A Rustbulj completes his training
B New henchmen - Aristeides, Mig, Pintow, Honest John, Pallea, Kneebone, Lorris and Drasmar
C Marius outlines a mission to destroy the "Star of the Seven Firmaments"
A Rustbulj completes his training.
B Several members of the Party have acquired new henchmen over the last few months.
C Marius Tellman outlines a mission he would like the Party to undertake.
Locate the "Star of the Seven Firmaments" (and destroy it)
C To do this the Party need to find a book entitled the "Claracon" which details the life of Riasc. A copy can be found in the library of the king of Meresvale, a country to the north, a journey of one month up the Nystel Joll to Cordleham and thence 100 miles east. This land is not often visited although Danro went there five years ago. The lands to the north are split in to four large kingdoms of which Meresvale is one and is, by all accounts, much like the land we know. The four kings are often at war with each other.
C Marius Tellman has sent a missionary named Foam Casson to Meresvale. He left Jollwater Bridge eight years ago and has since returned only once, about four years past. He had apparently converted one Lord Willisham of Meresvale to the Christian path. Marius will draft a letter of introduction to Foam Casson.
C Because the land the Party are travelling to is far away few of the inhabitants speak Common so many of the Party learn High Elvish which should be of some use. The Party are told that an appearance of wealth will help so we will take money and other finery and employ valets and other servants.
C In the interests of security Marius Tellman casts "Glyphs" of caskets for Lucius, Nalin, Farlas and Rustbulj to keep valuables in. Rustbulj is given details of all these "Glyphs".
A The possibility of a raid on the bishop of Kirk is dismissed
B The Party use the "Permanency" crystal on Rustbulj
A Having heard of the quest from Marius, the Party discuss the possibility of a raid on Kirk to see if the bishop has a copy of the Claracon in his library. In the end the Party decide against this idea.
B There is much discussion on the possible uses of the "Permanency" crystal. The Party are torn between the possibilities of "True sight" or "Know alignment" on Rustbulj or San Angmar. To help reach a decision Marius casts a "Commune" spell. Using the nine questions we find that both Rustbulj and San Angmar would regret having either spell cast on them permanently. Marius wonders if the Party are not being too greedy. In the end the crystal is used to cast permanent "Find traps" on Rustbulj. Testing the result Rustbulj finds that use of the ability can cause some nasty damage to himself! [GPN - Up to 8 h.p.]
A The party joins a convoy for Cordleham and find the name Pelarn
A The Party joins a convoy leaving Jollwater Bridge for Cordleham. On the journey Pallea gives a performance of erotic dancing whilst San Angmar does a controversial reccy of the convoy. He finds a gold casket and a book called "The Way Of Pelarn". On hearing this Nalin informs the Party that the book and the religion to which it relates are inherently evil.
A Pallea "Charms" the captain if the guards, to whom the book belongs, and tries to find out about the book and the religion.
A Pallea finds out about Pelarn from the captain of the guards
B Rustbulj converts several followers of Pelarn
A The captain of the guard finally shows Pallea the book and tells her something of the Way of Pelarn, in which he appears to be interested but not fully committed. He indicates there are connections in Kirk (but not the bishop). he says the place to go is an inn called the "Golden Lion".
B Rustbulj succeeds in converting the captain of the guard and several others of this religion to Christianity. The Party arrange for the book and other religious devices held by these people to be burned.
A The Party arrive at the Lodrell town of Cordleham
A The Party arrive at Cordleham, a town notorious for law and bureaucracy. Passes are needed to stay and are valid for either three days or one month. The main god of the town is Lodrell, a common religion in this area. The town is ruled by the Baron of Cordle and dominated by his castle. Despite the lawfulness of the town a flourishing red-light district exists near the docks.
A Lucius enquires as to the sort of pass Party members will require and discovers that monthly ones will best serve our purpose. The official to whom he talks enquires about goods we may be carrying and indicates that a tax may be levied on the personal wealth of Party members when we leave. He also tells Lucius that a convoy is leaving in mid-august for Merridral in Meresvale from where it continues to Willisham and finally Demildon, the capital.
A San Angmar hears straight for the red-light district whilst the ret of the Party take up residence in town.
A International subversive Rustbulj the Corpulent is detained and cautioned
B The Party hear rumours of "The Jester"
A Rustbulj is arrested and told to conceal his religious vestments and not to preach here.
B The Party hear rumours of a well known thief called "The Jester" who had apparently made several daring raids including one on the baron's castle, however nobody knows his identity.
A Nalin, Offa, Lucius and Farlas receive an invitation from the baron
A Nalin, Offa, Lucius and Farlas receive an invitation from the baron to dine at his castle on the 5th August.
A Nalin, Offa, Lucius and Farlas go to dinner at Castle Cordle
B Information is gleaned about the location of libraries
C Some geography of the Four Kingdoms is imparted
D Nalin, Offa, Lucius and Farlas get in invite to come back
A Nalin, Offa, Lucius and Farlas take Aristeides and Bazron as valets and the latter eat with the castle servants.
A Baron Nils of Cordle lives with his wife the Lady Theresa, Triase, their daughter; Sustin, a scholar; Tolodin the castle mage and Val Uros, the pastor to Lodrell. Nils also tells the Party of his two sons, the eldest of whom is away leading troops, whilst the younger is steward of Merrisaray Castle up the river.
B Nils notices Fearno and asks about the sword. Offa draws Fearno and tells the baron about it. Nils is impressed and draws his own sword, Stellor, which is also famous. The baron enquires after Mengros and is told that it is currently held by Dran in Kirk. Nils asks about the Quest and as the Party start to explain Sustin asks if it has anything to do with Gamlich. When this is confirmed Sustin warns the Party to "guard your backs as great power is working against you". Sustin says that the Claracon may be found in the library at Demildon, which has many books, he also mentions libraries at the monastery of Sur Bahn on the Nystel Bahn and at Ruestal [Ruistor - Ed] where there are the records of the Order of the Golden Falcon. Sustin mentions in passing that the king of Meresvale may be looking for someone to undertake a quest for him.
C The Party enquire about the kingdom of Meresvale and are told that it is a land of the Four Kingdoms. Meresvale is in the south west, the new kingdom of Van Connel is to the east and north, north of Van Connel is the old and ancient kingdom of Ruistor and to the west lies Valen whose land includes the monastery of Sur Bahn. There are mountains between Meresvale and Van Connel and it is only easy to reach Van Connel from Ruestal, although these two kingdoms were involved in a big war some time ago. Apparently wars flare up frequently between the kingdoms and in fact Van Connel was formed by king Connel when he successfully conquered several smaller kingdoms [not long ago - Ed]. King Connel is reputedly very involved in war.
D After the port and cigars Baron Nils invites Nalin, Offa, Lucius and Farlas back for another dinner on the 10th.
A Nalin, Offa, Lucius and Farlas get a second slap up meal at the castle
A Nalin, Offa, Lucius and Farlas take two magic books to the second sumptuous meal at the castle and show them to Tolodin. Unfortunately he cannot comprehend them. However he does say that there are powerful mages in the court of the king of Meresvale and also in Ruestal.
A The "valets" (Aristeides and Bazron) have discussions with the servants whilst Honest John enquires in the town however nothing of value is discovered about "The Jester".
A The Party joins a convoy that leaves by river for Merridral
B San Angmar acquires an unfortunate disease
A The Party joins a convoy that leaves by river for Merridral.
B San Angmar's carousing in the town has netted him an unfortunate disease which Aristeides grudgingly cures.
A The convoy stops over in Merridral
A The convoy arrives in Merridral. It is to continue on through Willisham and Demildon to the fare at Bomrar after a two day stop over. Merridral is just down river of Loch Mier and has temples to Fora, Lodrell and Dagur [W/R - Dorgh(?)]. The latter is a religion concerned with peaceful death and is very anti undead.
A The tale of Tir Nan Og
A The Party move on and cross Loch Mier to Cronmier. As the loch is being crossed the sound of bells is heard from beneath the water. This attracts considerable attention and when we reach Cronmier the Party seeks out an explanation. An old man is found who recounts the tale of Tir Nan Og:
A 300 years ago an island called Tir Nan Og stood above the water of Loch Mier. It was a rich place of beautiful country and good living. One summers evening a messenger came from the island to Cronmier saying that the faerie folk had come to Tir Nan Og to invite the people to go with them to their land. Many people from Cronmier wished to return to Tir Nan Og with the messenger but the priest forbade it and cursed the island so the messenger rowed back alone. A thick mist arose from the lake and covered the island and when it had gone so had Tir Nan Og, sunk beneath the waves. 50 years later the bell was heard to ring and when it had rang eight times the mist returned and Tir Nan Og reappeared, but only for two days. Three times more since then the bell has rung and each time the island has appeared for two days or so. Many of the townsfolk had visited the island on its appearances and those that returned spoke of it not. Of those who did not return, nothing is known......
