The Announcement
The MageDrake and Arcane Guild researcher Desdemona Silverthorn has commissioned an expedition of adventurers, researchers and mercenaries to travel to and explore the Spindrift Isles in the northern ocean, east of Tarna and west of Scorti. Desdemona has hired an Ice Clipper, the SkyReave, which will depart from Miritius, stopping in Holsfrin the Dwarven Kingdom; Shallahifan, the Elven capital of Slartan; Fellport and Dyrisia in Kooselan; Despa'an in Despa and Sip and Hulesport in Hules. The SkyReave will then head east and north through the Schooner Isles before making the ocean crossing to the Spindrift Isles or Mur Fostisyr (\ 'Land of the Blue Light'\ ). The SkyReave's journey will be plotted as to arrive before winter closes the local seas with ice.
5000 years ago the Cataclysm caused all life to either fall or flee on the western half of Arda. A great eruption of Mana and Energy sprang from an area near the Spindrift Isles spread in waves over Tarna, Telor, the Schooner Isles and Scortia leaving the area desolate, demolished and filled with strange and twisted creatures. It is said that minions of Morgoth the Destroyer wrought the Cataclysm from a source of great energy rumored to be one of the Three Silmarils hidden away 20,000 years ago during the Changes. It is also said that Morgoth used this energy to complete the forging of the Twelve Swords of the Apocalypse but the blades were scattered before his minions could wield them in concert. This is good for with the Twelve Blades and the power of the Silmaril Morgoth would have challenged the Compact between Light and Dark Gods and attempted to take Arda for his own.
The year is 4378 PS, PS being Post Settlement or when Elves first returned to rebuild shattered Tarna and a new accounting of the years began. It is said that even life has returned to the Mur Fostisyr in various forms. The few traders who have attempted the stormy seas and treacherous ice report a land of mystery and magic. They report several unique peoples; the Fustir-Gost, short hardy men or perhaps tall dwarves who ply the seas in ice-capable craft; the warlike Syrkakar who fled from the south and perhaps are relatives of Tarna's Chelni; the Ky'taari, a community of unique elves adapted to the environment; and the Udahir, a group of the High Men who fly with the great birds, the Thyfur. Rumor also says that Mur Fostisyr is home to a MageDrake, a Demon Lord and a renegade Navigator and more ominous is the spectre of Morgoth rising in the artic seas which names itself the Iron Wind.
Desdemona welcomes all to join and board the SkyReave as it prepares for its journey east and northward. Passage and boarding will be paid for all those who apply their skills to insure the safety or improve the quality of the long journey. Ms Silverthorn will also pay those who join her on her own personal business in the Mur Fostisyr. If you have any inquiries regarding the journey, information has been given to the Mangai (\ the Merchant's Guild\ ) who will handle such inquiries.
Enter Khunya
One day you are sitting in your quarters at the Arcane Guild in the capital of Roim, pondering some obscure Arcane text, when you begin to feel an incessant throbbing in your head. Reaching up to check for lumps, you notice the garnet panels of your grey power focusing ring are flashing with bright red light. You realize the Bloodring is attempting to contact you and settling in you open a channel to your thoughts.
"We would have words with you Mage Khunya of the Bloodring. We are your dread and terrible masters, controllers of the Banefire and wielders of the Master Rukh.
"We have chanced upon a mission which might be of interest to you and is of import to us. You may have heard of the expedtion to the Spindrift Isles being organized by Desdemona Silverthorn? We would like you to accompany this expedition in your capacity as a member of the Arcane Guild."
You now remember a flyer stuffed under your door announcing just such a trip and hurriedly search through a mound of papers until finding the yellow parchment with silver ink.
"Upon outer appearance your purpose would to be study the forces of magic which shaped the isles and were used to fuel the Cataclysm. The Navigators reveal there is a major earthnode in the region, whether or not it is really one of the Silmarils they do not say. We have interest in the true nature of the power resident.
"More importantly we have interest in the Iron Wind and the other living forces upon the islands. We serve the Dominator in Scorti but it is a business relationship. Our Dread Master would prefer us to be slaves rather than independents. We wish you to determine whether any of these powers are associated with the Dominator and whether he intends that they suplant the BloodRing which is unacceptable.
"Khunya, we can not give much help that far in the north though the power of the ring and the rukh will still function. However, if in need, you may contact us and will forewarning we can conjure and release a sending, a Grim, of terrible power, where you might direct. Be careful for this magic may reveal who you are and who you serve. May your blood be strong and potent on this quest."
Enter M'Bassu
Life on the Serengeti has been quiet since you returned from the walkabout which led to your meeting with Na'tiean, Khunya and the others. Your tribe has spent many days exploring the land reclaimed from the Shard Wastes now being subsumed by the expanding savannah. The tribe has grown and prospered seeming to relish in the new life brought to the area. The young marvel when the story of the defeat of the BaneFire, and your pivotal role, is sung over the evening campfires.
The only conflict came when another young wanderer of the tribe, K'Tea Shimibuku, returned to the Serengeti about a year or so after your return. He saw himself as powerful and experienced, even possessing an avatar of Tulkas as part of his very being. Although tall and strong (\ nearly 8 feet tall!\ ) his combat skills were that of a baby. K'tea seemed to rely upon spells and his strange and potent club and shield. The club was a font of power, carved in a lion's head, bolstered by imbedded dragon's claws and growing small red flowers. The shield was of wood and metal in a lion's head. Both glowed with orange-red runes which would sometimes fade during combat, to give their wielder power, which K'tea would renew later. He was impetuous and ignorant and it took much to put him in his place.
One day your grandfather, L'Prassa Walker-with-Spirits, the tribe's chief shaman and elder approaches across the camp.
"M'Bassu, warrior and son, as I walked among the spirits I came upon another of a tribe of warriors. He was tall, with hair and skin of a golden hue and bright blue eyes. He wore loose pants and wrap shirt and seemed fit and capable. We talked when we met and the subjects were many and diverse.
"He came from a far northern land, perhaps beyond any that I have seen in my many days. His people were few but they were hardy and stronger. Of interest to you, my son, and Tulkas our guide and friend, is that they also are practitioners of the arts of the open hand and the closed fist though they follow Varda the Lady of the Skies and Arien, who he called Arianna, the Sun.
"I have learned that there is a group being organized by a member of the Arcane Guild," he hands you a roll sheet of white parchment with silver writing,"to head into the far north to explore the lands there. If the wandering urge has come upon you again, I would wish that perhaps you would go to the north to meet these warriors, the Ky'taari, and give their leader a gift from me. There perhaps as well you may learn of a different way of the open hand."
Enter Na'tiean
One day you are standing upon the balcony in your room, overlooking the great Morannon Ridge, home to many industrious and combat-ready Orcs and Trolls, when Ra'tiane enters. She is at 20 your younger sister and heir to Ra'tiea's position of Speaker of the Void, chief priestess of Ungoliant at the Well. She places upon the balcony railing a copy of the announcement from Ms Silverthorn.
"Your mother's dreams have recently revolved about this upcoming expedition. She wishes that you accompany this group, as the mercenary you have been, for an immediate goal and a future goal. The immediate goal concerns one Denirok, astrologer and once a Navigator of the Arcane Guild. He has long since left that Guild but still possesses the Compass by which he scryed the powernodes and flows of essence about Arda. The Web would wish that you attempt to retrieve that Compass for it would be of great use to our Maazhat compatriots.
"You should be careful though for Silverthorn will have a Navigator on board for the journey and may also try to recover the Compass. The Compass resembles an ornate sextant made of silver, gold and platnium fitted with many small jewels.
"The second thing is this rumor of the rise of the Iron Wind. It is known that the forces of the Scortian Empire, led by the Dominator, his Lady and the Ten Who Were Taken, follow the lead of the Church of Morgoth. This Iron Wind may represent his machinations as well. Ungoliant deems his growing power to be a threat and any knowledge you can gain or setbacks you may impose upon them will be desired.
"A final warning, her visions have shown the Bloodring and Tulkas as well. I think you may be about to meet some old companions. Perhaps the Strands of her Web draw them as well to this journey."
With that, Ra'tiane turns and with a rustle of robes, exits your room, leaving you to ponder the paper and peer at the orcs, busily scurrying like ants, upon the face of Morannon.
The Skyreave and those aboard
As a preview, here is a partial cast of characters who will be accompanying and crewing the SkyReave on her journey to Muir Fostisyr.
The SkyReave is a 160 foot, 3 masted, square rigged clipper ship also capable of running on Ice as well as the sea. The SkyReave is the property and home to a Sea Kral clan, the Kindaloo Owami (\ "Ever Sailing the Ocean"\ ). She is captained by Maraloa Iron-Keel. Her Pilot and Navigator is Umlanos Steady-Hands (\ a member of the Navigators guild\ ). The Pilot has two apprentices, both young clan members. The Captain has a First Mate and a Bosun (\ Second Mate\ ) both of the clan. The crew totals over fifty including 12 Ablebodied Seamen, 32 Ordinary Seamen and 6 Deckboys as defined by the Sailor's guild. She also has a ship's carpenter (\ Chippy\ ) and assistant, Supercargo (\ trader\ ) and apprentice, Physican and nurses (\ three non-clan members a male Dwarf, a half-Dwarf [his son] and a male light elf\ ), ship's Mage (\ a sohleguir aka Lizardman\ ) and apprentice (\ a lesser Mahe male\ ) and the ship's Cleric (\ of Ulmo\ ) and acolyte.
Every sailor stands a watch (\ two of 25 crew each\ ), except the Captain, Pilot, Supercargo, Physican and Mage thus total crew is 55.
Ship's Marines number 20 and are commanded by Lady Angelica Silvermoon of the Mercenaries Guild (\ she is a human\ ). Her lieutenant is named Rinaldo (\ he is a male Hani\ ). She is looking for another lieutenant and others to fill her group of 20. She is likely to be accompanied by Sir Steven McCauley from the Arcane Guild.
The primary driver of the mission is Lady Desdemona Silverthorn from the Arcane Guild. She will be accompanied by Cassieopea (\ a human lady\ ) from the Sorceror's Agency and several servants (\ some sort of unusual constructs\ ).
The Churches of the Lords of Light are represented by a guest (\ name and race unknown\ ) and an assistant named Phlemming (\ a male High Man\ ).
This list will be updated as other guests, interested parties and additional crew come forth to join the expedition.
As PCs you can contact the following folk with regards to various positions in the journey and decide whether you want your interest to be made public or not. Desdemona handles guests and ship's crew, Angelica handles the Marines.
The Harper's Call
Hear ye, hear ye...
The following announcements concern the crew and guests to be aboard the SkyReave as she departs for points east and north on this grand journey of exploration.
The following are new guests aboard the SkyReave -
Lady Angelica Silvermoon and Sir Steven McCauley present the organization
of their Mercenary Marine contigent -
Each Lieutenant will command an 8 man squad, the group totalling 20. Silvermoon is actively looking for all interested mercenaries for her group and the voyage. Top mercenary rates (\ 4sp per day\ ) are offered for all qualified applicants. Expected mission duration 200 days.
Thank you for your attention.
The Harper's Call Again...
Hear ye, hear ye...
The Harper's Guild in conjunction with the Mangai and Ms. Desdemona Silverthorn are proud to announce the following entertainments have been signed aboard the SkyReave for the duration of the voyage.
Proudly presenting -
Death defying escapes, magical transformations,
shocking illusions, music, song and dance!
Compositions for guitar, mandolin and flute,
songs, ballads, hymns and cheers
Other acts will be announced as they sign -
Thank you for your attention.
Along the coast of Tarna
The SkyReave departs Sip, after picking up M'Bassu, Maria, Cassieopiea and the "Servants" and the Chelni merchant. Two entertainers, a pair of dancers from the Harper's Guild and the Church of Nessa, a pair of Hani (\ male and female\ ) also join. It remains cloudy and cold for the next few days as the ship sails along the coast of Hules for Hulesport. The four days to Hulesport proceed without incident. At Hulesport two additional guests join the vessel -
Tarin Dawngreeter of Azadmere, a member of the Sailor's Guild and representative of the Dwarven Nations.
Zokhad Graveler, a member of the Mangai and the Arcane Guild, a geologist by trade.
Also one other entertainer, an old storyteller named Hakiem, joins the vessel. He is an old common human, heavy salt-n-pepper hair (\ more salt than pepper\ ), dark skin and wrinkled face. He speaks with a heavy Bedouin accent and seems to be from the ex-Desert/Shard Wastes areas of Hules or Torca.
Angelica posts the final makeup of the SkyReave's Marines, now totalling 22 with final folk joining at Sip and Hulesport.
Watch 1
Watch 2
All Lieutenants (\ Na'tiean included\ ) receive 80 GP in advance
and 80 GP upon completion of the journey (\ more if it exceeds 200 days\ ).
All Marines (\ M'bassu and Maria included\ ) receive 40 GP in advance and
40 GP upon completion of the journey.
This is a rough diagram of the SkyReave and her accommodations -
As would be expected, the crew, marines and entertainers hang out in
the indicated spots. Upper echelon crew, marines and guests have cabins
as indicated below -
Despite the unusual incident with the Essence Flow while passing around
Cape Renda, the SkyReave continues onward. That night and the next day
are peaceful and good weather. The ship's crew works to patch the damage
to the cabins while the various Healers on board work on crews, marines
and guests alike. Desdemona was not grievously hurt by the Slaying weapon
possessed by the Black Stalker and Cassieopea recovered fairly well from
being blasted through a wall.
The day after is rainy and at sundown the SkyReave docks at Corinth, capital
of Tarn South and last stop in Tarna. Angelica and Steven dine with the
Lady Mayor Decuma and receive a request to investigate an island that the
SkyReave will pass in the next day or so. Guiles and Deb spend the night on
the town as it were and may/may not meet with some success. The SkyReave
departs with the morning light.
Steven and Khunya discuss their various Arcane specialties. During the night
of the first day out of Corinth, next destination Telorii, largest port of
Telor, the lookout spots the small island that Decuma discussed with Steven.
[ And I'll let Steven inform the rest of you as to what is cooking... ]
Corinth is the Baronial Capital of Tarn South, southernmost Barony of
the Kingdom/continent of Tarna. When Guiles last was there the population
was 7000. It has now risen to 8500 due to the looming war in the east
and the increasing Tarnan involvement.
Corinth is set on a penisular jutting from the north shore of the river
Umone where it enters the sea. At the south end of the city is Caer
Corinth home to the Lord Mayor of the city. The keep has two sub-levels
and six above ground levels. At its tallest point it is perhaps 120'
above the ground. Within the walls of the keep are a granary, barracks
of the town militia and the houses of the Bonded Weaponscrafter and the
Bonded Ostler to the mayor.
The city proper is surrounded by a wall which is oval shaped. To the
north-east is an extension surrounding the port of Portland. South of
the city wall on the water is the Baronial Haven. A set of docks and a
large keep used by the Baron of Tarn South when in town. The current Hani
Clan Baron of Tarn South resides in his Manor north of town. The Keep is
occupied by Prince Teraphas, Prince Regent of the Southern Principality
of Tarna (\ the four southern baronies; Despa, Torca, Hules and Tarn South\ ).
North of the city walls on the mainland is the suburb of Halain and most
of the lower class housing and nearby farms. The surrounding suburbs
contain another 5000 people. Corinth is currently the jumping-off point for
any Royal and Mercenary military forces headed to fight in the Scorti-Telor
war. The city is very busy and bustling with activity. Mercenary companies
are actively hiring and training soldiers for the war (\ watch for the press
gangs for they are prevelant in the evenings\ ).
Lady Mayor of the town is Decuma. She has been Mayor for almost two years
since her father, Aestus, passed his title to her. Both are members of the
Arcane Guild, studiers of Runes in particular. Her father Aestus was Lord
Mayor for 15 years until he resigned 10 years ago. He left his brother
Ofonius in charge but he fell under the sway of an evil cult. Ofonius was
slain by adventurers and with their help Aestus returned to power. He ruled
again for 6 months before he passed the title to Decuma. She has ruled since.
Decuma is young (\ only 21\ ) and very intelligent. She is of medium height
and attractive, a common human, with dark-black shoulder length hair
frequently bound into a ponytail. She usually seen in the company of her
consort and the Commander of the Town Militia, Menelaeus. Menelaeus was
at one time Aestus bodyguard and fell in love with his daughter later
asking for her hand in marriage. He is a skilled warrior, perhaps of
Na'tiean or M'bassu's caliber, a member of the Mercenaries' Guild and
possesses an intelligent sword named Sirion. He is tall and dour faced,
with straight short brown hair, thin beard and mustache, well chiseled
features, fairly handsome. He is strong but not of epic strength.
He is also a common human.
Menelaeus works at Caer Corinth when not inspecting the troops. He dines
at a local mercenary/militia hang-out near the Mercenary's Guild. It is
called the Boar and Spike. Has dinner and drinks with friends and then
returns to the Keep to be with Lady Decuma.
The last time you were in town, over two years ago, you ran afoul of
one of Ofonius' cronies on the town council. Although Ofonius is dead
and the crony out of power, some may still remember you and hold a grudge.
Perhaps you played a practical joke on a rather pompous sort and he is
still spoiling for a duel.
You have a couple of contacts in the Lia Kavair, the Guild of Thieves,
and know where the safehouse is. Through them you could find a fence or
some muscle.
The tower of the Trolls can only be entered through an underground entryway.
The tunnel, if natural in origin, has been expanded and worked with
a level floor and polished walls. The tunnel ends in an unlocked
Bronze Door which opens onto an antechamber with double oaken doors
at the far end. In the room, Na'tiean notices some pulleys attached
to the ceiling which were once part of a defense mechanism, perhaps
to drop nets on the unwary. Searching the walls he uncovers a concealed
niche within which was a peephole to watch the halls and levers to
control ropes from the old pulleys. Stashed in the back of the niche
is an old leather pouch containing the Trolls monetary gains, 175 BP
in coinage and pouch with 10 small Pearls and a large Opal.
175 BP, 10 - 2 GP Pearls, 1 50 GP Opal
Beyond the double doors is an entry hall with benches and a curved
staircase leading upwards. The first floor of the tower has no windows
and is poorly ventilated. It seems to have been used as barracks in
time of siege. Siege supplies lie in various rooms such as a barrel
full of torches, another half full of oil and some old lanterns.
As the group continues up to the next level, M'Bassu finishes breaking
up some old footlockers to check the contents, if any. Within one is
a small ivory statuette of a woman in prayer garb.
20 GP Ivory Statuette of Ilmare
The second floor walls are pierced with arrow slits and a hall runs
around the perimeter of the floor (\ a 80 foot square\ ). This floor
seemed to contain storerooms and a kitchen when Aestus and Decuma lived
here. The Trolls rapidly went through the remaining stores and now brought
their own kills to the kitchen. Khunya discovers a rather gruesome sight
in the eating hall. Other than evidence of distasteful eating habits,
the mummified remains of a minstrel remain chained to one wall. All of
her gear is dried and battered except for one hint of magic which Khunya
sniffs out. In one pocket is an atomizer containing a sparkling green
fluid.
Rin's Voice Enhancer (\ 100 Charges, +10 Singing and +5 Voice oriented-BAR
rolls and skill-rolls, 10 mins\ )
The third floor once contained bedrooms for Aestus and Decuma. One room
however may have been used as a shrine at once point. Within is a 6' x 4',
8" thick slab of marble. The room is covered with the dried and smelly
remnants of sacrifices. It seems that the WickerMan bade the Trolls to
bring their victims here and perform specific rituals. Gritting the stench
and sights, Steven pokes about the room. In one corner amongst some
discards he discovers a pendant of a silver backed cats-eye on a silver
chain.
