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The Awakening of the Cheloratrai

This page is aimed at the fellow members of the role-playing group, not necessarily the public at large. Please send me any improvements (to the prose or the events), let me know of any typos, etc.

Summary

Part I: The testing at Fingertip

Day 1: Lightning strikes the forge; set out. Day 4: At the testing center, fail the tests, lose Enrika, run from Empire. [Nature's Revolt]

Part II: Marais D'Tarascon

Day 5: Meet Ulth, Derla, tied to a tree in the swamp. Meet father and son leaving the swamp; find their corpses later. Day 7: Meet a nice fortune-teller named Valana. Troykin ages a bit. Day 8: At dusk, meet crazy Luc. Day 9: Enter Marais d' Tarascon; watch a funeral. Day 10: Garn accused; Ulth flees; Luc wanders off. Troykin presents the Jellybean defense. Garn undertakes quest to save town. That evening, the inn has a Visitation; another missing barmaid. Day 11: Visit the Plantation House, and re-deadify five undead ghouls. Day 12: Gather townspeople into church. That eve, Valana kindly offers to keep their souls safe. Meet some white-robed dudes who claim to be Lawyers. Day 13: Retrieve a cowering Jean, and tie him up. Day 14: Find copy of Hyskosa prophecy. Meet Zombie lord in graveyard's secret tunnel. Run, leaving wall of corpses behind us. Blood Moon Day 15: Enter the old graveyard, and battle in the crypt: Our missiles go awry; Troiken slows the zombie Garn; Gus helps fireball the room. Zombies flee. Trade Enlightenment for robe, scimitar, book, and a reading of raise-dead for Garn. Day 16: Outlook bleak. Valana is upset that we gave up Enlightenment; heads north. Strange dreams. Day 17: That evening, ghosts stack firewood around church. Turn over Jean to Valana, for justice. Pledge to Valana to not tell others for 30 days. We see Jean pick up enlightenment with his bloody stump, and bleed north.

Part III: The cleansing of Fort Lharithlyn; The Lizardfolk Apocolypse

Day 18: Follow Jean's trail; find skeleton in tree. Leave town w/ Garn as pack-animal. Day 19: Cross leach-infested waters; bye-bye Derruno. Dragons spotted! Spider munches on Troykin :-( Day 20: Garn continues to haul wagon w/ mordu and fiora; gets a bit grumpy. Day 21: Ulth, Dannix encounter lizardmen. night: reach Port D'Ehleur. Day 22: Dannix acts strange: buys 40cp of fishbones, oils; smears on castle, raises Troykin !-) Price of dispelling castle magic: 1500gp, or caravan escort work :-( Meet Almax. Day 23: Raid bandit hideout, to free kidnapped lizardfolk shaman. Day 24: Meet Carnasso. Peltar opens a chest. Enrika sends dreams. Day 25: Meet Feraq. Enter keep. Chase Telvar. Vampire visits. Day 26: Battle skeletons in crap pool (Troykin falls in squirrel pit). Release animals. Town under seige. Battle at docks. Dreamscape scuffle. Day 27: Meet w/ Selura. Fall in pit. Battle gelatinous cube, stone golem, ooze. Day 28: Meet Kaladagrim; half of us mind-controlled. Despoil temple Hextor. Day 29: Lizardfolk swim away. Shades wrap onto royal skeletons. Horses slain. Rockslide; fall in 80′ pit, meet vampire, ropes break mysteriously, explore temple by blood-light; destroy lantern of darkness. Shooting Stars Day 30: Attack Kaladagrim; Troykin,Feraq down levels. Dannix cooks Holy Garlic Wafers, kaladiagrim goes poof. Attack shade; (barely) keep Amos from killing Webber. Lift curse! In town, scout behind enemy zombie lines.

Part IV: The Fall of Reignsource

Day 31: Seek out besieged high priest; an Eladrin zaps him. ChurchKaBoom. Attack demons while they're still weak; run away! Dream of climbing. Day 32: Ulth dies. Ulth raised. Ulth spots invisible ladder. Day 33: Climb ladder to Phaulkon's summer home. Augur: weal&woe. Battle peritons. Day 34: Explore sky-castle; get shocked repeatedly. Meet Thunderclash. Fight past the air elemental (w/ repeated Shouts) to get to the control room; shut down Rainsource's power; start to look for the linchpins. Meet May'rOckofHillsdale; preemptively survive his ambush. Remove the last pins; Fall of Reignsource a mad dash for the airship; plummet and jump, levitate down to a nice calm lake. Contact Enrika. Meet Marla; barely defeat hobgoblin barbarian patrol. Sanctuary in lake w/ nixies.

Part V: Nixies & Hobgoblins, Bugbears & Goataurs

Day 35: Rest; talk w/ nixie queen. [Make level 7!] Day 36: Scout hobgoblin camp. Invite a goataur to meet our Deepest,Eldest. Skirt past underwater temple, attacked by hobolds speaking aquatic; flee! Day 37: Side missions: Feraq befriends hobgolbin quartermaster; Ulth snipes many hobgoblins; Garn meditates. Day 38: Climb cliff to white jellybean; Meet Anyo; chat and make offerings to her/im. Day 38, night: (dreamscape) battle hydra & displacer beasts at Speaker's tomb. [Party starts making level 8 — stat increase!] Day 39: Feraq sneaks into hobgoblin camp; urges a leader toward inter-tribal war. At Magog's HQ, we attack Goataur Central, give worse than we take, but flee as Magog arrives in person. Day 39, night: set upon by a hobgoblin night patrol. Day 40: Attack hobgoblin HQ; see Cerulea; meet Blade, who dispatches Garn; retreat; Ulth dispatches Magog!, Feraq retrieves Garn's body into the lake. Day 41: Retrieve Garn's body from lake; black ring jumps onto Troykin. Troykin and Ulth bring corpse to Anyo as as others explore smoking ruins of the hobgoblin camp. Garn resurrected. Chat with Anyo into the night. Day 42: Anyo identifies ring; more scouting of ex-hobgoblin camp.

Part VI: Serenity and the Sisters of Bria


Day 43: Anyo gives gifts; we teleport to Serenity. Troykin puts on an astounding performance at The Well-Met. Day 44: Meet twinblacks, visit crater, attack Derro, recover meteorite ore, take one woeful prisoner. Meet Xirani; battle bus-sized wolf; try to hide meteorite from Xirani. Console orphan Renny. Day 45: Twinblacks reluctantly join us towards Tower of Bria. Meet Orgu at dusk. Day 46: Battle dire wolverines, a landslide, a makeshift altar, bad weather. Battle demons at The Tunnel (~2mi before the tower). Ride demon-ferry to tower base. Battle demons to meet the Bryan priests. Give them meteorite. They steal it. Day 47: rest & recuperate. Day 48: Chat with head priest Shelfay. Opening ceremony of The Hunt. Day 49: Chat more. Head to Cairn Banador, to retrieve meteorite. Missing moon! Day 50: Reach Cairn Banador, retrieve meteorite. Day 51: Further chatting with Shelfay; Orgu Identifies. Day 52: Chatty Shelfay scries meteorite shard in Derro lair; set forth and meet henri. At night, dispatch some demons. Day 53: Ambushed by frost giants. Feraq dies. Troykin blows dragon horn, talks with Entrada Dessida. Twinblacks depart. Shop in Serenity. Day 54: Feraq raised. Descend to Derro barracks; eat much poison; retreat. Day 55: Feraq scouts Derro defenses; barely escapes. We fight through 1.5 defensive points. Karif negotiates swapping Troykin's cloak for meteorite shard!

The Journal of Garn, son of Loric

A quick sketch of the major events of my travels


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[2000.jan.10??; 2504 shakespeare #1.] ??>> around 2000.aug, we were entering Port D'Ehlour? <<??

Part I: The testing at Fingertip

Under mentorship with EnrikaRogg, in Axelford (in the putative reaches of the empire across the sea, which is north of the wildlands, which are in turn north of the demilands).

Day 1

??>> month1strike (month1, day10) is the day lightning struck; the next day we started out. <<??

Lightning strikes the forge. Dannix is distraught, even though Enrika tells him this is a sign that things are really starting. We are to leave Enrika's manor; it is important to recover a fragment of some ancient artifact (the Eye of chaloritrai), not for ourselves but just to keep it from being re-assembled in the wrong hands. Supposedly, when/if completed, it will free billions, bring enlightment to all, and give eternal life. Necromantic??

Day 2

So we headed south: Enrika, Dannix, Troykin, myself. Lots of rain. We pass a trade caravan (and Tomar tells us that we could easily find work in Flametongue as caravan guards, what with most adventurers having heeded the empire's call last year, off to who-knows-where).

We note some contingents of Empire soldiers about, but avoid them. The strange weather turns into a downpour, and we take refuge in a thicket, in which we discover an ancient Place of Testing. Enrika describes the three tests (room of chimes: do not make a sound; room of water: do not touch the water; room of ??>> <<??: do not look at the altar).


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[2504 Shakespeare #1.]

Day 4

Enrika lights the incense, tells us that our test is started, and that she'll meet us later. After cautiously approaching the first room, we finally turn the corner to see it full of chimes hung by wires from the ceiling. There is some room to maneuver between them, although there is a ridge of metal plates running across the room's diagonal. I lead, slinking between the chimes, pack in hand. A particularly dense area, and as i try to squeeze past, my sword hits a few chimes, which start ringing. I try to recover and hop over the center ridge, but to no avail, i hit more chimes, and they ring pretty loud, as i scramble and charge through them to the exit at the far side. It didn't sound too bad, until i realized this was because i was deafened; it was the loudest sound the others had ever heard. The other two manage to navigate the room more deftly, and we prepare for the second test.

Don't touch the water. A room with a creek winding through it; the task wouldn't be so bad if it weren't raining out, with the downpour working through the brambles and flooding this room. I saw the others opening their mouths at each other, and asked whether Troykin's spell Tenser's Floating Disc might be used; sure enough we used that to float myself across the room, nailing in spikes in the wall at each end and running a rope between them. This time, we manage to pass w/o actually failing the test!

Final room: don't look at the altar. By closing our eyes (or blindfolding ourselves), we make exploratory advances into the other room. This is hampered by huge amounts of incense — almost too much to breathe. As we're going through, the others hear chanting, and see an image in their mind of a dagger summoned for sacrifice, and a scream — but steadfastly ignore these obvious incense-fueled illusions, and don't look. We finish, get struck by a lightning bolt as we exit the threshold (the punishment for failing?). No sign of Enrika. After a few hours, the incense has cleared, and we re-enter. I choose to look at the altar now — to find, with shock, enrika's dead body with an ornate dagger in her chest. We flee into the swamp as empire guards come by, and we don't want to get pinned with the murder rap. We pole off as they shout with a swamp-accent, “kill them!” — or is it “heal them!”? — and they shot a few crossbow-bolts of healing at us. One hits Dannix, who had delusions in which he saw giant winged goblins.


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[2504 Shakespeare #1.]

Day 5

We are poling deeper into the swamp, where we had been heading before enrika was killed. We are quite demoralized at our failure to stop her sacrifice. We see a couple of stragglers up ahead, loosely tied to a tree, as a large alligator approaches. We go in swinging, and missing. One of the people is dragged under by the 'gator, but we all keep swinging, and finally my two-handed sword (“restbringer”) bites flesh, taking off the beast's head.

The two strangers are Ulth (a mottled-green half-elf ranger/druid?) and derla (wizard), who had been fleeing unnatural happenings at a different end of the swamp. Their mentor had been conversing with Enrika; they join us on our quest to find the Eye of Cheloratrai.

Part II: Marais D'Tarascon

We pole further yet into the swamp. At one point we meet a man and his son walking out of the swamp towing all their belongings in a flatbed boat; too many bad things happening for them to stay at their home. A few hours after passing them, we come across a house, with a similar-looking flatbed boat. Inside, two chewed-up bodies: the man and his son, a day or so dead!


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[2504 Shakespeare #1.]

Day 6

Another couple days poling in the swamp; we kill a few gators for sport and burgers. We come across a patch of higher ground, with a brightly colored wagon, and some local gypsy/cajun wanderers. Aftger much circumpsect approach of their camp, we come in the open and are greeted by them. We're confused about how they have a wagon in the middle of the swamp; they finally admit vague things about how the landscape in the swamp changes, and the mists show them a dry path. They mention that their family is strong in the ability of fortune-telling cards (none stronger than the recent Valana, rest her soul), although anybody who has tried this has met with a bad fate. Many evil things happening in the swamp these days. We decline the fortune-telling, as we prepare camp.

Day 7, night

I take first watch with Ulth. A young woman, Valana (with a ghostly pallor), emerges from the gypsy wagon; she offers again to tell our fortune, this time we accept. We see that:

The others have their fortunes read during their shifts, too: &Derla; doesn't talk about what she saw; she is shocked into ashen silence. [ She was told that she would be betrayed by somebody she trusted. This made her more and more paranoid as time went on, and she kinda went off the deep end, not realizing that the fortune referred to Valana herself. ] Troykin apparently tried touching the ghost, and lost 4 years of his life; he asked no questions about his future, only the past.

Day 8

The next day we proceed further, and near dusk find a well-lit house-on-stilts. Inside is an autistic guy who keeps lamps lit (he got violent when we tried turning one out). He would occasionally spout something mystical ("??>> <<??"), but then resort to silly rhymes about mice, from a book he had (dedicated to Luc from his brother Marcelle). We suspect Luc is The Broken One. We spend the night there.


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[]

Day 9

We wake the next morning, and as we leave Luc follows us. We head for a plume of smoke, coming from a nearby town, Marais d' Tarascon. We reach the town and enter; there is a funeral procession leaving the church towards a graveyard. But we hear thumping from inside the coffin!, as the Shaman raises his voice about how the poor guy's soul has (ahem) gone on to another plane, and left hits one. I'm thinking this is more sacrifice we should stop, but Dannix convinces me that this is a good shaman who is dealing with necromantic dealings. By the time the coffin is put in the vault, it is nearly shattered, and the chains binding the coffin are the only thing saving it.

Apparently there have been many dropping-deads in this town, and many people disappearing. Ulth and the town constable don't like each other (after Ulth's comment how maybe the constable isn't doing his job); the Shaman Brustien seems an okay guy.

The constable follows us as we check out the town, including the walled graveyard (it has an old part behind a grille, entirely overgrown). A lot of recent commoner deaths, but no deaths in the main family (Torascon) in the last 10years — although the undertaker says there have been several deaths (Marcelle, Luc's brother) recently, though his body was taken by Monsieur Jean Torascon to another city for resurrection, but apparently it didn't work.

We also visit Deruno's Club Warehouse Club, the local general store, but decline the dwarf's offer of a silver-club membership (“10% off all purchases! Upgrade to Gold membership for 20% off!”). We spend the night in the inn, with Troykin singing to provide our rooms. We talk with a salesman, who shows us his carpet samples.


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[]

Day 10

…the increasingly-agitated constable confronts us, wants to arrest Ulth on suspicion of murder. I say we can't do this, and interpose, offering some jelly-beans as a token of good will. The constable sees these and goes into a rage, grabs them, calls them evidence, and wants to arrest me too. Very tense: I pull my sword; the posse closes around us (even though a few flee, one running into town “the adventurers are slaughtering us all!”). The constable and i stand with crossed swords, and i attempt to push him down so i can flee, but he's stronger than i thought. Ulth has retreated a bit, and has his bow trained on the constable. Very tense and sweating, i decide to accept the constable's cries that we'll have a fair trial (he's obviously unbalanced, but the other townspeople have seemed fine), and lower my sword. It gets worse: he has me hand him my other sword, and then my armor too, and i'm put in prison. Ulth flees. Troykin is my defense attorney, and is shown the body of the barmaid who was murdered.

The site has jellybeans mixed in with blood, but no body. Troykin comes up with the famous jelly-bean defense: our bag still has 47 jelly beans, and the candy-store owner remembers selling us exactly 53 (we'd only eaten a few), yet the site had about 20 pieces; we're exonerated. Ulth is still wanted, though, and his fleeing doesn't look good. We bargain with the priest and constable: If we pledge our good will, they won't kick us out, but Ulth still wanted. But: the charges against Ulth will be dropped, if we accept a Quest: I agree to this (the image of the righteous paladin from the gypsy's cards, spinning in my mind). I pledge to Find the source of the evil plaguing this town and destroy it. (I can choose to not do this, but i feel a divine foot grinding me down if i ignore my qeust, and i'll become a lesser person every day i don't work on my quest. Yikes!) But by accepting the quest, i become the town hero; they are all excited to see the big buff adventurer who will deliver them. Deruno the dwarf runs out with some old stuff from the back of his Club Warehouse Club: a slightly-magic sword with interesting runes (but somehow the runes are not related to the magic?), some slightly-magic bracers, some +1 xbow bolts, and 3 potions of healing (which Dannix sips a bit of each).

Dannix goes find Ulth; we talk him back into town, although he doesn't have his equipment: “Hmmm, i'd better stash my backpack someplace safe .. I'll throw it over the graveyard wall! .. And my fishing gear, and my rope, and my sword too!” [Apparently, the zombies on the other side were quite puzzled at all the loot falling out of the sky.] We go back in daylight to retreive his equipment, we visit the bloody scene; we follow a trail of blood that heads towards the Tarascon village house, but stops (like the body was being carried?) Then, just after dusk, we are ready to brave the graveyard. We enter, and after a bit hear some sliding of bars, and sure enough the mausoleum of commoners has been opened (lock smashed from the outside!), and we dispatch a zombie and Dannix turns a ghoul and another zombie, before we retreat.

Arriving back at the inn, there is a missing barmaid. As town hero, i have to go help with the search party. We turn up a vague trail of some little bits of rotting, peeling-off flesh, but nothing solid. We stop by Mordu's place; he's an eccentric sage, who says his some of his books have been stolen, allegedly by the swamp cultists — books with instructions on how to raise the swamp-god. He doesn't know about the runes on the sword, but we leave a copy with him so he can research his books. He warns us earnestly about Omagarm the swamp god. And Rourny — if you see rourny, run!

We return to the inn, to find that they got a visitation: a stench of evil hit the room (a ghast?), and one woman didn't feel well afterwards. Dannix looks at her, and she is sick — The Wasting. We summon the priest, who uses a cure-disease scroll. Then we discover that upstairs, the merchant in the room next to us, is gone, with a big undead-sized hole forced outward through the wall. We, uh, borrow his safebox which has about 50gp worth of gems; derla grabs the couple of black gems, as an ingredient for magic ink.

Day 11

The next morning, bright and early, we approach the Tarascon plantation house. (The chief constable is nowhere to be found). Smoke from the kitchen chimney, but no answer to our knocks. We go around back, and Ulth peers in the window — to see a ghoul staring back at him! I knock down the back door, and we go in, to find a kitchen table with six plates, and the constable's innards as the main course. A couple of ghouls come in from one side, and paralyze Ulth, but we drag his body back to us as they retreat. We put him on the table, and try to clear the living room, which has 4 other ghouls; Troykin sings to boost our morale. The other town sub-constable is also helping us, but then we hear derla shout, and go back into the kitchen. We follow, and she's fighting off a couple of ghouls from Ulth's paralyzed body! We help her out, and finally we flee the building, having dispatched 5 ghouls. We limp back to town.

Day 12

While Dannix trains with shaman brustien in more advanced ways of the clergy, and Ulth and Derla spend a day of bed-rest, letting all the cure-wounds spells catch up, the rest of us gather the villagers together into the church. Mordu and Old Fiora refuse (he says his hexes will help him, and she hopes her ropes of garlic and herbs will ward off evil.)

We come across another traveler in a white robe; gus turns out to be an advance scout for The Liberator's forces. We are uncomfortable with him.

Day 12, evening

People still gathered in the church; some of them are angry and rarin' to go fight the evil. Troykin and i see the vistani caravan again, and Valana (the vistani ghost fortune teller) offers to ferry the villagers to safety. The priest doesn't want to have them leave the church (and he's not encouraged by hearing it's a ghost we're turning them over to). As we're loading them onto the wagons, Ulth becomes concerned about Valana's guarantee of safety; she doesn't quite say she'll bring them back when it's over, and when we press she says she'll bring back anybody who wants to come back, which satisfies me. (Clearly, she is concerned about the safety of (the souls of) her ex-village-mates.) As the wagon draws off, the wagons become half-substantial and float on the water, and the people become slack-jawed dazed. Dannix had been aboard at that moment; Troykin scrambles on the retreating wagon, but then realized something is wrong and he jumps off, taking a fair maiden with him (Lucille). But then he realizes the maiden should stay with the town, so he shoves her back aboard (rescuing her again :-) We shout after the cart, and Valana helps us get our party all off (along with shaman brustien's scrolls). I feel much less certain about my decision to send the villagers with Valana. Oh well, it had to be done; the villagers are safe (maybe they were just entranced for the journey?). Well, at the least, i think their souls are indeed safe, according to Valana's definitions of “safe”. And at least, there isn't a new supply of ghouls.

The last two cards of Valana's deck, found floating in the water: the temptress; the traitor.


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[]

Day 13

We return the plantation house, and find Jean cowering under blankets. We forcibly subdue him, and bring him back to town as prisoner.

Day 14

We search the townhouse d' Tarascon. No ghouls found, but it looks that the recently-murdered barmaid was indeed brought here and killed in a secret back-chamber. We grab a couple of abandoned black ritual robes. Searching some books (of Luc's — where is Luc?), we find some documents about the prophecy of such-and-such (including “the hexad of signs” which Luc had been backwards-parroting at us. Luc — where is Luc?) Gus becomes very interested in these mentions of the Eye; we need to pointedly keep the documents from him.

     

The Hexad Signs of Hyskosa

The Night of Evil shall descend upon the land When this hexad of signs is close at hand The Oran child seeks fortune and fate [red to white — life, light] pursued by the world, stopped at the gate The lifeless child of a Stern mother found Heralds a time, a night of Evil Unbound The grasses and the trees of the woods come alive And turn inward once more, and none that enter survive "Four into Three Desert into ocean Two into Six Magic into Cards All into One Children — Boy and Girl" [daughter and son] The golden-eyed one leads the Army of White Three into one, each peace to unite The light of night sky Shining over the dead Gutters and fails, and all turns to red Pure books of wisdom, now pure do not speak A teardrop from Raxa is the light that they seek. Renounced by the people, the wizards retreat Dark secrets are brought to light under the street. "Fast waters recede Great rivers run dry [white to red — dark, dead] The end of a world and its people draws nigh"
and also some commentary:

Hyskosa is notable in early records as the only male Vistani prophet. ..reat accuracy in predicting astrological events communing with spirits ..nalyzing manaforms reading weather and climactic change and so on

.efore his disappearance Hyskosa preached the White-to-Red / Evil Night doctrine that came to be known as the Hexad signs of Hyskosa. .edemption and salvation depended upon repentence, kinship and kindness to all sentient life, fasting, respect for the dead and the earth Although Pecht and colleauges argue that the redemption and religious rituals were developed only by Hyskosa's followers (Maral et al.) after the prophet disappeared.

The following freeverse translation of the Hexad Signs of Hyskosa is attributed by Arremaine to Sero Elinyma, which would make it the earliest translation. Other translations are conceptually identical. The Hexad Signs is the only fragment to be generally accepted by scholars as directly attributed to Hyskosa.

Day 14, evening

The Blood Moon rises over Port D'Ehlour. Talking with Arashanti, the Friendly Talkative Ghoul. He has traveled, and he will travel. “We will meet at the silver gate, at a very great distance. …following 'the way of Akana'”? He tells us of the competition: whoever can control the most souls will win the artifact. We've taken Jean out of the running by killing the ghouls in his plantation house, but his brother is next in line. “Goodbye, arashanti” “May the fortunes of akana be on your way.”

Investigating the old walled-off part of the graveyard, we knock off a couple of sentinel undead, and find a secret tunnel. On the other end is a zombie lord, “You shall pay!”. We fight, change our minds, and quickly retreat into the tunnel, piling up undead behind us.

Day 15

Big bad battle in the graveyard with the zombie king. our missiles are all going astray, to some sort of missile attractor. He manages to mind-control Garn; Troykin thinks quickly and stops the zombie Garn with holy water in the face. The artifact is recovered, but traded to the liberator in exchange for his help and a nice cloak and reading a scroll of raise dead and the missile attractor. And a book “How to influence friends and win people”, and a box which held the artifact, and a letter “The liberator likes the bearer of this letter — signed, north wind guy”. Garn rises with a headache, and scar to scare little'uns with. The white-robed guys Gus (north-wind?), Bris, two others leaves with artifact (Troykin's stumbling into them not withstanding.)

That night, Valana visits, and is upset that we don't have the artifact.

Day 16

We rest a day; Garn can finally take a breather w/o his quest hanging over him! We all awoke from strange dreams:

Three glowing undead — ghosts? — messing around raft at night; Ulth hears banging from north part of town.

“ Day 16: The outlook bleak… ”

Day 17

Raft is gone. North part of town: town fence being stacked into wagons by zombies and skeletons. Skeleton found hiding under cart! Destroy 1 cart, move the other to the church. Graveyard — boring secret door. Garn pulls up six-star gravestone. Party digs, finds nothing, siesta.

Evening:
North Wind guy shows up, looking the worse for wear — decidedly ghostlike. Ulth cranks up the crossbow with magic bolt — it hums?! Garn roasts Ulth's crossbow, frying the zombies and cart with a lightning bolt. Valana shows up and scares 4yrs out of Dannix, and Troykin. Zombies begin piling wood on steps of church.


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[]

Day 17, ca. 23:00

Ulth promotes his fishing net idea for retrieving artifact from ghost.

Valana asks, “who do you serve?”, concludes we are “kundari”, anarchists. Vistani have been trampled on — sob story. She wants to establish homeland for Vistani. In exchange for not burning down the church and stealing our minds, she agrees that we can leave the next morning with the pledge: “(a) we will not tell anyone about ghost stuff for 30 days; (b) we will not intentionally by word or deed cause mortals to enter the area for 30 days, nor will enrika; (c) we get safe passage about her territory (including our mentor, enrika?, and associates)”

Debate about what to do with Jean D'Terascon. Valana can ascertain guilt .. by taking control of his mind. Ulth pushed for a trial for a while, but went to sleep when we kept debating. Troykin was against giving him to ghost, but that's how it went. Jean clasped the artifact; his hand started pouring blood, as he walked off toward the swamp.

Day 18

The day dawns. We track blood trail all over, up N. of town. Dannix tries to detect magic and looks for artifact. Actually, it appears Jean picked up some things: sword, armor, rations & fled north. Garn and Ulth will pursue blood trail N. Dannix & Troykin will evacuate (the few remaining) villagers. Lose trail — looks like Jean got away! Skeleton found in tree.

Afternoon: Party & townsfolk set off for Port De l'Heure w/ 500lb wagon pulled by Garn. Garn finds a playing card stuck under wagon. Troykin takes it and saves for later — Dannix detects no magic. He looks — the six of diamonds.


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[
Gene plays Derruno. ]

Day 19

Ulth and Dannix form a lead party to go find horse. Encounter leeches at fjord and have at least three critical fumbles! Kill 4 of the buggers. Ulth +8 -5; Dannix -11 +5. Leave grappling hook & rope stuck to bottom of river, and leeches staked to trees for the party. See two black dragon lookin' things flying W/SW.

Garn and Ulth follow Jean's (ghost-controlled?) trail out of town, don't find much except a skeleton wedged up in a tree. (As a watcher??) We go back and collect villagers, and then follow Troykin's and Dannix's trail (Garn pulling the wagon).

At a river crossing, we see on the other side some bloody leeches nailed to a tree .. leeches in the stream (but why nailed on other side?). And a rope leading out of the middle of the stream, but firmly wedged in there. Lots of discussion ensues about how to cross with the wagon and the villagers, but derruno just gets tired and plows across. Halfway across he starts yelling. Garn runs after him, and helps him to the other side. Trying to stab the leeches on derruno's legs, Garn flings his weapon into the shrubbery; Derruno dies. Once the wagon is drawn across by Garn, we discuss what to do with poor Derruno's corpse. What corpse? Mordu [(now played by gene)] has been toed into the river, the body given up as a sacrifice to the swamp god.

In the mean time, Ulth and Dannix encounter ~7 lizardmen. Kill two before battling to a stand-off, and retreating back to rejoin party.

Day 19, night; near new moon

Ulth and Dannix re-unite with party. Derruno is dead? Rolled into the river? How did they miss our leeches on sticks? And the rope? First watch: giant spider cozies up to Troykin, but they have bad chemistry. 2nd watch: giant frog hops on over — Garn dispatches it.

Day 20

Day passes. Curing everyone to full (Troykin's still unconcious). Garn is “holding” the ring of charm resistence from the liberator; Ulth the scimitar.

Day 21

Passing through lizardman territory: Garn is getting grumpy, hauling the wagon with the others riding happily. Dannix announces: Troykin is dead of poison. Garn prods & probes Troykin's body, using a mirror to look for breath (or an escaping soul). Dannix notes rigor mortis.

Ulth and Dannix go on ahead, and encounter a procession of lizardfolk, who describe their beef with fire makers
(providing fire weapons to their enemies), the town, and mountain beasts. Ulth appeases them with some of Derruno's stuff. The lizardfolk talk of destroying the town and also Dannix — a "bringer of fire", since he cast a fireball? — as retribution for killing lizardfolk children. Dannix will be strung from a tree [for his diplomacy check of 1]. We see a burned-out sawmill.

Part III: The cleansing of Fort Lharithlyn; The Lizardfolk Apocolypse

Day 21, night

Reach town gate of Port D'Ehleur (population 300). Find inn. The town has a temple to Phaulkon. Rooms 6gp for four (first floor). dinner: 7gp highclass dinner. Ulth and Garn bathe in river. The town's militia is about 40.

The guildmaster & mage are the big players in town. Dwarves live in mountains. Bar guy talks about seeing 4-5 dragons sent to wipe out Empire. (Webber, Helco & Hocki — drinking guys; city guard insignia: cloud w/ lightning bolt.) We firetrap our chest as we sleep.

Ulth awakens to smokey smell — &Derla; doing weirdo magic on Troykin; she has burned some books.

Day 22

Innkeeper suggests seeing guildmaster in castle. Speaks of lizardman bandits on north pass. Meet Brillman — a town guard — informs us that any mind-affecting enchantments or aggravated assault on citizen in commission of another crime, as is spying. There is a temple of Phaulkon (air) and Geshtai (wetlands). Almax the druid is in town too.

Party net cash ~500gp: 200gp, 200sp; 2060 cp; 30x10gp gems

Dannix comes out and goes up to the graveyard hill and says “i have the resources to raise &troykin;”. Buys 40cp worth of fish; Ulth filets them (and keeps bones & meat). Goes to herbalist sop to buy oils and such, mixing and chanting, drawing in dirt and such. Dannix talks strangely, about putting souls to rest. Garn notes "possessed" behavior. Derla thinks about stopping him, but doesn't; he seems enough in control.

Off to the castle; we sign in. (Ulth signs “eman modnar”.) On over to the closed inn, Dannix claims we're intrested in buying the place, throws fishbones around. Asks, “who died here?”, and the guy runs off. But Ulth made a friend talking about roof-frames. Over to the warehouses and attack dogs, lady yells at us. On to suburbs, and an abandoned, burned out building. Presumably claiming unclaimed sould for BaronSamedhi.

Day 22, evening

Troykin is raised! Dannix was "ridden" by queengoab. Some debate about whether to return to town, with Ulth making case against. We're met by armed escort at gate.

Meet Gelpus — (not the guildmaster, but the head of the guard?) Introductions. Ulth sees evidence of invisible person/s. Meeting not going poorly, until the Marais d'Terascon comes up; he asks us repeatedly about it, probably to see just how many versions we'll tell. Discuss escorting caravan. Dannix says “I will dispel the magic”. Oops, 500gp is the cost for them dispelling the oil, or 1 caravan escort. They hold the Calaban's Cape as collateral.

Meet Tayleea — a fighter chick who knows that the sorcerer recently left town via NE gate.

Meet Almax — brown-robed druid. His friends Musaad and Lan, lizardmen who survived a kidnapping of lizard priests, and are seeking help to recapture these peace envoys to avoid a town/lizard war. We accept the mission.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[
Dusty plays Musaad ]

Day 23

We approach bandit hideout. We may have discarded Ulth's idea that Troykin bluff the bandits, in favor of Troykin's idea that Ulth sneak up on them.

Battle: Ulth poaches guards in fog: 3 down (1 dead), 1 chased off. Garn, Dannix, Troykin charge the hideout; bandits run inside yelling “they're after us”; Garn follows yelling “they're right behind me”. Bad guy tips over a barrel of oil. Troykin bull rushes, almost heroically preventing it being lit. Garn singed in the fire, but jumps clear (using ring). Garn kills 2, Dannix 1, lizardman 1. Smoke inahlation, but we get clear, with 7 captured, plus the rescued shaman! 1 lizardman caught a guy trying to escape with a red spiky thing.

Brief search of place: mstwk leather (Troykin), studded leather (Ulth), xbow bolts (10 mstwk, 1 big magic - Garn), vial (potions theivery?), vial (used up potion of hiding), red spikey fireball, 1 jar fire-resistx3. Also, coins, papers, scales (empire design). Ulth “discovers” boots-w-knifeblades, and keeps a black beret hat. Dannix sanctifies(?) the bodies.

Return to the guildmaster; he interrogates them separately; a woman invites us to return later, gives us 100gp advance for future work. The Guildmaster's name is “tormek the true, high guildmaster & lord of the realms”. ??>> This is actually the name on a written pass from the bandit leader, the Guildmaster Pretender? <<??

Day 24

Morning:
An awards ceremony for the fine “Adventurers from Marais d'Terascon”. Dannix receives the Braid of Standing, Garn and Ulth a Ribbon of the Mark, Troykin a Medal of Valor.

The city's Stolen horses have been spotted on Bone Hill, near a ruined keep, recently overrun by displaced wookies (7ft humanoids, hairy, aggressive, strong). There's been undead activity in graveyards, battlefields (skeletons, beasts). The mad alchemist Telvar has run away w/ stolen goods (magic paper, flasks of liquid: valuable ingredients, for elixir of life? The mage Peltar wants them back), and may be hold up on Bone Hill.

By the docks, a battered skiff is sailing in. Scrawny robe-wearing guy on board asks for Peltar; name “&carnasso;”, sent by Rondar. A procession comes, pink orange robes, Peltar casts a spell and looks over traveler. Garn and a flunky are enlisted to carry some sort of covered box carried on poles. Ulth accidentally stumbles onto the covering blanket, revealing a gold chest. Dannix, Derla, Carnasso, and Troykin stick around to watch the chest-opening. Get spellbook pages, ink, iron vials, some gold. Almax scries Telvar for us, describes him. Cannot scry Ulth's master. Ulth strikes up a friendship with a falcon.

Day 24, night:
Enrika appears in a dream (!). She is in the dreamland, with Mirrorwater. Agents are making communication difficult. The hyskosa signs encode the location of the parts of cheloratrai — research it. (At the Iron Compound, or Grand Central.) The Hermits of Hione can train us for entry into the dreamland. She thinks Hyskosa was pro-Vistani.

Second watch: Dannix wakes in a scream of pain (down 8hp). Some necromantic charge seems to have been used up; he takes off the ring.

Day 25

In which We meet Feraq. Entering keep, we chase Telvar; a vampire visits.

Day 25, morning

Amos, Almax's 18yr old son, accompanies us to show us the way to the keep. Derla trades Featherfall for Identify.

Party meets Feraq — a scary yoga-fanged 2.5′-tall guy with dreads.

Feraq of Tribe Balron
(A friend of Carnasso's.) Sneaking through the woods, Feraq shoots a skeletal squirrel that was chattering at us and throwing acorns at Garn. Undead squirrels, and active during the day?! Feraq scouts up to the tower, gets a javelin hurled his way. We see 3 wookies leave w/ a wheelbarrow. Party scales the keep's wall: Feraq face-to-face with a guard! He launches himself at the guard's throat, and Carnasso finishes him off with a magic missile. One guard solos himself off the wall, and gets bound by Dannix. Carnasso magic missiles the other. Garn Jumps to the roof of the 3rd floor, while Ulth is still trying to climb the rope. Amos barkskins Ulth.

Garn tries opening a locked trapdoor, but just rips off the handle. While Garn jumps down and takes a crowbar to an iron-barred window, Ulth listens to the room underneath: “kerblo .. galam .. Grif!”, and three bugbears rush out downstairs, in unison. Dannix bull-strengths Garn to STR22 (“I'm a Rrrriot Grrr!n”), who rips the iron grate away in a couple of rounds. Amos sics a rabid badger on the bugbears. Feraq of tribe Belran shoots an arrow, but it breaks before he “discovers” the missile attractor we've deposited on the roof.

The wookie's javelins appear to get whisked to the roof by Dannix's cape?! Amos continues to save the day by Entangling the remaining three wookies. “No fight! Free! Let go! No fight! Potion??” No mad alchemist is found in the room. Amos leads the horses back to town.

[

[party magic/valuable items:
Ulth: runed longsword; runes themselves nonmagic laughing hunter dagger
mstwk studded leather
potion of theiving (brigands)
boots w/ knives
Dannix: magic cloak
jean's 2 rings in pouch
raise-dead scroll (w/ other spells)
Garn: ring of jumping (used 2x)
liberator's scimitar
stabilizing sash
1 magic xbow bolt
10 mstwk bolts

50gp from merchant in d' Tarascon; a 100gp gem from jean's person. Ransack townhouse.
Get derruno's cash and goods.
Total is declared at: 540gp. (30x10gp gems, 200gp, 200sp, 2060cp)

Dannix tithes 50gp, buys fish guts for 40cp. receive 100gp advance from guildmaster to cover current expenses

Later in town: 200gp allocated for housing.

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[]

Garn, Amos, and Feraq move horses out — 2 run off, but Garn restrains Pebbles. Ulth keeps watch; Carnasso and Dannix guard the bugbears. Someone begins speaking from 2nd floor to Dannix: accuses us of being horse thieves, and expresses contempt for Peltar. There is a trap door which is magically barred. Garn and Ulth try sneaking through window. Bungle down hallway. Garn hurls himself against the door, but fails to budge it. Dannix's great talking distraction gone to waste. The voice threatens to kill Dannix as an example, and a lightning bolt hits Dannix. Dannix counters with Silence. Failed battering-ram episodes are followed by a flaming sphere emerging from door. Feraq sees guy escaping over unstable roof — gives chase, but he's eventually tagged by a fear want and returns. Ulth (sees alchemist running), Feraq and Garn gives chase. Dannix gets pillows, looking for water to put out fire. [I.e. the spellcasters search the enemy den of dangers while the fighters are running away as fast as they possibly can.]

Dannix collects powders from altar. Ulth entangles alchemist and shoots him twice (for 11). Lots of damager later — he seems to have dam(n)age resist 10. Feraq summons a badger and then runs in fear again. Telvar makes a sphere of darkness around him, which begins to drift away as Dannix and Carnasso fight fire. Dannix and Garn uses 2 balms of fire-resist (1 remains) and salvage 33 vials from the alchemy lab. Carnasso picks up keys.

Feraq searches bedroom, finds potion, harp. Name on stoneware; Ulth recognizes it as Lorithlyn (elven royalty). Three triangles as symbol. (Carnasso recognizes “1 to the drop” as Peltar's mark.) The door has seven lightning bolts, and proclaims “only valor”.

We gather goods and identify:
Upstairs:
33 vials; 7 potions, 27 components.
potions are: diminuation+healing; enlarge; neut.poison;

some ench/charm non-spell effect?, ?, ?, something potent? potion xtra heal, jewelry, a lock pick, daggers, night sky painting, weird glass statue.

main floor:
bell, tree statues, 3 gems, a ring, heavy xbow + bolts, skeleton painting,

In a downstairs room by makeshift bugbear altar?: wolf skull, 1.5 vials ink, quill, 20 sheets spell paper, skeleton marionette.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[]

Ulth and Dannix are shocked upon entry to priest's quarters. Feraq and Ulth find skeletons! Ack!
Searching tower: 1st floor: secret door found by Ulth: Feraq gets 200gp and jewelry case with ring. Dannix + Garn break through the wall, barracks — open trap door, find wight-type creatures hungering for our souls. Set up ambush. Ulth shoots one, Feraq too — it's dead. Dannix turns one dead. Garn and Dannix charge down to confront them. Dannix examines the body.

[Ulth hp track: 27 --11 = 16; =--3 = 13; ++11 = 24; 18; 27 -4 = 23.]

Dannix and Garn use heat resistance to attack alchemy cabinet (Ulth didn't want it left for use by necromancer). Feraq periodically checks the sky, for signs of returning alchemist.

Found in chest from alchemist's room: 1 big stack handwritten paper; 1 scroll; 6 empty vials. Found a secret compartment in bedroom containing a spellbook (Ulth makes save) Carnasso looks at it: levitate, levitate variant, identify, and specs on a magic item. Dannix reads scroll — cursed, but makes save. Ulth finds another compartment with another spellbook! Hands to Carnasso. Maps of the area kept in observatory. Ulth sets traps, while Amos and Garn pound a hold in the bedroom wall. Dannix cures Ulth and Carnasso some.

Day 25, night

Where it is revealed that: Our heroes camp in the haunted keep.

Grinning learing face surprises Feraq from the window. party awakened — Feraq picks up magic scimitar, and [failing an “amusing” save] discards it as “unsuitable”. Vampire-like gazing creature visits. Later, skeletons take pot-shots; Ulth hits two of them. Next watch — buzzing battering ram. Banging noises until sunrise, when they abruptly stop. Garn finds an Imperial Common treatise in with Alchemy lab papers. A French note found in trash.

Ulth's animal companion doesn't seem to be around (doesn't respond). And hey guys, who picked up our missile attractor from the roof? Guys?

Day 26

As dawn rose, we explored under: found skeleton sentinel. Excavation equipement. 6 red arrows on door; key opens. We enter a large cavern. Find broken traps; we spike the door open behind us. Ambushed by a large bull-rushing skeleton + 2 spellcasters and a crowd of undead. A large pit in the middle of the room, with scuttling noises. Troykin gets carried into it; Feraq hauls him out as little undead squirrel skeletons are nipping at him. Carnasso is dropped; Troykin gives him the potion of extra-heal+diminuation, after a zombie tries to finish him off. Ulth pursues a skeletal spellcaster into desecrated pool of blood and shit, and steps into a beartrap, as Amos had on land. Amos' wolves fight well. The shielded skeleton wearing an iron crown aims a want at Dannix, then curses mightily. Dannix blasts him. (Recover: iron crown, robes, keys, dagger, wand.)


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[
Ian's friend Phil plays Amos. ]

Party is still missing the missile attractor. Dannix turns skeletons in the pit. We find a menagerie of animals, hawling/yipping/keening, trapped behind a door. Ulth tries to speak with them, but they're all panicked. As the rescue operation begins, Dannix is hit by an arrow. Garn throws up the bar, and the door begins splintering from the animals inside. Dannix Troykin, Garn find a bad guy clinging to the ceiling, turning invisible,and a broken bow on the floor beneath him. We retreat with a horde of rushing animals (including wolves, crocodiles, and a myriad of small beasties), and leave the door open so they can all find their way out; after a couple hours outside the animal exodus has trickled then stopped. A wolf bays a message from Almax to Amos, “no go town — meet secret place”.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[
Animals have all emerged; door left open. Magic items identified. ]

Day 26, noon

En route to Almax's hiding place, attacked by a zombie frog; Garn chops off the attack tongue and wolves finish the job. Upon leaving the cursed zone, war drums are heard, and smoke is inthe air. We cover our tracks. Move out toward town, spot a lizardman ambush. We navigate around and find Almax. He informs us the town is under siege by lizardmen. (The peace envoy we'd rescued never made it home, apparently.) Possible solutions being discussed: Guildmaster proposes to asassinate key lizardman leaders. Peltar advocats lots of fireballs to drive the lizardfolk tribes back. Almax seeks a peaceful solution. The lizardfolk demands will most likely arrive tomorrow. No lizards to the south. Troykin goes into town to temple of Phaulkon; lays on the floor lamenting his awful injuries, “can you help me please; ow, it hurts”. Is made to discuss theology. Ulth and Dannix make arrows, Garns helps the townsfolk dig ditches (to fill with oil?).

An attack at the docks! Ulth gets some arrows in, Dannix bull rushes lizardman, but is bounced back. Garn disarms a torch-bearer. Carnasso flanks. Battle rages — Troykin joins and flings his rapier into the water. As they retreat, Dannix saves 2 town & fallen lizardfolk with heal skills (the guildmaster kindly takes custody of the poor injured lizardmen). It seems they were using greek fire to burn the ships. We are scheduled to meet with peltar's apprentice, grisla.

Day 26, afternoon

Meet with Grisla.
We receive an envelope “don't discuss the contents of this with anyone”. The message is from Peltar, asking if we're ready to assist in a strike tonight with the town guard. Ulth waits on reading it — throws tantrum, piercing envelope with dagger. Abracus gives us a legal disclaimer to sign. Helps us identify potions: the clear one is poison-resistence+uknown. Red one: “intruiguing”. Green — a first-level spell. Gray thick: 2/3 elixir. We trade red one for 2 light sticks (duration 1mo, 2mos) and two one-shot sure-hit throwing daggers (to Carnasso).

Off to Almax's grove for the night. Biff gets caught in one of Almax's snares. Ulth speaks sylvan a bit about Peltar asking if party is available tonight, and we said “no”. Sleep. Sleep, and perchance to dream…

Day 26, night

In which We experience a dreamscape training battle.

Weird staircase, translucent “Mr. Death from Monty Python” bodies. Amos wakes. Contact with Garn being blocked — Dannix forcibly removes his ring of mind-protection. Plains. One main guy and 6 red-skinned flunkies in the distance: “Salaam, I am &fadiyah;, Dreamleader of Dunes”. The chosen one seems aligned against the liberator.

Discusses trading, exchange of items. Ulth tries and fails to grapple him. He wants the stuff we got from the liberator: white robe, scimitar, boots, etc. We battle with his flunkies: Feraq casts entangle; they cast glitterdust on Feraq and Ulth. Troykin sings to great effect. Dannix has an impressive Produce Flame, to down the mage. Ulth finishes fighter evenly, he says “I only regret I couldn't better serve my people” as he collapses.

The prize: magical studded leather. Fadiyahal'Adin says scimitar mentally dominates the wielder, for the Liberator. Difficult-going in negotiations. We receive sand, to call upon these guys in the future. In return for the liberator items (including Garn's charm-protection ring, which is also purportedly tainted by the liberator), we get: masterwork half-plate, +1 guisarme (+1 vs prone or tripping), +1AC toughskin pendant, +1 banesword, +1 studded leather (desert camouflage). Feraq's ring is identified of feather-fall. Ulth gets smokestick, mstrwork shortsword in exchange for masterwork studded leather.

Day 27

morning:
Troykin & Ulth head out to tritop to “observe”. Ulth hears “unearthly screams” from 1/2mi away in lizardman camp. Tritop mission is a rout in favor of the lizardmen; Troykin and Ulth run.

The lizardmen approach with their demands (incl. “public execution and eating of the town's leader”).
Dannix approaches them during negotiations to maybe volunteer as well-intentioned stranger / town advocate / sacrificial lamb. Almax tells Ulth about invisible mage tail. Almax has planned a meeting with lizardfolk rep. We and Amos go along:
To sneak by the lizardman seige, by Troykin sings in draconic. A hunting party chases by us, following a dinosaur (we hide behind fallen logs in the mud.)

We find the Circle. Selura is wizened and wrinkled. The lizardfolk can't eat their dead (so spirits aren't reincarnating?); He wants the lore of the lizardfolk (since their divinations can't see past the end of their own kind). The lore of the dragons would be nice too. He suggests it'd be honorable for lizardfolk to achieve secure, permanent territory, esp. since of the three apocalyptic signs of doom for the race, only the blood moon has actually happened; the stars have yet to fall, and the sun yet to stop and shiver. Fighting is not the only honorable way for the lizardfolk, but the military factions won't believe this.

The party agrees to share the secrets of magical fire with the lizardfolk, and gets 8 lizardman warriors to come to cooperatively assist in ridding the keep of undead. We encounter wolves (undead). Find lizardman tracks in soot, and a note to Telvar written in Imperial common,

I dropped by but it looks like you are out. We need to chat. Morqueba took both Ember and the Mirror of Scrying, and I haven't seen her since the long hallway. Hope to see you soon, [star signature]
We leave a new note,
If you see Morqueba, don't trust her; she may be influenced. Meet me at sunrise tomorrow.
We descend the tower. Troykin reads a magic taunt, “And that is why Hextor wins — because his foes are stupid”. We find lizard tracks on level 2. At a clearing, Garn and Dannix note fine, uniform scuff marks on floor and are inspecting, when—Whooshsslurp, gelatinous cube attacks! We finish it off w/ only a couple of party members being engulfed. Also find: a mirror (radiates, divination), 3 sapphires (druidic, alteration, one-shot, crush to activate); small metal shield (charm resistance), the end-caps of a staff.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2001.sep.29-ish.
Last session w/ marcotte :-( ]

Day 27, late afternoon

Dannix comments on mirror, “I've got a bad feeling about this”. Despite warning, Feraq scries and sees his mother, Ulth sees his mother, Troykin sees Enrika. Amos sees his father's grove. Troykin wants to crush a gem against the mirror, to see which is stronger; Dannix and Troykin scuffle about it, until Garn sides with Dannix.
We walk down the hall; before fiddling with levers (set at down/down/up), most of us walk toward the other set of leveerrrrrs! Whoomph into 20′ spiked pit, which closes above us. The remaining lizardmen left above try all combos (Carnasso claims there are 8 combos, but Garn and Feraq know there are 4); up/up/up swings the pit open again, and we can climb out.

