Our conversation with the Rakasta continues. Bael notices that Isis is now stroking one of the tigers and points it out. Razasaska’s eyes narrow with suspicion. Bael points out yet again that we have proved our considerable power. He fixes Razasaska with his gaze and tells him/her(?) that (s)he should tell us where to bring our boat so that we can meet them to trade. His ‘suggestion’ seems to be effective and the great southern bay is mentioned. A hollow threat is uttered and then we decide to let the Rakasta go.
After some brief posturing they summon their tigers but only one responds.. There’s a bit of a hiss but they walk away peacefully enough, having been returned their blades.
We camp for the night and return the next day to the tree people and meet Morgan and Amber. Morgan still looks in a bad way but is cheered to hear that we have found the way north that the squirrel king told us about.
The next morning we head back north, camping in the tower again before setting off through the mountains. Eventually we reach the foot of the bridge and step on.
It seems worn but sturdy, although it does seem to sway slightly in the wind. We reach the plateau without incident and see that it is around 30 miles across, with grassland and patches of woodland, rather than jungle. Dominating the view is an extinct volcano. The base is 10 miles across and it must be 18,000ft high.
As we trek across towards it’s based we are dive bombed by a flock(?) of flying reptiles. Arrows are loosed, and then Varys casts Sleep – they all drop to the ground and are quickly despatched. We butcher the beasts, and feed the tiger too. Deer are spotted, but they scram before we get a chance to hunt them. We camp at the base of the volcano and cook the pterodactyl for supper.
During the night we hear wolves howling, but it seems the smell of a giant tiger wards them off.
In the morning we begin our ascent of the mountain. Morgan’s weakened state is doing him no favours as he slips and falls, bashing his head on a rock and losing conciousness. Between us, although it’s mainly Minerva, we manage to drag him to the summit. It’s very cold and snowy and we need shelter. Isis and Varys both polymorph themselves into bears in order to be more efficient diggers and they dig out a shelter in the snow. Varys’ transformation only last 90 mins and so he and the others suffer from frostbite and lack of sleep. Isis is unaffected in bear form, and Morgan is wrapped in a dire wolf pelt.
Rosy fingered dawn spreads her fingers across the land and we all marvel at the view. As the sun starts to shine down into the volcano we can see jungle and a lake below. Amber and Rob agree on what looks like the easiest route down and we descend without any incidents. Morgan is still unconscious. Before we depart, Isis morphs into bat form and flies back down to reunite with her tiger in order to maintain her magical friendship with it. She will find us again in a day or so.
As we descend we can make out a village and all agree that it must be our destination. We skirt the lake and reach a palisade wall. There is a gate and our knock is answered by a native human. He speaks in a very old dialect of Thyatian, but we are able to understand each other. Bael explains our predicament and the guard rushes off to consult his tribal elders.
After 15 min the gates open and we are beckoned inside. We are presented to two incredibly old men. Bael introduces the party and again explains our need for aid and offers our services. The ‘Talking Chief’ welcomes us and says his medicine man can cure Morgan but that we must complete a quest. We immediately agree and the second old man steps up to the slumped fighter. Some laying on of hands and chanting seems to do the trick and Morgan awakes looking better than he has done for days and days.
The chief declares that it is time for a feast of welcome before any discussion of tasks will happen. He also explains that he is only the ‘Talking Chief’, we are still to meet the real chief of the tribe.
Category Sulescu
We are standing in an open area on a hillside. Before us we see a jungle valley running east west. To our north east we see a huge slender stone bridge crossing the valley to a plateau.
Exits lead south.
Go south
We return to the gate that we believe will take us to the bridge. Rob manages to climb the tower, but the ladder down into it gives way and he falls in a heap. He makes his way down in the dark and emerges to the rest of us looking dusty and dishevelled. Someone thinks to try the gates and they are not locked and open easily!!!
Having ascertained that we can get to the bridge we agree to return to the squirrel people to collect Morgan and Amber. Hopefully there will be some sort of medicine man living up on the plateau.
Before departing Rob decides that we should check the towers on the top of the hill. We trek up there and open up expecting it to be empty as usual. But no!!! In the light of Minerva’s sword we see a group of five lizard men eyeing us suspiciously.
