Scarn 16 After

Deep in the Lab, part one
Janella's Pennance Report

We gaze out into the mist. “Looks misty”… thanks Ron
We are behind a 3ft stone wall with mist beyond. We immediately get down to what we’re good at:
Gwynn checks for traps, Serp casts resist cold, Gwynn casts know direction, Serp detects magic, its all over the place. Stones jambs the door open with one of his knives.

All 5 of us are tied together with Stones’ rope of many knots. The mist feels thick, like water. 3 feet high and forces us to walk at 1/2 speed. The path feels like stone, although we cant see it at all.

As we leave the platform, the door closes and the knife snaps. The door disappears.

Detect magic – we are in a tunnel of magic, but it feels like we are very exposed. We start to hear voices of to the sides. First one, right, in Ancient Charduni, “they’re here” second to left in Common.

Gwynn throws a giblet that just disappears.

To the right, a face in the mist, incorporeal. FEAR Janella and RT OK, Stones and Gwynn re-roll success, Serp re-roll fail. The fear is palpable. RT starts an inspire courage oratory and then throws his hammer for 15, which seemed to piss the face off a bit.

Jan lights up her hands and hits for 8, Gwynn slashes with Reaver for 5 and Stones fires a masterwork arrow for maybe 6.

Face 1 turns and meets gaze of Janella who takes 18 damage. (it feels like it can hurt just by looking at you) Serp re-rolls vs Fear due to RT’s rousing song and makes it.

Stones Critical hit for 3 with bow and Janella uses Fire Breath to hit for 21. The being recedes into the mist with a scream just out of audible range. Jan fires her remaining breaths blindly into the abyss to the left.

All is quiet for a moment and we see a blue glow in the mist to the distant South.

We hear a whisper from the left “You don’t want to leave me”

The blue glow looks less like a blob and more like a pole. Ron touches it and screams like scolded child. You soiled my armor. Pole is cold. (4.37C)

Face 2 shows itself again and Jan and Stones (even with a hero point) fail with 7 and 4. Jan bails and shad drops bow and tries to bail into the shadows.

RT throws the hammer for 17. Face2 attacks Gwynn without success. Gwynn replies with KR and hits for 4. Serp joins with a mighty swing of her axe and hits.

Janella is gone down the hole like a rabbit. Stones heads down the pole. Gwynn makes reflex, but fails strength and is dragged down the hole. Serp fails reflex and strength and also goes down the hole.

RT “Tuck My Hammer” and jumps. Gwynn quoffs a po of bull strength and holds on.

Those coherent, hear a frustrated wail from Face2

Serp is in free-fall and attempts a reflex save but continues in free fall. Gwynn tries to hold on, but his grip fails when people start reaching the end of the rope.

The crew reaches the bottom. Jan 1d6 and all else 5d6 damage.
Vipet takes 3. “What the fuck with all the falling?”

Gwynn puts away lens and grapples with Stones.
Jan still panicked, runs west to a junction.
Tellius throws a hypnosis at Jan and stops her.
Stones tries to get away from Gwynn and succeeds
Serp looks for something to hit.

We take a small breather. The above foe was a (stronger than) Ghost Wraith. Can take Health and Strength permanently.

Gwynn borrows Jan’s bat cloak and an invisibility potion and turns into a bat and heads up to search for our dropped bows. He returns after 6 minutes with both bows and returns the cloak.

Here endeth Part 1. LF continues logging.

Could this be the labyrinth we've heard so much about?

Wet and hangy with lots of greenery.

Well it seems like we’ve just met a Clay Golem. I really had no idea they were so big and clayey.

Janella starts the battle with a fireball. Gwynn brings forth some fog, but not before the Golem spys him and hits for 20. Ouch. Stones, in a near perfect Tellius imitation, runs up the vines on the wall out of harms way. Serp tries a fancy rope trick she saw in a rodeo one time to no avail.

We hear the high pitched, frightened voice of Tellius from beyond a door at the far end of the room.

Serp tries a swipe at the Golem, again to no avail. Stones tries to take Janella into Shadowland, but can’t seem to make it work, but valiantly leaves her behind. Janella casts “reverse gravity” on the Golem to great effect and watches as it crashes into the ceiling.

Gwynn asks the party if he should keep the mist, then does what he wants anyway, which is keep the mist in place. Janella grabs hold to the wee man so they don’t get separated. Stones is able to whisper a message to Jan and Gwynn from the shadows about Tellius being just ahead. Not that we needed it, we can hear RT shouting warnings about a Golem. No shit Ron!

God’s Balls, I second Golem! OK Thanks for the warning Ron. The Second Golem charges at Serp who is able to escape. The First one comes crashing back to the ground. I think Janella underutilised that spell.

Tellius opens a door at the far end and everyone heads for it. Golem#2 hits Serp for 20 as she retreats.

Everyone makes it through the Door and we bar it to further incursions. RT casts Ghost sounds to distract the Golems. Stones returns from the shadows.

We explore the level, but soon realise that we’re tired and set a watch and catch some zzz’s. There are reports of some noises upstairs, but we do not investigate too far. We need the rest.

Upon waking, Janella graciously offers RT her Dwarven belt and he gains mad skills with the throwing hammer. RT finds a room to practice. We identify Stones’ dagger as super ancient and Draconic.

We continue our explorations and head upstairs to find 2 sets of 6 skeletons. We are contemplating battle when a “voice from everywhere” stops us in our tracks. We negotiate magic items in exchange for safe (safer) passage. Janella loses her Staff of ? and her pearl of power.
We go downstairs, multi floors
through doors guarded by giant dwarves, undead.


This is the start of the labyrinth?

We see illuminated mist beyond.

Chest grab
Hey! It's magic!

DMC writeup for May 27, 2015 – Post-medusa looting & wanderings (only 5 months since last play!!)

Still can’t believe we all fell for that meduso’s schtick… Mind you, there were a ton of statues of others in that room who had apparently fallen for it, too, and many of them looked like pretty smart folk. Mind you again, they all currently have rocks for brains, so how smart could they really have been…

Well, we made short work of the trapped double doors at the back end of the chamber and entered the clean & tidy trophy room of the dude with the snaken perm. Now this deserves a photo! (whatever that is). A dozen fine suits of scalemail, spears, and shields adorned with Charduni runes stand propped around the room like we’d just walked into the Charduni section of the Louvre (whatever that is) with a chest at the end just begging to be pilfered. But we know better than to just start flipping switches. We just send in Shadowspawn! He may wince with strain loading forkfuls of salad to his lips, but that boy can find a trap! Yep, the pad on which the chest sits is just weighting to blow us to smithereens. Janella and Gwynn park on Shad’s shoulders and whisper confounding and conflicting advice, weaving strands of doubt and bullshit into willknots of confusion as the shadowy rogue attempts to jam a spanner into the works. In spite of it all, he holds steady on his second go and puts the chest test to rest with zest.

