Gameplay Date 05-20-07
Players present: Mordek, Taneus
The Battle of Teryll - part 3
The sun had gone down by the time we pulled ourselves up into Goblin's Knob cemetery, but there was still some light between the clouds and smoke. And it appears that Gilliam and company have made some progress in getting the fires under control. We decided to head for Wrend's shop to see if it survived and if we can get a few items. Dragging our prisoner along, we made our way to the southwest corner of town to find that Wrend's place was largely intact, as were a lot of structures on this side of the town. Guess being so close to a large water supply helped keep the fires under control. Wrend was inside surveying the small amount of damage his shop had suffered when we arrived. I asked him if he had a set of manacles we could put our prisoner in until we could get him into a cell. As Wrend looked around for a pair, Taneus started filling up on arrows and grab a few quivers of crossbow bolts for the rest of us. Wrend came back, manacles in hand, and I started putting them on our still unconscious prisoner. Taneus suggested that we get some armor for Meggit, at which Wrend looked skeptically at the rather plump kid, not sure if he had anything that would fit him. With our prisoner more secure, I spotted an empty push cart nearby and snagged it to wheel his unconscious form over to the garrison. Wrend came back out with a set of leather armor, saying that with a little looser strapping from front to back, it might work for him.
Taneus said he was going to take Fazu with him, back over to Meg's place, to dig up the map we had found under the Evertree, from the place where he had hidden it in Meg's garden. I loaded up our prisoner into the cart, then tried to help Wrend fit the armor to Meggit. I even handed Meggit the morning-star of the man he had fought as a better alternative to that wooden sword of his. Wow! His eyes just lit up. While we're waiting on Meggit, Taneus's raven swoops down and lands on the cart edge, then starts hopping like crazy. My guess is that Taneus needs our help with something. Telling Meggit & Luvana to stay here at Wrend's with the cart and keep an eye on our guest, and to knock him out again if he should start to wake up, Corny & I turn and start heading for Meg's place. Before we get there though, we can see the problem. Merrick's two goons, Cedric & Tundle, are standing over Taneus with weapons drawn, making him dig something up from the garden. Fortunately, they had their backs to us, and we started creeping up right behind them. At the last moment though, something caught Cedric's attention and he was able to dodge aside as the kid tried to jump him. Tundle wasn't as fortunate as I knocked his legs out from under him and leapt on top of him. With his partner now occupied and finding himself suddenly outnumbered, Cedric beat a hasty retreat. Taneus and the kid then helped me render Tundle unconscious. We relieved Tundle of his short sword, a silver dagger, his leather armor and a coin purse with 30 pieces of gold inside. Then as I'm pulling out the rope, that had so recently bound our other prisoner, in order to tie up our new one, I tell the kid to go back to Wrend's place and help Meggit & Luvana bring our other prisoner here as quick as they can, so we can toss Tundle into the cart with him. Taneus & Fazu gathered up the horses that we had kinda left roaming free when we first got back to Meg's, and then led them over to Gilliam's paddock so they wouldn't be wandering loose around the town anymore.
As we all gather back at Meg's place, Fazu is examining the map, or as he called it... the "Key" to Zan, and the name seems to have him a little worried. He explains that Zan was an ancient & powerful mage that ripped the world of Caldor apart, back in what is now referred to as "The Age of Sunder." Long ago, there used to only be 2 major land masses, until Zan came along and changed Straag and Xeptor forever and created the 3 Shield Islands in the process. The continents eventually settled back into the world as we know it today. He goes on to tell us that the writing next to each of the holes on the map are a riddle, each referring to something of Zan's split up and buried away, most likely across the face of the whole world. Cornelius suggests that maybe Paginus has some books on Zan, somewhere in that library of his, if it hasn't burned down. Fazu adds that the High Temple in Nerom might also have more information regarding Zan. He refers to Nerom as being the religious center on Wolfguard, where people of all faiths are welcome. There are temples to St. Cuthbert, Pelor, Corellon Larethian, Obad-Hai, Wee Jas, Erythnul, Hextor and Olidammara to name a few... WHAT?!? No Temple of Moradin?!? That's an outrage!! We'll just have to see about that, now won't we! He goes on to tell us that whichever temple has the biggest following in the town, that that group controls the High Temple of Nerom. Looking at our first prisoner, Fazu says that if the Temple of Erythnul is attacking Teryll, then it is very likely that they have control of the High Temple, and if so, then Nerom is probably in chaos.
To be continued...
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