20001117 ForkInTheRoad

<H1> A Fork in the Road </H1>
<H2> Role Call </H2>
<TABLE>
<TR>
 <TH> Name </TH>
 <TH> Profession and Level </TH>
 <TH> Player </TH>
</TR>
<TR>
 <TD> Prince Donner </TD>
 <TD> 6th/7rd Human Fighter/Wizard </TD>
 <TD> John Speck </TD>
</TR>
<TR>
 <TD> Auric </TD>
 <TD> 8th Human Druid </TD>
 <TD> Keith Farrar </TD>
</TR>
<TR>
 <TD> Travian </TD>
 <TD> 10th Human Paladin </TD>
 <TD> Robert Giedt </TD>
</TR>
<TR>
 <TD> Grackle </TD>
 <TD> 6th/7th Half-Elf Fighter/Rogue </TD>
 <TD> Mark Whisler </TD>
</TR>
<TR>
 <TD> Fingle </TD>
 <TD> 3rd/9th Gnome Cleric/Wizard </TD>
 <TD> Richard Jacobsen </TD>
</TR>
<TR>
 <TD> Colin </TD>
 <TD> 12th Human Fighter </TD>
 <TD> Jim Yonemura </TD>
</TR>
<TR>
 <TD> Kill'Dar </TD>
 <TD> 10th/3rd Elf Wizard/Fighter </TD>
 <TD> Rick DiRicco (Full Risk, Full Reward) </TD>
</TR>
<TR>
 <TD> Kieran </TD>
 <TD> 7th/5th Half-Elf Cleric/Wizard </TD>
 <TD> Ray Chiang (Full Risk, Full Reward) </TD>
</TR>
</TABLE>
<H2> Prelude </H2>
The prisoners give no hint of an organized retreat or regrouping plan.
By all accounts, it turned into a grab-and-run retreat after word got
out that the Prince and a half-dozen legendary heroes had arrived with
the Black Lions and killed two demons plus all of the war trolls and
giants.
Grackle interrogates the orcs regarding the passwords for Grax. He
gets no specific answer, because most of these orcs just passed
through Grax on the way here. SOP for passwords seems to be that
there is no SOP. The local boss-orc makes up whatever rules he
wants. Maybe he changes it every day, maybe there's no passwords at
all (much more common).
One thing that does get mentioned is that the tunnel entrances are
guarded by "Ragers" and "Ogre-hai". From the
descriptions the orcs give Grackle, Ogre-hai are wild ogres from a
distant land. They wear armor and use weapons of good quality, and
are vicious fighters (even for ogres). The Cherek mercenary uses
the term "berserkir" when discussing them. Ragers are
local ogres who have been trained by the ogre-hai. They are not as
deadly, but are far more dangerous than your run-of-the-mill ogre.
Given your experiences with ogre magi, you ask about magical
abilities. The prisoners say that the ogre ragers and ogre-hai give
no sign of magic use, nor do they have the distiguishing
characteristics (horns, outlandish weapons, regeneration) of ogre
magi.
Subsequent interviews with the Cherek mercenary reveals the following:
<BLOCKQUOTE>
<P>
<B>Cherek:</B> Grax? That place is a pit. I hear 'twas once a dwarf
 sea town, where the red dwarves from the islands useta
	 offload iron, steel and stone and bring back wood,
	 meat, grain, oil and ale. But I only seen it after the
	 orcs came. Looks to me like they tore the place apart
	 and built it back from the pieces. They live in huts
	 and bunkers built outa broken-down stonework held
	 together with sand, spit and mud.
</P>
	 <P>
 Underground, there's supposed to be this big network of
	 tunnels and such. Makes sense, if it useta be a dwarf
	 town. Plus, orcs seem to like diggin' in the dirt, so
	 maybe they added some extra rooms -- you know, for
	 libraries and music halls. (laughs)
	 </P>
	 <P>
	 M'self, I hate tunnels -- and I hate gettin' m'head
	 knocked in by 9-foot berserkir. So I never went down.