We attempt conversation, but they just hiss at us a lot, although they don’t attack. We close the door and step away. They don’t seem to want any trouble as they stay put. The other tower is empty so we head south.
Once we reach the southerly end of the caverns we feel it’s time to rest for the night and head up to one of the watchtowers. Varys spots two figures on the causeway, riding what look like tigers… Bael and Varys head up to the tower roof and hail them. They notice and move towards us. The tigers have MASSIVE TEETH, and the figures look like huge cat people…
We all head down to the causeway, hoping to make friends. Bael starts conversation and they seem to understand without actually speaking. Suddenly, they make a subdued noise and the tigers start to charge us.
Varys casts Sleep and the two cat people slump and fall off their mounts. The tigers continue to charge. Just in time Varys manages to cast Web and they slow and stop as the sticky strands tangle their legs. They snarl, spit and thrash to get free.
Someone suggests it is tie up time. We can skirt around the thrashing tigers and get to the cat people. They have big claw glove things – these are removed and we tie them up then waken them. They too hiss and spit. Bael tells them to make the sabre tooths calm down. The larger one responds ‘Why?’
‘If you don’t, we all die’
It thinks for a moment, shrugs and calls something out and the tigers relax somewhat. Unnoticed by the catpeople, Isis approached the tigers and attempts to befriend one. It seems to work.
Bael engages the catpeople, they call themselves Rakasta, in conversation. In summary, they are an arrogant race, dismissive of all other occupiers of the island. Although they accept that we have proved our power and superiority over them. They don’t know of the ape city we visited, or the squirrel people. They do know of the natives we befriended, and hate the lizardmen to the north. They stay in the south part of the island which they consider to be theirs by right of power. They also say they are maritime traders cum pirates. We discuss trading options, which they attempt to dismiss, haughtily saying they decide who to trade with. When we mention treasure they seem more interested and can offer weapons and slaves. Bael considers how to ask for seven rideable tigers…
We leave the party considering how to maintain the upper hand over the Rakasta (named as Razasaska and Teklal) and what to do next…
Read MoreAfter some deliberation about what sized tree trunk we could carry, and what bridge construction options we had we decided to head back to the Jungle. The decision was to get 4 x30ft saplings lashed together, then use an A frame to support a lead rope to allow us to suspend the leading end of the ‘bridge’ as we pushed it across the chasm.
The day was at an end when we reached the edge of the Jungle and as night fell we heard wolves howling in the distance. Rob shinned up a tree and lowered a rope to help the rest up. The wolves could clearly smell us as they lurked below us.. Bael shot arrows at them which eventually scared them away.
The next morning we began to chop trees… Towards the afternoon we were interrupted by a small Neanderthal hunting party. We made friendly gestures and offered food; they accepted and we roasted rabbit together over the fire. They seemed willing to help us with our load if we gave them more food. They looked very strong so it seemed like a sensible trade.
Between us and our new friends we were able to carry the tree trunks towards the mountains. We made much better progress than expected, but still had to camp out.
That night we set camp and kept watch. As dawn spread her rosy fingers a huge 5 headed snake-dragon thing appeared and looked quite hungry! Varys opened proceedings with a Magic Missile, much to the appreciation of the neanderthals. And Bael popped off an arrow. Isis wielded the Staff of Striking however she was still quite sleepy and couldn’t connect. Minerva spent a while donning her armour and Rob circled around attempting to attack from the flanks. The neandethals did their bit and lopped off a head. However the hydra got it’s revenge and killed one of them. His mates howled in anguish and ran away. Bael played some power chords and this clearly inspired Rob who lopped another head off with a single blow. Varys fired another magic missile and Minerva finally joined the fray. Rob, high on adrenaline took another swing but missed and was badly bitten as a result.
Once Minerva got going she was able to chop off the rest of the heads, but not before Isis also suffered a bite.
With the Neanderthals gone we had to carry the tree trunks by ourselves… slow progress. Around midday we saw the silhouettes of two giant elks, about 12 feet tall, on the skyline. Isis was keen to be friends with them. She was able to befriend the huge male, and his female companion seemed content to stay with him.
We were able to fashion a harness from lianas and the elk could drag our whole load of timber with no problem. Isis led them all the way to the huge subterranean chamber to drop off the logs, then she took them back towards lower ground so they could graze. Her druidic senses told her that her friendship spell would begin to wear off after a few days but that the elk would return if she called it tomorrow.
