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The Chronicles of Kulgar Hakonson |
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[Saturday 01 October 1983] [p149-153] [Fraz & Steve C. have a bit of a falling out and the game continues on without Steve C. Tharrison is played as an NPC for this one session.] |
04 Oct 03 (CY 578) cont: Circh, surrounded by a sphere of impenetrable darkness, panics at first, but Kulgar manages to calm her down. They sit and wait for the darkness to fade.
Later: After the ogre's supernatural darkness has faded, the party mounts up and continues on. Kul is badly wounded, but refuses to turn back to Scant. They ride on until nightfall.
Night: Circh asks Tharrison what he plans to do in Pitchfield. Thar explains that he intends to raise a woman from the dead. Circh cannot believe her ears! Very astonished, she tells Kul, who is also quite surprised. Kul ponders this for a bit and then walks over to Thar. The barbarian explains that he doesn't want to be involved in any demon's work. Kul figures that there must be a hefty price to pay for calling a spirit away from the world of the dead and he doesn't want to be involved with it. He announces that he will be riding back to Greyhawk on the following morn and mentions to Circh that she now has a choice.
05 Oct 03 Morning: As Thar prepares
to depart, Circh approaches Kul and says good-bye. She tells him
to take care and gives him a kiss on the cheek. Then she and Thar
ride off towards Pitchfield.
Kul mounts up onto Ventar
and rides back to Scant. He
is still very wounded and is hurt by Circh's decision. Soon, he arrives
at Scant and secures a room at an inn. (He still has two bottles
of the Five Star wine left,
which he has been carrying with him.)
[Tharrison's story continues in: A Call to Duty [15 February 1985] [p150A]]
06 Oct 03: Kul finds a ship leaving for Greyhawk and pays for himself and Ventar. During the voyage he broods about Circh and the last two years of his travels, but he also talks with a sailor about Captain Nahr.
07-08 Oct 03: Sail onward.
09 Oct 03: Kul's ship arrives at Greyhawk. Kul debarks and, [after stabling Ventar, he] enters a tavern to have a drink. He thinks about the half-map [C] and the mysterious lord [Drycburh] [p143] who he believes may have the other half.
Meanwhile: Frances
[1st lvl thief; Steve L.] is walking down a street. He spots a fat
man strolling along nearby. He appears
quite rich, especially from the looks of the fat pouch hanging from his
belt. Frances follows the man onto a smaller street and then quickly
decks him with a bullet from his sling. The man is still conscious,
though, and is quite afraid as Frances holds a knife to his throat!
Fran takes the bulging pouch and runs off down the street. He takes
a lot turns and back-allies in order to throw off any would-be pursuers.
However, he soon finds himself surrounded by three
rogues, who are apparently very unhappy about him stealing their business.
Swiftly, Frances swings his grappling hook up to the roof of the building
on his immediate left and, as the rogues close in, he quickly scales the
wall just out of harms reach.
Now, begins the chase! Frances makes a running
leap to another building. From this roof top he can see two of the
rogues running on either side of the building. As he makes another
leap to the next building, he sees the third following his route.
Frances briefly exchanges sling bullet fire with
the rogue and then begins looking for a way down. The next roof is
slanted, not flat, but he jumps anyway and makes it! He then swings
his hook back to the other building and is able to swing down to the ground,
landing in a hard roll! The thief is there to greet him, but Frances
manages to escape harm and runs towards the wharves. The rogues continue
to give chase.
Kulgar is standing outside of the tavern now, enjoying
some wine when suddenly a man [Frances] comes running from around the corner.
Curious, Kul approaches the corner and, as he steps away from the side
of the building, another running man plows right into him. The man
angrily flashes a dagger at Kul and then tries to run past the barbarian.
Kul doesn't like threats... He drops his wine bottle and butts the man
with the blunt end of his spear to show that he won't be so easily intimidated.
Just then Kul spots another man running toward him with a shining dagger.
Kul decides that he'll have that dagger for the trouble that these rogues
are causing him.
Meanwhile, Frances is confronted by the third rogue,
a large man more powerful than himself. After some brief swordplay,
Fran decides to make a run for it.
Kul hurls his spear at the rogue with the shining
dagger. The spear misses its mark, though, and the rogue quickly
closes in and strikes Kul with his blade. Kul knows now what he feared
before; the blade is poisoned! He's mad now and he vows that if he's
poisoned he'll fight till darkness overwhelms him! Pulling out Falbrand,
he begins his onslaught!
Fran runs through the streets trying desperately
to lose his pursuer at every corner, but to no avail. Finally, he
pulls ahead enough to climb quickly through a window. The rogue,
however, manages to grab Fran by the cloak and pull him closer for a couple
of punches! Fran turns and hurls himself at the large man, throwing
him backwards. As they tumble away from the window, Fran's cloak
rips off and he runs off again with the big rogue in close pursuit.
After turning a corner, Fran quickly tosses the
fat man's pouch onto the roof of a building.
Kul's battle starts off slower, but then he begins
to outlast his opponents. After trading blows with both opponents
he presses his advantage to the limit by lopping off one rogue's head!
Fran comes running back just in time to see this horror unfold. Both
Kul's remaining adversary and Fran's pursuer immediately flee. Kul
retrieves his spear and picks up the dead man' shining dagger. He
doesn't feel any effects from the poison, and decides that if he were going
to die, he'd probably be dead already.
Fran now realizes who this man is. He knows
that Kul's life is worth a lot of money. A crowd has gathered and
they both leave the scene together quickly, not wanting to attract any
further attention.
Upon stopping at another tavern, Kul buys them a
pair of drinks and asks Fran to explain. Fran tells him about his
mugging and where he threw the pouch.
After dark the pair makes their way back to the
building and Fran tries to climb the wall to the roof. He falls,
but then manages reach to top on his second attempt. After some searching
in the dark, he spots it on the next roof top. He climbs down and
then up the next building, but again falls! Once again he succeeds
on his second try. Soon, Kul spills out the contents, keeping a watchful
eye out for beggars and thieves.
Contents of the stolen pouch:
18 gp
5 pp
a key to a large chest
Kul and Fran split the gold evenly (9 each). Kul then takes 3 pp, while Fran takes 2 pp and the key.
|
[Friday 07 October 1983] [p153-156] |
10 Oct 03: Kulgar and Frances rest and recuperate. Kul
is still recovering from the battle with the ogre mage on 04
Oct 03 and Fran was injured by the rogues.
Kul returns to the stables where he left Ventar
on the previous day and then brings the light war-horse to the inn that
he and Fran are now staying at.
When Fran asks Kul why he is still in Greyhawk,
the barbarian decides to tell him the truth [(well, most of it, anyway!)].
Kul decides that since Fran is a thief he might be able to help out.
He shows Fran the half-map [C] with
the newly revealed writing and mentions that a fat local merchant lord
may be searching for it. Furthermore, Kul suspects that this same
man is in possession of the other half.
Fran knows the fat rich man from Kul's description...
He is Lord Drycburh and he lives
on the outskirts of Greyhawk.
Kul, convinced that Drycburh does indeed have the other half to the map
[C], wants to break into the merchant
lord's manor and search for it!
Evening: Frances scouts out the exterior of Lord Drycburh's Manor. It is heavily guarded.
Night: Fran decides that he should have a horse in case they
are in need of a swift escape from their escapade. He decides to
visit a local stable after hours and help himself. After checking
out a few possible places, he finds one with easy access. He climbs
through a window and begins sneaking about, but gives himself away when
he accidentally breaks something made of glass. Suddenly, he finds
himself under attack and in the darkness he is knocked unconscious!
Kul, meanwhile, waits for Fran not knowing what
the thief is up to and hoping that he's not being betrayed!
