October 23, 1371


After a restful night, you awaken on the morning of October 23rd to sunshine again. It is noontime, though, by the time the spell casters are ready to depart.

You pile into the portable hole and Valdar teleports you back into the tunnel maze.

Emerging from the hole, you find that you are back at the scene of yesterday's battle. The bodies are still there in piles where you left them yesterday. You hear the sounds of scuttling creatures as they feast on the carrion...and the smell in here is most unpleasant.

You continue down the tunnel, to see where the pirates came from.

The tunnel curves around until it is running south-southwest. It runs for about 100' in this direction, and then things open up.

Before you is an enormous sea cave. The tunnel opens into it about 1/3 of the way down from the north. It is better than 200' wide and over 460' long, oriented north-south. A dry ledge some 5-10' above water level runs down much of the east and south sides of the cave. A number of doors are on the outside wall of the ledge. To the northwest is an exit to the open ocean, some 120' or so wide. Through it comes faint daylight, and the sounds of crashing surf.

The waters in the cave are calm and dark. It is not possible to determine their depth right off.

There is also one rowboat tied to a bollard on the ledge.

Also, several ropes are attached to other bollards. The other ends of them hang down into the water. It looks as if someone cut the ropes.

About 80' away, by the first door, which is open, you see some odds and ends on the ledge. You go down and take a look, finding a hornpipe and some bottles of rum there.

All in all, the place looks to be deserted.

"Damn! There must have been a ship here, and it got away!" curses Valdar.

Occa says, "Well, it couldn't have gotten far."

He casts polymorph self and turns into an eagle.

He then flies out of the cave and rises high into the air and takes a look along the horizon of the sea for the ship.

Fifteen minutes pass.

Occa returns and says, "No sign of them. Any ideas?"

"Let's finish searching the area...maybe we'll find some clues," says Valdar.

Occa begins searching for secret/hidden areas.

"Salaam, maybe you should try your true sight. There might be something here we've missed."

"Good idea, Darian, also can you use your abilities to scan the area for life?" he asks and then intones, "Oh great Thoth, grant your servant sight beyond sight," as he casts True Seeing and looks around the room.

Darian sighs and looks around. "If I only could. Unfortunately, that isn't something I can do. I can check for invisibility, but your true sight includes that. You're far more capable than I when it comes to detection of things."

Darian grins. "I may have a slight edge on the healing business, though."

"Why don't we try all of the doors, here, first?" asks Valdar.

"Lord Valdar, don't be so discouraged. We killed a lot of the pirates and we've chased them from one place. If we don't find anything here, I say we take the place apart, so they can't ever use it again and we keep looking for them."

Valdar smiles.

"I'm not discouraged. We delt them a big blow, yesterday, I daresay. But capturing or destroying their ship would have been the icing on the cake."

You start exploring. There are seven doors opening off of the ledge, leading to places off of the cavern. The first is right beside you, and the door is open.

It reveals a short (10') passage, opening up into a chamber at the end.

You go down and take a look.

The chamber is large (40' X 70': 30' north, 30' south, 40' east; door in north wall, 10'-20' section as measured from the west; door in south wall west corner). A barracks hall/common room, there are scores of pallets in here. Each has a small locker at the foot of it. The place is deserted, so you search with impunity. The lockers contain clothing and mundane (worthless) personal possessions, and , in total, 2520sp. Otherwise, the place is uninteresting.

You open the door to the north, and find yourselves looking into a 20' square room (10' east). This smaller dormitory room has four pallets in it, along with some chairs, a table, four lockers and a few stools. All of the furnishings are decidedly on the shabby side.

Searching this place, you find an additional 224sp.

You return to main barracks, and open the south door. This opens into a mess hall (20' X 30': 10' east, 30' south; door in middle of east wall; door in west wall south corner). This room is filthy. Two trestle tables run the length of the room, almost, with low benches paralleling them. They are covered with heaps of dirty plates, bowls and cutlery. The tops of the tables themselves are slick with grease. On the plates can be seen the slimy remains of a number of meals. They are not an appetising sight.

A quick search of this room reveals nothing.

Opening the west door, you find yourselves looking back out into the cavern again.

You next open the east door, to see a kitchen (20' X 30': 10' north, 10' south, 20' east; door in middle of east wall; door in south wall west corner). This room is even filthier than the mess hall, if that is possible. The air is stale and stuffy, even the ough the cooking fire is out. In the centre sits a large brazier filled with ashes, There is certainly inadequate ventilation in here. Hanging over the brazier is a large pot, apparently filled with grease. Several benches and counters run along the walls. The utensils and crockery atop them are filthy. There are many bags, boxes and barrels along the walls as well, as well as under the counters.

You search.

The sacks contain various vegetables (potatoes, carrots, parsnips, etc.). Most are either rotten or infested with insects. The boxes contain mealy biscuits, also infested. The barrels contain various salted meats. The meats are almost all fat, and many of them smell very bad.

You open the east door, and see before you a larder (30' X 30': 10' north, 10' south, 30' east). In this room are stacks of crates, barrels, sacks and boxes. When you search them you discover that they are provisions. You find more barrels of salted pork and beef (of similar quality to what was in the kitchen), sacks of mealy, bug infested flour, dried vegetables and some fruits, boxes of rock-hard biscuits, crates of jams, rancid butter, chili and chutney sauces, and what not. You also find sacks of corn flour, jars of what look to be peppers preserved in brine, and other jars containing pickled beets and cucumbers.

