^§ Session 1 of July 3, 2017 - The Gobelins Liberation Front

Arnor

Amnon

Siegfried

Turin '' You are in the border town at the line inn. You came here because it is the closest inn to the wild lands. In fact, it is the only building in the city that is located in the wilderness. A white line on the ground represents the border of the empire and the customers have fun jumping over and back into the empire laughing. These few seconds of adventures seem sufficient for them. But you want more. '' '' Although you never met before you sat at the same table at the inn, it is indeed one of the few tables occupied on the wild side of the inn and you said you would have doubts of the hooked atoms with each other. " "The party Barbeussa is raging tonight, and it will continue for another two days. The inhabitants and the inhabitants are all decked out with false beards and traditional make-up while they sing, dance and laugh. " Then there were aggressive drunkards who had lost a horse, a revolutionary goblin who had killed a horse. Cultists hidden in the forest who turned out to be drunkards. A demonic plant. The heroes fooled humans, saved the goblins, gained a base (for the conquest of the world of goblins) and passed level 2! (Firsts!) GM: Arnold Players: Audric, Bilson, Juan, Tristan Duration in game: Feb. 3 to Feb. 8, Year 1 Summary by:? XP : 400 per player Discuss

^§ Session 2 of July 11, 2017 - Weeding Néméia Poetry took advantage of Barbeussa's party for 3 days. It has even prolonged a little drinking in what is commonly called post-barbeussa. Druel also took advantage of the Barbeussa party and then visited the city for a few days. On January 9th, after Nemea had gone down, and Druel finished shopping, they finally found the courage to go to the inn on the line ... Turin and Amnon found Rigrik and the Tafrouk Penguin Shaman at the old inn on the other side of the border. The young goblins accidentally set the inn on fire which could have had unfortunate consequences if the adventurers had not intervened to save Tafrouk's family. The adventurers then led the goblins to the cultists' fort. It was more complicated than expected because Tin-tuk and other kobolds had taken up residence at the fort. The adventurers managed to negotiate with Tin-tuk so that the goblins could stay by agreeing to eliminate the regrowth of the evil giant plant. Once the plant has been eliminated, a clever trick of Amnon and Nemea Poetry has made the kobolds flee to their dens. Except an old, laughing kobold, apparently not speaking the common one who had understood the deception and who merely observed the adventurers as they explored the small room closed from the main room. After solving a particularly difficult riddle and recovering some healing potions the adventurers left the fort to the goblins and left for Border. Except Amnon who decided to head north alone after having judiciously interpreted the signs of the old joker Kobolds. GM: Arnold Players: Tristan, Bilson, Coraline, Alexander Duration in game: from February 9 to Feb. 15, year 1 Summary by:? XP : 600 per player Discuss

^§ Session 3 of July 12, 2017 - Forced Immigration

Akakamo

Jarod Akakamo and Jarod met at Frontier, the first to go on an adventure to destroy Evil as a Paladin, the second looking for adventurers to follow and then tell of his adventures as an artist with enchantment powers quite risky. They then met Sigfried and Arnor who, back to Border, were looking for the nice goblins they had met before, and then discovered the inn on fire. All 4 then headed for the Goblin Liberation Front Fort, where they found the Goblins, in conflict with the Kobolds. To avoid the war, the adventurers volunteered to look for a new habitat for the Kobolds, offering them to live for a time with the Goblins time to resolve the situation. Knowing another conflict 10 days south between other goblins friends with those of Fort and Arakokras (men-birds), they decided to go there in the hope of finding on the way a solution to their problem. Along the way, two encounters: an ethereal creature who, surrounded by magical spheres, attacked them, attempting to suck the sorcerer's life force before being slaughtered by the adventurers, then rather filthy tree creatures that seemed related to the disease whose land seems to be affected. Then they arrived at the feet of the montages, where they surprised a half-troll massacre of Arakokras. Warrior rage, Sigfried charged against the huge beast, followed by his companions. The big creature was then overwhelmed by the three warriors, the sorcerer arriving a little late. This rescue earned them the recognition of the birdmen who led him to the tower where the Arakokras live. They then learned from the Air Lord, the leader of the Arakokras, that a conflict was taking place between them and the goblins who stole the eggs of the Arakokras. Then another Arakokra warned them of the Air Lord's madness that confused Gobelins and Kobolds, since it was the latter who, launched into a guerrilla despite their numerical inferiority, attacked goblins and arakokras since they were in peace. A night excursion of the adventurers allowed them to meet the Goblins, and to be present during the attack of the Kobolds, the latter having two bears trained for the fight. Despite the rudiments of Akakemo's kobold language, which allowed them to learn that the Kobolds were demanding freedom with a better place to live, negotiations failed. Abandoned by the cowardly goblins, the adventurers fought fiercely. During the fight, Akakamo was seriously injured, but while Sigfried held the front line, Arnor managed to save him after getting rid of his bear. A great combativeness of the fighters and some spells of Jarod (despite a temporary teleportation in the astral plane) allows them to prevail, until there remains only one last goblin in tears. A confiscation between the adventurers led them to spare the kobold, and to propose to him and the last of his clan, to leave the place under their protection to join the other kobold of the north. Failing to find them a home, at least they had found other members to join their clan. They then met a tall metal creature, like armor but able to wander on their own, with a metallic voice. This one, occupied to repair the places, whose Arakokras call themselves the designers but which belong in fact to an old civilization. Following the creature, they suffered the ineffective attack of an invisible Kobold, spotted by Akakamo and slaughtered by Arnor. They found on it a necklace recovered by Jarod that allowed the tunnel doors to open as they passed, but little more information about these strange tunnels. After a last meeting, namely a crazy goblin shaman who told them the name of the machine D4785 (?), They discussed with the Lord of the Air who offered them a reward for their help. Sigfried gave him a chess piece, a white piece, as a souvenir of the meeting. Then the adventurers went north, accompanying the kobolds to whom he made, this time also a chess piece, a black pawn this time. GM: Arnold Players: Valentin, Sabine, Juan, Audric Duration in game: from February 16 to March 16 of year 1 Summary by:? XP : 500 per player Discuss

^§ Session 4 of July 20, 2017 - The Crystal Tower Arnor and Turin meet at the inn and start planning their next action. They are interrupted by a 12-year-old boy explaining that he wants to accompany them to the wilderness. Considering this request quite reasonable and sensible, our two friends propose to join their expedition to "The Door of the Desert", following a mysterious letter indicating the presence of a valuable commodity there (see Rigrik and Tin-tuk at Fort du Tubercule When they arrived there, they discovered a tense situation caused by the arrival of new Kobold refugees, believing that they had already caused too much upheaval in the cultures of these two peoples, the adventurers decided wisely to do not intervene ... NAN I'm kidding! Our heroes suggest that the kobolds organize a banquet (without the goblins) to cheer the spirits of newcomers. The day after the party, the Kobold tribe is struck by a terrible and thundering stomach ache. Having no other choice, the adventurers will beg the help of goblin shaman Tafrouk to help them treat the sick. The latter accepts despite the enmities between the two peoples, and quickly identifies poisoning with the silver needle, a non-edible grass of the region. Once the cause of the misidentification, the goblins are quickly set on foot and, grateful, agree to treat goblins with greater respect. Undoubtedly, cohabitation between these two cultures should in the future be peaceful and without history (HA!). Happy with this blow of fortune completely fortuitous, the heroes resume their road. (Any statement that the heroes were seen picking herbs in the forest just before the banquet is, of course, pure slander) As a result, the heroes head east to reach the border of a desert, along a road from north to south, which they decide to follow in search of any door . On the way they are attacked by two mortal shadows, seemingly capable of absorbing the strength of people with a simple touch, which, however, they manage to conquer easily. After a while of wandering on the theme of it goes away and it comes back, the taming of a Hippogriffe (by a mysterious ranger who named Gentil) and have sunk more in the desert, they arrive face to a huge crystal tower, apparently deserted (normal, in the desert). Exploration of the tower reveals that its occupant, a recluse and immortal mage (?), Had been immobilized following a magical accident 200 (?) Years ago. After getting it back on track (quite literally), our heroes leave for Frontière, not without having spotted their next potential destination: a set of mysterious islands farther north. (tips for visiting: do not look at the black slab, the big crystal golem is nice) On leaving the tower, Turin, looking pale, holds in his sling his left arm fully dressed. Maybe all our protagonists did not come out unscathed from this adventure .... GM: Arnold Players: Tristan, Flyn, Audric Duration in game: March 17 to April 24, year 1 (39 days) XP : 900 per player Summary by:? Discuss

^§ Session 5 of July 24, 2017 - Landmark of Burning Burning Cultists

Frère-Touche

Mur Arnor and Sigfried meet at the inn on the line the day after Arnor's return. He tells him about his latest adventure, from the Gray Expanses to the Eastern Desert, the wiper technique, and his encounter with the Crystal Mage. To support his story, he places on the table a sword quite reasonable for a half-troll, which he indicates coming from the Crystal Tower in which the mage lives. They are then interrupted by a plump human who asks if he can touch the sword. After some very pleasant discussions about the taste of gnomes and the intervention of a gnome named Wall who seemed to want to explain to them how to square a human with his machete, Arnor and Sigfried consider reasonable to take with them in the Desert from the East his two adventurers who already seem to get along very well. On leaving the inn on the line, Arnor notices that a hostel guest who seemed agitated is heading north-east. He decides to return to ask the innkeeper what this person wanted to say that he asked for information about the aggressive bastard died at the Barbeussa party. Intrigued, he suggested the group go through the Fort Tubercule to check that everything is going well in the outpost. Arrived at this one, the adventurers discover that the situation between Gobelins and Kobods has improved well, and that the outpost has not undergone any attack or disappearance, and that they had even put in place guards around the fort. Relieved, he begins to settle for the night when Tafrouk returns to see them and tells them that his friends did not quite understand the concept of surveillance and guards, and that humans had been seen around the fort recently. It was enough for Arnor and Sigfried to investigate these humans and trace their tracks to the northeastern part of the Flying Islands after skirting them to the south. They end up arriving in front of a ramshackle cottage that seems inhabited, in which they enter to take the soup and leave nicely after understanding that these people were just curious characters ... hehe ... But between the soup and the departure they took the time to kill the whole table (except one) because they adored a plant, to enter a room where men seemed to pray a campfire, to leave a monk and a gnome quietly eliminate one by one to finish with a barbecue of the chief priest, fight giant fire larvae keeping a hot but not cooked egg, that brother touches cooked in the still hot remains of the parents while the other adventurers faced a terrible safe, and finally to release the prisoner after interrogating him. Released prisoner whose traces they did not follow to the west until they were not readable because of a terrible storm, uh drought, uh wind. The work of a dark wizard no doubt. GM: Arnold Players: Audric, Juan, Jeff, Madie Duration in game: April 25 to May 14 of year 1 (22 days) Summary by:? XP : 450 per player Discuss

