Updated by: rod
This session ended on 8 Mirtul 1372 game-time and was played on 22 Sept 2001(?)

And so, as our heroes ride away in a wagon with Andrew and some other guy, they come across another traveler headed toward the slave encampment. This traveler, Nebin, has a wagon with a spider symbol carved on the side. He is dressed in dark robes and asks Andrew about his companions. Nebin seems suspicious of their origin. Andrew explains that these are merely men that he came across in the forest and offered transportation to. Both wagons then head their separate ways.

Andrew's wagon then resumes its journey to Lionel. Little do Andrew and his companions know, Nebin was a little too suspicious of the travelers he came across and shortly decides to turn around and follow Andrew.

Surprisingly enough, Nebin's wagon was also being followed by one Cecil Andel. His motives for following Nebin are at this point unknown, but he has a hunch that if Nebin was following someone, he might have something in common with them.

After arriving at the town of Lionel, Andrew leads his new companions to the home of his uncle George. George and Andrew discuss with the party (Mattias, Aeron and Rurick) the Ascore slave encampment. During the beginnings of this conversation, Cecil Andel arrives at the doorway. He says he has urgent business with Andrew and his companions. Cecil explains that he is a paladin and that he has heard of the enslavement of innocent men in the city of Ascore. He has decided to do whatever he can to end this form of false imprisonment.

So now we have four men on a quest to end the Ascore encampment. Cecil Andel, paladin, whose quest is to do good for all men by freeing falsely imprisoned men. Rurick Serdman, fighter, whose intentions are to "KILL THOSE MOFOS. I might die but I DON'T EVEN CARE." Matthias L. Jackson, bard, who has decided that he has been wronged pretty heavily, so he's with Rurick. And last but not least, Aeron Bending, rouge, who really would love to stick some of his daggers into those asshole slave traders.

Our four travelers learn from George and Andrew that the leader of the Ascore camp is supposedly a powerful wizard by the name of Decius. They also learn that Decius has been researching a magical formation in the Ascore area, thirteen pyramids encircling a strange pool of liquid. George and Andrew then offer the party armor and weapons from George's warehouse. After stocking up, the party purchases horses and start off on the trail back to Ascore.

After coming across a band of orcs on the way, the party finally arrives at Ascore. The party devises a plan to get to Decius and bust some ass. Rurick and Mattias disguise themselves as a guard and a slave respectively and head toward the mine. Meanwhile, Cecil and Aeron scope out the rest of the camp. Cecil is noticed by some guards but successfully bluffs his way out of trouble by saying that he is a new employee of Decius. Cecil and Aeron then climb to the roof of a slave quarters and take out three guards. They then head over to the mines with the intention of attacking from the outsite while Rurick and Matthias attack from within.