Otherwise, the room contains nothing of interest.

You return to the kitchen and open the south door. This leads to another mess hall, apparently for the officers (20' X 30': 20' west, 20' south; door in middle of south wall). Slightly less filthy than the crew's mess hall, this place has better quality furnishings. Several overstuffed armchairs and settees are around the perimeter of the room, facing the long table with matching chairs that sits in the centre. Otherwise, the place is deserted, and there is nothing of value in here.

Opening the south door leads you to a passage running east-west. To the east, it runs for 10' and ends at a door. To the west, it runs for 20' and ends at another door. In addition, there are doors in every 10' section of the south wall but for the westernmost one.

You go west and open the door at that end. Again, you find yourselves looking out into the main cavern.

You then go and open the westernmost door in the south wall. It is but a 10' square room. This small room is furnished with a small bed, a small table and chair, and a locker. Searching, you find 108sp.

You open the next door to the east, to see another 10' square room. This small room is furnished with a small bed, a small desk and chair, and a locker. Searching, you find 80sp.

You then open the last door to the south...revealing another 10' square room. This small room is furnished with a bed, a small desk and chair, and a locker. Searching here, you find 110sp.

Finally, you open the door at the east end of the hallway. This leads you into a larger room (20' square: 10' north). This room is somewhat larger than the others in this immediate area. In here is a good-sized bed, a desk, a settee, a chair, a table and a large sea chest. Again, the place is deserted, so you search. In the sea chest, you find 120sp, several maps, and a log book.

You take a look through the captain's log.

The log book contains mostly uninteresting entries. But, through reading them you gather that there are actually two pirate ships operating out of this secret lair, with three crews in all. Two crews are always at sea, while the last one is ashore. The three crews take turns spending spells ashore. Finally, the entry for October 22nd is of interest:

"Today the Halibut returned with no takin's at all. Serves that damned Captain Highliner right! Aye, but the elfs is gettin' smarter, sendin' more of their trade up the roads now that Tiamatlet's crew is gone. Targon won't be happy, but mebbe he won't care. The last time he was here with that smirking mage friend o' his, Billy got him drunk on rum, an' he let it out that they had almost enough money to do what they was plannin' t'do, whatever that was. So I'm a bettin' we'll be released from our contracts by year-end. It'll be good to return to me old haunts. These waters is too cold for me!"

Before you have time to ponder this, Valdar's sword suddenly announces -

"Secret door over here!"

It is pointing to the east wall, south corner.

You open it.

Through the secret door is another 10' square room.

This room is guarded by two killer attack lobsters. Also in here are two enormous chests.

The lobstahs move to attack you, claws a-snappin'.

Darian smoothly draws his frostbrand and moves to meet one of the lobsters.

Gonzo gives a mighty yell and dives in... hacking and slashing.... "KARRRRUMBA! Lobster fer dinna!"

Niko casts Shield on himself and charges in, cutlass and short sword slashing.

BrightAxe leaps forth into the Melee swinging axes away.

Gilstrock yells something about Boston and Butter and goes after the Lobsters with Thawbreaker.

"It's MAIN and butter, Gilstrock!" corrects Darian.

For once the fighters are faster thna the mages on the uptake, and kill the lobsters post haste.

Pharian doesn't deign to waste his spells on lobsters.

Flinging open the chests, you find in them 19,600gp, 21 various articles of jewelry (6000gp ea.) and another map.

You discuss the log book.

"Hmm... Very interesting. Raz is likely the mage. Lord Valdar, do you know who Targon is?"

"Never heard of him."

"And I wonder what they're planning. Considering the amount of loot they left in the dwarven halls, all they had to do was collect it all together and they wouldn't need the pirates. And I wonder what'll happen when those two others boats come back. If we're patient, we could ambush them."

"If the ship that just left doesn't warn them," says Pharian. "Let's look at the log some more and see if we can figure out when the other two ships are due back. Niko, when you encountered the pirates, did they make their ship invisible? If so, we'll need to set up some method to detect their ships before they come into the cave. I would thoroughly enjoy taking out a pirate ship at a distance with fireballs."

Leafing back through the log, you do find that the ships occasionally rendezvous at sea. The second ship - the Turbot - is due back in three weeks.

"Then we definitely need to get our own ship."

Niko ponders a moment. "I really didn't see anything when we were attacked. It is possible that they were invisible...they seemed to hit us so fast without being seen."

You look at the maps

The first one, both Valdar and Niko recognise to be a rough drawing of the western portion of the continent, extending from Dale's Bane in the North down into the tropics. There are two "X"s on it (in true pirate fashion). One - the northern one - corresponds roughly to your present location. The other - far to the south - you do not know what it corresponds to...at least not until you look at the second map.

The second map is very detailed...and comparing it to the first map makes you realise that it depicts the area around the second "X".

Niko tells you that he knows little of the area. In his years of sailing he knows that the region is infested with pirates and so he always kept well out to sea when heading north or south by there. It lies to the south of the Empire of Mestom's main port on the west coast: Casablanca. The coastline there is low, swampy, and covered in jungle. It is also wild and mostly uninhabited.

The third map is a crude, rough drawing with a scrawled message on it. Valdar looks at it and scratches his temple.

