Friday, December 1, 2006

Tales of Howlsburg: Part One

This is a derailment from the current storyline. I'm bringing you a reprint of adventures in Howlsburg in between sessions. This one is from almost two years ago. Enjoy.


It is a beautiful day in the Great Northern Wilderness and the city of Howlsburg is bustling with activity. Strangers are entering the city whose paths will soon be intertwined.

Father Roundtom, a dwarven priest of Verseti, enters Howlsburg through the south gate. The guards great him warmly as he passes through and into the city. The traveling priest is still rusty at speaking the dialect of the humans in this region. He enters the Great Horn Dragon Inn to enjoy a cool ale at the bar.

Clark, a young human mercenary, enters Howlsburg through the south gate. He is unnoticed by the south gate guards but is warmly received by the bartender of the Great Horn Dragon Inn who promptly brings him a delicious bowl of beef stew.

Sir Drixil, an elven paladin of Rurga, rides through the south gate a top his steed. He heads straight for the stables. He drops his steed off with the young stable boys then heads to the Great Horn Dragon Inn.

Leif, an elven nobleman, enters Howlsburg through the south gate. He passes the stables, the inn, and a clothing store. He enters Property Titling & Homestead Deeds. He witnesses a young pioneer couple receiving their deed for their new homestead only a 1.5 miles north of Howlsburg. Leif asks the fat dwarf if he knows Elliot's address. The dwarf explains that he has not heard of him and not sure he lives in town.

Ama'ha Ly'dre, an adorable gnome, enters Howlsburg through the north gate. The cautious north gate guards question Ama'ha about where she is traveling from but the guards judge that one of her size could not possible be a threat and permit her to enter. Ama'ha rides her dog Huitae into town passing the House of Nuintukse. She dismounts in front of the shoe makers shop. Upon entering she meets a young elven couple. She orders a pair of boots and agrees to pick them up the following day.

Alexsandra Drake, a human woman knight of striking beauty, rides through the south gate a top her steed. She heads straight for the stables. After careful inspection of the facilities, she deems it safe to leave her horse there then heads to the Great Horn Dragon Inn.

Lorelle, an elven ranger, enters Howlsburg through the south gate. She passes the stables, the inn, a clothing store, and the Property Titling & Homestead Deeds building. She enters the market going on in the middle of the town square. She looks for some one to sell her pelts too. After seeing the market is much too busy, she enters the General Store. Lorelle meets Randle a tall thin human who owns the general store. He offers her a good price for her pelts and invites her to come back anytime.

Roundtom, Clark, Alexsandra, and Sir Drixil refresh themselves in the bar of the Great Horn Dragon Inn. Leif enters the Inn and ask the boy at the front desk for a bath. He notices the boy is reading a manuscript about Necromancy, a forbidden dark art. He tells the boy his concerns about him reading such a book and the boy replies "It is a fiction book. I don't even believe in magic." Leif replies "That in itself is the problem." The boy hands him a towel and directs him to the room with three canoe-like bath tubs.

After Lorelle sells her pelts, she goes into the Great Horn Dragon Inn for a bath. The boy hands her a towel and directs her to the room with three canoe-like bath tubs. She enters and sees a naked half submerged elf. Without looking up, he commands her to bring him more water. Lorelle ignores the arrogant brute and fixes her own bath. Leif looks up to find out why his "request" is not being filled and realizes the now naked woman is in fact an elf, a very gorgeous elf at that. Leif begins to retract, apologize, and flirt. Lorelle ignores him and tries to enjoy her bath.

Ama'ha Ly'dre discovers the friendly market where everyone is polite and unsuspecting. A mischievous grin creeps across the young gnomes face as she surveys the potential thieft-o-rama before her. She decides instead to go into the Tale of Two Empires Inn and get something to eat and perhaps some information. She enters the Inn and the elf behind the bar welcomes her warmly. She explains to the bartender she is short on coin. The elf bartender tells her not to worry, he doubts she will take up that much room or eat all that much food. He welcomes her to ask him for anything and he will accommodate.

At the Great Horn Dragon Inn three roughnecks try to leave without paying. The bartender is helpless to stop them. Clark steps in front of the leaving lumberjacks and asks them to pay. Roundtom slams down his beer stein and marches over and stands by Clark and says "Pay `em." Sir Drixil stands and announces "You will pay for what you have taken."

One of the lumberjacks looks at the situation and decides it's not worth it and goes over and pays the bartender. The tall lumberjack decides to poke fun at the dwarf. The lumberjack with the massive arms tries to punch Clark in the face but misses. Alexsandra stands ready to jump in but Drixil turns to her and says "Two on two, it is a fair fight." Stay true to the code of chivalry Alexsandra stops but remains ready for action. Clark jabs the lumberjack in the mouth. Roundtom attempts to sack the tall one but is pushed to the side. Roundtom now in a position where he is standing but his head is pointed towards the ground; the lumberjack decides to give the good priest a wedgie and yanks Roundtom's underwear skyward. The strong lumberjack angered by Clark's "love-tap" smashes his fist into Clark's face and the young mercenary feels his jaw pop out place and then pops right back, followed by a hot dull pain that shots over his entire face. Roundtom looks up and decides to target what is at his eye level. With a violent blow to the human's genitals, Roundtom smirks as the sound of crushed walnuts is followed by the human puking in pain before hitting the floor. After seeing the destructive power of the dwarf's fist, the strong lumberjack tries to make a break for it. Clark grabs the lumberjack by the back of his collar, yanks him around, and whispers in his ear "You still haven't paid." The lumberjack runs over to the bartender throws him the money and tries to leave again. Clark grabs the lumberjack by the back of his collar and yanks him around again to whisper in his ear "What about your friend?" The bartender yells "He paid for both," The lumberjack starts to walk out and Sir Drixil bars his way and says "Forgetting something?" and points to the lumberjack's friend still laying on the floor. The lumberjack picks up his friend and begins heading for the door. Sir Drixil still barring his way shakes his head and points to the mop then to the pile of vomit on the floor. The lumberjack drops his friend, cleans up the mess, and then looks at Sir Drixil for permission to leave. The elven paladin stands aside and the lumberjack and his now eunuch friend scramble out of the bar.

During the brawl the boy at the front desk can't get any reading done so he goes and sits in the bath room with the two naked elves. Leif whispers to Lorelle that the boy is reading a book about necromancy and suggests not staying alone with him. Leif quickly finishes his bath, dresses, and leaves. Lorelle follows his lead and leaves the creepy goth kid alone in the bath room. When they come out to the foyer of the inn, the lumberjacks have already gone.

Ama'ha Ly'dre wanders around the Tale of Two Empires Inn and listens in on the many conversations. She learns some important info about the keep and the town. She walks around smiling and bowing to those that take notice of her, and all the while hanging on every word that is being said. When a rugged looking human wearing a seasoned uniform of an Eastern Territory recon officer enters and takes notice of the gnome. He leans down close to her and starts to sniff at her while he asks her questions. The gnome looks offended but says nothing as the human starts questioning her about where she has been and how long she has been in the area and where she is going. The rest of the military patrons start looking in their direction, listening to the questions and are confused as to why the little gnome is being attacked in such a way. After talking to her, he walks over and starts whispering to some very important looking older humans in uniforms and their looks of confusion turn to looks of suspicion. Ama'ha Ly'dre approaches the nice elf bartender to ask what that was all about, but with hint of concern in his voice he tells her she should find another place to stay. She grabs her supplies and heads out the door. She looks back and sees one soldier in the window watching her leave and two other military men follow her out and stop on the porch of the inn and just casually watch her walk away.

