Back to Part 3
YEAR 1002 AC
Ambyrmont 1
- [10] We're near the Glantrian border. The soldiers here ask us
a lot of things and we understand that probably we should pay many taxes. 2
- [11] We reach Estin. The chief of the patrol we met yesterday, Zeb
MacKenzie, escorts us up to the local police district where we can settle our
legislative position for what concerns wearing armors. Then we should go
to the town hall to have a license for our current job, instead to buy a
license to cast spells we should reach Glantri City. There is a little temple
here, where some guys with weird hairs preach the truths of Rad banging their
head in a gong every now and then.
Because of money shortage, we decide to sleep out the city walls. During the
night 7 Fire Beetles come up; despite being severely wounded I call my last
resources and kill 3 of them before that the other flee in awe. We take their
glands again.
- [12] We head for Fort Sablestone. To avoid all possible temptations
I decide not to study my spells at dawn, at least until I have a regular
license to cast them.
- [13] The climate gets cooler and our horses feels it. The
temperature is abruptly changed since leaving Sind. We arrive at Fort Sablestone
by sunset, but we sleep under the stars also tonight.
- [14] Passing from Kern we succeed in selling the glands to an alchemist,
who gives us 36 golden ducats.
- [17] Due to a strange conformation of Glantrian borders, we must
now leave the principalities. Today is Mustering day, a fasti day for us.
- [18] Today we decide to take a rest. During the day about fifteen
winged white horses 3 fly high in the sky. I start
shouting and dancing but I don't attract their notice.
- [19] We're back into Glantri, where another patrol asks us the same
questions.
- [21] Because of very bad road state we should stop by the Fortress
of Ylournie. Our journey seems an neverending one, it's almost 3 months that
we're transporting these crates.
- [22] Under a noisy rain we reach Moulins.
- [23] It rains in an absurd way, the road is totally mired but we
still keep going not caring for the possible dangers we might find.
- [25] We surpass Vyonnes, the weather is still bad. These days it
seems that we never hit it.
- [27] We leave the main road heading for the hills. We want to
find a shorter way that allows us to save our time. By dusk we're attacked
by some nimble and swift cats 4 that barely kill
our horses. Fortunately mine is practically unhurted.
- [28] By now we've reached the edge of the plain.
Sviftmont
- [1] The day begins with an irksome and steady rain that makes travelling
hard, in addition we should go on the hills to cut on time.
- [2] 14 Army, my 122th birthday. Bad weather and road's state make
travelling impossible, so we decide to take a rest day. As birthday's
presents I get a part of a leather armor (lower leg) and a silver dart for
my crossbow. We drink 2 bottles of Msiri. During the party we see a strange
quadruped animal with a thick mane, the body covered in scales and two big
bat-like wings. As soon as he roars me and Ciclosporel run away scared. At
the end of the fight Goridiel lays down almost dead, but Ciclosporel
succeed in saving his life. 5
- [3] We meet a very morose patrol, that practically order us to readily
leave their territory.
- [4] Finally a sunny day. We flank the mountains and river Vesubia. During
the night we're attacked by some Vampire Roses, that suck our blood and
leave Ciclosporel in bad shape and Goridiel dead.
- [5] We swiftly keep going.
- [8] After many boring days of journey, something strange happens: suddenly
an human appears in front of us, he is the one who hired us. It seems that
he observed us several times during the journey using magical scrying devices
unknown to us.
- [9] We reach Graez under heavy rain, we're only a day late. The wizard
is very kind and gives us hospitality in his house. In the room there is a
strange fireplace, it's a fire elemental kept in a glass box 6;
he has also a glowing floating sphere commanded by voice. After dining he
gives us several informations on the Principality of Aalban, where we
currently are. He also tells us that Herr Sigmund Von Drachenfels (the
Prince's son) is looking for assistants to help him test strange machinery.
- [10] We get up fully rested and have a tasty breakfast. Thw mage gives
us a letter of introduction and an advice: it's better to find some decent
clothes. I buy fine clothes and a necklace with a dragon-like pendant (the
dragon is the symbol of Von Drachenfels house). We leave for Ritterburg
just after noon. By dusk it starts raining.
- [11] The rain is intermittent, but troublesome and the roads aren't in
good state. Late in the afternoon we reach Ritterburg Castle. It's on a
hill and has big fortifications; around the castle there are several small
buildings. We change ourselves and give the letter to the guard's captain.