Meanwhile the rest of the party, follwing Varys’ instructions, were able to lash the poles together and execute the plan.
Rob was first to cross, first attaching a safety rope to his waist. He found the makeshift bridge to be sturdy enough.
While watching the others working on the ropes, Varys took a few moments to reflect on the past few days adventuring. He’s been feeling a little clumsy and less ‘lucky’. He’s been feeling a bit off-colour since the ‘shadows’ attacked in the pyramid. Perhaps it’s not just Morgan who needs a curse lifted…
Read MoreWe search around to no avail and even send Rob to climb up it. All he notices is that it was once taller and is now no longer tall enough for him to be able to see over the trees. We cannot find the broken off top and while a prayer of Detect Magic from Isis reveals a faint glow, there is nothing overtly interesting so we head North.
Seeing as we are all up, we head for the tunnel and the towers.
A thorough exploration of the place reveals it to be completely deserted and with nothing of value. It seems to have been manned by a garrison of humans sometime in the distant past and they had huge cauldrons for heating oil.
Rob is dragged away from the altar with much shaking of heads. But the time we get back to the smaller pyramid he has regained conciousness and is muttering about doing it in the name of science.
Further thought is given to the acid pool and Amber and Isis pool their iron spikes and decide to try hammering them in and climbing around.
It is Rob and Amber who attempt to traverse the wall and after a couple of hairy moments they make it. On the far side they progress into a room which seems to be a pit full of bones. They cross this without incident, but with the occasional loud crack as the bones shatter under their weight. The next room contains a large sarcophagus… They pause for thought. Rob returns to the acid pool, explains what he’s found and fills a small vial with acid.
Rob and Amber start to remove the lid of the sarcophagus. A loud tinkling sound of breaking glass is heard by everyone. Amber retreats. Rob pushes the lid the last part of the way and something begins to rise…
They both retreat in a panic. In his fright, Rob slips on a piton and splashes into the acid. He is hauled out before too much damage is done.
As we wonder what to do, Varys feels a sharp pain on his shoulder – a gash has appeared from nowhere… Everyone starts to panic and we all retreat.
Everyone gets hurt by the invisible creatures and Morgan is really starting to look peaky – perhaps it’s time to depart the city and seek aid back with the natives.
We rest overnight and leave the city in the morning. It seems that the neanderthals haven’t forgotten us and a ‘welcome’ party pins us down in a narrow valley with spears and rocks. Even running at ‘top speed’ won’t get us through. We’ll have to try the western road out of the city instead. We trudge back to the city and camp in the tower that we first slept in.
The next morning, we set off with joy in our hearts… The road is more dilapidated than the one we came in on. After an hour’s trek is descends into thick jungle. The road is overgrown in places but we are still able to make better time than if it wasn’t there.
We hear a bellow and sounds of a large creature crashing through the undergrowth. It doesn’t seem to be getting closer but we all agree we’d rather climb a tree for safety.
As we climb, we realise there is a treehouse up in the canopy! Ascending higher it seems that there is a network of platforms with small hutty erections..
Little faces are looking down at us from the higher branches. We wave and attempt to make friendly gestures. Bael offers some food.. At the smell of it more faces appear. We seems to have made some friends and they take a shine to Isis.
We are led across a rope bridge to a larger platform where we meet the chief. Much gesticulating and smiling, and the gift of some beads seems to secure our friendship. We indicate the poor state of Morgan, hoping they might have some healing skill. The chief eventually scratches some marks on a piece of bark which seem to indicate a road similar to the one we’ve been on will take us through the mountain range to the north. Perhaps there is someone with healing skill beyond…
We all get a beautiful nights sleep, and even Morgan feels slightly better,
We examined the room with the sand and mirrors again. Rob decided to hide the light emanating from Minerva’s sword to see if he could detect any light coming from the ceiling. In doing so he discovered a vertical slit in the top of the mirrored walls at both ends which let in sunlight. It was surmised that the sand had in fact not been deliberately placed there but had drifted in through the slots. As well as the light coming from the slots the room seemed filled with some magic glowiness. Isis did a detect magic spell in the mirror room and detected that both mirrored surfaces are magical and there are 10 floaty magical blobs near the ceiling. The seem to bob around the centre of the room in a random fashion. While Isis’ detect magic was still active she went to see if the room with the acid was magical. The acid only showed up as slightly magical.