Step one completed, we all lean in again as Shadowstones slides his masterwork tool into the slot and does some wiggling. All hold their breath as he runs thru locksmithing theory in his mind, “Okay, it looks like a Peterson Mark IV latch with a 12-tumbler… , Noooo! it’s got a “12-proud-2-shy” 14-tumbler codswipe mechanism… ooooh, that’s cunning! … Gonna have to do the double-round t-clicker left entry to the keyhole with the Kronenburg whippet and a top-down tapskip… now just a weeee butterfly fart with the Macklemore depressor… titan’s testes but those Charduni knew how to craft a lock! Okay… easing it in now… keep it reeeeeaaaallll steady… stones of stone here….“
“Hey guys, I have a key from that meduso, you know.”
Thanks Gwynn.

Insert, turn, click. We pop the cap and find it to be a chesty version of a bag of holding! Tellius turns the velvet liner into an outy and its contents spill onto the floor of the room. Oh, but it’s a fine pile! The Ronn puts his spellcraft skills to the test identifying the loot, getting a helping hand from Jan’s wand of identifying when he hits his own limits. He nudges and caresses, casts and taps, pinches and prods and most of the items spill their secrets. Bards seem to have a way of making that happen.

We find:
• a +1 winged shield – this could come in handy. Tellius snaps it up as the only shield-bearer of our lot.
• a +2 compound longbow of distance. Though Serpy is close, she can’t quite pull it back to full draw yet. She vows to bulk up enough to be able to pull this mother properly – then the world had better be ready!
• a +2 dwarven thrower warhammer. This one is special, and Tellius takes it for the nonce. He knows how to throw his voice but not so much hammers, but that’ll come with practice, too. Gwynn is eyeing it up, though, and is trying to assess whether this dwarven wrecking ball would complement his sneaky “cut and burn” image. The jury is still out.
• We grab the scrollcase and crack the seal like an Inuit hunter. Janella can’t believe the powerful arcane spells she finds on the scroll: teleport, mass reduce person, elemental body III, stoneshape, and reverse gravity.
• a pearl of power level 2 – spell storage for an arcane caster. [editor’s note: I wrote down that Tellius took it, but I seem to remember hearing that it went to Janella. Clarification required].
• a candle of truth, which Serpenthelm pockets.
• a container of dust of disappearance. Jan disappears it into her sachel.
• a very powerfully-magicked dagger first goes to Gwynn, but Shad is looking at it lustfully – probably because it looks almost liftable – and Gwynn throws him a bone in exchange for the next item on this list. It manages to resist Tellius’ best efforts at detection; it is perhaps an artifact.
• a blue metal ring of water breathing now on the person of wee Pipet
• a staff of unknown abilities – Janella takes that, too. She’s making out like a bandit here!
• Shad takes the unknown multi-hued potion – it’s transmutative in family and a trial sip might possibly have just turned Shadowspawn gay.
• Finally, an extremely-powerful magic rug resists identification. All we can figure out is that it’s some sort of transportational tool, but none of us are quite ready to throw ourselves blindly onto that magic carpet ride. It goes into the chest.
3 full sets of the armour/shield/spear combo go into the chest, too, along with the stone body of some short dude named Rube or something, and to quickly celebrate our haul and still-fleshy flesh, we all take swigs of Gwynn’s fine port; nothing puts a stamp of approval on good times like a bit o’ licquor. Gwynn borrows Shad’s new blade to etch each member’s name onto the wooden cups he procured in Cadar and repockets the drinking equipment.

Well, let’s get out of this room then. There’s clearly nothing more here. Couldn’t possibly be anything more. We looked with our eyes, so I’m sure this secret treasure room has nothing else to offer up.

Then something filtered thru the ether, an echo from the millenia of games and gamers past, floating breathily down the halls to whisper its RPG wisdom into the departing ear of the diminutive druid/rogue. Barely audible, the soul of the eternal Dungeon Crawler gasps… “checcckkkk fooooor seeeeecret doooooooorrrrssss”. The ghostly incantation just cracks through the door to the consciousness of one Tzar Lenz, deep in thought about whether he should use a regular lime or key lime in his next G&T. “Oh! Hey DMC, uh, I’m going to go back in there and check for secret doors. Uhhh… (roll) … Natch! +14… 34!”
DMC: “Yep, there’s a door at the back. I was wondering if any of you were going to think of that.”

Tzar Lenz goes with the real lime this time.
Duke Punshon leans in knowingly, “Quite different than the key limes, eh?”
Tzar: “Can’t really say – too many variables floating around: PJ’s fancy tonic, different gins, ….”
Duke: “Good point.”
The search for ultimate G&T knowledge goes on, saved from a fate of strongly-held unfounded conclusions by these logic-driven, highly-discerning seekers of the truth.

So, the secret door opens into a hall with a slightly sunken circular room at the end, separated by a line that says, “Do not cross” in Charduni. We immediately plan how to cross. There are also two giant clay statues in the circular area on either side of a glowing pillar of multihued light. Gwynn tosses a giblet over the line – nothing. He tosses another into the column – it momentarily shows a pastoral scene. Interesting. We are super certain that things are going to get ugly as soon as we set foot over that line, so we exhaust our other options, going back into the meduso room, rummaging through his bedroom (finding another key, which actually works on the entrance door to this complex that we couldn’t budge before). I guess we could leave the way we came in now. But seriously, what kind of adventures would we be if we obeyed a “Do not cross” line?

Back at the line. Echoes of a poem we recently rediscovered in our packs make us take this jump over the line very seriously:

Prophesy of the Chosen One.

Step through and despair,
for you are Chosen
and may not return.

Have your leap of faith.
Drain your resolve if not
the whole crimson of your life.

Rise above the hole in the
deepest of your depths
for the path will steal
even the most iron will
and leave you barren.

But when you pass this and
only Scarn’s elements remain
as you wish, it will be free.

The strange thing about poetry is you never know when it’s being literal, but lines like “step through and despair” and “have your leap of faith” seem too likely to be meaningful in this situation to be ignored. A plan is hatched: Tellius is to take the brave lead, disguised as Charduni and garbed in one of the splintmail suits, he quaffs Gwynn’s potion of jumping and vaults off the chest, over the line, and into the column, the clay statues animating too slowly to impede his progress. For the rest of us, the plan is for Jan to batcloak-up and fly Gwynn high into the column, creating a distraction for Shad and Serpy to use the ring of jumping and winged shield to cross the gap. Great plan! But you know how people like Shadowspawn are with plans…

Search for the Ruins (proper place)
Prince John Dictates again

Night is about to fall on Cadar. The Wujen learn that the Deity of the Town is Hedrade, a Lawful Neutral God, known as the Law giver.