^§ Session 6 of September 14, 2017 - The heart of the forest Arnor and Sigfried meet Amnon on the way back to the inn of the line and, at the inn itself, they find Turin. Amnon tells them how he has spent two trying months in the forest. His adventures are a little disjointed, but he met some elves, to whom he left his communication stone. He also survived many dangers. As he recounts his adventures, a voice rises from his bag: it is Caillou, a wispy spirit who obeys his orders. Arnor and Sigfried briefly tell their own last adventure. The discussion is continuing on the organization of the next expedition. After a few moments, the adventurers decide to make their way to what appears to be a circle of monolith on the map. The card also indicates, in capital letters, the word "DANGER" ... But that does not worry too much the group, which takes the road confident. During the trip north, which lasted about a week, they met a group of mephits. They fall to dust when they die, blinding their murderer. But that does not hinder their prompt slaughter. They also cross a shadow, that they kill in an ellipse, so much they are powerful. Finally, they arrive at the stone circle. Because yes, it's a stone circle. While Turin and Amnon, careful, observe the building, Arnor and Sigfried advance in the middle of the circle, reflecting on the possibility of transforming the structure into a dwelling, and ignoring the supposed danger. The supposed danger quickly turns into a real danger when the ground opens under their feet, precipitating them into a chasm. Reactive, Turin casts a spell of '' dead leaf '' to slow down their fall. Unfortunately, the chasm is so deep that he and Amnon lose contact with their friends. Seeking a way to find them, if they are still alive, Amnon uses a spell to walk on the walls and down the chasm. After a long walk he ended up falling on a swarm of aggressive bats, and ran away. As they look more and more the worst, Amnon and Turin notice runes on the monoliths. By touching them, a song comes naturally to them. This song evokes the heart of the forest, which seems to rest here. A ghostly wolf appears then. This one seems to show the chasm to the adventurers and, after a few moments, it jumps in. Convinced of the merits of the motives of the wolf, Amnon and Turin jump in turn. The fall into the chasm was incredibly long. Here is what each of the two groups experienced, shifted about an hour: during their vertical journey, the heroes first cross the cloud of bats, which attack them without gravity. Then they avoid crashing on the rocks in a bottleneck. Venting on the sides blow air, which allows Amnon and Turin to slow down. Further, huge webs of spiders slow down even more their fall. They slow down Amnon so much that he remains attached ... A giant spider gets closer to him. Amnon addresses her, and she answers "Maaaaangeeeer!" Believing that he will not be able to make a friend, Amnon cuts the links and resumes his descent. Then the heroes cross an area with red and green luminescent fungi on the walls. They get close to it (Sigfried pulls out full handles while falling), and their spores reinforce their vitality. The soil finally arrives in sight: covered with slabs, moss or stalagmite. Clever, the heroes are shifting to fall into the foam. Turin and Amnon again benefit from the fate of the 'dead leaf', Arnor, landed gracefully without injury, and Sigfried rushed to the front screaming and defying the ground to hurt him. It takes 6d6 damage, it calms him. Crossing the canvases, they caused the fall of various objects. Three potions (two of which break by igniting the foam) and a parchment with mixed utility. The place has a corridor. By following him the adventurers end up falling on a bronze door, without handle. Caillou then finds a passage dug in the ground, which the heroes borrow. They arrive in a room with a gold sarcophagus. They hesitate about what to do, but the ghost wolf appears again and signals them to open the sarcophagus. they run and find inside and skeleton richly armed. A spirit is manifested: he says he is the protector of the forest, and asks the companions to act in his place because he can no longer. Sigfried asks if one can give his weapons, and the spirit answers that the material goods are not important. So they take his armor, his shield, his spear and his sword. They resume a corridor following the wolf, which eventually disappear. The road lasts a week. Finally they arrive in a place that seems out of the real world. They find three wooden totems (a gryphoon, a hibor and a wolf). They come to life and open their mouths. Amnon orders Caillou to go inside, and the hibor eats it (thus saving Arnor's hand). Arnor gives the two other totems a magic berry. Satisfied, they open a path through the trees to a monastery built over a lake. Taking the road to this monastery, the adventurers note that the rock on which it is built in the shape of a giant. They enter the closing monastery. To go out, they have to sing their truth. Interpreting this literally, Caillou sings that she likes to fly, then Sigfried that he wants to find homes for all peoples who do not have any, Arnor that he wants an outpost, Amnon that he wants to save the forest . Turin murmurs his truth at the door. The others do not hear it. Then the door opens and they fall into a forest cemetery. In this cemetery, they cross a kind of plant lich. Aggressive, they hit them hard with magical creepers. they choose to flee, cross a bridge, fall into a cul de sac, and, listening to ghostly voices, end up jumping into the lake. The hill / giant then comes alive and asks them to help. They find that his two giant eyes shine like emeralds, but one of the two seem to darken. The giant is wearing it. There they notice the presence of cultists, around a crystal orb. Alone not to have been unbalanced by the giant, Sigfried leaps and massacres most. The fight is over quickly. The cultist whom they had released at the ardent outpost was there and, trying to throw Turin into the void, he falls alone. The companions make a prisoner, but this one manages to poison himself. Trying to make him vomit, Amnon puts a finger deep in his throat, and loses it when the cultist bites him savagely. The giant / heart of the forest is saved. He announces that the plant lich should disappear with time, and he gives a gift to each adventurer according to his own truth. Turin, who seems to be running away from her sister, will always know where she is. Amnon who wants to save the forest can revive the plants. Arnor, who wants a front post, will travel faster on his way home, and Sigfried, who wants peace, will be able to calm the warlike spirits. They leave this strange place by walking in some direction, and return to the forest they know. And it seems to heal before their eyes! GM: Arnold Summary by: Juan Players: Audric, Juan, Turin, Admond Duration in game: May 15th to June 9th of Year 1 (24 days) XP : 650 / player Discuss

^§ Session 7 of September 27, 2017 - Floating Islands Wall, Sigfried and Brother Key decide to go to explore the Flying Islands (that some stubborn to call "Floating Islands", which much likes Frère Touche). Wall and Touche had indeed approached during their last outing and were very eager to take a ride. Sigfried wanted to know more about their settlement. After a dozen days of walking safely, the heroes arrive under the islands. The ground is covered with traces of orcs and three old chains hang from the islands. Sigfried touches a reddish link that triggers the winch mechanism and allows the heroes to borrow the platform to the islands. They are greeted by a formal goblin used to seeing emissaries. Brother Touche improvises and replies that he comes "from the duchy of Mangetout, and that he is the duke in person". For the rest of the adventure, he will be officially the Duke Enpersonne of the distant duchy of Mangetout, Sigfried and Mur playing the role of his valets. After passing through an illusory tower, the heroes meet an emissary orc much too eloquent to be honest. It turns out that he is plotting with Princess Zelana against King Zvric to force him to sign an alliance with the orcs of the Tooth for conquering purposes. The heroes force their way to, and then through, Zvric's tower and find him at the top, tied and tortured by his daughter. The fight and rough, Brother Touche passes close to death but the two barbarians do their job and release a Zvric badly and just grateful. They then help him put the orcs to flight and regain power. A little annoyed at having been helped, Zvric offers them a reward in exchange for their silence. That's how heroes now have a foothold on the Floating Islands, two cozy little huts and a goat park! It is impossible, however, to change Zvric's view of his revenge on the goblins of Fort Tubercule. Sigfried at the time cleverly sent to a false track, not disclosing their location. Before leaving, the heroes tried to repair the empty junk. They were attacked by a troll, a detestable entity that regenerates and resuscitates if it is not burned. During a fierce battle in which Wall and Brother Touch are close to death, the troll is defeated. Happy, the PCs will announce it to Zvric and hope to exchange this achievement against the release of a human prisoner named Era. Except that the troll was the guardian of the garbage and that Zvric is jaded of his disappearance. He is still magnanimous and frees Era. At the time of their departure, Zvric will meet in 15 or 20 days with the heroes to accompany him in his campaign against the orcs. Brother Touche is happy because he was able to taste the cooking of the nice big Bertha, and later discover the hobgobelin steak. GM: Arnold Summary by: Jeff Players: Madie, Juan, Jeff Duration in game: June 9 to June 29, year 1 (20 days) XP : 1300 / player Discuss

^§ Session 8 of October 04, 2017 - Barghel tavern

Atieris

Galdor Akakamo, Jarod, Atiris and Galdor meet at the Border Inn. An old lady approaches them and offers them gold to bring back the stone of the moon. It does not say much about this moon stone except that it is north of a river. After several days of walking without any meeting. Adventurers meet the Goblins and Kobolds, under the floating islands, waiting for other adventurers to fight the barley. The adventurers continue their paths in search of the stone of the moon that seem to belong to priests in a temple according to the goblins (ambiguous information). On the road, the animals spoke in Dragonborn (dragon language). Then the adventurers go to a cave and find an inn with a weird owner who names himself Garleb. He offers them good beer (demon beer) and a free night for a service (getting rid of rats from the cellar). Gladly, the adventurers go down in the cellar, they kill the 3 rats they cross below but the others ras disappear in a tunnel. Curious, the adventurers follow them and kill gelatinous monsters then meet a giant monster with tentacles that the adventurers escape with bitch and discovers a chest with inside the stone of the water. The adventurers find after the stones of the earth and the wind and with the three stones he opens a room with a lot of gold and a magic card game (AKAKMO has drawn a card and he has lost everything he has). Back at the hostel where the owner turns out to be Bargle (a magician), he thanks them and the adventurers return to the inn without the moon stone but happy with their adventure. GM: Arnold Summary by: Sabine Players: Akakamo, Jarod, Atieris and Galdor Duration in game: June 30th to August 10th (40 days) XP : 375 / player Discuss

