Last time Eomiaje the Bear was killed and then flown back to the Six Cities. He was reincarnated by the Druid near the Wood Elf village. He was reincarnated as a PIXIE.
It is currently the morning as the party is planning to return to Mombafra from the site of THE INSTITUTION OF EDUCATION AND UNDERSTANDING. The weather is clear.
To the north is Plains, to the north east is Plains with a pond 1.5 miles in diameter. To the south are some hills. There is a settlement built on the pond. It is a large village of 900 souls.
The north west and south west is a jagged rock wasteland. There are 3 dust storms on the horizon and herds of wild dogs in the distance. The village is on the far side of the pond.
They head north into the plains and to the north east they can see hills. Avoiding the settlement, they go north and then north west. They find more plains.
To the south west are roughlands which rise to hills and then rise up to mountains in the north. They head into the roughlands. In the south is more blasted land and to the south west is hills and north west is hills with a 3 mile diameter pond.
They head south west. The pond thins out to the south west and continues along from the north. To the south west and south are hills and a plain.
They head into the plains and end the night there. The weather remains clear and then there is an encounter at night.
They are surprised.
The weather is clear in the morning.
Kheskhor casts Invisibility on his horse and on himself. They head to the north west. They see more hills surrounding them. They continue southwest, north of the roughlands. They continue south west.
This reveals more hills to the north west and south west is a marshland. To the south is more marshland. The party continues north west. South west is hills, north west is scrubland and north is also scrubland.
They decide to end the day in the hills.
During the night, the weather is cloudy. No encounters.
They continue north west into the scrubland. North is hills and north west is hills, south west is roughland. The party continues south west into the rough land.
When they proceed through the center of the roughlands, there is a settlement to the west, kind of toward the south. There are not many buildings but there is a stone and wood palisade and there are no banners flying.
There are mountains to the north west and hills to the south west. They continue south into the badlands and then south west.
In the evening it is clear and no encounters all night.
They go south and then southwest as the weather is still clear.
To the north west is plains, south west is scrubland and north is roughlands. To the south west they can see hills, north west is more roughlands. They head into the hills, just north of Mount Cruelty. South west is medium forest.
To the north and north west are hills. To the south west is a continuation of the hills with a 2.5 mile diameter pond.
It is the end of the day and the party is not surprised.
In the hex north west of the pond, about 1 mile in is a small settlement, about the same size as the Thorpe they saw previously. It is in the hills which is why they did not see it previously.
Night goes by without incident.
The weather is cloudy.
They go into the pond hex and can see to the south, is a light forest and to the south west are mountains, though not as high as Mount Cruelty.
They are not surprised.
They see smoke rising from the light forest and see some buildings about a mile in, poking out of the trees.
They are in the hex with the Thorpe. They approach the palisade.
Risten and Josalyn approach and they check to see if his reputation precedes him. Josalyn also introduces herself. Risten gets a great reaction roll. The place is called WEAG and there are about 60 people here.
They are brought inside, it is a new settlement of Mombafra migrants. Some carry religious symbols of Lawful deities. They hunt the Fishmen in the pond and around the pond, performing rituals that release a nasty smell all around. This settlement profits by taking their treasure. It is risky but they have made some profit from killing off the Fishmen. There are over 200 Fishmen residing there.
Are they under the protection of the Crown Valley Brigage? No, they are not but it may solve their troubles. The CVB does not view Weag as worth their time. They have only been tarrif'd once but have not been asked since then.
They go south west. They are two hexes east of Hardin, the weather is clear.
The weather is still clear.
They head to Starling without incident!
They get to Mombafra.
Jacob heads from Wistari to Mombafra. Eomiaje joins him.
4/16 & 4/23 Thalen & Lucien Quest pt 1 & part 2:
7 PCs, 5 Henchmen
Tatrin buys one of the diamonds for 10,000 gp. Josalyn will buy the other diamond for 10,000 gp.
2323 gp for xp, henchmen is half 1161.5 xp.
Player Shares:
Josalyn will prepare Neutralize Poison as Lucien tests out the potion, id 312. He takes a sip and is overwhelmed with euphoria and positive energy.
