January 2k2
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This page was last updated: November 11, 2002 , "Fine you attack the darkness. There's an elf in front of you..."

 NOTE: To hear what happens next click here, but be warned... MP3s are large (3.24mb) and this one is very, very scary...


1/19/02    After we sell our old horses, we travel back to the Inn of the White Dove where Lodi is waiting for us. Dirst gets a letter from his Mentor Loril, and tells us that he has to go home. We also receive a letter from Tolvas explaining that a rogue named Illian is coming to meet us to replace Syn who has to leave on a mission for Lodi. Also, a cleric named Rask is on his way to replace Dirst. We all have met Rask from the days of the war, but Illian is only vaguely remembered. Finally, Lylia has to leave with Lodi for some business, but are told that she will join us later.

The next morning Rask arrives. He brings news that 10 of the 72 remaining Matras Lumar have been killed in Quelsh a city located in the province of Parcos. We set our minds to go find out what is going on and avenge our brothers. However, we have to wait for Illian to arrive. Illian arrives a little while later. The events that Rask informed the party of are passed on to Illian, and Illian explains that he has to go to Quelsh to meet Agatha for Lodi so he will happily travel with the party.

The next morning we get up and gather our belongings. Dimak gives the inn keeper a gold piece for his generosity and for any future visits, or to use however he would like. We step outside and our new horses come out to meet us from the stables. They prove to be truly remarkable steeds, and two of the eight go to Rask and Illian indicating that they are theirs. Illian gives his old horse to a child standing nearby, and we mount up and head out for Quelsh.

The horses prove to be incredible. They run at break neck speeds that would exhaust a normal horse in a short distance. After traveling three days we arrive in Quegnon where we begin to notice that the people of the province are distinguished by their conservative functional dress and manner. They are a happy jovial people that appear to be much like all the other inhabitants that we have encountered so far. The region is a fairly hilly region with most of the mounds being around thirty feet in height, and the road that we travel on follows the natural valley made by the bottom of the hills. Later that day we come across what appears to be a possible ambush.

We stop about 150 feet short of a fallen pile of logs that block off the road we are traveling on. Mak'era goes airborne and surveys the area. She sights several people waiting in ambush. Illian and Tandoran sneak up on one side of the hilly pass, and Rask joins Mak'era on the right. Dimak and Mylina begin to advance, but they stop short when they detect a magic wall in front of them. Dimak casts a ball of flame toward the wall, but the magic fire ceases to exist as soon as it reaches the wall. Dimak tries to coax the ambushers out only to have one of them fire an arrow past him. Mak'era than hits the shooter with an arrow of her own. Illian notices that the ambusher in front of them is throwing a knife at Dimak and attempts to knock the knife out of the air with his own knife, but unfortunately his knife ends up getting imbedded to the hilt into the tree in front of him. Oops. Mylina 'turns on' all her heightened senses and detects a magic user hiding underneath the fallen trees. Illian charges the the ambusher and successfully backstabs his target. Tandoran follows up with a knife of his own, but when Tandoran approaches we are all put to sleep by a black fog that suddenly springs forth and surrounds us. Rask is than hit by a black bolt of evil energy that springs forth. As the fight continues Dimak and Mylina try to charge up and around the barrier that separates them from their comrades.  Unfortunately for them, the barrier extends beyond the road and they both get caught by it's anti-magic field canceling the effect Mylina's boots of striding and springing was bestowing on her as well as affecting Dimak's staff. Even slowed, Mylina is able to make it to an ambusher who was coming down the hill towards the road and finish him off. Meanwhile, Rask calls down the fire of Moradin, and hits the wizard. Dimak, Mylina, and Rask make it to the pile of logs, and Dimak turns a portion of the logs invisible to allow the others to see the wizard beneath. Unfortunately, another black fog appears and puts Dimak to sleep. Mak'era is able to enter the fog due to her force shield she has up, and sets the logs on fire. Mylina than falls victim to the fog and falls fast to sleep as well, leaving Rask and Mak'era to defeat the wizard. Rask is able to get sight of the wizard cowering under the logs and calls down the fires of Moradin once again this time sending the wizard to meet the divine justice of Moradin. Than Rask succumbs to the fog and falls fast asleep. Mak'era than goes about pulling everyone from the fogs. Mak'era spends the next hour searching the bodies and finds a wand and the two diamond pyramids that were producing the anti-magic wall. After an hour, everyone awakens including the only survivor of the ambushers, but Mak'era had insured that he wouldn't be getting away by tying him up and than hypnotizing him as soon as he awoke.

The party learns that the ambushers bear the symbol of the doves and daggers as tattoos on their ankles, and that they were sent to attack anyone that approached. The captive explains that he is a thief from Morland, Karmill. Illian gets the password to the thieves' guild and that it is located under the bar in the Weary Traveler Inn. He also tells us that the name of the head of the thieves' guild is Rillman! Dimak than quickly dispatches the man in disgust. Mak'era identifies the pyramids and discovers that once per day it can create an anti-magic field up to 100 feet apart and 30 feet high. Any magic items that pass through the field are rendered inert for 10 minutes. Dimak than sends Tolvas and message asking for some guidance and Tolvas says to come to Quelsh. We camp for the night at the former ambushers camp site.

