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The Riverian Chronicles


  Chapter 3 - "The A-Team"


Against the Slavers  to  Swordquest  (including  Black Hand)

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CALENDAR:

Leirn,  Scori,  Tari,  Prici,  Aqui,  Lequi,  Jera,   Aves,  Touri,  Jema,  Canne,  Verga,  Fieth
(fall) 
(winter)
(spring)
(summer)


14. Against the Slavers (11-6-3;2), Lequi 23-Jera 5 756, JL-OC 00

Background and summary:  King Richard's spies have begun to hear whispers of a  plot to destabilize the kingdom and perhaps even overthrow Richard.  When a group of adventurers arrive in Riveria - a rare event - they are recruited (persuasively) and asked to investigate.  This they do, and soon find hard evidence linking this plot to the Company's old nemesis, the Shining Band, along with a slaving operation on nearby Carrick Island.  When they go to investigate further a mere fact-finding mission turns into much more; the Party ends up almost wiping out the Carrick Island operation, but about a dozen slavers manage to escape (and this would have dire consequences later on)  The Party also discovers the so-called Shining Band was a front for the Black Hand, a Waterdeep Assassins' guild whose goal appears to be the capture of Riveria via overthrow of the King; they bring this to Richard's attention and are handsomely rewarded.  They also rescue some slaves from the island, but once back in town the "diplomatic" efforts put forth by Ancalidon with regard to these rescuees would cause both King and Party a great deal of trouble.

Starting members (from Pharoah's Tomb):  Araglas(F-5), Dior(WrC-5), Dharmastin(R-4), Majiro(WrC-4), Dezler(MU-6), Ancalidon(P-5)

Leq 23 755 Party kidnapped by agents of King Richard, taken to a holding area, and informed of their mission: to investigate a rumoured plot against the King that might be connected to a suspected slaving operation.
Leq 24

A King's agent, Femira the Grey(T-6), joins as Party needs a guide and some inside information. (and the King's people want someone to keep an eye on Party...)

Around now, it is strongly suggested to Ancalidon that the ethics of this mission will likely compromise his own, so Ancalidon leaves, but stays in sporadic psyonic contact.

Femira points Party at a suspicious ship anchored in harbour, so Dharmastin and Dior pick up Araglas and Dezler (all invisible) and simply walk across the bay to reach it; both have devices of water-walking.

Find a crewman tied to mast; Dior cuts him free and he bolts, resulting confusion provides distraction while Party search ship and leave with a pile of papers.

Back to holding area to report; papers provide wealth of information including link to Carrick Island and hard evidence of Shining Band's duplicity regarding their "recruitment" of over 100 young adventurers 18 months ago, prove none left alive except those few already known to Party.  Find mention of campaign of discredit against Throy, Pearl, Calion, Llandreesa, etc.

Papers indicate in-town base as "Fishermens' North Warehouse"; spies impressed as all their information had pointed to the South warehouse.

Using various distractions, Party does a walk-by investigation of warehouse, then goes in pretending to buy fish.  Dharmastin blows Party's cover by saying they are actually adventurers; warehouse operator immediately tries to capture Party, and Party barely survives a messy combat including a spectacular Araglas fumble into a (fortunately-empty) street.

Dezler has to be rushed to a temple after this as he has been poisoned, but he survives.

Warehouse provides more papers, confirming those found on ship.
Leq 25

Ancalidon checks in, passes news on to "B" party and stays in closer touch at their request.

Long argument as to whether this Party should remain part of the Enterprise Company; they decide not to but cannot think of a better name, thus nothing changes.

Femira brings in a new recruit: Akasha(I-4) joins.

Spies and Party decide Party should go to supposedly-deserted Carrick Island and find out what's there;

Party provided with a disguised navy ship.  Femira stays in town, thus Femira leaves.
Leq 26

Arrive at island; greeted by 6 men with crossbows charging down path, Akasha announces to one and all she's about to cast an illusionary fireball at them; even with this warning one of them believes it and dies!

Dharmastin climbs cliff to haul down a couple of crossbowmen; Akasha casts Darkness on them just as he gets there, much to his annoyance.

Dior's dog Moro sent up path to chase one escaping soldier, does not return.

Dezler charms one of the men just as a ship full of slavers comes around the point; 2 fireballs sink ship.

Party goes up track and finds Moro dead; Dior starts wailing, rest of Party realize enemy have invisibility too, and a long cat-and-mouse game ensues.

Carrying a now-useless Dior, Party retreats to a clifftop lookout point, then Dharmastin walks across bay and finds a hidden harbour with a second ship full of men just leaving.

Ship comes around point; Dezler blasts it but it gets to shore, messy combat sees Majiro poisoned but Dior snaps out of it long enough to slow the effect.

Dharmastin goes briefly nuts and slays charmed captive; Dior goes fully nuts and attacks Dharmastin; an all-out brawl ensues.  Amazingly, nobody dies, though Dior to -6 and Araglas nearly falls off cliff.

Dharmastin finds a herb to cure Majiro, then Party warily sacks out.
Leq 27

Dior wakes up back to normal, everyone carries on as if nothing happened. (!)  Moro's corpse sent by ship to Riveria, causing many raised eyebrows among the sailors.

Overland to hidden harbour; find and sabotage controls to open it, then throw a pile of cages, manacles, etc. into the bay - after taking a few toys and souvenirs, of course.

Find an underground passage; meet 3 very tough warriors here.  Majiro killed, but Party wins in an upset.

Dior won't cure Araglas after this battle, so they argue for days.  Dezler spends evening making a lantern from skull of the warrior that killed Majiro.

Leq 28 A roaming Thief sneaks into Party's camp during night; appears to have an axe or two to grind with slavers so Party takes him in, thus Ondansetron(T-4) joins.
Jer 1

Follow passage to a room full of caged slaves; attract attention then retreat but get chased and found by slavers, Party does well to win.  Slaves fed and watered but left in cages - the safest place - for now.

Reach main complex - an underground harbour with a ship in it - scout, retreat, camp.

Jer 2

Party mounts a full-scale invasion of slavers' complex:
 o Darkness, fog, webs and smoke ruin visibility;
 o Dharmastin and Dior both flee in terror during combat thus aren't much use;
 o Take out about 50 slavers including a MU-8/A-8 but leave a dozen or so alive hiding on ship.

Ondansetron killed by exploding rune on book just after battle ends.

Slavers bolt from ship; Party boards and searches, finds lots of loot including some rum which Dharmastin happily gets into.