We finally meet Sigmund: he is a odd guy that dabbles in strange explosive
experiments and is looking for testers and assistants for a month, but before
we need a regular licence of testers. We agree on 400 ducats a head for a
month, board and lodging included.
- [12] We head for Leenz to buy the needed licence. The road conditions
aren't very good, however we left our cart in the castle so we have no
problems.
- [13] 1 King: birthday of our first King. Before sunset we reach Leenz
and buy the coveted licence.
- [14] We go back to the castle of Drachenfels. Today nothings happens.
- [15] Windy day, stones falls but we aren't hurted. 7
By noon we reach the castle. Today there's the Rising The Walls festival in
Glantri, and Sigmund is absent, we've some problems but at last we're
admitted in the castle. During his absence we should test a strange 8
- [16] Today we start testing the machine in the nearby mountains,
far from the inhabited areas. Using a horse-driven cart we pull the machine
out of the castle.
Before testing the weapons we try to become familiar with controls. It looks
like this machine has 2 Magic Missile guns and a weird cannon that
sometimes shoots fireballs, but usually causes odd things to happen or simply
doesn't work at all.
We try to discover the usefulness of the button marked with "Danger" and in
doing so we release a fire elemental, that I defeat with the help of my sword.
By sunset we camp and the machine gets warmer and warmer until it's incandescente.
We must press "Danger" again and this time two elementals are released. The
battle is really harsh, but I (barely) kill another of them.
- [17] It rains, so we test the machine on rough trail. It has a good
impact resistance and works well on slopes too.
- [18] We go back to the castle. While manuevering Goridiel causes a
little accident with the castle's gate making a tear in the machine. After
dinner we talk with Sigmund about the problems we found during the test. He
asks us to reach Leenz to buy a new fuel made from pig's escrements.
- [19] We should contact a certain Wolf Braun (an alchemist) to get
our load. Sigmund also gives us 4 Crowns 9 to pay
the goods. We've some problems with the afternoon rain because of the cart.
- [20] Weather gets even worst and thats delays us again. During the
night we're attacked by 5 Fire Beetles, that seem not to like our "welcome"
made of sword blows.
- [21] The sky is dark, but it doesn't rain. The trail is in bad
conditions and we should push our cart on the mud several times.
- [22] By sunset we reach Leenz. We look for an inn to eat and rest.
On the roads there are artificial lights. We stop by the "Dragonfly" inn,
where we have a warm bath and a good dinner.
- [23] We head for the Alchemists' Guild and, while walking, we also
see the Baron of Adlerturm, better known as "the master of lions". 10
After loading all the goods we leave back for the castle, but we should pay
attention to the load because it's highly flammable.
- [24] 12 King, birthday of our Radiant King Telemon.
It seems that the weather is going to get nicer. During the night
we encounter a herd of cows.
- [25] Finally a clear day after so much rain and clouds. By mid
afternoon we're at the castle.
The lodging of elementals have been removed yet, and also the control panel
has been modified. We meet Herr Rolf Graustein, Viscount of Blofeld. He is
also known as Herr Doctor.
- [26] We work on the machine with Sigmund. Outside it starts snowing
but soon everything turns in a terrible thunderstorm with thunders and
lightnings. In the afternoon we test the wand of fireball but it doesn't work.
- [28] Last day of work on the machine, tomorrow we will test it to
see if the new engine works.
During the night I'm suddenly awaken by strange noises and I see a guy
stealthily tinkering in the lab. I rush to catch him. He tries to flee
climbing over the castle's walls, but I run after him and manage to knock
him down just outside the walls. The guards, awaken by the bustle, take the
man away, while I check our machine for possible damage. The guy damaged the
new tank and tampered with weapons control system.
Eirmont
- [1] Today begins the examination of the saboteur; we can't attend it,
anyway we're told that he's charged of: "disturbance of public quiet", "acts
against the property" and "practicing a profession without license". 11
Probably this guy is member of a secret society named "Free Anachronic Society of Aalban".
This group is against all non-magical novelties (i.e. technology). Until today
they hadn't done anything so serious.
- [2] The plan of the machinery disappeared and it will take a long
time to do it all again. Sigmund asks us to test the
mechanical
bricklayer because he wants to show it on 5 Eirmont in Ritterburg.