^§ Session 9 of October 18, 2017 - War and Sword Orcs were riddled with our Goblin / Hobgoblin / Kobold army, aided by a handful of Elves. But we let a necromancer escape and swear revenge for the Tooth. We met an illuminated who wants to settle with his grandma in the forest. The goblins showed us a strange sword with a parallelepipedal blade. It is very difficult to lift and handle with any force of the user, but it falls slightly to the ground, as if damped by magic. Players: Artieris (Adriana), Siegfried (Juan), Brother Touche (Jeff), Wall (Madie) Duration in game: August 11th to September 9th, year 1 (28 days) Summary by:? GM: Arnold XP : 600XP / player Discuss

^§ Session 10 of October 19, 2017 - ELEMENZER

Dory Unhappy at having been left out of the defense expedition against '' gruesome Orcs '', Arnor decided to prepare the next expedition as soon as possible. So it was in the company of the usual hyperactive rogue and the greedy paladin that they prepared the next expedition in the East. As they chatted, a gnome who seemed to be constantly looking behind his shoulder as if he feared that a kobold or something else would attack and shut him up, brought them to the inn table. Since he seemed to want to destroy the '' evil '' creatures, he was accepted by Arnor without problems and he took part in the preparations for the expedition. We're like that in the East, '' 'nice, or naughty' ''. During their discussions, they learned from the Innkeeper that a certain Arpant had decided to build a house in the East and that Era had decided to build a wall to protect the Eastern Empire. Arnor thought very hard that it was a shame that she did not join their adventurer group, but that '' '' '' '', she did not understand that we had to start with a '' 'before -Posted '' '. The adventurers finally decided, and went in search of '' 'the moonstone' '' for which other adventurers had already been mandated. And as the Desert Oasis roughly corresponded to the direction given by Martine Martinez and the original map had a star drawn on the spot, he made his way to the lake. On the way, he met a scrap-eater, and (what are these monsters who were trying to bewitch us?). After seven days of walking, he arrived in front of a dilapidated farmhouse. They decided to approach it, to observe it more closely. The farmhouse was beginning to fall to ruin, the field barriers were rotten, and the field was fallow. But in the middle of the field, '' 'scarecrows' '' seemed to be in perfect condition. As Akakamo tried to get close to detecting evil magic, they attacked the paladin. How these scarecrows had detected the paladin remains a mystery, but rumors say that Turin hidden as usual behind a '' 'branch freed' '' screaming "I AM HIDDEN" would not be alien with their sudden awakening. Then came an awkward fight during which the straw skates tried to hurt the mighty Arnor, who remained impassive most of the fight in front of the ridiculous situation. The two gnomes of the group seemed to play the game too because they forgot how resistant they were to the magic effects and also claimed to be afraid to please them. Only the paladin seemed to decide to destroy those twigs. Once the scarecrows were reduced to chips, a first '' '' evil '' 'seemed to fall ... Around them, the farm seemed to come back to life, the field became green again, the farmhouse seemed to be in perfect condition, and a barn, a well, and a bell tower were also now standing in the neighborhood. He inspected the farmhouse from the outside, noticed all the "evil" emanating from it and the many porcelain dolls inside and decided to go around the rest of the village instead. They noticed the source well of '' 'evil' 'but said that' '' 'good' ', it was as always go to oppose the' '' quest indicator '' '. So they headed for a tree that glittered in the distance, and discovered a word telling them to ring the bell tower to ward off the '' evil ''. According to the people's knowledge of the groups, they believe that they will go to the tower anyway. He then advanced towards the steeple, passing through the field, in which Arnor glimpsed '' 'mandrakes' ''. He did not kill a mandrake, then fled with the rest of the group to the steeple and wait in it, no, they went on their way and continued up to the steeple. Any other rumors will be denied. Arrived in the bell tower, he noticed immediately that the bell was missing, but decided to go upstairs to admire the view. Any rumors that he waited for the hundreds of mandrakes to calm down will be denied. He met owls on the upper floor, which were obviously lacking in many feathers, which they understood to be removed by a '' green witch '' 'in exchange for food. Teasing affection for Akakamo, one of the owls decided to follow the latter by nestling on his shoulder. When he came out of the steeple, he met a snake-cat named Elemenzer. The latter wanted to propose to them, with a honeyed voice, to raise their dearest ones, that it was enough for him to come and wish over the well with him. The adventurers asked him a few questions to which he answered briefly (apparently the village has been empty for 40 years) to resubmit to raise the vows. If this simple description is not enough to convince you that he is' '' evil '', know that the paladin detected his aura '' 'evil' ''. Arnor then proposed to follow this beautiful being and tried to attack him once his back was turned. Unfortunately, the snake-cat is fast and fled without the adventurers being able to kill him, and took refuge in the farmhouse. The adventurers then entered the barns, which housed statues, and the bell on a pedestal. Arnor then decided to ring the bell with a bench, made it fall, which awoke the statues. There followed a fight against these, which ended of course with a success of the adventurers. They heard the cries of a woman. They started to make their way to the barn door when a beautiful long-haired woman came in (nothing sexist, no need to have long hair to be beautiful, we promise). She told them to ring the bell because the witch was coming, which Arnor immediately did. Nevertheless, he did not fail to notice by ringing the bell of the undulations in the image of the young woman whom he understood to be the witch. He then gave him a violent shot, followed by a fight against it, which ended in his death. The adventurers ended up exploring this village, put the bell back in place, rang it, and felt like they had "done" well. They made a narrative tour in the farmhouse, understood that the porcelain dolls were the dead villagers transformed by the witch, explored the well in which lived the witch. Happy with their work in this area, they decided to continue their way to the oasis. GM: Arnold Summary by: Audric Players: Akakamo, Arnor, Turin and Daniel Duration in game: August 12 to August 21, year 1 (9 days), no return trip (see next session) XP : 750 / player Discuss

^§ Session 11 of October 30, 2017 - The pool "Leaving directly from the witch's den, the adventurers head for what they call the pool. On the paths he goes through the battlefield where the fight with the Orcs took place. They loot the place and fight some surviving Orcs. They arrive at the "pool". Following the meeting with Ingrid the innkeeper, the rescue of a child named Ziggy having been removed by rats, the discovery of a metal block in the poop. Collecting a pearl and jamming in a giant oyster and fighting with giant lobsters, fighting ghouls, flying sharks and the final fight against the giant red manta ray that was thirsty. " After settling the account of the witch of the Bell Tower Village our favorite heroes (and especially our favorite hero, Arnor) have finally made their way to the Oasis of the Desert, which is not really an Oasis, is not really in the Desert but at the limit, and which is better known as "the pool". Not tired for a second, so they rush into a new adventure without going back through Border, like the beautiful kids they are. On the way, they go through what some would hastily call a battlefield, in any case there were a lot of bodies, dead orcs, dead goblins, dead elves, carts and burnt tents ... Attentive readers will recognize the battlefield of our pseudo heroes, but we are not readers, we venture. They take advantage of this chance opportunity to find two interesting items, including a small bag larger trend inside and out. But as they watched this bag with admiration, a group of 4 '' 'Orcs' '' arrived, claiming that the adventurers were getting their "loot". There followed a few nice hugs from my side to find an amicable arrangement. On leaving Arnor took 2 ears of Orcs, one for each of the Orcs with whom he had an agreement on who owned the spoils. After some troubles on the direction to reach the said pool, our heroes finally found the stream they were looking for and followed to the lake. They eventually arrive in front of a path that leads right past the pool, its four islands, its various suspension bridges, and a sign indicating an inn. They cross the various bridges to reach the last island, larger, on which nestles the inn. As they climb the last steps to reach the hostel, they hear a screaming woman and so rush to join the origin of the screaming. They arrive in front of Ingrid, a red-haired woman who turns out to be the innkeeper, who tells them in tears that huge rats took her child named Ziggy, and took him to the cellars. They did not need more for our adventurers rush through the hatch leading to the cellar after concluding that Ingrid fucks. They quickly find a trace of blood that leads them directly to the child surrounded by giant rats, which he kills without a fight. Dori then looks after the child, back to her mother followed by the rest of the group. They discuss briefly with her, who thank them, and explain to them that she has just acquired the mail-order inn, that she was born in the East, and that she lived north of this place and that she had only visited the hostel once before (or not at all?). Then they return to the cellars because they had heard noise going up. Our adventurers then went back to where they found the child to realize that the cellar might not have been a storage place for the "inn". They face '' 'giant crabs'' who seemed to have taken up residence in the dry toilet exit. After this fight, Arnor, Turin, and Dori watched with disgust as Akakamo searched the dung pile, and found a strange metal cube. Our heroes and the most avid paladin of the East continue their exploration of the cave. They fall on a circular piece occupied by a '' '' '' giant octopus' '' who attack them without warning, a being '' 'evil' '' in sum. They confront this creature, until Arnor cut the octopus of rage to free Akakamo who was apparently going to be eaten. Once the octopus is killed, they decide to apply a very interesting technique of excavation which consists in not changing stage and thus open each door to finally find the only door that does not give on a staircase. This last door leads to a temple, with a driveway, bench on the side of the gone, a giant oyster open at the back of the room and two giant lobster statues behind it. Seeing a pearl in the center of the shell, Akakamo rushed to be locked by it. The true heroes of the group came out Akakamo shell while wiping the devastating attacks of the statue. They ended up fleeing the temple leaving the pearl that the statues protect, to come to recover later after exploring the rest of what was definitely more than a simple pantry. Our adventurers continued their exploration, confronted ghouls who fled before Dori, decided not to swim in the various underground lakes, and ended up descending into a well and finding a surprisingly cold room. The room is composed of an ice door at the back, four alcoves containing frozen fish men, and a pentacle in the center of the room. Was it drawn by the innkeeper on his map? This supposes that he had already come so deeply without being attacked. A voice ends up talking to them in the head asking to drink "his blood". Dissatisfied with the gifts offered by our heroes, the monster, a flying red manta ray, out of his den under the pentacle and attacked the group, to die under their blows, of course. The group then quickly explored the room behind the ice gate, found a red stone and fled as the island collapsed, although Turin found time to take the stone guarded by the statues in passing. Once outside, they could admire the main island collapse, the panel was reduced to dust and found no traces of Ingrid or her child. GM: Arnold Summary by: '' Arnold '', Audric Players: Akakamo, Arnor, Turin and Daniel Duration in game: from 22nd of August to 14th of September, year 1 (23 days) XP : 1125 / player Discuss

