Alliance Daily Digest

The Alliance Daily Digest of Bantu Asparr

Denizens of Il-Surie

Morlocks Chuul Driders Large Undead Bats
Pterodactyl Vemerak Urdefhan Things in the Dark Water
Aspari TBD TBD Large Vermin
Day Details
65 Teleport to the Astral Plane to the Astral Spider Lair, Encounter Spider hatch-lings, TBD
|=. 64
Entreat with Vampires, meet lizardfolk, cleanse Elven Tomb
63 Fortify base district (Forbiddence x2, Restore Statues)
62 Arrive back to Il-suria, Travel to and return from Akadimar for supplies
61 Travel back to Il-suria
60 Alliance finds the underground outpost. Learn the truth about The Dark Traveler and Almaran, Learn that Khaine may be the Khano’nash but dont know what that is. Defeat the Orc Worglander pack, defeat Sylouette (in a single round), Battle toe to toe with the Dark Traveler for 12 rounds before finally defeating him. Receive a blessing from Tauth. Heroes search and camp at the outpost.
59 Alliance follows the crude map through the underearth. Camp in the darkness, hear strange sounds

Great Race Account

Day Total Earned Details
58 120/120 3 Camp Roll 3. Alliance leaves to travel the Underearth an face the Order of the Black Rose
57 117 2 Camp Roll 2. Almaran has another dire vision and warring of the potential fall of the godess Tauth, Almaran’s Eye’s return (only half), Morlock killed as a message from the Order of the Black Rose, an invitation for a final confrontation
56 115 2 Camp Roll 2. Explored Morlock area
55 113 2 Camp Roll 2. Defeated Cloakers and sealed Morlock district Serpent Gate
54 111 2 Camp Roll 3. Death/Funeral of Osond, Rebuilding the Artist District
53 109 3 Camp Roll 3. Return of the Drow, death of Ba’reek, death of Dusk
52 106 4 Camp Roll 3, Restored and activated map room portal, traveled to underground serpent city, defeated giant vagabond spider and saved a morlock. Defeated stone elven gate guardians, defeated the intellect devourer morlcoks and befriended Farstryder Morlocks
51 104 2 Camp Roll +2, Nord Banquet, Met with King Ottin, Accept his challenge for the city in the “Old Ways” of the Nord. Won the contest of Strength and of Lore. Story told by Nik during the contest of Lore inspired Ottin to break his truce with the Midnight Brotherhood. Alliance snuck away to the final vault.
50 102 1 Camp Roll +1, Cleared the Residential District Vault. Visited the “Creepy” Manor and met the witch Egzimoira. Parlayed a pact of non aggression with her. Returned a lost elven local. Debriefed with Osond and the Boss. Prepared for Nord Banquet
49 101 6 Camp Roll 3, Din’dae got some. Found the tome of Vicara. Reveal – The Seven. Reveal – time travel. Found the temple district vault.

ASPARI Attack!!!!!!, Cleared Vault of Silence, defeated troglodyte priest, found the Midnight Blade, conquered Temple District +2pts, Learned Spire Ritual +1, Ambushed by Agent of the Black Rose, Found Farming Crystal