Release the caged slaves.  Brogmac(F-4) joins now and helps out; Taralassa(T-3) and Scoria One-Armed(F-6) join as well but do little for rest of this adventure.

Inebriated Dharmastin goes exploring, stands a few corpses up as "watchmen", then cuts ship adrift.
Jer 3

Remaining slavers have retaken ship; they try a foray against Party but are turned back, Party holes up.

Several hours later, Party goes to retake ship and finds it and all the slavers gone; water-walking to outside finds ship a mile or more away and receding fast.  Party and ex-slaves leave.

Jer 4 Arrive Riveria; Ancalidon and Femira rejoin, much celebration of a job well done.
Jer 5 Much debriefing.  Meet Llandreesa, who lambastes Party for being so foolish as to let some escape; mood of celebration disappears in a flash.
Jer 6 By now, Ancalidon has taken up rescued slaves' cause, and insists the Party's gift of 100 g.p. to each one is a mockery given their now-enormous wealth.  Most rescuees are happy though, and ignore Ancalidon; but one - a Dwarf named Edwin - takes this to heart and leaves town.
Jer 9 Party rewarded 500 g.p. per person by the spy agency; all of this donated to the Helm and Loki temples as thanks for their help. Femira retires at this point.
Jer 10

Edwin reaches Zarim and puts his case before the rulers there; they agree, and send diplomats to Riveria.

About now, Ancalidon realizes he's made himself a little unwelcome, so Ancalidon retiresDezler, Scoria, and Taralassa leave to form their own little party.

Surviving members:  Araglas(F-5), Dior(WrC-5), Dharmastin(R-4), Dezler(MU-6), Ancalidon(P-5), Akasha(I-4), Brogmac(F-4), Taralassa(T-3),
                Scoria(F-6), Femira(T-6)
New members:  Femira, Akasha, Ondansetron, Brogmac, Taralassa, Scoria
Casualties:  Ondansetron; (Majiro - reincarnated later)
Retirees:  Ancalidon (to Black Hand I); Femira (to War of the Giants – West, eventually)
Surviving parties (to Nakki-Nakk):  Araglas, Dior, Dharmastin, Akasha, Brogmac
                        (to Dezler's Midnight Runners):  Dezler, Taralassa, Scoria


Dezler's Midnight Runners (mini) (4-1-0;0), Jera 19-Aves 6 756, DE 00

Background and summary:  Dezler takes some of the more promising rescued slaves into the field so they can reboot their adventuring careers.  As an unintended side effect, this also keeps them off the radar of the many bounty hunters trying to pick up their trail.

Starting members (from Against the Slavers):  Dezler(MU-6), Taralassa(T-3), Scoria(F-6)

Jem 19 756 Arrive Culavera.
Jem 20 Realize they need a Cleric, so recruit one: Andrew the Kind(NrC-4) joins.
Jem 21 Leave Culavera, start roaming around Windward Isle looking for adventure.
Ave 6 Return to Culavera after a reasonably successful trip.  By now, they know they're being hunted on the mainland, so they stay on the island and hope others will eventually come to them.
Ave Sometime around now, Perry shows up looking for Dezler so he can train; Dezler now has nothing better to do, so trains Perry, who then stays on the island as he has been banished from Riveria.


Surviving members:  Dezler(MU-6), Taralassa(T-3), Scoria(F-6), Andrew(NrC-4)
New members:  Andrew
Casualties:  none
Retirees:  none
Continuing parties (to Library of Leng):  Dezler
                           (to Black Hand I):  Taralassa, Scoria, Andrew

15. Nakki-Nakk (10-5-4;2), Jera 15-Aves 28 756, NO 00-JA 01

Background and summary:  Ancalidon's attempts to get the rescued slaves what he thought was their due have caused King Richard a diplomatic headache with the Dwarves to the south.  Richard knows where there is a device that - if the legends are true - the Dwarves would very much like to have, to aid them with their building Giant problem, so he asks the Party to please go and get it while he holds off the Dwarven diplomats.  So, off they go, and after a strange adventure they return with the device: a Hammer of Giant Control.  Richard gives this to the Dwarves (who manage to break it within weeks!); though the Party would never know it, the rescued Dwarf who filed the complaint in the first place never sees a single coin for his trouble.

Starting members (from Against the Slavers):  Araglas(F-5), Dior(WrC-5), Dharmastin(R-4), Akasha(I-4), Brogmac(F-4)

Jer 10 755 Having spent days trying to find a temple that will resurrect Moro (none will), Dior finally accepts the Loki temple's offer to reincarnate him...and he comes back a Centaur!  Thus, Chiron Terasus(F-4) joins.
Jer 12 Dharmastin tries the same thing with Majiro, so Majiro reincarnated as Charest, a Human Thief.  Charest retires immediately and is never seen again.
Jer 13 Dwarven diplomats arrive in Riveria and start causing trouble.
Jer 14

Party invited to a ball thrown in their honour by King Richard.  As reward, he releases Company from the nation's skay tax on adventurers.  Pearl, Throy and Mrikle here from "B" party (they happened to be in town) and are happy to hear this.

During ball, Brogmac stays at Party's inn and rebuffs an attempted break-in by Perry, who ends up in jail.

Richard pulls Party aside for a private audience, explains Dwarven situation, and asks if Party is willing to do him another favour.  They agree, and mission is explained by an aide. (see background above)

Party takes Richard to meet Chiron, who is safely hidden in the Loki temple; Richard quite impressed.

Jer 16 Travelling by night in order to keep Chiron hidden (the locals fear such monsters), Party leaves Riveria.
Jer 17 A Gnome is thrown out of an inn and lands at Party's feet; they take him in, so Glimmer Garrick(MU-2/T-3) joins.
Jer 23 Somewhen around now, Yishallis(NtC-4) joins.
Jer 26

Party meets a caravan during night and finds out there is a big reward for some of them in Waterdeep; soon becomes obvious this has to do with the escaped slavers.

Brand Burlock(F-0) joins as hench to Dharmastin, then to whole Party once Dharmastin remembers he's not allowed to have henches!  Dharmastin still gives him a +1 longsword, however.

Jer 27

Darby O'Malley(MU-4) joins.

That night, get attacked by 5 Bugbears; trivially easy combat except Darby uses ventriloquism to make one seem still alive, so Party flays it to -56 h.p. before clueing in.