This machine is entirely mechanical. It has a humanlike shape: on the back
there is a gadget to wind it up, with the eyes you can set height and lenght
of the wall, on the mouth you see how much glue is left.
After the testing we knock down the wall built by the machine. Late in the
afternoon we test the automatic pedal-driven triturator.
- [3] We add the switch to adjust the height of the wall from the
ground. In the afternoon we're free. I wash my clothes and polish my
weapons and armor.
- [4] Now the bricklayer can also build double walls. Testing is rather
satisfactory.
By sunset Sigmund's father arrives at the castle riding a pegasus.
- [5] In the castle's yard we make the official testing in the
presence of Prince Jaggar, his mother and his sister.
We dress our finest clothes and put up a beautiful demonstration, but
suddenly "Thomas" (the bricklayer) starts to throw bricks all around, a
servant and a guard are knocked down. Goridiel manages to knock down the
bricklayer. We notice marks of lock-picking on Thomas head.
Jaggar congratulates us and asks us to visit his museum the following day.
- [6] We visit the monster's museum and I draw some sketches of the
creauture kept there (mostly dragons). Jaggar would like to hire us to
hunt the monster that dwell in the nearby mountains. We will be paid
according to how many monsters we will kill.
- [7] We leave for Graez where there shoul be troubles with white
wolves. In the morning there is a little thunderstorm. By dusk we reach
Graez. We buy plate mails (they will be ready in about 13 days) and some
food (enough until the 21). We sleep outside the city gates.
- [8] We ask for informations at the various farms and we're directed
toward the mountains (but there's a bit of confusion about who was actually
attacked). We finally reach those farms. It seems that someone here suffered
from strange effects without evident reason. We camp by the farm and we're
waked up by wolves attacking in the night.
- [9] At morning we look for wolves footprints in order to find from
where the attack started.
Un fortunately a steady rain prevents us from finding the footprints, we
go back to the farm fearing new attacks in the evening. During my watch in
the night I see some shadows approaching the farm: wolves. I fire some
arrow, while my mighty lungs wake up the entire farm. We drive back the
attack and rush to follow the (few) fleeing wolves, but unfortunately they
manage to evade us.
- [10] Thanks to the good weather we go on walking toward the Black
Mountains following the clear footprints of those wolves.
We're attacked by 3 Bears, that we manage to kill. By sunset it starts to
rain and the footprints begin to vanish.
During the night we're assailed by 6 Wolves, bigger than the usual ones.
We don't light any torch and using infravision manage to slain them all,
but one. Following this wounded wolf we reach a cave.
We try to ambush the 4 Wolves that are on the outside: while I block the
entrance with a web, we start firing arrows and darts.
- [11] We carry on attacking the wolves' lair, into it we find several
Dire Wolves and even 4 Ice Wolves, that have a freezing breath. We're quite
in a bad shape because of their superior numbers. In the end me and Goridiel
have to withdraw and Ciclosporel alone stays to face the chief Ice Wolf,
who has a short life anyway. We clean up the cave and rest all day long.
- [12] We leave early at morning heading for the two farms. During the
short trip we pass by a crumbled tower (diameter about 3 m) in a glade.
There are only a few rotten planks left of the door. The building has no
window or other openings. Out of curiosity we decide to enter, causing the
door to fall forever. Inside there's an empty room with a fireplace and a
stair. The second floor is completely blackened and lacks the ceiling.
By dusk we reach the farm.
- [13] We leave for Ritterburg in order to testify our deeds to the
Prince. We receive 400 ducats each for the creatures slained. We pay a
visit to Sigmund. For what concerns lychantropy we're told to ask a sage in
Leenz. 12
- [14] Travelling again under the rain.
- [15] Full moon night, but we don't feel something strabe. Lychantropy
is by now a far away memory.
- [16] We reach Leenz, the landscape is snow-white. We buy heavy
clothes, more consistent with the season. Goridiel buys also a little
magical bright sphere that works by command. We choose a confortable inn
(Dragon's Den). Inside we find an elf with bleached hair. In our room we
find a strange message, that seems to urge us to go back to our kingdom.
That elf is actually one of us. 13
- [17] Unfortunately a heavy snowstorm force us not to leave the town.
