Tuesday, November 13, 2007

session 11.10.07

Tonight our intrepid group braves Teresa the Reds tower. In our last session the group had successfully navigated the treacherous rock filled channel. Now the group puts into play their hastily made "cage" that they hope will take them up the 200 ft water spout safely. The reed cage has many air filled bladders attached to the roof and sides. The hope is the bladders will give them enough cushioning when they cage plows into the underside of Teresa's floating island, as well as giving them some extra lift in the process. They leave Samantha and Raven behind to guard the rowboat. The cage works, and with some help from the Doreen "Mummer" they are able to attach a rope from the cage to the underside of the island and all make the climb safely. Resting at the topside of the island, the crew runs into Teresa's pet bird Carrifax. With much in the way of sass and snide remarks the bird is unable to dissuade the crew from visiting Teresa and so they plod to the tower. The first rooms puzzle is handily put to rest when our fire mage realizes that a "key" is also a "cay" in navigation terms. The next puzzle is easily surmounted as Mouse uses coins to test out each symbol on the floor to test out the crews theory that the safe tiles are those with fire creatures depicted upon them. Finally, the water filled chamber room is reached and with much debate and goading by Carrifax all members enter the room and make it into Teresa's chambers. Here they are filled in about the curse of the three sisters, that Teresa herself is helping the world from flooding to fast, how to summon the hags, that they need the hags true names, that the hags had a fourth sisters whom they killed before their own drowning, that they need water from another world in the summoning and finally the location and holder of a magical item that might give them the sisters names. As a parting gift, Teresa gives the two elemental mages a book apiece that teaches them a new spell and gives the location of a sunken Kraken vessel that has magical sails onboard that will help the crew. The crew recovers the sails and sets off for their next port of call.

Sunday, November 4, 2007

Session 11-3-2007

This session begins the plot point campaign to find the Archmage and question her about the reasons the planet is sinking. Taking up from our last adventure where the crew had just rescued a family (Husband, Wife and 2 kids) from a sinking vessel that was attacked by pirates. The compassion they showed prompted Equis to tell the crew about Terresa the Red and where her tower was located. A quick stop to bristos to sell a cargo hold of opium they "acquired" in Deiking. The sell of the cargo is done by auction and has a little snag when the governor of the island decides she doesn't want the drug in her town and hires a group of heavies to persuade the crew to leave. Incidentally, Nardu and his crew-mates are approached by one of the governors agents and offered the job to lean on the rest of the crew! Back on the ship, Reupert dissuades the hired heavies by leveling a ship board cannon on them, making assurances of his marksmanship and willingness to blast the dock from beneath their feet if necessary...the aggressors leave! Their drug cargo is sold the next morning and the crew is off to Dinosaur Island - a location they stopped at earlier in the campaign. Here they dumped off the rest of their cargo, buy some guns and provisions, and set sail for the island of the Archamage. While at the camp on monster Island, Mouse and Samantha get into a high stakes card game with some of the top brass at the encampment. It was a tense card game leading up to Samantha, Mouse and one officer playing for a very large ante. Mouse catches the officer cheating (even though she was cheating herself) and shames him into leaving the table with his last bid and ante still on the table. Mouse and Samantha split the rather large sum of money.
Negotiating the treacherous path leading to the island of the Archmage, our heroes just manage to make it through the dangerous channel. The crews opts to take 8 members with them (Raven, Mouse, Samantha, Captain Lilly, Esteban, Nardu, Jacquelin and Rose. The game breaks as the crew exits the channel and reaches the water spout that leads to the Archmage.