The next room is large.. large enough to contain a Stone Golem! It smashes lizardfolk, we smash it, lizardman cleric heals his bleeding soldiers; Repeat. Occaisionally Garn trips it, helping others to wail. We finish it off just as the lizardman cleric has finished off all his spells; the lizardmen stay in that room to guard our flank as we proceed. Floor reads

Know that you stand in the tomb of
Princess Erana Keenblade Lharithlyn the Just
and her husband Prince Arlan Longwalker Lharithlyn

Leaders. Founders. Patriots. Heroes.
Paragons of Valor and Justice in Life,
Reunited with Heironeous the Invincible in Celestia

Heironeous the Invincible bless us and protect us

The corner of the room has a brass statue of Heironeus the Valorous (“Heironeous the Invincible bless us and protect us”); it stares at Carnasso; we ignore its silver shortsword, large silver helm, and scroll.

Down the hallway, Feraq meets a clear ooze in hallway; it dissolves Dannix's mace and Garn's flail before it's dispatched. Up a stairway, another altar, with a large Heironeus statue. Troykin's unseen servant fetches items from teh altar: 3 flags with triple-triangle emblem; a large chalice clonked onto floor then rolled onto flag; a scroll written in French. Two royal sarcophogi, with elven skeletons. Some parchments in one,

Noble Friend,
Know that you stand in the final resting place of
    Princess Erana Keenblade Lharithlyn the Just
Longwalker Ambassador to DEhlour, Garten, Daisle, DMer, and Hillsgate
[Imperial: Full Blood Cousin of the One True Emperor Unity Auran]
    and her husband Prince Arlan Longwalker Lharithlyn

Your young castle was besieged by the bugbear tribe Hravthrek
    foully betrayed and overthrown by Kaladagrim the Fool
    [date; Imperial: 10 Fireseek 16th year of Emperor Unity]

Noble Friend, in this place you take up the gauntlet of our struggle
    and under the watchful eye of Heironeous
cleanse this place of treachery and deceit
    when the last room of our castle has been cleansed of treason
unfurl the Standard of Princess Erana Keenblade Lharithlyn the Just
    and the honorable guardians shall be freed from their vigil

Noble Friend, the remains herein are protected under the sacred guardianship of the elven royal spirits, and the Will of Heironeous the Invincible
[Imperial: The sacred remains in this tomb; possessions, body, and spirit,
are to remain untouched until reclaimed by the Elven Imperial Royal Family]
“the keep was lost by treachery; when the keep is cleared, restore the banner, to release the vigilant guardians.”


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2001.oct.14.]

Day 27, evening

Amos communes with heironeous statue, and learns that Kaladagrim The Fool (who long ago betrayed the keep) is the (pseudo?)vampire trying to gain souls?

Going back up to the surface — through the long tunnel creepy crawlway — a lizardman screams, prompting rapid retrograde motion. Feraq volunteers to check things out. All lizardmen take off 'cept Khorse, who dishonored himself.

Day 27, night

During a watch, Feraq tries to psych up the lizardman companion, but instead incites him to violence (failed diplomacy check?). Feraq kills him in uncoordinated combat (three 1s) while most of us sleep. (Next morning: “Yeah, that lizardman and i were talking, and suddenly he gets all agitated, and attacks me! I had to kill him!”) On a later watch, while most of us sleep, Troykin does some secretive things with the mirror. On a later watch, while most of us sleep, Ulth peeks briefly at mirror.

Day 28

Morning: Heading down tower, we glimpse a zombie wolf which disappears around corner. Ulth tracks it to a secret door. Through door we find Kaladagrim the vampire! Combat ensues with magical attacks working, but hand-to-hand requiring > 21 to hit. Garn saves vs. the only apparent gaze attack. Dannix puts up a circle of protection (10′ radius). Feraq tumbles to flank, but lands poorly :-( After some damage, kaladagrim pulls back. Garn begins to chase, but — Feraq stabs him (as his pendant flashes). Dannix shoots a ray of searing light, but barely misses; the fact that Troykin's song had just switched to minor key didn't help. Dannix gathers Ulth and Feraq within his 10′ radius, but Troykin runs away, meets up with kaladagrim again, but eats gem to break mental effect. (Amos had also been under mind influence. Hmmm, that includes exactly those who'd looked in the mirror?!) We retreat to the observatory upstairs.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2001.oct.25.]

Day 28, midday

Visit under-level 1 (past the mini-wight-room in the corner we'd never scouted): Find a zombie-making lab (with a doggie-bowl full of blood, and the name “bleeder”). Find an unfamiliar room full of stacked chairs and furniture — oh wait, this is where we just fought kaladagrim. Find a den, with doors boarded up on the inside and outside. The room is splattered with blood. Grab a 1′ mithril statue, and some dwarven masterwork half-plate. Beyond the den — eech, and altar of skinned-alive animals with a 6-armed bony statue of Hextor. Feraq sets canopy bed on fire, then attacks the altar Garn was poking at (Dannix advises: destroy altars at your own risk); it tumbles and Troykin reduces Hextor to 5 arms, as we retreat from the smoke-filled room.

Day 28, dusk

We find empty prison cells (just blood, crap). Voyage to other rooms, clear some rubble, find an 40′ escape hatch up to the shack outside the keep. We walk back to Port D'Ehlour. Fire elementals are on the loose to the north. Town injured, partially burning. Party stays with Almax.

Day 29

Morning:
Troykin decides the electrum statue is trash — bends it to ensure that that's the case. Plate good for 1k gp with buyer — 200gp on open market.

Go to see guildmaster. Are offered lizardfolk prisoners, with the goal of exchanging them for maria and webber. Pick up 15 lizardmen! (Garn grumbles, but Ulth and Feraq quite happy about extra muscle.) We head back towards keep. While watering the horses, Carnasso speaks in draconic, telling the lizardmen they can go, if they don't want to join our noble and heroic mission to kill undead. We seem to have failed to make them honor-bound to help us: 14 of them leave; Ohsormak stays. Reaching the keep, we stable the horses in throne room. A tumble into a spiked pit bruises Ulth and Garn; we boosting Feraq up to get out. We reach the smokey vampire bedroom from the previous eve: all slagged, very smokey. Garn whacks at fleshy wall; Feraq pokes through bed ashes. Smoke creeps through door and into Queen Eraana's sarcophagus. Feraq scoops out some of the shadow with the chalice, and Dannix tries to consecrate but fails. Garn and the party lug the sacred sarcophagus up stairs (clunk clunk clunk, sorry 'bout dem bones, queen!) and outside to expose it to sunlight. Troykin casts Mend on the queen's bones. Open the king's sarcophagus — smoke seeps in — searing light demolishes the effect; lid replaced.

We find that the horses have been sacrifically slain! Party searches for any coffin type of thing we might find. Find two new doors — one of them a secret passage leading into Darkness. Carnasso casts Light, revealing a narrow bridge over a pit (darkened deeper than Light's radius), and a door on the other side.


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[Bolsover.
Darian plays Dannix; Colby plays Ohsormak ]

Day 29, dusk

Where it comes to pass that: Feraq evades a rockslide. We fall in pit, meet vampire. Ropes break mysteriously.

Feraq dances lightly across the bridge. At the 3-wheel door, he wiggles the middle wheel — and Evades tons of rock falling from above! Is buried. Troykin scurries across and aids Feraq. But then Troykin falls off the ledge; Feraq instantly launches himself down into the pit and grabs Troykin, activating his feather-fall ring! Floating to the bottom, they report all okay. We toss them our only Light source, and lead down some rope/chain combo; Ulth goes down, searches, and climbs back up. Then Kaladagrim comes out! Ulth throws down a spear; Garn starts climbing down to help. Ulth tosses Garn's pack down at random, rolls a natural 20!, thunking kaladagrim on the head. Dannix leaps down 80′!, casting magic circle v. evil. Confusion at top of pit. Garn's rope breaks; he falls 30′. Ulth and Lizardman lower Carnasso tied by the ankle with the remaining rope, so he can cast upside-down and suspended; he gets off some Magic Missiles. But there is jostling at the top? Or is somebody pushed? Or did Ulth just let go of the rope thinking the lizardman could hold it easily? Regardless, Carnasso falls and so does Ohsormak (who splats fatally).

The vampire turns himself into mist, and floats through a slick wall. Feraq finds it illusionary. We enter; Ulth up top “are you all okay?” “yes &ulth;; come on down” “i'd better stay to keep guard. … Are you still there?” (silence) “Hmm, they must be dying, and anything which can take them all out is too big for me — i'll, uh, go back to town to get help”. On the other side, a temple to Hextor (in inky-black Deeper Darkness). Hextor's six-arrow sigil, with the arrows labeled (clockwise from top): Individuality, Conquest, Betrayal, Discord, Fitness, Prowess. In magic writing:

Hextor came before
Hextor will remain long after

    Those who are fit and worthy
    Cast off the stultifying shackles of your false gods

If you dare to enter his holy sanctum
Touch his hand
Bless his holy name
Fresh blood will show the way
Find bowl with a dagger, a bit of blood, sticks, all held by a hand reaching out of the stone floor. Dannix adds his own blood to the bowl and mutters something; his stick glows. Amos disappears. Feraq uses very dim light; leads Garn. Then he runs off for a bit. Garn slowly feels his way back to the pit-bottom, finds Feraq setting Garn's pack back down. “I thought I heard something out here rustling through our stuff, but can't find anything. Let's go back.” Garn, suspiciously, “okay”. Dannix locates an altar at the far end of the room, and feels on ceiling to find a lantern (presumably) emanating darkness. We all go out to pit-bottom. Dannix quickly wastes — er, uses — Heat Metal on the lantern, but it takes a magic weapon to destroy. “&garn;, slash it with your guisarme, quickly!” “What? I'll dent my weapon! Why are you acting so strangely?” Carnasso leaps in though, and uses a one-shot sure-hit dagger to smash the lantern, whew.

Feraq climbs up to top of pit, but something hurls him back (the feather-fall ring saving his butt again), laughing evilly. The party prepares to camp. During watch, Garn can't see Feraq quietly shredding cloth…


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[]

Day 30

Where it is revealed that: We attack Kaladagrim; Troykin,Feraq down levels. Dannix cooks Holy Garlic Wafers, kaladiagrim goes poof. Attack shade; (barely) keep Amos from killing Webber. Lift curse! In town, scout behind enemy zombie lines.

Day 30, morning

Garn on watch, sees a face peek out of the illusionary wall. “Begone, foul being!” and charges in. Feraq tumbles down; combat on razor-blade slope. Garn blindfights through illusionary wall with reach weapon. Kaladagrim eventually drops his masterwork axe, and hits with his strong arm — Feraq tumbles by but gets hit for two levels. Feraq gets poisoned, loses two more. Karnasso unleashes magic missiles and acid arrows and more magic missiles. Troykin gets drained for 2 lvl. More pitched battle. Vampire is hurting, so the sissy goes incorporeal, and vapors away.

We search the temple. A few random coffins found, and destroyed, but they were empty. Aha, there's our missile attractor! A tapestry is covered in blood for all except a about a 6″x18″ patch in the corner. A cornucopia thingie near the ceiling. .. and a heavy metal plate with small holes on the floor! The whole party, with bull-strengthed Garn, lifts it aside, where the vampire is recovering in a trance. We stake him through the heart and cut off his head.

Feraq tries pitoning out the opposite wall. A stone door is thrown down on him, that we'd attached the rope to. Amos uses his Quaal's Feather Token, Crrrreak, as a tree sprouts, grows, spreads and unhaltingly grows to 80 ft in less than a minute! Feraq dashes up .. gets hit and scrambles back down. Smoky figure laughs evilly, “ha ha, you thought a tree could save you, ho ho!” Feraq explains to us how his retreat is a tactic, not that he's afraid or anything. Meanwhile, Dannix cooks up some Holy Garlic Wafers: casts heat metal, bless on some dough, and concescrate. Stuffing these into the vampire's head — it goes up in a gruesome conflagration. We inspect the chests of copper, silver dust, and gold/platinum items.

Ulth catches up to party (Amos still missing), from town. Apparently Ulth had, at the
top of the pit last night, faced an evil shadowy creature. It reached through his armor and into his chest, placing an icy grip on his heart, upping his panic level a couple of notches, as he ran.

Garn has a conversation with the King's sarcophagus: Hurry, reclaim the queen's defiled bones that you left outside last night! Tapestry's blood has spread: now only 3″x6″ remains clean.

[

Party status:
Ulth -5 str, Feraq -4 str, -4 levels; Troykin -2 levels; vampire - dead.

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[]

Day 30, midday

We rush and speak with the statue of Heironeus: “What is your one purpose? You must have unity — your name is chaos! Oh, but the instructions are: consecrate the elven king/queen skeletons and bring them to me; dispatch the shades, unfurl the banner.” The scroll that was holding the statue has rolled forth:

Let no mortal doubt the power of Valor by Heironeous…
Treason shall not o'erthrow this tower
until the blood of a thousand pours forth

Retribution is swift.  Penance is eternal
  — Siaro, Servant of Horal

We go through the temple room w/ Feraq. “Come here!”, the statue commands; a blade swishes out and through Feraq, who is hurt, but feels .. somehow better. What had he been thinking? Somehow his mind was not quite his own.. A yell from above echoes throughout the passages, and a rumbling roar as the temple of Heironeous collapses.
We run and get Ulth, to bring him to the avatar. Ignoring his protests that we should hurry upstairs, Dannix casts circle of prot v evil, and Garn grapples him, and we drag Ulth kicking and screaming to the statue (“Honest, just cast Bless on me, that will do just fine”), again the avatar's blade swishes through and makes Ulth hurt so good (bringing him very low on hp in the process). The statue implores “hurry and save the other human”. (“I told you so!”, Ulth reminds us.)
Garn and Karif and a lizardman go one way down the long hallway, the others climb up through the utility shed to the courtyard. Garn and Karif encounter the shade, and slice it up.

In the courtyard, Amos has finished sacrificing Maria at the highest point (the observatory tower), and is now dragging an unconcious Webber to the rampart over the main gate to fulfill the curse. (They'd arrived from town w/ a message for us from Almax).

Charging up the stairs to the ramparts, Ulth, Feraq, and Troykin chase Amos, who is slashing at Webber in a canvas bag. Feraq tumbles through to flank, Ulth stands over Webber-in-a-bag and attacks, while Troykin pulls Webber back from combat and stabilizes him (at -9, barely preventing curse fulfilment).
Swordfight on the parapets: attacking Amos; try not to kill him and knock him off? Forget such niceties — attack! Ulth and Amos wobble but they don't fall down. Finally Amos decides to heed Ulth's demands of surrender and drops his weapon, but Ulth still attacks and criticals, dropping Amos, who is then quickly stabilized at -9 (barely preventing curse fulfilment).

Feraq confesses to stealing the Lharithlyn banner from Garn's pack and shredded it up on
watch the previous night; we retrieve the scraps from under the roots of the tall tree, and Troykin mends them, and we fly the banner; woo-hoo!, the curse is averted. Our first mission which didn't end in total failure!

Almax and the cavalry arrive to rescue us, as Ulth had requested. Amos taken back to town to be tried; we put in a good word, mentioning the evil mind-control going around.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2001.dec.09.]

Day 30, early eve

Party hears scream from horse guard, and runs to surface of keep from depths of dungeon. (?)

Almax reports that the north part of town was destroyed by lizard people, who melted away at dawn. And, did we see the shooting stars all last night? Black raven gives a message to Feraq:

Wards are being ambushed.
Air wards in Port D'Ehlour
It looks like a paper scroll
Acquire if possible
Protect at costs
Else sky will fall
—Henri

party returns to town to sleep.
Garn and Ulth help town guard watch undead lizardfolk hold desecration ritual to cutoff priests of Phaulkon (god of air)

Ulth bravely crosses undead lines to talk to the priests in the besieged church of Phaulkon. The priests offer no useful ideas. Ulth searches for key targets among the zombies, but no apparent leaders. He eventually returns to the human part of town, with a message of hope from the high priest of Phaulkon for his beleagured, cut-off priests.

Troykin and Feraq encounter with princess anana, the avatar daughter of queen goab. She offers to restore their level-drains if they're willing to act as heroes in this life and then when they slough off this mortal cocoon, if they are worthy to continue this heroic fight after mortality but before departure to eternity in the Outer Planes. Feraq was confused by all the theology, spirit talk, and when aged by her touch pulls his dagger. She placates him and he accepts her gift, and is healed by her kiss. He accepted because he does hope to become a hero and restore the world to the way it ought to be. Troykin declined because he didn't understand the consequence of this decision.

The next morning, Troykin checks to see if he feel's the vampire's level-drain is permanent (after we cast Blesses, Resistances etc) — urgh, no, he doesn't feel well.


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[]

Day 31

Wherein We seek out besieged high priest; an Eladrin zaps him. ChurchKaBoom. Attack demons while they're still weak. Dream of climbing.

Day 31, morning

The party returns to the now-unoccupied beholder room and identifies magic items to the best of their abilities. Drawings of beholders, mountains on the wall. (Including a chest, a sword in stone? two beholders in a box (this room?), a mountain range full of beholders, and one beholder under strange swirly runes.) Ulth takes some boots. Book of inifinite spells, opened to Shout!

To leave Port D'Ehlour, or not to leave? Dannix elects to stay and clean Fort Lharithlyn. He can also take long-term requests for magic arms/armor. He'll work on these in his spare time.

Rest of the party returns to town, seeking answers (and, Restorations) from the high priest of Phaulkon. Karif makes Troykin inivisible to mindless undead, and the bard is sent to meet with the priest of Phaulkon in the besieged temple. As Troykin sets out, Ulth spots (and fires at) a woman in a zebra cloak walking among the undead. (The first two arrows turn
around and hit Garn's chest, trying to get at the missile attractor on his back. .. Garn moans a bit, and runs back to the keep to drop off the attractor at Almax's grove; tomorrow he gives it to Dannix who will bury it near the front gate of the keep.)
She offers us a technique for avoiding undeath. She claims to be the avatar of queen goab, and Ulth turns her into a pincushion. She pulls an Obi-Wan and leaves behind a decaying cloak, and — Ulth manages to spot in the mud — a small crown-ring.

Troykin is stymied Quarrrag, the Canon
Lizard buildments erupt into flame, oily smoke, as the zombie-lizardfolk ritual picks up momentum..
After 30min, Feraq follows, walks into dark wall. During the howling winds, an Eladrin drops by: Phaulkon is leaving this plane — bad cost/benefit analysis.

A Raven arrives with a note:

This is a duplicate of the Air Ward you must obtain
Further instructions are enclosed within for after you obtain the Ward
Immediately looking inside, it says:

Good Work!

Now that you have recovered the Ward return it directly to Punion
Your contact is Therol the Fourth. Be careful there may be groups trying to acquire the Ward in addition to those who seek to destroy it.

If the Ward is destroyed move immediately into position at
Kahr faran ag homaneraq aq Kile
Smoky's Folly by Copper Lake

We rush to find Feraq, Troykin. Winds approaching hurricane level — undead are being picked up into the maelstrom, still dancing. Troykin is still at the high priest's — we get him. When Carnasso & Karif enter with the Eladrin, it starts shooting lightning bolts at the priest. The High Priest blinding-lights the Eladrin away, petrifies Carnasso, Karif bites him & Feraq drops. We hear a Rrrumble — Kaboom! — the shattering of a thousand panes of glass! Apparently, “Church-to-crater” has been cast!

In the reliquary, we find a secret trap door. Exploring the tunnel (towards the crater) yields an area of magical darkness, beyond which Ulth hears outsiders — speaking Abyssal? The part fears demons. We confront the town leaders, who seem uninterested in facing them, hoping that they'll just go away.

Using the replica of the Air Ward, Karif casts Locate Item, and determines that the Ward is still intact, at ground zero of the church/crater. We approach the darkness, hurl fireballs at some voices in the dark, a very angry “Rrrrr! You have no idea how immune we are to fire!”. (Perhaps we took down a human traitor?) We start to attack, but are each faced with spells — Troykin is Confused, Karif has a spiritual hammer on him, some invisible beast is summoned to attack Ulth and Garn; Also some choking and draining going on. For Feraq, a Huge shadowy spider-construct which fires beams out of its eyes, straining at its chain as Feraq tries tumbling and dodging..


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[]

Feeling every so slightly outclassed, the party decides to “organize” a retreat. Feraq and Garn heroically hang back to draw attacks while the others run. Fleeban, Carnnaso, and Feraq nearly don't make it.

The party pulls back out of demon earshot and Powwows at the wizard's tower. The town's mages explain that they were watching the battle and collecting info as the party was getting creamed: 5 demons, plus 1 spidery construct. Should we counterattack soon, when they've shot off all their best spells? The wizards suspect that we've barely tapped their resources.

The party decides to hang out at Ye Olde Keepe Lharithlyn (Dannix's new digs) to heal, identify, and Lesser Restore. Carnasso identifies a potion of restoration for Troykin, but it's only one. The Bard has 1 1/2 weeks to find another.

Part IV: The Fall of Reignsource

Day 31, night

The party has a shared dream in which a strange light hovers over the town, and an ethereal ladder stretches up from the former church of Phaulkon to the light. The ladder drifts north, as all but Troykin and Carnasso climb. From on high, the party members see: some mountains seem alive; seven smoldering craters surround the empire, w/ our ladder drifting towards the place where the eighth would be. We keep on climbing; as dawn nears, the world shrinks to a point beneath us, and a castle grows above us — so far that we're only getting close because it's hurtling towards us — we wake up.


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[]

Day 32

Where we learn that: Ulth is killed. Ulth is raised. Ulth spots invisible ladder.

Day 32, morning:
SS3 [Summary: sphinx kills Ulth, Dannix resurrects him.]

Ulth and Feraq get Fly cast by Carnasso, and take the mirror 40min up to try to have Phaulkon destroy it. But halfway up, attacked by a flying lion w/ a falcon's head [Herocos Sphinx]. Ulth tosses up the mirror, “Here you go, Phaulkon”. Ulth is charged and fights bravely but was eventually killed. Feraq repeatedly engages the creature until it's finished off. On the ground, the rest of the party observes a falling mirror, a shower of blood, more blood, a glint of Ulth's swords falling in the forest, and then (whump) the body of a sphinx, before Feraq descends with Ulth's body.

Ulth was raised by Dannix, via a scroll from the liberator (“Thanks, liberator!”). Almax reports that Herocos Sphinxes are mountain creatures, and evil. (Ulth doesn't dispute that.) Ulth seeks and finds his swords imbedded in a treetop branch; when sighting along them, they reveal wispy signs of an invisible ascending ladder, as dreamt of!

Day 33

Where it comes to pass that: We climb rope up to Phaulkon's summer home. Augur: weal&woe. Battle peritons.

Party sets out, with Garn and Ulth flying up to again try to give the mirror to Phaulkon, and then rendez-vous with the rest of the party who'll start up the ladder. Ulth gets a bad feeling, and talks Garn out of flying further alone. But back at the group, we realize Troykin needs medical attention within a few days and thus should work to meet Selura. But he saw in a dream that the castle contains an amulet which could heal him. So after much discussion, and auguring “weal and woe”, the party ropes itself together and heads up the ladder for mirror-destorying and amulet-finding. 4hrs into the invisible rope-climb, 3 peritons attack; quickly dispatched with Ulth's arrows and melee strikes from all. We skin the antlers and feathers from one carcass, before climbing into the evening.

After 10hrs total, we reach the underside of a large platform/castle? with light shining down from its center.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.feb.23 (sat.).]

We clamber over the ledge, and start walking around; Troykin seems particularly winded out by the long climb. The rooms and doors all geared to 14′-tall creatures. While investigating a closet, Garn is cleansed by a nice glyph which healed some of a periton gash. A scroll at the foot of a stairway:

Earthbound mortals, the sky holds foes of evil; earth bound mortals, climb the stairs, and meet your doom.
(Written in Auric — air elemental.) We decide to bed down for the night, before meeting our doom. Around 2am Troykin reports that the whole castle lurched and tilted for a couple seconds, independent of Garn snoring.

Day 34

We explore sky-castle; get shocked repeatedly. We meet Thunderclash. We meet May'rOck; and survive his ambush (as he survives ours). Release linch-pins. Fly back down. Camp; battle hobgoblin patrol; sanctuary in lake w/ nixies.

The next morning we look at some aerial mooring platforms. Troykin levitates Garn 80′ up to the next level w/ rope, and then we all climb up
(thus bypassing the stairs, as we meet our doom).

A large forested area, with some buildings, and a large mural, a copper stairway-tube leading up to the next level (more 80′), plus the big central hole which shines starlight down to the earth (it's switched off during the day).

Karif does a locate-object on the description of Troykin's dream-amulet; it's about 100′ behind a blank part of the mural. Inspect mural: all sorts of air-creatures, to scale: giant owls, …, a (portion of) a huge Roc!, a brilliant coatl!, … . Ulth detects that the blank area isn't blank after all — they're paintings of invisible creatures.

A door: we push — nothing. Pull — nothing. Slide — nothing. Knock on it — it swings open. A big pool; bleachers; many circles of carved thaumaturgic-ish? on ground; drainpipes over each circle. Part of the pool bubbles and steam rises and is vented into the drainpipes? Garn starts to poke around, but then trots to catch up w/ everybody else, who've all wandered ahead.

A big room of equipment — machines and boilers and hoppers? Unlock a door to a silverware stash; place settings for creatures 20′ down to human-size found. An herb garden. A hidden+illusioned panel, “no admittance, employees only”. Before we unbolt that, Feraq and Ulth find a secret door behind the mural (behind the depiction of a large sword-wielding erithnal guardian). It also says “Employees only”; Feraq eventually jimmies it open, Garn pushes, and — a storm of purple sparks zap Garn's armor (21pts electric). Down the corridor, working on opening a door, a lightning bolt fills the corridor (17pts). Garn and Ulth leave the corridor; more fiddling at the door results in another bolt (14pts). Feraq opens the door, which trips more shocks (38pts) and a glyph of blinding, as seen by Feraq and Troykin. Karif stays, and is about to pull down a lever inside the room, but is wise enough to see it as an illusioned trap with big nasty blades, just before he touches it. He joins us outside the corridor, where Ulth reports seeing “something funny” over at one of the buildings.


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[]

Day 34, continued

Wherein We talk with Thunderclash who gives us the guest key. we drop the key and lock ourselves in the upper level. Deposit evil mirror at Phaulkon's temple, which goes Poof (yeah!).

It's Thunderclash Starforce (Thunderclash), elderly storm-giant caretaker in a wheelchair. “ Welcome to Rainsource. I'm the only one left — it's portals have been shut down against enemy takeover — lots of nearby demonic activity. All the Galen (the sky elves) have withdrawn with Phaulkon, saying they'll return when it's safe.” (The planar gates are to Firmament, Air Elemental plane, Positive Material plane, and Asgard.) But Thunderclash believes that Rainsource is nearing its natural end. Prophecies said that it would be open for a while to pilgrims, before its final demise. He confirms that
the stair from the level below indeed was full of traps; the lilac-scented hole Garn had climbed in and out of was the commode. He gives us the guest key (glass, with creature from the plane of air inside), meant to be borne by one of peaceful heart. After some party bickering, Karif reluctantly agrees to take it.

We go upstairs. One room has the positive-energy batteries sitting about, but they're all dead; Troykin puts one around his neck. find our way into the temple of Phaulkon. Karif trips on an invisible step, dropping the key; the room's doors wizard-lock behind us. Ulth places the mirror on the altar … whoomph, the sack deflates (none of the rest of us detect a penny left in the sack.) Troykin throws off the necromantic ring from the zebra-cloaked woman, which bounces up the steps and disappears.
Feraq goes to the altar and asks “Sky spirit, are you really here, like everybody says?” [On a d100, rolls 100!] Phaulkon informs him that Rainsource is unattaching from the firmament; it might fall and kill a bunch of people; it would be important to get to the control room and guide it down. Also, frees Feraq's afterlife spirit obligation away from underworld goddess QueenGoab;
tells Feraq that over his life he'll find that Phaulkon's way is the true way; tells Feraq to always keep his (ex-feather-fall) ring on, as a reminder.

Explore several rooms.
Library — with silence spells (temporary, thank goodness); we sign the guest book, and Ulth pockets the four neat feathers.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.mar.16.
Fight past the air elemental (with repeated Shouts) to get to the control room; shut down Rainsource's power; start to look for the linchpins. ]

Day 34, late afternoon

The only way down (w/o a Knock spell) seems to be the 20′ hole in the center, or the copper tubeway, which proves to heat and melt metal easily.
Feraq would love to disband his metal and go, but just Garnered that ring. Garn loathe to leave his armor behind.
Troykin goes down, to find Thunderclash, who reluctantly gives him the (only) other set of keys.
lets us know that we could dissolve Rainsource back to its firmament-stuff, if we unattach the linch-pins; doing that means powering down the whole place to dissolve the force-barriers protecting the pins. Which means getting into the control room, to shut it all down; it's guarded by an air elemental.

Troykin joins us upstairs. We decide to battle the elemental (though Ulth was voting to go back down). Wait, there's a big 10-mile pit in the middle of the room: okay, cover it with large bookshelves. Rope off the guard-railed sides, and stack more bookshelves over that.

Troykin sings and readies the book of infinite spells with Shout; Ulth is across the room 160′, and we are tied to each other (in pairs) to avoid getting whirlwinded. Ulth pings the stasis'd guardian: it rouses itself. Troykin Shouts. It rushes Troykin .. and misses! Ulth plinks. It starts to whirlwind, and buffets Garn as it lifts him off the ground. (Feraq dangles from rope, and cuts himself off.) More arrows, attacks from Karif+Feraq+Garn, and Troykin Shouts (which deafens Garn .. permanently?!) Karif learned that his unmagical claws were unable to do harm to the creature. The elemental goes up: 80′, and drops Garn (thud; he looks flatter). The Troykin/Karif teams work towards the control-room door. The elemental breaks off to attack them, but is stung by successful attacks of opportunity. He misses, and one last Shout from Trokin sends it back to its home plane! (The top page of the infinite spellbook has gotten a quite singed, and looks iffy.)

In the control room — Troykin goes to the obelisk's side and concentrates on “Turn Off”, with no apparent effect. In the meantime, Ulth had
gathered a vial of the rainbow liquid Firmament Juice. Garn (bored at not being able to hear the converstaion) decided to drink it. Hmmm, tingly… [roll 17 on d100] .. definitely a bitter aftertaste in the pit of the stomach, but no other apparent effect.

After a bit, Karif steps up to the obelisk, and suggests using the hand-prints on top of the obelisk. Long status report: “Firmament collectors full. Processing station not working. …” “Turn Off.” “You realize this will be hard to undo, and stop life support, etc.” “Hmmmm.” Karif tries, and then finally Ulth loses patience and turns it all off. Lights off, pool starts draining, etc..

Dash down the copper induction stairway, now quiescent. We find a soused Thunderclash, singing merrily. He tells us the linchpins are recognizable since they're lit up, but he's otherwise too merry to be useful. The next shudder through Rainsource's infrastructure reverberates ominously longer than before.


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[]

Day 34, cont.

Where it comes to pass that: We engage May'r Ock of Hillsdale.

We go upstairs to start looking for linchpins, and are searching the 3rd level when we hear voices — a group led by May'rOckofHillsdale.

They start to parley,
“We only want something from that room over there you've already searched”, and Feraq sneaks around the other side of the negotiators. But when Ulth spots a few sneaking up the induction stairway behind us, he thwarts their ambush, whoosh-whoosh-whoosh!. A barbarian wades up, “Come here little elf-man!”; Ulth shoots and runs; the barbarian follows Ulth into the control anteroom, “where are you, you can't hide forever!”, as Garn clumsily runs over.
Meanwhiles, a cadre of crossbowmen and priests are flowing up the stairway, and running for the cover of a room with a secret passage to their target room. Arrows pepper Karif and Troykin, followed by (celestial) bears, which maul effectively. The barbarian quaffs a stoneskin potion, becoming impervious to Ulth's arrows as he faces Garn, and they hurt each other. Garn looks in trouble, but he inflicts a crit on the barbarian just in time. Trying to re-join the others and the bears (who are no mauling Feraq too), Garn is held, and a crossbow takes him down. Karif goes down, as Feraq and Troykin finish the bears, and each stabilize their nearby comrades, as the last of May'rOck's group withdraw. Feraq locks the door behind them.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.apr.07 (sun); 1635 castle ct.]

Day 34, continued

[Remove the last pins; a mad dash for the airship; plummet and jump, levitate down to a nice calm lake]

May'rOck asks to withdraw, and we prevail on Ulth to not fire as they retreat. But he spots them carrying off a linchpin(! hey, didn't they claim to know nothing about those?). Rainsource lurches and starts to spin. We scatter, and start looking for remaining linchpins:
stormclash confirms one is in the whirlwind room; tells us to come back after the other pins, and he'll pull the last one as he reveals one under his livingroom carpet.

We split up: Karif, Ulth, Garn run up and grab the already-located pin (only falling a few times).
Troykin and Feraq search the engineering room. Garn pulls a sliding floor panel, and looks down to see Troykin and Feraq below; “hey, whazzup? Hurry!”. The pins removed one by one, and now Rainsource is teetering at a huge angle, and its substance seems to start blinking out and in, bogging us down in firmament.

The teetering stack of bookshelves comes raining down Garn set down his backpack and searches the last room with Feraq, while Ulth guards the backpack while swapping the barbarian sword for light papers in Garn's pack. Feraq fetches the upstairs linchpin, and we run downstairs. Between lurching and quakes, we tend to fall down as we look at the 30-degree slope with nothing beyond but cloudtops. Between some good climbing, and Troykin levitating Ulth who then catches Troykin who can then levitate Garn while Ulth picks up Feraq, all while Karif casts Air Walk. On reaching the first level, we see the airship which May'r Ock must have arrived on. We would head towards the rope, but Karif tells us it's gone! So we rehearse our apologies and pleading as we limp towards the airship. (Garn's pack, with its 30′ of chain etc, is too heavy — toss it, incl. Telvar's spellbooks and the barbarian's longsword, oops!) But the airhsip is empty — only a few mercenary corposes with slit throats. Rainsource rips away and falls just as we unleash the ship; the ship is falling too. As Garn looks for the engine room, Ulth unfurls the sail, and now we are only in a uncontrolled careen, rather than falling. Pull the wheel left! We emerge from clouds, to find ourselves near tall cliffs, heading for a lake. Pull hard to the right — no good — we are nearing ground: Jump! and Troykin levitates most of us down as the ship splinters below, and Karif airwalks.

Whew — we retrieve nothing of worth from a wreckage (except a 40lb magic hugesword, w/ a triggered ability). We happily prepare camp for the evening. Ulth fishes a bit in the lake, and gets a big huge pull, and a nixie peeks out of the lake at Ulth, who yells and runs.

Part V: Nixies & Hobgoblins, Bugbears & Goataurs


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.apr.14 (sunday); castle ct.
Contact Enrika. Meet Marla; barely defeat hobgoblin barbarian patrol.
sitting around sitting around sitting around sitting around fresca and PHB ]

Day 34, night

Garn and Ulth on first watch. Ulth sees Troykin appear in front of him, and punch him in the nose. “Oh i'm sorry, are you here in the dreamland too?” (Garn just thinks Ulth is under the influence. Or at least, An influence.) The party descends the stairs and talk with the gatekeepers of the dreamland, take the left fork, cross the fields, reach the church, climb the steeple. At the crystal bridge, Ulth and Feraq stay behind while Troykin crosses to meet Enrika; Ulth and Feraq discuss the nature of Troykin's friendliness with his former mentor. After a few minutes, they cross the crystal bridge too (clearing their throats loudly). Ulth fetches Garn. Enrika fills us in:

History of Cheloratrai: Daglir the Artificer disassembled the Sceptre of Destiny, and gave it to Ratri to hide. But they foresee that eventually the pieces will be found by humans, and it will be their downfall.

Enrika's physcial form is elsewhere in the dreamlands: across the farthest bridge, to the courtyard. The planar emissary Mirrorwater is also there, to accept the artifact and remove it to a distant plane. The battle for the cheloratrai includes factions: white (liberator), red (desert warrior), gold (orran emperor), black (stern family) (these mentioned by hyskosa). Ways to find out where the remaining pieces might be: the library in the iron compound; the library in the underdark; the prophets of Bria (sisters of ___, seekers of knowledge), and at the capital of the empire.
The four signs are

Enrika notes that all the followers of Hione the Hermit (seekers of knowledge) seem to have all disappeared, perhaps in the same way she has. She asks us to have librarians light a candle to remember Hione.

We sleep on a hillock with a big rise. A halfling runs towards us, “help, it's after me”, followed by a spider. She introduces herself as Marla, and is impressed that we fell from the skyship. She chats with each of us on watch, equally impressed with our conflicting stories.

We hear an approaching patrol singing, so wake up and retreat to the ravine. Six Hobgoblin barbarians charge; battling in the stream, Karif is felled. Elsewhere, Ulth spots the 2 bugbear leaders, and as they pass his hiding-place he bravely leaps out and ambushes them, and tosses down a smokestick. He evades one, and the other knocks him unconcious. Garn attacks but doesn't kill the bugbear about to stab Ulth, but then Feraq tumbles into the fray, strikes, and criticals!, just enough to topple the ear-loving barbarian.

A little web-footed humanoid peeks out of the water, “the hobgoblin base camp is only a couple hours away; we can offer you shelter if you like.”


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.apr.23 (tues); bolsover.]

Day 34, end of the night

Where it comes to pass that: We rest; talk w/ nixie queen. [Make level 7!]

“You just need to open up your mind to our magic, so we can cast, uh, water-breathing on you.” It works on Garn, so we wade into the lake. Karif feels an urge to take off his Ring of Making Nervous, which absorbed massive damage for him earlier. First, he and Feraq cast as many temporary hitpoints as possible, and after a 6 rounds of frenzied casting, Karif removes the ringKAVROOOSH, a huge sparking ball of lightning explodes, not even quite killing him — yes!

Day 35

After sleeping, we have an audience with the nixie queen. Troykin presents her with Ring of Nystul's Aura, as a gift. (The other ring from jean d'tarascon.) She speaks of
how the lake is out of balance:
the Sinister Aquatics (half-fish men) and their zombie fishminions. Karif asks about the lore of the lizard-folk; she is sure that The Source of All Knowledge would know. Oh, but the Source will only talk to those of great accomplishments .. like, those who might foil the envoy between the sinister aquatics the hobgoblin encampment. We discuss, then agree to the mission. Later, Garn goes back and gives the tiny queen the hill giant's magic hugesword; in return she grants the party some potions of Alter Self and Waterbreathing. We rest.

Day 36

Where it comes to pass that: We scout hobgoblin camp. Invite goataur to meet our Deepest,Eldest.

Day 36, morning

We travel to the hobgoblin camp (after discovering that Feraq's armor had been taken from its cache and re-hidden elsewhere). We meet an assasin vine, which wallops Feraq and his friendly gator, before Ulth peppers it.

Ulth and Feraq scout out the camp. Upon returning, Ulth skulks over to Troykin to the limit of his own, uncomfortable large personal space boundry, and whispers, “Hey &troykin;, do you remember that magic you used to rescue me in the Castle? I was thinking that if we could somehow talk Hobgoblin leader into accepting a spell (say it's waterbreathing or that he needs to come out to the deeper water or something) in order to speak with one of the head-hancho water creatures, you might be able to use that one. Then &garn; could grab him unopposed and drag him under the water with us. With our water-breathing potions surely, we'd have the advantage in that environment, especially if he's a powerful platemail wearing warrior.”

Garn overhears, and comments “Hmmm, even evil scum deserve the chance of honorable death by our weapons, without drowning by trickery.” (If anybody asks “isn't it trickery to disguise our appearence”, Garn is ready to rationalize that: “When one draws a blade, it's understood that Death is a risk; never underestimate your opponent, for you may not know their exact nature.” He frowns and shifts his weight uncomfortably, as if he's wondering when some enemy is going to turn this same dastardly trick on himself, but then he cheers up, as if the thought has just been casually dismissed.)

Ulth counters, “My friend &garn;, you elevate these creatures too high. Goblins are the most foul abominations that tread this land and warrant no more respect than zombies or ghouls. Surely, you'd have no trouble pushing a ghoul from a cliff! Honorable combat occurs between foes worthy of respect. This type of vermin is fit only for extermination, like a giant spider.”

Plan: alter self into aquatic envoy, then provoke attack w/ hobgoblins, so the two sides distrust each other.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.may.cinco; castle ct.]

Day 36, afternoon

Up in a tree, we are spotted by Renaught Highwalker, a scout associated with Feraq (lots of innuendo). The hobgoblin tribes apparently came through the tunnel passage from the mountains, and took a lot of casualties.

[ [to ask, on email: "Troykin, what do you know about The Organization"] ]

We prepare our plan: codeword for 'retreat' is “glub glub”. First, Ulth alters form and advances, to request an imminent meeting; the hobgoblin he's met by is overcommadant murghog, of the gutspiller tribe: “My name? Um, it's 'glubglub'. Papers? Um, i have no papers; they didn't last long underwater. Boy, it sure is hot out here. I'm the lowest ranking, which is why i was sent to do this; i'll be in big trouble if i can't arrange this meeting! Um, i forget who i'm supposed to ask for. The sun affects our mind as well as our skin.” (All with the occasional rubbing of the head.) He retreats to water to wait.

After 15 minutes, some bugbears arrive on the beach. We emerge, flanking Troykin: “bring your leader to speak with our Deepest, our Eldest, who cannot come out by day; plans have changed and we must consult immediately.” (Some rubbing of our heads)
The head honcho is apparently Magog the Conquerer (Magog)

Eventually one goataur steps forward from a huddle, with two big burly hobgoblins by his side. “Please hurry, we must meet with our Deepest, our Eldest — just climb on this force-disk and we'll take you to the water.” (rubs head) Goataur: “No way, we don't like the wa—” [rolls a 1 to Troykin's opposed diplomacy check] “Um, okay, if you say so..”
Carrying them out to the middle of the stream, Troykin proclaims: “let this be an example of what has changed, and of what happens to the traitorous goatars and the gutspiller tribe!”, as Ulth grabs at the goataur, the floating disc disappears, and we plop in to underwater combat vs. one goataur, two hobgoblins.

Underwater: Ulth inflicts some damage, and holds the goataur so that Garn can poke away at the Goataur [half damage for slashing weapons]. Karif gets a bugbear to pin him, so that Garn and Troykin can poke away at the bugbear. Jared rolls five 1s in five rounds, as the other bugbear has-at Feraq's alligator pal. The bugbears make a run for it; Ulth casts entangle on one, while the other faces an elecricity-burst from Feraq, a spiritual spear from Karif, .. and a huge missile lobbed from the hobgoblin catapult [the hobgoblins are rolling their share of 1's as well]. (The spiritual spear goes on to further whack at a hobgoblin.)

A remarkably succesful mission! We fall back into the lake area, to find a large dilapadated sea castle… Is this the home of the sinister aquatics?


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[]

Day 36, evening looms

Wherein While skirting past underwater temple, we are attacked by hobolds speaking aquatic; flee!

[ About 10-15min left on the alter self, and about 4hrs on the water-breathing. ]

We scout past the temple; Ulth sneaks up to temple. Hypnotic patterns start plopping down around us. Karif swims expeditiously quickly away; sees some hobolds, who seem quite adept in the water. The temple seems to hold a couple of powerful items (one of them is shooting out the hypnotic patterns?). Karif hit by a bolt of lightning. He comes across a 4-armed hill giant!?! The rest of us keep fleeing toward the south end of the lake (Ulth confusing Garn by calling him closer to the apparent spell-source, where he is). A little bit of lightning. A scream from the south end, and we see some sharks circling; Feraq entangles them in seaweed. They later turn out to be illusions. Some command words: Troykin's Comprehend Languages is still up, so he hears the command to Drown[Seppuko], but saves. Garn doesn't understand, not knowing sinister aquatic (hmm, hobolds speaking sinister aquatic?!). We retreat (Garn runs faster than usual, in his armor), amid mudstorms (illusory, some of us notice). Ulth suspects that even the old, ruined temple is either illusory or was built that way recently.

Troykin turns invisible, and goes back to scout temple, but several of the purported aqua-hobolds (still speaking sinister aquatic) seem to have some recognition of where he is; doesn't look possible to snag one of the temple's devices.. Fall back.

We retreat to nixie camp, report to the queen. Hearing about the 4-armed hillgiant, she comments that the Aboleths — the Dark Masters — are large and have 4 tentacles. She shows us an image, and it matches an image we saw up on rainsource, in the images of enemies. She informs us that the source of all knowledge (to whom she is as but a minnow is to her) will probably be willing to talk to us, though she is vague about how. We decide to climb the cliffs, but not 'til the day after tomorrow. In the mean time, Karif will seek the source of all knowledge, Garn has a yen to explore around the lakeshore. Ulth wants to go on an anti-hobgoblin raid, and Feraq will accompany him.

Identify items from the underwater bugbear battle:

Discussion ensues, about what we'd want done with our body, if we were to die.

         resurrect?   reincarnate?   
Troykin      n             n       ["none of that unnatural otherworld stuff!"]
Feraq        y             y       ["i have work left to do, to help my people"]
Karif       y*            y*      [* but only if body is inedible]
Ulth         ?             ?       [creeped out by conversation; walked away]
Garn         y             y       [gives lock of hair to Karif, Troykin]

Do we stay to help nixies more, or head north across the cliff? Between Troykin's levitates, and our climbing skills, it shouldn't be too hard to climb. We decide to head north, after a day spent: Ulth to harrass bugbears (Feraq helping); Garn wants to take a day staying around the lake.

??>> include email exchange Ulth,Garn: okay to lure hobolds to underwater death? <<??


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[
(Ian not present) ]

Day 37

Wherein We relax with a day of side-missions.

Ulth, Feraq, Troykin visit ??>> <<??; Feraq sneaks in and charms the quartermaster ??>> <<??, but he doesn't seem to know much about how we can reach MagogtheConquerer. Meet the ranger Bayliss. Identify some of Ulth's arrows from Rainsource: arrow of slay-living.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[At Eden's house-sitting place with pool..]

Day 37, continued

Ulth spends an afternoon, sniping the enemy hobgoblin camp: kills about 60(!), including some captains. He avoids all the return catapult fire, and retreats w/o being caught.

Garn visits the lakeside; returns well-meditated.

Day 38

Where it is revealed that: We Climb cliff to white jellybean; we meet Anyo, chat, and make offerings to her/im.

Exit-interview with nixie queen; the source of all knowledge will try to blatantly display itself to us.

As we prepare to climb cliff, we spot a slightly glowing area, half way up. We climb up near it, and see a ledge with a tree and a big white jelly-bean shaped rock [[represented with a harry-potter-flavored white jelly-belly]]. Troykin levitates us over to the ledge; despite care, Garn and Feraq slip, surprised by the sudden weight of dispelled levitate. On the ledge, disembodied voice says “seek truth and knowledge; avoid temptation ”

Feraq and Garn finally force open a barely-visible doorway. A cave with a chest in a recessed nook, and big crack in ceiling. The rest join us.

There is a platinum & gold chest. We inspect it (Garn strangely muttering a few words and gesturing). Open it to find a lens which Feraq looks through amazedly; he reports seeing a light above, and the chest suddenly looked chintzy or brassy?; a large huge emerald, and a shortsword.

Feraq climbs up into crevice searching for where he saw the light emanate. Reports finding a trap-door to a darkened room. Bayliss takes beautifully crafted shortsword; Troykin takes the jewel (wrapped in velvet lining) Feraq keeps now-smokey gem of seeing.

Up in room, all lights go dark. Feel a chest: “leave your weapons here.” we put our weapons downstairs in the cubbyhole, except for two normal daggers and Bayliss' new shortsword which we put in the chest, and crank. (A magic? greatsword is also found in there; we leave that exposed.)

A metal statue is reading a stone book. A metal plaque The book states: “the key is in the source of all knowledge.” Looking at the statue, Ulth notes that they eyes/ears are just depressions; inside the hollow head is a key. (Garn tries putting the gem of seeing into the eye-slot, but nothing happens.)

We proceed to the door in back. There is a strange dial on it, with different runes. (Troykin consdiers blowing a comprehend-languages; naw not worth it.) Touching the doorknob, a voice says “without understanding, you seek death”. (Troykin casts comprehend languages.) Cycling the dial, it has different settings: life, death, truth, knowledge, freedom, insanity, hate, distraction, destiny, compassion, the gift [*], care-freeness[*], redemption, fire.. [*: hard to translate] We take a rubbing of some of the words, so we can later re-set. Leave the door set to “truth”, as per entrance message (halfway).

Open the door: Long hallway, with a motionless figure on the throne, 40′ away. Stacks of books all around.
“What is your question?”

Ulth spots a keyhole in the hand of the alabaster statue; the previously found key opens a passage!

Rough unhewn stone tunnel leads down, down, down as our light spells expire; Feraq lights his emergency torch for us. We emerge to a vast cavern (> 1/4 mi (400m)), with faint glowing moss on the walls, ribbed pillars, spiraling stalagtites coming out of walls.

A short, hooded person appears (female? male?), introduces himrself as Anyo. “Are you the source of all knowledge?” Anyo humbly asserts that the nixie queen overstates the case a bit.

We ask her/im the questions again. Ulth asks about getting back equipment, and with a whoosh of smoke, the gear we left back in the cubbyhole appears.

“Protocol requires that we now discuss philosophical issues.” Garn wonders whether undead inherently evil? Anyo suggests that Arashanti the wandering ghoul has done both good and bad acts. Anyo also ponders why the gods made some races inherently better than others (Garn is doubtful about Ulth's proposition that elves are better than humans, but Anyo happily entertains the notion).

Most questions to be answered later, but Karif's answer now: the lore of lizardfolk is held by the prophets of bria; they hold this knowledge covetously, but on the other hand they want to know where rainsource fell, as they desire the residue-rods (one of which Karif carries).


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[02.jul.20 (sun); 1635 castle ct.]

After talking, Anyo says “okay, time to assign the quest”. Ulth asks: “What do you know of Port Dehlour?” “It was the anchor-point for Rainsource.” “Er, I mean Marais d'Taracson?” Anyo: “talking about Marais d'Tarascon might answer &garn;'s question about the location of a Cheloratrai piece.”

