Clockwork

00157
In which we mess with the bull, and he gets the horns...

LOG

The whump sends Vargas, Miriam, Ibram, and Serribon to the Dark Ages in order to save some helpless villagers from the neighborhood bandits. It’s a bit of a slog, but nothing they can’t handle. Once the dust settles, Vargas discovers that his whump chrono was better designed than he thought.


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00156
In which the ants go marching (x+1) by (x+1). Hurrah!

LOG

The gang is dropped-off in yet another ‘Lost World’-type valley – this one showing signs of having once been managed by intelligent hands. They make for a road Serri and Cassandra spot in the distance, with hopes of following it out of dinosaur-land. A couple of minor misadventures later, they discover that the ‘road’ is paved with an impossibly-long column of formians fleeing the jungle for gods-know-where.


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00155
In which the party takes a cruise on a ghost ship...

LOG

The whump takes Ibram, Vargas, and Miriam to the deck of the Ether Dragon – a mysterious crystal ship that plagues the waters of the Queen’s Lake. All who have been foolish enough to explore it end up sailing into the deep ethereal; never to be heard from again. Our hardy adventurers make a decent go of it, unleashing massive property damage and gaining some insight into the fate of the Dragon’s previous passengers.


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00154
In which Ibram departs the mystery village...

LOG

[Synopsis goes here.]


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00153
In which our heroes still do not complete their mission...

LOG

[Synopsis goes here.]


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00152
In which Vargas strikes salt...

LOG

[Synopsis goes here.]


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00151
In which Ibram deals with the bones...

LOG

[Synopsis goes here.]


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00150
In which Serribon struggles to find the answer...

LOG

[Synopsis goes here.]


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00149
In which Ibram finds the bones...

LOG

[Synopsis goes here.]


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00148
In which Miriam is given a message for the team...

LOG

[Synopsis goes here.]


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