area and generally work with rock, crystal and similar materials.    Somehow, it fell into the hands of an evil [[Lich]] king and from there into the hands of a powerful Drow necromancer named Rashak in around 795.    It is likely that due to its nature Rashak gave it into the hands of one of her lieutenants.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We take a moment so he leaves and refreshes himself while we sort out party positions.   Silverfoam will be the Military Scientist due to his extensive experience, I (Father Broc) will be scribe while Kit will become our Party Leader unless it becomes necessary to obfuscate - which Kit is hard pressed to do, at which time either Silverfoam or I will step up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We thank Sirth for his time and assure him we will start right away but may wish to talk with him again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Silverfoam and I head to the Guild Library to do some research on the recent Dark Circle.   We spend the day there and discover the following information.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It appears that a number of Rashak&#039;s lieutenant&#039;s survived her downfall but a number of these have not been heard from since.   &lt;br /&gt;
One of these lieutenants&#039;s was the chief shaper – [[Lord Radikias]], aka [[The Drow of Ajiba]] who was a Lich.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Radikiad was around when the drow kingdom sank into the sea with a huge loss of life.  He however had tired many decades/centuries before of growing old and had become a Lich and thus, when everyone else died he simply carried on but later left the area.    He is renowned as a Shaper of Artefacts and Buildings with huge experience across the continent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During our research activities the rest of them do some things in Seagate and generally rest up and chat.&lt;br /&gt;
MDK gets some offers of work.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kit has some words with his moral superiors (the High Priest of Seagate and a High Inquisitor) about the churches position in all this.  Kit gets some information on Masada and what the Church Knights are presently doing there and is asked to do something for the good of the Church.  The Church gives Kit some advice.   &lt;br /&gt;
&amp;quot;Beware the Glowing man&amp;quot; as he seeks what you do. In addition, we should &amp;quot;Fear the Graceful Dancer&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once our research at the Guild Library is completed, we return and the night passes fro the party.&lt;br /&gt;
&lt;br /&gt;
==2nd Frost== &lt;br /&gt;
&lt;br /&gt;
6am - Silverfoam and I are heading off to Elfenburg to do some more investigation at the [[Elfenburg]] Elven Consulate.   SF and I take the slow portal to Elfinburg.      Arriving in mid morning, we go and visit the Ambassador at the Elven Embassy but he is out and instead we meet with [[Hans de Vole|Hans]] the Secretary who also has access to the Consulate library.    We spend the day with Hans and visit the depths of the extensive library past the fire breathing Chimera that guards the area.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We ask to see a copy of The Treatises of Elvandar but Hans informs us that the copy they had has been removed by [[Lord Larkin of Elvandar]] who is the Huntmaster for [[Lord Velteyn]] of Elvandar.   Asking about the Treatises gives us the information that they are details of the Unification of Elvandar/Elfhiem and the details refer to the process and events around the last unification.   There is also specific mention around [[The Wild Hunt]] and its use.    Specifically that the use of the Wild Hunt by non elves could be cause for the dissolution of the elven kingdom and the use of the Wild Hunt to kill species deigning to use the powerful magic.   This is cause for concern, as we know Engleton/Morgan and Vychan. Have all called the Wild hunt recently.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Radikais was originally a regional governor who survived the [[kin-slaying]], got old, became undead and when [[Ajibar]] sunk, most Drow died but he survived, as he was already dead.    He is/was the chief architect of buildings, particularly incorporating souls into structures.&lt;br /&gt;
&lt;br /&gt;
We enquire as to when the next flying ship to [[Alfheim]] from Elfenburg is and we learn it is on the 5th of Frost.   We decide to return to Seagate around 6pm and share our news with the rest of the party.   As a result of our investigations, a decision is made and we move aboard Kit&#039;s flying ship and head for Masada.&lt;br /&gt;
&lt;br /&gt;
==3rd &amp;amp; 4th Frost==&lt;br /&gt;
&lt;br /&gt;
Travel onboard ship to Masada.&lt;br /&gt;
&lt;br /&gt;
==5th Frost==&lt;br /&gt;
&lt;br /&gt;
7am - We arrive at Masada and we land and &#039;roll&#039; into the church knight encampment around 7am.   We all disembark from our &#039;wagon&#039;.   We meet a Michaeline knight [[Sir Rending of Souls]] and accompany him to see the commander of the forces here who is a Raphaelite Knight titled [[Captain Idleness breeds heresy]].   Captain Idle is talking with a Urielite knight, [[Prelate Screams]] (Nothing is more joyous then the screams of the enemy children).    We introduce ourselves, present our credentials and then explain our mission to elicit their cooperation.    They show us some [[Musical Instruments|musical instruments]] that they have recovered from Masada thus far which include some drums, a harp, a tambourine and a recorder – but no Flute.&lt;br /&gt;
&lt;br /&gt;
We divinate these instruments and the results are listed in the Section below titled &#039;Divinations&#039;. &lt;br /&gt;
&lt;br /&gt;
The camps Namer, the Witchsmeller pursuivant is currently in Novadom.&lt;br /&gt;
&lt;br /&gt;
Once this is all, done we partake of some breakfast and around 10am head into Masada to search for yet undiscovered sections and to investigate areas of concern, strange or weird events and unexplained occurrences.&lt;br /&gt;
&lt;br /&gt;
We enter Masada and after some looking in places we judge to be a void we descend into what appears to be a torture pit.  There are several (6) &#039;live&#039; dismembered beings here being tormented by a skeletal thing and several Imps.   We charge in and despatch the enemy freeing the 6 beings while only myself took some damage when the skeletal thing pulled my clavicle out of my shoulder.&lt;br /&gt;
&lt;br /&gt;
==5th Frost 807==&lt;br /&gt;
&lt;br /&gt;
9am - We are healed along with our newly found captives.&lt;br /&gt;
Brother [[Truth sears the Wicked]], a Samuelite joins us and we discuss the astrology reading.&lt;br /&gt;
He informs us of some nuggets of information once we ruminate about the reading.   The interesting titbits are:&lt;br /&gt;
# Brother Sivius went to [[Arabie]] and spoke of a lugubrious ship of the desert (aka a camel)&lt;br /&gt;
# There is a great library called &#039;The Rock&#039; in [[Arabie]].  It is a vast fortress built or rather built upon by dwarves many years ago&lt;br /&gt;
# Arabie has cults of Orobis&lt;br /&gt;
# Uvall – Duke&lt;br /&gt;
# King??&lt;br /&gt;
The Alhumbran Drow angle is something SF and I undertake to discover more information if possible.   We discover that the church knights have recovered a large amount of information from within Masada and this includes Quartermaster notes of what goods, sent where, to whom, by whom and other interesting information.    We discover:&lt;br /&gt;
# Masada was supplied from several mains points&lt;br /&gt;
# [[Novadom]]&lt;br /&gt;
# A city in the Isles of Adventure.   We remember that there is a rumour of such a city that has been made &#039;dead&#039; for a mile around it.  &#039;Dead&#039; in the sense that all life there and for 1 sq mile around it has ceased to be due to the introduction of a toxin to the central water source.  Someone dark, sinister and lethal may have been involved.&lt;br /&gt;
# [[Adjepbar]]&lt;br /&gt;
# Masada shipped vast amounts of loot to the Isles of Freedom in exchange for some [[Kyanite Crystal]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the course of these discussions, we have refreshments and lunch.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==5th Frost 807==&lt;br /&gt;
&lt;br /&gt;
1pm - Sir Jeffrey (a heavily endebted Aladarian knight) has some information for us since we have been talking about and looking to find [[Musical Instruments|musical instruments]] in the area.   He relates us a tale that has the following pertinent information.&lt;br /&gt;
# He and some fellows found a Golden Flute on the 2nd Level&lt;br /&gt;
# Since it was loot he used it as collateral in a dice game which he lost&lt;br /&gt;
# He lost the Flute to a Mercenary named [[Mad Bart]]&lt;br /&gt;
# The Mercenary Company was [[Kazon&#039;s Killers]] from Ranke and had up to 30 Heavy Infantry fighters in the company.&lt;br /&gt;
# Kazon&#039;s Killers departed Masada some 2 months ago and were headed for Seagate via Brastor Holdings looking to take ship home.&lt;br /&gt;
# The company is commanded by Capt Kazon&lt;br /&gt;
&lt;br /&gt;
We decide we should head off in pursuit but not before Kit speaks eloquently of freehold land in Brastor Holdings that required strong political and moral leadership, with the result being a recruitment of up to 300 church knights heading that way soon to help with the rebuilding and settlement of the area.&lt;br /&gt;
&lt;br /&gt;
After more discussion and the laying down of a Rune Portal end, we depart Masada around 5pm by our flying transport.&lt;br /&gt;
&lt;br /&gt;
==6th Frost 807==&lt;br /&gt;
&lt;br /&gt;
Travel&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==7th Frost==&lt;br /&gt;
&lt;br /&gt;
7am - We arrive at Westgate and head to the [[Westgate Cathedral]].   We spend Â½ the day helping with the building of the Cathedral and create a nice addition to the Cathedral.    I then utilise the &#039;portal&#039; area we have created to enable a rune portal and succeed with my work.   I then activate the portal and portal us to the Seagate Gabrielite Orchard Gardens where I have previously created a rune portal.&lt;br /&gt;
&lt;br /&gt;
Upon arrival in our carriage, we attract some attention from the locals who hadn&#039;t expected to see a wagon simply appear in the gardens and crushing some trees.   In amongst the townspeople we notice a man taking extraordinary notice of us and our activities.   We move quickly to capture him and then discover that he is a Binder, unpacted, the last magic to impact was far speaking, he is a traveller from off plane – specifically the sword Worlds confederation and he has a notebook that details 8 portal points in and around Seagate/Confederation Bay along with other portal information.   He has travelled inter-dimensionally recently and he&#039;s from a plane called [[Atraxia]].  He has an enchant Armour arm bracelet as well as a normal Dagger.   One piece of unusual equipment he has is a weird shaped piece of wood that we identify as an oblique splinge.  The splinge measures magic, measures topology (geometry without measure), Atraxia is the plane of Origin and its related college is Binder.&lt;br /&gt;
&lt;br /&gt;
==7th Frost 807==&lt;br /&gt;
&lt;br /&gt;
5pm - Since we have our prisoner, we decide to hand him over to the relevant authorities. We head off to the Castle and see the Chancellor.  We explain who and what he is and he ums and arghs and then we suggest he send the prisoner to the guild for questioning, a suggestion he readily agrees too.   We take him to the SAG and turn him over to Guild Security.&lt;br /&gt;
&lt;br /&gt;
We then start our search for Kazon&#039;s Killer using source sin Seagate itself.   We enquire of the Chancellor, Harbour-master Tyrone El Shaldim (a rotund, middle aged human male who runs a tight harbour and keeps to the regulations), Mercenary guild heads and other such knowledgeable individuals.   We discover that the company departed for the 5 Sisters a month ago as they were short of cash by the time they arrived in Seagate and they had heard there is lots of fighting going on down there.&lt;br /&gt;
&lt;br /&gt;
They departed on [[The Maidens Revenge]] and [[The Fiery Harlot]] on the same day.   Bart was reputed still to have the Golden Flute when last seen.   They were heading down to do something with or about [[Tobias the Pirate King]].&lt;br /&gt;
&lt;br /&gt;
==7th Frost 807 / 8th Frost==&lt;br /&gt;
&lt;br /&gt;
Midnight / 12.01am - We depart Seagate after I have laid down another portal point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==8th Frost 807== &lt;br /&gt;
&lt;br /&gt;
Travel, rest (for the non boat Commanders) and shifts for Kit and Silverfoam while they fly the Flying boat towards our destination. &lt;br /&gt;
&lt;br /&gt;
==9th Frost 807==&lt;br /&gt;
&lt;br /&gt;
;1am &lt;br /&gt;
We are in sight of [[Shorapur]] in the [[Five Sisters]].   There is a sizeable storm in the area and our flying boat/wagon is in danger of getting wet but Captain Kit decides to continue on in anyway while we search for the vessels carrying the elusive Kazon&#039;s Killers mercenary company.   We also decide to espy the two while we are some distance away, thus we see that the town shows signs of being a battle zone with fires raging and burnt out areas easily seen by Admiral Silverfoam with his trusty eyeglass.   We are heading in slowly when I start to hear voices in my head.   &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It appears there are [[Five Sisters]] trapped in the town and they are in need of help.   Fearing the possibility of a trap but also cognisant of our duties to offer aid and assistance we decide to put down in a nearby square and help the ladies.   We land and there is a brief scuffle with some locals that Kit and MDK deal with while I get to the ladies and steer them to the safety of our transport.   Then a huge Fire Elemental, several Demons and a number of Imps arrive on the scene.   We decide on our priorities and evacuate with our rescued ladies leaving the enemy forces in our dust.     We flee up and then out to sea while we talk with the ladies who we discover are sisters of the [[Order of Unmatched Tempering]] down here Vampire hunting, led by [[Order of Unmatched Tempering|Sister Suspicion is Proof]].   Kit is told by a friendly cherub (who pops in briefly) to beware as &#039;[[The Graceful Dancer]]&#039;is turning it&#039;s eye towards you.&lt;br /&gt;
&lt;br /&gt;
;1.30am&lt;br /&gt;
We continue looking for the boats we seek and after an hour searching the numerous boats we find them both tied up securely to the central docks.&lt;br /&gt;
 &lt;br /&gt;
We &#039;come into port&#039; and &#039;land&#039; on the hard near the ships to allow MDK and I to alight and make our way over to &#039;The Maidens Revenge&#039; where we have a brief conversation with the Captain during the height of the storm and are given some information to further our work in this town.   The Captain bought Kazon&#039;s Killers down here and they alighted and started fighting for the Captain.   They are staying at the Busted Wench, an Inn to which we are given directions.&lt;br /&gt;
&lt;br /&gt;
Since we are going into the town proper and probably fighting, a decision is made to take the ladies to safety along with a number of refugees.   Around 50 refugees are squeezed onto the ship along with a baby named Alexi who is passed into Kit&#039;s hands by a desperate Mother.    The boat is sailed out of the harbour and taken north to a village on the coast named [[Duncarrow-on-Sea]].  In the village we meet a number of ill looking, emaciated and pale villagers.   We alight our passengers here where they should be safer and in discussions we discover information on [[New Lords of Shorapur]].&lt;br /&gt;
&lt;br /&gt;
Once we have off-loaded the refugees we head some out to sea to rest before our planned actions in the morning.&lt;br /&gt;
&lt;br /&gt;
;8am&lt;br /&gt;
We return once more to the harbour and take up our spot from the previous night.   Silverfoam, MDK and I alight and are met by some local fighters who ask us to help fight the evil that has taken hold in this town.&lt;br /&gt;
# The evil are Demons, Devils, one of the 72 and numerous other Mages and Undead.&lt;br /&gt;
# [[Captain Bazcot|Capt Bazcot]] is organising men to fight the evil and would like more help if possible.   Capt Bazcot can be found in a warehouse some 200 yards from where we are.   &lt;br /&gt;
# There are a number of mages resident in the town who have retrenched to their sections of the city, along with their guards.&lt;br /&gt;
# The Demon Lord [[Alloces]] has taken the Castle and Fort.  He is reputed to have massive big black armour, a face of a lion, a very big sword, red flesh and celestial magic at his disposal.&lt;br /&gt;
&lt;br /&gt;
We inform them that we may help, or at least not hinder their efforts and we proceed on to the Busted Wench.   We arrive at the Inn and proceed to wake Capt Kazon from his slumber.   We told the Barmaid to wake the Captain at once and she replied &amp;quot;That it would be rude and un-manly to wake him up at this early hour&amp;quot; to which we replied &amp;quot;Yes That&#039;s us&amp;quot; (Since we three are in fact 2 elves and a dwarf).     Once roused however, he joins us for breakfast and brings us the news of the capture of Mad Bart 2 days ago by Vampires.   We discuss our needs, are allowed to search his room for the Golden Flute, but to no avail!   We negotiate further in case on of his other men have the Flute or know of it and are then on our way back to the boat and the rest of the party.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Further discussions are held back at the boat which will lead to us taking another group of refugees to the village to the north and us offering the sisters a chance at real vampire killing.  Before we leave a Golem appears bringing Kit an offer from a Mr Thorn at the Sable residence, to buy his boat (presumably one of the local &amp;quot;Free Mages&amp;quot;.   We send back a note declining the offer but offering a meeting to discuss mutually beneficial outcomes.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We also decide to visit Capt Bazcot before we leave and head off to his warehouse headquarters.   We meet the Captain and hear his story.   He&#039;s looking to claim the city for his own and is trying to get rid of the evil infestations here.   He&#039;s willing to pay 4,000sp for the demon lord and 2,000 for each Demon, with other bounties to be negotiated.   We discuss our motivations with him and get him to agree to [[Civic Virtues|Kit&#039;s rule of Law]] here in Shorapur, should we be able to help banish the evil from the town.&lt;br /&gt;
&lt;br /&gt;
;Midday&lt;br /&gt;
We take the 2nd boat load of refugees North and put our offer to the sisters who leap upon the chance and will happily accompany us on our Vampire Killing spree. &lt;br /&gt;
&lt;br /&gt;
We spend the afternoon in [[Duncarrow-on-sea]] helping where we can with healing and integration with the village.   We find a pagan shrine to the goddess of the moon there along with a number of empty houses which are available for the refugees to use as the owners have disappeared, never to be seen again.  A feast is cooked that night while Kit and I create some holy water to aid us in battle tomorrow.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We stay in the village overnight without incident.&lt;br /&gt;
&lt;br /&gt;
== 10th Frost ==&lt;br /&gt;
;2 am&lt;br /&gt;
:We depart the village and review with the sisters our plans to deal with the Vampires.   [[Order_of_Unmatched_Tempering|Sister His sight sears the guilty]] is most vocal in endorsing our plans to deal with the vampires.&lt;br /&gt;
&lt;br /&gt;
;7am&lt;br /&gt;
:We arrive in Shorapur ready for the battle with the evil Vampires.   The &#039;We &#039; being Kit, Silverfoam, MDK and Broc along with the 4 sisters, and we are all disguised to look like pitiful peasants.  We enter the town and join the queue of people waiting outside the castle to sell their loved ones, or less than loved ones in exchange for food. We bribe, beg, lie and push our way to the front of the queue, gain entrance and are shown to the Major Domo.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once in the Major-Domo&#039;s presence (he is an entity mind controlled by a Vampire) we haggle as planned, over Kit for some food. We successfully sold Kit for 500sp and then he was taken away. SF then successfully sold the 4 peasant lasses that we have with us for another 300sp each as well as using some big words. With Kit just out of sight and the MD going mind blank when SF used more than two-syllable words we decided now was the time to strike.   I dealt to the MD with 2 swift blows while the ladies, SF and MDK subdued the 2 human guards and some servants.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kit meanwhile 50 feet away had been taken through the main hall where  dinner party was in progress, that involved the Demon Lord Alloces and 6 minion death knights (not undead or demonic as such, merely human allies) sitting around a table piled full of food.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now this situation is another reason that some SAG members are not invited to many breakfasts or dinner parties these days.   Kit not only interrupted someone speaking when he wasn&#039;t invited but he also had the temerity to leap over to the speaker and kill him with 2 quick blows while saying the words &amp;quot;die evil soul sucking scum, die&amp;quot; (or words to that effect) until the poor guest lay dead at his feet. (&#039;&#039;Actually, Alloces asked someone what they were doing here, and, under the misapprehension that he was addressing me, I informed him that I was here to kill him and his minions - a true Knight never lies, you know.&#039;&#039;.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say things progressed from there. We responded fast to Kit&#039;s suggestion we also crash the breakfast and so the social occasion came crashing to an end rather sharply after we entered the room.   The Host killed his annoying greater summoner &#039;associate&#039;, [[Order_of_Unmatched_Tempering|Sister Mastery is Authority]] was eaten who then gave the demon lord a Holy Hangover (she&#039;d imbibed a vial of holy water to help protect herself and was carrying one on her body) and then MDK killed the host. The rest of the guests were skewered and killed until only our group of 7 were left standing (sans the dead/eaten Urielite Sister) over the mess of a breakfast gone wrong.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the breakfast guests and the host had been dealt with, we then despatched a Vampire who had fled upstairs to pack and then his 2 associates who were having a rest in the crypt under the castle.   We freed &#039;Mad Bart&#039; and several other prisoners from the cells, received his thanks and got an explanation from him about the whereabouts of the Golden Flute.   The actual words have changed to suit &#039;gentler ears&#039;.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When we arrived in this here town I felt an urge so went off to a local entertainment establishment for some &#039;entertainment&#039;.    There was a &#039;lady&#039; there who, in an unearthly way, was the most stunning and captivating lass I had ever seen.  I immediately agreed when she offered to entertain me personally.   The entertainment was the best I&#039;d ever experienced (so was so lithe, limber and happy to please me), so I gave her the Golden Flute to remember me by.  I then left there and the next day was captured.&amp;quot;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The death of these evil beings and their minions meant a great evil was removed from menacing the populace and so once we&#039;d checked the rest of the Castle we called the troops to order.   We informed them that the evil lords of Shorapur had been killed by ourselves and that today would herald a new day for the city.    This day shall henceforth be known in Shorapur as [[Shorapur Liberation Day]] and a cause for feasting each year.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We gave orders for a large feast that night, as well as ensuring that the Urielite sisters would be responsible for Justice in Shorapur, while [[Captain Bazcot]] would deal with the administrative and titular responsibilities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We spent the rest of the morning sorting out the town, helping the needy and visiting the entertainment establishment where our worst fears were realised and the lass had left town. We surmised that the lass in question was someone special and probably a succubus. I found the scent of a demon leaving town about where she would have departed from and so we had our next direction for travel.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having set up an interrim administration, freed the oppressed, and fed the hungry, we had lunch and again departed Shorapur, sailing along the coast road seeking this lively lass.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By Mid afternoon we&#039;d spotted her and I made the mistake of informing Kit who was getting some sleep at the time.    So at 2 miles away he teleported down and killed her before we&#039;d even arrived to help. Looking around we saw nothing left of her until she simply appeared some distance away asking to have a chat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We agreed to chat and found some interesting information about local politics, the golden flute, interested parties and other such relevant subjects.  After consulting my superior I agreed to help this lass who we have learned is [[Illiyas]].    We agree to consider her terms that encompass us either killing or betraying her erstwhile employer who is the dragon [[Scaleryx]]. Apparently he can see those who scry upon him and knows a lot of names and ITN&#039;s.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;4pm&lt;br /&gt;
We consider our next move and decide to check the Guild in seagate to see if any messages had arrived from the other party.&lt;br /&gt;
&lt;br /&gt;
We successfully pass through a rune portal ony to find ourselves in the void and worse, are be-calmed as Kits ship needs something to propel off in order to have speed.   Talking amongst oursleves ensues with lots of options discussed but little resolved.&lt;br /&gt;
&lt;br /&gt;
Creatures with tentacles come close and we scare them off using Kit suspended on a rope off the side of the ship (perhaps he doesn&#039;t look that good to eat ;) as a sort of &#039;bait&#039;!      We get some DA&#039;s off and get Animal – GTN Filcher.    The filcher goes away once Kit hits it.&lt;br /&gt;
&lt;br /&gt;
Soon thereafter a number of beings come closer and hail us.   They appear to be 4 ogres who advise us to come to the near way-station for protection from the things that wander the void.   DA&#039;s reveal SLS – GTN Ogres – Non aligned or pacted – their Major Magical Ability is Summoning.&lt;br /&gt;
&lt;br /&gt;
They are acting as if we might belong there and are being helpful.    We go along with their ideas so that we can maintain an &#039;illusion&#039; of belonging there.    One of them suggests getting a rope to help tow the ship towards the way-station and heads off to get one.  When he returns he also has 2 more friends.&lt;br /&gt;
&lt;br /&gt;
They start towing us slowly towards the way station while we try and think our way in the opposite direction.     We&#039;re told we need some Zolata – whatever that is.    We soon enough discover that concentrating on things enough will enable some movement and so we cast off from the towline and strike off away from the way-station some &amp;quot;30 squarms off the maincourse&amp;quot; according to Admiral SIlverfoam.&lt;br /&gt;
&lt;br /&gt;
While making some distance slowly away from the way-station we are again met by some figures in the void, but these turn out to be 6 thinly built and bony beings which DA as SLS – GTN Human, College Mind.    One identifies himself as Morgan de Xormberg, a Void hunter and his associates.    They are covered in intricate tattoos and patterns.    We talk with Morgan and discover he has a sister [[Tarash de Xormberg]] who is studying at Southhaven academy for Girls.    We are asked to pass a message on to her which is -&amp;quot;The Binding of Morash is immenent&amp;quot;.   The others in his group are discovered to be similar but their colleges are Namer, Air, None, Earth and Celestial.     When we inform them of the nearby way-station they beg our leave and had off there to kill the evil ones.&lt;br /&gt;
&lt;br /&gt;
We decide this place is a bit nasty for us poor travellers and plan our escape.   I start a dimensional portal while the others guard me.     During this period we are attacked, but fend off a number of Animal nightmares than come upon us.&lt;br /&gt;
&lt;br /&gt;
I continue finishing the Dimensional Portal at about the time that Admiral Silverfoam sights a void cruiser dock at the way-station and then shortly thereafter head in our direction.  &lt;br /&gt;
&lt;br /&gt;
I quickly finish the Dimensional Portal and we &#039;dive&#039; through it, I attempt to close the portal as we can see the Void cruiser starting towards it but I am unable to do so due to distance and other factors.&lt;br /&gt;
We head for the ground at some speed and we find ourselves some 10 miles south of [[Newcourt]] in the County of [[Foxcourt]].    The Dimensional portal stays open above us for some minutes and the Void cruiser comes through after us.&lt;br /&gt;
&lt;br /&gt;
Kit steers the ship towards his lands nearby in the region of D&#039;Arbres, where we soon land and then move off the ship into the fairy realm.   Kit talks with some fairies who lead us deeper into the woods.&lt;br /&gt;
&lt;br /&gt;
After some hours walking through the fine woods we come out in a clearing beside a wooden hut and near some fires with people around them.     Our guide (a pixie named Happiness is Dew) says he will leave us here in the protection of the bigger wild people.    He points to the wooden hut and says the new Master of the Wild Hunt is in there.&lt;br /&gt;
We enter the hut and see 5 &#039;hillbilly&#039; wild elves and a high elf who looks as if he&#039;s from [[Alfheim|Eidolon]].    We introduce ourselves to Lord Larkin, the Master of the Wild Hunt who is reading the [[Articles of Elvandar]] (AoE).        We discover that the AoE was forced on the elven nation by the high elves.&lt;br /&gt;
&lt;br /&gt;
We partake in a meal with Lord Larkin, Lady Tiger and many others.     During dinner I ask who would be interested in coming to kill a dragon with us and am astonished when 20 of the elven heroes agree and we plan to depart in 2 days hence, once we are all sobered up and some planning in done.&lt;br /&gt;
&lt;br /&gt;
== 11th Frost ==&lt;br /&gt;
;9am&lt;br /&gt;