Jer 28

Reach complex, take out a guardian Ogre, and wade in slaying everything in their path; a rare moment of mercy sees Party spare some non-combatant Goblins.

Chiron's first experience with stairs goes surprisingly well; this would fortunately become a trend.

Ave 1

A very strange banquet hall with unkillable undead servants provides hours of entertainment.

An illusionary Dragon is nowhere near as much fun, but Party prevails and makes good lots of ground.

Araglas shoots Darby "just to shut him up" but it doesn't work.

Find an underground lake with a half-insane old man sitting by a beachside cabin grumbling about wolves. Araglas, Dharmastin and Dior chat with him; all goes well until Akasha tries to break into his cabin - and disappears. (actually, the old man has teleported her to the surface; she would try and get back down to the Party by herself, run into some Zombies, and die: Akasha killed.  Party doesn't find her for days.)

Somewhen around now, Dharmastin finds a sword half-buried in the sand with a bunch of very odd writing on it; he keeps it. (and see below, and Swordquest)

For some inexplicable reason Party joins up with a group of Neanderthals camped along the lake.

Ave 2

A boat drifts ashore; Party wonders where it came from but doesn't explore.

During a battle with some Hobgoblins, Darby wanders off and gets mauled and poisoned by a Giant Spider; after much protest, Araglas uses one of her herbs and saves his life.

Party takes a Hobgoblin captive; Dharmastin gets some useful information until Glimmer sneaks up and tries to kill it.  Much infighting follows, during which Araglas defends the Hobgoblin!  After all this, the Hob. escapes a few hours later when Party completely forgets about him and leaves him behind.

A very lost Human washes ashore on the beach; Party begin to suspect there's something fishy about the lake.  Sheela-Nee, the Human, confirms this with her tale of being very elsewhere just moments ago, and not knowing what else to do with her the Party take her in.

Find another banquet hall much like the one above.

Find another Dragon not at all like the one above; this one's real, and kills Sheela-Nee.  Party retreats, tries to leave but gets attacked by Zombies - one of which is Akasha!

Ave 3

Back for another go at Dragon; Party wins but Dior killed with its dying strike.

While praying for something else entirely, Yishallis gets divine intervention and raises Akasha, much to everyone's surprise.  With this, exit to surface.

Chiron and Yishallis leave to get Dior raised, spend days travelling.
Ave 9 Dior raised in Waterdeep.
Ave 15

Chiron, Yishallis and Dior return to a very bored Party.

Wade straight back into complex; get attacked by a Zombie Hawk, once Akasha's familiar.

An earth elemental causes great problems; Brand has a stellar battle and shows his bosses how it's done.
Ave 16

With great difficulty, defeat Nakki-Nakk and his herd of Zombies.  Dior learns the futility of trying to stop a terrified Chiron in full flight, and Brogmac heroically carries the day.

Find the Hammer they're here for, along with a Helm of Telepathy and lots more loot, and leave.

Ave 18 Reach main highway, get attacked by a passing caravan; the price on their heads in Waterdeep has gone up.
Ave 28

Darby tries on the wrong cloak and changes gender, so Darby becomes Darcie; she doesn't mind at all.

Reach Riveria city, pass Hammer on to King Richard, and start an eventful break.

Surviving members:  Araglas(F-5), Dior(WrC-5), Dharmastin(R-5), Akasha(I-4), Brogmac(F-4), Chiron(F-4), Glimmer(MU-3/T-4),
                Yishallis(NtC-4), Darcie(MU-4), Brand(F-1)
New members:  Chiron, Glimmer, Yishallis, Darby-Darcie, Brand
Casualties:  (Akasha, Dior - both raised)
Retirees:  none
Continuing party (to Library of Leng):  Araglas, Dior, Dharmastin, Akasha, Brogmac, Chiron, Glimmer, Yishallis, Darcie, Brand

So what is that sword all about?

The sword Dharmastin picked up from the beach turns out to be a very unusual thing indeed.  First, it has somehow come from another world through one of the underground lake's many teleport gates.  Second, the runes covering it translate to essentially say the bearer of the sword has command of an army of some sort, somewhere.  And third, it makes reference to some sort of prophecy.  Dharmastin spends a fair bit of time learning all he can about both the sword and the place it seems to be from, in between his other adventures, and finally rounds up a party out of the various people left over after the massive Black Hand II adventure is done.  See Swordquest for what becomes of this endeavour.

16. Library of Leng (16-6-5;11), Touri 11-27 756, JA-JN 01

Background and summary:  while Party has been away south, much has resulted from their findings on Carrick Island, and Llandreesa has come out of retirement to take the helm of the campaign against the Black Hand.  She summons this Party, along with as many other friendly characters as she can find, to a meeting at Culavera, but before they go they round up some new people and go through a very expensive and public round of infighting despite the fact they now know every bounty hunter up and down the coast is after them; the Black Hand have put a massive price on their head.

At the Culavera meeting, it is decided the Party needs to go into hiding while Llandreesa and others go to Waterdeep and start investigations, but instead of going quietly to ground the Party heads inland in search of another adventure.  What they find is one of the most bizarre dungeons ever seen, as they break a barrier containing a potentially world-breaking curse and then have to frantically get things fixed before the curse - uncontrollable magic - spreads too far from its source.  They succeed, but not without great expense and many casualties.

On returning to Culavera the Party doesn't keep its profile low enough, and the bounty hunters pull off a deadly strike; the Party survives by the skin of its teeth.  With this, they decide to take the initiative and head straight for Waterdeep in hopes of surprising the hunters.

Starting members (from Nakki-Nakk):  Araglas(F-5), Dior(WrC-5), Dharmastin(R-5), Akasha(I-4), Brogmac(F-4), Chiron(F-4),
                Glimmer(MU-3/T-4), Yishallis(NtC-4), Darcie(MU-4), Brand(F-1)

Tou 3 756

Araglas hires a hench: Vinyamar Ulworth(NrC-2) joins, and Brand is promoted to full member status.

Dior receives a message from Llandreesa seeking a meeting with Party.

Tou 4

Ancalidon tells Party of a psyonic mage in town looking for work, so they go and find him: Altheas Windrider(MU-3) joins.

Akasha tries to get another familiar, isn't impressed with the toad that shows up, and abandons it.

Tou 5

Meet with Llandreesa; the only part of this that goes the least bit well is Brogmac strikes up a friendship with her Dwarven bodyguard Gorlim Axe-In-Stone.  Llandreesa sticks around for the day, however.