A In curiosity the convoy remains in Cronmier for a day or so.
A The Party investigates the island of Tir Nan Og
B The legendary "Metamorph" blue whale incident
A At noon the townsfolk gather at the waterside looking out over the lake and through the mists Tir Nan Og reappears. The Priest arrives and curses the island and the townsfolk drift away.
A Unable to resist a challenge the Party buy a boat and Rustbulj, Lucius, Pintow, Nalin, Guerin, Offa, Hortense, San Angmar, Farlas and Mig Pattie go to the island, which lies about one mile off shore. As viewed from off shore Tir Nan Og is a rugged island with a bay containing the wrecks of many boats, and a mountainous area. A lighthouse can also be seen together with a black tower reputed to be that of a magic user. Hortense's owl can find no landing place other than the bay so the Party beach the boat there near a village.
A The village is spotlessly clean and has about 30 buildings, the whole place seems deserted. The Party explore the village and find that, although deserted, the buildings look recently occupied. There is a temple with partridges on the windows and a locked door. San Angmar opens the lock and inside is an ordinary looking temple with an alabaster statue of a partridge on the altar. The Party search the building but find nothing of value. Rustbulj employs his new found ability and establishes that the statue is not trapped. However when Farlas lifts it it immediately starts growing in size. Farlas quickly replaces it and it stops growing. There appears to be nothing under the statue but it grows when touched. On leaving the temple the Party investigate the "Gray Partridge" Inn which is well stocked but otherwise unremarkable.
A The Party follow a path out of the village and head for the tower. On the way there is a small stone building with a herb garden. In a scabbard on the wall of one of the rooms is a magical scimitar which Pintow gratefully accepts.
A Further along the path the Party enter a clearing in which is a blackened circle of grass about 120 feet across. At the centre of this circle is a black stone pillar about nine feet in height and chained to this pillar with silver chains is a skeleton. Four more black pillars edge the circle at the points of the compass. Hortense becomes upset about the "Magic user" in the circle and repeatedly insists that something should be done about it. The Party experiment with grass and, man, it, like, appears that, hey like, anything touching the ground inside the circle, like, dies, man, bad karma. Nevertheless despite the presence of boots no-one volunteers to enter the circle and the Party leave the clearing.
A The Party find a stream with a small dam creating a pool on one side and a ford on the other. A young horse grazes across the stream and Offa and Pintow approach it. Pintow casts a "Speak with animals" spell but gets no response from the horse. Offa easily mounts the horse and the Party continue on towards the tower. After a short distance the path curves and the sounds of laughter and shouting children can be heard. Lucius approaches and speaks with them, they seem to hear and understand but do not reply. Offa draws his sword to use the magical abilities but this action frightens the children and they run screaming to a nearby house. The childrens parents emerge and hear a tale of being attacked by a man with a huge sword. The man tilts his head back and howls in a wolf like manner and then both parents and the children change into wolves. Pintow casts an "Entangle" Spell which catches the children and the father but not the female [mother? - Ed]. However the female stays back near her offspring. Hortense casts a "Sleep" spell which knocks out the children and at this the mother attacks. Simultaneously about a dozen wolves attack from behind. After a short and bloody battle the wolves and werewolves are killed. The Party examine the house and find a non-magical white axe [treasure finds have reached some pitch when we have to make it explicit that an item is NOT magical!! - Ed] and a magic babies rattle. Rustbulj carries the latter.
A The Party carry on down the path to the black tower which stands on a barren rock in the bay and is made of an ageing metal set with arrow slits. At the sight of the sea the horse, which is still carrying Offa, bolts and plunges into the waves. Offa swims to safety making use of the Helm of Styx.
A A figure appears in one of the arrow slit windows on the tower and starts waving and shouting. San Angmar uses his "Hear noise" ability to hear the man. He urges the Party to come closer and says that his name is Finton, a mage, who has been imprisoned in the tower. He says that he is prevented from leaving by the verse and that he was placed there by the faeries. The verse to which he is referring is found carved on a rock at one end of a rickety bridge leading to the tower. It reads:
Leave this tower, turn to dust,
Lest the Huntsmans whitened axe,
Has cut the silver chain in two,
Upon the sunlit diamond rock.
A Finton says the silver chain is the one around the druid Guriff in the clearing and that if we free him he will give us all of his possessions including the tower which is itself a magical item.
A The Party set off to do some chain cutting. We are in possession of the whitened axe and we know where the silver chain is, all that is needed is the diamond rock. We explore.
A The lighthouse can only be reached across a marsh but the way is difficult and something grabs Farlas' ankles when the Party attempt a crossing so we turn back and head for the mountains instead. The mountains are made of a reddish crystalline rock and are riddled with caves. There is a mist about 300 feet up. The Party climb up and scramble around. A strong current of warm air is coming from one particular large cave. The Party follow a passage down to a cavern which is about 100 feet across and 17 feet high. The floor of the cavern is of molten lava and towards the back is a 15 foot high golden column with a hugh diamond on the top. Methods of retrieving the diamond are discussed and a combination of the "Invisibility" ring, "Unseen servant" and "Spider climb" are settled upon then Lucius remembers that he has a "Flying" potion. (Lucius is given the "This hand. This smack on the head" treatment).
B Nalin takes the potion and the ring and flies up to take the diamond. As he removes it a loud rumbling is heard and several lava children appear. The Party flee however Offa, who is the slowest, gets caught at the back of the group by a couple of the lava children. Farlas uses his wand to "Metamorph" one of them into a blue whale. There is an enormous explosion of blubber as a massive animal appears in a confined space, several Party members as well as the lava children suffer damage. The tunnel is still not blocked and Farlas' respite is only temporary. Lava children cannot be hurt by metal weapons and to them metal armour does not exist, so the Party are fighting with a variety of improvised clubs and staffs whilst receiving large amounts of incoming damage. One of the lava children hangs back and unhelpfully casts a "Fire bomb" at the Party. Eventually the Party defeat them and flee to the boat as the volcano erupts. As we row away the island sinks noisily beneath the lake once again.
A San Angmar leaves the Party to seek his fortune elsewhere
B On arrival in Willisham the Party have a banquet with Lord Willisham
A Having returned to the town San Angmar leaves the Party to seek his fortune elsewhere.
B The Party travel on to Willisham and seek out Foam Casson, the envoy of Marius. Foam takes the Party to the castle and introduces us to Lord Willisham. A banquet is held in our honour which Foam and Lady Willisham also attend.
B Lord Willisham has been a Christian for five years now and has converted most of the surrounding area despite of some conflict with druids and the church of Lodrell. The Party learn that there has also been conflict with Valen from which Willisham did well. Willisham goes on to tell us that the king's daughter ran off with a local baron's son to a famed magic garden and that the king might wish for the Party to get her back. Lord Willisham sends a messenger to the king to tell him of the Party.
A Most of the Party go to Leston to sort out the "forest devils"
A The Party learn that Lord Willisham has a small problem. A nearby village called Leston is being plagued by a group of evil forest creatures which, we are told, are locally known as "forest devils". They are humanoid, black and lumpy with glowing red eyes, and they eat humans. The Party agree to seek them out and do something about it. The "Famous Five" [Nalin, Offa, Lucius, Rustbulj and Farlas - Ed] together with Hortense ["The Infamous One" ? - Ed], Pintow, Guerin and Honest John go to the village.
A A female villager tells the Party that her husband has gone missing. Shortly afterwards his head floats down stream in a leaf bowl. [That's him found then - Ed] Apparently this is a fairly common occurrence.
A Hortense sends the owl scouting and it sees some of the creatures up stream.
A The Party sets off to seek out the "forest devils"
B Combat ensues
C The combat is halted when the Party are imprisoned by ents
A The Party set off to look for tracks. Some are soon found and followed. The tracks lead to two stakes in the ground either side of the path. Each of the stakes is topped with an old human skull. Farlas becomes "Invisible" and scouts ahead up the path whilst the rest follow. Farlas discovers a pit in the path and whilst the Party are deciding what to do a dozen of the forest devils appear on either side of the pit. Bow fire is exchanged and one of the creatures is hit. It issues a piercing scream as it falls and some Party members sustain damage.