We depart back along the forest paths back to the [[SS Impetuous Virtue]] and from there to Newcourt where Kit and I pay our respects to our liege Lord.   We then pass on to Seagate where we do some work, get some stuff, speak with some people and then in the afternoon retrace our steps back to the camp of the Elves.&lt;br /&gt;
&lt;br /&gt;
== 12th Frost ==&lt;br /&gt;
;9am&lt;br /&gt;
&lt;br /&gt;
We all depart with the 20 Elves on the hunt for Scaleryx and far Azuria.&lt;br /&gt;
&lt;br /&gt;
== 13th Frost ==&lt;br /&gt;
&lt;br /&gt;
Travel&lt;br /&gt;
&lt;br /&gt;
== 14th Frost ==&lt;br /&gt;
;9am&lt;br /&gt;
&lt;br /&gt;
Our travels bring us to the shores of Azuria, a weather beaten, high cliffed, rugged and inhospitable land (as much as we can see anyway) but the lair of Scaleryx our Dragon Prey.&lt;br /&gt;
&lt;br /&gt;
We locate his hidden lair, a fight ensues, half the elves are killed, MDK manages to fall off the dragon and gets splattered on the ground.    Scaleryx is a Mighty Blue Dragon with a blackened right front claw that is a mark of his last encounter with lady Sabrina. &lt;br /&gt;
&lt;br /&gt;
Scaleryx manages to stay alive long enough to see us off but not until Kit has managed to liberate the &#039;scales of justice&#039; that we have come to recover.   In his cave we free some slaves that were being made to learn mind magic (specifically Empathy) in order that Scaleryx survives longer against his foes.   There were also a few 8ft tall dragon kin mages in there who caused some discomfort to Kit.&lt;br /&gt;
&lt;br /&gt;
We all flee to a nearby island where the dead are preserved by Lord Larkin and the rest patched up as well we can.&lt;br /&gt;
&lt;br /&gt;
We then start the long flight back to our forest glade.&lt;br /&gt;
&lt;br /&gt;
Travel&lt;br /&gt;
&lt;br /&gt;
== 15th Frost ==&lt;br /&gt;
Travel&lt;br /&gt;
&lt;br /&gt;
== 16th Frost ==&lt;br /&gt;
;9am&lt;br /&gt;
We arrive back at the clearing, we pass the dead on to the appropriate healers along with our thanks for the heroic efforts of one and all. Some of us may again go after the evil Dragon Scaleryx.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;3pm&lt;br /&gt;
We depart the glade, pass through to D&#039;Arbres and then on to Seagate where we check for messages from the other party.     We then decide to spend our time continuing our good works in Shorapur with the rebuilding and cleansing of the evil influences, or at the Guild, training.&lt;br /&gt;
&lt;br /&gt;
=Information, Facts and Suppositions=&lt;br /&gt;
==Astrology Interpretation==&lt;br /&gt;
* lugubrious ship = camel&lt;br /&gt;
* Land of the Searing Sun = Araby (?) &lt;br /&gt;
* Dark&#039;s Haven = ?ovadom&lt;br /&gt;
* Where others study good and grace = ??? temple?&lt;br /&gt;
* Grey Lord - Engleton&lt;br /&gt;
* Wild Lady - Sabrina&lt;br /&gt;
;Also&lt;br /&gt;
* Graceful Dancer - a Calamar ship orbiting Alusia&lt;br /&gt;
* The Glowing Man - a greater summoner called ...&lt;br /&gt;
&lt;br /&gt;
==Other Facts/notes==&lt;br /&gt;
&lt;br /&gt;
= NPC&#039;s of Note =&lt;br /&gt;
* [[Lord Larkin]]&lt;br /&gt;
* [[Scaleryx]]&lt;br /&gt;
* [[Lady Tiger]]&lt;br /&gt;
* [[Tanglebones]]&lt;br /&gt;
* [[Morgan de Xormberg]]&lt;br /&gt;
* [[Alloces]]&lt;br /&gt;
* [[Capt Bazcot]]&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
=Locations involved in this tale=&lt;br /&gt;
# [[Masada]]&lt;br /&gt;
# [[Brastor]]&lt;br /&gt;
# [[Shorapur]]&lt;br /&gt;
# [[Newcourt]]&lt;br /&gt;
# [[Azuria]]&lt;br /&gt;
# [[Alfheim#Elvandar|Elvandar]] (in north-west [[Alfheim]])&lt;br /&gt;
# [[Insel der Freiheit]]&lt;br /&gt;
&lt;br /&gt;
=Loot=&lt;br /&gt;
Some loot was gained by those who liberated the city of [[Shorapur]].&lt;br /&gt;
* 4,000sp for Alloces&#039;s destruction.&lt;br /&gt;
* 2,000sp x 6 knights of Alloces.&lt;br /&gt;
* ?,000sp x 3 vampires from the D.C.&lt;br /&gt;
* 3,000sp from Kit to be spread between all party members who thought freeing the city wasn&#039;t it&#039;s own reward. Currently believed to just include MDK.&lt;br /&gt;
* Maybe a couple of [[Musical Instruments|musical instruments]] from Masada? Or did we give them back?&lt;br /&gt;
* The gear of the Allocean knights - fireball item, armour, ever-changing weapon, etc.&lt;br /&gt;
I think we took NO loot from the dragon, it being dishonourable to steal from one&#039;s opponents&lt;br /&gt;
* &#039;&#039;Turning their treasure to smoke, water, acid, etc., is perfectly acceptable - we didn&#039;t gain anything from it, except the flute which dissolved after it achieved it&#039;s single holy purpose - and it was very funny&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A treasure split between relevant parties should be arranged at some time.&lt;br /&gt;
&lt;br /&gt;
=Planning=&lt;br /&gt;
&lt;br /&gt;
==Party Roles==&lt;br /&gt;
# The Front Line will be KIT and BROC&lt;br /&gt;
# Second Line, Ranged Attack Specialists and Support Mages are MDK, SILVERFOAM and LIZETTE&lt;br /&gt;
&lt;br /&gt;
=== Merged Group Roles ===&lt;br /&gt;
Once the 2 groups are joined then new roles and tasks will be assigned&lt;br /&gt;
&lt;br /&gt;
=== WATCHES ===&lt;br /&gt;
Watches for the 12 hours of Darkness:&lt;br /&gt;
&#039;&#039;&#039;W&#039;&#039;&#039;=on watch; &#039;&#039;&#039;S&#039;&#039;&#039;= on standby (resting but ready); &#039;&#039;&#039;D&#039;&#039;&#039;=divinating&lt;br /&gt;
&#039;&#039;&#039;P&#039;&#039;&#039;= purifying.&lt;br /&gt;
Menolly, Lizette, &amp;amp; SF may be doing healery things instead of  S/D&lt;br /&gt;
&lt;br /&gt;
Sir Kit lulls to sleep all not on W or S in 1st hr. &amp;lt;br&amp;gt;&lt;br /&gt;
1st:  &#039;&#039;&#039;Kirgoth&#039;&#039;&#039;, &#039;&#039;&#039;Kit&#039;&#039;&#039;, &#039;&#039;&#039;Logan&#039;&#039;&#039; W: Menolly S (or camp duties).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd:  &#039;&#039;&#039;Kit&#039;&#039;&#039;, &#039;&#039;&#039;Logan&#039;&#039;&#039; W: Menolly S.&amp;lt;br&amp;gt;&lt;br /&gt;
3-4:  &#039;&#039;&#039;MDK, Broc&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
5th:  &#039;&#039;&#039;Logan, Menolly&#039;&#039;&#039; W; Lizette D.&amp;lt;br&amp;gt;&lt;br /&gt;
6th:  &#039;&#039;&#039;Logan, Menolly, Lizette&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
7th:  &#039;&#039;&#039;Kirgoth, Anooke, Lizette&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
8th:  &#039;&#039;&#039;Kirgoth, Anooke, Silverfoam&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
9th:  &#039;&#039;&#039;Kit, Brundar, Silverfoam&#039;&#039;&#039; W.&amp;lt;br&amp;gt;&lt;br /&gt;
10th: &#039;&#039;&#039;Kit, Brundar&#039;&#039;&#039; W; Silverfoam D.&amp;lt;br&amp;gt;&lt;br /&gt;
11th: &#039;&#039;&#039;MDK&#039;&#039;&#039; W; Brundar P; Either Broc P &amp;amp; &#039;&#039;&#039;SF&#039;&#039;&#039; W, OR &#039;&#039;&#039;Broc&#039;&#039;&#039; W &amp;amp; SF D.&amp;lt;br&amp;gt;&lt;br /&gt;
12th: &#039;&#039;&#039;MDK, Broc&#039;&#039;&#039; W; Brundar prepares breakfast; other mages P.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Travel==&lt;br /&gt;
* Disguise Rk 21&lt;br /&gt;
* Rune Portal &#039;&#039;100 miles+&#039;&#039;&lt;br /&gt;
* Ship Current Rk 20&lt;br /&gt;
&lt;br /&gt;
==For Combat==&lt;br /&gt;
* Rune Shield Rank 11, +16% Def and 3AP&lt;br /&gt;
* Invisibility Rk 21&lt;br /&gt;
* Multiple Images Rk 10&lt;br /&gt;
* Raphaelite Holy Water (drink - protection from Undead/Demons. &#039;&#039;limited, not very effective&#039;&#039;)&lt;br /&gt;
* Gabrielite Holy Water (throw - harms undead)&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114105</id>
		<title>Meanderings for Madron</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114105"/>
		<updated>2026-05-17T09:48:49Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* Real dates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]][[Category:Adam Tennant]]&lt;br /&gt;
[[Category: Ty Trident]]&lt;br /&gt;
[[Category: Callas]]&lt;br /&gt;
[[Category: Tulip]]&lt;br /&gt;
[[Category: Turf]]&lt;br /&gt;
[[Category: Scab]]&lt;br /&gt;
[[Scribe_Notes#inter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Meanderings for Madron&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Adam Tennant]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Winter]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
* [[Ty Trident]] - male human Air mage - scribe&lt;br /&gt;
* [[Callas]] - female human Earth mage - leader, mil sci&lt;br /&gt;
* [[Tulip]] - female elf Earth mage&lt;br /&gt;
* [[Turf]] - male elf Namer&lt;br /&gt;
* [[Scab]] - male orc/sasquatch Wicca&lt;br /&gt;
&lt;br /&gt;
=== Real dates ===&lt;br /&gt;
* 26-11-06 1030 - 2230 &lt;br /&gt;
* 24-3-07 1030 - 2300&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Precis ==&lt;br /&gt;
Madron the Astrologer hires us to investigate the astrology reading.  5,000sp each, looting rights and more depending on results.&lt;br /&gt;
&lt;br /&gt;
History is Madron borrowed a statue off-plane ([[Phaeros]]), has since tried to return it, but a evil religion had sprung up since and the last party couldn&#039;t.  The statue may have kept a &amp;quot;god of darkness&amp;quot; in prison (Apep).  The followers of Apep attacked the baronies to try to destroy the statue, but were thwarted.  He keeps tabs on Pharos and things seem a &amp;quot;bit darker&amp;quot; now. &lt;br /&gt;
&lt;br /&gt;
Has a new astrology reading:&lt;br /&gt;
&lt;br /&gt;
Night consumes dawn and hungers for dusk&lt;br /&gt;
Cross the hating sands &lt;br /&gt;
Turn back the sands,&lt;br /&gt;
To push back the sands&lt;br /&gt;
Let the light burn away the night.&lt;br /&gt;
&lt;br /&gt;
Eyes of [[Apep]] live on [[Drift]], which is a city on a floating island which floats about a sea of iron sands ([[Iron Sea]]).  There&#039;s other bad guys in the [[Castle of Ultimate Darkness]], and control shadow elementals.  [[Flotsam]] is a city on the edge of the iron sea and blue desert (ocean), and the [[Incarnates ]] live there:  [[The Widow]] (info gatherer), [[The Iron Maiden]], [[Mr Stitch]] (psyciopath), [[Cloak]] (runs the Crows assassins) and [[Incarnate Malestrom|Maelstrom]].&lt;br /&gt;
&lt;br /&gt;
== Diary ==&lt;br /&gt;
&lt;br /&gt;
We hire a ship to take us to a portal in the sea half a days sail from [[Seagate]] and open an hour each side of midday.  Go down maelstrom to Blue Desert in [[Phaeros]] (the ocean).  We go to a tavern, then to the library and talk to the guard captain and head librarian Metlath.  He says he will look into the astrology reading and he can organise us to get the warrant to check out Ishtar&#039;s temple again (re: Raising Gods adventure).  They think the first line might refer to Ishtar (Goddess of the dawn star) being attacked and her twin brother Hekmet who was the God of the setting Sun.  The guard captain asks us about an attack on the library a year or more ago, in which Petak (the employer of the last mission to Pharos) was killed and a bunch of records destroyed.  It seems they drove a Dark Sphere thru the wall, and then troops portalled out of it;  Shadow demons, human troops and one Eye of Apep.  We tried to use a Crystal of Vision to do a precog, but it got filled with darkness and turned into a shadow of itself and nuked. Get a guide called Tek.&lt;br /&gt;
&lt;br /&gt;
=== We wait a day ===&lt;br /&gt;
&lt;br /&gt;
Get attacked that night by three constructs.  GTN = Stitcher, no college, sentient with four arms which can stitch up your limbs/eyes/etc together to impede you, also has a cloak-thing which absorbs damage.  GTN = Blood Sac, non-sentient which could scream EN damage and sends equal damage back to what you do to it.  GTN = Body Golem, multiple people stitch together into a big beast thing.  Kill them, no loot.  We Earth Door to another tavern and wait till morning.&lt;br /&gt;
&lt;br /&gt;
Go to library and explain attack, wait till afternoon and get permission to unseal [[Ishtar|Istar&#039;s]] temple.  We go there and inside is a weak sealing spell to stop &amp;quot;bad&amp;quot; things coming in, but its badly damaged (about 5% effective) and a Ritual of Eternal Dark (which has an effect of permanent darkness) and a stationary Dark Sphere.  We muddle about and banish that, but when Turf and Scab go in to have a look two shadow demons attack and infect them with a draining darkness.  Go to the temple of the sun god Karnat.  Talked to the priests and they say they cant do much, but there is sunlight inside during the day and light all the time.&lt;br /&gt;
&lt;br /&gt;
Next morning we semi-follow Scab&#039;s plan to Expel one person back (but me not him) to get some light investeds and other shopping.  Morgan isnt there but get 2 rings of rank 20 Light.  Turf summons me back.  The guard finally gets back to us and says Petak took some time off 3-4 years ago and wasnt quite right after, but had worked there all his life and wasnt that odd before.  Callas does an astrology reading about Petak, and if Stitch was his employer, and gets a vision of him kneeling over a box.  The guard says all his possessions went to his mother.  Callas does another reading, and asks why Stitch thinks she betrayed him, and gets a vision of the last party turning up and things going bad and we leaving.  We ask Tek to get the box, but comes back with the mother.  She says the box had a head in it, maybe similar to the one inside the Body Golem, but thru it in a fire.&lt;br /&gt;
&lt;br /&gt;
=== Wait 9 days ===&lt;br /&gt;
&lt;br /&gt;
Head back to Ishtar&#039;s temple, we rock in and kill two shadows (no loot), GTN = Shadow Demon, and find that the rear half has two fake partitions, and everything is covered in hieroglyphs.  Get some scribes from the library to check it out, and a couple of Karnat priests.&lt;br /&gt;
&lt;br /&gt;
=== Wait 2 more days ===&lt;br /&gt;
&lt;br /&gt;
The acolytes say there isnt much specific, but are translating it.  Decide to go to [[Flotsam]].&lt;br /&gt;
&lt;br /&gt;
== 3 days via boat ===&lt;br /&gt;
&lt;br /&gt;
Not much wind so lots of Mage Winds required.  Turf recalls that the custom is to throw a couple of coins overboard when traveling thru the waters near the city, as he does so he sees a large (like kraken sized) shadow swim down from the ship...  Flotsam is sort of a city that&#039;s slide half into the water or something, and has about 5000 people total.  It&#039;s normal mana despite the size and it&#039;s on the edge of the [[Iron Sea]].  We buy 3 Darkstone necklaces, sort of condensed mana mined from an outpost of the [[Castle of Ultimate Darkness]].  Prolonged exposure to the stuff can make you mad.&lt;br /&gt;
&lt;br /&gt;
Go visit [[The Widow]].  She says Mr Stitch lives in the Mausoleum, but really tries to avoid him.  She says the [[Hating Sands]] are to the NE of here, around the ancient city called [[Ikara]] in the Iron Sea - gives us that &amp;quot;for free&amp;quot; because &amp;quot;it wont do us any good&amp;quot; because its buried by the Hating Sands.  [[Hekmet]] was the main diety in Ikara.  [[Library of K&#039;noth]] in the [[City of Effigies]], also in the Hating Sands, NW of Ikara.  High-priest Tutmok rules there with the remnants of Ikara (ages ago) when a big curse came down on Ikara.  He has a priest for [[Karnat]], the sun god, and father of Ishtar and Hekmet.  The Widow &amp;quot;gives&amp;quot; me a spider which &amp;quot;will help us&amp;quot;.  Back to the boat about 1400.&lt;br /&gt;
&lt;br /&gt;
=== 3 days via boat ==&lt;br /&gt;
&lt;br /&gt;
We do some more ranking, 2 weeks ranking time to-date from the downtime.&lt;br /&gt;
&lt;br /&gt;
Big stone tower by the coast where we are heading by the river entrance.  On top is a brass brazier.  Looks like an outpost or old coastal city now buried.  A crystal shows a big escarpment/cliff about 100 miles NE?  I go to cast flying but the spider keeps biting me, so i guess flying is bad.  We chat about options as Turf keeps bleating about walking.  Decide to Earthdoor, but i dont travel when its cast;  apparently a 30&#039; stone statue with a vulture-head attacks them, lots of armour and needs an once AG check to not get hit, party Windwalks away.  Then a bird appears and seems to say thing about flying(?  Karnat demands you desist what you&#039;re doing) and starts casting the Burning Gaze of Karnat (sort of Whitefire but celestial/solar) until the windwalks wear off.  Crystaling about finds a corridor/cleft cut into a hill with two huge statues at the entrance, both humanoid sitting in thrones.  The cleft is covered in hyroglyphics, then turns into a tunnel for another 100&#039; a! nd opens into a worked natural cavern 300&#039; across.   There&#039;s people wandering about, some Mummy guards and some stone statues which might be &amp;quot;alive&amp;quot;.  There&#039;s a quarry at the back.&lt;br /&gt;
&lt;br /&gt;
3 days via boat back to [[City of Gods]].&lt;br /&gt;
&lt;br /&gt;
Talk to Highprest of Karnat in CoG.  He says he&#039;s heard of some of this stuff, like the curse called the Vengeance of karnat inflicted because they did something to displease the sun god, but the records are vague.  When we say we need to find and uncover a buried city, Scab chips in &amp;quot;i guess we need some shovels then&amp;quot;.  He says he can arrange some robes to help us against the heat.  Callas and I go back to Seagate, me to make some investeds, while Callas has sex with Uzi Urksome to get a discount on some more crystals of vision.  The others do a few precogs to test the options.  When trying to precog a corridor under the altar in the temple, the crystal bursts into fire and a voice calls us heretics.  The Widow tells us an agent of the Priests of [[Apep]] knows we are about in Flotsam.  &lt;br /&gt;
&lt;br /&gt;
Spend 7 days ranking, checking at the library, more precogs etc, then 3 days to the coast by the tower again.  We decide to summon a statue-thing to test combat;  Sentient Construct, GTN = Cursed Effigy,  Combined FT/EN = 500, TMR10, Cannot be Banished, No Deathcurse, cant be spec grev&#039;d, WWV only does damage, EarthTremor makes it sink halfway into sand, 20 magic resistance, can move thru sand.   Crystal about along the river, and think Ikara might be 40 miles east-ish.  Heal up.  Head to the City of Effigies for a day, but Scab gets a feeling something is following us.  We camp up for the night.  We keep going and get attacked by another Effigy.    Kill that with a combo of Paralysis and beatings.  Discover the curse causes you to age 1% / day, so decide to head back to the boat.  On the way we find tracks and eventually hunt down a GTN = Bloodhound (presumably one of Mr Stitch&#039;s things), there&#039;s another Effigy, but run about on camels (TMR = 12) grab the Bloodhound body an! d go back to boat, finally.&lt;br /&gt;
&lt;br /&gt;
== 3 days back to City of Gods ===&lt;br /&gt;
&lt;br /&gt;
Finish ranking for Turf to get Fire Special to 6, 5 weeks ranking time to-date.  Buy more camels, with a plan to giantgrowth them to get to/from the coast and library in a day.  Send Callas back to the Guild to get armour repaired, talk to Madron, and get some Fire Armour potions.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114104</id>
		<title>Meanderings for Madron</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114104"/>
		<updated>2026-05-17T09:48:16Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]][[Category:Adam Tennant]]&lt;br /&gt;
[[Category: Ty Trident]]&lt;br /&gt;
[[Category: Callas]]&lt;br /&gt;
[[Category: Tulip]]&lt;br /&gt;
[[Category: Turf]]&lt;br /&gt;
[[Category: Scab]]&lt;br /&gt;
[[Scribe_Notes#inter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Meanderings for Madron&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Adam Tennant]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Winter]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
* [[Ty Trident]] - male human Air mage - scribe&lt;br /&gt;
* [[Callas]] - female human Earth mage - leader, mil sci&lt;br /&gt;
* [[Tulip]] - female elf Earth mage&lt;br /&gt;
* [[Turf]] - male elf Namer&lt;br /&gt;
* [[Scab]] - male orc/sasquatch Wicca&lt;br /&gt;
&lt;br /&gt;
== Real dates ==&lt;br /&gt;
* 26-11-06 1030 - 2230 &lt;br /&gt;
* 24-3-07 1030 - 2300&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Precis ==&lt;br /&gt;
Madron the Astrologer hires us to investigate the astrology reading.  5,000sp each, looting rights and more depending on results.&lt;br /&gt;
&lt;br /&gt;
History is Madron borrowed a statue off-plane ([[Phaeros]]), has since tried to return it, but a evil religion had sprung up since and the last party couldn&#039;t.  The statue may have kept a &amp;quot;god of darkness&amp;quot; in prison (Apep).  The followers of Apep attacked the baronies to try to destroy the statue, but were thwarted.  He keeps tabs on Pharos and things seem a &amp;quot;bit darker&amp;quot; now. &lt;br /&gt;
&lt;br /&gt;
Has a new astrology reading:&lt;br /&gt;
&lt;br /&gt;
Night consumes dawn and hungers for dusk&lt;br /&gt;
Cross the hating sands &lt;br /&gt;
Turn back the sands,&lt;br /&gt;
To push back the sands&lt;br /&gt;
Let the light burn away the night.&lt;br /&gt;
&lt;br /&gt;
Eyes of [[Apep]] live on [[Drift]], which is a city on a floating island which floats about a sea of iron sands ([[Iron Sea]]).  There&#039;s other bad guys in the [[Castle of Ultimate Darkness]], and control shadow elementals.  [[Flotsam]] is a city on the edge of the iron sea and blue desert (ocean), and the [[Incarnates ]] live there:  [[The Widow]] (info gatherer), [[The Iron Maiden]], [[Mr Stitch]] (psyciopath), [[Cloak]] (runs the Crows assassins) and [[Incarnate Malestrom|Maelstrom]].&lt;br /&gt;
&lt;br /&gt;
== Diary ==&lt;br /&gt;
&lt;br /&gt;
We hire a ship to take us to a portal in the sea half a days sail from [[Seagate]] and open an hour each side of midday.  Go down maelstrom to Blue Desert in [[Phaeros]] (the ocean).  We go to a tavern, then to the library and talk to the guard captain and head librarian Metlath.  He says he will look into the astrology reading and he can organise us to get the warrant to check out Ishtar&#039;s temple again (re: Raising Gods adventure).  They think the first line might refer to Ishtar (Goddess of the dawn star) being attacked and her twin brother Hekmet who was the God of the setting Sun.  The guard captain asks us about an attack on the library a year or more ago, in which Petak (the employer of the last mission to Pharos) was killed and a bunch of records destroyed.  It seems they drove a Dark Sphere thru the wall, and then troops portalled out of it;  Shadow demons, human troops and one Eye of Apep.  We tried to use a Crystal of Vision to do a precog, but it got filled with darkness and turned into a shadow of itself and nuked. Get a guide called Tek.&lt;br /&gt;
&lt;br /&gt;
=== We wait a day ===&lt;br /&gt;
&lt;br /&gt;
Get attacked that night by three constructs.  GTN = Stitcher, no college, sentient with four arms which can stitch up your limbs/eyes/etc together to impede you, also has a cloak-thing which absorbs damage.  GTN = Blood Sac, non-sentient which could scream EN damage and sends equal damage back to what you do to it.  GTN = Body Golem, multiple people stitch together into a big beast thing.  Kill them, no loot.  We Earth Door to another tavern and wait till morning.&lt;br /&gt;
&lt;br /&gt;
Go to library and explain attack, wait till afternoon and get permission to unseal [[Ishtar|Istar&#039;s]] temple.  We go there and inside is a weak sealing spell to stop &amp;quot;bad&amp;quot; things coming in, but its badly damaged (about 5% effective) and a Ritual of Eternal Dark (which has an effect of permanent darkness) and a stationary Dark Sphere.  We muddle about and banish that, but when Turf and Scab go in to have a look two shadow demons attack and infect them with a draining darkness.  Go to the temple of the sun god Karnat.  Talked to the priests and they say they cant do much, but there is sunlight inside during the day and light all the time.&lt;br /&gt;
&lt;br /&gt;
Next morning we semi-follow Scab&#039;s plan to Expel one person back (but me not him) to get some light investeds and other shopping.  Morgan isnt there but get 2 rings of rank 20 Light.  Turf summons me back.  The guard finally gets back to us and says Petak took some time off 3-4 years ago and wasnt quite right after, but had worked there all his life and wasnt that odd before.  Callas does an astrology reading about Petak, and if Stitch was his employer, and gets a vision of him kneeling over a box.  The guard says all his possessions went to his mother.  Callas does another reading, and asks why Stitch thinks she betrayed him, and gets a vision of the last party turning up and things going bad and we leaving.  We ask Tek to get the box, but comes back with the mother.  She says the box had a head in it, maybe similar to the one inside the Body Golem, but thru it in a fire.&lt;br /&gt;
&lt;br /&gt;
=== Wait 9 days ===&lt;br /&gt;
&lt;br /&gt;
Head back to Ishtar&#039;s temple, we rock in and kill two shadows (no loot), GTN = Shadow Demon, and find that the rear half has two fake partitions, and everything is covered in hieroglyphs.  Get some scribes from the library to check it out, and a couple of Karnat priests.&lt;br /&gt;
&lt;br /&gt;
=== Wait 2 more days ===&lt;br /&gt;
&lt;br /&gt;
The acolytes say there isnt much specific, but are translating it.  Decide to go to [[Flotsam]].&lt;br /&gt;
&lt;br /&gt;
== 3 days via boat ===&lt;br /&gt;
&lt;br /&gt;
Not much wind so lots of Mage Winds required.  Turf recalls that the custom is to throw a couple of coins overboard when traveling thru the waters near the city, as he does so he sees a large (like kraken sized) shadow swim down from the ship...  Flotsam is sort of a city that&#039;s slide half into the water or something, and has about 5000 people total.  It&#039;s normal mana despite the size and it&#039;s on the edge of the [[Iron Sea]].  We buy 3 Darkstone necklaces, sort of condensed mana mined from an outpost of the [[Castle of Ultimate Darkness]].  Prolonged exposure to the stuff can make you mad.&lt;br /&gt;
&lt;br /&gt;
Go visit [[The Widow]].  She says Mr Stitch lives in the Mausoleum, but really tries to avoid him.  She says the [[Hating Sands]] are to the NE of here, around the ancient city called [[Ikara]] in the Iron Sea - gives us that &amp;quot;for free&amp;quot; because &amp;quot;it wont do us any good&amp;quot; because its buried by the Hating Sands.  [[Hekmet]] was the main diety in Ikara.  [[Library of K&#039;noth]] in the [[City of Effigies]], also in the Hating Sands, NW of Ikara.  High-priest Tutmok rules there with the remnants of Ikara (ages ago) when a big curse came down on Ikara.  He has a priest for [[Karnat]], the sun god, and father of Ishtar and Hekmet.  The Widow &amp;quot;gives&amp;quot; me a spider which &amp;quot;will help us&amp;quot;.  Back to the boat about 1400.&lt;br /&gt;
&lt;br /&gt;
=== 3 days via boat ==&lt;br /&gt;
&lt;br /&gt;
We do some more ranking, 2 weeks ranking time to-date from the downtime.&lt;br /&gt;
&lt;br /&gt;
Big stone tower by the coast where we are heading by the river entrance.  On top is a brass brazier.  Looks like an outpost or old coastal city now buried.  A crystal shows a big escarpment/cliff about 100 miles NE?  I go to cast flying but the spider keeps biting me, so i guess flying is bad.  We chat about options as Turf keeps bleating about walking.  Decide to Earthdoor, but i dont travel when its cast;  apparently a 30&#039; stone statue with a vulture-head attacks them, lots of armour and needs an once AG check to not get hit, party Windwalks away.  Then a bird appears and seems to say thing about flying(?  Karnat demands you desist what you&#039;re doing) and starts casting the Burning Gaze of Karnat (sort of Whitefire but celestial/solar) until the windwalks wear off.  Crystaling about finds a corridor/cleft cut into a hill with two huge statues at the entrance, both humanoid sitting in thrones.  The cleft is covered in hyroglyphics, then turns into a tunnel for another 100&#039; a! nd opens into a worked natural cavern 300&#039; across.   There&#039;s people wandering about, some Mummy guards and some stone statues which might be &amp;quot;alive&amp;quot;.  There&#039;s a quarry at the back.&lt;br /&gt;
&lt;br /&gt;
3 days via boat back to [[City of Gods]].&lt;br /&gt;
&lt;br /&gt;
Talk to Highprest of Karnat in CoG.  He says he&#039;s heard of some of this stuff, like the curse called the Vengeance of karnat inflicted because they did something to displease the sun god, but the records are vague.  When we say we need to find and uncover a buried city, Scab chips in &amp;quot;i guess we need some shovels then&amp;quot;.  He says he can arrange some robes to help us against the heat.  Callas and I go back to Seagate, me to make some investeds, while Callas has sex with Uzi Urksome to get a discount on some more crystals of vision.  The others do a few precogs to test the options.  When trying to precog a corridor under the altar in the temple, the crystal bursts into fire and a voice calls us heretics.  The Widow tells us an agent of the Priests of [[Apep]] knows we are about in Flotsam.  &lt;br /&gt;
&lt;br /&gt;
Spend 7 days ranking, checking at the library, more precogs etc, then 3 days to the coast by the tower again.  We decide to summon a statue-thing to test combat;  Sentient Construct, GTN = Cursed Effigy,  Combined FT/EN = 500, TMR10, Cannot be Banished, No Deathcurse, cant be spec grev&#039;d, WWV only does damage, EarthTremor makes it sink halfway into sand, 20 magic resistance, can move thru sand.   Crystal about along the river, and think Ikara might be 40 miles east-ish.  Heal up.  Head to the City of Effigies for a day, but Scab gets a feeling something is following us.  We camp up for the night.  We keep going and get attacked by another Effigy.    Kill that with a combo of Paralysis and beatings.  Discover the curse causes you to age 1% / day, so decide to head back to the boat.  On the way we find tracks and eventually hunt down a GTN = Bloodhound (presumably one of Mr Stitch&#039;s things), there&#039;s another Effigy, but run about on camels (TMR = 12) grab the Bloodhound body an! d go back to boat, finally.&lt;br /&gt;
&lt;br /&gt;
== 3 days back to City of Gods ===&lt;br /&gt;
&lt;br /&gt;
Finish ranking for Turf to get Fire Special to 6, 5 weeks ranking time to-date.  Buy more camels, with a plan to giantgrowth them to get to/from the coast and library in a day.  Send Callas back to the Guild to get armour repaired, talk to Madron, and get some Fire Armour potions.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114103</id>
		<title>Meanderings for Madron</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114103"/>
		<updated>2026-05-17T09:47:24Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]][[Category:Adam Tennant]]&lt;br /&gt;
[[Category: Ty Trident]]&lt;br /&gt;
[[Category: Callas]]&lt;br /&gt;
[[Category: Tulip]]&lt;br /&gt;
[[Category: Turf]]&lt;br /&gt;
[[Category: Scab]]&lt;br /&gt;
[[Scribe_Notes#inter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Meanderings for Madron&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Adam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Winter]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
