The Chronicles of Grayhawk

Transcription

The Chronicles of Grayhawk
The Chronicles of Grayhawk
The following is the account of thirteen turbulent years in Grayhawk’s recent history.
It is the Fifth Millennium between the common years 4850 and 4863 in the calendar
of man. It is the time of New Gods and of great evil that rises and falls. It is the time
of great battles and the struggle between man and the whims of their deities, where
the lives of every being in the universe are at stake…
Contents
Part One
The Tale of Malethrax, Danat Peres, Zavien & Hujal
cy 4850
1. The Massacre of Karsus - cy 4850 (the events between 13th & 15th days
of Juniand). Where the party come upon a strange dark sorcerer and a sleepy
village on the border of Rosen and Drenai.
2. The Massacre of Karsus (2) - the events between 15th & 17th of Juniand.
Escpae from the fire...into another one...
3. The Shadow Grows - Juniand 18th to 19th - the party are visited by many
strangers as they try to fortify their new home.
4. Chateau Malethrax - Juniand 19th to 20th - life in the borderlands bring
tragic consequences.
5. On the Eve of War - Juniand 21st - 25th - the world shakes as Malakar
makes his opening gambit.
6. The Lanik Pass - Juniand 26th - 27th - the war begins...
7. War in the Borderlands - Juniand 27th - 28h - Drusor Luckwarden and the
battle for the Lanik Pass
8. The Wordmaster - Juniand 28th - 29th - Hujal breaks the siege of Dros
Goran.
9. Old Friend, New Enemy - Jun 29th - Jul 2nd - An old friend from the past
stirs some trouble.
10. Deep Water - Jul 2nd - Jul 4th - Danat fights for his soul and the secret of
the Lone Lake is revealed.
11. The Dark Killer - Caldron meets his match...then his maker!
12. The Road East - Malethrax leads the party towards the eastern edge of
Drenai
13. Dros Yali - Into the Jandraki Coast and north...into a storm!
14. Into Myrid - The party finally reach the plains of the richest kingdom on
Grayhawk.
15. A Black Knight - A terrible time for Malethrax and his companions.
16. Into the wilds - Malethrax falls to the deadly knight as Danat rescues Raven
17. Revenge - Danat makes Vostrar pay for the death of his friends.
18. Disaster - The fall of Danat Peres.
Part Two
The tale of Graz Tak, Morikand, Vetrick and Gila - Muziel exerts influence as
Morikand the mage increases his power base in the Abyss.
19. The Ruined Citadel - A Marraq called Amblay and his growing mind.
20. The Time Warriors - the party make an astonishing discovery amongst the
ruins.
21. Hurlis Falls - Back into the past as the party witness the fall of a great nation
22. The King of the Tileans - the party uncover an unexpected truth
23. The Kull Hills - the party move north towards Kulland.
24. Into the mountains - A trip into the remote Agras Pass.
25. The Blade - Axe brings a Rinshai blade to Kulland...and lets the world know.
26. The Lost Sword - Aran Rinshai's blade makes its way towards Aldegaarde
27. Into Aldegaarde - The party enter the capital of Kulland
28. Flee! - The young Nadir is killed and the net closes on Amblay.
29. Marraq Down - Disaster strikes as Amblay falls to the Silk Guard
30. Death and Rebirth - Saloth on the run and Tstane meets an unusual end.
Click on the picture below to see Hugh's representation of the action.
31. The Lost Child - Tragedy for Aravan but Saloth is slain.
32. The Jandraki Coast - The party leave Kulland and sail south.
33. The Nyrn Forest - and the death of the Tiger Bane.
34. Southward Bound - The party grows and finally reaches the Great Nyrn
Meadow.
35. The Terror Within - Vestril gets what coming...and the party move further
south.
36. Blood & Honour - Blant Farrand takes on a sorcerous queen with desperate
consequences
37. In Pursuit of Darkness - Blant chases down a dark thief
38. Isirin - The party finally reach the southern port...and get more than they
bargained for!