S/he sprinkles some us some dust of water-breathing, which should last for some time. Go down stairs, camp at base of cliff.

Day 38, night

Enter dreamland. Re-meet Fadiyahal'Adin (who now wears a yellow ioun stone). (Wears a blue-and-white glove.) “Our sages have decided to wake the six sleepers. Do you want to help us wake the first sleeper — The Speaker (a.k.a. the Diplomat, the Fount of Knowledge)? The pendant we traded your warrior is the key to waking the first sleeper.” She will be black, 9 ft. tall, with silver starts down her back. Apparently the speakers were created by ancient dragons, and have been in a stasis-locked, guarded tomb, located only in the Dreamworld. (No info volunteered about why the Sleepers were located in the Dreamworld, or whether there was a Dreamdreamworld that they were romping around in while asleep.)

Also, Fadiyahal'Adin goes on, “The empire lacks will, information, discipline and wisdom and divine backing; we think it will fall. The empire is giving us less opposition than expected, so probably they're also giving the liberator less. We invite you to join us as sand-brothers in the final battle against them, in a couple week.” He shows us the path, warns us of the monster guardian, and leaves. We approach.

Ulth stands back shooting arrows at the 6-headed hydra; Garn, Feraq, &baylis; approach (Garn less furtively than the others). A cone of cold on Feraq and Garn; six heads at Garn; a few connect for some bad bites. Feraq's flame blade and flaming (electric) sphere lay into it.

Way back in the woods, a human rogue with a necklace of three whistles becomes visible with a 3-arrow sneak attack on Ulth. At the same time, huge panther-cats that are a bit fuzzy around the edges appear: one on Ulth, two lashing at Garn/Feraq, one on Bayliss. Troykin suddenly appears in the dreamscape [Carl got off work], and runs to Ulth's aid. Bayliss climbs a tree, and shoots arrows.

Feraq finishes the hydra with a wicked sneak attack. Garn and Feraq on displacer beasts — lots of misses due to their concealment; Garn is very glad he learned blind-fighting, but two displacer beasts take him down anyway.

Ulth and the attacking rogue drop each other to bleeding, while Troykin fascinates a kitty-cat, and feeds Ulth a healing potion to bring him conscious (hp 1). He sings “A wim-o-weh, a wim-o-weh”, as they retreat. Displacer beasts disperse as Feraq has tumbled away; they are only mildly bothered by his Entanglement. He finishes off the kitty-cat that Garn had laid into before dying.

One fascinated kitty watches (presumably in amusement) as Troykin and Ulth attempt to climb a tree, eventually succeeding. Troykin goes invisible, and levitates Ulth up. Ulth takes a shot at the bleeding human; one of the kitties tries to take the arrow for its master, but failed. The enraged kitties try to chase Ulth up a tree; they fall down. Ulth finishes off an injured kitty; the two healthy ones trot away .. to return soon?

[ Displacer Beasts appear to have 40+ hp, 50% concealment, and a 2x Tentacle 5-10, 1x Bite 1-10? attack sequence. ]

Ulth starts skinning a displacer beast. Troykin wakes up, to see if Garn is still alive in the waking world. They tell Karif what happened. Feraq, Bayliss investigate: There is a building/vault/mausoleum? with a locked door. Garn's amulet won't come off, but dragging his corpse towards the door does the trick: the stone door mists away, to reveal darkness…


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.jul.28; eden's housesitting on merrick.]

Day 38, night,continued

In dream world, Feraq, Bayliss, Ulth, Karif, enter the tomb; it's empty. Fadiyahal'Adin's friend arrives, “So it's true, your 'great' warrior was slain, too bad. What, there's no sleeper in here? I have to go report to &fadiyah;!” We start down the burrowed tunnel. Go for hours. A strange smell. Meet Eleanor of Rovas, who wears a silver metal helix on an arm. Karif casts silence and spiritual spear, as Ulth charges her. But he starts talking with her, and he gets Karif to back off, and as Feraq hides, Bayliss joins conversation. She is very friendly, lots of talking; she's from South Cape. The helix is defensive, she says, and she has some way of darkvision (which Bayliss is particularly curious/envious about), and she says she is a scout from a magic-organization reconnoitering on what was happening; say, what are y'all doing miles from anywhere? (She doesn't recognize the term “dreamland”.) She gives us a torch, plus gives some darkvision spell on Bayliss and Ulth.

“I see you have another friend back there, that i can barely see.” Feraq steps out and compliments her on her vision; he was well-hidden; “no not you: the invisible guy.” Then Fadiyahal'Adin's voice: “wake up fools, this hallway is about to get unhospitable!” Feraq and Bayliss decide to wake up. “A large fireball is about to go off!” Eleanor asks Ulth (sharply) to stay and protect her, but he seems to resist, and wakes up. Karif: “So, what town did you say you were from again? You don't know anything about the sleeper?” Back in the waking land, Ulth yells to wake up Karif, and Garn barely makes it there in time to do so.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.aug.04 (sun); 1635 castle ct.
Feraq sneaks into hobgoblin camp; urges a leader toward inter-tribal war. At Magog's HQ, we attack Goataur Central, give worse than we take, but flee as Magog arrives in person. ]

Day 39

We vote on what to do next (each person allocates 10votes):

          attck  flee    attck     just visit
          hbgb   nrth  undrwater   Anyo now
Feraq      2      3       1          4
Ulth       5      4       1          2
Bayliss    2      3       0          5
Garn       4      2       4          0

 Total:   13      12      6         11

Bloodletting tribe — mugmug is leader, said quartermaster Thergak.

Garn takes a look at the scroll from the goataur: 2 burning hands, 2 pyrotechnics.

Feraq infiltrates bloodlight tribe. A tent w/ 6 sleeping hobgoblins (incl 2 who should be on guard duty). Feraq sneaks into the tent, makes distraction, retreats, re-approaches, is seen by alert guards (a 20), chased away, returns, is seen, retreats, causes commotion, figures out who the leaders are, retreats, sneaks back, is seen by a leader, who he charms: “I have some urgent news from Magog; also, we need to know how secret we've kept our security measures: what do you know about his location?”

Nogrok (w/ a sparky-blue sword), a bloodlight tribe chieftan: About Magog: he has access to machines to help conquer the swamp. Doesn't let himself be seen (“not to say he's a coward, of course”). Is a small one — not a goataur or a mud creature — the hobold leader. (Nagrok's lieutenant, Drasslibe, handles the diplomatic stuff of the bloodlight tribe.) He stresses that the bloodlight tribe is an equal peer to Magog's army, and is glad Magog's emissary is now accepting this. He is also glad to hear that Magog has now relented and has allowed slaves to be used in the army, and is happy to hear that enslaving the cowardly gutspiller tribe is on the agenda. He suggests to Feraq, that the tribe across the river might be even better slaves; after “communicating with the elders”, Feraq agrees, and suggests they start immediately. Feraq gets an escort out of camp, 13:15.

We make a new plan: Using the distraction of the hobgoblin army clash, charge the main HQ encampment, slaying all hobolds in sight. Karif and Troykin buff us up (but stay behind [colby, carl not present]), including invisibility & greater-magic-weapon (+2) for Ulth and Garn. Feraq gives Prot.v.Fire to all. Also, Garn borrows Troykin's boots of elvenkind, which is enough to let him join the others as they sneak through scattered hobgoblin guards, and towards the central encampment.

We sneak near the HQ encampment; hmm, the hobgoblin tribes are apparently waiting for further orders before making a diversion for us. The HQ is surrounded by fences, and Feraq detects an aura from them — Alarm, presumably. Ulth scouts a bit, noticing a corral downhill with a large tarp covering something, and two earth elementals.

Feraq and Bayliss avoid the fence-auras by climbing down the 30′ sheer cliff to the water, over a bit, and then back up the cliff on the other side of the fence, in the compound. (Bayliss getting a bit wet in the process.) Ulth and Garn are a bit more hesitant about the climb (armored Garn: “if i fall in the water, i'm not coming back up”). They invisibly try the main entrance, hoping it's not Alarmed, hoping incorrectly. As bells ring, we all scatter to set off as many varied alarms as possible, and then run one-by-one to the central building, hopefully housing Magog, but hopefully not for much longer.

Garn rushes in, he and a goataur are both surprised to see each other; Garn dispatches it. Another goataur casts Shield, but next round Garn slices past it, leaving the goataur on its last legs; it responds with a point-blank 20pt fireball, which immolates itself, while Garn manages to dodge half and let prot.v.fire take half the remaining.

Ulth grabbed a torch, and is invisibly setting fire to not-particularly-well-fire-resistenced canvas tents, a wooden guard tower. Feraq slings a hobgoblin, then slips inside with Garn; Bayliss stealths there attracting no attention. Ulth shows up there a few moments later. From the back room, they hear Garn, “uh guys? Some help here? Ow!”, as he's looking at 6+ goataurs casting at him faster than he can slice them down; he's slow'd and blinded and glad he has Shield against magic missiles. Feraq joins Garn, takes some magic missiles, and his Obscuring Mist saves much bacon. A few more goataurs go down, and Garn fights off the fire-weasels [salamanders] gnawing at his legs. The barracks are catching fire, from all the fireballs going down.

In the front room, Bayliss and Ulth make short work of the hobgoblins who trickle into the room. Outside a bellowing “Who the hell is messing with my Goataurs!” Ulth sees Magog approaching (with three bugbear cronies), and he starts to think of using his arrow of slaying, when Magog points at him — Ribbit, ribbit!, he is a toad. [
[Dave: “Oh no, now somebody will just squish me underfoot!”
Scott: “Well, you still have all your hitpoints … so they'll have to sit there stomping repeatedly.”]
]
Magog (and three bugbear cronies) enter, and Magog starts reading thoughts, as Bayliss goes invisible, and manages to pick up a toad (hopefully the right one).

Bayliss stealthily retreats outside (w/ pocketed Ulth), as blind-Garn and Feraq think about rushing front to attack Magog, but Feraq wisely declines, and we look to burst out a weakened, flaming wall. Magog reads all this and goes outside to intercept the entire party. But our chaos foils him: Feraq sees the front room is clear, so he and Garn exit through an opposite door instead. Bayliss drinks haste and runs a different way than originally thought. Magog scratches his head at none of the party reaching where they'd planned on going, and then starts help his crew put out fires, as we run over the cliff edge.

Tally: we killed 4 goataurs, 6 hobolds, (2 summoned fire salamanders), a building and a tent burned, and tripped about 7 Alarms. Garn is blind, Ulth is warty, Feraq somewhat low on hp; the party used up potions of extra-heal, haste, invisibility, …and we survived to tell the tale!


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.aug.17; castle ct.]

Day 39, continued

Karif tries dispel magic on Ulth (to de-toadify), but it doesn't work.

We wade away from the scene; the hobgoblins have built a wall across the river (chicken wire); we tear through it, not minding if we're seen. On the other side, a couple of alligators (one big); Feraq placates them with some meat, and we run ashore; the hobgoblins (who lost 50 of their tribe to Ulth's sniping) cower and raise the alarm; we leave unchallenged. Blind Garn leaves a relatively easy-to-read trial.

See guy in armor; Bayliss and Feraq follow. This is the guy &rennaughtHighwalker; had seen? — a high-level wizard (in full plate?) empire scouting the hobgoblins? Bayliss keeps following him, while the rest of us go to make camp “somewhere by the lake”.

Day 39, night

While sleeping, attacked by a coordinated group of bugbears. Garn still blinded, and attacked by large wolves. Entangle takes out many. The tide turns, and they start running. We interrogate one of them: they are from the (disgraced) bloodlight? clan. What to do with the prisoners? Garn suggests amputating a hand — these aren't innocents (despite their pleading).

On the book of infinite spells, we decide to get rid of the bless (so Garn tries casts it, which burns off the page). Revealed: Mark of Justice.

Day 40

The next day: Troykin levitates Garn and toad-Ulth, lower him over the dispel-magic jellybean, [poof] Ulth is back!

[ party status: 11am Magog was wearing a distinctive helmet with sideburn-protectors.
Feraq will cast endure elements tonight at 9pm. ]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.aug.25; 1725 bolsover.
(jaime, liz, paige in car accident)]

Day 40, continued

Feraq, Bayliss, Ulth make a mock-attack to keep them off their guard: a summoned animal (hawk) flies through their alarms, and ball of electricity severely burns a hobold; they are clever enough to retreat. Ulth sneaks around and shoots a few arrows at the muddy earth elementals, and is clever enough to retreat.

A field report from an agent in the northern swamplands.

The agent (known as Feraq) is a Hunter of unknown reliability. However, this report seems to be corroborated by other known sources. This is a literal transcript of his report. His Common is very good but throughout our linguists have inserted translations in brackets for several of his colloquialisms.

So, like I was explaining this was the third time we made a combined attack on the army. Our main goal this time was the same as last time to remove the tribes chief, a makashi (hobolds is what you call them) with magic powers. I was very happy to be attacking someone who might have been involved in the destruction of my tribe. Additionally, the brutes (pure savages really) in the army were destroying the balance in the swamp so I was doubly to glad to try to rid the area of their effect.

Anyway, Ive already explained our main plan. We awoke that morning and felt strong and focused. I could feel the mountain breeze blowing from the north and felt the balance of the swamp [NB: check background dossier. Feraq's obsession with balance provides a strong manipulation lever that will help us guide him toward furthering our goals.] We moved carefully into place with me and Bayliss leading the way. Troykin helped Karif, Garn, Ulth, and himself to become hidden by bending the light around them. Bayliss and I are of course are well trained enough that we didnt need such assistance. Moving swiftly now we approached the main camp where the shati [hobgoblins] were camped. The shati are ignorant, blind foes and we moved quickly through their front defenses.

Thats when the first omen of bad fate appeared. A group of humans led by a blue elven witch was just beginning a fierce attack on the shati. Using our spirit eyes [in retrospect?] we should have delayed our attack until after these fools had finished but the heat of battle was in our blood. Karif, the pious lizardman, leapt into the air at this point with Ulth draped over his shoulders. This miracle of flying turned out to be of great benefit and my heart soars every time the lizard flys. I too will fly someday. While we (that is Garn, Troykin, Bayliss, and I) ran swiftly up the hill amidst the noise of the humans assault, Karif prayed to his peoples spirit to remove the magic on the chiefs hut. Simwanya is a powerful god (I have seen its power with my own eyes) and the protection tokens were easily removed.

Unfortunately, the soldiers in the army were stirred up as unto a female goat herd in heat and they were pouring out of their barracks. Alarms were ringing all over camp by now. Still foolishly hoping for stealth we slipped through the fence and stumbled into our hidden comrades (Karif and Ulth). Karif again proved his power as he melted away the stone itself at the back of the chiefs hut. Alas, the makashi chief was wily like unto a kukaangwa [?] and his huts walls were too deep for Karifs magic. Even after Karif melted away much of the stone we still faced more stone. A second ill omen.

Still hoping to strike a powerful blow, we ran swiftly to the front entrance of the hut. Two guards were on watch there. Although keener than the shati, the makashi were easily felled. As I have already explained, the young human Garn is an astonishing warrior and Ulth strikes as a viper. I slew the first guard, catching his dirisha [Achilles tendon] with my first strike and simultaneously disemboweling him and slicing his throat as he fell with my second and third strokes. The second guard thought he might slay Bayliss (who is remarkable for his stealth, especially for a big person, but probably could use a little more battle training) but Ulth instantly had three arrows in his back and Garn simply stepped forward, batted away his parry and sliced him in two. It was at this point that the spirits abandoned us.

The foul fire goats (we call them mbuzi and you call them goataurs) had been warned by the blue witchs attack and so quickly converged on our group as the most visible targets. While we finished the door guards, they prepared their magics. Before, we knew what was happening, the mbuzi had changed the air into thick tree sap and we could barely move to strike at our enemies. At this point, the makashi chief (Magog was his name) had magicked himself sufficiently that he could face us. Again, our plan had been to strike with stealth and slay him before he even knew what to expect. This plan clearly had completely failed at this point since he was able to fling open his door fully prepared to face us.

First out of the door was a huge makashi warrior larger than any Ive ever seen [“Blade”]. I was standing in doorway as it opened as I had just finished killing the first door guard. The makashi slashed immediately down upon me with his great sword. I leapt to one side to dodge the overeager attack but, alas, the thick air slowed my leap. I was able to move enough so that the flat of the blade hit me instead of the edge but it was such a powerful blow that I was smashed backwards with several of my chamas [ribs] broken. Magog, the chief, also took this opportunity to burn me with several magic flaming darts. Karif seeing the danger, dampened the sound in the hut with his magic to prevent Magog from uttering more magic. I rolled to my feet, ignoring the pain and darted outside the area of the silence to be able to call on my spirits.

At this point, something remarkable happened. The heavens opened and instead of water, it began to rain filamu [mushrooms]. Not just ordinary filamu either — filamu of every shape, size, and color. Big ones, little ones, purple ones, grey ones, delicate ones, floppy ones. A torrent, impenetrable in its intensity fell upon us [source: blue witch? investigate mushroom rain.] I dont know the source of this filamu storm [Quall's mushroom token had been a gift from the NixieQueen to Bayliss. Long earlier, when Scott polled us for things we wanted to see in the campaign, Carl had desired to see it rain mushrooms. ] but only its arrival allowed us to escape the trap that we had created for ourselves. Visibility was reduced to a few feet so that the only opponents we had to face were Magog and his johari [special tribal bodyguards]. Unfortunately, slowed by the air turned into sap and already weakened by his minions we knew that we couldnt face them. As we called to each other to fall back to the lake, the huge makashi who had struck me bounded forward, batted past Garns sword (remember Garns reflexes were slowed), and smashed him against the wall of the neighboring building. Ulth let loose one last arrow and sped away into the water. I lost sight of Bayliss in the filamu but he tells me that he also was able to quickly retreat into the water. Karif, flew into the air but not before the makashi warrior, dropping his great sword with uncanny quickness, drew a big spear with an axe head, and opened a slash in Karifs lower right leg running from knee to ankle as he tried to fly away.

Garn and I slid into position, back to back for a moment facing our foes (several more makashi warriors had run up through the filamu by this time) and then seeing our opportunity we made a dash for it. The main johari drew another greatsword and smashed it into Garns back as we slogged forward through the still thick air. This nearly caused him to stumble but we made it around of the corner of Magogs hut and we had a clear dash to the water. Magog and his johari, both supernaturally fast, followed us around the corner.

Just as we reached the cliffs edge I heard a Magog pronounce a curse and simultaneously I felt a spray of hot blood splatter me. I looked down and Garn lay split in two at my feet. Swirling around I saw the makashi johari with a maniacal look in his eyes. He had slain Garn. He feinted once at me, I glanced at Garns clearly dead body, I gave the cry of dawa mal sindano [literally “call death future” — an oath of vengeance?], and I sprang into the water. Troykin later told me that the curse Magog called out caused him to take the body of a toad just had happened to Ulth earlier. Troykin [“toadkin”] only barely escaped being captured in toad form by Magog as he bravely lingered by the body of Garn trying to figure out a way to move it beyond the reach of Magog. Eventually, he also leapt into the water and from there most of the group starting swimming towards the dam and escape in the deep swamp. Determined to make one more attempt to recover Garns body, I quickly scrambled back up the cliff, and evading several clumsy attempts to capture me by makashi warriors, I hid amongst the huge piles of filamu. I watched sadly as Magog directed a living dirt creature (Troykin called them earth elementals my people have no name for them) to carry Garns body deeper into the camp. At this point… [to be continued]

Appended Summary of the Independent Assessor:
Questions and Recommendations based upon this Field Report

[

Sunday's battle was also fun but is giving me nightmares… I shared your hope for a better outcome. I hope that it didn't look like I was sitting across from you as your adversary; D&D fails as a contest of GM vs players. One of the main challenges is to depict of Magog the paranoid evil supergenius — Enraged by constant interruptions to his sleep and assassinations of his minions, Magog seeks to exact maximally painful and aggravating vengeance, combined with an outcome that guarantees peaceful daytime slumber…

Thanks Feraq for the great writeup!!

I too will fly someday,
scott

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.aug.29; 1725 bolsover.]

Feraq's Field Report, Resumed

…As I was falling into the water, I realized even before I hit the surface that I had to go back. Gerlaq had told me many stories of heroes who had risen from the dead as tulicheleweshwa [tribal totem protectors] when called forth by a powerful daktari [shaman]. Surely, if the ancients could do such things, then the human and lizard priests (such as Dannix or Karif) with their bigger gods could call back a hero such as Garn. We couldn?t let Garn?s body be destroyed, though, or his spirit would be outside a body forever!

As I kicked underwater towards the cliff edge, I saw a small splash hit the surface. At the time I was a bit confused, but Troykin later told me that it was him, still covered with the magic that bent the light around him. Fortunate for him, since as I mentioned before, Magob had turned him into a toad. I also saw Ulth and Bayliss swimming towards the southern bank but I knew that they wouldn?t be able to scale the cliff edge as I intended to do so I let them fade away into the murk. Reaching the base of the cliff, I very carefully raised my eyes above the water, just as I have seen the mchatu [crocodiles] do (I held my war braids in my hand to keep them from floating on the surface and thus creating a larger surface profile). Seeing no one, I slid silently up the cliff. You recall that I had invoked the swamp spirits to help me hide my appearance so as I climbed my skin faded from the murky brown of the water into the ashen gray of the cliff face. I knew the blind makashi [hobolds] wouldn?t be able to see me. I inched my eyes over the top of the cliff.

I saw that Magob and his johari [bodyguards] were still standing a few feet away near the spot where Garn had fallen. Several other makashi were milling around but no one was looking directly at me, so I vaulted over the edge and pressed myself up against the back of Magob?s hut (where all the action had taken place). As I hunkered down amidst the filamu [mushrooms], I watched around the corner as one of the mbuzi [goataurs] directed one of the mud creatures to pick up Garn?s body. Magob and his johari had moved away from the area by now (they had first gone to the fence line, where Magob seemed to pause and concentrate on something, and then moved towards the interior of the camp). The mud umbo [shape] carried Garn towards the large building beyond Magob?s hut. I didn?t want to lose track of the body so when no one was looking, I darted around the corner, paused at the next, saw one of the johari in front of Magob?s hut, waited until he glanced the other way, rolled across the path to the building where they had taken Garn, pressed myself up against the wall just out of sight of the johari, and opened with the breadth of an ant?s leg the door where they had gone.

In the dim light I could see the several figures, hovering around Garn?s body, seemingly looting it. Directly on top of Garn sat the mud umbo. I watched for several moments as the foul makashi ripped what they could off of Garn. The mud umbo?s bulk prevented them from removing several things but I realized it also would effectively prevent me from easily removing the body. I gently closed the door and slipped around to the front of the building to try the front doors.

It was about this time that Magob began his speech. He had climbed into the watchtower where he preceded to bellow and screech for several minutes. Reminded me greatly of a bull elk in rut, he did. Ulth later told me that at about this same time, he had borrowed a potion of unvisibility (the same effect that Troykin used to bend the light around everyone) from Balyiss and he moved back into the camp. Heroically, he hadn?t given up yet either. He still hoped to kill Magob with the magic arrow that we had gotten from rainsource [?]. Karif also had not given up and evidently stirred up trouble throughout the afternoon by flying over the camp, looking for either Ulth or myself. Eventually, he had to give up this exercise as the makashi archers would shot at him, coming perilously close with their poisoned arrows on several occasions.

As I was saying, this is when I found the front door to the building, cracked it open like the last one, saw no one inside, and slipped into the room. Most everyone in the camp seemed to be gathering around the watchtower to hear Magob hoot to himself, which suited me just fine. The room that I found myself in appeared to be a barracks for the makashi. One of their lazy breed was still asleep in his bunk! I could hear his loud breathing before I even entered the room. Ignoring him for now as no threat, I glided across the messy floor to opening on the far wall. Through this opening I could see the same scene that I had seen from the other door ? two makashi, two mbuzi, the mud umbo, and Garn?s body. Now, however, I had a good, safe hiding spot from which to watch the body. Now all I had to do was wait for the mud umbo to get tired of sitting on Garn, distract them, and drag the body away.

Wait I did. Several minutes went by and I realized that the mud umbo hadn?t moved one inch. It hadn?t stirred, shifted, or stretched. It didn?t even swat at the flies that were beginning to gather on it and on Garn. I wasn?t quite sure what to make of this but fortunately something else happened outside to draw away the makashi and mbuzi.

Magob was in the middle of his speech. Ulth said later that Magob had been talking about how his warriors needed to be braver and how they had barely escaped this latest attack. He asked how his warriors could be so blind as to not see us when we snuck into their camp. He then demanded that the stupidest of his warriors, the shati [hobgoblins], prove their worth and go set the chandarau [swamp/forest ? the hunters have more words for environs than we do in Common] on fire. Ulth had been waiting for several minutes, carefully hidden with the potion of unvisibility, and he had been waiting for some of Magob?s magical empowerments to fade before he took his shot with the magic arrow. However, as he watched the shati pour into the chandarau with fire brands it pained his heart. He decided to stop Magob now. Ulth told me later what happened.

The arrow flew straight and true. Unvisible until it left his bow string, it hummed slightly as it arched through the air. Several of the gathered warriors saw its flight but before they could even murmur its path was done. Magob, in mid sentence (?You shall not?), saw the arrow but had no time to react. Square in the forehead the arrow struck, its magic propelling through the fore bone. It flared brightly for a moment and then Magob slumped to the ground, dead.

Partial vengeance was ours in that moment. Ulth had fulfilled our goal of a heroic task by slaying the chief of this evil army and now we could return to talk with the wise being on the cliff [Who is this? Agent Feraq seemed reluctant to provide details when questioned later about this personage. Assign assets for further investigation]. More importantly in that moment, the death of their chief caused much chaos in the army. If they were like unto a female goat herd in heat before, now they were like unto a female goat herd in heat that had never known he-goat but now was in the presence of large he-goats. They all started yelling at one another, banging their war gongs, and dashing out of the camp looking for anything to attack. This turned out to be convenient for me as the mbuzi and makashi in the building with me dashed out the door to join the rest of the she-goats.

Moving swiftly, I crept over to the sleeping makashi and slit his throat. Calling upon the electric magic that Phaulkon had shown me, I summoned an energy blade and moved in on the mud umbo. Dumb, static, mute, the creature didn?t even stir until I struck it. Then it moved. My dagger seemed to stick uselessly into it, and while the energy blade cut through, only small chunks seemed to fall off. Without a sound and supernaturally fast, a piece of it spat out at me, catching me full in the face. I staggered backwards and realizing this was a tougher foe than I had imagined, I called on Phaulkon to bring lightning down upon the beast. Before I could finish my petition, the beast slammed me again. I smashed into the back wall and I don?t think Phaulkon ever heard me because I could not bring any lightning. I rolled away then, realizing that I needed to retreat and rethink this plan. The beast never stirred from its seat on Garn.

I realized then that the creature was clearly under some sort of magic orders and would not budge from its location until commanded to. I decided to burn it down. After tossing from a distance several vials of oil on the creature (being careful not to get it on Garn?s body), I tossed a flaming torch onto it. The resulting fire quickly set the entire building ablaze but the mud umbo seemed unaffected. I watched it burn for quite some time while breathing through a small opening in the wall. Eventually, the makashi noticed what was happening and after some effort put the fire out. Stupid beasts, though, they let the mud umbo continue sitting on Garn. Eventually, several hours later I watched from my hiding place in the rubble as a mbuzi ordered the mud umbo to pick up the body and put it in the middle of the camp. There they proceeded to finish stripping the body and then losing interest, turned their attention elsewhere. Seeing my opportunity, I pulled the mists from the ground as Gerlaq had taught me and with my approach covered, I limped over to the body. Knowing that he clearly couldn?t feel anything, I nevertheless muttered an apology to Garn, grabbed him by the shoulders, and I dashed from the mist at full speed into the water. Finally, hours after his death, I had ?rescued? Garn?s body.

As I hit the water, I realized that I was going to have trouble swimming with the body. Immediately upon impact, we started sinking. To my horror we sank directly into the rusty traps that I had seen hidden earlier in the seaweed at the bottom of the lake. I tugged with all my might but before I knew it, we crashed to the bottom of one of the traps which clanged shut over us. Fortunately, I still could breathe water from the nixies? blessing but still I quickly wriggled free through the narrow bars of the trap. Not a moment too soon either ? I saw several female humans with fish tails swimming towards the trap. They had come from the central temple where the sinister aquatics had their headquarters so I assumed that they were not friendly. I watched them from the weeds while they inspected the trap. Seemingly uninterested in the body, they moved back to their temple, but they kept watching the trap. I realized after another hour or so that there was no possible way that I could remove the body alone without attracting their attention and I was not really in any condition to face more foes. With an extremely heavy heart, I swam back upstream towards camp.

When I made it back into camp, Karif, Bayliss, and Troykin were quite happy to see me. They thought that perhaps I had been captured and in fact, Ulth had gone to look for me. He is becoming braver all the time. Fortunately, he returned soon without incident. As I told my comrades what had happened, the full weight of it started to sink in. Garn, so young and powerful, was gone. True, we hoped that some miracle might intercede but even that thought carried its own weight. Important tasks concerning the fates of our peoples had been placed upon us and powerful spirits seemed to confront, surround, and interfere with us on every side. We are too young and our tasks too many. And once again, the makashi and mbuzi with their fire magic and mud [shapes] have killed one my tayari [close tribesmen].

I tried to meditate as Gerlaq had taught me while these thoughts spun their web in my mind but I couldn?t find the focus. Eventually, Troykin hopped over and ribbitted a couple of times. I realized that there was still work to be done and I focused on that.

The day before, when Ulth had been turned into a toad, we carried him up the cliff until he reached the spot of unmagic and he was turned back into himself. I volunteered to take Troykin up the cliff since I knew the climbing would help clear my mind. The unmagic didn?t seem to be working perfectly but after a few tries, Troykin was back to himself. I was glad to have the wise human back to himself. He sings well and he knows much. As darkness gathered, we made our way back down the cliff into camp. Our plan for the morning was ? [to be continued]

(non-Feraq version)

Toadkin swims to the rendezvous point; finds no one; hops back to camp. Bayliss stays and hides, but eventually sneaks off — very dangerous to stick around. Karif still flies about, rendez-vous's with Bayliss; they eventually head back to camp (and chat with a croaking Toadkin).

Magog climbs up on one of the catapults, and exhorts:

Battle which will make us stronger! The ways of the enemy are assassination, motivated by racial hatred! We have traveled 1000 miles for battle, and it is finally near, though we would travel another 1000 miles were it needed!

Feraq sneaks into the enemy camp, and gets into the building with Garn's body; some goataurs are having trouble looting because a mud elemental is sitting on Garn's chest. Meanwhile, Ulth has returned much later and is sneaking in close with his arrow of slay living.

Magog continues:

If it is war they want, it is war we will give them! We have cut a swath through the enemy, and we bring steel and weapons and might! Right now, we will burn their swamp, and burn their forest, and burn their children, and —
[thwak: an arrow through his forehead [Ulth rolls natural 4 on attack which modifies to 22, barely breaking Magog's AC 21; the arrow of slay-living hits! Magog rolls a fort save: natural 1!]] — “Don't —” [he slumps over.]

Meanwhile Feraq tries attacking the mud elemental; it proves formidable in immunity from fire and slamming out pseudopods 10′ to disrupt spellcasting and able to ignore the swarm of rats which Feraq calls down (which, finding the mud creature untasty, start nibbling on Garn's corpse before being dismissed by Feraq).

Instead, Feraq waits. After Garn's body is stripped (one hobold delighted to now own a magical guisarme) and left lying in the square (after Magog's death, people seem less interested in preserving the corpse), Feraq rushes forward, calls upon his ancestor's power to summon an obscuring mist, and as guards shout, he staggers running, corpse dragged behind, falling off the cliff.

Sploosh! Sinking, falling to the bottom, the corpse falls into an underwater pit, as a grate of bamboo seals closed above the top of the cliff; Feraq climbs out (leaving the corpse behind). Some “mermaids” come out to investigate, shrug their breasts, and return to keep watch. Feraq waits, but there is no chance of a lapsed guard, so he leaves the corpse safely stored in its underwater cage.

Back at camp, scramble up cliff, dip Toadkin in and out of dispel-magic jellybean, get Troykin back. Camp.

[ Here are Feraq's thoughts as we settle down to sleep: ]

We have to finish my botched job of retreiving Garn's body. I know that we can find a miracle to bring his spirit back. He is too young to be gone. You say that the human females with fish tales tried to bewitch you, Baylis? I saw them also so we should be careful when we get the body. Perhaps Troykin could make himself unvisible and float the body out of the trap with his magic. We should be ready to fight or escape if the mermadams… what? … oh mermaids take an interest in the floating body. Then we must seek a miracle. Perhaps Anyo can help [or the priest of truth we've seen tromping around, though Feraq and Baylis have been told to steer clear of him].

[Karif writes:]

I might point out that Karif is not so enthused at this trendy new misspelling of his name. I suppose the native common speakers feel that adding an "h" is not a pronunciation problem, but the established conventions for translating from the draconic alphabet to common does not allow for an "h" following a "k." Furthermore, we should talk about the pronunciation. The lizardfolk say "Karif" with a slightly longer first syllable, and a shorter second syllable: Something like "Kahhrif" as opposed to Kah-reef. It's okay, though, because sometimes I have trouble pronouncing your words, too, and I know when you are talking to me.

Now that we have that cleared up, Garn is the next most immediate priority! :) And Ulth…Er, I mean Troykin looks like he's going to need some attention after that. I hope we can do something about Garn. We're not supposed to eat him, right? Of course not, I know. But the lizard priesthood is not really trained to resurrect humans, and even if we were that might be too powerful for me. We would have to find someone else who can do this for us. It might just be easier to eat him, but first we have to retrieve him from those disgusting animals. What kind of honor does one gain by killing those who can move only with great effort? We must find Garn!


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.sep.08; castle ct.]

Day 41

[ian plays Bayliss]

Feraq's report (resumed again)

… As darkness gathered, we made our way back down the cliff into camp. Our plan for the morning was to sneak into the water, use Troykin?s magic to float Garn?s body out of the trap, and be gone by the time the merwomen noticed. Nothing disturbed us during the night and in the morning we were soon ready to go.

On the way to the lake we noticed that the entire shati [goblin] encampment was seemingly abandoned. Ulth wanted to immediately investigate further but we convinced him that we should rescue Garn?s body first. Troykin made all of us unvisible again and we quickly and silently (well, some of us were silent) slipped into the lake. As we moved towards the trap where Garn?s body lay, we saw that the mermaids were watching again. Fortunately, Troykin?s unvisibility worked just fine under water. It was difficult to keep track of where everyone was. Ulth whispered something about the trap not being there but I could see that it was so I wasn?t sure what he meant. Karif and Troykin started talking a little too loudly about the mermaids and before anyone knew it, someone triggered the trap. The loud sound alerted the mermaids and we all became like unto queenless ants.

I?m not sure exactly what happened next, but I know that I wriggled into the trap and discovered that Garn?s body definitely wasn?t there. Next thing I know, I look up and several mermaids have surrounded Karif near their compound. The lizard priest?s actions are like unto the swirling wind. Fortunately, he burst upward away from the merfolk?s blows and was gone through the water into the air before anyone could act. I wriggled back out of the trap and slid behind some seaweed and called a charm on one of the mermaids. The bewitcher was bewitched — her goodly form did not help her avoid the whispers in the water I sent alongst the waterways. I told her clearly that we came in peace and that we only desired the body of our fallen companion. Troykin also repeated what I said and his voice is sweeter. However, several globs of sparkling light flew from the temple and Troykin went silent. I tried to warn my bewitched maiden that we did not wish to slay her on our way to Garn?s body but she did not seem to listen. Perhaps the water dampened the whispers the waves sent her. By now, strange water currents and wheezing music seemed to come from the temple. However, at that moment Karif reappeared.

Karif had come back into the water somewhere behind me and he quickly glided towards me and the mermaids and their temple behind.

``I am Karif of the lizard folk. I stand as a minister of Simwanya and I command the waters. You will tell us where the body of our comrade is!'' As he said these words, the water seemed to swell towards him and he grew larger. Never before have I seen the priest contain such a presence. The mermaids cowered before his thunder, seemingly stupefied. Not receiving the answer he wanted, Karif slid through the water towards the temple just as its main doors closed.

``In the name of Simwanya, lord of the lizards and keeper of waters, you will tell me where our companion's body is!''

The words echoed off the closed temple doors but a timid mermaid voice cried, ``We know not of what you speak, water power! Leave us in peace!''

``I will not be denied! Where is the body?'' thundered Karif.

``We care not for any foul bodies. We left it in the trap,'' came the reply.

I watched awestruck as Karif paused and pointed upstream. ``The body is that way. Let us leave this place.''

I quickly swam upstream to where Chatu was guarding the dam. There was Garn! Bayliss, Troykin, and Karif quickly gathered around. Together we respectfully dragged the water-logged, broken body unto the shore. Garn was amongst his comrades once again.

Ulth was nowhere to be seen so we assumed that he had fled towards camp once the mermaids started attacking us. Troykin floated the body and we set off towards camp as we all respectfully congratulated Karif on the power of his god. About half way there, Ulth caught up with us.

He explained that he seen that the traps were false illusions woven by the witchcraft of the mermaids. He claims he walked through the traps, grabbed the body and staggered away to the dam. I find this hard to believe since I felt the trap?s bars as I wriggled through and if that was true I don?t understand why he didn?t tell us he had the body. He claimed that Karif and Troykin were talking too much but I am suspicious.

While Ulth was explaining this something else happened that was very suspicious. Troykin was examining Garn?s body when he claims one of Garn?s rings jumped onto his finger. A black ring. One he claims has the aura of Queen Goab. He started acting very strangely after this and we all stared arguing about what we should do next. Ulth explained that the camp was completely abandoned but that Magob?s body was still there. Ulth acted like he was scared of the body. I guess we can only expect so much heroism of the elf. Several of us argued that we should return to the shati camp, take what was useful, retrieve Garn?s items from the slain makashi, and make sure Magog was really dead. Troykin argued that we should press on quickly to where the Spirit in the cliff resided to find out where Garn?s spirit was. He seemed eager to take the body alone. I?m afraid the powerful spirit of Queen Goab was meddling with us again. Maybe I should ask Phaulkon if he can help us again. I get the feeling that he doesn?t want us bothering him though. Anyway, maybe Ulth, Bayliss, and Karif should go back to the shati camp and finish business there and I can tail Troykin to make sure he doesn?t do anything funny.

Anyway, sorry this report is so long. I?m sending it in now and I hope to meet Henri at the Sterile Human Lake soon.

- Feraq

[Parts 1,2, and 3 of this report were received by the Flametongue branch on the 14th day of the 6th month. Instructions were issued to agent Henri in regards to agents Feraq and Bayliss and agent Renault was issued updates instructions based on the information reported. See posting from 14/6.]

In the mean time, Ulth had scouted the deserted(?) hobgoblin camp. he recovers:

In one room he hears a "drip … drip … drip", and opens the door to see Magog's corpse, layed out on a table, the head laying towards him with eyes fixed open. This creeps him out, and he returns to join the rest of the party.

[ status: noon; an hour run from either anyo or camp
name    hp; spells-left 0/1/2/3
Karif  27;  ?/?/?/?     cats grace for 6 more hrs (+5; poison -2 dex for 2 days)
feraq   50;  ?/?/?/?     cats grace for 6 more hrs (+5)
Bayliss 21;              cats grace for 6 more hrs (+5)
Troykin 46;  ?/?/?/?     cats grace for 6 more hrs (+2)
Ulth    49;              double-length invisibility; cats grace (+5?)
]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[02.sep.18?; 2504 Shakespeare #5.
With Rampage the three-legged. ]

The party is uncertain: to get Garn restored asap, or to scout the hobgoblin camp while the trail is warm? Troykin advocates the former, strongly enough that others are suspicious (given his new black ring). So Ulth accompanies Troykin — still invisible, hitching a ride on the floating disc carrying Garn's corpse, and the whole way nattering "See, you shouldn't have looted your friend's corpse, what were you thinking? Can't you go any faster? I can't believe you guys didn't listen to me about leaving the Aquatics alone …"

The remainder of the party (Bayliss, Feraq, Karif) approaches the hobgoblin's camp ruins cautiously, walking over corpses that almost still seem to writhe and wriggle a tiny bit as we step on them — surely that's just our imagination. But looking in the room at Magog's corpse, we definitely do get the creeps real bad, and decide not to poke around any more, instead high-tailing it out of camp. Returning to Anyo's, they are happy to see Troykin and Ulth present Garn back alive.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.nov.03?.]

Answers from Anyo:

Lanara is the spirit that Garn spoke with (zebra-cloaked woman); avatar of justice?

Day 42

Anyo does an 8-hour identify on Troykin's black ring. "Are you sure you want this identified, more than this gem?" Anyo asks Troykin, whose eyes are bulging at a fist-sized ruby. But Troykin would rather have the gem crushed and powdered over his black ring, as the Identify starts. The ring is tied to BaronSamedi: its wearer, if killed, cannot be resurrected.

While doing the identify, most of us head back to the hobgoblin camp and try to track any escapees. Apparently Blade headed south with a few others. Garn wants to pursue, but the other party members convince him that the party should stay on track, and start heading towards copper lake and the prophets of bria.

We return to Anyo's. That evening, more chatting with Anyo: S/he is interested in our dreamscape tales and the news of the sleeper — apparently, this has been shielded from him. There have been several assination attempts on the emperor, who has gone to ground. House Larithlyn is the tribe of elves who refused to join the Empire.

Day 43

Anyo gives us some special parting gifts: (partly on behalf of another party, who doesn't want to be revealed to us?).


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.nov.10; castle ct.]

Part VI: Serenity and the Sisters of Bria

Anyo teleports us to copper lake — Pennyvale —er, Serenity (once known as Smoky's Folly). We hike down the hillside into town, to a pub — The Well Met; innkeeper Tarragin.

News and gossip: The Prophets of Bria have a tower 10days north, up a steep ridge (very pretty). Also, last week: the meteroite is the talk of the town — the crater is about one day's travel north. But Derro [dwarven slavers] are around there — they killed (enslaved?) a group of about a dozen people from town.

Troykin puts on a performance, and it's one to remember — he tosses out glowing white tambourine to unseen servant, who tinks it. Prestidigitates to make a good show. After an encore, we are invited into the back room, where the locals go venturing into the extensive pits, in search of adventure. We decline.

We go to bed — Troykin puts cucumber slices on his eyes; Garn eats the rest of it.

Day 44

Ferraq, when asking about Henri (6 a.m.), attracts the attention of Sarin, who seems to be with the organization. &ferraq; goes and reports to Tarjon. Back in our room, &ferraq; fills us in: &theOrganization; ??>> … <<?? Imperial agents are on their way to recover meteorite ore (who will extend the empire's power), as are demons (and darrow, and prophets).

As we're chatting, Garn goes to check the door for eavesdroppers, and there are none, but Troykin notices an open shutter — we'd closed it last night! We spill outside, and Ulth thinks he finds some recent tracks in the backyard, but we don't see anybody. We decide to go back with Feraq to re-report to Tarjon.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.nov.18; castle ct.]

We meet Tarjon, Kasamber; Novin, Sarin. Their flag is of the Twinblacks (merchants group — has a corporate office in flametongue — caravan guards)

They decide to come along to the crater with us: Tarjon and cassambra and 7 others. Commander Tarjon has longbow & wealthy merchants clothes; Cassambra (2nd-in-command) nice clothes and chain shirt, One woman (Della) is gigantic — disheveled & beat up, half-orc. Lots of longbows, etc.

Feraq chats up Tarjon as we walk north. (The organization professes that one of their goals is to keep the aristocracy in check; they compalin of empire corruption.) The meteorite ore can purportedly be used for powerful weapons, perhaps an unstoppable weapon of war. Were even one piece to escape, a mage might be able to use one piece to track the rest. Troykin chats with Noven.

We find a pit; tracks lead to a cave. Commander Tarjon strides into the cave, and — aaagh! They're using poison! &ferraq; reaches into his bag and pulls out something scaly — a cricket he launches in! About a half dozen &derro;. Half-orc charges in, &ferraq; and Garn follow. Cassambra has a black shortsword. Once we go in with light, the others follow, and we clean up. Two retreat into the water. &Ferraq; animal-forms into a &chatu;; he and Karif wade on in after them, and catch them. A &derro; meets the death roll! The &chathu; brings an unconcious &derro; back and drops him.

Advancing underwater, Karif finds another room. As he investigates a &derro; comes out another tunnel, who says "eek" and retreats. By the time Garn and Feraq come over, another couple of &derro; are hanging out; Garn gleefully kicks out a fireball but overexcited, catching a bit of his own backblast, as two retreat.

People pile through the underwater passage (wrapping Troykin's lute the prisoner in waterproof canvases). Looking down the tunnel, we see rubble on one half (apparently many of their tunnels got collapsed), and hear distant voices in the other direction.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.nov.25; shakespeare #5.
[dave and jared all pumped up after an intense ultimate match] at scott's ]

Try to get the captive revived — between goodberries and Karif he regains conciousness. When it becomes apparent that he doesn't speak common, &ferraq; gently nudges him back to unconciousness.

Follow a trail in, through several rooms… Troykin's unseen servant goes down a chute with light, and a human on the other end tries to grab it — and is then promptly jumped on by &ferraq; and takes some arrows from Ulth; the poor slave didn't stand a chance.

We tumble into the room (Ulth in particular, tumbles). Poisoned crossbows and melf's acid arrows thrown at us. Garn replies with a fireball (this time not singing himself). Battle is joined, and we do pretty well at mowing down evil, lithe &derro;[ (AC 18)], without succumbing (too much) to the Con poison.

&ferraq; and Karif go running up a corridor alone, chasing down a fleeing &derro;, into an ambush of 10 invisible &derro;. &ferraq; morphs into a bear (helping him make con saves, and getting a bit of much-needed healing). More carnage. The &derro;, sensing defeat, pull out some human slaves, "Stop, or kill hostage!". This doesn't faze any of us. As we mow down the &derro; fodder, and a ranking cleric is faced with Della's rage, instead of attacking her he turns and stabs a hostage. The remaining &derro; frantically chant for &derrinka; to intervene. &derrinka; does seem to hear their plea, and is annoyed — the roof collapses over them and their recent sacrifice! Only the cleric remains, who challenging looks back at the 8-strong raiding party who just wiped out his stronghold, and shakes his fist, pointing at the rubble, as if to say "see, our god is with us!". He's promptly knocked unconcious.

Back in a different room, Troykin breaks invisibility to strike at a &derro; mage who Held Tarjon (while Cassambra makes him invisible and covers his light in a cloak). Those &derro; flee back towards entrance, and chase is given.

In the room with the unstable roof, Garn says something about keeping the cleric alive for questioning, leaves to join shouting from the other room. Della decides the cleric should get the chance to meet &derrinko; immediately, before she drops out of rage, and collapses at 0 STR (poison-induced).

The room we've been walking through was a temple to Derrinka (&derro; god — trickery, clever ruses, cruelty, slavery).

roll the bodies —

Karif casts detect invisibility, and runs around looking for hiding survivors. In the room where Troykin and Tarjon were fighting, a chest: contains a pink-veined kooshball-like rock — the meteorite ore! (ex-rainsource lynchpin) (150lbs.)

The one invisible escapee is chased by &ferraq;, Ulth, Garn. As Ulth tracks it to a nearby cave, a woman in grey robes is watching, and approaches in bare feet. We ask who she is; "I am of the prophets of Bria. Today is a good day for finding what one seeks."


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.dec.08; castle ct.
ian in turkey. ]

[Karif comments:] “ Gee, I hope we can get some useful information out of this prisoner. It's a good thing we stabilized him before he slipped away from us… ”

Priestess being followed by a large demonic wolf — the size of a greyhound…bus! We kill it.

We try to shell-game the meteorite ore: Ulth follows priestess follows Garn & the twinblacks. Carrying ore into a safe-house (where it will be swapped out of Garn's backpack). (Della still incredibly low on STR.)


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2002.dec.15; castle ct.] [dusty present; rolls up a character during the session.]

Troykin chats with Cassambra; she is very anti-empire, and thus goes along with Organization plans.

At the alchemist's shop, we stall for a while. The 10-year-old girl behind the counter, Renny, is distraught, and asks us to find her father, a mage who had gone down the well, but has been gone for days. "Will you help?". Troykin tries to console, "Well, i travel with some very powerf— powerful — er, some very courageous comrades; i must talk with them."

Xirani (the prophetess of bria) says how she had set out with several other groups, but they were beset by storm and wolves.

Looking for restorations, Ulth visits the local temple to the elven god Sylvanis, but they only aid followers of that god (and look down at the big feather token of &phaulkon; that &utlh; wears). He tries another church, but it's closed for the night.

From Renny's shop, we spend 300gp for Darkvision (Karif), and 100gp for 2 cure-light wounds (Garn, Ulth). 375gp for two lesser restorations, at temple of Shantia [agriculture]. We buy some standard supplies at the town store (raingear, blankets, bullseye lantern, 10 flasks oil).

During 3rd watch, those sleeping have a common dream, of being caught in a landslide of writhing wolfbacks horizon-to-horizon. A voice:

Three times you have bludgeoned across my path
— no longer
Now You have slain the sentinel

of Alak, master of the pack,
[the blood of what we killed]
Shall burn your hands and fester in your heart
Each night you shall be reminded,
the hunt has been sounded.
A deep writhing horn call, the wail-howl of demons.

Silence.

Their own breath.

With a start, they all awoke.

Feraq glanced over from where he stood on watch. "What is it?" he asks seeing the wild look in his comrades' eyes.

"I think we're in big trouble," says Ulth

Day 45

The next morning, Karif and Noven cast restorations on Ulth and Feraq and Della. Yay!

We were expecting to usher the twinblacks away with the meteorite ore (since they so urgently want to get it to their safehouse within the empire). But Tarjon says he and the twinblack crew will (reluctantly) come with us to see the prophets of Bria, since we won't hear his pleas to help convey the meteorite ore down south. Apparently, his ultimate orders are to follow Feraq.