That night, the group chooses to sleep 4 hours, just after Serpenthelm and Gwyn return to the tavern. The ranger has arranged to meet a contact, known as Dwindle, in the morning.
After a short rest of four hours, the group heads down to the square. There are a few people out on the roads and pathways. Janella flares up, likely casting her mage armor. The majority of the taverns are on the far side of the square, opposite where the Wujen are planning to explore.

Gwynn first goes on a minor engagement, by picking something up at a fine winehouse. A fair elvish maid serves Gwyn, and offers a fine port. Gwynn purchases the drink, a fine four year old vintage. It appears to be a fine wine from the west. “For when we have done something epic – fortified wine”, Gwynn states. He wraps it carefully, and stores it away.

As the group returns to the streets, they note that the night is overcast. The adventurers reach a tunnel entrance on the street, that Gwynn had earlier found. The grate covering the entrance is well maintained. IT opens easily, revealing a narrow descending staircase, making a 180 degree turn along the tunnel. The group initially argue over the order of the march, with brave Telius at the rear carrying the torch.

After about 30 feet, the tunnel levels out, with a cobblestone floor. All but Telius hears a click from above and behind. Ahead, some alcoves are seen, filled with some statues. The group steps into the side areas.

The adventurers then hear someone humming. The steps halt, after Serpenthelm calls out to the creature. The rest silently look on in horror, at such a breach of common dungeon etiquette. Serpenthelm, now emboldened by such brazen behavior, follows up with asking for directions in the underground.

A head pops around the corner. “What are you doing here?”

Serpenthelm continues her strategy of trying to engage the stranger. “Where is the party?” At this time, Ronn Tellius joins in. Acting curious, he introduces himself. The creature reveals himself to be a small dwarf, dirty and could be confused for a slave. He mentions that he is responsible for meals for the Artist Guardian. The Artist likes salted meat and cheese, and apparently makes statues. Serpenthelm asks further questions about the Artist Guardian. The small creature introduces himself as ‘Rue’, and fails to notice the rest of the party hiding in the tunnels.

Rue continues further into the tunnels, followed by Tellius and Serpenthelm, with the rest of the party hiding in the shadows.

The small creature leads the two brazen adventurers to a set of double wooden doors. Inside, a large chamber is dimly lit by magical light. Huge columns are in place, extending up to the 12 foot ceiling. Scattered around the chamber are various intricate columns with various statues. They include humans, dwarfs, and elves, some appearing as soldiers.
Jan, Gwynn and Shadowspawn are hiding outside the doors, as Gwynn listens through the open door.

Ru walks in approximately 4 to 5 pillars, and a tall humanoid approaches him. Ron Tellius and Serpenthelm follow the little creature. The tall being has its face and hands covered with bandages. He says, “What have you brought me, Rue?”

At this point, Tellius tries to engage with the mysterious individual. The Bard asks about an ancient temple. The disguised one states that he could help, but wants a fair trade, and wishes to be freed of a curse. He is allowed to live in the place, to be a guardian, but not by choice. He is forced to be here by the Charduni. He states it happened after he made an unflattering statue. He is held in place by runes, for approximately 40 years. Rue agrees. At this point, Janella enters the room, and asks the hidden beings’ name. The tall being does not answer.

He points out a large, central pillar that has a number of pictures and runes on it. Janella, Serpenthelm and Ronn Tellius examine the runes. The Bard, digging deep into his bardic knowledge, figures out three of the five runes. He deciphers the 1, 3 and 5th runes as “Ugly, Protect, and Anger”.

Gwynn and Shadowspawn enter at this point. Shadownspawn poorly attempts to connect with Rue, with an offer of food. Rue takes offence at this innocent gesture, stating that his job is to feed the Guardian.

Rue then reveals that he has 3 tattoo Runes on his back. Some of the runes are the same as on the pillar. With continued research, the group understand the symbol for wind; and start to realize that they could create a variant of one of the runes. These include porcelain, wind, and swim.

Janella and Gwynn start planning, and then Gwynn takes a nap. Janella, Serpenthelm and Tellius are taken to a wall covered by runes some distance away by Rue. The group of magic users study and copy the runes, for about 4 hours. In the meantime, Gwynn sleeps, trusting Shadowspawn to keep watch.

After the magic users return, and Gwynn awakes refreshed, the group plans to modify a single rune, in an effort to free the bandaged being. The effort is known as a Rune Hack, in an effort to change the rune for Anchor to Wind.

The bard, with help by Serpenthelm, starts playing a singing portion of the ritual. Some metal is used with a portable chem lab to try to prepare magical ink, and Gwynn prepares a soften metal spell. There is adequate paint to attempt to alter the rune. Shadowspawn uses his finesse of fingers to alter the rune.

Once this is completed, an audible crack is heard, and a breeze eminates from the pillar. The party hear the covered creature exclaim “Free!! He will free us!!” He removes his bandages, and reveals himself as a medusa. The adventurures manage to avoid his direct gaze, except poor Rue. The little creature is turned to stone.

Combat is initiated, but the Wujen are at a hideous disadvantage, as they cannot gaze upon the vile creature. Janella attempts to cast flame breath, but misses. Tellius bravely walks behind it, drawing his sword and hiding behind his shield. Gwynn bounces past, and connects. Serpenthelm tries to strike at it’s shadow, but misses. Shadowspawn melts into the shadows, and gazes upon the visage of the creature. It’s living anke hair hisses, and writhes. The eyes are blood red, with no pupils. The evil that emanates from them would curdle the soul of any brave creature unlucky enough to be caught in its view. Shadowspawn realizes that he is in a unique position, to actually give aide with vision for his clan. He decides to head towards Janella, and whispers, “I’ll be your eyes”.

Ron does what he does best, not by actually engaging his sword arm, but rather begins singing. His ditty, “Getting Caught in Hedrade’s Basement” stirs the souls of the Wujen. Serpenthelm manages to grasp her mirror, and strikes the creature with a mighty blow. In one strike, she beheads the creature.

Shadowspawn leaves the shadows, slightly weaker, but throws a bag over the decapitated head. Tellius bravely loots the body, finding a silver chain and key, which Gwynn quickly graps. The group realizes that there is still one last dose of Rune Juice, and a shirt. Rue is still stone, and possibly picked up.

It is now approximately 6 in the morning, and the main double doors seem to be locked. The room is explored, and another set of doors are found. They are covered with runes that are apparently “explosive”. After a second attempt, the doors are opened, reveals a neat and stacked group of various expensive items……

Cadar, jewel of the Empire
Dazing Scrolls, Magic Pikes, Shovels, and Rats

On the road to Cadar…

Battle! Terrible Furious Battle!

