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12 Nakki Nakk again?
(To Find a Hobbit Staff, pt 1)

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Background: When the Party successfully rescues King Hektor and returns him to the hidden haven of Shel-Avdi, they are given a quest (see The Hobbit Test): to find a legendary Hobbit Staff. Hobbit clerics at the Great Sanctuary know it lies far to the south, across the Axenos ("Inhospitable") Sea, in the land of the fierce Kimmerians.

Game time:

287 December 17 - 21

Real time:
1996 January - May
Starting members:

Arlephone (F4/MU4), Darkmoon (F5), Taro (T5/F4), Shawn (MU4), Arand (R3), Pippin (NtC4), Hamfast (T4), Osric (NrC4/Mk3), Aithra (WrC4), Vainamoinen (R3)

December 17 Over the past few months, Pippin in particular has been able to find out more about the Staff of Life, the artifact that the Party is to find. Hanna, cleric to Celandine in Malmesbury, in particular knows much about its origins. It was built for Dwarves thousands of years ago, as a means for them and the Hobbits to escape enslavement by Hobgoblins, back when the latter ruled the world. Last seen, it was buried in Kimmeria with the Elf who stole it; but that was ages ago. Hanna tells them that Hobbits living in the Ryban Mountains of Kimmeria are descendants of those who made the Staff, and they may have more recent knowledge.
  Having completed training and the like, the Party leaves Shel-Avdi on foot. Nearby, is the start of an ancient tunnel complex that leads under the Pindos Mountains. Parts of the tunnel still have working "moving walkways" - a magical transport system that can move things simultaneously in both directions at any speed up to 5 kph. However, without regular maintenance, nor the means to keep riff-raff out of the tunnels, such high-speed travel is hazardous; thus after a couple of hours, they plough into a stationary gelatenous cube; and Goblins now live in some of the caverns that the walkway traverses, resulting in a few combats on the way.
  Moving walkway abruptly ceasing functioning approximately 5km from the far end (an earthquake 15 years ago triggered a slow and irreversible breakdown at the far end, which is slowly moving along the track), flinging everyone painfully to the ground. Party sacks out. Pippin finally tells the Party all that the sanctuary clerics told him about the Staff.
December 18 Walking along the broken walkway, they come to a cave-in. Hamfast and Pippin (being Hobbits) dig their way through, but fall and are captured by unknown foes who run away with them. The Party eventually digs their way through, and easily defeat some Goblins, Kobolds, Orcs, and an Ogre. But Hamfast and Pippin are nowhere to be seen.
They continue to the exit of the tunnel complex, and eventually find a hidden complex. Meet two spectacularly powerful Kobolds named Lucky and Muscles, who thrash Darkmoon, Taro, and Arand. Party exits and rests.
December 19 Walk to nearby Japanese fishing village of Nemaro. Taro (being part-Japanese) meets with locals, and arranges to hire a boat, "Child of the Night", for their eventual journey across the Axenos. (The boat astounds Shawn, who has extensive boating experience, as he has never seen the like: it has a 40' fiberglass hull. Try as he might, he cannot get the owner to explain where the boat is from or how it was made.)
Battle Broll, a tough dragon; Darkmoon and Aithra killed. Arand *recognises* the dragon, and the complex, as a place named Nakki-Nak he had been in on another world named Dafan ... he is mighty confused.
Find a miraculous pool. Darkmoon and Aithra are revived, by being emersed in the pool. However, Darkmoon finds she has lost her proficiency with daggers, and Aithra has lost her sense of taste, and her spell-casting capability (the latter is a bit of divine opportunism - Eris, Goddess of Chaos, decides to try and discretely convert Aithra). Arand, hoping to heal his mangled body, takes a sip from the pool, and is poisoned instead.
Find Hamfast and Pippin in a prison, along with 3 other captives: Oðúlfr (WrC2), Thorgrim (F2), and Himako (F3) join. Each had been tossed into the pool, experiments for the resident mage, Alkmene, to see what (ill) effects they would suffer.
Exit complex.
December 20 Go back in. Find that the corpse of Broll has reanimated, and thus have to battle an undead dragon.
December 21 (Yule) Find some friendly undead servants in a dining hall. Shawn and Arand are able to learn much about the complex from them. Hamfast killed by an illusionary dog; Hamfast revived when thown into the pool. As well, Arlephone finds that she can talk to it, but besides it's name ("The Pool of Mimir"), she does not learn very much.
Exit and return to Nemaro. Talk with local priestess, Sei, and find out more about their Quest. With Sei's guidance and extensive prayer to Artemis, Aithra is able to throw off Eris's meddlings and recovers her spell-casting capability.

Surviving members:
Arlephone (F4/MU4), Darkmoon (F5), Taro (T5/F4), Shawn (MU4), Arand (R3),
Pippin (NtC4), Hamfast (T4), Osric (NrC4/Mk3), Aithra (WrC4), Vainamoinen (R3), Oðúlfr (WrC2), Thorgrim (F2), Himako (F3)
New members:
Oðúlfr, Thorgrim, Himako
Casualties:
Darkmoon, Aithra, Hamfast (all three raised by the Pool of Mimir)
Retirees:
none
Continuing party:

Arlephone, Darkmoon, Taro, Shawn, Arand, Pippin, Hamfast, Osric, Aithra, Vainamoinen, Oðúlfr, Thorgrim, Himako

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