B A druid joins the creatures on the other side of the pit and starts to wave his arms. farlas "Magic missiles" him. Pintow casts an "Entangle" spell. The other druid shout "Attack", [Where did he come from? - Ed] more creatures appear on the Party side of the pit and move in for attack. The Party spend time parrying and avoiding the effects of the screams until Rustbulj finally gets off a "Silence" spell and the Party attack in earnest. Offa and Nalin's armour gets hot until they are forced to remove it. The other druid continues to cast spells until arrows and "Magic missiles" are used to fell him.
C At this point two ents approach and all fighting stops. The ents are clearly displeased with the Party and question Offa harshly. In a gesture of peace all Party members drop their weapons with the exception of Offa who finds that he cannot drop Fearno. Fearno causes itself to be drawn and attacks Farlas and an ent. Offa is eventually into the pit. The ents lead and carry the Party to a small clearing where everyone is tied to stakes.
A The Party learn about mandrakes
A The Party learn that the black creatures are called mandrakes and are basically peaceful forest dwellers. However, humans are eating mandrake young which appear as a plant. Mandrakes only eat humans caught killing or eating mandrake young.
A Oaths are sworn
B An uneasy truce is arranged between the mandrakes and villagers
A Hortense's owl flies to the other Party members in Willisham and communicates the situation. Lord Willisham immediately sets out with a large force. Farlas is dispatched to lead them away from the clearing to prevent a full scale battle. The treants will release the Party members if each one swears not only to take no action against the mandrakes but also to aid them if they are attacked by others. Everyone takes this oaths other than Rustbulj who refuses to swear to fight with the mandrakes if they are attacked. However Rustbulj does swear to make his curing abilities available to the druid Oakenfoot if needed and he cures him of all wounds received in the recent skirmish.
B The ents escort the Party from the forest. The situation is explained to the villages and an uneasy truce is set up.
A The Party return to Willisham and rest
A The Party return to Willisham and rest.
A The have a banquet with the King in Demildon
B The story of the enchanted garden
C What happened to Princess Juliana and Orlando
D The King sends Larn to help the Party
A The Party travel to the capital, Demildon, for a banquet with the King. Rustbulj and Offa meet the King, the Mayor, the Court Magician and the head of the King's army. [A General? - Ed] During the dinner more is said about the fate of the King's daughter....
B Hundreds of years ago a great magician named Porpherio and his half-elf princess Cairwyn laid out a beautiful garden in Meresvale. They made it an enchanted earthly paradise and encouraged all sorts of creatures both magical and non-magical to live in the garden with them. Eventually Cairwyn died and Porpherio raised a marble tomb within the garden and placed many new guarding enchantments. He called upon an old friend to reside in the garden and take care of it and all the things living in it. Then he lay down to die in the tomb with his lady. The garden remains inviolate and impenetrable. Most adventurers who try to enter the garden fail to do so and those that get in either remain or return after a long time with minds and memories disturbed.
C The Party learn that two years ago the King's daughter, Juliana, eloped with Orlando, son of the Lord of Bonrah, with whom the King is at war. The union was opposed by both parents and it is believed that they ran away and entered the garden. No one from Meresvale will follow them due to the reverence in which the garden is held here abouts.
C The King and the Lord of Bonrah are now reconciled and the marriage of their children is no longer opposed. The King offers to pay 10,000 gold pieces and allow the Party the use of his library if we can get Juliana and Orlando back. The Party agree to try.
D Offa asks the Court Mage to examine and possibly identify the magic rattle.
D The garden is located close to Condulous about 20 miles from Demildon. The King sends a berserker named Larn to help us.
A The Party return to Willisham to prepare for the mission
A The Party return to Willisham to prepare for the mission.
A The entire Party return to Demildon
A The entire Party is going on the mission so everyone journeys back to Demildon. The Party hear of some nearby caves through which entry to the enchanted garden can apparently be gained.
A The Party enter the enchanted garden
B The Party meet five diminutive figures in bright clothing sitting on toadstools
C The Party meet the goat men
D Aristeides does not meet a beautiful druid
E The Party meet the Guardian of the garden
A The Party find the first cavern. It is large and dusty and there are numerous tracks of small animals and humanoids leading to an exit on the right. There is a second, unused, exit to the north. Following the tracks the Party arrives at a roughly cylindrical cavern with a flat floor measuring about 40 feet across. The walls are sheer black and glossy and the roof is out of sight. In white writing on the floor is the single word "ask".
A Members of the Party ask many questions. Those which elicit a response from an echoy voice are answered very vaguely and no pertinent information is forthcoming. Further exploration reveals a cavern with a smooth undulating floor covered in fragments of stalactites. These have obviously fallen from the ceiling 30 feet above which is covered with many more stalactites. As the Party crosses the room pieces of stalactite fly past but only Nalin is hit.
A Two further tunnels are blocked by a mass of stalactites and a large orange jelly like blob. Another cavern contains two dried mud mounds and a mud pool blocking the other exit. As Farlas walks in to the mud pool six humanoid mud shapes rise up. The Party retreats and the shapes fall back in to the pool. Rustbulj casts a "Dispel water" spell to harden the mud and the Party is able to walk across. We follow a long twisty corridor to another large cavern about 60 feet in diameter. The floor and walls sparkle with a myriad of multi-coloured points of light. A large pool os fed by an apparently motionless waterfall. There are no other visible exits.
A The Party notice that the waterfall is moving but only very slowly and that there is a dark space behind it. When Nalin tries to approach the waterfall the water becomes viscous and his progress is stopped. However by using a ring of "Free action" belonging to Rustbulj and passing it back and forth through the waterfall [ the Party are able to move ] into a 40 feet square chamber with a mosaic on the floor. At the back of this room is a decorated alcove. When the Party enter the alcove we are transported to a woodland glade.
B The Party are in the centre of a ring of toadstools. Sitting on five of the toadstools are five grinning diminutive figures in bright clothing. They are friendly but mischievous and keep disappearing. The plate mail worn by Offa is turned into a string vest and Nalin's helmet becomes a chicken! Pallea has her bottom invisibly pinched a number of times. Farlas casts a light cantrip which amuses them greatly. Lucius has his lute turned into a trumpet and then back to a lute again. He plays a song for them which they appreciate greatly. During the course of all this the little figures recite five limericks for us giving clues about the garden and its secrets. Eventually they all disappear en-masse after returning Lucius' "Clairvoyance" potion to him.
C The Party follow a number of paths and are apparently surrounded by a river [ie. On an island - Ed] over which there are a number of bridges. Hortense's owl sees a big lake and a clearing to the east just before it looses it's ability to fly. The Party find four of five bridges mentioned in one of the limericks and Farlas leaves numbered lucky charms on them to help find the way. The Party cross one of the bridges and follow a path to a clearing in which are what appear to be four dried grass beds with some personal possessions and a large elm tree. Lucius plays a song and four creatures approach us down the path. They are half-man half-goat and converse in wood-elf with Farlas. The Party share some wine with them. They are friendly and seem to know of the princess. When the Party leaves the druid, Pintow, feels in himself a greater power.
D Following the paths round to the west and north a fifth bridge is located which leads back to the clearing. The Party turn east and Aristeides sees a beautiful druid as we pass some woods. Aristeides struggles to enter the woods in pursuit but Offa and Mig restrain him. The druid walks away saying that she will be there if Aristeides needs her. Aristeides is frogmarched away and eventually settles down.
E The Party come to another bridge over a river which flows into a cave to the south. Exploring the cave reveals a fissure at the back through which the river flows. Across the fissure is lodged a brightly painted shield. The cave also contains two large frogs. Not wishing to disturb them the Party leave and follow the path to a large clear area with a cliff on one side and a lake on the other. In this clearing can be seen two cultivated hedges to the north and a pair of unicorns by the lake. Following the tree line eastwards the Party discover a cave in the cliff face. The cave is cluttered with tables and jars and such like, and is in full daylight with no shadows being cast and no apparent source [of light]. Suddenly the Party notice a man standing to one side watching us with quizzical amusement. The Party greet him and inform him of our wish to find the princess. He seems interested to hear of the King and the Lord of Bonrah and invites us into his parlour. He sings a beautiful song for us and offers superb wine and beer. He tells the Party about the garden and it is clear that he is the guardian left by Porpherio. He advises us to "Harm nothing here". The Party enquire after the princess and the Guardian tells us to solve the riddle of the maze. He then shows us two rose gardens in the clearing. The first is full of red roses and as the Party walk in it some members fell less wise. Fewer Party members explore the yellow rose garden. Those that do feel weaker.