48 95 4 Camp Roll 2, Found the merchant district vault and home to a planar corpse spinner. Met Otin kings of the Nords. Met Dusk leader of the Midnight Brotherhood, enabled the Artist district Spire +2
47 91 2 Camp Roll 2, Din’dae visited by the Seven, Battled Grae’core, the Alliance away team returned, Khaine deliverers death blow and learns original name for Ebonfang, The Oath Blade.
Troubles at Home Days 8 – 9
46 89 2 Camp Roll 2, Troubles at Home p4 Grune, Almaran, Khaine and some help investigate the cave of the Baroness. Defeat small clan of lizard folk, Almaran learns the Baronesses true Aspari name, Sssisandra. Defeat Sssisandra causing her to flee. Take over her base of operations for the undermining of the Kingdom. Discover enough intel to discredit/expose her
45 87 1 Camp Roll 1, Troubles at Home p4 Grune, Almaran & Khaine again law low for a day.
Troubles at Home Days 5 – 7
44 86 2 Camp Roll 2, Troubles at Home p3 Grune, Almaran & Khaine infiltrate the School of Blades. Khaine duels Master Rugar to a draw. Almaran blinds and kills Sylouette
43 84 2 Camp Roll 2, Troubles at Home p3 Grune sits ideal while Khaine helps gather intel with Ingrid and Almaran works in his ring. Day 4 of crafting for Almaran
42 82 1 Camp Roll 1, Troubles at Home p3 Grune, Almaran & Khaine lay low after the escape from warehouse trap. Day 3 of crafting for Almaran
Troubles at Home Days 1 – 4
41 81 2 Camp Roll 2, Troubles at Home p2 Grune, Almaran & Khaine are tasked to retrieve some intel from a concealed storage vault a known warehouse. Run in with Sylouette and the Grey Wolves who were there in ambush
40 79 2 Camp Roll 2, Troubles at Home p2 Grune & Khaine lay low complete . Day 2 of crafting for Almaran, Almaran learns that the Barroness is an Aspari
39 77 2 Camp Roll 2, Troubles at Home p2 Almaran body walks and experience the death of a Witch at the hands of the Order of the Black Rose. Grune & Khaine uncover a plot in the kingdom. Meet Din’dae’s uncle. Day 1 of crafting for Almaran
Troubles at Home Day 1
38 75 1 Camp Roll +1, Troubles at Home p1 Grune, Khaine & Almaran teleport back to the kingdom.
37 74 3 Camp Roll +3, Ariadne & Zort join our quest, Discovered Vault in Government District, found Skyyfang, Freed Amul-Shah of his curse, Found Argental Font, Wished Temple and Font to Artist District, Met with the Muse and she drank from the waters
36 71 2 Camp Roll +2, Discovered Steam Coast Camp, Assaulted and destroyed SCTco, Rescued Shiro, Ness and a drifter named Ariadne (and her planar familiar Zort)
35 69 1 Camp Roll +1, Move to Artist District and setup new camp (Lakeside)
34 68 1 Camp Roll +1, Joining with Veritas, Breakdown of Chimera Keep
33 67 1 Camp Roll +1, Explore first vault, Exposed to Void Spores, Discovered Map/Portal room
32 66 1 Camp Roll +1, Update the Boss, decide to combine with Veritas
31 65 2 Camp Roll +2, Assaulted Necro Manor, returned to Chimera Keep, Defeated Cecilia, Raised Nik from the dead
30 63 4 Camp Roll +2, Found and Cured Julivar, Learned the Spires are a weapon against the Aspari +2, Learned that the Aspari are aligned with Minotaurs and that there is a serpent city awake and possibly preparing for conquest.
29 59 2 Camp Roll +2, Time Passes
28 57 2 Camp Roll +2, Time Passes
27 55 2 Camp Roll +2, Time Passes
26 53 2 Camp Roll +2, Time Passes
25 51 2 Camp Roll +2, Time Passes
24 49 2 Camp Roll +2, Time Passes
23 47 2 Camp Roll +2, Time Passes
22 45 2 Camp Roll +2, Time Passes
21 43 1 Camp Roll +1, Skirmish
20 42 1 Camp Roll +1, Revisited Temple District, Augured, Ambushed
19 41 1 Camp Roll +1, Camp Day
18 40 7 Camp Roll +1, Discovered Temple & Residential District Spear Passive & Active Abilities +6, Jemrand Taken
17 33 4 Camp Roll +1, Discovered Agricultural District Spear Passive & Active Ability +3
16 29 5 Camp Roll +2, Discovered Artist District Spear Passive & Active Ability +3
15 24 1 Camp Roll +1, Almaran arrives (from Ness), note from Cassandra, checked in w/ The Boss, learned Kingdom soldiers arrived
14 23 3 Camp Roll +1, Discovered memory artifact, saved Ness, learned of Underground Vaults +2
13 20 2 Camp Roll +2, camp day
12 18 2 Camp Roll +2,
11 16 1 Discovery: Merchant District – Room of Cooper Tablets +1
11 15 1 Camp Roll +1, camp day / share knowledge
10 14 1 Camp Roll +1, camp day / share knowledge
9 13 2 Camp Roll +2, camp day / share knowledge
8 11 1 Camp Roll +1, Farstyders Join Camp
7 10 0 Camp Roll +0, continued parley with Farstyders
6 10 0 Camp Roll +0, parley with Veritos & Farstyders
5 10 1 Camp Roll +1, Palomar Cursed, Secured Merchant District
4 9 0 Securing Merchant District, Established Base Camp
3 9 2 Discovered Merchant Spear Active Ability +2
3 7 2 Defeated Gargantuan Bat and Gargantuan Gator, Activated Merchant Spear +2
2 5 1 Discovered Government Spear Passive Ability +1
2 4 2 Discovered Spears can be activated +2
1 2 1 Discovered Merchant Spear Passive Ability+1
1 1 1 Discovered Military Spear Passive Ability +1, First contact with Red Orcs

Alliance Daily Digest

Kingdom of Isles antherman