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While the party rests in Koko, waiting for Kesi and Roget to recover, they will have to deal with the sickness that plagued Aramil. Starting on March 13th (the day after the Wyvern attack), each person must make a FORT roll vs. DC10 once per day or become sick. One failure will incapacitate the person for that day, however a successful roll after that point will be a cure. Three or more successive failures, however, will mean that they will remain sick after they make the FORT roll. This condition will remain for as many days as they were sick to begin with. Once everyone is cured or seven days have gone by, the “plague” is over.
Use the following log to report the saves:
3/13 3/14 3/15 3/16 3/17 3/18 3/19 3/20 3/21 3/22 ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- Aramil ....| || || || || || || || || || | ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- Bigby .....| || || || || || || || || || | ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- Dhersion ..| || || || || || || || || || | ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- Kesi ......| || || || || || || || || || | ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- Roderick ..| || || || || || || || || || | ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- Roget .....| || || || || || || || || || | ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- Vincent ...| || || || || || || || || || | ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
During this week, Nootau will begin preparing the village for war. He will send three runners out to three nearby villages (one back to Adoette, and two ahead to Jahi and Ulan). The runners are instructed to ask the chiefs of these villages if they will join in a crusade against the Lomasi. Machakw is quietly opposed to this plan, but has no real authority with Nootau. The party will be consulted as to their opinion. CR:2 for this discussion.
Roget is recovering slower than expected - see emails to VW and Chris.
Aramil's vision:
Aramil:
You are racing through the woods, in pursuit of a frog. The sun has just set and it is rapidly getting too dark to see. You know that if you can't track the creature, all will be lost. You are terrified.
However, the tracks are clear! Despite the fact that you are running at nearly full speed, you can clearly see where the creature's trail took him. You dodge between the trees, keenly aware that you are the best there is at this! You are a wonder to behold!
Then, quite suddenly, you burst forth into a small clearing covered with grass. It is quite a pleasant temperature and the stars are beginning to shine, but your mood has crashed as you realize that you have lost your quarry! In fact, you're not entirely sure you ever knew where you were going. You feel confused.
On the ground, you see a broken quarterstaff. As you reach to pick it up, a small, bright blue frog hops out of the grass toward you. Your heart skips a beat as you realize this is NOT the frog you were chasing. In a clear voice it says, “The lords of chaos rule now.”
When you wake, you are terribly confused as to not only HOW you could track a frog through a forest, but WHY?! Later, when you catch a glimpse of Kesi, you realize that the staff you saw broken in the field was hers!
When the party finally gets underway, there is really only one way to go: toward the village of Jahi. Since Nootau sent a runner to this village earlier, they are aware of the party and will offer a cautious welcome. However, the chief is quite skepical of Nootau's plan and will try to quiz the party on what they know. It is possible that the party can sway his opinion, but they have a large amount of skepticism to overcome.
By the time the party reaches Jahi, one mystery will be dangling. The runner sent to Jahi returned after a day, but the runner who went on to Ulan has not yet returned. This didn't concern Nootau when the party left, but when they get to Jahi, it should raise some red flags.
The villagers in Koko and Jahi will describe in detail the bridge at Ulan. It is the only easy option for crossing the Manaba River. They will also report numerous monsters spotted in the area in recent weeks.
Somewhere along the path from Koko to Ulan, the party will encounter some “dead undead”. A group of wights and zombies that were teleported into the sunlight (by the Slaad). They are crumpled together and quite dead. The party will have to do some forensics to learn what happened - though the fact that they were undead will be relatively obvious.
The bridge at Ulan has been broken by the careless activities of the Ogres that infest the area. One of the large trees that act as a aide barrier has been snapped in the middle, and the planks that form the bridge itself dangle down from the other side.
The left log, however, is intact, and can be shimmied across (or walked on with a successful DEX roll). However, getting the supplies and the mule across is quite another matter!
CR:2 to cross the river.
The village of Ulan is just beyond the bridge - though it is not visible from the south bank. The villagers, though, have scattered due to the presence of Ogres. A band of 8 Ogres were brought here by the Slaad. Two were killed by the villagers before they fled, two have wandered off, and four remain.
CR:2 each for the Ogres.
When (if?) the Ogres are killed, the villagers of Ulan will slowly return. The runner from Koko was one of the people killed - and this sacrifice will factor favorably when the villagers in Ulan consider Nootau's plan. However, it will be up to the party to inform Ulan about the situation - as the runner was killed before he could talk to the chief.
The chief of Ulan will tell the party about what lies ahead. He will guide them toward the fortress of Abira - which he is very impressed with. He will also talk a little about the wizard who lives in the mountain. However, his knowledge of the wizard is limited to: “Very powerful” and “Very rich!”