Pendant of Cats Eye on Silver w/a Silver chain, +5 DB, Daily III, Projected
Light (\ 1 hr duration\ ).
The fourth floor once contained Aestus' laboratory and library. Most
material was removed when Aestus departed and the rest was smashed and
scattered about by the depridations of the Trolls. However, searching
carefully amongst the bits and pieces of paper in the library, perhaps
searching for a scrap of lore or verse, Guiles finds a gold ring engraved
with the figure of a running wolf.
Gold Ring engraved w/a wolf, Ring of Canine Control, allows user to control
any canine (\ Will vs Will or lvl vs lvl RR for non-intelligent canines\ )
within sight including dogs, wolves and the like.
Close to dawn our intrepid band of adventurers reach the beach and then
float, fly, swim or row their way back to the ship. Their various minor
injuries are tended to, stories are gleaned and then with a cry of orders
the great clipper is on her way again.
The crew seems nervous as the SkyReave is headed into a warzone patroled
by ships of the Tarnan and Teloran Navies but also fraught with Scortian
raiders and unaligned pirates. The next day passes under fair weather
but clouds of rain and war blot the horizon at sunset. Three days to
Telorii, central port of Telor, and three days of rain.
The SkyReave meets The Black Raven, a privateer of dubious lineage, whose
captain has been hired to escort the SkyReave within sight of Telorii and
no further. The Black Raven, aside from the niceties of its fallen-Noble
captain, is a pirate ship through and through. Over the next few days you
get to meet some of her more notable crew: Black Angus, her hooded assistant
pilot; Searlin, the blind elven mage who possesses a Jhereg familiar;
Na'xenkian, a Na'tiean-sized Vulfen Berserker; Grogface Dogrot, possibly the
ugliest man on the face of Arda; Donatello, a swashbuckler in the finest
Fairbanks tradition; and a host of others.
As you near Telorii, the rain continues and the sky turns an ugly brown.
The crowsnest spies the high spires and outlying guardships. The Black
Raven makes her goodbyes and turns out to sea. Desdemona informs everyone
that the SkyReave will stay here for possibly a week since this will be the
last friendly port for the rest of the voyage.
The SkyReave glides between the various guardships, accepts a local Harbour
Pilot and is guided through the defenses into the bustling port of Telorii.
Telor is a Hani nation, divided amongst five main Hani clans, and has a Hani
king in Telhome the capital. The nation wages a desperate war versus the
Scortian Empire, worshippers of Morgoth the Destroyer, led by their near-
DemiGod Emperor the Dominator, the Empress his Lady, and the Ten Who Were
Taken, undead Mage-Sorcerors of unimaginable power. Only recently has Tarna
decided to help Telor and Tarnan ships and troops can be seen amongst the
Teloran Navy at dock.
Skyreave docks at telorii at about say 4 pm or when steven's shift
gets off from work...
Docks are busy, lots of mercs and such disembarking, embarking. guards
and such everywhere. busy merchants. and (!) people selling metal umbrellas
and/or wide flat metal hats or metal covered cloaks. roads and ground seem
to have lots of brownish pebbles on them.
Several minutes later there is a peal of thunder across the bay. people
scatter for doorways. a faint splashing and pattering can be heard. the
clouds boil towards the city. then the rock shard rains begin. every
exposed person takes a +50 dagger attack per round in the 'rain'. it lasts
for 1d10 rounds.
People say it is yet another sending from the dominator. another attempt to
horrify and batter the people of telor. rumors that he sends the very earth
against them. great elementals fling the earth to the sky. sorcery abounds!
The day passes with one or two more showers. in the evening the rains are
less frequent but with bigger rocks. about 10-11 pm there is a pelting of
rock hail. Per 151+ will see flashes of green in the sky falling to earth
like a flaming arrow. Per 201+ shows there are exactly three green meteors
falling from the skies. they fall in different parts of the city.
If the party does not investigate - they are attacked by a raving, green
glowing local type...frenzied and feeling no pain. if they do investigate
as they go through alleys and such, they will be attack by berserked
animals of various sorts and bums & such...guiles medallion with flash.
The three meteors will be picked up by ne'erdowells and they will attempt
to bring them to the center of town. each person within ten feet of the
stones must resist vs 5th channeling or frenzy...if one touches it, rr vs
10th or same. when brought together they begin to radiate madness outward.
RR vs 5th in 100', rr vs 10th in 20', rr vs 15th in 5'. the items are
indestructible [ treat as at20, superlarge crits, 200 cp ] unless subjected
to sudden heat then cold [ or vice versa ] (\ darkbolt then firebolt say ].
individual pieces are evil but less strong [ at20, large crits, 100 cp ].
they will their carrier to a central point - tarport/kifir bridge...
The pieces are evil and unholy, they are periphally powered by three
spirits (\ the ravers\ ) which will not manifest until the stones are
brought together as one.
War rages between Scorti and Telor, and the port of Telorii lives through
a constant hailstorm of cloud-borne rock shards.
One night, while the SkyReave is docked at Telorii, the storm, a sending
by Priests of Morgoth and Mages of the Bloodring, deposits three pieces
of an IllEarth stone into the town.
These evil fragments inflict all about with bloodrage and madness.
The following occurred as this group encountered one of the three shards.
The hani charges from the alley, bright lurid green outlining his body and
flooding from his eyes.
Flashes of magic and weapons and he is slammed
to the ground, the green hunk of rock falling to the mud.
The beserker staggers to his feet and you ready another blow.
Suddenly out of the corner of your eye you see Steven McCauley turn towards you.
Bright green flashes about his eyes and around his form.
He braces and raises his left hand towards you energies coalescing
into a bright blue ball.
You jerk your shield up and duck to the left but in this instant can not
outrun light.
A blue blast fills your vision then everything turns white.
*** segue ***
The white lasts for perhaps a minute or so and then slowly turns grey.
You find yourself walking in no apparent direction.
Soon you realize you can see shapes in the grey, the hard and blasted
landscape you walk upon, hills seeming composed of the dead armored bodies of
innumerable races.
You skirt deep dark craters blasted into the soil.
Heavy clouds scud across the sky occasionally marked with a peal of thunder.
Tattered pennants hang from standards clutched in the hands of frozen figures.
Small patches of mist and puddles of water dot the valleys between the hills.
After a while of your wandering you begin to hear faint music in the
distance.
Several hills and turns later you follow a bend and see a small roadside tavern.
The sign outside reads "Last Rest."
It is a small and strong whitewashed stone building with wooden shutters
and a tile roof.
You hurry to the door and warmth, smoke and noise flood out as you open
it.
A fair Vulfen maid relieves you of your axe and cloak and leads you
inside.
A huge hall is filled with row upon row of tables filled with drinking
and cheering warriors of thousands of races and thousands of years past.
A hearty cheer welcomes you from a table filled with lost comrades.
Grishnak Short-Foe and Formanian are amongst them. They make some space,
grabbing ale and meat you join the revelry. Time passes as you trade
stories of your deaths. You discover how Fornanian cheated at cards and
why Grishnak and the Knights of Manwe came to blows.
** end segue **
It is a strange procession that hurries northward through the streets
of Telorii. M'Bassu and Valkyrie hurry Na'tiean? along while he keeps
his hands firmly clamped to his head. Slammer runs ahead leading the
way. Except for the noises down by the bridge and near where Rinaldo
now guards the fallen IllEarth stone the city is very silent. Like ghosts, you
drift through the upscale half of town and to the shores of the river.
As you scramble down the bank, you can seen a low black skiff being
rowed across the river by a short heavy Mahe. Sitting in the front is
a tall dark-haired man dressed in greys and blacks. He hops out and
approaches as you near the shore.
"I am Talon GreyWalker," his voice is low and sure,"Shaman of the Insects
and Hivemaster here in Telorii. Let me see the fallen Warlord."
He looks at the body, a faint grimace crosses his face, mutters a long
prayer in an incomprehensible tongue and Na'tiean's body is surrounded
by a deep blue-green glow.
"Quick, into the boat, we do not have much time!" Talon directs. As everyone
climbs in he looks at M'Bassu oddly but does not say a word. Slammer takes
up another set of oars and the boat quick crosses the river. On the other
side the group moves into the Shambles. And a shambles it is, ruined
buildings, squalid hovels, terrible smells, furtive shadows and garbage
lined streets. You move into what may have been an old mission and down
into the basement.
Talon moves to a far wall, taps a pattern, and another section slides
outward revealing a concealed set of rooms. He directs Na'tiean to be placed
on a bier in one room and moves into another, an altar room. On the floor is
a mosaic of an eight-pointed star and a person sits at each point. Valkyrie
pulls a chain from her belt pouch. From it is suspended a gold ring holding
a 2 inch red glass lens. She concentrates, the lens lights, an image of a
figure appears near her. It coalesces into that of a male Hani who looks a
little like Khunya.
"We have brought him," she whispers," I will place the orb in the center
of the Altar so you may open the gate." With that she puts the chain in
the center of the star and retreats to the periphery. The image vanishes.
The people begin a chant and are soon joined by a faint reddish glow. The
red fills the star, then turns to pink and there is a flash.
Standing in the circle are two strange insectoid creatures. They stand about
6 to 7 feet tall, have pink-red chiton, two large legs, 4 small manipulators
and two large palps continually moving. One turns a multi-eyed head and
chitters to Talon. A silver amulet about its neck speaks in Teloran (\ Talon
translates to you\ ), "I am the medical personnel and hsi is the gate keeper."
Talon points to Na'tiean's body and to a clear space along one wall. One
creature moves to his body and begins to check it out with its palps, fingers?
and esoteric instruments. The other moves to the wall and begins to assemble
a metal framework out of parts from a bag. It is creating a free-standing
octagonal ring of intricate metal parts and pieces. Both finish about the
same time. The medic moves to the other and they exchange chitters. The medic
turns to Talon.
"The body cannot be repaired in any small time. He must be transferred to the
replacement. The gate keeper will bring the replacement from the Well. I will
release the augmentation from the body and then return it to the Well. You
must retrieve Na'tiean from Beyond."
The circle of metal fills with a haze of magic. The creature reaches in a
retrieves a long vulfen-sized metal casket which floats on the air. In the
haze other creatures scuttle about and several humanoids
watch the process. There is a strange noise from where the medic is and you
suddenly see an alien spider-like creature extract itself from Na'tiean's
body. The thing scuttles into a shadow and vanishes. The casket is moved to
the bed and with a hiss and burst of steam is opened. Within
is a twin, perhaps, of Na'tiean but younger and unscarred. The creatures
slowly switch the bodies, leaving his gear behind, and shut the case.
"We return now, it is now up to Talon and Na'tiean's choice," the insect says
as both enter the gate. The keeper turns in the mist and begins to disassemble
the gate from the other side. Then it vanishes.
Talon grabs a chair and sits next to Na'tiean. He enters a trance and anxious
minutes pass.
*** segue ***
A while later there is a tapping on your shoulder. A tall hooded figure
stoops to your ear and whispers, "Na'tiean we must speak, for I can not
stay here long before the minions of Mandos discover my intrusion."
He draws you over to a corner near the fireplace.
"I am Talon Grey-Walker and I have come to see if you would return through
the veil to Arda. Your body has been severely damaged and can not be repaired
in any short period of time. However, your mother and Those Who Are Not Seen
had prepared for that contingency. If you wish to return we will transfer
your soul to a your body yet a new body. You will regain somewhat your youth
but will lose the ceremonial augmentation that was performed. We do not have
the priests in our small web who can perform such a ceremony."
"I also warn you that there may be some mental trauma when the rebirth occurs.
Perhaps some loss of memory. It depends on your strength of will. You are
Hsi's Warlord and the time comes for the Exodus. We need your abilities.
Would you return?"
"Yes"
Talon leads you to the front door where you retrieve your
axe and cloak. The maiden favours you with one of those
"look-me-up-the-next-time-you-are-here" smiles.
Your comrades' voices echo in the hall.
"Don't come back soon...Stay away...Get lost..." they seem to say but
they mean well and are happy for you. Outside the door the gloom and cold
enfolds you and Last Rest seems very far away.
"We must make haste," Talon says hurrying along another path,"before
the guardians spot us and give chase."
As you jog across the scarred landscape you begin to feel a rush of
energy through your soul. A renewal or cleansing of sorts. The hills
of metal and bone flash by as you trail Talon across the wilderness.
"I entered this place not far from here," he yells.
Suddenly there is a crash of falling metal and bone from a nearby hill.
A long metal dragonfly-like monster rises from the hollow of the now ruined
mound. A low thunder rolls across the landscape. Swords whirl about its
head as it searches the hills with lanterns of red and white light.
Talon picks up the pace and you duck and weave amongst the piles and
puddles. The shaman points out a faint white doorway ahead and sprints
across the remaining yards. The thunder grows behind you and circles of
light flicker along the hills. You've covered half the distance when there
is a barking sound from behind and suddenly nearby debris explodes outward
in a gout of flame and smoke. Sounds and flashes obscure the final dash.
Talon reaches the white door and dives through. Another bark and blast, debris
rain downward. You are suddenly illuminated in circles of red and white.
A voice thunders "Halt!..." With a leap you throw yourself into the doorway and
the explosions turn to white. There is a long fall and you find yourself
slowly awakening. Your body tingles and feels strange. You are lying in a bed
and there are several familiar (\ M'Bassu, Valkyrie and Slammer\ ) and many
unfamiliar faces. Nearby in a chair sits a tail dark haired and ruddy skinned
man who seems to be awakening from a trance. He is probably Talon.
** end segue **
Suddenly Na'tiean stirs and Talon's eyes snap open.
"He has returned with me," he says and walks elsewhere.
"Ah, damn, nobody ever told me dying hurt" Na'tiean mumbles through the
haze, both disturbed, but somehow reassured that his mother *knew* that
he was going to need protection, and a bit awed by the manifestation of
the eternal's will. "What happened?" Na'tiean moans his vision still
blurry.
After the explanation, he shakes his head to clear his mind a little more
and asks to speak to M'Bassu, since he deserves at least some explanation
of why his loyalty has placed him in jeopardy.
"M'Bassu, There is blood between us (\ a Vulfen statement of debt\ ), and I
thank you. It is a hard place that you have come to, and I owe you some
answer to your unspoken questions. I, and these here, are servants of
The Ungoliant, The Eternal, The Birther of Worlds, and dozens of other names
some of which are not to be spoken. We ask but to serve, and to carry her
will to the world as we are instructed. The Eternal, however, is much
misunderstood in these 'civilized' lands by those, like the followers of
Manwe, who mistake Chaos for evil. The eternal knows little of evil or
good, light or darkness for such are concepts of mortals. She spins her
web between the Lords of Light and the Lords of Darkness, acknowledging
neither. She was before darkness, and she will be after, for out of
chaos come all things and to it all things return.
"Still, Her we serve, careful to keep ourselves hidden to avoid open war with
those who do not understand and die with ignorant passion on
their lips. Sadly, you have seen these here and now their
lives are in danger for that knowledge may go to the hatefilled
and ignorant. I am fortunate in that someday, when my muzzle begins to
white, I shall be Warlord for my people, and so need less to speak the
half-truths and lies to hide my faith that I so despise, though I know
their need. The thing that you saw within me is a gift from The Eternal,
only the greatest of her warriors are chosen to receive this gift, and
have one of her spirits dwell within their flesh, and so bridge the world
of the eternal and man. Her will and my flesh have been made one. The
Demon protects me, and grants me skill in combat.
"Now the Balance tips as Morgoth seeks to rule all. This will not be
tolerated, and so I have been sent to seek for a thing, and to thwart
his purpose.
"I hope that if you will swear to Tulkas that you will communicate what
you have learned here to no one, that the leader of this web will
chose to let you go as a favor to me, but it is the lives of his tribe,
and mine that will pay if any secrets leak, and I cannot take that
decision from him. Already my ill luck has let leak too much."
M'bassu swears such and little else is spoken as Na'tiean is helped into
his gear and back to the SkyReave, for his soul is unaccustomed to his new
body and seems weak and unsteady.
Na'tiean does not worry for he feels his strength returning step by step and
he knows his time of vengeance is near.
Under a grim and dirty sky, now quite tiresome after six days in
Telorii, the SkyReave weighs anchor and heads eastward. Anxious eyes line
both the docks and the railings as this will be the last friendly port
until the mission returns from Mur Fostisyr. New found friends and old
re-found mates wave or yell their best wishes. Morgoth puts an end to
the festivities when another stone shower scatters the crowds from the
docks. The SkyReave makes good speed and scoots out of the harbor before
the storm arrives.
This day and the next two are quiet and tense. The sailors and marines
keep a silent vigil for any sign of pirates or Scortian warships. As the
SkyReave nears Clen, the brown clouds focus into a funnel pointed at the
north end of the island. To either side are grey clouds and patches of blue.
The artificial nature of the sorcerous storm becomes apparent.
At dawn of the third day, Desdemona Silverthorn rises with the sun
and moves to the bow of the ship. There she stands for the better portion of
the day occasionally making some mystical gestures with her hands. Though
nothing visible appears one can feel a great magical construction coming into
being. Brief glimpses into the ether show a great plane, a two dimensional wall
being built along the ship's axis. During the latter half of the day, she has
the navigator sail a precise straight line towards Clen. It takes the best
efforts of the ship's cleric, mage and crew to do the job. Standing at the
center of the ship and concentrating one can see a faint line standing in
the sky dividing the ship.
As the sun sets, Desdemona claps her hands and turns from the bow.
The pilot calls a change of heading and the SkyReaves turns to starboard,
towards the east coast of Clen. As the great ship turns something strange
occurs. An image of the ship, exact in every detail, smell, sight and sound,
seems to diverge from the SkyReave and turn to port in the same measured
increments. Concentrating the spell weavers on board can see that the SkyReave
has left the 'plane' that the MageDrake wove and the image hovers the same
distance away on the other side.
The SkyReave sails through the night and into the fourth day with her
doppelganger mimicking her movements but disappearing around the western side
of the island. Cassie explains, her mistress apparently resting through the
fourth day, that the image mirrors the ship but without the reversal that a
mirror shows. She also says the SkyReave can not be seen, which a quick trip
by airwing away from the ship, proves to be correct. The effect will last until
the ship rejoins the 'plane' on the north-east side of Clen in several days.
Under blue skies when passing south of the isle, the volcano which
dominates Clen becomes visible. The main cone is about 7000' feet high with
several smaller openings. Bursts of steam and smoke rises from the active
calderas. Faint rumbles like thunder flow across the water. Clen seems to be
mostly barren basalt fields of cinder and lava except of a ring of forest,
grass and vegetation about the coastline and the grass covered hills of the
north-western ridges behind which the sheltered coves of the fishing villages
hide from the depredations of the volcano.
With a fair bit of cheering from the crew; Guiles, Khunya, M'Bassu,
Na'tiean and Steven are welcomed back aboard. Everyone could see the end of
the storm and hear the explosions and collapses caused by the ball of chaos.
Though she does not say so, even Desdemona seems surprised by the amount of
power that you were able to muster to destroy the ritual site. As the questions
and welcomes die down, you begin to feel the physical toll of the flight and
the previous day's battles. Angelica sends all of you to be checked out by
both marine healers. The bound bleeding wounds are checked and cleaned,
sealed by magic for those who don't want scars or stitched for those who do.
M'Bassu's sorely torn leg muscles are regenerated and healed, he is back on
his feet late the next day.
The brief respite of blue skies ends the next day as clouds roll in,
seemingly like a reminder from Morgoth that he is still present and the
war continues onward. It rains off and on over the next three days as the
SkyReave makes her way eastward along the Schooner Isles, seeking the point
where the Spindrift Isles meet the chain and the journey turns north. Your
voyage takes you along the north shores of some small uninhabited isles.