We all start off to the Tower: our party and seven twinblacks and Xirani. Xirani describes the route we'll take: See the peaks of the three moonblades? Well, follow a lower pass up to the upper pass by crystal spire. Follow river arvendore (in a basalt carved valley); out of the river rises the Tower of the Heavens (nestled under the maidens of pain). We start up switchbacks. Meteorite ore is in Garn's pack. (Ulth uses his Anyo-chalk to write "found meteorite".)

We cross the pass; bad weather and howling winds. Ulth decides to pitch the demon-wolf-tooth he'd collected. We see a human figure ahead, shivering — "Orgu ingmio" (~30yrs, 6′, in robes). "Call me my nickname —cheloratrai." Is from Hillsdale, but doesn't (claim to) know of May'r Ock. We hunker down in a cave, sheltering from the wind/snow.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.jan.07; castle ct.] [claudia picks up general joe's for all of us]

Xirani was named "stillness i motion" at her swearing-in. Feraq has a friendly hawk already. Ulth summons a friendly giant wolverine. Feraq summons some lighting at bedtime. As we take shifts, Xirani asks each of us about our parents and whether we have dragon blood and whether we seek a sceptre (trying to confirm a prophecy).

Day 46

A couple of dire wolverines jump after Ulth pet; Ulth hides, his pet wolverine burrows. Ulth sneak attacks the a dire for 25, which turn on him. The rest of us charge in, and quickly dispatch them.

As we're walking on an hour later, a landslide. Some initial scree followed by a huge 30′ boulder. some of us run out of the way, some fall — Troykin levitates and Karif pushes him over to a fallen twinblack like a wheelbarrow, and he picks up the twinblack (and Karif). The boulder itself looks strangely like the chuck of meteorite ore we're carrying. Only one person in the path of the boulder; they duck under a bounce of it [makes a reflex save of 28]. The rock settles in the river, and a cracked slices slides off, which (Karif recognizes) looks just like a giant model of the meteorite-residue-pin that he's carrying (and he sees how the two pieces might fit together).

Dire crows, way up there.

From a rock, a stick sticking out with some burnt booties. Ulth tracks and finds a fire pit and five gems (appraised at 10-50gp each). Perhaps the haft of a masterwork heavy flail, joined to the rock. Karif recognizes this was once a shrine to Ferlangen (god of travel, pilgrimage), washed out a couple of weeks ago. (Burning (magical) boots would be a way of paying respect to Ferlangen.) Ulth replaces the gems; Troykin recovers them. Garn takes his time to try to pull the flail out with bull-strength [27] isn't enough. Karif verifies that the flail radiates magic, and stone-shapes to remove the flail (and replace it with one of Garn's spare masterwork greatswords). Garn happily hefts his new weapon. There are several crystal spheres in the haft, Troykin suggests these correspond to Leomund's Tiny Hut.

We enter a swampy area. We come across three wolf-eaten bodies with five holy symbols of Bria; Xirani says this is the area she last saw her group. We chase away dire crows and pick up the remains of the bodies onto Garn's pack.

As we approach within a half mile of the tower, it starts raining. A mudslide covers the field where, Xirani tells us, Tibus roots usually grows (which pilgrims often chewed to focus their mind on their petition). It's a bit overcast, so Feraq asks us to wait a minute so that he can prepare some magic. As static sparks from his fingertips, the clouds roll in and get darker and start to rain. When Feraq has finished 10min later, it's pouring, and the ground is muddy.

We reach "the tunnel", where the two cliff walls on either side narrow from 1500′ across to about 100′ across, the stream focused through them. (The tower lies about 2mi beyond.) The path is flooded; rather than us and the twinblacks all risking wading in the stormy stream, Karif casts fly on Garn, who is strong enough to carry several people at a time. [ [Scott thinks "hmmm, this would be a good place for an ambush, if the enemy happened to be really well organized." Then, Ian rolls 1 on a wandering-monster check.] ] Garn hauls over xirani, Karif, and the meteorite ore (in the backpack, unbeknownst to Xirani), setting them just on the other side of the tunnel. The dire crows are squawking at us, and we hear some other voices a few hundred feet away in the downpour. As Feraq sneaks ahead to scout, a wolf howl fills the air, and Garn flies! Feraq reports to Karif and Xirani that he sees at least four short bipeds with white skin. Karif can dimension door (!) a few hundred pounds; Xirani says "i can get away; it's more important for you to take that meteorite ore to safety!", and so Karif brings Feraq and the meteorite back to the main group.

Troykin scrambled up onto the boulder and began waving the glowing rod. Rain seemed to glide off his magnificent cloak. The cloak shimmered amidst the cascading sheets of water.

"It's no use!" he shouted over the howling wind.

"They'll either find us or they won't. This little glow stick won't make a difference." He turned to slide down to join the rest of the pilgrims on the ground where they huddled from the wind and rain. At that moment a faintly glowing outline appeared in the air next to Ulth.

Karif and Feraq stepped through from nowhere, through the outline. They were dragging Garn's backpack. Feraq whirled around looking intently at the faces gathering around them. "Where's Garn?" he asked, his warbraids whirling.

"He hasn't come back has he," Feraq asked matter of factly, more statement than question.

"I have to go back. When Garn regains himself from the madness of the hounds he'll fly back to where we were. And we shouldn't have left the prophetess though she insisted. At least the power of Simwannya saved the meteorit. Your god is powerful, Karif."

Seeing the bewilderment in the faces of those around him, Feraq cried, "Karif will explain. They were waiting for us. They are still waiting. But they do not know I coming back." He seemed to shake himself, and suddenly he was a large eagle leaping into the air…

[ party status: er46, 18:04pm
everybody at full hp.
]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.jan.11; 1725 bolsover.] [Scott and colby and april had a sleep-over last night. Garn makes level9!]

Feraq flies over as a hawk, can't spot Garn nor Xirani, but calls down a lightning bolts on the blubbery squat blue-skin dudes, charring about half of them! Garn returns; he and Feraq rejoin group. Troykin teachs Garn a song, to avoid his habitual fleeing:

When it's dark and skies are gray
and the wolves all start to bay
and you feel like running away,
Just plant your feet and here you'll stay!
Ulth brings down several dire crows overhead. We resume the plan of ferrying people past the tunnel, this time on the other bank. The twinblacks cast some alter-selves and invisible among themselves.

Karif swims, and takes a serious underwater pounding [three repeated swim-check with rolls < 5].

Troykin and Orgu are dropped off first; when the hounds start baying again, Orgu starts to flee but Troykin fascinates, to keep him around, long enough to see flying hounds land. They are both tripped. Orgu goes gaseous (casting on the defensive), which evades the hounds, but the non-corporeal shades just wonder why his movement is now only 10′. Troykin's circle of protection v. evil works like a charm.

Garn arrives with Ulth and Feraq. Tarjon has arrived invisibly, but no Della, Novin, pointy-head. Battle ensues, against shadows and lotsa flying hounds. A stinking cloud is called down on us. We take down 2-3 hounds and give 25+ hp damage to a shade which stays up; they withdraw before they fully take us down. We never even see the leader/spellcaster.

Garn (protected v. evil) ferries over the remaining four twinblacks. Karif casts locate-object for Novin's holy symbol, and Garn carries him off to search. 5 rounds later, the hounds re-attack. One more hound taken down, before 6 shades fly down upon us — fortunately between Troykin and Orgu, everybody was protected v. evil. Several schmoe twinblacks flee the baying, and one is set upon by many shadows (we hear screaming). Prot.v.evils stave off the rest.

Later, Troykin takes out the book of infinite spells, and tears off "mark of justice", "hey guys, look at this — magic circle v. chaos — apparently it's has been right under mark-of-justice all along!". Karif, Garn return; soon after Della also returns: upon some baying, the madness of the hounds caused Novin and pointy-head to flail about, and her to drop them into the river. Karif locates them: pointy-head staggered and despondent that with only his one childhood swimming lesson [1 rank swim], he couldn't save Novin from drowning.

We proceed walking downstream, and are not bothered immediately again by the demon-dogs and shadows for the next hour or so. We reach a burned out ferry-house, and stare across the river into the dark, where the tower of Bria lies…

"What do you see?" Troykin asked Ulth in a fierce whisper.

Ulth stood staring into the darkness as Troykin motioned everyone behind to stop moving. The bedraggled, weary group stumbled to a halt. The river roared by unseen.

"It's gone," Ulth said finally.

"What's gone? Speak, man. Now is not the time for riddles," Troykin whispered.

"It must have been the ferry house for the tower. It's been burned down," Ulth said motioning towards a patch of darkness further downstream.

"My demon warding is ebbing. We must find shelter!" said Orgu. The wind howled and black shadows flittered overhead as Garn stumbled forward in the darkness. A faint rustle of wings overhead caused everyone to flinch as an eagle swooped down to land next to Ulth. Karif stepped forward also.

"The human mage is right. Even the lifewaters of Simwanya seem distant tonight. We need to find a place to regain our energy," the priest said.

"We have to keep going," Garn said. "Lead on, Ulth."

"I don't like this," Ulth said, knowing that nobody would pay listen to his likes or dislikes any more than before, at their own risk. As he moved melded into the blackness, a muttered undertone of "…stupid prophets…" was heard.

[ party status: er46, 19:30pm
All have saved against hounds. ]
[

We players each adopt an npc twinblack. Ulth observes:

BTW, which NPCs are following us around? We can probably prepare to split them up over email. I put together a vaguely accurate sketch of each one that I could remember. The entries are based solely on game play facts and do not reflect any personal bias.

Colby chooses:

I will take PointyHead. He and Karif can discuss swimming technique and stroke mechanics. ("So your tail can really give you good propulsion and stability. Are you sure you don't have anything back there?")

Recap, by Dave:
We are trying to reach the Tower of Bryea and have made it as far as the mound of ashes that once was a ferry house. Only a raging river with its nearby waterfall, noisome ravens, flying shadow wolves, gang-tackling ghosts and demonic wizards stand in our way. As bad as that seems, at least we haven't been trudging over broken rocks in the pitch black through a fierce icy downpour for the last 4 hours. Er, uh, well, at least Troykin can sing us a happy song. Nevertheless, Ulth's morale is low and he looks a little pastier and more unhappy than usual…

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[03.jan.28; 1635 castle ct.
]

We find an abandoned boat, but it's dilapidated. The burned out boathouse and surrounding region has been desecrated. Feraq (in gusha (eagle) form) flies over and back, and manages to chicken-scratch "towa — fir — lits — manee sads and vards" [tower — fire — lights — many shades and birds]. There is a well-provisioned boat over there. Karif starts swimming over, but Feraq sees something and calls off Karif.

A lively debate centers on whether to fix the boat or find a place to set camp. The party finds a shelter beneath an overhang several hundred feet from the river. Figures approach; we array ourselves defensively. Ulth announces "they're not enemies", then he shoots three arrows at the leading figure. Telepathic message "I am the boatman, but if you don't want my help, no matter.". Ulth says "It's a trick!" Much talking with this demon:

Well yes, i usually work at a river in the abyss, but i've been contracted by theWatcherinDarknessandLight(fromtheGardenofEternalDarkness) to give you a ride. Your enemy is the Master of the Hunt. Many of you carry of the mark of the hunt. The enemies of your enemies are your allies, no? The price for me to ferry you to the tower? 1gp.
Ulth and Troykin refuse to entertain the offer, Garn argues for accepting a ride. Finally Orgu and Karif settle the matter by jumping onto the boat; the seven short small blue blubbery critters staffing the boat start to chant, and it rises up and skims into the darkness (with Feraq trailing it from above).

When it comes back, Feraq scratches in dirt "they went insid towr", so we acquiesce to the demonic boatride. Ulth fidgets and paces during the passage and jumps off early as the demon ship approaches dock, misses, and starts thrashing. Feraq attempts rescue by diving into the water (resuming native form), but flails as well. Garn wades out (walking on the bottom), entirely ineffectively. Karif rolls his eyes, sighs exasperatedly, and performs the actual rescue.

In the tower, a couple of gnomish guards and Auberge, the innkeeper stand with clacking knees. He cries in anguish, as we present a pile of Brya-cleric-holy-symbols we'd previously found. We try consoling him, by mentioning that we hadn't found boatman Hadley's corpse at the burned-out boathouse. Karif notices that this tower has been desecrated. The party pauses to ransack the kitchen (under Troykin's guidance), it is decided that camping in the desecrated tower is unacceptable, and that we must press on to see the Prophets, after finishing off these chicken-legs. Upstairs, as we prepare to cross the thin bridge, and the gnome guards are unlatching the heavy door, Ulth says, "Stop." He whirls, raises his bow to the ceiling, and fires several shots. A squack and thud follow as Feraq pounces on the dying, invisible, poisonous quasit! (A familiar?) A brief search turns up nothing more except further evidence of the desecration of this site.

The gnomes throw open the heavy door and Della and Garn start across the gantry. A commanding voice from above — the Master of the Hunt??, thunders "None shall pass!". Hovering about the parapets are numerous Demon wolves, two of which bear a demonic and undead humanoid rider, respectively. Karif strides to the center of the bridge, presents the symbol of his god, shouting "You will cower, Before the Power of Simwanya!!" into the writhing mass of evil. The archers in the doorway fire a volley into the horde of shadow mastiffs as it engulfs the brave lizardman. The hideous gaze of the evil Nazgul rider turns upon Karif … and his body slumps onto the causeway! [he rolls a 1 on the save-or-die effect :-o].

Meanwhile, back down the spiral staircase, six shades rise out of the floor, ambushing the rear guard of the party. Orr?-guu [(still at STR 3 from our previous shade encounter)] nimbly jumps to the side and extends a circle of protection against Evil, in which several Twinblacks take refuge, Sarin barely stumbling in [STR 3]. Della wrestles toward the sounds of her startled comrades as Troykin fills the air with encouragement and bravery. Della and archerguy hold the line of shades from one side, Orr?-guu, the gnomes and the remaining Twinblacks fire arrows into the fray, slowly giving ground.

Back on the bridge, a second volley of arrows drops the Nazgul rider. A wave of demon-wolves rolls up to Karif's fallen body, all of which get singed by a mini-fireball [4d6] from Garn (followed by a fizzly-pop sound from the his wand [(for burnout chance, rolls 2)]. Feraq and Garn charge onto the bridge to retrieve their fallen comrade; they are tripped by the wolves [(Jared rolls a 1)]. fuzzy beastly enemies A vile cloud erupts in the corridor, sickening most all [(Garn rolls a Fort. save of 1)], and blinding the Archers. Stumbling deeper into the cloud probably saves Garn from the wolf-pack.

Kasomber accepts the book of infinite spells from a retching Troykin, and casts circle of protection vs. Chaos and makes way toward where she saw Garn and Feraq lying on the bridge. She finds Troykin and again casts from the book (the page smolders). (A telepathic (demonic) voice to Tarjon,Kasomber,Garn,Troykin,Feraq: "You bear the mark.") Outside of the cloud, Feraq finds himself nimbly darting amongst and through a thick pack Demon Wolves.

The shadowed figure cocked its head and seemed to gaze at Feraq. The hounds snarled and snapped at Feraq as he slashed once, feinted, and rolled to Karif's body.

You bear the Mark of the Hunt, a voice resonated in Feraq's head.

Feraq grabbed Karif's body and heaved it over the edge into the darkness below.

You cannot escape, the voice said.

Feraq snarled back at the hounds and the figure. "We'll see about that!" Feraq vaulted backwards over the rail…

Inside the tower, Della holds the line against three shades while Ulth, gnomes and others crawl out of the stinking cloud and huddle in the corner. Over several attacks, the shades steadily rob her strength [(STR from 20 to 1)], and then she's touched again. The noisome cloud dissipates and the shades lingering around Della's corpse are defeated. Orgu moves his circle of prot-v-evil next to her corpse, to stall out the shadification.

Feraq, drifting downstream, feels Karif's body uncannily cold, and it makes few moanings not of this world — as if a soul is trying to escape the body, but not capable of leaving. Feraq asks aloud whether Phaulkon can give him guidance; no response, so Feraq cuts of Karif's head.

[

party status: er46, 21:00pm
All have saved against hounds.

]
[ Carl writes, about meeting at 5pm instead of 6pm:
You guys feel free to play without me. We'll put Troykin on autopilot until I get there after 6:00.
Troykin on autopilot:

"Ulth, would you like a Cat's Grace?
How about a song?
That reminds me of a song.
Let's sing together!
Ulth, would you like a Cat's Grace?
How about a song?
That reminds me of a song.
Let's sing together!
Ulth, would you like a Cat's Grace?
How about a song?
That reminds me…"
carl
Hurm…
Dave suggests

Let's start gaming Saturday night, and by the time Jared returns Sunday evening, Feraq will have scaled the tower, dragging all 250 lbs of Lich-Karif on his back. The duo will be just in time to help the Ghost of Orr?-gu, Shadow Troykin, Undead Ulth and Zombie Garn II finish off those pansy Prophets.

Sunday starting earlier is good for me. If we meet ~30 minutes before Carl could get there, maybe we'll actually be ready to start when he arrives! :)

]

And Ulth says:

We have ~49 minutes of Protection Circles still left. We can: I favor options 1 and 3. I think Ulth figures we have little hope of being able to help Feraq and Karif, but he was busy vomiting as they went over the rail, so he's not very well informed. He has great anxiety that Karif could be converted into an undead creature if we don't get to him. He thinks we have an opportunity now to cross the bridge that might not last very long. Ulth is torn.

[ “

I talked to Joe Westmoreland last night, and he made mention of Scott gaming with him somewhere on Saturday (all day and into the night). Maybe another option is to game earlier on Sunday? It seems like we've discussed that and maybe Carl works? I think there should be daily gaming until Karif is resurrected. No excuses, Scott. You kill a character, you do the time! :)

Saturday works for me, and Jared has given me the go-ahead to play Feraq if he is not back.

Later,
Colby

” “
>> So we voted so long ago, I'm confused.  Are we playing
>> on Thursday this week or Sunday?
>> 
>> -Jared aka "Feraq who has 9 hp, no spells, no
>> wildshape, no ancestral spirits to call on, has lost
>> the meteorite ore but who will still rock the world of
>> any demon who comes looking for some."
>
> I thought we were playing Thursday thru Sunday...
> 
> +Dave aka "Ulth who glared suspiciously, but bootlessly
> into the scheming eyes of a corrupted Prophet."

yep, as I understand, we're on for thursday...
=ian aka "Garn who works hard to hand over artifacts to the enemy"
” ]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.feb.02; 1725 bolsover.]

Ulth insists on immediate action, no dithering. We start to dither. Feraq appears on the other side of the walkway, Karif's body in tow. We rush across the walkway, looking nervously for any flying undead or demons, Gnomes dragging Della's body across the bridge, while Ulth threatens to throw them over the edge if they don't make themselves "useful".

Troykin sings his "open the fucking door" song, quite loudly. Some shouting through the door: "who are you?"; we finally convince them to ask their high seer to let us in; we make it inside w/o demons attacking us.

"Hurry! They've opened the gate. Grab Karif's body! Let's go!" Troykin called.

You may enter the tower but when you exit all the demons of the abyss will be waiting for you.

"Get out of my mind!," yelled Feraq. Garn looked startled at him as they swept into the tower. Troykin murmurs to Orgu, "I sense we are being watched".

White stone room, with streaks of amethyst, benches covered with furs, a low-levelpriest informs us "This marvelous room, exquisitely constructed, is called the moon room, and is where you will meditate before asking your questions." We ask questions about prophecy and self-determinism, but only get enigmatic replies like "The future is not written in the past, but in the present.".

Taken back into the moonstone room, we demand to speak with the manager. We are presented with piarz.

Garn reveals Karif's linch-pin, and (over protest of Troykin and &utlh;, and to tarjon's surprise), and offers it to piarz as payment for bringing back Karif + answering his question. And, we display the primary piece of meteorite ore as well. After discussion we wearily decide sure, let the priests look at it, and inspect it overnight.

Day 46, night

During the night, we keep one person on watch over the party, and one with the priests assaying the meteorite. Pointy-head doesn't return from his watch. W/ commandermaynwaring and the gnomish guard, we search the tower. (Their password: "moonstone" in arcanic.) No prophets, and the trapdoor to the roof is arcane locked. We finally find Pointy-head sleeping in a corner; he wakes up, feeling tired and lessened: “Where am I? I was up on the roof with the prophets, and started to chat with that charming, beautiful woman Ellen rolled a 1 on his will save vs charm — where is she? I don't remember much after that… Oy, I feel weak all over level-drained. Ah, her eyes were as clear as silver pools…”. Tarjon says it sounds like a succubus (charm, polymorph, level-drain). He's done some demon-huntin' in his day.

Chatting with the gnomish guards, it is learned that shelfay was the head priest up until a couple of weeks ago; he had sent out the search parties. But piarz ascended as head priest after shelfay suicided (though, the guards never saw the body).

Going throughout the tower, we came across one door radiating palpable power [about a 10th-level spell effect?!]. “Oh, that's where the prophets keep their treasures.”

[

Thursday is fine with me (there's both softball and ultimate until dark but I can be ready by 6:30pm) but I think the default plan is for Sunday at ~5pm since Owlcon will be over by then. My vote:
Thursday
Sunday
Some other day
[-scott?]

Hmmmm...

I think the smart money is saying that Sunday ~5pm, after a solid weekend of Owlcon, Scott will be bleary eyed and incoherent. Now, that's not necessarily a bad thing. If we show up with leading questions, like, "Hey Scott, if Ulth can finally get his most sought after diplacer cloak, just drool on yourself a bit... Excellent! Can he go up to 12ht level too?" it could be a very productive adventure. On the other hand, there might be some risk that wussy excuses about dried out eyeballs and sleep-deprivation induced hallucinations will cause a last minute cancellation. I'm on for Sunday at 5pm.

My vote:
Continuous, never-ending play
[—Dave]

Tomorrow isn't ideal for me, but then I'm not essential right now. Otherwise, I'd also vote for Sunday. The prospect of hallucinations and a malleable Scott should make Sunday a definite go!

Colby

My votes:

Next Friday is flat out and Saturday probably won't work for me.

-j

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.feb.16; 1725 Bolsolver.
All present exept Ian (in Galveston listening to M(ahl)er). Carl taking position as note-taker. ]

The scene opens at the Bridge of Faith. All PCs and Twin Blacks (TB) present except for the bodies of Della and Noven left in the entrance chamber, and Ulth who couldn't get past the lawful sign on the door.

Troykin, looking across the chasm turns back to remind Garn, "None of this is your fault." [Scott reminds] Oordgu about the Organization's position against the Wizard's Guild.

The invisible bridge spans a maelstrom of swirlingness above the overflowing river. "Loch", a galaxy of Lawful/Chaos conflict, thinks Troykin.

Summoning his faith that the bridge will support him, Oordgu starts to cross. But the bridge begins to sway and buck; he is thrown off. The tough old coot bounces off the tower on his way under the tower… or so it seems before he falls through a dimension door, landing in a bloody heap in front of Feraq. One goodberry later, the party congratulates him as he takes stock in his painful new appreciation of wardings.

The party agrees to rest, though Troykin places Kariph's body in a strange state. Ulth and Troykin move for a party motion of caution against mirrors. None offer negative views requiring it to even be put to a vote.

Day 47

Feraq administers to the entire party, as he and Troykin magically close a mess of wounds. Ulth looks in the library again — but is still in the .000's. Party decides to turn the page in the book of infinite spells; reveal: Whispering Wind.

Weather conditions are calming down, hordes of demons are gone, but no sign of the Prophets. About 1:00p.m., Feraq takes off as an eagle to "find friends". Feraq returns with a forlorn wolverine — the mate of the one Ulth previously summoned — and gives the poor creature a reason to exist.

A gonging from the front door awakens the party during the night. The prophets make good on their promise leaving a scroll (presumably Raise Dead) on the doorstep, but member of the party still think the tower owners deserve a lesson in manners.

Day 48

We repeat our attempt into the treasure-vault of the tower. All but Ulth and Feraq journey across the 30′ invisible bridge, using ropes to get us past the Test of Faith. Garn leads the way down a Lawful path. Obstacle after obstacle intrudes in Garn's way (he's our designated Lawful guide). The next room is the Test of Knowledge. Comprehending languages reveals the instructions "Wisdom is hidden in the writings of the ancients. For those who speak in the voice of the ancients let the way be open before you." And while none of us can speak those words, a Knock does the trick just fine.

Finally, a Test of Strength. A metallic sphincter of blades set before a small metallic door. &kasomber; works on hammering down the blades. Garn tried turning a nearby crank, drawing upon "the source of his greatest strength," but was left a bloody-beaten mess.

Feraq, in punda ("bear") form, and by cranking one round and then waiting one round, it is cranked all the way down to the floor. But the blades still seem ready to spring (if a bit dulled). Orgu casts Knock on the door, which (behind the blades) swings open. We jump through the portal, nobody being so clumsy as to activate the blades, if that had even been a danger.

"you have passed the tests; the way stands ready before you; light the incense and Speak the truth of your desire. But if you doubt the power of Brya, leave now. Only for the mightiest reason will the door open."

"We seek the truth of the cheloratrai, in part and in whole, … and its location.", Orgu states.
Silence.
"And on behalf of our friend Karif who is departed, what is the lore of the lizard folk.", adds Feraq.
Silence.
The door is impenetrable. Troykin turns off the incense. We meditate.
Nothing.
We add about how we want to save the world.
Nothing.

Finally, somebody speaks from the other side of the wall: "You are not priests of Brya; why are you here? What? No other priests are in the tower? I am Shelfay; the reports of my demise have been exaggurated." A pile of burnt books on the ground; he says he burnt the white books of the order, so they wouldn't fall into the wrong hands. He is very agitated to hear of the subervsion of piarz, and the apparent loss of the shooting star to the demons.

He says the shooting star must be taken to a race of subterranean dwarves (the Kaygen). The shooting star is important to us only because it is a key for getting "The Core Continuance" codex returned to us. Maybe the Kaygen can be otherwise convinced to return the codex? Piarz was consorting/listening to demons? He'd always been ambitious; Shelfay acknowledges he'd been blindsided by piarz's mutinous whisperings.

Gee, you guys didn't turn the crank, did you? Oh my. You need only touch the writing on the wall. And this door here will open only for words such as 'fate' and 'destiny' and 'truth'. That bridge? You should have had faith that you would not be thrown off — the bucking is illusory; it is your own counterbalancing which might jump you off the edge. Hey — look at all the damage you did to these blades!

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.feb.23; 2504 Shakespeare #5.
Dave absent (eye infection); Ian fails to find an open pharmacy. Dan's rocket launched earlier in the day; Jared and Claudia had successfully managed to find her glasses. Feraq and Ulth make 10th level! ]

Troykin feels like he's being scried. We hold most conversations in the sanctuary.

Talking with Shelfay: "the point of life is to bring your mind-spirit into alignment with your body-destiny"

Shelfay mentions that the dragons we saw were probably just wyverns; the empire is recalling the wyvern guard, in preparation to having aerial mounts for battle.

The Mark of the Hunt is serious stuff indeed, he says: Every couple of centuries or so, the demons open all the portals of the abyss have opened, and (for sport) drag back a few chosen mortals. So Abyssal Stalkers are after us; and while they can't auto-detect us, any demon recognizes the Mark upon us.

Shelfay mentions that he did some divination, asking if there were demons in the tower ('no'), and whether (if there are competing sects of demons) it's safe to play some off the others; the reply was "some demons are out to kill you, and others aren't".

The Continuance Codex is, Shelfay expects, full of obscure knowledge, and is of interest only to their order. "The shooting star is the key to opening the books". We believe we're missing one key — damn that May'rOckofHillsdale!

Feraq goes out to look for a new animal companion, as his wolverine is sulky. He is attacked by stirges; returns.

Before settling in for the night, Shelfay reluctantly does a bit of healing on those who'd helped learn the crank. "Ideally, you should be taught a lesson." He mentions "things are not as they appear, with Garn and Troykin." [Garn's eye color, and Troykin's positive-energy-battery disguised as dead.]

Day 48, night

While sleeping, a wolf/humanoid appears to each of us. "It is great honor to meet you, pathetic prey. I had dreamed that such a day would come. Come, you are beckoned to the opening ceremonies of the Hunt. This is a day that will long be remembered." After being assured by the demon that it's safe because only our projection will actually be in the abyss, Troykin, Garn, Feraq accept…

"Troykin? Are you awake? What? I can't hear you. These demons are making an awful noise," Garn shouted.

"I said, I think Feraq is also awake. I say, these chains are not part of what I expected," Troykin yelled back.

We are suspended in cages, in a vast outdoor arena, amid throngs of cheering rabble-demons. [Think, a WWF match held on the Pod-Race stadium] Present are all those (PCs and twinblacks) who helped dispatch the monstrous bus-sized wolf-demon, earlier, which was the sentinel of Alak, master of the hunt.

The cacophony subsided to a dull roar. "Milatka gore latchtkqi!" A thunderous cheer went up. Leering, cheering faces seemed float all around their cages.

More infernal pronoucements.

Troykin pipes up, "I say, can we get a translator here. This is awfully boring. Not much of a spectacle really. I rather expected better of demons. This is the abyss, isn't it?… Boring! I'll say it again. Boring! And again. Boring! And agai — ah, excellent." Troykin gave his best bow while chained, as a furry headed demon strode up cracking his whip.

"What do you want mortal? Your soul shall be ripped screaming from your body soon enough. Quit your blathering."

"Excellent. Your common is very good. Now, pray, tell me what is being said. I very much doubt I shall ever be in Abyss again and I should very much like to know what is going on."

"Ho, ho, ho. Very funny, prey-thing. But, yes, I will translate for you. Ahem… The Master says 'And from the Deep Shelter of Eternal Agony comes the master warrior Magaloth. His weapon is the barbed tongue and venom is his blood…'"

The endless litany drolled on until Troykin's and Garn's eyes drooped.

(The legions of demon hunters — organized into 60-70 platoons, each ranging from four or five to a hundred, all share one thing in common: their left arm/tentacle is covered in red.) Near the end of the ceremony, the crowd favorites seem to be several groups of more wolf-shaped demons.

The screaming, roaring, writhing, hissing tumult grew to a climax. The Master of the Hunt rolled his canine head back and let loose a thunderous, undulating howl. A wall of pulsating sound crashed into the cages where the spirits of the hunted lay in chains. Feraq gritted his teeth as the shockwave washed over him and he found himself hurled backwards as the cage dissolved around him. Staggered but still determined to scout what he could of his opponents he rose to his feet. He saw all of his comrades' spirits had been washed away. The entire mass of 2000 hunter demons was vaulting towards him from the arena floor.

"Flee, you foolish mortal! If you do not run, this wouldn't be much of a hunt," the Master thundered at Feraq. His voice had an awe inspiring menace to it.

However, Feraq glowered back, gazing up the 40 feet to meet the Master's eyes. "I do not play your game, demon," he spat.

"Hah, hah, hah…" (as if laughing weren't natural to him). "This is no game, mortal — this is the Hunt! Flee, prey!"

Feraq growled back, "I fly but I do not flee."

A large eagle burst into the air as the demons swept over where Feraq had been standing. Feraq gazed down on the horde below and knew that he and his comrades could not withstand even one tenth of the hunters. "We must find a way to lose the Mark," he thought as consciousness faded.

"Perhaps this will be an interesting Hunt after all," said the voice of the Master…

Day 49

Shelfay tells us that he found a tome on the Hart Pantheon:

Garn goes to the library to light a candle in memory of Hione, but it keeps going out. Shelfay finds this strange.

Shelfay observes that our party has gotten into trouble repeatedly, by not knowing whom to trust. he grants us incense of the Breath of Brya [(zone of truth)], (12 doses).

Feraq spearheads a discussion in a zone of truth, with all but Ulth present. Feraq asks Garn about his eye color: apparently it is gold but enchanted/hidden to brown. Garn knows nothing about this [or made his will save]. Feraq asks everybody what their plans/intent are, for the Cheloratrai. Troykin answers, "Well let me explain, why I'm reluctant to answer that." But Feraq decides to tell the accompanying twinblacks about our own plans for the Cheloratrai: remove (part of) it from this plane, as it is too dangerous for mortals. Garn and Troykin concur. Karif professes not to care about it, and is helping his friends because they helped him. Orgu mulls over this idea, and says that if it really does turn out to be that dangerous, then perhaps that is a good plan.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.mar.02; 1635 castle ct.
Orgu makes level 8. Dave absent (in Minnesota); Carl at play practice until late. ]
[ How the calendar works: ]

Day 49, early afternoon

Feraq is out all morning, befriending Mahonrei, a saltat [jet-black mountain lion]. "Do not tease the animal friend."

shelfay scries piarz outside, apparently sighting ley-lines; he's near Cairn Banador (~15 mi downstream — overgrown, long-abandoned vile evil accursed ruins). He is bossing around dretches, via two cockroach-head humanoid demons chirping interpreters.

After divining, shelfay tells us that we'll probably have some warning when The Hunt begins in earnest.

We start out that afternoon for Cairn Banador (though Ulth stays back at the library, strangely bookish. Suspicious!?). Camp at base of waterfall. Tomorrow is the first day of the Moon hexad, so it is the darkest night of the year. Almost too dark — was there any moon out at all? (The (moonless) leap night was last year, and should't re-occur for another five years!) At midnight, we hear a faint echo of a hunting horn from far far away.

Day 50

Raiding Cairn Banador

Wake up; cast our day-long spells. We trek on; Feraq scouts the unnatural forest canopy ahead; agreed signals:

The overgrowth us forces into single-file. One fork is full of twisted lumpy huge mushrooms; on the other fork, Feraq avoids stepping on a huge mass of writhing ticks. Assassin vine. Growth Spikes — noven dispels (had been cast by 7th-level caster or less[ dispel check 13+5].) Past old house/ruins; we come to a clearing and a few less-dilapidated buildings.

Feraq manages to scout a room with sleeping demons (~12 blue blubbery dretch, and three hooded ones), and another with the renegade priests (4 sleeping, 4 hooded talking humanoids, one cockroach-headed demon guard). As Feraq scouts further rooms, Karif warns "i think we're about to stir up a real hornet's nest". Feraq tumbles past a hornet's nest, supressing exclamations at stings. We withdraw, prepare to make hushed battle plans, and have some differences over whether to try to avoid killing Bryan priests like young Merak.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.mar.06 (thu) 15:00; 1635 castle ct.]

Day 50, late morning

We attack — a success!

We storm into the enemy's barracks; Mahonrei pounces on Piarz. An evil druid's Flame Strike on Garn is his last action: Karif extended-Holds him, which lasts long enough for Garn to coup de grace him. Ulth shoots into the fray at an enemy, but hits Garn instead [rolled 1], ouch. There is some minor damage from an acid-spitting cockroach demon, but Feraq and &kasomber; take care of the rest. The Bryan prophets are happy to hear that Shelfay still lives.

From the sleeping-demon building, a few fireballs char some dretches and drive others, into entanglement. One cockroach demon is left in the corner; he drops several Stinking Clouds on us, but finally runs out. Ulth shouts in Abyssal, "Nagrak shinath, Kraal!", which surprises all of us. (Is he possessed again?) The demon, Karg accepts surrender to Ulth. He tells us how It had previously served under Ellen the succubus, (but is for the moment obsequiously caddying up to Ulth and "your obvious superiority".)

Karg reports that Ellen can fly, is very cunning, but no combat talents; She can see at a distance. She is staying downstream a few dozen miles, with the meteorite ore. Piarz denies this, and says that she returns here to Cairn Banador every night.

Rolling piarz: 5 scrolls evil druids: 3 opaque glass flasks (all different), [1 Darkness, 2 poison ?] Building has shovels, wheelbarrows; maces.

One dretch escapes; Ulth and Feraq give chase; are stymied by Spiked Growth. Feraq shape-changes into an eagle and a wolf, and tracks down the dretch to a shelter, where it has settled in and complacently resumed whittling a little bone sculpture. The curtain closes on him…

Ulth sends pointy-head to search one of the adjacent buildings; we hear shrieking (from a shrieker, and from pointy-head being grabbed by a Purple Fungus. Ulth finishes them off with arrows. He finds a fire-trapped door. After opening it, Feraq climbs down, and Garn follows. The floor is covered with black goo (about a foot deep), with only a few planks leading across it.

"I don't know," called Feraq. "This door doesn't look like much," he said. "Maybe we should head downstream as the demon said."

In contrast to his words, Feraq moved lithely across the wooden planking which floated over the black goo towards the flimsy bamboo door. "Stay back, Garn," he warned as he slowly reached his hand towards the latch.

A faint crack was all the warning they had. A spark from the door arched into the black goo and instantly a huge, whooshing firestorm hurtled skyward blowing back Troykin and Ulth as they peered into the pit. Feraq rolled forward with nearly supernatural reflexes, crashing through the bamboo door into the free space beyond, but Garn was totally immolated. Screaming in pain, fear, and confusion he fell from the ladder and plunged into the boiling, flaming oil.

Splinters of the bamboo door lay all around as Feraq rolled to his feet. His daggers flashed out. The corridor was empty for the moment. The flames roared upwards behind him. "Garn?" he cried. "Garn? Where are you?" His voice cracked as he struggled to be heard over the dull roar of the flames.

Garn was completely surrounded by flames. A human torch, he was blind and knew only pain. Somehow, though, he heard his friend's voice and without thought lunged towards it.

Feraq grabbed Garn as he stumbled forward. Desperately, he tried smothering with a blanket the flames that ran up and down every part of Garn's body, but only managed to scrape off the outer layer of charred flesh. [Scott: "Make, um, a fire-putting-out roll, I guess."; Jared rolls 1] The black goo seemed to burn with an unnatural intensity. Garn collapsed on the ground, writhing in pain. The air in the corridor seemed to rush towards the firestorm. A thick, cloying darkness seemed to grow around the hunched figures. Feraq thought it was smoke from the flames but it seemed to grab at them with sentient force. Again, Feraq's instincts saved him as he sprang away from the noxious fingers, which enveloped Garn; even through the pain of the burns, he felt the blackness clutch and claw at him. Hacking, he tried to beat it away from his face and throat. Feraq leapt forward again, waving the darkness away from Garn. Garn slumped back against the wall as Feraq beat out the last of the flames. "Hang in there, Garn!" he hissed. Feraq grabbed from a pouch at his belt several berries of the mumlakiki that he had sanctified earlier. He forced them into Garn's mouth, whispering a prayer to the spirits of the mumlakiki. As he did so, he felt a strong, sudden urge to lie down next to Garn. Another will strove with his own. Growling in anger, he spat, "I've told you. Get out of my mind!"

Troykin and Ulth watched with horror the pillar of fire that gushed upwards from the pit. Karif came running from outside where he had been chatting with Tarjon. "What's going on?" he yelled.

``Feraq and Garn are trapped down there!'' Troykin gestured into the pit. Heat and smoke seemed to fill the entire building where they stood.

``Are you sure?'' Karif asked. Ulth nodded reluctantly. At that moment, Feraq's voice was heard above the flames. ``There's something evil down here!''

"I'm going in," Karif said. He bowed his head, said something in the hissing tongue of the lizards, leapt into the air, and dove directly down the pit of flames. Ulth sighed when he saw this. ``Demon shit'', he cursed. ``I always knew that having friends was a liability.'' He downed a small vial he pulled out of the top of his backpack [endure fire] and slid down the ladder into the flames.

Garn, under the influence of the mumlakiki [good]berries had sat back up, but his entire body seemed to be a melted, charred merger of flesh and metal. Feraq, seeing that Garn was at least momentarily stabilized, grasped his shoulder briefly, and stood to face the presence he felt at the other of the corridor.

Again, he felt a powerful, outside urge to lay his weapons down. He snarled, and slid down the corridor. A large figure of metal and carapace stepped out of the shadows. Huge, pinching claws clattered eagerly and a voice said in Feraq's mind, ``Now, you will die mortal. I tire of toying with you.''

Feraq recognized the demon lord from the battle on the causeway of the Tower of Brya. "I have faced you before, demon. I do not fear you." He took a step towards the demon, and suddenly there were eight identical demons staring at him.

Karif swept into the corridor, landing next to Garn, a curtain of flames trailing behind him. A second later, Ulth stumbled forward batting away the flames that also curled around him. Karif, reached down, placing his hands on Garn's head. ``In the name of Simwanya, Lord of the Waters, I heal you.'' Garn's flesh hissed and unburnt, though much of it was still charred.

Ulth drew back an arrow and darted forward to stand with Feraq. He eyed the many demons and realized that they were illusions of one, real demon. ``Garchlqqu lie farrrruon, pahahaqghb'' [``Kneel to your master, weakling''], he cried brazenly, taunting the demon. Feraq rolled under the demon's broad stance hoping to attack from the other side and to give Ulth room to draw his bow. Karif pulled Garn to his feet and cried to the demons, ``I am a priest of the Lord Simwanya. You do not belong here, fell spirits.'' He seemed to stare intently at the demons and hissed at his companions, ``There are two more demons in the room beyond.''

Garn, hearing his companions, knew that his blade was needed. Staggering forward, the pain of his burns nearly toppled him. He hefted his greatsword and brushed past Ulth just as Ulth loosed a flurry of arrows, all of which caused the images to spout dark, viscous blood. [Out of 6 images, rolls a six for all three attacks!] Ignoring Garn for the moment, it backslapped Ulth with one of its giant claws.

This proved to be its undoing. Garn, ducked the wild swing of the other claw, whirled and closing his eyes and trusting instinct and hearing to find the right target, sliced the demon's head head right off [critical with full power-attack (& expertise & blind-fighting)] The images of six heads slammed against the wall, as a half-dozen bodies slumped forward onto their knees; ``I told you to kneel, infernal spawn,'' Ulth spat (eyeing each image in turn).

Feraq had summoned a writhing swarm of rats to surround one of the other demons, but at the fall of her companion, she dashed away out of sight. Spinning, Feraq stabbed the remaining demon and two arrows from Ulth finished it. ``After her!'' cried Feraq but Karif intoned, ``She is gone already. She has magicked herself beyond our reach.''

Ulth might have been heard to mutter, ``How's he always know this stuff? I'm going to take a look around myself.'' He gave the demon lord's body a kick for good measure (picking up some sort of demonic carabiner-shaped device from its carapace), and the companions began to survey their surroundings….

From: Dave Maillett dhm@gollum.bioc.rice.edu
Date: Tue, 18 Mar 2003 11:53:44 -0600 (CST)

... I think Ulth will want to search 
the underground areas. When he doesn't find the missing druid, he'll
want to try tracking, but doesn't expect it to pan out well.  He 
doesn't believe the Roach-Demon's boat plan was in earnest, and thinks 
we should search this site further. He rolled pretty well on the dead 
demon building last time(I think) (probably >25 but certainly than 30), 
but had not gotten that far yet. Maybe we should make some effort 
to figure out what construction projects were planned. 

Ulth is in favor of: 
1. Searching the area
2. Getting Healed
3. Abusing Pointy Head (only after pointy is up to full hit points though)
4. Investigating the graveyard (after healing)
5. Allowing the priests to go back to the tower (with msg for Della et al.)
6. Interogation and ill treatment of the traitorous monk
7. Casting Remove Curse on pointy head

He also would like to:
1. Contrast his own heroic behavior favorably against 
   Troykin's slack-jawed paralysis


Ulth is against:
1. Going downstream (strongly)
2. Any humane treatment of the traitor priest (weakly)
3. Any humane treatment of pointy head (silently)
4. Any humane treatment of Troykin (insideously)
Date: Tue, 18 Mar 2003 10:22:28 -0800 (PST)
From: Jared Espley jespley@yahoo.com

Feraq responds to Ulth:

—- Dave Maillett wrote:

> He 
> doesn't believe the Roach-Demon's boat plan was in
> earnest, and thinks 
> we should search this site further.

Amen, brother [a bit of slang Feraq picked up while
studying in Flametongue].  See I told you we couldn't
trust demons.  Our "guide" was probably in mental
contact with the chiefs downstairs the whole time. 
Good thing we killed him first before we went
downstairs to ambush them.

Now, now, Orgu.  I very much agree that killing a real
prisoner isn't right but these demons are intruders in
our world and its our duty to send them back to where
they belong.  And, again, my apologies for acting
hastily in this matter.
 
> Ulth is in favor of: 
> 1. Searching the area
>
Sounds good.

> 2. Getting Healed
>
Healing? Who needs healing?

> 3. Abusing Pointy Head (only after pointy is up to
>    full hit points though)
> 4. Investigating the graveyard (after healing)
>
Sure.  I'll go first and spring all the traps, dodge
them, and let Garn get blasted by them.  It worked
well last time.

> 5. Allowing the priests to go back to the tower
>    (with msg for Della et al.)
>
Sorry to suprise you, Mr. All-Seeing, but they left
already.  They were in a big hurry to get back to
Shelfay before sunset.

> 6. Interogation and ill treatment of the traitorous monk
>
Interogation, fine.  But we should remove the evil
mental influence on Piarz.  If restored he could still
be a powerful force for good for the prophets.  I'm
beginning to realize that knowledge is power.

> 7. Casting Remove Curse on pointy head
>
Sure but I'd actually say that Piarz is a higher
priority.

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.mar.18 (tue) 17:30; 1725 bolsover.]

The building smolders, and starts to collapse, as super-heated air circulates. Garn and Feraq run upstairs, as Ulth and Karif continue searching. Ulth finds a potion, iron teapot (inlayed with silver and hematite glyphs). Two barrels are smoldering; Karif douses them with the potion of Create Water. Then search them: one is empty; the other is full of pitchKaboom, ouch. From under the bed, Ulth: "Cut that out Karif, I'm trying to search the room". He finds a hidden panel, with 3 books (two covered in mold); takes one of them.

Up in the dretch room, we clean it out, and discover a fine onyx inlaid floor, apparently covered for years and years. Ulth finds a secret tile — underneath, something long rotted, and some sort of laurel wreath.

Xirani walks up! (She saw the column of smoke, and figured that must be us.) Ulth suspiciously asks her about her past, and is eventually satisfied. (All the while Garn has been happily chatting and volunteering information.) Garn goes back downstairs (commanding something about "licht" and flailing his weapon about to no effect, then borrowing the con-light torch) — there is the shooting star, having been blown out of the pitch barrel. (Fortunately it didn't impale Karif!) It takes a while to cool. Feraq comes down and retrieves the other two books: he coughs as fungus poofs out [4 Con damage].

Late afternoon: We go check out the observatory. Passing the "graveyard", it is very eery — the ground seems a black oily surface, no plant growth at all inside, and white mold on the edges. A bit later, an abandoned room on the right, which seems creepy to everybody who passes, but We let an assassin vine live, as piarz mumbles goobledy-gook about "don't awaken the great evil in the forest".

Ulth and Feraq scout the shore; decide not to push the boat into the strange algae covering.

We leave Cairn Banador, and sleep in two rope-tricks kindly provided by Orgu. Around 2am, a snuffling furry alligator-head dude, with ape-like tracks; the moment it seems to hear us whispering, it blurs. He pokes his head in our rope trick; battle ensues. Tarjon tries to shoot arrow, but Mahonrei's butt is in his face, and he hits Garn in the shoulder [natural 1], ouch. The demon gets beat up. [DR 10/+1]. We toss its body in the river.

Day 51

We return to the tower, and shelfay. The other priests all made it safely there. Shelfay recognizes the laurel wreath: the Crown of the Nature Lord, rumored to grant powers to the rightful ruler of Cairn Banador, back before it was corrupted.

A message for Feraq, (puportedly) from Henri: The Emperor and Heir Apparent have gone to ground; war rages in the empire; The Organization is under assault by demons. They'll send help when possible.
(There is another message, which shelfay gives to tarjon in private.)

Feraq speaks:

The prophet [Shalfay] has three crucial pieces of information that we need. One, we need to find out about the Hunt. Without aid, I worry that we will not survive. Second, Karif has passed through much for the lore of his people. Third, we seek information on the unnamed artifact and how to remove it from our world so that balance might be restored. We not have the means to get this information ourselves and the only place that we have been told that such information might be available besides here is in the Iron Compound (obviously not an option since Orgu is here seeking information) or the library in the "Underdark".

Shalfay wants us to take the metorit to the Kragen, whatever they are, and basically exchange it for the CoDecks of Core Continuence. In this process the prophets will regain their ability to try to see into the future and the metorit will be remade into something cannot be used by demonic forces (both worthwhile results).

Originally, I was very reluctant to follow this plan because Tarjon and I have orders to return the metorit to a place like unto a rabbit's burrow in the Empire so that the demons cannot gain access to it. However, as you know I recently received a message that I believe to be authentic that explained our associates back in the Empire are under seige by demons. The metorit might actually be safer with us! Or certainly would be when reforged into something unusable by demons.

Because of this, because of our need, and because of Shalfay's good treatment of us I am prepared to take the metorit to the Kragen on Shalfay's request in return for the information we seek.

I believe that we set off as soon as we can but that Shalfay should give us as much information as he posseses before we leave and he research more while we journey.

I would like to know more about the Kragen and what their goals are.

I think we should be very careful of the demon-witch Ellen as she can change form and she might be following us.

I, Feraq, have spoken.

Orgu mentions “ A codex is a hide covered sheaf of papers - like a book except without the binding. ” Troykin responds “ &Feraq;'s just a poor, ignorant mountain halfling. He's learning a lot of new words as he adventures with us. ”


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.mar.23 (sun) 18:30; Dave's apt..
Troykin, Karif, Garn make level 10; Orgu makes level 9! Sean (visiting Carl) plays Kasomber. ]

Shelfay reports on the hunt: Usually, the Hunt targets abyssal-dabbling wizards who've reneged on bargains with demons. It often happens around (demon's day), the aphelion. Ways to circumvent the hunt:

Shelfay leaves, and Lurg is left to answer questions, who is rather nervous and ill-informed.

Shelfay balks/stalls about the lore of the lizardfolk. Orgu declines to hear his answer, until after we return. (Orgu also mentions in passing, that yes Piarz had flinched when he had first approached him with a circle of protection v. evil.)