	 </P>
	 <P>
	 I can tell ya though, all the big shots are down there
	 for sure. Commanders come out at the crack of dusk,
	 give orders, kick some arse, then go back underground
	 when the night's though. Daytime, well, that's mostly
	 sentry duty for ogres and mercenaries, plus any orcs
	 who pulled the short straw or got on their commander's
	 bad side.
	 </P>
</BLOCKQUOTE>
<H2> Session Summary </H2>
<H3> Day One </H3>
<P>
Grackle and Fingle are off reconnoitering southwards. See
<A HREF="#Scouting">Scouting Results</A> for results.
</P>
<P>
Colin and Travian are setting up a militia. 
</P>
<P>
Donner realizes that the party's abilities are such that several
recently damaged items are capable of being repaired. The crystal ball
from Seledon is beyond repair, the rest of the stuff can be restored
and orders that the mundane work be done. 
</P>
<P>
Donner has Kieran perform a Divination about the outcome of the party
taking off to penetrate the Brass Door. The result is "The King
dies." Donner gnashes his teeth and gives up on that agenda for
now.
</P>
<P>
Donner has Kill'Dar teleport Colin back to Aquitaine so that Colin
can be fitted for full plate, and to begin the process of repairing
the items. He also sends a list of items that he wants to have 
accumulated. 
</P>
<P>
While Colin and Kill'Dar are in town, Seledan summons them and tells
them that Moda has captured a very valuable prisoner who will be in
Aquitaine tomorrow.
</P>
<BLOCKQUOTE>
<B>Seledan:</B> Only myself, Moda, and now you are aware. If you
 want questions asked of him have the list here ASAP.
 The prisoner is Shivishan Blackhand.
</BLOCKQUOTE>
<P>
They recall that he is an orc rogue. 
</P>
<P>
Colin and Kill'Dar return and inform Donner.
</P>
<H3> Day Two </H3>
<P>
In the meantime the day arrives when the meeting with the farmers.
The meeting is being held in a warehouse. Torin Undertree is
waiting for Donner. On the way to the meeting, Donner picks
Colin's brain about what life is like as a farmer.
</P>
<BLOCKQUOTE>
<P>
<B>Colin:</B> It's a lot of hard work and then you get taxed too much. 
</P>
<P>
<B>Donner:</B> So when armies of humanoids rampage across the
 countryside, don't you think that your taxes are worth
 while? Do you think you were unfairly taxed in
 Aquitaine?
</P>
<P>
<B>Colin:</B> No idea. I have nothing to compare it to. 
</P>
<P>
<B>Donner:</B> Did you ever think about settling down? 
</P>
<P>
<B>Colin:</B> (Colin's background is discussed as Donner grills him
 about why he left the farm.) 
</P>
<P>
<B>Torin:</B> (Greets Donner) Everyone is waiting. You should be
 forewarned, you may meet some opposition.
</P>
<P>
<B>Donner:</B> I expect it.
</P>
<P>
<B>Colin:</B> Opposition to what?
</P>
<P>
<B>Torin:</B> There are a lot of folks in there that don't believe you
 when you say you aren't here to annex the town. You
 should beware of Galtan, he was the head of the teamsters
 and did well under the orcs. 
</P>
</BLOCKQUOTE>
<P>
They enter, and Torin introduces Donner. 
</P>
<BLOCKQUOTE>
<P>
<B>Donner:</B> Right then. I'd first like to thank the citizens
 of Oglak Kunedan in their assistance in freeing you
 from the tyranny of the orcs. Before we start I'd
 like to find out what your expectations are.
</P>
<P>
<B>Voice from the back:</B> Give us our town back.
</P>
<P>
<B>Donner:</B> I'll do that when I'm convinced that that is safe for
 everyone and that everyone is treated fairly, and that
 doesn't mean that you are joining the Kingdom of
 Aquitaine. 