Ciclosporel sells his magical armor. While he goes to buy some magical
items he realizes he has been given faked Crowns, so he goes immediately
back to the armorer and threatens him. Soon a riot starts and the town
police intervenes. 13
Late in the afternoon a group of soldiers address ourselves (me and Goridiel)
in the inn and take us in a square circled by many buildings bearing
various insignia (hourglass, ...) and overlooked by a tower with a big red
eye. We think that this is judicial bureau and the surrounding citadel.
We're questioned, but we pull trough rather well. I fabricate an absurd
excuse about our journey to help us leave Leenz as soon as possible.
- [18] We stay in the inn. Ciclosporel, invisible, fix a date with us
outside the town gates.
- [19] I check my money and we leave Leenz early in the morning. I buy
rations (enough until 28 Eirmont). Late in the evening qwe meet
Ciclosporel. 15
- [20] We head for Graez, but the snow falled in the previous days made
travelling very hard.
- [22] In Graez we buy the Plate Armors and decide to head for the
"Citadelles Invincibles". During the night strange howlings keep us awake.
- [23] Nefasti day (15 Others): rest, prayer and meditation.
- [24] Cold day, we start our trip. At the foothills of the Black
Mountains (whitened by the snow) we're ambushed by a large group of
Baboons. The fight is fierce, Goridiel is the first to fall. I'm in a very
bad shape, Ciclosporel doesn't stands their wild blows. After killing 3 of
them I'm overwhelmed by their superior number and fall into oblivion.
- [25] We're saved by a guy, a Dragon hunter named Urkhvarth. I'm
reincarnated in a human body, and Ciclosporel too. We head for Graez,
where I'll try to train with the sword.
- [26] Training starts (me and Goridiel).
- [28] Ciclosporel is brought to trial for what he did in Leenz. He
sentenced to receive 15 lashes, but today he undergoes only 9 of them
because he is almost dead. 16
Kaldmont
- [1] Snow continues to fall.
- [3] Ciclosporel is lashed again, but he should undergo 2 other
lashes because there was a new break.
- [4] The master tells me that my training will be successfull.
- [5] Snowstorm.
- [11] Training ends.
- [13] We leave for Boldavia, but our final aim is Ethengar. 17
- [..] Heavy snowstorms prevent us from travelling normally for several
days.
- [23] We meet a white creature similar to a big wolf, that fortunately
isn't interested in us.
- [25] We reach the village of Altendorf by sunset just before the shutting of the gates. We'll stay here for 4 nights to celebrate New Year's Eve. Strangely I manage to read a few postings in our inn, though I don't understand the language spoken here.
- [26] We look for a job by an escort company (hoping to go toward Boldavia). We buy a license for "escort".
- [27] Alexander Day (Glantrian national holiday). At midday the whole town halts and silence falls.
- [28] New Year's Eve, big celebrations. We gather to pray Rafiel and Ciclosporel cooks mushrooms for us. At midnight the bells (and gongs) ring and the sky is crossed by shooting stars.
YEAR 1003 AC
Nuwmont
- [2] We go to the harbour to start our escort. It's a merchant with a horse and six jars.
- [3] In the afternoon we're attacked by four Snow Apes. I kill two of them, it's the end of my unlucky row.
- [5] A violent storm forces us to seek cover under a nearby bridge.
- [7] We reach Kopstar, city of gemcutters. We spend the night in a very modest inn.
- [8] We leave again for Boldavia.
- [9] We enter the Principality of Krondahar.
- [10] The sky is crossed by two golden eagles, one has two heads, the other has human head and torso.
- [11] We find a dead man and a book on the way.
- [12] Using read languages we learn the title of this book: "Order of the Radiance". It seems that there is an aura that originates from Glantri City and increases magical powers.
- [13] Principality of Klantrye, town of Tavish. The Principality is ruled by clan Mc Gregor. We hear of a prophecy about this year being nefasti because of a ominous wonder happened in the capital. We see an interesting ad about a local bank (McDuck).
- [14] Bank McDuck hires us to recover a certain book in an abandoned house by Glenmoorloch. In the afternoon we leave Tavish.
- [15] By sunset we reach Glenmoorloch and put up in an inn.