Back at the great horn Dragon Inn: The bartender shouts "Drinks on the house!" and invites everyone to come to the bar for free drinks. Clark and Roundtom begin talking about the brawl, their purposes for coming here, and where they are headed. Leif and Sir Drixil introduce themselves and relate their noble lineages, as elves tend to do. Alexsandra and Lorelle strike up a conversation about one another's background. As everyone is enjoying their drinks and meeting everyone, the gnome and her dog walk in. The bartender is very polite to her and brings the gnome's dog a bowl of milk. The dwarf and a couple of the elves take a great interest in the gnome since they are rarity in their part of the world. The bartender directs the heroes to the multicolored pavilion near the west gate. He states that the pavilion is home to a sultan-ish man that helps adventurers to get jobs. The bartender also goes on to give them the lowdown on the local churches. Lastly he tells of the famous 152nd cavalry division of The Dominion of Man that has been gone for 3 weeks patrolling the disputed territory. "They are heroes of the region and the pride of Howlsburg." The bartender says proudly.

Leif offers the assembled people to join him on his quest. He refuses to go into detail but assures them that he will make it worth their while. The group joins up with Leif without even insisting him on disclosing any information about the quest.

A monk from the House of Nuintukse, the church the bartender had described as a death cult, walks in smoking a cigar. The bartender, who has been pleasant even to the lumberjacks, tells the monk he is all out of food and drink. The monk and the heroes have some words but in the end the monk leaves. The bartender explains to the heroes that he has to close the bar part of the inn to clean up for tonight and asks them to come back later.

The heroes leave the Great Horn Dragon Inn and decide to go to the pavilion. Sir Drixil tells them he will meet with them after he visits the Temple of Rurga. Before they can part paths, they hear the sound of horns from the west. The guards that were standing by the fountain start helping the merchants pack up their wares and close down their booths. People from the shops, inns, and private homes begin to lining the street, their mood is that of relief and joy. Suddenly the horns stop and the applause and cheers from the people of Howlsburg can be heard from the west gate and are coming closer with the sound of hundreds of hooves. The heroes look towards the west gate and four columns of cavalry galloping towards the Keep. Fr. Roundtom attempts to count the number of horses marching past. He estimated close to 700 horses in the cavalry. They rumbled passed the fountain and disappeared into the Keep. The crowds' cheers died down and the people of Howlsburg joyful prepared to celebrate the road weary soldiers return.

On the way to the pavilion, Roundtom decides to stop off at the Church of Light. Clark, Leif, Ama'ha Ly'dre, Alexsandra, and Lorelle continue on to the pavilion. The pavilion is as large as a circus tent. When they enter there are corridors with thick fabric for walls. The air is filled with spicy incense. As they are traveling through the pavilion they come across a small reception area on the left. In this area is a leader open and on a stand, a pen and ink well, a bell, a counter with no stools and behind the counter is a bead covered door way. Leif rings the bell and almost immediately a 6'6" 250lbs shirtless human in purple puffy pants comes from beyond the beaded door. He warmly greets the party. Leif asks if he knows where he can find Elliot the Sage. The large human says he does but explains that information is only shared with members. Leif asks what it means to join this guild. The human tells him the organization helps with getting members jobs with elite patrons, deals in information and equipment for its members, and the cost is 10% of their payment from their adventuring. Leif asks how one becomes a member. The human says just sign the book. The book has names of many races and regions. Some of the names have a red line drawn through the middle of them. Leif picks up the pen and signs "Leif" but the ink starts moving around and respells "Lazarus Grimleaf" in Leif's handwriting. Leif angrily states "True names are very powerful." The human explains that it is so they can keep track of their members. As he says this, as if by an invisible pen, a red line begins to run through one of the names in the book. Leif asks what that means and the human explains to him that member has just passed. Leif says "Now, where is Elliot?" Human tells Leif he can't go to Elliot's unannounced so he will contact him first then give him the information. The human asks if any one else will be joining?
Clark goes to sign the book and Alexsandra holds him back. Leif picks up the pen and draws a line through his name but the letters of his name just absorb the line. The party turns and leaves.

Sir Drixil arrives at the Temple of Rurga. He enters and is greeted by an Ogre in monk robes. Sir Drixil is a little shocked since he is from the Timiro Kingdom. He asks to speak with the priest and the ogre goes to fetch him. An old human with a long beard and kind eyes is hunched over with age and uses a cane to walk. He greets the paladin with a blessing from Rurga. The old priest introduces himself as Fr. Sikora. Fr. Sikora disapproves of the followers of Rurga in the Eastern Territory encouraging the pending war with the Wolfen Empire. He tells Drixil that Rurga has spoken with him and he believes if the Wolfen convert to Rurgaism the war will be avoided. He tells Drixil of their missionary work into the Great Northern Wilderness. Drixil asked if the mission was by force but Fr. Sikora assured him it was being handled with the utmost respect and care for the Wolfen people and their culture. Sir Drixil tells Fr. Sikora that he and his companions are looking for an elf named Elliot. The priest tells Drixil where Elliot lives and tells him that Elliot is the oldest resident of these parts; no one knows how long he has lived in this region but his home was here before the keep was built. Before the priest excuses himself he warns Drixil to stay away from that pavilion near the west gate, it is from the Western Empire and can be nothing but trouble. Drixil thanks him for all his help. He goes before the sanctuary and says his prayers in silence meditation before leaving.

Fr. Roundtom enters the Church of Light. This structure dwarfs all buildings in Howlsburg except the Keep. This stone building is clean and bright. The interior has ornate architecture The church is very busy; people are coming and going, priest and priestess performing a variety of rituals, people praying before statues of many deities.
Roundtom scans the crowd for a clergy of the northern gods. He spots a burly human priest of Odin from across the crowded and moves to get his attention. The priest of Odin introduces himself as Fr. Matovich and tells Roundtom of the coming war. He thanks the Priest of Odin and leaves to ketch up with the group.

The party regroups near the fountain. Sir Drixil informs the others that he knows where Elliot lives. He tells them they must leave the city out the south-eastern gate near the Keep and then a half a mile through the woods to an old house. Ama'ha Ly'dre expresses her discomfort with the idea of going so close to the Keep. The party decides to make sure they pass the Keep quickly. At the south-eastern gate in the shadow of the keep the guards are drink, playing cards, and relaxing. These seem to be the least disciplined or alert guards in the city. The party makes small talk with the guards and learns that the town has virtually no crime.

The heroes leave town, Lorelle finds a trail that is so overgrown that only a ranger would have even noticed it. Lorelle leads the party as she follows the ancient trail. They come to a clearing. Sir Drixil notices that the tree line forms a perfect circle. The diameter of the circle is roughly 200 yards. In the center of this circle is an old decrepit two store house with a small front porch, boarded up windows and heavy closed curtains. The house looks as if it is in great need of repair and a coat of paint, one can tell the house is made of wooden boards that had been painted white at one time. At the end of the trail was a small wooden sign on a stake. The sign had one sentence in every written language even in wolfen that read "There is nothing here worth stealing which is worth losing your life." Leif suggests that only one member of the group approach the house. The party agrees to let Leif go up to the house alone.

Leif walks up the creaky steps and knocks lightly on the door. Several moments pass and Leif knocks again. After several more minutes the sounds of locks being undone start at the top of the door and end at the bottom of the door. The door slowly opens; Leif sees that the door frame is 8 inches wide. In the dark of the house Leif sees the eyes of an elf. "Master Elliot?" Leif asks. "Who seeks Masters Elliot?" "I'm Lazarus Grimleaf of House Ozreich." Elliot drew back silent for a moment "Tell your companions to enter my house with you. It is not safe to remain outside the house." Leif waved over his fellowship. When the party had assembled on the porch the door was opened wider. Before them stood an elf hunched over with age, wrinkles had worked into his brow and the corners of his mouth; his hair was thin and white. To the humans, Clark and Alexsandra, he looked like an elderly man; the dwarf and gnome, Roundtom & Ama'ha, even being some what familiar with elves and their longevity just saw him as aged; but to the elves, Leif, Drixil, and Lorelle they understood they were in the presence of ancient being that had seen the rise and fall of many an empire. Leif knelt while Drixil and Lorelle bowed low in respect.