</P>
<P>
<B>Torin:</B> How soon will that happen?
</P>
<P>
<B>Donner:</B> When I'm convinced that the situation is such that the
 rightful citizens of Oglak Kunedan are capable of
 ruling themselves justly.
</P>
</BLOCKQUOTE>
<P>
A big guy stands up and tries to get Donner to admit that Aquitaine
is responsible for the damage to the city, Donner tries to deflect
this line of questioning. 
</P>
<BLOCKQUOTE>
<P>
<B>Donner:</B> We are interested in making sure that Oglund Kunedan
 is able to retain as much independence as possible.
 If we were to pay a lot of reparations, there are some
 who would say that you don't get something for nothing,
 payment of large sums of money would actually jeopardize
 your independence.
</P>
<P>
<B>Galtan:</B> Are you willing to sign a document to that effect? 
</P>
<P>
<B>Donner:</B> I'm willing to discuss what terms you might have once
 this meeting is over and everyone's questions are answered.
</P>
</BLOCKQUOTE>
<P>
Galtan sits down. Colin describes the state and vague plans for
military operations, in a (hopefully reassuring manner).
</P>
<BLOCKQUOTE>
<P>
<B>Galtan:</B> Let me get this right. I'm Galtan by the way. Nothing
 moves around this town without the teamsters say so.
 When this town was take over, there were representatives
 that spoke to the council and arranged for a transfer
 of power without loss of life. We want you to fess up
 to the damage you did. You guys came in and now the
 city is in ashes. 
</P>
<P>
<B>Donner:</B> Is that it? Anyone else? I don't know if I'd feel
 safe having orcs in charge of my loved one. There is
 nothing to be handled by arguing over this. 
</P>
<P>
<B>Galtan:</B> If you are willing to sign a paper saying you are
 willing to discuss reparations, that's a step in the
 right direction. 
</P>
<P>
<B>Donner:</B> I bet its been years since you been able to use the lake.
</P>
<P>
<B>Galtan:</B> No one can use the lake.
</P>
<P>
<B>Donner:</B> There are ways. As a favored trading partner of
 Aquitaine, there will be all sorts of benefit to this.
</P>
<P>
<B>Other voice:</B> Who is going to be in charge?
</P>
</BLOCKQUOTE>
A discussion ensues regarding how a ruling council will be
elected/appointed. Donner deftly fields suggestions about how it
used to work. In the end, the meeting agrees that the army will
control things until the militia can and that a new council will be
chosen. 
The city was run as a plutocracy with the wealthy in power, and now
many of the people want to try things a little differently. The
townsfolk want things to be more fair--less of a plutocracy, more
freedom. The orcs paid for everything rather than try to run it
as a tyranny. 
Grax is a day away by ship (loading the transports and charging
down the river). If the army marches, it's a week away. Donner has
Kieran divine the result of taking the prince's party and the Black
Lions and marching down the river to assault Grax. Colin suggest that
Donner should check in with Hagal to make sure he'd be willing.
Donner says "Whatever, this is a free divination."
</P>
<BLOCKQUOTE>
 Hai! Hai! Chant the wild ones 
 War bringers, night or day
 All fear the mighty ragers 
 Orc, orog dare not stay
 One only can control them 
 Shah-ogre they obey
 Shah-ogre do they follow 
 His will prepares the way
 While one-eye curses, blinded 
 His children go astray
</BLOCKQUOTE>
<BLOCKQUOTE>
<B>Donner:</B> Sounds like its time for an assassination.
</BLOCKQUOTE>
<P>
The information the party has had indicated that the ogres don't run
Grax, they are present, but not in control. Either the situation has
changed or there is another interpretation of the divination besides
the initial one. The party is uncertain that the one-eye blinded
refers to the current situation, but regardless of that it sounds
like the possibility of knocking out the chain of command has a better
chance of success than a strict military solution.