We rejoin the party as they are in the midst of a disagreement with a group of Rangers from the Prince’s northern armies. They apparently don’t take kindly to groups of murderous border jumpers running through their forests and shooting arrows at them. But hey, at least THEY swung first. Let it not be said the Venerable Ronn Tellius ever revised his histories.

The bitter melee is intense, one of the rangers is fleeing, and Sam is going on the offence and swooping in harassing the ranger. Janella shares Sam’s concern and with a flourish of her bat-cloak, takes flight after the fleeing ranger. Sam continues her pursuit and Janella quickly overtakes and swoops in for a charge. The ranger, however, side steps at the last minute and avoids the swooping charge. Janella, ever graceful still manages to stick the landing, rolling in front of the fleeing ranger.

Meanwhile the battle between the other ranger and the party comes to a close as the remaining ranger sees the error in his ways and surrenders to the Wu’jen. Shadowspawn and Serpenthelm run off to give chase to the other fleeing ranger. Serpenthelm launches magnificent looking long shots at the fleeing ranger.
[Author’s note, at this point the brave and wise Ronn Tellius was busy ignoring the merchant Gladys’ orders to slay the captive ranger, and so did not record the conclusion of the chase with the other ranger. Knowing Janella and Serpenthelm, it was suitably bloody and fiery.]

The group decides now is not the time to hang out and wait for more of the rangers. The team resumes their course towards Cadar to the south. Janella activates her cloak’s bat-form and takes off, scouting for any approaching reinforcements. After quite some time, Janella will insist she was being thorough, the author however, has reason to believe her delay was due being lost in a dark forest and an unfamiliarity with echo-location.

As we travel down the trail, Serpenthelm covers some of our tracks, hopefully making our trail harder to track for any of the Prince’s forces pursuing from the north.
After several hours of travel, the party figures they must have made their way far enough south to be across the border into the southern Empire. The group finds the main trail, which, leading south eventually takes them to a great walled city in the distance.

Dave stops about 1.5km from the wall. Gladys informs the party that Dave will be waiting with the prisoner while the business is conducted within the city. The guards at the city gate prove to be refreshingly friendly, apparently they have not received as much merchant traffic of late. Most likely due to the borders with the princedom being closed, apparently unbeknownst to the Imperial forces.

The guard tells the group his commander’s name is Capt. O’Meilly, who will still be sleeping off a hangover, as it is only 6 AM or so.

Gladys is anxious to get inside and doesn’t seem particularly appreciative that the party is making these overt inquiries as to the commander’s identity and that the party is considering telling the local forces about the increased presence at the border.

Once inside, Gladys reinforces his stance, by telling the group that the reason he doesn’t want them to know about the Prince’s aggression is that it may spark the Emperor into launching an invasion which would only result in the deaths of many citizens of Antwala and the princedom, including Gladys’ family.

Gladys leads the party to a grand indoor market. The party experiences some major culture shock, as this is the most cleaned up and impressive market they’ve laid eyes on. Everything in the northern princedom is as of yet still destroyed and beyond comparison to the sight before them in Cadar.

Gwynn starts making inquiries as to the locations of any temples in Cadar. This is, as the reader may recall, the city housing the temple where we will find the wondrous sphere that will save Shadowspawn, while potentially dooming everyone else by giving more power to the ruinous titan wench that granted him her ‘blessing’.

Janella finds a nice scroll merchant, who has plenty of nice loot that he’s found from underground temples, and underground resistance fighters from around the realm. Janella wisely shoos away the rest of the party, as Ronn Tellius’ aura of glory would only undermine her efforts to establish herself as the poor, road weary traveler in need of favourable pricing. Serpenthelm, not to be pushed around, and in an effort to gain the upper hand in the negotiations, casts Daze on the shopkeeper. As Janella looks on in abject horror, the shopkeeper sits down, clutching his head. The merchant turns hostile, demanding to know what happened to him. Janella manages to defuse the situation, using her womanly wiles, and the careful and time tested negotiation style of not casting hostile spells at the other party.

Janella buys an ancient scroll which may shed light on the runic magic the group has been studying from the tome acquired from the priestess in Urlisia. The rest of the party also buys several scrolls of various magical effects from the shopkeeper, who’s daze-induced headache seems to be mostly cured by the injection of gold into his coffers.

The group learns that today there will be a grand parade for the graduation of the latest class of battle mages from the college. The group retires to the Silver Serpent, a tavern the gate guard told them about. The plan is for the group to nap for a few hours as they’d been travelling all night, then wake up in time to see what all the fuss surrounding the graduation was all about.

Before retiring, Shadowspawn takes offence to some grand earth shattering comment that Ronn Tellius made in the bar, and takes a swing at him. Unfortunately for him the Enkili was feeling a bit cheeky, and guided his hand toward the glass of a nearby noble, spilling his drink and creating quite a situation. Shadowspawn talks his way out of it and buys the man a drink, apologizing quite profusely for the alcohol abuse.

The parade proves to be just as impressive as anything the party might have expected. Brightly flashing arrows, some travelling unnaturally far striking true on distant targets. Others travelling shorter ranges, but glowing with undoubtedly deadly magics. Soon after the parade commander calls for pikes, and forward steps broken lines of pike men and battle mages. But just as soon as the lines halt in front, they shimmer with power and the gaps in the lines fill with illusory pike men, though if one had not just seen them appear from nothing, they wouldn’t be able to identify them as illusions. Next a great wall of flame erupts in front of the line of pikes, sending waves of heat out to the gasping crowds.

The parade continues for some time with equally impressive displays continuing from the new graduates of the Magic College. At the end after the figurative caps have been tossed into the air, Janella finds one of the recent grads and starts asking him questions. It would seem that they draw their power from each other, somehow building their power based on the number of battle mages channeling the power. She makes a date to meet up with the new graduate later at the Silver Serpent.

Serpenthelm chats up a Charduni, asking about architecture, trying to gleam some information about where the temple they are seeking might be found. It turns out many of the grand old Charduni temples were dismantled After. There were several impressive temples in the Southern areas of the city.

The group revisits the scroll vendor, attempting to find a map of the old city. The merchant Philmoar does indeed have an old map of the city Before. Janella offers to copy the map for a lower up front price, as the merchant wants a small fortune for the relic.

It should be noted that somewhere around this point, Shadowspawn purchases himself a shovel. For excavating the temple. Ronn Tellius barely avoids the swinging shovel as he rolls on the proverbial floor laughing his ass off.

Serpenthelm visited a stable hand not long afterward to question about where the group might find an appropriate tunnel. Dwindle the stable hand tells her that there are underground tunnels everywhere.

Gwynn contacts the local rodents’ guild, and meets with their representatives, several rats. Gwynn inquires after the tunnels. The rats are full of useful information about where to access the tunnels. One leads him to an underground carriage house.

