Divisions Within

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Summary

  • GM: Miles Jackson
  • Time: Autumn 812 WK
  • Day: Wednesdays
  • Level: The High Side of Medium
The Party
  1. Christopher - a human warrior/Ice mage
  2. Dirk – Dwarf (Military Scientist and Party Leader)
  3. Djulius the Witchboy – Dark robes and a youthful face with an evil smirk. Falcion always at his side in leather armour covered by black robes
  4. Dwork – orc body guard, male prostitute and wielder of a massive flaming glaive. Over-powered, over-sexed and over-here
  5. Hamish – a human witch
  6. Theodonna - a Namer and looks like a female human, but isn’t quite
  7. Veor – Ice Mage. A close look at the eyes will reveal a hint of madness, so naturally he was almost our leader
  8. Zanak - Former human pirate, now a warrior priest of Ahura Mazda
Employer

Lady Arial and Gorgan Stahl

Mission

The rulers of the free trade city (Lady Arial and Gorgan Stahl), want a party to investigate what has happening with the dwarfs. As the city which is local on a canal system, a mile underground, is dependent on trade. In the last few months trade has halved, mainly due to lack of dwarves business. The dwarven clans are fighting and engaging in a bit of an arms race. But will not talk about what’s going on with non-dwarfs.

Payment
  • Pay 20000sp each to investigate 10,000 in advance.
  • If significant information is provided or normal trade resumes the lady Arial will commission one item each for the party, she has access to some very specialised artisans.

What Happened

Day 1: Guild Meeting, Employment and Information

Guild meeting

We meet the party employer Cyrano. Our mission - To investigate the Interruption to trade.

The particulars

20,000 silver each. Half available now if supplies are needed and the rest on completion of the mission. That is 160,000 silver with 80,000 available. Writ from Cyrano – if things go 'bad' and prospects of 'special' training. Arrive and go to the spit roast hobbit inn and talk to the barmaid.

Of note
  • Bajest is dead – ie the blue skinned creature – investigate.
  • Cyrano – high level assassin and works as Lady Erials assistant.
  • Trade has stopped for 3 weeks and now the dwarves are not trading but are fighting.
  • Clans in charge – Bear clan, Renegades, Iron hands, Kelstone, Skyfall, Black rock and blood hand gang – with the last two being new clans that have risen to power in the last approx 3 years.
  • Clans that have disappeared - Brass head clan, Star drop clan.
  • The Black rock clan took over the Brass head clan area and is mining mythral.
  • The Blood hand gang took over the Star drop clan area and is mining diamonds.
  • In the free trade city – mind mages are “controlled”.
  • Abominations are teamed up with Kobolds – none are welcomed in the city and tend to be killed on site. Don't look into an abominations eyes.
  • Portals currently are erratic – though the main portal is open and being kept open.
  • Dwarves trade minerals for foods.
  • In the city there is access to a rank 11 weapon smith and a rank 12 armor smith.
  • Trade with the dwarves has dropped to half its normal value and only about half the amount of dwarven visitors have been visiting the arena.
Funny quote: Christopher to Dirk (a dwarf) – Do you speak dwarf ?

At the conclusion of the party meeting we elect Dirk party leader and military scientist. Shortly thereafter there are a number of party members with heads in barrels vomiting – Theodona has transformed in a rat … That is just not natural .. in any way shape or form.

Some of the party have been to the area before – one canal goes to the dwarves. The sinkhole called the long drop. We know Bear clan and Grey wolf and have contact with.

With our advance in hand we visit Caracas for greaters at dusk. Her assistant advises that she is busy however we can visit the bear shaman on the edge of the enchanted forest. He is located in a small cave – we are given a map to get there. We pick up on news that the war with the gods and calimar goes on unabated.

Day 2: Two Iron Claws, Kobolds Attack! (and Raptors and Worms)

Iron Claw

We travel to the cave and Dirk introduces up to Iron Claw – the shaman with a large metal bear claw. While talking we discover that the old chief was killed by ??? - then Iron Claw was to be next and he managed to leave and then was exiled. Rumor is they have found “Axe of Truth”. All clans want to own and the Kobolds have apparently found it.

We arrange for greaters and get Rank 20's on all 4 areas. This takes 8 hours. We discuss the details of the Axe of Truth – its a gold axe head with a black obsidian handle. The affects are that the wielder must tell the truth / it reveals the true nature of things. Of the clans the Grey Wold / Renegades – the most trust worthy. Kirgen – hard to hit eg made of stone. Gorax axe hand – he is fast. Kirgen and Gorax are teaming up to fight / invade the kobolds. We are given 4 strength of stone potions Rank 18 free – just get that axe for Iron Claw.

With the second day coming to an end we decide on a watch order.

Kobolds

Early evening – approx 7pm on watch 2 they see a flash of light. Were awoken and see Kobolds have hit a barrier outside. There is a group of about 50 pressed up against the barrier. We get to work dispatching them to the afterlife and then notice that their 'leader' is on the cliff top nearby. I fire an arrow which would have struck a mighty blow in his chest but the arrow sails straight though the projected image. The leader is taking notes on what our tactics and capabilities are.

Worms and Lizards

The leader calls in the heavies as we see a large worm and 2 velociraptors approach. DA on the velociraptors reveals they have a form of enhanced speed and that damage reduces their speed. The worm on the other hand has an effect of 'destroy magic' that sounds bad.

Shortly after wards the worm unleashes a breath weapon of black haze in front of it – the magic barrier goes down. Julius somehow spots a taller person behind the worm – taller than the rest. I cast and a velociraptor collapses in pain and agony – its blood begins to boil and its end will near and messy at it strikes at the nearby kobolds cutting them down.

The remaining velociraptor advances as a fireball lands and engulfs the area at the back of the worm – curiously the portion of the fireball that touches the worm disappears – possibly due to the anti-magical effect of the worm.

The velociraptor advances and Zanak steps up into its way for a couple of seconds before getting shredded – I gulp as I am next. Before that happens I strike and hit home and the return is a glare. The velociraptor attacks and for some reason I manage to dodge all of the attacks – that would have hurt.

Dirk charges and attacks the taller figure at the rear of the worm while the flank of the worm is charged by Christopher.

The worm jets some sticky substance and I am stuck fast in front of the clawed beast and the worm advances. Dirk strikes the humanoid and it is hurt while his second weapon has no effect and the humanoids weapon strikes home on dirk.

The velociraptor in front of me first strikes down Zanak and then turns it attention to myself – the world goes black as I am cut down. Waking up I learn that both Zanak and I have our primary arm crippled due to damage. Dwork hellfired the velociraptor and it became very singed.

Dirk attacks the worm from behind while Christopher hits the worm and it doesn’t like the hit as a nasty gash opens in its side. Dwork and the velociraptor get struck by the worm and are stuck in place. From the cave – the dwarven guards rush out and attack the velociraptor just in time as the worm gloops the entrance to the cave and then begins to vibrate.

Veor takes down the velociraptor with help from the guards. Dwork fireballs and then Velor and a dwarven guard make for the glooped cave entrance.

Christopher hits the worm and it explodes. Christopher and Dworks items turn non magical.

Into the Cave

On entering the cave – Veor and the dwarf see the shaman sinking into the ground. Bubbling mud / smoking magma in a pool on the ground – expanding as Veor watches. The shaman holds up the iron claw as he sinks into the pool of magma. Dirk uses his whip to hold the shaman but it begins smoke as it wraps around him and will soon fall apart due to the heat. Veor's quick thinking saves the day as he turns into a minotaur and wades into the magma – he grabs hold of the shaman and drags him out from certain death. The shaman is barely alive, one arm burnt away along with his legs still clutches the iron claw. Veors armor has been burnt off and destroyed and he is heavily damaged. We determine that quest level healing is required for the shaman. At this point Hamish is stabilized and the shaman is ice packed. Veor gets lots of healing.

  • We DA the Iron Claw – Dirk falls unconscious.
  • Elenor DA – very high mana area. Dwarven shamatic magic.
  • DA impacts if its picked up Spirit travel.

With the battle concluded we take stock of the situation. Veors boots are burnt to cinders. Its night time now and were trying to put wings on. During this Veor searches out side ie the fallen kobolds and finds some potions. Snot and puss potions are found.

Spirit Dirk

While Dirk is in the spirit world – he is told to tread carefully in regards to what is happening below. All hell is breaking loose. The shamans of bear clan advise that the kobolds are a little way away and pumping themselves up for another attack. Julius points out a rune that appears on the shamans body. DA reveals is the spell of summon meteorite and it has no counter.

Meteor Tag

We decide to fly and prepare to duck and dive when the meteors arrive. The shaman appears to be the focus. Another rune appears – this time on Dirk. Demonic doom – volcanic doom. As were flying away the first meteors arrive streaking from the sky. We see a wizards eye and that pops of of existence about half a mile from where the shaman is. Julius gets a glancing blow from a falling rock and takes some damage. Dirk gets hit by a falling rock and survives the encounter as lava pools appear below him on the ground as he is flying along.

Caracas is not pleased

Heading for caracas we land at night – everyone makes it down safely. Caracas exclaimed what the hell are we you doing? There is now a lava arrow pointing in this direction and it will not be too long before the Michaeline Knights will make and appearance (visitors). Caracas wants to leave the area due to the pointer and the visitors that are sure to be on their way. Visiting Lady ariel would be a good idea. Caracas packs up her hut and it collapses down to a square that is picked up for safe keeping. There is no sign of Helena – Caracas assistant. Caracas takes Iron Claw and heads off to meet Lady Arial – we also leave before the Michaelines arrive.

Day 3: Seagate R&R

We land and try to get some rest at seagate. The Michaelines are up in arms due to the appearance of lava pits and meteors. Zanak is tended to by high level healers and I require some attention too at a lesser amount. We pick up some additional information – Outside the trade city dwarves are assaulting kobolds in the streets. In addition to that were advised that each of us now have a 20,000 sp bounty on our heads. It is evening at Seagate.