39. Arik's Quest - The high priest reveals the task ahead
40. Demons - Morikand unleashes the Lord of Pestilence.
41. The Southern Seas - Blant sails south and looks for anonymity...
42. Death of the Jallaks - Morikand and his friends destroy Valdazaar and the
Isle of the Jallaks
43. Discovery - The crew find a cave and the party go exploring...
44. Further South - The return of Zashir and the pursuit of a fabled realm.
45. The Lost Isles - The party reach the Lost Isles and find encounter the
Dalt'Enn for the first time. Click below to see the map of the southern isles.
46. The Summoner - Morikand summons more demons with disastrous
consequences.
47. Destruction - The party uncover a surprising secret and cause havoc.
48. Battle! - Morikand takes the fight to the Dalt'Enn...via the Plane of
Fortresses.
49. The Palace of Dread - the party take on a horde of demons as the search for
Lord Dread begins. Click below to see the layout of the scene of battle
50. Victory - The struggle against Lord Dread ends and the Dalt'Enn are finally
consigned to oblivion.
51. Northerly - having destroyed the Dalt'Enn Morikand and his friends head
back towards Grayhawk
52. Fatherhood - Graz Tak's history catches up on him as the party make an
alliance with a new king
53. Abdication - Gralnadar leaves Nyrn and saves his race...for others to inherit.
54. Northward Bound - the high council of Nyrnik is born, the party then head
toward Gran Greton
55. The Battle of Morinae - Orbelain steps into the shoes of a general as
Vetrick and Gila go on the rampage
56. Asigoth's Gambit - The dark assassin reveals his unlikely target and Drusor
finally takes the field against the Forlorn Hope
57. The fall of Blant Farrand - Asigoth slays the wizard as Morikand takes to
the air
58. The fall of Orbelain - Orbelain takes the fight to Drusor Luckwarden but
succumbs in battle.
59. Prisoners - Korven's true nature emerges as Vetrick meets Elena once more.
60. Vetrick's Quest - The ranger takes his friends to the end of time itself...and
discovers something perplexing
61. Return to Grayhawk - The party return to meet Mercila, then onwards to
build themselves a castle
62. Drusor's Bane - The greatest living warrior meets his match as the party take
the fight to Korven
63. The Influence of Muziel - The party learn more about the subtle enemy and
an old friend returns...for the last time.
64. Disjunction - Morikand steers his ship into the depths of the Abyss and
meets an old friend.
65. The Enemy - Muziel makes a surprising move as Gila and Vetrick
experiment with their new skills
66. The Art of Being - Gila takes down a Marraq and tries to take the fight to
Muziel
67. In Search of Muziel - Vetrick and the party reach Elenoria but their meeting
with Elena proves fruitless
68. Echeron - The party travel to where it all began for Mziel...and meet his
mother
69. The Fight for Gresil's Library - Muziel blockades the entire plane and Gila
Mangolita faces Korven
Part Three
The Cataclysm of Malakar - Muziel, the Echeronian Master of Primal Magic, has
made his move. In attacking Gresil's library he has severed the plane from the rest of
the universe and trapped Morikand, Vetrick and the rest of the party inside. Their
friend and mentor, Vohaas, feels the full force of Muziel's army as the Plane of
Disjunction falls.
Korven is dead. The party are adrift in time and space, unaware of what is happening
in the rest of the universe.
70. Escape from Gresil's Library - Jahick the pyromancer executes an
audacious escape from Gresil's Library in an attempt to rescue her friends.
71. The Gathering Storm - Morikand saves Gresil's Library and the party are
reunited once more
72. Return to Grayhawk - The party return to Grayhawk eleven years on (see
the above link), and search for an old enemy
73. Vetrick & Illeum - After an eleven year absence Vetrick re-acquaints
himself with an old enemy
74. The Arch Mage - Morikand Bitchpiss ascends to the heights of Archmage,
at the expense of an old friend
75. The Council of Morikand - The arch demonologist calls upon some of the
most powerful beings in the Abyss to help him fight Muziel
76. Contracts - Nalgron and Alber team up and get involved with Nyrnik's
underclass
77. The Free City of Nyrnik - Morikand calls for a council of the major people
in Nyrnik
78. The City Grows - Vetrick and Morikand consolidate their position in Nyrnik
and forge new bonds with its people
79. Cataclysm - Malakar exacts a terrifying revenge on Vetrick, and takes the
free citadel of Nyrnik with him.