That is all for this chapter, will the party find the temple before Shadowspawn starts digging holes? Or before he explodes? Read on gentle reader, as the great and eloquent Ronn Tellius will reveal all as we continue this epic tale…

Just like crossing at Willow Creek
Anwalik by Marquis de Marcoux

It just so happens that the titan war, the enormously destructive demonstration of titan wickedness and evil occurred mostly in the northern lands of Venir. While the northern lands are so badly ruined as to be unrecognizable, the south is still beautiful, productive and even pastoral in character. Few Wu’jen hang out in the south. They have difficulty with words like pastoral. Southern Venir is where one might find cities who form their own government and who are run independently from the emperor’s will. The emperor’s power and influence isn’t what it was. Venir was a large united kingdom until the Charduni dwarves took over and enslaved most of the populace. If anything good can be said of the titan war, it would be that its occurrence smothered most traces of Charduni power.
Emperor Denzen, of true royal lineage now rules the south…sort of. When the self declared prince Alphonse of the north came calling, the emperor chose not to do battle. Perhaps Denzen was afraid to engage the prince for return of the northern lands? Perhaps the emperor knew something of the magical weapons forged with white powder? Perhaps he is not emperor material. A so-called recent truce saw the emperor and the prince divvy up the lands. The prince has not wanted to engage the emperor’s powerful battle mages and indeed seemed more intent on the northern territory…until now perhaps. The consequence of the divided lands sixteen years after the titan war is minimal trade between the north and the south, especially when the prince’s men patrol the border…like now!

On our way to the south to look for the orb and the old temple, we investigate the border town of ANWALIK. We decide to check out the most unpleasant bar in town. Here Ronn decides to spin a yarn or two in the hopes of gaining the confidence of the local drunks and picking up some good tips about the area. None of this would have been possible without the hypnotic humming and fluting of Serpenthelm and Gwinn. Shadowspawn meanwhile is keeping an eye out for anyone who looks scary. He finds however that everyone looks scary and in fact some look really, really scary. A small roguish man approaches Shadowspawn and Jannella and nonchalantly starts questioning their/our modus operandi. The rogue informs Shad and Jann that despite the fact that the prince doesn’t want anyone trading with the south, some take the risk. The rogue tells them of a warehouse at the end of town where merchants are hiring scouts. The warehouse opens at sundown. There is valuable cargo waiting to be shipped to the south and nothing has crossed the border since the prince’s 800 soldiers arrived 3 days ago. This order to not trade is tough on business.

Ronn makes a few coins for his troubles at the bar and throws Gwinn and me a crumb of his crumb for our fine performance. We will die of thirst at this rate.

Later in the evening, Clip clop takes us to the warehouse. Gwinn and Shad climb to the roof and keep watch while the rest of us head for the front door. Security is tight and the bouncers insist we check our weapons in a locker before going in. The warehouse is by far the nicest place we have seen in this flea bitten town. The smell of money and ale is in the air and there are a few tables set up with a bar. There are many merchants around and quite a few Wu’jen as well. People are milling around and the atmosphere is serious in a festive kind of way. Merchants want to move their wares and they are willing to pay for the risk it will take to move their cargo across the border. Someone approaches us and suggests we talk to Gladys, so we do. Gladys wants to hire a crew to move some smallish items, the likes of which can be carried in a backpack. He (yes Gladys is a he!) wants his valuables taken across to the first town on the other side called CADAR. We barter with him and agree on 27GP/each. We sign on the doted line and so does Gladys.

Leaving the warehouse, we retrieve our weapons from the locker and gear from the inn. Returning to rendezvous once more with Gladys, he introduces us to his cargo (masterworks silver-high quality stuff),
and his associate Silent Dave. SILENT DAVE is a big beefy guy, well armed with finely crafted and deadly looking weapons. Nice scimitar Dave. Together, we sneak over the perimeter wall and start our journey to Cadar.

The prince has men roaming around the lands whose job it is to find smugglers like us stupid enough to think we will succeed where no one else has. Not far from ANWALIK, Gladys falls into a trap pit and swears discreetly, loud enough to catch the attention of every creature within a 5-mile radius. The prince’s men head our way. Despite our desire for silence and caution, and contrary to everyone’s opinion, Jann elects to try to split their party up by sending lights into the sky away from us. Begrudgingly Serp and Gwinn mutter “good idea”.

We charge the approaching soldiers because I happened to say “let me at em”!!! …and… everyone took me seriously??!!!. We all take aim at the big boss but he is as tough as he is big! Enormous actually! Jann is hurt which pisses her off enough to take out her claws. She rakes her claws across the boss’s flesh but it’s just a scratch. Gwinn rings his axe off the boss’s kneecap and Jann’s burning hands singe his whiskers. Vipette manages to get a deadly fang into his thigh and Sam, the wanna be eagle, dishes out the coup de grace to the boss with a bite and claw to the face!!!

Gwinn wards off the effect of a spell and then hits one of the boss’s men. Silent Dave is no help when his mighty simitar swing only manages to separate a molecule of oxygen! Suddenly we notice that one of the guards has a snake and Vipette goes berserk and attacks the other snake! Distracted by the reptilian battle, Jann is clobbered and thrown into a tree.
Ronn gets in an awesome hit on one of the soldiers! ARGH!! I keep missing!!! I think I’ll make some tea. Gladys attacks and badly wounds another soldier. One guard takes a moment to blow a horn. After his second blast the coward runs away. Unfortunately, we hear an answering blare. Two dead at our hands and we have the remaining guard and his animal snake companion surrounded.

Tea is ready!

Oh that Gwynn...
Escape! Bloodshed! Clip-Clop!