As they entered the foyer Sir Drixil, Ama'ha Ly'dre, Lorelle, and Leif removed their weapons and hung them on the coat hooks. Fr. Roundtom was unnerved by the situation and clutched his war-hammer, ready for anything. Clark and Alexsandra left their weapons by their sides. Sir Drixil and Lorelle notices as they entered Elliot quickly removed an apron that was stained like a butcher's. Elliot leads them down a darkened hallway, lined with antique furniture and portraits of royal elven lords and ladies, to a sitting room with a couch and large arm chairs by a fire place.

The group sits around the fireplace and Elliot tells Leif "I know what it is that House Ozreich seeks and the good intentions for which they seek it. However, since none still live that could release me from my oath; I will not give you the information you seek. Instead you must first prove to me that you are the quality of elf that your forebears hoped their descendents would become. By your actions alone will House Ozreich succeed or fail." Leif nods. Elliot excuses himself and before leaving the room, says "It is not safe to wander in my house, be sure to stay by the fireplace."

Elliot returns with a package that is covered in strange writing. He explains that they must deliver this to Fraderack the Wolfen wizard in Corad. Corad is 3 weeks march northwest into Wolfen territory. Elliot tells them that Fraderack can be found at his shop
called "The Acts of Magick". Fraderack will give them another package to return to Elliot. Elliot expresses his admiration of the Wolfen Empire and their system of government but assures the heroes he has no ties to any government and has no intention of partaking in the war effort. Elliot suggests leaving first thing in the morning. The heroes thank Elliot for his hospitality and begin to gather their belongings and leave. Ama'ha Ly'dre lingers behind the rest of the group and Elliot has private words with her in the wolfen language. Sir Drixil waits by the door for Ama'ha to catch up.

The heroes walk in silence almost to the gate of Howlsburg. Then they begin discussing their plans for leaving town. All agree that leaving town in secrecy is in their best interests. On the way back to the inn they stop in at Hammer & Anvil blacksmith shop. They meet Helmut on of the dwarven owners. Fr. Roundtom conveyed his disapproval of a dwarven shop employing a Kobold smith. Helmut is enraged by Roundtom's racism and challenges him to a fight. Before they can begin brawling Helmut's fraternal twin brother Dietrich breaks it up. Dietrich orders his brother into the back of the shop and apologizes to the heroes. He explains that the Kobold smith had saved his brother's life and they are best friends. Fr. Roundtom turns and leaves. Ama'ha had her daggers sharpened by the smiths. Sir Drixil inquires about purchasing some dwarven or kobold made wears but the prices were too steep.

After the heroes left the black smith shop the party split up. Fr. Roundtom, Leif, and Sir Drixil went to the Tale of Two Empires Inn and Lorelle, Ama'ha, and Alexsandra went back to the Great Horn Dragon Inn.

At the Tale of Two Empires Inn:

Fr. Roundtom met with Captain Boris a dwarven advisor to the Eastern Territory army. He had an air of despair about him as he drank from deep beer stein. Boris explained that the humans are not willing to listen to their "elders" and most of Boris' advice falls on deaf ears. He worries that when the war comes Howlsburg will be the first causality.

Leif sees an attractive female human. She is looking bored and ignored by her toad of a husband that is concentrating heavily on his gambling; which he is losing badly at. She is desperately trying to get the attention of any male in the bar. Leif motions to the jaded merchant's wife to rendezvous with him at the staircase to the Inn's bedrooms. She quickly heads over to the stairs. Sir Drixil guards the stairs and make sure no one goes up to disturb the "lovers." The paladin noticed the woman's bodyguard stand and watch intently where she was going. After Leif returned with the tousled woman and she sat back down next to her oblivious husband; her bodyguard retook his seat.

At the Great Horn Dragon Inn:

The girls reserved rooms for their fellow adventures. Lorelle and Alexsandra relaxed in the bar. Ama'ha Ly'dre wandered about listening to the conversations. For the most part, the conversations were unimportant to her mission; gossip about neighbors, jokes that are funny to dumb humans, drunken babble, etc. Ama'ha was ready to call it an night when she hears, "I'm telling you these diamonds are from the Bones of Belimar and in Timiro will be worth four times this amount. Give me one thousand Eastern gold pieces and this little pouch is yours!" Ama'ha has an insatiable lust for shiny stones of great value. With the cooperation of her mount, Huitae, she lifts the heavy pouch off the human merchant. Ama'ha decides to cash out and call it a night.

In her glee, she doesn't notice the rugged looking human wearing a seasoned uniform of an Eastern Territory recon officer standing in her path. She looks up from her newly stolen pouch and sees the same Eastern Territory scout that she met at the Tale of Two Empires bar; she stops in her tracks and hides the pouch. The scout glares down at her and says "I hope that is the last bit of business you do in Howlsburg. I strongly recommend not being in town come tomorrow." Ama'ha slowly nods as the scout walks away. She rushes to her room.

The next day the heroes leave town from different gates and meet in the woods near Elliot's house. After they regrouped, they make a wide circle round Howlsburg before heading northwest into the wilderness.

Six hours later, far down the remains of the great northern trade road, with the last of the inhabited homesteads long behind them, the pluck of a crossbow is heard followed by Leif hitting the ground and saying "Bandits!" Heard from all the around them in the woods were quiet voices spoken in a harsh and foul language, Fr. Roundtom recognized the words, but could not understand them, he alerted his friends "Goblins!" Before the party can react a ragged goblin burst through the foliage and stabbed Huitae, the gnome's mount, with it's short sword. The dog fell to the ground; Ama'ha barely escaped being crushed by the animal's weight. Another goblin took advantage of Leif being on the ground tending his crossbow wound. The goblin stabbed at the elf but Leif was able to roll out of the way and only his clothing suffered any damage. Lorelle, Alexsandra, and Sir Drixil rushed to the aid of their friends. Fr. Roundtom boiling with rage pulled forth his mighty war-hammer and smashed open the skull of one of the murderous bandits. One by one the goblins were slaughtered and chase off into the woods. After the fray Fr. Roundtom called upon the grace of the northern gods to heal the noble steed of his gnome friend. The power of the northern gods heard his voice crying out for aid and blessed him with their intercession. Huitae was saved by the faith of Fr. Roundtom. Fr. Roundtom also healed Leif of his minor wound. The heroes decided to rest near by and regroup.

Saturday, November 18, 2006

Session VII (1/2): After the Battle!

The Battle of Ibi Plains is an overwhelming success! Captain Barodo, the dwarven commander of Fort Ibi, sends his wounded back to the fort while he and the rest of the troops press on to the town of Erat. When the heroes arrive at Erat the battle is over. Erat was poorly defended but thankfully half the ogre force was destroyed on the Ibi plains which prevented Erat’s fall.

Captain Barodo spreads word of the heroes’ involvement in stopping the ogre invasion. After a week of rest and relaxation in Erat, a ship arrives. A messenger announces that the heroes and Captain Barodo are to sail to the capital city, Credia, for an audience with King Raphell Cupola IV, Lord of Timiro.

The heroes arrive in Credia. Most buildings average four to five stories in height. It is easily four times the size of Old Timiro and is definitely the largest city any of them have ever seen. They are met at the docks by a platoon of the king’s royal guard which escorts them to the palace.

Once entering the main throne room they are met by a standing ovation from the king and what appears to be the majority of Timiro’s nobility. They are asked by a court official to retell the story starting with the discovery of Fort Calda to the decisive Battle of Ibi Plains.

Each of the heroes contributes to the retelling. Krimp tells of the Priest of Ra and his dieing words at the burnt out ruins of Fort Calda. Ruminski tells of Kormath enabling them to fly over the enemy to warn Fort Clay. Nestor tells of arrogant Captain Aberdaal who’s overconfidence lead to the destruction of Fort Clay, forever to be remembered as “Aberdaal’s Folly”. Devin told of the Earth Elemental that stayed behind to defend Fort Clay. The young noble woman, who wished to remain nameless, tells of the brave mercenary Captain Valirete, who aided her in getting the peasants to Fort Ibi. Captain Barodo tells of The Battle of Ibi Plains where a hundred orcs and six ogres where put down by the heroes and fifty Timiro soldiers.