Midday of the fourth since leaving Clen, the SkyReave anchors at
an inlet where old maps once showed a fair sized town. The town has been in
ruins for several hundred years now and few signs remain. The captain sends
a foraging party ashore and Angelica sends two off-shift marines, Sirrush
and Na'keran along as escort. The island is small but covered with very
dense forest and undergrowth, some of which has swallowed the ruins of the
old town.
Later that afternoon, the lookout spies the foraging party scrambling
pell-mell into the village. Na'keran follows carrying one sailor over his
broad furred shoulders while Sirrush covers the rear, shooting arrows into the
undergrowth at some unseen enemy. The group regathers at their longboat, tied
to an old dock, and they make good time back to the ship. Back aboard they
tell a confused and somewhat frantic story.
They left the ship and docked at the ruins in good order. The ruins
and the hills beyond were covered in very thick undergrowth and forest making
the going tough. On the outside edge of town they discovered the remains of
an old road headed into the hills and chose to follow that into the hills.
As they walked, they frequently heard wolves and Na'keran said he could pick
up very strong wolf-like spoor in the area. After a mile or two they came to
a clear intersecting in the center of which was an odd obelisk covered with
faint unreadable writing. Passing it they continued along the old road into the
woods searching for game and forage.
A couple of miles later the wolf sounds ceased but Na'keran could
still pick up the spoor. The trail was quiet and any paths were old and cold.
Suddenly a pack of huge wolves burst from the undergrowth and attacked the
party. Everyone was on edge and thus reacted well. The creatures were savage
and blood-thirsty but were driven off by force of arms. One of the sailors
was severely bitten by a large black-legged beast before it was forced away.
Na'keran says the wolves were much larger and feral than any he'd seen since
at home in the northern mountains of Tarna.
The foragers regrouped and retreated, harried by the wolves. They made
it to the obelisk and were granted a brief respite for the wolves did not
attack into the clearing. Sirrush quickly bandaged up the wounded sailor and
tended to other cuts and scratches gained during the initial encounter. Rested
and relatively calm, they gathered up their gear, organized and made a dash
for the harbor. As soon as they passed out of the intersection the wolves
picked up the pace, harrying the foragers. Sirrush made the rearguard, as
the sailors ran ahead and Na'keran followed carrying the wounded Sea Kral.
The group caught glimpses of their pursuers, large wolves of various hues and
tones, but Sirrush and several sailors swear they saw, leading the pack, a huge
reddish beast, maybe man-high at the shoulders, that seemed to move on two
legs as well as four.
The group made it safely to the ship but now the crew is worried.
Although the wounds are clean and can be easily healed, the sailors fear
worse effects. The Sea Kral crew, being a superstitious bunch like most Mahen,
have heard ancient stories of cursed shapeshifters who can pass their curse
onward to those they attack. Everyone knows of the 'Bear Tribes' folk but
their shapechanging is genetic and can only be passed on through birthright.
They speak of the Nwalkanahta, the 'cruel-bite' of such a creature, that passes
the Hendiulgundo, the 'eye of the hideous beast' to its victim. The captain
asks Angelica and yourselves whether you could explore the island and determine
whether any of the sailors did fall victim to one of these cursed shapechangers
and perhaps seek a cure (\ the best cure though, legend says,
is the death of the biting creature\ ).
The SkyReave departs Faucarach's island and begins the longest
open ocean section of the voyage. The captain says the next 700 miles
will take 10 to 15 days depending on favorable winds and weather. At the
sight of the next landfall, the SkyReave turns north and enters the
Spindrift Isles with Mur Fostisyr not far ahead. The next few days are
quiet and pleasant with clear skies and mild winds.
One night, six days into the voyage, the winds are low, the sky
clear and Tilion the moon makes a rare and bright appearance. The SkyReave
is passing over a seamount sparing the ship from the treacherous deep
ocean swells and variable winds. It seems like an inland sea. Rinaldo's
watch is on-duty and has been since 10 bells and gets off at sunrise.
The only sounds are the quiet creak of wood and snap of the sails and
rigging. The SkyReave slowly begins to rock as a series of small waves
wash alongside. The winds slacken and her pace drops off. The ship
rises and falls as larger waves approach. The crew begins to take notice
of something strange and the sounds of scurrying and voices in Sea Kral
increase.
Suddenly the SkyReave seems to crest a hill and heels over to
port in a noticable list. Unsecured objects slide across cabin floors to
rest against the port walls. There is a cry from the crow's nest and the
deck explodes in sound. The off-watch of crew is hurriedly woken and more
sail is lowered to grab the failing winds. Voices rise and suddenly a shocked
cry in Tarnan can be heard, "WHIRLPOOL! To the port side!..."
The ritual on the seamount having been disrupted, the whirlpool
rapidly collapses in upon itself. The SkyReave regains the wind and manages
to extricate herself from the swirling waters. Many groans and creaks can be
heard from the hull especially in the area damaged by the attack of the
great white whale almost a week ago. The captain's course takes you away
from the seamount and into deeper, wilder ocean. The next few days are
filled with numerous squalls and sudden storms. High winds and strong rains
lash the SkyReave and the crew works hard to compensate.
The storms seem to come together and become an almost constant gale
on the fourth day after the whirlpool. The skies are dark and brooding, the
rain unending. After some close calls from rather potent storm-spawned
lightning bolts, Desdemona weaves a coocoon of magicks about the ship which
catch the devastating electrical discharges and deflect them harmlessly
away. The SkyReave pounds through the towering seas, grappling with the winds
and swells which threaten to hurl the ship upon its side. Through the heroic
efforts of the crew the damage to clipper is moderate, several shredded sails
and much tangled and destroyed rigging. Fortunately no masts or spars are lost.
Tragically the crew suffers her first casualties, two sailors (\ one from the
Kindaloo clan and one human\ ) and one marine (\ Aram Ahly, from Rinaldo's
watch\ ) are lost overboard and can not be recovered. Many other are injured
but in the capable of hands of the crew and marine healers.
The skies clear on the fifth day and the lookout spies an island off
to the southeast, perhaps a day away. The navigator confirms that it is the
turning point for the journey. There ensues a heated conference between the
captain, Maraloa, the navigator, Umlanos, Desdemona and Angelica in the
captain's wardroom. The results of such, announced to every one on board, is
that the SkyReave must make for the island a find a place to anchor and
eventually be drydocked or beached. The storm's force has severly stressed
the patches placed after the attack by the whale and great danger exists
if the SkyReave continues much further. Desdemona has decided the need to fix
the ship exceeds any dangers the island might possess. However, when the
SkyReave finds a harbour, she has asked Angelica and the Marines to carefully
scout the island and determine who and what might inhabit it.
About noon of the sixth day the SkyReave slowly sails into a lonely
cove on the north coast of the small island, unnamed on the Navigator's maps.
The weather is hot and humid, the sun bright and clear. The island is 20 miles
across by 25 miles north-south and seems riddled with marsh, streams, lagoons
and inlets. Many irregular hills, ridges and rocks break sea level and form the
backbone of the place. All is covered by a deep jungle forest full of animal
sounds and smells. Angelica gathers the Marines upon deck and asks,
"So folks, how do you want to go about checking this little paradise?"
The forest echoes with the wounded and angry bellows of the towering
reptile as it searches the air and ground for its foes and prey. Somewhat
masked from the bellowing is the sound of cracking branches, falling boughs
and inelegant splats into the muck and murk of the marshy jungle. About a
hundred feet or so downriver from REX, M'Bassu and Khunya reach terra firma
first. Carefully balanced on the rapidly disintegrating disk, M'Bassu carries
a rather limp Khunya in his arms. Seconds before impact, he springs into the
air in a precisely inscribed arc and lands up the ground only to be greeted
with a sudden jolt of pain rushing up a rather bruised left leg. M'Bassu grits
his teeth and remains standing, ankle-deep in the marshy ground.
[ M'Bassu: 13 hits damage remaining from the insects, another 18 from the
crash through the branches, for 31 total plus a bad leg bruise leaving
you at a -20 for all movement and combat actions til healed, also stunned
for 1 round at the beginning of next game. ]
Taking a quick glance at Khunya, he seems to be awake but in a sort of
catatonic stupor. He mumbles and drools at bit, stays where put and can be
led about or made take very simple actions (\ eat this, stand here, etc... )
[ Khunya: Mental Collapse, unable to function for 6 hours, 25 hits of shock
and mana backlash damage, another 20 hits of bruises and impacts for 45
total hits taken. At many minuses til morning. ]
A couple of seconds later and somewhat slower and with less noise, Steven,
Na'tiean and Guiles land a collapsing disk upon the forest floor only 20 feet
from our friend REX. Steven and Na'tiean seem to be relatively unhurt except
for minor scratches and cuts, exhaustion and frustation.
[ Steven: 10 hits of bruises, Na'tiean: 15 hits of bruises ]
Guiles leans against a tree somewhat dazed by the branch that smashed across
his face. You can see the large bruises beginning to form and didn't that nose
look a little straighter earlier this evening?
[ Guiles: 26 hits of damage, a broken nose, at -30 to all actions for the next
two days or until the nose and bruises are healed, stunned and unable to
parry for the first two rounds of next game. ]
[ Note that no minus have been applied due to % of total hits taken, which
may only be a concern for Guiles and Khunya ]
Meanwhile, ole REX is looking like a veritable pin cushion. He's been hit by
at least a Shock Bolt, a Bleed spell, 6 or more arrows, 3 or more ballista
bolts and he's just plain unhappy. He's also in a bit of pain and not quite
as nimble as he was. However he is beginning to realize that someone has just
crashed into the woods behind him. "Slowly he turns, step by step..."
[ T-REX: 287 hits of mostly puncture/flesh damage, bleeding at 1 per, -20 to
action due to hits taken. ]
At the end of the guard shift change, sometimes towards late
afternoon of the last day on the island, Valkyrie returns from the
woods helping a rather shaken Maria. After a couple minutes with the
medics, they let the crowd to check on what happened. Maria looks a
little pale and sweaty but now has a big smile on her face.
"Hey, wow, a crowd" she comments looking at all the familiar
faces in the tent," guess you dudes want to hear what happened. Wow,
it was some rush, I'll tell you."
"Hokay, it was getting a little boring hanging out in the trees
watching for pirates and hunters. I decided to take a little walk to
straighten the old legs, stretch a bit. About a couple of hundred yards
inland, I found a stretch of lowland that looked wonderfully Gothic.
It probably once was a field or meadows but had sunk a bit and become
very marshy. Water and weeds all over, blech! The meadow was dotted
with all sorts of humps rising out of the weeds. Probably are barrows
since none of the plants, except for some scrub grass, wanted to grow on
them.
"The hollows and in-betweens, as I said, were filled with weeds
and rushes. There were also a lot of tall cypress and willow, dangling
branches and vines everywhere. Tres Eerie! I said 'Olos' to the ring
and the darkness became just like day and I took a poke around.
"Now most of these hills were pretty dull. Maybe an old monolith
on top or a scattering of stones, nothing special. There were alot of old
wooden or metal poles with doo-dads all over planted everywhere. Some sort
of markers I guess.
"Well I came to the center and there was this one big hill, with a
little one just in front, like a dog sleeping in front of its master. I
clambered up the small one and saw a set of doors in the big one. Wonderful
stuff, all iron-bound and hard wood. Big ornery locks crying 'pick me!'
"I scoped the entryway, spotted a concealed stone plate in front.
One of those things that springs up and splats you against the door. POW!"
Maria suddenly slaps her hands together,"And you need major medical quick.
I jammed the trap with some wedges and checked the door. No surprises there
and the lock wasn't no problem either.
"Now when I opened that door, WHEW, that smell was unbelieveable!
You felt like you were being stifled with a blanket. But that wasn't the
worst, I saw a pair of eyes, pale whites with lambent greens. Perhaps a
cats or a Hanis. I don't know, but they shot of out the dark hallway towards
and I booked! Man, I didn't want those eyes catching up with me for nothing.
"Wow, I guess I got back to my post, crashed there and Val picked
me up. Hey babe, thanks a bunch. What a rush, huh? Whew...anything else you
folks need to know or can I go get a drink?"
in the crypt -
greater mummy (\ class IV\ )
lvl 14, 198 cp, at18, qu97, db20+25, large criticals, no bleed,
+120 Wham, +80 shield(25/25), +110 LBash (2x), +150 LGr, 2x damage
w. Wham, 2x dam from fire, RR vs lvl 10 fear (SD), lvl 5 disease (CO)
+25 AT-18 mithril cuirass, greaves and vambraces
+20 stone war hammer
Ibun's amulet (\ of command\ )
+10 leadership, daily 2, command spell
three pieces of jewelry (\ 100 gp, 40 gp, 200 gp\ )
minor ghost (\ class II\ )
lvl 4, 75 cp, at4, qu97, db20, large, no bleed, +75 MCl (2x), touch
causes A cold crit, con drain (RR vs 4) 3-5 in 10'R, magic only,
regenerate 5 cp/rnd unless focus (\ vase\ ) destroyed
+5m club
ornate full shield w. crest
Arin's amulet (\ of stealth\ )
+10 stalk/hide, daily 2, invisibility spell
three pieces of jewelry (\ 8 gp, 6 sp, 15 sp\ )
minor ghost (\ class II\ )
lvl 4, 75 cp, at4, qu97, db20, large, no bleed, +75 MCl (2x), touch
causes A cold crit, con drain (RR vs 4) 3-5 in 10'R, magic only,
regenerate 5 cp/rnd unless focus (\ vase\ ) destroyed
+5m mace
ornate full shield w. crest
Kara's amulet (\ of agility\ )
+10 climbing, daily 2, spider climb spell
three pieces of jewelry (\ 35 sp, 5 sp, 5 sp\ )
minor ghost (\ class II\ )
lvl 4, 75 cp, at4, qu97, db20, large, no bleed, +75 MCl (2x), touch
causes A cold crit, con drain (RR vs 4) 3-5 in 10'R, magic only,
regenerate 5 cp/rnd unless focus (\ vase\ ) destroyed
+10m war hammer
ornate full shield w. crest
Irlan's amulet (\ of skill\ )
+10 to pick locks, daily 2 lock lore spell
two pieces of jewelry (\ 1 sp, 10 sp\ )
minor ghost (\ class II\ )
lvl 4, 75 cp, at4, qu97, db20, large, no bleed, +75 MCl (2x), touch
causes A cold crit, con drain (RR vs 4) 3-5 in 10'R, magic only,
regenerate 5 cp/rnd unless focus (\ vase\ ) destroyed
+5m mace
ornate full shield w. crest
Kasta's amulet (\ of water\ )
+10 swimming, daily 2 waterlungs spell
two pieces of jewelry (\ 8 gp, 6 gp\ )
minor ghost (\ class II\ )
lvl 4, 75 cp, at4, qu97, db20, large, no bleed, +75 MCl (2x), touch
causes A cold crit, con drain (RR vs 4) 3-5 in 10'R, magic only,
regenerate 5 cp/rnd unless focus (\ vase\ ) destroyed
+10m morning star
ornate full shield w. crest
Ridick's amulet (\ of deceit\ )
+10 duping/acting, daily 2 suggestion spell
three pieces of jewelry (\ 30 sp, 1 sp, 5 gp\ )
minor ghost (\ class II\ )
lvl 4, 75 cp, at4, qu97, db20, large, no bleed, +75 MCl (2x), touch
causes A cold crit, con drain (RR vs 4) 3-5 in 10'R, magic only,
regenerate 5 cp/rnd unless focus (\ vase\ ) destroyed
+10m hand axe
ornate full shield w. crest
Ritta's amulet (\ of trade\ )
+10 trading, daily 2 assessment true spell
four pieces of jewelry (\ 30 sp, 3 sp, 5 sp, 5 gp\ )
lesser acid drake
lvl 12, 250 cp, at11, qu110, db60, large, +80 LBi, +90 LCl, +90 HBa,
+60LHo, +80 Acid Breath (1x min, 50 x day, as Fbolt, Acid crits\ ),
Acid Law & Sonic Law to level (\ 24 pp\ ), attack forms -
(\ Br & Cl, Ho & Cl & Ba, Bi & Cl & Ba, Cl x 2 & Ba or Br\ )
ornate bridle, harness and saddle (\ worth 60 gp\ )
contains the sleeping form of unflache, Ibun's mount, a
young swamp drake. he will awaken if Ibun is disturbed or attacked
in any way or if Ibun tries to escape
contains the remains of the hani knight Ibun and her six
knight companions. it is a circular barrow perhaps 50 foot across and
20 high and has a single set of double doors facing the low barrow.
a stone path runs around each side of the low barrow to the front
door. the front door is of ebony faced with iron (\ and an iron plate
in the middle\ ) and is locked (\ -10\ ). there is a trap (\ -10 to detect
and +0 to disarm\ ) which causes the stone entryway to spring up and
smash the unwary against the door (\ treat as +50 fall/crush\ ).
above the door, carved into the stone lintel, in hani, is the
following -
here, thankfully, lies the dreaded Ibun Challan, and her
much feared sisters and cousins. the clan ends here.
the entryway is 8 foot tall and 6 foot wide faced with
stone on all sides. the wall panels show a pictorial history of
the depredations of Ibun and her female knights. at the end is a
single stone door which is locked (\ -20\ ) and trapped (\ -20 to
detect, -10 to disarm\ ). the trap causes the center five feet
of the hall (\ leaves 1/2 foot on each side\ ) to vanish dropping
the unwary into a 60 foot deep pit filled with 10 foot of quicksand
(\ treat as a +30 fall/crush then worry about drowning\ ).
this room is 10 feet high and roughly 15 by 20. along the
left and right walls are a set of niches, six in all. each contains
an ornate shield against the back, a weapon against the shield and
a black ceramic vase (\ sealed and stoppered\ ) about which hangs an
amulet on a silver chain whose design matches the arms on the shield.
the vases are the residing place of Ibun's six compatriots and
carvings above each lintel indicates such. within each vase is
the ghost of the knight whose bones and ashes are within. each
ghost manifests if its vase is disturbed, Ibun is awoken or if more
than 3 vases have been moves, all remaining ghosts manifest.
against the back wall is a single metal faced door which is locked
(\ -30 to pick\ ) and trapped (\ -30 to detect and -20 to disarm\ ).
the trap drops a 5 x 5 section of the ceiling onto the unwary
(\ treat as a +25 fall crush and the 250 cu foot section of rock
blocks the entry way [ weighs 25 tons ] )
this is a roughly circular room 10 feet high and perhaps
25 feet in diameter. in the center is a 10 foot long, 3 foot high
and 3 foot wide stone crypt. the top is laid on the bottom and
only sealed by special wax seals. the walls are carved with panels
representing a history of Ibun and her compatriots.
if the crypt top is moved or disturbed, Ibun animates, and remaining
ghosts manifest and move into the room through the walls and the
drake awakens and blocks the exit. Ibun is a mummified hani female
in her old mithril plate with ornate shield and war hammer, wearing
some expensive jewelry.
It is the 1st of Ulmorn and the sun is slow setting the west
casting long shadows across this glade of cypress and willow. The land
and waters in the bog begin to chill and a faint mist starts to form in
the gulleys in between trees and barrows.