</P>
<P>
Donner has Kill'Dar teleport Donner, Colin, and Travian back to
Aquitaine for the interrogation. Hagal is left in charge of the militia. 
</P>
<P>
Once there, Seledan takes them to a secure portion of the palace,
where Moda and a huge orog (apparently beaten) sits chained. The
area is warded by glyphs and other magical wards. 
</P>
<BLOCKQUOTE>
<P>
<B>Colin:</B> have you begun questioning yet?
</P>
<P>
<B>Moda:</B> I've asked many questions, but he is under the effects of
 many spells. If we dispel any of them he may escape
 because I don't believe this is his body. I captured him
 in a battle by wounding him and subduing him. He may
 escape if he succeeds in killing himself. More than that
 I cannot say. 
 <P>
 I have also asked informational and operational questions.
 We haven't asked him any questions about your situation
 because we don't know much about your situation. 
 </P>
<P>
<B>Donner:</B> How long can you keep him here? Any thing we ask him he
 could take with him when he gets away.
</P>
<P>
<B>Moda:</B> His mind is shielded from us. He is a highly placed
 covert operative, but we are uncertain of his actual
 allegiance. My personal guess is that he is in a similar
 position to mine. Some information indicates that he is
 the one that is responsible for bringing the Red Dwarves
 to the island. 
</P>
<P>
<B>Travian:</B> Where did you capture him?
</P>
<P>
<B>Moda:</B> I can't tell you that. If you are captured, it wouldn't
 be good for the enemy to find out how I was able to capture
 their top operative. 
</P>
</BLOCKQUOTE>
<P>
They enter the room and ask Blackhand numerous questions about opponents
but gets no response. Donner's Detect Thoughts spell indicates that
Blackhand isn't even in the room, which implies that he is under the
effects of a Mind Blank spell (Wiz/Sorc/Protection 8). 
</P>
<BLOCKQUOTE>
<P>
<B>Donner:</B> What about the magister, do you know him? (Y) I
 believe he travels from body to body like you do.
 You and he don't share the same boss. (He does
 what he does) 
</P>
<P>
<B>Blackhand:</B> I do what I do. 
</P>
<P>
<B>Donner:</B> You do share the same motives, greed lust for power. 
</P>
<P>
<B>Blackhand:</B> Humans are easy.
</P>
<P>
<B>Donner:</B> How do you stay out of the sight of the one-eyed one.
</P>
<P>
<B>Blackhand:</B> I work with him, I'm one of his children
</P>
<P>
<B>Donner:</B> The body you wear is, but I don't think you are.
</P>
<P>
<B>Donner:</B> We know about the magister, I want to know about the others
</P>
<P>
<B>Blackhand:</B> Others?
</P>
<P>
<B>Donner:</B> Evil lieutenants. Body hoppers.
</P>
<P>
<B>Blackhand:</B> It's a simple spell. Anyone could do it. You could
 do it. You know the dragon--get him to do it for you.
</P>
<P>
<B>Donner:</B> Oh sure, many times a day.
</P>
<P>
<B>Blackhand:</B> How did things go for you in Og-Kund?
</P>
<P>
<B>Donner:</B> Time for us to leave. 
</P>
</BLOCKQUOTE>
<P>
They leave the room.
</P>
<BLOCKQUOTE>
<B>Moda:</B> Didn't look to me like he was lying, but he's a good liar,
 I won't always catch him. It's only a matter of time
 before his people can free him, even by killing him.
 Seledan is working on a way to keep him captive. 
</BLOCKQUOTE>
<P>
Donner suddenly gets the inspiration to bring George into the equation.
They go to speak to Seledan. 
</P>
<BLOCKQUOTE>
<P>
<B>Donner:</B> I understand you are working on a way to keep Blackhand
 captive. How are you doing?
</P>
<P>
<B>Seledan:</B> I am researching how to use Magic Jar to displace him
 from his current body and whether we can trap him in
 one, which should leave any defensive enchantments
 behind. There are many uncertainties. 