Most everyone gets a +28 xp bonus.
Eomiaje hits level 3 Ranger and Level 4 Thief.
He will need a loan for 4,500 plus 6,000
This is the day we return to Mombafra and people split treasure, looking for trainer on the 8th and then training until Dead Moon the 16th.
We are headed to the badlands to the south west.
There are three Barbarian tribes. There are three main regions of badlands, the one we are going to is controlled by the Anakwa Tribe.
Maervahr casts Stoneskin, Invisibility and other spells like Phantom Armor.
We will depart from Mombafra and head far to the south west.
The weather is clear and it is the middle of spring now.
We have 12 movement points and we will get to Qarn on day 1.
Its starts raining hard and will halve our movement rate. We head to Criss Antha.
Lightning storm continues on Day 3. We head to Kawlny.
It is cloudy in the morning as we head out from Kawlny.
It moved quite rapidly toward the river mouth but they did not see if it went to Criss Antha. They were just fish, say the skeptical…
to the west.
We arrive in Palendo, south of Macetor. All that Litlee reported was that this was a hamlet of 50. The ruler of Palendo was previously called Elder Fissad. However, we learn that there is some tone of disgust around him. He disappeared 2 months ago as a Halfling called Serkisa came down from Kam's Castle and was made Viceroy of Palendo.
The elder disappeared 2 months ago and she was made the Viceroy, suspiciously. She has not been ruling at all and has not been seen. Though she demands huge amounts of wine. Multiple people tell us that noises come from other places in the room. The locals say that they could send a rider to Macetor but a war would cause them problems for the Caravans. The people in their 40s and older remember old conflicts. The Palandese are pacifists seeking favorable trade. They are paying a tithe to the Halfling. She moved into the Manor House, a 2 story building elevated on a hill with 10 rooms.
We continue to Wigwamp.
We pass through Dagob, we pass through the castle of the Domain of Aoul. His banner flies off proudly in the distant, Blue and Steel colors. His castle is large and quite fortified. There are buildings constructed on the outskirts, creating a small city state.
In Dagob, Jacob asks about a Thorpe 10 miles to the south west and it is called Agnik. The Shell Keep has been abandoned except for Goblins but Aoul keeps it clear. The people try not to criticize the leadership and are very careful with their words, but the place seems to be well off. There are Few people in poverty, even compared to Mombafra. Nobody criticizes anyone. 60% of the time, they are not even locals.
This region is mostly Akatu tribe but they dont have any settlements within 30 miles of the Domain of Aoul. The Druids restrict them from this region. Lygan will ask around about finding a poison antidote from the Barbarian Tribes. Aoul and the Druids have prevented the Barbarians from taking lands here. The Barbarians will trade with locals in Dagob periodically but will need to pay a hefty sum of gold.
The Forbidden Witch Land is a wasteland that serves 5 known Witches. All who go here are killed and is forbidden.
Maervahr checks the hexes to the north east, south east and south. There are mountains to the north east, scrub to the south east and hills to the south and we see a pond located in the south, 4 miles across and taking up the whole hex. The scrubland has a Village.
During the night. no encounters.
We can get to Wigwamp on 5 movement points. We can force march to get all the way to Sheppen.
We arrive safely to Sheppen.
Along the way. we pass through Wigwamp It is a village ruled by an ancient order of Thieves. To the south west is the ruins of an old village called Traylo but it is not safe, though not dangerous. The Dome of Winds is possibly like a wizard tower and do not know what it is. It is an oblong stone dome, surrounded by little vegetation compared to the scrubland. Druids make pilgrimages there.
The Legends Guild has varying professions, it is a tourist trap. You pay a yearly fee to be part of the Legends Guild to hear of all the things you do. They try to spread the word with Sages about new books. It is located inside of a Full Castle. There is a small council of 8 or 9 that make the decisions for it.
We have actually heard of the Legend's Guild, theres a good chance that we know of the stories. We have heard and seen missives and callers shouting out stories about people that are their agents. They do make noise about the people but there is nothing too impressive. It is kind of impressive but doesnt sound too realistic. They might not be sharing everything.
