[Chapter 16: Zal-Ruthara's Sanctum]
The party realizes they have trapped themselves in what is, quite literally, a death trap of mountainous proportions. For over three months, they struggle to survive as they push deeper and deeper into the various strata of chambers created by the legendary Archmage Zal-Ruthara.
Numerous traps, puzzles, and even boiler golems, seemingly intelligent machines programmed to various tasks within the confines of the sanctum, are scattered around the place seemingly haphazardly. That is, until they find a pattern. Zal-Ruthara was the teacher of the infamous Samath, a Sorcerer and Archmage in his own right who became known for terrorizing what is now modern day Sashmir and for his final defeat at the hands of the first Talmoril. Any place seemingly belonging to Samath is absolutely chaotic and random. Other places seem organized, deadly yes, but efficient and often strangely functional. Every image of Zal-Ruthara, they note, is obscured. There is never a face or a sense of absolute proportion -- just what appear to be heavy dragon skin robes and a massive glaive-staff.
As they push through, they begin to suspect that Zal-Ruthara may still be alive within the halls. There is little history remaining about the Archmage, just that he was widely considered the greatest fire wizard of all time, and that he was the chief instructor of Samath. They find indications that he was pretty masterful with all elements, and that he was indeed shaping eldritch energy to simulate elementalism. They also realize that this place is using elder Drakkhanus to power some things in the sanctum... they are "wired in" to the place, at least three of them, and seem to be insane and nearly dead. All the while, Lugh expects to sense corruption or at least very tainted balance... but beyond the elemental shifts, there is very little that is unnatural here.
Ultimately, the PCs discover what remains of Zal-Ruthara's journals -- it seems they were burned by Samath, who tore much of the Sanctum apart looking for something, or perhaps while just throwing a hissy fit. Zal-Ruthara hated dragons and seemed to be using them to "correct some mistake". He also was a bit enamored with the Darkweaver, trying many times to find him, but failing (he did meet minulex, who later delivered a gift to him from the Darkweaver, but Zal-Ruthara didn't seem to realize that at the time). Zal-Ruthara was attempting to create a new Mage Haven, a school and community of wizards, sorcerers, and elementalists independent of Mehbt or any regional politics. He was almost complete, too, where it not for some unforseen issues. He had grown suspicious of Samath, and had begun to keep the man at a distance while he finished his preparations. "Righting the wrong" created by the dragons was his first priority... whatever that meant.
When they found the man himself a short time later, they understood. Zal-Ruthara was a Koba. The soul of a human cursed to dwell within the ratdoggish form of a Koba for his whole existence, the Archmage chaffed at the thought. He used his power and genius to find a way to reverse the curse placed upon his forebears by the Elder Drakkhanus. Using the very same Dragons, the power of several Node Stones, and his own prodigious talents, Zal-Ruthara was going to strip away the Koba curse and become, as he should be, a Man.
Enclosed within a bubble of his own magical wards, Zal-Ruthara was very much alive. The party makes a deal with him and helps to accelerate the process of whatever it is he was doing. Otherwise, Zal-Ruthara will remain in his ward and the PCs stay stuck in the sanctum. The aid of the party allows him to conclude his ritual, and indeed, he has succeeded in removing the Koba curse... Zal-Ruthara is transformed from a Koba to a Human (who looks too much like Borat). Only later do they learn that the ritual has made it so no more Koba will ever be born -- all female Koba have fallen dead, and the males, still all ratdoggish, will die out in a generation. It seems Samath had returned just as Zal-Ruthara was finalising his ritual. Angry he set about destroying what he could and making it so the Dragons had to suffer for millennia instead of dying quickly. He damaged enough that Zal-Ruthara had to seal himself away, and what should have taken only days, now took a thousand times longer. But it was over now, Zal-Ruthara remains alive, and Samath is long dead.
The Big-Z, as Zal-Ruthara likes to call himself, is actually a rather friendly fellow. He is kind of a dork and is an uber-nerd through and through, but he is a brilliant spellcrafter and artificer and seems committed to the idea of a free society of mages. Most strangely, the Big-Z is a fanboy of the Darkweaver, and when he learns the party are Bearers, he pledges his help...
...Not like he can stay home, since ending the ritual so quickly destabilized the dormant volcano that was the mountain.