Part Four
It is the start of spring in cy 4862. Three months since the destruction of the free city
of Nyrnik and the disappearance of Morikand Bitchpiss. In an island in the north west
of Grayhawk the people do not even know who Morikand is...or was. They only know
that today is the Festival of the Lake; the ancient Willowstarrian celebration that
heralds the beginning of Spring...
It is where our story begins...
80. The Village of Bruland - it is the height of celebrations and a small
band of disparate travellers come together to celebrate...and to enter
the mysterious world of Sharok.
81. The Road to Arros - the dangerous route that leads to the seaport of
Arros. The realm of goblins, outlaws and much worse...
82. The Town of Arros - The party make it to a lawless and dangerous
town where they find a strange slave
83. Murgat's Teeth - The party head into the pass above the town of
Arros and learn more of the mysterious slave woman.
84. The Mountain Pass - the party are followed and come face to face
with Sagar
85. The Monastery of the Moon - the party enter a strange and ancient
monastery and soon find themselves in trouble.
86. Escape from the Monastery - the party find a brooding evil but
manage to escape unharmed...
87. Out of the Pass - finally the party reach the other side of the
pass...only to run into more trouble and a mysterious woman
88. The Dragon Rider - the mysterious woman reveals herself and later
the party make for Kantarn
89. The Pirates of the Murgat Sound - the party finally escape the Isle
of Sharok, and inherit a ship called the Broken Anchor
90. Revelations - The party make a few startling discoveries and see off
Xenaril once and for all.
91. Mining - Malaras secures a small mining town called Velch whilst
Maharabel's zealous nature gets him killed
92. Killer's Gambit - The party continue their mining and meet a friendly
nobleman - along with an unfriendly killer
93. The Dwarven Miner - Malaras takes the party deep into the mine to
escape some persistent Kals
94. Into Bretonia - the hunt for the Timepiece takes an elven army to the
mountains of Bretonia
95. Enemies & Allies - Malaras the dwarf takes the Timepiece, Tome
and Xenarth Stone east towards Van Myrid where a strange being
called a Time Dancer awaits
96. The Viscount's Gambit - Taymar takes control and leads the party
out of the clutches of an elven army.
97. The Lanik Range - The party move into the Lanik Range and
discover orcs, forts and several helpful spirits
98. Treachery - The party finally reach the Nadir Plains but discover a
traitor amongst them.
99. The Wrath of Illyanth - The queen of the Elenorians finally traps the
party and cuts them to pieces
100.
Descent into Hell - Malaras makes a startling choice - and
ends up in very hot water!
101.
The Olshay Range - Malaras and the party finally give the
Elenorian queen the slip.
102.
Death of Rogarn - Viscount Taymar takes on the powerful
orc elementalist
103.
The Hunter and the Hunted - Malaras discovers more about
the strange man Slider and realises that he is hunted by an assassin.
104.
The Death of a Priest - The party come across the arch priest
of Malakar
105.
Liberty of the Damned - Malaras is in trouble and the
Damned are freed of their devil's contract
106.
The Hidden Citadel - Drenai's dark secret is revealed and the
two Marraqs cause havoc.
107.
The Wrath of Malakar - Taymar continues the northward
journey with a new ally.
108.
The Isle of Endegar - Taymar receives emergency treatment
for his wounds as the party stumble upon a mythical and ancient secret
109.
Continue North - Taymar recovers from the Malakarian blade
as the party make even more amazing discoveries
110.
Black Orc Assault - the party experience warfare first hand
as the orcs try to break the Myrid fortress.
111.
The Fall of the Myrids - the secret of the fortress is revealed
and the orcs win the fight
112.
The Orc Retreat - Taryn sacrifices himself for the party as
Mevik is slain by friendly fire!
