>pl64 >--L-----!-----------------------------------------------------------R âLone Wolf 22: Dayshedsâ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Route mileages -------------- 400 mls: Elzian étoé Zharloum (sea) 25 entries 485 mls: Zharloum étoé Ghol-Tabras (sea) 60 entries 604 mls: Ghol-Tabras étoé Masama (sea) 30 entries 140 mls: Masama étoé Kitaezi (land) 29 entries 185 mls: Kitaezi étoé Caeno (land) 48 entries 240 mls: Caeno étoé Nhang (sea) 18 entries 40 mls: Nhang étoé Jazer (land) 30 entries 65 mls: Jazer étoé Tiklu (ferry/land) 25 entries 465 mls: Tiklu étoé Suhn (sea) 45 entries 120 mls: Suhn étoé Amida (sea) 40 entries ÄÄÄÄÄÄÄÄÄÄ 350 entries ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ >--L--!-------------------------------------------------------------R âDAYSHEDSâ ======== 1 âSATURDAY: 15 January 1994â ÚÄÄ¿ 400 mls: Elzian étoé Zharloum (sea) ³â25â³(000/025) ÀÄÄÙ STORY SO FAR... para LW21 SOF plus synopsis of LW21, Holmgard to Š Elzian. Briefing at Elzian re.route, Elder Magi contact [Lord Zinair] in Š Suhn & final approach across éSea of Dreamsé to Lorn. Before leaving Š Dessi, GM witnesses the death of an Elder Magi - 'cocoon-like' Š scene; suss slow demise of Elder Magi and passing-over of power to Š New Order Kai. Equipment & advice before leaving. Leave on Suhnese trading ship (Cptn Jenkshi & crew). Maintain Š secrecy of mission. 3 days to Zharloum. Cross Gulf of Tentarium; Š squall, sight raft & survivor. Pick up/leave. If pick up, then Š survivor (Grendor Luggs) warns of Shadaki pirates (éincreases Š chance of avoidanceé). Gives GM Special Item (later prompt). Arrival in Zharloum (des.); overnight stop, take on fresh food. Go Š ashore (inn - accidental insult or gesture leading to encounter Š and early return to ship) or stay aboard (OK - no trouble). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2 âSUNDAY: 16 January 1994â ÚÄÄ¿ 485 mls: Zharloum étoé Ghol-Tabras (sea) ³â10â³(025/035) ÀÄÄÙ Get ready to sail. Farewell to survivor (if aboard). 4 days to Š Ghol-Tabras. Second day enter Gulf of Ralzuha & see burning ship Š (pirate lure) near small islets. Go to help and attacked by Shadaki buccaneers hiding in cove. Š Outrun them but hit by missiles (pirate ships heavy with booty). ÚÄÄ¿ 3 âMONDAY: 17 January 1994â ³â48â³ (035/083) ÀÄÄÙ Damage to Suhnese ship forces run for shore (small port) for Š emergency repairs. Arrival at port 'Junkyard of Ralzuha'; poor Š populace, hence not bothered by pirates. Natives friendly. Accept Š offer to visit oracle statue ? (If yes, gives obscure advice Š re.friendly dragon later). Repairs completed then leave port & Š reach Ghol-Tabras 2 days later (evening). Des. Ghol-Tabras. Curfew in force. Harbour chief imposes heavy mooring charge on ship. Will accept cash only. Cptn Jenkshi must Š sell some cargo to raise money (or ship & cargo impounded). Market Š next day. Go ashore with crew and enter inn. Racial remarks about Š Suhnese leads to brawl with Shadakine toughs. City guards enter Š and arrest Suhnese; taken away in wagons to gaol in Sesketera's Š citadel (taken with crew, or Cptn Jenkshi pleads for GM to help Š release them). SPLIT. If with them GM is taken to cell; leads Š attempted escape. If not, GM & Cptn attempt to break them out, Š caught in the act. Either way GM to end up in gaol cell alone. Escapes using KD's. One puzzle door. Enters private chambers and Š sees Oriah (crying). Prompt for LW21 connection or fresh intro to Š Oriah. Alarm raised by guards. Oriah helps GM escape by way of secret passage. Confrontation with Š Sesketera at exit from citadel (dawn). Brief fight; GM scars Sesketera & escapes to harbour. City Š guards give chase. Suhnese ship now useless (guarded and unmanned) Š so leaps aboard departing clipper (death option here) from harbour Š wall. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4 âTUESDAY: 18 January 1994â (083/131) ÚÄÄ¿ 604 mls: Ghol-Tabras étoé Masama (sea/land) ³â48â³ ÀÄÄÙ Meet Cptn Radyard & crew (Lunarlian traders bound for Masama). Š Affinity with Sommlending (LW's defeat of Darklords; trading w. Š Sommerlund via Elzian; LW being hunted by Sesketera) so allowed to Š stay aboard. 8 days to Masama. Des.voyage out of G-T (islands Š etc.) Fourth day drop anchor at 'X' Gap. Sight Sesketera's Š flagship early morning - sus he's out to get GM at all costs. Š Weigh anchor but powerful ship catches up and hails trader to Š heave-to. Ultimatum = hand over GM or be blasted out of water. GM Š volunteers to go. Longboat dispatched. During return GM slips over Š side and swims for shore. Pirates laugh; GM susses something very Š wrong. Hit by speeding croc; satchel torn away & sinks. Dive to Š collect & fight w. croc (aka cover pic). Win; bloody cloud in Š water convinces Sesketera that GM is dead (croc carcass drops to Š sea bed). écont.é >pl60 Crawl ashore; see ships depart in either direction after longboat Š hunt seemingly satisfied that GM dead. Sus loss of BI's. Consult Š map. Hilly terrain. Follow track, stay in sight of sea. Estimate Š it's 300 miles to Masama = 6 days at 50 miles per day (tough Š terrain). Desolate trek for 4 days then find good hill track. Š Heavy rain. Crossing at River Ocka washed away by flood water. Š Save drowning man being carried downstream by floodwaters. Both Š beach near settlement. GM is reviving man when sees natives and Š calls for help. Natives arrive; angry when see GM in company of Š man. Draw weapons & surround GM. Elder informs GM that man is Š thief & murderer, escaped last night during torrential storm. Š Accuse GM of being his confederate. (Man unconscious so unable to Š say otherwise). GM pleads innocent but not believed. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5 âWEDNESDAY: 19 January 1994â (131/179) ÚÄÄ¿ ³â48â³ ÀÄÄÙ 140 mls: Masama étoé Kitaezi (land) Marched away to settlement and placed in hut under guard to await Š trial. Man executed (drowned); told by guard. No want to stay Š around for kangaroo court. Escape at night using KD's. Head west Š to Masama. Enter Masama (des); chance to buy potions; obtain horse; hear Š gossip; leave next day at dawn for Kitaezi (2 day ride; eager to Š stay ahead of natives). Des hill road. Sus locals are hostile Š (tribal war) & superstitious. Use KD's to scare away first Š encounter. Enter hills and make camp. Agarashi night encounter - Š eats horse - scary! Next day leave hills & enter rain forest. Š Happen upon Kitaezi Shaman & ritual at rain forest temple. Š Entranced native crowd. Sus primitive evil; responsible for Š creature that attacked last night. Shaman unleashes horrors upon Š GM. Moonstone melts horrors; Shaman flees in terror. Natives freed Š from voodoo-like trance; sus they are basically OK. Now in awe of Š GM's power. Escorted to Kitaezi. Treated like god/hero having Š 'broken the shaman's spell' over natives. Feasting that night. Š Offered items (charms, mule, etc). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6 âTHURSDAY: 20 January 1994â ÚÄÄ¿ 185 mls: Kitaezi étoé Caeno (land) ³â48â³(179/227) ÀÄÄÙ Leave Kitaezi by mule (prezzy from natives). Est 3 day journey. Š Second day enter foothills of Hulhuk Mountains. See smoke; village Š on fire. Natives in panic - go help. Quell fires; told by natives Š that it was deliberate arson by dragon, creature is bane of area. Š Impressed by GM's aura and use of KD's, elder begs him to rid them Š of creature. Says it is sure to return that night. Feel uneasy, Š not sure why. Reluctantly agree - prime for encounter (or) decline Š - natives get angry (Elder reveals self to be evil shaman; kills Š mule