Day 4: A Quiet Time in The Free Trade City

We awake and head off to the free trade city. We spend 800sp to portal to the city at 100sp each. News on the street in the free trade city – A drow settlement has been attacked and raided by kobolds. Arial will permanently destroy those caught fighting in the free trade city – ie souls will be destroyed to render the person unreserectable. Blood axe dwarves have attacked the renegades clan – the dwarves were rounded up and killed having their souls destroyed. We note that traveling to Long drop will take one day via high speed travel. Generally people keep away from Dirk – outside the city dwarves do not tend to travel alone. We note that dwarves we meet are interested in Dirk.

As we travel around the city we round a corner and see a group of Bear clan facing off against the Renegades – Roughly 11 per side. Dirk pipes up – if you value your souls – Piss off !! This breaks up the soon to be fight and they disperse. We head to the inn called the Spit Roast Hobbit and Dirk has to surrender his weapons. They are handed to the party members for safe keeping. We are advised beware of assassins now that open attacks can not be done. Kelstawn – of Skyfall clan was assassinated last night. Only the clan leader of Grey Wolf currently survives. The Renegade clan is keeping a low profile. Dirk wants to make contact with Cyrano and also wants to talk to the Renegades clan ie to make contact there too.

A protection spell is put up for the in and we wait for Cyrano. We receive word that Cyrano would like to meet us outside .. as he is unable to enter the inn.

The Kobolds and dwarves were behind the assassination of Kelstrom. Kobolds are in league with a possible minor demon. Cyrano advises that the axe will unite or if we prove outside influence in a clan the other clans will attack some where. So far 2-3 expeditions have gone into the Kobold area – dwarves not human. The 20,000 bounty has been removed from Dirk.

We head back in to the in for food and approx 70 min later there is a flash as a rune disappears. In comes a group that appears as dwarves but we know better.

Grey Wolf comes over for a conversation as a spell is cast. A dwarf in the corner is under an illusion – what we can make out is that whatever it is its approx 5'5” high and has dark black skin – its not too pleased that we have revealed its presence. Zanak DAs and it is tainted to some extent and the GTN that should be there is missing – no answer. We conclude aura alteration. Dirk joins Grey Wolf upstairs. Elenor DAs – lowest ranked spell. Light Rune (ah a rune mage we assume) These are not normally alone.

In the conversation Dirk learns the following. The Kobolds have the axe – magic cloth cut by the axe has been DAed. The Kobolds have approached all the clans plus the drow. Dirk asks Grey Wolf – what can we do to help you survive ? Cause trouble and become targets. We learn that anti-magical worms come from very deep down.

Dirk comes back down and joins us then approaches the guy illusion-ed in the corner as he has not left yet. Dirk inquires if he is a guide ? His fee is 1000sp/day to avoid traps, ambushes and also advise us what is up in front of us. We agree and we leave in the morning.

We sleep for the night – Nothing happens.

Day 5: Cleansing Dirk's Clan

The tracker is called Kelso. We are off to visit the Bear clan. We purify and put on strength of stone and head off.

Flint is the Bear clan leader and Fern is the shaman.

A Challenge ...

Half a mile from the Bear clan village Kelso advises that were being stalked from behind by Kobolds – 52 foot falls. We assume 26 creatures if they each have 2 legs – though were informed that some are larger than Kobolds. We decide to head to the village and about 100' from the walls a bell sounds. 10 Dwarves rush forwards and their captain demands our immediate surrender. We quickly discuss that there is a force of kobolds coming this way. The captain sends a runner out and after a short while he comes back as the kobolds have turned away. Again they demand our surrender. Our answer is NO. The captain comes back with hand over the claw at which Dirk replies Piss off. We notice that the village entrance is now being guarded so that the villagers can not leave. Dirk consults the spirits and then comes back to the captain that we will deliver the claw to the main square (so the chief can be challenged to combat) The captain says NO as they don’t believe us and comes back with Put your weapons down as they draw on us.

...Defeated

Veor first move is to walk over the captain and the captain falls to the ground but not before hitting Veor will a mighty blow. 3 dwarvish spell casters begin to draw mana behind the captain while the fighter types try and swing round on us. Dirk steps forwards and multi hex strikes the mages. The captain is in close and Dirk get hit hard. Christopher appears behind the 3 mages and strikes them. Seeing the captain on the ground and 3 mages taken out in the opening of combat their morale breaks and they begin to fall back to the walls of the village. We stop combat and start walking towards the walls as the mages come out of stun and slink back to the walls of the village.

A Second Challange

Dirk challenges the dwarf chief with support from the clan being held back. An hour's delay is requested - but it’s not taken as that would allow rituals to be cast. The challenge is to the death all magic removed apart from what is carried, ie permanent spiels and talents can be recast when inside. The combat starts the area is a 30 foot arena Zanak falls over DAing the Sharman as he emerges from the tent. Dirk uses a whip but misses and the dwarf hits Dirk. The dwarf then triggers poison on his axe the Sharman is surveying the situation and is not concerned with the fight. Dirk dodges then strikes home and whips the dwarf - with a Whip of Obedience (or something).

Dirk Commands SURRENDER - and all hell breaks loose

The dwarf disappears and reappears as a pile of ash at the shamans feet. All hell breaks loose, the Shaman gets hit by 2 bolts as he casts into the arena. The Sharman shouts (bloody weak willed little prick) as rat creatures appear from the ground (abomination spawn). Wards and alarms are now going off. Dwork hell fires the worms and the Shaman a worm gets singed; Xanak creates an aurora and the abominations don’t like it.

The Shaman is transforming, changing height to 15ft tall and 4 tentacles. Kobold drums are now being heard. The tribes 400 dwarves are engaged in fighting about 1000 spawn - the spawn are poisoning the dwarves with agony. Boiling blood is cast and a worm is affected, multiple attacks hit the abominations. Acid hits me and goes straight through my armour. The transfomed Sharman whips some dwarves and they shred apart. The dwarves are slowly winning

Dwork as he prepares a fireball: It’s just the way it’s got to be.  

Some of it will affect the dwarves, dwork hopes it is not a double affect. Christopher hits again from behind and the Shaman takes some damage. Dirk does damage, Dwork fireballs killing abominations and I prepare while falling back. Ice projectiles strike home and a bunch of abominations fall. Dirk is feared and is catatonic, half the dwarves and most of the spawn are running away in fear. Dirk runs into the arena and the mass fear is stripped off along with other spells. Zanak senses great taint, I get beaten and fall unconscious then tossed aside. Luckily I still have all my limbs. Veor hits and draws some blood, people charge in and begin striking the Sharman multiple strikes hit home, Veor falls to the ground in agony when hit. Dwork charges in and gets hit then hits the Shaman. The fear effect hits Christopher and he is catatonic, while the worm spits on the dwarves. The creature goes down and efforts go towards rescuing Hamish, Dirk charges the worm nearest Hamish and first attack hits home, Dwork charges in and misses and gets hit on the way in. The worms are then cut down.

At the end of combat about half of the dwarves are down.

Quick the kobolds are coming

They are about 5 minutes away - and there are about 150 kobolds and other creatures. Rhino beetles and cave weasels the rhino beetles appear and stop then one approaches a kobold, an ancient kobold with a staff. The kobold wants the bastard Flint. He does not trust us to venture in alone, we tell him the story of the abomination Shaman killing Flint. The kobold has grievances, which are unprovoked attacks and abductions. We give the kobold Flint's remains and arrange to meet tomorrow. Hastor speaks for all the kobolds (a large chunk) we collect a few scaly plates from the Sharman and potions.

Dirk and the Dwarves meet

They do not accept him as leader maybe Sharman as he has the claw. Sharman is brought forward, his name is Fern, he is badly beaten up. The abomination took the Sharman’s place. Checks needed for abominations and a check of the Shaman’s equipment, 2 amulets, a set of plate mail, a staff, a ring, 2 potions vials of poison and additional 2 potions a great axe, a battle axe and shield. Fern can repair the rune on the wall to keep the abominations at bay. The tribe insists that the great axe is handed over. The axe is handed to Fern until the leader is chosen. 2 potions are flash of light, the other 2 are potions of agility and 4 doses of paralysation potion a strength of stone ring (rk 20) silvered dwarven plate, non-magical, amulet of protection and an amulet of defence, battle axe of teleport, shield of defence. 4 potions of rank 12 healing 4 paralysation doses and 5 scales.

Some Staff Discipline is Required

The Shaman's staff is DAed - and a bolt hits Dirk and Theodonna, they take damage, dirk has a chest wound with broken bones and Theodonna has a slash and bleeder along an arm. Veor puts the staff into a sack, while resisting strong urges to pick the staff up. The staff has a GTN of abomination lord (staff is part of) the bag smoulders as its demonic entity this staff is controlling none but it is trying to control an entity. Some dwarves go into a rage and Veor can feel spirits around him. Spirits say destroy the staff, it is something holy. Dwork wants to save the staff.

Veor gets the ice to break the staff and Zanak prepares something holy, dirk is targeted by spirits, white fire and dark fire resisted by dirk bound ice mangles staff releasing spirits, dirk falls unconscious as his chest caves in and Theodonna is hamstrung has her 2ndry arm crippled is eviscerated and her primary arm falls off. And also suffers a broken hip. Theodonna is not conscious and Dirk is out of the fight for a few days. Any bits of the staff are burnt after this Dirk is announced as leader for breaking the staff and surviving. Fern is a Sharman, I have broken bones needing to be fixed.

More talking

The abomination Shaman provided plans for the building of devices that burn rock, ie pumps oxygen into the rock to burn it. Dirk becomes Sharman and a new leader is elected, Fern is 2nd Sharman until the Sharman iron claw returns.

Cerano appears at the gate, scroll is handed to the new leader the leader appears a bit white and says some silver and gems are needed to be traded to the city. Dirk convinces the chief to resume trade.

Drums sound and a beetle appears, it’s huge. Dirk talks of peace and a contract is signed. Prisoners and kobolds skins are to be returned a promise to not hurt us (kobolds) trade of armour for kobold potions. Dwarven stamps and kobold blood put on the peace parchment. Prisoners are exchanged – then a call to the trackers is made. Will be a decent few days travel to an old dwarven temple. There is a group of kobolds there with a new shaman.