E As nightfall approaches the Party take the advice of the Guardian and go to the woods to find a place to sleep.
A The Party gather leaves and some loose their desire to leave the garden
B Juliana and Orlando are found in Porpherio's palace
C The tombs of Porpherio and Cairwyn are discovered
D Seemingly endless "Wishes" are cast
E The Party wake up outside the garden in mid-winter
A After an uneventful night the Party resolve to enter the maze which is in the clearing between the two rose gardens. Following the left hand edge rule eventually brings the Party to the centre of the maze. There is a sundial indicating midday with four leaf shaped depressions in the corners. The leaves are oak, dogrose, shamrock and mistletoe. The Party retrace their step to exit the maze and find the Guardian to ask where these leaves may be found. Dogrose grows near his cave; oak may be found near the dryads home or in a small grove to the south west where there is also mistletoe; shamrock grows in the clearing with the toadstool where the leprechauns live.
A The Party walk to the oak grove and gather leaves. In the roots of one large oak is a sword in a sheath with a jewel encrusted hilt. Discretion being the better part of valour we leave it behind and head for the leprechauns. After gathering shamrock the Party follow a northern path and find a rock cave inhabited by two lizard-like creatures that breathe fire when we approach. The Party leave hurriedly and discover another cave further down that houses two bears. This is also left alone. Eventually the path runs into the north side of the large clearing.
A Here there is a natural spring in the form of a fountain. In gold lettering around the base are the words "Fountain all heal". Everyone drinks and all our ills are healed. After the drink Offa, Farlas, Hortense, Mig, Nalin, Bazron and Pallea loose all desire to leave the garden.
B Now that the leaves have been collected the Party return to the centre of the maze and place the leaves on the sundial at the appropriate places. After a mild lurch the Party discover ourselves in a formal garden in front of a magnificent white palace. behind is a closed iron gate and beyond that is the clearing. The garden is surrounded by high walls and two large silver doors lead from the garden to the palace. Around the door arch are the words "Enter in peace". Farlas tries the door but it will not open, he removes his weapons and armour and is able to open the door. Mig and Aristeides do not like the idea of being separated from their weapons and armour and elect to stay outside, everyone else takes off all weapons and armour and enters the palace. Larn is the last to try but he still has his sword on and the doors close before he can get in.
B Suddenly the sounds of combat can be heard outside. The Party open the doors from the inside to see Larn and Aristeides fighting a caryatid column. A second column has already been felled. Aristeides is wielding Fearno. Mig is remonstrating with them and then starts to fight them but is quickly downed by Aristeides. Larn easily smashes the second column and approaches the doors again but once more they start to close. However Offa, Aristeides and Larn manage to hold them back whilst everyone gets back inside except Mig and Hortense.
B The Party are in a large marble room with two small tables holding decanters and glasses. Towards the back is an elegant fountain around which ascends a spiral staircase. Aristeides refuses to return Fearno to Offa saying that he is unfit to wield it. Farlas demands Fearno and is given it, He also feels the swords unwillingness to return to Offa but offers him the hilt anyway. When Offa touches it he receives a shock.
B Larn then opens a door leading off the hallway and is confronted by a beautiful girl who is at first frightened but calms herself when Larn prostrates and she recognises him as one of the King's berserkers. The Party explain the mission to the Princess and Orlando. They are unwilling to return saying that they have only been here a day or so. [Does no one point out that they have been gone two years in terrestrial time?! - Ed] Now it becomes apparent that several members of the Party feel the same way and there is much argument about going or staying.
C After some time most of the Party [I wonder who stayed behind - Ed] return to the sundial and, using more leaves, eventually get back to the Guardian. As usual he is at best obscure and the most that can be gleaned from him is a cryptic remark that the Party should "Harden our resolve and heed his masters request". Uninformed the Party return to the Palace to find trace of his master.
C At the top of the staircase is a long room containing several statues of Porpherio and his lady. Doors lead to roof gardens on either side. There are four towers at the corners of the building, two in each roof garden, and the near towers on each side are connected by a narrow crystal "bridge" to towers at the rear of the outside of the statue room. Honest John and Kneebone are unable to climb the towers even using a "Spider climb" spell.
C The Party search for secret doors and Kneebone finds one at the bottom of the back left tower on the ground floor. It opens onto a spiral staircase which the Party ascend and eventually come to a door opening on to the crystal bar or bridge. It is about four inches wide and 35 feet long and we are unable to tie ropes to it.
C Being very careful Farlas crosses the bridge to the other tower and enters the door there which leads to another roof garden. He is followed by Lucius and two thieves. Steps in this latest garden lead to a translucent dome in which there is a single door. From inside the room is a perfectly transparent and affords a superb view of the whole garden. In the centre of the dome is a double sarcophagus with statues of Porpherio and his lady laid on top. Around the tomb are the words:
Oh stranger whom fate hath brought nigh,
Leave those within in peace to lie,
If thou wouldst deign grant our request,
Then gate will move at thy behest,
This gift from the contented dead,
We swear to grant by heart and head.
D This appears to be an invitation to make a "Wish" and Farlas tries several, but it isn't until he places his hands on the hearts and heads of the statues that something happens. A voice says to him "You will soon be leaving this place, I will grant you a "Wish" before you go". Farlas wishes the Party back to the King's palace and for an instant we are there but then we find that all of the Party are in the dome including Juliana and Orlando. After a little experimentation the Party find one wish will break the enchantment on one person. Each member of the Party is granted a wish and they are used to break all the enchantments that make people want to stay.
D This leaves a few "Wishes" left over. As a result Kneebone gets infravision, Lorris gets a book on clerical lore, Lucius is able to move in total silence, Losarn gets increased healing abilities, Nalin increases his strength, Drasmar receives an E.S.P. ability and Honest John gets silver tongue. Others "Wish" for and receive an increased constitution.
E When all "Wishes" are used the Party fall asleep and awaken outside the cavern through which we originally entered the garden. It appears that more time has passed outside the garden than inside as it is now very snowy and obviously mid-winter. (In fact it is now 2 Feb 1885, over three years since the Party entered the garden!!!).
[It is not until some years later that the Party realise that something odd has happened to the days of the week. According to the time line when we went in to the enchanted garden today should be Saturday! - Ed]
A Plans of action are considered
A Some effects of the garden are reversed. Fearno returns to Offa who also gets his plate mail back and Nalin's helm returns. The Party take refuge in the cave and plan our course of action. Someone remembers there is a village nearby and Hortense's owl is sent to scout its location.
A Some Party members announce there return in the local village
B The Party are attacked by a lion
A Some members of the Party trudge to the local village and find an ale house. We discover that the King is still on the throne. The Party tell the locals who we are and about the princess. They send a message to Condulous, the nearest town of any size, to proclaim the news. They hire the Party three donkeys at a vastly inflated price to help get everyone there. The Party members return to the cave.
B In mid-afternoon a lion appears and attacks the Party despite an attempt at "Animal friendship" by Pintow. Mig and Offa kill it.
A The Party are welcomed in Condulous and almost meet Trohsan, a female magician
A The Party trek to Condulous, a long and arduous journey of about four miles through the snow, and arrive in a bedraggled state. The Party are welcomed effusively by the Lord and given rooms. The Lord sends messages to the capital with news of the princess. He introduces Athol, a magician, and says that the lady magician, Trohsan, will join us later.
A After a large banquet in our honour most of the Party are smashed and retire to bed to sleep it off.
A The Party are flung into the dungeon, accused of murdering the prince and princess
B The Party realise what has happened when they finally meet Trohsan
A Party members are awoken at sword point by armed men and all weapons, armour and possessions are removed. The Party are flung fully naked into the dungeon of the Lord. The accusation is that a Party member has killed the prince and princess.
B Later in the day the Lord, Athol and Trohsan, the female magician, come to the dungeon to confront us. With a despairing groan the Party recognise Trohsan as the female magician with which we have had unfortunate encounters before when she led a band of Urek Hai. It is obvious that she is behind our current plight.
A The Party are questioned by the King and later by Royce
A After two days on bread and water the King arrives. He is obviously distraught and refuses to believe the Party's protestations of innocence. [Only a bunch of fools would bring the princess back and then kill her..... Oh, now I see why he doesn't believe us!! - Ed] However, Royce - one of the kings advisers, is suspicious and returns later to listen to the Party's story. He is told of the previous encounters of the Party with Trohsan, who we learn has been in the Kingdom for three years and was tutored by Zarentoudie, the King's magician. Royce appears to be generally impressed.