11 Oct 03 Early Morning: Frances awakens to find himself tied very fast! A man [Jed] sits nearby fingering a hot iron. Jed is apparently set upon ruining Fran's career as a thief! Another man, Jed's rather dumb friend [Garrin], is here also. Fran decides that he must save himself, and thinks quickly of a hook. He mentions that if they don't hurt him, they could be about 5,000 gp richer. Jed holds the iron closer and "forces" Fran to spit out the rest. Fran tells him that he knows where the infamous Kulgar is and that he's been planning to kill the barbarian at night. If they will spare him, he will gladly show them where the barbarian is. Jed and Garrin argue much over this. Garrin doesn't care about finding Kulgar and wants only to drown Frances in the harbor. Jed finally decides to go along with Fran's plan, but insists on doing it his way. He puts Fran in the back of a horse-drawn wagon and starts off, intending to make several stops in order to round up his other buddies. Garrin, however, is secretly still set on drowning Fran. After Jed has made his first stop and climbed off of the cart, Garrin suddenly whips the horses into a frenzied run, leaving his poor friend behind! As they tear through the streets terrorizing people, Garrin heads for the wharves yelling to Fran that he's now "fish-food"!
Meanwhile, once again Kulgar is minding his own business,
eating breakfast, when he hears a loud commotion outside. As he moves
swiftly to the front door, a woman's scream pierces the air. Outside,
he sees a runaway horse-drawn wagon bearing down upon a poor woman with
her child! The barbarian races out and pulls them both to safety
just as the wagon flies past. Say, wasn't that Frances in the back,
thinks Kul? He races after the wagon, but cannot hope to catch up.
It appears to be headed towards the wharves, so he tries to take a short
cut. He runs through some small back-streets and manages to come
out ahead of the cart! He then he runs alongside the wagon, grabs
the side, and hoists himself in!
On board, Kul finds Frances tied up and almost toppling
off of the back! He grabs the thief and pulls him back on.
The barbarian then climbs up to the front [and takes control from Garrin]
while the wagon is pulled madly over the docks. Garrin then leaps
off into the water as Kul begins to turn the cart. Kul somehow manages
to bring the cart to a halt at the wharf's edge with not much room to spare.
Kul then throws off his cloak and dives into the
water after Garrin. Kul soon
catches him and pulls him back onto the dock. But Garrin will not
go quietly. He begins yelling, "It's Kulgar, help!" Not knowing
any better way to silence the man, Kul knocks him out with a blow to the
head. A crowd has gathered, so Kul finally cuts Fran loose and they
decide to make a hasty departure. They drive the wagon back to the
inn, leaving Garrin unconscious on the dock.
Once at the inn, Kul grabs the rest of his belongings
and retrieves Ventar from the stables,
but realizes that he has left his cloak (with his jeweled broach!) back
on the pier. Fran also gets his equipment and takes the horse off
of the wagon. They ride to the center of the city to replenish their
lost equipment. They agree that it would be better to camp away from
the city until they are both recovered, so they leave Greyhawk
and ride north for the remainder of the day.
|
[Saturday 03 December 1983] [p156] |
12 Oct 03: Kul and Fran ride northward to hunt deer in a wooded area by the Selintan River. One is caught and they eat a decent cooked meal.
13-14 Oct 03: Rest.
15 Oct 03: Kul is almost fully recovered from his battle with the ogre mage on 04 Oct 03. They ride back southwards, towards Lord Drycburh's Manor.
16 Oct 03: Kul and Fran continue to ride southwards and arrive at the manor at about mid-day. Frances has already staked out the house several days ago, so they decide to wait until after midnight to attempt entry.
After Midnight: Kul
hides his sack containing his valuables (gold, silver, shining dagger,
and gems) in a hole in a tree. The hole proves to be deeper than
he had anticipated, though. But he leaves it there to be retrieved
later and marks the tree by scraping off a patch of bark near the base.
[He still keeps the two remaining bottles of Five
Star wine, though (maybe in his saddlebags or in another sack?).]
The pair sneak up to the iron fence surrounding
the Drycburh's Manor
and succeed in climbing over. They then sneak over the garden grass,
carefully crossing a couple of pathways. Through a second story window
they see a light and hear the soothing sounds of a harp being played.
Fran carefully removes the hinges of one half of
a latched first story window (located directly below the lighted window
above) and he and Kul enter the house. Fran then replaces the shutter
once they are inside. They find themselves in a large darkened room
resembling a music room. Kul peeks through the only door and sees
a corridor with a few doors on either side. The pair quietly step
into the hallway and sneak towards the other end where there is a room
full of light...
|
[Sunday 01 January 1984] [p156-159] |
17 Oct 03 Pre-Dawn: Exploring Lord
Drycburh's Manor, Kul and Fran find a large room at the end of the
hallway. Many candles light the room, but no-one is in sight.
The pair sneak up a stairway and find two doors and a set of double doors.
Looking down a corridor they see three more doors. Light and the
soothing sounds of a harp escape through the cracks around the furthest
door. [Kul wonders if it could possibly be the mysterious Rahneen
playing the harp...]
They decide to check out the double doors which
most likely lead to the main bed chamber. Fran carefully opens them
and Kul sneaks through into a darkened room. He hears snoring sounds
and, deciding not to fumble around in the dark, he exits. They agree
that the chamber must be Lord Drycburh's
private room and that the map that they seek must either be in there or
in a private library. They check the other two doors and find two
more darkened bedchambers.
The harp music stops, so Kul and Fran sneak back
downstairs. They hide in a small chamber under the stairs to quietly
discuss their next move. Kul wants to search for the other half of
the map [C], but Fran convinces
him that it will be almost impossible to find it (if it is indeed even
here at all) when they don't know where it is kept. Kul doesn't want
to wake up
Drycburh while rummaging
through his room in the dark and then get caught up in a confrontation
with his guards. [He and Fran had hoped to make a completely silent
job of it by sneaking in and out again without being seen and leaving no
trace of their passage.] Ultimately, they decide to leave, [knowing
that if they're not detected they can always come back and try again when
they are better informed].
Outside
however, while crossing the gardens, a guard spots them and lets fly a
spear just missing Kul. Kul bolts and is over the high iron fence
in a single leap. Fran gets stuck on the fence, though, and yells
to Kul that he'll meet him at "the spot" [(which Kul assumes must be the
tree where they left their horses)]. Fran then races out of sight,
still within the confines of Drycburh's
manor.
Kul, meanwhile, runs back to the tree. But,
as he waits for Fran he hears people on the road nearby and sneaks over
to investigate. He spies three of Drycburh's
guards warily approaching and then tries to sneak away. His barbarian
instincts suddenly warn him of an attack from behind and he dives into
a roll, avoiding a crossbow bolt. Then he is up and running again
and vaults onto his light war-horse, Ventar.
Not wanting Fran's horse to be found, he slaps it on the nose to spook
it and it runs off wildly! Kul then rides off too, leaving Fran to
his own fate (and with no horse to boot)!
Kul evades Drycburh's
guards and rides through the sunrise back to Greyhawk,
arriving in time to see the various shops opening for the new day.
He continues on to the wharves to seek for a ship heading southward (hopefully
to Scant). He soon finds a
ship that is scheduled to leave for Scant on the next morning. Kul
finds the first mate and, since all his coins are still hidden in the tree,
agrees to work for his passage. After leaving the ship he asks around
for a woman named Rahneen, but
is unable to find her. [The vision of Rahneen playing the harp in
Drycburh's
Manor continues to haunt him... Could it really have been her? Will
he ever find out for certain?]