- [16] In the morning we reach the abandoned house praying Rafiel. We enter the building and find the way to the dungeons, there a troop of Skeletons bid us welcome and we answer with swarm of slashes. Ciclosporel finds hard to drive them away. In the following room we find committee of eight Zombies. In another room a beauty and a beast (Ghoul) wait for us, Ciclosporel manages to drive the Ghoul away and the "beauty" attacks us striking Ciclosporel. We find 4 vials with pink and blue powder, teeths and bat wings. We can neither open a gate, nor reach a tower, so we go back to the city. We'll start searching again tomorrow.
- [17] Having bought a file we'll try again to open that gate today. We discover that we must use a teleporting platform to reach the tower, but we need the password, that we found engraved on the vault of the entrance door. Finally we find the book we were looking for; it's about the creation of undead.
- [18] We leave for Boldavia, but before leaving an odd guy in the inn asks us to join a group of clandestine wizards.
- [19] We'll wait yet another day before leaving, because Goridiel wants to join this secret sect. He's back with an interesting price list for mages. Unfortunately it is of no use to me now.
- [20] We finally leave. Despite the snow we've not many problems. We're flanking Colossus Mountains, some of the highest Glantrian peaks.
- [22] Temperature is almost -10°C. In the morning a tick fog falls on us making us feel unsafe, but in the afternoon a strong wind sweeps away the fog.
By dusk we meet a strange follower of Cretia that put a curse on Goridiel that forces him to find 10 other proselytes. - [24] Late in the afternoon we reach Rimskygrad, in Boldavia. The people here has a strange feeling for decorations made of garlic. We put up in an inn named "The Old Saltern".
- [25] We go to the University of Ancient History and Necromancy and ask for a talk with some scholar there, we're told of fill in some modules and wait about a week.
Going back to the inn we see some turmoils in the street, in fact a few Zombies are pouring out from a building. Me and Goridiel join the fight.
Two other adventurers help us: they're Matei Lupescu and Tara Corrin. Together we enter the cellar of that building.
- [26] Ne fasti day for Shadow Elves, because of a wicked orcish attack.
We go to a merchant (Zara Zagursky) looking for information about something she needs. We should capture "strange creatures" for her within the 7 of next month.
We buy ropes, chains and nets to detain possible preys. I also buy an horse, named Yuri, that I soon rename [...].
- [27] We head East, beyond the river. We see tracks in the snow, probably left by Snow Apes and decide to follow them.
We find two strange glowing balls that we manage to capture with our nets.
- [28] We go back to Rymskigrad without problems.
Vatermont
- [1] In the afternoon a bald guy, named Ian Tonescu, enters the
inn; it seems that he looked for us in past days because of what we did
against those undead. He would like to hire us to hunt vampires.
- [2] Goridiel indentifies our magical objects, the two handed axe
seems to have more properties than a simple magical aura.
We fix an appointment with the University for 13 Vatermont. We also write
a letter to the Prince to tell him that we have a book about the Radiance.
- [3] We try to get a license to hunt and transport monsters, and it
looks a quite hard thing to do. We must join the Union of Monster Keepers.
In the end, after many vicissitudes, I get a license to hunt monsters and
I also join the Union, after having a simple test.
- [4] We'll go again on the hills. Two three-headed creatures attack
us. Ciclosporel blinds one, the other impales my horse on his horn. I jump
on one of them furiously striking it with the flat of my sword. The creature
wounds me several times, but, though half-dead, I keep on striking.
We can do nothing for my horse. When we're back in town we sell the creature,
but we get only 70 ducats, whereas I lost the 600 ducats that were on my
horse.
- [5-12] Goridiel spends a week in the library of the Institute looking
for info on Cretia, while me and Goridiel rest.
- [9] People are worried here at our inn because of several thefts
that recently happened in town. A new preoccupation is due to the
forthcoming tax day (10 Vatermont).
- [13] We go to our meeting at the University. Our problem looks
insuperable for my current money (we must pay from 8000 to 15000 Ducats).
- [14] We decide what to do. Goridiel receives some info from his
group of clandestine wizards. They ask our help to recover a hammer from
a long lost and crumbled dwarven stronghold.
Before leaving, we commit some of our equipment to the care of Natasha
Pavlova to reduce the encumbrance during the exploration of the stronghold.
- [15] We buy some food and head toward the stronghold, that should
be about 12 miles south of Rymskigrad.
- [16] There are three snow-covered valleys in front of us. We choose
to explore the second one looking for buildings.