Party buys 4 robes that are exact matches for the robe that changed Darby to Darcie, and leaves all 5 with the Helm temple as gifts labelled for Pearl, Throy, Calion, Kermut, and Mrikle; the one marked "Calion" is the booby prize.  (as Pearl's party did not return to Riveria, these would go unclaimed for months only to get destroyed with the temple in the Canne 756 uprising - what a waste!)

For some reason everyone gathers at Loki temple that evening, and a massive brawl erupts:
 o Darcie starts things by using ventriloquism so "Dior" insults Llandreesa;
 o Llandreesa and Dior start a heated argument, Brogmac tries to intervene;
 o Darcie charms Dior to settle her down but Araglas sees Darcie doing this;
 o Araglas draws sword and charges Darcie, Darcie pulls out a wand of magic negation from last treasury and shoots Araglas with it, immediately disenchanting almost 50,000 g.p. worth of her possessions;
 o Araglas goes berserk, Brogmac tries again to intervene but Dior (still charmed) beats him to it and starts whaling on Araglas until gets stunned by Altheas;
 o Chiron spends the whole time running around asking people who he should clobber next, gets a different answer each time; the only person he damages is Brogmac, and that by mistake;
 o Llandreesa leaves in a huff, and things slowly come to order.  Brogmac ends up held, bruised, stunned, and tied up - all from innocently trying to keep the peace!

Altheas follows Llandreesa to her boat "to swap spells" and spends the night there.

Tou 6

Morning too stormy to sail so everyone to Loki temple's pleasure palace.  From DM notes: "Glimmer<=>Darcie sex. Altheas<=>Llandreesa sex. Chiron loses virginity.  Etc."

Set sail for Culavera near noon; fortunately for all, Darcie gets too seasick to start more trouble.

Tou 7

Darcie shoots Dior with the magic-negation wand to break the charm and, as a minor unforseen side effect, wipes out all Dior's spell points for the day.

Arrive Culavera; big argument over who leaves boat first is just about settled when Perry shows up and starts things over again.

Find some friends at inn: Dezler, Taralassa, Gorlim and Scoria are here, along with Andrew.  Arguments all over the inn last nearly through the night.
Tou 8

The meeting:
 o Present: Llandreesa, Perry, Calion, Taralassa, Scoria, Andrew, Dezler, and Gorlim, along with the entire Party, a few interested locals, and Ancalidon via psyonics;
 o Llandreesa provides much information on current state of affairs; tells Party every idiot with a sword is looking for them, and that she raced to Riveria from Waterdeep just ahead of the first wave;
 o Much speculation as to what the Black Hand is really up to but nothing concrete, so some people decide to go to Waterdeep and find out; see Black Hand I for details.
 o Dharmastin, Glimmer and Brand leave to train while Akasha leaves to hide; rest of Party told to stay low for a while.  Akasha loans her Crown of Telepathy to the Waterdeep group so they can report back.

Party immediately makes inquiries as to adventure opportunities; learn of something inland.  Dezler has to stay in hiding but everyone else from his group is going to Waterdeep, so Dezler joins this Party instead.


And now, finally, to the adventure itself:
Tou 10 Meet a warrior while staying the night in a village, thus Throg(F-4) joins.
Tou 11 A little flame oddly resembling a birthday cake causes lots of confusion, and sets Party up nicely for an ambush by Bugbears moments later.  Darcie's tricks extend this combat somewhat.
Tou 13

Arrive at a clearing in forest with a large building in it, all protected by some sort of forcefield.

Experimenting with forcefield, and arguing over what to do about it, all end abruptly when Darcie negates it with her wand.  Everyone suddenly feels very uneasy.  Lots of people yell at Darcie.

Meet Dennis the groundskeeper, who refuses to believe he's a skeleton.

Find a starving Giant Rat in a shed; ethical arguments end when Throg squashes it flat.

Enter building, find it to be an enormous library with very unfriendly staff who are actually undead.  At this point, Party finds out the hard way that magic does not work well at all; Chiron blinded by Dior, among other random effects.  Retreat and rest.
Tou 14

Another conversation with Dennis is almost an exact copy of the last one.

Wade into library and start clobbering everything they meet.  Magic effects both hurt (Vinyamar at one point finds himself naked, with all his equipment on the floor around him, still in combat) and help Party (a Wraith's touch fails to drain Araglas of a level).

Yishallis killed; finds a Mimic the hard way.
Tou 15

During night, someone runs screaming past Party's camp but can't climb a nearby cliff; Altheas and Chiron catch him and calm him down, so Khye(F-3) joins.

In morning, Dezler fireballs himself, and Throg and Chiron get injured by an explosion - all just to get the doors off the building to let some light in!

Altheas nearly killed by 2 Stirges.

Someone opens a door and lets Ghouls into Party's midst; Dior turns them away from her right into everyone else, and Throg and Dezler paralyzed before Ghouls done.  During this battle, a wild magic effect levitates Vinyamar to the ceiling; he cannot be brought down, and hovers there for nearly an hour.

A strange ghostly snake proves troublesome.  Meanwhile, Vinyamar crashes to the floor nearby and lies bleeding at -6; Party flees ghostly snake and runs right by Vinyamar but leaves him lying there!  Thus, Vinyamar killed when he bleeds to death a few moments later.
Tou 16

A clerk in Special Collections drains Throg a level (to F-3); this gets him mad, so he does 64 h.p. damage to it in one swing.

Party line themselves up in perfect order of height - Darcie, then Dior, then Throg, then Chiron - then open a door with a Medusa behind it.  Darcie and Dior petrified but Medusa slain in seconds.  Retreat.

Dior restored by Dezler, via scroll.

Throg goes back in and recovers Medusa's corpse and possessions.

The loot proves more dangerous than its owner.  From DM notes: "Dezler goes boom.  Dior gets sneezy. Throg poisoned to Strength 2."  Party leaves Throg in shed with Dennis for rest of adventure.

For some reason the battered Party now throws caution completely to the wind, wades back into library, and crashes its way through the building slaughtering everything it meets.  This works fine until they meet Maritan, the building manager:
 o Chiron and Araglas each fail 6(!) consecutive saving throws vs. fear and run away screaming each time;
 o Wild magic effects rule the day - a wall of force appears in room (and ruins a flying carpet), a thicket of brambles appears, and so on;
 o Dezler tries a spell; it backfires and turns him into a cat, but he doesn't survive the change, so Dezler killed;
 o Dior gets a minor divine intervention to allow Chiron and Araglas to get over their fear;
 o Another spell failure generates an anvil above Brogmac's head; Brogmac killed when it lands, just as he takes out Maritan.