[End of Chapter 16: Zal-Ruthara's Sanctum]
Thursday, December 27, 2007
Chapter 15: Closing Out the Chapter
What follows is a list of basic events that close out Chapter 15: Deliverance.
Antilles returns, seemingly in better spirits though preoccupied, and Prion honors his word. Tol' Dorinn Finnian is released, and indeed, the PCs convince him that his efforts would be well spent helping to oversee the affairs at Turwinton.
The Oracle of Dunger is left alone... for now.
Tara of Turwinton finishes her series of vision quests to determine not only what weapons need to be fashioned, but what spirits must be found in order to make them. The list of spirits includes:
Nevia is going to have an official event at Chobol Narsym, the high seat of Andirion, and requires the presence of all Taerani, including Lugh, Soreiss, and Arius, in less than four months time.
The party takes information previously traded to them by Belovius, Master of the Tower of Stars, and finds the entrance to Zal-Ruthara's sanctum. Other people in the region also want to get inside, even bringing violence to try and enter first, despite the legends of incomparable danger. The party opts to let these fools enter, and before the door is even closed, hears the first sound of death...
The party waits a day, then enters Zal'Ruthara's sanctum.
[End of Chapter 15: Deliverance]
Antilles returns, seemingly in better spirits though preoccupied, and Prion honors his word. Tol' Dorinn Finnian is released, and indeed, the PCs convince him that his efforts would be well spent helping to oversee the affairs at Turwinton.
The Oracle of Dunger is left alone... for now.
Tara of Turwinton finishes her series of vision quests to determine not only what weapons need to be fashioned, but what spirits must be found in order to make them. The list of spirits includes:
- Bragg, the founder of the Braggoli culture
- Gazoph, oddly enough, an Ogren (who should not have a spirit at all!) trapped within the poisoned node at Drathmorton
- Krosbye Turwin, the Ganthur Battlemage who first saw need for weapons such as these
- The Oracle of Dunger... thats gonna go over really well
- Endannian, once the Prodigal Archmage of Tal'Megarin until trapped in a battle of wills with Zhillia
- Quentil Zah, High Priest of Darun when the City of So'Garik'Nohn fell to Bhaen
- And either the reigning King of Unger or Halladyr Kordir, a hero of the 3rd Prophecy, whose spirit is bound in the deep waters off the coast of Dun Morthus
Nevia is going to have an official event at Chobol Narsym, the high seat of Andirion, and requires the presence of all Taerani, including Lugh, Soreiss, and Arius, in less than four months time.
The party takes information previously traded to them by Belovius, Master of the Tower of Stars, and finds the entrance to Zal-Ruthara's sanctum. Other people in the region also want to get inside, even bringing violence to try and enter first, despite the legends of incomparable danger. The party opts to let these fools enter, and before the door is even closed, hears the first sound of death...
The party waits a day, then enters Zal'Ruthara's sanctum.
[End of Chapter 15: Deliverance]
Labels:
Bragg,
Chapter 15,
Deliverance,
Oracle,
Rundown,
Sayli Neryk,
Thunn,
Tol'Dorinn Finnian,
Zal-Ruthara
Wednesday, May 09, 2007
Chapter 15: Session 17
After some heated discussions, the party decides how to handle the Oracle of Dunger. Rin is left hidden for a few hours, watching to see how the Oracle is treated, how the spirits interact with her, and whether or not she should be "liberated".
During this time, Soreiss uses Map and spies out Veldir, finding his wasting form in the great library of the mages in Tal'Ushorin, pouring over several tomes. It seems Soreiss's "brother" is attempting to learn the secret of implanting a spirit into a crafted homonculus. He also spies out the two remaining Waywinders in the shattered isles, lounging at the observatory they found a short time prior.
The PCs tell Arius about Rhedd's words indicating a Nendir spy highly placed within the Larkan government. Arius agrees to speak with Kethryn and make a list of any individuals in Larka City who had high clearance and access two years ago. Soreiss and Slip speak with the criminal underworld of Larka City, and agree to pass on a note to Kethryn with contains the names of three people they want let free from prison if they successfully help ferret out the spy. Similarly, Mitu speaks with Red-Eye, asking him for any aid he might provide.