Asking about the Kaygen, he suggests things that could be made from the shooting star:

Orgu identifies late into the night:

We return Piarz's scroll of 5 spells to Shelfay (and we turn a gagged, bound Piarz over to Captain Maynwaring).

We sleep in the tower, not in rope trick. The baying of the hounds at midnight, is slightly closer.

Day 52

After he's divined for a few hours, we finally talk with Shelfay at 11:00.

Discussion ensues — do we try to gather missing piece from Derro? Wake the avatar? Teleport to Underdark asap? We decide to walk towards the Derro with one missing Meteorite piece, under the crater, near Serenity. From there, continue downward beyond the underdark, to the Kaygen to get rid of the meteorite ore. We might receive updated info from Shelfay underway.

We leave the tower at noon. We re-tread by the tunnel, and the field where the lotus flowers no longer glow. (Ulth stays back and sets traps behind us, along the pilgrim's path.) We hike for about 5hrs. As we pass by the temple to Ferlangen, the greatsword we left embedded is vibrating. Karif stone-shapes the sword out and we replace the flail (with the ball embedded above the hilt). As soon as it's embedded, there is a flash from one of the gems in the flail's hilt — suddenly two startled people sitting at a table with a half-eaten lunch appear.

"Henri?!" Feraq ran forward to the tall, slender man sitting at the incongrously placed table.

"Hell of a way to travel," the man muttered as he knelt to touch Feraq's right shoulder. Feraq touched Henri's right shoulder.

"Mumbaki, tuwanwana, my friend," Henri said.

"Mumbaki, kisituwana. Flitomanque saltatki meengo," Feraq replied. Henri stood.

"This is Kandiss, a friend," Henri said indicating the still baffled looking young lady. "I suspect she's a bit in shock right now. When we petioned Ferlangen for passage here days ago, this isn't quite what we expected."

"Tarjon. Good to see you, friend. It appears that practically your entire company is here. I trust that things have gone well?" (For the subtle finger motions, blinks, and meaningful glances going on, only Garn, Karif, and Orgu seem entirely oblivious.)

Tarjon clasps hands with Henri. "We've survived. I'm glad to see you, though. We have much to speak of."

Henri glances at the rest of the group.

"Oh, sorry…" Feraq clears his throat. "This is Garn, uh… son of Larin. He's the human warrior I've been telling you about. This is Troykin Valmer — he's a mage, a warrior, and singer. And this is Karif, priest of Simwanya, the lizard god, well I don't actually mean that the god's a lizard but rather he's actually the god of the lizardfolk but maybe he's a lizard — just a really big one. I don't know — you'll have to ask Karif. Anyway, this is Orgu, a mage we've met recently. He has joined our search but I'll get to that later. And this,… where's Ulth? Oh, there he is. That's Ulth, son of …. uh…. hmm… his mother. He gets a little nervous sometimes when unexpected things like tavern tables appear out of nowhere. Oh yeah, and this is Xirani, a prophetess. She's pretty brave for a prophetess."

Henri nodded to each as introduced and to Karif, he says, "Hssss, hssstisssstis, hissst", in passable lizardtongue [“My tail slithers to greet you” — a traditional lizard greeting]

"How is it in the Empire? Are you really under attack by demons?" Feraq asks.

Henri stares at Feraq for a second [inneundo check].

"Oh… everyone here is trustworthy. I don't really know Xirani very well but she seems only interested in watching and she's good hearted. Everyone else I've trusted with my life too many times to count. Besides, they all know about the Organization already. Uh….. well not all about, but, uh…" Feraq's voice trails off.

"I know what you mean, Feraq," Henri says. Turning to the rest of the party "I've heard much of all your exploits for the freedom of the peoples of our world and I appreciate your help to my friend. The Twin Blacks and Feraq have reported some of the dangers you have faced together."

"It is as you say, though, Feraq. There are demons in the open in the Empire. I fear great, evil, treacherous bargains have been made for demons to operate so openly. I fear for all the freedom-loving peoples of the world. But, come let us talk while we walk. Last I heard you were journeying so let not my, .. ur, our arrival slow you down." Turning to Kandiss, he says with a smile, "This may be quite an adventure for you."

Feraq explains that we are trying to get rid of the meteorite ore because the demons are after it and therefore the demons are after us, and because Shalfay has information for us that depends on us trading the meteorite for the Codex. He also explains that first we're getting one more piece of the meteorite. He keeps talking and explains that we're seeking a piece of the powerful artifact that's causing all this trouble and that we'll remove it from this world so that it'll stop causing trouble.

Henri seems to listen more than he talks but he does respond to questions. Eventually, it becomes clear that he thinks that most of the Twin Blacks ought to make a run for the Empire, both to aid the Organization agents there fighting demons and to draw off some of the demons chasing the party.

Ulth notes: [ If I'm right about this, Ulth thinks: ]

I would like to find the Shrine of the Demon Hunter, Sun of Moon. He is famed for destroying Demons, and his temple could offer us knowledge or protection that we need to survive this Hunt. Perhaps it houses a Great Sword of Demon Dismissal, Bracers of Prot v Evil, or a +2 Rapier of Quazit telepathy. Also, it is on our path if we can only find it. If anyone needs help against Demons, it is our group.

Going underground may help us against the Hunt. If the Demons pursue us on foot, we can lay traps for them, and they will be likely to cross paths and fight each other in the cramped spaces of caves and tunnels. I don't know how scrying works, but they might have trouble if enough rock separates us from the demons, and they might have difficulty identifying our position with few discernable landmarks.

If we will fight the Derro again, we must be mindful of their strengths and weaknesses. What did we learn from our previous battles? They use poison. They prefer darkness. They use arrows. They can become invisible and may have other magic. They move slowly and bleed quickly when fleeing overland, and prefer to cry about orphans when their pleas for mercy are met with, er, I mean they appear to have some social structure.

Feraq thinks that Ulth has summarized our plan very well. Feraq thinks that we ought to stick to that plan (get the other piece from the Derro, take the whole thing to the Kaygen, get the Codex and something really cool, and thereby lose the Hunt and move on to seeking the Cheloretri). He is torn about the issue with the Son of the Moon. We are in dire need of such aid but Shalfay's warning about uncontrollable outsiders resonates with Feraq. He doesn't want the world get any more messed up than it is.

Dropping even more into player mode, I think we have two issues (I'm praying the general plan issue is more or less resolved):


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.mar.30; dave's apt..]

Henri and Kandiss eat dinner and move on. Ulth claims to see some demon wolves loping along the clifftops watching us, but is probably wrong. As we make camp, Troykin notes that the carabiner Ulth picked off of the buff demon is a contracting pen; we destroy it.

Second watch, there is some rustling heard outside; each of the three rope tricks starts spilling out (mostly) silently. Troykin moves to silently wake up thoss by clamping his hand over thoss's mouth, which only makes him yelp. Once the noise is out, Troykin decides to cast, which sets events in motion.

Four wolves howl, and many twinblacks flee; those of us in the rope trick are okay. We all rush out to join battle (Garn naked w/o his armor). In addition to the wolves, there are demons with red arms:


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.apr.06; dave's apt.]

Roll the demons:

Again, we dump the bodies to the river.

Day 53

[Karif's notes]

We sleep out the night; the next morning prayers are said and spells prepared. The party decides that all the Twin-blacks [Hey, our group needs a name, too] will go off to draw the hunt (none will stay with us), and Henri will go back home (despite the messages Feraq sent asking for assistance, we can take care of ourselves). I cast a restoration on Drew, and Novinn casts two lesser restorations on Garn to restore his constitution. I also cast an Obscure Object (for the second day) on the Meteorite, which will last until 11:00pm. Praise Semuanya for his generosity.

Continuing on towards Serenity. The advance scouts spot a lone ogre spying on the main party, and sneak up to take him out. Just as Ulth is noticing that there are several more hiding ogres, Feraq's daggers flash as he drops on the one he sees.

I hear some noise (like an ogre or something), presumably at around the distance of Ulth and Feraq. I cast Expeditious Retreat and make my way rapidly forward to the front of the group and beyond. Through the fog I start to see Frost Giants. They are hurling rocks and spears, and generally yelling for us to surrender. I cast Shield of Faith and run up and engage one of them, missing. I yell something to the effect of "We outnumber you. Surrender and we will show you mercy." He seems unimpressed, and says they will not be outnumbered for long.

Both sides are a bit disjointed, as some leave the path to close with the enemy, boulder-hopping in the light rain [(balance check DC 5 half-speed, or DC 15 full-speed)]. Many stumbling on both sides, eps. Della, and one giant who slips 3-4 times in a row. The twinblack archers send arrows towards the giants. Ulth finds his hiding/scouting spot too near enemies to break cover and loose his bow. He manouvers, and when he does stop for a shot, he drops his bow in a crevice [(crit miss followed by a lousy Dex check)], which takes more time to recover. Orgu sends a huge fireball at the enemy commander in the rear, and Garn's wand of mini-fireballs sputters out [(burnout roll 3)] after charring another oncoming giant.

A Giant swings his club at me and the Shield of Faith proves helpful [AC 22 misses my 23]. Mohonrei pounces and knocks my Giant to the ground. [our party is rolling lots of ones. But so are the giants]. Orgu (practically spell-less) and Henri magically appear near me [(dimension door)] just in the nick of time for Orgu to valiantly shield me from a potentially painful hurled stone (absorbing the [18] damage himself, no doubt a trifle sum for such a powerful mage). I deal out [9 points of] damage to the Giant while he is down. With the might of several of our party, the Giant is sent to a better place.

I take some cold damage from two frost wolves whose icy breath chills many of us, killing the downed Feraq dead! [(Frost wolves seem to be able to breath once per two rounds.)] [Though Endure Elements cold saves me 10 damage, ultimately saving my life]. An enraged Giant does some serious damage, leaving me painfully low on hit points. Henri sneak attacks the asshole giant but misses (twice) leaving me no option but to await my death blow. The giant strikes, sending me bleeding [-6 HP]. I keep bleeding [-7]. Still bleeding [-8]. But then, my soul cries out "I need you Semwanya. My friends need you." And it would seem that Semwanya mercifully delivers, because my bleeding stops [rolled to stabilize].

Battle continues without Karif. Troykin has a heroic, swashbuckling battle with the giants. Troykin blows The Horn that anyo gave him. A deep (but impotent) bellow ensues. Troykin blows it again, this time putting the full force of his diaphram into it [(takes 10)]. The ground shakes, the air thickens to become almost tangible, and there is growing feeling of anticipation.

Battle continues. Syrinx, Thoss, Garn bring down a singed giant just as the leader (the "Yarl", Gronnox) with shaman powers reaches them (skin glowing with some protective magic). With a Smite Good, Garn is felled and lies bleeding, as Troykin is sounding the horn. Kandiss slips a ring on Garn's finger, and he stabilizes just as some enhanced lifeforce [quick-boost to Con] ebbs, rather than dying. In payment Kandiss takes two mighty blows from the lead shaman giant and falls herself, bleeding.

Elsewhere, Xirani dies. Giants are dishing out huge amounts of damage. The sound of flapping wings are heard. Della is knocked unconscious by a giant's punch after a heroic battle with the wolves and giants. Situation looks grim. People are going down left and right. Then a HUGE white dragon appears, saying "You rang?" or somesuch.

[

Jared writes:

[Following are] Della's and Feraq's accounts of what happened. I hope don't offend anyone with Della's account. The journal won't be PG anymore! I had fun but I'm itching to play. Too bad you'll be out of town for a while, Scott.

]

Report

Report given by agent Della Rance to special agent codename Blue Fang after the incident of Moon 3 [?] ? see reports M3-52A and M3-54D

?Fuck! I fucking hate those owlbear shit faced rocks. If those dragonass things hadn?t been so slippery I would have actually got to the fight in time instead of hind tit sucking my way up the fucking mountain. Anyway, at least I got in there. Those stupid white wolves didn?t even know what hit them. Their cocks are so small that I?ve got a bigger one then they do. They thought their breath was chilly ? hah! Cold as their mother?s womb, is what I told?em. You did a pretty good job ripping the guts out of that one, sir. I liked the way the entrails steamed in the cold air. There were, what, three of ?em talking wolves? Phalcon, Simwanya, whoever the fuck you what, should damn all them unnatural things into the abyss! And then that unicorn-fucking giant came down to get some too. It was just me and you, boss, against them all. I don?t know what the rest of those fucking pansies we were with were doing. Sounded like they might have been fighting over on the other side but they might have been giving each other blowjobs for all I know.?

?Anyway, if it hadn?t been for those fucking rocks I could have ducked that giant and his klipping club of his but I gotta admit he gave me a good one when I slipped again. Even my ex-husband didn?t hit that hard! Broke 16 of my ribs it did and I thought I might black out for a sec. Then the fucking giant snickered. Last motherfucking thing it ever did! I couldn?t really see right ?cause of the pain but I put my blade in his abyss-shitting belly. He tried to dance around and I hit him again ? really fucking hard that time. I wasn?t messing around ?cause my knees were getting kind of wobbly from the pain. I hit him so hard that his gut just exploded out. I think dropped his sword but things got kind of hazy then. Thought I might be checking out then, which suited me just fine because that giant fucking stunk! But I guess you must have done all right, boss, because when I came to the giants were all gone. Guess that fancy, dancy swordwork of yours works all right sometimes. Sometimes, though you just got to fucking let them have it??

Report

Report given by agent Feraq of Balron to special agent codename Blue Fang after the incident of Moon 3 [?] ? see reports M3-52B and M3-54D. Agent Feraq was revived sometime after the incident. The resourcefulness of his companions and his will to continue his mission were sufficient to allow means to be found to return his spirit from the postlife to his body. See report M4-1DD for those details.

?Yeah, I don?t know, Henri. I?m sure that the ogre didn?t hear me. I mean it was just like taking a mountain goat. I came up right behind and I opened him up. Well, I tried anyway. He seemed to move just at the last second. Anyway, that?s when I noticed more of them. I figured I better get hence and warn the rest of you. I swung up on the ogre?s own belt and got up on the boulder he was hiding behind and was all ready gone by the time he turned around. Or so I thought. Somehow, he got turned around and swung his club over the rock even though he couldn?t see me. Crushed me to the rock. Gave me a hell of a headache. Just didn?t seem right. Anyway, that?s how the whole thing went. I don?t know if there were evil spirits about, or if the water lords were angry at the demon bodies we put in the river the night before, or if cheti cha ma unafahamu [mountain potted plant upset??] but things did not go well.?

?I joined Mahonrei, (Phalcon maisha [Phalcon bless him]), and Karif as they charged up the mountain. Mahonrei got that first ogre on the ground. It was quite a jump. Knocked him right down. Karif and I ripped into him while Mahonrei held him. The other giants were throwing rocks, though. Again, I must not have been paying attention but one of them hit me and it knocked me down. Broke something too. That?s when the wanyama mal mfisi [bad wolfanimals] arrived. I knew things were getting bad and I was focusing on the strength of my ancestors as they snarled at us. Suddenly, they let loose a blast of snow and wind from their mouths. It was like unto a sudden mountain storm when there is no shelter to be had. I leapt to one side but again the mal mwake [bad spirits] cursed me and the cold washed over me blurring my vision and I fell.?

?It was strange then. I?m not sure I can talk yet about what happened next but eventually I felt a call. I knew my body was someplace else and I knew I had to come back to it. I started to cross the void??


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.apr.27; carl's apt..]

Day 53, post morning-combat

Dragon addresses Troykin, ``noble musician, general, blademaster, and player of the dragon-horn. Too long, dragons have been gone from this world, but with the first rain of spring we return. It pains me to see such artists engaged in combat; perhaps I have arrived in time to prevent the slaughter of these puny hill giants.''

``Agreed; I cannot say how many I might have taken,'' replies Troykin.

The giants and dragon have been conversing in giant, ``Koshok, shalver brren wissnel, …''. Yarl Gronnox of the hill-giants admits that demons had hired their ogre friends to harass and attack us, and they had joined in. He apologizes to us (under some duress — the words come haltingly to his tongue), and as a peace offering give us a back of gold (2000gp). Without blinking, Troykin spits on their gold and reminds them, ``but what of the life of our fallen comrade!?'', holding up Feraq's corpse. (Karif edges towards the swag, making sure they don't take it back.) After more discussion, the Yarl looks pained as he also offers an amulet which Karif accepts (some sort of spell-resistence?), and the giants file away, leaving the gold.

In the mean time, Troykin and henri and others have been talking with the Dragon (can refer to it as Entrada Dessida): ``I too have heard the stories of The Return. we have watched the humans plunder this earth, for the last hexessa [1296yrs]. The humans invented stories to justify their genocide; my family and I had no interest in this, and we decided to lie low until reason returns to the land, when the humans will recognize our worth and our role. The call of the dragonsinger among the humans heralds the time of repentence and the awakening of the dragons everywhere; i am sure that my brethern have heard this harkening, which echoed to the six corners of the earth.''

EntradaDessida charges Troykin with summoning human leaders/elders, and tell them to work with the return of dragons. Karif (recognized as a true heir of dragon-blood, and not those self-styled human big-mouth sorcerors) accompanies EntradaDessida (flying) and talks, as the rest of us tread quietly back towards Serenity.

In serenity, we plan for Orgu to teleport with the bodies Feraq and Xirani back to Shelfay to be raised, and return with them tomorrow morning. (We buff him up before leaving, just in case things are awry back at the tower of the heavens.) The twinblacks split off to return to the empire. Henri's heart is heavy at not staying to see Feraq raised, but needs to carry back news to The Organization, of the possible Return of the Dragons.

We split half the 2200gp frost giant cash with the returning twinblacks, and make our farewells.

"May the forces of life speed you on your quest," Henri says shaking hands with each party member in turn. "On the heads of so few rests the fate of so many. I fear that things are rapidly spiralling out of anyone's control and I believe the worst is yet to come. Yet I still hope for a better world."

Della coughs or maybe she curses — it's hard to tell.

"But we must be off. With any luck we'll lead the bulk of the demons directly into the trap being set by OT wing. Seek the breath of life for our little friend. I suspect he still has much to accomplish in this world. Godsspeed and we may yet meet again before this is all over."

The Twin Blacks mount up on their horses and Commander Tarjon urges his mount forward with a gentle kick. Della mutters something like "About time we left those fuckin weirdos. They've been nothing but trouble," or maybe she just coughed again. Novin smiles shyly at Troykin and Drew waves excitedly with a broad grin. They round the corner at the end of the block and they are gone leaving Garn, Troykin, Ulth, Karif, and Orgu standing in front of the Well Met…





Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.may.13; castle ct.
carl plays, dave laughs ]

We go shopping in Serenity — a small town, but full of adventurers (a gold-rush economy). Sold:

Bought: We use one dose of breath of brya, to confirm the items' magic.

Temple of Shantea wants to see us. We donate 200gp (in sp ), plus 25gp. +25gp again. Heals received. Troykin dumps the teapot at the church's donation box. When they notice it, they reluctantly accept the burden. The temple will raise Feraq tomorrow; henri pre-paid this, with a note:

With hearts, minds, swords united Making the World better.

Orgu will teleport tonight to the Tower of the Heavens with Xirani's corpse (saving us 2250gp temple donation — we keep the gold from the hill giants, the half we didn't share with the twinblacks), and will return tomorrow morning.

Orgu casts rope trick for us, then teleports to Tower of the Heavens. Shelfay has researched the remaining piece; it seems to be well-hid, but he glimpsed a female human illusionist(?) wrapping it up; associated with Empire? Other piece: is the centerpiece of a room, with derro spellcasters talking, poking, prodding. Shelfay suggests we just retrieve the piece, rather than exterminate an entire derro tribe. Piarz? Oh, he's has been excommunicated, exiled, untattooed, and then tossed off the tower into the river, to meet his destiny.

Day 54

The priest bent low over Feraq's body. "O, Shantiah, thou who doest grant us life, provinor of growth, the breath of rebirth, hear my prayer. Call to the spirit of this warrior that it might return to his mortal clay. His life has not yet finished its mortal cycles and the seeds of his sowing are not yet done. Return to this world, Feraq of the tribe Balron!" The priest sprays diamond dust into air and it drifts down onto Feraq's body, glittering in the light of the rising sun.

Silence.

With a gasp, Feraq sat up. "Malalatiki, Gerlaq! &Henri; nik la towtow! They are coming!" He looks around wildly and then blinks several times.

"I was in the afterwold, wasn't I?" he asks his comrades who looking at him with concern. Garn nervously clears his throat, "Uh, yeah, I guess so. But you're back now. Sister Biendritch called you back."

Feraq closes his eyes again. "It's all so far. Like unto going to the deepest of the waters or the highest of the mountains. Murky, hazy… Wolves chasing… I don't know… Something was wrong there… There were shadows all around…" Feraq is silent for a moment.

Troykin breaks the silence, "Come, my friend. Let me tell what has happened in this world. I would not believe it if I had not seen it with my own eyes…"

Orgu returns with a healthy and happy Xirani. Feraq summons/befriends Coriantimer, a green snow-leopard.

We travel down to the cave-in; Orgu casts passwall. (ulth picks up gold necklace.) Continue down hallway; it becomes steeper.

(Recall our scouting code: 2 hurry forward; 3 stop; 4 retreat. Mnemonic: many sounds means retreat, while just a few means go forward.)

Door. A stairway; halfway down it swings down, revealing a 50′ drop to spikes, clanging against the wall with a reverberating KaClang which resonates throughout the caverns. Garn takes 27pts damage; Ulth feather-falls; the rest manage to cling on. We climb back out. (14:15) Take a different stair. Garn is tired of talking in hushed whispers with no enemy around, and makes a point of talking loudly. Troykin joins in with his lute. While the others shush us, Ulth nearly leaves the dungeon, convinced we're possessed. Scouting an empty room, we set off an Alarm.

A series of switchback balustrade stairs. A plug. We unscrew the plug a half-turn, revealing a vault door which is locked on this side. The padlocks seem to sway omniously though there is no breeze. Feraq is staring at the huge, barred portal with some respect. Someone, maybe Ulth, says, "I've got a bad feeling about this…"


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.may.22; bolsover.
Dave lost a t-shirt at frisbee? ]

Day 54, 14:35

We agree to leave the vault untouched. Splattered human(oid) brains found, a couple days old. Ulth reports hearing voices. Down the corridor.

We follow running Derro. Troykin fascinates a derro, and Ballista shatters the bullseye lantern (carried by the invisible servant); Troykin gathers it up (one Mending to just meld the parts, finishes mending it later.) Feraq summons a swarm of spiders just as they close the door, which Orgu then Knocks. Karif flies up and opens it; Garn charges in.

Feraq grabs from his bag…a giant spider 10′x10′. Karif is transformed by Divine Power, and strikes down two Derro; Garn is impressed. A grenade tossed at us from behind some arrow slits. Other room: a big chest; lots of silvered goods. Ulth spots secret door; Feraq opens it, runs in and yells to derro: "Drop your weapon." Ulth tells Garn "somebody in that corner"; Garn runs in "drop your weapon" at the corner; a crossbow clatters to the floor from invisible hands.

[

Status: 14:45.

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.jun.15; castle ct.
Lauren plays &Xiranni;. munching drinking ]

Troykin grabs some nice combs from the fancy bedroom. Xirani pulls ring of invisible shield from fallen captain, and augurs that using it would be good. Other loot: nonmagic ring, nonmagic medallion, 750sp ingots in Orgu's bag. Ring passes from Xirani to Garn to Karif to Troykin.

Next room: big barracks / cafeteria. Mostly empty, but one person shouts "Don't enter here", and then many crossbow bolts shot at us, and a lightning bolt. Orgu stinking-clouds the source of spells. An obscuring mist saves us against archers. drinking drinking Feraq in panther form carries around some dead derro. Orgu and Troykin are cornered by a mage and a warrior; orgu trying to argue "but Troykin, he was attacking me!". The two derro also seem to be arguing, "nig gerblock, keh swa tikinga emu!". We fall back through the illusionary wall. Feraq reports that the cafeteria's emptiness was illusion; they room had been fairly full. Low on most resources, we retreat, leaving around 7 dead evil dwarven slavers.

We head back to town, trade the silver ingots (9x20gp), a repeater crossbow, and captain's nonmagic ring and medallion, for 20x9 cure-light wounds. We return to camp in the entry rooms. Troykin casts double-strength gmw on Garn's greatsword until 18:00 tomorrow.

120&ft; echolocation which is twice as
far the duero's darkvision and sneak in to check
things out so that we can ambush them instead of them
ambushing us.  Troykin could try to make me unvisible
but I don't think that's necessary +15 Hide natural
with +10 camo and/or I can use the boots +17 Move
Silently natural plus the boots.  I'll use spirit
eyes also detect magic and even if they do the same
to me with bat sight I can see them from much farther
than they can see me.

What do you think? Let me know by Tuesday evening so
that Scott and I can roleplay the scouting ahead of
next weekend's session.

I, Feraq, have spoken.
]]>
 [Will echolocation not give away your position, or
 at least your presence?]  
 Sounds good, Feraq.  Will you be able to get through doors 
 okay as a bat?
 
       Karif
My form will be my own (or maybe that of a saltat
[panther])— I will only have the sight of a bat not
it's form.  [D&D's echolocation is silent — i.e.
super high pitched so my location should be safe].]


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.jun.17.
Jared and Scott resolve feraq's scouting. ]

Day 55

[

As some of you know, Feraq completed his scouting mission. Here's his report (subject to revision by Scott):

]

A black eagle flashes out of the darkness of the entrance to the cave-in. Its wings fluttering, it lands at the party's feet. They notice several crossbow bolts sticking out from its back. A blurring of shadows and shapes and Feraq is there crouching on the ground. His breath comes hard and labored, and he reaches around to start pulling out the bolts. Wincing, he says, "Well, that was interesting…"

*****

The clanlord approaches the vizar.

"Well?" says the clanlord in an omninously deep voice.

"The ambush went exactly as planned, sir. However, we are still in pursuit. War chief Vlamir is leading that pursuit."

"Were the intruders the same ones as yesterday?" the clanlord growls.

"Maybe I should give you a quick summary from the beginning, sir."

"Maybe you should, vizar."

"Well, then, uh… about 10 minutes ago the intruder or intruders triggered the alarms in the upper rooms just as planned and we immediately set up the ambush at the primary location. The intruder set off the holy sigil [glyph of warding? — unearthly loud sonic attack that Feraq dodged easily] at The Pit a few minutes later. While the sigil certainly let us know that the intruders had arrived at the ambush spot it is unclear if it disabled any of them, or if indeed there were more than one."

"At least one intruder must have easily crossed The Pit [Feraq leapt and tumbled across the open corkscrew opening in the stairway] because moments after the sigil went off, I saw a blur of shadow blow past our position behind the hidden door — the one directly opposite the stairs. Guard chieftain Torthif and his men were stationed at the junction just down from stairs and they also saw the shadowy creature charging them. We lost sight of it for second after that but my apprentice let loose a lightning bolt [Feraq evaded easily] down the hallway and Torthif's men opened up with their crossbows. Something provoked the Ohgalig [a huge tentacled trashbeast] at that point — perhaps the same intruder. We showered the area with glitterdust and that's when we got our first look at it. Somehow, it had gotten back to right in front of me and my men hidden behind the door. The dust revealed a horrible cat-like beast of shadows. It growled at the glitterdust [Feraq was blinded but since he was using echolocation it didn't matter] and I ordered the hidden door opened. I let loose another lightning bolt and my other apprentice let loose the shocking ray [dodged and dodged] and my men opened up with their bows. Several of them hit the beast but it seemed unaffected. It bounded up the stairs, leapt into the pit [Feraq missed his jump across the pit and so fell in], sprang up the far side. My men continued to pelt it with arrows and Fourlag ran forward with the chain net but it was out of reach. I shot it with my darts of magic [magic missle] but it rounded the corner and was gone [Feraq collapsed around the corner with 0 hp and had to wildshape again to gain enough hp to continue running]."

"As said, war chief Vlamir and several men continued pursuit once we closed The Pit so that we could cross and they reported seeing a large black, shadowy bird covered in dust. This was probably the same creature and they are currently in pursuit."

"I see," the clanlord rumbled. "I thought you said the ambush was perfect, vizar? I see no results."

The vizar swallowed nervously. "It was excellent plan, sir. However, I don't think we anticipated the speed, near invisibility, and resiliancy of the intruder(s). If it hadn't been for the glitterdust, we might never have spotted the creature. It's possible that we're dealing with some sort of shapechanging demon, sir. It might be working with the creatures that attacked us yesterday. You know the rumors of the demons in the area…"

"I know the rumors, vizar. It sounds more like a shapechanging nature priest working with those who attacked us yesterday," the clanlord pronounced.

"Shall I send more men after the bird? Or should we try to reset the ambush? Maybe we should fall back deeper into our lair?"

"Listen carefully, vizar. I will not tolerate failure again. This is what we will do…"

 ***** 

"So, that's when I made it back here," says Feraq coughing again.

"What should we do? Some of them were right on my heels, er, talons. We could head in right now, in force while they are still spread out and disorganized. Or we could wait for the protective magicks the Duero probably cast on themselves to wear off [an hour or so]. They might reset their ambush if we wait too long, though."

"I still think that we should encourage them to give us the mitorit shard and free their prisoners but we can convince them of that."

"What do you think (quickly)?"


                                 Trashbeast
                                    ^
                                    |
                                    |
upper rooms  → Stairs with Pit  → |
                                    | ←Hidden Door
                                    |
                                    |
                                    |————-| 
                                    |         |
                                   Previous combats
[

see you on Sunday,
Jared

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.jun.22; bolsover.
Day after the solstice party.
Item Rotation current status: ]

Karif heals the limping feraq, and we agree with Orgu, that it's better to take advantage of Derro confusion than to wait for their buff-spells to wear off, and we head back in, 7:15.

In the corridor, we find an abandoned torch with con light. On a nearby stairway, a small box making scritching noises. From the bottom of the stairway, we take some glitterdusts and crossbow bolts. "The door is an illusion; there is a wall there instead!", a wall with two spell-slots. The derro make good strategic use of one person running up to a hole and acting, while another acts and runs away from the other hole.

Feraq dashes down the stairway gauntlet, and tosses in his flask of poison from Cairn Banador. Rather than falling down coughing, the derro seem to breathe deeply, and speak dwarven for "I love the smell of contagion in the morning". Garn trots down the stairs in glowing armor (only sucking down one crossbow bolt); he and Feraq cover up the spell-slits with shield and backpack. The backpack is burning-grasped, and Garn is left covering the hole with the bundled meteorite ore. Troykin rescues some of the fallen backpack gear on his floating disk.

8:00am. As we plan and coordinate, we hear planning, coordinating, and the pouring of oil on the other side of the wall. Ulth endures Garn against fire. We fall back, revealing the spell slots covered with canvases reeking of kerosene. Orgu fireballs, and then Ulth obscures with mist, and Garn goes up to pound on the thin stone wall for about 5 rounds. Oil splashes around (mostly on the other side); Garn lights up a rag (and himself a bit), and ignites the other side, before finishing off the wall.

Feraq summons a dire bat, and we rush in (where we find the bat met its end quickly). A few derro in the room, and most back in a hallway (its door is only illusorily shut). Garn strikes at a archer, but fails to block its retreat to the back of the room, where a wall of stone blocks off the derro retreat from us. drinking

Two dead Derro. We hear one live one trying to sneak away in the obscuring mist; we quickly apprehend Akudra, and interrogate the cowering slaver. Much condensed: "Soon we bring friends from below — hate humans — will drive out human invaders, hate humans muchly!" "What is beneath the giant plug?" "Our friends from below — friends hate humans!" "You keep your friends locked out?" "Good to not have too many friends." "Where do you keep the skystone?" "Chief Krokar has many wise people working on it, in the room past the eating room."

Investigating the scritching box reveals a scorpion underneath, which is trivially scrunched.

 Ulth — how many arrows is garn carrying for you?
> (Are these masterwork, from Serenity?)
>
The arrows we picked up in town were being sold to raise gold for the
local orphanage. They came in fanciful shapes, bent in creative angles
and some have smiley faces painted on the arrowhead. Ulth found them
in the discount bin, and relies heavily on Troykin to 'spruce them up
a bit' before zinging them by Garn's ears in the heat of battle.

Ulth's items that were in Garn's backpack:
2lb Caltrops (sorry, should have mentioned this one on Sunday but didn't think)
~120 arrows (described above)
a parchment which reads, "Ulth, I will gladly pay you the 10,000gp we
  discussed if you can deliver Troyken to me, alive. 
  Gratefully, Mordencia"

But that parchment probably burned in the fire, so just worry about
the arrows and caltrops.

Dave
]]>



Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.jul.06; carl's apt..
Jared out of town and Dusty accidentally not informed in time (oops); Eden in town for two weeks, and she plays Orgu this eve. ]

The party continues down the stairs, with Troykin leading the prisoner on a leash. Ahead at the pit/plug, Ulth releases an obscuring mist, as some bolts and a darkness descend. Karif shouts "we have Akudra, and we're willing to negotiate." Troykin orders the Akudra to yell for a cease-fire, who yells "Duchten Nikta, Duchten Nikta", which causes some response, …including "you will die for your sins". Garn points out that it is they who are evil slaving sinners, which makes Troykin wince. Coriantemer takes many bolts, and retreats. Ulth advances to shoot arrows out of the mist, only to find himself Held.

Orgu casts stinking cloud, but many derro seem to spell resist [on twelve d20s, eight are <= 4!]. Troykin chooses this moment to try to break-enchantment on his black ring [rolls nat.19, and gets a feeling that a nat.20 will do it]. Karif flies up to the held Ulth, and casts Sanctuary; Troykin walks up and starts to fiddle with Ulth's feather brooch, but then only re-adjusts it, muttering something about inopportune Sanctuaries. He instead hoists Ulth onto his floating disc. A few of us try to rush through the stinking cloud to pursue, but are mostly sick, so we fall back.

We agree that since we have only burned resources w/o making progress, we should indeed try to negotiate. We hand the potion of glibness to Troykin, who (offended at the implication) throws it down the pit where it shatters. After the stinking cloud dissipates, we start to advance to the corner around which the Derro lie in wait. As Troykin is leading the leashed prisoner and jumping down over the pit, he falls and stumbles while Akudra lands smoothly. Taking advantage of the chance to escape his benign non-slaving captors, Akudra runs forward around the corner (dragging Troykin a bit), yelling more "Duchten Nikta" ["don't shoot"?]. Although clumsy, Troykin does manage to hold on to the rope.

Then, Karif leaps around the corner after Akudra — boldly interposing between him and the enemy line of waiting archers — shouting "Don't shoot him, he's our friend!"! (Ulth stifles his chortling.) The Derro (after failing a Hold Person on Karif) retort "Release your prisoner and be gone; go about your business; we have no quarrel with the likes of you; throw down your weapons and retreat." Karif steps forward, releasing Akudra (who runs behind his line of friends, blubbering), and demands the sky-stone, explaining that demons are searching for it. The Derro cleric Midor is unimpressed with the surface-dwelling scum, only good for enslaving. Karif points out he dwells underwater, not quite on the surface [and makes a 21 diplomacy!].

Another derro negotiator demands, "if you would be so powerful to fight off these mighty demons, then give us some token — some bauble — some trinket — to show us good will in these negotiations." Troykin — being careful that the human-hating derro don't see him — tosses his Cloak to Karif, and it is offered in trade for the stone (along with a promise to not return past that hallway). The derro cast detect magic and are awed, as Karif casts locate-object on the meteorite fragment, verifying they really have it.

Some waiting; Ulth sees through an illusory wall and spots some invisible lurking derro down the hallway; Karif lets the puny Derro know they aren't hidden. Finally, a hand-off is arranged: Karif and a dude "Desden" each advance alone down the hall (well, at least after Karif [somehow] sees an accompanying invisible derro and commands him back). They each set down their exchange in the hallway (well, at least after Karif demands the real shard he Locates in Desden's pocket, not the illusioned rock first proffered). A tense moment, then each grab the other's item and retreat in relief (the derro putting up a stone wall behind them).

Success! [Ulth to make 11th level: While Karif's negotiating stole the show, the assist is credited to Ulth for refraining from opening fire :-). ] Troykin ruefully reflects on the 40,000gp the cloak would have fetched with the right buyer.

We make it outside, and (ka-clink!) slide the fifth piece into the meteorite. Only one more piece to go, before delivering it back to the Kaygen to get the Codex to find out where the Cheloratrai pieces are to find it to remove it from the plane to save the world!


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[predicted: 2003.jul.13.
Orgu makes 10th level, Xirani makes 9th, and Ulth makes 11th level with many soon to follow, scott promises. ]

Day 55, 9:00am


From dave:



 Next day plans:
> 1. Go to town

Troykin supports paying a little money to go to town and resting there in the 
lap of modest luxury.  He hasn't slept with cucumbers on his eyelids in 
like... days.

carl
Hurm...
]]>

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.jul; eden's housesitting, w/ kitten.
Carl absent; Eden takes up Cerulea again; Colby introduces Gunter. ]

Emerging from the Derro lair, after some high-fives, we're met by the shopkeeper and another villager, "why don't you talk this other path back to town with us, to avoid a hullaballoo when you enter town?" After much muttering among ourselves we decline their "polite" offer, and go back on the main road. At the Well-met, there are indeed lots of townsfolk turning out at 9am; they are unusally festive, very deferential to us. They start mentioninng Troykin as "the new emperor" (apparently the entire royal family has now gone to ground). Troykin demures; Tarragon "oh we understand, you are NOT the emperor, wink wink nudge nudge!" Troykin insists on keeping this low-key, but won't forbid Tarragon from mentioning the names "Troykin" and "Serenity" together, perhaps to revitalize the sleepy town's economy. Certainly, the residents are cheerfully happy to follow a popular hero like the might Troykin (and his band of bodyguards). Tarragon arranges for a healer to heal the party, as well as some azure blue +1 breast-plate pajamas for Garn (on loan, as the breastplate he bought yesterday now has charred straps).

We leave town, and people straggle with us for a while. Cerulea the Blue Mage tags along, "haven't we seen you before from a distance?", and we reminisce (suspiciously) about mushroom rain. In late afternoon, Gunter rides up on a shadowy horse; Ulth nocks a welcome arrow. Xirani chooses that moment to say, "I sense great danger". Later she explains she meant that the Tower of the Heavens was under imminent attack, but by that point Ulth has shot Gunter thrice. After a bit of discussion, introductions are made more properly. We continue towards the Tower of the Heavens, but stop and camp in rope-tricks, near tunnel and the sculpted cliff-faces. In rope tricks, We sleep peacefully[ Dave rolls 20 on a monster-encounter check].

Day 56

The next morning, we decide to reconnoiter before rushing toward the tower. [Dave rolls a 1 on a monster-encounter check.] Karif messages Shelfay to expect a Feraq-eagle flying to an upper window sill. Feraq flies over sieging demons and chats with Shelfay [with a comment from Scott, "We'll use that 1 when the whole party will be screwed over by it, and not just Feraq"]. Demons and dragons had come and consulted with the prophets. He notes that the mark is stronger upon us; are the demons cheating, in their hunt? He advises to bring the meteorite ore — lacking one piece — to the Kaygen, suggestinng that the missing bit may fated to find its own way there independently. In fact, there is an underdark entrance near where we are — a tunnel whose outlet is the mouth of one of the faces of . "If the water runs warm, the path is clear." Feraq flies back to us; Indeed, in the series of sculptures on the obsidian wall, this time one of the mouths is open and a small stream bubbles forth.

Cerulea — while willing to venture to the underdark with us — has her own pressing business [in Minnesota], and sadly takes her leave of us.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.aug.24; bolsover.
Dusty not here — teaching, shortly after his return from thailand. ]

Day 56, 10:00am

We scramble up the slope to reach the mouth of the relief-sculpted face and most of us enter; Xirani is reluctant to cross into the mouth of the god, and Orgu keeeps her company for a bit. Gunter wants to charge ahead into the cave; we reign him and use a breath of brya, to make sure he's not a demon or running ahead to warn them. (While under the influence, Troykin asks each of us, "If you were walking behind me, and i dropped a precious diamond w/o noticing, what would you do?"
Garn: "It would be returned to you … if it were your diamond."
Ulth: "I'd just walk by and laugh. What would you do if I dropped a gem?"
Troykin: "I'll have to think about that… [After a while: ] I would return it, but it would pain me."
)

Gunter alters into the form of a cave-monster, and links us with a whisper spell. Proceeding into the cave: Ulth finds tracks of bears, and of giants, and of demons. Gunter and Feraq advance, and soon see a giant… on guard around four sleepers? No, it's dragging (looting?) four other giant corpses. The rest of the part advances, and when he sees us, the frost giant yells at us, distraught, "So, come back to finish the job, have you? Well i'll kill you first! Begone, foul evil slayers of my family!" Troykin steps forth, the bulls-eye lantern trained on himself, "we come in peace"; he is answered by a boulder in the face, possibly chipping a tooth, royally pissing off Troykin. Ulth peppers while others advance slowly; the giant refuses our calls to drop his weapon. Gunter invisibly sneaks up; on a brilliant idea whispered by Ulth, he casts illusionary boulders, so it's harder for the giant to pick up real ones. Indeed, he has trouble, so switches from boulder-tossing to drawing his sword and advances on the little shaggy fanged person who's jumping and dancing and taunting [AC 29]. Attacking Feraq in his sobbing blubbering rage (is he drunk?), he slices snicker-snack, bringing Feraq down immediately! [Rolled two crit-threats, one of which confirmed, for 66 damage altogether. Good thing he didn't power-attack!]

Gunter responds with a maximized Ray of Enfeeblement, Garn closes in to try and take him down, while Karif manages to get to Feraq's body and cure. A lucky trip and disarm by Garn [first time using either feat! Both rolls extremely close with the enfeebled giant; Troykin's new 3.5 bardsong carries the battle!]

"I am Edjibar, son of Gundrog. Our clan is the Children of Lapgrn, a small but mighty clan which guards the sacred chambers (though, it's not entirely clear why these three little rooms would need guarding), for over 50yrs." Upon Feraq's mention of the Yarl Gronnox, "Speak not that name! He knows nothing of honor, and is a vile mark on the name of giants everywhere. Many years ago my grandmother, Lapgrn, led our family in breaking our ties to those dishonorable giants, and took up this sacred duty."

Edjibar's composure and resolve return, as he chews on a lump of Tabo root. His mood switches to fierce determination, "Our family's mission has failed, but I shall live to avenge them!" And after a bit more tabo root, "I hear drums! And the scurrying of rats leaving the ship. Let's go!" Down the path are several sets of bipedal goat-prints, and a huge quadruped/lizard..

We start down, not giving Edjibar a weapon. Pass a small widening with a shattered mirror. Then pass a pit, glows faint magic only; a faint whisper is emanating from them: "Are you afraid?". As Edjibar edges by, he proclaims "I am not afraid", at the top of his lungs. Further down the passage, a door has been blasted down (wooden-plated iron). Gunter detects some magic writing underneath the door, and Garn lifts it up half-heartedly, but we decide to to read it. The passage forks, and we follow the tracks to the right; another alcove with a shattered ex-magical mirror. The passage later reaches a sheer metal sliding door, with no immediately obvious mechanism.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.sept.01 (labor-day); dave's apt.] Dusty pointed to tenth; garn makes 11th on ian's birthday!

Back on the door, Gunter read-magic's to read "one of four", and the other writing seems to be a trap, Ulth claims. The silver door is arcane locked. Gunter knocks. A tall 15′ room, with shag carpet. "Welcome to Lapigarn of Brya; Lapigarn guards the truths of past and future, which are the same." Garn returns Edjibar's sword, hearing the room speak his grandmother's name. He's been further chewing on the Tabo root: “Today is the day of destiny, of taking apart, and putting back together. I hear the drums even yet; as we get closer to the source of the heat and light, the trials and tribulations will become tougher, but he is not afraid to be measured. a thousand beating scales and wings that cover the sky.” The shag carpet cleans our feet (though Orgu forgoes the shoe-shine; the demons' tracks seem to have remained dirty, as well).

There are broken statues around — groups of dwarves, a caster, various elves with bows. Ulth finds tracks of at least six sets of bipedal hoofprints, and one pachydermal lizard. He follows the tracks, Scooby-Doo-like, up to two turned-to-stone Tenari. Uh-oh! Feraq summons a critter to explore.

The party lead hears something; Ulth opens up an arrow against the wall ahead — an illusion. A bull charges out — covered with scales, huge horns, green fuming nostril breath — after it overruns the invisible servant (which drops our bullseye lantern), it gores Ulth [for 9], who replies with a round of arrows. Troykin: "It's a gorgon — get out of here!" Gunter creates an illusion of a giant metal matador. One round later, green iridescent breath flares forward, petrifying Gunter and Orgu instantly [Fort DC 19; Gunter made 18]. Coriantemer and Feraq finish off the gorgon. [Garn had stayed back a round to use his bow, and was 10′ from the edge of the breath; would have failed his save.]

defeated gorgon

What to do, back to the Tower, or continue onward w/o our spellcasting friends? Edjibar picks up the statue under either arm, and continues on; we follow, Troykin shaking his head. We pass an old, chipped statue that looks just like Xirani?! Ulth takes a ring finger. On the gorgon's sleeping-mat (made of silver wires), a map; we follow it to a room with a wall-length mirror, and (inside a glass cage) a cloak on a pedestal, surrounded by a potion, a scroll, and a brick of incense. A voice: "There is treasure for those who dare the danger. The nexus is beyond the mazes."

A mirror of opposition, Troykin guesses. We leave the room and Troykin's unseen servant picks up the treasure. Ulth puts on the cloak. A scroll of stone-to-flesh! Hmm, only garn can read the scroll, and he doesn't know how to read magic. Oh well, we go on.

We reach an invisible ladder up through illusory ceiling, then turns to go over a yawning chasm. As Edjibar [27 ranks of climb] ferries us across, a voice "are you confused?"

Passing a secret-door alcove, a note: "You seek truth" on one side, and "Truth seeks you" on the other; a voice: "To understand brya, there is only one side". Edjibar proposes searching the alcove Ulth passed — in a secret floor, a wand of water-breathing! Spread one charge around six of us (100min each; it's currently noon; will last until 13:40).

Climb over a glass a bridge. Reach the river again. It is flowing uphill, apparently, for we're going downhill and upstream at the same time. It's getting fairly hot (though Edjibar doesn't mind, as long as he wears his ragged furry cap and his heirloom sword … or is it just the tabo root?). That wand gives us an idea: walking/swimming along the stream, rather than along the path, potentially by-passing many tests? Lots of debate and planning and tallying up weight, but we finally go onward, with Edjibar carrying the stone arcanists and also towing several of us by rope. (Garn's azure breast plate turns out to enable underwater mobility!) Ulth throws a fit until we cast another water-breathing charge on him (and Edjibar and Troykin; 12:40).

Occasionally we reach places where the path crosses the stream; sometimes we glimpse other passage-crossings above and below us, separated by glass. We realize later — there are four different helical paths; sometimes they cross, like two halves of a parking garage. At one crossing, we pass a set of recently-passed doppel-gänger prints (the footprints changing shapes as they proceed); we hurry back underwater, after Ulth notes that he's not leaving any prints — was that a Shag Carpet of Pass Without Trace?

Emerge into hexagonal room; a white alabaster sculpture (abstract figure), kneeling on an altar. A temple of Brya. A voice: "There is only one way. I am an ancient spirit of Lapigarn. Those who seek knowledge are often frustrated, because they do not understand that the obstacles are inside themselves." "You may ask me two questions; I shall answer one with truth, and one with falsehood." Much discussion ensues, w/ no agreement. Same question twice? Or two questions, and we just try to figure which sounds more reasonable? How to find Kaygen? How to rid ourselves of mark? The statue volunteers, "The most commonly asked question is 'what is the purpose of the test?'. There are four groups in the mazes; the purpose is for them to learn from each other. The four groups will meet at the nexus — that is its purpose."

Meanwhile, Ulth finds a panel with a pink Ioun stone [+2 Con]! Feraq is at the top of the rotation list, and puts in on proudly.

Day 56, 13:00


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.sep.07; dave's.] The spirit of Lapigarn continues: "For those who have touched the firmament, air has been overcome; going through the grate will involve a test of water. The depths of evil you will encounter will make you re-think your ideas of humans." Ulth asks "what do you know about my parents". "One — a tracker — is hunting the lost tribe of elves in the desert in the place where the sun rises. The other is deep underwater, in the 246th layer of the abyss." Ulth is deeply bummed. Second question: "What is the nature of the water test ahead of us?"

You cannot reach the Kaygen by force alone, or will alone, or knowledge alone. Body, mind, spirit, must all act in concert.

Simply surviving to meet the Kaygen is a total victory.

These are the trials of water. Prepare for a contest of body, mind, and spirit that will dwarf the greatest trials you have yet overcome.

Who among you will survive? Will some of you sacrifice yourselves to save others? Will you live and die as one or as many? Will you withstand the temptations of wealth and power? The Kaygen, the demons, and the shardbearer await you.

When you place the mark of justice upon the Derro, you place the mark of the hunt upon yourselves. The dangers are imminent!

We go on in; Garn drinks a potion and turns large and orange and with a horn and stegosaurs-like tail. We take several forks, until Ulth halts us: the fork isn't real (both passages are actually the same way). Ulth finds a small hole into another passage. After delay (and Garn reverts to his own form, and bull's strength wears off); we crawl through, and dimension door Edjibar.

We come upon a skeleton chained to a wall. Karif tries a turning..poof! Its manacles had some magical writing. As the passageway slowly turns, another fleshy zombie-esque thing gets turned into dust. A third giant skeleton cowers at Karif's presentation [at least 5HD]; Ulth peppers it with arrows from 10′.

A fourth creature: attached by one leg, a malignant stare. Drops a ring with an onyx stone, and then a gem-studded amulet; we let them flow by. Karif tries turning, but fails twice. Ulth crit-misses and drops his bow (immediately retrieved). Edjibar holds Ulth aside and strikes with his sword [crits, for 60+ damage altogether].