Party limps out into forest and spends rest of day examining loot.
Tou 17

Back to Maritan's office to finish looting.

Araglas finds a Mirror of Opposition the hard way, gets sucked in, and loses against her own clone in a 38-round combat: Araglas killed.  Fortunately, the Mirror spits the corpse out.

Retreat to forest once more.  Araglas raised by Dior, using a scroll.  Party keeps Mirror.

An arrow thudding into a tree next to Dior's head heralds a new arrival: Grolsch(T-4) joins despite howls of protest from Dior.  He doesn't help his own cause much a few minutes later when he gets caught trying to pick Altheas' pocket; rest of day is lost in argument.

Tou 18

Back to library, find someone passed out on lawn, wake her up and take her in, so Chance(NtC-4) joins.

Finally reach the top floor; Araglas, Dior, Khye and Grolsch each get a chance to talk to Leng, the ancient and very powerful being whose building this is - or was.  He tells much about the curse on the place, and how to release it.

Wade into basement, kill lots of undead including a Vampire stapled to a bed by a very magical sword.
Tou 19

Spend whole day searching library for sub-basement but cannot find.

Khye clubs Grolsch for no particular reason at one point; everyone ignores, including Grolsch.

By now, Party realizing wild magic zone is spreading fast and if something isn't done it will reach populated areas within days.
Tou 20

Chiron, Altheas and Chance have their chats with Leng.

Find sub-basement, defeat a Demon.  Grolsch closes a book and releases curse.  Everyone leaves.

Chance finds a herb and gets Throg functioning again.

Library building ages 1521 years in 2 hours and collapses; wild magic zone dissipates shortly after.

Tou 22 Meet Dharmastin and Brand, who rejoin while travelling back to Culavera.
Tou 23 Arrive at Culavera; Akasha rejoins.
Tou 24 To Kerial temple; much subterfuge involving fake raise-deads.
Tou 25 Polymorph effect removed from Dezler, so he's now a dead Human.
Tou 26

During night, assassins strike:
 o False attack goes after some of Party sleeping upstairs, alarm raised;
 o Everyone gathers downstairs where Chiron and Dior had been sleeping, except Grolsch who leaves to get help, Glimmer who is sleeping elsewhere, and Akasha who is roaming the streets outside;
 o Assassins come in the door while a Cloudkill comes in the window: Altheas, Brand, Chance and Khye all killed by the cloudkill, Throg put to sleep by a second spell, and Dharmastin poisoned (so only functioning are Araglas, Dior and Chiron);
 o Dior throws her magical lions out the window; they neutralize the spellcaster (who was about to chuck a second cloudkill in; the reward for Party says "dead or alive"...);
 o Town guard, summoned by Grolsch, arrive and assailants melt away into the night.

Party takes refuge in Kerial temple.

Dezler fails raise as he has already been reincarnated as a Faun.

Darcie restored from petrification.  Araglas begins a long and loud campaign to get paid back for all the magic possessions Darcie disenchanted during the brawl in Riveria.

Brogmac raised.
Tou 27 Altheas raised.  Start a very cautious and paranoid treasury and training break.
Tou 28 Khye raised.
Jem 1 Chance raised.
Jem 3 Grolsch leaves, goes nowhere in particular for a few days, then finds himself in Crater of the Demons.
Jem 4 Glimmer and Darcie leave without telling anyone; Darcie leaves 16000 g.p. behind with the Kerial temple for Araglas along with an IOU for another 24000 g.p.
Jem 17 Everyone done training, a big debate whether to chase Darcie and Glimmer; decide instead just to go to Riveria and from there to Waterdeep, as Llandreesa and company have made good progress there.
Jem 19 Arrive Riveria and find Darcie and Glimmer already here.  A long argument ends when Darcie pulls out a previously hidden 8000 g.p. and hands it over to Araglas. (after this, everyone conveniently forgets the 24000 g.p. IOU, so Darcie still comes out way ahead)
Jem 20 Glimmer, Darcie, Throg and Chance leave, heading for Waterdeep by caravan while everyone else goes by boat.  Dharmastin retires back to the island.


Surviving members:  Araglas(F-6), Dior(WrC-6), Dharmastin(R-5), Akasha(I-4), Brogmac(F-4), Chiron(F-5),
                Glimmer(MU-3/T-4), Darcie(MU-4), Khye(F-4), Chance(NtC-4), Grolsch(T-4), Throg(F-4), Altheas(MU-4)
New members:  Vinyamar, Altheas, Throg, Khye, Chance, Grolsch
Casualties:  Vinyamar, Brand, Yishallis, Dezler; (Darcie, Dior, Brogmac, Araglas, Altheas, Chance, Khye - all revived)
Retirees:  none
Continuing parties (to Dreamworld):  Araglas, Dior, Akasha, Brogmac, Chiron, Khye, Altheas
                           (to Black Hand II):  Dharmastin, Glimmer, Darcie, Throg, Chance
                           (to Crater of the Demons):  Grolsch

19. Dreamworld (11-4-3;1), Jema 22-23 756, JL-AU 01

Background and summary:  while boating from Riveria to Waterdeep the Party goes to sleep one night, finds itself trapped in a very different world, and has to figure out how to get back.  In the end, it all turns out to be some sort of enhanced and very strange dream.

Starting members (from Library of Leng):  Araglas(F-6), Dior(WrC-6), Akasha(I-4), Brogmac(F-4), Chiron(F-5), Khye(F-4), Altheas(MU-4)

Jem 20 756 Araglas does some recruiting, thus Khrodhar(NrC-4) joins.  Party advertises for Thieves.
Jem 21

Some recruits show up: Yfielim(T-4) and Yn.Nimb Levyv Frias(I-3/T-3) join.  Leave Riveria that afternoon for Waterdeep on Llandreesa's fast ship.

Go to sleep that night and enter Tel'he'ran, a quasi-real dreamworld.

"Day 1"

Utterly disoriented, Party starts exploring.

Meet someone else wandering here: Tuomen(R-4) joins and acts as something of a guide.

Pass through a forest; Chiron steps on a concealed sleeping Green Dragon and wakes it up, amazingly it doesn't kill anyone despite being the biggest thing they've ever fought. (though Yfielim to -9)

Find out they need to find something or someone called Brilta'a'an, then sack out.