When returning to check on Rin, events roll out of control when the rest of the party sees Rin arguing with the spirits of the Oracle. It seems the Oracular spirit itself decided the pestering bearers were not worth her trouble. The party gates to Rin's side when they see the young girl fall limp, seemingly dead. A few moments later, a new girl, younger than the first, steps into the Oracle's Shrine, descends the stairway, removes the shackles from the Oracle's body, and, crawling atop her, peers eye to eye, forehead to forehead with the girl. Some kind of spiritual transferrance has occured, with this new girl becoming the Oracle of Dunger. The new Oracle chains herself and lays down in the pool.
Rin explains that from what he can understand, the Oracle itself is a spirit who has taken possession of each young woman in turn since the first long ago. Lugh adds that there has been an Oracle here for nearly 500 years -- longer than there has been a town, and nearly as longer as Dunger has been a Kingdom. Ther party is unsure of what to do, since the Oracle is so tightly connected with the regional culture (indeed, Mitu expresses an understanding of why the Order of Oryon has opted to seperate itself from local politics). However, before anything can be decided, they opt to figure out where this new host girl came from. Lugh and an angry Rin approach an old farmhouse near the edge of town, after having tracked the young girls passage. There are light in the farmhouse, and at least three people seem to be talking.
Inside, a man in robes -- a guard/tender for the Oracle -- is paying off an excited (ecstatic, really) mother and a visibly displeased father to the amount of one dairy cow and two pigs. Rin notices that the Oracular guard is tethered to some kind of spirit, and uses his skills as a psychopomp to wrest the spirit under his control. He learns that the spirit is sent from the Oracle herself, and the guard -- though somewhat taken aback at whats happening -- is unphased, continues his exchange, and quickly excuses himself. The mother is pleased with what has happened; her youngest daughter has been claimed by the oracle. She always knew the girl had a special destiny. The father is definitely not pleased, and speaks at length with Lugh about it. Lugh manages to convince the man not to do anything stupid since there is no freeing the girl, but promises that he and the rest of the party will look into things.
Indeed, they return and speak to the Oracle herself, who speaks only cryptically. But she seems to indicate that she is powerless to change the party's decision once they make one, but adds that mercy should be shown to those who must commit necessary evils. Some in the party speak with the shrine guard, and learn a bit more of the Oracle's history. They also demand access to the shrine records. Between the shrine guard and the records, they learn that girls tend to die off, though there is no set time, but are not abused or demeaned. There has only been one recorded case of abuse by a shrine guard, and that was nearly 200 years prior. The man was castrated and cast from Dunger. Nothing else has been done to the oracle without the oracle's expressed request.
The party's decision is to alter the Shrine. They reckon the toxic living environment contributes to the high mortality rate among the girls mounted by the oracle, and decide to seal off the the vents of sulphurous fumes, create apertures for fresh air, cleanse and then reroute the waters flowing into the chamber, insuring that there is a steady flow to help keep the place clean. Slip and Bodan spend several hours making changes to the terrain, and the party leaves Dunger.
They set back down to business in what amounts mostly to gathering intelligence and tieing up a few loose ends. First they return to Hillshadow and Mitu completes his healing treatments on the Archmage Tol'Uddi Dunn. However, it is here they meet with over a dozen Pheonix Cultists en route to Sashmir to gather around the new Talmoril -- they all shared a vision that included not only Caedin, but Mitu as well, the Messenger who bore Mevonn's Quill from the last Talmoril to the new one. The hippies descend on the Ogren, one burly fellow even snipping a lock of Mitu's scraggly hair.
As most of the party laughs, Mitu is horrified -- not only does he warn that these nameseekers are likely to find only an asskicking at the hands of the Talmoril, he fears that he will take even more of an asskicking himself simply for being involved. The cultists only seem to hear part of what he says, taking an twisting his words and message -- They should go home, and the Talmoril will show them the way.
Most of the bystanders agree in believeing that Krakaroon definitely has something to do with the shared vision of these nameseekers. Minulex, they reckon, may also have some part in it. Regardless, Map confirms that hundreds of cultists are approaching Sashmir on all roads, and some have already assembled on Moon Hill.