A The Party are transported in chains and on foot to the capital
B Party members are interrogated by the Mayor
C The Party are not executed, just banished forever
D The Mayor looks at the Claracon on behalf of the Party
E Athol and Arion join the Party
A The Party are transported in chains and on foot to the capital. The journey renders most Party members unconscious.
B Over the ensuing week the Mayor questions Party members about the incident. Trohsan is in attendance whilst Nalin is questioned and he accuses her directly. She denies this but the mayor looks suspicious. After the first week the Mayor comes to the Party and tells us that he is convinced of our innocence and of the complicity of Trohsan. However he and Royce hold only limited sway in the court. Zarentoudie is calling for the execution of Party members and he has much influence over the King. (Probably a "Charm" spell).
C With the Mayor and Royce arguing on the side of the Party, a compromise is reached and the Party are banished from the Kingdom never to return. The Party ask the Mayor to look at the Claracon on our behalf in order to make the journey less than a total failure.
D The Claracon describes the movements of the Knights against Gamlich and tells of a final battle fought at Torlich. This is known to be a costal location and therefore probably in the land of Connel. The river Forknin is mentioned and a nearby village is called Ronsin.
D The only other library of note is in the monastery of Son Bahn in Valen.
C The Party learn that Trohsan is also to leave Meresvale although this is voluntary. Doubtless she wishes to pursue us and get the Party in to more trouble. The King wishes to know to where we wish to be escorted.
E Athol the magician asks to join the Party with his halfling companion, a thief named Arion. The Party concur grudgingly and decide to go direct to Van Connel.
A The Party set out for Van Connel
A The Party set out for Van Connel
A Geography of the border between Meresvale and Van Connel around Silasville
B The Party set off from Silasville for Castle Shadon somewhat lighter than their arrival
A The Party arrive at Silasville on the Meresvale side of the border. Control by Meresvale ceases in about ten miles although the actual border is in the mountains about 100 miles further on. An almost unused track runs from Silasville to Castle Shadon on the edge of the wilderness 40 miles away. From there it is 90 miles to Ziemaures Fortress, controlled by the Overlord of Laosin, technically under the control of King Connel.
B The Party receive an escort to a point 20 miles or so from Silasville where our equipment is returned. Most of the money and some of the more valuable items are missing. The Party set off towards Castle Shadon.
A The Party progress slowly towards Castle Shadon
A The Party pass an uneventful night and move on. The progress is slow due to the conditions and only about eight miles are covered in a day.
A The Party are welcomed to Castle Shadon and meet Earl Carrillion and his retinue
A The Party reach the Castle and are welcomed. The Captain of the guard, Val Mostyn, greets the Party and tells us that it is traditional to welcome travellers as they get so few. He informs the Party that he is Captain of the guard to Earl Carrillion, the 14th master of Castle Shadon. The Earl is a little touched we learn and lives here with his wife a vapid woman who yearns for the bright lights of Demildon. Their secretive son, Irmo, also lives here and spends much of his time in his rooms in a distant part of the castle. There are two other small children, their tutor who doesn't do much tutoring, and a rather muddled priest.
A The Party meet them all at dinner. The Earl is clever but obviously batty, Irmo is friendly but aloof, the Countess asks for tales of the Capital. Lucius sings a song which is well received. The tutor is quiet and studious and the priest is a bumbling oaf who is apparently in charge of the entertainments. The tutor mentions the library in the castle and gets caught up in his pet subject of astrology.
A There is much mystery at Castle Shadon
A The Party spends a quiet night in the castle but on awakening we are informed by a distraught stable boy that Athol's mule (our only transport) is dead as it has been drained of blood.
A The Party also hear that some of the guards claim to have seen a white dragon fly off from Irmo's tower and return in the morning. No one seems especially worried or surprised.
A Lorris approaches the tutor, Zorastin, to get a look in the library. Zorastin brings a few weighty tomes to Rustbulj and Lorris but avoids allowing them in the library proper. Lucius talks to the children and learn's that the tutor does not teach them often, has a companion called Morgan who is rarely seen, and is sometimes called "Dweomerdabbler" by Morgan.
A Offa, Farlas, Athol, Nalin and Drasmar call on Irmo in his tower and asks if he knows anything of the tale of the white dragon. Irmo claims no knowledge and is inclined to dismiss the idea. Using his "ESP" ability Drasmar learns that Irmo is thinking "I shall have to be more careful!" They talk about Zarentoudie who once stayed here and tutored Irmo, and offer to exchange spells. Irmo declines saying that he knows nothing of magic. Drasmar says he found our offer amusing. The group depart.
A The Earl is inclined to "attacks" in the night and the Party find out that he had a particularly bad one last night. He has a fear of cloaks and hooded capes, darkness and the smell of earth.
A After another badly organised dinner the Party retire for the night. Farlas misses the meal and uses his "Invisibility" to explore Irmo's tower. He finds a number of magical books and paraphernalia. However the [den] does not appear to be that of a magician proper. The books are musty and damp, and there is a venerable and magical sword there and a suit of armour which looks metallic but has the texture of scales.
A Lucius finds a potion missing and the Party report the theft to the tutor as we suspect Morgan. Zorastin claims to know nothing but Drasmar's "ESP" ability suggests that he is thinking "Morgan's been at it again".
A That night the Party watch the towers but nothing is seen.
A A bit of difficulty with Zorastin and Morgan
B Athol is killed by Zorastin
A Morgan is seen for the first time walking around outside of the castle. When he returns Pallea seduces him and takes him to her room. She tries to "Charm" him but his elusive answers to her questions indicate her failure. Morgan says they arrived at the castle two years ago after travelling through Kirk and Jollwater Bridge. He claims to be an all-purpose assistant to Zorastin who, he says, "dabbles" in magic.
A During the evening meal Farlas goes to the tutor's tower but does not return. The Party "Sleep" the only guard on the battlements and Rustbulj, Athol, Kneebone, Nalin and Arion go to the tutor's tower in search of Farlas. Arion picks the lock on the only door in and the group enter into an empty room with staircases leading up and down. The group ascend to a room occupying half of the tower with a door which appears to lead to the other half. This room is empty and the door leads to a bedroom, also empty. The group go up to the next floor and find similar empty rooms. The bedroom on this floor is more luxurious with magical symbols.
A As the group go up to the next floor a spell can be heard being cast and Nalin and Athol are hit by an "Ice storm". A mercenary attacks Nalin. Farlas can be seen behind bound and gagged. Athol "Magic missile's" Zorastin but is hit in return and instantly killed! Rustbulj casts a "Silence" spell on a coin but as he finishes he is stabbed by an invisible assailant and paralysed. Kneebone tries to run back for help but is attacked by the "Invisible" Morgan and also paralysed. Nalin's battle with the soldier is having the effect of making him thicker [Are we saying "less intelligent" here? (Is that possible!?) - Ed] rather than causing him damage whenever he is hit! Arion manages to take the silenced coin into the upstairs room and thwart the magic user but he to is attacked by the "Invisible" Morgan.
A Nalin kills the soldier fighting him but as the body falls a shadowy something fights on making Nalin less and less intelligent. The shadowy figure looks like a cape or hooded cloak. Arion is hit be not paralysed and battles on. Nalin takes Farlas' magic sword as his own does not seem to damage the creature. He manages to keep his assailant between himself and Zorastin who is beginning to look worried. Nalin also manages to pass a dagger to Farlas who starts to try and cut his bonds.
A Nalin is repeatedly hit getting thicker all the time until he eventually stops fighting. [I'm surprised it took so long - Ed] The shadow figure invades Nalin's body as Zorastin kicks the dagger from the grip of Farlas. Arion tries to barge downstairs but is grappled by Nalin under instructions from Zorastin. Rustbulj, Kneebone and Arion are dragged up into the room.
A At this point there is the [bad] "shouting" of dogs and the clash of armour and
the caval Offa and Lucius burst in leading the rest of the Party. Nalin attacks Offa and Fearno detects a great evil emanating from him. Hortense hits Nalin with a "Magic missile" and he falls unconscious. The shadowy thing fights on against Offa and backs into the room containing Zorastin. The magic user is trying to cast a spell but he is hit by a "Magic missile" from Hortense and the spell is spoiled.
A Meanwhile Offa's sword, Fearno, has repeatedly hit the shadow creature which eventually dissipates. Offa is immediately attacked by the "Invisible" Morgan and the magical sword. Hortense "Magic missiles" Zorastin a second time and he collapses. The sword disappears and when he sees his master fall Morgan reappears and begs for mercy.