The nobles listen with a mixture of reactions and levels of interest. A half a dozen official scholars write down every word that is uttered. A couple of bards also scribble down some notes. But the king stares at them, hanging on every word, all the while measuring what to believe and silently scrutinizing the reactions of his nobles.

King Raphell Cupola IV stands from his throne and strides down the steps toward the heroes. He is a stout human that appears to come from a line of warrior kings. He reassures the nobles of the incapableness of the ogres of the Old Kingdom Mountains to ever try this again. He seems to not truly grasp how dire the situation really was… or dose he? Once the tension and anxiety of the crowd is subsided by his confident comments, he again turns to the heroes.

First Captain Barodo is knighted. Captain Barodo respectfully request that he and his soldiers be reassigned to the soon to be rebuilt Fort Calda to ensure that an incident like this never happens again. The king proudly grants the grizzled dwarf’s request.

Nestor, Krimp, Ruminski, and Devin are all given certificates of citizenship of the Timiro Kingdom. They are given a joint deed to a plantation north of the town of Sino near Fort Saka. Lastly are three large locked chests. The king advises the heroes to wait until they reach their new home in Sino to open them.*

After an evening of feasting and dancing the heroes were to return to their ship that would take them to Erat and then travel by land to Sino. Before they left, King Raphell held a private counsel with them. He told them of his undying gratitude. He swore to send emissaries to the Wolfen Empire in hopes of opening trade and diplomatic relations. He told them to enjoy the quiet of Sino and revel in their well earned reward.

Session VII: Ogre Invasion!

Landing outside of Fort Clay, the heroes rush to the gates to warn the soldiers of the on coming ogre army. From behind them comes a biting cold wind, as they turn they see the wagon be turned to ice and them smashed into a thousand shooting sharps! Ruminski hears in the wind the whisper of Kormath, “So you may believe.”

Meanwhile inside a mysterious woman is standing in the office of young Captain Aberdaal. She requests lodging but is denied until she reveals her connection with Timiro nobility. The captain orders a lieutenant to show the senator around Fort Clay. Just then shouts come from the walls above the gate, “Monster bandits are charging the walls!” All the enthusiastic raw soldiers rush to the walls to take a look. The senator and Captain Aberdaal join them.

Nestor, Krimp, Ruminski, and Devin shout to the men of Fort Clay that the Ogre’s have raised an army, preparations for battle must be made, they have warned four villages, and the peasants will be coming here for shelter. The soldiers of Fort Clay can not believe what they are hearing. After sometime the heroes are allowed into the Fort. Captain Aberdaal openly distrusts the party based on their races alone. The heroes present some heavy evidence that Fort Calada has been destroyed. The heroes tell the captain that there are one hundred ogres and almost three hundred orcs. Captain Aberdaal does not believe Fort Calada has fallen or that the Ogres can band together into a group larger then five or six.


To be continued…

Session VI: Escape from Old Timiro

Of Ruminski and Krimp....

Having fled the city of Old Timiro, Ruminski and Krimp travel cross country towards the Old Kingdom Mountains. Behind they leave Nestor and Devin to their fate at the hands of Old Timiro's authorities.

They successful avoid any large towns and military outposts until they reach the foothills of the Old Kingdom Mountains. Krimp's years as a hunter for the Eastern Arm tribe makes him invaluable to his domestic Kobald companion. After weeks of travel they find a shallow cave on the edge of the mountains that seems safe to occupy.

Krimp does most of the hunting during the next few weeks, while Ruminski visits the local trade routes in hopes of gathering any information that may tell them the condition of their friends left in Old Timiro.

Ruminski does hear some news from the traders moving through the Timiro Kingdom. He hears a few bardic songs that have come out of the ancient city. The first one spoke of a werewolf in Old Timiro that killed a bar maid and a dozen honest local working class men. Though the story is embellished there is enough info in the song to be sure it is about Nestor and his fight with the slavers. At the end of the song the brave city guard is said to have slew the beast. So whether Nestor is a live is still uncertain.

The second poem comes down the trade road months later. It tells of a brave band of adventures that recently went into the Old Kingdom Mountains and saved the world from an evil death cult. The poem centers on Sir Landon, an elf of great skill with a long bow. Ruminski is not familiar with any elven knights but realizes that the death cult must have been the same one that the snake woman spoke of back in the sewers of Old Timiro. When Ruminski relays this story to Krimp is shocked to hear that Landon was an old traveling companion of Krimp, Devin, and Nestor.

After a routine hunting trip, Krimp returns to the cave limping. Ruminski fears the worse but Krimp assures him it is only a sprained ankle. Ruminski would not normally ask for a miracle for such a minor injury however out here in the wild, a minor injury can be detrimental to survival. The pious Kobald leans over Krimp and begs Kormath to heal him. Ruminski quickly discovers that his connection to Kormath has been severed. Not knowing the source of Kormath’s displeasure Ruminski begins a strict regiment of prayer, fasting, and penance.

Months later…. Ruminski still has had no communication with Kormath. Krimp has had to rescue his Priest friend twice from severe asceticism and almost force feed him to keep him alive. Finally after months of hiding in the wild, the young kobald cleric, now in a malnourish and sleep deprived state, stands and announces they must return to Old Timiro, to the Temple of Dragonwright, and try to find their friends Devin and Nestor.

Of Devin...

Devin is taken to the Tower of the Warlock’s Guild. Since warlocks consider one another kin it is customary in Old Timiro to allow the Warlock’s Guild to manage any warlock that has committed a crime. The Guild Master is a rugged half-Ogre Earth Warlock. He stands just outside the open door way to Devin’s anti-magic cell. “Not wise to lie to the Sheriff. They say he can smell you sweat and hear your heart beat faster when you lie. Well, what’s done is done. The city judge will try you in three days. Your friend, the wolfen, will probably be executed and you will have an extensive sentence of servitude. Goodnight, brother.”

Devin went before the Judge. The Judge was a bent and angry old human who had a hard and unforgiving face. They didn’t even ask him any questions. The sheriff brought in witnesses to recreate the events. Then he gave his synopsis of what really happened. Devin thought it was extremely accurate considering he wasn’t there.

Devin pleaded for the release of his friend Nestor and offered banishment as a perfectly acceptable punishment. The judge only responded with “Guard! Restrain the prisoner." The judge sentenced Devin, due to his magical abilities, to city labor, repairing roads, buildings, and other city projects, for undisclosed amount of time.

Suddenly a representative from the Warlock’s Guild stood up to address the court, Devin’s heart lifted. He thought “what will his fellow warlocks say in his defense, how lucky was he that the warlock’s guild was so benevolent, how much pull did they have with the judge, and could they save Nestor too?”

He hears the warlock say, “Your honor, this elf is a powerful warlock of the earth and now a dangerous criminal involved in a multiple homicide. You can not leave him in the hands of the city guard. The warlock’s guild will be willing to offer a hand full of warlocks powerful enough to ensure this elf’s cooperation… at a nominal cost to the city.” With the pound of a gavial the deal was done. Devin was carted off to his anti-magic cell, still stunned at the fact that the warlock’s guild had used his misfortune to pad their treasury.

Months later… Another morning, Devin is escorted from his cell to the room of summoning. The minor fire elemental is brought forth into the material realm. The four Fire warlocks that act as Devin’s guards entertain themselves through out the day with “fire” humor. The elemental looks bored and a little irritable. Devin begins his day exhausting himself by magically repairing the city.

The months have gone by and he has heard nothing of Nestor except the sad dirge about the Werewolf of Old Timiro. The song is an embellishment on Nestor and his fight with the slavers. Devin is a little disappointed that he and his contribution to that deadly brawl were not found song worthy, “Oh well…”

That night he is returned to his anti-magic cell. Devin marvels at how quickly he has become accustomed to being used as a tool that at the end of the day is placed back in it’s shed.


Of Nestor...

There is no day or night here... The darkness and the silence.... Still his hands are bound behind his back… Still the mussel is on his mouth.... Still the shackles are on his feet… It has been weeks.