Antilles -- who is at Hillshadow during this time -- asks the Party to perform a task for him, one which may require negotiation and diplomacy. It seems that the Archmagus and Artificer, Tol'Dorinn Finnian (aka Dalwimple the Red) got too close to the Inta. He is currently held captive by the man and his small army of Varu shamen and Kon'Dai. Antilles simply wants the party to discuss what Prion wants in order to release the Wizard. He sees no need for combat, or he'd just go himself. Soreiss comments that the Inta is Prion, and adds that he figured they'd have to meet some time. The party agrees to speak with Prion, and returning to Map, they spy a long train of people crossing the foot hills north, across the bay, from the Imperial Hearth of Varu'Nora.
Soreiss gates the party a couple of miles ahead of the procession. Lugh sets his staff alight to show there is no stealth or hidden ambush here -- just a meeting. Indeed, Prion's outriders -- his Necrus minions who continue to serve as his military commanders -- make contact first, and arrange a meeting with Lord Prion in one hour's time.
Prion is a massive figure, retaining the full Cathanus stature he held in life. His armor is stylized Cathic Plate, and he bears a warmask much like the Varukko Kon'Dai do in battle. He removes his helm as he approaches -- unlike most necrus who usually appear in heavily decomposed states, Prion's flesh is not at all marred or putrid. His tone and pallor are corpse like and ashen, but otherwise flawless. A steady light burns in his eyes, making it hard to tell if his real eyes remained or if the lights themselves have taken that form.
Alongside Prion walks an unexpected figure -- Temu, the exiled Varu Shaman -- with his Giro assistant skulking at the fringes of darkness. Temu greets the party, but says little more as Prion takes over.
The Necrus lord speaks with the party at length, about both Tol'Dorinn Finnian and other matters. Indeed, he seems to stump Soreiss with a very simple question -- Who is Soreiss that makes him uniquely Soreiss, and not Athrin Nur? In short, why would Athrin Nur choose to become Soreiss? He speaks plainly about some issues, even when challenged, and expresses a distaste not only for his "cousin" Oryon, but for the Pheonixes as well. What good is a god, he asks, who refuses to use his divine power? Indeed, power seems to be the primary theme Prion expresses in the conversation, a focus that colors his apparently narrow world view.
Ultimately, Prion presents several useful pieces of information:
- He has always been the Inta, in all places and times the Inta has revealed himself.
- He has been shaping Varu culture according to his vision of an idealized Cathan, and has always been tied to their spiritual core.
- He thinks the Eled races are fit for nothing but death; corrupt or not, they are all a blight on the world.
- He admits that he has not yet decided where he is throwing his lot in the grand conflict, but comments that it will never be the Dark Road.
- He admits that he has met with the being the Varu call the Bone Crow, whom the PCs know as Cabot Darkhollow.
In the end, Prion agrees to free Tol'Dorinn Finnian if -- and only if -- Antilles himself meets with him. He obviously has something to say to the Guardian's son.
The party returns to Hillshadow, informing Antilles of Prion's conditions. The living shadow departs immediately. A Nom traveller in the tavern pesters Mitu about being "the Messenger", then laughs, revealing himself to be Vernir Guide in disguise. He mocks the hippy Phoenix Cultists, citing the superiority of the Path of S'qarb. However, he agrees to accompany the party back to Larka.
When they return, Arius is waiting with a list from Kethryn.
During this time, Soreiss uses Map and spies out Veldir, finding his wasting form in the great library of the mages in Tal'Ushorin, pouring over several tomes. It seems Soreiss's "brother" is attempting to learn the secret of implanting a spirit into a crafted homonculus. He also spies out the two remaining Waywinders in the shattered isles, lounging at the observatory they found a short time prior.
The PCs tell Arius about Rhedd's words indicating a Nendir spy highly placed within the Larkan government. Arius agrees to speak with Kethryn and make a list of any individuals in Larka City who had high clearance and access two years ago. Soreiss and Slip speak with the criminal underworld of Larka City, and agree to pass on a note to Kethryn with contains the names of three people they want let free from prison if they successfully help ferret out the spy. Similarly, Mitu speaks with Red-Eye, asking him for any aid he might provide.
When returning to check on Rin, events roll out of control when the rest of the party sees Rin arguing with the spirits of the Oracle. It seems the Oracular spirit itself decided the pestering bearers were not worth her trouble. The party gates to Rin's side when they see the young girl fall limp, seemingly dead. A few moments later, a new girl, younger than the first, steps into the Oracle's Shrine, descends the stairway, removes the shackles from the Oracle's body, and, crawling atop her, peers eye to eye, forehead to forehead with the girl. Some kind of spiritual transferrance has occured, with this new girl becoming the Oracle of Dunger. The new Oracle chains herself and lays down in the pool.
