Gameplay Date 01-20-07
Players present: Mordek, Taneus
Wolfguard is one of the 3 shield islands separating the continents of Straag and Xeptor on the world of Caldor, with Buckler & Tower Islands being the other two. On Wolfguard Island, there are 4 main settlements. Nerom is the religious center to the north with Temples to nearly every deity. Bumfor is a human/dwarven mining town to the east of the Jagged Mountain chain that runs along nearly the entire eastern side of the island . Salaan is a human/elven agricultural settlement to the south of Luxor Forest on the southern edge of the island. Daedus Wood is in the northwestern corner of the island and Teryll is the only port city on the western bay as it is the only part of the island that is not edged by sheer cliffs. 3 roads are the main routes of travel between the towns. One road runs north/south from Salaan to Nerom, another runs east/west from Bumfor to Teryll via a mountain pass, and the last follows the coastline cliffs to connect Nerom to Bumfor. In the middle of the town of Teryll is the Evertree, which can be seen from miles away. A Druid, that took offense to the clearcutting of the forests surrounding the town, cast a spell upon it to keep it safe from axe, fire or winter. Legends say that it will continue to grow until it takes over Teryll.
Our adventure started out as Mordek (played by Nate) is traveling as both guide and protection for a man named Unger. He is a rather rotund tradesman who crafts statues, lawn ornaments and headstones from extra mining rocks. He is currently on his way to Teryll to sell his wares and for 50gp, Mordek signed on as his manual labor for the trip. Upon arrival at the eastern gate of the town, Unger found out that in order to sell goods in Teryll, there is a tax that must be paid at the city building. Teryll is divided into 4 main sections divided by 2 main streets that run north/south and east/west and bisect the town. There is a hedge wall that surrounds the town with gates to the north, east and south, with the sea ports to the west.
No sooner had Unger gotten down off the wagon, than his coin purse was pilfered by a 12 year old boy who quickly darts away. Unger yells at Mordek to catch the kid and get his money back... and seeing as how Mordek had yet to be paid by Unger, he took off in hot pursuit. As the kid made his way through the crowds of people, he momentarily bumped into an elf but continued on. The elf, Taneus (played by John), quickly realized that his own coin purse was now missing and he joined in the chase for the little thief. The kid ducked down an alleyway and lost us for a while. But as he went to try and rob another person, the elf and dwarf managed to catch sight of him again. We followed him from a distance and he lead us to a well. The kid jumps down into it as the elf & dwarf come up to find that it is a dry well with a passage at it's bottom. After following down the well, we hear 2 voices coming from a torchlit room ahead. Our arrival though was not unnoticed. Inside was the kid we had followed and another pudgy kid wielding a wooden sword. The kid we followed introduces himself as Cornelius the Crafty, the Cunning, etc. Leader of the 12 Thieves Guild. His companion/bodyguard is Meggit. His lair is full of lots of various goods and crates, probably from his constant pilfering. We got our respective purses back from him, but he shows us around his "Guildhall." In the back is a caved in area that until now he has yet to explore. Intrigued, the elf & dwarf offer to help, but in the morning after they've had time to equip for said exploration.
Heading back outside, Unger's coin purse got returned & Mordek got paid. Then the elf & dwarf headed for the Ever Inn for food, ale & lodging and more formal introductions. Cornelius was stealing the socks off of a passed out drunk as they turned in for the night. The next morning, Taneus & Mordek were lead by "Corny" to Wrend's Shack, being the place in town to find what you might need. While the elf & dwarf are gathering supplies for an underground excursion, Corny helps himself to a dagger via the 5-fingered discount. Heading back to Corny's lair, rocks and dirt are moved aside from the caved in area to reveal a tunnel that heads in a southeastern direction. As the tunnel opens up into a wider space, which we estimate to be near or under the Evertree, a couple of large centipedes burrow out of their hole and attack us. We managed to take them out, but not before Corny & I got bitten by them. Soon after a door was found, and in the door is an orb that glowed without light. The door wouldn't budge until we removed the orb from it's holder. I stowed the orb in my pack and then we continued on. Little spots of glowing light can be seen ahead of us now. We had now come upon the roots of the Evertree and they were barring our way... but cradled among the roots were 4 more orbs (white, red, green & blue). On the wall nearby was a grouping of 5 more brown orbs with spaces for 4 more orbs to go among them. We pulled the 4 orbs out of the roots and took a little time to figure out the proper order to place them in with the brown orbs. Once we finally got it right, the roots of the Evertree retracted up into the roof of the passage. Beyond the roots, we found a piece of parchment, measuring 4' x 2' in size, full of strangely shaped holes, and covered in a very strange writing. There were also 2 bags of gold nuggets. When we laid the parchment out flat, we found that 4 of the gold nuggets fit 4 of the holes on it.
To be continued...
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