113.
The Mind of a Marraq - Ullinor is slain as Jindra Dar
discovers his range
114.
Under the Mountain - Taryn leads the party deep under the
mountain and discovers more about the strange environment.
115.
The Mountain Dragon - Jindra Dar uses his mental powers
to overcome some dangerous predators as Taryn takes the party closer
to the heart of the mountain.
The Heart of the Dragon - Return of an old friend as Taryn
116.
and Damula reach their goal
117.
Stranded - The party reach the heart - with catastrophic
consequences
Part Five
The Mountain Dragon has gone. A one hundred mile diameter crater exists where
the ancient creature once lay, along with all the legacies of Promethius. Out of
the destruction and devastation comes one man...Taryn Bzar emerges and
decides to head east to the coast - having had his fill of the dangerous
mountain range he has business elsewhere...
A New Dawn - Taryn Bzar emerges from the cataclysm and
118.
meets a prince.
119.
Ambinaria - The party discover a settlement of Kuldraq elves
and are invited to stay for winter
120.
The Slayer - The Darkland killer gets close to the sword - he
destroys an entire settlement but is slain by the party.
121.
Escape from the Mountains - Taryn leaves the Olshay
Range behind - and meets some pirates and gangsters.
122.
Hell's Bay - Taryn Bzar slays a horned devil - and decides
that Hell's Bay needs a new leader!
123.
Count Xavior - A Myrid nobleman asks for help - but the
party fear they may be getting into more trouble
The Sunken Ship - Prince Antigor raises the sunken ship
124.
from the harbour and Taryn receives a visitor
125.
Visitors - Taryn greets the queen of the sea and the crone gets
what she deserves
The King of Thieves - Viator Varkos tells the party of the
126.
plot by Queen Illyanth of the Elenorians.
127.
Bears & Mountains - Calandrin realises that the queen wants
him and Arvial dead - and Taryn makes some new friends.
128.
The Windweaver - The party learn more about the strange
child called Arvial...and lose a friend in the process.
129.
The Black Mountains - The hunt for Arvial continues as the
party take heavy losses in their pursuit for freedom
130.
The Hidden Valley - The party find a strange hidden valley,
which leads to devastating consequences.
131.
The Kalador Forest - At last the party escape the Olshay
Range and head south for sanctuary and allies
132.
The Caves of the Dead - The party seek weapons to take on
queen Illyanth of the Elenorians.
133.
The Broken Tomb - Taryn and Arvial break through to
liberate the weapons of Lord Kal - and return to a council of kings
134.
The Siege of Van Myrid - Taryn brings the five weapons of
the Kals to Valadain Raikos in the midst of a great siege.
135.
The Siege of Van Myrid 2 - The party learn of Illeum's plan
to take the fight to Illyanth and get a little practise in first
136.
The Breaking of the Siege - Taryn and his companions
drive away the Elenorians to liberate the city of Van Myrid
137.
The Hunt for the Queen - Valadain leads the party into the
palace of the Elenorian Queen.
138.
Dark Queen Ascending - Queen Illyanth all but wipes out
the party leaving G-Lest and Streng as the only hope for Van
Myrid...and indeed Grayhawk
139.
Hamroth and the Paths of the Dead - The Glaennyn reveals
his true power as Streng bends one of the universal laws.
140.
Streng and the Paths of the Dead - The grandmaster thief
takes the party on a perilous quest and the treachery of Malakar is
revealed
141.
The Gates of Limbo - A secret is revealed and then the world
takes an unexpected turn
142.
Salvation - Streng executes an audacious raid to free
Willowstar, which forces another encounter with the Dark Queen
herself
Life and Death - Ileum Runesabre and the party slay the Dark
143.
Queen and Leandra becomes queen of the people of Myrid.
144.
Rebuilding Van Myrid - Work gets under way after
Leandra's coronation to re-construct the citadel. Veng 'Stross searches
for the secret of Ishtar's spirit
145.
Leandra's Progress - The new queen starts out on a tour of
her lands...in the shadow of a Malakarian threat.