Some guides are provided so we can possibly pass the kobold areas. Information is that the group at the temple can see the axe but not reach it as yet.

Pretty Perri

Perri the female kobold will act as guide – she is from bezerker clan. We are advised to keep her safe, she is dressed in a loin cloth and has 2 daggers. Some kobold transformation potions are given to us and armour. These last a week – 3 days to heal us. Rank 8 leather +1pt for being a kobold.

Day 6: Hangovers

Everyone wakes with hangovers. Veor tries out the battle axe of teleport. Shamans send the messages out so they can listen for the responses tonight.

Theodonna Divinates

Theodonna divinates the plates left from the creature. Demon counter spell would have given us benefits. These came from a demon abomination. Theodonna gets demonic chaos counter spell. Theodonna is divinated as she has an itch on her back – she is going to grow some bat/demon wings as it’s a taint effect. Her hearing is also improved. The abomination was a powerful lord and joined in a pact with a demon. Zanak removes the taint and the wings are gone (her hearing remains enhanced)

The Evening

Communication with the tribes is shut down! They think the other tribes have abominations and shut down the network to be safe. The guides appear. Dirk asks what is the news and is advised that the leader has taken the rest of the kobolds back home. The BlackRock and ??? have sent in heavy attack forces to get the axe. The dwarves “think” they know where to go. A small group of elite drow have also gone in. In going there we may meet slavers, drow or mindflayers – with the slavers being the most dangerous.

Dwork eyes up Perri the kobold – Zanak says
It would be amusing to see his nuts cut off 
It hasn’t happened this week so far.

Day 7: Healing

Huge bloodbath amoungst the Black Rock clan – their shaman is dead. In the other clans the weapons race increases. The new dwarf leader announces that we must please Lady Aerial of the Trade city.

Day 8: Healed!

Evening – Everyone is healed. We sleep to morning so dirk can fit the dwarf armour ie the 10pt plate.

Day 9: Travel to the Kobold Realms

Ring of strength of stone Rk20 goes to Theodonna Kelso the guide asks us if we need his services – we do and describe the temple – all they get is voices (non dwarf) in the area. Perri thinks 6 days to reach the temple.

The temporary shaman is healing and will be in the tribe. We adventure following the kobold.

The days travel is uneventful – were in dwarf territory still. Dirk communes with spirits and he talks to Fern the shaman – some news is that Gorax axe hand has left with a group and an abomination has taken over the Black Rock clan.

We decide on combat order: Dwork & Dirk, Theodonna and Veor, Hamish and Julius, Christopher and Zanak

We take the routes heading through the trees.

Two hours in we have encountered mushrooms with 2’ of water. The large mushrooms give off a faint glow. We DA – they are natural, with a spore attack that results in sleep via the spores. Last spell to impact was plant growth. To counter this we wet some cloth to use as face masks. It gets misty and this is DA’d – Magical aura Nature of magic is to reduce visibility. Its an illusionary mist spell. We prepare for combat as Dwork walks into a mushroom and spores fly everywhere. Theodonna disappears into the water as Zanak stubles and also goes down into the water. Veor has a chilled hand push him – There appears to be a spirit here. Veor attempts to hit the spirit – its head is poking out of the water. Zanak prepares.

  • Christopher and Hamish start dancing and hug the mushroom trees.

Dirk rushes forward preparing a net as Dwork prepares, casts and backfires a spell that should have been easy to cast.

  • Zanak and Dirk begin to dance along with Julius.

Veor narrowly misses a spirit then hears music in the background. The spirit touches the flaming weapon of Dwork and the sword turns into a stick of celery. Music is heard and people begin to join a conga line.

  • Veor hits a spirit as more join the congo line.

A different tact – Veor talks to the spirit and asks for it to please release us and we will come back in a week and spend a day dancing. The spirit gives Veor a stone and Veor breaks down crying for 10 min or so. Zanak is given a bell to affect those dancing.

  • We get out of the area and then fall over asleep.

We're slapped awake by Perri. Waking up we feel relaxed as the mist disappears. When we tough the spell Zanak feels pure truth. The spirits leave and the water begins to disappear too. Veor has an unbreakable Geas on him.

It's a looooong way down

We continue and arrive at a cliff with the bottom being approx. 1,000’ below us. There are ledges at about every 200’ of the climb – this is 6-7 hours of strenuous activity – along the way Theodonna almost falls. When we arrive at the bottom Perri advises us that were in Kobold territory now. We head to a nearby cave to rest.

A message – Kiergen of BloodAxe Gang has killed an abomination but at a high cost to his gang as its now depleted. We send a message of congratulations and an additional message to team up. From the shamans we get a message :

The tears are falling, the stone is strong, what price we have paid.

We sleep as Perri and Veor look over us.

Day 10: Slavers

Tunnels ...

Perri ritualises a song. Zanak joins in and she is terrified. Perri asks if we want to change now or later? We walk for 2 hours, then 4 hours and then have lunch – the travel is uneventful. Perri has a hot stone that she brings out and cooks a refreshing meal on. 6 hours into the trip and the corridor dips and is filled with water. We spot tracks in the water so the water is new and has seeped in. Both Veor and Zanak decide to investigate its length.

... and Trolls (well ogres actually)

Zanak travels 58’ and then DA’s the corridor – a magical effect. Magic on the land and were assuming sleep gas or poison gas of some sort. Dirk swims and DA’s – illusion special to counter the aura. On his return there is a needle in Dirks skin – DA’s as formally living – effect depends on physical and magical component. The physical poison is sleep and the magical component is sleep. Perri recognises these as slaver darts. You go to sleep and become invisible – they then pick you up and take you away. Perri has a way around this.

We discuss – summon an ice elemental then follow up to take the slavers out. Perri paints runes on herself. The Ice elementals armour is tripled. The ice elemental breaks the water at the end of the flooded corridor and then we hear and feel a thump as Perri the bezerker goes in. The illusionary terrain disapates. The ice elemental has fallen down an 80’ pit trap and is smashed and melting at the bottom. Combat ensues as Dirk and Dwork break the surface of the water. Dirk charges across and one slaver is flattened. By the pit is a half ogre which launches a dart device. Dwork goes down and now can not be seen. Ice goes up across the area where the 2nd half ogre is to stop it throwing a grenade. Dirk misses the mage and then is hit from behind. Christopher hoses the area in cone of cold. Dirk is again hit from behind and goes down – the orc that did that is then hit from behind by Christopher as Perri takes her target out. The half ogres surrender and Perri locates Dirk. An E&E counter is cast and Dwork is now visible. Recovered after the battle are two sets of rank 8 leather armour, and estoc and main-gauche. We offer the half ogres employment – and their only concern is that they get their clubs back. Perri cuts the ears off the orcs. We all sleep and let the half ogres sleep too.

Day 11: The Longest Day

Dirk communes with the spirits: Sparks fly – metal feet Dream of memories) Perri wakes with a start as a kobold scout rushes in. Changes – the abominations are revealed / out of the woodwork. The temple is besieged and the kobolds inside are besieged. There is still 2 days travel. We discuss and the spirit plane travel will get us there faster but is more dangerous. The faie are dead – the geas on Zanak has disappeared. Dirk takes some drugs to question the spirits / divine the future / with the shaman.

The message/vision is:

Devourer – eats worlds, tribes.
Conflict inside the claw – Insanity walks our dreams we did what was needed
Blood falls like rain – the stone is strong – what price we pay.
Temple of Deaths fall (translation)
Into the spirit plain

Another kobold has arrived – abominations are enslaving the kobolds with 2 abominations and 7 guards in plate. There are lots of kobolds heading this way. Aster has pulled the kobolds back.

We get ice armours as in the spirit plane we wont have armour. We put on mind counter spells on. Perris portal – an urn activates and we walk into the portal. Perri bursts into tears and wont look at us or even talk to us. (We look away but know what happened)

Two flashes of light come from the urn and imbed into Theodonna and Dirk. Spirit binding. Kobold will slowly get to know about Theodonna and Dirk We walk into the grey. Stone wall with a door – slowly opens, passage to the right though we can only focus to about 20’ distant to view. Along the corridor we see the message “we had to stop them”

Nightmares are becoming real

There is something there – a shape. We DA no gta – Attack is fear and insanity. Dirk sticks with a magical weapon and it goes right through it. Theodonna casts illusion special to no effect. I cast damnum minatum – loss of memories and it stops and stands still We concentrate on passing it. We see another message “We still hear their cries” and Dirk hears cries of “mercy” Dirk says that there is a banshee is coming around the corner. The spirit banshee cries and we all hold onto our souls. Zanak falls to his knees Dirk hits the spirit banshee and it disappears as Zanak goes insubstantial and disappears too. We DA where is he off to - where he wants to go. Nobody has freedom while locked in chains. We are the bullwhip against chaos. We arrive as Zanak and Veor as disappearing and see a number of dead kobolds and shaman at an alter.

We think we have made our own prison

Quickly we think of Zanak and Veor and back out of here and quickly appear back in the maze. In our minds we see “lies are so much easier – the truth should have come from our lips” We try for the spirit shamans and see “the rock is melting” in our mind – there is no escape. We concentrate on the truth will set us free and see a large bear missing a claw. Concentrating on the truth we envision a message “you don’t want the truth”

We see a room Zanak and Veor and then see Zanak , Zanak in the back

An abomination is trying to block us – an is getting more and more real.

Zanak and Veor briefly appear and then they exit the spirit plane. Dirk – trying to get to the portal – we step through behind Zanak and Veor as they disappear back into the spirit world. On our arrival Dwork falls to the ground – dead. We grab him as an item he has kicks in and revives himself and all make to the spirit plane and soon catch up with Zanak and Veor. Christopher saves Dirk. Veor saw a Bear clan shaman of the past throw the claw on an alter and storm out from the meeting of shamans, on leaving he was shot in the back. We see an abomination with a snake head and 4 arms, 2 ending in snakes heads and the others with battle axes. Battle ensues and Dirk is hit hard. Theodonna strikes back hitting the abomination hard also. Dirk shrugs off the hits and dodges the next set of blows, the abomination likewise dodges Dirks attacks as Hellfire from Dwork scorches it a little. Dirk and the abomination trade blows as Veor keeps the area truthful – the abomination stops growing in size. Dirk is hit and poisoned and Christopher quickly heals Dirk of the poison. Hellfire from Dwork again damages the abomination. The abomination hits Dirk again and he goes down as Veor prepares weapons and steps into combat. Veor gets hit as Julius casts fear – the abomination turns and runs – beginning to disappear as it gets cut down in its attempt to flee. Veor kills the abomination. Theodonna picks up a couple of the claws left by the abomination and then feels the buds of the wings begin to grow Zanak disappears and we follow Zanak – Zanak was attempting to heal Theodonna. Hero mazda pulls Zanak to safety as we appear.