* [[Ty Trident]] - male human Air mage - scribe&lt;br /&gt;
* [[Callas]] - female human Earth mage - leader, mil sci&lt;br /&gt;
* [[Tulip]] - female elf Earth mage&lt;br /&gt;
* [[Turf]] - male elf Namer&lt;br /&gt;
* [[Scab]] - male orc/sasquatch Wicca&lt;br /&gt;
&lt;br /&gt;
== Real dates ==&lt;br /&gt;
* 26-11-06 1030 - 2230 &lt;br /&gt;
* 24-3-07 1030 - 2300&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Precis ==&lt;br /&gt;
Madron the Astrologer hires us to investigate the astrology reading.  5,000sp each, looting rights and more depending on results.&lt;br /&gt;
&lt;br /&gt;
History is Madron borrowed a statue off-plane ([[Phaeros]]), has since tried to return it, but a evil religion had sprung up since and the last party couldn&#039;t.  The statue may have kept a &amp;quot;god of darkness&amp;quot; in prison (Apep).  The followers of Apep attacked the baronies to try to destroy the statue, but were thwarted.  He keeps tabs on Pharos and things seem a &amp;quot;bit darker&amp;quot; now. &lt;br /&gt;
&lt;br /&gt;
Has a new astrology reading:&lt;br /&gt;
&lt;br /&gt;
Night consumes dawn and hungers for dusk&lt;br /&gt;
Cross the hating sands &lt;br /&gt;
Turn back the sands,&lt;br /&gt;
To push back the sands&lt;br /&gt;
Let the light burn away the night.&lt;br /&gt;
&lt;br /&gt;
Eyes of [[Apep]] live on [[Drift]], which is a city on a floating island which floats about a sea of iron sands ([[Iron Sea]]).  There&#039;s other bad guys in the [[Castle of Ultimate Darkness]], and control shadow elementals.  [[Flotsam]] is a city on the edge of the iron sea and blue desert (ocean), and the [[Incarnates ]] live there:  [[The Widow]] (info gatherer), [[The Iron Maiden]], [[Mr Stitch]] (psyciopath), [[Cloak]] (runs the Crows assassins) and [[Incarnate Malestrom|Maelstrom]].&lt;br /&gt;
&lt;br /&gt;
== Diary ==&lt;br /&gt;
&lt;br /&gt;
We hire a ship to take us to a portal in the sea half a days sail from [[Seagate]] and open an hour each side of midday.  Go down maelstrom to Blue Desert in [[Phaeros]] (the ocean).  We go to a tavern, then to the library and talk to the guard captain and head librarian Metlath.  He says he will look into the astrology reading and he can organise us to get the warrant to check out Ishtar&#039;s temple again (re: Raising Gods adventure).  They think the first line might refer to Ishtar (Goddess of the dawn star) being attacked and her twin brother Hekmet who was the God of the setting Sun.  The guard captain asks us about an attack on the library a year or more ago, in which Petak (the employer of the last mission to Pharos) was killed and a bunch of records destroyed.  It seems they drove a Dark Sphere thru the wall, and then troops portalled out of it;  Shadow demons, human troops and one Eye of Apep.  We tried to use a Crystal of Vision to do a precog, but it got filled with darkness and turned into a shadow of itself and nuked. Get a guide called Tek.&lt;br /&gt;
&lt;br /&gt;
=== We wait a day ===&lt;br /&gt;
&lt;br /&gt;
Get attacked that night by three constructs.  GTN = Stitcher, no college, sentient with four arms which can stitch up your limbs/eyes/etc together to impede you, also has a cloak-thing which absorbs damage.  GTN = Blood Sac, non-sentient which could scream EN damage and sends equal damage back to what you do to it.  GTN = Body Golem, multiple people stitch together into a big beast thing.  Kill them, no loot.  We Earth Door to another tavern and wait till morning.&lt;br /&gt;
&lt;br /&gt;
Go to library and explain attack, wait till afternoon and get permission to unseal [[Ishtar|Istar&#039;s]] temple.  We go there and inside is a weak sealing spell to stop &amp;quot;bad&amp;quot; things coming in, but its badly damaged (about 5% effective) and a Ritual of Eternal Dark (which has an effect of permanent darkness) and a stationary Dark Sphere.  We muddle about and banish that, but when Turf and Scab go in to have a look two shadow demons attack and infect them with a draining darkness.  Go to the temple of the sun god Karnat.  Talked to the priests and they say they cant do much, but there is sunlight inside during the day and light all the time.&lt;br /&gt;
&lt;br /&gt;
Next morning we semi-follow Scab&#039;s plan to Expel one person back (but me not him) to get some light investeds and other shopping.  Morgan isnt there but get 2 rings of rank 20 Light.  Turf summons me back.  The guard finally gets back to us and says Petak took some time off 3-4 years ago and wasnt quite right after, but had worked there all his life and wasnt that odd before.  Callas does an astrology reading about Petak, and if Stitch was his employer, and gets a vision of him kneeling over a box.  The guard says all his possessions went to his mother.  Callas does another reading, and asks why Stitch thinks she betrayed him, and gets a vision of the last party turning up and things going bad and we leaving.  We ask Tek to get the box, but comes back with the mother.  She says the box had a head in it, maybe similar to the one inside the Body Golem, but thru it in a fire.&lt;br /&gt;
&lt;br /&gt;
=== Wait 9 days ===&lt;br /&gt;
&lt;br /&gt;
Head back to Ishtar&#039;s temple, we rock in and kill two shadows (no loot), GTN = Shadow Demon, and find that the rear half has two fake partitions, and everything is covered in hieroglyphs.  Get some scribes from the library to check it out, and a couple of Karnat priests.&lt;br /&gt;
&lt;br /&gt;
=== Wait 2 more days ===&lt;br /&gt;
&lt;br /&gt;
The acolytes say there isnt much specific, but are translating it.  Decide to go to [[Flotsam]].&lt;br /&gt;
&lt;br /&gt;
== 3 days via boat ===&lt;br /&gt;
&lt;br /&gt;
Not much wind so lots of Mage Winds required.  Turf recalls that the custom is to throw a couple of coins overboard when traveling thru the waters near the city, as he does so he sees a large (like kraken sized) shadow swim down from the ship...  Flotsam is sort of a city that&#039;s slide half into the water or something, and has about 5000 people total.  It&#039;s normal mana despite the size and it&#039;s on the edge of the [[Iron Sea]].  We buy 3 Darkstone necklaces, sort of condensed mana mined from an outpost of the [[Castle of Ultimate Darkness]].  Prolonged exposure to the stuff can make you mad.&lt;br /&gt;
&lt;br /&gt;
Go visit [[The Widow]].  She says Mr Stitch lives in the Mausoleum, but really tries to avoid him.  She says the [[Hating Sands]] are to the NE of here, around the ancient city called [[Ikara]] in the Iron Sea - gives us that &amp;quot;for free&amp;quot; because &amp;quot;it wont do us any good&amp;quot; because its buried by the Hating Sands.  [[Hekmet]] was the main diety in Ikara.  [[Library of K&#039;noth]] in the [[City of Effigies]], also in the Hating Sands, NW of Ikara.  High-priest Tutmok rules there with the remnants of Ikara (ages ago) when a big curse came down on Ikara.  He has a priest for [[Karnat]], the sun god, and father of Ishtar and Hekmet.  The Widow &amp;quot;gives&amp;quot; me a spider which &amp;quot;will help us&amp;quot;.  Back to the boat about 1400.&lt;br /&gt;
&lt;br /&gt;
=== 3 days via boat ==&lt;br /&gt;
&lt;br /&gt;
We do some more ranking, 2 weeks ranking time to-date from the downtime.&lt;br /&gt;
&lt;br /&gt;
Big stone tower by the coast where we are heading by the river entrance.  On top is a brass brazier.  Looks like an outpost or old coastal city now buried.  A crystal shows a big escarpment/cliff about 100 miles NE?  I go to cast flying but the spider keeps biting me, so i guess flying is bad.  We chat about options as Turf keeps bleating about walking.  Decide to Earthdoor, but i dont travel when its cast;  apparently a 30&#039; stone statue with a vulture-head attacks them, lots of armour and needs an once AG check to not get hit, party Windwalks away.  Then a bird appears and seems to say thing about flying(?  Karnat demands you desist what you&#039;re doing) and starts casting the Burning Gaze of Karnat (sort of Whitefire but celestial/solar) until the windwalks wear off.  Crystaling about finds a corridor/cleft cut into a hill with two huge statues at the entrance, both humanoid sitting in thrones.  The cleft is covered in hyroglyphics, then turns into a tunnel for another 100&#039; a! nd opens into a worked natural cavern 300&#039; across.   There&#039;s people wandering about, some Mummy guards and some stone statues which might be &amp;quot;alive&amp;quot;.  There&#039;s a quarry at the back.&lt;br /&gt;
&lt;br /&gt;
3 days via boat back to [[City of Gods]].&lt;br /&gt;
&lt;br /&gt;
Talk to Highprest of Karnat in CoG.  He says he&#039;s heard of some of this stuff, like the curse called the Vengeance of karnat inflicted because they did something to displease the sun god, but the records are vague.  When we say we need to find and uncover a buried city, Scab chips in &amp;quot;i guess we need some shovels then&amp;quot;.  He says he can arrange some robes to help us against the heat.  Callas and I go back to Seagate, me to make some investeds, while Callas has sex with Uzi Urksome to get a discount on some more crystals of vision.  The others do a few precogs to test the options.  When trying to precog a corridor under the altar in the temple, the crystal bursts into fire and a voice calls us heretics.  The Widow tells us an agent of the Priests of [[Apep]] knows we are about in Flotsam.  &lt;br /&gt;
&lt;br /&gt;
Spend 7 days ranking, checking at the library, more precogs etc, then 3 days to the coast by the tower again.  We decide to summon a statue-thing to test combat;  Sentient Construct, GTN = Cursed Effigy,  Combined FT/EN = 500, TMR10, Cannot be Banished, No Deathcurse, cant be spec grev&#039;d, WWV only does damage, EarthTremor makes it sink halfway into sand, 20 magic resistance, can move thru sand.   Crystal about along the river, and think Ikara might be 40 miles east-ish.  Heal up.  Head to the City of Effigies for a day, but Scab gets a feeling something is following us.  We camp up for the night.  We keep going and get attacked by another Effigy.    Kill that with a combo of Paralysis and beatings.  Discover the curse causes you to age 1% / day, so decide to head back to the boat.  On the way we find tracks and eventually hunt down a GTN = Bloodhound (presumably one of Mr Stitch&#039;s things), there&#039;s another Effigy, but run about on camels (TMR = 12) grab the Bloodhound body an! d go back to boat, finally.&lt;br /&gt;
&lt;br /&gt;
== 3 days back to City of Gods ===&lt;br /&gt;
&lt;br /&gt;
Finish ranking for Turf to get Fire Special to 6, 5 weeks ranking time to-date.  Buy more camels, with a plan to giantgrowth them to get to/from the coast and library in a day.  Send Callas back to the Guild to get armour repaired, talk to Madron, and get some Fire Armour potions.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114102</id>
		<title>Meanderings for Madron</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114102"/>
		<updated>2026-05-17T09:47:02Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Category: Ty Trident]]&lt;br /&gt;
[[Category: Callas]]&lt;br /&gt;
[[Category: Tulip]]&lt;br /&gt;
[[Category: Turf]]&lt;br /&gt;
[[Category: Scab]]&lt;br /&gt;
[[Scribe_Notes#inter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Meanderings for Madron&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[Adam]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039;: [[Winter]] 807 WK&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
* [[Ty Trident]] - male human Air mage - scribe&lt;br /&gt;
* [[Callas]] - female human Earth mage - leader, mil sci&lt;br /&gt;
* [[Tulip]] - female elf Earth mage&lt;br /&gt;
* [[Turf]] - male elf Namer&lt;br /&gt;
* [[Scab]] - male orc/sasquatch Wicca&lt;br /&gt;
&lt;br /&gt;
== Real dates ==&lt;br /&gt;
* 26-11-06 1030 - 2230 &lt;br /&gt;
* 24-3-07 1030 - 2300&lt;br /&gt;
&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Precis ==&lt;br /&gt;
Madron the Astrologer hires us to investigate the astrology reading.  5,000sp each, looting rights and more depending on results.&lt;br /&gt;
&lt;br /&gt;
History is Madron borrowed a statue off-plane ([[Phaeros]]), has since tried to return it, but a evil religion had sprung up since and the last party couldn&#039;t.  The statue may have kept a &amp;quot;god of darkness&amp;quot; in prison (Apep).  The followers of Apep attacked the baronies to try to destroy the statue, but were thwarted.  He keeps tabs on Pharos and things seem a &amp;quot;bit darker&amp;quot; now. &lt;br /&gt;
&lt;br /&gt;
Has a new astrology reading:&lt;br /&gt;
&lt;br /&gt;
Night consumes dawn and hungers for dusk&lt;br /&gt;
Cross the hating sands &lt;br /&gt;
Turn back the sands,&lt;br /&gt;
To push back the sands&lt;br /&gt;
Let the light burn away the night.&lt;br /&gt;
&lt;br /&gt;
Eyes of [[Apep]] live on [[Drift]], which is a city on a floating island which floats about a sea of iron sands ([[Iron Sea]]).  There&#039;s other bad guys in the [[Castle of Ultimate Darkness]], and control shadow elementals.  [[Flotsam]] is a city on the edge of the iron sea and blue desert (ocean), and the [[Incarnates ]] live there:  [[The Widow]] (info gatherer), [[The Iron Maiden]], [[Mr Stitch]] (psyciopath), [[Cloak]] (runs the Crows assassins) and [[Incarnate Malestrom|Maelstrom]].&lt;br /&gt;
&lt;br /&gt;
== Diary ==&lt;br /&gt;
&lt;br /&gt;
We hire a ship to take us to a portal in the sea half a days sail from [[Seagate]] and open an hour each side of midday.  Go down maelstrom to Blue Desert in [[Phaeros]] (the ocean).  We go to a tavern, then to the library and talk to the guard captain and head librarian Metlath.  He says he will look into the astrology reading and he can organise us to get the warrant to check out Ishtar&#039;s temple again (re: Raising Gods adventure).  They think the first line might refer to Ishtar (Goddess of the dawn star) being attacked and her twin brother Hekmet who was the God of the setting Sun.  The guard captain asks us about an attack on the library a year or more ago, in which Petak (the employer of the last mission to Pharos) was killed and a bunch of records destroyed.  It seems they drove a Dark Sphere thru the wall, and then troops portalled out of it;  Shadow demons, human troops and one Eye of Apep.  We tried to use a Crystal of Vision to do a precog, but it got filled with darkness and turned into a shadow of itself and nuked. Get a guide called Tek.&lt;br /&gt;
&lt;br /&gt;
=== We wait a day ===&lt;br /&gt;
&lt;br /&gt;
Get attacked that night by three constructs.  GTN = Stitcher, no college, sentient with four arms which can stitch up your limbs/eyes/etc together to impede you, also has a cloak-thing which absorbs damage.  GTN = Blood Sac, non-sentient which could scream EN damage and sends equal damage back to what you do to it.  GTN = Body Golem, multiple people stitch together into a big beast thing.  Kill them, no loot.  We Earth Door to another tavern and wait till morning.&lt;br /&gt;
&lt;br /&gt;
Go to library and explain attack, wait till afternoon and get permission to unseal [[Ishtar|Istar&#039;s]] temple.  We go there and inside is a weak sealing spell to stop &amp;quot;bad&amp;quot; things coming in, but its badly damaged (about 5% effective) and a Ritual of Eternal Dark (which has an effect of permanent darkness) and a stationary Dark Sphere.  We muddle about and banish that, but when Turf and Scab go in to have a look two shadow demons attack and infect them with a draining darkness.  Go to the temple of the sun god Karnat.  Talked to the priests and they say they cant do much, but there is sunlight inside during the day and light all the time.&lt;br /&gt;
&lt;br /&gt;
Next morning we semi-follow Scab&#039;s plan to Expel one person back (but me not him) to get some light investeds and other shopping.  Morgan isnt there but get 2 rings of rank 20 Light.  Turf summons me back.  The guard finally gets back to us and says Petak took some time off 3-4 years ago and wasnt quite right after, but had worked there all his life and wasnt that odd before.  Callas does an astrology reading about Petak, and if Stitch was his employer, and gets a vision of him kneeling over a box.  The guard says all his possessions went to his mother.  Callas does another reading, and asks why Stitch thinks she betrayed him, and gets a vision of the last party turning up and things going bad and we leaving.  We ask Tek to get the box, but comes back with the mother.  She says the box had a head in it, maybe similar to the one inside the Body Golem, but thru it in a fire.&lt;br /&gt;
&lt;br /&gt;
=== Wait 9 days ===&lt;br /&gt;
&lt;br /&gt;
Head back to Ishtar&#039;s temple, we rock in and kill two shadows (no loot), GTN = Shadow Demon, and find that the rear half has two fake partitions, and everything is covered in hieroglyphs.  Get some scribes from the library to check it out, and a couple of Karnat priests.&lt;br /&gt;
&lt;br /&gt;
=== Wait 2 more days ===&lt;br /&gt;
&lt;br /&gt;
The acolytes say there isnt much specific, but are translating it.  Decide to go to [[Flotsam]].&lt;br /&gt;
&lt;br /&gt;
== 3 days via boat ===&lt;br /&gt;
&lt;br /&gt;
Not much wind so lots of Mage Winds required.  Turf recalls that the custom is to throw a couple of coins overboard when traveling thru the waters near the city, as he does so he sees a large (like kraken sized) shadow swim down from the ship...  Flotsam is sort of a city that&#039;s slide half into the water or something, and has about 5000 people total.  It&#039;s normal mana despite the size and it&#039;s on the edge of the [[Iron Sea]].  We buy 3 Darkstone necklaces, sort of condensed mana mined from an outpost of the [[Castle of Ultimate Darkness]].  Prolonged exposure to the stuff can make you mad.&lt;br /&gt;
&lt;br /&gt;
Go visit [[The Widow]].  She says Mr Stitch lives in the Mausoleum, but really tries to avoid him.  She says the [[Hating Sands]] are to the NE of here, around the ancient city called [[Ikara]] in the Iron Sea - gives us that &amp;quot;for free&amp;quot; because &amp;quot;it wont do us any good&amp;quot; because its buried by the Hating Sands.  [[Hekmet]] was the main diety in Ikara.  [[Library of K&#039;noth]] in the [[City of Effigies]], also in the Hating Sands, NW of Ikara.  High-priest Tutmok rules there with the remnants of Ikara (ages ago) when a big curse came down on Ikara.  He has a priest for [[Karnat]], the sun god, and father of Ishtar and Hekmet.  The Widow &amp;quot;gives&amp;quot; me a spider which &amp;quot;will help us&amp;quot;.  Back to the boat about 1400.&lt;br /&gt;
&lt;br /&gt;
=== 3 days via boat ==&lt;br /&gt;
&lt;br /&gt;
We do some more ranking, 2 weeks ranking time to-date from the downtime.&lt;br /&gt;
&lt;br /&gt;
Big stone tower by the coast where we are heading by the river entrance.  On top is a brass brazier.  Looks like an outpost or old coastal city now buried.  A crystal shows a big escarpment/cliff about 100 miles NE?  I go to cast flying but the spider keeps biting me, so i guess flying is bad.  We chat about options as Turf keeps bleating about walking.  Decide to Earthdoor, but i dont travel when its cast;  apparently a 30&#039; stone statue with a vulture-head attacks them, lots of armour and needs an once AG check to not get hit, party Windwalks away.  Then a bird appears and seems to say thing about flying(?  Karnat demands you desist what you&#039;re doing) and starts casting the Burning Gaze of Karnat (sort of Whitefire but celestial/solar) until the windwalks wear off.  Crystaling about finds a corridor/cleft cut into a hill with two huge statues at the entrance, both humanoid sitting in thrones.  The cleft is covered in hyroglyphics, then turns into a tunnel for another 100&#039; a! nd opens into a worked natural cavern 300&#039; across.   There&#039;s people wandering about, some Mummy guards and some stone statues which might be &amp;quot;alive&amp;quot;.  There&#039;s a quarry at the back.&lt;br /&gt;
&lt;br /&gt;
3 days via boat back to [[City of Gods]].&lt;br /&gt;
&lt;br /&gt;
Talk to Highprest of Karnat in CoG.  He says he&#039;s heard of some of this stuff, like the curse called the Vengeance of karnat inflicted because they did something to displease the sun god, but the records are vague.  When we say we need to find and uncover a buried city, Scab chips in &amp;quot;i guess we need some shovels then&amp;quot;.  He says he can arrange some robes to help us against the heat.  Callas and I go back to Seagate, me to make some investeds, while Callas has sex with Uzi Urksome to get a discount on some more crystals of vision.  The others do a few precogs to test the options.  When trying to precog a corridor under the altar in the temple, the crystal bursts into fire and a voice calls us heretics.  The Widow tells us an agent of the Priests of [[Apep]] knows we are about in Flotsam.  &lt;br /&gt;
&lt;br /&gt;
Spend 7 days ranking, checking at the library, more precogs etc, then 3 days to the coast by the tower again.  We decide to summon a statue-thing to test combat;  Sentient Construct, GTN = Cursed Effigy,  Combined FT/EN = 500, TMR10, Cannot be Banished, No Deathcurse, cant be spec grev&#039;d, WWV only does damage, EarthTremor makes it sink halfway into sand, 20 magic resistance, can move thru sand.   Crystal about along the river, and think Ikara might be 40 miles east-ish.  Heal up.  Head to the City of Effigies for a day, but Scab gets a feeling something is following us.  We camp up for the night.  We keep going and get attacked by another Effigy.    Kill that with a combo of Paralysis and beatings.  Discover the curse causes you to age 1% / day, so decide to head back to the boat.  On the way we find tracks and eventually hunt down a GTN = Bloodhound (presumably one of Mr Stitch&#039;s things), there&#039;s another Effigy, but run about on camels (TMR = 12) grab the Bloodhound body an! d go back to boat, finally.&lt;br /&gt;
&lt;br /&gt;
== 3 days back to City of Gods ===&lt;br /&gt;
&lt;br /&gt;
Finish ranking for Turf to get Fire Special to 6, 5 weeks ranking time to-date.  Buy more camels, with a plan to giantgrowth them to get to/from the coast and library in a day.  Send Callas back to the Guild to get armour repaired, talk to Madron, and get some Fire Armour potions.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114101</id>
		<title>Meanderings for Madron</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Meanderings_for_Madron&amp;diff=114101"/>
		<updated>2026-05-17T09:44:44Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Meandering for Madron =&lt;br /&gt;
[[Category:Scribe Notes]]&lt;br /&gt;
[[Category: Turf]]&lt;br /&gt;
== Real dates ==&lt;br /&gt;
* 26-11-06 1030 - 2230 &lt;br /&gt;
* 24-3-07 1030 - 2300&lt;br /&gt;
&lt;br /&gt;
== Party members ==&lt;br /&gt;
&lt;br /&gt;
* [[Ty Trident]] - male human Air mage - scribe&lt;br /&gt;
* [[Callas]] - female human Earth mage - leader, mil sci&lt;br /&gt;
* [[Tulip]] - female elf Earth mage&lt;br /&gt;
* [[Turf]] - male elf Namer&lt;br /&gt;
* [[Scab]] - male orc/sasquatch Wicca&lt;br /&gt;
&lt;br /&gt;
== Precis ==&lt;br /&gt;
Madron the Astrologer hires us to investigate the astrology reading.  5,000sp each, looting rights and more depending on results.&lt;br /&gt;
&lt;br /&gt;
History is Madron borrowed a statue off-plane ([[Phaeros]]), has since tried to return it, but a evil religion had sprung up since and the last party couldn&#039;t.  The statue may have kept a &amp;quot;god of darkness&amp;quot; in prison (Apep).  The followers of Apep attacked the baronies to try to destroy the statue, but were thwarted.  He keeps tabs on Pharos and things seem a &amp;quot;bit darker&amp;quot; now. &lt;br /&gt;
&lt;br /&gt;
Has a new astrology reading:&lt;br /&gt;
&lt;br /&gt;
Night consumes dawn and hungers for dusk&lt;br /&gt;
Cross the hating sands &lt;br /&gt;
Turn back the sands,&lt;br /&gt;
To push back the sands&lt;br /&gt;
Let the light burn away the night.&lt;br /&gt;
&lt;br /&gt;
Eyes of [[Apep]] live on [[Drift]], which is a city on a floating island which floats about a sea of iron sands ([[Iron Sea]]).  There&#039;s other bad guys in the [[Castle of Ultimate Darkness]], and control shadow elementals.  [[Flotsam]] is a city on the edge of the iron sea and blue desert (ocean), and the [[Incarnates ]] live there:  [[The Widow]] (info gatherer), [[The Iron Maiden]], [[Mr Stitch]] (psyciopath), [[Cloak]] (runs the Crows assassins) and [[Incarnate Malestrom|Maelstrom]].&lt;br /&gt;
&lt;br /&gt;
== Diary ==&lt;br /&gt;
&lt;br /&gt;
We hire a ship to take us to a portal in the sea half a days sail from [[Seagate]] and open an hour each side of midday.  Go down maelstrom to Blue Desert in [[Phaeros]] (the ocean).  We go to a tavern, then to the library and talk to the guard captain and head librarian Metlath.  He says he will look into the astrology reading and he can organise us to get the warrant to check out Ishtar&#039;s temple again (re: Raising Gods adventure).  They think the first line might refer to Ishtar (Goddess of the dawn star) being attacked and her twin brother Hekmet who was the God of the setting Sun.  The guard captain asks us about an attack on the library a year or more ago, in which Petak (the employer of the last mission to Pharos) was killed and a bunch of records destroyed.  It seems they drove a Dark Sphere thru the wall, and then troops portalled out of it;  Shadow demons, human troops and one Eye of Apep.  We tried to use a Crystal of Vision to do a precog, but it got filled with darkness and turned into a shadow of itself and nuked. Get a guide called Tek.&lt;br /&gt;
&lt;br /&gt;
=== We wait a day ===&lt;br /&gt;
&lt;br /&gt;
Get attacked that night by three constructs.  GTN = Stitcher, no college, sentient with four arms which can stitch up your limbs/eyes/etc together to impede you, also has a cloak-thing which absorbs damage.  GTN = Blood Sac, non-sentient which could scream EN damage and sends equal damage back to what you do to it.  GTN = Body Golem, multiple people stitch together into a big beast thing.  Kill them, no loot.  We Earth Door to another tavern and wait till morning.&lt;br /&gt;
&lt;br /&gt;
Go to library and explain attack, wait till afternoon and get permission to unseal [[Ishtar|Istar&#039;s]] temple.  We go there and inside is a weak sealing spell to stop &amp;quot;bad&amp;quot; things coming in, but its badly damaged (about 5% effective) and a Ritual of Eternal Dark (which has an effect of permanent darkness) and a stationary Dark Sphere.  We muddle about and banish that, but when Turf and Scab go in to have a look two shadow demons attack and infect them with a draining darkness.  Go to the temple of the sun god Karnat.  Talked to the priests and they say they cant do much, but there is sunlight inside during the day and light all the time.&lt;br /&gt;
&lt;br /&gt;
Next morning we semi-follow Scab&#039;s plan to Expel one person back (but me not him) to get some light investeds and other shopping.  Morgan isnt there but get 2 rings of rank 20 Light.  Turf summons me back.  The guard finally gets back to us and says Petak took some time off 3-4 years ago and wasnt quite right after, but had worked there all his life and wasnt that odd before.  Callas does an astrology reading about Petak, and if Stitch was his employer, and gets a vision of him kneeling over a box.  The guard says all his possessions went to his mother.  Callas does another reading, and asks why Stitch thinks she betrayed him, and gets a vision of the last party turning up and things going bad and we leaving.  We ask Tek to get the box, but comes back with the mother.  She says the box had a head in it, maybe similar to the one inside the Body Golem, but thru it in a fire.&lt;br /&gt;
&lt;br /&gt;
=== Wait 9 days ===&lt;br /&gt;
&lt;br /&gt;
Head back to Ishtar&#039;s temple, we rock in and kill two shadows (no loot), GTN = Shadow Demon, and find that the rear half has two fake partitions, and everything is covered in hieroglyphs.  Get some scribes from the library to check it out, and a couple of Karnat priests.&lt;br /&gt;
&lt;br /&gt;
=== Wait 2 more days ===&lt;br /&gt;
&lt;br /&gt;
The acolytes say there isnt much specific, but are translating it.  Decide to go to [[Flotsam]].&lt;br /&gt;
&lt;br /&gt;
== 3 days via boat ===&lt;br /&gt;
&lt;br /&gt;
Not much wind so lots of Mage Winds required.  Turf recalls that the custom is to throw a couple of coins overboard when traveling thru the waters near the city, as he does so he sees a large (like kraken sized) shadow swim down from the ship...  Flotsam is sort of a city that&#039;s slide half into the water or something, and has about 5000 people total.  It&#039;s normal mana despite the size and it&#039;s on the edge of the [[Iron Sea]].  We buy 3 Darkstone necklaces, sort of condensed mana mined from an outpost of the [[Castle of Ultimate Darkness]].  Prolonged exposure to the stuff can make you mad.&lt;br /&gt;
&lt;br /&gt;
Go visit [[The Widow]].  She says Mr Stitch lives in the Mausoleum, but really tries to avoid him.  She says the [[Hating Sands]] are to the NE of here, around the ancient city called [[Ikara]] in the Iron Sea - gives us that &amp;quot;for free&amp;quot; because &amp;quot;it wont do us any good&amp;quot; because its buried by the Hating Sands.  [[Hekmet]] was the main diety in Ikara.  [[Library of K&#039;noth]] in the [[City of Effigies]], also in the Hating Sands, NW of Ikara.  High-priest Tutmok rules there with the remnants of Ikara (ages ago) when a big curse came down on Ikara.  He has a priest for [[Karnat]], the sun god, and father of Ishtar and Hekmet.  The Widow &amp;quot;gives&amp;quot; me a spider which &amp;quot;will help us&amp;quot;.  Back to the boat about 1400.&lt;br /&gt;
&lt;br /&gt;
=== 3 days via boat ==&lt;br /&gt;
&lt;br /&gt;
We do some more ranking, 2 weeks ranking time to-date from the downtime.&lt;br /&gt;
&lt;br /&gt;
Big stone tower by the coast where we are heading by the river entrance.  On top is a brass brazier.  Looks like an outpost or old coastal city now buried.  A crystal shows a big escarpment/cliff about 100 miles NE?  I go to cast flying but the spider keeps biting me, so i guess flying is bad.  We chat about options as Turf keeps bleating about walking.  Decide to Earthdoor, but i dont travel when its cast;  apparently a 30&#039; stone statue with a vulture-head attacks them, lots of armour and needs an once AG check to not get hit, party Windwalks away.  Then a bird appears and seems to say thing about flying(?  Karnat demands you desist what you&#039;re doing) and starts casting the Burning Gaze of Karnat (sort of Whitefire but celestial/solar) until the windwalks wear off.  Crystaling about finds a corridor/cleft cut into a hill with two huge statues at the entrance, both humanoid sitting in thrones.  The cleft is covered in hyroglyphics, then turns into a tunnel for another 100&#039; a! nd opens into a worked natural cavern 300&#039; across.   There&#039;s people wandering about, some Mummy guards and some stone statues which might be &amp;quot;alive&amp;quot;.  There&#039;s a quarry at the back.&lt;br /&gt;
&lt;br /&gt;
3 days via boat back to [[City of Gods]].&lt;br /&gt;