</P>
<P>
<B>Donner:</B> Would divination help?
</P>
<P>
<B>Seledan:</B> I am working with information provided by Father Corwin.
</P>
<P>
<B>Donner:</B> I am considering asking for George's assistance.
</P>
<P>
<B>Seledan:</B> As you will, he is a very intelligent man, in fact he
 taught me the spell. However, he may have a problem
 with assisting me. 
</P>
</BLOCKQUOTE>
<P>
Travian is left behind, while Kill'Dar takes Colin and Donner to Home.
Donner and Kill'Dar head to the tavern and Colin is sent to get word
to George that Donner is here to see him. Colin fills Marta in on
the situation.
</P>
<BLOCKQUOTE>
<P>
<B>Marden:</B> I just got back from an ale festival in Hensen. Things
 are much better there, they've gotten a handle of their
 security situation and the gnoll problem has gone away.
 Donner relates having seen gnollic movement, and Marden
 thinks that the improvement in the Hensen military may
 have had something to do with it.
</P>
</BLOCKQUOTE>
<P>
Donner asks Marden about Shivishan, Marden relates that Shivishan is
an underworld type, involved in an assassination, but that's all.
He's wanted in Kennetar. 
</P>
<P>
Colin inquires about possible imperial assistance regarding military
aid to Hensen. Marden says that there are imperial merchants there,
but nothing military. 
</P>
<P>
The party heads over to George's. Out in front is an 8' metal figure
that looks like a small iron golem. The creature turns to face them as
they approach. It appears to be made of wood metal and stone, with
runes which glow in turn. 
</P>
<P>
Donner charms Marta (as much as that may be possible, she doesn't slam
the door on him). George comes out to see them, covered in grime except
where a mask and gloves would cover. He has just made a Shield Guardian
from a book that Marden brought back for me. 
</P>
<P>
Donner relates the situation to George in non-specific terms. George
dismisses Seledan's initial approach as really dangerous since the new
spell would enable the being to possess someone else. He suggests that
a divine spell might work better, such as Spiritwrack. Donner demurs.
George then suggest that an extra-dimensional space would work since
he is then unable to be found. If his willpower is strong enough he
can starve himself to death. 
</P>
<BLOCKQUOTE>
<P>
<B>Donner:</B> Got any idea who the fifth evil is? 
</P>
<P>
<B>George:</B> I've never really taken that song as a prophecy. It's
 suspect. I think the primary evils of this age are the
 Emperor, the Magister, and Octax. They would be my
 favorite suspects.
</P>
</BLOCKQUOTE>
<P>
The rest of the time is spent discussing the creation of the Shield
Guardian. The party teleports back to Aquarna, and relate George's
information. They go back to see the prisoner.
</P>
<BLOCKQUOTE>
<P>
<B>Donner:</B> What do you know about Aishapra?
</P>
<P>
<B>Blackhand:</B> It's a demon.
</P>
<P>
<B>Donner:</B> What about the titan that leads the giants?
</P>
<P>
<B>Blackhand:</B> Holos? He's a buffoon. If he wants to lead his people
 on a crusade to Olympus that's his problem. 
</P>
<P>
<B>Donner:</B> What about the Lich King?
</P>
<P>
<B>Blackhand:</B> I don't deal with him, he's totally untrustworthy--no
 morals, immense power, and wants to rule the world.
 You ain't making deals with someone that powerful.
</P>
<P>
<B>Donner:</B> Unlike the empire.
</P>
<P>
<B>Blackhand:</B> Any political entity can be dealt with, even you.
</P>
<P>
<B>Colin:</B> What exactly have you heard about our efforts to take
 Og-Kund?
</P>
<P>
<B>Blackhand:</B> I'd heard you were going to take it, I gave you
 60/40 odds that you'd take it in a day. It was
 100% certain you'd get it eventually. Not everyone
 wants to see Gorath win.
