14
Jul
06

Leave No Stone Unturned

As I write this, the countdown clock reads 29 days and 22 hours until our next session.  By my estimation, you guys are already busy planning (or at least toying with the idea) of a pre-game planning session by which to scheme my defeat.  While these types of endeavors will inevitably result in failure, I will play along and drop the proverbial bait.  ;)   In all seriousness, there have been so many clues this campaign, that I’m sure even Namakin’s accurate quill has failed to record all of them.  Here is a refresher for clues that may have fallen along the wayside.  Use these in conjunction with the upcoming Ghanadar post, and you should have a steady path for planning next session:

1. The Chaos Hammer (Ander) – This war hammer was found on the road to Arathax near an abandoned caravan.  You have concluded that the Northern tribes hold this weapon in high regard as it is a symbol of Tempus himself.  Ander received visions that led to the weapon’s true purpose – the creation of a map to the Iron Acropolis!  The weapon creates scar tissue on the flesh of any creature that is critically hit, leaving a piece of the flesh that can be fit together like a puzzle.

2. Tribal Parchment (Group) – Inside the cave near Arathax, a secret chamber was found with runes scribed on every wall.  When the chamber was activated, the runes illuminated and disappeared, scribing themselves onto the parchment that was to be used in conjunction with the Chaos Hammer.  Even Namakin could not read the runic directions that inevitably held clues to the secret of the Iron Acropolis.

3. Namakin’s Familiar (Namakin) - When Ghanadar passed on his beloved familiar, he stated that it held a great secret; one that could only be unlocked with the key around the familiar’s neck.  Perhaps the gnomish uncle has some advice as to where this key may be used?

4. Omus’ Tower (Group) – The Calad Brae head-mage has moved to more plush quarters, leaving behind his previous residence for you.  By Amadius’ influence, you were able to obtain ownership of the old tower in the middle of the city.  While you have just acquired the means to an enormous fort of your own,  no investigation has been made of the empty tower. 

5. Gemstone Skulls (Group) – Seven skulls were taken from the Pale Commander’s base of operations under Cherrywood.  Nothing good has come out of this city of the damned – these are no exception.  Discovering their true meaning may be dooming, or information that you can’t pass up.  After all, Marzul didn’t take the fact that you carried them too kindly.

6. Upcoming (Loutarin & Pontius) – Listen to Ghanadar carefully.  The changes you have made in the past affect your characters the most!


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