and GM forced to make hasty escape into hills *). Dragon returns; archery/missile magic for openers. Psionics sus Š that creature is not bent on destruction; it's seeking something. Š Sus item location. GM goes and gets it (religious ornament). Item Š will negate 'curse' placed on 'dragon'. Dragon lands and pleads Š for return of item. Natives hurl spears & arrows. Elder reveals Š true self. Sus situation. Leap on dragon & escape by air **. * Chased, dodge missiles, dodge pit traps, tough o/night escape by Š foot. Rest when clear. Rally at bridge over tributary of R.Ito. ** Dragon lands at lair. Give item; watch transformation take Š place. Dragon is really leader of rival tribe from other side of Š Hulhuk Mountains. Thanks and offers GM items & directions to Š bridge. Farewell, and rally at bridge (early am) 185 mls: Kitaezi étoé Caeno (land) Bridge to Caeno 35 miles. Arrive early evening. Des.city-port. Busy - many here for Big Race tomorrow. Find inn; pay or barter Š items for room & board. Meet journeyman from Toran [Melchar] who Š is on his way north. Melchar tells GM about local history (Grey Š Star; overthrow of evil Shasarak; banishment of Shadakine to Sadi Š desert; Buccaneers are renegades and remnants of Shadakine fleet; Š resurgence of Shadakine following Grey Star's [Wizard Regent of Š the Free Peoples] mysterious disappearance from City of Shadaki Š three months ago; official line is that he is on a quest in west Š of Magnamund). Melchar arranges passage with Cptn Leonghi aboard Š trader; leaves in two days for Nhang (nb. Koltains notoriously Š dangerous by foot). Next day go to Big Race together. Special Š lizard-mounts & big prize. Melchar keen to bet on favourite but Š Animal Control KD's help GM suss that favourite has been nobbled. Š It will lose and outsider will win. Tells Melchar not to bet. Š Bookie suspicious; signals to henchman. Encounter with bookie's Š toughs when pair are bundled away. Sort out baddies in fight but Š too late to stop the race. Outsider wins; bookie happy and pays Š big cash to cronies for GM & Melchar's heads. Hasty escape in Š crowd; return to inn. Spend night hiding in attic to avoid Š detection. Say farewells, meet Cptn Leonghi and leave aboard Š trader shortly after dawn. Two days to Nhang. NB. 240 mls: Caeno étoé Nhang (sea) 7 âFRIDAY: 21 January 1994â ÚÄÄ¿ ³â48â³ ÀÄÄÙ 40 mls: Nhang étoé Jazer (land) (227/275) Arrival Nhang at dawn - des.port. Cptn warns GM to be careful; Š locals known to have Shadakine sympathies. Unrest has led to Š curfew. Says to go to Tiklu and seek out Gemulkin his cousin. Š Plies a trader from Tiklu to Suhn. Gives GM a scroll of Š introduction as proof of the connection. Bid farewell & enter Š city. Usual chance to restock at city shops etc. (sour bolshy Š locals), before leaving on foot by main trade road. 40 miles = Š days march (12 hours. Leave at 6am, arrive at 6pm. Two non-violent Š encounters en route (one puzzle?); suspicion en route from Š Shadakine sympathizers. Arrive at Jazer. Too late for last ferry across Jazer Strait. Find Š lodgings for night. Sort payment. Attempted theft during night, Š confounded. Suss innkeeper involved; leave quick. Wait by docks, Š watch sunrise. Catch first ferry across strait (20 miles). Help wagoner (Tzai) Š with spilt load and gain free ride. Chat and learn more about Š local history (para intro to GS4). Ferry docking place to Jazer = Š 42 miles. 5 entry stop en route. Arrive in Tiklu that evening. Š Wagoner invites you to stay at his house: a warehouse & house Š combined; beefy brother [Chinn], wife [Tuvei], two teenage Š daughters [Leadu & Leiga], one young son [Undai]. Accept. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8 âSATURDAY: 22 January 1994â 65 mls: Jazer étoé Tiklu (ferry/land) 30 (275/300) ÚÄÄ¿ ³â25³â ÀÄÄÙ Brother unfriendly, suspicious of foreigners. Unrest that night. Š Noisy mob with torches march through streets denouncing Dhanchai Š (mayor) and demanding that Koogha (former Shadakine warlord) be Š returned to power. Local militia turn out to disperse mob. Fight Š ensues. Some of mob break into warehouse & begin to loot and Š ransack newly delivered goods. GM helps family to fight off mob. Saves Chinn's life. V.grateful. Militia restore order; Chinn knows Š Gemulkin and offers to take GM to him next morning. Chinn & GM go to docks, meet Gemulkin. Show scroll, welcomed, bid Š farewell to brother. Gemulkin leaving on noon tide. Cargo of silk Š (valuable). Offers GM working passage. 4 days to Suhn. Des. GM's Š work and des.entry to Sea of Winds, legends of area (sea dragons, Š harpies etc.) Crew vigilant; buccaneers becoming more bold in Grey Š Star's absence. Observe Freedom Guild marine patrols in area - Š reassuring sight. All well until early morning of third day, as Š rounding Shuri Point. See electrical activity from shore whipping Š up seas. Suss its magical, evil. Sunny day but sea like raging Š storm. Gemulkin orders ship to turn about but then see three Š buccaneers closing from behind. Trap. Choice: turn and fight Š pirates (bad odds) or brave the violent seas in attempt to get Š round the Point and escape. Captain chooses latter. Pirates hold Š off and wait expectantly as ship enters stormy waters. Des.effects Š of storm; sus. water elementals. v.rough. Preliminary damage, then Š attack from air by hideous agarashi. 9 âSUNDAY: 23 January 1994â 465 mls: Tiklu étoé Suhn (sea) 50 [300/350] ÚÄÄ¿ ³â20â³(300/320) ÀÄÄÙ Creature drops on deck and starts to cause havoc. Crew panic and Š abandon ship. Gemulkin swept overboard. GM in fight with Agarashi. Š Cat & mouse chase below deck of sinking ship - suss its after the Š Moonstone - must kill adversary & escape before ship goes down in Š deep water (delay & time limit / death options). If GM survives, escapes before ship is drawn and smashed on rocky Š shore. Swims to shore; hides among rocks, avoids wreckers waiting Š to slay survivors and gather up cargo washed ashore. Two day trek along coastline to Suhn (nb. town of Wenat «-way; use Š if entries permit - but unlikely). ÚÄÄ¿ 120 mls: Suhn étoé Amida PART 1 (sea) ³â12â³(320/332) ÀÄÄÙ Des. arrival in Suhn. (See GS1 for inn names etc.) Des.local City Š Guardsmen, heavily armed, feel atmosphere of unrest/suspicion. Š Explore city, then encounter with City Guard whilst tracking down Š Lord Zinair (Elder Magi). Arrested, but later freed when Elder Š arrives to vouch for GM's identity. Taken to Elder Magi's quarters Š overlooking harbour. Briefed for final journey (only possible due Š to powers of Moonstone/Shianti's readiness to receive GM) tomorrow Š at dawn. Uneasy sleep, haunting images. ÚÄÄ¿ 120 mls: Suhn étoé Amida PART 2 (arrival) ³â18â³(332/350) ÀÄÄÙ Awoken by EM. Escorted to docks. Placed alone aboard sail boat. Š Bid farewell & leave. All sea traffic hugs coast but des. GM's Š lonely passage into the mists of the Sea of Dreams. Drawn by force Š despite opposing winds. Misc psionic encounters, apparitions, Š perceived threats and lures (image of sea dragons - can understand Š seafarers tales & fears). Use KD's to generate options. Ordeal Š over, arrival on coast of Isle of Lorn. See illo in Mag.Comp for Š help re.description. Welcoming committee of Shianti. Reverent, Š divine, enigmatic. Processional return of Moonstone to Temple of Š Amida. Thanks of Shianti (Elders); pledge to keep artifact safe in Š future. Return to boat; return to Suhn. Eerily smooth passage. See Š city-port like emerging from a dream. Met by Zinair. Š Congratulations. Success. Zinair prompts next adventure. âDELIVERY: early MONDAY 24 January 1994â