You have succeeded in opening the barrow of the dreaded Knights
of Chassalain, a particular nasty group of Hani knights buried here several
hundred years ago. By destroying her urn (\ the focus of her ghostly form\ )
you have finally put to rest the spirit of Arin Challan, the eldest of
Ibun Challan's six clanmates (\ sisters and cousins\ ). Steven now holds
Arin's Amulet snatched from her urn by M'Bassu before Arin's ghost struck
him an icy blow. Khunya holds three pieces of jewelry found amongst the ash
and bone fragments in the urn. An ornate shield and a hard wood club remain
in the niche in the inner room of the barrow.
M'Bassu is unconcious from the ghost's blow, most likely from the
shock for the cold damage has been healed by several applications of the
herb Jojopa. Steven is nursing a rather nasty cut and bruise that runs along
his left arm and across his chest from Arin's second and last strike. Tuo's
Eagle form is nursing some bumps and bruises from his inelegant landing into
a bush near the beach. Khunya has bandaged up a rather nasty cut on his right
hand courtesy of Tuo. Everyone else is unharmed.
[ M'Bassu, down 0, unconcious; Steven, down 26, @ -10; Tuo as Eagle,
down 14; Khunya, down 22, @ -10, with a bound 1 per wound ]
First the Good News and then the Bad News
Here's the sum total of all the booty that was collected from
the barrow -
One suit +25 AT-18, ornate mithril armor sized for a 6'2" Hani
female (\ or someone similar\ )
One +20 granite headed w. laen inlay, ebony handled War Hammer.
+10 leadership, d2 command
+10 stalk/hide, d2 invisibility
+10 climb, d2 spider climb (\ RMC IV Arachnemancy\ )
+10 lockpicking, d2 lock lore
+10 swimming, d2 waterlungs
+10 acting, d2 suggestion
+10 trading, d2 assessment true
Note that the chains are broken on Kara's and Ridick's Amulet
7 unique and ornate 25/25 shields
A +5m club, +5m mace, +10m war hammer, +5m mace, +10m morning
star, +10m hand axe.
An ornate saddle, bridle and harness set for a riding lizard
(\ worth about 60 gp\ )
16 pieces of jewelry (\ 200gp, 100gp, 40gp, 8gp, 6sp, 15sp, 5sp
10sp, 8gp, 6gp, 30sp, 1sp, 5gp, 3sp, 5sp, 5gp\ ) total - 384.5gp
3 damaged pieces of jewelry (\ 20sp, 2sp, 15sp\ ) total - 3.7gp
And one dead Acid Drake
And now the bad news, everyone who fought or touched the Mummy
(\ Ibun Chassan\ ) can send me a d100+CON bonus roll (\ this
includes M'Bassu, Na'tiean, Guiles and Steven\ ).
After Steven returns Khunya to the ship, the healers check him
out and conference on what needs to be done to save him. They
begin a ritual which will take a little over 40 hours to complete
and involves both Marine healers, the Ship's Doctor, the Ship's
Cleric and the Cleric of Varda. This leaves everyone another
two days to hang about on the island. Steven and M'Bassu's wounds
are of a non-critical nature and can be cured by time and rest.
Mostly scrapes, cuts and claw marks.
The voyage halts for two days as the ship's healing contigent,
consisting of the two marine medics, Shalra Goodheart and Maerwin Jones;
the ships' doctor, Darin Bonesetter; the ship's cleric, Solona Foamfollower;
and the cleric of Varda, Gasa Skygazer work feverishly to save Khunya.
They begin a series of ritual magicks and prayers that carry over the next
two days but result in Khunya being restored to full health. However he
does pick up some odd looking white steaks in his facial hair and mane
and spends the next four days in bed.
Angelica approaches Tuo and says, "Congratulations, you're now
a marine aboard the SkyReave. You'll receive 20 GP now and 40 GP on the
completion of the mission. If you do not wish to be a Marine, you must
gather funds to pay for your transit as a guest (\ approximately 100 GP\ ).
These also must be secured before we leave this island. Desdemona will
tolerate no stowaways or hangers-on."
The SkyReave departs northward on the 4th of the 10th month
(\ Oromern named for Orome\ ). The ship nears the equator and fights against
strong southerly winds driving across the ocean. There is very little in
the way of sea traffic to be seen. Late in the 5th day of travel (\ 10.8\ )
the lookout spies a settlement ahead, the island it belong too had been in
sight for the past two days. The charts and histories show that this island
was once part of the Dwarven Bright Realm, the last Empire in this region
which collapsed about 350 years ago.
The settlement turns out to be a fair sized city built into the
sides of a pair of steep cliffs on either side of a small river. The first
part of town, passed on the way to the harbor, seems to be a new shantytown
or refugee camp built along a road leading south out of town. A motley
collection of fishing vessels and small ships are beached near the shacks
or float nearby. Separated from the shantytown by a long wall across the land
which leads to a large breakwater ended by an impressive tower, is a second
more orderly and civilized harbor. Several merchant ships can be seen within.
Inside of the city walls are large tall buildings, many built into the cliff
face rising behind the town.
Further north is a small enclosed port at the based of the second
cliff. The river leads into the main harbor. The second cliff face supports
an impressive citadel and the cliff itself is riddled with porches, parpets,
and embrassures. In the private harbor floats two warships of grey wood and
shiney steel armor and one ominous black two-master schooner. As you round
the first breakwater, a small boat with a local Dwarven pilot approaches
to lead you into the docks. Those of you with sharp eyes notice that the
schooner flies the flag of the Scortian Empire which is a stark contrast
to the various flags flying from the Citadel.
Angelica gathers you all together and says that Desdemona would
like you to take some time to check out the city, determine who controls
this place and learn what you can of the lands to the north. Be careful
for this part of the world is not at war and relations with the Empire
to the south may be different. Other than that, enjoy yourselves and be
careful.
For those of you interested in the local history of Scorti
and how it pertains to the Dwarves. Here is the past several
hundred years in the local area.
[ all years are based on Tarnan time ]
Khudzul Bright Realm formed from the ruins of the
Teloran Empire.
Bright Realm collapses due to clan squabbles between
the seven families and other external pressures.
The time known as the Retreat begins and Dwarves move
to islands in the north and far north-east (\ near Harn\ ).
Civil War and various non-Khudzul factions fight for
Control of the country.
Kai the Merciless conquers Scorti, expanding his empire
from Tarna eastward.
The Interreggnum collapses when Kai is defeated by Olorin
the White in the halls at Tarcannon.
Various warlords and princes vie for rule over Scorti.
The Dominator, rumoured to be Kai the Merciless resurrected,
consolidates and rules Scorti. The Ten Who Were Taken appear
at his side and become his dark emmissaries and generals
across the land.
After a century of building his forces, the Dominator begins
his push westward to eventually conquer this hemisphere.
Current year.
PS - Post Settlement (\ Elven timekeeping\ )
DT - Dominator Time (\ Scortian slang/calender\ )
All Khudzul, across Arda, trace their lineage through one of
seven families or particularly Seven Fathers. Each family usually
competes to embellish and promote the history and accomplishments
of their Father and establish their right to rule all the Khudzul
in that region. This history, though sketchy, can be traced via
oral history and song, back beyond the Changes, before the Young
Races landed upon Arda. The Khudzul are very competitive and
posessive especially about their creations and accomplishments.
The Seven Fathers were Durin (\ the Deathless\ ), Bavor (\ the Swift\ ),
Dwalin, Thrar (\ the Cold\ ), Thelor, Druin (\ the Proud\ ) and Barin
(\ the Scarred\ ). Members of the clan of Bavor currently rule the
island.
Regional Information
The island is called Kharakizun-dan ('kara-kizun-dan', Isle of
Granite\ ) and is roughly 67 miles long (\ on a NNW-SSE axis\ )
and 32 miles at its widest across the Low Island. Kharakizun
is two large outcroppings of granite and other rocks, the Upper
Isle which resembles one large seamount rising to a 2104' peak
and the Low Isle which is twice the size and has two major
peaks (\ 1751' and 1311' ). The largest city is Ahktin (\ Beryl in
Tarnan\ ) and sits at the southern tip of the isle. A second city
Rilgrin (\ Opal\ ) sits on the north shore at the end of the valley
joining the two parts of the island. Numerous small towns dot the
Lower Isle, which features some arable land, small woods and lots
of "heath/scrub/moor" (\ treat the temperature as mild/hot much
like the Caribbean\ ).
The two cities, Opal and Beryl, are remnants of the Jewel Cities,
the centers of population of the Bright Empire. Both have been in
existance for close to 500 years or so. The island's population is
mostly Dwarven, with a smattering of the Young Races and very few
Elves. The population is concentrated on the Lower Isle though small
mining settlements and clan house/cave complexes dot the Upper Isle.
While the ship is in port (\ having arrived the night before, 10.8\ )
Angelica moves the marines to 24 hour watches. Each half of the
marines takes one day and covers the 24 hours. Rinaldo's watch is
handling this day (\ 10.9\ ) until 8 am on the 10th. Angelica is
off duty with Rinaldo in charge, his Healer is resting and the
remaining 8 marines are taking 6 hour watches in pairs (\ Cera/Eris,
Sirrush/Na'keran, Gorin/Na'skanlon, Albert/Sarn\ ).
On the 10th, Steven, Na'tiean, M'Bassu and Tuo, you're on duty.
The Upper City of Beryl is constructed almost entirely of stone
quarried from the local cliffs. The streets are precise and orderly.
There is little deviation from a standard grid until one hits the
docks. Beryl seems to be very busy with much activity in the streets.
There is a city market full of noisy haggling Dwarven and Mahen
merchants in the city square across the river from the Citadel.
The closer to the cliffs one moves, the more Dwarven the buildings
and businesses. The roads seem to carry a fair way into the cliffs
turning into a labyrinth of tunnels.
Although busy, there is a pervasive feeling throughout the crowds.
People seem worried and nervous. Various mumblings of 'Bad Omens' and
'Storms on the Horizon' can be heard. The spectre of the Black
Schooner only adds to the anxiety.
Late in the afternoon on 10.9.78, somewhere in between the time
after Maria left to do some 'shopping' and before Khunya returned
from the Arcane Guild, a messenger arrives at the ship. He is a
young dwarf, apparently from the Citadel given his blazoned surcoat,
bearing letters for Desdemona and all the guests aboard the SkyReave
(\ Tarin Dawngreeter, Zokhad Graveler, Gasa Stargazer, Fincullin Delin,
Khunya and Shadows Deepen\ ). He also brings a separate set of letters
to the entertainers on board the ship (\ Guiles & Deb, Tyarn, Hakiem
and the Dervishes\ ).
Desdemona passes her letter along with a brief note to Angelica. In
turn she gives it to Steven with the comment, "You are on duty
tomorrow so you can handle this. Note Ms Silverthorn's note at the
bottom. I'll be off-duty hanging around the ship and purchasing
supplies in town. "
The letter is an invitation and reads -
Desdemona's note reads -
I would like an escort for this dinner. It would be
expected of me. However, lets us not make an overt military
show of things. I'm sure Soulcatcher will bring Imperials and
I do not want to engage in one upmanship such as whose warriors
carry the bigger sword. Subtle and potent is preferable. I'll
leave you to the details but make sure the SkyReave remains safe
for the mission is paramount.
Desdemona Ascendant
Guiles letter contains what seems to be a fairly standard contract
reading as such -
The Dwarf awaits replies from the entertainers and departs for the
Citadel. To each who signs the contract, he gives silver-backed
white enameled pin featuring the crest on his tabard. It radiates
a slight bit of magic.
Short, tough lesser mahe female. middle-aged, bleached brown
fur, one green eye and a patch. wears studded soft leather,
carries rapier & main gauche, also two "pouches" with pistol
xbows (\ algrendan of course\ ). under the eye patch is a strange
black orb (\ with some sort of darkness powers, darkvision & dark
control\ )
Human, female, medium height, short cropped black hair, tanned
skin, scar along right side of face, crinkled smile. wears soft
leathers with metal plates. wears heavy gauntlets. carries a long
club/truncheon (\ which splits into two hand axes\ ).
Bulky, lesser mahe male. Younger than Bosun. Deep brown fur and
blue eyes. wears fine chain mail armor (\ floats\ ). wears a falchion
and a mug (\ which changes into a buckler\ ). has a bolas concealed
under cloak behind armor.
slim and pale half dark-elf male. steel coloured hair and wide features
(\ house Orca\ ) with black eyes. wears cavalier style full leathers
with a rapier and main gauche. has a belt pouch full of shuriken.
Animated and young sea kral female. all arms and legs, thin, blond
fur and blue eyes. wears a light chain mail shirt under colourful
gypsy garb. carries a cutlass. also a very short spear that telescopes
to 5' length and returns to the thrower.
The battle at the tavern finishes at a random time that we'll say
is 10:00 pm.
Reactions -
Not worried about the bit with the Scortians, but is worried
about the potential danger to the mission as a whole. Dislikes
personal things interfering with the business at head, especially
petty hatreds and prejudices. If people want to fight the war, they
can do such outside of the mission, i.e. leave this ship and be dropped
off on the island somewhere. She is a little above this nation/war
thing (\ but does except the Dominator as an entity as a threat but
not his Empire\ ). If the Dominator/Morgoth has forces in the north,
this may warn them that we are coming. Bad move.
Annoyed that the Marines decided to get themselves in trouble,
especially when off-duty and "defending" a guest unnecessarily.
No need to defend Khunya. Wants to know the reason for the meeting
in the first place (\ if that comes up\ ). Marines weren't ordered
to spy and if you are looking for passage by a different boat, then
that can be provide. Annoyed that Marines were unnecessarily at risk
and the image it portrays of her company as a whole (\ 'we are not
blood-thirsty savages' ). If you want to fight Scorti either wait
til we take on that mission or leave this company. Will not have the
marines taking it upon themselves to engage in activities not a part
of the current mission.
Surprised and annoyed at the sudden departure. Some may begin to find
the marines more of a danger to the mission than to the enemy.
The SkyReave departs into a early morning fog, leaving the city
lights of Beryl receding into the distance. People are still a
bit nervous and all a-buzz about the early morning happenings at
the docks. The Captain informs Desdemona and Angelica, and thereby
yourselves, that the next landfall will be about 4 days travel to
the north. It is a pair of islands, a small one about 25 miles wide
by 10 miles north-south and a larger one, 65 miles across at its
widest and perhaps 90 miles north-south. Her charts indicate only
one settlement, on the southern tip, another remnant of the Jewel
Cities called Shakan (\ Topaz\ ).
The next four days are filled with ominous morning fogs, very cloudy
skies and several sudden squalls. The crew is obviously nervous for
there are several sightings of the Black Schooner that can't be
confirmed. Divinations by the ship's Cleric seem to be confused and
dark. Everyone seems to be keeping their hands just a little bit
closer to his or her weapon. On the morning of the 14th (\ having
departed Beryl on the 10th\ ) the fog clears somewhat at the two
islands can be clearly seen and a sharp-eyed lookout can spot what
may be the town of Shakan.
With little fanfare, the SkyReave departs Topaz on the morning of
the 15th. Her next destination is another chain of islands about
8 to 10 days further north, perhaps the southern edge of the Mur
Fostisyr chain. The weather continues to be mild, but the strange
morning fogs continue. Old stories, related by Hakiem and the older
clan crew members, tell that the seas of the north were likened unto
fields of fresh fallen snow. Perhaps the fog or worse, ice.
For the next two days, the SkyReave makes her way north along the
west coast of Dharak-dan. The weather is clear and there are no
reports of the Black Schooner on the vessel's trail. On the morning
of the 17th, the ship has just passed the north-west corner of the
island during the night, the crew seems to be anxious. Their morning
services were very quiet, intense and subdued. After waking, the
ship's cleric, Solona Foamfollower, talks to Desdemona and the captain,
Maraloa. Down the deck you can hear snatches of the conversation in
the cleric's broken Tarnan,
"Madam and captain... ... ...have word... ... ...a dream of words...
from the sea. Today... ..Personage... ...Chosen-one..Ulmo's gift...
...the mists...saw battle... ... ...in danger... ... ...Voice calls
ship... ...her aid."
The captain seems only to nod and agree with the cleric's words.
After some thought, Desdemona seems to agree as well. The captain
and Angelica pass orders to the marines and crew to stand ready for
surface action. There are furious minutes of activity as the off-
watch crews are awakened and go to action stations. Then there is quiet.
Her decks crowded with anxious sailors and well-armed marines, the
SkyReave drifts slowly through the morning mists. The gentle lap of
the waves and snap of the sails belies the building tension. Suddenly
the sharp-eared aboard hear the faint clash of metal upon metal in
the distance. The clipper alters course and drives towards the noise.
The sounds grow louder and more detailed; crashes of metal and wood,
the snap and tear of sails and rigging, screams of pain and anger,
grunts and yells in familiar and foreign tongues.
The SkyReave broaches a last bank of fog and a grim tableaux is
revealed. About 300 yards ahead, three ships are engaged in a circling
dance of death. On the outside are two ships of the same ilk; low,
sturdy, oar and sail driven coastal raiders, their decks crowded with
warriors and their sides lined with shields. Each ship has a brightly
coloured single sail and ornately carved fore and stern posts in the
forms of sea beasts. Trapped between the two, in a tangle of rigging,
oars and grapples, is a small single masted ocean-going merchanter of
unfamiliar make. She taking water badly, almost to the gunwhales, and
her only spar is down across the decks.
The remnants of the merchanter's crew seem to have been hemmed into
her bows where they make their final stand. Though several seemed to
be armed and fighting, one stands out, a perhaps 7 foot brown furred
fighter wielding a long sword bladed spear and surrounded by a haze
of magics. Across the deck are strewn the bodies of both the crew and
the attackers. Debris and other bodies drift away from the ships.
The raider seem to a uniformly human in size and countenance but their
shields and helms bear many ornate devices and designs. As the SkyReave
bears down upon the conflict, groups of the warriors gather and charge
with cry at the warrior at the bows. Magicks flash, waves and winds
break the charge, the warrior's blade sings and yet again the attack
is beaten off. But the warrior seems tired and may not stand much
longer nor may the ship tary above the ocean as well.
Angelica tells Na'skanlon and Daelin Longspear on the ballista,
"Gentlemen you may fire when you have the range." She approaches
Na'tiean and Steven, "Gentlemen, I leave it to you to organize the
boarding/rescue action. We hope to save the warrior and the remaining
crew. In less than two minutes, at our current rate, the captain will
pass 12 fathoms [ 72 feet or so ] bow-ward of the battle. Rinaldo
and I will provide covering fire and defense of the ship. I'm borrowing
Kiss't Hah from your watch for that purpose. Good luck, this seems to
be very important to the cleric and the clan."
With a thunderous crash the wave, summoned from the hands of
Goldtooth, rolls over and down upon the remaining Dragonship.
The tip of the mast can be seen briefly as the ship rises up the
side of the wave and then is thrown over upon its side. Tons of
water smash hull planks, oars, mast, rigging and crew alike. The
lessened wave, its destructive energy spent, continues on to the
south. The vessel is left behind, capsized and settling, with
several lucky pirates clinging to the hull.
Steven gathers everyone upon his brightly coloured flying disks
and whisks you away from the other ruined vessels. As the bow of
Goldtooth's dying merchanter slides below the surface, leaving only
the castles and mast visible, she murmurs a silent prayer to those
who perished during her long journey. Ulmo save and protect their
souls on their way to Mandos' halls, she asks. Perhaps somewhere,
in the great seas of black, he listens.
As you return, the wall of wood upon the deck of the second Dragon-
ship vanishes. With the weight gone, her bows rapidly rise skyward
as she quickly sinks due to her ruined stern. The mists rejoin
behind you, much like a theatre's curtains, hiding the final view
of floating debris and bodies. The gathering cries of seabirds can
be heard as they near the flotsam-laden waters.