The only measure of time is once every twelve or fifteen hours the opening of the flap at the base of the door and pouring of gruel into his bowl. A single bowl of gruel… at first he didn’t want to eat it… then when he got hungry enough ….he couldn’t move to the bowl fast enough… not as fast as the rats or the bugs… now he is proficient… and sometimes has his gruel with a side of rat.

Months later…. In and out of consciousness... “It took weeks to get over that fever… not as long as the last one”, he thinks. He dreams of the Great Northern Wilderness… He wakes to night terrors of undead lurking in the shadows of his cell… More gruel…

Weeks later… The door is opening. The light is bright from the torch. An elf? Is it Devin?

“Oh man! Look at you, Nestor!” the voice is familiar but it couldn’t be… “It’s me, Landon! Your old brawling buddy! I’m a knight of the realm now! Rich too! I bought that bar where you killed that lady! I wanted you to come work for me, as a bouncer for my bar! But I got a bit of a reputation because of my dueling so they won’t release you to me. I made provisions for you to be released. You won’t be free but you won’t be in here. They will come for you in four days.” He bangs on the door, “Guard! Let me out he is trying to eat me! Ha, Ha, Ha, Just kidding! Good bye, ole friend.”

A dream… it must have been a dream….


To be continued…

Session V: Unbridled Rage

To be continued…

Session IV: Sewers of Old Timiro

The next level they find lizardmen fighting undead. The surviving lizardmen join the heroes in a combined effort to destroy the undead infestation. Nestor gets over zealous with his maltose cocktails and nearly burns himself and surrounding party members. The yaun-ti seems to be hanging back and being useless but come to find out she has been watching the heroes’ backs and even silently attacking the enemies from behind. After battling skeletal rats and poisonous spider swarms the heroes decide to rest in a side chamber filled with steamy pipes.

This hidden side room gives the heroes and their companions some much needed rest. The yaun-ti kept watch and listened near the door. In the early hours of the morning the heroes begin to wake. Ruminski wakes pale and clammy as if awoken from some disturbing dream. He says a blessing over Krimp. Nestor speaks with the lizardmen to gain clues of what types of undead may be waiting ahead of them.

The yaun-ti emerges from the pipes, “Drow. The vampires were once dark elves.” Nestor asks, “How do you know this?” She explains, “I heard them pass this chamber early this morning on their way to the lower levels. This is where we part paths.” Ruminski asks, “Why?” The yaun-ti shakes her head, “I try to avoid dark elves at all cost. I definitely will not go up against undead drow. Will you come with me to the Old Kingdom Mountains?” Krimp sternly says, “We must help these lizard people and protect the city.”
“ If you survive meet me in two weeks outside of Fort Bext.” She turns and disappears in to the steam and pipes. The opening and closing of the chamber door is heard a few moments later.

By the power of Kormath a room-full of skeleton warriors are obliterated. The lost lizardman shaman great concern in the lizardmen warriors they decide to head down into the depths of the sewers to consult their living god.

On the final level the lizardmen seem scared and uneasy. Krimp and Nestor stalk into the darkness to get a better look at the situation. They enter a large open chamber. The floor is a grate of metal with small square openings, underneath the grate is water and foul smelling sewage. Just beyond their sight they hear a voice with a strange elven accent, “The city has become aware of the undead we have planted here. They have sent a military team to destroy our army. This will not look good for you if our master’s plan for Old Timiro fails. Destroy the invaders and send a messenger to Fort Alandia in one week with news of our position in the city. Remember if this operation ends badly the deal is off.” They hear the flapping of large leathery wings, like a bat, flying off in the opposite direct of the heroes, then the screech of bats, and lastly they a large splash not far ahead as if something very large reentered a pool of water.

To be continued…

Session III: Old Timiro

Krimp, Devon, Nestor, and Mead have been in Old Timiro for over 2 months and still do not know where the Church of Dragonwright is located. Mead becomes discouraged and enlists in the Timiro army for work. Mead dies in accident during basic training a few weeks later. After the loss of Mead the group is determined to find the Church of Dragonwright or move on.

They find out that The Church of DragonWright is a large plain building has a that has an ornate archway as it’s main entrance. Krimp, Devon, and Nestor stand outside this structure that they had pasted several times during their stay in Old Timiro. Krimp is overwhelmed with excitement and rushes in with Devon and Nestor chasing after him to keep him out of trouble.

Inside is sixty foot high vaulted ceiling, no pews, large pillars line the walls, in-between each pillar is a stained glass window, and at the far end of the temple are three 40 foot dragon statutes. Each statute is of a different dragon, a black great-horned dragon with ruby eyes, an all white ice dragon with sapphire eyes, and a deep purple night-stalker dragon with obsidian eyes.

In front of each dragon there is an altar. The altar before the night stalker was covered in blood and being cleaned by 4 purple robed clerics. In the far left corner is a seven foot tall white candle in cased in a silver candle holder decorated with runes and other strange symbols.

A large number of people of differing races and social status fill this building clerics, monks, and priests/priestesses plus 12-15 in black/red robes, 12 – 15 in deep purple, and 5-6 in a white/light blue. The building is loud with the murmuring of this large group people talking, praying, debating, and chanting.

Before they can take it all in a priest approaches. He is a bearded human wearing a black Chasuble embroidered with a black rose on both front & back with roll collar. He smiles and says, “It is an honor to meet you I am Orban, High-Priest of Styphon the Invincible. Are you here to dedicate yourself to the most powerful of the Dragon Gods?”

Krimp blurts out, “I have come to follow Kym-nark-mar.”

The priest restrains a chuckle, “We all do in our own way, but…”

An elven woman with long dark hair in deep purple hooded robes adorning an gem incrusted dagger on her hip strides forward looking very crossed. “Orban, are you going to introduce me?”

Orban looks annoyed at the interruption, “Of course this Merimana, high priestess of…” again the elven woman interrupts,

“Zandragal, the dragon-goddess of war. All warriors belong to her household.” She smiles at Nestor.

Orban huffs, “Now wait just a minute these creatures were about to dedicate themselves to Styphon!”

Devon steps from around the two wolfen and says, “No, no. Actually we are just here for information.”

Merimana startled that she had not seen the fellow elf at first. “Your complexion… The Old Kingdom? Royal bloodline?” Her eyes sparkle at Devon.

The High-Priest of Styphon reaches out and grabs Krimp’s forearm, “Fine! But this one is mine!”

Suddenly a might roar fills the temple! The foundations of the building shake. The temple falls absolutely silent. All eyes turn towards a small white/light blue robed cleric that had been sitting in silent meditation and was now the source of the dragon’s roar. The small cleric begins to miraculously rise from the floor. His face is exposed and it is clear that he is a kobold. His eyes are wide but his normal pupils are replaced by glowing sapphires. He points to The High-Priest of Styphon and the voice of an ancient wyrm bellows forth, “Unhand my brother’s chosen!” He turns his gaze and points to Krimp “This mortal’s path will change face of the world, forever. Behold the Champion of Kym-nark-mar!” Krimp is petrified with astonishment. Orban and Merimana shrink away at the name of Kym-nark-mar. Lastly the kobold roars “I am Kormath and I have spoken.” The kobold gingerly floats to the ground, his eyes turn back to normal, and a single burst of puke fires from him as he falls on his hands and knees.

The kobold picks himself up off the floor as Krimp rushes over to him. The kobold introduces himself, in wolfen, as Wronski of the Golden Ear wolfen tribe and a citizen of the Wolfen Empire. Both Krimp and Nestor are taken aback by this unexpected greeting.

Krimp bombards Wronski with questions about Kym-nark-mar and the Church of Dragonwright. Wronski begins to tell Krimp in the best way he knows that Kym-nark-mar is not actively worship when an orc priest of Kormath pulls Wronski to the side.

The orc priest tells Wronski that the clergy of Styphon and Zandragal are already trying to overt attention from Kormath and Kym-nark-mar by whispering rumors of this miracle being a theatrical illusion. The orc priest urges the kobold cleric to take the wolfen out of the temple to somewhere safe.