^§ Session 12 of November 1, 2017 - Money makes happiness Turin, Mur, Siegfried, and Brother Touche meet at the Auberge de la Ligne. After a review of previous expeditions, the band is determined to explore beyond the mountains of the East. The first step will be the Crystal Tower, where the team plans to use the observatory to probe the passage. The trip is done calmly, the heroes discuss the establishment of a future guild. On the tower, the heroes get only a little information. The observatory does not have the proper orientation to see the way through the mountains, and the resident mage does not look more than aware. However, the heroes realize that a piece of map of an unknown place actually describes the surroundings! They then change plans quickly and decide to visit a strange statue located north of the tower. This is a giant statue (about 15 meters) of the goddess of luck. Turin and Brother Touche show their agility and climbing, discovering that water must be poured into his hands, and probably put a coin in his mouth. What theyre doing. A passage opens at the base of the statue. Arrived in an empty room, the heroes suspect a trap to reach the next room. After careful consideration, the heroes expect an imminent trigger. Brother Touche brilliantly performs a running technique on the walls to go down the stairs, but Mr triggers a fireball trap that leaves him burnt. After a little rest, an enigma resonates in the heads of the heroes. They shout Silence and the door opens to a room containing five golems that start severely boning the heroes. These rush to read and reconstruct the piece written enigma on each of the golems. "Nothing!" exclaims Brother Touche, "Nothing!" Corrects him Siegfried (or was it Turin?), and the golems stop. In the next room, a checkerboard of trapped letters faces the team. It is necessary to spell the solution of the enigma, which Turin does with great vivacity. Finally, the heroes face and triumph over a sphinx. They find themselves covered with almost more gold and platinum than they can carry! They also collect valuable items: a millennial cookbook, a gnome / goblin fertility potion, high-class armor, a potion of friendship with animals, and a magic drone. Proud of this success, the heroes return to Frontière, calling at the floating islands. Wall rushes to try his fertility potion, while the others investigate the famous parallelepipedic sword (I wrote it at once without any fault o /). And their find is not good. Turin is trying an identification spell, but all that comes to mind is a guttural and terrifying "NO". He then tries a detection of the evil, and there ... "YES". The current assumption is that it is not a sword but a piece of accursed machine. Returning to Border, Turin negotiates the purchase of the hostel, for the moment without success. GM: Arnold Summary by: Jeff Players: Tristan, Madie, Juan, Jeff Duration in game: Sept. 15 to Oct. 19, Year 1 (34 days) XP : I know more, but not much (tons of thunes for cons) 350XP Discuss

^§ Ellipse 12.5 For reasons totally scripted and not at all due to a mistake by the GM it is necessary to insert a quiet period from October 20 of year 1 to 3 of February 2 (3 and a half months). Discuss

^§ Session 13 of November 19, 2017 - Advent (and forfeiture) of the Elven King Meeting at the inn after spending three days at the Barbossa party, our adventurers decide to set out again on the Eastern lands. Then comes the question of the place: by exploring the map, they notice a strange inscription representing the choice, an elf queen, a demon, or a man with horns. Beating for the Queen of Elves, Brother Touche having a priori never tasted elves, they say that going to meet this hated people could be a source of adventure. On the way, they made a stop in the cave where Jarod had met the strange wizard Bargle, hoping to find interesting elements. Cooking failure, which did not give rise to a tense encounter with a family of bears. The appetite of Brother Touche having failed to convince Dori of the need to deny his pro-nature religion to allow him to taste a bear, the group eventually run away. Here they are, arriving in dwarf ruins, which surprises them, they who hoped to meet elves. The forest seemed in very bad condition, the sick and sick animals ... After an interrogation with animals that escaped the appetite of Brother touch as much, here they are exploring a cave under the ruins where they faced the during a brief exploration, to a set of gelatinous blobs with multiple colors. Brother Touche proposed to retreat to let the sorcerer grieve, which could have been effective if they had waited for this one to step back to do the same. Instead, the sorcerer found himself facing the blobs that did a little stuff. Wall and Brother touch then worked valiantly against the blobs while Dori could heal Jarod. Like what, even the Gods are sometimes busy, since Dori's deity gave him a very powerful and instant healing spell without letting him do his 10-minute prayer. Thanks to this, Jarod returned among his comrades and was able to cast his spell of flames. The only action useful since then he was too busy spitting pink bubbles to do something else. The rest of the fight continued until the extinction of blobs and black giant blob. The group finally went to rest a little before continuing the exploration of the cave. Upon their return, at the entrance to the cave, a gelatinous elf duo appeared, that is, elves who appeared to be suffering from a disease that put them in a state close to the gelatinous blobs. A brief fight is enough to get rid of the elf duo, which unfortunately did not carry anything useful. Finding strange mushrooms screaming in the torchlight, they attracted a group of gelatinous elves that Turin hurriedly slaughtered with a single cunning attack, letting his companions quickly finish the job. They ended up finding the famous Queen of Elves, locked in a bluish blob, with a mass of weapon in hand. Trying to free her, Brother Touche crossed the blob, but only ended up with the rotten pulpit pieces of the late Queen. Destroying the blob, Mur recovered the mass of weapon whose powers she could quickly understand. The group then discovered a statue to pray and receive a blessing that, as the following will show you, will have no use. But more importantly, they discovered the necessary for a resurrection, still unusable by Dori, but which reassured Jarod saw his propensity to die regularly. In the depths of the dungeon they found a creature with multiple mouths locked behind a cage, whose murmurs provoked the madness of the least resistant adventurers. Taking a moment of sleep before the fight, which made the blessing of the statue disappear, they returned to battle after putting wax in their ear. The fight was epic, each adventurer unleashing their powers over the creature who soon regretted having made the bars disappear by believing to set them a trap. Coming out of the cave, they met the surviving elves who, at the death of the creature, had just recovered their spirits. The adventurers guided them to their "kingdom", a simple village from the point of view of those who knew the Empire. Turin managed to convince the elves for a time to name him King, but his desire to restart the adventure eventually disqualify him. But it does not matter to the pseudo-heroes who knew that now, they and their confrere of the perhaps future guild had made allies with the Elves. an avant-garde that would certainly please some. GM: Arnold Summary by: Valentin Players: Tristan, Dori, Brother Key, Wall, Jarod Duration of play: from February 3rd to March 9th of year 2 XP : 1520XP / player Discuss

^§ Session 14 of November 21, 2017 - There is no lizard! (well, if ...)