A Morgan is tied up and Zorastin bound and gagged. After a period of rest to restore the paralysed Rustbulj and Kneebone the Party loot the tower. The thief Morgan is wearing magical leather armour which fits Kneebone and carrying a well made dagger with a specially modified blade and hilt which injects a potion or poison. This is given to Arion. Zorastin is wearing a ring of "Protection" [GPN - +1] and a cloak of "Displacement" [GPN - +2 on armour class, +2 to saving throw on all forms of attack directed at the wearer and an automatic miss on the first attack].
A The Party also find a strongbox and Rustbulj detects a poison needle trap which is neutralised. While we search for the key Arion settles down to try to pick the lock. The Party find the key but to late, Arion has bodged it and finds out that the box has anti tamper bolt which shoot home with a thud that has an air of finality about it. The box is now doubly locked and even the key will not open it.
A The Party question Morgan but find out nothing of interest. Mig and Pintow go to the stables to question the horses there and find out what killed the mule. The Party restore Zorastin to consciousness and question him but he is convinced that we will kill him and will tell us nothing. Zorastin threatens the Party (?) and we prove him right. As he dies the tower is filled with a loud screeching which emanates from the walls and echoes around the castle. People are woken and soldier approach the door.
A In the stable Pintow's "Speak with animals" spell reveals that Zorastin and Morgan drained the mule's blood and Mig recalls seeing bottles of red liquid stored in the tower. The screams wake the stable hands and Mig and Pintow return to the tower.
A Honest John uses his "Silver tongue" to convince Morgan that he will be spared if he cooperates. Mig and Pintow arrive at the same time as the guards and to avoid giving away the rest of the Party they return to their own sleeping quarters. Morgan tells the guards, through the door, that he and his master are working on stopping the screaming and cannot be disturbed. More soldiers arrive, including Val Mostyn, and demand that the door be opened. Morgan stalls them whilst Rustbulj casts a "Dispel magic" spell on the upstairs room and the screaming lessens considerably. The Earl arrives outside the door with Irmo and both demand admittance. Rustbulj casts a second "Dispel magic" but it has no effect.
A Farlas finds a secret door in the cellar which looks as though it might lead to a corridor to the Earl's tower. Irmo heads off in the direction of the Earl's tower with a couple of guards and we guess that he will us the corridor to gain entry to this tower.
A Suddenly the noise stops.
A The Party open the secret door and see a light approaching from the other end of a long passage. Lucius hails the figure approaching and Irmo's voice calls back asking what is going on. Irmo comes into the room wielding a sword which is also his light source. He sheaths it and Lucius gives him an honest account of the whole story. Irmo is prepared to listen to the Party and opens the door to assure the Earl that all is well. He then goes up to view the scene in Zorastin's room and takes Morgan to question him.
A When Irmo returns it is obvious that Morgan has told such ridiculous lies that Irmo cannot help but believe the Party, and he sends Morgan off to the dungeons.
A It would appear that the Party has under estimated Irmo
A Irmo is grateful to the Party for sorting out Zorastin but makes it clear that we cannot stay in the castle. He suggests that more "quests" will be arriving soon whom the Party would do well to avoid. It is obvious that he is aware that the Party has been banished from Meresvale. (We guess that hi is the white (silver?) dragon who flew off, using the magical suit of armour).
A Irmo allows the Party to attempt to open Zorastin's chest but says that the contents are not to be removed. It does not matter as the Party fail to open the chest. Irmo helps the Party's magic users copy spells from Zorastin's book, Irmo is very skilful!!! The Party warn Irmo of Trosahn and Zarentoudie but he is unimpressed.
A The Party leave Castle Shadon
B A band of ogres are wiped out
A The Party pack up and leave Castle Shadon. Irmo gives Arion 30 gold pieces for the dead mule and Kneebone has managed to filch 30 gold pieces worth of bits and pieces from Zorastin's room.
B After three hours of trudging through the snow the Party see five ogres on the path. They charge but arrow and sling fire see them off, killing three. 15 gold pieces are found on the bodies.
B About two hours later the Party realise that a dozen or so ogres are trailing us. An excellent spot for an ambush is located and the Party lay in wait. The ambush is a success with nine ogres being killed before the rest flee. 17 gold pieces are on the bodies.
B Hortense's owl follows the fleeing ogres to their lair which is now behind the Party. After some discussion [Something like "Hey, lets go and wipe out this group of ogres", "What a great idea!", "Last one there's a rotten egg!", I expect - Ed] the Party go there and kill them all and spend the night in the cave. 75 gold pieces and an engraved silver armband are added to the rapidly increasing stash!
A The Party are attacked by wights
A A day's tiring journey through the snow ends in a cave where the Party are attacked by three wights which are "Turned" by Rustbulj.
A The Party are again attacked by wights, Honest John is killed by Rustbulj using Nalin's scroll
B The Party are attacked by wolves
A During the journey the wights attack again. This time Rustbulj is only able to "Turn" one and the other two attack. Before they are dispelled Offa is drained of some of his ability as a ranger [GPN - 2 levels] and Honest John is killed. The latter even was the result of Rustbulj's attempt to protect the Party by reading a spell from a scroll. The scroll was "Cursed" and had entirely the opposite effect. Nalin had been carrying this "Cursed" "Protection from evil" scroll for years.
B During the night the Party are attacked by wolves, but they are easily dispatched.
A The Party are attacked by 50 hobgoblins
B The Party are attacked by a cave troll
A As the Party travel on we are attacked by a pack of 50 hobgoblins, but they are easily dealt with.
B As the Party shelter at night, a cave troll attacks but he is dealt with and burnt.
A The Party are almost attacked by two hippogryphs
A Two hippogryphs think of attacking the Party but are easily discouraged.
A The Party massacre a tribe of goblins
A About 20 goblins are seen running off. They are followed by Hortense's owl who sees their lair. Later in the day the whole tribe emerge and appear to be moving to attack. The Party circle and massacre the goblin's when they arrive. 90 or so are killed before the remainder flee.
A The Party skirmish with ogres
A At night the Party find a cave that has obviously been occupied. During the night four ogres attack. Nalin smashes one and the others flee to another cave. A dozen or so ogres emerge later and return to the cave occupied by the Party. After a brief skirmish the ogres retire and congregate in the open waiting for the Party to come out.
A The Party kill some of the ogres
A The Party obliges the waiting ogres of whom six are killed and the rest flee. The rest of the day and night passes without event.
A Days and nights pass uninterrupted with the exception of a mere 450 svart
A Days and nights pass uninterrupted with the exception of a mere 450 svart.
A Giants and Bugbears are certainly no match for the Party
A The Party are attacked by three giants. They throw rocks and some arrows are fired in response. The Party then charge them and all the giants are killed in a short battle.
A At night the Party are set upon by bugbears but they are easily dealt with.
A The Party destroy 12 ogres
A The Party destroy 12 ogres. [With one mighty blow? - Ed]
A The Party meet a band of men, some of whom are branded, and don't kill them
A The Party encounter and fight two dozen men. Some are killed, but most are "Slept" and bound. Four of five have the symbol branded on their forehead. Farlas casts a "Comprehend languages" spell which reveals the following words.
The Party give them some food, destroy their weapons and send them off.
A The Party overcome an endless menagerie of creatures
A On the continuing journey the Party deal with gnoll, trolls, wolves, stirges and two fire breathing lizard like creatures.
A The Party arrive at Zeimaures in Laosin
A The Party approach a fortress and six riders come out to greet us. The Party are able to get by speaking high elf and are welcomed to "Laosin". The fortress Zeimaures is a very impressive military establishment. Two flags are flying, a hand - the symbol of the Overlord of Laosin, and a golden bird of the Knights of the Golden Falcon.
A Gornach mac Searll, the castellan, greets the Party and arranges to fetch a priest who can speak our language. Farlas speaks with the Overlord and tells him of the Party's quest and of being banished from [Meresvale - Ed]. The Overlord appears unconcerned.
A The Party meet Holesari and learn of some potential interesting places
A A white robed man arrives whose name is Holesari mac Langin, a priest of Essini, a goddess of air and ice connected with clear thought, truth and moral enlightenment. He has a reasonable command of the common tongue. The Party talk with him and explain the mission.
A He tells of a reasonable library here and a tower near Crell Diorn, about 40 miles to the north, which has recently been discovered and is occupied by some giant creatures. He goes on to suggest that the Party might like to go to Torm Cord where the high temple of Essini is and there may be others who could help. The Party also learn that Zeim Falc in Ruistor [W/R = "Ruestal"] is the headquarters of the Knights of the Golden Falcon.