Wronski takes the trio down several winding back alleys to ensure they are not followed. The reach a hole in the wall tavern called, Beggars Brews. This filthy room filled with mismatching tables, chairs, and stools is commonly occupied by homeless drunks and it is the only place that will serve slaves alcohol. It is not uncommon to see a busy goblinoid house slave rush in, slam a shot or even a pint, before dashing back out into the city on business for its master. Wronski has enjoyed this place from the days he and Hans lived on the street. Now he hurries his new friends in for much needed introductions and explanations.

Wronski explains to the group that the Church of Dragonwright is loosely united. That the two dark dragon gods, Styphon and Zandragal, out number to Kormath, the one active good dragon god. The return of Kym-nark-mar could even the scales. Because of this Krimp is not safe and they should stay in hiding for a few days. Wronski tells the group that there is a safe place to hide....

They reach the manhole that leads down into the sewers and Wronski first home in Old Timiro. Nestor is not pleased with the situation but goes at the pleas of Devin and Krimp. Not long after entering the sewers, Nestor discovers some graffiti that references vampires. Nestor becomes very on edge and asks Wronski to hurry them to “where-ever they are going”.

As the alcove comes into view, the group can hear the sounds of combat coming from inside. They rush to see what is happening. In the middle of what was Wronski and Hans’ apartment is a tall thin woman covered in small scales with bright yellow snake eyes wearing exotic clothing and holding a board sword. She is surrounded by four growling men with the heads of lizards! Each of them wearing leather armor, wielding primitive clubs, and carrying large sea turtle shells for shields.

Krimp only sees a woman in danger! He charges and pins on of the lizard-men to the wall with his spear. Devin flings his stones into the group of creatures. Nestor smashes the head of one of the lizard-men as the snake-like woman cuts down another. The fourth lizard-man is captured.

Wronski, unsure the snake woman is just an innocent victim, begins to interrogate her. She is very evasive with her answers. Eventually Hans is mentioned. The snake woman states she came here seeking Hans. Wronski tells her Hans is dead. She seems puzzled and demands to Wronski describe Hans to her. He explains Hans was a good man that took care of the poor of the city and tried to avoid violence at all cost. She says “Then the Hans I knew died years ago.” Wronski asked who the Hans she knew was. She said, “Hans BloodAxe, the Assassin of The Empire of Sin, the Plunderer of the Yin Sloth Jungles, the Scourge of Old Kingdom Mountains, and the Terror of the Northern Hinterlands. Not the dwarf you knew.” Wronski told her of Hans’ death at the hands of demons and his warning against violence. The snake woman stood still expressionless as her clear membranes blinked over her yellow eyes.

Nestor turns to the captured lizardman and demands he explain himself. He tells them that undead have infested the lower levels of the sewers and have driven them from their territory. He goes on to say, this snake woman is a thief and a liar. The yuan-ti female makes no rebuttal in her defense to the lizardman’s charges.

Ruminski asks the yuan-ti why she was looking for Hans. Reluctantly, she tells them of a death cult in the Old Kingdom Mountains that is attempting to raise the Old Ones. She tells them that she and Hans had gone into mountains years ago on an expedition. She knew his experience in mountains would ensure success against this death cult. Ruminski offers the assistance of the group. The yuan-ti first scoffs at the offer and then says, “You are replacement for Hans BloodAxe, but it would be better then going on my own. I accept.”

Nestor stands up and says, “I can not leave until this undead menace is defeated.” Ruminski turns to the yuan-ti, “Can you help us with this before we leave?” The snake woman looks annoyed but nods in agreement. The lizardman agrees to help them if they swear to destroy the undead invaders. Nestor swears the undead will be destroyed.

They decide to go back up into the city to obtain supplies. By this time the shops of Park Side have already closed. The only shops that are open are on Palace Side. But it is a long walk and time is of the essence. The yaun-ti suggest breaking into one of the closed shops. Nestor back up the idea and tells Krimp and Rominski that they can leave money for whatever they take. The team agrees to break in to save time but leave money for the supplies and damages.

They find a small general store and they enter through the back door. They gather a lot of supplies and are calculating how much to leave when the shop keeper burst through the door that leads to his apartment above the store. The shop keep is carrying a heavy crossbow in each hand and his two large guard dogs launch ahead of him barking and snarling at the party. The heroes run from the shop tossing the sack of coins to pay for the items and damages.

Devin calls upon the energy of water and blankets the alley in thick fog to conceal their retreat. They can still hear the dogs behind them. Suddenly they hear the rattle of the yaun-ti’s jingling broad sword, a yelp of pain from each dog, two thuds hitting the ground, and then silence. The heroes are shocked and fear that the yaun-ti has slew the shop keeper’s dogs. Silently the yaun-ti slides up next to Devin and whispers gratefully, “Well played.” Devin is too embarrassed to tell the snake-woman that it was not his intention to kill the dogs.

They return to the sewers and prepare for the long descent into the lower leaves.

Friday, November 17, 2006

Session II: The Library of Bletherad

Session II: The Library of Bletherad
After three weeks of travel, Devin and Krimp make it to Algor’s Tooth, a small village a few days from the Two Axe Tribe’s capital Whitewater.

The Two Axe Tribe are sailors by nature. They are also the inventors of the Wolfen Drakkar or long ships. The wolfen drakkars are long, narrow, light boats with shallow draft designed for speed. They are fitted with oars along almost the entire length of the boat. They sport a rectangular sail on a single mast which is used to augment the efforts of rowers, particularly during unusually long journeys. In combat, the variability of wind power makes rowers the chief means of propulsion. The wolfen drakkars are clinker built, meaning each hull plank overlaps the next, and waterproofed by moss drenched in tar. In the autumn these ships are tarred and then sit throughout winter in a boathouse to protect the ship and allow time for the tar to dry. The ship's low shallow draft allows navigation in waters measuring as little as one meter deep, rapid beach landings, and its light weight allowed portages.

They speak with a young Two Axe wolfen sailor that introduces them to Captain Orca, a 9 foot dark red wolfen with bright green eyes. His large wolfen drakkar, The Stormchaser, has 30 pairs of oars. The Stormchaser is heading to Y-Oda to trade several different goods with the locals. Captain Orca tells Krimp that an elf on board would bring good luck and inspire the crew so they are welcome to ride along. Krimp, concern that this might inflate Devin’s ego, translates the Captain’s words a little differently, “The captain says in spite of the fact that my companion is an elf, we are welcome aboard.” Devin seems crossed at this reverse racism he is experiencing.

Meanwhile, Median, a northern human of The Kingdom of Havea, and Nestor, a young wolfen of the January Magic Tribe, have traveled to Algor’s Tooth a small village a few days from the Two Axe Tribe’s capital Whitewater. Median and Nestor have decided to travel aboard and strike out as independent mercenaries. “Being a mercenary means all the glory and riches of soldiering and none of the confining rules and regulations!” That’s their credo and they are out to prove it. Nestor negotiates passage on The Stormchaser by trading some of his famous January Magic Tribe tunics. These tunics are woven with metal fibers giving the garment a shimmering quality. Captain Orca is pleased with the trade and welcomes them aboard. Devin sits at the rear of the ship next to the drummer so that all the crew can see him. Median takes a seat near the cargo in the center of the ship. Krimp and Nestor are seated at the oars. The Stormchaser sets out from Algor’s Tooth as it begins to rain.

After three days of lighting, wind, and rain, the twin volcanoes, Y and Oda, can be seen on the horizon. Devin spends his first sea voyage throwing up from motion sickness. Devin’s nauseating noises convinced Captain Orca that perhaps elves are not good luck charms for ships. The Stormchaser slowly approaches North Port, a small fishing suburb of The Port of Bletherad.