Altur Barbeussa's party is in full swing again at the inn of the line. A year in the eastern lands has marked the adventurers and morale is at its lowest. Fortunately the arrival of new blood in the form of a gigantic elf and the stature of demi-god will give them a second wind. Altur is here! And he encourages them to return to these wild lands to find fortune and honors. He promises them that he will protect them if necessary and that they can still become seeds of legends in his company (nda this part of the adventure is a little foggy due to the festivities and the remarks are largely reported by Altur the Sober). After deciding to visit a lake in the northeast (but Altur does not like the water) and elves whose unicorn queen was in danger in a pebble, the band (exhilarated by the reinforcement of Altur) cross the border of the empire. But as the pebble did not answer it finally turns south-east to visit a gear. After a few days without trouble and feeding exclusively on the fruits of hunting Arnor (1 bay per person per day [, finally two] !!) the gear no longer seemed like a destination worthy of our heroes and they decide to majority unanimity to go further south towards the wingless dragon tower. Arrived on site (still without being disturbed (to the chagrin of adventurers inflated to blocks who would have liked to fight)) they find that the tower is under repair and a lake and a small village are below. Listening only to their courage, they go on ... uh ... spying on them using their great stealthiness ... via a grumbling hawk (by far, what!). And great good took them because the square is literally teeming with lizard men (at least 10). They had just made a great discovery: the dragon without wings so skillfully drawn on the map could only mean the presence of these men lizards! Listening only to their courage, they go on ... uh ... will ask some questions to the inhabitants with scales. Unfortunately and despite their great mastery of the languages u200bu200bKobold, Goblin, Vulcan, Elvish, Common, Klingon, Infernal, Dwarf, Common (yes there are several to speak it in the group), and Giant of the Black Mountains of the Southwest of Ankh-Morpork (those of the Hill without Trees, not the nabots of the Lake With Fond) the conversation quickly turned to: Man lizard: "kliliosqdrsssssss gfiudsyssssss fikdsfiurssssss ssssssjhytuyg" Amnon: "Understand nothing, write it on the ground, it will be clearer, I can read everything" Man lizard looking menacing and out of arms: "poiipoposssss iouoiussss ssssjhjkh !?" The heroes listening only to our courage and taking out our weapons and shields: "Here is an offering of an object of great value." Arnor unfolds a shield that he had forgotten in his bag and tends to them. Sigfried adds the icing on the cake in the center of the shield: an invaluable gem (probably less than 50Po). Everyone calms down and one of the lizards disappears with the offering to return accompanied by an old man with scaly scales made worthy by his haughty port of the shaman stick. The latter speaks the common and bluntly announces that they are not welcome. After long negotiations they can stay a little longer if they free them from a winged monster with lion's head and scorpion tail that eats the villagers at their waterhole. By cons the tower is non-negotiable, and should not even be mentioned. Their thirst for adventure equaling only their desire to serve their neighbor (even when it is full of scales) the adventurers accept. Accompanied by a dozen men lizard who ensures their "protection" to the water point located companions set the camp at the foot of a small tower. They are waiting for the filthy creature who gobbles up the merry locals. Their escort takes its role seriously but at a safe distance so as not to interfere with (potential) heroic acts. I would quickly go over the attempt to sow the water point with water from the lower lake (which did not look very drinkable by the way) in response to the lizards hosts' welcome. At nightfall they heard a beautiful song coming from the little tower. Everyone was curious, but Altur forgetting his elven nature was delighted to hear voices of such beauty and rushed to the tower. Unfortunately his comrades did not hear him that way and he could not join this bewitching choir. At that moment six hideous and hesitant harpies snatched up the space that separated them from the group. They harassed them from the air with their little gasping cries while turning horizontally like a halo (well, more than a h in stock). Immediately in combat formation our heroes did not spare their efforts to shoot down the flying assailants. Thanks to their fate and their arrows (even now it is not very clear who fired them) winged creatures quickly found themselves on the ground in close combat. Everyone was conscientiously carving out his personal harpy in his corner, when the magician Galdor cast a spell of electricity. It should not be the best thing to do because all the other harpies rushed to him. Despite the efforts (always heroic of course) of his brothers in arms nothing could stop the avalanche of beaks and claws that fell on the poor wizard in light dress. In less than a few seconds there was nothing left but the hedgehog (or cat-harpie?) In the center of the ferocious beasts (but who sing very well). The morale of the other adventurers had taken a blow but their rage was increased tenfold. Blinded by their pain and focused on their desire for revenge, casting spectral spells, grinding with their blades, releasing deadly arrow on deadly arrow (in the chaos of the fight no one really saw where they came from) the adventurers did not notice not immediately their deceased companion who was fighting on their side as in the first days (And in addition it was not even dead-alive which would surely have posed some problems thereafter). The powerful magic that channeled [[, "channeled", yelled well big word to explain that it throws flames]) always in greater quantity Galdor was teasing nature and had once again escaped his control by bringing it back to life. He was the first to be surprised but also understood that it contributed to the beauty of his art. Overjoyed, the members of the company made only a mouthful of the feathered animals that remained. There followed great moments of joy and laughter about the incompetence of the shaman who could not tell the difference between a harpy and a manticore. The group then went to the tower to see if the aggressiveness of the harpies was due to the deplorable conditions of their habitat. But there was nothing but the corpses of lizardmen in advanced decay and the nests of creatures. Sigfried tried to autopsy one of the corpses to know the cause of death but only managed to throw up his four o'clock and find a small gem. Before returning to their reward and explaining the difference between a harpy and a shaman manticore, the group decided to finish the night in the tower (despite the smell) to rest. Thanks either to the foresight of Amnon who had asked his little fairy to stand guard during rest. A little before dawn she wakes the wizard because she hears flapping wings on approach. To everyone's surprise, a beautiful, authentic Manticore is drinking at the waterhole. Listening only to their courage (and not their foggy brain that still requires 5 minutes under the covers) they rush on the manticore ... uh ... quietly approach from behind until Altur [, the ball # 1 ], light scimitar runs screaming "For Eldoran!" Their cover greatly compromised the other companions who came to the aid of Altur who did not seem to be in his normal state (or maybe if ...). After a fight as short as violent, a second manticore arrives to avenge his companion (?) And covers the adventurers with insults. Amazement of our heroes: they could have spoken to these magical animals. Whatever! After bitter attacks and counter-attacks someone shoots a red "magic" arrow (bought at a good price by Sigfried from an honest-looking merchant during the Barbeussa drinking party). No effect, but fortunately the Amnon sorcerer by the power of his mind managed to dominate the recalcitrant beast. She lands on the ground, obedient but still furious when without warning she glows and then explodes by sprinkling the adventurers with its steaming entrails. The arrow had done its work ... The merchant was finally really honest. After sampling the various organs of manticore by the spellcasters and half a night of rest the group leaves to report his exploits to the shaman. The strategy is simple: to put their eyes on them so that they prostrate themselves and beg to be spared by the troop of demi-god. They arrive in front of the shaman two heads of manticore in the hands, the ground shakes slightly when they walk and their voice is more serious than in the natural one (the effect is close to the arrival of the space miners in Armageddon). However the shaman and the dozens of lizard men present do not seem very impressed. The discussion is short and not very diplomatic. The shaman shows 4 crocodiles at his side to support his arguments and 4 more when the group is not convinced to accept a small gem (probably the first one) for their efforts. Very quickly the situation gets worse and the adventurers only listen to their courage ... uh ... their empty door and throw themselves on the shaman. In less than a minute [and after two well-placed swords of the mighty Arnor], the shaman lies dead and the crocodiles have evaporated. The other lizard men are also fighting and soon Altur falls. Realizing feats of power and speed his companions manage to treat him while keeping the lizard men at a distance. Galdor [, the ball # 2], although behind the group where he conjures his powerful magic is taken apart by a lizard that seals his fate in a few clubs. In the distance other members of the scaled community rush to punish the assassins of their late shaman. Arnor, at enormous risk for his life, manages to eliminate Galdor's killer and bring him back to life (Galdor, not the lizard). Adventurers opt for a strategic retreat. Barely recovered from his vision of the long corridor at the bright end, Altur begins the fight to collapse again at the feet of Galdor and Amnon [, the half-cannonball number 1]. Raging Seigfrid cover his companions as they escape by carrying Altur the Sober (but heavy). He hesitates to seize the shaman's stick but the pressure of his 6 opponents is too strong for him to approach. He turns on his heels and runs mad with rage, shouting (or "shouting mad with rage"). After having revived Altur to transport himself and a chase in the village, the "heroes" [Arnor and Siegfired, and the three cannonballs] manage to escape and reach the lands of the empire. A month to go and their earnings boil down to a few gems, from the bowels of Manticore and Altur who lost his favorite scimitar. GM: Arnold Summary by: Sedric, [Arnor] Players: Bilson, Audric, Juan, André, Sedric Duration in game: February 3rd to March 7th of year 2 (in parallel with the previous session which ended on March 9th) XP : 880 Discuss

^§ Session 15 of December 4, 2017 - The Nightclub GM: Arnold Summary by: Tristan Always eager to explore new areas and new pools, our heroes decided to go north, beyond the (mini) kingdom of elves. They were hoping to find the temple of the moon, which an old woman had urgently asked them to find the treasure ... a few months ago. At worst, they said, they could always push the path to the lake of sirens, which looks very nice. In paths, they decided not to push the hollow valley in the mountain, because even so, with a form like that, it would be the devil if there was nothing to see there! Turin seemed inspired on the way to take and passed the group near a cliff where overhanging some ibex grazing peacefully. A lively debate ensued between the heroes, shared between a strange desire for bloody murder (Valentin), the desire to continue the road without delay (Turin), the refusal to touch these poos' small animals (Akakamo) and a singular apathy for a so-called protector of nature (Dori). Finally the group decides to continue the road without slaughter. A few days later, following a "short cut" that Torino had insisted on following, the adventurers fell on a singular scene: a group of primitive, wild-looking men were putting to death a huge elk. The heroes cautiously approached the group of hunters and managed to establish a rudimentary form of communication. The poor wretches had little to offer, except for a few provisions in exchange for trinkets exchanged with the group. Our friends decided to turn back and continue north, without pushing to the village of prehistoric men they saw in the distance, carved on the side of a cliff. Indeed, there was no chance that such a primitive people has any treasure or magic object ... right? Before being able to continue their journey, it was necessary nevertheless to the heroes to put out a pack of wolves, then to treat with a dryad. Each time, it seemed that the events arose from a fad in Turin about the road to take. As if the destiny fought to push him on the road of meetings more hazardous than the others. Going north, the group finally arrived at the Temple of the Moon, immersed in an eternal night and surmounted by an enormous sphere like a little moon. The place was therefore logically known as '' 'La Boite de Nuit' ''. Approaching La Boite de Nuit, the heroes discovered that the artificial moon was floating above a humanoid statue holding a scepter at the entrance to the box (the bouncer). There they met a disoriented-looking woman, who urged them to enter as quickly as possible. Feeling the trap, they summoned her to unmask herself. She then appeared to them in her true form, a witch with blue skin, and was quickly put to flight. After part of the group fell into the river along La Boite de Nuit, they came upon two humanoid animals which, following a skillful maneuver of Valentin to provoke them, attacked them savagely. Once dead, they resumed a human appearance, and our heroes discovered on them a letter indicating that they had also been instructed to find the Moon Stone by the old woman ... Our adventurers began to explore La Boite de Nuit. After having managed to skillfully get hold of a treasure of pieces becoming invisible to the sun and visible to the moon (they are cons these priests anyway, it is not very practical ...). They met a group of owls, the last inhabitants of La Boite. At their head, an impressive sized bird named '' Piafabec '' (to be verified), able to speak in the language of men (but not gnomes, nobody ever speaks the gnome). The falcon tried to discourage the heroes from taking the Moonstone, because this one, although able to provide its bearer with wealth, eternal life, love glory and beauty etc., was also a bearer of a curse blablabla worse nightmares become blablabla realities disaster on the surface of the Earth. This, of course, only made our heroes redouble our efforts, anxious to save the world from such mortal danger, and to put it in their pocket. After triumphing enigmatic puzzles (But who had the idea to do something so crooked? They did it every day to go home? How did they do when they had to go to the bathroom?), The heroes managed to the Moonstone. They began to hesitate, remembering the raven's words. Turin, more brave than the others, decided to touch the stone. A female silhouette began to materialize, causing a great trouble to the gnome who let go so early. After a few tries, the adventurers went to the evidence, the woodpecker had not lied to them, and the stone materialized well the worst nightmares of the wearer. The heroes therefore wisely decided to follow the advice of the ostrich and leave the stone in place. So they left the temple, rich only with a little more wisdom, and a treasure with the unfortunate tendency to disappear in the sun. One last mystery troubled them. While exploring the temple, they had to fight a spider-woman who, once killed, had turned into an elven adventurer. Apparently cursed, the elf had probably suffered the same fate as the two adventurers met outside. In his wallet, the heroes had found a map of the region, signed only initials "EZ" ... Players: Tristan, Daniel, Sabine, Valentin Duration of play: March 10th to April 11th of Year 2 (32 days) XP : 1250 / players Discuss