"The Plain Of Mad Cows..." he says, "That is on the east coast, on the Gulf of Mexico, south of Marmador."

He looks at the other two maps again.

"Well," he finally says, "I suppose that southerly X is the pirate's main base. I suppose that is where this Targon fellow is to be found."

 "Uhmmm, I believe this means we'll be getting on a boat for an extended period of time?" queries BrightAxe.

"Lord Valdar, does this mean we go south?"

"That is up to you."

"I always thought the expression was go west young man," chimes in the bard.

"Only if we have a ship, honey. And even then, there's a lot of ocean..."

Niko smiles "Yes, we need a ship..."

"That is up to the party," says Valdar, closing the lid on a chest and then sitting down. "It appears that you are at a crossroads. The dragons are gone, and I suspect that the pirates are, too. That means that we have completed the tasks that I originally asked for your help in, over one and a half years ago. We may want to wait to see if the pirates return here in a few weeks...but going by the log book, they are about finished with this area, anyway.

"So, let us finish this area up, and then you can decide what to do next. I thank you for your help in removing the threats to elfdom," Valdar says. "The pirates and whatever force is behind them remains undefeated, though. You may want to pursue them into the southern lands. There are also other threats to the civilised lands as well. War seems to be brewing in the south. I hear that the giants in the north are growing restive again, too. You've heard about the increasing raids along the borders of the Kingdom of Nlad, already. And, there are even strange stories coming out of the eastern lands, too, of large troop movements. I fear that a large schizm is about to occur.

"Then, there are also things that you have already discovered that some of you have said that you wanted to go back and explore more thoroughly. There seem to be some pretty huge areas under the dragon halls...and Occa has said that he would like to pay a return visit to that old space station that you were sent to."

"And then there's the thieves' guild back in Sandas... And I'd like to take a chance to train."

"Lord Valdar, tis been a pleasure working with you. I apologize for any friction between us, I value you as a true friend. Please call on me anytime you wish. What are your plans now?" Salaam says.

"No offense taken, you silly cleric! As for what I shall do, well, I do have a large fief to rule, you know. And, I think I will be quite busy with that for a time..."

Niko comments, "While I am inclined to chase these pirates, I am very curious about these other places you've visited. Perhaps, I will accompany your party even if you don't go after the pirates."

"If you decide to continue after the pirates, it may be faster to travel overland as far as you can," suggests Valdar. "I can teleport you south to Greyport...you could get horses and ride south from there. Crossing Mestom may be a problem, though, since last I heard its borders were still closed. Perhaps you could ride to someplace like Sincity and then hire a ship from there."

"Lord Valdar, are you satisfied that the threat of the pirates to your kingdom has been neutralized? If so, then I'm all for finding other pastures to graze in. There are many other problems that sound like they need solving and there will always be pirates and bandits no matter who we remove."

"I think so," replies the elf-lord. "I am curious as to what they have done with all of our money, though."

"Will you continue to adventure with us?"

"No. Like I said to Salaam, I have a fiefdom to rule. Who knows, maybe our paths will cross again, though."

Darian sighs and extends his arm to the elf. "Lord Valdar, it was a pleasure to work with you. Thank you for all the training you have given me. Should you need help ever again, please let me know."

"I say we tackle a few of our own difficulties like the Thieves' Guild in Sandas..."

"Why are you fixated on trying to fight the thieve's guild?" asks Valdar, "Surely you know that some things are best left alone..."

Darian shrugs and grins. "Just pushing Pharian's agenda. And Kadlian's group mentioned something about them as well."

Pharian mumbles something, concluding by saying, "...transvestite thief in the funny hat, and I can't even get my own magic items back. It galls me. What's the point of having powerful friends if people can still take advantage of you?"

"I can agree with you Pharian, also I find the concept of thievery as contemptible and would use my resources to wipe it from the world." Salaam says, throwing his vote to the mage.

"Just remember that there is always someone more powerful than even the most powerful of your friends," says Valdar. "No matter how powerful your friends may be."

"Of course, tackling giants in the north sounds like fun. War is something I don't want to experience again, if I can help it."

"Going back to the halls or the space station are side trips that might prove interesting, but I don't see how they're going to help anyone."

"I guess I like the idea of saving the world. And I want to continue to do so."

Hands are shaken all around.

"Now," says the elf-lord, standing, "Shall we finish exploring this cave?"

Darian grins. "And back in the non-pirate areas as well?"

"If you like."

"I think there's some fun to be had back there."

You leave the secret room and return to the main cave. Moving south, you come to the next door 20' later. The door is locked, but that is no big deal to Gonzo, and soon you are looking into a 10' X 20' room (20' east). It is a place where the pirates stored their weapons. Inside the arms locker are racks for weapons and equipment, plus more boxes of same. However, most of them are empty, now, because the pirates took them to battle you with previously. Searching turns up nothing of value.

You continue south to the next door, another 20' along. This one is also locked, but again Gonzo cracks it. Revealed is a large room delved back nto the rock (30' X 40': 20' south, 40' east; door in south wall 20' - 30' section as measured from the west). This large room contains many boxes, barrels, crates, bales, casks and piles of stuff lying loose. Obviously the place where the pirates keep both booty and supplies for their vessel. It takes you a long time to go through it all.

In here are items such as sails, spars, anchors, rope, tools, nails, sheet copper, brass and bronze, reams of cloth, piles of leather, wood, boxes of spools of thread, clothing, lanterns, and many other miscellaneous supplies. None of it is of any significant value.