Proceeding around, another skeleton…looks to be ghostly? We backtrack, and pull the previous chain out — they each go poof! Aha, we go back and pull two more chains out. Then we approach the last chain; indeed, it is inhabited. Karif puts up a circle of protection; the creature glares at us, then howls, causing Edjibar and Ulth to drop their bow & sword (which get washed downstream past the creature, and never come back around the loop — took the fork?). After they return, Garn circles around, to try to expose the base of the chain, and launches in with a crowbar while Edjibar starts swinging. Garn can't break the huge chain (but gets drained twice). Edjibar is the only one still with a magic weapon capable of hitting the noncorporeal? — he finally connects and kills, after being drained eight levels.

The loop has closed (the exiting fork is gone — no way to retrieve Edjibar's sword or Ulth's bow. In retrospect: Ulth could have used Garn's longbow, and we could have peppered this undead from afar, D'oh!

We continue down the only passage. A blade trap on the floor; Garn takes 20. Enter vast open space (but we can see.) We start to cross, roped together. After about 200′, water elementals appear. A booming voice (in aquatic) says only those judged worthy by Brya can pass. Karif explains how we are on a mission for Brya, but that argument doesn't hold water; the elements attack.

A whirlpool charges towards us; only Feraq dodges out of its way. While Edjibar, Karif, Ulth, Garn get buffeted, Feraq summons some small water elementals to help us. The buffeting continues; Garn tries to cast to quickly boost his Con a bit, but can't recall his spellsword training ever since that undead zapped him. Ulth activates a one-shot teleport orb he's been wearing, to escape. Feraq summons a shark to help waylay the lesser elementals. Edjibar's last act: he rolls a 1. On the third round, the elder elemental deposits Edjibar's corpse, Karif with a few hitpoints, and a bleeding Garn at -9. But just before Karif can act, Garn drops to -10, gurgling softly. Some porpoises and a shark are washed up on the ledge as well. Karif uses Edjibar's useless corpse to drag the still-raisable Garn across the blade trap.

What is happening up where Troykin sits? Presumably, he is knitting, when he watches a ring floats by, and then an amulet, and a crown. Then a bow and a sword. Then, the water runs Edjibar-red.

Feraq has raced to the other edge of the water, Ulth has teleported to the other side of the sea, and Feraq

Ulth teleports; Feraq delays opponents with summoned creatures and swims by in shark form, to find a watery-stargate door. He crosses into a normal room with earth and air, a statue and a fresh grave, and a door on the far side. Ulth emerges from that door — he'd teleported just beyond this room — saying there are demons in there, wanting our help in facing a final test of lawfulness. Meanwhile for Karif, the water clears, the elementals are gone. He crosses the calm watery vault to join them.

A fresh grave in an earthen floor, and a statue of Edjibar. It says "I am Edjibar. 600yrs ago, a young frost giant stumbled down a ravine. A young human, Mirak, found him and fought off the wolves. The frost giant survived and went home. The evil clan went on to attack the human town, including Mirak's family; the one giant who had been shown the lesson of mercy kept the seed hidden within him throughout his life. The giant Lapigarn and her children became priests of Brya. But their purpose was not to acquire the truth or divine it, only to reveal it. Where my grandmother lapigarn welcomed you to the trial of water, I Edjibar congratulate you. There remains only one more room to overcome, before the nexus."

"Are you your ancestor?"

"The two are one"

"You seemed confused, back in the flesh."

"The influence of the tabo root is pernicious…
The nexus is guarded by unintelligent constructs whose purpose is to block our passage. My spirit is going on to a better place, but you may take the book, which teaches wisdom, and the sword."


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.Sept.30; bolsover.
Carl off battling the demons of quantum, and Dusty not present. Ian arrives late to play Orgu. ]

Karif and Feraq approach the demons. With no introduction [diplomacy 4], "What's on the other side of that door?".

"Our next task!" the demonlord retorts. "That's where the puny minions of law are waiting for the mighty avatars of chaos!"

"We are going through the tomorrow also. We can help you if you want", says Karif.

"We are not here to help you!" cries Feraq. "We will pass through the door tomorrow. If you happen to be there at the same time, so be it."

"It is no matter to us," says the demon. "We will see your feeble warrior's skills tomorrow, midget."

"We will see you again, demon, if you survive." growls Feraq. "What sort of opponent do you face behind this door?"

"A large stone construct," says the demon.

"We shall see you tomorrow perhaps," says Karif.

"May the paths of chaos that you follow grant you booty." says the demons.

Back among ourselves, "We must get the mitorit. And Garn isn't dead! I know he isn't. He's too powerful of a warrior. He wouldn't have left us when we needed him so much,” cries Feraq.

However, Garn is dead. Coriantumer's heart is eaten by Feraq so that "his spirit may run free in the mountains of Maralinga." Garn and the mitorit are dragged to the temple of Lapagarn where the statue is gone. The party sets up camp and Ulth sets a snare and an alarm.

The party decides that if everything goes according to plan then we will trade the meteorite to the Kaygen for a replacement for ReignSource and for the Codex of Core Continuance. We also are trusting fate to provide the last piece of the meteorite ore.

Troykin has left a note at the temple saying that he is busy and will be back later.

We camp.

Day 56, night

Karif and Ulth both enter the dreamworld while Feraq is on watch. Through the mists of the dreamworld, they see Al Hadimir, the sandcrawler. He tells us that Fadi-Al-Haydin has died at the battle of the wells of the souls (which was against demons). Fadi-Al-Haydin body was not recovered and so is presumed to have gone through the Well and perhaps to the abyss. This battle had to do with the recovery of the meteorite that fell on the Sunrise side (ours fell on the moonrise side). We were also told that Fadiya had lost standing during the battle between the desert warriors and the Empire (to which we had been invited). Al Hadimir opened the tomb of the 2nd sleeper and there was no sleeper just as there was none in the first. He would like help opening the 3rd tomb since there was an army of demons marching on the tomb of the 3rd. Therefore, the sooner the better to open the 3rd sleeper. Karif suggested the next night so we might have a chance to put some distance between us and demons, but there was some sentiment that we ought to act on this information as soon as possible (i.e. tonight). We are given some dreamsand so that we might join the battle for the 3rd Watcher.

Day 57

In the morning, Karif successfully depetrifies Gunther and Orgu. Great rejoicing occurs once they stop trying to dive out of the way of a gorgon. Garn's amulet prevents shrinkage by Gunther's scroll until Feraq removes Garn's amulet by removing his head ("Why are we talking about this, if this needs to be done [slash]?"). Garn's shrunk body is then mended back together and carried by Feraq ("I will carry my friend until he lives again."). We use the waterbreathing wand to re-enter the water and it burns out!

The party re-approaches the tomb of Edjibar with Feraq carrying the meteorite merged into his panther form (having wildshaped into a bear in order to carry it in the first place). The demons are waiting in the antechamber having healed themselves. Feraq roars to announce our arrival. "Are you ready?" the demons ask. "We opened the door for you." We stride toward the door, hardly paying the demons any attention. Preparatory spell casting ensues and Feraq edges the door open.

"Let us all rush together in the name of, um, well … Chaos," says Orgu.

"Let us rend the fabric of order asunder," cries a demons.

Stairs open into the darkness leading up and Feraq steps in with a roar. The rest of party advances bringing the light and thus illuminating recessed relief statues at the top of the stairs (about 60 ft away). The demons watch us storm the room.

Gunther [using detect magic] declares, "The door is arcanely barred and the walls beside it are illusury and hide two stone constructs." The demons prepare to charge as their demon lord hurled a ball of pure, scintillating chaos at the door. It bursts with no visible effect.

Gunther disappears [goes invisible] and unbeknownst to us flies to the ceiling. Orgu blasts the door open revealing another closed door 10 ft beyond. Ulth cries out that the door beyond is an illusion. The statues lumber to life and advance menacing upon us. Feraq vaults directly over the shoulders of golems and charges the illusionary door. It leaps to life and strikes at Feraq with a pseudopod [A large mimic!]. Gunther skirts along the ceiling following behind Feraq as Karif evades the golems leaving the demons facing the lumbering guardians.

Orgu unleashes arcane energies [magic missile] on the animate door as Ulth pounds it with arrows. The stone guardians turn on Feraq and lumber towards him trapping him between them and the door. He snarls, turns, leaps directly onto the first guardian’s head, perches there for a heartbeat, and leaps down rolling away before the guardians even turn their heads. Karif summons the power of the stones of earth [stoneshape], charges one of the guardians who aims a badly placed backhand at Karif [11 damage], and Karif removes one of the guardians legs. It crashes to the floor and continues to flail wildly at anything within reach. Ulth keeps a steady stream of arrows pouring into the false door. The demons finally enter the fray by leaping upon the guardian lying on the ground.

Orgu greases the floor below the second guardian, it wobbles, but stays standing. It moves to attack the demons attacking its comrade and it slips this time, while the other flails away on the demons. Feraq bounds back towards the guardians and tries to bite the one on the ground injuring his tooth. A huge, ferocious wolf appears from nowhere [Gunther summoned it] and attacks one of the guardians.

Orgu skirts the melee, saying “It appears the forces of chaos appear to have this under control,” and maneuvers himself into better position. The demons trade blows with the guardians as their ichor skin burns the guardians. The demon mount slips on its own ichor twice and falls onto its little monkey faces twice. We stand back and watch them fight attack each other (while Feraq sharpens his teeth on the guardians’ stone skin, but doing no damage). The still whole guardian stands up in the grease but Gunther’s wolf leaps unto it, knocking him to the ground [succeeds on the trip attack].

Further blows are traded between the demons and golems while Ulth keeps shooting the false door. The demonlord grapples the guardian on the ground and they roll around clawing at each other. Feraq is nauseated by the stench of the demonlord. Ulth finally finishes the false door while the simultaneously the demonlord finishes the first guardian.

Feraq bounds over the grease, through the decimated false door, to peer at the wrought iron door beyond. Deciding the door looks dangerous and not wanting to be trapped again, Feraq bounds back out down the hallway, clearing 40 ft in a single bound.

The demonlord imperiously demands that our cleric heal his crew, since we don’t seem to actually be doing any damage. (We vociferously claim otherwise, since we’re not doing anything else.) Indeed, Karif dishes out demon’ healin’, and the demons re-approach the last construct. The demonlord disappears into a gaseous cloud to explore behind the door, and around the same time Orgu silently Knocks open the warded, wrought-iron door, and a glyph of law bursts forth (only the gaseous form wavers). A green glimmering wall blocks the hallway beyond the door but Gunther cries out, “Tis only an ordinary teleportation negation barrier,” and so Feraq plunges through. The last guardian struggles to its feet as Karif leads the party after Feraq. The demons follow also as Orgu urges them to attack the final guardian. However, the entire group, party and demons, pours into the hallway as the guardian lumbers after us. Quick thinking as ever, Karif slams the iron door shut behind, and out of sight is out of mind (well, out of programmed behavior, good enough)..

Down the hall, over a chasm, and we face one more door which Gunter blasts open. A short white skinned dwarf with white eyes and a strange metal facial shield [a welder's plate] stands beyond door, having shoved it open the last few inches. He smiles at us and says with a strong lisp, "Very excellent! I am SH'imball, and I am an explorer. I have journeyed farther than any of my comrades in order to encounter those who are bound to the ephemeral fires. And here you are! How exciting! You must all come down with me to the earth ship immediately! The other explorers will want to know this joyous discovery!"

We had found the Kaygen!


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.oct.03; castle ct.]

The demon gives his name as Oelnegar, Sergeant of Atatul, lord ruler over the wastes of Atatul, the most primo real estate of the abyss, the 504th layer. He commiserates about how bad ??>> <<??. When Alak mentioned, Oelnegar suddenly goes silent, and changes the topic.

The passages were drilled out by beholders, back in the day when beholders were slaves to the ??>> <<?? or the ??>> <<?? or perhaps the Kaygen ancestors. When the earthship landed they had to drive off a lesser beholder. They didn't land any closer because of the earthreef — too many dangerous minerals and empty air pockets / passages, and life forms.

We and the demons follow SH'inbal; Gunter and SH'inbal converse in earth-elementalese: Gunter explains how bad the demons are; SH'inbal agrees to lead the group through a lawful temple he knows of.

SH'inbal says he detects recent beholder activity; don't leave any trash around.

Come to a six-way intersection. Down a passage. Another six-way intersection on a 30-degree slope; we take one of the downhill passages. SH'inbal carves some steps into the passage to make things easier? In common, "it would be a shame if some big toad-shaped demon were to roll over on top of you?". Would you like to pass through the dead-magic zone, or go around? Down a 50′ drop. SH'inbal says that things like purple worms and xorn are around, but if we don't make too much noise, it should be okay.

As we walk along, Oelnegar shouts "ambush", and hurls a chaos bolt at the wall. A dwarven voice on the other side; SH'inbal manages to calm people down, "it is only RA'mora, a fellow Kaygen and explorer; he will join us", though he looks rather rattled and injured.

Proceeding on, as Ulth hears a noise from behind, and sees a figure at the intersection, following? He fires at the dwarf, as does some other group even further back. At the same time, the Kaygen shout "retreat, an ambush!", and a beholder appears along with some grunts. It turns out that behind is another beholder and two more dart-throwing grunts. The Kaygen say these aren't beholders, but gauti; don't look at them!.

Combat with Gauti. Oelnegar easily shrugs off the eyestalks' rays, and Blasphemes and stenches, which has no effect on the evil critters, but does paralyze the Kaygen and sicken Feraq [stench fort. DC > 20]. [We consistently roll 15-20s when making saving throws for the demons, grr.] Rays of Fatigue, sleep, fire bolts, and a central eye that stuns. They're not so effective once their cronies are downed, and retreat. ??>> ?? <<?? no longer looks damaged. The dwarf (full of arrow and dart holes) is Gristla Glimlode of Overundercave, and her friend is Jezelda Norget, who collapses into unconciousness shortly after the battle, succumbing to some sort of poison.

Detect magic on the grimloch's corpses: only registers


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.oct.19; dave's apt..]

We head back and the Kaygen lead us down the correct passage this time. A dead end, with runes. The Kaygen read, "welcome to the temple of morodin, where so-and-so-fell and defended the homeland of [etc etc]". They Kaygen say some stuff in dwarven, and chant “open the temple of morodon”.

We enter the huge temple, and look around in awe at the ornate beautiful stonework. Several suits of dwarven full armor; Ulth can see they're not triggered traps, but they do seem to have moved in the past. Murals depicting dwarves mining, refining, smithying. Along the walls, chains drape upward. A central altar with a chains leading upward at each corner; behind that a sarcophogus. In the eaves, more sarcophogi.

Our party looks around nervously at each other, none of us taking the initiative of attacking the demons who can stench and blaspheme and whose acid ichor dissolves attacking weapons. ["Somebody make an aggression roll for the demons." Ian picks up the Bid Red Die; a natural 20.] Oelnegar, Sergeant of Atatul, proclaims "enough piddling around", and strides forward to the altar, picks up the wooden sledge sitting there, and snaps it in two. As the rest of us, demons included, are wondering how to react, he walks to the raised sarcophogus, pulls back the lid, and heaves it aside.

The Kaygen advance to the altar's corners and stand by the chains; Grinstla and Karif go to the other two and start to pull. A cage lifts from the center of the altar, revealing a ghost wielding another large hammer. The bowbow begin chanting in unison, but frown as all they gate in is one addiational (nervous-looking) bowbow.

We see a ghost comes out of the sarcophogus, bearing a mighty sledge and a choker chain, before Gunter's obscuring mist hides the scene. Then, in dwarven, Oelnegar's voice booms out: "I have been judged by the rightful might of Morodin, and been found wanting." [He failed both is SR and will save.] The bowbow don't seem to think he's joking.

Meanwhile, there are some attacks with the bowbow; one of them counterspells Feraq's attempt to summon a unicorn. Another ghost warns (in dwarven) those who don't pay obeisance to Morodin and Law should get clear of the altar; most clear off except Gunter is flying over as a wave of force fountains up, draining Gunter's strength and health.

We finish off the bowbow, as Oelnegar (repenting his evil ways) "voluntarily" exposes his neck for the ghost's coup de grace. It is over soon.

Find:

The ghosts, before we lower the cage back into the altar, inform us that the beholders and illithid have formed an alliance and are on their way. They at the temple can hope only to stall them; we should hurry towards Rennegap and the nexus, where we can take the earthship and outrun them by diving to the WorldForge.

We proceed through more hex intersections. A few false turns, some water-filled passages, a pit trip. Churned up rocky ground — a purple worm perhaps? Ulth hears spell-casting from underground. A moment later, a naga pops up out of the floor, surrounded by a sphere of resistence, telling us the way is closed. Cerulea responds with as well. The rest of us kindly line up in the corridor so that a well-aimed lightning bolt maximizes the naga's lightnig bolt; Grinstla and Gunter drop to a few hitpoints. Even if Feraq and Ulth couldn't evade the bolt, they are inside the naga's own 10′ sphere, where the bolt is suppressed. They manage to put down the real smack, and the naga dies before it can burrow back into the floor and fetch help, whew.

Soon we are back to passages that the Kaygen recognize; at a dead end the shape the stone to make a passage, that leads to a silver door that slides open: The earthship Geodesic Ray. We board, and the Kaygen say "we have hard you are bringing us the meteorite ore". Before Ulth or Karif react, Grinstla surprises the others, "Yes, we have." Ulth and Feraq still don't trust Grinstla, the sleeping Jez, or the third member (&cerulea;); they ask for a private interview with the Kaygen.

Ulth, Karif, Gunther, Orgu, at least two Kaygen, and a certain black panther enter the earthship room and the door slides shut behind us. We stand in the blackness, the blackness of the great deep. A true blackness. The throbbing sound of machinery and faint smell of oil surround us. In the weird, stereophonic grays of darkvision you see panther-Feraq morph swiftly into malkat-Feraq. He staggers, the swift weight of the meteorite tipping him forward, its bulk as large as his own and its weight many times more. It hits the ground with a strange metallic thud. The Kaygen gasp.

"The shooting star! You have brought it!" they cry.

"We have traveled many steps, through many bad paths to bring this here. Our friend Garn carried it willing though its weight is much. His back was strong. When he could carry it no more, I carried it. The others seem to have the last piece but I do not trust them yet. I hope whatever you plan to do with this is worth the cost of bearing it here. We have brought it to be forged. Can you forge the mitorit?"

The Kaygen stammer, awed by the spectacle of the famed shooting star, and a bit taken aback by Feraq's bluntness. Troykin is not present to soften Feraq's words but eventually the Kaygen find their tongues and say…


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.oct.24; castle ct.
Jared absent. Eden joins late (post-facto, &cerulea; was accompanying Grinstla and Jez, from the mouth of the cave). ]

At Rennegap, we are on the earthship Geodesic Ray. We learn some Kaygen ontology: It is the radiant energy fibers which anchor the world/earth to the firmament. Recent measurements suggest a marked decrease in radiant energy co-flux, suggesting instability for the tectaetheric substrate. They are a survey ship to make measurements high in the lithosphere; they're not a warship so they'll retreat in the face of approaching Illithids ("mind-flayers"), Eye Tyrants ("beholders"), and Dwaygar ("dark dwarves").

The Dwayrgar want to kill the gods who are the sun and moon and stars, so that then the lights will be extinguish and then they can inhabit the surface world. The Kaygen are opposed to them, as they feel that destroying the sun and stars would end up destroy the world too. While this schism is nothing new, the fact that they have allied with the Illithids and Eye Tyrants suggests that the underdark is making a credible, decisive bid for control of the surface.

Jez wakes up; the sleeping poison Feraq snagged seems to last for a few hours. She is a member of Delta Redux, which is related to O.T.Wing, and The Organization.

More negotiations w/ Kagen: talk of stellen and lunan and solen fluxes. We agree to exchange meteor for 5000gp diamond dust, and 200pp for Jez, Grinstla, &Cerulea;. A dish of purple worm eggs — a delicacy. [We played this bit later, 2003.nov.14]

We prepare to sleep; Ulth offers some sand to some, though pointedly not to the stranger Grinstla. Orgu asks for two doses ("I want to be sure I can get back"), and then he slips one dose to Grinstla, under the table. We descend into dreamland. Down the stairs, past the door into light sleep, and the ornate door into deep sleep, then through a dark doorway, to emerge —

Along a well-worn path in an empty landscape, Ulth looks for tracks, searching for demon or human or animal tracks; hi finds some demon and human and animal tracks. When he wonders about any alien/unknown tracks, he finds some sort ice-skate-blade tracks paced as to suggest a quadruped. We proceed down the path, striding faster with each step.

Arriving at a signpost, we look for specific signs; Grinstla looks for the directions of"justice" and "treasure"; they point in different ways. But we instead follow in the direction indicated by an old, decrepit plank reading "To third tomb". Hot barren rocky land, dry and unpleasant. Ulth spots a gayly colored figure far ahead, and we start running to catch up; we approach a knight on horseback.

"I am Mimium, a knight of the realms. I serve the twin gods morpheus and hypnos watch over all who voyage the dreamlands. The third sleeper is Gerridon the protector, who defended civilization from the jungles. From times infinitely far back, his holy paladins of Gerridan have been defending these lands, until recently. The tomb of the second sleeper was found empty."

"What about the third sleeper?", asks Gunter.

"The fortified city of Tyr ma'Tchel, around the third tomb. You stand now in the province of Tyr Matchel. 600 Dream Years ago, Tyr na'Gayel, one of the order, tried to capture the dreamland, using artifacts which made him invulnerable. There wer stories of corruption and lies; the holy order was fractured in conflict. The volcano El Koran was raised up, and now only the tomb of Gerradon survives, in the volcano. No one goes to El Koran now; those that do go are food for Diamond of Nerak, the pyrohydra which guards the tomb."

"Are there weakenesses or strengths, of Diamond of Nerak?"

Much laughter. "Hydras are the fastest healers of any creature; some advocate killing their heads, since they heal so quickly from other wounds."

As Mimium follows us, he seems to appear sometimes distorted, and sometimes flickers in and out of existence. He is two-dimensional — sometimes disappearing if he turns edge-on.

A ghost manifests, 30 ft. in front of Ulth: "Go back. You are not needed here."

"Who are you?"

"I am Garen La Tyr Nayn, of the holy order of Gerridon."

The ghost fades, and we proceed. Garen re-appears, "You can do no good here, but you can unwittingly do great harm."

We discuss our tactics, and realize we have little in the way of fire defense and non-fire attack; fortunately four vials of head-stump-searing acid, that's all.

250′ away, a dark blue strange female humanoid, with wispy acrid smoke curling around her — night hag. "Who are you?" asks Orgu.

"Nessaria, The devourer of dreams, guarantor of sorrow. I am aiding and abetting the destroyers; it will only be a matter of time before we sweep over you. We have been waiting longer that you can imagine, and the dark forces will now take over the dreamland!" (etc. etc.)

Ulth shoots some arrows, as she closes in the form of a Nightmare, laughing as she waltzes through Orgu's circle of warding. &Minium; charges with a lance, getting one point through her damage reduction. Even Grinstla's coldwrought flail doesn't fully penetrate (not being magic in addition to iron), though he manages to trip her. Gunter summons a mighty…Lantern Archon. She laughs and laughs, though its small [d6] ray attacks slice through her magical toughness, doing more damage than any other attacks so far. She takes a full round to dispense it with magic missiles. We slowly add up damage to her (magic missiles having a tough time penetrating her [SR 25]). The damage starts adding up slowly, and Grinstla starts trying to dig extra deep [power attack for 5]. She starts to show some hurt [altogether we'd dealt 56pts], and she goes ethereal, escaping into the ground, ranting.

A little guy uphill, leprechaun-like. Terak the Fizz,— a follower of Narsius (who talkes with morpheus). (Ulth thinks he seems more real than most — perhaps a larger being polymorphed into a small size?) He speaks in rhyme, all the time. He rolls out seven brightly-colored items for us; Cerulea's eyes glow, and she reaches out to take the blue diamond; "I tell you with brevity, it will bring you levity." It disappears the moment she touches it, which certainly makes Ulth laugh. Grinstla takes the orange ovoid coal (a shiver goes through her).

"Did you the second sleeper awaken, or has the sleeper been forsaken?" He doesn't know.

Cerulea wonders why we've all also affected speaking in rhyme, to which he observes "Contagious is rhyme. Would you prefer…mime?"

Orgu:"Tell us something about the cup — what happens if we go bottoms up?"

"Very strong magic, it may be both happy and tragic; If yourself you see as a prophet, then you should quaff it."

Ulth: "We haven't time to browse; there is a sleeper to rouse!"

We go up to the crater; the ghost warns us again, "you will waken evil as you also waken the sleeper". We again ignore the ghost, and proceed. A large lava-filled crater ahead of us; suspended in the center is a large disc with doors in its edge, held by four humongous chains (the metal wire is 3ft diameter). A platform in front of one of the chains, in whose cliffside lives…

Diamond of Nerak, pyrhohydra, wearing a large gemstone amulet around its nine heads. It pulls clear of Orgu's Evard's [saves by 1], but gets blinded by his glitterdust [misses the save by 1]. Ulth puts in three arrows [25pts], Cerulea fires off a cone of cold, which hits full force [fails save by 1; 40pts × 1.5 !]. Grinstla stands face-to-face, power-attacking at full, and… swishes twice [+9/+4 vs AC16 (after blindness)]. Eight heads bite back blindly; with their blind-fighting ability they connect seven times. The last head blindly breathes fire in the direction of Gunter's full-round casting, and the breath stops right at his toes [20′ range] Gunter summons a water mephit which does 6 points of acid, Orgu brings down a stinking cloud [it saves by 0], and Ulth's arrows finish it off.

Demons swarm in — only five, but all very mirror imaged; they are chasing Dannix! Orgu casts a fireball, but does little damage [10d6 = 22]. He stops to cast [real-vision], and then casts again [dispel], which the demon laughs off. They surround Dannix, and trying to run away their combat reflexes brings him down.

Feraq and Grinstla are each independently telekinetically slammed over the lava pit — and each start feather falling down. Grinstla looks bemused (and wonders why she doesn't have any rope or grappling hook [listed] in her gear), while Feraq summons animal friends, as one demon flies out and attacks.

Meanwhile, Ulth goes gaseous and Tellik learns the hard way that magic weapons aren't enough to penetrate this demonskin. They demand he surrender ["Can I consider that offer, since I'm only part paladin?"]. An empowered fireball from Gunter gets some damage, and Feraq fights valiantly. But one by one, they use their stunning screech [DC 22 fort save] and spore attacks (poison bracken thorns grow out from your skin).

They try to stabilize Tellik and Orgu, but fail. (They don't seem to be particularly trained healers.) Feraq feeds a goodberry to Orgu. The demons command Feraq also stabilize Tellik, or else they'll throw Orgu into the lava.

After everybody is stabilized, Nessaria morphs back into her night-hag shape, and says "you underestimated me, before; I went and got a few friends from the demon army — some ambitious movers and shakers. You too will join my cause, or else we'll kill your friend (Dannix), who is here as his real (non-dreamland) self. If you choose become our lieutenants — you're getting in on the ground floor of something good, you know — then we'll afterwards give you your friend and all this nice equipment he's carrying."

[AC 22]. They are obedient to Nessaria Bringer of Sorrows,


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.nov.02; bolsover.
Introducing Tim, playing Tellik. ]

Mimium introduces a 3-D friend: "I am Tellik, follower of Visius, who is Guardian of the path." Bickering with Ulth, then "Hmm, you are one of my tasks, aren't you?"

We cross the chain, and two doors on the face of the suspended platform. Open one, and a boulder rolls down the hall, slamming against a gate; we can't get past. We want to go down the other path, jumping over the pressure-plate set to release the other boulder. But Ulth is concerned that somebody will trip the boulder, so wants everybody else to go first. So Tellik, Grinstla, &ferraq; all start down the hall, and as Ulth prepares to jump over the trigger, he steps a bit too far forward [a jump check of 2, no modifiers]; the boulder falls and starts to roll, over Ulth and towards the others. &terrik; runs down the hall and opens the first door — a frost-ray trap, which makes him more brittle as the stone rolls down him. Feraq tries jumping up and over &terrik;, but slips on the frost [jump check: natural 1]. Instead he and Grinstla run away from the boulder, turn, and running-jump over it. Tellik follows the boulder, but fears it might come back; sure enough Grinstla notes the far hallway starts to rise again, and it will roll back.

As the rest of the party is chasing or being chased by the rolling cylinder, Orgu sits out on the platform, calmly tying and untying himself.

In between rolls of the cylinder, Feraq and Ulth enter a door (at the corridor's low point); the room comes alive as the furniture and rafters start taking swips at Ulth, and a carpet engulfs him [grappling], and then (after he activates &phaulkon;'s broach and turns into cloud form) the carpet wraps up Feraq. The rest of us enter, and between all of us manage to take down the [CR 2] furniture.

After that, a corridor that has old blood and gore on its walls up to a height of six feet. &Terrik; takes one look, and explains it by way of a sudden hand-clap. Experimentation reveals a pressure-plate trigger, so we jump over (with panther-Feraq coming back to carry Orgu over).

We enter a map-room of Tyr ma'Tchel, which seems to have a magic-suppression zone in front of a solid door. Ulth tips over a case of cat-figurines. In the meanwhile, the boulder has settled down in front of the door we'd entered.

Gerron La Tyrnane points out that we are rather arrogant about not even trying to give a convincing reason why we're (purportedly) risking the dreamland by raising Gerradon, and that wouldn't the Order of Gerradon think hard before raising the volcano El Koran to bind the evil within? But he still doesn't give any details about what sort of evil we'll purportedly awake, so we continue to ignore the Paladin's ghost.

We finally batter down the door to the sleeper's vault — gothic, 80′ tall. A set of doors on each of four sides. In the middle, one big sarcophoagus, on a dais. Possession happens; circles of prot.v.evil go up, and Feraq summons a forest-friend [unicorn], although Tellik, Grinstla are outside of the circles. (Ulth said later "i felt funny there for a moment"). Grinstla runs out of the room, saying she hears the enemy through another door.

In sarcophogus: not a 12′ creature, but a human paladin skeleton with bashed-in head. Shield, armor, longsword, ring: non-glowing but magical. There is a grinding noise, and the floor starts to shake. The fire-mephit battling Grinstla in the other room chides, “Uh-oh, now you've done it!”.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.nov.07; bolsover.
Marcotte returns to play Dannix! ]

Ulth goes up to Orgu: "It's still in my mind — help me!". Tellik negotiates with the forest friend, before climbing on. (Traditionally they only take maidens, but Tellik is convincing.) Grinstla hears a mephit cry out, "Get out of my mind." Gunter says "leave the armor alone", as he takes a ring off the corpse's turn-to-dust finger. We flee to various doors (some with Grinstla and some back the way we came).

The floor drops! It lands in the lava pool, and floats for a moment before starting to sink, the sarcophogus being the last to fill with lava before disappearing. Orgu puts a Stinking Cloud down before Gunter dimension-doors us out. We all meet at the hydra platform.

Gunter tries to put on the ring, but after a short tussle with Feraq he agrees to keep it off. "We have 30sec" says Ulth. "Huh?" We watch the mephits fight each other, as Ulth explains "there's a horde of demons flying in, but watch out for their leader, he's an old friend".

…demons fly in; chasing Dannix; he casts true seeing and banishing, ..

Remaining initiative:

gunter
orgu
tellik
ulth
  [gap]
grinstla
feraq [unicorn, soldier ant]
Bad guy - fire mephits.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.nov.13; bolsover.
Special session to wrap up dream-world, before Marcotte leaves. ]

Feraq and Orgu stand back to back, Dannix's limp body at their feet and the towering shadows of the demons looming over them, the heat of the volcano reflecting on their wings. Orgu ducks one claw but the other rakes across his torso, tearing through robes and flesh. He slumps to the ground. Feraq whirls to lunge at the demon but the demon already has his claw at Orgu's throat.

"Drop your weapons, child, or the mage dies," the demon growls.

Feraq glares at the demon, his eyes flitting from the demon to Orgu's body. After a moment's pause, he sheathes his weapons with a twirl. He kneels to slip a goodberry into Orgu's mouth.

"That's right. Heal the mage. Now go heal this other one or we'll throw the mage into the lava."

Glowering, Feraq moves over to Tellic's side and slips a goodberry into his lips. With a strange intonation he says, "YOU have me in a bad position, demons. THERE is little I can do to protect them now. Whatcha GUNna do about those things, THER?" Feraq points to the fire mephits swarming out of the temple.

Feraq negotiates with Nessaria;; the demons start looting the unconcious bodies by telekinetically tossing them over the cliff. (A climbing Grinstla sees Orgu's staff go by, followed by some other items, and [Dannix's] holy symbol.)

Ulth clutches the bag of dream sand, and tries to touch Dannix's body. The guarding demon responds with a quick slice and then another jab, which stuns Ulth [we let Ulth be at 0 instead of -1, so that he can take a heroic action]; he slips as he reaches Dannix's body [rolls a 2], and dream sand splashes all over, including on the adjacent demon, who follows the sand to wake into the real world.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.nov.14; bolsover.
Starting early (16:30); hopefully marcotte will show up? ]

Day 57, night, continued

Vrock appears in the sleeping party's midst: taloned arms, vulture-esque, deep purple, carrying two bodies. It smiles and starts to create some mirror images. &cerulea; shoots 5 magic missiles that penetrate spell-resistence, [SR 17] but it shakes off the damage and gets 5 images. Orgu magic-missiles them all away. Spells go off, and the earthship lurches as the demon takes damage, and eventually teleports away before Jez's arrows can finish off the job.

The earthship has been damaged; we will go out of our way to a quiet small town to rebuild; it will take an extra day for us to get to the WorldForge.

Dannix presents the gifts he has brought for us:

  1. For Ulth, a mithril weave chain, with "my get up and go" triggering expeditious retreat (1x/day), and "got up and went" triggering fog (3x/day).
  2. For Troykin: a bell (alarm 1x/day which casts Prayer when it triggers: +1 luck bonus to attack, damage, saves, skills, for all allies and -1 for all enemies, 40′ burst.) Password activated [for now] "By the god Dagleer"]
  3. For Feraq: a +1 flaming dagger ("fires of the forge"), which communicates its bearer's position and status with…
  4. …for Carnasso? Well, for the party: a partnered +1 coldwrought dagger, which also will compass-point toward the nears fragment of the Cheloratrai. (It currently seems to point south — towards Belana.)
  5. For Garn, The Maker's Marque, a +1 greatsword with!:
    1. "By the power of dagleer": bull str (1x/day, +4Str enhance, 3min)
    2. "I have the power": +2 luck bonus to attack and damage rolls; (as per divine favor @6th) 2x/day for 1min.
    3. "Mmmm, beer eases the pain": cure light 4x/day (d8+1, as 1st level cleric)
All these items have been infused by the might of Dagleer, and are to be used with the goal of preventing the Cheloratrai's re-assembly.

News from Port D'Ehlour:


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2003.dec.15 (mon); bolsover.]

Day 58

We chat all day long. We sleep in the brig, since the bedroom where the demon appeared has been filled with rock.

Jez admits that although she (and Grinstla and &cerulea;) contributed one sixth of the #pins, it is admittedly only a small amount of the total weight. Delta Redux is willing to turn over half of their sixth (100pp) to the party, in exchange for a recounting of their adventures since ...??>> <<?? (She has a ring of blink, she'd be willing to trade to the party.)

Jez: she's been off pursuing Emalos Erazon for about a year; she hasn't succeeded but there were many demon casualties.

The white-force Gate was in Reignsource. It contains 666 Rakshaza, (who can shape-shift and read minds at will) from Pandemon. He was destroyed/banished (some wizards teleported in), and ??>> <<?? May'r Ock was not in charge of that group — he only thought he was. Once Emalos got the gate, he slaughtered May'rOck and the rest of the group — their bodies will never be recovered.

Ulth:

He makes conversation on the earthship: "How do they breathe under here, don't you worry we'll run out of air? It's getting thinner, try not to breath so much! (gasps a few times)"

"This darkness seeps into my bones, do you feel it encroaching on your soul?", Ulth continues to blabber nervously. "Your eyes look different today. I have heard that those who leave the sun for too long have eyes that shrivel and fear the light. Those pathetic creatures crouch in the caves awaiting the merciful hand of death, much like these horrid underdwellers (looks around for Kagen). No offense, of course. I'm sure the stricken do their best to get by."

Ulth periodically turns on the light, so that his eyes don't shrivel up. He asks Feraq what it's like trying to meditate, and he asks Orgu what he's writing into his scrollbook.

Garn is raised! A big chest of platinum is brought to the party (and, a bag 1/5 as large to Jez). A bunch is taken for Orgu: 20 pages.

SH'imball says: We have the core continuance — a series of scientific measurements of the status of the fluxes etc. our anthropologists have said that there would be interest in these in the future, although we can't understand why, because we can't read it, and it is probably opposed to our religious view; even they can only glean some meaning from it. "By the way, we got an offer of 350,000gp for the core continuance codex. We turned them down, and we don't quite trust them, but we could give you the money instead of the codex, if you like. But we've heard, you luminoids might have a Book of the Dwarves? It'd be quaint to read this part of the Apocolyptica."

We notice that Ulth's splotches are covered with a slight rash, and he's itching. On his hand has a strange mark on it: a filled semicircle with a Kandinsky-esque line sticking out of it. He doesn't remember getting it. It radiates evil. Karif casts remove curse, to no avail.

Day 59

When we wake up, the earthship has limped into the port of KhorDarHKHalg ("Friendship greetings"), a small but powerful and enigmatic Underdark city of Trolls, Cave Giants, and other less savory denizens. We decide to lie low on-board, to not attract attention. In particular, the Kaygan (and the Harbormaster and the townsfolk) do not want Friendship to end up as the first conquest by the forces of The Tyranny (the recent alliance of beholders, mind flayers, dark dwarves, and dark elves), so they are trying hard to avoid any flashpoint incident.

The Kaygan are friends with the Harbormaster and have moved Geodesic Ray from the Galgav (Shallows) into a private Airdock, where Roper and Choker dockworkers are conducting rapid, extensive repairs to the exterior hull.

Karif gets a sending from Selura, that there is an opportunity for him to return immediately, if he is ready. Much to everyone's consternation, a gray mountain dwarf outside at the docks has been asking for a luminoid known as Karif.

Karif makes a sending to Troykin, "Hey what's up?". Troykin answers [his 25 word Sending allotment] in Draconic, "Ah, Karif! Werazmankinfaynmin-yel and I were just talking about you! That's amazing! Wait there's a word for that… what do you call that when you're…"

There's a knock on the door, and Karif goes outside to talk with the Grey Dwarf. They talk a bit, and then the dwarf casts a spell and Karif disappears — invisibility. Karif departs, leaving past a pair of ropers. Ulth, going stir crazy, sneaks outside.

Karif's startling departure with an enigmatic gray dwarf has leaves the Kaygan somewhat unnerved, since the Geodesic Ray's unscheduled arrival (carrying the meteorite ore and half a dozen unauthorized biolumenoids, as well as the authority to trade the Core Continuance Codex) was supposed to rely upon complete stealth and secrecy.

Although Karif has chosen to go his own way, Dannix decides to stay with the Kaygen (and us, for now), to have a chance to help forge the meteorite ore — there is no greater honor for a cleric of Dagleer. The Kaygan also mention that they are over-committed, with commissions to forge items for the coming war with the Tyranny (the alliance of eye-tyrants, illithids, dark dwarves, and dark elves). They can use all the help forging that they can get.

We wait around. At some point, large cargo doors open, revealing a vast space. Ropers and chokers are helping.

The Kaygan go shopping for us; 500gp left over from the 11/12 of the 6000gp advance; the Kaygen are willing to advance us credit:

 200gp x 2 identify scrolls
 750gp x 4 cure light wands
3000gp  spellbook & scroll supplies for orgu
  75gp x 2 long bows
 200gp  silver, for holy water
 200gp  rubies for con-light pebbles
Thus we owe a tab of 6500gp with the Kaygen. They might craft some coldwrought iron weapons, more holy water, and to research some ointment of align-weapon-lawful (not evil, sadly).

But there is bad news from town, too: The drow warship Strands of Lolth (light scout attack / troop transport) is scheduled to arrive in Friendship. As a military ship arriving in a (currently) neutral port, they have only applied for a standard 24-hour refuel-resupply docking permit. (The Kaygan had earlier turned down a 350,000gp offer for the Core Continuance Codex, made by two Drow.) The current hope of the Kaygan is that the Strands of Lolth will come and go without incident while the Geodesic Ray continues repairs.

But then word comes that the unnamed party interested in purchasing the Core Continuance Codex has requested a meeting with the Kaygan, here in Friendship, to get an update on the situation, or perhaps even to seal the deal. The Kaygan fear that they will be unable to stall their prospective purchaser until repairs are completed, and they are looking for innovative ideas…

There is also talk in town, of a crate of Krzentian Rends arriving: artifact grenades which, when detonated, send out a shock-wave of anti-magic — a radius in miles, a duration in hours? Good for fighting eye-tyrants!

Gunter casts Identify on ring of Tyr-Na'Gael: the longer you wear it, the more it augments your damage. Ulth claims it!

Dave writes, 2004.jan.08:


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.jan.10; castle ct.
Returning mail collected from bolsover; Jared recovering from flu (sitting at opposite side of room from Dave). ]

Day 59, evening

The damage to the earthship is more extensive that though; it will be another day or two in drydock. They negotiate w/ the harbormaster, to simultaneously install a flux-conduit transductive hose, which will up their top speed.

"Is the Core Continuum Codex on board?", Orgu asks.

"Do you really want to know the answer to that question?"

"Yes. I would like to see it."

"Very well — yes, it is over here in our labratory."

We all crowd around a series of papers written on a silvery surface, covered in chicken-scratch marks, making no sense to the novice. Orgu, with read-magic, can tell it is an incredibly precise description of the seasons, the exact luminosity of the sun and stars, and astrological events. E.g., discussion of the steller flux on the tidal flows of some unnamed river, which (on further examination) seems to be an underground river. But no table of contents, nor page numbers, or any apparent order. Plus, the whole seems to be the greater than just the sum of its pages.

Feraq continues to meditate, as a tree. After a while, he goes outside and from the chasm at the far end of the dock, a large bat appears. As it nears, we see it is very large indeed — 10′ tall. Feraq introduces Polay to all of us.

Jez announces: The Emporer's forces have stormed and razed the Iron Compound!, according to a sending she received. Orgu looks nonplussed.

We have troubled dreams.

Day 60

The day passes. &Cerulea; and Orgu trade spells. There is meditation.

In the evening: The Strands of Lolth arrives. Two other ships have also arrived, possibly friendly to us: apparently a merchant (showed up w/o any papers filed; presumably they bribed the harbormaster). The other ship seems to be a personal friend of the harbormaster.

A deep humming, booming sound starts reverberating throughout the hull, and grows louder. It's not coming from the harbor at all. "The war with the Tyranny has begun", announce the Kaygan. They also say that lunan energy is unusually high, even taking into account that today is Moonstrike (the 10th day of the month of Moon; the full moon will occur on the 15th). Feraq confirms that the moon spirits are happy. After a couple of minutes, the noise (and lunan flux) returns to normal.

"I got a sending from Karif", Garn says. "'I have the lore. 1000 demons with red arms are around the Tower of the Heavens. A new age has dawned. Godspeed.'" Hmm. Wow, I replied with saying that hopefully we'll return with the Codex, but perhaps to Serenity. Um, not really sure that's a good idea. Oh, and I hope that the next age is better than the previous.

??>> ways to end the hunt: <<?? ??>> Jez discusses, over the next few days: <<??

Dannix Communes with &dagleer;. A pillar of light appears, and resolves into a white sphere with glowing green eyes and a female face, saying:

I am Seluna the Moon Maiden, and here to ask your questions on behalf of Dagleer. It is an auspicious time for me." (Seluna is not in the Hart pantheon.) "Hail Seluna, we are honored by your presence.
As the spell ends, She speaks to Feraq: "Be generous with your aid, be generous with your healing, be a guide to the lost. Let all under my light be welcome if they so desire. Know that all love under my light shall know my blessings, if they desire. Turn to the Moon, and I will be a true guide to you — although my nature is quick and everchanging, my devotion true to those who accept me. Tomorrow night under the open sky, you shall see me again, if you want."

Afterwards, theological discussion ensues until deep into the night — is Janda so self-righteous, that she is evil? [Dusty instigates discussion on "well-meaning" vs "good", and warns how people might try so hard to be good that they actually effect evil. ]

Day 60, night

A bit after midnight, the Kaygen inform us that the buyers are insisting on meeting soon, and with their friends; the Kaygan were hoping that we could join them to bulk up their side of the negotiations. Feraq suggests a meeting tomorrow at noon in a pub. This is accepted.

Day 61

Orgu finishes some spell-scribing; Jez, Grinstla Dannix also stay guarding the earthship. The rest of us (incl. Cerulea, and Feraq's new bat-friend Pole), head out. We don't speak undercommon, so we buy the tourist package (which comes with a casting of Tongues, the names and histories of local buildings, and some troll bodyguards. ("Try us — we have lower-than-average mortality rates!") We split the cost with the Kaygan, ??>> incurring <<?? a further 800gp advance. Also, they deliver three masterwork coldwrought-iron weapons (dagger, 100 arrows, greatsword). ??>> Rack up <<?? another ??>> 1200gp <<??. Garn is requested to put on a holocaust cloak over his armor's glow. We proceed, with two Kaygen, some nattily dressed trolls tour-guides, and a couple of escorting ropers.

We proceed through an anti-magic zone and a big locked door. Some cave giants are hanging on, listening to the tourist spiel. Garn asks if they have royalty here. "While many emigre royalty keep low-profile residences, in this town all are respected equally, from the lowliest shoe-shiner to the largest troll." We make our way to a troll shaman casts tongues on us (three by self, two off scrolls). They then bring us past a ..temple.. with beautifully crafted metal sheeting (of lead, silver, mithril, etc — all finely tuned to shunt aside prismatic sphere layers, etc.). "It's considered good luck to kiss the ground here"; there is some slight chuckling when we do so, from some of the on-looking cave ogres, cave giants, gray dwarves, troglodytes.

Crusher — a talkative 14′ cyclops bartender, with the largest chest you've ever seen. "Ah, the surface dwellers have arrived!" The crowd quiets a bit and turns to look; Gunter strides up to the bar, and there are several amiable chuckles as a large stein is set before him. The bar is full of various types — trolls, graceful humanoids whose skin seems to be stone, Drow, etc. We are introduced around; the others are interested in hearing our race, just as we are of them.

[

Drow have: spell-resistence, darkvision, sleep-poison, access to mithril, rumored dark-ore material that decays in sunlight. Rigid social structure that culls the weak quickly. Those that pass the torture tend to be powerful and gain half-spider form. Much in-fighting.

Ropers Looks like stone when not moving. Giant 50′ tentacles, covered poisonous sticky oil, gigantic maw that can swallow whole.

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.jan.18; bolsover.
Dusty plays Cerulea, as Orgu is off scribing for the day. ]

Nate and Zoot, our troll tour-guides.

Diona, the cyclops bartender. One table has two gnomes; another has two Drow. A couple of earth elementals? — humanoid, but skin looks like solid stone.

Gunter orders a fancy drink, and is served a darkstar firebrand mead. &Cerulea; suggests a round on the house, and after a hushed discussion we decide to do so; SH'imball advances us another 400pp (4000gp); we spend 45pp: "A round on the house!, from the Bioluminoids", and Ulth adds "in the name of the Overworld Emporer, Troykin." "Tell the emporer, he can come and claim his crown whenever he likes."

Diona starts asking Gunter about what we're up to. "Here's my friend Garn — the strongest human you've ever met. And I am David — the smartest Troglodyte you've ever met."

Another troglodyte makes his way forward, "You think so?", and smiles. "I am Kharach'm, and am pleased to meet you."

"Who rules the world?"

"Which world? Emporer Sharing, I have seen him just recently. Um, I was in a crowd, of course." Diona breaks out laughing, "You'd seem to disagree with your mottled friend over here."

Gunter, when asked: "I practice Law, defending those unjustly accused. Um, I'm retired now though."

"I am Kharach'm, and I practice chaos. I think you reek of justice and self-righteousness, and I despise the company you keep." ["Oh, I was wondering what that smell was", mutters Ulth.] "I —."

Diona quells Kharach'm; "Keep your mortal challenges outside; perhaps we should stick to tales and songs." Rules of the boasting contest: you give a story of your choice, as well as one to compete against another's story.

Diona goads one of the earth-elementally, El-Magaridol the Dow, who has traveled the planes. His friend Eredihain comments. "We were just over on the 5th plane of Eskaradix — I don't know if you've heard of it — and my friend was engaged Even those who heard it told 2nd-, 3rd-, 4th-hand, even those monks who had devoted their lives to silence, could do nothing but talk about this boast. He turns down 3 of every 4 boasting contest, so that the gods will only have to destroy 25% of ; in return they gods will let him join their boasting at the Arrival ceremony." He presents some jet-black gloves, with flecks of green/blue/red. Category: "I had the worst time going to school, than any here!"

Gunter: If your boasts are so puny, then I can join as well, although all I have to offer are these goggles.

Ulth begins with his story: "..Shot Magog;, it was a mile if it was ten feet. This led to his armies turning upon themselves, until there were none more than 20 left. Why is this one army important? Clearing Magog out of the way was a critical springboard in the rise of the new emperor, Troykin."

Diona removes her bow from the boasting contest, and declares it as a prize in an archery contest (ignoring calls for some sort of "ring the bell" contest). We pony up 150pp to get Ulth into the archery contest. We also enter Feraq;, for another 150pp. (Remaining balance of our advance: 55pp.)

Four contestents: Ulth, a drow (fetched from the Strands of Lolth), Feraq, and a troll. Garn tosses three coins in the air (at 30′) Ulth hits all three. The drow misses one! The troll feels insulted at the task, but sets his bow on the ground and turns around, "Tell me when you toss the coins"; he wheels, picks up the weapon, and shoots three arrows into a single coin.