^§ Session 16 of December 5, 2017 - Complicity of kidnapping GM: Arnold Artieris, Galdor, Mur and Brother Touche are thinking of crossing the desert to explore. During a stop at the Crystal Tower, Aeline (the crystal mage with the body of crystal golem) advises them to follow the river, but to turn back when it stops in a strange way. After about two weeks of walking in a desert surrounded by mountains, the heroes reach the Ray of the River: the river suddenly stops in the middle of the desert. Of course, they do not listen to the crystal mage and move on. It is there that an immense city appears before their amazed eyes, and that the river continues in fact its way: the Ray is a magic illusion! The city is beautiful with in its center a huge crystal tower similar to that of Aeline, lined with some crystal domes. The inhabitants of Tyret (that's the name of this city) are terrified before our heroes. They refuse to speak to them and hide or flee. Only a few officials are allowed to talk to them. Indeed, the millennial mission of the city is to repel forces of evil (that no one really knows) from the west dangerous. So it's hard to get info. Thanks to the three-humped camel / camel merchant crossed earlier in the Floating Islands, who recognizes the heroes, they get an interview with the Dean of the University of the Invisible (an institution more or less independent of the city, based in the crystal buildings, and who practices a general baston contest to death to recruit the students in magic). The latter is a nelfe (or an elfaine) worried, even cantankerous. She is very annoyed when the heroes cleverly mention the name of Aeline. She signs a paper "These people do not matter", which is a kind of pass for Dug and withdraws. The heroes then freely explore Tyret. They then meet "by chance" the dean who charges them to deliver a letter to Aeline. The heroes accept in return for favors that I do not have in mind anymore. They make the trip quickly thanks to the animals with three bumps. Aeline is upset that they have not listened to her, and that they have revealed her existence at the University of the Invisible. She is actually the founder of the university (3764 years old) she left because "it was too much balls that always asked too much stuff". Unaware of the danger, Galdor convinces her to take the letter, even if she does not read it, just to be able to say that the heroes have accomplished their task. However, barely Aeline touches the missive that it is teleported we do not know where ... (but probably in Tyret). It was then that Mur, pregnant with Gerard, began to feel his stomach waving. The heroes drift to the Floating Islands where she resides with her lover, to put down. And it is not one, nor two, nor three, nor four, nor five, nor six, nor seven, but EIGHT little gnomelins that are born under the defeated eyes of Gerard. They are "promptly" named Am, Stram Gram, Pic and Pik (the twins), Co, Leg and Ram. Without wasting time, the heroes intend to help Aeline. Summary by: Jeff Players: Adriana, André, Madie, Jeff Duration of play: April 12th to June 2nd of year 2 XP : 1550 / player Discuss

^§ Session 17 of December 6, 2017 - Ah crocrocro crocodiles crocodiles Our favorite adventurers (1) meet at their favorite tavern (2) to decide on their next plan of attack. Finally, their next adventure, we are like that in the East peaceful and peaceful. Aware of their inability to communicate with the lizard men encountered (3) in the South during one of their last trips, because of the departure (4) of their head shaman only being from the village who was the only one to speak their language, Sabine (Akakamo) tried to ask for an interpreter in the guild of translators, who kindly tells them not to know this language. In the face of their failure, they decide to give up their visit (5) to the men lizard ... ahaha, and why not buy Frontier while we are there, or meet a Titan? So they go south, determined to massacre this village (6) of greedy beings who give neither xp nor gold ... sorry, beings '' 'evil' ''. And so arrive in a swamp. "A swamp ?!" exclaims Arnor as a voice-over explains where they are, "Oh yes, last time we went through the Arakokras!" (7). They meet on the second evening in the marsh a ghost (8) that it smells smoky, accompanied by other ghosts that appear later and that they also reduce to smoke (9) (10). Amnon and Akakamo then see about 50 meters from them lizard men spying on them. In no time Amnon take control of one of the lizard men and have him attack one of his mates while the others are charging towards them, showing that he too can be useful. Of the five lizard men, two try to escape, and three others remain to fight, finally, two and a half remain. Siegfried is the first to arrive at the fight, the others being somewhat distanced by his charging technique. Akakamo then launches a magic order to one of the lizardmen, "fezzrsfrefe gfre zfe rfze!" (11), who returns to her. After eliminating the first lizard man with Arnor's help, Siegfried runs after the lizard man who is still fleeing, leaving the rest of the lizardmen to the rest of the group, who teaches them respect and end up mastering one of the monsters to ask him some friendly questions. By questioning the lizard, he finds out that they have replaced their dead chief ... Keuf Keuf ... by "OUR CHEF WARRIOR, ZVERSNUR, THE MOST POWERFUL HE WILL CRUISE YOU" and that lizard men try to invoke Maloghurst, before that this one does not die while struggling (12). The word "invocation" hardly pronounced, our adventurer go even faster to the South, after a quiet rest anyway, do not mess! They finally arrive in front of the rocky mound at night, and perceive to their astonishment that the city seems very enlightened, and that there are no guards on duty. Our adventurers think of a party, but prefer to send owls as scouts ... who fall sharply over the city. They decide to change their original plan "quietly enter the tower during the festivities to explore" by "discreetly enter the tower, fire the fire at the other end of the village, go get the owls, return to the tower and explore the said tower ". More festive will say we. While they follow the path of the village, they send Cailloux scouting, who tell them that a man is in the place attached and throws things from time to time and that Owls is also attached. They advance discreetly towards the tower (13) after having a glimpse of a banquet on the village square, and a particularly (14) tall warrior. Once in the tower, they send Cailloux to set fire to the other end of the village. Waiting for his signal, he digs a little, and end up hearing repeated explosions! They take a look towards the square and send Siegfried and Amnon to look for the man and Owls (15). The man once inside, he realize that it's Arpent! Wounded and weak, they carry the rest of the adventure and we will designate it as the number 1 ball. The group decides to go up in the tower, explore it, discover some pieces, meet a lizard man lying down that they leave lying peacefully (16), arrive on the last floor of the tower under construction, notice that the lizard men do not seem interested by it, return to the penultimate floor to enter the room that seems to lead to a small tower, leave the ball number 1 in the bed of the room and enter the small tower after looted the room, where they find in particular books on the Titans, a diary of an adventurer (17), and other books they take (18). The small tower brings them into a room containing many vials, and a chest. They open the chest. It hurts. Amnon collapse under the explosion, the others are well bumped up. Akakamo has a flask that explodes on her and starts to feel bad and hear voices in her head. Listening only to their courage ... keuf keuf ... they go down to the basement, "because we only have one life". They discover a strange piece with red lines on the ground and a strange wheel, which makes deformed animals turn, and seems to operate a borehole in the ground. They detach the animals, and notice a viscous red liquid under the wheel. The voices in Akakamo's head calm down, and she hears a voice that dominates the others saying "THANK YOU". They decide to "break" the lines by hacking it at the same time. Barely notched, the red lines crack, and the ground begins to tremble, and viscous liquid gushes on Amnon and Arnor. A "FINALLY ... FREE" sounds. The adventurers then run to the top of the tower (19) to access the winch. They arrive in extremis, and all climb, with the ball number 1. While Amnon down the winch and launched on him a spell of "paw spider". The tower moves suddenly, and ends up horizontally ... the titan on which the city and the tower had been built rose! In the movement, the hoist pitched, and the whole group falls except Arnor, who catches in a surge of friendship his companion Siegfried adventure. Arpant falls, barely awake. Akakamo falls into the void too. Taking advantage of his fall, the latter heals as best he can to prepare for the fall. After the last move, Amnon can not hold the crank and the load rake begins to drop almost free. Arnor and Siegfried fall ... The first also takes the opportunity to heal, the other fools and insults the soil by drinking a potion. It hurts number 2. The adventurer ends up talking to the Titan, who learns that an adventurer is always behind his back makes him fall ... Amnon falls in the lake, which is not really made of water and cushioning his fall. After learning from the adventurers that his name is Stornga, Lord of the Dunes, and that Maloghurst had imprisoned him, he is leaving "in his kingdom". The adventurers then look at each other, noticing the new appearance of Amnon and Arnor, desecoming the first of the Plexin and Epic Half-Orc race. (1) Favorite, favorite, in any case it is the case for Arnor, Siegfried. (2) Favorite, favorite, it's because we have no others, for the moment! (3) "Encountered" (4) The departure, the disappearance, huh what? He was murdered without warning (a)? Slander! (5) "Visit" (6) Except Siegfried, who believed in a peaceful visit (7) Arnor is a good ranger. And he's smart. (8) "Oh yeah, I've already met that, it hurts (b), but Caillou killed her with 1 damage arrows, not understood," exclaims Bilson, smiling at the GM. (9) "What I should have known was that my necrotic spell was not going to do anything about ghosts?", Amnon, a brilliant adventurer. (10) "There is nothing falling?", Akakamo, the most avid paladin of the East. (vs) (11) Who in draconian means "come back right now!" (D) (12) No, really. At the same time, he had been wounded by the brave Arnor! (13) With Arnor and Amnon as less noisy adventurers, that's saying. (14) Really particularly big. How come it's so big this thing? (15) Siegfried because he's fast, Amnon ... why already? (16) "Peacefully" (17) They read the last page and the first page. We are like that in the East. (18) We are cultivated. (19) The adventurers are smart, you will see. (a) That means without giving him the time to defend himself you've seen. (b) Yes, it hurt. (c) But also the only one, I grant it. (d) The attentive reader will understand that lizard men speak draconic. GM: Arnold Summary by: Audric Players: Bilson (Amnon), Augustine (Arnor), Juan (Siegfried), Sabine (Akakamo) Duration in game: June 3 to June 20, year 2 (17 days) XP : 1550 Discuss

^§ Session 18 of December 11, 2017 - The lethal test of rappelling Akakamo, Jarod and Galdor go on the adventure, the two sorcerers are well counted to enjoy the protection of the hoist. Their goal is to visit ("appropriate?") The Crystal Tower. They resist the urge to look at the strange mirror at the entrance, and discover a secret and inaccessible room at the top of the tower and a secret "closet" underneath. Succeeding very hard the test of the Rope, they discover a strange piece, and recover a little loot. They then go on an adventure, and visit the prehistoric tribe. Chaining magical spells, sorcerers are well accepted, and the group integrates the tribe; alcohol included. They then make a detour to the moon temple to say hello to the owls, Akakamo with interludes, Galdor with curiosity, Jarod hesitantly, but the owl chief seems not to hate him too much. The group then goes to the mermaid temple, face giant crabs, almost dying, but finally gets half a pearl of ice, warm to the touch. Tired, the group ends its trip to Tieret for arriving in time for the entrance selection to the university. GM: Arnold Summary by: Valentin Players: Valentin, André, Sabine Duration in game: June 21st to August 25th of the year 2 (65 days) XP : 450 XP / player Discuss

^§ Session 19 of December 20, 2017 - Pirates and Swamp Adventure in the marshes. Pirates break and flirt with death. Meet the Princess Peach, daughter of King Tomato, who is a little pest. GM: Arnold Summary by: Players: Sabine, Jeff, Madie, Bilson Duration in game: from 26th of August to 2nd of October of year 2 (37 days) XP : 760 / player Discuss