We are in Qasr Kesh which is a Lawful domain, a closer ally to the merchants than the domain of Aoul. It extends east and south. They are kind of like trade rivals with Aoul but have had petty political squabbles. They are more spread out than Aoul's domain and there is more color here. The leader of the domain is TO BE DETERMINED.
The hamlet that is located in the light forest to the north west is Gablid and the other one, a village is Hybux home to 700 souls. We will find out the names of the other ones later.
We arrive in sheppen in the evening. This town is centered around Music. This is the final stop before a strange stretch of highway. They say there is no Bardic School in Sheppen.
The weather is the same.
We can make it to the south west of Plume Mounds. The Ruins of Wacket are not much danger. Across the swamp is Ampgiz that have numerous Atlantean structures that were repurposed by Rust Mystics and allow travelers as a sort of town as long as we stay in the ruins. There is a visitor center. The Plume Mounds are safe on the roads but off the roads, we might step on a mushroom that will shoot spores or attacked by vines that inject eggs. Travelers who have had their minds replaced by flowers. This is possible unless we stay on the roads. It is a daring site to collect magic item components but there are Weeps to be found there. Nobody usually goes there since it is so dangerous.
We talk about staying in Ampgiz. It is a ruin and also still settled. We are not allowed into the ruins.
We stay in Ampgiz.
The weather is the same, cloudy.
We awake in the central portion of the ruins of Ampgiz, it is like Burning Man from the sky, an Arc of Tents. Several light structures have been set up here and the ruins have been cleared out. Roads have been beaten. The merchants outnumber the Rust Mystics and their guards. Some of the leaders of the patrols have on them strange objects but they are not uniform. They wear odd trinkets such as steel capes, etc.
We head south west through the Plume Mounds and can arrive in Darian…actually Zelaq.
Darian and Zelaq are twin cities along the river. They are resplendant, almost utopian towns. They are independent city states and they do not have a Domain here. It would be difficult to establish a domain due to the Barbarian tribes and the Rust Mystics. Magic-Users and Illusionist make pilgramages to the Plume Mounds. There is also the Temple of the Rat, a columned temple in the center of the marsh and is ruled by Rat People that have devised devious traps from Pilgrims of the Dead Gods. This hex is not patrolled even though its just outside of Darian. The Temple of the Rat is not safe.
We can force march to Three Rivers. But instead, we stay in Kelrain.
In the evening there is heavy rain.
The morning of the 9th, the rain stops. It is just cloudy. We travel to Kelrain along the road. Wilet the Good Witch works for free to keep the swamp roads clear to Kelrain. Glove the Enchanter works for money.
We arrive at Kelrain in the evening.
The morning has light rain. Kelrain has 20-80 souls. We ask about the Labyrinth that is our destination. We hear that it has been around since as long as anyone remembers and there are no structures on the surface of the Labyrinth.
We head to Three Rivers, revealing hexes along the way. WE WILL COME BACK TO THIS LATER.
Three Rivers is named for three Rivers, one goes south and one goes east. Most of the water comes from the east and goes off into Zorian's Domain.
Natasha is found in Three Rivers. She was back here on the 25th of Dead Moon.
Natasha spied on the Grand Astrologer:
Over the course of 7 days, Natasha learns: Grand Astrologian Hellray is said to be a masterful evoker and diviner Hellray's citadel is protected by a thick wall, 2 balistae, 1 heavy cata, 1 light cata There is a large central structure with 3 wings (including the central wing). The stable is massive... for reasons seen below. His garrison is only 30 men on the wall and 30 on the ground, but 20 of them are trained war elephant riders; Natasha estimates the complex has 30 war elephants. Hellray has other troops out on patrols in his lands at all times Hellray has numerous henchmen out doing things at the moment Hellray is currently entertaining Vicelord Brical from his domain in the southeast. The servants use a network of tunnels beneath the complex which were crafted in its earliest days by its first owner, but then never put to much purpose.
Concerning the FOOL'S LABYRINTH:
The next day we can make it to Zorian's Castle. Timbraun has been there before where he received the quest.
There are two encounters along the road.