146.
The Funeral Pyre - The queen's progress continues as the
party cremate an old friend.
147.
The Last Knight - Veng 'Stross finds another student as the
queen's progress continues.
148.
Road to Kulthar - Queen Leandra reaches the halfway point
between Van Myrid and Kulthar as she picks up more followers on the
way.
149.
Treachery - Scalpel survives a bloodbath as a new enemy
emerges, an enemy that threatens to destroy a kingdom before it sees a
single winter.
On the Brink - The death of Leandra causes chaos and leads
150.
to two people trying to grab power
151.
Vanyar's Gambit - Van Myrid is under a silent attack as the
Malakarians make a play for control and the party hunt for the
Fountain of the Dead.
152.
The Monastery of the Red Moon - The full scale of
Malakar's plans are revealed along with some help by the twelve
protectors of the universe
153.
Death and Rebirth - The party start to utilise their unique
abilities as the Facets of Malakar gather
The Massacre at Karsus (part one)
Cy 4850 Juniand 15th
Malathrax , a young noble Menelothian sorcerer, surveys the brothel he has
purchased. Twenty acres of land and a few outbuildings with only one survivor from
the battle previously…her name Sureshar. The party are joined by a young and
talented druid called Osmedrain Windsheer from the Jandraki Coast and they begin a
detailed search of the brothel and its surroundings. Malathrax believes that all is not
what it seems…his intuition tells him something is not right with the set up at the
brothel.
Further questioning of the girl Sureshar (a former prostitute) reveals that a sorcerer
called Caldron – a mysterious and reclusive character that resides in the forest to the
north, owned the place. His sorcery was used to give the clients the illusion that they
could have whatever pleasures they desired (including pigs if that’s your bag!) and
whilst they indulged in these pleasures the girls would gather information and filter it
back to Caldron.
The party decide that they should investigate this man. There are still many questions
left unanswered. The journey north to the woods takes them a day (with a slight
detour to Dros Goran for provisions) and when they reach the wood it takes them no
time to find the reclusive sorcerer. Caldron is Rosen and both the sorcerer and
Nyrond, a Malakar priest and the only elf in the party (Ygran), sense a deep power
within him. Caldron is surprisingly calm and greets them with a warm welcome –
even the ten thooligans (theological/hooligans) that accompany the priest don’t faze
him.
Malathrax lays claims to the brothel but Caldron merely smiles; "you can have the
deeds if you do me a service," he says. The party ponder this, not wanting to take on
such a sorcerer they decide to hear what he has to offer. Caldron tells them of a small
village to the northwest (two leagues distant) called Karsus. It lies in Drenai territory
but is only yards away from the border of Rosen – the realm of the god/king Malakar.
Caldron explains; "the village itself is unremarkable in many ways and has a
population of fifty or so. In the centre of it is an oak tree from Elenoria, a gift from
Queen Illyanth to the Drenai, the elves relocated it and it has a deep significance for
them. Pilgrims come from miles around to see it and worship under the branches.
"To win the deeds and my gratitude I want you and your companions to destroy
it…the whole village. Kill everyone in it and make sure the tree burns. Use only fire
as axes will have no affect on the sturdy oak."
The party are stunned, with the exception of the priest Nyrond, who relishes the idea
of taking the fight to Willowstar. Malathrax decides to go to the northwest to
reconnoiter the village before they decide what they will do. The young sorcerer is
taken with the mysterious Caldron – particularly with the easy manner and calm
power he displays…perhaps, he thinks, I can learn from this man.
They head to Karsus which is situated on the edge of the towering mountains that
make the border to Rosen. It is in a natural bowl with trees all around. Malathrax, the
druid Osmedrain and the martial artist, a Kordian named Danat Perez, decide to spend
a day in the village whilst the priest Nyrond and his ten thooligans remain hidden with
the horses.