^§ Session 20 of December 21, 2017 - Rescue of the Archmage, the Crystal Penis '' Rescue from Aeline to Tieret '' The weather is a bit ... weird. Some idiots would say it's a big ball of wobbly wobbly ... time-y wimey ... stuff ... The real ones will tell you that it does not always fold back on itself. This is in any case what the most cultured ranger explained to the two useless mages when he and Tùrin caught up with them on the way to Tieret. In any case, it was the best explanation, because on the drawing, it did not make sense. By the way, drawing, let's talk in a squiggle band, what's this card huh? Do not you know how to draw small? You know not to take a pencil not fat? You know how to write? You can not write in the right way? Short... Our adventurers decide to enter Mordor (yes, it's a metaphor for your mother) and go straight to Tieret to save their pot of always Aeline the funny. Cautious, they go through the East Gate of Tieret to look like normal people, after sending a useless mage to be useful while shopping for the rest of this tidy company. Once inside the city walls (yes, it's a metaphor for ...), they are heading to the penis 4 testicles that represents the University of the Invisible ([https: // www. youtube.com/watch?v=OoAlf0-U7EA | "That's a penis!"]), in order to spot the places. So it is like sexual predators that they wait for nightfall to spot the release of two mages of the '' 'Penis de Cristal' '', which they follow to a bar which will not be mentioned. name to preserve their anonymity (That of the wise men of course ... - No, not because I forgot the name, it was not given OK?). They begin to sit at a table next to the mages in order to listen to their conversation, and skillfully decide to approach them by asking them for information about the entrance contest to '' 'Penis de Cristal' '' after those They said "I'm tired of the competition blah blah - Ouai, there are only crazy blablabla -And then we all know that the wise is useless". It is very effective. But not as much as drinking beer for information. They then accompany the drunken mages to '' 'Penis de Cristal' '', to leave them in the nearest street, in the simplest of apparatus, but leaving them their purses (hehe ...), "Because nevertheless, we are heroes ". They then head to the University with the firm intention of posing as drunk students who return to the University after a night of rave. Clever. Arrived in the place of '' 'Penis de Cristal' '', he noticed that one of the testicles is lit. Classroom. They enter the university tower and go NOT TOWARDS THE TESTICLE. Because one, a good explorer is always the opposite of the quest indicator (well, a real removes), two, that means that there are people and our adventurers are sneaky. They explore the tower under the look of their mischievous MJ (A rumor indicates that the song said "If there is a price for lack of judgment ... I think I have the winning ticket"). They go around the '' Penis de Cristal '' 'in the trigonometrical direction to find the famous "lift door". After a while, they notice that their path, which until then had been going up, is starting to come down, which they consider to be the right place. Malin. A little less clever to open the door, since they can not. BUT, the door opens itself ... to let pass the elf-gnome that is the director of the university. The group splits in two, Tùrin follows the mage while Arnor protects the two balls. After some adventures on the theme "Hmm you are naughty rascals" (hehe ...) for each group, our friends in the second group eventually drop their cover (hehe ...) and answer honestly to the director more or less consenting (of the wholesale spirit viol), who understands that they are seeking Aeline. She leads them in a room located +3 / 2Pi radians in the trigonometric direction to let them see Aeline they are obviously afraid to lose. Arrived in the room, she notices that Tûrin had cleverly stolen an object and sends the group number two to seek it. What theyre doing. But they do not find Sani on their return. They sway ash everywhere to make sure it is not invisible. Style. They do not spot it and decide to find the secret passage they find. They follow the long corridor to reach a cell where Aeline's head is (Oh my gods, it's horrible!) And find that the door closes behind them. But that's without counting the clever intervention of a mage who stuck his stick in a crack to prevent the door from closing, and the muscular intervention of Arnor, which has its effect on Sani who falls unconscious in front of the muscles Arnor (or can be knocked out by the door). Short. Tùrin takes the head of Cristal and runs shouting "find me where you know!" The others decide to go explore Sani's apartments. What theyre doing. They learn by excavating that the '' 'Penis de Cristal' '' was built 3764 years ago by the first crystal mage in order to fulfill the sacred mission, but they also learn that the president of the university in the year 1112 of the university fled by killing all its board of directors, carrying with it the order of the sacred mission. Then follows the flight of Tieret, the exploration of the Mordor, the crossing of the desert towards the Mountain of Fate, the fight with flying machinery, the fainting of a useless mage during the fight, the arrival of a Friendly wyvern who did not seem to fly very fast and who died of exhaustion, the happened to the mountain of fate. Aeline, driven by Tùrin finally confessed after a while that the sacred mission was to protect the evil to the IS (yes, it's the right direction), that after a while they have found that the source of evil was in the Volcano, so they decided to monitor the area, starting to build an outpost (stars in Arnor's eyes). But Aeline realized that they were going to become evil and killed them all before running away. End. GM: Arnold Summary by: Audric Players: Valentin (Jarod), Antoninus, Tristan (Tùrin), Audric (Arnor) Where is France? Here. Where is Brazil? Here. Where is Sedric? Here. Duration in game: from 26th of August to 6th of October of year 2 (41 days, parallel to the previous session) XP : 1500 / player Discuss

^§ Session 21 of January 8 and 12, 2018 - the Tower of the Shadow During this session, no less than 5 adventurers meet at the inn of the line. Since they are the finest of those who do not hesitate to brave the East, they decide to embark on a difficult mission, offered by Siegfried: "I have a magic compass that leads to a city very far to East, and we need to explore it! " Everyone took the road, full East ... The first two weeks were rather quiet. But when they had recently entered the desert lands, they fall on a group of four statues in unusual positions, and features particularly realistic ... seized with fear and knowing their classics, the adventurers look for mirrors / Polished weapons to look at and avoid directly crossing the eyes of vile basilicas. Well. But they do not find basilicas. In addition to the statues are old then the basilicas may be dead, or gone, or something else. So they leave. After a few more days of walking, the adventurers distinguish in the distance a crowd, and hear screams ... cries of orc! Arnor's blood is just a trick: we're going to beat up some orc. But things are not so simple in the east and, as they get closer to each other, the group finds that four orcs are grappling with a bench of "piranhas of the sands": carnivorous fish that jump out of the sand and attack the unfortunate . Already one of them falls and is slowly absorbed in the sand. Adventurers decide to fly to help the orcs (Arnor has a plan). The fight is tough, but the sand piranhas end up giving up and leave. Two orcs survived. One of them is in a coma. The other is called Crünch, and it is an orc of the Tooth. Arnor wants to know where the Tooth Clan is (to bring them gifts, of course). Crünch is evasive. But the adventurers learn that he is going on a mission in the west, and that he will continue even with a small group. Siegfried tries to eradicate information. A double critical failure on the part of the two protagonists leads to a strange dialogue of the deaf. Crünch also grants the adventurers the opportunity to arrange for them an appointment with emissaries of the "clan" of the teeth. He also explains that he must send a message to Frontière (in a red house with three chimneys). And to do this, he planned to use a pigeon traveler! Advanced technology for the empire, the concept of carrier pigeon shines the eyes of Siegfried who, neither one nor two, offers to lend Bougon his hawk to carry the message to Border. But, clever, he tells his hawk to come back to him discreetly as soon as possible. He launches Bougon towards the sky who ... will land on the nearest dune. And do not do anything anymore. Never mind, Akakamo and Siegfried explain to the orc that we will send Boubou, and that the two birds will do the relay by passing the message of dunes in dunes. Bright idea. The orc is conquered, the logic is unstoppable. Siegfried takes the opportunity to retrieve the message and learns that it is an appointment for two months at the foot of the flying islands. Mysterious. Orc seems also interested to be introduced to Tieret, but the adventurers do not finally do it. All this discussion with the orc lasts a long time ... Eventually, the soul of the adventurers votes for or against killing the orc, and this one is spared. All finished well. Then our happy heroes resume their journey. They also understood, reading the message, that the orcs searched a nearby tower (as well as through a clever ploy based on a subtle misunderstanding). They decide to go there. The tower is very sandy and very ruined. Turin climbing to get in but it does not lead to anything. Meanwhile Akakamo awakens a specter in the ruins that attacks him. This one, in a rattle, said to look for "the magic word". The adventurers kill him. They find a weird dictionary and a sheet of parchment ready for him. Turin decides to take it brutally and without precaution, and suddenly it crumbles without being read. Then the heroes enter the tower. There they face giant scorpions, other specters, and manipulate strange mechanisms based on power gems. They understand that they can be recharged by kneeling in front of statues and thanking them. They end up activating a mechanism that invokes spirits. A terrible fight ensues. Siegfried spends his time talking to ghosts who definitely do not want to be his friends. Turin is trying to break a statue. Dori and Arnor type, they are useful. Akakamo dies (his maximum of PV falls to 0, no bowl). Finally, Turin eventually broke the statue, freeing the lord of the place. The adventurers teach him the magic word (which is "thank you"). So he thanks them. He seems a little sad about the state of his "kingdom" and offers a present to the heroes. Benevolent, they decide to revive Akakamo, which will have the fatal consequences that we know, but do not anticipate. And then they go back to Frontière. '' 'BONUS: The adventure seen by a hawk' '' Day 1: Siegfried left with four other guys in the forest. I do not like it. I do not like trees.

Day 5: We are still in the forest. It sucks. There is an owl with us. He is archinul.

Day 13: It's very hot now, it's worse than the forest. And there is sand. it itches.

Day 17: We saw orcs. At first it was good they were eating. After that it was bad. Siegfried spun me a piece of paper, he asked me to wear it and then come back later. I did not like. I went to ask myself further to stop asking me stuff.