&lt;br /&gt;
Talk to Highprest of Karnat in CoG.  He says he&#039;s heard of some of this stuff, like the curse called the Vengeance of karnat inflicted because they did something to displease the sun god, but the records are vague.  When we say we need to find and uncover a buried city, Scab chips in &amp;quot;i guess we need some shovels then&amp;quot;.  He says he can arrange some robes to help us against the heat.  Callas and I go back to Seagate, me to make some investeds, while Callas has sex with Uzi Urksome to get a discount on some more crystals of vision.  The others do a few precogs to test the options.  When trying to precog a corridor under the altar in the temple, the crystal bursts into fire and a voice calls us heretics.  The Widow tells us an agent of the Priests of [[Apep]] knows we are about in Flotsam.  &lt;br /&gt;
&lt;br /&gt;
Spend 7 days ranking, checking at the library, more precogs etc, then 3 days to the coast by the tower again.  We decide to summon a statue-thing to test combat;  Sentient Construct, GTN = Cursed Effigy,  Combined FT/EN = 500, TMR10, Cannot be Banished, No Deathcurse, cant be spec grev&#039;d, WWV only does damage, EarthTremor makes it sink halfway into sand, 20 magic resistance, can move thru sand.   Crystal about along the river, and think Ikara might be 40 miles east-ish.  Heal up.  Head to the City of Effigies for a day, but Scab gets a feeling something is following us.  We camp up for the night.  We keep going and get attacked by another Effigy.    Kill that with a combo of Paralysis and beatings.  Discover the curse causes you to age 1% / day, so decide to head back to the boat.  On the way we find tracks and eventually hunt down a GTN = Bloodhound (presumably one of Mr Stitch&#039;s things), there&#039;s another Effigy, but run about on camels (TMR = 12) grab the Bloodhound body an! d go back to boat, finally.&lt;br /&gt;
&lt;br /&gt;
== 3 days back to City of Gods ===&lt;br /&gt;
&lt;br /&gt;
Finish ranking for Turf to get Fire Special to 6, 5 weeks ranking time to-date.  Buy more camels, with a plan to giantgrowth them to get to/from the coast and library in a day.  Send Callas back to the Guild to get armour repaired, talk to Madron, and get some Fire Armour potions.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Neither_Hare_nor_Thar&amp;diff=114100</id>
		<title>Neither Hare nor Thar</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Neither_Hare_nor_Thar&amp;diff=114100"/>
		<updated>2026-05-17T09:44:12Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Rosemary Mansfield]][[Category:Andrew W]][[Category:Scribe Notes]]&lt;br /&gt;
[[Category:Christopher]]&lt;br /&gt;
[[Category:Veor]]&lt;br /&gt;
[[Category:Prydera]]&lt;br /&gt;
[[Category:Rowan]]&lt;br /&gt;
[[Category:Ben]]&lt;br /&gt;
[[Category:Tegan]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
   &lt;br /&gt;
The adventure takes place in [[Mos Kheer]]&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: Tag Team of [[Rosemary Mansfield|Rosemary]] and [[Andrew W|Andrew]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: Winter 807&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Wednesday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: low end of Medium&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
&lt;br /&gt;
# [[Christopher]] Human Ice mage, Party Leader and Military Scientist [[Micheal Young]]&lt;br /&gt;
# [[Veor]] Human Ice mage. [[User:Bernard|Bernard]]&lt;br /&gt;
# [[Prydera]] Dwarven Mind Mage, Scribe [[Clare]]&lt;br /&gt;
# [[Rowan]] Elvish Binder, [[User:Helen|Helen Saggers]]&lt;br /&gt;
# [[Ben]] non mage Human [[Ian Anderson]]&lt;br /&gt;
# [[Tegan]] Human Earth Mage [[Kelsie]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: The Trolls of [[Mos Kheer]]&lt;br /&gt;
: introduced by Teahnreu Kipchak (Sleeps With Trolls)&lt;br /&gt;
; Mission&lt;br /&gt;
: Drive off Mosquito and return Winter to the tundra. &lt;br /&gt;
; Pay&lt;br /&gt;
:Wool and Ivory&lt;br /&gt;
&lt;br /&gt;
==Day 1==&lt;br /&gt;
&lt;br /&gt;
We meet Teahnreu Kipchak ** (hereafter called Kipchak - not to be confused with his people, the Kipchak) and discuss the problems faced by his people and the Trolls. He is a shamen and can communicate with the trolls in his sleep. Basically winter didn&#039;t come. The humans in the area have a truce with the Trolls. They don&#039;t eat each other&#039;s herds and they don&#039;t bother each other. But the moose have been swimming a long time, and the mosquitoes are biting badly. Everyone is getting a bit tetchy. The Winter Spirits have left the Troll&#039;s domain and are weak in the Kipchak domain.&lt;br /&gt;
&lt;br /&gt;
...** also known as Sleeps with Trolls &lt;br /&gt;
&lt;br /&gt;
The Kipchak and Trolls live North-West of Larkmoor, and we consider options for travelling there. We finally decide to take the boat, and Veor&#039;s horses. We agree to meet Kipchak at the next full moon by a tall building in a village called Leimen. He is going to sleepwalk his way home. We stock up on a few things and prepare to leave on the morning tide.&lt;br /&gt;
&lt;br /&gt;
==Days 2 - 24==&lt;br /&gt;
&lt;br /&gt;
We travel by boat (2 weeks) and barge (1 week) and then ride (2 days) over the hills to Leimen. The weather seems very mild. We take it easy, travel slowly and talk to people about the weather.&lt;br /&gt;
&lt;br /&gt;
==Day 25==&lt;br /&gt;
Sortly after midday we meet Kipchak and two companions in front of the church in Leimens. They have eight horses and no spares. We stock up on tents and provisions and head into the plains.&amp;lt;br&amp;gt; &lt;br /&gt;
The water holes are very boggy. There are lots of insects and the swallows haven&#039;t flown south. It&#039;s a long day riding and we travel as fast as our horses can go, but eventually we get to a tent township. It&#039;s a smelly place filled with people, chickens, dogs, goats and of course horses. Their houses are sunken in the ground. Even smellier in there. They feed us and give us fermented mare&#039;s milk. Rowan listens in and finds that people are worried about their health. There are fleas and bedbugs, so we set up our own tents and set watches and settle down for the night.&lt;br /&gt;
&lt;br /&gt;
==Day 26==&lt;br /&gt;
&lt;br /&gt;
The Camp gets noisy at dawn and Kipchak says we need to be off so we pack up and head out with him. His two companions remain behind. We ride NNW. It&#039;s boring riding, as we slowly get rise up onto the plateau. We are breathing faster due to the altitude. Once we are on the plateau we set up camp and set watch again. Kipchak doesn&#039;t stand watch as he is going to try and talk to the trolls tonight.&lt;br /&gt;
&lt;br /&gt;
==Day 27==&lt;br /&gt;
&lt;br /&gt;
In the morning we see three trolls in the distance. We cast some spells and head out. We skirt ponds on hillocks. The plateau looks flat but in fact there are many many waterlogged dips so anyone could be hiding out there. There are swarms of nasty insects in the hollows. We meet up with the trolls. There is an adult female, Siasusem and two younger trolls, Hindegal (female, 12&#039;) and her young brother Vineke (11&#039;). We introduce ourselves. Hindegal is off in a space of her own talking to plants and birds. She is a shamen. We aren&#039;t to eat reindeer, horses or mammoths. We sit down and Siasusem lights a pipe. The smoke clears away the insects - what a relief. Kipchak and Hindegal discuss how far he travelled in his sleep to get us and she seems very &amp;quot;with it&amp;quot; all of a sudden. Hindegal can take people to the spirit planes. You can enter the spirit world at any time of day or night. There we will be our totems. Hindegal will help us find out what our totems are. Hindegal is interested in Tegan&#039;s sleeplessness and nightmares. We need to be at the Troll home to dream, so we head of for a three hour ride. We see rotting vegetation and dead carcasses of deer and reindeer on our journey. The trolls are ill. The animals are ill. Infections aren&#039;t healing. The troll home has no structures - just another piece of tundra. &lt;br /&gt;
&lt;br /&gt;
We set up our sleeping furs on a patch of sand and Kipchak looks after the horses. We drink strong alcohol, and settle down. Hindegal starts to chant in a magic language. It&#039;s hypnotic, and we enter the spirit world. Christopher is a wolverine with a horse, Ben a tiger and Veor is a musk ox. Tegan, Rowan and  Prydera are shimmering blobs. Hindegal is a moose. An arctic hare bounds up and says hi - he seems super-real. The hare invites Ben to go with him, but Ben doesn&#039;t go. That was Hare - with a very capital H. Mosquito rules the swamp. We need to clear (?) Mosquito. Winter can defeat Mosquito and winter is missing&amp;lt;br&amp;gt;&lt;br /&gt;
We see Kipchak - he is a ghost. He can&#039;t see the shimmering blobs - just the ones who have their totem. He seems real rather than ghostlike to Tegan. We are standing in a circle of snow - everything else is swamp.&lt;br /&gt;
&lt;br /&gt;
Prydera changes into a beaver. Tegan changes into a wolf. Rowan changes into two owls&lt;br /&gt;
&lt;br /&gt;
We ponder things. Tegan notices a predator coming towards us. A Lynx arrives and hisses at Ben. Lynx tells Chris to be quiet. Chris attacks Lynx, rips off Lynx&#039;s ear. Lynx runs away. The rangers have a bump of direction telling them where &amp;quot;home&amp;quot; is (here). They also detect that there is a problem to the west and have a bump north.&lt;br /&gt;
&lt;br /&gt;
We head west. I swim into the swamp. Wolverine tries to ride his horse (Storm) who is unimpressed. We all move in the way best suited to our totems. Most tip-toe around the pools, but I swim and the owls fly. I talk to a frog. Owl seems some &amp;quot;smoke&amp;quot; blowing against the wind. Wolf hears a hum. Moose retreats into the pond, and I dive down deep. Moose decides that as it is daytime and the noise isn&#039;t deafening this must be Midge not Mosquito. Midge swarms over everyone who didn&#039;t retreat into the ponds. Owl flies high. Some die trying to burrow into Wolverine&#039;s ice armour. Wolf bites some. Moose talks to Midge. Midge tries to  talk to Wolf. Wolf jumps in the water. Midge talks to Tiger. Midge mistakes Wolverine for an armadillo. Once Midge discovers he&#039;s a wolverine he heads off to the next pond. It&#039;s hot. Air temp = 30&amp;amp;deg;C and Water temp = 25&amp;amp;deg;C. There are herbs nearby to help with insect bites. Hendegel heads off to find some. We follow. Musk Ox is suffering badly in the heat. We explore our abilities. Tiger leaps on a frog and gets beaver instead. We slowly head back. Musk Ox is doing really badly.&lt;br /&gt;
&lt;br /&gt;
We return to our bodies. Damage carries over and our max fatigue is down for a few hours. Kapchak has made dinner. We eat with him. Hendegel wants us to visit the ice trolls - they sound very scary. We compromise on going to visit the forest trolls.&lt;br /&gt;
&lt;br /&gt;
Rowan: You only have to fend them off for 15 seconds. After that...&lt;br /&gt;
Prydera: After that you&#039;re dead.&lt;br /&gt;
&lt;br /&gt;
We discuss how to get to the trolls. There is a three day option and a two day option and I am confused. We also ask Kapchak and Hendegel about the spirit wall. Only dark shaman cast hostile magics in there. &lt;br /&gt;
&lt;br /&gt;
==Day 28==&lt;br /&gt;
&lt;br /&gt;
We sleep the night. Hendegel has been sleeping and talking to the Inuit trolls who are on the way. They are having trouble with Kraken - can we help? We say yes.  The Inuit shaman&#039;s brother is dead, the Kraken is eating seals. In the early evening we travel back to the spirit world.&lt;br /&gt;
&lt;br /&gt;
We head NW. We travel in a rather odd way and go further than it seems. We get to rough highlands and crossing a scree slope Moose and Musk Ox slide down and Musk ox breaks a leg. I slide down afterwards and soothe pain on Musk Ox. I can&#039;t heal in the spirit world as it would take too long. I supervise making a sled to carry Musk Ox and Moose goes to make peace with the ice trolls so we can go to their home to heal Musk Ox. The ice trolls are heading our way - a flock of ptarmigan. They require a toll - grain or meat. It is difficult to move the Musk Ox as there is no rope and no way of making rope. Moose helps make him a summer ox which lightens him considerably and Owl instils flight on the sled and we carry him up the hill to the ice troll&#039;s cave.&lt;br /&gt;
&lt;br /&gt;
==Day 29==&lt;br /&gt;
&lt;br /&gt;
We exit the spirit world. I heal Veor (29 hours). Tegan summons goat to pay our toll. The ice troll seems to have some kind of blending talent. We sleep. &lt;br /&gt;
&lt;br /&gt;
==Day 30==&lt;br /&gt;
&lt;br /&gt;
Tegan summons more goats who attack us. Veor is healed, it is evening - dark and cold. We don&#039;t much want to travel but we don&#039;t wish to remain with the ice trolls either. Hendegel says there is a shortcut, so we might get there by morning. We decide to take the short cut after worrying for a moment if the ice trolls will eat our bodies while we are travelling.&lt;br /&gt;
&lt;br /&gt;
We enter the spirit world. There are ptarmigan there but they wander off. Following Moose&#039;s shortcut over a ridgeline. There is a blue tinge to the snow in the basin. Probably ice - glacial perhaps? There are likely to be crevasses. Musk Ox leads the way and we follow along. Musk Ox negotiates the dangerous areas well. Moose and Musk Ox take turns leading as it is hard work. This is damn hard work and my paws are getting very sore. I try riding Storm but that doesn&#039;t work any better than when Wolverine tried so I ride Musk Ox. I have to ride sideways. Thanks Veor. Everywhere is dark blue - the night sky is a deep indigo colour. Its very tiring for Musk Ox, Moose and me. We get to a tricky bit and Tiger carries me across it badly. Wolf helps him out of the hole he lands in. We carry on over the ice to the edge of the ocean and meet a Walrus on the ice. Walrus moves us along from his fishing hole. &amp;quot;Home&amp;quot; is under the ocean about 200ft out and 15-20ft down. Musk Ox resists strenuously (given how tired he is) the idea of continuing to home. He wants to rest first. Kapchak arrives. We see seals in the water. I swim down and talk to one. Its confused and tries to eat me but turns into a swarm of floating sparkles. Musk Ox is tired and icy and fails to communicate his problems well. In the end we have to wait for his ice armour to wear off. Everyone then swims out to home. Storm has some problems getting down to home and we exit the spirit world.&lt;br /&gt;
&lt;br /&gt;
We aren&#039;t underwater. Its very very dark. We are on rocky ground. There are big shifting rocks and it smells badly of fish. The Inuit trolls looks like giant walruses. They are speaking some strange woppish language. &lt;br /&gt;
&lt;br /&gt;
==Day 31==&lt;br /&gt;
&lt;br /&gt;
We sleep. Tegan gets her creeping senility removed. We wake up. It&#039;s still dark. There is a very damaged Walrus. We talk to the shaman (who is in perfect health). Kraken has lots of nasty weapons, it&#039;s an octopus, about 80 ft across. Hooks on tentacles to drag you down. Storms. There is an old ship wreak near where he is. Hasn&#039;t been seen in the spirit world. We discuss our lack of ability to fight under water and damage a Kraken. The Inuit shaman casts water breathing on us. We rest up for a while and power up. Storm gives back people&#039;s fatigue and stays here.&lt;br /&gt;
&lt;br /&gt;
We enter back into the spirit world, underwater. We float up to the surface. It isn&#039;t quite as dark here as in the real world. Owls can&#039;t fly and ride Moose back to shore. We clamber up onto the ice. Wolf can&#039;t draw mana. We head off towards where Hendegel think the Kraken is. We make good time due to ice traversal. We see a few seals - mostly faded ones that pop out when we get close. We talk to a few which get scared when we mention Kraken. Then we ask how to get to the shipwreck and one starts to lead me there. The seal then forgets where the shipwreck is and decides to eat me. I swim back to shore. We talk to a couple of puffins. One makes lots of bad jokes until Wolverine jumps on it. It flies into the air. They don&#039;t seem to know anything about anything. It thinks it is a Kraken and it wants to find out where there is more brass so it can make brass rubbings. He wants us to give a message to TDP about winches and port holes. We say we will pass on the message if they move away from the snacks and let the entrees eat them. He wants us to ask TDP to make a ship with a proper brass keel and decent brass fittings and he will go. If TDP doesn&#039;t make a good boat for them to sink then he will come back and rub the entrees. Wolf tries to find out what kind of magic the puffin can do. The puffin makes a puff of air. Wolf and I suggest that Wolverine bites its head off. Puffin suggests this is a great idea and they should take turns. Wolverine bites its head half off. Puffin says it tickles. They have at it. The puffin does a surprising amount of damage and seems very tough. It almost kills Wolverine and Tiger pins the puffin. The puffin oozes through Tiger&#039;s claws and we end the fight. The other big puffin is still flying up above and taunts us. We go back &amp;quot;home&amp;quot;. We have some troubles swimming out to &amp;quot;home&amp;quot; and Wolf gets dragged down by a shadowy thing which looks like a seal with strange tentacle things and human feet. I try talking to it and try and pull Wolf from its mouth. Wolf wakes up and the shadowy thing disappears. We all leave the spirit world.&lt;br /&gt;
&lt;br /&gt;
=The Mare of the North Wind =&lt;br /&gt;
&lt;br /&gt;
;You are Trolls and friends of a Troll&lt;br /&gt;
:Trolls roam the four corners of Alusia. I see you have come north.&lt;br /&gt;
:Bring me ear tufts from the Fur Trolls of the Southern Continent;&lt;br /&gt;
:The shed skin of a Jungle Troll; or the tail of a Great Western Troll;&lt;br /&gt;
:Any one of these three will show you are truly friends to all Trolls.&lt;br /&gt;
:&amp;lt;br/&amp;gt;&lt;br /&gt;
;Behave like Trolls&lt;br /&gt;
:Also, Trolls fight Fire, heal any wound, and thrive in desolate wastes.&lt;br /&gt;
:They take men from villages, to mate if Troll, or eat if human.&lt;br /&gt;
:You&#039;d better do all that.&lt;br /&gt;
:&amp;lt;br/&amp;gt;&lt;br /&gt;
;Heroes&lt;br /&gt;
:Hmm, and you had better prove that you are heroes:&lt;br /&gt;
#Hold a Bridge of my choice for 3 days and nights against all comers.&lt;br /&gt;
#:You can use wit, guile and brute-force, but don&#039;t harm the bridge.&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
#Foul news travels faster than fair, and a storm faster than a breeze,&lt;br /&gt;
#:Beat me in a race – any distance, any where, by foul means or fair.&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
#Finally, save a village of Trolls from their worst fear,&lt;br /&gt;
#:At noon, 3 days from now, and right ... there. &amp;lt;bump of trollhome&amp;gt;&lt;br /&gt;
:&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;And the bravest and most handsome of you may keep me company,&#039;&#039;&lt;br /&gt;
:&#039;&#039;While the rest of you fulfill these tasks – if that&#039;s alright with you, Storm!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=two missing evening of scribe notes=&lt;br /&gt;
&lt;br /&gt;
Sorry haven&#039;t typed them in yet.&lt;br /&gt;
&lt;br /&gt;
=The story continues.=&lt;br /&gt;
&lt;br /&gt;
We are in the swamp. We cook dinner (yeah!) and have a bad night&#039;s sleep. We decide to go to visit the North Wind again and get details about the bridge we need to hold, and try and find Winter while we are there. So we have breakfast and head back into the spirit world. Because we didn&#039;t come from a troll home we are very tired and beaten up. We head back the way we came. We arrive mostly utterly exhausted. The North Wind arrives after about 30 minutes and seems confused as to what she asked us to do. She says she will bring us a stream. We all sleep for about 8 hours.&lt;br /&gt;
&lt;br /&gt;
People (that is to say totems) go exploring the North Wind&#039;s valley, looking for winter and food and so on. I dam the stream and make a slide. We discuss not reminding the North Wind of the rest of our tasks. Hendergel says we have to guard the bridge as it is the bridge between life and death and if we don&#039;t lots of troll undead will start appearing. So we talk to the North Wind and she says we need to guard the bridge for the three days of the third new moon of the third season. Hendergel wants to consult with another shaman about how to get there. Veor says that we could get the troll shaman to tell us the story and Hendergel could translate and not need to admit she needs to know herself. The North Wind remembers the rest of the tasks as well. We try to talk our way out of the acting like trolls task but the North Wind won&#039;t brook any changes to it. In the evening we head south. The going is much easier than yesterday. The sun sets.  We carry on. We come out to the real world about midnight. It&#039;s dark and stony. There are buildings and people around us. We are in the middle of a city. Four trolls wearing uniforms and carrying weapons. Hendergel talks to them. They are very rude to her. We go to the sleep house. It looks like an inn. We knock on the door. A troll with a Volksprach accent speaking common lets us in complainingly. There is no fire in the common room. He sends us off to an empty clean dormitory and we sleep. Hendregel is given a very poor room.&lt;br /&gt;
&lt;br /&gt;
We have yet another cold breakfast, although it is very good and we can have as much as we like. The innkeeper might tell us how to find a lore-master who can tell us the saga. We pay him a generous rate and he directs us to Old Suzy. We head off to visit her. It seems like a normal sort of city except for the fact that it is inhabited by trolls rather than humans. As well as Trollish we hear Volksprach and Common, We arrive at a herbalist&#039;s shop. She can tell us the sagas and how to guard the bridge. We go to her garden to hear the tales. The saga comprises both information about setting souls to rest and directions to get to the bridge. It takes all day and all we are offered is citrus drink. We head back to the inn for dinner. We talk with some human merchants, and discover we are in the mountains north of Aquila. We eat and sleep.&lt;br /&gt;
&lt;br /&gt;
Another good - but not cooked - breakfast. We go back to visit Old Suzy. She gives us a strange kind of cold tea, which makes you feel good, but has an odd taste. She tells us about how the men guard the bridge. She talks about threes and threes and threes, and about treaties between peoples and that on the last three days the trolls guard the gates and the troll dead don&#039;t come out. It is the men who go. There are two other peoples (perhaps humans) who guard the bridge at other times. We are to let all people from life to death through and not let people through from death to life. We can only be sure which is which by where they started from not which way they are going when we see them. There are six braids to the bridge. She doesn&#039;t know if there will be other trolls there to help us or not. In an aside we discuss the mating rituals of trolls. Troll society is matriarchal and women also marry outside the village. Sometimes the matriarchs arrange marriages by travelling out to find mates for their daughters, sometimes men show up and are interviewed. Hendergel is currently on her journeyman&#039;s journey to become a shaman and this is also her rite of passage into womanhood. So she is likely to have a mate found for her soon. More discussion but I doze off. Christopher gets some potions that will help us recover fatigue a bit better. We stay the night at the inn again and leave in the pre-dawn after another cold but good breakfast.&lt;br /&gt;
&lt;br /&gt;
We are back in the spirit world. We keep heading east. It will be three days travel. We walk for eight hours and end up in a desert. It&#039;s very hot. We walk an hour in the desert. We come out into the real world. There are trolls. We try to use the phrases we learned from Hendegel today. &amp;quot;Don&#039;t eat me, I&#039;m an apprentice troll.&amp;quot; Tegan and I do very badly, i wonder what we said. They try and sell us water. Veor gives them ice instead. It&#039;s dark and cold overnight, and we sleep in a sunken building (which is a cave in the spirit world).&lt;br /&gt;
&lt;br /&gt;
We head into the spirit world again. Its a long hot day, but Veor does stuff to make us feel better. We have to make an ice flying carpet. I fall off it a few times. Flying is hard and beavers aren&#039;t good at it. We arrive at the next troll home at night fall. The trolls aren&#039;t very friendly.&lt;br /&gt;
&lt;br /&gt;
Cap is down 11&lt;br /&gt;
Veor is on -10 FT&lt;br /&gt;
Ben is on 0 FT&lt;br /&gt;
Prydera is also down 9 EN&lt;br /&gt;
&lt;br /&gt;
We fight the trolls and scare them off. We steal rugs and oils. In the spirit world we find two more rugs which we take. We head on to the jungle trolls and meet a snake by the &amp;quot;home&amp;quot; who won&#039;t let Ilor through. Ilor stays with the snake and we head into the jungle trolls home. Tegan and I somehow end up at the rug trolls home. It has something to do with the two spirit rugs - they are both &amp;quot;homes&amp;quot;. Hendergel comes and gets us. We spent a few days there healing and teaching in return for a skin with a story. Rowan visited her stick inside the snake every day. We went through a death ceremony and head to the graveyard. It is expected to take 3 days but only takes 12 hours. We meet a few squirrels along the way which need rescuing. Tegan is very sceptical and says the squirrels are evil and trying to take over the world. When we&#039;re not watching they turn themselves inside out. Yeah right. We arrive at the graveyard and leave the spirit world. The locals are guarding the bridge. The next day the Michaelines arrive and take over. They guard for three nights. Tegan goes wolf hunting every day and ends up with one. The first night we do ok but two skeletons, one troll and a bunch of undead squirrels escape.&lt;br /&gt;
&lt;br /&gt;
Tegan: bravest adventurer for leaping into the trolls mouth to rescue Rowan.&lt;br /&gt;
&lt;br /&gt;
Tegan goes out and gets another wolf.&lt;br /&gt;
&lt;br /&gt;
The second night its more dribs and drabs and we clear up easily.&lt;br /&gt;
&lt;br /&gt;
We make cunning plans for the third night which we expect to be pretty bad. We succeed with some major injuries. I have a broken pelvis. Ben has a broken leg and concussion, and one of Tegan&#039;s wolves has a broken pelvis. Tegan has no sense of touch or smell for ages. Tegan makes me a stretcher and Rowan itemises the wolf and after an hour we head back to the village. Everyone is in the church. After a while they emerge and prepare for a big feast in the main courtyard. The day passes and I spend it healing myself. The next day life is getting back to normal and I finish healing, and Chris takes those who can walk and follows the troll that escaped. He finds where it killed and ate a shepherd and his flock. They head up the hill to a small cave.&lt;br /&gt;
&lt;br /&gt;
Rowan makes a wood golem and Tegan soaks it in tallow. They block most of entrance with ice and Chris heads in to do an assassination and then escape. He gets in does a few blows and gets caught by the troll. However he does pretty well. The flaming wood golem is sent in. Chris cuts the trolls head off while the golem burns him. We win!&lt;br /&gt;
&lt;br /&gt;
The next day Ben is still a tiger so I can&#039;t heal him so we just wait. The day after he is human again! I can start healing him. The next day I finish healing him and that night we head into the spirit world to find the skeletons. Cupcake takes us to where he lost the trail - only a few minutes down the path. We track after them for a while and then loose their tracks for a bit but then pick them up again. We find a small area that isn&#039;t part of the Troll spirit wall - its part of someone else&#039;s. The skeletons are on the edge of this area. Chris, Ben and Tegan drive them back to the rest of the party. They aren&#039;t as fast and tough as they were on the bridge. We head to the ice trolls, a very long day. &lt;br /&gt;
&lt;br /&gt;
We sleep all day and head back in that night. We head to the inuit trolls. There are lots of seals. We go back to the real world. The troll I tried to heal last time is noticeably better. We sleep the day away. We go back to the spirit world. We go to the North Wind, after looking unsuccessfully for an underwater place to race to. We rest up for a day and then we go find a loch with a cave down a couple of hundred underwater. We head back to the North Wind&#039;s valley. I race the North Wind to rescue Wolverine from the cave. The North Wind makes a tornado but I manage to win anyway. The North Wind gives us back Winter. &lt;br /&gt;
&lt;br /&gt;
We travel back 3 days to Hendegal&#039;s home. It&#039;s still hot and humid and nasty. The patch of ice is smaller. We rest for a day. Then we go searching for mosquito. We release Winter in the middle of Mosquito. There is an explosion of winter and Chris and I are blown a long way away (in different directions) and have to travel slowly back. Rowan and Ilor are blown further away by the winds. We all head back towards home. We go back to the real world. There is a blizzard. Veor makes an igloo after some prompting and we go inside. We sleep. Next dawn there is a adulthood ceremony. We are all given troll clubs. When we are strong enough we will be able to wield a troll club. We are also given 1/2 a dozen carved things which affect ranger abilities.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Viola%27s_Little_Problem&amp;diff=114099</id>
		<title>Viola&#039;s Little Problem</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Viola%27s_Little_Problem&amp;diff=114099"/>
		<updated>2026-05-17T09:42:52Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jon McSpadden]][[Category:Viola&#039;s Little Problem]]&lt;br /&gt;
[[Category:Viola]]&lt;br /&gt;
[[Category:Engalton]]&lt;br /&gt;
[[Category:Liessa Varden]]&lt;br /&gt;
[[Category:Erzsabet]]&lt;br /&gt;
[[Category:Kayseri]]&lt;br /&gt;
[[Category:Boulder]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary - Viola&#039;s Little Problem (or Mungodia Chapter III)=&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Viola&#039;s Little Problem (or Mungodia Chapter III)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday Afternoons (or Evenings) when William is neither working nor asleep.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Very High]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Viola1.jpg|thumb|Viola - Still under the Dark Influances 805.]]&lt;br /&gt;
; Party&lt;br /&gt;