Before, the wolfen ship can reach the docks the alarm bells begin to ring in North Port. The crew looks to the south and can see a pillar of black smoke rising about a mile and a half down shore. Captain Orca shouts, “Double time!” The drummer begins to beat fast. The wolfen row their oars to the accelerated beat. Krimp enjoys the adrenaline rush of sailing with the Two Axe Tribe. Nestor discovered the long voyage had taken it’s toll on his stamina and struggled to keep up with the rowing. Devin attempt to compose himself but the increased speed put him right back to his seat next to the side of the ship. The wolfen that are not rowing begin strapping on their weapons and armor. They then go down the rows and drop weapons next to each wolfen that is busy rowing. Median takes the cue from the wolfen and puts on his armor and weapons. Median looks towards North Port and sees a large group of wolfen and other beings running towards the black pillar of smoke.

The Prince of Snow, a Bizantium merchant vessel, pulls into the docks at North Port. The Kingdom of Bizantium is an island nation of proud seafaring humans. Geographically it is the most northern kingdom in the known world. This human kingdom has had a peaceful relationship with the Wolfen Empire for sometime despite the fact that they are considered a member of Eastern Territories Confederacy.

Disembarking is a human ranger named Heratio that is here to visit the great Library of Bletherad. He has become bored with winter after winter in The Great Northern Wilderness. Stories, of lands of endless sand and of forests of sweltering heat which hold plants and creatures undreamed of, have been brought back by Bizantium sailors. He yearns to see these lands and to test his skills of survival against their elemental forces. First he has decided to stop at the great library and see if any knowledge of these fantastical lands can be gained.

Before the ranger can inquire about the library the bells of North Port sound an alarm. He sees wolfen soldiers, human townsfolk, and adventurer types come pouring out of the buildings and into the streets. They begin running in the direction of the black pillar of smoke. He hears the soldiers yell, “To arms! To arms! Scrod Cove is under attack!” The young ranger rushes with the mob about a mile to the top of the hill over looking the small fishing village called Scrod Cove.

Scrod Cove is a blaze! The bodies of peasants and fishermen both wolfen and human, males and females litter the area around the village. The fishing boats are on fire and you can make out the murdered fishing crews amongst the flames. On the beach is a small raiding ship. The ship is human in design but looks as if it is from the Land of South-Winds instead of Eastern Territory. It looks like a Jung-Gorl ship that he had seen an illustration of once. “Probably, stolen”, he thought. He is joined on top of the hill be several other bowmen of different races. They begin to assault the raiders that are on the ship and those making their way back to the ship. The soldiers and adventurers pour into Scrod Cove first hacking down raiders and then trying to put out the fires.

The Stormchaser now blockades the only entrance or exit to Scrod Cove. The human raiders will have to fight their way past. Captain Orca stands, strapping on his shield, he growls, “Let them come to us. Board and then save as much loot and as many captives as possible. No prisoners! Turn the cove red with their blood!” The crew snares, whines, and snaps their jaws in agreement of the captain’s orders.

The human raiders begin to flee the village. They are pursued by a blood thirst mob and are being showered in arrows from the hill. The humans already on the ship begin to pull away in haste leave several of their comrades stranded on the beach. Some try to swim for the ship but are filled with arrows. The remaining raiders drop their loot and draw swords against a line of wolfen imperial soldiers, the raiders fall swiftly.

Now the raiders see their path to the sea is blocked by a wolfen drakkar! They prepare their ship to clip the front of the wolfen long boat and push through to the open sea. With almost 10 feet of clearance between them and the wolfen ship the raiders begin to think they will make it. One of the human raiders sees a large dark red wolfen, with a wooden shield strapped to his left arm and holding a long sword with no hand guard in his right hand, stand and run down the length of wolfen ship before leaping into the air and land on their ship. As Captain Orca lands on the human ship he cuts down two raiders with one fluid motion. Several of Two Axe crew let out great howls of battle which seem to inspire the other wolfen and terrify the raiders. Krimp and Nestor follow Captain Orca over to the other ship! Nestor hacks down a human raider with his sword. Krimp impales another with his hunter’s spear. Devin uses his sling while Median fires his arrows onto the human's ship.

The human raiders are routed; some begin to throw themselves into the freezing Algorian Sea to avoid the brutal justice of the Stormchaser’s crew. Seeing his adversaries in complete disarray one of the older Two Axe wolfen warriors throws down his sword and shield. He grabs the nearest human and bites deep into the muscle between it’s neck and shoulder! The human screams in terror and pain. The wolfen violent rips the throat out and the human falls silently to the deck. He lets out a victory howl with is blood covered muzzle. Several of the other wolfen see this and throw down their weapons, chase the humans around the ship before pouncing on them in a frenzy of claws and teeth. Krimp and Nestor are astonished by the spectacle! Devin loses his lunch on the deck of the Stormchaser. Median is surprised but not shocked, after all he remembers the stories the old soldiers told of the time before the Empire, before peace with the wolfen.

As the last of the humans stop twitching, the Two Axe tribe lets out a chorus of victory howls. They are answered by howls from the village of thanks and requesting more help to save the village buildings. Captain Orca wipes the human blood from his face and yells, “You two guide this ship back to port! The rest of you back to the Stormchaser! We have got some cleaning up to do!” Two wolfen run to the helm of the Jung-Gorl and begin turning it around. Krimp, Nestor, and the rest of the wolfen rush back to their oars. The wounded wolfen are left on the Jung-Gorl and two more wolfen stay behind to bandage them up.

After a drunken brawl and a night in jail, the "heroes" move on to the great library. Krimp researches Kym-nark-mar and the Church of Dragonwright. Devon finds some accounts of the Elf/Dwarf Wars, Rune Weapons, and the Scourge. Nestor reads on the plethora of undead monsters in the known world and the many ways to destroy them. Between them and their allies they learn of changelings, Yin-sloth Jungles, Mount Nimro, and other strange lands. Krimp tells the group that the latest records about the Church of Dragonwright come from the Timiro Kingdom. He wishes to search there for the followers of Kym-nark-mar. After studying a world map the party decides since the Timiro Kingdom is on the way to all the other lands they wish to visit, they would stop their first. The next day they find passage on a trade ship heading to Hanna a small port in the Timiro Kingdom. Three weeks at sea brings them to the ancient human Kingdom know as Timiro.

Session I: Howlsburg

It is the height of spring. The southern edge of the Great Northern Wilderness teams with life as the colossal forest blooms with flora and fauna. Among this ballet of natures beauty, on the edge of the Disputed Territory, sits a small human town called Howlsburg. This proud settlement boasts four gates surrounded by a two-story, thick, wooden palisade. Howlsburg’s gem is the six story stone keep that towers over all the other buildings. The keep is home to General Grey, a decorated hero of the Eastern Territory’s Confederate Army, and the 1500th cavalry, a military unit whose tenacity and furiousness has earned them a reputation on both sides of the Disputed Territory. Every spring, Howlsburg joyously greets ever increasing numbers of settlers and adventurers that would make the frontier their new home.

Krimp, A Wolfen adolescent, passes through the northern gate of a human border town called Howlsburg. The city marks the southern edge of the disputed territory. This is his first encounter with humans. After the horror stories he has been told of these strange furless creatures; it is a feat of great courage… or stupidity that has brought him this far. What compels Krimp to venture from the beautiful Great Northern Wilderness to the perilous Disputed Territory? Perhaps even he does not know the great power that now shapes his destiny. As he reaches the center of town marked by the town’s main fountain and a small local bazaar, he sees a pair of familiar faces in the crowded market place! The two Wolfen trappers that he had met on the road a few days back are in thick haggling with a human farmer.

About this time, Devanaht Lithandor, barely an adult by elf standards, is approaching the southern gate of the last sliver of civilization before the Disputed Territory, it’s a place called Howlsburg. Devin, as he is called back home, has traveled far with the wild ambition of reclaiming the glories of the ancient elven empire. He is momentarily sidetracked by the sight of an oddity he had both hoped and feared seeing… massive creatures… three of them… just standing there! He sees three large wolfen, two at least 10 feet tall if they weren’t hunched over, and a third smaller one at least a head and half taller then Devin. He can not resist a closer look.

