[Notes for the run of September 30, 1999.] Anton draws a line in the ground pointing toward the star that we think will lead us to the Hermit. About halfway through the night, fog rolls in, and we can no longer see the star. In the morning, it's still so foggy that we can't see further than about 20 feet. Even Claire's IR doesn't see much of the terrain at any distance. We decide to wait a while to see how long the fog will last. It gradually lightens; we can see more or less okay by 11 or so, and the fog has lifted completely by 2pm. We decide to travel once the fog is light enough, and to travel into the night while the star is visible (assuming it is each night). We travel a ways, and then Rhori, at the head of the party, says, "Where?" After some confusion (this being Rhori, after all), we realise he's talking to Hobbes again. He says Hobbes has picked up a fresh scent of snake. We pause to cast some spells (Bless, magic sight, invisibility) and string our bows, and then continue forward cautiously. Anton and Brillig are on foot; Anton puts a magic torch some distance above him so we'll know where he is. The horses rear up, spilling Claire and Mia, who land with a thud but take no serious damage. We see that several normal-sized snakes have come up from holes and spooked the horses. As we watch, the snakes begin to expand into snakemen. Paris waits, but Attila attacks immediately, as does Rhori, who goes after one of the three surrounding the fallen Mia. Attila misses, Rhori slices one quite thoroughly. Calais stays on his horse, but with his limited riding skill it takes his full action to get it under control. Brillig waits; Anton readies his sword. Paris decides to go ahead and swing, and hits another in the shoulder. She notices that the shoulder seems harder to penetrate than it looks; the scales must offer some protection. She swings again, getting a critical hit in the head. That seems to be sufficient. Rhori hits his again and puts it out of action for good. At the bottom of segment 3, Brillig uses his saved attack and crits one in the shoulder with the staff. It collapses into its coils. Paris hears a noise off to her right; a sort of "breathing in" sound. Calais decides to move his horse away from the snakes and ready an arrow. The horse is quite willing to move away. (Calais figured his riding skill wasn't good enough to move the horse around in melee.) Brillig goes over to help Attila, who again misses. One snakeman hits Attila in the arm with a sword; another hits Rhori to no effect. A third hits Claire in the knee. The remaining two on Mia both hit her; Mia is hurt, and is briefly stunned, causing her ice armor to fade away. Claire rolls to her feet, but cannot then cast a spell. Paris smacks another one, which tries to block but fails. She notes that her horse seems to have had some military training, since she doesn't have to spend a lot of effort controlling it as long as she's not trying to get it to fight as well. Rhori misses this time. Hobbes leaps in to protect Mia, roaring loudly. (We presume he's what Paris heard drawing a deep breath.) He swipes at the one Anton hit, but misses. Brillig whacks one on the head, and it falls over. Claire spends her remaining half move to look around, but sees nothing more coming. Calais tries to shoot the other snakeman on Mia, but misses. Rhori gets hit in the leg. Mia rolls a bit further away and stands, Anton swings and misses, and Claire shoots but misses. Hobbes rips his opponent to shreds. Brillig runs over to Paris's opponent and knocks it unconscious. Before it can fall over, Paris crits it in the head. It remains unconscious. Calais shoots again and this time hits the one remaining on Mia. Rhori makes a soliloquy, "Yes, yes, I'm fine," but then gets hit again. Hobbes cuisinarts Calais's target. Anton connects solidly with the one on Rhori but it doesn't go down. He does stun it, though, so Paris rides over and crits it in the head. The healers go around and heal various wounds. Brillig opts to heal Mia's chest wound. (He's a monk, not a priest!) He also heals Attila. (If one of the women were to go over to Attila after the battle, we can guess what Attila would think she had in mind.) Calais calls out that if any of the heads are intact, we should keep it from getting messed up, so Paris can get a venom sample. One of Hobbes's eviscerated victims has an undamaged head, and Paris gets her sample. Calais and Hobbes go off to find one of the spooked horses; Rhori chases down the other. Neither horse managed to injure itself. There were 8 cards: one apiece (including Attila). Attila and Brillig keep theirs; the rest go to Calais, who secretes them in various locations. A ways further along, Hobbes reports even more snakemen ahead. We decide to skirt around them. Some ways further, we hear drums behind us. As we travel, we continue to hear drums, staying about the same distance away. Finally, toward dusk we come to a thick hedge. Anton flies up to look past the hedge. He also looks back toward where the drums are, and sees lots of torches headed our way. Off to one side, he sees an opening in the hedge, but beyond the opening he can see more hedges inside, and also a few hills with a single tree on the top of each hill. Anton tells us about the maze. According to the stories he's heard, there's probably a monster in the center. We head off toward the indicated opening, hoping to reach it before the torches reach us. Someone leads Mia's horse so she can cast her Bless spell again. As we reach the opening, we see a horde of snakemen with torches coming up from behind. Some of them have staves, and some look like leaders, and some carry banners that appear to be made of human skins. We go in, and Anton casts Bar Portal. The snakemen stop pursuing us, though whether that's because of the spell or because they don't want to enter the maze is unclear. Mia also casts her Luck spell. We walk into the maze. Paris has studied cartography, and keeps notes. [In practice, Marian maintained the map, but I don't know if that means Claire was doing it or just that Marian was being helpful.] The outer hedge walls are quite impenetrable, and the ground is solid stone with a thin covering of dirt and grass. Eventually we find an open area. Paris and Calais move forward to check it out, and the center portion of the floor opens up under Paris. She grabs at Calais, who manages to keep them both from falling in. They catch a glimpse of a 4" drop to a stone floor, and shadowy horned figures ducking