"Day 2"

Travel to a stone circle; stones and plants behave oddly whenever someone gets near, much paranoia but no real danger.

Araglas goes into circle and disappears.  Everyone else reluctantly follows except Tuomen, who leaves.

Everyone appears in some sort of cavern except Khye and Yfielim, who are nowhere to be found.

Altheas and Yn.Nimb solve an air-based puzzle; Party realize this place is based around the four elements and they must visit each to find Brilta'a'an.

Khye and Yfielim show up half an hour later but don't think they've missed any time; much confusion.

To water.  Little problem here except Yn.Nimb almost kills Khye with a lightning bolt; a very loud argument follows.

To earth.  The only problem here is fitting Chiron through a maze of tiny passages.

To fire.  A Demon blocks the way here, and fools Brogmac into thinking his family is in danger along a clear passage ahead; this is all an illusion, and Brogmac in fact runs off a cliff into a lava pit: Brogmac killed.

Altheas somehow charms the Demon (psyonics?) and Party gets through fire.

Having visited all four elements, Party goes back to center and leaves Tel'he'ran.

Jem 22 Wake up on boat, except Brogmac who is still dead.
Can 1

Arrive Waterdeep; lots of argument about who is going where and with who, once ashore.

Llandreesa informs Altheas that she is pregnant.

Can 3 Brogmac raised at local Helm temple and given sanctuary here.


Surviving members:  Araglas(F-6), Dior(WrC-6), Akasha(I-4), Brogmac(F-4), Chiron(F-5), Khye(F-4), Altheas(MU-4), Yfielim(T-5),
                Khrodhar(NrC-4), Yn.Nimb(I-3/T-4), Tuomen(R-4)
New members:  Khrodhar, Yfielim, Yn.Nimb, Tuomen
Casualties:  (Brogmac - raised)
Retirees:  Tuomen
Continuing party (to Black Hand II):  Araglas, Dior, Akasha, Brogmac, Chiron, Khye, Altheas, Yfielim, Khrodhar, Yn.Nimb

18. Black Hand I:  Spies and Scouting (9-1-0;0), Touri 8-Canne 1 756, MA-AU 01

Background and summary:  with their exploits in Against the Slavers, the Party have found a direct connection between the so-called Shining Band and the Black Hand, an Assassins' guild based in Waterdeep.  As there is now a heavy bounty on the heads of most of the Slavers group, doubtless put there by the Black Hand, those people are forced to keep a low profile while Llandreesa and others take the battle to the Black Hand itself.  So, while that group goes off to the Library of Leng, Llandreesa rounds up a bunch of people unknown to the Black Hand and goes to Waterdeep.  Perry volunteers to infiltrate the guild, and is if anything too successful, as he no sooner gets in than he is sent south for 6 months of training!  With this, those remaining confine their efforts to simple observation and information gathering, while using psyonic communication to start gathering every friendly adventurer they can find to Waterdeep for an eventual mass assault on the guild.

Starting members (from Dezler's Midnight Runners):  Scoria(F-6), Taralassa(T-3), Andrew(NrC-4)
                           (from To Find A Hero):  Perry(MU-4/T-4)
                           (from Deadman's Island ):  Llandreesa(MU-3/T-4)

Tou 8 756

Major meeting at Culavera (see Library of Leng for details) creates this Party and sets its mission.

Llandreesa brings her bodyguard along, so Gorlim Axe-In-Stone(F-5) joins.

Tou 20 Arrive Waterdeep.
Tou 21

Perry disguises himself as a Persian, incorporates Crown of Telepathy into his turban, and begins attempts to contact and infiltrate the Black Hand guild.

Scoria learns he is on a "wanted" list, so Scoria leaves to go north into hiding.

Tou 22

Lots of people go lots of places to find information.  Taralassa finds a "wanted" poster in a temple, offering a huge reward (1000 g.p. each) for Araglas, Dior, Dharmastin, Dezler, Brogmac, Akasha, Scoria "and others".  There is also an accurate drawing of Dior on the wall.

Perry makes contact, but with the wrong guild; it costs him 670 g.p. to get steered to the right one.

Tou 23 Perry is contacted by the Black Hand via a staged attack and told how to find them.
Tou 24

Perry reaches the Black Hand guildhouse, is able to use Crown to give people a rough idea where it is, then is put through some tests and admitted to the guild.  He is then blindfolded, led through many passages to the docks, and put on a boat for somewhere away south, for 6 months of boot-camp assassin training.  So, Perry retires, not entirely by his own choice.

On learning this, Llandreesa flips her lid while Ancalidon (en route to Waterdeep) starts psyonically calling up everyone he knows.  Party settles in to wait for reinforcements, and starts keeping an eye on guildhouse.

Jem 3 Ancalidon joins, sort of.
Jem 5

Part of the company's other Party show up: Mrikle, Myra and Simpson join, but seem to have lost 2/3 of a party on the way here.

Strategy meeting at Simpson's house.  Decision is to lie low for a while.

Jem 6

Myra regains her Bard-hood, so Myra now B-4.

After a roundabout trip from Culavera, Calion arrives in Waterdeep.  Nobody has any idea he's coming, and he has no idea how to contact people, but by sheer luck he runs into Llandreesa.  Thus, Calion joins.

Jem 8 Ancalidon begins psyonic training (and thus is able to stay clear of Party).
Jem 14 Restart operations.  Spend days gathering info.
Jem 18 Taralassa produces a decent map of the guildhouse neighbourhood but is not sure where the guildhouse actually is.
Jem 19 Calion starts work in "The Star", a pub in the area, and tries to pick up info by eavesdropping.
Jem 21 Calion hears enough to provoke a scouting mission by he, Llandreesa, Gorlim, Myra, Taralassa and Mrikle.  They learn much, but still can't find the guildhouse.
Jem 27

By now, Party has a pretty good idea where the guildhouse is, so Myra tries a solo scouting mission.  She barely escapes with her life after tripping various alarms.  Llandreesa's impatience has driven her (and everyone else!) almost around the bend.

Party starts keeping close 24-hour watch on guildhouse but don't see much activity.

Can 1 Party from Dreamworld arrives in town.