You open the door in the south wall, and see another such room before you (30' X 40': 10' east, 20' west, 30' south). It is filled with more of the same, and searching it turns up nothing of exceptional value.

You return to the main cave. The ledge broadens ouut and widens to about 20', as it curves around the south side of the chamber. Two more doors await your attentions. The next one is about 60' away, and Gonzo also has to unlock it. On the other side is another storage chamber (20' X 40': 30' east, 20' south), filled with more of the same equipment as the last two.

You go to the last door, another 40' along, in what is now the south wall of the cave. Opening it reveals a 20' X 30' room (20' east, 20' south). This room is a combination sleeping area / library / laboratory. Its occupant looks to have made a hurried departure. A half-eaten dinner of some boiled meat or other with cabbage sits on a plate on a table. It looks like it has been there overnight. Bookshelves line the back wall, however, there are several gaping gaps where the shelves are empty. A bench is along the west wall, littered with equipment. Against the east wall is a small bed.

There is nothing of value in here. The books concern mundane arcane matters, and appear to contain nothing that the mages in the party do not know already. The lab equipment is old, dusty, and in poor shape.

It is late in the day when you emerge from this last room. Searching warehouses is time-consuming work.

"If you want to explore the upper levels, I suggest we leave it until tomorrow," suggests Valdar.

Darian nods. "Sounds like a good idea. I guess they must've transported all of that loot south. It sure doesn't look like they left it behind."

"Yes...but why?" wonders the mighty elf-lord.

"I do not know. The log mentioned a lot of money, though. Perhaps enough to raise an army?" Whatever it is, Raz is behind it."

Niko offers, "Well, there is one way to find out..."

Occa finally speaks up. "I am going to finish with the pirates, my friends. I am sad to say that this year end matter is not over. The pirates and this Taragon are involved somehow and I must find where that leads. I do know from a good source that the thieves guild is NOT involved with these world shaking matters. We are set on a course and must follow it through...the world is at stake. I hope that some or all of you will join me."

Occa seems very determined.

Valdar looks grateful.

"Thankyou, my friend. I was hoping you would say that. Clearly we have only touched the tip of the iceberg, here."

"What source?" demands Pharian. "You can drop dark hints to your apprentices, Occa, should you ever bother to have any, but if you're going to get us to follow you in some quest to save the world, you're going to tell us what it is you know."

"An excellent idea!" Niko comments. "With this money, I know where we could procure a ship to chase those scallywags that got away!"

Occa says, "We must stop that ship before it reaches port. Valdar and Niko, how long till it can reach its destination? We can return here in three weeks and take care of the others, but that other ship must be stopped sooner."

"Why, exactly?" says Pharian impatiently.

Niko stops to ponder. "Assuming they're actually heading back to their old stomping grounds, I estimate about a month."

"Occa, if you don't mind, I would like to continue to accompany you. This world issue does seem kinda important, and while trashing the thieves guild might be fun, I am sure that can wait," replies Jesse, "Coming Darian?"

Darian sighs heavily and says in a henpecked voice, "Yes, dear."

He moves over to Jesse, turns her so that her back is to the group and hugs her. The rest of you can see he's got a small grin.

Jesse gives him a peck on the cheek.

"Decisions, decisions, go with the cranky arch age," he says looking at Occa, "or going with a cranky old mage", he says looking at Pharian, with a hint of a smile. playing on the cleric's lips. "Occa, you think that the world is not yet safe ? if that is the case, I will continue with our quest then.. if the job is done, then Pharian, I can join you." Salaam says.

Pharian glowers for a minute, and finally says, "All right, I'll get the damn ring later. But I'm telling you all, the world will never be safe. Who made it our job to save it over and over and over again?"

"Looking at the decisions, it seems that if the pirates aren't done, they know we're the ones who went after them. I would hate to think they'll be coming back after us to finish us off before restarting what they were doing here," says BrightAxe.

Salaam speaks up, "I say we continue helping Valdar. Pharian, I doubt Guido is going anywhere. Are we done here?" the high priest asks. "If so, where from here?? I was thinking, if the author of this log is still living, can any of the mages establish a link to him/her and can we track them down? If not, can Darian use his abilities to sense from objects. A fellow priest was able to feel "sensations" from items, quite an interesting ability."

"Too bad we did not have a crystal ball, like the bloke Kadlain's group had. We might be able to use it to see what and where the pirates went. Then we could spring quite a surprise on them," says Jesse, scratching her head.

"Where's Stiff?? He used to have one. Occa, you don't have one in that mansion of yours?" Salaam asks.

Niko belches and offers "Well, I do have a spell called Magic Mirror. It allows me to scry. Perhaps I could try and locate them. You mages are also welcome to learn it."

"Stiff already knows it. I tried to learn it, but the subtle nuances of the time-space distortion threw me."

Gilstrock gives Darian a very funny look. "What the HELL are you talkin' about, boy?" he says.

Darian replies flippantly, "You wouldn't understand, Gil. Mage stuff."

Gilstrock makes a dismissive gesture with his hands and a raspberry with his lips. "Well, let me know if you want to work out."

"Always, my friend. Perhaps we should race the ship south and see if we can beat it there."

"If you take the left oar and Gilstrock takes the right," says Pharian, "the boat is going to go in circles."