In the real world

Shaman Horn (an old previous shaman) A long time ago a weapon smith created and axe of truth but could not find how to pick it up. The abomination melting rock stopped at the sacrifice to find the wall. You need to talk to a later shaman after this one to see what happened.

Theodonna now has batwings – these are non removable bat wings. Perri wakes but can not look at Dirk (because of the sacrifice of prisoners to bind the walls vs the abomination) From the Shaman we hear that the Renegades, Bear clan and the Iron hand objected to the sacrifice though the rest were for it.

The Temple

The temple has one door – in the wall with no back entrances – a shaman can open the door. There are some steps up to the door with a magical barrier of some kind keeping the abominations at bay. In front of the barrier are 6 plate armoured creatures and some shackled kobolds – about 200 of them. We use a crystal of vision and fires of vision – what we see is as follows. Out front are 200 kobolds or so, 50 kobolds are chained up with about 100 having crossbows. There is an 18’ tall Iron golem / fire elemental pacing the barrier with 6 iron plate armoured figures across the front barring the entrance. Immediately across the barriers are about 80 dead kobolds and 20 or so dead dwarves – up the steps and in the area before the door are some dwarves – their insignia are Black rock, Renegade and some Blood axe gang.

DA - Barrier – dwarven shaman. Passable – depends. Counter to get through the barrier – No answer. 9’ creatures – No answer. Their armour – non magical. 18’ creature – Chaos demon. Counter to banish – Rune and vs it magic is fire counter. Greatest weakness is truth.

Of the 9 steps 1 Binder special. 2 Passing over / jumping 3 ?? 4 Stepping on 5 passing over 6 passing over – hellfire/wicca special 7 passing over – air / whirlwind vortex 8 Going over 9 Coming close ie within 2” or jumping over or even stepping on – Knock back spell.

In the evening the spirit guide reports back. The 3 that came back from the meeting were the Blackrock, Kellstone and ??? They assassinated the other 4 shamans.

Dream of Chaos – Life drain, Fire balls & Souls ripped out. Veor speaks to Perri Hastor comes back with Perri – Whats in there ? The axe is in there.

Hastor wants and item sacrifice to summon a beetle. I give a freezing sphere and Zanak gives a magic cap. The kobold shaman casts a spell and we now look like / have markings of the bear clan. There is an elemental with the beetle.

Elemental fire demon fires back a fireball. The kobolds scatter and the metal clad figures spread out. The demon teleports elemental and on pulse 3 we go in. 100 kobolds form a tortoise as Theodonna triggers an incendiary cloud above them – all 100 are reduced to ash. A synchronized barrier goes up between each of the 6 metal figures. On running in one of the metal figures has seen Veor – Veor charges in close and the barrier between the metal figure on each side goes down as he knocks one of the 6 metal figures down. While fighting Veor gets hit and Zanak is hit by a chunk of stone. Shortly afterwards Veor is fireballed by the fire elemental. We step through the barrier and Theodonna and Dirk attempt to dispel the demon but the spell does not pass the barrier. We go through and up the steps and attempt step 9. Theodonna and Dwork as thrown back. Theodonna saves herself by avoiding a spell effect while Dwork is saved again by one of Christophers coins.

There are 2 kobolds beside us – the shaman went in but has not come out. The door is DA'd while we talk to the dwarves. The runes around the door are magical. To pass – needs to be a shaman from one of the 7 clans that built the door.

Dirk tries to access the door – the claw heats up and gets hotter and hotter. When his hand is burning he is accepted and the door opens. Dirks left hand is burnt off. We enter and agree to come back to save the dwarves. The illusions drop on going through the door and shortly afterwards we see a temple before us.

We step through the door and Perri and Hastor start up a major argument which ends with Hastor telling Perry to keep her mouth shut. Hastor says that there are kobolds here – where kobolds put a cloth over the axe.

Dirk – they had a dwarf with them … or found another way in.

Inside at last - but we can't get out

The hallway is 30' high and 50' across and we can not see the end of the hallway – there are 12 pillars on each side. Dirk advises that the constuction is dwarvish – we also notice dust on the ground. There are lots of tracks on the ground – Human, dwarf, kobold and some creature – which we think is bird like. Reading the tracks we notice that the bird creature came from down the corridor and came up to this point then went back down the corridor. The pillars are DA'd and there is confinement magic there. Zanak DA's a piller and does not feel good and begins to check for taint. The first piller on the left hand side and Zanak says that there is something affecting his DA. Theodonna – planar travel is the last magic to impact which is the same on Dwork. DA – Name of plane is CHAOS. “Some one went to a lot of effort to do this says Hastor. Dirk says that the spirits are screaming in the claw – we need to exit this place soon – need to get out of this place and get off plane. The portal we traveled through – where does this portal go to – No answer. It is looking like we will have to find a powerful creature of chaos to get out of here. There are 2 mosaics on the walls – one on either side. We DA the magic aura. Confinement – and the target of the confinement is abomination created trap – The confinement is for living entities. Zanak attempts to remove some taint from the ground – a small bit gets removed.

There is a doorway built under the mozaic with lots of tracks going backwards and forwards – though with less each each time. There are two smaller doors and a large door.

Door 1 – nature of trap or ward – Hellfire Trigger – non dwarf opening Length – long time since opening.

Theodonna sees some dwarf runes “ How can we be so easily fooled”

The other small door. Nature of trap or ward – Whitefire Trigger – non dwarf opening Its a food preparation area.

The main doorway – this is where the bird creature has gone. The mana here is very high – it would be best not to backfire here.

Veor's ice turns into a dragon – he manages to keep control and the ice begins to dissolve away. Zanaks lizard suggests that we all kill ourselves and shortly afterwards teleports us out. Zanak DAs the lizard and is then on his knees bringing up any food eaten today as well as yesterday and maybe in last week. Dirk DAs and has an answer of tainted chaos flesh golem.

Veor kills it and the golem deactivates. The claw protects us from the chaos effects – or it will do for a short time only. We conclude – Don’t go through the big doors as there is a creature there killing. We suggest taking the chaos door. Veors ice turns back into a dragon and breathes on Veor – it is promptly ice tunneled and begins to reform as we check that we can return to the area – we see a shining barrier in front of us.

DA – Magic aura – confinement. Effect of walking through – leaving plane to where we came from (Alusia)

Slight chaos detected on the barrier – permission of creature that made the barrier. Veor throws a snow dragon at the barrier and it disintegrates, the second is picked up and suffers the same fate while the 3rd snow dragon is kept.

We head back to the door. Open the door and see steps going down. By the door are 2 dwarven skeletons that died of starvation, 1 kobold skeleton, death from time (medium ie years). Chaotic slight barrier over the doorway – enhance confinement. Nature of confinement – needs to be denied. DA the portal – Enhanced confinement. We step down and head towards the bottom of the stairs. Where we travel gets lighter as we get closer – we hear breathing (of a large creature)

Dwork Heats up the Situation

A fireball goes off – a lot bigger this time. Dwarves and a kobold cry out – what did you do that for. You woke it up! As we hear scraping on the floor. The fireball killed a couple of dwarves and kobolds – they are happy. Around a corner we see a multi coloured dragon – a dragon of chaos.

Dirk says – are you ready to leave this place ?
Then dragon replies – Why would I want to leave my home and leave my entertainment.

The dragon then changes into a human – we DA – aura is demon strength chaos dragon. It’s the owner - Zanak sees is true form and a dragon + a human female – ie both its true forms. The only way to get through is with the axe of thruth. The dragon takes the door barrier down and then invites us down for food.

Dwork walks off down the corridor. Zanak DA’s him and gets a result of charm with a taint effect. Zanak quickly clears the taint and Dwork snaps too and throws a hand axe at the woman. She catches the axe in mid-air and a white sphere appears around the axe. The sphere is DA’d and appears to be some form of time stop.

The 2 dwarves and a kobold appear ie the dwarven warrior and the 2 shamans. The human female / chaos dragon continues down and the doors close. We talk to the dwarves and kobold – she is tough, we got close to taking her down with a group before we gave up. Below we see an ancient dwarf shaman, a kobold shaman with the dwarf throwing an axe at the kobold. This is the missing shaman. We can investigate by going down there and looking for a hole in the area. Helena – the chaos dragon in human form appears about an hour later with food.

On a side note the shaman says that crossing the barrier reveals each of our true names to the dragon. Zanak checks the food and there is no sign of taint.

Hasper Revealed

Dirk says tell us more… - the demon regularly sends in people. We need to find our guide and task him to find what he can not see. We ask about the abomination that set this up is Jasper – though not our Jasper. DA – method to amuse – philosophical argument and a secondary of fight for life.

We ask for the real name of the leader of abominations and get the answer of Hastor. At the same time there is a curse behind us. Dirk quickly pipes up – would it amuse you if he is stopped from leaving so we can kill it ? Dirk says – Excuse us while we amuse you. Dwork starts the show with a fireball behind us and there is an outline in the fireball as Hastor is now invisible to us. The light increases and Veor casts lightning where Hastor is – it looks like a large bear (4 hex). The bear roars and everything shakes, it begins to charge.

An illusion counter spell goes up. I fire an arrow from a bow but to no effect as its not magical. Another fireball goes off and Veor causes snow to fall – this shows Hastor as he is now outlined by snow. The bear roars again and Dwork, Helena, the two dwarves and the kobold all drop dead to the floor. Zanak actively resists as the bear roars again – this turns Dirk to stone. Zanak quickly takes a potion and goes toe to toe with the bear.