[Steve L. leaves the game (while moving, perhaps? Nobody can quite remember why!) and Kulgar conveniently leaves Frances on his own. Frances' story continues in: Escape! [01 March 1984] [p161-162]]
Evening: Kul barters
his spear for a hand-axe at the traders and then rides back to the tree,
[but there is no sign of Fran]. He knocks along the tree, attempting
to find out how deep the hole is and then begins chopping a new hole where
he thinks his sack is located. He manages to chop through, but the
sack is not there! He continues to cut away at the tree when suddenly
a bolt just misses his head! The barbarian spins about throwing the
hand-axe at an unseen target and then hears a noise from the darkness and
knows that someone is running away. He immediately gives chase on
Ventar,
but loses the mysterious man [(whom he assumes is one of Drycburh's
guards)] in the woods. He then returns to the tree, but cannot find
the axe anywhere! Damn! He doesn't want to cut open a tree
with his good sword, and his knife would be less than useless. He
is gravely disappointed. Ah, well, it shall have to wait 'til another
day, he muses. He rides back to Greyhawk.
That night, Kul stays at a brothel. His bed
is warmed by a comely harlot and, having no coins, he gives her his gold
necklace (worth 50 gp!) and asks to sleep there for the night.
18 Oct 03: Kul awakens and leaves while the woman still sleeps. He hurries down to the wharves, but the ship is all ready to leave and the first mate screams at him for being so late. The mate adds that they should leave without him and Kul shrugs and replies, "Go ahead!" They do. Kul soon finds another ship leaving right away and they take him [and Ventar] on immediately with no questions asked. The ship is called the Last Sight and Kul suspects that they are pirates [(though he really doesn't care)]. The Last Sight departs and sails down the length of the Selintan River for the entire day.
19 Oct 03: The Last
Sight continues onward. Another ship comes into view ahead and
the sailors of the Last Sight prepare for battle. Apparently they
are buccaneers after all! Weapons are brought out and Kul is asked
as to whether he can use the sword that he carries or not. As they
close in on the other ship a ballista is set up. Suddenly, Kul realizes
that the other ship is the very one that left him behind in Greyhawk!
The ships come very close and the buccaneers, Kul included, swing across
to the attack!
Kul comes roaring in and cuts through these sailors
like butter. He keeps advancing and then spots the first mate, just
the man he'd been looking for! Battling, he makes his way over to
the sailor and engages him, still unscratched! The first mate nicks
Kul, though, before he goes down. The captain of this ship, meanwhile,
is not very pleased. He sees Kul dealing out death left and right
and decides to stop it himself. He begins to approach Kul, but the
barbarian is pushed aside by the buccaneer captain, who thinks that he
should be the one to meet the challenge! The merchant captain swats
aside the newcomer without batting an eyelash and, all decked out in his
plate armor and helm, closes into combat with Kulgar the barbarian.
This captain is tough! He deals out some very nasty wounds to the
northman, while Kul himself does relatively poorly at first. But
as Kul's fury grows his sword bites deeper and if not for the sea-man's
helm his throat would be cut wide open by Kul's sword. Still, it
is Kul who emerges victorious as the captain falls upon the deck holding
his gut as so many others have on this bloody day.
The fighting has stopped. The sailors drop
their weapons defeated [(and demoralized by the site of their defeated
captain)]. The spoils are removed and loaded onto the Last
Sight and the merchant ship is sunk.
Later: Land is spotted, and
the Last Sight docks at Safeton
on the Wild Coast.
The first mate immediately pulls Kul aside with a message from the captain.
Kul already suspects what it will be... The mate hands him a pouch and
tells him that he is to go ashore with all of his possessions and not return.
[The captain apparently cannot have lesser sailors who are tougher than
he running about on his boat.]
Kul disembarks from the ship with Ventar
and discovers that he is now stuck in a scum city of the Wild
Coast and sees no other ships by which to leave by. He then enters
a tavern to eat a meal and contemplate his next move in the game of survival.
The pouch handed to him by the first-mate contains 37 gp and a gem.
|
[Thursday 12 January 1984] [p159-161] |
19 Oct 03 cont: A group
of hobgoblins strolls past the open tavern door as Kul eats his meal.
Kul then overhears two nearby men complaining about the multitude of humanoids
in the city and decides right then and there to leave this accursed place.
He rides to the nearest trading shop and purchases a tent and other related
traveling equipment. As he is leaving,
though,
he witnesses an argument between the shopkeeper and a dark-haired young
man who has entered through the back door. The shopkeeper repeatedly
tells the young man to get out of his shop, but the man doesn't want to
leave through the front door, for fear of being caught by someone outside.
Kul, minding his own business, exits, but as he mounts Ventar
outside, the young man also emerges from the shop. Suddenly, five
horsed men suddenly appear and quickly surround the man [Nollin,
NPC thief/acrobat].
Nollin, however, isn't caught yet. He deftly
evades the horses hooves and the men's weapons until at last he is clear
to make a run for it. He heads straight towards Kul, who has paused
to watch all of this transpire.
"Fifty gold-pieces says you can't use that sword!
"Nollin quickly bursts out, as he runs past the mounted barbarian.
His battle fury all fired up, Kul turns Ventar
to face the oncoming men and draws Falbrand.
Three men dismount to chase Nollin, while Kul quickly knocks the remaining
two from their mounts. Kul himself takes minimal wounds during this
exchange. Nollin runs off with two swordsmen in pursuit, while the
third swordsman turns to confront the crazed barbarian. Kul makes
swift work of this one also. Though he hasn't killed any of these
men, he has inflicted some serious wounds on them. He quickly follows
the others and finds the young man cornered by the two swordsmen, each
with a blade across his throat. They are explaining to Nollin how
much of a mistake it was to steal against the code of the guild.
Kul approaches silently, completely unnoticed. As one swordsman winds
up to deal the deathblow to Nollin, Kul suddenly strikes! The other
is quite surprised... Nollin evades the deadly blades as the man swings
his sword... Kul ducks under the attack and cuts the swordsman deep with
a counterstrike. Nollin and Kul then quickly flee back to the horses
and ride swiftly out of town.
Once they have escaped from Safeton, Nollin pays Kul the 50 gp, noting what a fine job the barbarian did [Kul got some really great hits!] and Kul explains that he is looking for a port where he can board a ship bound for Scant. Nollin agrees to guide Kul around the northern end of the Suss Forest to the town of Fax where he may be able find a ship. They continue riding southward 'til dusk when Nollin shows Kul a secret hiding spot that he often uses. Nollin admits that he knows the barbarian's name and has heard that he is wanted and Kul tells him of some of his adventures. Nollin then shows Kul what he stole in Safeton and gives Kul a leather armband and 10 pp as his share of the booty! They both sleep peacefully.
20 Oct 03: Kul and Nollin ride southward. Nollin is having problems riding his stolen horse, so Kul trades horses and Nollin rides Ventar instead.
21 Oct 03: Kul and Nollin ride onward
and arrive at the town of Fax
(on the Wild Coast).
Nollin tags along as Kul immediately rides to the wharves, but the barbarian
finds only one large ship that is not going his way. Disappointed,
he decides to buy a boat and soon finds one similar in size to Harbinger.
He pays for it a bit to hastily, giving a gem over to a suspicious looking
character fingering a dagger.
When Kul mentions that he should have looked over
the vessel first, the man says, "Too late, it's paid for."
"Oh well!" Kul shrugs. "If I don't like it,
I guess I'll just come back," he replies, patting his sword hilt.
Both Nollin and the boat-man look up in surprise.
Kul lets Nollin keep Ventar
and plans to sell the stolen horse in town. He also must buy some
equipment for his long sea-journey.
|
[Thursday 01 March 1984] [p161-162] [Steve L. returns to the game and Frances is reintroduced!] |
17 Oct 03 cont: Lord
Drycburh's Manor: After calling out to Kulgar to meet him at "the
spot",
Frances
flees through Drycburh's gardens.
However, he is soon overwhelmed [and knocked unconscious] by the pursuing
guards as he tries to escape over the fence.
18-19 Oct 03 cont: Fran is unconscious.