# [[Viola]] (Party Employer) -  Played by [[User:Bridgetjane|Bridget]].&lt;br /&gt;
# [[Engalton|Engalton Redwood OM]] (Party Leader) - Played by [[Jono Bean|Jono]].&lt;br /&gt;
# [[Liessa Varden|Liessa Redwood]] (2nd Mil Sci)- Played by [[William]].&lt;br /&gt;
# [[Erzsabet|Miss Hillborne]] (Party Moral officer) - Played by [[Julia McSpadden|Julia]].&lt;br /&gt;
# [[Kayseri]] (Party Alchemist &amp;amp; Beastmaster)- Played by [[Rosemary Mansfield|Rosemary]] &lt;br /&gt;
# [[Boulder|Boulder OM]] (1st Mil Sci) - Played by [[:Category:Hamish Brown|Hamish Brown]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am expecting it to take 2 or 3 Sundays, however it could take more or less. I am happy to GM until such time as: The players feel they have achieved all they wish to, or the characters are permanently dead, or I get sick of it. - Jon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: [[Viola]]&lt;br /&gt;
; Mission&lt;br /&gt;
: Damage repair.&lt;br /&gt;
; Pay&lt;br /&gt;
: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A long night at the [[New_Seagate#Artisans|Alphonses]] ==&lt;br /&gt;
&lt;br /&gt;
After a long night of fine eating and dancing we are summoned by [[Kali the Nameless|Kali]] to the Namer Deans office. As we enter we notice the effects of a powerful scry guard on the door. Today Kali looks like a woman, Erzsabet is amazed as usually Kali appears as a powerful man to her, but &#039;Count Engalton OM&#039; informs us this is normal when he is around. She informs us that since we have not gained employment this season, she would like our assistance in dealing with a small matter which would assist the guild and its fine reputaion.&lt;br /&gt;
&lt;br /&gt;
We find the offer to good to be true; employment to assist in removing a pact from a fellow guild member, and save her very soul (and the reputaion of the Guild). The guild member in question and in need of our assistance has come to the right place, because all guild members know that Dean Kali, of the wise and powerful Namer section within the guild will help!&lt;br /&gt;
&lt;br /&gt;
We are introduced to this pleasant looking woman of seamingly good standing, who is well appointed and dressed. But as it turns out - Viola has a truly broken moral compass and is in dire need of assistance. She has committed many acts which would chill the heart of even the most cruel person.&lt;br /&gt;
&lt;br /&gt;
== The Plan ==&lt;br /&gt;
&lt;br /&gt;
Erzsabet tells us she knows a wise shaman who should be able to help with cleansing Viola&#039;s soul, and asks Kali if this is a proper cause of action to take.  The party discuss getting an astrology reading, Kali as ever is one step ahead of her [[Erzsabet|students]] and shows us a small pile of readings the guild has prepared earlier.  &lt;br /&gt;
&lt;br /&gt;
The astrology reading mentions Golden Feathers and Stone hearts; Kali assures us that this indeed indicates some sort of shamanistic magic.  We start planning the long journey to the southern lands and wondering if we can find Riptide, when Kali whips out a boat she can loan us which will transport us there in a few hours.&lt;br /&gt;
&lt;br /&gt;
We decide to take gifts for the shaman to smooth our path.  Viola calls them bribes, we are questioning whether she is beyond our help.&lt;br /&gt;
&lt;br /&gt;
==The Astrology Readings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do you feel what I feel&lt;br /&gt;
Can we make that so it&#039;s part of the deal&lt;br /&gt;
I gotta hold you in these arms of steel&lt;br /&gt;
Lay your heart on the line ... this time&lt;br /&gt;
&lt;br /&gt;
I wanna breathe when you breathe&lt;br /&gt;
When you whisper like that hot summer breeze&lt;br /&gt;
Count the beads of sweat that cover me&lt;br /&gt;
Didn&#039;t you show me a sign, this time&lt;br /&gt;
&lt;br /&gt;
Can you see what I see&lt;br /&gt;
Can you cut behind the mystery&lt;br /&gt;
I will meet you by the witness tree&lt;br /&gt;
Leave the whole world behind&lt;br /&gt;
&lt;br /&gt;
I want to come when you call&lt;br /&gt;
I&#039;ll get to you if I have to crawl&lt;br /&gt;
They can&#039;t hold me with these iron walls&lt;br /&gt;
We&#039;ve got mountains to climb&lt;br /&gt;
&lt;br /&gt;
Who else is gonna bring you A broken arrow&lt;br /&gt;
Who else is gonna bring you A bottle of rain&lt;br /&gt;
There he goes, moving across the water&lt;br /&gt;
There he goes turning my whole world around &lt;br /&gt;
I don&#039;t believe it&#039;s all for nothing&lt;br /&gt;
It&#039;s not just written in the sand&lt;br /&gt;
Sometimes I thought you felt too much&lt;br /&gt;
And you crossed into the shadowland&lt;br /&gt;
&lt;br /&gt;
And the river was overflowing&lt;br /&gt;
And the sky was fiery red&lt;br /&gt;
You gotta play the hand that&#039;s dealt ya&lt;br /&gt;
That&#039;s what the old man always said&lt;br /&gt;
&lt;br /&gt;
Fallen Angel&lt;br /&gt;
Casts a shadow up against the sun&lt;br /&gt;
If my eyes could see&lt;br /&gt;
The spirit of the chosen one&lt;br /&gt;
&lt;br /&gt;
All the tears&lt;br /&gt;
All the rage&lt;br /&gt;
All the blues in the night&lt;br /&gt;
If my eyes could see&lt;br /&gt;
You kneeling in the silver light&lt;br /&gt;
&lt;br /&gt;
If you&#039;re out there can you touch me&lt;br /&gt;
Can you see me I don&#039;t know&lt;br /&gt;
If you&#039;re out there can you reach me&lt;br /&gt;
Lay a flower in the snow &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should I paint my face&lt;br /&gt;
should I pierce my skin&lt;br /&gt;
does this make me a pagan&lt;br /&gt;
sweating out my sins&lt;br /&gt;
we ate the sacred mushroom&lt;br /&gt;
and waded in the water&lt;br /&gt;
howling like coyotes&lt;br /&gt;
at the naked moon.&lt;br /&gt;
&lt;br /&gt;
In the autumn night&lt;br /&gt;
when there&#039;s no wind blowin&#039;&lt;br /&gt;
I could hear the stars falling in the dark&lt;br /&gt;
when you find what&#039;s worth keeping&lt;br /&gt;
with a breath of kindness&lt;br /&gt;
blow the rest away.&lt;br /&gt;
&lt;br /&gt;
I gave my love a golden feather&lt;br /&gt;
I gave my love a heart of stone&lt;br /&gt;
and when you find a golden feather&lt;br /&gt;
it means you&#039;ll never lose your way back home &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sun was going down&lt;br /&gt;
Over Echo Park&lt;br /&gt;
Wet raven hair&lt;br /&gt;
Glowing in the dark&lt;br /&gt;
And that&#039;s when the fever would rise&lt;br /&gt;
And lord what a look in her eyes&lt;br /&gt;
From the moment that she blows out the light&lt;br /&gt;
We&#039;d be lost in the forever night&lt;br /&gt;
&lt;br /&gt;
I dreamt if I could lay you upon this bed of straw&lt;br /&gt;
We may break the rules but we don&#039;t break the law&lt;br /&gt;
Come across but the river&#039;s too wide&lt;br /&gt;
Come across but the river&#039;s too high&lt;br /&gt;
Over by the fountain where we meet&lt;br /&gt;
I will lay silver roses at your feet&lt;br /&gt;
&lt;br /&gt;
Now I have seen a painting&lt;br /&gt;
Old and hanging in a frame&lt;br /&gt;
And that painting was of you&lt;br /&gt;
Now how can you explain&lt;br /&gt;
From another place in time&lt;br /&gt;
Done many years ago&lt;br /&gt;
Why I&#039;m haunted by this vision&lt;br /&gt;
Guess we&#039;ll never know&lt;br /&gt;
Then she turned and whispered in my ear&lt;br /&gt;
Can you feel my heart beat&lt;br /&gt;
&lt;br /&gt;
Hold back the dawn&lt;br /&gt;
Won&#039;t you raise up your hand&lt;br /&gt;
And hold back the dawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Welcome to my country&lt;br /&gt;
Welcome to my home&lt;br /&gt;
You could stay forever&lt;br /&gt;
You won&#039;t leave it alone&lt;br /&gt;
&lt;br /&gt;
Welcome to the bush&lt;br /&gt;
Take what you may need&lt;br /&gt;
When shove comes to push&lt;br /&gt;
You want me to leave&lt;br /&gt;
&lt;br /&gt;
I can stand up through your destruction&lt;br /&gt;
My voice will tremble&lt;br /&gt;
My hands will shake&lt;br /&gt;
Yes I can stand up through your destruction&lt;br /&gt;
I won&#039;t break&lt;br /&gt;
&lt;br /&gt;
Sweat it out, sweat it out&lt;br /&gt;
Let it out, let it out&lt;br /&gt;
Sweat it out&lt;br /&gt;
Let it out&lt;br /&gt;
Get it outa my head&lt;br /&gt;
&lt;br /&gt;
I can&#039;t let go of the painted desert&lt;br /&gt;
I can&#039;t let go of the old way&lt;br /&gt;
I can&#039;t let go of the ancient ways&lt;br /&gt;
It&#039;s in the blood I can&#039;t let go&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Five&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen my people&lt;br /&gt;
Standing on the shore&lt;br /&gt;
I&#039;ve seen the big chief there&lt;br /&gt;
Standing on the shore&lt;br /&gt;
I ask my mama&lt;br /&gt;
What they&#039;re crying for&lt;br /&gt;
&lt;br /&gt;
I saw a black cloud&lt;br /&gt;
Hanging in the sky&lt;br /&gt;
I saw a big black cloud&lt;br /&gt;
Hanging in the sky&lt;br /&gt;
And I ask my papa&lt;br /&gt;
When will it roll by&lt;br /&gt;
&lt;br /&gt;
Oh we&#039;re standing&lt;br /&gt;
Standing out of here&lt;br /&gt;
On the edge of the world&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Six&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shine your light down on me&lt;br /&gt;
Lift me up so I can see&lt;br /&gt;
Shine your light when you&#039;re gone&lt;br /&gt;
Give me the strength to carry on&lt;br /&gt;
Carry on &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Showdown at big sky&lt;br /&gt;
Darkness at high noon&lt;br /&gt;
Showdown at big sky&lt;br /&gt;
That day may be soon&lt;br /&gt;
People, people&lt;br /&gt;
Can you hear the sound&lt;br /&gt;
From every village and every town&lt;br /&gt;
Let the bells ring out&lt;br /&gt;
Hear the bells ring in&lt;br /&gt;
Let the bells ring out&lt;br /&gt;
Keep them ringing, ringing&lt;br /&gt;
&lt;br /&gt;
Can&#039;t predict the future&lt;br /&gt;
Can&#039;t forget the past&lt;br /&gt;
Feels like any moment&lt;br /&gt;
Could be the last&lt;br /&gt;
All you believers&lt;br /&gt;
Standing inside this room&lt;br /&gt;
Can&#039;t you see it coming&lt;br /&gt;
Shooting out across the moon&lt;br /&gt;
&lt;br /&gt;
Save this place&lt;br /&gt;
In the valley of tears&lt;br /&gt;
By the river of time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I come to you with an empty heart&lt;br /&gt;
It&#039;s locked and I&#039;ve lost the key&lt;br /&gt;
Now she was old and almost blind&lt;br /&gt;
But she sees more than you or me&lt;br /&gt;
With her cane pointed towards the sky&lt;br /&gt;
She said I&#039;ll know if you&#039;ve heard&lt;br /&gt;
The silence between the words&lt;br /&gt;
&lt;br /&gt;
Walk down the long road&lt;br /&gt;
Your back against the wind&lt;br /&gt;
Where you can lose yourself again&lt;br /&gt;
I&#039;ve been down the old road&lt;br /&gt;
But that was long ago&lt;br /&gt;
I want you to walk with me&lt;br /&gt;
When the rains come again&lt;br /&gt;
And shine this light over you&lt;br /&gt;
&lt;br /&gt;
Walk on down the hard road&lt;br /&gt;
That&#039;s buried in your soul&lt;br /&gt;
And you can feel the light within&lt;br /&gt;
Go upon the mountain&lt;br /&gt;
That&#039;s painted in the sky&lt;br /&gt;
I want you to ride with me&lt;br /&gt;
When the rains come again&lt;br /&gt;
And I will carry you home&lt;br /&gt;
&lt;br /&gt;
Walkin to the rainbow&lt;br /&gt;
The halo of the sun&lt;br /&gt;
And you will dance the song of light&lt;br /&gt;
I could see forever&lt;br /&gt;
High upon the hill&lt;br /&gt;
I want you to walk with me&lt;br /&gt;
When the rains come again&lt;br /&gt;
And shine this light over you&lt;br /&gt;
Rainbow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
She broke down&lt;br /&gt;
On a highway&lt;br /&gt;
Miles from nowhere&lt;br /&gt;
It had no number&lt;br /&gt;
She was lost&lt;br /&gt;
A long way from home&lt;br /&gt;
&lt;br /&gt;
She was fed up&lt;br /&gt;
With the routine&lt;br /&gt;
And you got trouble&lt;br /&gt;
With the man&lt;br /&gt;
She blew town&lt;br /&gt;
With a vengeance&lt;br /&gt;
&lt;br /&gt;
A strange encounter&lt;br /&gt;
To be sure&lt;br /&gt;
He was wicked&lt;br /&gt;
He was pure&lt;br /&gt;
Hear him calling&lt;br /&gt;
He&#039;s calling for you&lt;br /&gt;
&lt;br /&gt;
Come with me&lt;br /&gt;
Into the mystic&lt;br /&gt;
Come with me&lt;br /&gt;
Into the night&lt;br /&gt;
We can live&lt;br /&gt;
Live forever&lt;br /&gt;
&lt;br /&gt;
Painted desert&lt;br /&gt;
Peyote rain&lt;br /&gt;
Lord don&#039;t let me&lt;br /&gt;
Go insane&lt;br /&gt;
Skinwalker&lt;br /&gt;
Through your eyes&lt;br /&gt;
I can see&lt;br /&gt;
You have left&lt;br /&gt;
Your mark on me&lt;br /&gt;
Skinwalker&lt;br /&gt;
&lt;br /&gt;
He takes you to&lt;br /&gt;
A sacred place&lt;br /&gt;
Drinks a tear&lt;br /&gt;
Off your face&lt;br /&gt;
&lt;br /&gt;
Skinwalker&lt;br /&gt;
Talk to the spirits&lt;br /&gt;
Talk to the wind&lt;br /&gt;
Skinwalker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ten&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Didn&#039;t we break the silence&lt;br /&gt;
Didn&#039;t we fear the storm&lt;br /&gt;
Didn&#039;t we move the earth&lt;br /&gt;
Didn&#039;t we shoot for the sky&lt;br /&gt;
Didn&#039;t we catch the spirits&lt;br /&gt;
Didn&#039;t we fall together&lt;br /&gt;
Didn&#039;t we die for love&lt;br /&gt;
&lt;br /&gt;
Days on the run&lt;br /&gt;
Nights in hiding&lt;br /&gt;
Hoping that you were&lt;br /&gt;
The healing inside me&lt;br /&gt;
&lt;br /&gt;
Breathe in the sweet fire of love&lt;br /&gt;
I&#039;m not afraid anymore&lt;br /&gt;
Sweet, sweet fire&lt;br /&gt;
I&#039;m not alone&lt;br /&gt;
Breathe in the sweet fire of love&lt;br /&gt;
I&#039;m not the same anymore&lt;br /&gt;
The sweet fire of love&lt;br /&gt;
&lt;br /&gt;
Didn&#039;t we cross new waters&lt;br /&gt;
Didn&#039;t we mix new blood&lt;br /&gt;
Didn&#039;t we build brand new bridges&lt;br /&gt;
Didn&#039;t we hold back the flood&lt;br /&gt;
Didn&#039;t we shine like silver&lt;br /&gt;
Didn&#039;t we bear the cross&lt;br /&gt;
Didn&#039;t we bring down the hammer&lt;br /&gt;
Didn&#039;t we beat on the drum&lt;br /&gt;
&lt;br /&gt;
Broken idols by the side of the road&lt;br /&gt;
Luck didn&#039;t fall on the side of the law&lt;br /&gt;
Here she comes a-shining like a light&lt;br /&gt;
Here she comes salvation in the night&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eleven&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Look over yonder, Apollo at a distance&lt;br /&gt;
You can hear his music if you listen to the wind (blow)&lt;br /&gt;
I want to be there - I want to be right there&lt;br /&gt;
&lt;br /&gt;
Bear witness, I&#039;m wailing like the wind&lt;br /&gt;
Bear witness, I&#039;m howling at the moon&lt;br /&gt;
Come bear witness, I&#039;ve danced among the ruins&lt;br /&gt;
In these shoes, I&#039;ve walked a crooked mile&lt;br /&gt;
In these hands, I&#039;ve held the broken dream&lt;br /&gt;
In my soul, I&#039;m howling at the moon&lt;br /&gt;
All my life I been searching for the nightbird&lt;br /&gt;
&lt;br /&gt;
Are you ready to take the heat&lt;br /&gt;
Are you ready to blow the steam&lt;br /&gt;
Are you ready to bag the street&lt;br /&gt;
You got nothing to lose - but your chains&lt;br /&gt;
&lt;br /&gt;
For forty days and forty nights&lt;br /&gt;
I come across the desert&lt;br /&gt;
Apollo right by my side&lt;br /&gt;
&lt;br /&gt;
Testimony, testimony&lt;br /&gt;
Declare yourself - I will testify&lt;br /&gt;
Testimony, testimony&lt;br /&gt;
Speak the truth, I will testify&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twelve&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This was the way of it&lt;br /&gt;
Let the story fires be lighted&lt;br /&gt;
Let our circle be strong and full of medicine&lt;br /&gt;
&lt;br /&gt;
Hear me&lt;br /&gt;
This is my dream song that I&#039;m singing for you&lt;br /&gt;
This is my power song that is taking me to the edge&lt;br /&gt;
This is rock medicine&lt;br /&gt;
The talking tree&lt;br /&gt;
The singing water&lt;br /&gt;
&lt;br /&gt;
Listen&lt;br /&gt;
I am dancing underneath you&lt;br /&gt;
This was the way of it&lt;br /&gt;
It is a river&lt;br /&gt;
It is a chant&lt;br /&gt;
It is a medicine story&lt;br /&gt;
It is what happened long ago&lt;br /&gt;
It is a bead in a story belt&lt;br /&gt;
It is what has been forgotten&lt;br /&gt;
It is the smell of sweetgrass and cedar&lt;br /&gt;
&lt;br /&gt;
And prayers lifted to sky father&lt;br /&gt;
It is a way a tradition&lt;br /&gt;
The way it was always done by the people&lt;br /&gt;
It is a feeling of warmth&lt;br /&gt;
The sound of voices&lt;br /&gt;
&lt;br /&gt;
Listen&lt;br /&gt;
I am dancing underneath you &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirteen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Come, Take My Hand&lt;br /&gt;
Let Us Walk For A While&lt;br /&gt;
Your burden of pain&lt;br /&gt;
Replaced with a smile&lt;br /&gt;
&lt;br /&gt;
For The Peddlers Of Death&lt;br /&gt;
Come Calling One More Time&lt;br /&gt;
Bearing promises&lt;br /&gt;
&lt;br /&gt;
So called friends running loose&lt;br /&gt;
Draining you whole&lt;br /&gt;
&#039;Til you&#039;re of no use&lt;br /&gt;
Letting go of what you need most&lt;br /&gt;
Early Wish&lt;br /&gt;
Early grave&lt;br /&gt;
&lt;br /&gt;
== later that day ==&lt;br /&gt;
We arrive at the Shaman&#039;s swamp late that day after having assembling our belongings and taken a ride on Kali&#039;s boat.  As the mist clears we can see some of the tribes braves are shaking rattles at us in the distance.  The Shaman ushers us into his house explaining that the tribe had heard that &#039;Red Cloud&#039; and &#039;Obsidian Butterfly&#039; were coming; most people had vacated but some of the young hot heads are still in town.  He said that he was ofcourse happy to help the golden woman.&lt;br /&gt;
&lt;br /&gt;
The Sharman proudly tells us his new name &#039;Yellow Emperor&#039; and we are mightily impressed! Gifts and plesantries are exchanged.&lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;for the Shaman&amp;lt;/u&amp;gt;&lt;br /&gt;
*10 lbs of magical amber : 5000sp&lt;br /&gt;
*A still (for distilling) plus spare glass parts : 300 sp&lt;br /&gt;
*Needles : 30 sp&lt;br /&gt;
*Carving tools for fine work in bone, soft stone etc : 200 sp&lt;br /&gt;
*Leather satchel, with pouches, for storing the tools in oil (suitable for damp conditions)&lt;br /&gt;
*Brass Scales for fine weights&lt;br /&gt;
*A large Silvered Mirror&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;from the Shaman&amp;lt;/u&amp;gt;&lt;br /&gt;
*Golden Toad: calls the rains&lt;br /&gt;
: Given to Pure Blood ([[Engalton|Count Engalton OM]])&lt;br /&gt;
*Golden Bear: healing&lt;br /&gt;
: Given to Soul Hunter ([[Boulder|Sir Boulder OM]])&lt;br /&gt;
*Golden Dog:&lt;br /&gt;
: Given to Golden Woman ([[Erszabet|Miss Hillborn]])&lt;br /&gt;
*Golden Eagle:&lt;br /&gt;
: Given to Raven Heart ([[Kayseri]])&lt;br /&gt;
*Gourd:&lt;br /&gt;
: Given to Lady Butterfly ([[Liessa Varden|Liessa]])&lt;br /&gt;
*Golden Tiger:&lt;br /&gt;
: Given to Red Cloud ([[Viola]])&lt;br /&gt;
&lt;br /&gt;
== Even Later that day ==&lt;br /&gt;
&lt;br /&gt;
After establishing that the men can pole us up the river, we arrive at a spot with a tree which we sleep under.  Kayseri makes us a mavelous insect repellent which works brillantly on all of us except Engalton OM, it seems he just smells nice regardless.&lt;br /&gt;
&lt;br /&gt;
== Early next morning ==&lt;br /&gt;
&lt;br /&gt;
We set off until we reach a river of High Mana.  The Shaman bids us to swim the river and dig a hole on the other side.  We have to dig a hole big enough to fit all of us in.  Presently we construct a sweat house and pile up enough wood for the Shaman to burn our bodies if we do not defeat Viola&#039;s deamons.  A bird sits in an over hanging tree and watches our progress, the sharman says that this is very good as left handed humming bird will guide us on our journey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;this is a ritual incase you missed it&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viola gets naked faster than a rabbit down a rabbit hole, and jumps into the sweat house, followed by others, [[some of which are modestly dressed]]. Smoke and heat and fire and smells of all things nice surround the party and the sounds of whispers from the deamlands come for us all...&lt;br /&gt;
&lt;br /&gt;
== The morning light is clear and bright ==&lt;br /&gt;
&lt;br /&gt;
We all awake in a stange and foreign lands, with no sleep in our eyes, and still looking good.&lt;br /&gt;
&lt;br /&gt;
Left handed humming bird appears to us as a man and gestures for us to follow him. Bedevere is there in his true form, a White man with white eyes.  Engalton guesses that he will probably end up with a skunk as his spirit guide, but expresses a desire for a toad.&lt;br /&gt;
&lt;br /&gt;
We travel for days crossing 3 rivers, the first is a river of scorpians which we freeze.  The secound a river of poison which Engalton purifies with a drop of his blood, and the third is a river of puss which Boulder burns with his blood.  As we journey through these strange lands we come upon a toad, Engalton asks the toad to accompany us on our quest.&lt;br /&gt;
&lt;br /&gt;
Our journey continues onward until we come upon a vast and holy mountain.  At the base of the mountain is a cave, left handed humming bird tells us that he will not be accompaning us into the cave. He tells us we will meet 7 death with in the cave and he can not enter as he has no fear.  &lt;br /&gt;
&lt;br /&gt;
Within the cave we encounter 10 skelletons, after DAing we discover that infact 9 of them are illusions and 1 is 7 death.  We approach 7 death and he requests a gift from each of us to continue onward into the cave, Viola gives him the magical skills she was granted for pacting.&lt;br /&gt;
&lt;br /&gt;
He accepts our gifts and tells us we will need to pass 6 trials to pass through the cave and get the golden feather, could this be the feather mentioned in the astrology readings from Kali?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Trials==&lt;br /&gt;
&lt;br /&gt;
The first trial was a Dark cave with a huge abyss, we mastered this easily by seeing in the dark.&lt;br /&gt;
&lt;br /&gt;
The 2nd was an incredibly cold cavern with huge hail stones.  We made an ice tunnel and traveled through that.&lt;br /&gt;
&lt;br /&gt;
The 3rd was a stoney cavern with Jaguars hiding within it.  LIessa easily defeated them.&lt;br /&gt;
&lt;br /&gt;
The 4th was a large cavern filled with schreiking bats.&lt;br /&gt;
&lt;br /&gt;
The 5th was razor blades.  The toad that was accompaning Engalton defeated them.&lt;br /&gt;
&lt;br /&gt;
The 6th was exploding hellfires.  We used counter spells and empathy to get past&lt;br /&gt;
&lt;br /&gt;
== We walk into a sun lit desert ==&lt;br /&gt;
&lt;br /&gt;
a Road stretches North onward into the hazy distance and red clouds swirl over the desert looking over my shoulder I see that the caves have run completely through the holy mountain.  &lt;br /&gt;
&lt;br /&gt;
We ask Viola to picture a cool breeze given that this is her mind and maybe she can do something about this opressive heat.  Strangely when she does as we request she feels the presence of a Golden feather off to the west.  We are unsure whether we should stay on the path or venture out into the desert.  &lt;br /&gt;
&lt;br /&gt;
Boulder scouted west off the path for 100 meters to get a better look, as he got closer to the red clouds he could tell that they are noxious and unpleasant.  Gazing off to the north saw 4 people so it is decided to question them on what to do.&lt;br /&gt;
&lt;br /&gt;
Heading along the path we discover that the 4 people are infact an old woman and 3 young children, the old woman is digging a hole and behind her stretching into the distance there are small mounds with a silver rose atop of each one.&lt;br /&gt;
&lt;br /&gt;
On introducing ourselves, the old woman replies that her name is Grandmother (Coatlicue) and she is here to take care of the children, sending them to be reborn.  Grandmother gives Viola a silver rose.  It turns out to be a death curse, The death curse will ensure your rebirth when you die.  The only method of getting rid of the curse is to have someone willingly take the curse from you.&lt;br /&gt;
&lt;br /&gt;
==Continuing down the road==&lt;br /&gt;
&lt;br /&gt;
We notice a skunk following us, The skunk tells us that Engalton OM has summoned it.  At this point we realise the red mist is actually the parts of Viola that are infected by Renove and are inimicable to life.&lt;br /&gt;
&lt;br /&gt;
Eventually the road turns west toward the Golden feather and eventually branches into 3 paths.  Straight ahead leads to a dark citadel, to the south is a lake and to the north is a mountain.&lt;br /&gt;
&lt;br /&gt;
Being the keen bunch that we are we immediately head to the dark citadel.  We quickly buff up and swagger in.  Inside is a small boy who is dismayed when Viola does not recognise him.  It is renove.  We have a quick time out and our guides tell us this is not the time for fighting.&lt;br /&gt;
&lt;br /&gt;
There is a bird that has been blinded with its beak wired shut and locked in a cage.  Renove tells us not to free him as he is a powerful spirit.  Viola seems uncertain about how to free him and whether or not this is a wise thing to do.  Liessa quotes from the 4th book of &amp;quot;[[just say no to demons - a practical study]]&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Viola uses the magical sword Renove gave her as a present to open the cage.  She cuts the wire off the birds beak, and we leave.  Engalton OM&#039;s skunk brings the sword with her telling us that we will need the sword later.&lt;br /&gt;
&lt;br /&gt;
the winds send us up the mountain, on the way up Engalton cures the birds eyes as Renove had put them out.  It turns out that the bird is Viola&#039;s spirit guide.  Atop the mountain we come across an old man (Erzsabet notes that he is really a dragon).  Kayseri remembers the part in the astrology readings about the rose and suggests that Viola gives him her silver rose.&lt;br /&gt;
&lt;br /&gt;
The old man takes the rose and is reborn as a dragon, as he flies off he drops a golden feather.&lt;br /&gt;
==The pool==&lt;br /&gt;
we head down to the pool.&lt;br /&gt;
A large hand reaches out of the pool and Viola tosses it the sword of Renove.  A man rises out of the pool and Viola reckonises him as Renove.  They exchange words about broken deals, Renove seems angry and grabs Viola to take her to hell.  She is dragged into the pool, and as she is gets to waist deep water she renouces her pact. &amp;lt;phew&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A fight ensues &lt;br /&gt;
Renove summons a bunch of imps, half devils, devils, succubus, and from the forest a score of panthers race toward us.  It takes two pulses to kill Renove, and the panthers slink away.&lt;br /&gt;
&lt;br /&gt;
We remember that the astrology readings say if you find a golden feather you can always find your way home.&lt;br /&gt;
&lt;br /&gt;
==Homeward and After==&lt;br /&gt;
&lt;br /&gt;
After we&#039;ve sorted Viola out:&lt;br /&gt;
* [[Boulder|Boulder OM]] visits the [[Inquisition|Lunar Inquisition]] and accepts the reward for Viola (pact removed or her death - they weren&#039;t fussy so long as the job got done).&lt;br /&gt;
* [[Engalton|Engalton OM]] freed a Djinn and we each get a wish.&lt;br /&gt;
* We visit [[Tycho City]] to buy Boulder some elephants.  He wanted a war elephant and we convinced him to buy some more so it wouldn&#039;t get lonely.  Then there was the mahouts, and families etc.  The herd is now based out of Newhaven and will be a great help with the [[Safely Underfoot|new road]].&lt;br /&gt;
* On the morning of the 20th we work out treasure and taxes etc.  Since we are working so well together we decide to carry on as a team for a while.&lt;br /&gt;
&lt;br /&gt;
[[Category:Viola&#039;s Little Problem]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summary - Erszabet&#039;s herb tour of the Fastness =&lt;br /&gt;
[[Image:Suz1.jpg|250px|right|Suzanna and guild members]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fastness of Girwyllan]][[Category:Carzala]][[Category: Jono Bean]]&lt;br /&gt;
[[Viola%27s_Little_Problem#Summary_-_Viola.27s_Little_Problem_.28or_Mungodia_Chapter_III.29|Back to the top of the page.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Erszabet herb tour of the Fastness.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jono_Bean|Jono Bean]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday afternoons or evenings.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High]] to [[Experience#Quest_Level | Very High]] depending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party&lt;br /&gt;
# [[Erszabet|Miss Hillborne]] (Party Leader) - Played by [[Julia McSpadden|Julia]].&lt;br /&gt;
# [[Viola]] (Scribe) - Played by [[User:Bridgetjane|Bridget]].&lt;br /&gt;
# [[Shoka]] (Party Herbilist) - Played by [[Jon McSpadden|Jon Mc]].&lt;br /&gt;
# [[Liessa Varden|Liessa Redwood]] (2nd Mil Sci) - Played by [[William]].&lt;br /&gt;
# [[Kayseri]] (Party Alchemist &amp;amp; Beastmaster) - Played by [[Rosemary Mansfield|Rosemary]] &lt;br /&gt;
# [[Boulder|Boulder OM]] (1st Mil Sci) - Played by [[Hamish Brown|Hamish]] &lt;br /&gt;
* plus associates Bedevere and Chesmé&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Party members, [[Alchemists Guild of Seagate|Seagate Alchemist Guild]]&lt;br /&gt;
; Mission&lt;br /&gt;
: Collect ingredients so Kayseri and Shoka can make [[Girwyllan&#039;s Recipies]] and any other  [[Alchemy_Ingredients_Needed|useful bits in the Fastness]] we can use or sell.&lt;br /&gt;
; Pay&lt;br /&gt;
: Bits and bobs.&lt;br /&gt;
&lt;br /&gt;
==Foraging in the Fastness==&lt;br /&gt;
&lt;br /&gt;
Kayseri is really keen to go into the [[Fastness of Girwyllan]] to look for alchemical stuff, and several of the others are already familiar with the area.  Engalton OM isn&#039;t very interested, so we invite [[Shoka|Shoka Blacktooth esq]], as he is a keen herbalist &amp;amp; alchemist, and also knows the area.&lt;br /&gt;
&lt;br /&gt;
Erszabet who is one of the owners of the &#039;[[Recipe book of the Fastness]]&#039; signs out from the Guild vault. The book of receipes is written in Volkspratch so for the 21st &amp;amp; 22nd of Frost she reads it out to Kayseri and Shoka and together we build an ingredients list.  The book&#039;s introduction explains that it will only show recipies for the upcoming season, so we see stuff for ingredients to be collected in Winter and used in Spring.&lt;br /&gt;
&lt;br /&gt;
During these days Viola and Boulder look for other money earning oppurtunities, ie. get a list of stuff the Alchemist&#039;s Guild would like.&lt;br /&gt;
&lt;br /&gt;
They notice that the Sanctuary Necromancers (and others) are keeping an eye on Boulder, as it is rumoured that he is looking for a new type of magic merging the elementals with necromancy.  A couple of high born Aquilans volunteered to help him.&lt;br /&gt;
&lt;br /&gt;
==[[Girwyllan&#039;s Recipies]]==&lt;br /&gt;
A list of what we are looking for and where we might find it.&lt;br /&gt;
&lt;br /&gt;
==23rd Frost - Getting Going==&lt;br /&gt;
Shoker and Kayseri collate a &#039;prospecting kit&#039; with empty sacks, oil skins, jars &amp;amp; pots; wax &amp;amp; string for sealing &amp;amp; straw for packing; machete &amp;amp; stone hammer/pick; gloves, gauze masks, solvents for cleaning up etc.&lt;br /&gt;