Dimak is awoken early the next morning by a strange feeling which Flick senses as well. The medallion around his neck feels heavy. Tandoran is sitting camouflaged on watch, but he doesn't sense anything strange. We wake the others and Mak'era goes skyward to see what might be around, and discovers the mage standing by the logs which we had used as a pyre for the bodies of the ambushers. The mage was apparently now undead and looking very crispy and confused. Alas, Rask called upon Moradin to remove the foul creature for good, and in the brilliant fire that fell the creature ceased to exist entirely. We then decided it would be best to head out for Quelsh immediately.

As we continue traveling through Quegnon we discover that the peoples of the land are very bitter and have a serious hatred towards the Parcosites. As we lay over in various towns Mak'era tries her best to instill a feeling trust toward the Parcosites. Unfortunately, her words appear to fall upon deaf ears.

Suddenly, as we travel along the road Rask tells us of a band of orcs and lizardmen nearby. Mak'era again does recon and discovers an apparent encampment containing several captures humans. Eight orcs and two Baz Draconians are watching over them. We sneak up on them to save the captives and slay the beasts that hold them.

Illian demonstrates his craftiness by creating Molotov cocktails from jars found in the wagon in camp, oil, and gravel in the area. He tosses them into the fires near the wagon and catch the orcs standing near them on fire. He follows up with two knives. Tandoran succeeds doing the same to the other fire. Then the others race in by land and air unleashing their own brand of hell on the foul creatures. In a matter of a couple minutes we have dispatched all of them and begin freeing the captives. Suddenly, one of the orcs who had apparently survived the attack jumps up and grabbing something from around his neck and shouting Rillman blows himself up injuring those standing near by. Luckily everyone survives and Rask sets about healing the party with the healing fires on Moradin. We free the six people in the pit and find out they are merchants who had been captured from a caravan that had passed through the area. After searching the area we find 3 300gp gems and a strongbox containing silver pieces.


1/26/02    We decide to use the emptied encampment to sleep in for the night. The merchants that we rescued decide that it would be best for them to head out immediately so they leave. As we prepare to sleep, Dimak still experiences the nagging feeling that something about the war and the events that have occurred since it's end is odd. He feels that there is an underlying plot that is transpiring and that perhaps the war was mush more than simply an attempt to take over Matras Dexion. Somehow this man Rillman appears to be tied into the events. As we get ready to bed down Mak'era begins communicating to her horse. She learns that the horses are attuned to us, and appear to be telepathic. We than go down to sleep, and on Rask's watch the horses begin getting restless, and as Rask peers into the darkness he catches a glimpse of movement and wakes up Mylina.

Mylina immediately raises her 'radar' and senses 6 worgs and 3 kobalds just outside of our campfire light. Dimak wakes and catches a glimpse of one closing in as well. As the party quickly wakes and becomes alert, Tandoran goes into 'stealth' mode which causes the kobalds to fire arrows into the camp. Mak'era takes to the air and puts two of the kobalds and one worg to sleep. Illian gets jumped by two worgs and is badly wounded. Mylina than gets taken out and Mak'era dazes two more worgs. Rask moves to Illian and heals him with the healing fires of Moradin. Dimak makes his way to a worg and deals a devastating blow with his staff as he electrifies his staff. The worg than turns and runs and Mak'era kills it easily with an arrow. Illian than kills the worg next to him. Dimak than runs into the darkness where he spots the last kobald and hits him with a bolt of force killing him. The dazed and sleeping worgs and kobald are than dispatched by Rask, Illian, and Mylina. Illian searches the kobalds and finds a parchment with pictograms instructing the kobalds to stop any travelers passing through. Mylina performs an object read on the parchment and sees that the writer appears to be well off. We than try to go back to sleep after putting out the bonfires, but Mylina catches sight of another worg and Dimak goes invisible and sets off after it in the hope of tracking it back to it's lair or perhaps finding an encampment from which the kobalds came. Dimak sends a sending to Mylina to rouse everyone and follow him. After following the worg for quite some time Dimak gives up and goes back to join the others who had been following him.

We than decide to ride through the night and sleep in the saddle until we can find a village. The horses tell us that they can make it no problem. Mylina says she will stay awake to guide us, but unfortunately falls asleep. We travel through the night and come to a small commune of farm houses. They welcome us with open arms and one of the farmers puts us up in his barn and feeds us. Dimak pays him in silver for the stay and for the food. We stay over an extra night so that we can get our sleep cycle back in order. During our stay we hear about an increase in attacks on the farm animals and also that these people don't seem to bare any ill will for the Parcosites. They also tell us that there haven't been any travelers for some time now. During our stay an owl arrives carrying a message from Lylia. She is in Walsh in Rolnan, and is doing just fine. She will be joining us within the next couple days. She also informs us that she can speak to her horse as well, and that he seems to know where his brothers are.

After we are back on cycle, we head out and the next night setup camp. Mak'era goes out on recon and sights eight people traveling in our direction stealthily. There are two individuals in the group that look very threatening so we decide to avoid an unnecessary fight and ride straight through to the border. The horses assure us that they can handle the trip, and two days later we arrive at Bordertown, and after talking to the constabulary we go to the Inn of the Red Turtle. We hear word that about half-a-dozen Matras Lumar have passed through.


 

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