Rin explains that from what he can understand, the Oracle itself is a spirit who has taken possession of each young woman in turn since the first long ago. Lugh adds that there has been an Oracle here for nearly 500 years -- longer than there has been a town, and nearly as longer as Dunger has been a Kingdom. Ther party is unsure of what to do, since the Oracle is so tightly connected with the regional culture (indeed, Mitu expresses an understanding of why the Order of Oryon has opted to seperate itself from local politics). However, before anything can be decided, they opt to figure out where this new host girl came from. Lugh and an angry Rin approach an old farmhouse near the edge of town, after having tracked the young girls passage. There are light in the farmhouse, and at least three people seem to be talking.
Inside, a man in robes -- a guard/tender for the Oracle -- is paying off an excited (ecstatic, really) mother and a visibly displeased father to the amount of one dairy cow and two pigs. Rin notices that the Oracular guard is tethered to some kind of spirit, and uses his skills as a psychopomp to wrest the spirit under his control. He learns that the spirit is sent from the Oracle herself, and the guard -- though somewhat taken aback at whats happening -- is unphased, continues his exchange, and quickly excuses himself. The mother is pleased with what has happened; her youngest daughter has been claimed by the oracle. She always knew the girl had a special destiny. The father is definitely not pleased, and speaks at length with Lugh about it. Lugh manages to convince the man not to do anything stupid since there is no freeing the girl, but promises that he and the rest of the party will look into things.
Indeed, they return and speak to the Oracle herself, who speaks only cryptically. But she seems to indicate that she is powerless to change the party's decision once they make one, but adds that mercy should be shown to those who must commit necessary evils. Some in the party speak with the shrine guard, and learn a bit more of the Oracle's history. They also demand access to the shrine records. Between the shrine guard and the records, they learn that girls tend to die off, though there is no set time, but are not abused or demeaned. There has only been one recorded case of abuse by a shrine guard, and that was nearly 200 years prior. The man was castrated and cast from Dunger. Nothing else has been done to the oracle without the oracle's expressed request.
The party's decision is to alter the Shrine. They reckon the toxic living environment contributes to the high mortality rate among the girls mounted by the oracle, and decide to seal off the the vents of sulphurous fumes, create apertures for fresh air, cleanse and then reroute the waters flowing into the chamber, insuring that there is a steady flow to help keep the place clean. Slip and Bodan spend several hours making changes to the terrain, and the party leaves Dunger.
They set back down to business in what amounts mostly to gathering intelligence and tieing up a few loose ends. First they return to Hillshadow and Mitu completes his healing treatments on the Archmage Tol'Uddi Dunn. However, it is here they meet with over a dozen Pheonix Cultists en route to Sashmir to gather around the new Talmoril -- they all shared a vision that included not only Caedin, but Mitu as well, the Messenger who bore Mevonn's Quill from the last Talmoril to the new one. The hippies descend on the Ogren, one burly fellow even snipping a lock of Mitu's scraggly hair.
As most of the party laughs, Mitu is horrified -- not only does he warn that these nameseekers are likely to find only an asskicking at the hands of the Talmoril, he fears that he will take even more of an asskicking himself simply for being involved. The cultists only seem to hear part of what he says, taking an twisting his words and message -- They should go home, and the Talmoril will show them the way.
Most of the bystanders agree in believeing that Krakaroon definitely has something to do with the shared vision of these nameseekers. Minulex, they reckon, may also have some part in it. Regardless, Map confirms that hundreds of cultists are approaching Sashmir on all roads, and some have already assembled on Moon Hill.
Antilles -- who is at Hillshadow during this time -- asks the Party to perform a task for him, one which may require negotiation and diplomacy. It seems that the Archmagus and Artificer, Tol'Dorinn Finnian (aka Dalwimple the Red) got too close to the Inta. He is currently held captive by the man and his small army of Varu shamen and Kon'Dai. Antilles simply wants the party to discuss what Prion wants in order to release the Wizard. He sees no need for combat, or he'd just go himself. Soreiss comments that the Inta is Prion, and adds that he figured they'd have to meet some time. The party agrees to speak with Prion, and returning to Map, they spy a long train of people crossing the foot hills north, across the bay, from the Imperial Hearth of Varu'Nora.
