The Spider Village
- The group spend sometime in the magicaly tower. Al makes up some of the poison and tests it. The group investigate the village and find they had left insect larvy and a the parts for a Teleport Gate. The group nick the Gate bits and figure out the signs on it.
- The party also left Al (at the tower) with some ingredients to test that the poison was actually a poison and not some plot to wipe out the Humans and Hemnat. Fortunately, it was a very toxic spider poison.
- The party re-investigated the Spider settlement near Al's tower with Songwalker and discovered some larval-stage grubs growing in cocooned, rotting bodies hidden in the sub-terranean walls. The group bought them back to Al for "research purposes". While you were there you also discovered a secret entrance (further hidden by an illusion of a rack of rotting corpses) to a separate underground chamber which contained a partially complete platform in an unknown metal. After much fiddling around and some research with the viewing chair back in the tower, it was surmised that the platform was in fact part of a gate spell one end of which was anchored to a place in the Spider City. If these things became active this would allow the Spiders easy access with large armies - no more reliance on the Spider Balloons which is now suspected to be a way to seed new areas and develop the gates. Eek!! And there were some seen on their way into your beloved Hemnat Empire!
The Spider City
- The group windwalk to the spider city. The group drop of the rest of the stuff to make the Songwalker is taken to see the Alchemists. We discuss our problem with the skullwort. We tell him we would rather does something else.
- After a slow start at the tower the party travelled to the Golden Citadel (Spider City) to find out just what the Alchemist was really up to. He confirmed that they did want the Skullwort for the summoning and had very little other choice since they had been under Spider rule for sometime and resources were very limited - unless the party could come up with some ideas and pronto. Songwalker came along too (that very large fellow Hemnat who can make Skullwort).
- We get to see the cities tresurely and gratutatiously loot it. We find the Locket of the Lady!
- Back to the Spider City, the party gained access to the underground rooms of the areas of the City that had not been disturbed by the Spiders (yet). Finding some magical items, some very strange (but interesting) books, and the Locket of the Lady, the group regrouped happy. However, a margin note in Kallarel's diary (TraceBe's master - DaveF's character) seemed to suggest that the hexagonal charm found inside the locket was in some way important and that there were more than one, and somehow they had something to do with The Legacy which was mentioned by 'the bad guys' in your vision quests - "let's hope they don't find out about the Legacy or we're all in trouble".
- TraceBe puts on a magical mask which turns out to be a traped item. It sucks his magic energy to power a gate spell whilst dispilitating him with a laughing fit. The group windwalk to the magic tower and Al gets it off his face.
- TraceBe is in a very bad state and will take quite some time to recover (think face-off without the tech).