Clockwork

00213
In which a large bear wears a small hat...

LOG

Vargas goes out to collect Serribon and the hunt for the remaining barghest begins. With his hunter’s instinct and Acadia the bear’s nose, they track it across town to a goblinoid bar where Ibram makes some new friends and some important lessons are learned.

Most importantly: when casting offensive spells, always be sure of your area of effect.


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00212
In which Magnus goes in search of a library card...

Part 1
Part 2

Magnus returns to the Library of Akor to make another attempt at gaining access to the restricted stacks. Taking an absolutely revolutionary tack, he just walks up to the doors and knocks. The door guard tells him that the only way to achieve full library privileges is to be a scholar at the Collegium, a Patronus of the library, or by special order of the Autocrat herself.

Since nobody gets in to see the Autocrat – not no way, not no how – he decides to go explore the path of higher learning.

At the Collegium, he chats with a street preacher and eventually makes his way to the Master of Andropolitan Military History, where he presents a sample of the texts he helped recover from the ruins of Andropolis and petitions for access to the restricted stacks. Master Nominus accepts the donation and promises to have an answer from the Master’s Conclave in a week or two.


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00211
In which Acadia and Vargas perform market research...

LOG

In his continuing quest to try and explain the concepts of civilization to Acadia, Vargas offers to help her find some place to market her magical tattoos – a form of crafting unknown to him or pretty much anyone else in the world. They question and prod until they come up with a short list of candidates, eventually settling on a gnome-run magic shop where the owners are almost giving away their services to the uncouth foreigner.


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00210
In which we hang out in the basement and RP...

LOG

Following the rout of three of the barghests that have been preying on Akor, the team attempts to catch up with the fourth after it teleports to freedom. Alas, they’re tricksy, and it’s made a clean getaway for now. Vowing to continue the hunt once they’ve collected Serribon, the party returns to the barghests’ lair to see what they can see.

The waste pit is pretty gruesome, and there are signs of multiple victims, but no conclusive evidence of their missing host and hostess. The group finds a verse carved into one of the walls that they eventually connect with the lingering signs of former saltwater flooding and they make some tentative steps towards uncovering the water’s source.

Their apres-adventure looting also draws the attention of another denizen of the ruins of Acer. A rather grouchy xorn walks through the wall and demands the return of the barghests’ ill-gotten booty – which it had been feeding on for some time. They don’t get very far in the conversation, but it does eventually reveal the existence of forgotten salt caverns beneath the city, accessible from the basement. But as the caverns have been sealed for unaccountable years, they decide to focus their efforts on the more immediate problem of finding and eliminating the last barghest.


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00209
In which we take care of some unwanted 'gests...

LOG

The party arrives at the gates of Akor, the almost-eternal city. They find it a very strange place, but eventually settle in. When their hosts disappear overnight, leaving a distraught little girl behind, our heroes set out to solve the mystery as only a level 10 party can.


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00208
In which Magnus gets a clue...

LOG 1
LOG 2

With the help of Serribon, Miriam, and Vargas, Magnus manages to track down a couple of people he can question about both sets of his ancestors.


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00207
In which we purge the unclean...

LOG 1
LOG 2

Beneath the cracked ruins of Andropolis, we meet an ancient soldier who charges us with ending the curse that has kept him hovering near death for the last several centuries.


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00206
In which we get worms...

LOG

Three separate groups converge on the canyon-riddled remains of the Andropolitan plains.

Magnus joins a caravan heading west, leaving the walls of Akor in search of the artifact-rich ruins of Andropolis-that-was. Vargas, Ibram, and Serri head east along the ruins of the Great Road, in search of Acer, the eternal city. Acadia takes wing, in search of those three weirdos. They all spend a quiet evening among the twisty labyrinth where the great city once stood, none sure of the presence of the others.

The day dawns and the various parties pack up to continue on their way – little knowing that all roads lead into the gaping maw of the sandworm.


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00205
In which we meet Magnus

LOG

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00204
In which we avoid wrestling with the cyclops...

LOG

<synopsis>


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