After night fall Isis changed into an ape and went to scout out the other pyramid. She stayed the night there. In the very early morning while it was still dark she spotted the mysterious stranger climbing the staircase of the pyramid. When he got to the top he placed his hands and forehead onto the altar. Then he went and sat cross legged in the middle alcove. Isis tried to have a closer look but he spotted her. He snarled and transformed into a swarm of bats which chased Isis off the pyramid. She ran towards the town to avoid drawing the bats to us. Fortunately the bats did not actually attack her after driving her off the pyramid they flew back to the pyramid.We ran to the aid of Isis but she was alright.
In the morning we decided after much thought and discussion we decided to go check out the pit on the ground level. Amber was tied to some rope and lowered slowly into the pit while she held a flaming torch. When she got to the bottom she found herself at the botttom she found herself in a wide cavern. She did not untie herself from the rope incase she needed to make a quick get away. The walls of the cavern could not be seen in the glow of the torch but just at the edge of where she could see there was some strange reflections on some unknown surface. She decided to walk towards this but still with the rope tied to her. As she moved towards these strange reflection this surface started shimmering as if it were moving. Taking fright from what could only be imagined as some monstrous creature. Maybe even a dragon! She shouted to be pulled back up. As she started being dragged backwards by us pulling on the rope a pair of giant eyes with slits for pupils appeared in the glow of the torchlight. An enormous forked tongue darted towards her to taste the air. As she was lifted further up the pit the head of a huge snake appeared below her. It was between six to eight feet wide and ten feet wide. Fortunately we managed to pull her to safety.
Rather than possibly confront the snake then we decided to put that off to the start of our next session. We went to investigate the other pyramid some more. Carefully walking around the pyramid base we spotted a slit high up on the walls that did not have staircases. Also while looking carefully we spotted two doors either side of the staircase. These doors were filled with many stones. Isis did some more detecting magic on them but they were not magical. Rob decided to climb the staircase to the top and there thought he would place his hands and forehead on the altar as had been seen done by the mysterious stranger. A bad decision by Rob! Instantly his mind was flooded by horrendous images of bloody sacrifices. Terrible priests cutting our the heart and lungs of victims and floods of blood pouring down the pyramid. He was then flung backwards unconscious.
We climb to the top of the pyramid to rest for the night.
While on watch Bael and Rob see the apes jumping around again, but note that none of them come to the sides of the buildings facing the pyramid. On Amber’s watch she sees a figure scale the other pyramid. Just before dawn a flock of bats fly away from it, but no sign of the human.
Isis attempts to heal the sick, but something prevents Morgan from feeling any benefit. He looks ruefully at the empty potion bottle in his hand then flings it over the back of the pyramid with a curse.
We decide to scale the larger pyramid. As we climb the stairs we see that there are streaks of old, dried blood down them and as we approach the top we see the blood stains become more widespread until they cover the top few steps. At the top, there is an altar totally discoloured with dried blood – what sort of people lived here!!
This pyramid has no pit in the centre but it does have the same low structure with three ‘rooms’ we explore and begin to search for secret doors. Eventually, a trapdoor is found in the middle room. No one is too keen to explore this one just yet and then Bael ponders if there might be a similar one in the smaller pyramid. We rush back to check.
Indeed, another trapdoor is located. Everyone is feeling a bit braver so we open it. Handholds descend into the darkness. Minerva goes first and we follow in single file…
The handholds lead to a short set of stairs and a winding passage that takes us further into the pyramid. Eventually we get to a corridor with some archways. Something glints in the first one. Closer inspection shows it to be a glass vial in the hand of a skeleton. It’s other hand hold a stained dagger. Other skeletons sit around the edge of the small room.
Another archway is bit further down the passage. In there are more skeletons and a pile of hammers and chisels and other stoneworking tools.
A third archway has even more skeletons.
We surmise that these might be the original constructors of the pyramid, trapped so as not to reveal it’s secrets. Morgan checks and some have evidence of stab wounds and the stained dagger proves to be marked with dried blood.
The passage continues past a pair of hideous, demonic statues in niches, and then another pair. Minerva is made of stern stuff and her stoic attitude gives heart to the others. After the four demonic statues, there are a pair of statues of lion headed women with spears. The passage ends at a room with a sunken floor and a pool of acrid smelling liquid.