It would seem Gwynn had quite the night. After hearins some rumours about changes in the leadership of the black slippers, Gwynn went out to visit our mutual friend Chang’E’sok. I guess under the new leadership, things weren’t going to smoothly for the upstanding citizen members of the black slippers.
A wizard was with Chang before Gwynn got there, and according to Chang, he apparnently runs all things magical. He imports stong battle mages from the south, where this wizard also hails from .
Gwynn decided to spill to Chang about the anit-magic powder. Chang didn’t have much to offer up about the stuff. Gwynn got the scoop about a recently abandoned alchemist’s shop though, and decided to go check it out. While there he managed to acquire a quantity of a substance that was downright unhealthy. It causes unconsciousness when ingested.
Having heard all this over breakfast at the Angry Dward, the party decides that it is time to hit the road. The party splits up, ever a good idea! Ronn and Shad head out to secure some horses and a cart, with the intention of meeting up with the others at the Charduni temple, where they are headed to exchange some information with the priestess there.
Ronn and Shad encounter some guards shaking down some citizens, using the awesome power of gold, Ronn finds out that the guards are looking for some thief halfling, for the murder of a prominent alchemist in town. This sounds in no way familiar to Ronn.
Shad slaps some sense into him, and they decide to head straight to the temple, hoping to find Gwynn and the gang to warn him about the heat on his trail.
Ronn and Shad arrive at the temple, apparently before the rest of the party made it there.
A little bit later, the gang shows up, with Serpenthelm giddily wiping the blood off of her battle-axe. I guess they didn’t have quite as easy a time slipping past the guards as the Brave and Nimble Ronn Tellius and his mostly competent sidekick Shadowspawn.
Anyway, after hearing about the extra trouble we’ve found, Ronn and Shad go again to get a cart, and return to the temple with one in short order. The team loads Gwynn into a burlap sack (sort of) and we throw him in the back, and head towards one of the side gates out of the city.
We get a bit of grief at the gate, but with a little bardic magic, we convince the guards that the cart is full of rats infected with the Black Lube, and they want nothing to do with checking on the contents back there.
With that, the team, with their beast of burden Clip-Clop, set off down the road towards more adventure.
Ronn, Janella and Serpenthelm spend the journey studying the Runic tome. They manage to make some amount of progress, though the scholarship largely goes over their heads.
The team sets up camp once the sun starts to go down. The night passes. The next day, the team sets off again, with our newfound scholars back to work on the tome.
Before too long, the team encounters some Charduni, who had taken down one of the Prince’s caravans.
The team splits up, with our sneakier bunch heading out in to the bushes. Leaving Ronn alone to bravely face the Charduni up ahead. Ronn magically disguises himself as Cuthred, the Charduni wizard he had impersonated at Crystal falls earlier in their adventures.
With some smooth talking and thinly veiled panic, Ronn manages to prevent the Charduni from bringing their dangerous magical swords in too close, which would threaten the glamour that was concealing him from their prying Dwarf eyes.
It turns out these are Charduni loyalists, who are conducting an underground military effort against the Prince’s forces. The captain of the group promises that they are ‘everywhere’ and that the prince doesn’t stand a chance.
Slightly off-put by the comments of the captain, Ronn slaps the reins and him and Clip-Clop head off up the road, to meet up with the rest of the party, to find out just how close they had come to having Janella’s fireballs come raining down from the heavens. ..

The Hag and the Librarian

At precicely 8:13 in the evening, Gwynn, Janella and Tellius dig a deep hole and bury the red stone at the back of the cave and hide it as well as we can. If we didn’t know we’d just put it there, we wouldn’t be able to find it, and even from close up, Janella’s detect magic only shows a very faint glow.

Shadowspawn, who is pretty wiped out, gets to bed early and puts in a solid 8 hours before his watch at 4am. We can still hear the unnatural storm raging outside, a storm created by a Storm Hag (lieutenant in the titan spawn army) from titan blood and sustained by either pain from other creatures or more titan blood. We realise that it is beyond our ability to fight successfully. We can’t tell if the storm is moving or if it is stalled above us.

At about midnight, when the watch is changing from Serp to Gwynn, we hear a high pitched, haggish, powerful voice over the wind: “Wu’jen, I know you have it, you’d be wise to bring it to me.” We get the sense the Hag is bluffing.

By 9am the storm begins to abate and while we debate out next move, Serpenthelm does some healing. She seems to have an issue with her foot. We leave the cave, hiding the entrance and our tracks. We make note of the location so we can come back and retrieve the red stone if we need to. We estimate it to be about 120ft inside the cave and Janella gets no hint of it with a detect magic spell. We make like trees and leave.

We see and object/being in the distance and it turns out to be a dead slytherin, upside down on a stake, tortured. It had been flayed systematically by someone/something that knew what it was doing to extract maximum agony. We suspect the Storm Hag.

By 1400 we approach Ft Jamal. Serpenthelm won’t stop complaining about her foot, so we pause. While Janella checks out the fort with her spyglass, spotting the Prince’s army inside, the rest of the party tries to fix the foot. We try to purify it, no joy. We try Blood-berry wine; it makes Serp feel better, soothed. It has been 24 hours since she stepped into the Titan’s blood and there is a small sore forming. We try the helmet, to no appreciable effect.

We continue past Ft Jamal on the road and have no encounters. At 1800 we decide to make camp. Gwynn casts guidance and Tellius sings over Serps foot, to no effect. The sore is, very slowly, getting bigger. We set a watch, but nothing happens overnight.

In the morning, Gwynn spends some time looking for plants to no avail. We continue along the road to Junction and after being hailed with “Dirty Wu’jen” we are allowed past the gate. Our first stop is Smythia, who still has a nasty cough, but is almost finished her contract. We ask about a healer, and she directs us to a Temple of Madriel, a human god, in the vicinity. We head to the tiny temple and are greeted by a 50yr old priestess who seems spy and genuine. She immediately goes to work.
-herbs for pain
-heats up tools
-cuts out abscess
-“something magic can’t help you with”
-“blood of devourer”
-would have eventually eaten foot, leg, etc
-GAURAK the devourer
-you will be OK. “Don’t fuck with Titan’s blood”

The priestess informs us that the military was through yesterday on their way to Ft Jamal with many Clerics and Paladins. A week ago, Furbelow was overrun which resulted in lots of refugees and lots of healings.

We make a big donation to Madreil.

At 1430, we find a cart heading for Urlisia, and drop 5 silver for passage. An hour later, we are on our way (accompanied by stoic soldiers, a few small groups and some families) on 3 carts being pulled by 2 horses each. We check Serp’s foot along the way and it seems to be doing fine.

Ah Urlisia, is there any place so sweet? Actually, yes.

Guards accost Tellius and Shadowspawn at the gate, and seem about to refuse entry, but Tellius charms them with wit and hints of great stories to be told. Tellius slips the guard a GP for his troubles. We are recognised by many people as we walk the torch lit streets towards the Angry Dwarf. Here, our group splits with Tellius, Serpenthelm and Gwynn heading inside to regale the punters with hours long tales of Dragon vs. Drake while Shadowspawn and Janella seek out Hagrin for information.
-“prince building an army”
-“getting ready for war”
-“South vs. North”
-“North is where we should be going”
Shadowspawn tells of our exploits including observations regarding the white powder.
-“makes so much sense, they are going after lands in the South, so must go with anti-magic”
Is the Prince in his right mind?
-“Seems to be the same, ambitious”

Jan and Shad then head for the fences on the outskirts of town to try and unsuccessfully sell the previously cultivated proboscis and skin.

Meanwhile, Gwynn drops from the rafters of the Angry Dwarf and slips outside to visit his buddy Chung-gay-sock. Initially, his path to the hideout is blocked by guards, but after flashing the “3 fingers in the shoe” sign, he is allowed past. Chungaysok greets Gwynn with “Come into my palace” which is just a small room, and sends the guard away. Gwynn informs that he has magical gear to unload and items to acquire.