&lt;br /&gt;
Shoka casts a cloud and we waft to Amber, arriving mid morning.  We stop by a house belonging to a group of guild members; it seems to be protected from mists, and is sheathed in copper, from having copper leaves beaten onto it.  Boulder pays the local kids to keep minding the house. (nb. Erszabet thinks that the house is not protected from mist but in a different weather pattern now it has copper leaves beatten into it, the house is a high mana area and is becoming part of the Fastness).  &lt;br /&gt;
&lt;br /&gt;
The neighbours pop by to say hello, lead by Scyllian the enchanter.  We find out &amp;quot;Prophecy&#039;s Afoot&amp;quot; and there is a dance in the evening on Reapsday.&lt;br /&gt;
&lt;br /&gt;
We briefly visit the manor, the Lord is indisposed, and we are greeted by Moiria.  There are half a dozen houses being raised and we go to help,  Boulder and Liessa doing a serious chunk of heavy lifting and the rest of us helping where we can.  We talk with the Sheriff and find out: Otters are sometime beavers, and beavers are persona non grata; the village has a ship stranded on the common.&lt;br /&gt;
&lt;br /&gt;
We met a blind old woman, who has difficulty walking.  Her name is Roxanne and she can touch folk and find out things about them (maybe DA?).  We think that she used to be a harpy, and still has bird feet.  She asks us to find for her 7th floor Black Moss (to mix with ground jade and honey to poltice her feet).  She can make packs of holding from silver tacks.  She doesn&#039;t trust namers from the Land of the Dead.  &lt;br /&gt;
&lt;br /&gt;
We buy silver tacks from the merchant and ask her to make packs for Kayseri, Viola and an extra large one for Boulder (800 &amp;amp; 3000 sp respectively).&lt;br /&gt;
&lt;br /&gt;
==[[Kathrine the Witch|Katherine&#039;s Swamp]]==&lt;br /&gt;
We borrow a barge from the village and pole down river to the swamp.  One section of river has poles with a variety of skulls planted on both banks.&lt;br /&gt;
&lt;br /&gt;
We can&#039;t get all the way to [[Kathrine the Witch|Katherine&#039;s]] island so we tie up and walk the last little way.  There are steppping stones to the rocky outcrop where she lives.  There is something about the 3rd and 7th stones so we jump on every 2nd stone only.&lt;br /&gt;
&lt;br /&gt;
Katherine&#039;s Island is a rocky hump.  There are a number of beavers sitting around on the banks taking and smoking pipes.  There is a pole holding up a wriggling sack, a rug, and a number of unlit candles and incense burners.  Liessa figures out the sack is full of sentient leeches.  The beavers ask us, in common, to leave behind any cold iron we are carrying.&lt;br /&gt;
&lt;br /&gt;
We enter Katherine&#039;s cave and it is lit up by a rainbow of colours emanating from her.  She used to be an old woman, but is now a sylph.  She and Shoka are friends.&lt;br /&gt;
&lt;br /&gt;
We gossip about ingredients (see [[Girwyllan&#039;s Recipies]]) and also find out:&lt;br /&gt;
* Katherine tells us that Bellow has started his own court, and given that it was the power of air who fixed the Crystal Air is in ascendance, Bellow is seeking to take control of the Fastness.  Erzsabet tells us that her last party made Bellow the Air power  and in the Fastness anyone who is an air mage or air aspected is auomatically one of his minions.  We are unsure what form he is now but we guess he is an Efreet and can summon any minion at will using whispering wind.  Katherine tells us that he will want Erzabet in his harem permanently as she made an impression last time he met her (I try), but Viola, Kayseri and Shoka can also be controlled by Bellow.&lt;br /&gt;
* Erzabet has annoyed the Fey King by the Standing Stones (annoying fairies is a talent).  He felt he should have been consulted about the completion of Girwyllan&#039;s Rituals. (Last time I saw the Fey King he was a hobgoblin, he will have returned to his orginal form now the crystal is fixed).&lt;br /&gt;
* At the bottom of the Cliffs of Change are some fey turned to stone.  As these are favourites of the Fey King returning them to life would be a good gift.&lt;br /&gt;
* Katherine&#039;s transformation into fey is still ongoing and will not be completed for another 2 years, and most of the others transformed will be in the same position. &lt;br /&gt;
* There is a Michaline with a broken heart wandering around the Fastness (he was last seen at Court talking to Duke Leto, he comes from Rank, his name is Sir Michael).&amp;lt;b&amp;gt; Prophesy&amp;lt;/b&amp;gt;  The hydra will be killed by a giant and it&#039;s heart taken by a namer and given to the Michaline.&lt;br /&gt;
*The goblins by the cliffs (with the Naga cave) are currently working for the Necromancers&lt;br /&gt;
Katherine gives us some of her spare luck, ie pressed flowers with the power of luck.  She sends a letter on our behalf to Girwyllan, to find a way of avoiding Bellow summoning us.  We stay the night, sleeping in giant snaill shells.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the night Ischad (Sanctuary Necromancer probably a Vampire) sends a whispering wind to Erszabet, which she doesn&#039;t hear because of the ear plugs (worn to avoid knowing any more about Katherine and Shoka&#039;s relationship).&lt;br /&gt;
&lt;br /&gt;
We discuss the ramefications and end up having breakfast in the middle of the night.  Shoka makes a great rosehip tea.&lt;br /&gt;
&lt;br /&gt;
Girwyllan replies to Katherine&#039;s letter with an offer to visit us here in the swamp.  We decline as he creates ground where-ever he goes and it would dry up the swamp, and we just spent some years saving him.  There are 92 necromancers in the local area who are after him. &lt;br /&gt;
&lt;br /&gt;
Katherine lends an outfit to Erszabet to prevent being summoned.  It consists of a wooden shoulder yoke, wooden clogs and a curtain of reeds in between.  It&#039;s extraordinarily flamable, and impossible to sit down in.&lt;br /&gt;
&lt;br /&gt;
We decide to disguise everyone, summon Clementine the water nixie and run past the hydra to go to visit Girwyllan.&lt;br /&gt;
&lt;br /&gt;
==24th - Up the River and into Trouble==&lt;br /&gt;
We plot under scry guards and Mind Cloaks until just before dawn.  Amongst our leave takings Shoka tells the beavers that if Katherine is ever in trouble they can send word to the guild for help.&lt;br /&gt;
&lt;br /&gt;
We take the barge back to Amber Village, and go up to the house to prepare.  The Sheriff and posse arrive to check out the strangers, opps.  Whip disguise off Erzabet and sort things out.&lt;br /&gt;
&lt;br /&gt;
There is an undead sparrow watching us from the hedge.&lt;br /&gt;
&lt;br /&gt;
Wind spirits come into the room making a loud whistling noise, initially on Erzabet but then on most of us.  The necromances have previously used a trick where a loud whispering wind covers the noise of an incoming Falling Star.  We hurry up.&lt;br /&gt;
&lt;br /&gt;
We collect 5 crystals that will protect us from becoming dead when we enter the Lands of the Dead.&lt;br /&gt;
&lt;br /&gt;
==Talking to Clementine==&lt;br /&gt;
When we reach the river again is washing day.  Erzabet summons Clementine by sticking her head in the water.  A large patch of bubbles and ripples approaches against the flow, larger than expected so we shoo off the laundry crew.&lt;br /&gt;
&lt;br /&gt;
A large waterspout forms with Clementine in the centre. Now she is the Power of Water in the Fastness she has grown in power considerably. She is armed, but an &#039;obvious weakness&#039; in her armour is an illusion.&lt;br /&gt;
&lt;br /&gt;
Erzabet tells her all about our vunerability to Bellow.  Clementine thinks that Erzabet is the only one in real trouble as Bellow wants to make her his head mistress, and has an item to make her love him forever and a day.&lt;br /&gt;
&lt;br /&gt;
She offers Erzabet help in the form of a potion that will change her alignment to water for a while (weeks to months).  All of us who are air aspected take her up on the offer.  Viola asks if the change can be made permanent, but Clementine says she can&#039;t do that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clementine and Erzabet gossip and we find out the following:&lt;br /&gt;
* The Powers of Fire and Earth have diminished considerably and blame Erzabet (and party).  Mathew (the Earth Elemental?) is now the Power of Earth, and has transformed to a pile of red hot rocks.  Clementine thinks he was allied with the Necromancers.&lt;br /&gt;
* Mathew the Healer is the Power of Fire.&lt;br /&gt;
* The Power of Light has &#039;retuned to glory&#039;, whatever that means.&lt;br /&gt;
* Some of the Necromancers are sieging Girwyllan, outside the doors to the Lands of the Dead.  When they heard Erzabet was in the area they had a huge confab by the Standing Stones.&lt;br /&gt;
* They are calling in reinforcements through the Standing Stones, maybe from Sanctuary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sherrif shows up with his posse again, as the laundry crew panicked and he is convinced we are controlled by fossegrim (which are known for luring folk into the river to drown).  After some argy bargy, we sort things out and go back to our conversation.&lt;br /&gt;
&lt;br /&gt;
Erzabet wants to help Girwyllan so Clementine casts a couple of Waters of Vision so we can see the situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Vision of the Seige&amp;lt;/b&amp;gt;&lt;br /&gt;
* There are numerous tents and supplies, probably 120 people all up.&lt;br /&gt;
* There are four command tents flying the following flags: Red Hand, Copper Hand, Silver Crook and Sanctuary Merchants Guild.&lt;br /&gt;
* There is an undead hydra, and two Titan sized humanoids,&lt;br /&gt;
* There is a pallasaide between the camp and the river, and noxious vapour and similar surrrounding the camp.&lt;br /&gt;
* We see a human in green leathers with a hunting bow, We think he is [[Leraje]], the Marquis of Archers.  He may be accompanied by [[Raithe &amp;amp; Moonshae]], as the latter is a known agent, and they work out of Sanctuary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Vision of the Standing Stones &amp;lt;/b&amp;gt;&lt;br /&gt;
* The inside faces of the stones are all now black obsidian, but the vision is from too far away to see what is inside the ring.&lt;br /&gt;
* There are half a dozen humans trying to force their way into the ring, but it seems too crowded for them to fit.  Inside the ring if you are effected by petit mort you appear in the Lands of the Dead, so we think this is what they are trying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clementine give us potions of Waters of Strength and Healing.  We Wave Ride up the river.  As soon as we cross into the high mana area we are in a violent storm, horizontal rain, lightning, the whole works.  We see signs of lightning strikes regularily.   As we pass the siege camp we can see:&lt;br /&gt;
* there numerous dark birds circling the camp, a murder of crows seems likely,  &lt;br /&gt;
* There are large tarps covering four &#039;engines?&#039;.  We can&#039;t make it out exactly.  &lt;br /&gt;
* The noxious vapours and mists surrounding the area are even more obvious.&lt;br /&gt;
&lt;br /&gt;
Some way north of the camp we make out a large group of dwarves sneaking downstream along the riverbank.&lt;br /&gt;
&lt;br /&gt;
We leave the river near the [[Fastness_Places#The_Trapdoor_Spiders|trapdoor spiders]].  Liessa says they are enraged and all crowded close to the river.  Maybe the dwarves disturbed them.  There are a couple of spider bodies, eight foot across plus legs.  Liessa does a mind thing and we pick our way past the traps.  We pass by the dwarven village and turn northwards.&lt;br /&gt;
&lt;br /&gt;
We pause 5 minutes before reaching the Standing Stones to cast counterspells, drink Waters of Strength, turn invisable et al.&lt;br /&gt;
&lt;br /&gt;
==Attacking the Standing Stones==&lt;br /&gt;
About 600 yards from the stones, before we can see them clearly through the storm, Liessa notices three entities approaching us at speed.  They seem to be extra heavy earth elementals and are coming underground.&lt;br /&gt;
&lt;br /&gt;
Chesmé turns into a griffin and Viola climbs on.  When the enemy are close the ground on our left collapses into a tunnel, which Boulder, Bedevere &amp;amp; Erzabet fall into.  There is an Ice Elemental in front and an Earth Elemental behind them.&lt;br /&gt;
&lt;br /&gt;
A group of enemy arrive on fire flight, one surrounded by &#039;bonfire&#039; and the others apparently human, Kinlu assasins(it would be good if someone let boulder know about the Kinlu Assassins.  A Crystal Protector (Girwyllan&#039;s allies) appears from a tree nearby and the &#039;bonfire&#039; is unable to approach her.&lt;br /&gt;
&lt;br /&gt;
Another cave in and another Earth Elemental, Erzabet is in her element.&lt;br /&gt;
&lt;br /&gt;
We banish, kill, run off the enemy and get a breathing space.  &lt;br /&gt;
Bedevere was killed and Boulder had disappeared.  The Ice Elemental had a potion that killed you (sending you to the Lands of the Dead), and put your body out of phase for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
Once we had the body back we were able to ressurect them both.  There are 4 Harpies (2 of which are the super powerful fastness type) and 6 undead mages guarding the Plinth where the newely dead arrive, they are ambushing all enemy arrivals but did not expect a powered up Boulder to appear - he is lucky to survive permanent death.&lt;br /&gt;
&lt;br /&gt;
Liessa says there is another 111 enemies incoming, The Crystal Protector thinks they are after Erzabet.&lt;br /&gt;
&lt;br /&gt;
After removing our Illusions to introduce ourselves to the Crystal Protector, we arrange to return to her home through the tree she arrived in.&lt;br /&gt;
&lt;br /&gt;
The Crystal Protector looks like a female fey with four butterfly wings and she carrys a scroll case.  She read from a scroll to create the protected area around her.&lt;br /&gt;
&lt;br /&gt;
==[[Buzzard Rock]]==&lt;br /&gt;
We arrive in the cave chamber of the complex.  This is large cavern with a plinth a tree on the top (it used to hold a crystal).  There are a number of exits and a wall of stonework along one side and round the corner a bit.  The floor is covered in leaf mould.&lt;br /&gt;
&lt;br /&gt;
There are three natural openings, one showing a forest,  another leading down and smelling damp, and the third has cut steps leading up.&lt;br /&gt;
&lt;br /&gt;
In the long stone wall is a pair of large copper doors, and in the dogleg a small wooden door. A goblin pops his head through this door offering us soup and other civilised accoutrements.&lt;br /&gt;
 &lt;br /&gt;
The Crystal Protector suggests we each collect a couple of leaves from the forest floor as this will allow us to teleport back to this cavern.  We do this then wander through the wooden door.&lt;br /&gt;
&lt;br /&gt;
Behind the doors are kitchens and dining areas and storerooms and all the bits that make up a fortress.  The main corridor running the length of the fortress is to be avoided, as it is warded and trapped. There is a clan of goblins acting as servants, and the Crystal Protector but no others at this time.  This is Mordrin&#039;s fortress in Buzzard Rock.&lt;br /&gt;
&lt;br /&gt;
There should be other Crystal Protectors but they have been turned to stone.  There are 3 by the Cliffs of Change and the others have been dragged into the Standing Stones.&lt;br /&gt;
&lt;br /&gt;
==Tianna Falls==&lt;br /&gt;
After a lunch break we leave via the fronts doors into a mountain valley.  On the other side of this is a cave which leads to four &#039;ways&#039;.  We take the Way to Tianna Falls, and come out on the river side.&lt;br /&gt;
&lt;br /&gt;
There are two giants sitting in the sun.  One is Mathew the Giant.  The conversation includes:&lt;br /&gt;
* They object to us working for Buzzard Rock as they think the Harpies still control it.  We clear this up.&lt;br /&gt;
* The Titans are having a dance in Lunar City in four days&lt;br /&gt;
* He thinks that the necromancers will catch us tomorrow at 11:15 am.&lt;br /&gt;
* Mathew suggests we read from the &#039;book&#039; half way up the Naga&#039;s cliff.  This naga is now a sylph.&lt;br /&gt;
* The Necromancers are going to poison the Green Waters by killing the monster in the bottom of that pool.&lt;br /&gt;
&lt;br /&gt;
We talk them into showing us how to harvest diamond dust.  We gather extra so we can send what is owed to the Coven at Slippery Rock.&lt;br /&gt;
&lt;br /&gt;
West along the cliffs are the crystal statues.  We pick them up and use the leaves to return to Buzzard Rock.&lt;br /&gt;
&lt;br /&gt;
==Buzzard Rock Again==&lt;br /&gt;
Utilizing a pool in one of the lower caves we summon Clementine to let her know of the threat to the Green Waters.  We discuss:&lt;br /&gt;
* She will protect the Green Waters&lt;br /&gt;
* The prophesy for Michael.  She thinks they are at the graveyard in Nabrol, and we will met Michael the Michaeline there.&lt;br /&gt;
* The 111 assassins chasing Erzabet are &#039;something summoned&#039;.&lt;br /&gt;
* She calls Roxanne a &#039;convining old witch&#039;.  She thinks she is trying to become harpy again rather than continuing the change to human.  The poltice will help her do this.&lt;br /&gt;
* Angela was the head harpy and is now an enforced servant for Furfur for her sins.  She can be summonded to Alusia into a harp string held by [[Clementine]]&lt;br /&gt;
* Bridget is Girwyllan&#039;s wife and is a vampire.&lt;br /&gt;
* She suggests that Shoka and I collect some leaves from this forest to study, but get Mordrin&#039;s permission.&lt;br /&gt;
&lt;br /&gt;
Clementine helps speed up the ritual to return the statues to people so it only takes one instead of three hours per statue.&lt;br /&gt;
&lt;br /&gt;
We then wave ride back to the Guild arriving mid evening.&lt;br /&gt;
&lt;br /&gt;
==In the Guild (24th &amp;amp; 25th)==&lt;br /&gt;
&lt;br /&gt;
In the evening of the 24th we catch up with Mordrin and get her approval for our use of Buzzard Rock fortress.  Boulder buys some stupidy expensive brandy (16,000 for 2 galleons) to which we add a fairy nut, so that any drinker will fall asleep for a year and a day.  We arrange delivery of diamond dust to Slippery Rock.&lt;br /&gt;
&lt;br /&gt;
Erzabet has a 8 am appointment with Kali (arranged by gifting her secretary with a box of the finest Mittlemark Haupstadt chocolates):&lt;br /&gt;
* Raith &amp;amp; Moonshae have a contract on Erzabet&lt;br /&gt;
* Don&#039;t eat to much of the moss&lt;br /&gt;
* We are supposed to meet up with the necromacers in a graveyard, which we suspect is in Narbrol.&lt;br /&gt;
&lt;br /&gt;
Viola receives and invitation to a dance at the Summers Mansion from Merchant Tallowfoot.&lt;br /&gt;
&lt;br /&gt;
We arrange a bunch of beneficial spells from friends in the Guild:&lt;br /&gt;
* Armour of Earth, Strength of Stone from Vychan&lt;br /&gt;
* Weapon of Flames, Fire Armour from Blaze&lt;br /&gt;
&lt;br /&gt;
Shoka visits with Michael the Michaeline at [[Castle Chilton]] and finds him preparing to travel with a group to [[Amber]].  An associate of his, Malcor says the troll is not susceptable to fire.&lt;br /&gt;
&lt;br /&gt;
We meet up with [[Mordrin]] at 9 am and she walks us through a copse of trees for 40 mins and we come out at Buzzard Rock.  One of the Crystal Protectors gives us leaves to rub on and they will cure a grevious wound.&lt;br /&gt;
&lt;br /&gt;
We go through the Ways to Narbrol, and when invisable use a cloud to reach the graveyard.  There is foreign writing in the sky and 3 ocean going ships visiting the village (and a larger ship hove to offshore).&lt;br /&gt;
&lt;br /&gt;
As we fly over the river to the graveyard, we notice a number of griffins in the sky, above a huge fortified camp.  There are noxious fogs obscuring our vision, but it looks like there is a large ritual area on the ground.  We decide to drift the cloud down and attack from the sky.&lt;br /&gt;
&lt;br /&gt;
==Assassins Catch us a 11:15 am==&lt;br /&gt;
A group of invisible griffins and riders ambush us by flying under and through the cloud.  Some of us get snatched off and the rest fight from the cloud.  It takes cleverness and gold bricks to fight them off.  After we repel them a flying disk of earth wobbles through the sky with Michael the Michaline clinging to it.  We rescue him and return to the Ways.&lt;br /&gt;
&lt;br /&gt;
==The 7 Year Mystery==&lt;br /&gt;
We are met near the entrance by a trio of [[Fastness_Factions#Independants|Elven rangers]], who are meeting us request of Erzabet 7 years ago ?!?.&lt;br /&gt;
* There is a whole plan of smuggling Viola into the necromancer&#039;s camp as entertainment, to assassinate Derwin, the head necromancer (and Girwyllan&#039;s half brother)&lt;br /&gt;
* The rest of us need to kill the hydra just before he dies, because he can transfer effects to it.  This will also give us the hydra&#039;s crystal heart to heal Michael the Michaeline.&lt;br /&gt;
* They provide Viola with a special dagger which will store a spell that if triggered inside him gives the target no resistance.  They do a messy ritual to hide the dagger inside Viola&#039;s thigh.&lt;br /&gt;
* They give us 7 tricorn hats to return to the [[Fastness_People#The_Tricorne_Hobbits_of_the_King.27s_Rapiers|Kings Rapiers]], who are currently holding the 5th floor of the [[Fastness_Places#The_Black_Tower_and_the_fifth_floor|Black Tower]] for us.&lt;br /&gt;
* Clementine the Water Power has turned [[Kitty and Purr]] (cat women) to crystal statues; they can help Viola infiltrate the camp followers.  They tell us where to find them and give us a vial of liquid to restore them to normal.&lt;br /&gt;
This all takes about 4 hours.&lt;br /&gt;
&lt;br /&gt;
==With Bellow==&lt;br /&gt;
After all that effort avoiding him we summon Bellow.  He immediately notices that Erzabet has changed her aspect and offers a glass of air to return our aspects to air.  Discussion reveals that Bellow has been helping the Crystal Protectors defend [[Fastness_Places#Buzzard_Rock|Buzzard Rock]] and he is annoyed at the necromancers troubling Erzabet.&lt;br /&gt;
&lt;br /&gt;
In a wave of hot air he takes us to the grass lands next to two crystal statues.  The oil from the elves releases Kitty and Purr.  These two are are pretty, senusual, amoral young women with sticky fingers.  They are charming in an overly femine way but its clear they will offended people easily.  &lt;br /&gt;
&lt;br /&gt;
They have a number of suggestions to help the plot, including who we need to replace with Viola and where to find her.&lt;br /&gt;
&lt;br /&gt;
We figure out some more details and then Bellow then he wafts us to Sin City, and gives us a vial of air to help Viola forget the plot while she is infiltrating.&lt;br /&gt;
&lt;br /&gt;
==The Plot Begins==&lt;br /&gt;
Kitty and Purr take us to a clothing shop opposite the relevant brothel.  The seamtress here specialises in armour for shape shifters and Liessa orders a cloak.&lt;br /&gt;
&lt;br /&gt;
Our mark is having tea in the sun across the road so Erzabet compells her to us and we swap her clothes with Viola and send her off to work.&lt;br /&gt;
&lt;br /&gt;
We then go over to the brothel as customers; Shoka buys Viola for the early evening and Boulder goes off with [[Kitty and Purr]].  Erzabet has an appointment with [[Sanctuary_Whores#Suzanna|Susanna]] the Naga, another 7 year old mystery, so Liessa and Kayseri have a bath while they talk.&lt;br /&gt;
&lt;br /&gt;
Susanna confirms a number of preset plans were made for years ago and are now starting.  She suggests Erzabet also talks to Jasmine the Shriver.&lt;br /&gt;
&lt;br /&gt;
Once the business discussion is over the four of us while away the next few hours in decadence.  The &#039;high performance&#039; oils bought into play will allow us to regenerate 3 FT / pulse for the next season.  She also gives Kayseri and Liessa a magic bath stone and a box of joy each.&lt;br /&gt;
&lt;br /&gt;
==Into the Breach==&lt;br /&gt;
Mid evening Viola leaves with a number of other entertainers for the necromancer&#039;s camp.  Kitty &amp;amp; Purr volunteer to come with us when we attack the hydra, they have a cunning plan for getting us all out of the camp afterwards.  They also give Kayseri some perfume.&lt;br /&gt;
&lt;br /&gt;
We head out of town and, and Bellow takes us back to the Fastness leaving us at the top of the cliff above the necromancer&#039;s camp.  &lt;br /&gt;
&lt;br /&gt;
We sneak invisibly down ropes, and across the back of the camp; the heavy miasma of noxious fogs help us move un-noticed.  We are spotted by the hydra as we approach it.  It is close by the gates to the Lands of the Dead.  There are a few other large critters nearby but they main part of the camp and bulk of people are 200 yards away.  &lt;br /&gt;
&lt;br /&gt;
The hydra attacks us first but we manoeuvre so that Boulder and Shoka can focus their efforts on it, while the rest of us hold off a number of minions that try to join in.  The lads deal with the hydra efficiently, and Boulder collected the skull which contains a red crystal.  Then we start sneaking towards the main camp looking for Viola, or evidence of Derwent&#039;s death.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Viola and associates dance for the command tent, where everyone is fawning over Leraje.  Afterwards she goes off privately with Derwent, and successfully assassinates him.&lt;br /&gt;
&lt;br /&gt;
As he dies all the undead controlled by him drop down, that&#039;s about Â½ the entities in the camp.  Viola starts the tent burning, and while trying to sneak away she gets collected by a couple of guards who intend on a little private enterprise.  She delays them, we push through the camp, and when we are all in line of sight, Kitty, (or was it Purr) transports us to the Earth Power Centre.  &lt;br /&gt;
&lt;br /&gt;
==The Other Two Mathews==&lt;br /&gt;
The area is filled with simmering mud and patches of crystallised mineral.  Mathew the Earth Power resembles an earth elemental but made of red hot rock.  He is very slow minded and easily confused.  Viola gets a comfortable conversation going after Erzabet irritates him, and she accepts the offer to change her aspect to Earth.  We don&#039;t stay long, but pause of the way out to collect some of the white powerdery minerals.&lt;br /&gt;
&lt;br /&gt;
We scarper out to the edge of the grasslands, then east through the Bamboo Forest (which is larger on the inside than it looks), harvesting some bamboo as we go.&lt;br /&gt;
&lt;br /&gt;
On the other side of the bamboo is a small whitewashed cottage, with a burgeoning garden and picket fence to keep the pests out.  Despite it being after midnight there is a young man in a rocking chair On the porch.  Mathew the Healer invites us in for tea.&lt;br /&gt;
&lt;br /&gt;
We take the opportunity to clean up a bit from the fight, and Mathew reads our tea leaves.  He says that we need to do the ritual on Michael before dawn.  He gives us Healing Stones and sends us on our way.&lt;br /&gt;
&lt;br /&gt;
To reach the 5th floor of the Black Tower we need to drown in the Green Waters.  We summon Bellow for a lift.  He detours to the Air Place of Power to restore Viola&#039;s aspect to air, then lands us on a wide meadow of verdant green grass, with a small dark hole in the middle.&lt;br /&gt;
&lt;br /&gt;
The hole opens into an underground chamber filled with water to about 3 feet below the grass.  We cast some light on ourselves and do a bit of diving to collect Green Waters.&lt;br /&gt;
&lt;br /&gt;
==Drowning Our Way to the End==&lt;br /&gt;
One by one each of us is lowered on a rope to drown in the water and remaining folk haul the body back up.  Viola can&#039;t drown and Kitty and Purr don&#039;t need to come with us; so they stay on the meadow to watch our bodies.&lt;br /&gt;
&lt;br /&gt;
We come around in a poorly lit room.  It is very full of 2 doz assorted people including Michael and his Michaeline friends, the Kings Rapiers, three crystal protectors, a group of Ereleine, a group of elves.&lt;br /&gt;
&lt;br /&gt;
We pass out gifts: the tricorn hats to the Kings Rapiers, and small bags of diamond dust to the others.  They all whisper a wish upon their gift, so immediately some of our group swap handfuls of diamond dust with each other to wish.&lt;br /&gt;
&lt;br /&gt;
We squidge folk up so Erzabet has room for her ritual.  This is completely successful, and after pleasantries folk leave by various archways.&lt;br /&gt;
&lt;br /&gt;
We delay so we can harvest some Black Tower 5th floor moss, and the Crystal Protectors give us some Black Tower roots to save us a journey outside.&lt;br /&gt;
&lt;br /&gt;
Viola revives us using Mathew&#039;s Healing Stones and we are back by the Green Waters.&lt;br /&gt;
&lt;br /&gt;
We go back to Amber village and sleep the day away to have energy for the party that evening.  The villagers gossip and relax, and the Kings Rapiers lead the dancing.&lt;br /&gt;
&lt;br /&gt;
Over the next few days we visit the Standing Stones and harvest Time Moss but we are not able to visit the Red Swamp as the fey king still isn&#039;t talking to Erzabet.&lt;br /&gt;
&lt;br /&gt;
We also visit the Wise Owl, so those who haven&#039;t asked him questions can talk to him.  Here is a &#039;way&#039; to reach the Wise Owl.&lt;br /&gt;
&lt;br /&gt;
Q. How can Roxanne be helped to trust other people and accept help?&lt;br /&gt;
A. She should consume dust of despair and bath in the blood of Erzabet.&lt;br /&gt;
&lt;br /&gt;
Q. How can Angela be freed from Hell without trapping anyone else.&lt;br /&gt;
A. You should employ Keisha to help you in the presence of Kitty and Purr.  Travel through the four doorways to the demon of power and steal her.&lt;br /&gt;
&lt;br /&gt;
Wise Owl strongly suggests Shoka should ask a question and we ask Clementine if she can clarify what question.  There is some discussion that Shoka has changed form in the past, but Skoka is happy as he is.  Eventually Wise Owl spouts a complicated sentence that sounds like an answer to someone else&#039;s question.&lt;br /&gt;
&lt;br /&gt;
We head home with full packs, and I&#039;m thinking the story could be called The Case of the Revolving Aspects&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Viola%27s_Little_Problem&amp;diff=114098</id>
		<title>Viola&#039;s Little Problem</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Viola%27s_Little_Problem&amp;diff=114098"/>
		<updated>2026-05-17T09:42:25Z</updated>

		<summary type="html">&lt;p&gt;Terryintransit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Jon McSpadden]][[Category:Viola&#039;s Little Problem]]&lt;br /&gt;
[[Category:Viola]]&lt;br /&gt;
[[Category:Engalton]]&lt;br /&gt;
[[Category:Liessa Varden]]&lt;br /&gt;
[[Category:Erszabet]]&lt;br /&gt;
[[Category:Kayseri]]&lt;br /&gt;
[[Category:Boulder]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