20 Oct 03 cont: Fran awakens to find himself captured and bound. He somehow manages to fight off the torturer and escape from Drycburh's Manor. He doesn't know for sure how long he was held captive, but finds no Kulgar and no horse at the tree. He does manage to retrieve the sack of valuables that Kul lost in the tree on 16 Oct 03 and then heads back to Greyhawk on foot. He stops to rest and sleep outside.
21 Oct 03 cont: Fax on the Wild
Coast: Kul sells the stolen horse to a smithy. Nollin decides
to go his own way, so Kul thanks him and tells him with a smile to stay
out of trouble. Soon, at a local tavern, Kul buys traveling food
and a fifty gallon barrel for water. He also visits the boat-man
again to purchase a new sail [as the old sail is looking a bit tattered].
The boat-man charges him 7 gp for the new sail! Kul returns to his
newly acquired boat and rows out into the harbor only to find that the
new sail is much too large! He then rows back and demands his money
back, throwing the sail to the ground. The boat-man enters his shack
and Kul watches from the doorway as the man gets the gold coins and quickly
counts out seven pieces. Kul only counts six, though, and demands
another. The man mentions taxes, but Kul doesn't care about that.
He gave the man seven gold and he wants seven gold back! The man
finally gives him the gold piece and Kul leaves.
Kul sails southward [along the Wild
Coast]. He has no anchor and no fresh water (just the empty barrel).
He finds a river and rows inland to fill up his barrel. Next, he
needs to find another port somewhere south to purchase an anchor.
He then plans to escape from the Wild Coast by sailing southeast through
the Woolly Bay and the Sea of Gearnat to Scant
and then further southward to Pitik
and the Southern Seas.
[Kul's reckless plan seems to be: "Forget about the second half of the
map [C]... I'll find the location
of this place on my own, with only one half of the damned map, even if
it kills me!"]
|
[Tuesday 06 March 1984] [p162-164] |
21 Oct 03 cont: Kul sails until nightfall and then takes down the sail, sets the rudder in a circle, and sleeps that night.
Fran, meanwhile, enters Greyhawk and buys clothes, weapons, food and shelter. He sleeps at an inn that night.
22 Oct 03: Fran remembers that Kul was planning to board a ship bound for Scant and then ride cross country to Dullstrand. From there the barbarian had intended to get another ship to the Lordship of the Isles where he could get his boat, Harbinger, and finally sail south to a far-off isle called Pitik. Fran begins searching for a ship bound for Scant. He soon finds one (the Hawkhead) headed for a town near Scant, called Blue.
Meanwhile, Kul finds another port town on the Wild Coast and docks. He asks a tavernkeeper where he can find an anchor for his boat. The tavernkeep says that a man is selling a boat with equipment about 3 leagues south through some woods. Kul walks southward and soon finds the man's house. He generously gives the man 2 gp for the anchor (with rope attached), 20' of extra rope and a fishing net. Kul then walks back to town without the goods and rows his boat back down to the man's house to pick up the heavy equipment. Afterwards, he begins his journey south-eastward through the Woolly Bay to the Sea of Gearnat.
Greyhawk: Fran, meanwhile, sells a gem from Kul's sack to get some cash and then rests in a tavern 'til evening.
Kul sails onward, but suddenly realizes that he's forgotten to buy a scroll case (sealed with bee's wax) for his half-map [C]. He'll definitely have to stop at Scant and get one from Trosco. He begins studying the map again so that he will have it memorized, should something unfortunate happen to it [as happened to maps A & B which were ruined during the storm that capsized the Silence back on 19 May 03]
Greyhawk: Frances exits the tavern just in time to hear two men with weapons (one dressed in ringmail) talking about him. He also hears Kulgar's name before they pass out of earshot. He quickly retreats back into the safety of his inn room.
23 Oct 03: Kul sails onward and continues to study the map.
Greyhawk: Fran boards the Hawkheadand pays 15 gp for his passage to Blue (a three or four day voyage). This is the first time Fran has ever ventured beyond the Greyhawk area.
24-25 Oct 03: Kul and Fran both sail onward.
26 Oct 03: Kul and Fran continue on their respective voyages.
Kul spots land. He finds a desert coast [the Bright Desert] running east-west and follows it west looking for a port.
Fran, meanwhile, arrives at Blue. He immediately begins looking for a ship leaving for Scant. Instead, he finds a man willing to ferry him across the Sea of Gearnat on the following day.
27 Oct 03: Fran meets the boat-man and pays for his passage. They set sail across the sea.
Kul continues to follow the desert coastline westward. The shoreline soon turns south-west. [Unfortunately, he is not used to navigating these waters alone and, without a map to go by, he begins to second guess himself.] Thinking that he's in the wrong area, he turns east by south-east.
Later: Kul spots land again. A darker desert coastline
this time. He follows this coastline south until it turns east.
He then turns north thinking that Scant
must be northward.
|
[Tuesday 13 March 1984] [p164-165] |
27 Oct 03 cont: It becomes dark and Kul drops anchor.
Evening: Fran is left on the shore and he walks towards Scant. He arrives and, after not finding Kul anywhere, rents a room at an inn.
28 Oct 03: Kul continues to sail northward. His food supply has run out. The shoreline soon turns westward. He sees hills and realizes that he is now back at the Bright Desert! Confused, he turns around and heads back again. Then he sees a large group of nomads on the shore and makes contact with them. He trades them 20 skins of water (about 10 gallons) for some food and directions to a nearby town. They point him south-east towards a river and he continues on in that direction.
Fran waits at the main gate of Scant most of the day, hoping to see Kul arriving or leaving. He also buys a sling and some bullets.
29 Oct 03 Morning: Kul sails south-east all day along the desert. Finally, he sees grasslands and a river [the Nesser River] and sails up the river in the evening.
Fran continues to wait and watch for Kulgar in Scant.
Night: Kul sees lights of a village ahead. He arrives, ties his boat, and goes to sleep.
30 Oct 03: [Kul awakens and visits the river-village]. He discovers that Scant is south across the Sea of Gearnat and departs immediately.
Evening: After crossing the sea, Kul finally spots the familiar port of Scant. He docks his boat and enters the city. Fran spots him and calls out to him. Kul turns around, annoyed, but lightens up when he sees who is calling his name. He is quite surprised to see Frances here! They enter a tavern and eat a meal while trading tales. They then enter an inn and sleep that night.
31 Oct 03: Kul visits Trosco. He first asks the sage for a case to seal the half-map [C] in. Trosco explains that he has obtained a "new" book with more information. He has found a legend that tells of a temple in a canyon on the southern tip of the continent of Hepmonaland. This canyon temple is supposedly guarded by a priest and his dead followers. Trosco believes that Kul's map [C] is inaccurate and that the mountain temple depicted on it is actually the same as the canyon temple. He shows Kul a map [D] in the "new" book and Kul asks if the sage can make a copy for him to use to reach this place. Trosco also tells him of a wandering tribe of people who worshipped a jackal god in that area. Kul leaves Trosco to his work [of copying the map [D]] and buys supplies for a journey south (about one week to Pitik).
Noon: Kul returns to Trosco's house. Trosco
gives him his two maps [C &
D]
and a bone case with wax to seal it with. Kul then promises to bring
something back from the mysterious hidden temple for Trosco. Kul
leaves the sage and buys more supplies for the boat and some new clothes
(including an elaborately weaved sword belt). He and Fran meet again
that night and make plans to leave on the next morning.
|
[Tuesday 20 March 1984] [p165-169] |
| -Muffled talking is heard from behind a set of double doors.
-Two guards lean wearily on their polearms beside these doors. -Three men approach, (one has no armor on his right arm (his weapon hand)). -These men check around the area (even looking through some doors), but apparently find no problems. -A well dressed man [General Holt] (face hidden from view) walks onto the scene and the two guards perk up to attention. -The well dressed man passes into a chamber beyond the double doors... |
01 Nov 03: Scant: Kul buys more equipment. He pays an blacksmith to fashion a chainmail bernie for him while he is gone. It will take thirty days and will cost a total of 50 gp. Kul pays 25 gp in advance.