Veor attempts to take over Helenas position on the chaos plane – he takes a drop of blood from her and consumes it. Veor now looks like a demon – tail, wings and horns. (natural role of 666 on the dice). Veor creates an inner trap around the abomination – Hastor is going to be here for centuries. Zanak removes the taint effect on Dirk and he turns to flesh again.

The Axe of Truth

There is a vision of a kobold shaman doing a ritual over an urn – mana flowing to the axe and a dwarf charging. The axe is linked to the real axe of truth. It appears that the temple is displaced in time – with a kobold trying to disrupt the ritual. Perri is surprised the urn is visable – its sacred like the claw is sacred. Both Dirk and Theodonna divinate and this is done to stop a moment in time completing. This effect was done to stop this occurring on this plane. Perri has flashes of her people dying.

We look around and locate an amulet, a black dagger and a black sapphire. With divination we find that we have an amulet of knowledge. We later find out that the shaman was releasing their people while sacrificing their past shamans.

Kobolds born since are only half what they should be 
as half their essences are contained within the temple building.

If we break the bindings we can get to the real temple with the trackers – this is past the dwarf traps.

Dragon Chaos

Dirk skins the chaos dragon and gets enough for a set of dragon skin armour. Julius & Hamish collect the teeth and claws – they manage 7 teeth and 6 claws but get the following effects. Julius – hoofed feet and a tail. Hamish – wings, hoofed feet and demonic cats eyes – the last will take a quest to remove.

We step into the portal and travel back in time to where the ritual took place. Dirk gets a scimitar attuned to assassination which was found in the temple. We go back and the whole place was a setup – there are no dwarves here – just the room where we exited the spirit plane.

We divinate the items: Knowledge amulet – spend time to learn. Scimitar – attune to different species and we can add poison to it. Black sapphire – create darkness in area while being able to see through it. Dagger – will cut anything – includes spectral / bound earth etc.

Our guide turns up and we task him with triangulating where he can not see. Zanak removes taint and gets rid of Julius hoofed feet while he keeps the tail. Hamish gets rid of the wing and hoofs where it’s a quest to remove the cats eyes.

The Guide Returns

We are sitting in a cave with the guide. Its cold in the underground cave – the cave is sealed. We are discussing with the guide to point us in the right direction when Cerano walks through the wall. Perri is given the sack, Perry says that she is staying to save her people. Cerano advises that there is now a small window where no one is looking for us as everyone thinks Hastor has killed us.

Divinations

Veor: he has willingly accepted transformation into a succubi. The gem – it’s a shaped item. Scimitar – Theodonna picks it up and is now under the effects of a compulsion.

The Guide Returns again

Four hours later the guild returns and gives us a map.

Its through a forest full of kobolds and there are a few demons there too. The rock does not like them as they eat the rock. The guilde says don’t worry about the fee and then leaves. Perri is quizzed over the area – It is sacred to kobolds this area. We get drawn to here – our spirits / souls ache. The kobold snake clan there has recently been bound to the abominations in the last few months. (The kobolds have been told ‘Jasper is aways responsible – it will confuse Dirk) this is in response to meeting a guild party. Perri advises – be tough or you will get beaten up. The dwarven shaman says not a good place to be.

Traveling the spirit plane – the nightmares will become real and will come into the real world.

The cave is cold - back to the Spirit Plane

– too cold – we look for a spirit and see a rock spirit. It says ‘run’. It thinks there might be a demon outside. Korenth the dwarf shaman opens a portal to the spirit plane. Korenth will take us to where there is the greatest concentration of nightmares.

We enter the portal as an 8’ high hand of ice that’s 6’ wide comes through the floor. DA Veor and locate is the last magic to impact – we think the ice elementals are after her. As we walk towards – we get the feeling / tingle of where were going is not nice. We can sense something nearby – as we travel we see trees begin to appear. Perri says these are the trees in the spirit area. We continue.

52 Ddwarves Die

Julius sees a dart as it flies past his ear. We see lots of translucent dwarves – they are menacing with teeth and claws. Dwork fireballs and does a huge fireball clearing a huge area of nightmares. Zanak says fireball them again and Dirk says no you will kill us. Ahead of us a goblin is casting – hand of earth spring up. Veor disappears as the thinks the nightmares are not real. A cat appears and I struggle believing that its not real as it begins to disappear. Zanak rings a bell while telling Dwork they are not reals as Dwork takes more damage. Dwork's mind goes blank and he dances a jig, Dirk joins him as he appears as the nightmares are not real. We progress forwards and arrive at some stones / fractures at the edge of the forest / dwarven temple.

Zanak casts true seeying and a pillar turns into a woman with a jagged sword and the other a male with a mace. There is abomination taint in the area. They talk to us using our individual true names. Please rid the area of the abominations – be careful as the abomination are real here. If you can, fight them in a fissure as they will the weaker.

BIG CATS and a small binder

We consume the kobold disguise potions. Approching the exit from the spirt plane we see 5 large pussy cats. Dwork hellfires the cats and it fails to work. Veor casts ice projectiles and one of the cats has its leg pierced. I cast harming entity but he cat resists. The 800lb cats begin to leap among us. Dirk hits one hard as it lands and then dodges the cats 3 attacks. Dwork and Julius are not so lucky and get hit with flying paws. The horrible cats concentrate their attacks on me with 3 of the 4 attacks striking home.

Ice projectiles again rain on the cats as a fireball goes off, both Dirk and Christopher hit the cats. Dirk and Julius dodge the attacks and Veor strikes at them. The cats attack again and I go down. Hellfire goes off again and two disapear, Veor casts ice projectiles and either they dodge or it bounces off them.

We hear a binder casting and Zanak turns to stone – then tries to leave with him. Dirk attacks and hits one of the cats then everyone still standing begins to hit the remaining cats. Christopher is attacked and most of the attacks is deflected by the armour.

Veor goes after the binder leaving with the statue of Zanak. Christopher attempts to go into close to stop one of the cats finishing off Hamish and makes it in close as everyone else apart from Veor attack the cat. Christopher is hit hard and the cat is not in the best shape either – another pulse of fighting and Dwork finishes the cat off with an estoc. Veor tries to turn Zanak back to flesh and on the 3rd try but not without great effort.

Restoratives are cast while Zanak backfires casting smite – it hits him multiple times and he also needs multiple restoratives.

The Portal Out

We can now see the portal before us and some trees. DA – Destination is Alusia. Magical trap, curse or alarm – Yep. Counter to remove – none. Rank of illusion on this portal – 18. Theodonna casts illusion counter and the illusion drops – through the portal is bubbling lava.

We vote and the party thinks it’s the safest option to send Zanak's mind through the portal. Bear in mind that the last attempt killed around 20,000 souls.

Zanak's body falls to the floor – there is no mind present. We wait a minute and still there is no mind in the body. Zanak then stands up and I ask what is your name – Casper (Zanak's lizard!). Casper says that he is just minding his body as he is not by the portal.

Casper says the portal can be turned – we turn it and there are a few kobolds there 2-3 of them. Moving away is a grey haired kobold with a crystal urn. We suspect Zanaks mind might be in the urn. Theodonna casts fire arc as Dwork triggers weapon of flame. A crossbow bolt misses and the area fills up with green smoke from a kobold grenade. Veor teleports behind the kobolds.

Dwork charges through while Christoper falls unconscious. Dwork is close enough to charge into the first kobold killing it and then taking a swing at the other. Veor teleports in front of the fleeing kobold which is just a blue glow in the trees at this stage and arrives 20’ away. Dwork falls over as the other kobold has thrown a grenado. Theodonna fire arcs and arrives next to the kobold running away, the kobold turns around to fight Veor and instead throws the urn. Veor drops the shield and attempts to catch the urn.

Theodonna gets hit by the kobold and then hits it back downing it – its grenados go off as the fight ends.

Kobold War Party

Soon afterwards we hear drums of a kobold war party – they are about 5 minutes away. In the alcove – we hear the war party approaching. The party stealths up and appears successful – 2-3 min later Theodonna spots some giant weasels behind us. They appear to be tracking us, closing the gap fast. They are 70’ behind us when Theodonna throws a flask at them and they both go unconscious. We think they are locating the urn.

About 150’ away we see some kobolds in some heavy leather armour – 2 of them carrying wicca ball each. We look like kobolds so they could be out to capture us. We break the jar so it can not be tracked. Advancing along the cave wall we see some fires ahead. We hear some drums and mutters that they have lost the track.

We advance to avoid the fires and the kobolds there.

Kobolds Penned

Perri says some of the kobolds have made it into the temple already but none of the abominations have. About 15’ away we see a 12’ plate figure walk around a mushroom. It says “you lot come with me” and we reply “ok boss” and it starts to walk and me meet up with another 12’ tall plate figure and a human. “You found some more slaves” go to the other fire, round them up – if they resist kill them. “what temple?” we reply and follow the troll and the human woman past the palisade. The only armed kobolds here are snake clan.

Further down is an area of mist. Three pens of kobolds, a number of kobolds talk to Perri. Hastors people were in charge but now have been taken over by snake clan. Perri is the leader of the clan.

Where is the temple? Through the mist.

We DA the mist – living aura. With a GTN of insanity mist. Best protection – Resolve and clear direction. The mist started with the arrival of the abominations – there was nothing there before the abominations arrived. It’s a very simple temple but you can not touch the axe.

The abominations put 40 kobolds at a time through the mist to where the temple is – none return. Perri starts handing out daggers as a group of kobolds is taken away by 4 trolls and an abomination.

In the mist there is a small ball of lightning. When a group of kobols is taken up – there are curses and screams heard then the trolls and the abomination come back.

We think the mist is an abomination defence – it should part if we go in with an abomination. We can tell the mist his highly tainted.

Vision – kobold shaman – urn beam of mana focused on the axe to release the kobold spirits. The dwarven shaman throwing the axe to break the urn. The kobold shaman was in chains and appears to have snuck in.