The crew of the SkyReave can be seen crowding the railings and rigging
as you near the clipper ship. Scanning the assembled marines and crew
members, you see few injuries and little damage to the vessel. The
captain, navigator and ship's cleric take great pains to correctly
welcome Goldtooth aboard. There is much cheering from the crew, bemused
looks from the marines, and slight confusion amongst your new guests.
Everyone aboard and the disks banished, the noise calms down and the
SkyReave begins to return to the regular routine. Steven and company
can stand down while Angelica's marines continue her watch (\ til the
late afternoon\ ). The navigator and crew bring the great vessel back
to a more northly heading and the voyage continues.
Perhaps...
As midday arrives it begins to grow dark about the cave. The
maddening rush of the foliage towards the sky produces a dense
canopy blocking the green-ringed sun from view. The ground cover
quivers and shakes as surges of growth ripple across the land.
Tuo and M'Bassu, their senses honed by years in the wild, can
sense a great wrong being perpetrated across this part of the
island. The same can be felt from Khunya's change-ravaged body.
The twisting surge of Essence, which wracked Khunya's body during
the morning, seems to diminish and fade. Steven and Khunya take the
time to rest and recover their energies.
Outside, the forest continues to twist and grow. The cave seems to
relatively safe, especially with a healthy fire to keep out the
ever encroaching undergrowth. The flora seems to sense the flames
and keeps a wide berth. The small lichens at the back of the cave
grow into large clinging clumps filling the cavern with a sickly
green phosphorescent glow. Outside the noises and cries continue
unabated. Top-heavy trees, growing too fast for roots to support,
topple with gigantic crashes. Twisted and maddened animals charge
each other in a carnivorous feeding frenzy.
As the sun sets, another pulse of essence shudders across the
island. Khunya is ripped from the peace of meditation by a series
of gruesome convulsions heralding another series of changes. After
waking Steven, with puissant words of magic and bursts of magic,
the two mages are able to pool their talents and work to dispel
the new tortures visited upon the tired Hani's body. Despite the
horrific appearance of scales, fluid-sacs, eye-stalks, feelers and
pinchers, none of the changes become permanent. They do, however,
take their toll on Khunya and Steven, leaving them sweating and
tired, much like before lunch.
[ Ed. note: Same PP totals as at the end of last game... ]
Outside, as the verdant sun sets, the gigantic misshapen forest
grows quiet. The sounds of the stream died hours ago when clogged
with vegetation. Distant thunder of overgrown and toppling trees
echoes in the cave. The feeling of Wrong seems to withdraw from
the cave, deeper into the woods. As the day's light dies and the
firelight flickers along the cave walls, people can relax and move
about. Stretching tensed muscles, flexing cramped legs. Carefully
peering about the outside of the cave. Tuo and M'Bassu venture forth
and forage for dinner.
Later, as you prepare dinner from carefully culled normal fruits and
animals, a sudden terrible wrenching sound, perhaps a hundred great
trees falling at once, fills the woods. The sounds of some-Thing
massive and ponderous, quickly on the move, echoes towards the cave.
With a low moan and a rush of wind, the shredded Grim vanishes
off into the distance. The dust and ash covered landscape stretches
for miles under the clear, untainted sun. Following the dry streambed,
the return trip to the shore is easy and without incident. The sea
breezes pick up the dust raised by your passage and spread it about
the dirt and rock. As expected the SkyReave is nowhere in sight when
you arrive at the shore. Beige sands stretch for miles in either
direction blending into the cleared dirt-covered hills and meadows.
Guestimating, you figure that the SkyReave is probably 150-200 miles
north of here. This day being the 20th of Ulmorn, the ordeal beginning
on the 17th. The captain speculated, due to the winds from the north,
that the ship would not make good time on this part of the journey.
Via a careful combination of flying disks and enchantments to extend
their lifetime, you are able to fly quickly through the day. As night-
fall approaches, the SkyReave comes into view. Wearily you land, give
a brief version of the ordeal and retreat to a welcome rest in your
beds. The 21st dawns with good weather, signalling the beginning of
the last two weeks of the journey to Mur Fostisyr.
As Steven and Khunya's magical disks, glowing in the fading
light, draw the group away from the settling longboat, a frenzy
of activity grips the doomed ship's crew. Dead sailors and fallen
gear is heaved overboard to lighten the vessel and gain access to
the shattered hull. A steady rush of water fills the rear end of
the boat and the bow begins to rising noticeably from the ocean.
The sailors keep a wary eye on your group as they frantically work.
Some carry shields, others use the mast for cover. Nearly a score
of stunned and wounded sailors survived the assault but now seem
resigned to a swim in the sea.
As the longboat slides beneath the dark ocean, sailors prepare as
best they can for the cold. Wounded are tied to floatables. Sailors
bundle in heavy wools leaving armor behind. A brave deckhand gives
several blasts from a horn (\ before he is perhaps struck down by arrow
or magical bolt\ ) which echo across the ocean. Somewhere, faintly in the
distance, a reply can be heard, a vessel that won't arrive in time.
The longboat gone, the crew bravely floats and bobs in the water.
However, the ocean and the cold of Ulmo cannot be denied and one by
one the sailors either slump upon their floating debris or slide
beneath the ocean forever. After fifteen minutes, as twilight sweeps
the northern sea, it is over.
The SkyReave continues northward, towards the channel between the
rising masses of the Ky'taari island Yalf Hurm and the Syrkakar island
of Adea Hu. To the left, on Yalf Hurm, rises the first of many great
peaks, this one near or over 10,000 feet tall. To the right and east
ten miles across the straights, lies two long sloping ridges with
a narrow fjord in between, on Adea Hu. The traverse is quiet and
peaceful and little can be seen except of faint lights within the
fjord, which might be the Syrkakar trading city of Byra Sug.
Your travel turns westward along the coast as the straight ends in
the great central bay. The air fills with the faint sounds of ice
moving, grinding and cracking. The lights of the Maelstrom, bright
in the northern sky, reveal a huge circle of ice, perhaps a hundred
miles across, filling the bay. Small sections bump alongside the
ice clipper, but no great threats are present. A steady westward
current and wind, carries the SkyReave along, as the sun rises in
mid morning. The days seem to be short, even with summer coming,
perhaps only 8 or 9 bells of sun.
The next day finds the SkyReave making good time along the large
channel between the coast and the icepack. Many small inlets and
coves are passed, created by mountain rivers from springs or runoff.
Stretches of beach of fine black sand (\ except for one long stretch
early in the day where the sand resembled snow\ ) and broken volcanic
rock are common sites. One or two small Ky'taari fishing vessels are
passed and once, late in the day, a small ice runner can be seen
scooting across the ice pack in the center bay.
The barren rocks and slopes are sometimes covered with mist and steam
rising from the geothermal activity which makes the land habitable.
The bitter cold winds from the north are blocked by the mountains,
creating habitable fjords and valleys. At least one small village is
sighted and passed in late morning. In late afternoon, as the sun
begins to dim, a cove is rounded and a large town can be seen in the
distance. It glows in the dim light, buildings carved from bright
white marble, intricately carved and detailed. The city seems to be
built entirely of stone, down to the tiled roofs and thin translucent
panels used as windows and skylights.
Several Ky'taari fishing vessel, returning with the days' catch, escort
the SkyReave to the docks. You are met by another small boat, flying
a white flag with a golden sunburst, which ferries an official delegate
and a pilot. They are awed by the size of the SkyReave, a vessel the
likes of which, has not been seen in years. The pilot joins the captain
and guides the clipper to anchor near the harbor, for there is no dock
in Itaraan, this city (\ 'home of gold' in the Ky'taari tongue\ ), which
can handle her.
As the SkyReave's crew settle down from the sail and guests and marines
alike marvel at the small city; Desdemona, Cassieopeia, the Captain and
Navigator and Angelica board the small pilot's boat and head into town.
There they remain for several hours, as darkness falls and the town
fills with lights, and then return to the vessel. Angelica gathers the
marines, amidships,
"We have met with the leaders of the town, Itaraan, and of the Ataarn
Katashaan, I think that is their equivalent of a Royal Army, and they
have agreed to allow the SkyReave to dock here for an extended period
of time. At this point we are at a break in our service to the SkyReave.
Several marines will be hired to provide a small watch for the ship,
but the bulk of you are free to pursue your own interests in this
region. You may stay upon the ship or pursue housing, there are several
fine inns in the city, upon the shore. It is the beginning of the
eleventh month, you are required to return, if possible, to Itaraan
by the end of the second month of the next year.
At that time the SkyReave will begin her journey back to Tarna before
the winter snows arrive and the ice packs freeze again. I want to
thank you all for the excellent job you have done during the past
three months, and expect the same results on the return trip. If any
wish to leave my service, see me in my cabin and we'll take care of
the necessary papers and payments. A word of caution, be careful, this
seems to be a strange and dangerous land and I would not want my company
depleted by foolish adventure. Dismissed"
There is a small cheer from some of the marines and then much chat as
they discuss future plans. Guest can be heard bargaining with the local
sailors for passage to shore and other parts of the island. In the city,
the wind carries the sounds of music and the smells of fresh cooked
food, to the harbor and the SkyReave.
As the crew of the SkyReave wind down from the long voyage,
the guests and marines busily prepare their own plans. The
ship is anchored near the longest dock in Itaraan and the ship's
carpenter is busily helping locals create a floating dock to
reach the vessel. Meanwhile local kids make a good business ferrying
passengers back and forth for a copper or bronze a head.
Guiles and Steven, remaining on board as M'Bassu and company headed
for the capital, see several other departures over the next days.
Zokhad Graveller, the geologist from the Mangai, hires one of the
marines as an escort (\ Na'Keran\ ) and after purchasing some provisions,
heads off overland. The Kindaloo Navigator, and his two apprentices,
vanish one day and the crew says they are off of an teaching trip for
the apprentices.
Shadows Deepen busily negotiates passage on a Ky'taari trader, headed
for Byra Sug in a few days. When word of the trip reaches the ship,
several of the marines, Sarn Kaly and Eris Ahly (\ who are now seeing
each other\ ), Aikolos and Albert Stanis book passage as well. They
are various seeking other work or interests in Byra Sug.
On the 6th, the day M'Bassu and company return to Itaraan, a large
group heads to the capital. They include the SkyReave's Supercargo
(\ trader\ ) and his assistant as well as two able seamen, Tarin
Dawngreeter, who has hired Gorin as escort, Gasa Stargazer and
Phlemming, Fincullin Delin and Tyarn the troubador. They are variously
engaged in visiting the capital for trading and political reasons.
Word of later trips is mentioned. The other entertainers, the dancers
and Hakiem, plan to visit the capital, especially for the High Summer
Celebration in two months. The ship's Mage and Cleric both plan a visit
at some point in the future. A second trip to Byra Sug may also be in
the works for the Supercargo and assistant may also travel there upon
their return from the capital.
Everyone else either plans to remain in Itaraan with the ship, has no
particular plans of yet or has plans but has not made them known.
The warmth and sun of Mur Fostisyr's all too short spring and
summer fill the land as midsummer rapidly approaches. As the land
warms, so do the Ky'taari, filling with energy and growth as does
the local flora and fauna. Young men and women fill the streets of
Itaraan and other towns with song and colour, praising the return
of Arianna to the skies above. The port becomes quite busy as traders
from nearby towns race up and down the coast, doing a furious business
before the spectre of winter rises again.
Much has changed in Itaraan upon your return to the port. Fishing boats,
once stored for winter, now crowd the harbor's docks. Houses are opened
to the sun and much cleaning and renovation, to wash away the cold's
scars, is in progress. The floating dock to the SkyReave has been
finished and although the crew busily uses the walkway, the crowds of
the curious have diminished.
Angelica and Deborah welcome you back to the ship. A few incidents of
note have occurred, which they relate to you. Desdemona left about the
end of the prior month, 3 weeks ago, and paid a visit to Oran Jatar.
She returned, unharmed but not unchanged, in about a week or so, and
Cassie says she was not pleased with the results of her conversations
with the "Dragonlord." Both Cassie and Toran, independently, learned
that in the mountains, near the Ky'taari capital, is the ancient
citadel of a demonlord known as Aztaur. Aztaur, "Lord Demon of Cold"
was slain and banished by the Ky'taari many thousands of years ago
during the wars of Dominion.
As for others on board, the ship's Navigator returned, with his
apprentices, after an absence of two weeks or so. Cera Strider,
one of the marines on Angelica's watch, has married into the Kindaloo
Owami, to one of the Ableseamen. Na'skanlon, one of the artillerists,
was inducted into the Ky'taari's Sailor's Guild. The local gossip
suggests that Valkyrie is having an affair with a young Ky'taari
trader who is close to the town's Ryaan (\ Lord Mayor/local Baron
equivalent\ ). Maerwin Jones has spent much time helping in the local
hall of healing and her foreign looks, as well as Angelica and
Deborah's, have attracted the attention of more than one Ky'taari
male. With a wink and smile, both Angelica and Deb say they've been
faithful.
Tarin Dawngreeter, with Gorin as escort, has finished his business in
A-Tykaar (\ the capital\ ) and has sailed off to meet with the Fustir.
Zokhad and Na'keran have not returned. Fincullin, Gasa, Phlemming and
Tyarn remain in A-Tykaar. Goldtooth left, not saying where, during the
month. During your two weeks back in Itaraan, while Steven finishes the
item for Khunya, Hakiem and the Dervishes, all of whom have been quite
successful in Itaraan, head for the capital.
During that time, the ship's Supercargo and several sailors as well as
Aikolos and Albert Stanis return from their travels in Byra Sug bearing
grim news. The occasional infighting between upland and lowland
Syrkakar clans flared up into what appears to be the beginnings of a
civil war. Things were looking ugly and most Ky'taari and other traders
decided to wait this out at safer ports. Taking the hint, the Supercargo
and others left. However, Shadows Deepen, Sarn Kaly and Eris Ahly,
remained behind pursuing their business.
Other trader's bring word from the world to the south. The Scortian-
Telor war is back into full swing for the campaign season. The
political situation between the Dwarves of the Bright Realm and the
Scortians is degenerating rapidly. The forges of the Dwarves work night
and day in anticipation of invasion. The land to the north, devastated
by the Bloodring, is suffering from a pestilence and the spring crops
look weak and prices are rising.
A sunny and quiet day has dawned over the western half
of Mur Fostisyr and despite the activity, it is surprisingly
quiet at Tharg Jironak, the tower of the Astrologer and
rogue Navigator, Denirok. The adventuring party is quiet
for Tuo has created such via the recital of a prayer of power
which allows those close to him to speak without fear of being
heard from without. Within that circle of power there is much
activity. Na'tiean holds the open doorway, into the tower,
against the onslaught of the steel entities. Steven stands
behind him throwing bolts of light and mana against the bright
metal skin of the golem. Various words of power, spells in the
making, are spoken or held by Maerwin, Deb, Tuo, Guiles and
Khunya. Angelica waits behind Steven, swords drawn, awaiting
action. Maria waits by the parapet, contemplating the other
towers.
Within this tower it is silent as well. M'Bassu, breathless,
impact-groggy and sore, awaits silently at the top the stairs
perhaps looking for another exit from the tower. Silently,
except for the sound of their heavy steel feet crushing the
parquet floor, the constructs go about their work of pummeling
the intruders. The sharp ring of metal on metal or metal missing
and hitting stone, is the only evidence of this work. Elsewhere,
the keep is silent, no alarms ring out or troops march. Perhaps
surprise has been achieved and no reaction has stirred below.
Despite the lack of sound, a grim battle continues...
Mechanics up date -
Need everyone to send me current maximum hit points and power
points (\ and number of adders available\ ) so I can make up
combat records beforehand.
Via incident and happenstance, the group has almost traversed the
length of Denirok's fortress, from the top of the high tower to the
other end of the main level. Still the astrologer and his forces
remain elusive or in hiding. Muffled sounds and faint glimmers from
spells that sense minds indicate that more lies behind the solid
stone walls than other rooms. Denirok seems content to let you rush
about his demense and discover his forces rather than present them
in the open. Fate decrees though that a confrontation of some level
will occur but the details are unformed and inexact. The particulars
are for the group to decide.
**** PC update ****
The lower floor of Denirok's fortress echoes with the faint
footfalls of the PCs and the faint noises of cooking from the
kitchen. A barrage of smells compete for attention, the friendly and
kind smell of a hot and hearty lunch (\ once for Denirok's garrison
and now in the hands of the adventurers\ ) competes with the cold,
barren and sickly smell of blood, dead and the dying. Fifteen of
the mercenary contingent lay scattered about the halls slain by spell,
steel or hand. Everyone's gear and closes are splattered and soaked
by blood and sweat, which slowly dries in the cool confines of the
fortress.
Steven does not even consider wasting the power for the simple
enchantment to clean his gear, for he fears that every ounce
of mana will be precious at the end. Angelica hopes the servants'
numbering of the castle's population is true for any more forces
might make the situation untenable. Lack of power and wounds not
easily healed are becoming a serious drawback. Deborah is simply
terrified and has said little since cradling Guiles' bloodied form
in her arms until Tuo and Maerwin could bring him back to health.
Maerwin clears a table and begins to catalogue her remaining herbs
to see which she might pass on, in small batches, to the group to
bear on their body for use during combat. Maria wanders about kicking
the odd wall, cursing her failure to miss the trap on the stairs.
She bemoans the fact that these soldiers had little of worth other
than monies (\ less than useful now\ ), fine broadswords (\ at least one\ ),
fine armor (\ various sized suits of chainmail - AT 15 ) and a fine
light crossbow. Perhaps there is else but she has yet to find it.
**** PC update ****
With a dull roar, Khunya's fireball detonates amidst the
remains of the grand melee in the long hallway. The smoke
and flame rises into the dark corners of the vaulted ceiling.
The highly polished blue granite floor is covered with bodies
a debris from the stairs, where you stand, to the end of the
hall, refuge of the remaining defenders. Gore and fluids have
splattered the black, gold-veined marble walls. The magicks of
Deniroks clerics leave power white ash streaks along all surfaces.
Flickering flames and burning embers mix with pooling blood and
steaming acid in and around the fallen combatants.
The carnage is impressive for almost 2 score friends and foes have
fallen in this confined hall and the rooms beyond. The great
hulking shape of the War Trolls lies atop both the strangely alien
Maazhat and the grim defenders of this demense. Oddly robed
acolytes lie strewn amongst chain mail clad warriors. Swords, axes
and shields are spread and thrown willy nilly about the area.
The smoke and flame clears, one final soldier falls, the remaining
defenders are revealed. Their backs are against the hallway,
cunningly blocked by the interlocking doors of the garrison room.
Two warriors, both human women, one young and attractive, the other
middle aged and grim, stand in front. They are clad in torn chain
mail and tabards, wielding longswords and shields. Behind them
stand two of Denirok's clerical brethren, a short stock human female
with pronounced dwarven features and a tall dour darkhaired human male,
stand clad in light and dark grey robes, trimmed with maroon. Energies,
mostly a grey or white sickly light, swirl about their hands or
bodies. They stand silently but the moans of wounded and dying can
be heard from adjoining rooms.
Their numbers are small compared to your group jammed into the hall.
M'Bassu and Angelica stand at the front prepared for battle. Khunya
and Na'tiean's ally, Aben-Daga stand behind, the former still holding
a medallion emitting faint red wisps of power. Guiles, Tuo and
Maerwin stand in the back. Maria rushes up the stairs with a recently
woken Steven in tow. Deborah is nowhere to be seen, perhaps downstairs.
Na'tiean remains on the floor of throne room a level below, tended
by Aben-Daga's Dark Elf cleric, Lareth. Aben-Daga's Dark Elf mage,
Runyaheri, stands at the back of the party, observing the searches
of the two Lesser Orc scout, Snaggle and Rend.