We descry the stronghold perched on small cliff. There aren't visible
entrances. I climb up to the roof and see a bulwark. I manage to make
the other climb too. Opening a door we enter.
A loud shriek re-echoes troughout the fortress, I decide to go from where
it comes. The shriek is produced by some big mushrooms.
From a door of a new building comes a man, who tells us that the keep is
now occupied by him and his master, a certain wizard named Pembroke.
Speaking with the wizard we discover that he has the hammer.
Suddenly Ciclosporel paralyzes the mage with a spell and hell break loose.
After a few blows the wizard is rescued by one of his assistants. We flee
with the hammer leaving there our magical axe as a pledge.
We decide, probably in a rash way, to explore the dungeon. We find another
dwarven hammer, but nothing interesting.
We search the house of that wizard. Goridiel falls from the stronghold,
then after a while we hear him saying something about the wizard. A new
fight starts and the wizards ends under a web. New mess, the mage escapes
again but finally I stab him to death.
We wander for the dungeon finding again the hammer 18, but not before killing
two Crab Spiders. Actually there are three more Crab Spiders but that's
not a problem for us.
Looking on the wizard's desk we find a few interesting books and some
receipts of the Great School of Magic, and also some notes about his
studies.
- [18] We set the stronghold on fire and go away (we recovered an air elemental,
and freed the fire elemental to set the building on fire). By sunset it snows.
- [19] Just before dusk we reach Rymskigrad. Goridiel speaks with a member
of the People's Spell-Casters Company and unfortunately we deduce that my
current state will be permanent.
We try to sell the books we own.
- [20] Rest day in town. In the evening a strong snowfall make us foresee
nothing good for the following days.
- [21] Temperature reaches -15°C, we stay in the inn to avoid problems. In
the evening me and Goridiel meet a guy of the People's Spell-Casters Company.
Goridiel is freed from the curse "kindly" put ob him by a follower of Cretia.
I try the way of reincarnation and follow that guy toward my death and
maybe my rebirth.
- [26] After five days of poisons and reincarnations (nine failed
attempts), I'm finally reincarnated into a Water Elf, a race quite close
to the Shadow Elves one.
In the afternoon the innkeeper asks us to investigate on the strange
behaviour of his cousin, who bears inexplicable wounds. His cousin is a
famous salmon trader.
We quickly explore his home looking for clues. There are no traces of
house-breaking, so we decide to spend the night watching over him.
During the night a wound appears on his body, but I don't find traces
of possible attackers.
- [27] Goridiel is stopped by the local guards, because it seems
that the sword he got from the People's Spell-Casters Company was
stolen from an adventurer.
Continuing our research we find out that the trader own a doll with his
likeness that shines of magic and evil. Goridiel studies the doll and
understands that it's a cursed doll, used by someone to harm the poor
merchant.
- [28] The trader, after knowing what happened, tanks us, but looks
anxious to get rid of us, moreover he doesn't look interested in finding
out who or what wanted to harm him.
I buy clandestinely a heap of spells.
We discover that the salmon trader is actually part of a group of thieves
that deal in magical items.
I buy the n-nth horse, a Boldavian one.
Thaumont
- [1] We leave for Glenmoorloch in order to sell the book of Necromancy.
We've a better weather now, because the spring is coming... and the rain too.
- [3] We wake up in a thick fog covered by frost. The fog slows
us, but we manage to reach Glenmoorloch and go to the bank that hired
us to find the book and collect the agreed 550 ducats.
The bank offers us a new task: to free a recently acquired estate from
undesired lodgers. It's an old sawmill north of Glenmoorloch just before
the mountains.
- [4] We leave the horses at the inn and head north, after a couple
of hours we reach the sawmill.
My friends have a little skirmish with a dog, then we meet two guys
dressed like soldiers and bearing the McGregor's insignia on their
uniforms. They pretend of being here to patrol the area, but I'm not
persuaded because they're a whole squad (5 soldiers) plus a strange guy.
One of them introduces himself as Sgt. Spencer of the Third Banner.
They behaves in a suspicious way; looking at the building we notice
that the first two soldiers came out of the window.
In a nearby building, the stable, we're attacked by 3 Ghouls (actually
they're Elder Ghouls, but no problem either).