Kul and Fran then board the boat and sail southward towards the isle of Pitik.
02-04 Nov 03: Kul and Fran continue to sail southward without incident.
05 Nov 03: Kul and Fran
continue to sail southward, on course to Pitik,
when an island is spotted. A young woman (about Kul's age) can be
seen running naked along the beach. She pauses and looks towards
the boat. Kul waves to her, but she quickly hides in the woods beyond
the beach. Kul knows he should pass by, but curiosity forces him
to anchor in a small cove and debark to investigate. Despite Fran's
annoying protests and warnings (he keeps repeating that it's a trap) the
stubborn barbarian sets off along the beach with just his knife and club.
Fran reluctantly follows.
They follow the wild-woman inland to a clearing
with ruins of an ancient structure (a temple?). The wild-woman retreats
into a small stone enclosure and Kul makes a small pile of coconuts and
pineapples in an attempt to draw her out again. He and Fran then
hide in the underbrush nearby. When the wild-woman emerges to investigate
the offering she seems confused. Kul shows himself and attempts to
make signs of friendship by holding his weapons in a prone position.
She seems to ease up and turns back towards the enclosure. She leaves
her spear outside of the doorway and disappears inside. Kul follows
her in, but in a gesture of peace Kul also leaves his weapons (knife and
club) outside. He notices that she has not attempted to speak a word
of any language to them. Inside, she offers him some food and motions
for Fran to join them. She sits upon an ancient stone altar and Kul
approaches a large rock to sit down. Fran enters and follows Kul
across the room.
As they walk across, however, a large pit suddenly
falls open below their feet. Reacting instinctively, Kul leaps aside,
avoiding the opening hole. Unfortunately, Fran does not. He
falls into a pit, landing in a large heap of hay at the bottom.
Immediately,
he sees a huge, hairy minotaur leering towards him hefting a heavy club.
Fran is not about to fight this beast alone and runs towards a flickering
light. He drops through an opening into a maze of tunnels [and finds
a torch hanging on the wall nearby.] As the minotaur climbs through
the hole, Fran splashes it with oil from his pack [and then grabs the torch
from the wall.] He is about to throw the torch at the beast when
he suddenly realizes that once that is done, he will be left without light
in this confusing maze of tunnels.
Meanwhile, upstairs, Kul has heard growling from the pit and realizes that Fran must be in trouble. He breaks for the doorway with the intention of gaining the wild-woman's spear outside. The wild-woman grapples him, though, and begins to transform into a strange creature! Kul breaks the creature's hold and manages to escape from the building and grab the spear.
Fran retreats from the minotaur. He carefully picks a path through the maze, but soon finds he has gone in a circle. He sees the same hole where he found the torch. As he approaches the hole the minotaur pops out from around a corner and Fran is forced to retreat again.
Kul, spear in hand, turns to face his adversary.
[The beautiful wild-woman has transformed into a large disgusting, green
colored
demon with a no arms and a long head ending in a huge circular mouth ringed
with sharp teeth.] He attacks, but the demon shrugs off a decent
hit from the spear. [Worried about Fran alone in the pit,] Kul manages
to get past the demon and into the building again. But he finds that
the pit is too deep to safely jump down into. He continues to fight
the demon and tries to knock it backwards into the pit [where he hopes
it will be hurt from the fall], but the demon proves to be too powerful
for this maneuver. Suddenly, the demon's large mouth shoots forth
and engulfs Kul's entire head! As the gruesome saliva covers his
face and wounds, he strikes wildly to be free of the beast. He finally
manages to strike the creature through the eye and into its brain, killing
it. As it dies, the demon releases Kul's head and falls backward
into the pit.
The minotaur comes forth to investigate and finds
its companion dead. Kul sees the minotaur below and attempts to gain
access to the pit by leaping down onto the black, hairy beast (maybe not
the brightest idea!). The minotaur clubs Kul aside and the barbarian
strikes a wall and then falls to the floor stunned. Without a weapon
now [(he dropped the spear maybe?)], he lies completely still, playing
dead. As the beast continues to investigate the dead demon, Kul spots
the pommel of a sword amongst the rubble scattered on the floor.
Then, as the beast approaches him, Kul leaps to his feat and springs across
to the sword hilt. Taking the weapon in his hands, he immediately
turns and swings it towards the minotaur. He finds, however, that
he has a broken sword in his hands and yells, "Frances!", as a new battle
begins.
Fran hears Kul's cry at about the same time that
he realizes that the minotaur is nowhere around. He makes haste to
the pit chamber and painfully gains entry by leaping up to the hole (about
8 feet high). As Kul and the minotaur trade blows, Fran tries to
position himself for a rear-attack, but the beast, very wounded and now
outnumbered makes a swift retreat through one of the holes and disappears
into a maze of tunnels. Fran and Kul quickly exit the pit using Fran's
grappling hook and rope.
Kul washes
off the demon's saliva and sits stunned for a while. His face is
badly wounded and his left eye is swollen shut. Fran takes the opportunity
to snoop around a bit. He boldly climbs back down into the pit and
begins investigating anything shiny. He soon finds a small golden
pendant that, when twisted open, sheds a magical light bright enough to
illuminate even the largest room of a palace. Fascinated by this
mysterious object, he tries it out here and there numerous times, but cannot
identify the light's source. [He climbs back up] and shows the light
pendant to Kul, who eyes him coldly and says nothing. Kul
is in a foul mood now... No mood to deal with sorcery. They walk
back to the boat and Kul painfully rows out to sea and sets them back on
course to Pitik.
06 Nov 03: Kul and Fran rest as their boat carries them southward towards Pitik.
07 Nov 03: Kul and Fran sail onward and spot the isle of Pitik. They soon arrive at Garn. Kul fastens Falbrand onto his belt and brings Fran to "Barthron's Inn". The barbarian's wounded face is gradually healing, but it is still in rather bad shape. Inside the inn, Kul tells Barthron the tale of the demon and the beast and Barthron listens in disbelief. He thinks that Kul is delirious from his wounds, but Kul assures him that he is in a sound state of mind and reminds him of the cyclops [(which Kul and Thar fought on 18 Aug 03)], another seemingly unbelievable legend come to life! Kul and Fran rest in free rooms courtesy of Barthron ([free rooms and meals have been a standing offer ever since Kul eliminated a rogue named Torkk for Barthron on 03 Aug 03]).
|
[Tuesday 27 March 1984] [p169-171] |
07 Nov 03 cont: Frances wanders around Garn that evening.
08 Nov 03: A commotion is heard
from outside "Barthron's Inn".
Kul and Fran emerge just in time to witness an attack in
the streets of Garn! As a young
man flees down the street a tunician warrior [Phinos]
emerges from a nearby tavern bending a rod similar to a fishing pole [a
brather]
between his outstretched arms. He lets go of one end of the brather
and a small chakram is swiftly launched, embedding itself into the fleeing
man's back!
[Phinos
leaves abruptly and] Kul and Fran approach to find that the man is still
alive. Kul bandages him and then returns to the boat and begins fitting
on his armor. If there are tunicians about, Kul has learned that
it is a death-wish to meet one unarmored. Kul takes his spear and
he and Fran begin searching the streets of Garn
for the tunicians. They soon find two of them strolling down a nearby
street.
Kul calls to the tunicians and approaches threateningly.