Casper and Zanak swap back and Casper the lizard is not too happy. One of the 3 pens ie the pen at the top is taken through the mist. Two kobolds are DA’d – is the kobold being protected – no. Effect of the mist on the kobold – Innovation saps their will. After four hours the trolls and the abomination return. Trolls come in with some basic meat and some wood to heat is – DA’s as pack lizard. Not the best to eat. This is then a blood chilling scream about one every 5 seconds. We noticed the mist increase in strength when it sapped the kobolds will power. There is another pen close to us but that is going to take a long time to get to taking us.

The woman comes back and with a calamari in tow. The calamari is giving her greif. The calamari then leaves after about two minutes and is not impressed.

Kobolds in the Mist

The abomination then come over to both pens and start to heard us towards the mist – the kobolds are scared. As we get close we DA the mist – greatest weakness – light. For resistance we get Necro special for the effect of the mist. We advance casting spells – our casts masked by the 80 other kobolds making noise with the abomination holding a rod, shocking the slow kobolds. Mana here is tainted. A kobold cast quickness and were now moving much faster as another casts illusionary mist. Perri gets the kobolds to move forwards faster like they are panicking. They run forwards. We are sprinting with the kobolds as Zanak puts up a light aura. A ball of lightning heads towards the light effect. Ice pack is cast on Zanak and he resists and is now the same as the lighting goes off leaving him unharmed.

We pass through the mist and see...

... an alter, a familiar metal / fire demon and a male figure. There is a glistening barrier with arcing from the alter to the barrier. Around the alter are hundreds of bones. The kobolds pick up Christopher and Dirk and we run for the barrier. The demon and abomination see us – as we are about 100’ from them with the trolls and the other abominations behind us out of view.

We take potion and in front of us a wall of fire springs up. The abomination casts – its some sort of death effect as bodies get ripped to shreds with whirlwind vortex and black fire effects – luckily everyone survives as the demon leaps on Zanak. Zanak takes a massive hit from the demon and we advance towards the wall. A fire counter spell goes down and that downs part of the firewall, we and the kobolds pour though the gap towards the temple.

“I will devour your soul you creature of light” says the demon to Zanak.

Zanak hits the demon but does no damage. Dwork throws a hand axe at the abomination and it sticks as Zanak dodges the demons attacks. Dirk attacks the demon – the demon is hot and he manages to do some damage. Veor fires a bolt of ice into the demons back.

Dwork hits the abomination with a malignant dagger and it dies. Theodonna puts a consecration under the demon as I run through the barrier. Julius bounces on the barrier. Christopher and Dwork take damage as the abomination dies. Dwork has his secondry arm crippled, concussion, primary arm crippled, a slash on his face and a broken shoulder. Theodonna makes it through the barrier.

Julius fails to make it through the barrier a second time and the demon takes some damage from Veors ice. Veor, Zanak, and Dwork take a lot of fire damage from a demon effect as everyone passes through the barrier and make it into the temple.

Temple Trials

Zanak advises that we have weakened the barrier. Veor casts snowfall and it stops at the barrier. The demon can throw objects through the barrier eg rocks. It then rushes the barrier and bounces. Four trolls, an abomination and a demon are outside the barrier.

Zanak DA’s the doorway. Magical effect – Judgement. Destination – No answer. Mana is high and pure. Perri hands over the salve to smear on Dwork – it will take 3-4 hours to repair the damage he has taken.

Veor pushes the door open and hears a voice why are you here? We all get in by answering the truth – some have more resitance than others. Inside we find three dwarves and 6 kobolds – sharing food etc. The dwarves are from the blood axe clan and the kobolds from Perris clan. DA level of illusionary aura hiding the taint. No answer. Is there any level of control – no answer.

True vision and all the dwarves and kobolds are glowing with some glow being on Zanak too. We ask them how long they have ben here – several weeks. The food is illusionary food.

This place feels like truth.

We head down to the axe – Dwarf shaman throwing an axe at the kobold shaman with the kobolds in chains. Bloodclaw kobold by the field wall and dwarf and a kobold trapped in there. DA the field – Magic. Veor is casting at it. Talking with – it could be the chaos dragon as she got paid to interfere – to stop the moment happening. We can now decide if the binding finishes or not. Theodonna DA’s the field. The field is an aura of a living entity – not only that but a unique entity. Truth. Nature of magic – time stop and death. By the end of the day we may be able to pull one or two of them out.

Divinations. About an hour ago the demon orders the abomination to get something.

Divinations Plinth – about 1000 souls protect the temple.

Living entities can pass the barrier. There is now a small crack in the barrier. There are occasional screams as something is sacrificed. This is the echo of the past. Dirk focusing on the truth to come out – free the sacrifice and reclaim the axe of truth for good.

A kobold arrives – something has happened up top. There is a body of an abomination and a battered abomination – snake head kobolds are dragging something. The snake head shamans did not want to be sacrificed and fought back killing a troll and an abomination.

Zanak hears the echoes of the past.

  • Help me my family is dying
  • The rock is melting
  • We did what was needed
  • Sparks fly from metal feet
  • Only the truth will set us free
  • None have freedom while one walks in chains
  • Blood falls like rain – the stone is strong – what price we pay
  • We look away but know what happened
  • Only the truth will set us free
  • Insanity walks our dreams
  • We heard their pleas but didn’t listen
  • How do we stop them – I can still hear their cries
  • There is no escape – they are only vermin
  • We have made our prison
  • Truth should have come from our lips
  • The spirit of the axe wants to be free.
Demon Attack

Dwork is healed as the kobold snake shaman outside is building something – Some red eggs. The demon shoves an egg into a trolls throat and then snaps its neck and flings it through the barrier. The kobold gags that they are eggs of resurrection – as the troll begins to come to life.

Dirk Releases Truth

Dirk communes with the living spirit of the axe. The chains on the kobold shatter and the urn hits the plinth and the axe then shatters. The kobold is then hit by the axe. The chaos demon shrinks in size and the abomination is obliterated and the kobolds outside are dead. Three of the trolls are alive with one dead – we head out to finish off the troll.

Zanak, Christopher, Veor and Dwork are up and Hamish, Julius, Dirk and Theodonna are down crying. The belt of the dwarf is the true belt (currently worn by Dirk). Zanak stops the kobold shaman from Dying. Hamish enter the temple and heads right and Christopher heads left as the demon puts up a wall of fire across the entrance.

The demon is heating up the temple.

The walls are glowing and the snow is melting. Its approx. 7 in the evening – A Calamari appears and is then killed by the demon. A fire ball goes off filling the room. The troll in front of the fire demon is dead and the other two move to the side to get away from the heat.

Zanaks lizard opens a portal and several kobolds and dwarves go through it as Zanak running up the steps goes through too.

Veor is making bound ice into a boat as we all head on board. Dwork casts but backfires and looses the ability to cast what he as casting. Christopher goes for the fire demon from behind as Veor tried to maneuver the boat right over the demon. The demon is flattened – enough so by the boat that is pops off plane. Christopher who is now under the demon is flattened and killed too.

The boat then shatters and turns back into snow. We check and all the resurrection eggs are broken. The temple turns to slag at 400 deg and there is a smell of roast meat from inside.

We learn that the fire demon did not want anyone to get the axe.

Back out of the kobold lands.

We travel back to the edge of the kobold lands and meet up with 400 to 500 dwarves. Dirk made a judgment and it destroyed the abominations. The dwarves head home to resume trade. The claw will detach from dirk – as he has the belt of heroism (a dwarf artifact)

Moot organized – drinking. Lady Ariel arrives with Gorganstyle her husband along with a number of demons – great drinking occurs.

Back with the clan – we get to drinking and dividing up the treasure.

Julius gets oblitorated drinking and is unconsious. Dwork is also down. There is a shout and a scuttling away of shapes – kobolds dressed in black are trying to steal. They were targeting Dirk and Veors hair but they fend them off. Dirk grabs one of the kobolds and gets stabbed a few times. DA- kobold. Time unconsious – medium, college – None, pacting pacting – chaos. Everyone but veor and dirk are missing hair. Zarak heals dwork of his headache so he can cast cleansing flame

We question the kobold.- kalane the last abomination is after us. They have hair from almost all of the party. We round up some dwarven traders. The kobold is dispatched. Hair taken to munt adventurers that have lost hair. 24hr to make the potion. 2h in direction of canals in where her lair is. She has illusions – has wicca – a black mage – wards in area hellfire.

She is the abomination as we came out of the lava area – Zarak locates and we have a good direction on her.

We head to the canals – about half a mile to go. We loose the track then dirk finds were they resume. There is chaos in the water. The water begins to mold itself and then raise up. DA counter required to banish – greater summoner. Zanak ends up in the water – hamish, veor and dirk dodge its attacks. Zanak gets hit with an axe from dwork. Its now anti-magical.. – from zanak applying potion. It spells suspended and magic wont affect for a bit. Clubbing wepons instead of A classes should do the damage. Theodonna is now in the water. Theodonna kicks it and does some damage Zarak punches it and does lots of damage.

Veor barely misses getting dragged into the water dirk hits it with an hammer. I prepare a sap. C class. Dwork glaves it . Dirk fumbles and misses everything including the party members close. Zarok hits it. I hit it with a sap. Veor dodges again and dwork dodges too. Dirk hits it and it dodges when veor attempts to hit it. Dirk , dwork and hamish – their attacks are dodged. Veor attacks and and does a great amount of damage . Theodonna attacks and a very good hit is dodged. Julius gets grabbed and is pulled into the water. It grabs veor and tries to push water into his mouth and nose. Dirk hits it and it it looks the worse for wave . Dwork slashes it and theodonna finishes it off with a splash.

We now see 2 kobolds holding tubes aiming them at us. About 75' away. Dirk is slowed and hamish and dwork are greek fired. When their grenadoes hit. Fire burns and a fired I fumble and shoot dwork in the back with a arrow dwork casts a fire ball. And there are is a massive explosion as the kobolds go up and turn into bits as their weapon balls explode. Dwark casts fire proofing. About 25 grenadoes went up.- about 7 kobolds in the corridor died too. DA – counter required -wiccan special on the doorway to pass (up the stairs) There is a glowing barrier – wiccan special. DA. A barrel rolls down the stairs. It explodes and theodonna and dirk take damage up the stairs there is an explosion. dwork runs up to the barrier and throws a thunderclap grenado and it it explodes.