= Summary - Viola&#039;s Little Problem (or Mungodia Chapter III)=&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Viola&#039;s Little Problem (or Mungodia Chapter III)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jon_McSpadden|Jon Mc]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday Afternoons (or Evenings) when William is neither working nor asleep.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Very High]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Viola1.jpg|thumb|Viola - Still under the Dark Influances 805.]]&lt;br /&gt;
; Party&lt;br /&gt;
# [[Viola]] (Party Employer) -  Played by [[User:Bridgetjane|Bridget]].&lt;br /&gt;
# [[Engalton|Engalton Redwood OM]] (Party Leader) - Played by [[Jono Bean|Jono]].&lt;br /&gt;
# [[Liessa Varden|Liessa Redwood]] (2nd Mil Sci)- Played by [[William]].&lt;br /&gt;
# [[Erszabet|Miss Hillborne]] (Party Moral officer) - Played by [[Julia McSpadden|Julia]].&lt;br /&gt;
# [[Kayseri]] (Party Alchemist &amp;amp; Beastmaster)- Played by [[Rosemary Mansfield|Rosemary]] &lt;br /&gt;
# [[Boulder|Boulder OM]] (1st Mil Sci) - Played by [[:Category:Hamish Brown|Hamish Brown]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am expecting it to take 2 or 3 Sundays, however it could take more or less. I am happy to GM until such time as: The players feel they have achieved all they wish to, or the characters are permanently dead, or I get sick of it. - Jon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
; Employer&lt;br /&gt;
: [[Viola]]&lt;br /&gt;
; Mission&lt;br /&gt;
: Damage repair.&lt;br /&gt;
; Pay&lt;br /&gt;
: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A long night at the [[New_Seagate#Artisans|Alphonses]] ==&lt;br /&gt;
&lt;br /&gt;
After a long night of fine eating and dancing we are summoned by [[Kali the Nameless|Kali]] to the Namer Deans office. As we enter we notice the effects of a powerful scry guard on the door. Today Kali looks like a woman, Erzsabet is amazed as usually Kali appears as a powerful man to her, but &#039;Count Engalton OM&#039; informs us this is normal when he is around. She informs us that since we have not gained employment this season, she would like our assistance in dealing with a small matter which would assist the guild and its fine reputaion.&lt;br /&gt;
&lt;br /&gt;
We find the offer to good to be true; employment to assist in removing a pact from a fellow guild member, and save her very soul (and the reputaion of the Guild). The guild member in question and in need of our assistance has come to the right place, because all guild members know that Dean Kali, of the wise and powerful Namer section within the guild will help!&lt;br /&gt;
&lt;br /&gt;
We are introduced to this pleasant looking woman of seamingly good standing, who is well appointed and dressed. But as it turns out - Viola has a truly broken moral compass and is in dire need of assistance. She has committed many acts which would chill the heart of even the most cruel person.&lt;br /&gt;
&lt;br /&gt;
== The Plan ==&lt;br /&gt;
&lt;br /&gt;
Erzsabet tells us she knows a wise shaman who should be able to help with cleansing Viola&#039;s soul, and asks Kali if this is a proper cause of action to take.  The party discuss getting an astrology reading, Kali as ever is one step ahead of her [[Erzsabet|students]] and shows us a small pile of readings the guild has prepared earlier.  &lt;br /&gt;
&lt;br /&gt;
The astrology reading mentions Golden Feathers and Stone hearts; Kali assures us that this indeed indicates some sort of shamanistic magic.  We start planning the long journey to the southern lands and wondering if we can find Riptide, when Kali whips out a boat she can loan us which will transport us there in a few hours.&lt;br /&gt;
&lt;br /&gt;
We decide to take gifts for the shaman to smooth our path.  Viola calls them bribes, we are questioning whether she is beyond our help.&lt;br /&gt;
&lt;br /&gt;
==The Astrology Readings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do you feel what I feel&lt;br /&gt;
Can we make that so it&#039;s part of the deal&lt;br /&gt;
I gotta hold you in these arms of steel&lt;br /&gt;
Lay your heart on the line ... this time&lt;br /&gt;
&lt;br /&gt;
I wanna breathe when you breathe&lt;br /&gt;
When you whisper like that hot summer breeze&lt;br /&gt;
Count the beads of sweat that cover me&lt;br /&gt;
Didn&#039;t you show me a sign, this time&lt;br /&gt;
&lt;br /&gt;
Can you see what I see&lt;br /&gt;
Can you cut behind the mystery&lt;br /&gt;
I will meet you by the witness tree&lt;br /&gt;
Leave the whole world behind&lt;br /&gt;
&lt;br /&gt;
I want to come when you call&lt;br /&gt;
I&#039;ll get to you if I have to crawl&lt;br /&gt;
They can&#039;t hold me with these iron walls&lt;br /&gt;
We&#039;ve got mountains to climb&lt;br /&gt;
&lt;br /&gt;
Who else is gonna bring you A broken arrow&lt;br /&gt;
Who else is gonna bring you A bottle of rain&lt;br /&gt;
There he goes, moving across the water&lt;br /&gt;
There he goes turning my whole world around &lt;br /&gt;
I don&#039;t believe it&#039;s all for nothing&lt;br /&gt;
It&#039;s not just written in the sand&lt;br /&gt;
Sometimes I thought you felt too much&lt;br /&gt;
And you crossed into the shadowland&lt;br /&gt;
&lt;br /&gt;
And the river was overflowing&lt;br /&gt;
And the sky was fiery red&lt;br /&gt;
You gotta play the hand that&#039;s dealt ya&lt;br /&gt;
That&#039;s what the old man always said&lt;br /&gt;
&lt;br /&gt;
Fallen Angel&lt;br /&gt;
Casts a shadow up against the sun&lt;br /&gt;
If my eyes could see&lt;br /&gt;
The spirit of the chosen one&lt;br /&gt;
&lt;br /&gt;
All the tears&lt;br /&gt;
All the rage&lt;br /&gt;
All the blues in the night&lt;br /&gt;
If my eyes could see&lt;br /&gt;
You kneeling in the silver light&lt;br /&gt;
&lt;br /&gt;
If you&#039;re out there can you touch me&lt;br /&gt;
Can you see me I don&#039;t know&lt;br /&gt;
If you&#039;re out there can you reach me&lt;br /&gt;
Lay a flower in the snow &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should I paint my face&lt;br /&gt;
should I pierce my skin&lt;br /&gt;
does this make me a pagan&lt;br /&gt;
sweating out my sins&lt;br /&gt;
we ate the sacred mushroom&lt;br /&gt;
and waded in the water&lt;br /&gt;
howling like coyotes&lt;br /&gt;
at the naked moon.&lt;br /&gt;
&lt;br /&gt;
In the autumn night&lt;br /&gt;
when there&#039;s no wind blowin&#039;&lt;br /&gt;
I could hear the stars falling in the dark&lt;br /&gt;
when you find what&#039;s worth keeping&lt;br /&gt;
with a breath of kindness&lt;br /&gt;
blow the rest away.&lt;br /&gt;
&lt;br /&gt;
I gave my love a golden feather&lt;br /&gt;
I gave my love a heart of stone&lt;br /&gt;
and when you find a golden feather&lt;br /&gt;
it means you&#039;ll never lose your way back home &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sun was going down&lt;br /&gt;
Over Echo Park&lt;br /&gt;
Wet raven hair&lt;br /&gt;
Glowing in the dark&lt;br /&gt;
And that&#039;s when the fever would rise&lt;br /&gt;
And lord what a look in her eyes&lt;br /&gt;
From the moment that she blows out the light&lt;br /&gt;
We&#039;d be lost in the forever night&lt;br /&gt;
&lt;br /&gt;
I dreamt if I could lay you upon this bed of straw&lt;br /&gt;
We may break the rules but we don&#039;t break the law&lt;br /&gt;
Come across but the river&#039;s too wide&lt;br /&gt;
Come across but the river&#039;s too high&lt;br /&gt;
Over by the fountain where we meet&lt;br /&gt;
I will lay silver roses at your feet&lt;br /&gt;
&lt;br /&gt;
Now I have seen a painting&lt;br /&gt;
Old and hanging in a frame&lt;br /&gt;
And that painting was of you&lt;br /&gt;
Now how can you explain&lt;br /&gt;
From another place in time&lt;br /&gt;
Done many years ago&lt;br /&gt;
Why I&#039;m haunted by this vision&lt;br /&gt;
Guess we&#039;ll never know&lt;br /&gt;
Then she turned and whispered in my ear&lt;br /&gt;
Can you feel my heart beat&lt;br /&gt;
&lt;br /&gt;
Hold back the dawn&lt;br /&gt;
Won&#039;t you raise up your hand&lt;br /&gt;
And hold back the dawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Welcome to my country&lt;br /&gt;
Welcome to my home&lt;br /&gt;
You could stay forever&lt;br /&gt;
You won&#039;t leave it alone&lt;br /&gt;
&lt;br /&gt;
Welcome to the bush&lt;br /&gt;
Take what you may need&lt;br /&gt;
When shove comes to push&lt;br /&gt;
You want me to leave&lt;br /&gt;
&lt;br /&gt;
I can stand up through your destruction&lt;br /&gt;
My voice will tremble&lt;br /&gt;
My hands will shake&lt;br /&gt;
Yes I can stand up through your destruction&lt;br /&gt;
I won&#039;t break&lt;br /&gt;
&lt;br /&gt;
Sweat it out, sweat it out&lt;br /&gt;
Let it out, let it out&lt;br /&gt;
Sweat it out&lt;br /&gt;
Let it out&lt;br /&gt;
Get it outa my head&lt;br /&gt;
&lt;br /&gt;
I can&#039;t let go of the painted desert&lt;br /&gt;
I can&#039;t let go of the old way&lt;br /&gt;
I can&#039;t let go of the ancient ways&lt;br /&gt;
It&#039;s in the blood I can&#039;t let go&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Five&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen my people&lt;br /&gt;
Standing on the shore&lt;br /&gt;
I&#039;ve seen the big chief there&lt;br /&gt;
Standing on the shore&lt;br /&gt;
I ask my mama&lt;br /&gt;
What they&#039;re crying for&lt;br /&gt;
&lt;br /&gt;
I saw a black cloud&lt;br /&gt;
Hanging in the sky&lt;br /&gt;
I saw a big black cloud&lt;br /&gt;
Hanging in the sky&lt;br /&gt;
And I ask my papa&lt;br /&gt;
When will it roll by&lt;br /&gt;
&lt;br /&gt;
Oh we&#039;re standing&lt;br /&gt;
Standing out of here&lt;br /&gt;
On the edge of the world&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Six&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shine your light down on me&lt;br /&gt;
Lift me up so I can see&lt;br /&gt;
Shine your light when you&#039;re gone&lt;br /&gt;
Give me the strength to carry on&lt;br /&gt;
Carry on &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Showdown at big sky&lt;br /&gt;
Darkness at high noon&lt;br /&gt;
Showdown at big sky&lt;br /&gt;
That day may be soon&lt;br /&gt;
People, people&lt;br /&gt;
Can you hear the sound&lt;br /&gt;
From every village and every town&lt;br /&gt;
Let the bells ring out&lt;br /&gt;
Hear the bells ring in&lt;br /&gt;
Let the bells ring out&lt;br /&gt;
Keep them ringing, ringing&lt;br /&gt;
&lt;br /&gt;
Can&#039;t predict the future&lt;br /&gt;
Can&#039;t forget the past&lt;br /&gt;
Feels like any moment&lt;br /&gt;
Could be the last&lt;br /&gt;
All you believers&lt;br /&gt;
Standing inside this room&lt;br /&gt;
Can&#039;t you see it coming&lt;br /&gt;
Shooting out across the moon&lt;br /&gt;
&lt;br /&gt;
Save this place&lt;br /&gt;
In the valley of tears&lt;br /&gt;
By the river of time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I come to you with an empty heart&lt;br /&gt;
It&#039;s locked and I&#039;ve lost the key&lt;br /&gt;
Now she was old and almost blind&lt;br /&gt;
But she sees more than you or me&lt;br /&gt;
With her cane pointed towards the sky&lt;br /&gt;
She said I&#039;ll know if you&#039;ve heard&lt;br /&gt;
The silence between the words&lt;br /&gt;
&lt;br /&gt;
Walk down the long road&lt;br /&gt;
Your back against the wind&lt;br /&gt;
Where you can lose yourself again&lt;br /&gt;
I&#039;ve been down the old road&lt;br /&gt;
But that was long ago&lt;br /&gt;
I want you to walk with me&lt;br /&gt;
When the rains come again&lt;br /&gt;
And shine this light over you&lt;br /&gt;
&lt;br /&gt;
Walk on down the hard road&lt;br /&gt;
That&#039;s buried in your soul&lt;br /&gt;
And you can feel the light within&lt;br /&gt;
Go upon the mountain&lt;br /&gt;
That&#039;s painted in the sky&lt;br /&gt;
I want you to ride with me&lt;br /&gt;
When the rains come again&lt;br /&gt;
And I will carry you home&lt;br /&gt;
&lt;br /&gt;
Walkin to the rainbow&lt;br /&gt;
The halo of the sun&lt;br /&gt;
And you will dance the song of light&lt;br /&gt;
I could see forever&lt;br /&gt;
High upon the hill&lt;br /&gt;
I want you to walk with me&lt;br /&gt;
When the rains come again&lt;br /&gt;
And shine this light over you&lt;br /&gt;
Rainbow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
She broke down&lt;br /&gt;
On a highway&lt;br /&gt;
Miles from nowhere&lt;br /&gt;
It had no number&lt;br /&gt;
She was lost&lt;br /&gt;
A long way from home&lt;br /&gt;
&lt;br /&gt;
She was fed up&lt;br /&gt;
With the routine&lt;br /&gt;
And you got trouble&lt;br /&gt;
With the man&lt;br /&gt;
She blew town&lt;br /&gt;
With a vengeance&lt;br /&gt;
&lt;br /&gt;
A strange encounter&lt;br /&gt;
To be sure&lt;br /&gt;
He was wicked&lt;br /&gt;
He was pure&lt;br /&gt;
Hear him calling&lt;br /&gt;
He&#039;s calling for you&lt;br /&gt;
&lt;br /&gt;
Come with me&lt;br /&gt;
Into the mystic&lt;br /&gt;
Come with me&lt;br /&gt;
Into the night&lt;br /&gt;
We can live&lt;br /&gt;
Live forever&lt;br /&gt;
&lt;br /&gt;
Painted desert&lt;br /&gt;
Peyote rain&lt;br /&gt;
Lord don&#039;t let me&lt;br /&gt;
Go insane&lt;br /&gt;
Skinwalker&lt;br /&gt;
Through your eyes&lt;br /&gt;
I can see&lt;br /&gt;
You have left&lt;br /&gt;
Your mark on me&lt;br /&gt;
Skinwalker&lt;br /&gt;
&lt;br /&gt;
He takes you to&lt;br /&gt;
A sacred place&lt;br /&gt;
Drinks a tear&lt;br /&gt;
Off your face&lt;br /&gt;
&lt;br /&gt;
Skinwalker&lt;br /&gt;
Talk to the spirits&lt;br /&gt;
Talk to the wind&lt;br /&gt;
Skinwalker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ten&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Didn&#039;t we break the silence&lt;br /&gt;
Didn&#039;t we fear the storm&lt;br /&gt;
Didn&#039;t we move the earth&lt;br /&gt;
Didn&#039;t we shoot for the sky&lt;br /&gt;
Didn&#039;t we catch the spirits&lt;br /&gt;
Didn&#039;t we fall together&lt;br /&gt;
Didn&#039;t we die for love&lt;br /&gt;
&lt;br /&gt;
Days on the run&lt;br /&gt;
Nights in hiding&lt;br /&gt;
Hoping that you were&lt;br /&gt;
The healing inside me&lt;br /&gt;
&lt;br /&gt;
Breathe in the sweet fire of love&lt;br /&gt;
I&#039;m not afraid anymore&lt;br /&gt;
Sweet, sweet fire&lt;br /&gt;
I&#039;m not alone&lt;br /&gt;
Breathe in the sweet fire of love&lt;br /&gt;
I&#039;m not the same anymore&lt;br /&gt;
The sweet fire of love&lt;br /&gt;
&lt;br /&gt;
Didn&#039;t we cross new waters&lt;br /&gt;
Didn&#039;t we mix new blood&lt;br /&gt;
Didn&#039;t we build brand new bridges&lt;br /&gt;
Didn&#039;t we hold back the flood&lt;br /&gt;
Didn&#039;t we shine like silver&lt;br /&gt;
Didn&#039;t we bear the cross&lt;br /&gt;
Didn&#039;t we bring down the hammer&lt;br /&gt;
Didn&#039;t we beat on the drum&lt;br /&gt;
&lt;br /&gt;
Broken idols by the side of the road&lt;br /&gt;
Luck didn&#039;t fall on the side of the law&lt;br /&gt;
Here she comes a-shining like a light&lt;br /&gt;
Here she comes salvation in the night&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eleven&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Look over yonder, Apollo at a distance&lt;br /&gt;
You can hear his music if you listen to the wind (blow)&lt;br /&gt;
I want to be there - I want to be right there&lt;br /&gt;
&lt;br /&gt;
Bear witness, I&#039;m wailing like the wind&lt;br /&gt;
Bear witness, I&#039;m howling at the moon&lt;br /&gt;
Come bear witness, I&#039;ve danced among the ruins&lt;br /&gt;
In these shoes, I&#039;ve walked a crooked mile&lt;br /&gt;
In these hands, I&#039;ve held the broken dream&lt;br /&gt;
In my soul, I&#039;m howling at the moon&lt;br /&gt;
All my life I been searching for the nightbird&lt;br /&gt;
&lt;br /&gt;
Are you ready to take the heat&lt;br /&gt;
Are you ready to blow the steam&lt;br /&gt;
Are you ready to bag the street&lt;br /&gt;
You got nothing to lose - but your chains&lt;br /&gt;
&lt;br /&gt;
For forty days and forty nights&lt;br /&gt;
I come across the desert&lt;br /&gt;
Apollo right by my side&lt;br /&gt;
&lt;br /&gt;
Testimony, testimony&lt;br /&gt;
Declare yourself - I will testify&lt;br /&gt;
Testimony, testimony&lt;br /&gt;
Speak the truth, I will testify&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twelve&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This was the way of it&lt;br /&gt;
Let the story fires be lighted&lt;br /&gt;
Let our circle be strong and full of medicine&lt;br /&gt;
&lt;br /&gt;
Hear me&lt;br /&gt;
This is my dream song that I&#039;m singing for you&lt;br /&gt;
This is my power song that is taking me to the edge&lt;br /&gt;
This is rock medicine&lt;br /&gt;
The talking tree&lt;br /&gt;
The singing water&lt;br /&gt;
&lt;br /&gt;
Listen&lt;br /&gt;
I am dancing underneath you&lt;br /&gt;
This was the way of it&lt;br /&gt;
It is a river&lt;br /&gt;
It is a chant&lt;br /&gt;
It is a medicine story&lt;br /&gt;
It is what happened long ago&lt;br /&gt;
It is a bead in a story belt&lt;br /&gt;
It is what has been forgotten&lt;br /&gt;
It is the smell of sweetgrass and cedar&lt;br /&gt;
&lt;br /&gt;
And prayers lifted to sky father&lt;br /&gt;
It is a way a tradition&lt;br /&gt;
The way it was always done by the people&lt;br /&gt;
It is a feeling of warmth&lt;br /&gt;
The sound of voices&lt;br /&gt;
&lt;br /&gt;
Listen&lt;br /&gt;
I am dancing underneath you &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirteen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Come, Take My Hand&lt;br /&gt;
Let Us Walk For A While&lt;br /&gt;
Your burden of pain&lt;br /&gt;
Replaced with a smile&lt;br /&gt;
&lt;br /&gt;
For The Peddlers Of Death&lt;br /&gt;
Come Calling One More Time&lt;br /&gt;
Bearing promises&lt;br /&gt;
&lt;br /&gt;
So called friends running loose&lt;br /&gt;
Draining you whole&lt;br /&gt;
&#039;Til you&#039;re of no use&lt;br /&gt;
Letting go of what you need most&lt;br /&gt;
Early Wish&lt;br /&gt;
Early grave&lt;br /&gt;
&lt;br /&gt;
== later that day ==&lt;br /&gt;
We arrive at the Shaman&#039;s swamp late that day after having assembling our belongings and taken a ride on Kali&#039;s boat.  As the mist clears we can see some of the tribes braves are shaking rattles at us in the distance.  The Shaman ushers us into his house explaining that the tribe had heard that &#039;Red Cloud&#039; and &#039;Obsidian Butterfly&#039; were coming; most people had vacated but some of the young hot heads are still in town.  He said that he was ofcourse happy to help the golden woman.&lt;br /&gt;
&lt;br /&gt;
The Sharman proudly tells us his new name &#039;Yellow Emperor&#039; and we are mightily impressed! Gifts and plesantries are exchanged.&lt;br /&gt;
&lt;br /&gt;
== Gifts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;for the Shaman&amp;lt;/u&amp;gt;&lt;br /&gt;
*10 lbs of magical amber : 5000sp&lt;br /&gt;
*A still (for distilling) plus spare glass parts : 300 sp&lt;br /&gt;
*Needles : 30 sp&lt;br /&gt;
*Carving tools for fine work in bone, soft stone etc : 200 sp&lt;br /&gt;
*Leather satchel, with pouches, for storing the tools in oil (suitable for damp conditions)&lt;br /&gt;
*Brass Scales for fine weights&lt;br /&gt;
*A large Silvered Mirror&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;from the Shaman&amp;lt;/u&amp;gt;&lt;br /&gt;
*Golden Toad: calls the rains&lt;br /&gt;
: Given to Pure Blood ([[Engalton|Count Engalton OM]])&lt;br /&gt;
*Golden Bear: healing&lt;br /&gt;
: Given to Soul Hunter ([[Boulder|Sir Boulder OM]])&lt;br /&gt;
*Golden Dog:&lt;br /&gt;
: Given to Golden Woman ([[Erszabet|Miss Hillborn]])&lt;br /&gt;
*Golden Eagle:&lt;br /&gt;
: Given to Raven Heart ([[Kayseri]])&lt;br /&gt;
*Gourd:&lt;br /&gt;
: Given to Lady Butterfly ([[Liessa Varden|Liessa]])&lt;br /&gt;
*Golden Tiger:&lt;br /&gt;
: Given to Red Cloud ([[Viola]])&lt;br /&gt;
&lt;br /&gt;
== Even Later that day ==&lt;br /&gt;
&lt;br /&gt;
After establishing that the men can pole us up the river, we arrive at a spot with a tree which we sleep under.  Kayseri makes us a mavelous insect repellent which works brillantly on all of us except Engalton OM, it seems he just smells nice regardless.&lt;br /&gt;
&lt;br /&gt;
== Early next morning ==&lt;br /&gt;
&lt;br /&gt;
We set off until we reach a river of High Mana.  The Shaman bids us to swim the river and dig a hole on the other side.  We have to dig a hole big enough to fit all of us in.  Presently we construct a sweat house and pile up enough wood for the Shaman to burn our bodies if we do not defeat Viola&#039;s deamons.  A bird sits in an over hanging tree and watches our progress, the sharman says that this is very good as left handed humming bird will guide us on our journey&lt;br /&gt;
&lt;br /&gt;
&amp;lt;this is a ritual incase you missed it&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viola gets naked faster than a rabbit down a rabbit hole, and jumps into the sweat house, followed by others, [[some of which are modestly dressed]]. Smoke and heat and fire and smells of all things nice surround the party and the sounds of whispers from the deamlands come for us all...&lt;br /&gt;
&lt;br /&gt;
== The morning light is clear and bright ==&lt;br /&gt;
&lt;br /&gt;
We all awake in a stange and foreign lands, with no sleep in our eyes, and still looking good.&lt;br /&gt;
&lt;br /&gt;
Left handed humming bird appears to us as a man and gestures for us to follow him. Bedevere is there in his true form, a White man with white eyes.  Engalton guesses that he will probably end up with a skunk as his spirit guide, but expresses a desire for a toad.&lt;br /&gt;
&lt;br /&gt;
We travel for days crossing 3 rivers, the first is a river of scorpians which we freeze.  The secound a river of poison which Engalton purifies with a drop of his blood, and the third is a river of puss which Boulder burns with his blood.  As we journey through these strange lands we come upon a toad, Engalton asks the toad to accompany us on our quest.&lt;br /&gt;
&lt;br /&gt;
Our journey continues onward until we come upon a vast and holy mountain.  At the base of the mountain is a cave, left handed humming bird tells us that he will not be accompaning us into the cave. He tells us we will meet 7 death with in the cave and he can not enter as he has no fear.  &lt;br /&gt;
&lt;br /&gt;
Within the cave we encounter 10 skelletons, after DAing we discover that infact 9 of them are illusions and 1 is 7 death.  We approach 7 death and he requests a gift from each of us to continue onward into the cave, Viola gives him the magical skills she was granted for pacting.&lt;br /&gt;
&lt;br /&gt;
He accepts our gifts and tells us we will need to pass 6 trials to pass through the cave and get the golden feather, could this be the feather mentioned in the astrology readings from Kali?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Trials==&lt;br /&gt;
&lt;br /&gt;
The first trial was a Dark cave with a huge abyss, we mastered this easily by seeing in the dark.&lt;br /&gt;
&lt;br /&gt;
The 2nd was an incredibly cold cavern with huge hail stones.  We made an ice tunnel and traveled through that.&lt;br /&gt;
&lt;br /&gt;
The 3rd was a stoney cavern with Jaguars hiding within it.  LIessa easily defeated them.&lt;br /&gt;
&lt;br /&gt;
The 4th was a large cavern filled with schreiking bats.&lt;br /&gt;
&lt;br /&gt;
The 5th was razor blades.  The toad that was accompaning Engalton defeated them.&lt;br /&gt;
&lt;br /&gt;
The 6th was exploding hellfires.  We used counter spells and empathy to get past&lt;br /&gt;
&lt;br /&gt;
== We walk into a sun lit desert ==&lt;br /&gt;
&lt;br /&gt;
a Road stretches North onward into the hazy distance and red clouds swirl over the desert looking over my shoulder I see that the caves have run completely through the holy mountain.  &lt;br /&gt;
&lt;br /&gt;
We ask Viola to picture a cool breeze given that this is her mind and maybe she can do something about this opressive heat.  Strangely when she does as we request she feels the presence of a Golden feather off to the west.  We are unsure whether we should stay on the path or venture out into the desert.  &lt;br /&gt;
&lt;br /&gt;
Boulder scouted west off the path for 100 meters to get a better look, as he got closer to the red clouds he could tell that they are noxious and unpleasant.  Gazing off to the north saw 4 people so it is decided to question them on what to do.&lt;br /&gt;
&lt;br /&gt;
Heading along the path we discover that the 4 people are infact an old woman and 3 young children, the old woman is digging a hole and behind her stretching into the distance there are small mounds with a silver rose atop of each one.&lt;br /&gt;
&lt;br /&gt;
On introducing ourselves, the old woman replies that her name is Grandmother (Coatlicue) and she is here to take care of the children, sending them to be reborn.  Grandmother gives Viola a silver rose.  It turns out to be a death curse, The death curse will ensure your rebirth when you die.  The only method of getting rid of the curse is to have someone willingly take the curse from you.&lt;br /&gt;
&lt;br /&gt;
==Continuing down the road==&lt;br /&gt;
&lt;br /&gt;
We notice a skunk following us, The skunk tells us that Engalton OM has summoned it.  At this point we realise the red mist is actually the parts of Viola that are infected by Renove and are inimicable to life.&lt;br /&gt;
&lt;br /&gt;
Eventually the road turns west toward the Golden feather and eventually branches into 3 paths.  Straight ahead leads to a dark citadel, to the south is a lake and to the north is a mountain.&lt;br /&gt;
&lt;br /&gt;
Being the keen bunch that we are we immediately head to the dark citadel.  We quickly buff up and swagger in.  Inside is a small boy who is dismayed when Viola does not recognise him.  It is renove.  We have a quick time out and our guides tell us this is not the time for fighting.&lt;br /&gt;
&lt;br /&gt;
There is a bird that has been blinded with its beak wired shut and locked in a cage.  Renove tells us not to free him as he is a powerful spirit.  Viola seems uncertain about how to free him and whether or not this is a wise thing to do.  Liessa quotes from the 4th book of &amp;quot;[[just say no to demons - a practical study]]&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Viola uses the magical sword Renove gave her as a present to open the cage.  She cuts the wire off the birds beak, and we leave.  Engalton OM&#039;s skunk brings the sword with her telling us that we will need the sword later.&lt;br /&gt;
&lt;br /&gt;
the winds send us up the mountain, on the way up Engalton cures the birds eyes as Renove had put them out.  It turns out that the bird is Viola&#039;s spirit guide.  Atop the mountain we come across an old man (Erzsabet notes that he is really a dragon).  Kayseri remembers the part in the astrology readings about the rose and suggests that Viola gives him her silver rose.&lt;br /&gt;
&lt;br /&gt;
The old man takes the rose and is reborn as a dragon, as he flies off he drops a golden feather.&lt;br /&gt;
==The pool==&lt;br /&gt;
we head down to the pool.&lt;br /&gt;
A large hand reaches out of the pool and Viola tosses it the sword of Renove.  A man rises out of the pool and Viola reckonises him as Renove.  They exchange words about broken deals, Renove seems angry and grabs Viola to take her to hell.  She is dragged into the pool, and as she is gets to waist deep water she renouces her pact. &amp;lt;phew&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A fight ensues &lt;br /&gt;
Renove summons a bunch of imps, half devils, devils, succubus, and from the forest a score of panthers race toward us.  It takes two pulses to kill Renove, and the panthers slink away.&lt;br /&gt;
&lt;br /&gt;
We remember that the astrology readings say if you find a golden feather you can always find your way home.&lt;br /&gt;
&lt;br /&gt;
==Homeward and After==&lt;br /&gt;
&lt;br /&gt;
After we&#039;ve sorted Viola out:&lt;br /&gt;
* [[Boulder|Boulder OM]] visits the [[Inquisition|Lunar Inquisition]] and accepts the reward for Viola (pact removed or her death - they weren&#039;t fussy so long as the job got done).&lt;br /&gt;
* [[Engalton|Engalton OM]] freed a Djinn and we each get a wish.&lt;br /&gt;
* We visit [[Tycho City]] to buy Boulder some elephants.  He wanted a war elephant and we convinced him to buy some more so it wouldn&#039;t get lonely.  Then there was the mahouts, and families etc.  The herd is now based out of Newhaven and will be a great help with the [[Safely Underfoot|new road]].&lt;br /&gt;
* On the morning of the 20th we work out treasure and taxes etc.  Since we are working so well together we decide to carry on as a team for a while.&lt;br /&gt;
&lt;br /&gt;
[[Category:Viola&#039;s Little Problem]]&lt;br /&gt;
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Summary - Erszabet&#039;s herb tour of the Fastness =&lt;br /&gt;
[[Image:Suz1.jpg|250px|right|Suzanna and guild members]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fastness of Girwyllan]][[Category:Carzala]][[Category: Jono Bean]]&lt;br /&gt;
[[Viola%27s_Little_Problem#Summary_-_Viola.27s_Little_Problem_.28or_Mungodia_Chapter_III.29|Back to the top of the page.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Erszabet herb tour of the Fastness.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[GM%27s#GM:_Jono_Bean|Jono Bean]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Winter]] 807 wk.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039;: Sunday afternoons or evenings.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | High]] to [[Experience#Quest_Level | Very High]] depending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party&lt;br /&gt;
# [[Erszabet|Miss Hillborne]] (Party Leader) - Played by [[Julia McSpadden|Julia]].&lt;br /&gt;
# [[Viola]] (Scribe) - Played by [[User:Bridgetjane|Bridget]].&lt;br /&gt;
# [[Shoka]] (Party Herbilist) - Played by [[Jon McSpadden|Jon Mc]].&lt;br /&gt;
# [[Liessa Varden|Liessa Redwood]] (2nd Mil Sci) - Played by [[William]].&lt;br /&gt;
# [[Kayseri]] (Party Alchemist &amp;amp; Beastmaster) - Played by [[Rosemary Mansfield|Rosemary]] &lt;br /&gt;
# [[Boulder|Boulder OM]] (1st Mil Sci) - Played by [[Hamish Brown|Hamish]] &lt;br /&gt;
* plus associates Bedevere and Chesmé&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Party members, [[Alchemists Guild of Seagate|Seagate Alchemist Guild]]&lt;br /&gt;
; Mission&lt;br /&gt;
: Collect ingredients so Kayseri and Shoka can make [[Girwyllan&#039;s Recipies]] and any other  [[Alchemy_Ingredients_Needed|useful bits in the Fastness]] we can use or sell.&lt;br /&gt;
; Pay&lt;br /&gt;
: Bits and bobs.&lt;br /&gt;
&lt;br /&gt;
==Foraging in the Fastness==&lt;br /&gt;
&lt;br /&gt;
Kayseri is really keen to go into the [[Fastness of Girwyllan]] to look for alchemical stuff, and several of the others are already familiar with the area.  Engalton OM isn&#039;t very interested, so we invite [[Shoka|Shoka Blacktooth esq]], as he is a keen herbalist &amp;amp; alchemist, and also knows the area.&lt;br /&gt;
&lt;br /&gt;
Erszabet who is one of the owners of the &#039;[[Recipe book of the Fastness]]&#039; signs out from the Guild vault. The book of receipes is written in Volkspratch so for the 21st &amp;amp; 22nd of Frost she reads it out to Kayseri and Shoka and together we build an ingredients list.  The book&#039;s introduction explains that it will only show recipies for the upcoming season, so we see stuff for ingredients to be collected in Winter and used in Spring.&lt;br /&gt;
&lt;br /&gt;
During these days Viola and Boulder look for other money earning oppurtunities, ie. get a list of stuff the Alchemist&#039;s Guild would like.&lt;br /&gt;