They dash around a corner and Phinos
takes a quick shot at Kul with the brather. Kul manages to avoid
the chakram and sneaks around through some nearby alleyways as Fran takes
to the roof tops. Kul soon discovers that the second tunician is
wielding a gimja (the same weapon
used by Morbon during his fight
with Thar in Rol on 19
Jun 03 [p91]), but he decides to attack Phinos,
who seems more dangerous. The battle quickly turns tides, though,
as Fran and Phinos trade volleys from roof to ground and Kul easily takes
down the swordsman. Phinos then takes to the roof tops to get better
shots at Fran, while Kul kills the swordsman bloodily with a stab to the
heart and a heavy chop to the throat. When he finally searches for
Phinos, though, he finds that the tunician has already escaped. Fran
had ill-luck with his aim this day, but by the same token was swift enough
to avoid most of the damage from Phinos' disks.
Having descended from the roof tops, Fran now stands
over the mutilated body of the dead
tunician
in a mixture of disgust and bewilderment. He hadn't known that the
fight was to be a duel to the death. He thought that they were just
going to push the tunicians around a bit and then be on their way.
Later, back on the boat, Kul attempts to explain
the ruthlessness of his murdering. Tunicians have become the
enemy to him, not just an occasional foe. They push everyone around,
they have cut up both Kulgar and Tharrison, and have no honor at all.
Fran is half-convinced by this, but all in all he has witnessed more killing
and adventure than he would have dreamed about in Greyhawk.
Kul mentions that Rol is even more
of an experience...
09 Nov 03: Kul says farewell to Barthron
and the innkeeper wishes him well on his journey, noting that he feels
there lies great trouble ahead on his adventure. (Kul told Barthron
what he learned from Trosco regarding
the half-map [C], but didn't get
the chance to show him the other map [D]
[which is sealed within a scroll case].)
Kul and Fran sail south by south-west towards the
Clusters.
|
[Tuesday 10 April 1984] [p171-172] |
|
|
10 Nov 03: Kulgar and Frances continue sailing towards the Clusters. Fran manages to hook a small tuna (about 32" long) and Kul helps him get it onto the boat.
11 Nov 03: They continue sailing
and eventually arrive at the Clusters. [After docking on an unfamiliar
isle,] Kul sits in a tavern and eats while Fran shops around in the trader's
shop. That evening a woman with long black hair and carrying a nargison
whip
enters the tavern. Kul overhears her ask the barkeeper about any
ships sailing south to Rol.
Kul then approaches and offers to sail her there free of charge, since
he and Fran are planning to stop there anyway. The woman accepts
Kul's offer and introduces herself as Donwynn.
They agree to meet again outside of the tavern on the following morning.
Kul and Fran decide to spend the night at a brothel
on one of the outer isles. As the ferryman takes them there he tells
Kul of a girl there named Dorna.
Kul stays with Dorna that night.
12 Nov 03: Kul and Fran meet Donwynn. They all board the
boat and sail south by south-east towards Pni.
Donwynn sits down near Kul and they talk.
Since she is obviously a nargison guard, Kul decides tells her about Tharrison.
She seems to recognize the description of the half-elf. She also
explains that she has heard of Greyhawk,
but has never visited the city. Fran joins in, mentioning that he
is from Greyhawk. Donwynn explains that she grew up in the Clusters
and adds that she has never traveled very far. She passes around
some whiskey, but Fran decides not to drink any. Sail onward (two
days to Rol).
|
[Tuesday 17 April 1984] [p172-174] |
13 Nov 03: Thick fog. Kul
sails the boat with the currents, headed due south. Later, the fog
begins to lift, but a storm is brewing. They stop at an isle to sit
out the storm. After the rain and high winds pass, they continue
on. After passing several more isles, they finally arrive at Rol.
Kul and Fran say farewell to Donwynn
and then immediately head for the Mother
of the Pearl Inn. Kul believes the Pearl to be a common hang-out
of the local tunicians and enters looking specifically for "the
Giant". [He intends to exact revenge upon the large tunician,
who defeated Kul about five months ago on 19
Jun 03 [p92-93]). The inn is quiet and Kul
finds no tunicians within.] The innkeeper informs him that "the Giant"
and his friends do visit the inn now and then, but that "the Giant" himself
hasn't been seen in here in almost four months.
Fran follows Kul to the Mermaid's
Lyre Inn where they rent rooms. They then leave and walk around
the wharf for a while, planning to do a bit of thievery [in order to replenish
their coin supply].
They soon
come across an aging merchant with two unarmored, spear-wielding guards
hurrying through the streets clutching something of apparent value.
Fran and Kul follow them up a side street and then close in for the mugging.
The guards turn about with their spears ready issuing a warning, but Kul
and Fran ignore their warning and launch their attack! Fran is soon
injured, but quickly recovers and downs his opponent. He then runs
after the merchant. Kul, however, using only his club, takes a little
bit longer to finish his opponent, though in the end the barbarian manages
to come out of it uninjured. Fran finds that the merchant is hanging
onto a bag. He grabs the sack from the man and then runs down a nearby
alleyway. Kul follows. The pair make their way back to the
inn where Kul helps bandage Fran's nasty spear wound. They soon find
coins inside the bag and count the loot: 146 cp, 103 sp, and 33 gp.
They agree to divide it up as follows:
Fran: 51 sp and 17 gp
Kul: 52 sp and 16 gp
The copper coins will be traded in for silver or
gold and divide up later.
They then sleep and recuperate that night.
14 Nov 03: Fran visits an armorer to look for some armor.
He is able to purchase a leather breast plate on the spot, but must be
fitted for the rest of the suit.
Kul, meanwhile, wanders around the city looking
for tunicians. He desperately wants information on the whereabouts
of "the Giant" and even offers
a reward to one man if he can find out anything. Then, as he is walking
down a street, Kul overhears two men whispering about a tunician that has
just passed by. When questioned, they direct Kul up the street and
around a corner. Kul turns the corner and follows the street, but
the tunician is nowhere in sight.
Suddenly, a weighted
net falls upon Kul from above and he hears a familiar voice issuing commands.
Lassoes begin to nab him from every side, but like a trapped animal, Kul
keeps struggling to be free. He looks up to see the rogue known only
as
"Uglio" (who had escaped from
him on
12 Jul 03,
during Kul's last visit to Rol[p105])
approaching. "Uglio" still wants the diamond-bladed sword, Gashintain,
and has waited patiently to meet up with the barbarian of the northlands
again. Kul doesn't tell the roughian that he no longer possesses
the legendary sword (which he dropped in the Whyestil
Lake on 22
Sep 03). He figures that if they succeed in knocking him out,
they'll find out soon enough. The roughians begin hitting Kul with
clubs, but just then, the scene is suddenly interrupted by a bestial roar
and the approach of loud, heavy footsteps. An unhappy barsholh (first
encountered was Khondor [p60])
disperses the gang of roughians (including "Uglio" himself) and stands
at the corner growling. Kul frees himself from the net and approaches
the barsholh, thanking the huge creature. The barsholh then turns
Kul's face upwards, seemingly studying it, and then grunts in apparent
satisfaction.
|
[Tuesday 15 May 1984] [p175-176] |
|
|
14 Nov 03 cont: Kulgar returns
to the Mermaid's Lyre
Inn and tells Frances about his encounter with "Uglio".
They argue for a couple of hours on how to catch the rogue. Kul becomes
upset and decides to continue searching for "the
Giant" instead. Fran suggests that they sail south to Sonda
and search there.
Kul and Fran board their boat and sail south for
only a couple of hours to Sonda. Upon arrival, they begin searching
the taverns for tunicians, but find none. In one tavern, Kul overhears
an old guy babbling about tunicians starting wars near the Bacho
Reefs. Kul offers the man gold if he can give any information
about local tunicians, but the man doesn't know anything useful and Kul
leaves. The old guy screams for his gold from the doorway as Kul
and Fran walk away down the street. Kul doesn't believe the old fool's
story for a minute [(what that story is, is not exactly clear!)].
Soon, they come upon
another tavern, where a group of people have just finished listening to
the stories and prophecies of a young man. Kul introduces himself
and asks about the man's prophecy. The man is Tih.