A The Party rest and train
B Lorris find out about the tower at Gran Fordir and its connection with Zarl Kruger and Colamnis
A The Party rest and train. The coinage in this part of the world is crowns. A crown equals two gold pieces. A horse costs 300 crowns, a pony 180 crowns and a mule 64 crowns.
B The library is searched for helpful references. Two maps are found of an area called Laosin in which stands a tower called Gran Fordir, a fell and dangerous place. The maps are dated 1256 and 1357 with the earlier map credited to Torglir, the overlord at that time (1209-1242). He was succeeded by Garesk (1242-1247). [Is it me, or did these two bite the arrow a decade or more before the date on the map?! - Ed] Lorris finds two important documents relating to Gran Fordir. They tell of two failed attempts to take the tower in 1224 and 1246. There is also a letter dated 1364 outlining a legend of the tower being held by a wizard named Zarl Kruger who was attacked by a mighty warrior called Colamnis. They both are rumoured to have died in the struggle which occurred in 403 (66 years after the death of Riasc in 347). A powerful evil artifact is mentioned in connection with Zarl Kruger.
A The Party move on to Crell Diorn
A The Party move on to Crell Diorn where the nearby tower is occupied by giants. The Party are permitted to rest in the castle for as long as it takes to train but must make a scouting mission within the first fortnight. The senior cleric of Essini and a couple of knights may accompany us.
A Hortense's owl scouts the tower
A The Party approach to within two miles of the tower and get Hortense's owl to scout ahead. The tower is occupied by stone giants.
A The Party wait and watch the tower
A The Party wait and watch the tower.
A Farlas scouts the tower
A Hortense makes Rustbulj "Invisible" and he and an "Invisible" Farlas move closer to the tower. Rustbulj gives Farlas a "Silenced" stone and Farlas goes on to examine the tower.
A Farlas reports six adults and one child stone giant in the tower and some growling noises from behind a locked door. The giants have stored up rocks in the tower. The Party return to Crell Diorn to consider how best to approach the storming of the tower.
A The Party complete training and planning
B Larn arrives and joins the Party
A The Party complete training. Narvon, the castellan, and one of his knights will accompany us to the tower as will Holosane the priest.
B Larn, the berserker of the King of Meresvale, arrives and declares his intention to find and kill the murder(ess) of the Princess Julianna. Rustbulj casts an "Augury" and it appears to be to our advantage to have him with the Party. WHERE IS Trosahn?
A The plan is to ambush two hunting giants during the full moon [That's tomorrow - Ed] and slay them with arrow fire.
A The Party assault the tower housing the stone giants
A Never able to set up a successful ambush the Party opt for a straight assault on the tower. Farlas, Offa, Lucius, Larn and the two knights will climb a rope to the top level of the tower with the advantage of a "Silence" spell on the group, an "Invisibility" spell on Offa and Farlas using his "Invisibility" ring. The first four get in okay but as Narvon enters the two giants sleeping here awaken. The silence confuses them but they attack and Narvon and Offa are badly wounded. The giants are dispatched before they can raise the alarm. Larn is particularly effective.
A Guerin, Mig and the other knights enter during the fighting, Mig has a new "Silence" spell. They descend to the next level and sneak the three giants sleeping there. The child is killed and the two adults are wounded sufficiently that there demise is fairly swift.
A The "Silence" spell wears off before the Party can surprise the remaining giants. The male attacks Larn whilst the female takes on Offa and Lucius. Larn is seriously hurt and Offa is hit badly and forced to withdraw.
A Those outside smash down the door and are attacked by three bears. Nalin and Bazron take the front. Rustbulj uses a "Light" spell to blind one of the bears. Another bear breaks away and races up the stairs to confront Guerin.
A Lucius receives some bad injuries at the hands of the female giant while the male drops Larn in a bloody heap. Offa and Lucius rejoin to attack the female and Farlas helps with a few "Magic missiles". Farlas' "Magic missiles" finish off the female giant and he and Lucius attack the male while Losarn tries to heal Offa.
A Rustbulj blinds the other bear by the door. Nalin kills one blinded bear and joins Guerin on the stairs to battle another. Bazron, Kneebone and Arion combine to dispatch the last bear.
A Offa, nearly healed, rejoins Farlas as Lucius drops, but he doesn't last long and a knight takes his place. Nalin kills the bear on the stairs. Farlas dents his sword to uselessness and grabs Larn's two hander. The fatal blow is finally dealt by Nalin with a morning star flail.
A Profuse use is made of "Healing" spells, Larn has a miraculous recovery. Searching the tower uncovers 600 gold pieces in mixed coin and a mechanism to open a door leading to a passage below the tower. The Party decide to leave this for a while and stay in the tower as a temporary garrison while Farlas and Nalin return to Crell Diorn with Narvon.
A Under the tower Losarn is frazzled by a red dragon
B A tough time is had dispatching for humanoids
C An unusually short list of treasure
A Five knights and five levies arrive from Crell Diorn to man the tower. Four knights and the priest will accompany the Party down the mysterious tunnel. The Party come upon a chamber containing a large red dragon which is blocking the way. It sees us , rears and breathes fire at the Party. The priest is frazzled and others are badly burned.
A Farlas and Drasmar combine to create an illusion of a person creeping in to the cave to draw the dragons fire (sic) and use up its breath weapons. The plan works and the dragon only has one breath left. Much arrow fire is expended uselessly. Finally a "Resist fire" spell is cast on Farlas who walks up to it and zaps it with a "Magic missile". The dragon uses its last breath weapon and the Party rush in and splatter it and steal its teeth.
B Farlas spots a humanoid creature in the cavern waving his arms about. Farlas shouts "RUN!". We do! A "Fireball goes off around the Party killing Losarn. Three more humanoids charge the Party with swords drawn. Two actually attack whilst the third stands back. The attackers are gaunt and wear flashy armour and fight in a stylised, precise manner.
B Hortense drops the Magic User type with a "Magic missile" but later he crawls away. Guerin and Offa take on the fighters, and the third fighter cast "Magic missile" spells at the Party. Rustbulj tries to "Hold" the Magic User who is crawling away but he is "Magic missiled" twice. Hortense drops him again with another "Magic missile".
B Narvon takes over from Nalin and is seriously hurt. His place is taken by another knight. Rustbulj successfully "Holds" the armoured spell caster. The knight is killed and Guerin steps in while Offa succeeds in dropping his opponent. Kneebone runs through to dispatch those opponents dropped or held. Finally Guerin finishes off the last one. That was hard.
C The Party recover a flashy silver sword, an aquamarine and some evil magic splint armour. The latter is left behind.
A The Party rest and recuperate in the tower
A The Party rest and recuperate in the tower.
A Back under the tower the Party is unable to open a secret door
A The Overlord of Laosin is expected in a week or so so the Party decide to return to the tunnels. The Party find a cave containing a mud pool that gives off a magical aura and a large cavern with stalagmites and stalactites. (This seems to be the room referred to in the tale of Garesk [W/R - Goresh ? - Ed] as a "cavern full of white pillars".) The Party search for the secret door and find it. It is sealed by magical and mechanical devices. "Dispel magic" deals with the first problem but after eight hours Arion, Kneebone and Nalin are unable to open the way.
A There are some frogs behind the secret door
A After trying for another two hours the door is finally opened and the Party discover a passage leading south. It opens into a chamber and three frog like demon creatures attack. Larn downs one but the use a "Fear" spell and most of the Party flee. However those that remain, most notably Larn, are able to finish off the remaining two.
A The Party move on into another chamber. In the opposite corner is a door with a magical trap. It is a "Block" trap which would presumably block the passage if the door was opened. The Party retreat and think.
A The Party burn a mummy
A A "Dispel magic" is cast on the "Blocked" door. When it is opened a brick wall is found behind it. The Party examine the walls of the chamber and find several minute straight cracks, possibly doors. A "Knock" spell is cast on one and a mummy rushes out from the alcove that opens up. Rustbulj "Turns" it and it is burned.
A The Party find the right way forward and three more demon frogs
A Finally the Party realise that this room is a small scarlet fish. Party of the wall in the corridor is illusory and behind this is the true way forward. In another chamber behind the illusory wall the Party are attacked by three more frog demons. An alcove contains the mechanism, part magical part mechanical, to open the way further.
A One fifth of the Star of the Seven Firmaments is located
A Onwards ever onwards, the Party come to a chamber lit by continual light. On the wall opposite is a tracery of runes from which emanates very strong evil magic familiar to Fearno. Rustbulj tries a "Dispel magic" on the runes but this only has the effect of causing a "Lightening bolt" to spring forth and blast Nalin.