Soreiss gates the party a couple of miles ahead of the procession. Lugh sets his staff alight to show there is no stealth or hidden ambush here -- just a meeting. Indeed, Prion's outriders -- his Necrus minions who continue to serve as his military commanders -- make contact first, and arrange a meeting with Lord Prion in one hour's time.
Prion is a massive figure, retaining the full Cathanus stature he held in life. His armor is stylized Cathic Plate, and he bears a warmask much like the Varukko Kon'Dai do in battle. He removes his helm as he approaches -- unlike most necrus who usually appear in heavily decomposed states, Prion's flesh is not at all marred or putrid. His tone and pallor are corpse like and ashen, but otherwise flawless. A steady light burns in his eyes, making it hard to tell if his real eyes remained or if the lights themselves have taken that form.
Alongside Prion walks an unexpected figure -- Temu, the exiled Varu Shaman -- with his Giro assistant skulking at the fringes of darkness. Temu greets the party, but says little more as Prion takes over.
The Necrus lord speaks with the party at length, about both Tol'Dorinn Finnian and other matters. Indeed, he seems to stump Soreiss with a very simple question -- Who is Soreiss that makes him uniquely Soreiss, and not Athrin Nur? In short, why would Athrin Nur choose to become Soreiss? He speaks plainly about some issues, even when challenged, and expresses a distaste not only for his "cousin" Oryon, but for the Pheonixes as well. What good is a god, he asks, who refuses to use his divine power? Indeed, power seems to be the primary theme Prion expresses in the conversation, a focus that colors his apparently narrow world view.
Ultimately, Prion presents several useful pieces of information:
- He has always been the Inta, in all places and times the Inta has revealed himself.
- He has been shaping Varu culture according to his vision of an idealized Cathan, and has always been tied to their spiritual core.
- He thinks the Eled races are fit for nothing but death; corrupt or not, they are all a blight on the world.
- He admits that he has not yet decided where he is throwing his lot in the grand conflict, but comments that it will never be the Dark Road.
- He admits that he has met with the being the Varu call the Bone Crow, whom the PCs know as Cabot Darkhollow.
In the end, Prion agrees to free Tol'Dorinn Finnian if -- and only if -- Antilles himself meets with him. He obviously has something to say to the Guardian's son.
The party returns to Hillshadow, informing Antilles of Prion's conditions. The living shadow departs immediately. A Nom traveller in the tavern pesters Mitu about being "the Messenger", then laughs, revealing himself to be Vernir Guide in disguise. He mocks the hippy Phoenix Cultists, citing the superiority of the Path of S'qarb. However, he agrees to accompany the party back to Larka.
When they return, Arius is waiting with a list from Kethryn.
Sunday, April 29, 2007
Chapter 15: Session 16
Lugh gets drunk and snarky... and then sobers up. The snark remains.
Rin and Soreiss decide to have a chat with Rhedd, the former leader of the Company, and find that he's not really that bad of a guy.
Zhebaht does not do the fishman dance.
Some young girl lies crippled in a pool of filth, breathing poison and babbling incoherently.
Mitu has a very bad day.
----
Jolt Code: [B2,C3,1R,2S]
Rin and Soreiss decide to have a chat with Rhedd, the former leader of the Company, and find that he's not really that bad of a guy.
Zhebaht does not do the fishman dance.
Some young girl lies crippled in a pool of filth, breathing poison and babbling incoherently.
Mitu has a very bad day.
----
Jolt Code: [B2,C3,1R,2S]
Chapter 15: Session 15
After passing through not only myriad traps set by Skullsneer, the party finds that they must walk the very border of the Dark Road in order to destroy the final jar protecting the Dark Shaman's essence. Only Lugh and Rin manage to walk the path, coming to find not one, but five jars (one visible, three hidden behind curtains, and the true jar locked within a hidden compartment within a raised dais) in room filled with poison. Rin and Lugh manage to find and destroy the jars, though Rin is poisoned severely. When the pair ambles out and rejoins the party, Mitu uses his healer powers to draw the poison from Rin and into himself... unfortunately, it leaves Mitu critically impaired, unable even to catch his breath.