Surviving members:  Scoria(F-6), Taralassa(T-3), Andrew(NrC-4), Perry(MU-4/T-4), Llandreesa(MU-3/T-4), Ancalidon(P-5), Myra(B-4), Mrikle(I-5),
                Simpson(MU-6), Calion(F-4/T-5), Gorlim(F-5)

New members:  Gorlim
Casualties:  none
Retirees:  Perry (to Welcome to the Swamp I)
Continuing party (to Black Hand II):  Taralassa, Andrew, Llandreesa, Ancalidon, Myra, Mrikle, Simpson, Calion, Gorlim; Scoria(later)

20. Black Hand II: The Empty House (31-0-0;1), Canne 2-24 756, AU-SE 01

Background and summary:  an enormous gathering of characters scouts for weeks and plans for days to mount an all-out assault on the Black Hand guildhouse.  Unfortunately, the entire guild is up north trying to overthrow Riveria, so the invading Party are greeted with token resistance, an empty house, and a taunting message.  (The Chronos Stone adventure later reworked the timeline and changed or undid major events elsewhere; while events here were affected minimally if at all by the timeline changes, the overthrow of Riveria was altered completely.  This adventure is logged as it was played and recorded at the time, as if Riveria really was overthrown.)

Starting members (from Black Hand I):  Taralassa(T-3), Andrew(NrC-4), Llandreesa(MU-3/T-4), Ancalidon(P-5), Myra(B-4), Mrikle(I-5),
                Simpson(MU-6), Calion(F-4/T-5), Gorlim(F-5)

                           (from Dreamworld):  Araglas(F-6), Dior(WrC-6), Akasha(I-4), Brogmac(F-4), Chiron(F-5), Khye(F-4), Altheas(MU-4), Yfielim(T-5),
                Khrodhar(NrC-4), Yn.Nimb(I-3/T-4)

Can 2 756

Parties merge.  Most of the characters are based at a house Llandreesa has bought for just this purpose; a few - most notably Araglas and Ancalidon - are based at Simpson's.

Yfielim and Yn.Nimb start training, to T-5 and T-4 respectively.

Can 4 An extended expedition to the guildhouse neighbourhood acquaints new arrivals with area; also, Taralassa finally gets visual evidence to back up Perry's report, so they know they're keying on the right house.
Can 8 Yfielim and Yn.Nimb now finished, so another expedition to show them the ropes.
Can 9

Scoria, who has been hiding in a village north of Waterdeep, tries to get back to town and is taken by a group of bounty hunters.

By now, it is assumed Perry's cover has been blown in the Assassin camp, as he has not been heard from in days and Ancalidon cannot raise a clear response from him.

Can 10

An away team of Khrodhar, Yfielim, Khye, Yn.Nimb, Gorlim, Andrew and Mrikle go out and rescue Scoria, so Scoria joins when they bring him back to town.

Watchers at guildhouse are completely surprised when familiar people start appearing in a nearby dark rainy courtyard: Throy, Pearl, Drogo, S'nel'be, Fulvin and Grolsch all join, having just teleported from Dafan.  Rest of night and all of next day spent debriefing.  (Aimbitlooa and Nadii also arrive, but immediately head off elsewhere and retire)

Can 12

Mount an assault on guildhouse at last and encounter surprisingly little resistance, but Taralassa killed by one of the few Assassins present.  Assassins captured and taken back to Llandreesa's house.

Bounty hunters mount a major assault against Llandreesa's house, sparking a loud and messy battle in the suburban street. (while most thought this to be the Black Hand's doing as reprisal for entering guildhouse, it was in fact a planned attack by an independent group. The timing was pure coincidence.)

Ancalidon, Simpson and Araglas go to city guard for help, but everything's calmed down by the time they get back.
Can 18

More arrivals: Dharmastin, Darcie, Throg, Chance and Glimmer join, having walked down from Riveria. (as this assault was mostly Dharmastin's idea in the first place, he absorbs some teasing for being so late)

Now numbering about 30, Party goes back to guildhouse and completely ransacks the place, impeded only by a few traps.  They find little, but trigger a sarcastic message from the guild leader advising that while they have been chasing shadows in Waterdeep the Black Hand have just taken the Riverian throne!  Frantic psyonic contact with Kermut in Riveria proves this to be true: Riveria is now in Teimperian's control, backed by an army of undead and the Black Hand guild, and Kermut and others are fleeing for their lives.

Somehow, somebody contacts Prittr and learns he saved King Richard's life; they are en route to the castle of Duke Althus at Nymph Bay.

Throy and Araglas leave for Nymph Bay by carpet.

Can 20 Around now, Throy and Araglas have learned King Richard has been taken captive by Althus, to be ransomed back to Teimperian, and that Prittr is hiding in the nearby hills.  They scout, but can do little, so return to Waterdeep.  (as it turns out, their trip is not a complete waste; their information is passed on via Kermut to the still-functioning Riverian navy, who rescue Richard a few days later)
Can 24 By now, Party realizes it has done all it can here, so much discussion about who does what next.  Some want to go south and rescue Perry, Dharmastin wants to go find the army promised by his sword and then use it to re-take Riveria, and some just want to go bash heads.  Amazingly, none want to try and retake Riveria right away except Gorlim, and he gets no support.
Can 28 Party splits apart; Gorlim, Llandreesa, Scoria, Andrew and Fulvin all retire.

Surviving members:  Andrew(NrC-4), Llandreesa(MU-3/T-4), Ancalidon(P-5), Myra(B-4), Mrikle(I-5), Khye(F-4), Simpson(MU-6),
                Calion(F-5/T-5), Araglas(F-6), Dior(WrC-6), Akasha(I-4), Brogmac(F-4), Chiron(F-5), Altheas(MU-4), Yfielim(T-5),
                Khrodhar(NrC-4), Yn.Nimb(I-3/T-4), Pearl(MU-6/NrC-2), Throy(F-7), Fulvin(NrC-4/T-5), S'nel'be(WrC-6), Drogo(F-6),
                Grolsch(T-5), Gorlim(F-5), Dharmastin(R-5), Glimmer(MU-3/T-4), Darcie(MU-4), Chance(NtC-4), Throg(F-4)
New members:  none
Casualties:  Taralassa
Retirees:  Gorlim, Andrew(both to alpha series); Fulvin(to Temple of Pyrate, eventually); Scoria(to War of the Giants - West); Llandreesa
Continuing parties (to Welcome to the Swamp I):  Throy, Pearl, Calion, Mrikle, Myra, Grolsch, Darcie, Dior, Chiron
                           (to Giants of the Misty Forest):  Araglas, Akasha, Khrodhar, Yn.Nimb, Drogo, S'nel'be, Khye, Yfielim, Brogmac, Altheas
                           (to Swordquest):  Dharmastin, Ancalidon, Glimmer, Throg, Chance, Simpson