</P>
<P>
<B>Donner:</B> Really. 
</P>
<P>
<B>Blackhand:</B> I think Gorath is going to get the orcs wiped out.
 It's a waste of resources. He got Aquitaine
 involved, how smart was that?
</P>
<P>
<B>Colin:</B> What would you do?
</P>
<P>
<B>Donner:</B> He won't answer that. Perhaps you could tell us how
 to defeat the Orcs without killing them all. 
</P>
<P>
<B>Blackhand:</B> If you release me, I'll put you in touch with a
 person that can assure your conquest of Grax. We
 both know that I will eventually be out of here,
 either dead or free. I'm offering you something of
 value to you for a few days extra, that in the end
 won't matter very much. 
</P>
<P>
<B>Donner:</B> How do I know you'll carry through with it?
</P>
<P>
<B>Blackhand:</B> As you are a man of honor, I'll carry through with
 my part first. I know you very well Donner. 
</P>
<P>
<B>Travian:</B> How did you know about that? 
</P>
<P>
<B>Blackhand:</B> I have my sources, just like you do. (Looks at Moda)
</P>
</BLOCKQUOTE>
<P>
They leave the room.
</P>
<BLOCKQUOTE>
<P>
<B>Moda:</B> If there is anything you want me to follow up on..?
</P>
</BLOCKQUOTE>
<P>
<B>Donner:</B> Anything you have on Grax would be good. 
</P>
<P>
<B>Moda:</B> Well we know that there aren't any war trolls in Grax
 at the moment?
</P>
<P>
<B>Donner:</B> Thank the gods!
</P>
<P>
<B>Donner:</B> His offer sounds very tempting, but I'd rather do Grax
 the hard way, than risk him getting away. 
</P>
</BLOCKQUOTE>
<P>
Moda and Donner have further discussion regarding the relationship
between the Travelers Guild and the Aquarnan government.
</P>
<P>
The next day, the party teleports back, and Grackle and Fingle return
from scouting.
</P>
<H3> Scouting Results </H3>
<H4> Day One </H4>
<P>
Procedure: Arc outwards from Og-Kund between the river and lake shore,
landing occasionally for scouting areas obscured from the air.
</P>
<P>
Fingle and Grackle see scattered bands of refugee orcs are all over
the place. Mostly, they seem to be trying to go west, toward Telendir
(the former elven forest now referred to by orcs as the Black Wood).
Those on the east side of the river and unable or unwilling to cross
are straggling southwards.
</P>
<P>
There appear to be no concentrations larger than 50, at least not that
you've seen. 
</P>
<H4> Day Two </H4>
<P>
Procedure: Head downriver for most of the day, landing as needed to 
scout areas obscured from the air.
</P>
<P>
About 15 miles downriver from town, Fingle and Grackle find a huge,
huge troop Concentration marshaled on the western shore of the river.
It looks to be between one and two thousand troops, some of which
appear to be carrying loot (probably refugees from Og-Kund) and some
of which are clearly new reinforcements. A string of 30 or so river
barges lies tied up at the shore.
</P>
<P>
Other than orcs and orogs, there are perhaps 60 ogres and 20 hill 
giants. On closer inspection, some of the giants and ogres
are...well...not alive anymore. There are also large groups (over
a hundred) of zombie and skeletal orcs. All of the undead seem to
be obedient to the orcs and orogs; there is no centralized
controlling priesthood evident.
</P>
<P>
Dozens of worgs and worg riders are present as well. It is unclear 
whether these were part of the original reinforcement group,
refugees from Og-Kund, or some mix of the two.
</P>
<H3> Day Three </H3>
<P>
Procedure: Head back to report.
</P>
<P>
Fingle and Grackle return safely, and deliver their report late in
the morning of the third day.
</P>
<P>
The reconnaissance of the enemy downriver reveals
</P>
<P>
<insert email>. 