The Drow announced his version: a target at 60′ drow: iiixx feraq: ixx troll: iixx ulth: ixiiiiix

Feraq's contest: "Not all shots are made at targets; sometimes there are obstacles: run up and flip off the wall [tumble DC15], jump over the table, shoot in mid-air [DC 19]and land on your feet." The troll gets a [regenerating] friend to be the target. Feraq tumbles impressively, but shoots between the troll's legs. The Drow vaults well, catches the target square in the chest (the troll snatches it), and lands shakily. The troll manages to barely pull off the acrobatics and hit the target. Ulth tries, squeaks a tumble, barely hits the troll, and lands.

The Troll's contest: destroy a gourd [10pts of damage, vs AC20]. He lines up his shot … and instead of the target, nails the pile of gourds that Garn is helping carrying.

The drow comes up with a crossbow bolt with three barbed, serrated tips. "Are you sure that's big enough?", taunts Ulth; the replies "you'd better be quiet, unless you find this in your neck." "Yeah, if you could hit it". The Drow draws a bead on the gourd, but then turns and shoots at Ulth's neck — barely misses! (But was close enough that Ulth acts a bit meek.)

Ulth shoots three arrows at the melon, but only one hits, and barely dents it [2hp].

The crowd is undecided about the winner. The troll proposes, "Perhaps I have an advantage on trick-shots, and will recuse myself from the contest. But I propose that to determine a final winner, the Malkat and I will face off against each other, as the elves face off." Hits taken by…

Ulth: I, I, II, I, II, —
Drow: III, II, II, II, II, III (he drops on the first shot, and Ulth keeps nailing the downed body)
Feraq; 0, 0, 0, I (an extremely solid thud), I, 

The Drow strip the corpse of their comrade, "A fitting end to a worthless archer." Ulth, in the mean time, discretely is using a wand on himself. He graciously accepts the bow that the troll hands him, "I am Trickshot, from Bailey and Stonefoot Acrobatic Troll Troupe".

"Your bravery in facing down a squad of Drow has not gone unnoticed — we shall re-tell this tale, and refer to you as Ulth the brave!"

Calls for the boasting contest. Categories:

Net party change: minus goataur-dagger, glowing-light rock, petrified-wood medusa statue (from naga). Plus a ring. A broach (fire emblem, from the silent Dow) is awarded to all the participants who lost.

Dione mentions to us that, if we do happen to see the emporer (Sharing or Troykin or whoever), let them know that their crown is down here, if they want to come get it. David asks about the emporer; this spurs Dione to tell her other story, of her love affair with a surface mortal.

Negotiations with dark elves. They do much accusing the Kaygan of dishonor. They grow more frustrated when we won't tell them about the Codex's new buyer; &cerulea; gets them to admit that the purchase is for religious reasons. A nearby human in league with them, walks forth and announces "we will not allow you to leave until we talk with the buyer."

We finally walk off in disgust, tipping Dione and (when back at the Geodesic Ray), Zoot and Nate. We have 35pp left over, from our latest advance.

Back in the ship, Gunter receives a sending: "Unless you send a delegation, we will destroy your ship from a Krzstn Rend."

Discussion of plans
Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[04.jan.30; 1725 bolsover.
]

We make a couple of divinations; one gives no answer, but asking: "If we teleport out and tell them the codex is gone, will the meteorite ore make it to the worldforge?" Answer: "For they wore such masks of misinformation that we fought them as foes and both our bood was spilled that day." Dannix takes this to mean "no".

Groups of ogres and drow come and act menacing outside the dock, then meander on.

A human is knocking on the dock door. We meet her just inside the dock. She is "Miloran", dressed in blue and white robes, unarmed, blue bandana with silver disc, and notably carries a light source. "I serve Lady Tymora, goddess of adventurers. I've been living here in Khoahagam for several years now. Did you know, there is a bounty on the elf who slew the Drow? Apparently that was the captain of the ship; the drow have placed a bounty on your elf's head. The Strands of Lolth, my sources tell me, is sorely understaffed, and many of them are just guarding renegade drow. What, the price of the bounty? 40pp." She goes on to invite us to storm the Drow ship.

We change our mind, and decide to help Miloran with her plan. She gives us a scroll of teleport as pre-payment, plus we can loot the Strands a bit. Jez decides to stay with Dannix, and make her own way to the surface. Prepayment from Kaygan: 10 ingots x 20pp. 19:00. We start tromping through town; three Drow are following us. (They are looking pointedly at Ulth.) As we approach we start casting. The Drow following us know something is up — one runs away, another runs forward through us to alert the ship, but Feraq and Polay bring him down. The last one shoots an arrow at us retreats; Ulth shoots back with his new bow that glows white, shoots a flash of light hitting him in the brow, and does nothing but illuminate his sweat [Ulth needs to make some spellcraft check to use it?]

We rush on to the dock, and Miloran starts pulling out a (supposed) edict of property-seizure on the ship. Gunter dimension-doors on board with three others, landing in adjacent rooms: Gunter and an agent of Miloran find a room full of technicians who are working on some strange large metal machine — the rumoured prototype weapon? Garn and Ulth are in a small enclosed room with two guards, but Ulth's passing out the door triggers a glyph of sleeping, which sets Garn a-snoozin' next to two warrior drow. Ulth goes back to try to prevent a coup de grace, picking up and lugging Garn around (does 6pts of damage trying to wake him up), as he sucks down attacks from others. Miloran's barbarian friend enters and heroically shrugs off the sigil's effect [Will Save DC 23], saving the room.

On the dock, Feraq pulls out a daylight-stone, blinding the guards for a moment, as the attack begins. After a few rounds the front is cleaned up, as &cerulea;'s boardinng group makes itself heard by occasional fireballs (which happens to burn away the defensive web cast across the Strands' cargo door).


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.feb.15; bolsover.
ian's fender better; jared drives back from austin in spite of closed 59; dave absent. ]

We cause more trouble, and do a bit better at taking out swaths of opponents. (&Cerulea;'s fireballs do particularly well.)

The Drow re-open the ships door, so that the dock workers / law officers can board rescue them. There are a few drow on the dock calling guards; Ulth shoots one of them before Orgu scolds him, and they retreat out of immediate roper-tentacle reach.

Miloran and her group seem pleased with the outcome,

Gunter grabs a magic sickle, and rolls the guy for potions etc. He grabs some scolls from a chest. We teleport out, as the ropers start to come on board.

We're back at the cave entrance, 19:30. It's not so cold, but newfallen snow covers the ground, and it's snowing now. The sky is mostly overcast, except for a clear swath from moonrise to moonset (matching the canyon's path). The basalt cliff faces are subtly different, and the cave entrance is closed..

We pray to Seluna, to invoke her blessings and good fortune. A voice from the air: "Help the wounded, befriend the lonely; pay attention to lost children whose parents are lost. When you pull up the moon cloak, you will be hidden from all who do not wear it. But you must undertake the journey together; do no stray from your friends, nor from your heart." Hidden in the snow are white cloaks — one for each of us (incl. Pole).

We start along the canyon. Garn goes to wade in the river's edge, but finds that the brilliant reflection of moon supports his weight. We all walk on the water; the gliding disc bears us along the center of the river. Passing under the natural-Bridge of Arvendore reveals hordes of demons; the faction of Alak is one of the largest.

We arrive at the lower tower (21:00). Shelfay greets us: "You have been expected.". (He goes on a bit about how he's so neutral and didn't actually do anything himself, didn't actually force us to do anything, but he only .) We give him the Core Continuance Codex. He eagerly looks at the pages, and after a while announces which sheet is page one; "The books of Bryah are not the only sources of knowledge of the Cheloratrai and not the only source you will find." Three secrets have become known: the locations are known of each of the three locations. Liberation (the body — a wooden staff) Enlightment (the eye — a milky sphere) Justice (the face — a golden cage) Three new secrets have arisen to take their place. When all three powers are united, The information you truly seek is to be found here in the &CCCodex;, since it is of the future.

I will tell you of the first time I was questioned of the Cheloratrai: Usually the bond of prophet and seeker are sacrosanct, but I have been directed this one to speak of .. . By the will of Bryah, I will give you perfect recall of an audience 20yrs ago. You may hope it is the will of destiny that Hione hermit. The reply I gave to her, 20yrs ago:

All is as you say and more. Now hidden from human knowledge is the Cheloratrai. From the voidlands come the great white army, seeking to unite under the golden sceptre. From the empire, I see those leading, to a mighty and terrible gate, but the Orran child does not pass through. I see sufferent and death from the roof ot eh sky to the basement of the earth. The moon and stars will go out, the night will be black as ink… [get from scott]

"A werewolf came by, wanting a consultation, paying with a statue of the moon. I accepted; he wanted to know your location. I told him to come back after I had the Core Continuance Codex, and I would have some info."

A new item is on the table: Because the dragons are returning into their power, you could appeal to the Council Draconum, and they may be interested in taking up this item.

By the way, a Night Stalker came and gave something for you: it's a large trunk full of dust — gray, tiny gemstone grained dust.

We ask Shelfay about Feraq's laurel wreath: Cairn banador — one of six places where the earth's life-force flows. The crown is made of the early proto-plant. It is the symbol of authority of might warrior lapiferaq who led the treants. Life will threatened, and once life-force will flow again, and will need a symbol of somebody to unite them. Leadership feat, and makes plant creatures recognize you. [Seluna is the goddess of change — her being in charge of series-of-change, cycle, all things will come around again, lapigarn/garn, …]

"the golden-eyed leader of the army in white seeks to unite", as garn asks shelfay about eh pieces, still wearing Seluna's robes.

Shaelfay confirms that Karif left with the lore of the lizardfolk, and that the note we heard ..the other night.. was the echo of the dragon horn.

Garn's eyes are gold again. Shalfay says that Ratri is still fiddling with many of us. We will seek information from some other source besides him (Shalfay), before we are done.

A vision of gnomes or halflings building some big machine to clear out the wildlands, but apparently it didn't quite go to plan, as there are visions of little half-sized shambling-mounds.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.feb.22; castle ct.
We all go up a level! (Ulth, Feraq at 12th; Garn, Gunter, Orgu 11th) ]

Day 61, night

We discuss the knowledge of the planes. Gunter asks "Why is the shadow plane always called 'quasi-real' — what does that mean?" Ulth knows about other planes, and enlighten us with "it means that you can go there, but there's no gold or treasure, but you can still die".

Shelfay comes back and informs us that some of the pages of the codex are missing. Only a couple; he's not too worried about it — clearly, it was fated to be missing.

Orgu spends 500gp scribing a scroll for Gunter, 500gp scribing into his book, and we take 10x100gp pearls. Our balance is back down to 0gp.

Day 62

We wake up; Orgu spends the day scribing.

Shalfay invites us in to the moon room, after breakfast:

I see many of you — maybe all — in a grand courtyard, where towers reach to the sky. The trees are gray, with purple leaves; I think this is on the Sunset continent.

There are many who have worn down the marble in this courtyard where great armies once marched forth, not too far from the grand pyramid, in the purple forest.

You are expected; you bear papers and something else with you. The one who holds Liberation is making it available to you. There is some surprise and dissent; one person disagrees strongly, but there are those who would make great effort to present you with the artifact Liberation. It is a ceremonial exchange, with only a dozen witnesses, despite its worldly significance.

He shows us a picture: a long shot, in watercolor: two groups meeting. One person is bearing Liberation aloft 0-00 a long staff with a few whorls and knots. White energy streams forth from the staff, washing the entire picture is an overlay of white power.

I cannot see how you made that great voyage over such a distance. The journey is not so difficult — merely long — but there is a stop along the way, where a host feeds us something which is not porridge but is more than it appears to one of us. (I do not know why the Codex mentions this particular meal, but that one person knows why it is special(?) to them.)

Those who have partaken of Liberation are joined to a mind which can dominate others. So there is no leader per se. The halflings and gnomes of the demilands serve Liberation willingly and entirely.

Shalfay sends to Karif, who left riding a gold dragon petitioner: "Your friends are going out to awake the sun of the moon tomorrow; if this is bad plan or Dragons have better plan, communicate immediately." Karif replies, "Sounds fine to me; I'll think and work on it here. Godspeed."

Three new secrets:

Shalfay also mentions that at the moment Liberation is in the Shire, in the demilands. Shalfay is amused at how excited we are at this news; he gives us a scroll of three Scry. We try scrying some random person in the Shire — the quartermaster who'd written some town notes. It fails.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.mar.07; bolsover.
Jared and Colby freshly returned from visiting ... ]

Day 63

We ask Shalfay about Renny: Renny's father is enslaved in the underground mines, working for the people who are seeking the fifth diamond.

??>> See lots of discussion on email! <<??

Orgu and Gunter study the Tower of Bryah's foyer, from 9:00-10:00.

Shalfay gives us a "key to a key" to the shrine of the sun of the moon — a silver ring, squared-off. Feraq agrees to worship Seluna, and puts it on. His other ring — from Phaulkon — turns silver and no longer works as a feather-fall.

There is a Babau waiting outside on the catwalk, meditating and carrying a scroll. We get Shalfay to ask him in, as the demon says "I have a message for The Hunted." Shalfay replies "I can tell you where they are, if that is your wish." The demon strides in the ambush-room, "I know where they ar—", as Feraq in lion form pounces as sneak attack, and shreds him to a bloody pulp! [on initiative 23, five attacks with sneak-attack: 81pts!]. Ulth retorts: "Message received", but tears the scroll in half (Orgu picks up the pieces).

We teleport to The Well-Met. Tarragon sticks his head out, "Hey, what's up? Where's the emporer?" Garn gives back the loaner breastplate to Tarragon. Renny's father — Spoonoir — had once been an adventurer who had helped end the supernatural plague that had killed Renny's mother.

We go to the church of Shantea, to try to recover the teapot. Somehow an acolyte was talked in to turning it over to an adventurer, who has taken it down into the Well; they have not come back. We leave one of our 100gp pearls in the collection box (we have nine x 100gp pearls left), and Feraq leaves seven goodberries.

We finally dare[remember] to read the note carried by the Babau courier back at the Tower: it says:

My cousin is lazy and weak, but not stupid. You cannot outwit me, you cannot outrun me. You will fight me and die, and your souls will be my trophy. The racks of azguliouz in the halls of Atatul. —Milgollid the tracker, commander of Taragahain

11:00, We head towards Seluna's Dagger. As we cross an ice sheet, a silver dragon approaches, and lands near us. A youngish-adult, he gently rebuffs our offers to let us ride the mighty Terolomax Kawaheeragon. “ "From a distance, I am a rabbit or a lion; When I am close, you see nothing at all my friends and i chase each other, and when we get together, we cry." ” We don't have a riddle for him; he suggests that perhaps next time we meet him, we have one ready. As he leaves, we tell him to watch out for demons; he replies that we should watch for beholders, since there's one around.

We come to the source of the river Arvendore. Feraq feels that he needs to find a particular fish. We see a rainbow trout. He tries diving and catching it, but it hides behind rocks. He shows the ring he has, and the fish is interested as a beam of sunlight shines down through the ring. Ulth catches it; as he touches it, it turns to silver. "It is one of the keys", announces Feraq.

The second key: a snow-bat, which Feraq climbs up a tall tree, and entices. The third key: a mound of snow on a rock, surrounded by fey flowers. Feraq rides Pole atop the rock, which turns to silver. We go further up, and reach a hotsprings, with covered in mist, with a chiming sound. An unseen servant isn't able to cap any of the fog. Feraq flies out on Pole, but the fog seems to dissipate when he grabs for it. Garn tries to lean out over the mist, but it dissipates. We lower Feraq on a suspended rope; after a few moments we hear a muffled "mmmhhh, ngghhh!". We quickly raise Feraq; his lips have been changed to silver — the living fourth key!.

A white Hart appears, and leads us along a high steep trail, which would have been invisible otherwise. (It's now 15:00, after all these treks.) Up a chimney/cleft, then a winding path leading between two tall cliffsides covered in a shelf of snow. Feraq starts laying down the keys, and when he puts down the shield, the sun reflects and burns a passage through the snowbank. Inside, a cave widens out, with a grey void wall. Eventually, Feraq throws the snow-owl-statue up in the air; it turns back into a bat and flies up a chimney; the wall of force shuts down. Behind it is a prismatic wall. We put the silver/ex-rainbow trout in the water, and that wall shuts down. Behind a door, with a 2′11″-high statue of Seluna; Feraq kisses it [but is thinking of Marla]. A female voice from the darkness: "Why have you come?".


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Mar.21; bolsover.
Jared off proposing to Claudia. Ian comes back from Lisa's party, talking w/ John Clements. Dave runs a battle for us. ]

A representative of Shar, goddess of void and darkness, presents an alternative: In exchange for agreeing not to seek divine intervention from Celestial gods to deal with demons who are not personally threatening us, she will (a) remove the mark of the hunt from us, and (b) make this same offer to all other Marked (still) on this plane the same offer. If our associates (Orgu, etc) attempt instigate divine intervention, then this shall be a breach of the agreement, and she'll let others know about the deal made here.

Amanitor, god of justice and righteousness, will give you all a chance to do great good, if you accept; we do. As Feraq also accepts his of Shar, both his silver rings turn black, and his white cloak falls apart in ash. Feraq mentions to Seluna, that she was the best [A side-trip into Dave running a session.]

[Dave's module:]

Suddenly, we are in a dark room, standing on ashes; a low droning noise in the background. Sounds of interrogation? Garn and Orgu run upstairs, while Gunter investigates an open wall, which reveals a central pit extending from above to below. Upstairs, a greenish humanoid with big almond-shaped black eyes with chitinous armor stands next to a human suspended over the pit; the human whimpers plaintively in common, "Don't kill me". Garn rushes to attack the evil torturer, as Gunter flies up from below and Orgu places a defensive Evard's between us and several fire-breathing hounds. The suspended victim is dropped, and Gunter power-dives (thanks to orgu's haste), catching him before he drops into a pool of roiling liquid 350′ down.

An invisible spellcaster is summoning more hounds that we dispatch, as Gunter (with arcane sight) glitterdusts the enemy mage. Some more hounds arrive and are dealt with,

[
(exp.ret;shield;[haste])
+1 to hit; +1 dodge AC; +1 refl saves; 
  AC25.
+13/+8.
   76 -> 55 -> 52 -> 42 +14 -> 56
]
??>> Book for orgu, from the person who summoned us: charred, written in some ancient language. <<??
Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Apr.04; dave's.
W/ Eden; Dave playing Ultimate until 19:00; Scott's floppy drive didn't work until we hooked up the power cable, and then could print out notes.. ]

The bowbow Golm and Feraq bluster at each other; Golm is eager for a rematch here in the darkness of Shar rather than in the tower under Seluna's influence. After a couple rounds (including some high-damage wrought-iron arrows from Ulth), he teleports away.

We teleport to The Well-Met in Serenity — except, Orgu's teleport goes awry [rolls 99], and we end up outside a different pub: The Chance Encounter. Indeed, we encounter Cerulea, walking out, to some surprise. We're in Verbabank, a town about 30mi from Serenity. (The Prince of Verbabank has just signed a treaty with the Empire, and they're looking forward to getting the tourist traffic as the "Gateway to Bryah" (much more respectable than that silly Serenity.) By using the paired daggers from Dannix, Feraq and Gunter know that we're off-target.

With Cerulea, we teleport back to Serenity — except, Cerulea's teleport goes awry [rolls 94], and we end up in a blizzard in white-out conditions. By using the paired daggers from Dannix, we know which direction Feraq and Gunter are; Orgu casts shadow-walk.

On the shadow plane, Seluna's dagger is not a matterhorn-type peak, but instead a column which extends upward out of sight. (Orgu and Cerulea ponder whether we could climb the pillar and attach the replacement star to the firmament. But, even if there were a firmament in the shadow plane, Seluna's dagger is along the path of the moon, and would collide with any star we put there.) We approach Serenity, where there is huge apparatus and conveyor belts, and ghosts are mining (or, moving material from the old mining grounds to the bottom of the present-day lake).

We meet back up in Serenity. Gunter places 100gp at 30:1 odds that we'll return with Renny's father. 18:45, we are lowered down from the Well-Met. (One gold piece is required for re-entry.) Down a well-traveled hallway, to an intersection. The direction we want to go is scrawled "Certain Death". We start down that hall (of course); a goblin spots us and flees, after dropping a coin. Two figures — mind-flayers? — are illuminated by Ulth's illuminating arrow; the coin bursts into flamestrike. Feraq stops at an apparent downed mindflayer and human prisoner, reviving the human (though Gunter advises they have transmutation magic upon them). We give chase; Gunter sprints ahead to fireball those who are fleeing — doppelgangers.

A room with a tall statue pillar of a half-snake half-woman; sparks fly from the mouth. The room rains, then gales, then Gunter gets zapped walking in the line of the sparking statue faced. A few doppelgangers make their escape, but several are downed. We recover two wands (one necromantic, one Color Spray). Garn checks out a cursed scroll, but will-saves.

Feraq interrogates the barely-concious human; he seems to give realistic answers. But no time know — he's knocked unconcious. Feraq slays the one in Mindflayer form; sure enough it's a doppelganger. Orgu guards the rear, as Gunter scouts and Ulth checks for traps in a hallway filled with floating candles. A few doors are indeed rigged…


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.apr.10 (Sat.); bolsover.
Easter weekend; Jared in Austin; Eden with us. ]

Given that there are doppelgangers about, we decide upon a password: midsummer sun. [with every couple min, some player asking, 'what was that password again?']

Opening one door with ropes trips a poison gas, which inadvertently splits the party into two parts. We walk around, to try to rejoin up. Some gnoll and doppelganger corpses; in a flesh-skinned drum are some finger bones and a small gold key.

We enter a large hall; a row of high thrones with dead, looted, preserved corpses. A disembodied voice: "Doom — Doom takes us all." Some parchment in the middle of the room.

"Watch for tail by falling stair
 follow it to empty air
 around nothing once, then turn back towards star [west]
 towards tail again 
 all side ways spurn
 turn right to air again
 if of life ye are fond
 you will win the way beyond
 sinister wrong, dexter right
 follow on into the light"

We go back, up some obscuring-misted stairs, past an illusionary 7′ elven guard, over a stair trap (illusions recede after putting a torch into a lone masterwork torch bracket). Through a curtain of darkness we proceed.

Traces of corpses dragged a few days ago; Ulth hears of chatting gnolls. A rotting skeleton with old moldy shield which once said "Hetyarmin". Poking at it reveals a skirge which leaps to Orgu's neck; it is promptly smashed by Garn. We find a scroll case: &Cerulea; reads some more nonsense words as above. Obisdian statuary fragments. Ulth finds a bag with 86ep (unnaturally shiny?). Gunter investigates writing on a far wall, while Garn and &Cerulea; look at one remaining room, full of signs of days-old battle and gore.

Gunter is out of Message range. After a couple of minutes [long time spent alone with Scott] we follow down the hallway he'd been checking: Ulth searches the hallway, and sees where the dust changes: the last 10′ a teleport platform? The writing on the wall isn't visible from afar. Garn and Orgu step into the last feet of the hallway. Garn reads the wall: a list of names, each followed by a list of places or nonsense words, ending with "but if you've read this far, of course it's too late." A blue mist fills our vision as we disappear…

We are waist-deep in cold water; large ripples approach us. To dimension-door away, or face it? "Let's dance with it for a couple of rounds." Orgu glitter-dusts, successfully blinding it, though the giant Gar doesn't even notice Evard's tentacle. It then grabs Orgu, swallowing him whole, as Garn hacks away at it.

Meanwhile, the rest of the party is holding the Status dagger paired w/ Orgu's, and knowing where he is, &cerulea; dimension-doors everybody else in with us. Orgu, initially distracted at the burns from the beast's stomach acids [concentration check of natural 1], manages to spend his last concious effort to dimension door out of the giant fish…only to land in his own Evards, which starts to uncaringly strangle him. Garn filets the Gar a bit more, and &Cerulea;'s magic missile finishes it off. Feraq moves in to use the cure-light-wounds on Orgu [now at -7], but the wand's energy is weak, healing him less than his own Evards' is damaging him. Ulth jumps in with his healing wand as well, which brings Orgu just concious enough so that he can dispel his own spell. Silence falls, and the sound of our group's coughing and sputtering is all that's heard over the gentle lapping of the water.

"I knew it!" Feraq spits out, looking down at the corpse of his prisoner who drowned as we were busy: no human, but a doppelganger. "Its treacherous ways have brought it to a just end."

There is a slimy, ancient stone statue depicting a freakish half-man half-fish, rising from the dark roiling bloodied waters of this subterranean cavern. The bulk of the slain razor-toothed beast slowly rocks in the slapping waves as Feraq examines Orgu's near fatal injuries. No trace of Gunter is found (in the belly of the fish, or otherwise), but the head of the hideous statue comes loose in Ulth's hands, revealing some hidden treasure (three rings) or unknown mechanism. A brief warning from Ulth cautioned the party before Ulth reached down the neck of the hollowed out fishman relic. As four candled pillars emerge from the water, so do four skeletal baneguards, surrounding Ulth and sending him scrambling, screaming up the statue to escape their jabbing spears. &Cerulea; responded with a display of electrical magic which enveloped three of the horrors. Ulth escaped the last of them, diving neatly into the murky depths, leaving Feraq and Garn to dispatch the last of the smoking baneguards.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.apr.27; castle ct.
Diego joining us. Garn now at 12th level! Ian has yet to finish writing the comp280 final. ]

Proceeding down the passage, we see signs of recent fireballs — Gunter's work? Further, some sounds of talking. After Feraq reminds Garn that voices don't mean people are evil, Garn strides down the hall: "Show yourselves! We seek our friend." In return we hear casting, and separately Gunter's voice shouts out: "Hey guys — I'm being held back here — watch out for the ogre mage!" Sure enough, several gnolls, and a big ogre with a mace. Feraq rolls in as a huge cat, 6′ high at the shoulder, and a cowering gnoll casts sanctuary on himself. This saves him from Feraq, and from Ulth, but &cerulea; finishes him off with a magic-missile.

The Ogre casts mirror-image and later stoneskin, w/o making a sound. Hmm, and a hit from garn reveals that the images seem a bit shadowy… "Some damn illusion" mutters Ulth, who shoots straight through the ogre to the gnoll behind it, and the ogre mage disappears. [Casts invisibility on itself ] Garn finishes off the gnoll.

A rumbling noise has been growing in the hallway; suddenly a loud grating sound is heard a moment before a large stone block falls like a thunderclap, smoothly filling the hallway behind us, and isolating Orgu.

Meanwhile, Gunter has shouted out: "Over here — I'm in the pit — in an anti-magic field." Feraq looks in, to see Gunter in troglodyte form (?!), and leaps into the pit; Gunter climbs on the cat's back and they leap back out. The other gnolls — revealed as doppelgangers — have fled (or, died); Feraq gives chase, loping after the fading footsteps.

Trog-Gunter explains, it wasn't an anti-magic pit, but he cast out all his remaining spells before being captured; his existing spells (incl. Message) had been mostly stripped by a barrage of dispel-magics, except for the alter-self. Garn returns from around the corner, and having not heard the explanation, approaches trog-Gunter with blade bared: "What's the password?"

Sweating, Trog-Gunter confesses "Password? Um, really, I forget. Is it 'Incandescense'?". This puts the party back on guard [In actuality we know Colby just forgot]; With sword now at Gunter's throat, Garn challenges: "Surely you can't have cast all your cantrips; cast a spell, any spell." (Ulth's eyes bug out at the thought of asking an imposter to cast.)

Trog-Gunter is flustered; "Um, sure, I can cast something, let me see", as he steps back 5′ and casts hold-person on Ulth. This suddenly changes the mood in the hallway — Garn trips the imposter-Trog-Gunter, firmly slapping the side of its skull with the flat of the blade. "Tell us where our sorceror is, or die!" The gig up, he confesses he knows the direction the others were taking him, though he doesn't know the exact rendez-vous point where they'd turn Gunter over to their superiors. He's also a bit nervous about sticking around — the resounding slam of block will surely attract scavengers.

None of us have noticed afigure in the pit, blending into the shadows, watching…

Panther-Feraq returns to us, with a freshly bled-to-death shapeshifter in his maw, just as Garn is tying up the prisoner (and Ulth is wondering what good ropes could possibly be on a shape-shifter). Checking the status-dagger, it's clear that Orgu is 50′ down the solid-filled hall and doing fine. After some argument about whether we should seperate further from Orgu in the search for Gunter, we decide on the latter.

The prisoner leads us (with Feraq in front and Garn behind). We deny his request to shout out "dead man walking" in front of us, supposedly to keep his allies from ambushing us. As we march, the prisoner is sniveling about how we won't even give him his holy symbol. An injured &fereq; decides we should give back the holy symbol to the prisoner, and demand it heal Feraq. Garn is now reluctant to demand the prisoner cast spells. Ulth quietly suggests Garn ask a question of Feraq (who had run off then returned).

Garn thinks a moment, then asks "Feraq: what color is my armor?" Feraq is confused at this, "Um, you mean your orange armor?" This puts the party back on guard [in actuality we know Jared just forgot]; Ulth shoots an arrow into suspect-Feraq. This infuriates the malkat: flaming his dagger, he strides in front of Ulth and faces him down: "What the hell was that?!". We gently remind Feraq that months ago we'd always joke about a protocal for saying Garn's armor is really … purple? (nobody quite remembers the "correct" answer). Unsatisfied at Ulths behavior (really, behavior which vindicates Ulth), he counter-challenges, the menace clear in his voice: "what was the name of my previous animal companion?"

Now Ulth furrows his brow, and the tension rises. [In actuality we know Dave just forgot.] After a moment Ulth recalls and replies "Coriantim-something". Tensions would ease, except that the prisoner — who finds the entire party distracted and nobody in front of it, and its shape-shifting arms easily free of the ropes — makes a break for it.

We give chase. Feraq runs up, his ears faintly discerning a door-click and sliding sound. Ulth recites "My get up and go", activating the mithril chain shirt made by Dannix. Racing past the rest of us, we hear his rapidly receding footfalls interrupted by "[stumble] thwump", and then Ulth's panicked voice "Aaack, quick! It's big, and invisible and [ouch!] it's pounding on me!"


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.may.01; bolsover.
W/ Diego; maybe we'll get a glimpse of Delluwath! Rainy afternoon start. ]

After another heavy "thwump", Ulth stops yelling. Feraq runs forward — and falls into a pit, which covers back up. Garn runs forward, is tripped, and then pummeled, "oh that's what Ulth was yelling about"; he fails to land any damage on the enemy. A voice calmly tells him, in undercommon, "Gurshek nishgram fla, dobray?". &Cerulea; casts a minor globe of invulnerability, as a robedfigure emerges from behind, easily racing past her. He leaps across the pit, spinning in mid air to turn sideways, and — lands firmly on the wall! It was a masterful jump [natural 20] but a lousy tumble [natural 1]; he takes several blows from the invisible opponent, and looks seriously wounded [1 hp left]. &Cerulea; sends out one fireball, then another which isn't' absorbed as stoically [doesn't save with evasion a second time]. Amid the roar and yells, there is a growling and pounding against the lid of the pit next to us. The monk backs up and obligingly stands on the pit's cover, which swings down (leaving him nonchalantly standing sideways). From the pit, a dire ape springs out and roars. It leaps to where the invisible opponent just stood, but the ambusher seems to have retreated.

The fighting ceases, but wary glances are cast between the dire ape, the monk, and Garn,&cerulea;. Inside the pit, we see feraq; yelling, "get me out!", but the ape snarls at him, points at himself, and then pokes at Ulth's body, checking the wounds. Ulth has been knocked unconcious, but is alive! We recognize Feraq's Ioun stone spinning idly around the ape's head.

Turning to the doppel-feraq in the pit, Garn ...??>> <<?? Delluwath shoots a crossbow, and garn shoots an arrow; ...the dire ape doesn't want the doppelganger killed (perhaps, Selune's mercy). but ...??>> <<??

Room with curtained mirror; detects as a trap. Room with a fountain. Ulth finds a keyhole; Garn's key fits! The fountain's centerpiece folds back, revealing a 3′ shaft leading down, with chilled air softly blowing. We leave Polay behind.

Just 15′ down, a long passage. Some greenish-white mold, which tries to clutch at any passing insects, as it gets colder and colder.

We hear some sounds back from the room above — checking, a bit of oil is seeping under the steel door. Clearly, a lot of oil is on the other side. We confer, then: we smoothly open the door, throw a torch, and close the door. [five out of our six initiatives above 18]. A moment later we check the results, and just see

Back downstairs: Brown mold. The sword of Lapigarn doesn't help Garn avoid subdual damage. A casting of Resist elements lets Garn confirm the hall is a dead-end. After 10min clearing out the mold, Ulth confirms that no secret doors, ah well.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.may.15; bolsover.
Carl joining, as Delduwath. ]

We identify some potions: After Feraq verifies they're not poison, Orgu identifies some potions; 2 invisibility, and oil of holy alignment (from the frog-headed demon — it's how demons injure each other?).

We backtrack. Pass a poorly-constructed trap (a trip-string hooked up to large crossbows). Another door with oil in front of it, and some tracks coming out of it. Hmm. We enter: some sort of barracks? Pallets, a chest w/ weapons, a chest of dirty dishes, and 6 wands. None radiate as magic. We wander on, and come back to where we've been in hours before — the snake-human pillar room.

Room — ogre mage and goblins — Mimic — two survive the fireball; garn stabilizes one, then kills it as the other is "voolrond" — "Ilish" — "he had a thyroid problem"

We continue on. More tracks; joined by another gnoll and five or six cloven-hoof tracks. We go on, and find they're going in a circle. From a hallway, a muffled scream.

Ulth locates a hidden panel: a human female, manacled to the wall. She is Adina, from Baldur's Gate. Her husband, Brithier, a wealthy merchant (he has a gnarled left arm). She was kidnapped, and is grateful to be rescued. Delduwath ungags her, and Garn bursts her manacles.

Continuing on to the room we circled: A sarcophagus. On the wall, a large bas relief hand — the Symbol of Bane (LE god of tyrrany). Ulth finds a tiny keyhole in its thumb; Feraq picks it; we hear a "click" from the sarcophogus. Investigating, we don't open the lid but find that the entire stone block swings smoothly aside, revealing a spiral stairwell into darkness.

We descend the gloomy stair cautiously (if entering at all could ever be considered 'cautious'.) A large room, bare, except for a large black throne in the center. Everything is covered in a neat, fine layer of metal dust. There are five passages extending back — the floor plan is a giant palm.

Ulth wipes the messy dust off the throne, and then sits down [an internal wisdom check: a natural one]. A large black gauntlet suddenly appears on his knee. Feraq and the rest of us try to get him off; Orgu uses his staff to knock the gauntlet, and it clatters to the floor. "Fool! The dust is coldwrought iron — its resilient matrix is used to suppress magic. Somebody has spent much to deactivate this temple, and you come and casually brush it aside! What were you thinking?" Ulth apologizes. Orgu throws the gauntlet into his bag of holding.

We try to close the sarcophagus over the stairway, but it doesn't budge. The keyhole where we opened it, is gone. Hmm. Garn scratches "Certain Death".

Room with a fairy-dusted bat, that Ulth drops and Feraq stabilizes and Adinath picks up and cradles. Voolrond says "oh that room has a closet"; indeed it is black. Ulth enters, and he disappears. Garn and Feraq go next, holding the status dagger. After we arrive and it seems safe, mildly-injured Feraq passes the dagger to full-health Garn, to try to signal Orgu that all is well.

Delduwath, to Voolrond: "you will get back your lucky die back, just as soon as we're done asking questions." Voolrond: "So can I have my lucky die back now please?"

The main part of the party, Orgu detects that they're 800′ that way, and 240′ Orgu decides to wait one minute before following. Adinath wants to follow, but Orgu doesn't allow it, baring his dagger. She is enraged: "Unhand em, you lout! You are no better than the brigands who captured me! Not honorable, like that fellow in the orange armor who broke my manacles!" She rushes out the door (w/o any light source). Orgu follows her out and tells her to come back Delduwath When Orgu disappears into the teleport trap, Pole is confused; Delduwath has to bull-rush Pole to get it through.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.may.21; bolsover.
Carl playing Delduwath and Tim playing Voolrond; Carl and Dusty were cleaning Dusty's place and picked up Tim from his place. Ian finished some furniture ebay auctions, leaving Meredith at home to meet the people coming by. ]

We look around: there is an arcane locked door, a hallway w/ distant light and door, and a stairway up. A small, barely noticeable spot on the floor: an icon of a small black helm. Ulth ventures up the stairs to find a chest behind a floating spiky wooden star. At the same moment, a low moaning noise starts up. He quickly turns to leave, but is attacked: two wails (one nauseates him) as a dark shadowy form swoops up and drapes over him.

Feraq casts daylight, &cerulea; throws casts a fireball, and the unnerving moaning stops. With a bit of coordinating our moves [delaying], Orgu hastes us. Delduwath tumbles along the ceiling. Then, another wail, and fear and nausea strike our heroes: Ulth drops his bow, while Garn drops the sword of Lapigarn. Orgu puts in a second fireball, dropping one cloaker immediately, and the other three are injured. Alas, the fireball also ignites Ulth's dropped magic bow; it's hard to tell Ulth's wail from the enemy's. Delduwath (neither nauseated nor afeared) saves the day (stunning one, just in time for several others of us panic past it safely). Voolrand bravely charges up to the enemy on the stair and goes down bleeding, before Delduwath and Feraq finish off the enemies.

Voolrand had fought well; we cure her. Delduwath concedes "I can't think of any more questions, and you did seem to be running into battle, so you can have your lucky die back."

Searching the room, Ulth finds a loose stone revealing a recessed shelf. Pulling out the stone triggers a magical mouth which speaks in a wavering female voice: "Take it then, brave one — take it with my blessing, for you shall surely need it." It's a cloak (radiates abjuration), and scroll tube; it has priest spell. Garn puts on the cloak for now.

Some writing on the wall: "Private Property — No Admittance". Voolrand says that in undercommon, it's signed, "Dandalos", who is a wizard merchant; we must be on 'main street', according to what she knows of this Skew Labyrinth. We peek inside w/o entering; a curtain w/ an alternating pattern of bonfires and troglodytes. We back off.

After a curtain of darkness, a pit, and a door. We try to get Delduwath to open the door, but he takes offense at being treated like a guinea-pig attitude. Instead Garn cleaves off a tail of a cloaker beast, heaving it over the pit and onto the platform on the far side — which triggers the far wall pushing out, sweeping the shank of meat into the pit.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.may.30; dusty's apt.
Ian drove back from Clay's farm; We drive up to Dusty's Apartment in Tomball. Colby's car payed and extra $1.25 when we accidentally got back on the tollway. ]

Back to the room we arrived in. The only exit besides the room clearly alarmed for Dandalos seems to be the arcane-locked steel door; Garn lays into it for a while, rending it to apart in twenty seconds, as the ruckus echoes down the hallway revealed. On the other side, we can read that the door said "Private Property, No Admittance, By order of Dandalos."

Down the hallway are some more doors; we break them down to find rooms in various states of construction, lumber, wheelbarrows, etc. Ulth finds a trap door in the ceiling; peeking in it seems to be a replica of the Black Helm Hall we just left (exept with the metal door intact). From the main hallway, a troll approaches authoritatively.

"What you do? Big mess, bad mess. Mmm. You must make pay. Give much gold, then Dandalos not need hurt you. Why you here? You look troglodyte? You here to roust Strala? (You not hear of Strala? Lich-queen. She bad juju.)"

"Do you need guide? Ice Shard clan help. Hand over money. You need street medallions. No medallion, very dangerous for you."

After discussion, we agree to talk w/ Dandalos; more trolls join, and nine of them escort us through twisting hallways, up some stairs. "Now street we go," as we enter a broad avenue.

Walking along main street for a while, we come across a narrow chasm (5′). As we hope across it, a priest of Bane stands ahead: "You shall not pass; you shall all obey Lord Bane." [Dave responds: "Temple of Bane? Don't worry — it's been defunct for years."] A troll retorts "We shall never serve bane. Unless it's with a side of fries." The lead troll slashes at the cleric's throat; he commands back "you shall kneel!", and keels over.

90′ later down the Street: "Tzchingarm of Ice Shard, you have profaned Lord Bane once too often. Prepare to meet your doom." This is punctuated by a rolling peal of thunder, as a wall explodes amidsides the trolls, stone shards splintering into five of them as a river of oil pours forth from the gap. A flamestrike follows immediately after, dropping two trolls; the rest start to flee the oil slick, engaging ogre skeletons and ogre zombies.

Lots of oil. And more oil. Then, a wagon of oil appears. Orgu dimension-doors some of the party (all except for Feraq who won't abandon Pole) 100′ back, to safety. Except, undead start to pour forth from an adjacent door — we've bottled up the ambush's rear-guard. Battle ensues, under magical silence. Adinath surprises the party by slicing her hand with her dagger, pulling out some barbed wire, and pulling it through her clenched fist. ("The pain clears the mind".) The front undead waver, as enemy clerics contest the control. Equally surprising, Voolrond breaks into a high-pitched warbly tune; while lyrics are in goblin, his anthem is surprisingly inspirational.

Garn repeatedly swishes at a skeleton, missing repeatedly and embarrasingly [many natural 2s and 3s on primary attacks, and 2+5s and 3+5s on secondary attacks].

Back down the hall, in the midst of the conflagration, the trolls are being driven back by a wall of approaching flame. One drops; the rest regroup around a corner in the face of walls of fire. "Tzchingarm of Ice Shard Clan — your fate is sealed; prepare yourself to answer to Bane directly!"


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Jun.07; castle ct.
Newly-decorated apartment — we put kitchen and coffee table together. Carl playing Delduwath, but Tim doesn't make it to play Voolrond. ]

The trolls keep battling, but the odds get worse. A fire elemental is summoned; the lieutenant troll manages to kill it, but ignites in the process. An enemy cleric, striding amid the flames, Commands: "come to me!"; three trolls obey (including Tzchingarm), to their fiery death.

The only surviving troll — the lieutenant who'd been in a zone of silence when the Command came down — tries to barrel down the corridor, over the wagon laden with amphoras of more oil. He leaps up, but instead of clearing the wagon, lands in the top barrel, igniting it. In his last living action, he picks up a half-broken amphora next to him, hurling it at an enemy high-ranking cleric, who doesn't even have the politeness to die.

Feraq sees the trolls being downed in flame, sees an evil high priest floating through the air towards him menacingly flanked by two wraiths; two other priests with glowing weapons and headbands. He and Pole flee back towards the party.

Garn finally starts hitting, and starts to down a zombie ogre, just as Ulth taps him on the shoulder, gesturing him to retreat out of the silence. Apparently Adinath was the only one smart enough to go for reinforcements, and we follow after her with Plog, the last of the Ice Shard clan.

On the other side: (troglodyte vampire) Lich-queen Strala.

"Are there any other ways up?"
"Do you want the hard way, or the easy way?"
"Uh … that a trick question?"
The Mercy stair is at the far end of Main St, beyond the clerics of Bane. Closer are entrances to the ghost stair, the pain stair, etc.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.jun.14; castle ct.
Jared carts his laptop over, running, and is relieved to get the software refresh code typed in in time. ]

10:30pm

Feraq grabs a street-medallion from a file. We proceed back to the door marked "no admittance — Dandaliss' private property". Feraq, Garn, and Ulth (after shooting the rug, to be safe) enter the room. The tapestry has alternating bonfires and troglodytes. A secret door opens into a large dark room. Ulth sees a treasure-laden table, a black hugesword, and a floating dark helm. He shoots an arrow at the helm, which triggers the sword and helm attacking us. We flee up the stairs. Garn tries to parry the sword from hitting Ulth [disarm], but gets whacked in return. Rather then let his great sword fall, Garn goes with it. The helm butts with its horn, [confirming a crit] goring &Cerulea; for a scratch [5hp]. Delduwath throws his cloak over the helm. Its hardness (and magic-missile absorption) is tough; finally Garn climbs back out and can cleave it with The Maker's Marque. We leave the sword alive on the other side of the door; it breaks off.

We are about to cast Identify on the ring from Diona when we hear a commotion: Delluwath, Voolrond, Adinath return with about a dozen cave giants, and a dark-haired frail human with and a flute. "I am Walker Gemran, son of Telman Vertan"; I speak for Dandalos. You are from the Blooded Halls. Delduwath is from the tower from the bottom of the lonely cave. If you give us info, we can recover him. "So the real question is, did you want the body, or did you want the equipment." "Ah, I understand — a wink is as good as a nod when you're held." "What?" "In silence, no one can hear you scream." "If you really want your friend alive, it will add 5450gp to the price. (That's the cost of a raise-dead spell plus its 5000gp material component.) Well, a lightning bolt is the same of a firebolt, in an anti-magic field." We all get street medallions. "While you understand that Dandalos cannot condone a strike against the priests of Bane, please understand that Dandalos price of recovering your friend would be the head of a high priest of Bane." "Are you with her?"

"His body, or just his equipment?"
Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.jun.20; bolsover.
Summer solstice! Thunderstorm brews outside; Scott late. Scott, Dave, Jared had been up til 6am playing Ghost Recon. ]

11p.m. Walker GenRom lets us know the Dandalos is good at finding and locating people (often slaves), though he freely trucks with evil neighbors. In talking, Orgu mentions shadowwalk, which pricks up Walker GenRom's ears; he expresses interest swapping spells.

Heading to the Hotel Luxor entails passing the battle site. As we cross the jagged 5′ chasm, Ulth looks down and glimpses some oil-covered coins. He climbs down and sees old bits of battered undead bones, the contents of a troll bag (lots of coins — assorted copper, silver, gold). He hears a scrabbling noise, and a skeleton-hand grasps at him. Hearing further russling, he climbs up a rope Feraq has lowered; but Feraq can't hold the weight but Ulth quickly detects this and switches to the wall.

We enter the foyer of the Hotel Luxor. In a antimagic field, a cabinet displaying: a greatsword w/ a stone at the pommel. "Godspent: this cursed blade has spilled much blood, perhaps giveng The Blooded Halls their names. Rental or purchase inquiries at the front desk." In the reception lounge, a fountain: A freshly-beheaded human kneeling beneath a standing human king whose sword has been dropped; blood fountains out of the executee's neck, and the also from the king's chest.

Walker Gen and Plog leave, as does Adinath ("my husband will meet me here"); scowling, Orgu returns her holy symbol of high-quality barbed wire to her. After a few moments, we are greeted by Vermillion (human female), Calliope (human female), Adelaide (human male). They ask us about what we want, and explain their goals.

Dandalos is usually just a merchant wizard, but with the fall of the Iron Compound, they want to upgrade their wizard's collective into a full-blown college. (They are very interested in trading spells with Orgu.) They also mention the incredibly life-like sculptures they sell; when Ulth asks if the sculptors are medusae, Calliope acts shocked and flustered.

Rumours are that the Banite priests currently had three goals:

Things that Dandalos is interested in:

The Singers of Grommoch — a clan of medusae who have recently been buying fine art (paying in diamond). They seem lawful. Oh, and they're slavers too. It's recently been let slip, but an individual "the green viper" has been selling passage to the Grommoch's level, bypassing Dandalos, grrr.

HLethlagi — a rival merchant who traffics in slave/chattel to the Mind Flayers. A bad dude (bugbear?). He has a huge operation. He traffics to Skullport and Brand — cities below here, which are farms to raise food for mind flayers.

Mik "Red-Eye" O'Malley, Divining Agent of Dandalos, does an Analyze Dweomar for us:

Still not identified:


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.jun.29; castle ct.
Colby back from Aspen; Tim packed & moved. ]

We sell some items, and Orgu and &cerulea; swap spells. Garn dons the ring of truth (in trust for Gunter). The sword of Lapigarn is traded for a ruby-necklace focus, for Orgu's newly acquired Analyze Dweomer. (Garn is sure to tell carefully tell Gen Walker the story of the clan of Lapigarn.)

Ulth is happy to buy Darkstar, a bow which can shoot six shadowlight arrows per day. He gets a locked gauntlet, which (to his delight) comes with a glove for his other hand. He uses Anyo's chalk to draw and ask about his hand-rune, but nobody recognizes it.

Day 64

We sleep! in the Hotel Luxor, waking up [12hp] healthier and happier. Upon waking, Dandalos's agency has information on the location of the locksmith, as well as both Gunter and Spoonoir. Apparently all alive! (to Ulth's disbelief). Vermillion and Walker Gen Ron tell us: Gunter was being taken as fodder to the mind flayers, but was intercepted Crescent and Consent — an organization which is a competitor to the evil slaver Hlethlagi. They feel that it would be good to pay C&C's asking price, since they approve of their goals. But to have Gunter at our side during our assault on the Priests of Bane, we have to front some collateral (150kgp worth?) Orgu's spellbook.

A while later — Gunter's body is brought back! — unconcious but stable. We heal him to conciousness, and he starts up: "Asshole! Where is he? Who's the jerk that hit me?" Gunter looks around at the people he doesn't recognize. "I think it was an ogre or something. Who are YOU? Were you raised in a barn? Don't you know how to treat prisoners? What is this I'm wearing? Where are my clothes?" He picks up his clothes and sniffs at them, then starts to magically clean them. But he's quickly distracted again. "Is this my stuff?" Gunther starts rummaging through his things, putting on his wedding ring. "Where is my bracelet? It's not HERE! Did you take my bracelet? Tell me what's going on!"

Feraq and Garn continue to heal Gunther. He calms down a little bit after writing down the name of the gutless, ill-bred group who beat his blindfolded, gagged and bound body to unconsciousness after asking him a barrage of questions about where he came from and why he's here. He apologizes to the party for any trouble he's caused, and explains what happened to him. He had been transported to some place he hadn't recognized. Had it been another plane? He wasn't sure. Not that he had time to think when an angry water creature had swiftly mistook him for some sort of hors d'oeuvre. He managed to slip away from this discourteous beast, though not without first being submerged in it's repulsive bathwater. The next thing he knows he's being attacked by some Gnolls; he just couldn't catch a break. In retrospect, they probably had some sort of troglodye stereotype issues. He was happy to feed their stereotypes with a searing fireball and a stinking cloud. But as these charred Gnolls were busy vomiting, he was left to ponder an appparently magical sword in a stone.