Barrier goes down – Theodonna. All apart from veor and dirk as the abomindion effects begin to take hold. Dwork steps into the corridor and gets hit by multiple cross bow bolts dwork throws a thunder clap grenado over the barrier where the kobolds were theodonna casts wicca special to down the ward as a fire ball goes off

Back with the clan – we get to drinking and dividing up the treasure.

Julius gets oblitorated drinking and is unconsious. Dwork is also down. There is a shout and a scuttling away of shapes – kobolds dressed in black are trying to steal. They were targeting Dirk and Veors hair but they fend them off. Dirk grabs one of the kobolds and gets stabbed a few times. DA- kobold. Time unconsious – medium, college – None, pacting pacting – chaos. Everyone but veor and dirk are missing hair. Zarak heals dwork of his headache so he can cast cleansing flame

We question the kobold.- kalane the last abomination is after us. They have hair from almost all of the party. We round up some dwarven traders. The kobold is dispatched. Hair taken to munt adventurers that have lost hair. 24hr to make the potion. 2h in direction of canals in where her lair is. She has illusions – has wicca – a black mage – wards in area hellfire.

She is the abomination as we came out of the lava area – Zarak locates and we have a good direction on her.

We head to the canals – about half a mile to go. We loose the track then dirk finds were they resume. There is chaos in the water. The water begins to mold itself and then raise up. DA counter required to banish – greater summoner. Zanak ends up in the water – hamish, veor and dirk dodge its attacks. Zanak gets hit with an axe from dwork. Its now anti-magical.. – from zanak applying potion. It spells suspended and magic wont affect for a bit. Clubbing wepons instead of A classes should do the damage. Theodonna is now in the water. Theodonna kicks it and does some damage Zarak punches it and does lots of damage.

Veor barely misses getting dragged into the water dirk hits it with an hammer. I prepare a sap. C class. Dwork glaves it . Dirk fumbles and misses everything including the party members close. Zarok hits it. I hit it with a sap. Veor dodges again and dwork dodges too. Dirk hits it and it dodges when veor attempts to hit it. Dirk , dwork and hamish – their attacks are dodged. Veor attacks and and does a great amount of damage . Theodonna attacks and a very good hit is dodged. Julius gets grabbed and is pulled into the water. It grabs veor and tries to push water into his mouth and nose. Dirk hits it and it it looks the worse for wave . Dwork slashes it and theodonna finishes it off with a splash.

We now see 2 kobolds holding tubes aiming them at us. About 75' away. Dirk is slowed and hamish and dwork are greek fired. When their grenadoes hit. Fire burns and a fired I fumble and shoot dwork in the back with a arrow dwork casts a fire ball. And there are is a massive explosion as the kobolds go up and turn into bits as their weapon balls explode. Dwark casts fire proofing. About 25 grenadoes went up.- about 7 kobolds in the corridor died too. DA – counter required -wiccan special on the doorway to pass (up the stairs) There is a glowing barrier – wiccan special. DA. A barrel rolls down the stairs. It explodes and theodonna and dirk take damage up the stairs there is an explosion. dwork runs up to the barrier and throws a thunderclap grenado and it it explodes.

Barrier goes down – Theodonna. All apart from veor and dirk as the abomindion effects begin to take hold. Dwork steps into the corridor and gets hit by multiple cross bow bolts dwork throws a thunder clap grenado over the barrier where the kobolds were theodonna casts wicca special to down the ward as a fire ball goes off.

Zanak casts weapon of purity for Veor while Theodonna casts wiccan counter on Hamish and Dirk casts on Dwork. Dwork and Julius cast – Julius fails casting the spell. Dwork then runs up the corridor then slips on the slippery floor – Hamish continues up the corridor and sees several Kobold about to fire wicker balls at him. Veor on the other side of the corridor defences casts freezing winds and the wasps in the wicker baskets die. The Kobolds holding them run off up the corridor. Hamish on the other side throws a dagger and it smashes a basket releasing wasps – the Kobolds run screaming. The slowest two Kobolds running away scream and die as the wasps catch up with them. Hamish takes numerous wasp stings and falls to the ground poisoned. Dwork fireballs the swarm of wasps. Dwork fails using a waters of healing on Hamish and a resurection egg brings Hamish back from the dead. Further up the corridor Veor casts freezing winds at a kobold as its casting a fire ball at him. At the back Hamish is taking healing potions. Dirk is up the corridor near the front DA'ing up the corridor and sees magic in effect – Counter required – Ice special – That will be Veors frozen wind (chuckles are heard)

Dirk runs up the corridor and Veor gets stuck on the floor. A white skinned Kobold is now seen driving a scyth charriot down the corridor pulled by weasles. Dirk and Veor brace with their shield for the impact. There is a huge crash as the charriot smashes over them and the result is that the corridor is now blocked by dead weasles and charriot. The Kobold leaps on Dirk and the Kobold is cut down by a huge crushing blow to the head.

The eye following us is now gone – as a fireball goes off on the left side of the corridor and an ice spell goes up the other side

Advancing up – the corridors split then meet up with no obvious exit. The middle area we suspect is an ambush area with Kobolds. Veor using his ice spells thinks there is a secret corridor on one of the walls. Dwork uses his skills and thinks there is a pressure pad to open the door. We are then engulfed in a fireball as the door opens. Zanak detects that the abomination appears to be close then some distance away from us every second pulse.

We see a corridor where the roof drops down to 3' along the corridor. Dirk DAs the corridor – there is dirt on the ground – second to last magic to impact – Illusionary terrain. A grenado goes off near me – there are blue glows. Veor reacts and strkes one of them – and is struck himself by something thrown – its sticky but he dodges the worst of it. Dwork casts and fireballs a group of Kobolds coming the other way. Veor evades – two kobolds appear with their daggers slashing – he causes their attacks to miss. With a battleaxe he hits one of the Kobolds and it dies, he then kicks another really hard and it too dies but takes some damage in the process.

A grenado strikes Dwork and coats him in sticky amber – he begins to suffocate slowly. I pull a bow and start to snap shoot them down. We look around and see the two alcoves that we missed intering this area – this is where the two groups of Kobolds were. We look at the alcove in the middle and notice a metal disc on the floor. DA – how to destroy – appropiate weapons. Nature of magic – modified expulsion. Theodonna DAs how to damage – must damage bound materials. Plane expulsion to – Plane of Fire. Location to teleport – to the other disc.

Veor casts and an Ice cupe appears – it then dissapears. He then summons ice and keeps it over the disc.

Locate – the abomination is about 200' away. A red splat then appears under the cube – DA – formerly living Kobold. Veor casts and 6 Kobold bodies stand up. About a minuite later a second red splat appears and Dwork begins casting weapons of flame.

We prepare to attack whats on the other side of the teleport disc. First through are 2 animated Kobolds and then we start to come through the portal opened up by the lizard. We see the two Kobold bodies peppered with bolts at our feet – good thing we didn't go through first. Were in a big room – hexagon shaped with 60' per side. Across the middle are a line of Kobolds with crossbows, some are reloading with about 14 of them waiting for us. In front of these are 8 Kobolds spread around the room – the abomination is at the back working on some alchemical aperatus. Dirk is casting and gets hit by multiple bolts. The 8 closer Kobolds each carry a trident – they look pointy. With Kobolds closing – Dirk gets a heavy hit from a trident and gets 3 glancing blows. Dirk then kills 3 of the Kobolds outright leaving one left standing from his attack. 7 Kobolds fire their crossbows and Dirk dodges all but one bolt. Hamish and Julius then portal through and were both preparing spells for casting. We both get peppered by bolts and I am unable to cast while Julius is able to case harming entity at the abomination and its affected by this. Theodonna then comes throug the portal – Kirk kills the remaining Kobold in the front as the next four begin to close.

Affected by the spell the Abomination runs and jumps on the portal disc and vanishes from view. Dirk demands the Kobold surrender a but they are staunch and unfazed by the departure of their leader. The Kobolds charge with their tridents – I manage to dodge, Julius gets hit and so does Theodonna. Veor gets hit by two of 7 bolts fired at him as Dwork fireballs of the groups. Dir repeats surrender or die. A small fire appears on the corner of the table. I miss strking a Kobold and then I get hit in return though then return by hitting it. Julius is struck and Theodonna strikes her target. Dirk jumps in saving Julius by striking down the Kobold attacking him and manages to kill it. Dirk then gets hit by one of 3 bolts fired at him – the moral of the Kobolds then breaks as four of the Kobolds make a run for the teleport disc.

Zanak activates Dirks healing rune and the fire is quickly extinguished.

On the table there are 7 urns, 2 without hair. Veor takes the notes that the abomination was using. From the Kobolds we get 6 sticky grenadoes, Theodonna sets about to destory the portal so the abomination can not return this way. A quick count and were upto 10,000sp value in poisons.

Asking what the Kobolds want – but they don't know. We decide for them to give them direction and say that they are now part of one of the Kobold tribes and to open this area up as a trading post – it has good defence.

We take the table and the alchemical gear to the ghost in the arena. We find that 5 urns are bound to spirits – and these result in perment effects to the entities bound.

We try out luck and the following results

Veor : +3 to Agility, -3 to MA with a perment +1 increase in racial max in Agility.

Theodonna : +3 to WP with a perment +1 to racial max in WP.

Dwork : +2 to WP with a perment +1 to racial max in WP.

Dirk : +3 to Agility, -3 to fatigue with a perment +1 to racial max in Agility

Hamish : +3 to Endurance, -3 Fatigue with a +1 to racial max in Endurance.

Julius : +2 to Strength, with a +1 to racial max in Strength.

Zanak : +3 to Endurance, -3 to Perception with a perment +1 to racial max in Endurance.

Lost points can be bought back at normal rates.