He tells Kul of a legendary sword named Gashintain.
Once the ancient sword is discovered again, it is supposed to pass into
101 hands of ownership and the 101st owner will be the new king of Pni
and will pull the kingdom out of its current turmoil. Tih adds that
the sword is said to be discovered now. Kul thanks Tih and he and
Fran leave. Outside, Fran asks Kul if he really believes all that
crap. Kul mentions that when each person is born his fate is decreed
by the three Norns and that if the man is a true prophet what he says could
very possibly be true. Fran, however, doesn't understand what a Norn
is.
Night: Kul finds an interesting wench in a tavern and they soon retire to his room with a bottle of wine. Fran, meanwhile tours the town, prepared for some cutpursing. But the only worthy target he spies is a well-built man armed with a sword. Fran passes him by.
15 Nov 03: Kul gives the wench two gold coins before parting. He hasn't seen any tunicians here in Sonda at all, so they sail back north to Rol.
|
[Monday 04 June 1984] [p176-181] |
Kul and Fran agree that they should stay in another part of town to avoid the tunicians. Donwynn accompanies them as they head for the south-end of town. They all stay at a small inn for the night. Kul finally decides to investigate the cloaked man's coffer. Inside he finds five caltrops, but isn't sure how to use them. He thinks that they're supposed to be thrown at the enemy.
16 Nov 03: Kul and Fran discuss their plans. Kul wants to sail eastward to the Bacho Reefs (despite reported tunician dangers) and check on a friend (Fandral, last seen on 08 Aug 03[p125-127]). He then plans to sail south along the coast of Hepmonaland to the southern tip of the continent where they can search for the hidden temple as shown on the half-map [C]. They agree on this plan and decide to look for a new boat [more capable of making the long journey.] Fran still has the gems that he recovered from the tree on 20 Oct 03 [p156] and believes that they could buy a decent sailing vessel. Then they both wonder aloud whether or not Donwynn will accompany them. It certainly doesn't seem safe for her here.
Kul and
Fran buy a very good boat. She is about 30' in length with a four
person cabin and a cargo hold under the deck. It is an overall expensive
boat, yet they pay only 150 gp (in gems) for her. Overall, a very
good deal! Kul also sells their old boat to the same boatsman.
They name the new boat the
Northlander.
After the Northlander is properly prepared and organized,
Kul sits down near Donwynn and asks if she wants to accompany them on their
treasure hunt. She replies that she is not sure. Her duty as
a nargison guard is here in Rol, but she is not happy with it. Kul
understands her dilemma. He explains that he was forced from his
home and family and probably wouldn't have left on his own. But he
doesn't regret it that much. He has traveled far, made many friends
and he likes the risk and adventure. Donwynn's eyes tear up a bit
and she agrees to go because it is risky and she likes that too.
She doesn't even care what her captain thinks!
Night: Kul,
Fran and Donwynn eat in the city for their last on-shore meal. However,
as they merrily head back to the
Northlander a wagon suddenly comes racing down the street at them,
seemingly out of control! As Donwynn and Fran move out of harms way,
Kul vaults onto one of the horses in an attempt to bring the cart to a
halt.
Suddenly though, Fran sees Donwynn heave as some
type of barbed bolt, fired from the wagon, strikes her in the chest.
A rope connects the bolt to the wagon and the wounded Donwynn is yanked
and dragged helplessly along on the ground. Fran manages to grab
onto the rope and tag along also.
Kul stops the horses only to discover that the driver
is the very same tunician that escaped from them in Garn on 08
Nov 03 [p170]. It is Phinos!
Phinos swiftly produces his brather
and fires a chakram at Kul, but misses. Fran, meanwhile, cuts the
line from the wagon and takes an arrow in his side as he retreats behind
some stone steps with a badly wounded Donwynn.
Kul leaps from the horse onto the wagon to face
the archer [Arandon] and
two more tunicians who were hidden in the hay. One [Nokk]
wields a falcion and the other [Filimus]
wields an ordinary looking staff. Kul promptly smashes Arandon's
bow with Falbrand while Fran
begins his surgery on Donwynn's chest using his enchanted light
pendant as a light source.
As Filimus jumps off of the cart and runs towards
Fran, Kul slaps one of the horses with a piece of the broken bow and starts
the cart moving again. He then swiftly leaps off of the moving cart
and runs to help Fran. Filimus reveals the true nature of his weapon
as eight blades pop out on each end and he strikes Fran in the face with
the slaff. Kul arrives and sends Filimus reeling from a good sword
blow. Fran finally is able to remove the bolt from Donwynn's bloody
chest just as Nokk and Arandon close in.
Kul battles with Nokk, but Arandon, now wielding
a barbed sword, sneaks by the barbarian to attack Fran. They struggle
and Fran takes a couple of stab wounds while trying to force the tunician's
head back towards the stone steps.
Filimus, meanwhile, has retrieved his slaff and
rejoins the fray, attacking Kul vengefully. The battle seems to be
going downhill, when suddenly Kul sees Fran pull through and smash Arandon's
skull on the steps, killing the tunician!
Next, however,
the barbarian is attacked all too swiftly by Filimus and Nokk and then
slips on something bloody. Kul
glances
down to find a bloody finger on the ground at his feet! Finally,
he notices that he is missing his fourth and fifth fingers from his left
hand! All rationality gone, he turns berserk and attacks Nokk with
savage fury. Nokk is killed swiftly, but then Kul is suddenly struck
by one of Phinos' chakrams. Kul then charges at the tunician in a
rage and chases him down the street. With a wild leap Kul is upon
Phinos, knocking the tunician violently to the ground. Then, with
a mighty blow from Falbrand, the tunician's head rolls away!
Fran, meanwhile, is on the verge of passing out
following his victory over Arandon. He has wrapped Donwynn in his
cloak, but is surrounded by people he cannot identify. In his delirium
he thinks they are enemies and struggles to be free when they pull him
from Donwynn. Kul returns to find that Filimus has escaped and finally
begins to calm down again. He now realizes that he has indeed lost
two fingers and sits down on some steps to bandage himself [(Kul will suffer
a -2 penalty to all skills of dexterity performed with his left hand (including
firing a bow))]. A townsman attempts to help him, but Kul takes the
bandages and water and insists on treating himself. Fran has passed
out using his last reserve of strength while the townsfolk try to save
Donwynn.
|
|
|
[Monday 18 June 1984] [p181-183] |
17 Nov 03: Kulgar and Frances recover on board the Northlander while a leech cares for Donwynn.
18 Nov 03: Kul and Fran visit Donwynn at the leech's home. She is making a remarkable recovery. They decide to stay and guard the house in case more tunicians return to finish the job.
19 Nov 03: Kul and Fran take turns with resting and guard duty.
20 Nov 03: Kul and Fran continue to alternate rest and guard duty. While exploring the city during his free time, Fran recognizes a well dressed man from Greyhawk. It is Lagrin, Lord Drycburh's right-hand man. Unfortunately, Lagrin also sees and seems to recognize Fran!
Later: Fran has a long talk with Donwynn about the journey she
is about to undertake with them. He reminds her of the danger that
she will be in throughout the journey, but she tells him that she is quite
aware of the risks.
Kul is disturbed at the presence of Drycburh's
men. He tells Donwynn the whole story of the half-map [C]
and asks if she will be able to leave soon. She wants to depart that
very night, so Kul leaves to buy supplies for their journey.
After buying the supplies, however, Kul becomes
uneasy and realizes that leaving at night may bring bad luck to the whole
endeavor. It is a taboo in his clan for one to leave on a long journey
after sunset. After explaining this to Fran and Donwynn, they agree
to depart on the next morning.