Niko pulls out a helmet and asks, "By the way, any of you know what this helmet does? I found it mixed in with the armor and shields."

Darian shrugs.

Niko shrugs and puts it on.

Darian shakes his head. "I seem to have four psionic abilities as well as attack and defense modes against other psionic creatures."

"The four abilities are invisibility, healing, body equilibrium and another one I'd rather not talk about in such an unprotected area. Body equilibrium allows me to walk on water and such."

"So, I can't sense things from objects or find people or anything like that."

"Ok, Darian.. Valdar, which room do you think was the commander's/captain's room?? I have a spell that can allow my to draw information from the very stones in a place, if we can learn names and locations from their speech, that might aid us, no?" Salaam asks.

"The commander's room was definitely where the chest and those lobster creatures were."

Occa says, "I don't have a crystal ball..I could use magic mirror, Niko. That should help. However, we have nothing to find the pirates on...nothing to fix on. Of course, I could use a limited wish to get an image..."

"Before we leave this place, let me check one thing."

Niko heads to where the pirate ships would have been docked and dives into the water to check the surroundings underwater.

Salaam comments, "I will be back in a few minutes," he says as he heads to the commander's room.

Salaam has not gotten too far when suddenly Niko breaks the surface of the water and launches himself up onto the ledge.

"Incoming dragon!" he pants.

The words are barely out of his mouth before the water seems to explode, and an enormous turtle with the neck and head of a dragon surfaces. It must be nearly 30' in diameter.

It looks about, spots you all, and begins to exhale...

Gonzo dives for cover...any cover.

"This is the one that exhales steam? Damn. Hit it with everything we've got!"

Jesse dives for cover, drawing her wand as she does so.

"Crap!" Niko exclaims, as he decides to roll back into the water and swim as deep as he can.

Pharian dimension doors himself to a place of safety behind the dragon.

He appears on the east ledge, behind the dragon turtle's left flank.

Once all that is done, he begins casting disintegrate at the dragon turtle.

Darian notes Pharian's ducking out and duplicates the feat. He reappears above the dragon with his sword out and pointing down.

Once he reappears, he slows himself from falling using his psionics.

BrightAxe does his best to duck out of the way.

Gonzo, Jesse and Brightaxe dive back into the laboratory/bedroom as the dragon turtle breathes, engulfing the south portion of the ledge in a deadly cloud of superheated steam.

Op Code, Angst, Gilstrock, Valdar and Occa take 35 hit points.

Jesse, Brightaxe and Gonzo take 17 hit points of damage.

The turtle turns to go after Niko as Pharian releases his spell.

Suddenly the dragon turtle vanishes.

"Way to go, Pharian!" says Valdar, shaking off some chunks of his scalded skin.

Pharian bows theatrically.

Niko, seeing the dragon turtle vanish, takes the opportunity to go looking for its lair or any other thing of interest.

Gonzo says..."Kwel...dats one ways ta plug his steam-pipe...."

"Line up for healing. Those without regenerating rings only, please."

Op Code steps up. "Thanks Darian," he replies.

"If you run out I do have some cure lights to finish everyone up," says BrightAxe.

"Good idea. Or perhaps you should use your healing spells first and then I can finish everyone up. That way, I still have some energy left for anything else we encounter before leaving."

Niko climbs back up on the ledge holding a net full of items, which turn out to be two rods, a leather bag, a net, two suits of leather armour (elf and human), a long sword, a broad sword, 7 arrows, and a hammer. "Hey guys! Look what I found at the bottom! Plus, there's a heap of electrum (3000) and gold (7000), too!"

"And Valdar, you might want to know this...the bottom is littered with elven bones..." Niko says, shaking his head sadly.

Valdar looks solemn.

As if remembering something, Niko takes a few items out of his pouch. He reveals 11 pieces of jewelry (1000 gp each) and 2 rings. "Oh, and these, too!" he exclaims gleefully.

Niko pats himself down. "Yeah, I think that's it!"

Niko then asks, "By the way, what happenned to the dragon? I saw him disappear...poof!"

Valdar points to Pharian.

Pharian says to Salaam, "Go cast that stone tell now. That was a good idea."

"Thanks, Pharian, I do come up with some good ones once in a while," the cleric says with a smile as he leaves to go to cast his spell. The rest of you follow him back to the captain's room.

Salaam casts his spell on one of the walls of the room. It sprouts a mouth, and then speaks...sounding very much like a punch-drunk boxer.

"Yo! What you want?"

Pharian turns to Occa. "You're the one who knows but won't tell. Maybe you should be asking the questions."

"Answers... tell me about the hierarchy of the pirates. Who ran them?? Do they have other hideouts?? What are the names of their leaders?? Was a mage names Razzmatazz involved with them? Was he ever here??" Salaam asks and waits for answer.

"Who ran them? They's ran themselves. Though they did tawk about some guy named Targon, though. Theys also tawked about a place down south where they had a base. Da guy who last lived in dis room was named Jake. Yeah. Some guy named Razamataz was here once," the wall replies in a slow, somewhat slurred voice.

"Name and precise location of this base??" Salaam asks.

"I don't know. I'm just a stoopid rock, y'know."

"How long ago and was he well recieved, as in is he an ally of the pirates??" he asks.

"A very short time ago," says the stone, slowly. "The pirates seemed to be - like - in fear of him."