"Charge?..." Angelica offers.
**** PC update ****
The last you remember was charging across the throne room floor,
marshalling your forces to assault the upper levels of Denirok's
palace. Then the blackness took you...
Time passes...
You awaken, lying upon the ground. A quick glance shows a floor
of black stones with glowing white mortar, surrounded in a black
haze. Sitting up, a longer glance shows you are not upon a floor
but in the center of an argent web hanging in space. The web is
not perfect and is frayed at the edges. In the distance the
blackness swirls with dark cold and warm greys.
You can stand but find that curiously you cannot remove your
feet from the strands of the web. Attempts to do so cause a brutal
cold to flow into your body. Examining the webs shows within the
glowing white what might be a rush of faint colours, perhaps like
a trickle of water through a large pipe.
Later several lights appear at the periphery of your vision. More
appear totaling eight. They spin about the web and then move together
near one edge. When the points join, there is a flash and a circle
of power spreads outward. Within you can see a single figure backlit
by a bright orange and yellow glow. There appears to be roiling clouds
in the background of the opening. The figure steps through and the
ambient light reveals your mother, Ra'tiea.
Clan in the finest black and silver clerical robes, festooned with
ribbons, jewels and talismans, she crosses the gap to you, never
touching the web itself.
"Na'tiean, my son" she addresses you," I have wandered the realm of
spirits to find yours where it is bound to your body yet also near
the gates to the other realm. Seers say that you are gravely wounded
but the mission is not yet complete. I cannot see whether it can be
completed without your help."
"Because of that, I am hesitant to make you an offer. Your body should
be returned to the Well for treatment. If you deem the situation to
be grave, hsi can give you the chance to finish this quest but it
would be at the cost of the future. You may fight now and never again
or you may let your friends and erstwhile allies complete the quest."
"The choice is yours..." and she awaits.
Scenes -
With a word a prayer ends and Lareth dissolves the window
looking into the realm of the Spirits, particularly where
Na'tiean's resides while his life is kept in his body. In
response to Guiles' question, M'Bassu drops Denirok's limp
form to the tiled floor. Deb turns away at the sight of so
much blood on a single form. Runyaheri and Lareth move to near
the dais, and as she watches, he begins to pray over his
ornate amulet of a the eight pointed star.
Denirok appears to be a fairly handsome and middle-aged half
light elf. He was tall and thin, with mostly white hair with
a short light beard and mustache. He seems to be very well
dressed. He wears fine white leather boots which rise to mid-calf
into which are tucked doeskin breeches. He wears a fine light
grey tunic with a dark grey surcoat of some unusual skin on top.
The spilled blood has soaked the tunic but beads on the surcoat
(\ though there are several holes from bolts of fire and electric\ ).
On top of the surcoat is a rather ornate and wide belt of black
leather with silver panels studded with ruby and jade. A thin
black belt runs under it holding a fine tooled leather scabbard
holding a very ornate and ancient rapier. From the weapons belt
hangs a heavy purse and a small chain that loops into a pocket in
the surcoat. In the pocket is a large key chain, 20 keys in all
including a large iron key and a orange glass key. Denirok wears
a single white glove on his right hand, an ornate bead, coral and
jade headband and long soft scarf of white inlaid with silver thread.
Denirok wears three rings on his left hand, a bracelet on each wrist,
possesses an ivory and granite amulet in the form of a blank white
face and a pendant in the form of blue gemmed star on a silver back.
His body radiates residue magicks of various forms and will take
time to figure out.
-- Segue --
Desdemona ponders Khunya's words for several seconds and bids him
prepare a spell of safe landing for himself. She speaks several
words of power and they vanish from the deck of the SkyReave to
appear about 50' above ground near Denirok's keep. Despemona is
suddenly surrounded by a nimbus of magic which keeps her aloft
while a burst of mana slows Khunya's descent to the ground. Several
seconds later there is a wrenching of the local reality and two
other figures appear near Khunya outside of the keep. One is Umlanos
Steady-hands, the Sea-Kral Navigator, while the other is an attractive
middle aged human male, dressed in a heavy surcoat, pants and boots.
Armed with sword and dagger, carrying an ornate compass. "I am Jaed
of the Daruni Olkanin and I am charged with serving this area for the
Guilds of the Navigators. Let us enter and determine what is amiss."
He gestures in the air and leaves a spinning circle of magick hovering
in the air. "A marker for others," he comments. Jaed turns to the moat
and raises bridge of magicks across to and against the wall. Walking
across he stops at the smooth and glassy walls. Desdemona drops down
beside and offers her services. "No need, M'Lady" he replies, "we have
spells for each barrier we encounter." He weaves words of magic and
begins a tunnel or passage against the wall. It seems to moan and surge
into the wall and through. The tunnel is nearly 10 foot by 20 foot and
pushes into the center hall. "Let us hope we are not too late!" and
Jaed hurries into the keep.
-- Segue --
Steven completes the loop of power around and above Khunya, snaps his
fingers and Khunya vanishes into thin air. He turns to Angelica and
says, "we must hurry downstairs to see what is happening and do what
we can til the Navigators arrive." They run back down the stairs
leaving Tuo, unless you wish to follow, and Maria along with a sleeping
Aben-Daga. Seconds later, the leader of the Cult troops, awakes and
stands. He orients and heads down the stairs without a word.
The upstairs room is scattered with bodies, Rogir, Jacilyn and three of
Denirok's elite guard. Rogir was a normal sized human male with rugged
and scarred features, somewhat handsome. He was wearing dark grey tunic
and pants of some sort of the leathery material. On top is a sword belt
carrying a very fine and ornate broadsword, a pouch and a key case with
eight keys of various sizes. Upon his right arm is a black scaled glove
and on his left is strapped a sturdy normal shield. A black and grey
reversible cloak is held by a blue gemmed star amulet like Denirok's.
He wore no jewelry and has a fine crossbow strapped to his back with
a quiver of bolts opposite his sword's sheath.
Jacilyn lies nearby and seems to be an older and sturdier human male.
He is wearing a chain shirt and pants of ordinary make, a fine shield
painted with what might be Denirok's coat of arms, a very fine broad-
sword and crossbow. Upon his right hand is a blue jade ring and in one
ear is a green jade earplug. As expected he also has a purse. Maria
stays behind for a while, to make sure she collects everything of
value or note, and then rejoins the group.
-- Segue --
As Guiles and Maerwin check Denirok's body, M'Bassu moves to hand
the satchel to Runyaheri. A voice booms from the front of the hall,
perhaps from the stairs or the door, "I think that would be a mistake!
Perhaps you should reconsider..."
The fortress of the deceased Astrologer Denirok turns from a
battlefield to a beehive of activity. The people freed from
Denirok's "gallery of beauty" are initially confused and lost.
They seek out people from their own lands and gather in small
bands. There is one group from Scorti consisting of the half
Dark-elf (\ Nalene, a lay healer\ ), the half Light-elf lady (\ an
outdoorsman of some sort\ ), the Neanderthal woman (\ a mercenary\ ),
the Bear Tribesman (\ a male WereBear and engineer\ ), the male
Dark-Elf (\ an experienced lay healer\ ) and the Sea Kral lady
(\ a spell-using crafter\ ). Another group forms of those from the
lands of Oerdi (\ commonly known as GreyHawk\ ) comprising Cabal
Telker, the half Dwarf mentalist, the Human male (\ an alchemist\ )
and the Lesser Mahe male (\ a warrior-mage\ ).
Keeping away from the Scortians, perhaps due to fear, hate or
worry regarding the Telor-Scortian war, is a group consisting
of folk from Tarna, Telor and the Schooner Isles (\ the chain in
between Telor and Scorti\ ). They include the High Man male (\ a
young martial artist\ ), Kalyn Shullah (\ the Hani female and
advertiser\ ), the Mixed Elf female (\ a ropemaker\ ), the Greater
Mahendo'sat female (\ a delver of note\ ), the Hira'razhir (\ a scout\ )
who is caring for the phasing Stsho (\ the Seer from Harn\ ) and
the Light Elf female (\ a soldier from Hepmonland who has become
friends with the Mixed Elf woman\ ).
Na'tiean has gathered a fairly large group to help with the disposal
of the bodies and salvaging of the gear. His workforce consists of
the Vulfen female (\ a healer from Lythia\ ), the Greater Orc male
(\ a fighter from the isle of Kiraz in the Schooner Isles\ ), the Lesser
Orc male (\ a warrior from the Sarandon hills in Tarn South\ ), the
Troll male (\ some sort of crafter from GreyHawk\ ), the Half-Orc male
(\ a mentalist from Scorti\ ) and the Maazhat Lieutenant (\ a warrior
from the Shard Plains\ ). The last group is from the Harn and Lythia
area and consists of the Dwarf male (\ the historian\ ), and a little
clique of the Kif (\ a mentalist\ ), the Sohleugir (\ a professional\ )
and the Sstoi'islythi (\ a warrior from the Dragonlord's realm on
Hepmonland\ ). The Nymph and Satyr stay together and follow Tuo about.
Steven and Angelica ponder how to help the Dolphin.
The only others remaining in the Keep are Denirok's servants and
your group. The new arrivals wander the keep, scrounging what
clothes, weapons and supplies they can find. During this time you
discover the various storerooms, the bedrooms, Denirok's library,
the vault of Tomes, the art gallery and the room of sculptures.
Steven helps in the attunements and delving of the newly found
items and then suggests that perhaps we should leave as soon as
possible. Angelica, while figuring out how close is the shore
is for transporting the Dolphin to the ocean, discovers a small
alcove with a couple of fishing vessels and support gear. Steven
volunteers to return to the ship, return with some sailors, and
try to get some of the refugees back to civilization.
Guiles - Deb suggests that perhaps we could hire some of ship's
Marines when the voyage finishes back in Tarna. In particular she
suggests Gorin Fist, Albert Stanis (\ he's a cutie, she says\ ) and
Aikolos (\ though she hasn't asked any of them\ ). Or perhaps one or
more of the recently freed captives might be interested.
Deb wouldn't mind spending a couple of months searching for knick-
knacks. It gives her more time with Angelica checking out those
cute elven guys!
Khunya - Goldtooth departed while your group was in Byra Sug (\ between
adventures 25 and 26\ ). Noone in town call tell you where she went
but, if pressed, the ship's crew will say she left on some sort of a
quest.
Denirok's notes and maps indicate several interesting places within
the circles of islands. Upon this island there are two places noted,
one is Taurkytaal, once the home of the Demonlord Aztaur (\ defeated
by the Ky'taari long ago\ ) the other is an approximate location for
Kaldaraak-vaar, the holy place of the Ky'taari (\ where it is said that
Arianna comes to Arda for one day at High Summer\ ). He also has some
notes referring to the northernmost island in the circle, basically an
extinct cinder cone whose rim rises to two great towers, which imply
an unknown race is resident there. All local Ky'taari and Syrkakar
cities are noted as well as all Navigator Obelisks and local Earthnodes.
The ladies' name is Kalyn Shullah and she is from Telor. Her clan was
a small one under the lordship of one of the five great clans of Telor.
A male can challenge into any clan but it helps to have allies (\ female
of course\ ) within the clan. Kalyn does seem interested in your
potential for clan leadership (\ especially magically\ ).
Tuo - [ the way I'm doing Herb Lore is that you know and have worked
with herbs with a difficulty number equal to or less than the number
of ranks you have in Herb Lore. These can easily be found according
to the climate code. To find more rare herbs (\ higher difficulty #s\ )
requires help or a tome/guidebook ]
From a gross perspective there is a brewing war of good (\ the
Ky'taari\ ) vs evil (\ the Syrkakar\ ), with the Fustir Gost assisting
the side of good. Traders say that the Syrkakar coastal clans are
grudgingly pledging allegiance to the Syrkakang. No war has begun
but perhaps the forces of the Iron Wind are waiting for word from
the south. Speaking of the south, Traders also say that the Dominator
has begun to blockade the Dwarven nation, preventing trade with Scorti
or other points south.
M'Bassu - The Ky'taari very carefully maintain the environment for
they are always on the brink of winter and need to wring the maximum
results from the land. They are bright, gay and free-thinking folks
with a long oral tradition (\ they've been here for 4000 years\ ).
Outside of the small cities, it becomes very quiet and very wild,
though the islands are not huge for high hills and mountains form the
backs of the lands. As described previously there are several species
that are unique to the lands (\ the Koylarin, Torkaan and others\ ).
Perhaps contrary to appearances, they are concerned about the growing
darkness in the east (\ the Syrkakar\ ) and whisper about it in hushed
tones, for fear the Iron Wind may hear. Some call for the Ataarn
Katashaarn (\ the King's army\ ) to be greatly expanded, others even
suggest preemptive strikes, alliances with the Fustir and other
measures. Moreso this year, than others past, they feel the coming
winter will be a hard and cold affair.
Na'tiean - The return voyage is relatively uneventful. You receive
Guiles' message concerning the Syrkakar vessel. During the first
night your vessels are buzzed by a large flying creature, headed
south, which may have been the Fell Beast that Tuo saw. Despite
your readiness to fight, the Syrkakar vessel never crosses your path.
Talking with the refugees, you find that the Maazhat, the two orcs,
the half-orc and the Vulfen Healer (\ Ra-Seiya\ ) are interested in
returning with you to the Well. Ra-Seiya seems to have taken an
interest in you. The Troll wishes to explore the mountains of this
realm and find his own way and future.
You return to Itaraan during the evening of the 28th. Talking with
Valkyrie, she reminds you the first day we could use the amulet to
contact the Well would be on High Summer in the morning. Valkyrie
and Slammer would be ready to leave though she will miss some of
the town folk (\ probably her rumored lover\ ). Rinaldo wishes you
well and says perhaps he see you in the afterlife (\ though he
admits it may take many years for him to get there\ ).
All - As expected High Summer Day dawns with bright and clear
sunshine, as Arien rises slowly into the skies and the streets of
Itaraan fill with festival and celebration of life, renewal and
Ariaana, their goddess. Note also the Tarnan calendar clicks over
from 4378 to 4379 PS and the next day is the first of Manwarn.
The month of Manwarn slowly passes with the weather fine but
the populace unsettled. Chat about the tables in Ky'taari taverns
frequently focused on the events of High Summer and many have
axes to grind. Careful talking with the locals indicates there
are some who even consider taking action against the Syrkakar.
Two are notable, one is a Ky'taari farmer, from the local hills,
who lost family during the incident when it struck the capital.
The other is a Ky'taari monk, a favorite child of Arianna, who
wishes to contest skills with the forces of Darkness.
As summer progresses, other foreigners can been seen in and
about the ports of the Ky'taari. Southern traders usually
avoid Byra Sug, unless well armed, and their passengers invariably
prefer to disembark in Ky'taari harbours. Maria notices one new-
comer seemingly in the act of scoping the local edifices, a task
she performed quite frequently (\ too keep in practice of cours\ ).
Another is a rather well armed an emblazoned Warrior of Manwe who
seems to have come to these northern lands on some sort of quest.
Steven suggests it would be from people such as these, that you
find the stout-hearted souls who would wish to infiltrate the
citadel of the Syrkakang and slay the leader of the dark people.
Perhaps we should surreptitiously send an invitation to these
likely souls that they should meet us at a local inn (\ rented for
the evening\ ) or aboard the SkyReave for dinner and a little chat.
[ Those PCs (\ of the old bunch\ ) doing active study and teaching
gain 5 DPs towards those skills studied. For Guiles it would be
towards a sword skill; for Tuo perhaps an outdoor skill; for
M'bassu some diplomacy or local history:Ky'taari, for Khunya
perhaps region lore: Ky'taari. ]
Dawn's Edge is a quiet little tavern on the eastern edge
of Itaaran where the sun first touches the town. There are
no rooms for rent thus it was easy to secure the place for the
eve and not have to worry about unexpected visitors. The dinner
for the evening is typical light Ky'taari fare. Torkaan chops
with mint are the main dish, oriented towards the visitors
for the most meat Ky'taari eat is the odd fish or two. A
broiled local fish upon a bed of fried Shir flavored with a
small amount of imported spices is also present. Sides of potatos,
breads and cheeses are available. Dessert is bowls of local berries
with fresh cream. Liquids include clear spring water, a light ale
made from Shir and a nutty brandy made from the Lotanak tree.
As the dishes are cleared away and the participants begin to
relax about the common room fire, Angelica decides to say a
few words. "Steven assures me that he has done what he can to
ward and defend this inn versus scrying eyes [ and some have
noticed two black masses floating by the windows at various
times during dinner ] and thus we can talk freely. Everyone
here seems to have at least one common purpose, among their
other many goals and dreams. That purpose is the eventual
downfall of the Syrkakang thus stopping the influence of the
Iron Wind in these northern parts."
"Steven and I have some suggestions on an expedition to
accomplish that goal. I'm sure everyone else has a plan as well
but let me first give our suggestions. Steven has learned a
little of guiding vessels by Earthnodes and along with a
competent crew, could lead a vessel to Adea Hu, the isle of
the Syrkakar. Sailing carefully to avoid other vessels, we
land on the sparsely populated northern shore. Then we hike
inland, up the side of the volcanic caldera which holds Syclax,
their capital, within its mouth. Once at the rim, we descend
into the caldera and attempt to gain entry to the capital by
stealth and guile. We know little of Syclax and hope our
Ky'taari friends could tell such of it. I also leave the floor
open to others who have plans of their own to present them for
debate and discussion. Ladies and Gentlemen..."
On the morning of the 9th day of the second month of the year 4379
Post Settlement, the party begins its journey to the center of
Adea Hu, the land of the Syrkakar. Arianna blesses the journey
with a day of bright sunshine and cool weather. A chill breeze
from the ocean reminds Ashaan and La'an that the Blessed Goddess
can not provide summer for the land for much longer. Leaving Paren,
the Ky'taari trader, to conceal and guard the boat, the trek inland
begins. Everyone is in fine spirits and health, except Orlando
who is still nursing a bothersome stomach (\ still at -10 to activity\ ).
The first day of travel exhausts the easily traversed coastal
lowlands. By the end of the day, a trail of golden flowers leading
into the hills, becomes readily apparent. The trail continues into
the low foothills which rapidly rise towards the volcanic summit
looming in the distance. The trail seems to lead into a cleft along
the northwest of the mountain's slope.
At the end of the second day, scouting ahead via M'Bassu's stealth
and Tuo's sky-spanning sight (\ especially when roaming the skies
above\ ), the party discovers that the trail of flowers leads into
a box canyon about 7000' above sea level. Unfortunately, there
also seems to be a camp of Syrkakar at the back of the canyon.
Five hide huts or tents surrounding a fifth. La'an can tell it is
probably a Lird, a 50 man fighting force used to scout the country-
side. Accompanied by hawks and wolves, the Lird is self-sufficient
and capable of extended wilderness journeys. A Lird is composed of
a leader and 5 Lirm of 10 men. Each Lirm consists of a Lirm leader,
two sub-leaders, of groups called Lirks, and seven warriors.
.TS
center expand;
l l l l l.
Lird (50)
Lird Leader
Lirm Lirm Lirm Lirm Lirm (10)
Lirm leader (1)
Lirk leader (1)
Three warriors
( one handles wolves )
Lirk leader (1)
Four warriors
( one handles hawks )
.TE
It looks to Ashaan that the trail leads past the Syrkakar but
to what end? Perhaps only Arianna only knows and she has not said.
The day ends with the party poised at the end of the canyon and
the camp but a half mile ahead over broken ground and scrub.