In the sawmill we find another lodger: a Crab Spider, we also find a
wooden statuette with manlike features.
We decide to spend the night here.
- [5] We wake up rested in the morning. During the night nothing
happened. We decide to spend here another day. At dusk three huge
golden winged lizards cross the sky, we ignore them.
- [6] Nothing new, we go back to Glenmoorloch.
We reach the barracks and we're told that ir really exists a Sgt. Spencer
and that probably the strange guy we've seen with him is the castellan
of Crownguard.
In the inn we hear rumors about the sight of a red dragon in the
mountains (people speak of a certain Amanth, and powerful dragon that
they tought dead).
- [7] We escort a clerk of the bank to the sawmill to show him what
we did. Back in town we're given 200 ducats as payment.
- [8] In the morning we leave to Boldavia. During the journey
we meet the older brother of the Boldavian Prince with his escort.
19
- [9] Thick fog in the morning. During the night we're attacked
by two big Bats that look unharmed by normal weapons, after being killed
they turn into human beings (they're Lychantropes).
20
- [10] We reach Rimskygrad in the afternoon (today is known a Sprig Break).
Ciclosporel goes to one of the few clerics that are allowed to work in
this principality because he fears of being infected with lychantropy.
The diagnosis it's a sort of a trick: this cleric wants 100 ducats to
have Ciclosporel hold a sovereign in his hands, because lychantropes
don't stand the contact with silver.
- [11-14] We rest in the inn waiting for our spells to be ready.
After settling our business we're back at the inn where we find an
Ethengarian-looking man waiting for us. He's a friend of Matei Lupescu. 21
This good-looking man has upset a powerful Boldavian mage and need to
be escorted to his home in Bramyra or at least to Estoniarsk.
We depart immediately.
During the night we're attacked by 1 Skeleton and 4 Ghouls. I try my
brand new lighting bolt killing two of them.
- [15] Nine more Skeletons come toward us, but they're no match for
Goridiel and his fireball. The guy we're escorting tells us that
probably the mage he's fleeing from is an accomplished necromancer.
In the evening we're attacked by 6 big Wolves, actually those wolves are
controlled by a Vampire...
Unfortunately a huge black ink stain on this page covers the tale of our
brave fight with the vampire. Anyway, in short, I remember that we soon fell under
under the Vampire's charm and Goridiel, the only one who could understand
what the Vampire was saying, started attacking our client. This guy showed
his magical abilities casting confusion just before being decapitated by
Goridiel's sword. Fortunately the Vampire wasn't interested in us and
flew away.
- [16] We search the mage's body and we found: his spellbook, a magical
dagger and a magical ointment. There's also a scroll bearing an unknown
symbol (probably it's his spellcaster licence).
I open his spellbook and it caughts fire, I put out the fire but the book
is by now completely useless.
- [17] We reach Fort Tchernovodsk. There's a strong military presence
and we can feel the unrest among the soldiers. A group of knights approaches
us and explain us that there're problems with Goblin raiders coming from
Ethengar. We camp inside the first wall circle of the Fort.
- [18] In the morning a strange panther with 6 legs and 2 tendrils
coming out of its shoulders stops in front of us, at about 70 yards.
A furious fight breaks out, but we're the winners... again.
- [19] Early in the afternoon we reach the village of Estoniarsk, place
reknowned for horse trading. We discover that Taijits tribe lays south,
near Bramyra.
- [22] While travelling we see a cart near the street, we get closer
and suddenly appear four dwarves and a ballista. Before attacking they greet
us crying out their names. Four more dwarves jump out, unfortunately they're
doomed. We pack their corpses on the cart.
- [24-26] We start getting lost in the hills, because we left the main road.
- [28] Fog in the morning, we can see only about 30 feet far; anyway
we've no problems during our journey.
Flaurmont
- [1] We reach Camp Bramyra, where we try to sell the weapons and
the dwarves we found a few days ago. The soldiers there introduce us to
Don Diego de Belcadiz.
- [2] We leave for the County of Skullhorn looking for someone that
buys those dead dwarves at a right price.
- [4] We reach Skullhorn and unfortunately we sell the dwarves for
only 100 ducats. We go back toward Ethengar.
- [8] We're in Bramyra.
End of Part 4.
Go to Part 5.: Crossing the Steppes.

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Diary written by Igor Betti
and translated by 'Brizio.