At this point, in my notes, I have written, unremembered: “the chronicler would like it known that he has been poisoned by alcohol”

Gwynn offers the helm with the pictures of ships to Chung for inspection. A wizard is brought in to check it. Chung offers: “Can trade for this” and displays an old Charduni magical axe with runes etched on the head. The trade takes place. (+1 axe plus Keen)

We all sleep uneventfully in the tavern on feather beds. Urlisia is pretty sweet.

The next day, Tellius offers his +2 sword in exchange for Rapiers to Gywnn’s fence. That exchange completed, we head to the Charduni temple where we are greeted by a ½ Ork Monk who leads us down to the library. We show Tathal, the librarian, the book.
-“I didn’t think you would make it”
Tell us where the orb is and everything you know about it.
-“Hidden in labyrinth below Charduni temple in Cader, 5 days by road”
How do we prepare ourselves?
-“Poem of the Rust of the Destroyer” – Buehler to provide text

-“common Charduni guards”
-“gem of dragons”
-“identify/find magic”

Serpenthelm trades “book of enlightenment” for bracers of archery, greater and IOUN stone (dusty rose) +1AC

-“Ron is my favourite Tellius”

We ask about the white powder, and the librarian says she will research it.
What are ‘common Charduni guards’?
-“Charduni are enslavers. Many creatures have been enslaved. Announce yourself to the guardian and face trials.”

Gem of dragons?
-“rumoured. Gem was a great project”

-Charduni rune blood
-Charduni fortification book
-Map of Cador

We also get a wand of dispel magic with 5 charges which Janella carries.
We discussed enslaved Charduni in tower base: “rapid death, don’t know they are dead. Will only die once their quest is completed”

Rune of Underworld in Shadowspawn’s chest. Runic Magic.

Janella trades her Staff of Fireshield for a Wand of Identify with 13 charges.

There are two notes for which I have no recollection:
Learn 0,3
Tellius sword +2


That is all. May the gods have mercy upon my liver.

The Scorpion, the Storm and the Cave Dweller

The Chronicles of Tellius
Book II
Part I – Battle for the Ridge

We rejoin our hero, Ronn Tellius, as he valiantly coordinates his party into an effective ambush of the oncoming Slitherin. One of the dastardly scorpion riders had planted himself on a hill on the opposite side of the valley, preparing to coordinate with his Muridaen comrades approaching along the ridge. Janella unleashes her fiery manor towards the mounted Rat, the smell of singed fur unmistakeable on the slight breeze. Shadowspawn wastes no time and starts loosing arrows towards the approaching beasts. Using the commotion and arrow fire as cover, Gwynn slithers up the hill, much like his companion might, while Ronn, carefully cranks his mighty crossbow; waiting for the perfect shot to break this battle wide open.
“Do you remember the brave story of the Knights of Venir holding Trontooth Pass against Gaurak’s horde?”, yells the brave Ronn tellius, immediately before breaking into a rousing war chant; the likes of which had not been heard since the Titans were cleaving valleys such as this into the scenery. Vipette doesn’t seem impressed by this display, and slithers off towards the slitherin approaching on the valley floor.
As the rats approach, Shadowspawn looses again, his arrow striking true, leeching deadly poison into the wound and making the beast’s sword look a little heavier.
From behind the hill the sounds of squeaky chants can be heard, and the skies above seem to break into a dangerous looking cloud; an ominous rumbling warning us of forthcoming danger.
One of the Slitherin near the mounted, casting druid tries to fire his bow at us; thankfully Enkili was feeling playful today, and snapped the poor fool’s string, causing him to drop his weapon. As amusing as this turn of events was, there was trouble afoot as two of the beasts climbed the ridge continuing their approach. Another of the beasts spots Vipette, and begins slashing at the grass around him trying to catch the diminutive reptile unawares. The battle at the top of the ridge intensifies as Gwynn slays another Slitherin, presumably his bond with Vipette fuelling his fighting spirit. During all this commotion, the crank on our Hero’s crossbow finally reaches the final notch, the trigger snapping into position in front of the string with a satisfying ‘click’.
Ronn takes aim, remembering the heroics that Vipette demonstrated against the Hill Giant, and the comforting moments spent in close quarters as Gwynn had flown him to safety out of the Titanspawn camp. The release is smooth, and the bolt flies true, and lands just in time for the climax of the third verse of “Trontooth Pass”; the crack of the bolt striking the Slitherin would have to make up for the lack of cymbal.
Serpenthelm, continues her onslaught unleashing arrow after arrow towards the Scorpion and its rider. Though some of her shots seem to be foiled by the crude magics of the druid riding the scorpion.
Lightning cracks, and out of nowhere a horrible swarm of rats emerges, trying to snuff out the torrent of tunage emerging from the brave, yet remarkably eloquent Ronn Tellius. As if this weren’t enough, some of the fell beasts were so intimidated by the song they threw vials of burning liquid down at the party, catching Ronn as he attempted to dodge a lightning bolt.
It would seem at this point Janella had had enough. She began chanting, bringing her thumbs together in front of her, fingers spread out wide, directed at the Slitherin on the ridge. With the last syllable, the enunciation making even Ronn blush, a cone of flame emerged, catching the Sliterin in its fiery inferno.
At this point in the melee, Gwynn goes for some out-of-the box thinking and tosses the dragon orb towards the valley floor.
Serpenthelm, inspired by the show of power Janella had just unleashed, apparently got hungry… Reaching into her pocket she pulled out a small piece of butter and began rubbing it between her palms. But before the rest of the party started drooling, a slopping of magical energy is released and the Slitherin riding the scorpion is covered in grease, making holding on to the saddle difficult. Sam swoops by as well, ready to throw his weight around and drop some bombs, or rocks, whichever is available, on the approaching rat-men.
Shadowspawn strikes true, and catches the newly greased druid with a solid arrow strike and he slips out of the saddle. Janella continues the fire show, and summons a sphere onto the scorpion.
Gwynn uses the commotion of the swarm of rats crawling all over Ronn, and sneaks around and slashes the throat of an unknowing Slitherin.
Shadowspawn, not ready to lose the orb just yet, dives down the hill, rolls dramatically, grabs the orb and poof, vanishes into the shadow realm.
Serpenthelm at this point is locked in bitter combat with the scorpion, and takes a claw attack.
The Slitherin that was trying to find Vipette in the grass, suddenly realised where the snake was, he was sinking his tiny, yet deadly fangs into his ankle, and felt his will to live draining fast.
Janella continues to drive the sphere of fire into the scorpion, the hissing of its burning carapace substituting for what surely would have been screams in any other creature.
Vipette continues his assault, and applies some venom to another of the Slitherin, while Serpenthelm raises her axe and brings it down into the hissing, burning scorpion, slashing through the carpapace, the Scorpion falling limp with one last twitch.
As the crushing crack of the scorpion’s carapace resonates through the valley, Ronn dazzles the rats before him and finds their tiny skulls with the tip of his rapier.
The last Slitherin finally realises the time for flight has come, but as he turns and runs, a pinching in his ankle reminds him he had been occupied with something already, but too late, as Vipette’s poison brings the monster down.
Victory! While the sweet smell of victory (burnt scorpion and rat hair, in this case) hung in the air, the party valiantly looted the corpses of the fallen foes. Some potions, a wand, some vials of oil, and a shiny magical gem.