Tuo - Over the past month you were able to collect the following herbs:
602, 626, 631, 638, 641, 644, 645, 668, 677, 688
635, 603, 608, 611, 649, 650, 625, 651, 666
Ashaan - The monastery's physical is able to provide the following
Ky'taari healing salves for your party -
The screams of the dead and dying awake young Kintat from
a fitful sleep. He is baffled by the loud ruckus as he crawls
from his bedroll to peek out the tent flap. Scratching Tergus,
the wolf, behind the ears, as he sits by the entrance, Kintat
peers out into the night. The scene revealed is terrifying to
the Syrkakar warrior. Exploring and training the mountains, during
his two month stint with the Surd, he never expected combat, let
alone this. It seems as if a horde of demons stream into the
camp from darkness.
Kintat, not realizing, grips Tergus tightly, waking the Lird
wolf, as he watches the battle unfold. He sees the on-watch Lirm
charge to the far end of the camp to engage the invaders. They
seem to be no match for their taller well-armed foes. Bright blades
flash, arms and legs swing in mighty arcs and streaks of mana criss-
cross the air and the Lirm is divided and decimated. Bolts of fire
splash against tent sides, setting them alight. Grey hazes of magic
flow into tents to wreak unknown havok. Other dark shapes stalk
through the camp to silently enter tents or slay Sykakar warriors
where they have fallen prey to the Essence.
There is a crack of a log from one of the watch fires and a haze of
sparks shoot into the air. In the brief burst of light, Kintat sees
a chilling sight. Two Ky'taari warriors, a man and a woman, in the
center of the attackers. The demon elves, for who but a demon could
survive the winter nights on naught but the summer sun, lead other
stranger foes to slaughter the Lird. Kintat rolls back into the
tent, grabs his short sword and awakens Erkat, his Lirk leader and
friend. "Hurry, Erkat!" Kintat whispers,"Awake and help me awake the
others for the Ky'taari are upon us and this night we must fight for
our lives like our fathers taught us. Awake and to arms!!"
The last echoes of combat die out but the sounds of the
nearby forest have not returned. The slow pop and crack
of scattered or unattended fires, the drip of blood, the
clank of surrendered sword, the scrape of victorious sword
returning to the scabbard and the soft moans of the wounded
take center stage. The camp looks like a gigantic pile of
debris has been scattered hither and yon. Two tents burn,
lighting the canyon, while a third lies collapsed. Bodies
and gear are scattered about the tents and the walls of
the ravine.
Of the Syrkakar, only two remain standing, frightened and
passive, while the rest lie dead or dying. With a modicum
of first aid performed, you find there are 21 dead and 28
are unconscious but will survive. If no aid is given another
10 of the unconscious die. If heroic efforts are made, 5 of the
dead can be saved from dying. The two standing Syrkakar can
do only minimal effort to save their fellows if allowed.
As for the victors, only Ashaan and Peryk have suffered serious
injury. The bruises and scrapes received by Tuo, Steven and
Angelica will heal with time. Ashaan and Peryk's wounds require
spells or herbs to heal bleeding blood vessels and mend torn
muscles. Tuo is capable of all that is necessary, given a little
time.
When the question of what to do with the captured Syrkakar arises,
Steven has a suggestion. "Companions, given a little rest, perhaps
until dawn, to regain my magicks and then another short period
of time, until noon of the next day, I can open a magical portal
to another realm wherein we can send the living to spend their time.
Some obscure layer of the Abyss or perhaps a more neutral place might
be appropriate. Opening a gate to the Elemental planes could be
dangerous to us as well. Since they do not have spellcrafters, I do
not see them returning." With that he finds a corner to meditate in,
away from the mess and debris.
"Oh," Steven turns," one more thing. If you wish I can charm or
master their leader and suggest that when he awakes that he should
be very cooperative and answer your inquiries about what they
were up to."
Disarming the bodies and searching the guards produces a rather
grand pile of gear after several hours of effort. Short swords,
crossbows, leather armor, small shields, quivers, quarrels, camping
gear, pots, pans, knives, dice, cards, symbols, trinkets, a book or
two, clothes, backpacks and the like. There is also a good deal of
spelunking gear: rope, hammers, pitons, lantern helms, picks and the
like. Of notable booty is the following --
All of this gear is wrapped, dusty and rather ornate and richly
embellished. There is a matching helm to the armor, a useless quiver
for the bow (\ dried and rotten\ ) and some normal arrowheads.
Either by coercive force or Steven's charms, when their leader awakes
(\ or is awakened by healing\ ), the following information can be gained.
Indeed the Lird was on a training mission but the leaders were given
a second goal. Within the cave is a network of tunnels and passages
throughout the mountain. One pathway seems to wind up into the mountain
spiraling towards the rim of the caldera. That path is filled with
chimneys and tubes and slopes upwards for all its route. The second
major pathway seems to run downward into the bowels of the mountain.
It is narrow and dark, growing hot in its deepest parts, as it heads
under the surface of the caldera deep into the basalt of the volcanic
plug. The third path, the one that members of the Lird traversed just
recently, goes only a little ways into the mountain, perhaps half a
mile, and ends at a crypt. There, after much ceremony, they were told
to reopen the grave and retrieve items, once belonging to a Syrkakar
warlord, for use in the uncoming battles versus the Ky'taari. When
this war starts, he does not know, but he knows his masters are begin-
ning to prepare for such an endeavour. He also knows naught of the
first and second paths, having never traversed them.
Dawn shows over the top of mountains, Steven awakes and begins the
magicks which will finish about noontime, leaving the rest of the
group to its own devices.
The 12th of Ossern proves to be an early for all involved,
especially after the distraction and danger of the now-dead
Giant leaves everyone recovering from a surge of adrenalin.
The group breaks camp and begins the trek up the side of
the mountain. Steven and Orlando float alongside upon a
flying disk, also carrying spare equipment and climbing gear.
Peryk moves ahead to be the scout and first to contact the
Udahir scout, Siegfried.
With Tuo's sight as a guide, it isn't hard to find the outer
cave that was mentioned. There Peryk meets Siegfried's thyfur
Hilde. A thyfur is a rather large eagle that can be ridden.
Siegfried is surprised to see the large group but won't deny
access to the earthnode to allow Orlando to be healed.
After the climb and settling-in, Steven and Tuo begin the
necessary rituals. Steven says he requires no help in terms
of power, allowing everyone else to be prepare in case
something wanders along.
The days pass relatively quietly, with the weather being clear
but increasingly colder. Summer has passed and a brief autumn is
in the offing. The climbers, on the first, passed a flock of
condors, white and grey, floating down to inspect the abandoned
camp. The first night, the howls of some sort of wolf-like animal,
can be heard as a small pack moves about down-slope. Seen from a
distance, they resemble grey white hounds breathing mists of pure
cold. The next day, the 13th, a strange white ball floats into the
caverns and up to Angelica. It proves to be a sending from Desdemona.
She reminds Angelica that the SkyReave is to leave on the first of
the next month and the Marines must return by then.
Steven and Tuo continue the work upon Orlando. Steven's rituals work
well, he fervently hopes that the information provided by Tuo is just
as good. On the 17th, there is a cry from Hilde at the outside
entrance. A young ice drake has ventured down the cliffside and is
considering whether the thyfur would make a good meal or not. He is
disuaded by a well placed firebolt from either Khunya's hand or
medallion. On the 18th Steven has finished the seventh ritual and
asks Tuo whether he wishes to finish the healing via herbs or to
continue the rituals. Orlando seems to be doing well but is still
unconscious and will be til all are done.
Whether herbs or rituals are used, Orlando continues to be on the
mend for several days hence. On the 19th and 20th, herds of local
animals can be seen in the distance, downslope, foraging for the
fleeting flora. On the 21th, another, perhaps the same, flight of
Condors is seen in the distance.
The morning of the 24th features a different arrival, that of
Bronte, another Udahir scout. She arrives by thyfur (\ Emil\ ) and
is here to tell Siegfried that the summer is almost over and his
time to return to home is near. Bronte is surprised by the company
but takes everything astride and spends her time with Siegfried.
He says he will be leaving at the end of the month. The next few
days are quiet until the 28th, when, whether the herbs were used
or not, Orlando awakens. He is still in pain and shock, but feels
he may be able to continue. Steven is thankful for he feels time
was running out, at least for Angelica and him, on this mission.
From the journals of Engot, Lirm leader within
Critan's Lird a fifth of the Syrkakang Personal Guard.
15th day of fall of our year 203 in the northern lands.
Another fall is upon us and thus the chill of winter is
but weeks away. I am fortunate to have gained a position
on the Personal Guard which allows me to spend my time in
arguably the warmest building in Syclax, the citadel of
the Syrkakang, Jyka Brust of clan Ukasur. I have trained
my Lirm well and they have responded, earning the praise
of Critan my commander. Only Delgak's Lirm does better and
they guard the Syrkakang himself.
We have an equally important task, here in the second level
below the city, we guard the vaults of Syclax. Here the monies
of the city reside behind walls of magicked basalt and doors
of steel overlaid on granite, protected by traps both physical
and magical. Here in the empty hall of the vault floor, walking
with my Lirk leaders, Kendan and Rejat, I have much time to
consider the wealth of my position.
My Lirm is well armed with swords of magicked steel, shields of
hard woods and strong skins and armor of the fell beasts of the
sea, leathers harder than any leathersmith can tan. Kendan, Rejat
and I wear cuirasses of bright steel with matching vambraces and
greaves. A heavy but more potent protection than the beast hide.
Carefully crafted crossbows, with an invention stolen from the
west, which allows a higher rate of fire, complement our gear.
I compose my thoughts for a moment...ware! A sound rises from
the levels below. I hear the sound of steel upon steel and
the yells of men. Rushing to the central shaft, I carefully
look down into the darkness. Hot air, rising from the ancient
volcanic shafts, brush my face as I peer into the darkness.
Light from the windowed roof and the other floor reveal intruders
in the hall.
They ride upon strange disks of reddish colours and leap into the
floors to fight Allek's Lirm. I hope he fairs well. Horrors, a sight
and voice strike me, there are Ky'taari amongst them! One with a
bow and the other, a woman, carrying a pair of blades. A scream
echoes up the tube as a furred creature, perhaps a Hani as I've been
told the Syrkakang's guests are called, grabs a soldier with a loop
of energy and pitches him to a waiting disk. The occupants pummel him
and pitch the poor soul to his death in the depths below.
Alarum and to arms I call. The call is echoed up through the tower.
Invaders below, draw arms and ware! I retreat from the shaft and
take cover with Kendan awaiting their approach. With this note I
close this entry and if the Wind blows in my favor, then I will
write again...
[Ashaan] The yells and cries of the prisoners rise in volume
as your lonely battle continues. Your foe, one of the Sykakar
guard sergeants, is battered, bruised and bleeding. His sword
is gone out a window but he draws a dagger to replace it. His
shield is smashed and dented, armor rent and torn but he has
refused to submit or surrender. Yells from the floor above
suggest that some of the prisoners have been freed and are
beginning to gain arms to use against their captors. However,
other noises indicate at least another Lirk of warriors is
making its way to this level. Thank Arianna that you are
unwounded at this time.
[Khunya, M'Bassu] Crouched upon a disk of mana, you have reached
the highest level of the keep of the Syrkakang. The balcony of
the level below has been blocked by a wall of wood grown from the
railing and surrounding decorative wooden panels. Behind the wall
soldiers of the guard hammer at the wood with swords and axes.
Seizing upon an idea, Khunya hurled the unsuspecting Orlando at
the Syrkakang only to discover another wire mess across the air
above them. Orlando plowed through the mesh with a snap and flash
of mana, a strange mist departs upward to the sky as his right hand
and sword fall in a slow spiral down to M'Bassu's awaiting arms.
Orlando's unconscious form glances off Jyka Brust and disappears
behind the railing. You see Tuo on this level, busily beguiling one
guard while one other body lies nearby. M'Bassu feels a constant
pain flow through his body, his sweat and blood puddle on the disk,
while Khunya feels a steady flow of blood from a crossbow bolt
buried in his back.
[Tuo] Seated upon the stairs helps relieve some of the pain from
the painful slash across your right leg. You concentrate upon the
ensorcelment of the guard with the crossbow and barely notice the
arrival of Khunya and M'Bassu. There is a shudder and twang of wire
as Orlando is hurled out of view to the top floor. Everyone else is
out of sight on the top level except for Ashaan who is yet to arrive.
[Orlando] Ah, the pleasure of battle rises within as you work down the
steps clearing it of the Syrkakar guard. The Druid has blocked the
lower passage by a conjuration of wood thus allowing you to finish
one or two more and then charge up the stairs and into the main fray.
Suddenly, you lose your footing and are hurled upwards into the air.
Why, you don't know, foul sorceries have seized you! You hit some sort
of barrier, there is a tug, a flash of pain from your right arm and
a haze of blue washes across your vision. The blue resolves into a
cloudless sky and you lie upon a green plain. You are unclothed and
unarmed and alone. However you are whole, but feel something is missing.
Looking about shows tall spires rising in the distance and a sudden
realization, that is the High Tower of Manwe, where he resides with his
servants and assistants beyond the realm of the world. You have left
the battle and are stranded on the plane of Spirits, you have been
Absolved. Your screams of frustration do not echo in this land.
[Laan] You were engaged with the tall armored Messenger, when from
the corner of your eye, you saw Jyka Brust in all of his savage,
armored fashion move around behind you. He twirled a black runic
and twisted spear from which grey magic dripped. With a cry, the
spear was thrown to plunge into your lower back. There was a slight
twinge of pain, a light blow you thought, and then all was black.
You look for the light and begin to walk. Soon the black resolves
into dark browns and greens, the deep forest. Trees and bushes can
be picked out as the light filters in from the forest edge. Reaching
the border, you look upon a sunny day. The hunting was good, a brace
of coneys dangle from one hand and your bow from the other. Down a
slight hill you see smoke drift from the chimney of your farmhouse.
Trotting down the hill, a voice calls. Your wife, at the well, waves
in your direction, puts the bucket down and runs to you. "You have
returned from the hunt, " she say, a smile beams, "and it looks like
dinner will be a good one. Come home and rest a while... "
[Peryk, Angelica and Steven] The guard of the Syrkakang press you
into the hallway, against the door recently opened by Peryk. They
are fresh and unwounded, eager to kill the intruders for their
leader who watches from a distance. Behind stands one of the
mysterious Messengers who watches and waits. Near him, lies the body
of Laan, struck down by Jyka's spear, from which a black pall of
smoke rises to the skylight. There is a sudden crash and Orlando's
body lands against the Syrkakang and then slides to the floor. He
does not move and a puddle of blood forms about him. Jyka looks
surprised, turns and backs away from the balcony. He nears the
second Messenger, staggered by a bolt of Ice thrown by Steven
punching a hole through the aura of un-magic which pervades this
place. Protective and vision spells begin to flicker and fade as
the un-magic eats at their essence as well. Yells and hammering
blows filter up from the tower's depths. "Well, if we are stuck
here, " Angelica grunts, "let's make it a good fight." "I hope
our companions arrive in good time and in good shape, unlike
Orlando there, " replies Steven.
Injuries -
With a stroke of his Laen blade, Ydirak, leader of the Thyfuriai,
cleaves free the glass roof of the tower of the Syrkakang. The
great pentagon wrenches free and plummets downward through the
tower's core. Seconds later a great crash is heard from the volcanic
tunnels below. As his fellow Udahir cover the streets, Ydirak's
trusted scouts, Siegried and Bronte call to the folks below. The
battle on the floor below seems to have finished and most of the
adventurers have survived.
Ropes are secured and lowered to help people gain the roof from
the fifth floor of the tower. Steven suggests to Khunya that we
try the ropes until we see whether our disks dissolve in the field
of magic suppression. M'Bassu and Khunya hurry to the roof and then
zoom off down the side of the tower to discover the whereabouts of
Ashaan and the progress of the rebellion.
As the last members of the party, Angelica and Peryk (\ providing
a rearguard as they were the least wounded of the group, Peryk
in fact is without a scratch\ ), are hauled to the roof, the wall
of wood is splintered by a great blast of mana. As the smoke clears
from the hallway, a wash of mana or energy streams from the fourth
floor and suppresses the wall of fire on the stairs. With a cry, a
group of soldiers charge up the stairs. Angelica gasps as she notices
that the guards are led by two Marines, Sarn Kaly and Eris Ahly.
Sarn wears a bright chain hauberk covered with a black tabard with
the symbol of a flaming fist crushing the globe (\ the emblem of
Morgoth the Destroyer\ ). Eris is similarly attired.
Those Udahir who are not busy upon the ropes or controlling their
Thyfur, fire arrows at the approaching troops. Some hit the following
Syrkakar guard but most are swept away by mages backing the tower
guards. As Sarn and his foul company round the midpoint of the stairs,
a deep voice calls from the very shadows,
"You will not reach your foul altar this day, servant of the Wind!"
echoes down the stairs as a figure steps from the dark walls into
the sunlight falling through the open roof. Yet another surprise, for
it is Aikolos and he is dressed in a suit of deep black leather
armor and carries an ornate crossbow-like device. His long white-blond
hair contrasts with the shadows and his garb. Behind him and on to the
landing of the fifth floor, a group of Syrkakar warriors step into
the light. They are garbed in tabards of grey featuring naught but a
black circle.
"The Lord of the Five Darknesses sends his greetings to the minions
of his lesser brethren, the Lord of Destruction," Aikolos continues
as he fires his weapon. A shaft of crackling silver streaks down the
stairs only smash into Eris' breast as she steps in front of her mate.
Her stricken form slams into Sarn's arms and he staggers back and lowers
her to the ground. Frenzied Hani rage begins to contort his face,
"Susymog will Ordain you and then I will have your heart to sacrifice
to Morgoth in the memory of dear Eris!" Sarn nearly screams her name.
Aikolos steps to one side of the stairs, by the balcony, and his troops
edge down the stairs, "Melkor," he whispers but a shout," and my patron,
Aztaur, Lord of this Cold, will not give you this chance! Slay them all
loyal servants of the Ice!" And his grey-clad Syrkakar charge, with a
cry, down into midst of Sarn and the Palace Guard.
"And you," Aikolos addresses those on the roof,"my once companions.
Escape while you can, especially before the Ordainer is summoned.
And by the way, Angelica, I resign my commission and send my best
to lovely Deborah." He then turns to the battle at hand and
dispassionately watches the frenzied Sarn tear into the Syrkakar.
Ydirak comments, "You have strange allies, my friends. Be that as it
may, let us make haste and alight from this dark city." By disk and
bird, the party quickly heads up and away from the city. Seconds
later Khunya, ferrying the much battered but victorious M'Bassu and
Ashaan, rejoins the exodus from Syclax to the north-west.
The return to the earthnode goes well. At one point, a great Fell
Beast is spotted heading south-west from the city to the mountains.
Ydirak dispatches a scout to carefully follow the beast and Messenger.
Smoke rises from Syclax as the forces of the Syrkakang are beseiged
in their own citadel by the prisoners and the warriors of Aztaur.
Upon, reaching the Node, Ydirak sends most of the Udahir onward to
the northwest and the sea. He leaves Siegfried and Bronte behind to
help guard your group and watch for pursuit. Finally, he gives a
sealed scroll to Ashaan, "Take this to your King or High Priestess,
for it is an embassy from Tanhuz, Fighter-King of the Udahir, who
wishes to join the battle versus the Iron Wind. Much luck and strong
winds to you all!" and he is off and away upon the back of his Thyfur.