It would seem that Skullsneer is defeated; all four jars and the man himself have been broken asunder. The party returns to Larka, and set about planning their next course of action.
----
[Jolt Code: Forthcoming]
It would seem that Skullsneer is defeated; all four jars and the man himself have been broken asunder. The party returns to Larka, and set about planning their next course of action.
----
[Jolt Code: Forthcoming]
Saturday, April 21, 2007
Chapter 15: Session 14
Something happened. I'm not sure what, though I think it involved destroying the third of four organ vessels protecting Skullsneer's essence. There may have been some traps, too. Who knows?
There was also some intraparty discussion.
There was also some intraparty discussion.
Friday, April 13, 2007
Chapter 15: Session 13
Early morning in Larka City, those sensitive to it feel the sudden presence of a massive force of corruption enter the city... and then leave just as suddenly.
Investigation reveals that the body is that of Elitheri Guide, one of the Waywinders. Her spirit is confused, and unsure of what has happened. Her last recollection was of being trapped inside Cube, and Vernir had told the party the woman had gone missing a long while ago.
As many folks investigate Elitheri's death, Mitu is at the Boat House when Sable arrives. The immortal luma says he is calling in a favor, and needs the party's help in a big brawl against Anjoule, ratdog, and several folks serving the darkroad. Most of the Waywinders have been beaten senseless, and most of Nightclan is busy on another front of the battle. Sable claims that he and Khoruff will handle Anjoule, if the party can handle other secondary objectives.
Sable and Mitu round up the party, but it is decided that they should pick up Adder for this one. (they also try and snag Antilles, but they discover he is quite busy trying to break someone out of an Arcane Council prison in Tal'Ushorin.) Adder is found rafting his way across the bay between the Dreadlands of Naganni and Southern Kesh. He is briefed quickly, and the fight is joined.
The battlefield is littered with corpses. On the field, Monique, S'qarb, Blackrobe, and a handful of Waywinders are fighting against half a dozen well trained servants of the dark road -- men who have chosen corruption for power. One such man is recognized immediately: Darville, once a Sellsword captain in the city of Flatrock. Also in the battle are a handful of grey skinned kuzani who at first look seem undead... but it turns out they are Nuzin of the Duron Clan manipulated into fighting on Anjoule's side. Anjoule is fighting Khoruff (who is wielding Thohlemmakkhan), and the big Gallus is taking a defensive tactic against the more mobile Nightmaster. There is no sign of Zulok, the Ratdog.
As they arrive, the party scatters into groups -- concentrating on picking off the people willingly serving the darkroad. Blackrobe informs them that holding the several small forts scattered on the field are crucial, and should be destroyed when the lesser fights are handled. These forts hold entrances to the tunnels of the Nuzin, and more Nuzin reinforcements are already on the way. Everyone agrees it is wise to not kill hundreds of Nuzin who may not even know what the hell is going on.
Sable, Khoruff, even Adder, all assault Anjoule -- who with his mastery over space seems a wily foe. However, Sable uses the power of his Ring, Thohlemmrhyz, to bind Anjoule within a dimensional doorway which, oddly enough, he cannot seem to escape (because it links to Shadow, they figure). Khoruff uses the opportunity to deliver a finishing blow to Sable, but Antilles warps space enough that Sable, too, takes the attack. The big Luma falls, (im)mortally wounded, and Khoruff hits Antilles one last time before the Nightmaster collapses, then disappears. In his place is a widening black void that they determine resonates with the power of the Dark God Beluss. Thohlemmakkhan seals the void, even as Arius and Slip start arranging the bodies on the battlefield to be given some measure of a funeral.
As Sable lay dying, he makes some jokes and says he hopes to be set adrift while his body is aflame. That is the funeral he wants. Without pause, Blackrobe and Khoruff disappear with Sable.
Adder and Lugh recite the canticle of Life over many of the fallen. Only two of the Nuzin survived (missing limbs) and only two of the waywinders -- Vernir, and a dark skinned human woman named Taru Guide, who has obvious southern saelish ancestry. S'qarb is around somewhere...