"Should I recover the bones? Or do we leave them there?" asks Niko, as Salaam continues his interrogation of the rock.

"Leave them there," says Valdar. "They will not need them in their next life."

Niko grins at Pharian. "Nice shot!"

Niko asks "Anyone have any idea on how to get the loot up here?"

"See if Salaam will lend you his bag," suggests Valdar.

"Did anyone ever mention the location of their base??" Salaam asks, getting irritated at the stone.

"Duhhhh...the 'base', 'City of Time', the 'Empire', 'Casablanca', 'Samarind'..." says the stone.

"I assume by the term 'empire', they meant Empire of Mestom and not Saltar," says Valdar. "Casblanca is Mestom's major port on the west coast. Samarind is a kingdom on the east coast, south of Mestom."

"Can you tell me what Raz said ?"

"He seemed tuh be in a big hurry, even for a fleshy one," says the wall. "Said that now that the dragons were out of business they were to hurry up and wrap things up here...or he'd make toasted chips out of them."

"Valdar, it seems he knew we were coming. I think it's about time we bring the fight to him. Can any of our mages trace a teleport? Some of the Pharaoh's wizards had devised a mage spell to trace a teleport spell from its origin, or if we have a token of Raz, we can try to track him." Salaam suggests. "Seems if we take him out, the world will be a better place."

"I have never heard of such an ability," says Valdar. "But I do think that it would be a good thing to get rid of him. Too bad Stiff and Yuri did not do it when they had the opportunity."

Niko looks up from hin new found toys and says "Salaam, ask it for a description of the captain or the boat. We could use the description to help us locate it. Also, if it knows how they manage to sneak up on unsuspecting ships!"

Salaam asks each of these questions to the rock wall.

The wall describes the captain. The description matches that of one of the men you killed yeasterday: the enormously fat, snarly-looking one who killed Niko.

"I ain't never seen no ship! He never brought it into his room!"

"I dunno!"

"Salaam, do you have another Stone Tell that we could use by the dock?" Niko enquires.

Salaam loans Niko the portable hole, and the elf then retreives the rest of the loot from the bottom of the sea cave.

When you are ready, you load up and teleport back to base camp. It is almost dinnertime.

Back at camp, Niko decides to examine the stuff he brought up. There is nothing special on the two rings. One of the rods is crystalline. You have seen its kind many times before.

"A rod of cancellation," says Valdar. "A very useful item."

The other rod has no identifying features.

The bag likewise has nothing obvious that gives away its purpose. Are you going to open it?

Also, the net, armours, longsword, broadsword and arrows do not appear to be anything exceptional.

When Niko graps the hammer, though, it speaks.

"Yo! MC Hammer's my name, an' I'm the baddest hammer you ever did see!"

Niko places a ring on each finger to see what happens. Nothing obvious occurs.

Over dinner, a previous discussion resumes.

Op Code thanks everyone for brining him back.

"Thanks again guys. This adventure sure is kicking the shit out of me!"

Darian frowns. "I think that's because we're being a lot less cautious than usual. Previously, we didn't push our luck so much. If we'd hit those pirates at full strength, it wouldn't have been so difficult. At the same time, I'm not sure we had much of a choice."

"I have to agree with you there," Op Code nods.

Niko looks at Stiff. "Thank you, good sir. Is there something I can do to repay my debt to you?"

"Thank you, Lord Valdar. Tis a handsome gift." Niko replies. Niko examines the cutlass.

"Now all I need is a short sword to compliment this fine weapon and some better protection!" Niko extolls to Darian. "While I love my cloak dearly, it protects only as well as scale mail."

"Check the community chest. There's several suits of armor sized for elves."

Niko grins "Thanks!"

Rumaging through, he finds the field plate and chainmail armor in elven size. "Too bad you don't have any elven chainmail in elf size, Darian. Which of these is better, though?"

Darian grins. "If we had an elven chain that fit elves, I'd be wearing some. As far as the field plate versus chain goes, it's what you're looking for. All that plate makes it difficult for me to move quickly. I rely on my speed and my abilities to keep me from bleeding too much."

Niko looks confused "I don't understand. All magical armor is virtually weightless. You'd run just as fast naked as you would wearing magical plate or chain. I just meant which armor was more heavily enchanted."

Darian shrugs. "Perhaps it's just my perception of things. I don't feel like I can move as quickly as I do in my chain."

"I also noticed you had a magical short sword, not to mention a bunch of short swords mixed in with some tech weapons. Where did you get them?" Niko asks.

"Those scary weapons were in there before I ever arrived. Don't know what most of them do, but we stay away from them for the most part."

Niko looks dubious ."Lord Valdar, do you know what the magical or these tech short swords do?" Niko also looks at the rest of the party for answers as well.

Valdar looks to Robert.

"They are very powerful weapons...able to cut through anything," says Robert. "The problem is, they use things called 'charges', and we have very few of them."

"I see...like a vorpal weapon. Would you mind if I held onto one for emergencies?"

Robert shrugs.

"I don't have a problem."

"Thanks," Niko replies, as he picks one of the short swords up.

Analyzing it, he asks Robert ,"Ummm...do you need to activate it...or does it just know when to expend a charge?"

"Press the button on the butt."

"Ah...thanks." Niko replies. Niko examines the weapon for the number of charges.