</P>
<P>
Donner calls a war council with Hagal and officers of the army.
The orcs usually come up the west side, and headed down the East side. 
</P>
<BLOCKQUOTE>
<B>Donner:</B> Our goal is to take Grax, how do we want to go about it?
 Perhaps if we can find out who the person that Shivishan
 was offering to put us in contact with, we could do this
 ourselves. Hagal, do you know anything about thei
 Shah-ogre? 
<P>
<B>Hagal:</B> I don't know any of the denizens of this area. Are there
 any locals that might know?
</P>
<P>
<B>Donner:</B> (Looks at Grackle)
</P>
</BLOCKQUOTE>
<P>
Colin and Hagal have a discussion about whether or not the Black Lions
can help us with Grax. Hagal's main issue is that the Black Lions don't
have an escape mechanism as good as the party's. Donner suggests that
the party could sink the captured orcish ships. Kieran casts a
Divination.
</P>
<BLOCKQUOTE>
 Gruumsh's blood and bloodless spawn 
 Ride Poseidon's road ere dawn
 Doom awaits the men of glass 
 When into brine their vessels pass
 So deep beneath the Fortress go 
 defeat the wary shark-toothed foe
 Seize the Sleeper, awake at last 
 The lord of deeps from aeons past
</BLOCKQUOTE>
<P>
Hagal fetches some bardic types from amongst his men. One has heard of
something called Fortress Reef. The party heads down to the lake and
lights the Naga signal. She responds. 
</P>
<BLOCKQUOTE>
<P>
<B>Karolinth:</B> I heard many screams.
</P>
<P>
<B>Donner:</B> The lizardfolk took many of the evil creatures.
</P>
<P>
<B>Karolinth:</B> They are interlopers.
</P>
<P>
<B>Donner:</B> We were curious if you could tell us something of the
 ocean to the south.
</P>
<P>
<B>Karolinth:</B> Its waters touch my waters.
</P>
<P>
<B>Donner:</B> We have some information regarding an entity called the
 Sleeper.
</P>
<P>
<B>Karolinth:</B> There was a being called Golkundra, the Sea Dragon.
 He is a mighty being. I am nothing compared to him.
 He is a mighty power, but he has gone away, and has
 not been heard of.
</P>
<P>
<B>Donner:</B> Can you stop the flow of the river? Or alter its course?
 Even for a short time?
</P>
<P>
<B>Karolinth:</B> That would be wrong, I am unwilling to alter the
 natural order. 
</P>
<P>
<B>Colin:</B> (Reads the Divination)
</P>
<P>
<B>Karolinth:</B> The orcs have many wooden ships on the sea. Golkundra
 may be the Sleeper spoken of. The shark-toothed men
 are almost certainly sauhagin. 
</P>
<P>
<B>Donner:</B> Was there a natural opposing force to Golkundra?
</P>
<P>
<B>Karolinth:</B> He was a force of nature in his own right. That is like 
 saying does the rain have an opposing force? The shark
 men are evil, its possible that they have been enlisted
 to aid another evil power. They are certainly
 impressionable. If you do awaken Golkundra, mention my
 name to him, we've never met, but we have mutual friends. 
</P>
<P>
<B>Grackle:</B> Have you heard of Fortress Reef? Or do you have some way
 of knowing if the shark men live there? 
</P>
<P>
<B>Karolinth:</B> The shark men live in the shallows, I don't know the
 topography but they may well live there. 
</P>
</BLOCKQUOTE>
<P>
Toran shah has knowledge of the workings of Grax and has knowledge of the
structure in Grax, he may be part of it. He has contracted with Meriac
for a couple of operations, one of which is for one of the prisoners in
the army's custody. An orc named Gug. Grackle admits that they party has
Gug, then wishes he hadn't.