&lt;br /&gt;
They notice that the Sanctuary Necromancers (and others) are keeping an eye on Boulder, as it is rumoured that he is looking for a new type of magic merging the elementals with necromancy.  A couple of high born Aquilans volunteered to help him.&lt;br /&gt;
&lt;br /&gt;
==[[Girwyllan&#039;s Recipies]]==&lt;br /&gt;
A list of what we are looking for and where we might find it.&lt;br /&gt;
&lt;br /&gt;
==23rd Frost - Getting Going==&lt;br /&gt;
Shoker and Kayseri collate a &#039;prospecting kit&#039; with empty sacks, oil skins, jars &amp;amp; pots; wax &amp;amp; string for sealing &amp;amp; straw for packing; machete &amp;amp; stone hammer/pick; gloves, gauze masks, solvents for cleaning up etc.&lt;br /&gt;
&lt;br /&gt;
Shoka casts a cloud and we waft to Amber, arriving mid morning.  We stop by a house belonging to a group of guild members; it seems to be protected from mists, and is sheathed in copper, from having copper leaves beaten onto it.  Boulder pays the local kids to keep minding the house. (nb. Erszabet thinks that the house is not protected from mist but in a different weather pattern now it has copper leaves beatten into it, the house is a high mana area and is becoming part of the Fastness).  &lt;br /&gt;
&lt;br /&gt;
The neighbours pop by to say hello, lead by Scyllian the enchanter.  We find out &amp;quot;Prophecy&#039;s Afoot&amp;quot; and there is a dance in the evening on Reapsday.&lt;br /&gt;
&lt;br /&gt;
We briefly visit the manor, the Lord is indisposed, and we are greeted by Moiria.  There are half a dozen houses being raised and we go to help,  Boulder and Liessa doing a serious chunk of heavy lifting and the rest of us helping where we can.  We talk with the Sheriff and find out: Otters are sometime beavers, and beavers are persona non grata; the village has a ship stranded on the common.&lt;br /&gt;
&lt;br /&gt;
We met a blind old woman, who has difficulty walking.  Her name is Roxanne and she can touch folk and find out things about them (maybe DA?).  We think that she used to be a harpy, and still has bird feet.  She asks us to find for her 7th floor Black Moss (to mix with ground jade and honey to poltice her feet).  She can make packs of holding from silver tacks.  She doesn&#039;t trust namers from the Land of the Dead.  &lt;br /&gt;
&lt;br /&gt;
We buy silver tacks from the merchant and ask her to make packs for Kayseri, Viola and an extra large one for Boulder (800 &amp;amp; 3000 sp respectively).&lt;br /&gt;
&lt;br /&gt;
==[[Kathrine the Witch|Katherine&#039;s Swamp]]==&lt;br /&gt;
We borrow a barge from the village and pole down river to the swamp.  One section of river has poles with a variety of skulls planted on both banks.&lt;br /&gt;
&lt;br /&gt;
We can&#039;t get all the way to [[Kathrine the Witch|Katherine&#039;s]] island so we tie up and walk the last little way.  There are steppping stones to the rocky outcrop where she lives.  There is something about the 3rd and 7th stones so we jump on every 2nd stone only.&lt;br /&gt;
&lt;br /&gt;
Katherine&#039;s Island is a rocky hump.  There are a number of beavers sitting around on the banks taking and smoking pipes.  There is a pole holding up a wriggling sack, a rug, and a number of unlit candles and incense burners.  Liessa figures out the sack is full of sentient leeches.  The beavers ask us, in common, to leave behind any cold iron we are carrying.&lt;br /&gt;
&lt;br /&gt;
We enter Katherine&#039;s cave and it is lit up by a rainbow of colours emanating from her.  She used to be an old woman, but is now a sylph.  She and Shoka are friends.&lt;br /&gt;
&lt;br /&gt;
We gossip about ingredients (see [[Girwyllan&#039;s Recipies]]) and also find out:&lt;br /&gt;
* Katherine tells us that Bellow has started his own court, and given that it was the power of air who fixed the Crystal Air is in ascendance, Bellow is seeking to take control of the Fastness.  Erzsabet tells us that her last party made Bellow the Air power  and in the Fastness anyone who is an air mage or air aspected is auomatically one of his minions.  We are unsure what form he is now but we guess he is an Efreet and can summon any minion at will using whispering wind.  Katherine tells us that he will want Erzabet in his harem permanently as she made an impression last time he met her (I try), but Viola, Kayseri and Shoka can also be controlled by Bellow.&lt;br /&gt;
* Erzabet has annoyed the Fey King by the Standing Stones (annoying fairies is a talent).  He felt he should have been consulted about the completion of Girwyllan&#039;s Rituals. (Last time I saw the Fey King he was a hobgoblin, he will have returned to his orginal form now the crystal is fixed).&lt;br /&gt;
* At the bottom of the Cliffs of Change are some fey turned to stone.  As these are favourites of the Fey King returning them to life would be a good gift.&lt;br /&gt;
* Katherine&#039;s transformation into fey is still ongoing and will not be completed for another 2 years, and most of the others transformed will be in the same position. &lt;br /&gt;
* There is a Michaline with a broken heart wandering around the Fastness (he was last seen at Court talking to Duke Leto, he comes from Rank, his name is Sir Michael).&amp;lt;b&amp;gt; Prophesy&amp;lt;/b&amp;gt;  The hydra will be killed by a giant and it&#039;s heart taken by a namer and given to the Michaline.&lt;br /&gt;
*The goblins by the cliffs (with the Naga cave) are currently working for the Necromancers&lt;br /&gt;
Katherine gives us some of her spare luck, ie pressed flowers with the power of luck.  She sends a letter on our behalf to Girwyllan, to find a way of avoiding Bellow summoning us.  We stay the night, sleeping in giant snaill shells.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the night Ischad (Sanctuary Necromancer probably a Vampire) sends a whispering wind to Erszabet, which she doesn&#039;t hear because of the ear plugs (worn to avoid knowing any more about Katherine and Shoka&#039;s relationship).&lt;br /&gt;
&lt;br /&gt;
We discuss the ramefications and end up having breakfast in the middle of the night.  Shoka makes a great rosehip tea.&lt;br /&gt;
&lt;br /&gt;
Girwyllan replies to Katherine&#039;s letter with an offer to visit us here in the swamp.  We decline as he creates ground where-ever he goes and it would dry up the swamp, and we just spent some years saving him.  There are 92 necromancers in the local area who are after him. &lt;br /&gt;
&lt;br /&gt;
Katherine lends an outfit to Erszabet to prevent being summoned.  It consists of a wooden shoulder yoke, wooden clogs and a curtain of reeds in between.  It&#039;s extraordinarily flamable, and impossible to sit down in.&lt;br /&gt;
&lt;br /&gt;
We decide to disguise everyone, summon Clementine the water nixie and run past the hydra to go to visit Girwyllan.&lt;br /&gt;
&lt;br /&gt;
==24th - Up the River and into Trouble==&lt;br /&gt;
We plot under scry guards and Mind Cloaks until just before dawn.  Amongst our leave takings Shoka tells the beavers that if Katherine is ever in trouble they can send word to the guild for help.&lt;br /&gt;
&lt;br /&gt;
We take the barge back to Amber Village, and go up to the house to prepare.  The Sheriff and posse arrive to check out the strangers, opps.  Whip disguise off Erzabet and sort things out.&lt;br /&gt;
&lt;br /&gt;
There is an undead sparrow watching us from the hedge.&lt;br /&gt;
&lt;br /&gt;
Wind spirits come into the room making a loud whistling noise, initially on Erzabet but then on most of us.  The necromances have previously used a trick where a loud whispering wind covers the noise of an incoming Falling Star.  We hurry up.&lt;br /&gt;
&lt;br /&gt;
We collect 5 crystals that will protect us from becoming dead when we enter the Lands of the Dead.&lt;br /&gt;
&lt;br /&gt;
==Talking to Clementine==&lt;br /&gt;
When we reach the river again is washing day.  Erzabet summons Clementine by sticking her head in the water.  A large patch of bubbles and ripples approaches against the flow, larger than expected so we shoo off the laundry crew.&lt;br /&gt;
&lt;br /&gt;
A large waterspout forms with Clementine in the centre. Now she is the Power of Water in the Fastness she has grown in power considerably. She is armed, but an &#039;obvious weakness&#039; in her armour is an illusion.&lt;br /&gt;
&lt;br /&gt;
Erzabet tells her all about our vunerability to Bellow.  Clementine thinks that Erzabet is the only one in real trouble as Bellow wants to make her his head mistress, and has an item to make her love him forever and a day.&lt;br /&gt;
&lt;br /&gt;
She offers Erzabet help in the form of a potion that will change her alignment to water for a while (weeks to months).  All of us who are air aspected take her up on the offer.  Viola asks if the change can be made permanent, but Clementine says she can&#039;t do that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clementine and Erzabet gossip and we find out the following:&lt;br /&gt;
* The Powers of Fire and Earth have diminished considerably and blame Erzabet (and party).  Mathew (the Earth Elemental?) is now the Power of Earth, and has transformed to a pile of red hot rocks.  Clementine thinks he was allied with the Necromancers.&lt;br /&gt;
* Mathew the Healer is the Power of Fire.&lt;br /&gt;
* The Power of Light has &#039;retuned to glory&#039;, whatever that means.&lt;br /&gt;
* Some of the Necromancers are sieging Girwyllan, outside the doors to the Lands of the Dead.  When they heard Erzabet was in the area they had a huge confab by the Standing Stones.&lt;br /&gt;
* They are calling in reinforcements through the Standing Stones, maybe from Sanctuary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sherrif shows up with his posse again, as the laundry crew panicked and he is convinced we are controlled by fossegrim (which are known for luring folk into the river to drown).  After some argy bargy, we sort things out and go back to our conversation.&lt;br /&gt;
&lt;br /&gt;
Erzabet wants to help Girwyllan so Clementine casts a couple of Waters of Vision so we can see the situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Vision of the Seige&amp;lt;/b&amp;gt;&lt;br /&gt;
* There are numerous tents and supplies, probably 120 people all up.&lt;br /&gt;
* There are four command tents flying the following flags: Red Hand, Copper Hand, Silver Crook and Sanctuary Merchants Guild.&lt;br /&gt;
* There is an undead hydra, and two Titan sized humanoids,&lt;br /&gt;
* There is a pallasaide between the camp and the river, and noxious vapour and similar surrrounding the camp.&lt;br /&gt;
* We see a human in green leathers with a hunting bow, We think he is [[Leraje]], the Marquis of Archers.  He may be accompanied by [[Raithe &amp;amp; Moonshae]], as the latter is a known agent, and they work out of Sanctuary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A Vision of the Standing Stones &amp;lt;/b&amp;gt;&lt;br /&gt;
* The inside faces of the stones are all now black obsidian, but the vision is from too far away to see what is inside the ring.&lt;br /&gt;
* There are half a dozen humans trying to force their way into the ring, but it seems too crowded for them to fit.  Inside the ring if you are effected by petit mort you appear in the Lands of the Dead, so we think this is what they are trying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clementine give us potions of Waters of Strength and Healing.  We Wave Ride up the river.  As soon as we cross into the high mana area we are in a violent storm, horizontal rain, lightning, the whole works.  We see signs of lightning strikes regularily.   As we pass the siege camp we can see:&lt;br /&gt;
* there numerous dark birds circling the camp, a murder of crows seems likely,  &lt;br /&gt;
* There are large tarps covering four &#039;engines?&#039;.  We can&#039;t make it out exactly.  &lt;br /&gt;
* The noxious vapours and mists surrounding the area are even more obvious.&lt;br /&gt;
&lt;br /&gt;
Some way north of the camp we make out a large group of dwarves sneaking downstream along the riverbank.&lt;br /&gt;
&lt;br /&gt;
We leave the river near the [[Fastness_Places#The_Trapdoor_Spiders|trapdoor spiders]].  Liessa says they are enraged and all crowded close to the river.  Maybe the dwarves disturbed them.  There are a couple of spider bodies, eight foot across plus legs.  Liessa does a mind thing and we pick our way past the traps.  We pass by the dwarven village and turn northwards.&lt;br /&gt;
&lt;br /&gt;
We pause 5 minutes before reaching the Standing Stones to cast counterspells, drink Waters of Strength, turn invisable et al.&lt;br /&gt;
&lt;br /&gt;
==Attacking the Standing Stones==&lt;br /&gt;
About 600 yards from the stones, before we can see them clearly through the storm, Liessa notices three entities approaching us at speed.  They seem to be extra heavy earth elementals and are coming underground.&lt;br /&gt;
&lt;br /&gt;
Chesmé turns into a griffin and Viola climbs on.  When the enemy are close the ground on our left collapses into a tunnel, which Boulder, Bedevere &amp;amp; Erzabet fall into.  There is an Ice Elemental in front and an Earth Elemental behind them.&lt;br /&gt;
&lt;br /&gt;
A group of enemy arrive on fire flight, one surrounded by &#039;bonfire&#039; and the others apparently human, Kinlu assasins(it would be good if someone let boulder know about the Kinlu Assassins.  A Crystal Protector (Girwyllan&#039;s allies) appears from a tree nearby and the &#039;bonfire&#039; is unable to approach her.&lt;br /&gt;
&lt;br /&gt;
Another cave in and another Earth Elemental, Erzabet is in her element.&lt;br /&gt;
&lt;br /&gt;
We banish, kill, run off the enemy and get a breathing space.  &lt;br /&gt;
Bedevere was killed and Boulder had disappeared.  The Ice Elemental had a potion that killed you (sending you to the Lands of the Dead), and put your body out of phase for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
Once we had the body back we were able to ressurect them both.  There are 4 Harpies (2 of which are the super powerful fastness type) and 6 undead mages guarding the Plinth where the newely dead arrive, they are ambushing all enemy arrivals but did not expect a powered up Boulder to appear - he is lucky to survive permanent death.&lt;br /&gt;
&lt;br /&gt;
Liessa says there is another 111 enemies incoming, The Crystal Protector thinks they are after Erzabet.&lt;br /&gt;
&lt;br /&gt;
After removing our Illusions to introduce ourselves to the Crystal Protector, we arrange to return to her home through the tree she arrived in.&lt;br /&gt;
&lt;br /&gt;
The Crystal Protector looks like a female fey with four butterfly wings and she carrys a scroll case.  She read from a scroll to create the protected area around her.&lt;br /&gt;
&lt;br /&gt;
==[[Buzzard Rock]]==&lt;br /&gt;
We arrive in the cave chamber of the complex.  This is large cavern with a plinth a tree on the top (it used to hold a crystal).  There are a number of exits and a wall of stonework along one side and round the corner a bit.  The floor is covered in leaf mould.&lt;br /&gt;
&lt;br /&gt;
There are three natural openings, one showing a forest,  another leading down and smelling damp, and the third has cut steps leading up.&lt;br /&gt;
&lt;br /&gt;
In the long stone wall is a pair of large copper doors, and in the dogleg a small wooden door. A goblin pops his head through this door offering us soup and other civilised accoutrements.&lt;br /&gt;
 &lt;br /&gt;
The Crystal Protector suggests we each collect a couple of leaves from the forest floor as this will allow us to teleport back to this cavern.  We do this then wander through the wooden door.&lt;br /&gt;
&lt;br /&gt;
Behind the doors are kitchens and dining areas and storerooms and all the bits that make up a fortress.  The main corridor running the length of the fortress is to be avoided, as it is warded and trapped. There is a clan of goblins acting as servants, and the Crystal Protector but no others at this time.  This is Mordrin&#039;s fortress in Buzzard Rock.&lt;br /&gt;
&lt;br /&gt;
There should be other Crystal Protectors but they have been turned to stone.  There are 3 by the Cliffs of Change and the others have been dragged into the Standing Stones.&lt;br /&gt;
&lt;br /&gt;
==Tianna Falls==&lt;br /&gt;
After a lunch break we leave via the fronts doors into a mountain valley.  On the other side of this is a cave which leads to four &#039;ways&#039;.  We take the Way to Tianna Falls, and come out on the river side.&lt;br /&gt;
&lt;br /&gt;
There are two giants sitting in the sun.  One is Mathew the Giant.  The conversation includes:&lt;br /&gt;
* They object to us working for Buzzard Rock as they think the Harpies still control it.  We clear this up.&lt;br /&gt;
* The Titans are having a dance in Lunar City in four days&lt;br /&gt;
* He thinks that the necromancers will catch us tomorrow at 11:15 am.&lt;br /&gt;
* Mathew suggests we read from the &#039;book&#039; half way up the Naga&#039;s cliff.  This naga is now a sylph.&lt;br /&gt;
* The Necromancers are going to poison the Green Waters by killing the monster in the bottom of that pool.&lt;br /&gt;
&lt;br /&gt;
We talk them into showing us how to harvest diamond dust.  We gather extra so we can send what is owed to the Coven at Slippery Rock.&lt;br /&gt;
&lt;br /&gt;
West along the cliffs are the crystal statues.  We pick them up and use the leaves to return to Buzzard Rock.&lt;br /&gt;
&lt;br /&gt;
==Buzzard Rock Again==&lt;br /&gt;
Utilizing a pool in one of the lower caves we summon Clementine to let her know of the threat to the Green Waters.  We discuss:&lt;br /&gt;
* She will protect the Green Waters&lt;br /&gt;
* The prophesy for Michael.  She thinks they are at the graveyard in Nabrol, and we will met Michael the Michaeline there.&lt;br /&gt;
* The 111 assassins chasing Erzabet are &#039;something summoned&#039;.&lt;br /&gt;
* She calls Roxanne a &#039;convining old witch&#039;.  She thinks she is trying to become harpy again rather than continuing the change to human.  The poltice will help her do this.&lt;br /&gt;
* Angela was the head harpy and is now an enforced servant for Furfur for her sins.  She can be summonded to Alusia into a harp string held by [[Clementine]]&lt;br /&gt;
* Bridget is Girwyllan&#039;s wife and is a vampire.&lt;br /&gt;
* She suggests that Shoka and I collect some leaves from this forest to study, but get Mordrin&#039;s permission.&lt;br /&gt;
&lt;br /&gt;
Clementine helps speed up the ritual to return the statues to people so it only takes one instead of three hours per statue.&lt;br /&gt;
&lt;br /&gt;
We then wave ride back to the Guild arriving mid evening.&lt;br /&gt;
&lt;br /&gt;
==In the Guild (24th &amp;amp; 25th)==&lt;br /&gt;
&lt;br /&gt;
In the evening of the 24th we catch up with Mordrin and get her approval for our use of Buzzard Rock fortress.  Boulder buys some stupidy expensive brandy (16,000 for 2 galleons) to which we add a fairy nut, so that any drinker will fall asleep for a year and a day.  We arrange delivery of diamond dust to Slippery Rock.&lt;br /&gt;
&lt;br /&gt;
Erzabet has a 8 am appointment with Kali (arranged by gifting her secretary with a box of the finest Mittlemark Haupstadt chocolates):&lt;br /&gt;
* Raith &amp;amp; Moonshae have a contract on Erzabet&lt;br /&gt;
* Don&#039;t eat to much of the moss&lt;br /&gt;
* We are supposed to meet up with the necromacers in a graveyard, which we suspect is in Narbrol.&lt;br /&gt;
&lt;br /&gt;
Viola receives and invitation to a dance at the Summers Mansion from Merchant Tallowfoot.&lt;br /&gt;
&lt;br /&gt;
We arrange a bunch of beneficial spells from friends in the Guild:&lt;br /&gt;
* Armour of Earth, Strength of Stone from Vychan&lt;br /&gt;
* Weapon of Flames, Fire Armour from Blaze&lt;br /&gt;
&lt;br /&gt;
Shoka visits with Michael the Michaeline at [[Castle Chilton]] and finds him preparing to travel with a group to [[Amber]].  An associate of his, Malcor says the troll is not susceptable to fire.&lt;br /&gt;
&lt;br /&gt;
We meet up with [[Mordrin]] at 9 am and she walks us through a copse of trees for 40 mins and we come out at Buzzard Rock.  One of the Crystal Protectors gives us leaves to rub on and they will cure a grevious wound.&lt;br /&gt;
&lt;br /&gt;
We go through the Ways to Narbrol, and when invisable use a cloud to reach the graveyard.  There is foreign writing in the sky and 3 ocean going ships visiting the village (and a larger ship hove to offshore).&lt;br /&gt;
&lt;br /&gt;
As we fly over the river to the graveyard, we notice a number of griffins in the sky, above a huge fortified camp.  There are noxious fogs obscuring our vision, but it looks like there is a large ritual area on the ground.  We decide to drift the cloud down and attack from the sky.&lt;br /&gt;
&lt;br /&gt;
==Assassins Catch us a 11:15 am==&lt;br /&gt;
A group of invisible griffins and riders ambush us by flying under and through the cloud.  Some of us get snatched off and the rest fight from the cloud.  It takes cleverness and gold bricks to fight them off.  After we repel them a flying disk of earth wobbles through the sky with Michael the Michaline clinging to it.  We rescue him and return to the Ways.&lt;br /&gt;
&lt;br /&gt;
==The 7 Year Mystery==&lt;br /&gt;
We are met near the entrance by a trio of [[Fastness_Factions#Independants|Elven rangers]], who are meeting us request of Erzabet 7 years ago ?!?.&lt;br /&gt;
* There is a whole plan of smuggling Viola into the necromancer&#039;s camp as entertainment, to assassinate Derwin, the head necromancer (and Girwyllan&#039;s half brother)&lt;br /&gt;
* The rest of us need to kill the hydra just before he dies, because he can transfer effects to it.  This will also give us the hydra&#039;s crystal heart to heal Michael the Michaeline.&lt;br /&gt;
* They provide Viola with a special dagger which will store a spell that if triggered inside him gives the target no resistance.  They do a messy ritual to hide the dagger inside Viola&#039;s thigh.&lt;br /&gt;
* They give us 7 tricorn hats to return to the [[Fastness_People#The_Tricorne_Hobbits_of_the_King.27s_Rapiers|Kings Rapiers]], who are currently holding the 5th floor of the [[Fastness_Places#The_Black_Tower_and_the_fifth_floor|Black Tower]] for us.&lt;br /&gt;
* Clementine the Water Power has turned [[Kitty and Purr]] (cat women) to crystal statues; they can help Viola infiltrate the camp followers.  They tell us where to find them and give us a vial of liquid to restore them to normal.&lt;br /&gt;
This all takes about 4 hours.&lt;br /&gt;
&lt;br /&gt;
==With Bellow==&lt;br /&gt;
After all that effort avoiding him we summon Bellow.  He immediately notices that Erzabet has changed her aspect and offers a glass of air to return our aspects to air.  Discussion reveals that Bellow has been helping the Crystal Protectors defend [[Fastness_Places#Buzzard_Rock|Buzzard Rock]] and he is annoyed at the necromancers troubling Erzabet.&lt;br /&gt;
&lt;br /&gt;
In a wave of hot air he takes us to the grass lands next to two crystal statues.  The oil from the elves releases Kitty and Purr.  These two are are pretty, senusual, amoral young women with sticky fingers.  They are charming in an overly femine way but its clear they will offended people easily.  &lt;br /&gt;
&lt;br /&gt;
They have a number of suggestions to help the plot, including who we need to replace with Viola and where to find her.&lt;br /&gt;
&lt;br /&gt;
We figure out some more details and then Bellow then he wafts us to Sin City, and gives us a vial of air to help Viola forget the plot while she is infiltrating.&lt;br /&gt;
&lt;br /&gt;
==The Plot Begins==&lt;br /&gt;
Kitty and Purr take us to a clothing shop opposite the relevant brothel.  The seamtress here specialises in armour for shape shifters and Liessa orders a cloak.&lt;br /&gt;
&lt;br /&gt;
Our mark is having tea in the sun across the road so Erzabet compells her to us and we swap her clothes with Viola and send her off to work.&lt;br /&gt;
&lt;br /&gt;
We then go over to the brothel as customers; Shoka buys Viola for the early evening and Boulder goes off with [[Kitty and Purr]].  Erzabet has an appointment with [[Sanctuary_Whores#Suzanna|Susanna]] the Naga, another 7 year old mystery, so Liessa and Kayseri have a bath while they talk.&lt;br /&gt;
&lt;br /&gt;
Susanna confirms a number of preset plans were made for years ago and are now starting.  She suggests Erzabet also talks to Jasmine the Shriver.&lt;br /&gt;
&lt;br /&gt;
Once the business discussion is over the four of us while away the next few hours in decadence.  The &#039;high performance&#039; oils bought into play will allow us to regenerate 3 FT / pulse for the next season.  She also gives Kayseri and Liessa a magic bath stone and a box of joy each.&lt;br /&gt;
&lt;br /&gt;
==Into the Breach==&lt;br /&gt;
Mid evening Viola leaves with a number of other entertainers for the necromancer&#039;s camp.  Kitty &amp;amp; Purr volunteer to come with us when we attack the hydra, they have a cunning plan for getting us all out of the camp afterwards.  They also give Kayseri some perfume.&lt;br /&gt;
&lt;br /&gt;
We head out of town and, and Bellow takes us back to the Fastness leaving us at the top of the cliff above the necromancer&#039;s camp.  &lt;br /&gt;
&lt;br /&gt;
We sneak invisibly down ropes, and across the back of the camp; the heavy miasma of noxious fogs help us move un-noticed.  We are spotted by the hydra as we approach it.  It is close by the gates to the Lands of the Dead.  There are a few other large critters nearby but they main part of the camp and bulk of people are 200 yards away.  &lt;br /&gt;
&lt;br /&gt;
The hydra attacks us first but we manoeuvre so that Boulder and Shoka can focus their efforts on it, while the rest of us hold off a number of minions that try to join in.  The lads deal with the hydra efficiently, and Boulder collected the skull which contains a red crystal.  Then we start sneaking towards the main camp looking for Viola, or evidence of Derwent&#039;s death.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Viola and associates dance for the command tent, where everyone is fawning over Leraje.  Afterwards she goes off privately with Derwent, and successfully assassinates him.&lt;br /&gt;
&lt;br /&gt;
As he dies all the undead controlled by him drop down, that&#039;s about Â½ the entities in the camp.  Viola starts the tent burning, and while trying to sneak away she gets collected by a couple of guards who intend on a little private enterprise.  She delays them, we push through the camp, and when we are all in line of sight, Kitty, (or was it Purr) transports us to the Earth Power Centre.  &lt;br /&gt;
&lt;br /&gt;
==The Other Two Mathews==&lt;br /&gt;
The area is filled with simmering mud and patches of crystallised mineral.  Mathew the Earth Power resembles an earth elemental but made of red hot rock.  He is very slow minded and easily confused.  Viola gets a comfortable conversation going after Erzabet irritates him, and she accepts the offer to change her aspect to Earth.  We don&#039;t stay long, but pause of the way out to collect some of the white powerdery minerals.&lt;br /&gt;
&lt;br /&gt;
We scarper out to the edge of the grasslands, then east through the Bamboo Forest (which is larger on the inside than it looks), harvesting some bamboo as we go.&lt;br /&gt;
&lt;br /&gt;
On the other side of the bamboo is a small whitewashed cottage, with a burgeoning garden and picket fence to keep the pests out.  Despite it being after midnight there is a young man in a rocking chair On the porch.  Mathew the Healer invites us in for tea.&lt;br /&gt;
&lt;br /&gt;
We take the opportunity to clean up a bit from the fight, and Mathew reads our tea leaves.  He says that we need to do the ritual on Michael before dawn.  He gives us Healing Stones and sends us on our way.&lt;br /&gt;
&lt;br /&gt;
To reach the 5th floor of the Black Tower we need to drown in the Green Waters.  We summon Bellow for a lift.  He detours to the Air Place of Power to restore Viola&#039;s aspect to air, then lands us on a wide meadow of verdant green grass, with a small dark hole in the middle.&lt;br /&gt;
&lt;br /&gt;
The hole opens into an underground chamber filled with water to about 3 feet below the grass.  We cast some light on ourselves and do a bit of diving to collect Green Waters.&lt;br /&gt;
&lt;br /&gt;
==Drowning Our Way to the End==&lt;br /&gt;
One by one each of us is lowered on a rope to drown in the water and remaining folk haul the body back up.  Viola can&#039;t drown and Kitty and Purr don&#039;t need to come with us; so they stay on the meadow to watch our bodies.&lt;br /&gt;
&lt;br /&gt;
We come around in a poorly lit room.  It is very full of 2 doz assorted people including Michael and his Michaeline friends, the Kings Rapiers, three crystal protectors, a group of Ereleine, a group of elves.&lt;br /&gt;
&lt;br /&gt;
We pass out gifts: the tricorn hats to the Kings Rapiers, and small bags of diamond dust to the others.  They all whisper a wish upon their gift, so immediately some of our group swap handfuls of diamond dust with each other to wish.&lt;br /&gt;
&lt;br /&gt;
We squidge folk up so Erzabet has room for her ritual.  This is completely successful, and after pleasantries folk leave by various archways.&lt;br /&gt;
&lt;br /&gt;
We delay so we can harvest some Black Tower 5th floor moss, and the Crystal Protectors give us some Black Tower roots to save us a journey outside.&lt;br /&gt;
&lt;br /&gt;
Viola revives us using Mathew&#039;s Healing Stones and we are back by the Green Waters.&lt;br /&gt;
&lt;br /&gt;
We go back to Amber village and sleep the day away to have energy for the party that evening.  The villagers gossip and relax, and the Kings Rapiers lead the dancing.&lt;br /&gt;
&lt;br /&gt;
Over the next few days we visit the Standing Stones and harvest Time Moss but we are not able to visit the Red Swamp as the fey king still isn&#039;t talking to Erzabet.&lt;br /&gt;
&lt;br /&gt;
We also visit the Wise Owl, so those who haven&#039;t asked him questions can talk to him.  Here is a &#039;way&#039; to reach the Wise Owl.&lt;br /&gt;
&lt;br /&gt;
Q. How can Roxanne be helped to trust other people and accept help?&lt;br /&gt;
A. She should consume dust of despair and bath in the blood of Erzabet.&lt;br /&gt;
&lt;br /&gt;
Q. How can Angela be freed from Hell without trapping anyone else.&lt;br /&gt;
A. You should employ Keisha to help you in the presence of Kitty and Purr.  Travel through the four doorways to the demon of power and steal her.&lt;br /&gt;
&lt;br /&gt;
Wise Owl strongly suggests Shoka should ask a question and we ask Clementine if she can clarify what question.  There is some discussion that Shoka has changed form in the past, but Skoka is happy as he is.  Eventually Wise Owl spouts a complicated sentence that sounds like an answer to someone else&#039;s question.&lt;br /&gt;
&lt;br /&gt;
We head home with full packs, and I&#039;m thinking the story could be called The Case of the Revolving Aspects&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Terryintransit</name></author>
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