The handle is about 9" long, and about 1.5" in diameter. It has a small sphere attached to one end. The other end has a threaded cap. Unscrewing it reveals a compartment within the handle. This, you are told, is where the charge goes. Right now it is empty.

Niko would like to Identify the short sword along with the new found cutlass.

Pharian looks at the magic swords. "I've been meaning to take one of these," he says, rummaging through them. "Hey Gilstrock, could you help me pick one of these? Do whatever it is you fighters do when you choose a sword. Maybe you and Darian could duke it out, and then I'll take whatever sword the survivor was using."

"Allright!" Gilstrock says enthusiastically, before leaning over to Darian and saying in a stage whisper, "Don't tell him, but we'll use the rubber tips."

Gilstrock will try to get Darian, Op Code, Angst, and other fighter types present to participate in non-lethal battle games with the various swords present to get an idea of how good each one is. He'll also try to rate each one against Thawbreaker and Hangnail.

Before mock-fighting with any one of the swords, Gilstrock will address it: "Greetings fine blade! What is your name?" He doesn't expect an answer, but he'll be tempted to name the sword anyway.

You spend quite awhile testing swords. None of them seem to be any better or any worse than any other in play combat.

You do note some other things about certain swords, though...

The blade of one longsword bursts into flames when you draw it.

"Ahh, nice," Gilstrock says. "Though it'll get awfully hot with all that fire about."

A longsword shocks you for 7 hit points when you touch it (found June 2, 1371).

Another longsword jumps out of your hand after you have been using it for several minutes, and attacks Darian with a vengeance. IT is not play fighting! After another four minutes it returns to Gilstrock's hand. (found October 21, 1371).

"Hey.... now that is a mighty nice trick," Gilstrock says. "Some one of us should use that sword."

Gilstrock looks down at the sword of dancing, and says, "Sword, I dub thee Poltergeist."

Another longsword shocks Gilstrock for 7 hit points when he touches it. He also gets feelings of hostility from it, too. (October 22)

Another longsword does not glow, and has condensation on its blade. (October 22)

"Now this is a man's weapon!" Gilstrock says. "Why, it's blade reminds me of Thawbreaker! I heartily recommend this sword to any who can use it."

Gilstrock holds this one hilt out towards Pharian. "Won't peskily glow if you want to sneak up behind soembody."

"PTHHHHHH!" says yet another sword to Gilstrock when he greets it, shocks him for 14 hit points and concludes by saying, "!!!@#&^%$#*()##!!!"

You note as well that this one also does not glow, and has condensation on its blade. (October 22)

"What a rude set of weapons!" Gilstrock exclaims.

Pharian makes some eenie-meenie-minee-mo motions with his head and takes the frost blade.

Niko picks up the swortsword that one of the dead pirates was using.

"Well hi there! Got any food?" says the sword.

"Absolutely no talking swords," says Pharian. "That is non-negotiable."

Niko ignores Pharian and comments "Hey Gilstrock, a sword after your own heart!"

Niko then asks the sword "What kind of food do you...errr...eat?"

"Hey, no, I'm serious," says Pharian. "You didn't know our last talking sword. We had this paladin that carried it around like a ventriloquist's dummy--sometimes I wasn't sure who was the ventriloquist and who was the dummy. It is an immutable, absolute law of adventuring that talking swords are always more trouble than they are worth. We'll find plenty of other swords that don't talk. You can have any one you want. You can carry a sword that flames, that dances, that emits foul odors for all I care, but I don't think I can cope with another talking sword."

"Hey, this sword's different though! Anyway, law of adventuring, my ass! Everyone knows law sucks and chaos is cooler!"

"Oh, I ain't picky," the sword replies. "Hey, look at all the babes around here!"

Niko grins broadly. "Alright! A sword after my own heart! You wouldn't by chance drink and gamble, too?"

"Oh, yeah! Strip poker's my favourite!"

"By the way, the name's Niko...and you're?"

"Bubba, Niko!"

After that, Niko asks in a more serious tone, "What can you tell me about your previous owner and the pirates he hung out with?"

"They were boring! No girls! All they did was sit around, drink rum an' talk about treasure!"

Niko asks, "Bubba, do you remember them saying anything about where they are going?

"Nope. The guy who used me was just a little fart. Nobody ever gave him the time of day."

Niko curses something fierce.

"Also, what powers do you possess?"

"Not enough!"

The sword laughs.

Niko laughs heartily. "Aye! Ain't that always the truth!"

"This is getting worse and worse," says Pharian.

"So, are these women, like available?"

Tracey glares at the sword.

Niko grins at Bubba, as he sticks him into a piece of fruit "Here, now...if you don't watch your tongue a bit, you might upset these good folks. It seems they don't take kindly to others messing with their womenfolk. Hey, here's a qustion...how come I've never run into a sword with a female personality???"

"You must be pretty desperate!" says Bubba.

"Now, Bubba...tell me more about yerself. Do ye like to sail the ocean?"

"Oh yeah. To tropical desert islands...bikini clad girls..."

The sword moans.

Pharian turns to the rest of the group. "How many of you are willing to listen to this for months upon months? Hermes' balls! That sword sounds like Jerry. And Niko, if you want to let that sword get itself off in your hand, that's really none of my business, unless you do it in public, which you are, so cut it out."

"Hey! I resent that!" says the sword, "I don't get off with men! Now, if that cute babe over there were to wrap her fingers or whatever around me it might be a different story..."