</P>
<P>
Grackle goes to find Gug, taking Fingle along to do Detect Thoughts which
reveals that Toran shah is a spell casting ogre. Grackle convinces Fingle
to take him and Gug to Aquarna. Gug is turned over to Moda with orders
that he be interrogated. The party then heads to the Aquarnan Poseidon
temple. The south coast has a warm current, sizeable colony of shark men
in the area of Fortress Reef. They head back and inform the prince of all
this. 
</P>
<P>
Apparently, there are two choices at this point: the party could head
south to Grax or go to Fortress Reef.
</P>
<P>
Grackle goes and talks to Meriac again to tell him that Gug has been
removed to Aquarna and offers to compensate him for the value of the
contract. Meriac says that evidence of the contracts fulfillment was
not required in this case, he assumes because Toran Shah has the means
to know when Gug was dead.
</P>
<P>
Grackle and Kill'Dar teleport to Southport and head for the main
Poseidon temple where they acquire charts and get a divination regarding
entering Fortress Reef to free a powerful minion of Poseidon from
imprisonment. 
</P>
<BLOCKQUOTE>
From deeps to deeps the Sleeper creep'd 
<BR>
From stone, the Stone to coral roam'd
</BLOCKQUOTE>
<P>
Grackle checks in with Meriac to see if any initiatives had borne
fruit. Meriac says that Toran Shah is very interested in meeting him.
Toran Shah wants to meet in a place called the Fallen Wood, a forested
area about 10 miles away. Grackle accepts a letter from Meriac to go
to Ansarak's chief enforcer Tregennis. Grackle gets Fingle to teleport
to Home and sends the message on to Tregennis, along with a message to
Ansarak that the message is being delivered and to watch his back.
</P>
<P>
According to Marden, a legendary magical gem stolen from Delvondar
long ago, called the Sleeper Stone, figures in many stories and legends.
If you accept the stone as a gift you fall into a deep sleep until the
stone is deactivated. The means of deactivation varies from story to
story, but the means of activation is always the same. It must be
given as a gift. There are stories of it putting gods to sleep. When
Grackle speaks to Fingle about this, he knows of the Sleeper Stone and
knows the family of the fellow it was stolen from. It was stolen before
the dwarves were lured to the Red Islands. 
</P>
<P>
Donner heads back to Aquarna to do some repairs on magic stuff. Moda
tells us that Gug saw Toran Shah change from human form to ogre form.
They think that is what Toran Shah wanted him killed. Donner scrys
on Zylan and spots him in a place of evergreen trees, which is probably
the Evergreen Wood or Telendir (the Black Wood). 
</P>
<P>
Grackle and Fingle return to Og-Kund, collect Travian and Colin and
fly out to the Fallen Wood. They fly in and see the smoke from a fire.
Fingle casts Detect Invisible. Sitting around the campfire, there are
6 large ogres, big bad dudes wearing armor--a mixture of chain and 
plate--fitted for them. Their hair is done up in tribal fashion.
Fingle sees a seventh ogre sitting, floating in midair some ways
away from the others, looking our way. He is in plate with a visored
helmet, and is facing the party's way.
<P>
The party approaches the camp, the ogres watch and Toran Shah greets
us. He has really dark skin and small horns on his forehead. He offers
to escort the party in to Grax, getting them by the sentries, but warns
them that his troops will have to fight them if we encounter them.
He wants the party to kill all the priests and acolytes and tells us
the name of Borosh. If they can strike in the next few days, they 
will be in the area of the Gate of the Broken Arm, on the northeast
side of Grax. If the party waits more than a few days, it becomes
trickier, because the priests move every week. Grackle says that
contact will come when they are ready to go. 
</P>
<P>
Kieran casts a Divination about accepting Toran Shah's offer to
enter the city of Grax.
</P>
<BLOCKQUOTE>
 Hounds are well treated until madness takes them
 The price of victory exceeds today's wounds
</BLOCKQUOTE>
<H2> Foes Fought </H2>
<P>
None
</P>
<P>
Base Experience: 3900
</P>