For those who may be confused -- here is a timeline of
the SkyReave's return voyage to Tarna --
3.1.79 - Depart Itaraan, ritual for Steven completed, he'll
recover fully in 7 days (\ 5.8 )
3.18.79 - SkyReave arrives a Shakan (\ Topaz\ ) in the evening
(\ this is town on the island devastated by the Bloodring\ )
3.19.79 - One day layover at Shakan; Tuo, Steven and Peryk
plan to travel south to visit Beryl on this day
3.20.79 - SkyReave departs westward, Tuo remains behind on Shakan
4.6.79 - SkyReave makes closest pass by Trin during the night
(\ a landing is not planned due to the current war\ ) and Orlando
and Ashaan plan to depart
4.10.79 - SkyReave arrives in Corinth, late evening. Desdemona
and Cassieopeia plan to depart
4.19.79 - SkyReave arrives in Hulesport
4.24.79 - SkyReave arrives in Sip (\ port nearest M'Bassu's home\ )
and M'Bassu plans to depart
5.3.79 - SkyReave arrives in Dyrisia, Steven, Angelica and the
remainder of the Marines depart as well as Khunya and Kalyn
5.12.79 - SkyReave arrives in Shallahifan and last guests depart.
This official ends the expedition and the ship continues north
to its home ports in Miritius.
Making quick farewells, the SkyReave departs for the south
with the morning sun of the first day of the third month of
4379 PS. The crew attempts to make good time to counter two
threats; the growing winter ice and any retribution from the
Iron Wind (\ via the Syrkakar or the minions of Oran Jatar\ ).
The mood of the voyage is quiet and reflective, people pondering
the results of their various missions and the effects on their
futures. Even the normally jovial crew seem somewhat subdued by
the past several months, the omens are too many for even a Sea
Kral to laugh aside. As would be expected, many minor things
happen as the SkyReave winds its way south and west, and these
are but a few of them --
[ Ashaan ] About a week and a half into the voyage, the SkyReave
makes landfall at a small uninhabited island. Volunteering to
help with foraging for food and water, you discover the ruins of
an abandoned Ky'taari village and temple. It dates from the times
as the Ky'taari moved north to the region. With a little effort
you are able to clear the underbrush from the altar in the temple
and allow the light of Arianna to purify and bless the area. In
your prayers you hope that perhaps Arianna will tell others that
they might land here as well and form a settlement.
Later in the voyage, perhaps one night during a fit of homesickness,
you receive a vision from Arianna. Things go well in the north.
The Ky'taari have met with the Udahir and Fustir Gost and have forged
an alliance to help free the Syrkakar from the yoke of the Iron Wind.
Oran Jatar has not been seen from since. A great battle rocked the
mountains of Adea Hu which may have been a confrontation between
Susymog and Aztaur (\ helped by some of the Udahir\ ). The Ky'taari
are hesitant to ally with their old, once presumed dead, enemy versus
a new enemy and are very wary of any overtures he makes.
[ Guiles ] There are many stories which you can wade through, to add
material to your show. The epic trek to slay the Syrkakang is the
greatest of all but there are also some interesting tales to be told
by the people freed from Denirok and the two Ky'taari aboard. Deb
is happy to be on the way home yet regrets leaving such a pretty land.
You discover the "famous" Peryk of Pertin is a guest on board and
find that is an interesting position for a "thief" of his caliber.
His story would be interesting if you could get it out of him.
[ Khunya ] It is a remarkably quiet time, compared to the constant
battles of the past 4 months, on the return trip. You are able to
get to know Miss Kalyn quite well by your return to Dyrisa. Between
the two of you, with perhaps some added info from Tyarn the only
other Hani on board, you are able sort out some possible clans
to look into. However, given your lack of attention to such matters
and her time in the hands of Denirok, you feel you need to do a lot
of work upon your return to Tarna.
[ M'Bassu ] Upon the return journey you can continue regular sparring
with Gorin Fist, the martial artist on Rinaldo's watch, and perhaps
involve Ashaan as well. Gorin tells you that there are several schools
of martial arts in the south half of the country, any one of which
would be interested in having you on their staff. More interestingly,
this past year there was a great contest of skills held on High Spring
Festival at a manor just east of Felda in Tarn South. It is sponsored
by the Church of Tulkas and a wealthly adventurer and proved to be a
great success. If there is another this year (\ in six months\ ) Gorin
plans to be there and hopes you will be as well.
[ Orlando ] Angelica approaches you during the early part of the
voyage home. She has heard of the invasion of your home island and
the pledges of various other party members to join in its defence.
Angelica is planning to rebuild Silvermoon's Raiders and offers the
services of herself and her company to the cause. She figures she
can be on Trin by High Winter, perhaps two months after your arrival.
Angelica has begun recruiting Ship's Marines and has nearly a dozen
but she confides she is having a hard time convincing Steven to come
along as well.
Having Gasa Stargazer on board is a boon for you can attend regular
services, abeit for a few, on the way home. You and Gasa become good
friends and he has much valuable advice. He offers, before you leave,
to do two ceremonies; one to bless your upcoming campaign versus the
Dominator and the second to consecrate a banner or standard to use
when leading your troops into battle.
[ Peryk ] You discover that several of the guests on board are mildly
upset by the decision not to stop in Beryl on the return voyage. You
discover you can make a tidy sum of money (\ 10s of silver\ ) by offering
to pick up or drop off various items in Beryl when you make the side
trip with Tuo and Steven. You find out that several on board, notably
Maria, Guiles and the Supercargo's Apprentice recognize you. The
Apprentice seems to be affiliated in some way with the Tarnan Lia
Kavair (\ Thieves Guild\ ) and offers to help you join the Guild in
Tarna should you choose to.
[ Tuo ] Upon your arrival at Topaz (\ the town on the island ruined
by the Bloodring\ ) you discover that the island can be restored and
renewed to its former glory. However, the locals are having a tough
time dealing with the shattered ecosystem and the blockade to the
south. The town leader, Baronet Galin of House Bavin, asks for your
help and offers a fair salary for as long as you can stay on the
island and help restore the flora and fauna.
[ Others ] Steven has taken on an apprentice, one of Denirok's freed
captives, a young man, and is successful in creating another set of
combat gloves for M'Bassu. The gloves are sturdy and effective but
not pretty. Angelica is busily recruiting for the war and so far
Rinaldo, Shalra, Sirrush, Maerwin, Kiss't Hah, Daelin, Albert and
two of the former captives are interested. Tyarn may join as well to
become the Company's chronicler and bard. Na'keran and Na'skanlon
are off to join the Wolves of War, Na'tiean's old outfit. Maria is
off to do what Maria does best. The Ky'taari marine (\ not Ashaan\ )
may go with Angelica but seems to be interest in seeing what Ashaan's
plans are. Everyone else will wind their way home by various routes.
Makarn 13. 4379 PS, Homeward Sail Inn, Shallahifan - port and
capital of Slartan, the Elven Barony. The journals and writings
of Tyarn the Troubador...wanderer and scribe.
As I sit in this fine inn, relaxing with some of my funds gained
from the long voyage, I write my final entry concerning the incidents
and happenings of the mission of the SkyReave. Travelers do not stay
long in Shallahifan, the prices set by the Elves encourage such, and
I shall write a few lines before I find passage southward. I will head
to Roim where I take my next position as Chronicler and Harper for
Silvermoon's Raiders, as Angelica reforms her company to go war.
The past few weeks have been filled with many departures. The evils
and enemies we faced did not depart without one last reminder of their
continued existence. Khunya, Tuo and M'Bassu bear the Mark of Doom from
Soulcatcher the Taken (\ carefully I whisper his name...\ ). Khunya was
attacked by a mage from the Scortian Bloodring which he left so long
ago. And finally Deborah and Guiles were assaulted by an elf, one last
survivor of Denirok's cohorts, who masqueraded as one of the freed
prisoners. His name was Jalor, 'ware him, for he has many guises.
First to leave the SkyReave were Orlando, the warrior of Manwe, and
Ashaan and Torl'ta warriors of the Ky'taari, the wondrous race we
met in the far north. They were ferried to the island of Trin, by
several of Steven's disks, on the night of 6th day of the 4th month.
Trin has been invaded by the Scortian Army led by Bonegnasher, one of
the Dominator's Taken, and Orlando hastens to join in the defense of
his family's land.
Trin will become a whirlpool of activity as the forces of Good, assisted
by many strong-hearted adventurers and warriors, combat the forces
of Blood and Destruction. Many of the marines have decided to return to
the small island to join the fight.
Upon the 10th of the 4th month, the SkyReave docks at Corinth on Tarna.
Our first sight of Tarnan soil in over seven months! We are quiet and
dour at this moment for Desdemona Silverthorn, accompanied by Cassieopea
and her strange servants, depart the Voyage. The MageDrake, organizer
and backbone of this Voyage, was gravely hurt in her epic battle with
the FireDrake, Oran Jatar, and may not survive the month. Tarna loses
a great power after a great service to the land. Also departing, with
no circumstance and almost overlooked, was Peryk of Pertin, a strange
secretive man who may have been more and less than he seemed.
We continue north, stopping at the major ports along the way. Hulesport
on the 19th, where several guests depart, and Sip on the 24th. At Sip
M'Bassu the warrior and Tuo the Druid depart to rejoin M'Bassu's tribe
in the Serengeti of Western Hules. The homecoming may be short for both
have business in the East, M'Bassu perhaps joining his companions at
the war and Tuo returning to the northern lands to heal the damages
created by the Bloodring. The Serengeti is quiet but the animals tell
of war being waged under the Shard Plains between a race that shuns
the surface and a race from the skies.
Several days later, on the 3rd of Makarn, the fifth month, the SkyReave
arrives in Dyrisa. There the bulk of the Marines, guests and adventurers
go their separate ways. Angelica returns to Roim to organize another
incarnation of her Raiders and to return to assist Orlando on Trin.
She has a core group of the ship's marines to build upon and hopefully
Roim is filled with young warriors who will follow her to fame or death.
Steven ponders joining the war or returning to a life of academia and
study which he abandoned several years ago when he met a young and
attractive, but sadly departed, healer named Morag Simmons. His disks
are laden with esoterica from the journey, including a fair sized
library of tomes and texts and a rather nasty looking Drake's head.
Khunya and Kalyn (\ said in one breath for they are now a couple\ )
depart to Roim for business with some Astrologers and back south to
Tarn South or perhaps Telor, to either join the war or become embroiled
in Hani clan intrigues. Khunya fingers an amulet in his pouch, pondering
what sort of trade he can engineer for the item of power. Kalyn's arm
rests about his shoulder, on top of the collar that once was a symbol
of Syrkakar power. Guiles and Deborah, my friendly entertainer
companions, depart find a place where they might begin a small
hotel/restaurant which would feature "murder mystery" weekends.
A grim entertainment, I do think, but perhaps it will catch on with
the decadent in Roim. Guiles has perhaps, might I speculate, gotten a
bit of cavalier in him evidenced by his recent practices with a rapier?
As I sit here in Shallahifan, somewhere to the north, there lives
perhaps the loneliest of the adventurers upon the SkyReave. Within
the well, a warrior and warlord named Na'tiean looks out from a balcony
across a cold, hard landscape populated his fellow warrior folks. All,
Vulfen, Dark Elf, Orc and Troll, have the same thoughts on their mind as
those that Na'tiean now ponders. The Exodus comes soon, within the half
year, and Ungoliant leaves Arda and brings her faithful with her. Does
one accompany one's Lord and God to the realms beyond the Maelstrom or
does one stay upon Arda and continue to spread her word.
The SkyReave continues northward to Miritius and beyond, where the
Kindaloo Owami, the Sea Kral clan which owns and lives aboard the Ice
Rigger, will continue to ply the seas for the years to come. A grand
mission to the far north has come and gone. Friendships have been
formed but enemies have been made. We have seen the splendors of the
Ky'taari, met the plain and simple Fustir and heard rumors of the
Udahir who ply the skies on the backs of Great Eagles. The forces of
the Iron Wind, the end of the Dominator's Black Breath, have been
dealt a mighty blow and may not soon recover. Perhaps winter, which
now grips the north in its cold hand, may not be as bad as previous
seasons. Tarna, and I, go to war against the Dominator and this is
where I write my next chapters. Til then...
ADV 1
ADV 2
ADV 3
ADV 4 & 5
ADV 6,7 & 8
ADV 9
ADV 10
ADV 11
ADV 12
ADV 13-14
ADV 15, 16 & 17
ADV 18
ADV 19
ADV 20
Khunya decides to leave the Bloodring and thus began the Ritual of Severance
beginning with the Day of Storms.
As the fierce weather approaches the SkyReave, after Khunya's ring vanished
and his rukh exploded, Khunya and others return to Dharak-Dan to weather the
storm.
ADV 21
Surviving the changes, the group encounters a huge creature, an amalgam of local
flora and fauna.
ADV 22
ADV 23
ADV 24
ADV 25
ADV 26
The party retreats and discovers the observatory.
They head downstairs and encounter Denirok outside of his "storage" room.
They then head to the throne room to re-join Maria and Khunya (\ teleported
near there by Denirok\ ).
While beginning to explore the lower corridors Na'tiean discovers a concealed
ambush site.
ADV 27
The party engages the lower guard contingent and bests them in battle.
They then rest in the lower area.
ADV 28
Na'tiean brings assistance from the Well.
His forces assault the lower throne room.
Na'tiean is critically wounded by a crossbow bolt.
The battle carries into the upper corridors of Denirok's keep.
Both sides suffer tremendous losses.
ADV 29
The party blasts through the last of Denirok's guards and confront the
Astrologer in the compass chamber.
He is slain and the compass is retrieved by M'bassu.
Rogir is slain (\ Jacilyn and the remaining elite guard as well\ ) and
Jalor escapes.
Steven and Khunya summon the Navigators and a confrontation develops.
ADV 30
After tense negotiations, the Spider Cult agrees to return the compass.
An exchange of hostages is performed; a Navigator to the Cult to help
with the Exodus, and Na'tiean's sister Ra'tiane, to the Navigators to
ensure the safety of the other hostage.
Both sides depart leaving the party in the keep.
Na'tiean is healed by a Well healer and rejoins the group.
The last group of Denirok's priests are destroyed while they performed
some sort of ritual but Jalor escapes in the confusion.
The strangers in the tube are released from their "sleep" and are much
confused.
The party organizes a general looting and cleanup of the fortress.
ADV 31
The party remains at the keep during the afternoon and for the next night.
The booty is divided amongst the adventurers.
Guiles sends a message to Desdemona as to their return and request for
a navigator.
Tuo goes for a little flight, during the night, and gets lost.
On his way back he encounters a black eagle and a riderless fell beast.
ADV 32
ADV 33
Much conversation and political discussion occurs in the aftermath.
ADV 34
ADV 35 ( PC Gen )
ADV 36
ADV 37 & 38
ADV 39
ADV 40
Rallying together, most of the group makes its way to the top of the citadel.
There they engage the Syrkakang's personal guard.
La'an is slain by Jyka Brust's spear and Orlando is badly wounded when flung
through the wire mesh.
Tuo, M'Bassu and Khunya are variously wounded.
ADV 41
All but Ashaan are on the top level of the citadel.
Tuo and Khunya disable many of the guards via a blown cloud of poison.
Steven is badly wounded by one the Messengers.
Khunya vaporizes Jyka Brust, the Syrkakang, with a bolt of fire (\ after
fireballing the entire floor\ ).
Ashaan is rescued from the bottom level as a prison revolt is in full
swing.
ADV 42
The Udahir arrive to help extract the adventurers from Syclax.
The fallen La'an and Orlando are retrieved as is some booty.
Syrkar forces approach, led by Sarn and Eris.
They are delayed by Aikolos and forces of Darkness.
The group returns to the earthnode and from there to the
ship.
La'an is taken home for burial but potent herbs are used to
bring Orlando back from the realms beyond.
Ashaan decides to accompany the Voyage back to Tarna as a Marine while
Orlando and Peryk book passage as guests.
ADV 43
ADV 44
ADV 45 -- Finale
Accommodations of the SkyReave
----------------------------------------------------------------\
| \
| |-----| |--| |---------| |--------| |--| \
| |wheel| |st| * |deckhouse| * |dckhouse| * |st| -------
| |-----| |--| |---------| |--------| |--| /
| /
----------------------------------------------------------------/
cabins 1 cabins 2 cabins 3
--P--P---P-- ---P-----P--- /--P------P------P---
| 1 | 2 | | 5 | 6 | / 9 | 10 | 11 |
-----D---D-- ---D-----D--- | ----D------D---
D D D D |-------DD D
-----D---D-- ---D-----D--- | ----D------D---
| 3 | 4 | | 7 | 8 | \ 12 | 13 | 14 |
--P--P---P-- ---P-----P--- \--P------P------P---
D - door, P - porthole
Passing Cape Renda
Corinth: A Background
Exploring the Tower and Discovering the Booty
The Return from Aestus' Island
The Adventure That Followed
The First Death of Na'tiean Demonspawn
"From Telorii to Clen"
Leaving Clen and East Across the Ocean
From Vampire to Whirlpool
Onward to Dol Amroth
To Hunt a Dinosaur
The scene
Pirates -> about 600'
River edge
----------------------------------------------------------------------------
T-REX
Forest edge ^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 20' ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
v
M'bassu Steven
Khunya <- 100' -> Guiles <- 200' -> The
Na'tiean Eagle
S
^
E< * >W
v
N
Maria's Tale of a Crypt
The Treasures and Creatures of the Crypt
The Crypt
The Dead of Chassalain
Dividing the Crypt Booty
North to Beryl
Segue: Local History
The Seven Fathers of the Dwarves
Kharakizun-dan and Surrounds
Marine Assignments in Beryl
Beryl in Detail
The Margrave Commands
** The right honorable Margrave of Kharakizun-dan,
** Lord Mayor of Ahktin,
** Father of Clan Bavor,
Bavin the XII
Does hereby invite you to a dinner feast at one bell
after the noon on the 10th day of the month of the Sea
God at the Citadel of Ahktin. This feast is to celebrate
and honor the presence, in our fair city, of
The Imperial Legate - Soulcatcher
and
Desdemona Silverthorn
There will be entertainments, fine foods and drinks
until the sun sets beyond the sea.
** The right honorable Margrave of Kharakizun-dan,
** Lord Mayor of Ahktin,
** Father of Clan Bavor,
Bavin the XII
Does hereby contract your services for an afternoon of
entertainments, foods and drinks at the citadel of Ahktin.
Renumeration for the afternoon will be provided in the sum
of twenty-five pieces of good Khudzul gold coin to the
signee of this contract. Performers should report to the
Citadel at five bells after dawn of the 10th day of the
month of the Sea God. Please present the token given to
you by our agent when the contract is signed.
The Black Schooner's Crew
Timeline of Events after the Tavern Incident
From Beryl to Topaz
Longboats and Goldtooth
Victory and Rescue
Thus Begins a Ritual of Severance
The Ties Are Severed
Arrival in Mur Fostisyr
In and About Itaraan
Return from the Capital
To Find a Compass - I
To Find a Compass - II
To Find a Compass - III
To Find a Compass - IV
The Second Death of Na'tiean Demonspawn
To Find a Compass - V
Aftermath in Denirok's Fortress
Comings and Goings in Itaraan
To Slay the Syrkakang - The Plan
To Slay the Syrkakang - Recruitment
To Slay the Syrkakang - Crossing Adea Hu
To Slay the Syrkakang - Night Terrors
To Slay the Syrkakang - Ruins
To Slay the Syrkakang - Orlando Recovers
To Slay the Syrkakang - Within the Citadel
To Slay the Syrkakang - Summit Climax
The Return Begins
The Calender for Home
Homeward Sail
The Final Voyages
Timeline of the Voyage of the SkyReave
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