Night: As Kul brings the food and other supplies to the Northlander he finds a suspicious old man with a pipe looking at the vessel. The man asks Kul if it is his boat and if he plans to leave soon. Kul, trying to be vague, doesn't answer directly, but ends up giving away a lot anyway. The old man strolls off and Kul loads the supplies aboard, trying to dismiss his suspicions. His barbarian instincts won't let him rest though and he considers moving the boat to a new spot, but ultimately he decides that it probably wouldn't be worth the trouble and heads back to the leech's home. Kul sleeps uneasily that night as Fran keeps watch over Donwynn.
21 Nov 03: Kul and Fran
help the still recovering Donwynn (who still needs a cane to get around)
walk to the Northlander.
They are surprised to find a crowd gathered around their new boat.
Then as they draw closer, they find that only the top most end of the mast
is showing above the water's surface! Their new boat has somehow
sunk! Kul suddenly feels that they are being watched and looks around.
At that moment, a very frightened man approaches and delivers a message:
"They want the sword."
Kul knows that the man means "Uglio".
The rogue seems determined to prevent Kul from leaving Rol and the sinking
of the Northlander is obviously his doing. It is then that Kul realizes
the true danger of their current situation. They are surrounded by
all kinds of enemies ("Uglio's" men, Drycburh's
men, and various tunicians) in a hostile and mostly unfamiliar city.
Worst of all, "Uglio" and the tunicians have a clear advantage of sheer
numbers and familiarity with the surroundings. It is clearly their
territory.
Kul decides that they are in need of a safe place
where he can gather his thoughts and Donwynn can rest further. He
decides that they should leave the isle of Pni
immediately. They soon find a fisherman willing to take them to Garn
right away. As they pull away from the dock Kul can see a man watching
them with interest.
Everyone is quiet as the stuttering fisherman paddles
them out of the harbor. Then as they sail along to Garn,
he even plays his flute for a little while, but it doesn't seem to lift
their spirits. Finally, later in the day, Kul decides to speak his
feelings of the moment. He begins by explaining his carelessness
in coming south again. He was ill-prepared for the enemies he had
left behind. He then goes on to say that searching out the ancient
temple shown on the half-map [C]
now, in his opinion, would be almost impossible because of the danger and
lack of boat, supplies, and money. Fran explodes! He points
out his views, indicating that he doesn't understand Kul's way of life
and that he now has more enemies than he could have ever dreamed of before.
Donwynn then becomes angry at Fran because he is pointing the finger at
Kulgar. She credits Kul for having enough sense to back out of trouble
while they were all still alive. This idea doesn't sit well in Kul's
barbarian mind, though. He feels like coward, turning his back and
fleeing from all of his enemies.
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[Monday 25 June 1984] [p183-185] |
21 Nov 03 cont: Everyone on the boat is quiet again until finally,
with new resolve, Kul announces that he is not going to give up
after all! He has a new idea! He plans to find a ship and take
passage north to Sulward where
Harbinger
was left at Tharrison's home
several months ago.
Fran doesn't like the idea, though. He thinks
it is much too far out of their way. Donwynn doesn't answer, she
seems lost in thought and Kul suspects that she is considering whether
or not she will continue on with them.
Later: Donwynn talks with Kul. She asks why all of these
men are after him. Kul explains that here, in Eastern
Oerik, he is somewhat of a hunted man. He begins by telling her
about Sir Farchard and then tells
her about "Uglio" and Gashintain.
Donwynn admits that she has heard of stories of Gashintain in her childhood.
Kul goes on to mention that in the far western lands of Baklune
he is a Queen's knight; Daech (sir) Kulgar Hakonson. Donwynn cannot
believe it! It seems there is more to this barbarian warrior
than she thought and she decides right then to stay on the journey.
Everyone sleeps aboard the small boat that night.
22-23 Nov 03: Rain. Sail onward. Fran insists that they should look for a sailing boat in Garn, but Kul still wants to sail north to Sulward (secretly hoping to see Circh at Thar's house).
24 Nov 03: They sail onward and arrive at Garn in the evening. Kul and Fran lead Donwynn to "Barthron's Inn" and Kulgar explains their situation his friend, Barthron. They all sleep comfortably that night.
25 Nov 03: Kul and Fran walk around the wharves looking at sailing
boats, but they find that they haven't enough money to buy a decent boat.
Kul does find a ship headed northward, though. They then discuss
what they will do if "Uglio's"
spies show up here in Garn.
Soon, back in Kul's room, they are still in discussion
about what they will do next, when suddenly, a black crow lands on the
window
sill, crows twice and then immediately flies off again. Donwynn is
scared out of her wits with surprise, but Kul rushes to the window and
watches intently as the crow flies off northward! He is quite awed
and believes without a doubt that it has to be a sign from the gods that
his best course lies northward! The barbarian immediately makes up
his mind to be on the northbound ship waiting down at the wharf.
Fran cannot believe it! Kulgar seems to be following shadows!
[Kul returns to the wharf and discovers that] the
ship is leaving in five days, headed for the free city of Dullstrand
(south of the Great Kingdom of Aerdy on the mainland of Eastern
Oerik). From there, Kul plans to find passage by ship to Sulward
where he can get Harbinger.
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[Monday 16 July 1984] [p185-187] |
25 Nov 03: [In order to keep a low profile,] Kul, Fran and Donwynn leave Garn on foot and travel north-west off-road all day. They camp in the hills at nightfall.
26 Nov 03: Fran practices sling throwing reversed [whatever that is!] Kul and Donwynn walk a bit together and talk.
27 Nov 03: Kul swims. The party wastes time.
28 Nov 03: More swimming. Donwynn is finally able to walk a little without the cane.
29 Nov 03: Afternoon: The party travels back to Garn and arrives at night. They stay at Barthron's Inn.
30 Nov 03: The party buys some supplies from Barthron and then boards the merchant vessel. The ship departs from Garn, headed for Dullstrand. Kul and Fran work for their passage while Donwynn pays 3 gp for her passage.
01 Dec 03: The vessel continues sailing towards Dullstrand.
02 Dec 03: As the ship continues on, Kul overhears the captain and first-mate talking. The captain decides that they should stop at Sulward and ask the advice of Mr. Perith. [Kul realizes then that they are actually sailing on a ship owned by Tharrison's father.]
03 Dec 03: Sail onward and arrive at Sulward during the night. The ship puts into port and everyone on board sleeps.
04 Dec 03: Kul, Fran and Donwynn walk through Sulward to the Perith Estate. The guards at the gate recognize Kul and let the party through. Mr. Perith is actually happy to see Kul. He explains that Tharrison has been summoned to a review of his nargison guard skills. Kul informs Mr. Perith of his plan to take Harbinger on an expedition and repay Thar for his half if anything were to happen to her. They then grab a bite to eat in the kitchen, but Mr. Perith has another guest to attend to (the captain of the merchant ship, of course). As Thar's father leaves, a familiar servant enters and speaks with Kul. He mentions that the girl (Circh) has gone north looking for a sword. Kul becomes enraged! It's obvious she is going to retrieve Gashintain! Although he can't imagine how she could get to a sword that has been submerged a mile out into a lake! He decides right then to follow her and stop her, though she is about three weeks ahead.
Later: Kul finds out that the same merchant ship that brought them here is continuing on to Dullstrand on the next morning. Donwynn decides not to go with them, however. She is not sure why, but seems reluctant to be that far from home. She and Fran say good-bye, then Kul says his farewells as she leaves the house.
Evening: Kul joins a group of nobles watching a croquet game outside. Thar's brother, Siserhel, is playing. Kul feels out of place though and retires early that night.
05 Dec 03: Fran and Kul leave
Sulward
on board the merchant ship bound for Dullstrand.
Soon they arrive on the mainland. Kul plans to obtain two horses
and ride as swiftly as possible to Scant.
He decides that he will sell a gem (18 gp), his bow (with arrows) and his
last two bottles of Five-star
wine if necessary.
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Unpublished work © 1983-2001 fraz |
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