The sword wolf-whistles at Tracey. Tracey ignores it.

Niko ignores Pharian again and continues talking to Bubba. "Tropical island? Bikini clad girls? Well, that sounds great! Perhaps, we'll stop by there for a visit after we've dealt with the rest of the pirates. You sure you don't know where they went?"

Pharian sighs and leaves.

"Probably south. They were talking about going whoring in Sincity and then Casablanca. Then maybe to the City of Time...the girls are really hot, there! Then up the east coast to Stoink, then on to the islands... Pickings are good in the islands!"

"I see...thanks for the info, Bubba! I really appreciate it."

Niko sheathes Bubba.

Niko turns to Valdar and asks "If we teleport to Haven immediately, how long do you think before we could acquire an elven warship and crew? I'm assuming you have quite a bit of influence."

Valdar humms and haws.

"That's the problem, Niko," he says. "As you know, the Pacific coast is largely uninhabited, but for the elf-lands, a few city-states to the south, a string of small villages, and a few kingdoms in the far north. Mestom also borders on the Pacific, and there is great enmity between them and the elves, but they have never been a maritime power. So, the elves don't have much of a navy and therefore there are very few warships to be had.

"That was why I had to resort to asking Stiff and Orlon for help against the pirates, instead of just requesting the King to send in the navy. We are many hundreds of miles away from the closest border with Dorian, and our Navy just could not reach this far up the coast, if you understand me."

He pauses.

"Now that I think about it, we may have more luck acquiring a good ship in Greyport or Sincity. Their mariners fare much farther afield and into more hostile waters than do we elves. The men of Sincity even trade with the Empire, I hear. They use large, fast, armed merchant vessels to ply their trade...ships that are designed with battling pirates in the Eastern Ocean in mind. Perhaps you should look into buying one of them.

"As for my influence, I will do what I can. It depends on who has ships for sale, and where. I know no one in Sincity. I do have contacts in Greyport, though."

Niko turns to Occa ."We should head to Sincity first, Occa. We'll need a ship fit for fighting, even if it costs a bit more than the ones in Greyport with Lord Valdar's influence. Also, we might get lucky and actually get ahead of the pirates if Sincity is in fact one of their destinations."

"If I teleport you to Greyport tomorrow, that would put you well ahead of the pirates...provided they are actually heading south and not planning to return here," says Valdar. "From there, you could continue south to Sincity...either by land or by taking ship. Actually, I am sure that you could hire a mage in Greyport who could teleport you to Sincity directly.

"So, what is the plan, then?" the mighty elf-lord asks. "Darian has said that he would like to finish exploring the upper areas of the pirate caves, while others are eager to head south and attack the main pirate base before their ships return. Someone else said that perhaps we should wait here for three weeks to see if the pirates return."

"If there are any dead pirates a round, I can question them as to where the fleet was going," Salaam offers.

"Well, if the pirates are truly sailing south, then it would not hurt to spend a day or so exploring the upper areas of these caves. Plus, I would like Salaam to cast another Stone Tell near the dock to get us a description of their ship. Afterwards, we could Teleport to Greyport to find a ship. As for the returning, isn't there some sort of alarm we could leave...or we could just scry it everyday."

Niko looks to the others, as he belches and scratches himself.

Gonzo says, "Me dinks we should spend at least a nuther day exploring dez pirate digs... neva know what we kin find out about ta enemies... teleport should git us ta Sin-city afore da varmits arrives and wez kin be waitin fer em all comfy and whats not. Sides, neva knows what dez walls might reveal iffin wez takes da time ta look 'n listen."

Valdar nods.

"Very well. We will spend at least another day in the pirate caves exploring and learning what we can. I will accompany you," he says, then turns to Robert. "Can you supervise the breaking up of the base camp, then, while we are exploring?"

Robert nods, not looking too happy at again being left out of the fun.

"We've only been here a few days," he says, "So breaking camp will be easy. But, if everyone is going to teleport south, how do we move the camp as well? Teleport it, too?"

Valdar groans.

"Never thought of that," he says, looking about at the vast array of horses, wagons, the massive and continually growing Community Chest, and all of the other goods and chattels that this party has accumilated over 31 years of continuous adventuring. "It will take many teleports to move all of this...even using Salaam's portable hole. Perhaps," he says thoughtfully, "The party should be split. A rapid strike force can teleport south after the pirates while the rest of you can follow with the equipment on foot or horseback."

"I'm going with the strike force, then," says Robert firmly.

"I'd like to join the strike force, as well," Niko interjects. "I'm the best qualified to get us a battle and seaworthy ship."

Valdar looks at Stiff, Phil, Arrrgh!, Who Knows and all of the other nonentities who never seem to do much adventuring anymore.

"Would you people be willing to do that? Bring the base camp and equipment south, after the others?"

Now that the party is camped out, Niko decides it is a good time to cast Identify on his cutlass, the two short swords, and the items from underwater.

Casting identify on the cutlass reveals nothing, as you have had it for longer than 7 hours. Casting this spell tires you to the point of exhaustion.

Niko looks for any identifying marks or writings on the cutlass. He finds none.

"Niko, can I see that hammer?" Salaam asks the elf.

Op Code easks Orlon it he will restore his former levels.

"No problem," the cleric nods as he sips some decaf cofee. "Does anyone else need restoration?"

Stiff, though, restored everyone with his wish.


next day...

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