As Devin steps closer and Krimp listens intently to the haggling, two brown robed humans begin to enter the city square but are assaulted by a black robed human. A verbal confrontation begins between these people that seem to belong to differing religious groups. The black robed man is obviously the aggressor as the two brown robed men attempt to leave the situation. The monk in black yells, “The worst part of all is you’re a good for nothing LIAR!” At this taunt, one of the brown robed monks flings off his robe. The mostly naked loin cloth and sandal wearing monk unveils a thin but muscular frame. What is even more shocking then the little monk’s physique is the shoulder to shoulder scaring that spells out “The Truth is The Way”. Krimp suddenly notices several other black robed men with curved daggers have positioned themselves behind the brown clad clerics in an attempt to ambush them. Krimp though normally soft spoken feels compelled to help these strangers. He shouts “Behind you!” and runs to put himself between the brown robed clerics and their black robed assailants. Devin cocks an arrow on his bow hoping a few well placed warning shots will defuse the brawl. Krimp uses his powerful kick to take one of the black robed men out of the fight early. Devin gets careless with his warning shots and puts an arrow in one of the black robed men’s hip. The brown robed monks are ample fighters and make short work of the remaining cultists! By now the town guard has assembled and is all too quick to blame the wolfen for all the trouble.

“That is an enough!” a bellowing voice comes from behind the mob of guards surrounding the monks, Krimp, and Devin. As everyone turns they see a thirteen foot tall, three foot wide at the shoulders man covered in thick brown fur with the head of a bear. He was clothed in white robes with a hooded mantle all trimmed in golden thread, priestly robes it seemed. Around his neck laid slung a large gold medallion that depicted the face of a beautiful human woman crowned with a war-helmet. “Let’s go.” He motioned to the brown robed monks to follow him. They in turn waved to Krimp and Devin to also follow. Behind all of them the guards shouted warnings to the Bearman priest these street brawls would no longer be tolerated.

The Bearman lead them to a one story wooden temple. Inside were a dozen pews and in the very back opposite the door as a stone alter. Behind the alter towered a 18 foot white marble statue of a human woman of almost elven beauty wearing a gold helmet and holding a half drawn great sword of gold. Her expression was that of one who is about to administer cold yet righteous justice. He healed his monks and thanked Krimp and Devin for lending their aid. He introduced himself as Shgri Uraista priest of the temple of Rurga the Warrior Goddess of Truth.

Krimp has never met a Bearman but knows they are often allies of the Wolfen. He feels he can confide in the priest. He tells Shgri Uraista that he is seeking information on a something called Kym-nak-mar. It is a word that has entered his mind since childhood and he is driven to find out what it means and why he knows it. Shgri Uraista tells Krimp that Kym-nak-mar is the name of an ancient god of virtue and good, one of the dragon gods, who sacrificed himself to defeat the vile Old Ones and helped free the universe from their tyranny. Shgri Uraista told Krimp that he has never heard of any of the gods of that age calling someone to their service in our times. He blessed Krimp in his quest and advised both he and Devin to stay with Elliot, an elderly elf that lives in a solitary house beyond the town. The Bearman explains that the black robed men were followers of the Cult of Set, a snake worshiping death cult. They would look to pay you back, especially strangers that the authorities would not really miss, by offering you up as sacrifice to their dread god of darkness. Elliot would be able to protect you for the night. Krimp and Devin took their leave of the kind priest of Rurga and headed straight to Elliot’s.

After exiting Howlsburg by the eastern gate, Devin and Krimp find the over grown path that leads southeast into the woods. About two miles from town, they come to a huge clearing at least three hundred yards in diameter. A dilapidated two story house rests in the exact center of the clearing. The pair cautiously ascends the creaky porch steps. Krimp begins knocking on the door. Devin notices a sign posted between the door and a first story window that reads in several different languages “There is nothing in this house, which is worth your life.” Devin ponders the purpose of such a sign as Krimp impatiently knocks again. Suddenly on the other side of the door the sound of a dozen different types of locks seem to be unlocking. The door slowly slides open and an ancient elf coldly stares out of the darken door way. “What is it?” says the elderly elf sternly.

Krimp states they are looking for an elf named Elliot and that they had been sent by Shgri Uraista. The elf asks them inside. Devin notices the blood stained apron that the old elf quickly removes and discards as they enter. The strike contrast of the inside of the house compared to the outside is mind boggling. The inside is immaculately clean and every piece of furniture appears to be a priceless antique. Elliot shows them to a study. He asks them to stay here as he finishes up what he was working on. He slides the double doors of the study close and locks the small door lock from the outside. Again they hear sound of a dozen different types of locks seem to be unlocking but not coming from the front door, instead it sounds as if it is towards the middle of the house.

After several hours, Devin and Krimp get to talking about one another’s quests. They look at the strange books ranging in subject from summoning, the elf dwarf wars, philosophy, histories of the world, demonology, magic wards and symbols, to elementals.

Elliot returned and took up a seat. He began asking them questions as to why they came to his home and where they were going. At first the pair was stand-offish. Elliot then reached into his pocket and pulled out a long stem pipe decorated like a happy dragon. He puffed on the pipe and as the room filled with smoke. Both Krimp and Devin felt more at ease. They started to notice that Elliot seemed more trustworthy, kind, and caring, like a grandfather they never had. They gave intimate details of their past and hopes for the future. Elliot pondered as Krimp spoke of dreams and visions, of the name Kym-nark-mar, and thirst to find out what it all means. Elliot listen as Devin conveyed his ideas of reclaiming the elven empire’s past glory. After some deep thoughtful puffs on his dragon pipe Elliot advised the pair to travel to The Library of Bletherad. “It is the greatest library in the world. You will find the knowledge you need to succeed with in it’s walls.”

Elliot tells them to remain in the study for the night. He can not insure their safety if they wander the house at night. He locks them in again but this time they hear scratching sound against the door as if Elliot was carving something into the door. Then they hear a small spill as if he pours something on the door and it splatter to the floor. Next they see a red glow shine through the edges around the double doors and softly fade away. Lastly, they hear the slow foot falls of the age elf moving further back into the house across his creaking wooden floor.

A little to wired to go right to sleep Devin and Krimp decide to look around the study some more. Krimp finds a large 18'x18' map. It looks like a very large island. There are words in elvish however, he can not read them. He knows they are journeying to an island and perhaps this is it. Devin sees him pondering over this map and comes over to assist. Devin reads the captions and legends. He is surprised at the detail and scope of the map. He points to a small ink blot to the far right of the map and explains that spot is their island destination. This map is of the known world, The Pangaea that makes up all of Palladium. Krimp is astonished. He literally can not comprehend that his journey from his tribe lands to Howlsburg is not a fingernail in length on this map. He pulls a large arm chair over and stares intently at the map. He slowly droops in the chair and dreams of far away places. Devin decides some light reading from one of the dust tombs on elementals will help lull him to sleep. It is mostly a non-magical text except in the margins of the book it appears someone has written notes and there are some diagrams that may be circles for summoning. Devin pays little attention to them, however his keen elven mind can not help but to file a few tidbits of info away. He eventually falls a sleep on the large chaise lounge.

Devin awakens in the morning to Elliot standing over him look rather stern and holding a large dried leaf. Before Devin can say anything, "I know you saw my sign out front. Since you are my kin and I truly feel you did not intend to steal anything from me, I am giving you this option. Carefully chewing then swallowing this rare leaf will erase the last 12 turns of the hour glass from your mind. Any information out of my study you may have accidentally stolen will be erased. Or you can stay here in my house... for the rest of your life… as short as it would be. Which is it than?" Devin gently takes the leaf from Elliot and begins chewing the foul tasting herb. Krimp wakes with a monstrous yawn, unaware of the exchange between the two elves.

Devin and Krimp head out from Elliot's to the northeast to visit the Seahawk Wolfen Tribe in hopes to get passage on one of their long boats to the island of Y-Oda and the great Library.