back into the darkness. We get through the open area by keeping to the edges. Soon after we come to another room, narrow and long with an opening off one side. This time Calais steps cautiously forward, checking for traps. The floor in the room seems okay, but when he comes to the opening he notices the grass seems odd, as though it had been taken up and placed back down. Beyond the opening is a two-hex alcove. Calais carefully lifts the grass and finds a steel wire -- a steel wire? Wow. He wonders how one would make such a thing. It runs into the walls bounding the opening. He notes that the walls seem to be stone under the hedge growth; checking elsewhere we find the other walls are the same. Calais reports back, and Anton comes forward to check for magic. He says the whole place feels like the boundary between Tarot and Torat, but there's nothing special about the wire or the alcove. We decide not to investigate the alcove further, and continue exploring. We come to another large area, and again the floor starts to give way. More prepared for it this time, Calais easily avoids falling in. We see six more horned, hairy figures below, fading into the darkness. We continue on in this way. Large areas have fall-out floors; dead ends have tripwires at the point where they can be perceived to be dead ends. Eventually we come to a place where the opening is particularly narrow and twisty. Calais enters cautiously, and finds a room where the floor is bare stone, with a steel symbol inlaid. On the far wall is mounted a lever. Nobody recognises the symbol. The mages determine that the symbol is likely a focus; the closest spell it reminds any of them of is the water-school teleport, though it's definitely not of any school of magic we recognise. Anton touches the symbol and finds that the metal is enough to prevent casting arcane spells. He wants to try the lever right away, but Paris convinces everyone to finish exploring the maze first, to see if there's another way out or any other noteworthy feature. She also wants us to familiarise ourselves with the paths in case we end up having to run from something at the other end of the teleport. We find nothing else of note, though there are some one-hex pits. The snakemen are still outside. We tie a string to the lever to distinguish its appearance, then everyone clambers into the room, and we pull the lever. The string disappears. Attila notices that the stars have changed position. We work our way out of the maze, which seems to have the same pattern as before, except when we get to the exit there are no snakemen. The pits are closed in this maze, but when we open one we find more minotaurs waiting below. We go outside. As we continue north, we notice a large river behind us. Claire checks and finds that a telluric current that had been north of us when we originally entered the maze, is now south of us. We adjust our direction based on the star, which is again visible, and continue until the fog rolls in once more. The next day, we continue north. [At this point we come to the section that got played through at the end of the previous run.] As we're heading along, Rhori and Hobbes scouting as usual, Rhori suddenly hears Hobbes saying "Oh, look at this." Then Rhori loses contact. He goes up to where Hobbes was, and finds his tracks alongside booted footprints, which walk to the side of a hill and disappear. Rhori climbs the hill and sees it is one of about a dozen, each with a single tree at the top. But he finds no sign of Hobbes. Eventually he heads back and tells the rest of the party. We go with him and look at the hills. Anton flies up to look at them from above, and thinks they form some sort of pattern, but he can't quite pin it down. He draws it for the rest of us, and some of us recognise it as the constellation Leo. The leaves of the trees even match the colors of the stars. We try some magical spells, and find we can't tunnel into these hills. The area looks like another Tarot/Torat transitional area. Calais tries to find a secret entrance into the hill, but no luck. He applies his knowledge of hiding things in plain sight, and notices that each hill has a flat rock somewhere on it, about the size of a dinner plate. We can't lift it, or push it. It doesn't appear to be a magical trigger. Calais suggests leaving an offering to Leo on one of the rocks. It takes a while to find some fresh meat, but eventually Rhori stumbles across a whole warren of rabbits. He plops the juiciest one onto the rock, and suddenly there's a red-haired, bearded man standing by the tree, thanking him. It's been a long time since anyone offered him anything. The man introduces himself as Leo, and after a bit of back-and-forth asks Rhori if he had a companion. A moment later, Hobbes is bounding up the hill. He licks Rhori's hand, and then their link is back. Anton addresses Leo, and we proceed to learn that Leo used to be one of the Tarot. He says the constellations (well, twelve of them anyway) were once part of the Tarot, as were the four elements; they were Major Arcana. But the minor arcana, those who have choice, ruled that this arrangement was unbalanced. Those who had gained Understanding used the Keys to change things, so now the constellations are not part of the Arcana (their influence over births and such is now incorporated in the major arcana known as the Star), and the elements are now dispersed through the minor arcana. The other constellations are also hanging out in places like this one. The Virgin is over that-a-way. Leo hasn't heard of the Hermit, though he knows of the Magician. He remembers Justice, but doesn't know anything of where he is now. The "bright ones", who are painted blue, prefer things the way they were, and they tend to attack anyone else they come across. The mazes are, of course, inhabited by Taurus. [People are welcome to come up with more questions for Leo, either to ask next time or to handle via email. Whether Pat will answer any such questions appears to be more problematic... Speaking of which, Calais has one: When we find out the mazes belong to Taurus, I'll ask about the symbol in the center of the maze. Assuming Leo tells me it's Taurus's symbol, I'll ask about the rest of the constellations (presumably actually just the Zodiac) and their symbols. If he's willing to say more about the Zodiac (their domains, personalities, etc.) I'll even consider spending a card to learn it all, if that's legal. (How much "training" does it take for a card to add a knowledge skill?)]