A It appears from the strength of the evil that the Star of the Seven Firmaments may have been broken up and a fifth part of it resides here. Lorris says that the Party's search is ended. Now we must study the libraries of the word to find the key to the "Glyph".
A The Overlord of Laosin arrives and rewards the Party
B The Overlord give a letter of recommendation to the Party, Trosahn has passed through Zeimaures
C Farlas retires from adventuring to join the Overlord's forces, Pallea will stay with him
D The Party follow the Nystel Tavron east until we arrive at Cerone
A The Overlord of Laosin arrives at the tower. The Party explain the situation and he rewards us with 300 crowns, all he can afford. The lower areas of the tower will be sealed up and kept secret and he will arrange to keep the tower manned.
B The Party plan to go on to Torm Cord and visit the Essini temple. The Overlord of Laosin gives the Party a letter of reference to the high priest and a local boy as a guide. He reports the Trosahn has passed through with two valets and six fighting men.
C Farlas retires from adventuring to join the Overlord's forces. Pallea will stay with him.
D The Party follow the Nystel Tavron east until we arrive at Cerone.
A The Party arrive at Cerone and are ripped off
B A fight at a tavern results in Willan, Fidella and Breddruen joining the Party
A The boy Beg and the gate guard go to announce the Party while we wait outside Cerone. After about three quarters of an hour a scribe arrives and communicates using broken high-elvish. There is a tariff of two crowns per person to get in plus 200 crowns for a suit of plate mail (or five crowns if left at the gate). All weapons with the exception of knives must be left at the gate.
A The Party decide to stay outside although Lucius, now exhibiting decidedly thiefly tendencies, Kneebone and Hortense will go in with the scribe to look around. There are temples to Amnis [W/R "Thyme"], Farah, and a general one. Other notable buildings are the castle of the Theign, Karson, and the market hall. The scribe is called Lorscan Mac Hemil, he is scribe to the Theign. He volunteers to act as translator for three crowns a day and will teach Lagoin for an extra crown. These fees are agreed but Kneebone expresses a feeling that we are being ripped off.
B The group go to a tavern for a meal and wine and get charged a hefty half crown which seems like another rip off. While Kneebone, Hortense and Lucius dine a slim attractive girl enters the tavern and goes to the bar. A ruffian makes a pass at her and she belts him. He shoves her causing her hood to fall off revealing pointed ears. This provokes much laughing, insults and snide remarks. The group move to extract the girl from this situation only to succeed in attracting attention to ourselves. Lucius gets into a shoving match with one of the men. Hortense and the scribe hide in the corner. A rough looking woman and her huge companion rise and start haranguing the men in the local tongue. Lucius reaches the girl and speaks to her but Kneebone's passage to them is blocked by a ruffian. There are nine of them on their feet now and they seem intent on causing trouble.
B Two "bouncers" stand to one side keeping a wary eye open. One local shoves the girl indelicately and she belts him. This is it. The rough woman and her companion wade in. Two ruffians attack Lucius, one on the rough woman, one on the pretty girl, two on the big man, two on Kneebone whilst one stands back shouting encouragement. Lucius and the big man very quickly flatten one of their opponents each whilst Kneebone gets a perfect knee to the goolies of one of his opponents. Both women seem to be doing well. The second opponent on Lucius and the big man go down as does the ruffian fighting the rough woman and the three of them move towards the girl. He opponent pulls a knife but fails to stab her. The man who was standing back runs in and gets a choke hold on the big guy. His friend tries to help get him off and Lucius flattens the thug with the knife then moves to help Kneebone.
B Kneebone has not been touched but despite constantly hitting his opponents he has failed to floor one. He and Lucius now take one each and the big guy hurls the ruffian off his back clean over the bar. Kneebone chucks a few crowns in the direction of the bounces and we get out in a hurry and return to the others.
B Willan and Fidella are locals from Paranis who hire themselves out as guards or soldiers. The elf lady is called Breddruen, she is from the elven lands to the north of Ruistor and is travelling to see the world. She is vague about her profession but turns out to be a thief and magic user.
B Rustbulj takes on the locals as henchmen and Breddruen takes up with Lucius. The Party splits them up at night time to prevent any naughtiness of which we certainly wouldn't approve. [This seems slightly incongruous with the Party's "X" certificate attitude towards gratuitous violence - Ed]
A The Party travel to Torm Cord
A The Party travel to Torm Cord
A The Party arrive and enter Torm Cord
B The exchange rates are murderous and Trosahn has already been through
A The Party arrive and enter Torm Cord leaving armour and weapons with the gate guards. The main Party will stay in town whilst some go on to the temple. We find the Essini priest and introduce ourselves. He will send a message to the temple while the Party wait in town. It will take about two days. Larn seems to have picked up Lagoin, the local language, very quickly.
B During the two days the Party have contact with a dwarfen money lender who tells us that the going rate of exchange will cost us about 40% on our normal gold but the stuff from the giants is worse being in discontinued currencies of the old kingdoms forming the land of Van Connel and the Party can expect to loose about 60% of the face value. He also says that Trosahn has been here and has seen the Theign.
A The Party meet Dellias at the temple Soreston
B Much general information is acquired
A A guide arrives to take people to the temple. Rustbulj, Lorris, Lucius, Breddruen, Offa, Bazron and Hortense will go. The group retrieve their armour and weapons and set off for the temple Soreston. On arrival the letter of introduction is handed in and Rustbulj, Lucius, Offa and Lorris dine with Dellias Loldern Essini, the High Priest.
A Essini is a comparatively small religion which the King of Ruistor supports a bit. King Connel is a druid. Soreston contains a small library. There are bigger ones in Ruistor, especially in some of the temples.
A Dellias will let the Party look in the library if we can prove our worth by travelling to a coastal village called Lolcorn where the Essini church have lost contact with a church/retreat and find out what has happened. The best route is to follow the Nystel Tavron to Connelberg then go south to Lolcorn.
A Lorris will stay at Soreston to do scribely/scholarly work for the temple, this will coincidentally gain him access to the library. If the Party need money and recognition (we do, we do) [How can the Party possibly need money?! - Ed], there are games at Paranis in two weeks where we could compete. There is a suggestion the Party represent the Essini church but this is declined.
B Dellias has heard of Trosahn but is interested to hear the Party's opinion of her character and will confer with the Theign. He has not heard of Torknin or Torlich. Dellias also offers the task of taking some papers to the north of Ruistor, perhaps we should split the Party!
B Dellias is "in" with Count Vlodrin, a rich wandering noble, part of the struggle against war in the Kingdoms. Count Vlodrin once presented a [grave?] (in Ruistor?). Dellias also says that the Church of Amnis [W/R "Thyme"] is powerful and riddled with politics, it is good for money if you don't mind dodgy jobs. Druids derive their power from Sturville and are strong in Van Connel and might fight for Connel. The library at the monastery of Son Bahn may be hard to get in to. The Merchants Guild may pay well for work, or the Theign or even the King.
B Paranis is the centre of the local salt trade and there are several large salt mines nearby. There are three major power bases, the Theign, the Merchants Guild of Nystel Tavron and Hinlen deal in salt and the competition is fierce and there is much fighting between the three groups. The Theign held sole control until the King took over. Hinlen is not from this area. Salt caravans are frequently attacked by monsters including orcs, cyclops and stone giants.
A An Essini priest named DenConnu is recruited
A Everyone except Lorris return to the town. An Essini priest named DenConnu is recruited.
A The Party drop off Lorscan in Cerone
A The Party set off for Paranis passing through Cerone after two days where we drop off Lorscan the scribe/translator. Kneebone follows him through the town but learns little except that he is pleased with his monetary gain from the Party. However he doesn't hold on to it for long because that night two thieves from the town burgle his home!
A Details of the tournament at Paranis
A The Party arrive at Paranis but do not enter yet.
A The tournament details are as follows:
A Offa says he would volunteer to fight a Kobold!
A Trosahn is spotted in Paranis
A Guerin, Willan, Kneebone and Fidella enter Paranis and discover that Trosahn is there posing as an elven princess. They return with this news to the rest of the Party and various plans for dealing with her are considered. Eventually it is decided to send Breddruen to the hotel to establish the true picture and later to use dragon warriors against her if possible.
A Breddruen gets her teeth into Trosahn
A Breddruen undertakes her mission and finds guards in a separate room to Trosahn, two henchmen in the next room. She gets the teeth from DenConnu and sends them in.