A copper coin confirm that it is acid. We are stuck. Amber considers using the statues to create stepping stones and tells Morgan to shift the first one. It moves and reveals a small passage behind it at the back of the niche. We shove Rob down there with Minerva’s sword of continual light. He finds a long, narrow room with sand on the floor and a mirrored wall at the far end. He sees himself receding into the distance – the wall he entered through is also mirrored.
The sand proves to be about 2 inches deep. Rob brushes it away to check for traps as he advances. He makes his way to the far end without mishap, and indeed with any indication of another exit from this room.
Some planning discussion was had as everyone expected something pretty nasty to come up out of the sarcophagus when opened. Varys remembered that he had an old scroll with an incantation to ward off undead creatures. He would hold it ready…
Bael promised to sing Morgan’s favourite song to give him courage.
The lid was removed and lo and behold, a skeletal form in ragged bandages rose… It wore golden bracers and pectoral and held a black staff with golden tips. It strikes at Morgan and hits – flashes of blue electricity seem to erupt from the tip of the staff!!
The troops rally at the sound of Bael’s song – Morgan and Minerva land some hefty hits and the skeleton soon crumbles. Relief all round!
We grab the golden loot, pleased at last that our adventure to this strange island is bearing fruit. Varys examines the staff and reasons that the skeleton cast no spell to use it so it must be usable by anyone. He gives it to Isis.
We move on to another part of the pyramid tunnels and find another sarcophagus. Everyone adopts the same plan of attack. This time, as soon as the lid is touched a black form rises *through* the lid. There is mild panic. It swipes at Minerva but luckily misses. Varys casts his protection spell and everyone huddles around him. We back away but it simply follows. Amber remembers that she had a magical dagger and proceeds to throw it at the wraith. We then advance to pick the dagger up again and Amber throws. Rinse and repeat – it doesn’t last long. Or potentially gives up through boredom. Either way, we find some shiny chain mail (which Minerva takes), a potion of healing and some very smart looking arrows.
While the spell is still active we check out the final passage which leads to yet another tomb. In it is a mummified creature. It rises as expected but is held at bay by Varys’ spell. Minerva, Isis and Amber light torches and throw them in an attempt to get it burning, but with little joy. There is a noticeable shiver and then a ‘pop’ sound – the spell has worn off…
Bael immediately strikes a chord and Morgan and Minerva start to swing. Isis brandishes the new staff which seems to generate the blue flashes when she manages to connect and Amber throws her dagger about.
The mummy is a tough old bird, but eventually she goes down. It is worth it however – the sarcophagus is full of treasure!!
After a rest, we search for secret doors – one is found a the back of the wraith’s tomb and it leads to the great pit that we found on the top of the pyramid. There are no other passages leading off at this level. A torch is lowered and it illuminates the floor before burning through the rope. The bottom of the pit is sandy and about 30 feet below us.
Read MoreEquipped ship with enough 10’ poles and wolfsbane to equip an army of lycanthrope hunters.
Sailed south.
Observed an uncharted island to the west, but the winds were fair so we pressed on.
Observed what appeared to be a floating ‘island’ of houseboats when observed through the captain’s spyglass, off the port quarter, but the winds were fair so we pressed on.
Made land fall with Island after 6 days of sailing.
Sailed down the lee (eastern) shore, we didn’t risk a storm blowing up and wrecking us having just reached here
Reached southern end of the land mass after a number of days and found habitation.
Emissaries from the village local population paddled out to greet us in a flotilla of dugout canoes.
Language barrier didn’t seem a problem and they were welcoming and pleased with the trade goods we bought them; the metals objects went down particularly well.
We went ashore and shared a meal with them and were then taken to a central ceremony where the four ‘groupings’ / families of the village had a ceremonial meal – it wasn’t us.
We stayed in the log house of our family.
On the second day, as we were wondering how to overcome the language barrier and how to find the shaman that the log described, the shaman appeared from the other village near the wall.
We talked, we learnt enough of the language to make ourselves understood, then we left and sailed round to the village by the wall.
Before we left we deduced that the villagers had mastered the art of partial-resurrection of the dead; the workers in the fields appeared unaging and compliant.