The waywinders talk amongst themselves, still somewhat shaken with the realization that this is essentially the death of their Order. Others interrogate the Nuzin, and discover that they have not only been duped, but they are incredibly stubborn as well. Upon learning Mitu is a healer, they apologize for mistaking him for one of the corrupted -- as a hairless Bo, he was easily mistaken for an Ogren. Lugh attempts an overture of friendship, hoping to arrange a meeting between his clan and the clan of the Nuzin, but the forgotten ones seem reluctant and guarded. Eventially, they are left to go their way.
The party teleports back to larka city, accompanied by Adder and the Waywinders. S'quarb was left behind.
Investigation reveals that the body is that of Elitheri Guide, one of the Waywinders. Her spirit is confused, and unsure of what has happened. Her last recollection was of being trapped inside Cube, and Vernir had told the party the woman had gone missing a long while ago.
As many folks investigate Elitheri's death, Mitu is at the Boat House when Sable arrives. The immortal luma says he is calling in a favor, and needs the party's help in a big brawl against Anjoule, ratdog, and several folks serving the darkroad. Most of the Waywinders have been beaten senseless, and most of Nightclan is busy on another front of the battle. Sable claims that he and Khoruff will handle Anjoule, if the party can handle other secondary objectives.
Sable and Mitu round up the party, but it is decided that they should pick up Adder for this one. (they also try and snag Antilles, but they discover he is quite busy trying to break someone out of an Arcane Council prison in Tal'Ushorin.) Adder is found rafting his way across the bay between the Dreadlands of Naganni and Southern Kesh. He is briefed quickly, and the fight is joined.
The battlefield is littered with corpses. On the field, Monique, S'qarb, Blackrobe, and a handful of Waywinders are fighting against half a dozen well trained servants of the dark road -- men who have chosen corruption for power. One such man is recognized immediately: Darville, once a Sellsword captain in the city of Flatrock. Also in the battle are a handful of grey skinned kuzani who at first look seem undead... but it turns out they are Nuzin of the Duron Clan manipulated into fighting on Anjoule's side. Anjoule is fighting Khoruff (who is wielding Thohlemmakkhan), and the big Gallus is taking a defensive tactic against the more mobile Nightmaster. There is no sign of Zulok, the Ratdog.
As they arrive, the party scatters into groups -- concentrating on picking off the people willingly serving the darkroad. Blackrobe informs them that holding the several small forts scattered on the field are crucial, and should be destroyed when the lesser fights are handled. These forts hold entrances to the tunnels of the Nuzin, and more Nuzin reinforcements are already on the way. Everyone agrees it is wise to not kill hundreds of Nuzin who may not even know what the hell is going on.
Sable, Khoruff, even Adder, all assault Anjoule -- who with his mastery over space seems a wily foe. However, Sable uses the power of his Ring, Thohlemmrhyz, to bind Anjoule within a dimensional doorway which, oddly enough, he cannot seem to escape (because it links to Shadow, they figure). Khoruff uses the opportunity to deliver a finishing blow to Sable, but Antilles warps space enough that Sable, too, takes the attack. The big Luma falls, (im)mortally wounded, and Khoruff hits Antilles one last time before the Nightmaster collapses, then disappears. In his place is a widening black void that they determine resonates with the power of the Dark God Beluss. Thohlemmakkhan seals the void, even as Arius and Slip start arranging the bodies on the battlefield to be given some measure of a funeral.
As Sable lay dying, he makes some jokes and says he hopes to be set adrift while his body is aflame. That is the funeral he wants. Without pause, Blackrobe and Khoruff disappear with Sable.
Adder and Lugh recite the canticle of Life over many of the fallen. Only two of the Nuzin survived (missing limbs) and only two of the waywinders -- Vernir, and a dark skinned human woman named Taru Guide, who has obvious southern saelish ancestry. S'qarb is around somewhere...
The waywinders talk amongst themselves, still somewhat shaken with the realization that this is essentially the death of their Order. Others interrogate the Nuzin, and discover that they have not only been duped, but they are incredibly stubborn as well. Upon learning Mitu is a healer, they apologize for mistaking him for one of the corrupted -- as a hairless Bo, he was easily mistaken for an Ogren. Lugh attempts an overture of friendship, hoping to arrange a meeting between his clan and the clan of the Nuzin, but the forgotten ones seem reluctant and guarded. Eventially, they are left to go their way.
The party teleports back to larka city, accompanied by Adder and the Waywinders. S'quarb was left behind.
Subscribe to:
Comments (Atom)