24. Swordquest: Return of Tamaka
(8-1-1;1), Verga 5 756-Leirn 25 757, MR-MA 02

Background and summary:  during Nakki-Nakk Dharmastin discovered a very odd and unusual sword which, if the writing on it is any indication, serves to give the wielder command of an army - somewhere.  Determined to find this army and bring it back in order to relieve Riveria, Dharmastin gathers a motley crew and heads back to the Nakki-Nakk complex, hoping the teleporting lake beneath it will get them where he wants to go.  Many teleports later, including a visit with the legendary Wowbagger the Infinitely Prolonged, they arrive on the world of Sheiral, and after much effort including a test of faith Dharmastin finds his army: several hundred Monks.  An ancient prophecy tells that when the sword arrives, the Monks must follow the wielder, and so they dutifully follow Dharmastin back to Riveria and make the Nakki-Nakk complex their new home.

Unfortunately, by the time the Monks get settled enough to be of any use to Riveria, the Chronos Stone adventure has altered the timelines; Riveria is now safe, and their services are no longer required.  However, they stay on this new world, and Monk thus becomes a playable class in the game.

Starting members (from Black Hand II):  Dharmastin(R-5), Glimmer(MU-3/T-4), Chance(NtC-4), Throg(F-4), Ancalidon(P-5), Simpson(MU-6)
                           (from Pharoah's Tomb):  Christophe(B-5)

Can 24 756 Dharmastin calls for volunteers to join him and gets a few responses; Party coalesces, and Christophe starts heading south from the ruins of Riveria to join up.
Can 28 Speak with Naruust, a sage who recognizes the writing on the sword and the world that it is from.
Ver 2 Another chat with Naruust, learn more of world and are given some maps to copy.
Ver 5 Map copying done, leave Waterdeep and head north.
Ver 15 Meet Christophe, head inland toward Nakki-Nakk complex.
Ver 17

A few Bugbears hold the entrance to Nakki's caves.  Thinking threat and cavern to be far bigger than they actually are, Simpson tries a fireball; the blowback hits entire Party and costs him a 35000 g.p. ring!

Wade through the Nakki-Nakk complex, arguing all the way.  Simpson already just wants to go home.

Run into an adventuring party that has just arrived through the teleport lake; amazingly, both groups go on their ways without a drop of blood being shed.

Reach lake.  Dharmastin pulls out a little folding boat, everyone piles in, and they head out onto the lake and start teleporting.

Several teleports later, boat is high and dry in a snowfield.  A local approaches and escorts them to a small castle nearby - this the home of Wowbagger the Infinitely Prolonged, a very high-level Gnome whose job it is to oversee this castle; a nexus point for gates and teleports from all over the universe.
Ver 19

After one-and-a-half very strange days with Wowbagger, Party leaves for Sheiral through one of his many teleport gates, still with their little boat.

Arrive on lake near a small town and start heading for a nearby hilltop stronghold known to be their goal.

4 people attack en route and use a very unusual fighting style; Ancalidon recognizes them to be Monks.

Simpson charms a Monk; Party learns Gnomes and Elves are much disliked here.  Simpson and Glimmer take captive to front door of stronghold and announce arrival of Sword of Tamaka; this the sword Dharmastin is carrying.

The Monkish Grand Master accompanies Simpson and Glimmer down to town, to the amazement of all.
Ver 20

Up to stronghold, now known to be a monastery.  Long chat with Grand Master; learn Dharmastin must complete a test to prove his claim, and Party volunteer to help him.

Leave monastery and head up a mountain; several Monks run up the cliff(!) and attack.  Dharmastin cut off from Party and nearly killed (at -6 on a steep narrow trail); Ancalidon uses "psyonic blast" and destroys one attacker - thus saving Dharmastin's life - but feels uneasy about it for months.

Perhaps as atonement, Ancalidon carries on alone while Party rests, until a guardian statue comes to life and punts him off the trail.  Chance and Glimmer notice, and peel his dying body off the rocks below.
Ver 21

During night, another Monk arrives and tries to join Party - at least that's everyone's best guess, as he and the Party share no common language!  Eventually, though, Tzoitchka, BA(Mk-4) joins.

Reach plateau at top of mountain, much trouble with glyphs; Throg nearly killed.

Ancalidon killed by a glyph while cut off from Party; big debate whether to recover corpse or not.

Dharmastin carries on alone into a small hut, everyone else sits and waits.

Hours later, Dharmastin re-emerges as Tamaka, The One Who Will Lead The Monks.  Unimpressed Party makes camp on plateau.
Ver 22 Back to monastery; several hundred Monks start preparing to relocate.
Ver 28 Ancalidon raised.
Lei 20 757 After spending 2 months building boats, Monks at last ready to move.  Then someone notices a flaw in the boat design.
Lei 23

Design flaw corrected, Monks move to lake while Party experiments with teleports.A

t one point, Party make it to Telenet using a teleport; Dharmastin and Ancalidon almost killed by lack of ambient magic (this feels all too familiar to Ancalidon, as this was his home world), and great worry as to whether outbound teleport still functions.  It does (barely!), and exploration continues.

Lei 24 Having visited something like 8 different worlds, Party return to Monks and guide them onto lake.  Hours later, everyone is on beach at Nakki.
Lei 25

Monks and Party sweep through entire Nakki-Nakk complex and find a surprising number of previously-unnoticed occupants.  Party then leaves, while Monks start making the complex their new home.

Dharmastin retires and remains with the Monks, learning their ways.  Tzoitchka retires here as well.

Pri 15 Arrive Waterdeep, and Party disbands.  At this point Simpson, Glimmer and Christophe retire outright.

Surviving members:  Dharmastin(R-5), Glimmer(MU-3/T-4), Chance(NtC-4), Throg(F-4), Ancalidon(P-6), Simpson(MU-6), Christophe(B-5),
                Tzoitchka(Mk-4)

New members:  Tzoitchka
Casualties:  (Ancalidon - raised)
Retirees:  Dharmastin, Tzoitchka, Simpson(all to War of the Giants - East); Christophe, Throg(to alpha series); Ancalidon(to Asgeir's Saga C via A-series);
                Chance(to Evils of Tymore Island); Glimmer
Continuing party:  none
 







DafanHobbitika Old Dafan Telenet Decast