PART II – An unexpected crisis, A cave, some tentacles.

At this point in our tale, the party decides to split up, as a crackling, unnatural storm begins to loom on the horizon. Gwynn and Janella will head back to the previous battle site, with the intention of finding some poison from the dead scorpion there.

“Go no further than 1km” Gwynn tells the remaining party members,

“500 metres”, Janella agrees.

“No, 750m” Gwynn retorts, “we’ll be back in no time”.

“Very well,” answers Ronn, “go no further than 2 km”, though at this point Gwynn and Janella were already on their way. Ronn, Serpy and Shad make their way down the trail, stopping every km or so, losing themselves in the excitement of amateur spelunkery and the imminent danger of the approaching storm. 5km later, “Look a cave!” Serpenthelm announces. Eminently proud of themselves the group heads into the cave. “Oh, but maybe we should leave a lookout for our companions…” someone notes, so the party decided to send the ranger out, who tried in vain to send a signal off to Sam who was still circling behind us looking for something to drop a rock on.
Some time later, as the storm is about to come crashing down, in to the cave saunter Gwynn and Janella, looking incredibly pleased to see the group, especially Ronn. [Chronicler’s note: Did I say pleased? Pissed would have been a better choice] “Took you long enough…” Ronn notes, bravely. Gwynn, overtaken by Ronn’s wit and charm, shows Ronn the business end of his blackjack, leaving Ronn seeing stars. It would seem the party had somewhat of a communication breakdown, 500 metres, 5000? Who can keep track of all these decimal places? Bardic knowledge only stretches so far, farthings are a much more civilised unit of measure…
Shad announces soon after that he’s received a message from the dark lady, in summary: Stop screwing around, find the orb, or I will f@&king make you explode.
Gwynn heads off ahead of the group to see how deep the cave is, as the unnatural storm outside precludes leaving that way any time soon. Shortly after this, Gwynn’s cries can be heard across the cave as he comes running back out from whence he came, apparently pursued by some horrid tentacled cave dweller, Gwynn lets fly with his crossbow, while Serpenthelm attempts to increase the lighting by shooting arrows into the cave walls to create sparks. Shad is the one to finally strike true and drop the horrible creature.
Janella dons the cloak of the bat, and flutters off to explore the cave, returning and announcing she’d found the back.
We leave our party here, tired, damp, still on the run, hiding out in a cave.

Survival of the fittest
Yea, that's us

Curtain rises:

The mighty Wu’jen warriors spread out on the killing field. The Shad, Serpinator, Gwinn Pipette, Ronn Tellius – yes that Ronn Tellius and Jannella, lookin mighty fine in that cloak, even showing a little leg now and then. Ronn, Jan and Serp focus on the scorpion-riding albino druid while Shad goes after the sniping archer-rat fink. Gwinn, thinking he has the same animal magnetism Ronn does, wants to befriend the scorpion. We slap him silly until he sees reason. Instead he creeps in closer to the sniper hoping to shoot him with a poison arrow. Shadowspawn throws a bag of caletrops at the feet of the scorpion hoping to impede its movements but Jann moving in on it still gets a painful “one on one” with ”the claw”. The druid riding above the scorpion is spellcasting, arms moving widely about. The sniper on the other hand has targeted Shadowspawn and scores a direct hit! Ronn recognizing our great peril inspires us with song while his discordant notes frighten our enemies.

A clamor is heard approaching in the distance-no friends of ours to be sure! Jann, in retaliation for her new scars, uses fire breath on the scorpion and sets its red carapace ablaze. The druid launches a counter spell and smacks her back with lightning! I shoot one of his spell casting arms. The sniper shoots Shad again and is in turn shot in the shoulder by one of Gwinn’s poison arrows. Shad’s life-blood is pouring all over the ground. Ronn Tellius, his song ended jumps into the fray and starts winding his crossbow. The singed scorpion badly distracted by its injuries, misses skewering Jannela with its deadly stinger. Sam, Serpenthelm’s mighty hawk, unerringly picks up a deadly pebble. She circles above, bidding her time to strike.

Jannela sends more fire breath into the face of the scorpion and druid who still manages to fire another bolt of lightning at Ronn. Staggering forward, Ronn stubbornly continues to wind his crossbow. From high above, Sam unerringly drops the pebble which rockets off the druid’s forehead! The druid barely notices the distraction! I manage to hit the druid’s other arm and then, Ronn puts an arrow through the druid’s brain. This time, he notices. Gwinn gulps back a vial of speed potion making him even quicker! Steaming mad he pulls out his hatchet and speeds towards the sniper. Shadowspawn gets there first and finishes the job courtesy of a dagger to the heart. Gwinn redirecting his anger at the scorpion manages to cut off one of its legs! Jann, while still cremating parts of the scorpion takes another hit from a claw. Finally the lobster want-a-be is boiled and done. We start thinking about lunch.

Great Titan! It’s never ending. Shadowspawn sees nine slitherin, including another druid riding scorpion coming in our general direction.

We run south trying to avert another fight. Along the way we lay false trails and keep an eye out for a more strategic fighting arena. Gwinn shares one of his deadly poison arrows with me. Despite our superior brains, good looks and stealth, the slitherin spot us and start squealing maniacally. Crap! Directed by the druid, the slitherin move to encircle us. That pesky druid soon finds himself hit with arrows courtesy of the Shad and Ronn and wearing one of Jannela’s burning spheres. I hit the nearest charging rat.

Curtain closes.


Gwinn has the Helmet = Has boat on an ocean etched on it, ability unknown
Gwinnn has the Red ruby stone – can capture a black dragon, the Fire drake (who is dead) wants it back)
Jannela has the Belt = Improves night vision and aids in reading ancient charduni
Jannela has the Cloak = offers protection – worth 26000 GP, improves night vision and can transform you into a bat. Adds + 2 on saving throws
Serp has the Tome of Enlightenment = Permanent increase of intelligence (1) after 6 days of study
Ronn has a trapped spellbook from the old Charduni
Ronn has a ring that allows you to jump many feet easily
Shad has the Tellery book or Charduni tome for the old librarian
Shad has a cloak which gives +2 on reflex saves and
2 on all saving throws


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