Sunday, December 03, 2006

Chapter 14: Session 07

Death is met again in the Necropolis of Woed when Mitu, Val, and Rin discover that Woed's presence is absent, unlike the first two necropoli. Mitu worries that wherever they go, they find death -- who responds in turn that it is death that dogs the heels of the bearers. Lord Death once more decides that he will meet with the bearers, but not until later...

In the wake of Tol'Orsiss Sarai's attack of the Boathouse in Larka City, arrangements are made with the family of the fallen majordomo. They are going to Malron to be with family, and one of Ruckus' children -- the runt of the litter -- is going with them.

Then, the remainder of the party also heads to Woed's Necropolis.

While spending some time there, the PCs encounter an aloof nom wearing a tattered, dusty cloak and wielding an enchanted poleaxe. He does little more than snort derisively at them and returns to his own affairs.

Meeting with Lord Death, the PCs are informed how Nekarnus was wrong. Or, more specifically, the consciousness claiming to be Nekarnus at his Necropolis was wrong, because it was not Nekarnus at all. Death explains that come the dawn of creation, the five gods of the pentad had to align themselves with certain cosmic principles -- Darun with Death; Woed with Life; Nekarnus with Zhirihz, the power of the Ouric and the wellspring of Eldritch energy; Beluss with Subtance and Matter; and Para/Korma with Time and its markers, light and darkness. It was Zhirihz's own memory of Nekarnus to whom Soreiss and Mitu spoke -- truly an echo and not the being himself. It is the same way that while Lord Death will oft times wear the mask of Darun, that god himself is long gone, cast away with the others during the fourth prophecy.

The PCs, with much more now to think about, decide upon a plan to rescue Val's ward and isolate Skullsneer the shaman from Belovius' aid. First they seek Belavius at his tower of stars in Nekarnus' necropolis, and offer a deal. The extract of Illmorthus root will restore the vigor and health Belovius craves so desperately, and should be a fair equivalent to whatever Skullsneer had offered. In return, they want the child. The sorceror agrees, summoning young Uvorr.

However, it is not Uvorr -- much to Belovius' surprise -- but a simulacrum wearing the child's skin. Another doll of Skullsneer's it would seem, scamming Belovius as well as the party. The false child is dealt with and Belovius seems genuinely angry at Skullsneer -- and desperate for the Illmorthus root. He seeks an alternate deal, and the shard of a wellspring node is the initial counteroffer. However, a new deal is struck, with Belovius providing maps and lore about a hidden sanctum belonging to the Archmage Zal-Ruthara, in which he knows the mage's staff still resides. Powering that staff, he knows with great certainty, is a wellshard. Furthermore, that sanctum contains the mage's studies, laboratories, and other gear.

Finished with Belovius, the party turns to the rescue of Val's ward. That the boy is still alive they are fairly certain, although in what condition no one can say. They arrange to meet Tol'Uddi Dunn and Antilles at the Bronze Bull fort in the heart of Westroad (with Kestra's consent). They learn quite a bit about Tol'Orsiss Sarai and after some trouble, manage to convince Antilles to rescue Uvorr from Skullsneer's trap (when all is said and done, Antilles is, as Cabot said, his Father's son). They await word from Antilles or the other Shadesmen, and prepare to visit the remaining two Necropoli, all the while making some additional plans (Arius opts to advance the timetable for Sandstone Keep, for example).

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[Jolt Code: B6, 2C, 1CB, 6R, 1S]

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