We are not surprised, 1 hex north east of the Kashiya Burials. Not surprised thanks to Atena, the Weasel. Actually we ARE Surprised since a Weasel's bonus does not apply on Hippogriff.
The Riders spot to the south west, coming down the road in our direction. About 3 miles away, we spot a group of about 90 Humanoids, 3/4's of them are mounted and they carry Crimson Banners.
A familiar's bonus does not stack with a Ranger's bonus to surprise.
The party arrives on a bend in the road, it reveals a new stretch of road. Then we see a force breaking out from the side of the road. It is about 80 ORCS! They emerge on the side of the road.
Our visibility is good. They are 9“ away.
The Sleep spell goes off. 10 Orcs are slept. Spectral Force goes off after 2 segments. Spectral Force creates a bunch of Hill Giants charging at them from all directions. It is a FULL ILLUSION, sound, sight and smell, etc. Lucien stays invisible the entire time while concentratring and he can create a space of 9 squares that he creates as many Hill Giants as he can, a Horde. They begin to tower over the Orcs and throws off the Orcs, throwing them off base. This causes some Confusion. It causes a false start charge. 8 of them break off before the Hill Giants are noticed. The rest of the Orcs are thrown into confusion by the Hill Giants.
Hold Person goes off on segment 6. Fothas is faster than the rest and meets the Orcs on horseback. Lygan and Thorgard can meet the charge with Fothas or go in together. They are a unit and the 8 Orcs meet with Fothas. They are carrying Swords and Spears of 7'. Fothas goes first, AC 7/6. He kills one! The other ones are using their spears.
They get their retaliatory attacks. Fothas kills another one and Thorgard did 6 and 12 damage, killing one. Lygan did 6 damage and 7, killing one. Thorgard's Hippogriff hit for 6 damage. Hold Person goes off and one passes. Two are held, paralyzed. There is one unlucky Orc. Only people that stayed behind will be affected by Prayer.
The shouting is immediately having an effect.
Titus must hit AC 6/6. He does 7 damage and kills the Orc! The group that was moving forward, they would have 4 segments to reach them. Sleep goes off knocking out 9 more Orcs. They are down to 46 in number toward the back.
3 Orcs are fried by Maervahr's Lightning Bolt, doing 29 damage.
The Orcs unconditionally surrender…
Besides their weapons and armor, they are riding Medium Warhorses.
Titus is Psionic as is Maervahr. We would not automatically identify a Psion.
Lucien maintains the illusion of the Hill Giants. They tell us that they have more treasure at their village. These are the Far-Riders of the YELLOW BILE Tribe of Orcs. They are no more than a days ride into the badlands, where their treasure lies.
We have 64 total Orc Prisoners.
The forces of Three Rivers come down the road and they volunteer to escort. 75% of the force was on Medium Warhorses. There were 56 Medium Warhorses.
These forces dont have a problem with Hill Giants but if any place has come in with Dragons and Hill Giant slaves can be sold at Three Rivers. They would not deny us passage.
Loot: Timbraun Quest part 1 5/14: 7 PCs, 5 henchmen
If the Orc is freed, he will tell us about the tunnels beneath the village. He is not an original member of the Yellow Bile tribe, but he is an Officer. The other Orc starts losing his shit. Snot comes from his nose and he eats it. The Yellow Bile Tribe has bone wards powered by the dead god. There is no passage through the tunnels without a Ward crafted by the Witch Doctor. If you can get one, they can go past the Bone Ward otherwise it would take a long time to break through it. The base that goes into the ground is stone and mud. The upper part is a wooden palisade. They have no siege equipment.
Fothas will offer him 10 gp if he joins us in the raid. There are tunnels below the tribe's village, which are unrelated to the labyrinth.
Maervahr detects no magic at all using psionic Detection of Magic.
We get 1d10 gp for each Orc and 2 are 2d10 gp. 60d10 for the other Orcs.
TOTAL LOOT IN GOLD:
Thorgard hears his name and there is no direct translation, HAMHOCK is his name.
Three Rivers has access to a Gem merchant.
Houp is a very insular community. They do not allow foreign smells within their walls. There is a lake north of Three Rivers that we have not heard anything about.
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