Day 20: We went to a tower. Full of sand. At one point I thought the owl was going to leave forever, but no. Pity. GM: Arnold Summary by: Juan (Siegfried) Players: Tristan (Tùrin), Audric (Arnor), Daniel (Dori), Juan (Siegfried), Sabine (Akakamo) Duration in game: october 6 to november 22 nd of year 2 (47 days) XP : 1450 / player Discuss

^§ Session 22 of January 16, 2018 - The Tattooed Expedition After a session where the adventurers saw their first real death, '' 'tattooed' '' (1) decide to calm down a bit and stay at Frontier ... to investigate! They walk discreetly (2) to the round house with three chimneys in the north quarter (3), and begin to monitor the house. Then came the arrival of an elf who knocked on the door and entered without leaving any trace, the door-to-door attempt of a localized brother, his failure, his attempt to register with the '' Adam's Boy Band '' '' '(4), a new failure, and his successful attempt to overtly knock that left traces while the rest of the' 'tattooed' '' fail to follow Dalton's group (5) who was leaving discreetly from the area. Our expert investigator leaves a word of explanatory excuse for the inhabitants or the authorities: "I heard a thud coming from your house, I snapped insistently then I entered by forcing the door for fear that it will something happened, sorry for the door, Adam ". Faced with the success of their first investigation, they go to the floating islands (6) and then go to their love meeting with orc emissaries. They meet a group of 3 orc warriors and two shamans, tell them of their willingness to help their cause, fail, get in for helping the orcs previously, and see the emissaries orc go and head south. They follow them for half a day difference for six days, are apparently identified, and fight to fall one by one slumber after killing a fighter, except Arnor who is kindly beaten, and Dory who wakes up at the end of fight to intimidate the three foaming orcs by shining his eyes. It is very effective! Afraid the orcs are beating him too. Faced with the success of their second investigation, they say that they do not need to follow the emissaries and head south after making sure that the traces emissaries had changed. Our adventurers are advancing serenely towards the promised jungle! I They advance quite quickly, meet two hippogriffs. Arnor tries to tame one, whom he believes to be '' 'Gentile' ', the hippogriff he had already met, while Brother Touche jumps on the other to try to make his next meal ( 7). They continue their way and enter the mountains. They find a tiger baby with saber tooth injured in a fault, which Arnor tames and names '' 'Gentile' ''. They continue 5 days in the mountains, and meet 4 orcs ... Brother touch makes his '' mea culpa '', fails, falls asleep and tie up, global surrender. Our friends pass by the tattoo artist and finally enter the '' '' broken boy '' band. Proudly sporting their tattoos, our friends continue to the promised land (a kind of lush jungle), to arrive in a swamp. Sadness. Follows an encounter with ridiculously adorable frog man, the "capture" (8) of the adventurers, the gain of honor of their captor, animated discussions on the geopolitics of Dory with the great C'roi, liberation, discussions, promise to return to recover their gold statuette stolen by the crows. (1) Nickname by anticipation (2) "discretely" (3) Housing district my faith very boring, without empty houses or abandoned to do a good surveillance. Sadness in Arnor's eyes. (4) Or the Tooth ... (5) "A large, medium and small form" (6) The children of Mur are doing well, his husbands are very organized (7) Arnor's disappointment, and struggle to free the poor beast. (8) Their hands held by very strong twigs GM: Arnold Summary by: Audric Players: Audric (Arnor), Madie, Jeff, Daniel Duration in game: Nov. 23 to Dec. 25, Year 2 (32 days) XP : 2250 / player Discuss

^§ Session 23 of January 18, 2018 - The Bacon War GM: Arnold Summary by: Bilson The day had started well for Henry. As usual, her night had been disturbed only by the grumbling of the village's many pigs, a sign that no danger had arisen during the night. He had long since learned to appreciate their company. Recently, the village had new visitors, a merry band of men and women poorly dressed. Their behavior, sometimes brawler, sometimes enticing, was both a source of delight and desires for the village. It was not uncommon to hear them moan and kiss, which did not fail to amuse the children of the village. These spice merchants are a real spice to the monotonous activities of the village. It must be said that this small village, nestled several days north of the border, bordered by a forest silent, has little entertainment. When the monsters of the surroundings do not disturb the monotonous existence of the inhabitants, they can entertain and eat at the pub held by "Le Verdâtre". The only brand of modernity, the village has a dispensary where "Ratspoutine? Tries somehow to cure the ills of the villagers. Grogg, the village chief, had left the day before on an expedition to the north. The village, without its leader, went about its daily activities, all relating to the well being of the many pigs that populated the village. It was that morning that a troupe of four troubadours chose to come to the edge of the village. Henry, who watched then Berta, the biggest slut in the village, to roll in the mud, noticed the first this troupe atypical. At his head, a tall, muscular man with finely braided mossy green hair and fine clothes seemed to be talking with an imposing mass. In his life, Henry had never seen such a big man. But although his impressive stature impressed Henry, his gait and posture seemed like those of a feline. How could so much fat move with so much grace? Behind the two companions, a masked being does not reveal any portion of his anatomy works slowly. Without knowing why, the approach of this individual, without appearing hobble, reminded Henry of a chicken. In the back, a skinny man with a pointed hat, dragging the dough while tiring to deblaze. It seems to Henry that the man in question is languishing and complaining. Faithful to the tradition of welcoming the ancestors of the village, Henry greeted with great joy these newcomers, and it is quite natural that they found themselves all together at the pub, to taste the fine food of "Blabla vert", all delight in its generous beers and other fragrant wines. The troubadours came from the Border Inn, further south at the eastern boundary of the land. He was coming to the area and heading north up the river. On their way, they had met creatures made of lianas and mud which, it seems, had brought them to an epic battle. Henry smiled in the village, we know these monsters well, they serve food pigs. These new visitors asked a string of questions about the village. Who lived there? How did they protect themselves? Who was their leader? Henry, as a good host, responded without any mystery to their answers. The village was founded several moons ago by an adventurer group. They had settled here in the arms of the forest, protecting themselves from external attacks. The pigs were defending the village against the monsters, and fed on their enemies. Thus, the villagers lived peacefully, trading with passing travelers. One of the strangers, the one with the hood who did not drink and did not eat, asked to go talk to the pigs. "What a funny idea," said Henry, "but as a good host, he invited her to go and talk to the pigs. After all, pigs never failed to talk. The evening ended with beer and songs, and the stranger who was always complaining began to tell stories to the children. Marveled by these epic adventures, delighted children demanded more and more history. But the day was ending, and here we go to bed early, says Henry. He proposed to the strangers to rest in the barn of the village, and took his new friends there. As they passed in front of the carriages of the men scarcely dressed in light dances, the group of foreigners, attracted by the caresses and other pleasures of their individuals, went towards the carrioles. The stranger with mossy green hair made an exception, seeming to completely lose interest in these naked individuals, but also in his companions. He asked Henry to drive him to the barn. Henry hoped to be able to take advantage of this interaction so he could continue to watch the naked women, but true to his quality of being a guest, he accompanied the mossy-haired man to the barn, and wished him good night. On the way to his house, Henry saw the hooded man in the arms of one of the women. He smiled, and the red rose to his cheeks. It was a nice day. As always, Henry would get up at dawn. He enjoyed enjoying the first rays of the sun with the pigs of the village. As he made his way to the paddock, he saw the group of four companions come out of the barn. Henry gave them a friendly hand gesture and they started the conversation. While Henry expected to have compliments for the quality and safety of their rest, the four individuals asked Henry for access to the village cave, located behind the big rock. Henry was surprised, how such polite beings yesterday could be so gruff on waking. But Henry is a good man, and he explained to them that only Grogg could go into the cave, it is dangerous. The strangers tried to negotiate, first by charm, then by money and finally by fear. But Henry knew that Grogg was the only one who could help them, he told them the same thing every time. Grogg would be back tomorrow, they could ask him. The biggest of the four, hungry for not having breakfast, asked for bacon and grilled pork. Henry did not believe what he had just heard. His face, usually cheeks red and illuminating the joy of life, suddenly became pale and marked by a dark look. The hooded man seemed equally shocked. Henry did not like violence, and he was not a being of anger. But to propose to eat the pigs, the protectors of the village, was undoubtedly the worst offense that could be done to him. Henry exploded with a black rage and his words swept away in a deluge that overwhelmed the four individuals. Too excited to do anything, Henry decided to calm down by cuddling Roger and Bertha, his two favorite pigs. Sitting in his chair facing his house, Henri cajoled his pigs while watching the strangers. He never looked away from them until they entered the clinic. At least, Henry thought, the pigs know about it and keep an eye on them. But Henry knew that a wise man was worth two, so he asked Olivier, the most handsome man in the village, to take five more companions and go guard the entrance to the cave until Grogg's return. The stranger at the hood was trying to talk to Roger and Bertha, but the pigs were no longer in the mood for discussion. They surrounded the stranger and Bertha bit his hand. At the same time, a devil, screaming like a lunatic, ran into the village and fled towards the cave. Two pigs, alerted by the noise, pursue him. Henry remained unmoved, this is not the first time such an event has happened. The pigs will take care of it. The man with the hood, as for him, had disappeared. The day went on and noon was approaching. Henry, still pissed off by the words of the big stranger, could not really do his business. He was just carrying straw boots from one place to another. It was first the noise that drew him from this state of semi-consciousness. Then he saw Olivier, carried by two of his companions. Olivier and another villager were injured. Henry ran to help his friends and understand what was going on. One of the villagers told him that an imp had tried to enter the cave, but that Olivier's arrow had solved the problem. Later, the four strangers came to the cave. Seeing her guarded, three of them turned around. But the hooded man had stayed and murmured sentences and made strange gestures with his hands. At the same moment, a crown of thorns appeared in shafts of black energies which came to rest on Olivier's skull. Olivier, his eyes filled with rage, began to fight his friends and it was necessary to take three to be able to control it. When Olivier had recovered his spirits, wounded in the skirmish, they had run to the village to inform Henry of the event. Henry's face was closed. He had, however, been a good host, offering bed and board. He had, however, answered all their questions, even offering his help as far as possible. Henry could not conceive of strangers behaving in this way. Foreigners had flouted the laws of hospitality, there must have been a reason. Henry took three villagers and five pigs and went to the barn where the strangers were to live. The situation needed to be clarified. It is the biggest foreigners who spoke. The man with the hood seemed not to be found. The other two, dumbfounded, remained behind. The stranger preached misunderstanding, accident, clumsiness. But Henry, too eager to protect village, could not believe these words. He asked for chains and told the strangers that he would be tied up while Grogg returned. It was the best solution to protect the village. Henry did not want to hurt strangers, but they seemed to attract chaos. No sooner had he finished his sentence than the biggest of the foreigners jumped in the air and attacked Henry with a kick forward. Too much, it 