"'That's an obvious trap,' I thought. 'How stupid do they think I am?' But I figured that's EXACTLY what they wanted me to think, so I called their bluff. The stone-lookalike creature beat me to a pulp, and that's the last thing I remember until these spineless Crescent and Consent scoundrels woke me up to interrogate me. I just barely remember the kinds of questions they were asking me. They asked me if I came from Serenity, and why I was here. But I was gagged, and that made it hard for me to do anything but nod. They somehow managed to figure out that I was looking for Spoonmar, despite my inability to speak. Either there are only a couple of slaves down here, or they knew more than they should've. They may have been reading my mind. I couldn't really tell for certain."

"Well, anyway, I don't know how to thank you all for rescuing me. I mean, really, you're the best of friends. There aren't many people you can trust in this world, especially with your life! I really got myself into a predicament, too. Anytime you need a favor, I'll be there!"

We plan our assault on the Temple of Bane, with Dandalos' group: The rendez-vous site will be Rainbow Vale. If that can't be made, then we meet at Walk the Dog (which is within Dimension Door range of the Bane Compound). Fallback position: Big Red is further down the hall, where they'll have a squad of Cave Giants discreetly waiting. The final fallback position will be Black Helm Hall.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.july.05; .
Gunter now 12th level. Last session before Scott leaves to Maine for a month. Mer's concert at the Abundant Life Christian Center last night, w/ fireworks. ]

We plan tactics. We walk past the Bane entrance, surreptitiously pacing off 600′. We meet up with a Dandalos priest, who casts some Death Wards etc. on us. Then the first batch — Feraq, &delduwath;, and Gunter — dimension door in.

A perfect landing at the right elevation — with &delduwath; landing on a trap door, promptly disappearing. Gunter looks down the shaft, seeing nobody but hearing "Hold! Who goes there!?"; he casts a sleet storm down the pit. &Delduwath; climbs up the shaft a moment later: "two cleric guards."

The second dim-door batch arrives; we start down the hall. Orgu hastes the party, Ulth shoots at an animated guardian next to a wraith, and Gunter blasts them to smithereens (along with an innocent wooden door). We hear alarms go off, some shouts from below. Caltrops are distributed by several, and Ulth jams a door shut, behind which we hear some casting (Sanctuary). Ulth shoots some suspicious-looking furniture.

&Delduwath; and Garn finish off a construct; Garn gets into a tripfest with the cleric (righteously mighted and magically shielded by another; Garn is one of the few who ignore its Sanctuary).

In the mean time, Orgu and Gunter rain down dispel magics, and slowly open doors. Finally, the High Priest's temple is revealed: an altar with a tapestry, two thrones — one occupied by a half-demon woman working nervously — and a large stone guardian with a raised black hand, as well as a couple of baneguards.. Feraq declares: "Fear us, minions of Bane — we are here to take your belongings", right before teetering on the edge of a pit, just barely catching himself [the extra +1 from ..haste?.. puts him over the edge]. Orgu reads a scroll of greater dispel, which only succeeds in dropping Feraq's deathward, d'oh!

As some priests burn through the web behind us, Orgu stops them with an Evard's, and Ulth tosses in a silence stone, sealing their fate. &Delduwath; takes the downed priest's bag. In front of us, a devil peeks out of a doorway, "Heeere's Johnny!", and an unholy blight smites Orgu. In the altar room (whose door is going up and down and up and down), two fireballs from Gunter (one heightened to pass through a greater sphere of invulnerability) and a bear-shaped Feraq finish off the priestess and earth elemental and the annoying baneguards.

&Delduwath; rummages through Ulth's backpack, and anoints Ulth's arrows with Align Holy. The devils cast Order's Wrath [only 13 damage on 5d8] in return; this new threat looks pretty bad. An injured bear-feraq casts stoneshape, making a thin bulging cage around the flailing demons, who taunt us as

Garn grabs the carpet from the altar, and is nearly overwhelmed by dolour. He tries to also grab the corpse of the half-demon woman, but since her hand is stuck in the gauntlet he can't do that and still make it out in time; things sound dire outside. We delay to our casters just as the obscuring mist clears, and we are facing demons, some flying undead steeds, and a small army of thirty low-level clerics; the #2 cleric w/ headband smiles and states "get 'em!". We dimension door (whew!).

Elapsed time: 20 rounds.



Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.aug.28; bolsover.
Ian arrives w/ Sam's Club grapes and pretzels. Some brief video footage taken. ]

We arrive in Rainbow Vale, surrounded by Kerdan and others in masked. Challenges and responses are exchanged. Garn drops the carpet despondently at their feet: "This is your problem now." Most of them teleport off with the carpet, though Walker Gen stays to chat with us.

&Delduwath; dumps out the bag recovered from the cleric:

Gunter wants to teleport on some urgent business, regarding his missing gauntlet. He agrees to have Garn come along for protection. To Garn's surprise, the teleport takes us to Capital City. ..Family stern, house anthem, house terrinore. "Gabriel" apparently has aristocratic parents, and is happy that all is well with his daughter Angelica (15yrs old), who has the twin amulet, which is for daily communiques. At the appointed hour, she does get a signal: "Who is this?" Arrangements made: Meet at lobby of Luxus Hotel, tomorrow 8am. "price to be negotiated" They'll be in blue; us in green. We return.

Meanwhile, the rest of the party dimension-doored up within sight of Serenity, just beyond the abandonded mine chickenwire-fence. Ulth: "I'm just going to peek inside", and climbs over. A moment later, Delduwath decides to go with him. Feraq and Orgu reluctantly follow. Tracks: large rhino-like prints, and stone spoor. The creep around abandoned rubble and dilapidated buildings. Ulth tries to slink through some delicate beams to reach a trap door, but instead he stumbles a bit, and brings the entire remaining structure down (he and Orgu take damage from falling debris). They all run back outside the fence, as two 30′ dinosaur/diplodicus/rhino beasts plod over to investigate.

Back to the Well-Met, knocking on the back door: Troykin answers! They are ushered inside, where Tarragin accepts a gold piece from the returning crew. Troykin gives a note to Feraq, who Plus, Terragin shows a package addressed to "the short ugly guy" and gives it to Feraq; Ulth says "Oh that's from me. It's for me, too." A moment later, in secret, the package is opened: it's in lead- and silver-lined packaging… the three missing pages of the Codex!

We hand back the Alarm bell to Troykin, and Troykin returns a bow to Ulth, and a greatsword that was Edjibar's. Troykin's story: after blowing the dragon horn, the dragons have invited him to a ceremony, and they are drafting a new resolution. Karif is invited to be on the dragon's council.

Garn is upset to learn about Ulth's stashing three of the pages, ("by breaking our bargain, you have sullied our honor and toyed with the destiny of our world.") and strongly voices an opinion to return it to Shalfay, but a compromise is reached: return them to Anyo.

Troykin presents a document from the dragons for Feraq to sign: "Universal Declaration of Rights of Sentient Creatures", a U.N.- type document namely the right to exist: creatures should not be killed w/o cause. (Upon a closer reading: Hierarchical privilige based on those who have more sentience.) Feraq agrees, and signs. Troykin then mentions that he is asked to sign as a leader of a sixth of the world. "?!?", says Feraq. "You know, as wearer of the Crown of the Nature Lord from Cairn Banador."

We ask Troykin's book of infinite spells: open to Summon Azog..

Does Troykin still have the mark of the hunt on him? He admits a representative of Shar visited him, but he chose to have nothing to do with them. However, the dragons don't condone of the demons, and assured him he was safe from the Hunt … hmm, did they mean only as long as he was with them?


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[Sep.12.
Ian on honeymoon, Carl doing homework, so plan a side-mission. ]

Day 65

Wake up, meditate, Tarrigon comes into the hotel room with the rope trick, and Gunther goes down the rope and says "Good Morning…" chit chatting, etc.

Tarrigon wants to talk with Troykin and others.

There are aristocratic politician senator types hanging out with the Janda high priest:

The empire wants Serenity to sign the "natural order" treaty and reject the arcane magics, which are inherently evil, they claim. Serenity has declared the "Golden alliance" treaty null and void.

Dun'ame. Friend of Cossamber. Information gatherer. Organization. Says several of these empire people with Jaunda priest went down the well around 3am, and Oathbinder Leann…

The Organization agent suggests we follow them, and help ensure they are, um, persuaded not to return. ("You mean, assassinate them?" Feraq asks; "oh no of course we would never suggest something like that…".)

Feraq, Ulth, and Gunter go down the Well-Met to follow stealthily, with Ulth tracking. For a while it's down a path very similar to what we took the first time we came down. At about 8am, we get ready to Dimension door down to the Luxus hotel, but we hear some moaning and cries for help. Ulth realizes it is coming from the slave room where we found the chained up woman before. This time it is a bugbear, and Ulth thinks we should leave it in there. Gunther decides we should let it out, and Feraq picks the lock, and lets it out. Only Ulth can communicate with it. Not much goes on with that conversation, and we dimension door to the Luxus hotel.

We meet the Giant guards, and they point out that there is a commotion inside that we'll probably want to let clear out. Ulth goes in, sees a Mind Flayer (and it sees Ulth). Ulth whispers "Uh-Oh" and steps back into the anti-magic field, and back outside the hotel. Then after the mind flayer and all the grimlocks surrounding it go and find their rooms, we head in and talk to the desk clerk (Pospotou). He says no one has really been around aside from these guys. (Gunther had been looking for someone he was supposed to meet at 8am to negotiate for the stolen bracelet of his). Anyway, he eventually asks to see Dandalos's people to buy some scrolls, and the party talks with Walker Gen (and Calliope) about various issues. The Priests of Bane have a contract out one someone with the Green Viper — presumably us. There is a possibility that Spoonmar is voluntarily working for his "slavers". Dandalos's people will keep on the lookoout for further information, etc.

We leave, and Dim. Door back up, and track some more for the 3 dudes from the surface. We eventually come near a jelly creature, and Feraq goes back a little to prep for battle, but runs into an invisible flying creature that attacks him, dealing lots of damage (and having a high Dex). We run back to help, Feraq shifts into a bear, and Ulth flashes his Phaulkon amulet. It appears to disrespect it, and "disarms" it from Ulth. Ulth calls on the power of Phaulkon. Gunter casts a Glitterdust. Feraq commences dishing out serious damage, it dishes out way serious damage to &Gunther;, Ulth does some damage with his longsword (!), and Gunter fireballs it just before high-tailing it away from this thing and drinking a potion. Eventually, it starts speaking common, and Ulth decides we shouldn't kill it. (Clearly, his attempt at divine intervention worked!) Feraq eventually subdues it to unconsciousness, and the battle is over.

We wake it after Gunter has cast Detect Thoughts and is reading its mind. We ask it lots of questions, decide it is actually our friend now. It has been living down here for a long time, calls it its home, says we are invading it, etc. But it says we are all worshippers of Phaulkon and it will help us if we call out "Help" in Auran in the future. We part ways as friends.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Sep.19; bolsover.
Ian returns from honeymoon and is dropped off directly at Bolsover. Feraq and Ulth make 13th level. Troykin imminently at 12th? ]

We encounter the ooze, and Ulth runs past it into a room, seeing a jolly speaking skull who makes conversation. Ulth ignores its pleas to be carried along on adventures, but does leave the polished bony forearm to sit next to the skull. [ Have Scott or Ulth write this up] Gunter missiles the ooze, Feraq calls lightning and splits it in two (but is then Feraq takes some serious damage and is grappled by the ooze), and Gunter fireballs both oozes and kills them. We move on, after Ulth takes some light insults for leaving the non-ambulatory skull behind.

There is a bas relief face sculpted down the hall; as Ulth is announcing he'll look for traps, Feraq runs down the hallway. He then hears a commotion from ahead: rounding the corner, he sees a group of stony-skinned, winged humanoids standing beyond a doorway, surrounding an imperial battle standard. Gunter enfeebles one, which prompts them to retort "excuse us, this is a private matter", and slams shut a (secret) door.

The group delays to enter coordinatedly the moment Ulth opens the door… but instead he finds it locked, and starts fishing for his chime of opening. lion-Feraq tries to batter the door down, and Gunter knocks the door open, and the coordination has turned in to leaving the door open just as the gargoyles act. But, a green solid fog has filled the room, and the gargoyles retreat as the party plow through the fog and pursue.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Oct.10; 1635 Castle Ct.
Jared playing Frisbee and Carl studying for midterms; Dave late. ]

Last night, Orgu has had strange dreams about the dreamlands — darkness and desolation; a vast destroyed forest, broken crystal shard, Nessaria the Slayer and her agents destroying all that is good. An image of the four chains over the crater of Tyr Na'gael (with the tomb fallen into the lava). Vrock torturing Tellik as he screams in agony. The red heart (as picked by Orgu from ??>> <<??) is actually a phylactery containing the king, Narcius; demons are looking for it, since the dreamlands cannot totally succumb while he still exists. They are searching high and low, but cannot find it — since it now actually resides inside of Orgu! Garn and Erana — the Key to Tomb of the First Sleeper — are banned from the Dreamlands, by the will of Morpheus.

Garn asks about the old abandoned mill: Long ago, worshipers of a cult of "Elemental Evil" came into power underneath Serenity, using the proximity to the underdark to connect with the planes of elemental evil. These doom follwers brought the priests of Bane and Mercul under their sway. Serenity is located over an anchor to such gates; this is the fabric The Yuan-Ti (snake people) built much of the Blooded halls; the Yuan-Ti's home plane's time frame operates at a different pace; the Yuan-Ti you see are likely the same individuals who carved out the halls millions of years ago.

Around 9:30 a.m., a strange shockwave. Tarragon rounds us up and talks with us: "When fire falls from the sky, air and fire will open the door" to the Yuan-Ti library. The crazed arch-mage(lich) Suul ("the secret one", )) goes about and sets up seals to the gateweay — sets of lever puzzles geared to be solvable by sufficiently powerful, intelligent types. Tarragon's memory is a bit fuzzy — the Yuan-Ti tend to mess with memory and even written records tend to change/fade over time — 10 yrs a go a group went down; they gained access to the seal, but were turned back (feebleminded, or turned to stone); he seems to recall a Loremaster had gone with them, and didn't return. This shockwave is a sign that the seals are again available?

Dunnane reports that Leeann Arvojax (Oathbinder) has just teleported back to her temple of Janda here in town, carrying the bodies of the two empire stoolies. Orgu takes 15min to memorize Sending to call back Feraq,Gunter,Ulth, although in that interim they dimension-door back on their own.

A priest of Janda wants to talk with us, and (presuming we are going to attempt to visit the library, which seems plausible) accompany us. We turn them down, but Garn says he'd like to chat with her (under a zone of truth) later, if there's a chance. But in case we cross paths with the independent Janda expedition, we'll use the password "copper is gold" to avoid collateral skirmishes. Tarragon suggests that because of the ascendence of the Yuan-Ti nexus, arcane transportation spells may work less effectively for the next couple of days. The Arch-Lich Sewall sets up clues/tests to opening seals so that worthy knowledge-seekers can visit the Yuan-Ti library.

Tarragon show us a Golden snake; these are sigils which identify the seals. We cast Locate Object, We triangulate, from beyond the old mineyards: 326′ down.

We arrive in a cylindrical muck-covered slimy room (30′ across), with a ceiling 40′ up . snake.. Curtain of green liquid falling from ceiling; some arguing, but Garn goes through: it's sticky acid poison. Feraq follows w/ poison immunity. How to dimension door, w/o Dimension door, ...

straight into... landing in separate rooms, Gunter and Orgu [(they roll one for init)] "Hi, I'm Geriah Carrington" A drow barbarian, grimlochs, and 2 beholders ... He peeks behind one of the doors: a floating black staff with seven green glowing faces about it.

"you take care of this," and the beholders and two hell-hounds wander off. The barbarian: "You may have to go get us another one, because this medusa doesn't seem to last much longer."

"Well, if Sieverack doesn't have it, presumably you can go gather up another one. So, Jeremiah, how are you at interrogations? Did Nestor send you?" Then suspiciously, as he draws a reach weapon: "What exactly did Nestor ask?"

We withdraw into the room, although Orgu is still trapped in the room next to us. Ulth takes pot-shots at grimlocks and a hell-hound while Garn works at flailing against the wall, taking about a minute of hard labor to get through.

Status: poison saves for gunter (2grim), garn (brutal poison save)
Feraq takes 13hp (4hp physical, 3x3hp acid)


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Oct.17; bolsover.
Dave and Scott talk about privatization, public-schools system, airport security. Jared returns from kayaking (and having fallen off a jet-ski while being ferried out to a friend's boat on Lake Travis.) ]

11:30am. We have a bead on the next golden snake (from before Orgu's locate-object expired), but head in the opposite direction because Garn doesn't want his delay-poison to drop w/o having other spells to assist his save.

We meander through several rooms. We pass a hacked-up, rotting lamia corpse. Gunter uses a scroll of locate object, to triangulate how far off-course we are. Behind a door, we hear the barbarian talking with the beholders, and a grimlock is asking how long they need to wait for reinforcements. As Ulth is listening, one of the grimlocks opens the door [a luck roll of 3 for the party]. Ulth reacts first and flees; we retreat back to Gunter, who dimension-doors us just in time….

We arrive in a large room; along one wall is a three-faceted extrusion with a relief sculpture of a human, a Yuan-Ti in the middle, and a human head atop a snake with leathery wings. Ulth finds an Adamantium key. A bowl embedded in the wall, over which is written "essence of air". Orgu knows this is diamond dust; a pinch doesn't seem to do anything though. Ulth is searching the top of the triptych (being held up by Garn) as Orgu pours additional diamond dust into the bowl; with a heavy grinding, the iron wall splits open, as energy of the ages past are released. A woman in a black cloak is revealed, white skin stretched over her skull with eyes of two dark pits; no apparent hands. A golden snake hovers at her waist; her voice rasps: "Is this what ye seek?"

Orgu pipes up: "We seek the library of the Yuan-Ti, and the information it holds. Lead us to it."

"Oh brave or foolish one — I bear witness that greater mortals than you have died seeking this knowledge. Instead walk away, and value your wet breath. But if you stay, my mausoleum is itself the puzzlebox and at its center is Anguiss the twisted pillar; remove the glass rod and recover it."

Orgu casts read magic and oohs and aahhs as he reads. "Hmm, I have to leave my most valuable object here, and go far away." After some choosing, he sets down his spellbooks. We leave the room and return; no change. We enter the hexagonal chamber and let it close on us as ??>> she <<?? says "I do not envy you your journey.", and the door clangs shut on us.

We sit and look at each other. Ulth searches. Gunter casts detect magic. He knocks the door on the far wall. Ulth enters the new room, and — his darkvision blinks out. We let the door close, but pause before entering the anti-magic zone.

After 20′ of anti-magic, we find ourselves on a walkway suspended over a long room; the walls on each side are covered with crypt(?) doors. At the end of the room is are two heavy door (one on the floor below, one on the walkway), both leading to: a 50′ funnel of swirling transparent goo. Ulth sticks an arrow in, and it corrodes away quickly. We determine that metal isn't affected. Up at the ceiling, in the midst of the widest part, is a motley clump of armor and other bits.

Much planning ensues. Garn and Feraq climb up to the ceiling, and sweep a chain across the roof level. Ulth is shouting up helpful advice from the floor below: “move the chain over. No, the other way! No no no, not like that!”. We manage to snag some stuff and drag it out; a passel of metal stuff falls and clatters (hitting Ulth, who suffers a very nasty bump [10hp — a reflex save of natural 1]). We gather up loot:

A grinding noise rumbles from the adjacent room; Ulth checks it out: “Um guys? Snakes on the ground level! Lots of giant snakes!” Orgu can't tie off garn's backpack to pull it up to the safe ledge. Feraq falls from the ceiling [tumble check 1]. Garn falls and picks up a flail, but gets grappled. Gunter tries climbing the rope, but falls prone. Orgu is down and brought to 0 after Con damage. Feraq grabs the torch, waves it to distract the snakes from others, he tries to tumble past to the wall, but can't make progress [rolls two natural 1s…] Garn tries to climb the rope, but can't make progress [natural 1]. Next turn he grabs Gunter and climbs a bit. Feraq is being grappled — [natural 1]. [(petition to Seluna... 89)].

The rest of us make it up to the ledge, leaving comrades Orgu and Feraq who've fallen underneath a writhing floor or snakes. They eventually return to their cells nextdoor.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Oct.24; Bolsover.
Just Dave, Ian, Colby and Scott. Meredith asks about her shoes. ]

Garn starts hacking at the floor to disable the lock mechanism; this brings the tautskin-faced woman in, to stop the hammering. Garn threatens to continue, and Ulth's diplomacy reminds the ghost of mortal concerns, and she agrees to take care of our friends, and disapparates into the floor.

Ulth and Garn go back to see if anything has changed; the bodies are gone. They start picking up some loot; as Garn starts to head back to check on Gunter, the door starts closes — we try pushing against the door [Ulth rolls well for a moment, but it doesn't keep up, and Garn rolls poorly; the creature closing the door probably didn't even realize somebody was on the other side]. Ulth is trapped in the chamber! Garn slowly works through the wall with the adamantine longsword.

The ghost returns; she sighs to learn that one of us still trapped (and to hear the continuing destruction of Garn having at the wall). She provides us a key, which Garn accepts with stern silence, and Ulth is released.

Asking the ghost about Orgu's spellbooks: "Sool, who is mighty in her art, appreciates your gift." She continues, "Now you have Anguiss the Crystal Rod, from the puzzle of air; next is the puzzle of fire. I do not know that that trial is — that is not my concern — but I doubt you will survive the danger inherent in that test."

We all regroup in the room, and Ulth works on her "You are a ghost. What keeps you here?"

She scoffs at our petty, soggy view of things: "I guard this place through the divine, that no mortal as you shall contravene. I am Oriah, a guardian; this is my mausoleum."

Gunter dimension-doors us back to the Well-Met, somberly carrying the bodies of Orgu and Feraq.

Current time: almost 1:00pm. We talk w/ Tarragon; he . fronts us 12500gp (2x5000gp in diamond dust, plus enough for 2 castings of raise dead (guess: 2 x 12.5gp x level5 x caster10 = 2500))

W/ Lethander, : the priestess gives us some guff about our gods ("Never heard of them … have you stopped to consider whether you're really following the right gods? Lethander, God of New Beginnings, welcomes those who are ready to change.") Orgu isn't actually dead! But other magics are on him; the priestess casts Remove Curse. Unsatisfied, she augurs … Weal and Woe, what a surprise! Concerned that there is still more going on than meets the eye, the priestess casts Heal on him, rather than just cure-wounds. Orgu is roused! He has no recollection since he lost conciousness (fortunately?). He's still under an enchantment, a detect-magic shows. The priestess wants to break it and to cast Communion; Gunter offers to cast it himself. (Cost paid so far: 1150gp cash plus the 1200gp gem troykin offered.)

Meanwhile, Ulth and Gunter go out on the street filled with revelers celebrating the moon, and find a priest of Seluna. He is impressed at Gunter's telling Feraq's deeds and faith, and raises him for a flat 5000gp of diamond dust, no extra charge.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.oct.31; bolsover.
Orgu makes 13th level! Time change today; trick-or-treaters tonight. ]
library: "does the yuan-ti library still exist?" retrieve spellbook "Can we likely negotiate w/ Sool." "Is stealth or combat w/ sool likely to succeed?" "Does Sool covet ... " test of fire dreamlands "dark streets brought to light from beneath the street"

Julia Verconti — a Janda high priestess chats with Orgu and Garn. After an impasse, she asks Orgu point blank: what is your primary mission in this world? He replies, "to thwart Janda in her surreptitious agenda of causing harm to innocents of this world."

Commune with Lethander, Elven God of vitality, morning, beginnings:

[ Scott: "At least, this is my understanding of Orgu's understanding of the Hart Pantheon's interpretation of the Hyskosa propchecy ..." ]

We visit Dandalos, at Hotel Luxor, around 7:00pm:

Feraq: Have Troyken put her guardianship into song?

Orgu pays 300gp to read a page of Mik "Red-Eye" O'Malley's spellbook that he's already seen: Analyze Dweomer; we then put them through the system:


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.nov.05; bolsover.
Ian back from Baton Rouge; Dave is out of town. ]

We trade further with Walker Gen Rom (Gunter talks them in to trading the helm of underwater action for a 15,000gp spellbook!)

We transport a couple of Dandalos's agents to the surface in exchange for a few buffs. We dimension door to the surface, and get another bead: very near where we've been before. We run over to the Well Met, head down the well. We are again greeted by a goblin who runs down the hall, after taking a couple of arrows from Ulth [manages to avoid a fumble; two hits roll damage of 1,1.]. They flee; we stick together rather than separating, this time.

We follow Orgu's Locate Object to the room with the sparking statue .

Large anvil, or a statue thereof (black stone). Three large stone statues: each Yuan-ti, with sledge, spear, bandeliers of javelin. Four torch brackets, one in each corner.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[; bolsover.
Tuesday eve — Colby working on thesis, Dusty can't make it, Carl will try to drop by for pizza.. ]
9:50pm Garn has up: exp.retreat; shield; fire damage 72hp;

The salamanders speak to us in a language that sounds like burning parchment. To cast comprehend language, we lower Troykin swinging on a chain harness (to avoid the lava pit beneath him), "The fires of Ashkar are re-ignited, by you foolish petitioners, but we see none here worthy of passing through the portal of flame. By whose authority do you dare the fires? Bow before us, as we are some of those who forged the very Gates of Hell, of Bane and Bahal." And other patter about the Magma Forge and the Heart of Pandeep.

Meanwhile, up top , Orgu is waiting, and a figure apparates out from the wall, babbling: "Late, late — why am I always so late… where does the time go? I'll be late for my own funeral. Hmm, perhaps I already am." After Orgu asks about the purpose of the test, "Forbidden knowledge? You seek too hard! Nonono I cannot tell you what the test is, but can you feel the flames? They burn, they burn! You are seeking Agon, the Fanged Shackles. I am the molten one, keeper of the seal of fire. I have seen you before — but you won't remember."

Troykin sings of our valiance [performance check 41], and of our great champion, who they have shamefully underestimated. One of the regal salamanders slaps the maul onto the forge, "Very well, let your champion proceed", and glances meaningfully towards the pool of lava. Feraq picks up the maul and flies it up into the room above.

We decide to come back tomorrow; the maul goes into Orgu's bag.

Back to the Well-Met. In our room, wrapped in parchment — a rose. Ulth's tracking indicates it must have been left by some undead presence. Ulth declares he is going to meditate, rather than sleep. (Though he does seem to have been sleeping very poorly the last few nights.)

Day 65, night

During second watch, Feraq wakes up: "Demons are coming!" We hastily depart, deciding to go down the Well (Ulth is dubious: "to the Blooded Halls, for safety?") We hole up in an old supply room.

A bit before dawn, footsteps are heard outside [Dave doesn't want to roll a 3 on the big red die, so Ian rolls rolls a 2]. Some faint shuffling. We eventually go back to sleep. Then, just before dawn, Orgu wakes, having sensed he just fended off a mental jab. Ulth looks around for scrying sensors, while the others go back to sleep a bit.

Day 66

A bit later, ill-rested and grumpy, we stir and eat breakfast and memorize. We open the door: outside, a rolled up parchment. Looking end-on, Garn thinks there is a rose in there (or maybe two); Ulth knocks it down the hallway.

To the over-room of the test of fire. Ulth is searching the bones, and gets the eery realization that the bones are undead skeletons waiting some event to trigger them. Garn enlarges and picks up the large maul while the others start plinking arrows into the pile of bones from above. When Garn descends, the skeletons form themselves and attack…


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Nov.30; bolsover.
Dusty virtually present via Teamspeak; Colby is around for some spells, but also leaves to continue the last push on thesis writing, and to pick up April from her thanksgiving return from LA. Ian takes an emergency trip to buy a couch with Meredith. ]

Garn and Ulth take down many skeletons (with Gunter trying out his sling). Afterwards, we bother to read the writing around the center iris: "Fire cleanses void; those who seek flame must go to its heart; secrets are buried in the heart of the flame."

We pour in ruby dust to the receptable; the disc irises open and a blast of heat emerges. The royal salamanders are milling about. Garn issues combat challenge; they say they are anxiously awaiting the champion of evil, declaring "From the birthing forge of the electrum [blah blah blah]…" as we start to seriously buff ourselves. (Garn receives protection from fire [30] from Orgu, Fly from Gunter, Freedom of Movement from Feraq, Mirror Image and Shield from himself, Bull's Strength from Dannix (indirectly, And we all get Haste from Orgu.)

We are set to go, and Orgu, peering down the series of two holes in the floor, sees a Salamander patiently looking up, and recognizes his opening: Evard's, followed up by Stinking Cloud. One of the three is caught in the Evards, and Orgu spends the next four rounds taking target practice. Troykin sings, and then Crescendos. A salamander summons a wall of flame to block the hole; in return Feraq douses them twice (but doesn't dispel the wall [natural 1]). [Playing: Johny Cash's "Ring of Fire"] Gunter Enfeebles one, which forces another to drop out of rage and try a dispel magic (fails to take off the enfeeblement from his friend, but drops the sculpt sound from Garn, and Gunter's protection from fire); then a fireball catches Gunter, who flees, and Orgu puts up a globe of invulnerability.

The enfeebled Salamander Lord wants to try to sunder against Garn, but his low strength cuts off his power-attack feat.

The anvil has been used. Ulth can't see any keyholes.

Gunter casts a scroll of Tongues on Feraq, who summons a fire elemental, but not very smart; after put the keys in the keyholes, then rearranging; finally they all turn, but nothing seems to happen. ..the elemental expires.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2004.Dec.13.
Noon 'til Jared and Colby have to leave at 17:30. Dave arrives with a dislocated(broken?) ankle. ]

Garn and Feraq shovel lava out, piling it up on the sides. This is very slow progress; Gunter casts a couple of Disintegrates, which quickly brings the lava level to the top of a box in the center of the pool; a half-hour of scooping by hand and we've scooped enough lava to reveal the keys. The keys turn loose in the locks w/o resistance; after re-arranging they meet resistance and click; Garn clings on the pole as he opens the chest: wrapped in a metal mesh are three ornately carved metal bands: one with three snake tails, forming a tripod; one with a pattern of fangs and tails, and a third with a liftable snake-head, looking to fit a large gem. We have recovered Agon, the Twisted Fang.

We go back to the top room, and attach the three rings of Agon the Fanged Shackle, onto Anguiss the twisted rod. (To get the middle shackle attached, Garn enlarges himself while holding it, then picks up Anguiss and slides the shackle over — aligning it with the rod's central groove — and then gingerly lets go.) As each piece is attached, fire flares upand down the length of the rod; as the final piece is attached, there is a burst of fire and a loud hissing noise, as of esaping air (or, a serpent the size of North Dakota). Reading the runes along the rod includes the name "Kaamazan"; upon saying this, writing shoots out from the wall next to us (to Ulth's alarm):

Deaf, Dumb, and Blind, I always tell the truth.
Garn suggests Clock? Book? Library? Knowledge? Gunter chimes in: a mirror?! Taking out a small travel mirror and reflecting and looking in it yields no results. Ulth jokes about the mirror of opposition back in the nexus, but this reminds us of a nearby mirror room.

Sool makes her grand entrance (after Feraq trods over Ulth's caltrops), with a cohort of zombie giants and wights. "You know what fits in the mouth of Kaomazan, don't you? The fifth diamond. You are part of the great changes; if you bring me the fifth diamond to complete my collection, I will trade them for the spellbook and staff that your mage once owned."

"Recall", she continues, "you must choose one of three reasons to tner the library: the path of power, or knowledge, or mercy."

"We seek knowledge from the library."

"Be carfeful, for you may find what you seek."

Gunter chips in, "Actually, we've never had that problem before."

"I am glad that the likes of you made it to the library; sometime the tests are too … difficult."

"What would you do with the diamond, were we to bring it to you?", Orgu asks.

Sool retorts, “What would you do, with the knowledge you seek from the library?”

“We work to save the dreamlands.”

She considers a moment, shrugs, and deigns to answer the original question: “I would use the diamond to rule this part of the world, here beneath the place you call Serenity. We both seek to make the world a better place, although you may not have the wisdom and perspective to agree with my methods. Still, I suspect you would find my rule more desirable than the what the Sisters of Grommock would provide, or the Banite priests.”

Sool: “Are you philosophers?”
Troykin: “Among the intellectual elite, who is not?”
Sool: “Are you murderers?”
Troykin: “Again — among the intellectual elite, …”

When challenged about those she has killed, she informs us “The last life I took was my own; surely it was mine to take.”

She hands a rose to Orgu. She confirms, that walking through the nearby mirror-wall is entrance to the library. We start off towards to the mirror room. Garn is leading, and as he descends the stairs towards the room, he feels a mental urge brush past him…


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Feb.01; castle ct.
Lots of trouble trying to get Jared's computer to run TeamSpeak (Dusty not present). Slowly we get started for 2005… ]

Day 66, 15:15

Most of us pass down the stairs w/o incident, except for Gunter who for a while claims the mirror room was to the left instead of the right; he then casts a couple of spells on himself, frowns for a second, and then “Ha, I knew it was that way all along, I'm just joshin' you guys!”. In the mirror room, Ulth frets about whether or not to look into the mirror; impatiently, Garn walks up and unveils it. It turns out to be an illusion of a mirror, and is actually just empty space.

We walk through, into a cavern. Two passages: up or down? Ulth advises us down. Soon he finds a secret door; we follow a small 5′ passage winding downward. It opens into a widening passage, with a guardian-statue and door at the end: “I am Sfarfigr, your host. Welcome to the Forbidden Library.” Troykin: “Um, do you have any other libraries?” “No, this is the one you want.”

“It's along our way; let me show you our weapons lab…”: A balcony overlooking a gladiator setup with one well-armored human in the middle: he raises his weapon, and a green sickly cloud billows forth.

On our way to the Library; on the elevator, a bedraggled woman with a golden cloak and plenty of recent battle scars: “Soo Elsa A Lanara” tells us: “Remember when fighting beholders: they like to use slay-living on the wizards, so death wards are advisable.” We decide to take up Sfarfigr's offer of resting for a bit.

Sitting around in the room though, we start to second-guess ourselves (again), and decide to head to the library forthwith.

Ulth asks: “Um, so in case we need to defend ourselves by casting fireball, are your books protected against that?” Slightly aghast at the cretin's crude sense of humor, Sfarfigr emphatically reminds us that book-destroyers are favored human sacrifices.

We are taken through a torture chamber; dripping blood and flayed skin is used to power the library. At the registration desk:

I am a seeker of knowledge,
And by this title I ask for access to the forbidden library
I will protect and preserve
This sacred library and its librarians
This I swear.
Garn and Orgu take the oath; Gunter takes it but signs with a last name none of us have ever heard. The others remove. Ulth and Troykin try to weasel out of the oath (“I won't harm it, but I won't swear to protect it.”), but the guards don't budge.

Feraq discretely backs into the shadows, and slinks back to the Hall of Lost Innocence, and cries out to the “petitioners for enlightenment” strapped down to the torture tables: “Are you here by choice?” He gets a mental response, “These guards are weak-willed; I think we can work together.”.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Feb.07; bolsover.
Dave's last session (really). Ian misses the first few hours, off at Humanist meet-up at Empire cafe. ]

We have all entered the library; we chat with slow librarian. Meet other Empire adventurers, from 80yrs in the past. Meet EnrikaOro. Library has lots of fiction, but not much factual work. We each start reading our own topics.

Day 66, nearing 10:00pm

Ulth: “Hey Troykin, what color is Garn's armor?” “Um, Sunset Orange?” Ulth he shoots at Troykin, who yelps and dodges behind a shelf; “he's under mind flayer control”. Feraq and Garn try to interpose; Ulth goes to see what color the blood is; Garn tries to disarm his bow, but the locked gauntlet prevents it. Ulth frowns to see rust-colored blood spilling out of Troykin's arrow wound. Troykin responds with a glitter dust, to little effect.

Then, the two lurking mind flayers walk out (“See, I told you!” cackled Ulth). A psychic blast rolls over four of us; Feraq, Garn, and Gunter fail [natural 3, 3, 5]. Ulth makes the save, but runs away into the next room. One of the NPC traps the mind flayers under a wall of ice; we try to disengage, leading the drooling party members away.

Finally, Feraq, Garn and Gunter stop drooling, and the tide turns: In Bear form, Feraq enters the ice dome and starts grapping one mind flayer, while Garn breaks through on the other side. The remaining flayer hesitates, and then risks the attack of opportunity from Garn. It's not a good choice, as Garn's sword connects squarely, cleaving his little tentacles neatly in half [while still on power-attack from breaking through the ice, a critical hit for 81]. There is some concern for the books, as we have splattered ichor all over them.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Feb.13; bolsover.
Dave out shopping for houses, Carl (and Dusty?) on TeamSpeak. ]

Some people in the human/empire entourage (a heraldic symbol of a quarter circle with the four elements; agents of Emporer Channeler, who took over after Emporer Unity):

With the two mindflayers splattered on the floor in front of us, Ulth rapidly tracks the odd blood-splatters of the Drow he'd shot, leading Gunter and Troykin and Garn. The chase goes long, through seemingly hundreds of hexagonal library rooms; Garn starts to lag as his expeditious-retreat wears off, and trails at the edge of the torchlight (jumping down a few stairways, sometimes stumbling to fall further behind). Once Gunter gets a glimpse of the fugitive, (poof) there is a low-flying hippogriff with glowing blue eyes which is sprinting ahead, racing through large rooms and just-large-enough archways between them. Alas, the Drow lobs a Web-grenade, trapping Gunter for three concentrated dispel-magic attempts.

We finally catch up with the fugitive; he responds by running up behind a librarian and threatening “One step and he gets it!”. He was foiled — as evil-doers often are — by the timing rules, as the librarian nonchalantly replied with a double-move disengage. This left the frothing barbarian with nothing to do but charge at Ulth [33hp], whose pretty face was the last he ever saw, as we all closed on him… Oops, um, nobody had really wanted to question this dude, right?


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Apr.04 (Mon.); Bolsover.

“Can you hear me?”

“I can hear you. Can you hear me?”

“Can you hear me?”

“I guess you can't hear me but I can hear you. Weird — Hey, I can see you!”

“Can you hear me?”

]

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Apr.04 (Mon.); Bolsover.
Jared works with Colby to set up Teamspeak(?). ]

When asked about why they have so no history books (but lots of historical fiction), the librarians reply "The gods of Truth keep their own counsel at other heretical libraries"

The Yuan-Ti were removed from the mainstream long ago by the metallic dragons; philosophical differences between the two run deep (a chatty librarian/priest tells us). Metallic dragons choose to rule by "benign neglect". The Yuan-Ti prefer just one god, Meerschalk. It was the metallic dragons who introduced the idea of falsely introducing a pantheon (incl. opposed antithetical camps);


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.May.09; bolsover.
Jared returns from Austin late after getting a flat. ]

Gunter investigates ways to effectively hide somebody from all spells. Ironically, this library would be one such place. He casts Locate Person for her, but she's not around. The librarian Threnody suggests that there might be information about her which has been specifically stashed here in the library.

Day 67

Feraq awakens some moss, into a Small chia pet:

It speaks common; we ask its name, and it says "I am Enthalp, destroyer of worlds." Feraq explains that with conciousness comes responsibility and stewardship. "Oh. Then, I am Enthalp, Bringer of Mercy." Feraq begins a long series of lessons about the world and the nature of the world and the rights and duties of all beings, while covertly teaching it that its destiny to grow in power and eventually free the tortured souls in the hall of lost innocence.

In further encounters with Enrika, she doesn't always remember us, or doesn't remember all conversations. She claims that within the library's time stream its possible to shift among timethreads; in this way it's conceivable to store infinite knowledge in a finite number of rooms.

Day 68

Around lunchtime, Theremin comes to us, asking a favor: another petitioner has gone perhaps a bit insane; it has started destroying one of the temple rooms of the library. Some sort of sphinx creature, apparently. Theremin leads to a three-room annex: a library carrel, a temple, and a barracks/supply room.

Garn writes a note:

Honorable Sphinx:
We are fellow petitioners at the library, as seekers of knowledge. We have heard that you have may have caused some destruction of the library. If so, we are interested in learning your reasons (and can try to keep it from the librarians, though we can't guarantee that.) Unless you signal otherwise, in five minutes we shall enter to talk with you.

In the name of order and goodness,
Garn, Son of Laric.

[Repeated in attempted Draconic:]

Honorary Sphinx:
We are your friendly questioners at the bookstore, like seekers of information. We are told how you have caused some bookstore rearrangement. When we are not terrible and mistaken, we seek your information (and can try not telling it to the clerks, but maybe not). Unless you send signals somewhere else, in five minutes we enter to talk at you.

Named for order and goodness,
Laricson Garn

Garn slides this note into the room (nudging it with a spear shaft barely through the shimmering time-distortion barrier), casts Dragonhide on himself, and then sits down cross-legged, staring purposefully into the room.


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Aug.07; bolsover.
The day after Marcos/Katie's combined 50th birthday party at Valhalla (w/ Karaoke), and one hour after Colby lands in L.A. after visiting Belgium. We discuss our long term prospects of the campaign (and, the strengths of Star Control 2) ]

A signal: if I wave them in with my *left* hand, it means to try to avoid bringing the librarian.

The view from the outside

Garn and Feraq step through the portal into the broken cell of the library. Those with dark vision see them streak across the cell out of sight. Seconds later, there is a small blur of flames visible and then Feraq catapults towards the portal atop a silvery unicorn. Is that blood all over Feraq's armor?. A blur of motion and he seems to prop something up facing the doorway and then streaks away again. What is it? A book? Is there something written on it in a crude script? Your eyes strain to read the script through the shifting haze of the timeslip between the doors…

The view from the inside

We enter. Cross ther room. Ignore a book lying in the middle of the room. We sight the androsphinx, Feraq in panther form growls inderminantly.. Garn does some subdual, and embeds Maker's Marque in a pile of books. Feraq casts poison, which [Sphinx rolls a save of 2; Jared rolls 1 on 1d10] does 1 Con damage. We bring the Sphinx down to unconciousness (a bunch of the damage had been subdual).

Feraq feels a mental attack, still. We look around the next room. Garn becomes mentally dominated, and is about to go commit suicide, but Feraq has happened to summon a unicorn, whose innate blocks the possession. Uh-oh, the unicorn is only around for less than a minute — what to do? Feraq trusses Garn, tying him up to one of the sacrificial altars, with his weapons out of reach. The unicorn (and a second one) detects an evil being in the next room over. Feraq then writes a message and props it up against the temporal distortion barrier: "mental control".

Going back to the room, Feraq parlays with the evil creature. It is working to undermine the library, starting with this corner. “The Unrequited” claims to be the spirit of those who didn't pass the Yuan-Ti's conversion. It claims that its own existence is proof that the supplicants were not actually willing. It has been here forever (literally, as the time continuum is twisted here); Meerschalk won't let these spirits back to their plane, nor will she integrate them into the afterlife of her people. It would ideally like to have our friends go attack the other corner(s) of the library, to hasten the process.

From outside the room: Garn and Feraq step through the portal into the broken cell of the library. Those with dark vision see them streak across the cell out of sight. Seconds later, there is a small blur of flames visible and then Feraq catapults towards the portal atop a silvery unicorn. Is that blood all over Feraq's armor?. A blur of motion and he seems to prop something up facing the doorway and then streaks away again. What is it? A book? Is there something written on it in a crude script? Your eyes strain to read the script through the shifting haze of the timeslip between the doors…


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Aug.14; Castle Ct.
Our first session trying Vassal — are our tech woes all tears of the past? Colby joins later via Skype. ]
(we go in and taunt the spirit (w/ Gunter); we rush the door, and instead the mind flayer flies out and casts darkness, and manages to stun us all simultaneously.)
Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Aug.22; Castle Ct.
Dusty returns from Thailand, bearing gifts of umbrella-hats and farmer's shirts for all. Claudia comes over is in a mood for making dinner — several courses, starring a delicious pan-fried breaded-cauliflower dish. ]

Dusty, in his research (telling the librarians a few clues that he's searching about the dreamlands), comes across a book with letters which magically flare by:

The Lost Secrets from Ill-remembered Dreams

[no author shown]

We ask to be led to the Halls of Now; the librarians wink and nod and start to lead us. Ulth notices some shadowy drow-looking characters following us, on phantom steeds, staying out of range… Reaching the entry room, we follow some directions, Orgu and Garn each spilling a small bit of their own blood which drains along a gutter, after which everybody can reach right through the wall, into…

…into a smaller room, with a large spinnable wheel mounted vertically on the far wall, covered in ornate divine glyphs. It is presided over by a guardian — a towering snake priest — who will gladly give us the information we seek, in exchange for a willing soul. It explains that Meershalk is patient; payment wouldn't be due until the user dies. Orgu seems fine with this, and starts to offer his own soul, but Feraq takes great exception to this. [we break for the night, considering combat]


Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Sep.01 (Thu); Castle Ct.
Carl and Jared come over after Ultimate; Dusty and Scott and Ian also present. Dusty stays over, so that on Friday h also enjoys Margarita Science Theatre (presenting Mr. B Natural, and Merlin's Shop of Mystical Wonders) along with Ian, Mer, Asmara, Frank, April, Beth, Dennis, Colleen (Jared misses the movie for Austin and Carl for Waco). ]

Orgu and Enrika review many prophesies, and try to puzzle them out.

We hold Orgu back from donating his soul; we decide to leave the room, and as we leave Garn warns “Noble guardian, next time we meet we will be accepting your offer of combat to the death.” The snake is fine with this: “any soul I take in battle in this room becomes Meershalk's, so this way I will receive several souls instead of but one” [Carl has us actually go outside the house to discuss, as he takes a ciggie break. After 10min, we are driven back by the mosquitoes.] We decide to indeed challenge the guardian to combat, but after waiting a day to tailor our arsenel of memorized spells.

Day 69

We buff ourselves, and again spill some drops of blood to open the portal. We rush in, to find torches lit, and the guardian standing in gleaming readiness. A triggered dispel magic takes out feraq's size. A dispel magic from Orgu takes out the guardian's stoneskin, but only two other lesser spells. A dispel magic from the guardian takes out almost all of Garn's buffs.

[

Dave writes (in a message to ian):
>
> That 15th lvl guy can't match up against our party. He can only
> kill n*(0.95^n) of us in the first round, and after that he'd
> better start runnin'!
>
:-)
Yeah, that's pretty much how it happened. 
Except for the part about us ending the battle quickly...
] The attrition went on for a full minute, with a large blood-soaked panther/feraq clawing at the lightning-quick guardian so that Orgu's magic missile could finally fell the Yuan-Ti priest/monk.

TroykinValmer — rest his soul (please?) — his voice provided invaluable morale and repeatedly inspired heroics in us. Alas, as the battle become more dire, with Garn cowering across the room in revulsion at the slithery-snaky-hissy … thing [shudder], Troykin's attempt to help flank the priest were not so successful, and in two bites the Yuan-Ti sank its fangs deep into Troykin's belly and out the back, our bard proclaiming proudly even in dying: 'For Knowledge!'

(This scene was followed by our archmage picking up our warrior's dropped greatsword in order to trigger its meager novitiate-level healing spell, so that our high druid lord wouldn't collapse into death after his focused battle-fury faded..) [ Now we get to see how serious Meerschak is, with his little 'I claim all souls which fall in my temple' policy. ]

todo: -250gp diamond dust, used for stoneskin
Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
[2005.Oct.21; Bolsover, then Jared's office.
More tech problems — Skype worse than before, but we decide that the disconnects are due to the Bolsover ISP (roadrunner). After the pizza arrives, we schlep over to Jared's office and play from there. ]

Body of the Yuan-Ti guardian cleric/monk looted:

Troykin really is dead. Long live Troykin.

After 10min, Ulth is able to enter the room and join us.

The wheel on the wall. Many different icons on it: things like: a large room with a thatched room; two claws hollding up a black curtain; a constellation of a warrior. Searching the symbols, Orgu recognizes a rose (half opened, half still unfolding), which is the symbol of Narsius. Interlocking wheels; Garn spins that symbol ponderously towards the outside, to where a doorknob would be. He pushes, and the door swings wide…

…revealing a passage. (The passage is only 8′ wide; the door must have opened astrally through the surrounding stone.) Ulth throws a Con Light stone down the hall: it skitters down the hall 70′ before descending a way (about 20′). As Orgu spends 10min memorizing the end of temple and the beginning of the hallway, Ulth and Feraq explore ahead a bit. The room seems to have some traits of the dreamlands. They report vague whisperings (perhaps a distant voice of Narsius?) They return after a moment.

We all head down the hallway together. As Orgu descends into the barren 30′x30′ room, a woman coalesces before us (from smoke streaming out of Orgu!, notices Ulth): elfen, unarmed, wearing a dress adorned with the emblem of the rose. “Welcome, all of you, to our little private library. I am Amrai, daughter of Narsius”. She raises her arms, revealing/invoking bookshelves along two walls.

“ In the beginning were Morpheus and Hypnos; from them sprang the dreamlands. Since then, the dreamlands have grown and evolved and morphed, from the mental energy other powerful sentients. The place is contingent on other people dreaming.”

Shortly after its creation, Amrai explains, the six sleepers — titans — were created. Four of the sleeper's tombs have been opened/awakened (as of the time she left), though she doesn't think it was demons that opened the tombs. It is a bit puzzling that the sleepers have not been seen, though: Assassinated? Opted to go off-plane?

Amria gives us information on where in the dreamland the sleeper's tombs are. as well as some ideas of what/where to look on the material plane.

She mentions that the symbol on Ulth's hand is the symbol of dreamland-being-imprisoned-in-Garadon's-tomb — 'the Naschent'; perhaps it is listening to everything we say right now. "

Summary -- The Beginning -- Currently -- yahoo group    Glossaries: PCs -- NPCs -- Deities
Ian's Home PagePlease let me know of any suggestions.Last modified 2005.Oct.26 (Wed)