Administration

Combat Order
  • Front – Dwork and Dirk
  • Middle – Theodonna, Veor
  • Middle – Hamish, Julius
  • Rear – Christopher, Zanak
Watch Order
  • Theodonna and Veor
  • Zanak and Christopher
  • Julius and Dirk
  • Hamish and Dwork.
Death Register
  • Dwork
  • place reserved for Zanak but not used = Yippee
Comments of the Day

Calendar

Autumn: Fruit (1)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Moon0.jpg Beltane 1 Guild Mtg, Seagate shopping 2 2 x Iron Claws, Kobolds+ Attack 3 Seagate R&R 4 Free Trade City R&R 5 Dirk Returns to his Roots 6
Moon1.jpg 7 8 9 10 11 12 13
Moon2.jpg 14 15 16 17 18 19 20
Moon3.jpg 21 22 23 24 25 26 27
Moon0.jpg 28 29 30
Autumn: Harvest (2)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
1 2 3 4
Moon1.jpg 5 6 7 8 9 10 11
Moon2.jpg 12 13 14 15 16 17 18
Moon3.jpg 19 20 21 22 23 24 25
Moon0.jpg 26 27 28 29 30
Autumn: Vintage (3)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
1   2
Moon1.jpg 3 4 5 6 7 8 9
Moon2.jpg 10 11 12 13 14 15 16
Moon3.jpg 17 Blood Moon 18 19 20 21 22 23
Moon0.jpg 24 25 26 27 28 29 30


Experience & Other Awards

Christopher Dirk Djulius Dwork Hamish Theodonna Veor Zanak
Base EP:
 35000 37800 25000 32000 37750 38850 44250 39000
Bonuses (Scribe etc):
 1750 1500 500 1500 4000 1250 2000 2000
Racial Modifier:
 1.0 1.1 1.0 1.1 1.0 1.0 1.0 1.0
Experience Points:
 36750 29364 19000 24091 35750 35400 39750 37500
Income:
 

Treasure

Item Description Value New Owner
Piece of chaos demon dragon skin A piece big enough to make single up to 6 foot human sized armour. The base stats for this armour are: Armour protection 10, Stealth -5% due to nature of shift colours of the skin, Agility -1, Weight 3lb times racial modifier. Costly to construct. May have chaos effects. 25000
Chaos demon dragon claws and teeth Extracted from a chaos demon in dragon form, they must be handled with extreme care, or chaos poisons with random effects occur. 3000
Chaos demon dragon claws and teeth Extracted from a chaos demon in dragon form, they must be handled with extreme care, or chaos poisons with random effects occur. 3000
Chaos demon dragon claws and teeth Extracted from a chaos demon in dragon form, they must be handled with extreme care, or chaos poisons with random effects occur. 3000
Chaos demon dragon claws and teeth Extracted from a chaos demon in dragon form, they must be handled with extreme care, or chaos poisons with random effects occur. 3000
Chaos demon dragon claws and teeth Extracted from a chaos demon in dragon form, they must be handled with extreme care, or chaos poisons with random effects occur. 3000
Chaos demon dragon claws and teeth Extracted from a chaos demon in dragon form, they must be handled with extreme care, or chaos poisons with random effects occur. 3000
Gem of darkness control This made out of a black sapphire, there are two facets that can be clicked which will affect the level of darkness in a 50 radius of the gem. One increases the rank of darkness by 1 the other reduces it by 1. The gem can be click up to 5 times per pulse. 5000 Dwork2.jpg
Dagger of cutting small magical metal black dagger has a strike chance bonus +20 and a damage bonus of +4. Weapon spells can’t be cast on it. In addition this spell will cut anything including bound materials - but this special ability comes at a cost. 5000
Amulet of knowledge. Lets the wearer learn to read and speak a language, without a native speaking being present. 3000
Scimitar of assassination Has strike chance bonus of 20% and a damage bonus of +2, plus this weapon can be attuned to give the wielder a critical strike chance and damage bonus as if attacking as an assassin from behind. 7500
Kobold potion of disguise illusion kobold rank Will disguise the entity as per illusionist spell as a male Kobold for 21 hours. The effective rank of the potion is 21. The whole potion must be consumed by a single entity for the effect to occur. 1200
Kobold potion of disguise illusion kobold rank Will disguise the entity as per illusionist spell as a male Kobold for 21 hours. The effective rank of the potion is 21. The whole potion must be consumed by a single entity for the effect to occur. 1200
Kobold potion of disguise illusion kobold rank Will disguise the entity as per illusionist spell as a male Kobold for 21 hours. The effective rank of the potion is 21. The whole potion must be consumed by a single entity for the effect to occur. 1200
Kobold potion of disguise illusion kobold rank Will disguise the entity as per illusionist spell as a male Kobold for 21 hours. The effective rank of the potion is 21. The whole potion must be consumed by a single entity for the effect to occur. 1200
Kobold potion of disguise illusion kobold rank Will disguise the entity as per illusionist spell as a male Kobold for 21 hours. The effective rank of the potion is 21. The whole potion must be consumed by a single entity for the effect to occur. 1200
Kobold potion of disguise illusion kobold rank Will disguise the entity as per illusionist spell as a male Kobold for 21 hours. The effective rank of the potion is 21. The whole potion must be consumed by a single entity for the effect to occur. 1200
Kobold potion of transformation Will transform an entity into a kobold; DA will give generic true name “Kobold”. Time since Kobold may give away nature of change, but true form, dispel will not reverse the change. The transformation lasts one week, the entities stats are unchanged. 900
Kobold potion of transformation Will transform an entity into a kobold; DA will give generic true name “Kobold”. Time since Kobold may give away nature of change, but true form, dispel will not reverse the change. The transformation lasts one week, the entities stats are unchanged. 900
Kobold potion of transformation Will transform an entity into a kobold; DA will give generic true name “Kobold”. Time since Kobold may give away nature of change, but true form, dispel will not reverse the change. The transformation lasts one week, the entities stats are unchanged. 900
Potion of Flash of light Triggers a rank 14 flash of light as per the illusionist college on drink 500
Potion of Flash of light Triggers a rank 14 flash of light as per the illusionist college on drink 500
Potion of Agility Increases the agility of the imbiber, by 7 for 5 minutes; the whole potion must be consumed by a single entity for the effect to be triggered. 500
Potion of Agility Increases the agility of the imbiber, by 7 for 5 minutes; the whole potion must be consumed by a single entity for the effect to be triggered. 500
Battle Axe teleportation Has a 30% bonus to strike chances and does 3 points of additional damage. In addition twice per day the wielder can teleport to any location with 100 miles. The chance of safety teleporting is based on perception 10000
Ring of strength 3 charges at rank 20 3000
Paralysation poison vial Sufficient poison for one application, on doing effective damage, the entity hit must make a 3 times endurance check or fall to the ground paralysed. The weapon remains coated for three effective hits. 2500
Paralysation poison vial Sufficient poison for one application, on doing effective damage, the entity hit must make a 3 times endurance check or fall to the ground paralysed. The weapon remains coated for three effective hits. 2500
Paralysation poison vial Sufficient poison for one application, on doing effective damage, the entity hit must make a 3 times endurance check or fall to the ground paralysed. The weapon remains coated for three effective hits. 2500
Paralysation poison vial Sufficient poison for one application, on doing effective damage, the entity hit must make a 3 times endurance check or fall to the ground paralysed. The weapon remains coated for three effective hits. 2500
Paralysation poison vial Sufficient poison for one application, on doing effective damage, the entity hit must make a 3 times endurance check or fall to the ground paralysed. The weapon remains coated for three effective hits. 2500
Shield rhino beetle Made from the head plates of a rhino beetle. This acts as per a tower shield, but gives 7 points of defence per rank in shield and only reduces MD by 1 7500
Dwarf Plate armour (silvered) Gives 10 points of protection, has a agility modifier of -3 and a 20% penalty to stealth. It allows casting with a 10% penalty. Weight 28 lbs 30000
Mithril sufficent for normal sized suit of armour A whole bunch of coins 40000
Kobold potion of chaos worm snot 3500
Kobold potion of chaos worm snot 3500
Kobold potion of chaos worm snot 3500
Kobold potion of chaos worm snot 3500
Kobold potion of chaos worm snot 3500
Kobold potion of chaos worm snot 3500
Kobold potion of chaos worm snot 3500
Kobold Salve of Chaos worm puss Two effects for 10 minutes: makes you immune to all magic for 10 pulses; all magic’s in effect will be suspended. 3500
Kobold Salve of Chaos worm puss Two effects for 10 minutes: makes you immune to all magic for 10 pulses; all magic’s in effect will be suspended. 3500
Kobold Salve of Chaos worm puss Two effects for 10 minutes: makes you immune to all magic for 10 pulses; all magic’s in effect will be suspended. 3500
Kobold Salve of Chaos worm puss Two effects for 10 minutes: makes you immune to all magic for 10 pulses; all magic’s in effect will be suspended. 3500
Kobold Salve of Chaos worm puss Two effects for 10 minutes: makes you immune to all magic for 10 pulses; all magic’s in effect will be suspended. 3500
Kobold Salve of Chaos worm puss Two effects for 10 minutes: makes you immune to all magic for 10 pulses; all magic’s in effect will be suspended. 3500
Kobold Salve of Chaos worm puss Two effects for 10 minutes: makes you immune to all magic for 10 pulses; all magic’s in effect will be suspended. 3500
Disguise illusion attune to character 3000
disguise illusion attune to character 3000
disguise illusion attune to character 3000
disguise illusion attune to character 3000
disguise illusion attune to character 3000
disguise illusion attune to character 3000
Improved knockout gas 1500
Improved knockout gas 1500
kobold berserker juice 1500
kobold berserker juice 1500
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Christopher
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Dirk
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Djulius
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Dwork
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Hamish
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Theodonna
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Veor
Ungue urn from Perri, permanent deep pocket upto 200 lbs non living material can put in it, urn wieghts 1 lb, nothing larger than 18 inches in any dimension 5000 Zanak
10 resurrection eggs from kobolds and kalimar, if placed in mouth of deceased entity within three pulses immediate revival no endurance loss on minimum endurance and fatigue, if after 2 pulses immediate resurrection but 1 point endurance loss, can be used upto 1 day after death 25000

Treasure Rolls

Christopher Dirk Djulius Dwork Hamish Theodonna Veor Zanak
78 52 38 17 79 73 35 86

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