Karsus has five structures; a tavern, two farmsteads, a monastery and a shrine. The
tree sits in the middle of a shallow river that runs through the middle of Karsus, a
place where pilgrims come to contemplate. Malathrax heads into town. They take top
floor rooms in the tavern where ten people are housed…it is run by a Drenai called
Rogart. To their horror they see an elf in the corner polishing what can only be
described as a Darkbow. All try to empty their minds as the Marraq’s eyes and mind
are upon them.
They consider calling the whole thing off until Malathrax informs them that Marraqs
have no love for Elenorian shrines. Next they head for the monastery where master
Kelomar – an ageing martial artist with five young students – greets them and makes
them welcome. He demonstrates his skill for them as well as a unique ability to use
his mind to grab and pull things towards him.
The shrine is managed by a lowly Willowstar priest called Manjin and there are
several pilgrims with him (he runs guided tours and history lessons about the tree).
The two farmsteads are run by Mulusk and Bencher respectively, stout Drenai farmers
with a handful of family and workers.
On their return that evening to Nyrond the decision is made…Karsus will be hit at
first light. The decision was made easier by the Marraq’s mental communication with
the party; I am with you! He says into their minds.
The tactics are as follows: Malathrax, the druid and the martial artist will make a
defensive position on the roof of the tavern whilst priest Nyrond and the thooligans
will rampage on the ground. Malathrax and the druid can offer archery support as the
priest and his men move into each structure at dawn.
The tavern is the first building to be stormed. The thooligans butcher many before the
alarm call is raised. From their vantage point above they see two students from the
monastery emerge, swords in hand. Malathrax and the druid shoot them in the throat
with their longbows as the bloodshed in the taproom flows. Nyrond strikes down the
tavern keeper Rogart and orders his men out into the other structures as he heads for
the shrine and the priest of Willowstar, his face grim and determined.
Master Kelomar emerges with his remaining students (one of which takes an arrow
into his heart) and rushes to face the thooligans. Standing n the doorway of the tavern
is Veldus (the Marraq) and on his face is a smile blacker than night itself. His hand is
a blur and there is a clap of thunder that heralds his first shot. Kelomar lurches
back…his hand tries to pull the dark arrow from his jugular but it is too late…he
slumps to the ground. The students turn on the Marraq but they are woefully
slow…he takes each on in the eye with deadly efficiency.
Nyrond is now at the shrine where the Willowstar priest raises a hand to defend
himself…but soon his blood and the unholy water of Malakar desecrate the small
shrine. The Malakarian gathers more holy water and kindling and heads for the tree
itself…
Malathrax, the druid and the martial artist join the Marraq Veldus and the remaining
six thooligans as the two farmsteads are suddenly roused by the noise. Farmer Mulusk
stares over his gate, axe in hand, and dies at the hands of a deadly Marraq arrow.
Whilst the party move upon the two farmsteads Nyrond, the Malakar priest, stands at
the roots of the tree and carefully places kindling all around the base. He uncorks a
vial of unholy water and smiles with grim satisfaction…
Here ends the first chapter of the Massacre at Karsus…
The Massacre of Karsus (part two)
Cy 4850 – Juniand 15th – 17th
Nyrond watches the tree burn with a grim smile. The marraq, Veldus, storms the two
remaining farmsteads with the remaining thooligans. A Nadir sorcerer called Hujal
Nazan, a nomadic talented sorcerer from the steppes below Drenai, joins him. The rest
of the party (Osmedrain, Danat and Malathrax) are on the roof of the tavern giving
aerial support with their bows.
The marraq archer is ruthless. His undoubted skill with the dreaded darkbow takes a
heavy toll as the thooligans mop up what little resistance the farmers give. Hujal is
alongside him, his shamanic magic hurls balls of energy into the fray, and the farmers
are left desolate and beaten.
Nyrond, the priest of Malakar, heads back into the tavern where his companions are
already turning the place over in an attempt to find anything of value. Their search
proves fruitless save for a valuable bracelet and a sacrificial knife that has the
sorcerer’s twitching…it throbs with the strange inner vibrations that tell them it is
magical. A simple spell by Hujal reveals it to be the Knife of Asgar – because of it’s
lethal appearance all but the priest of Malakar refuse to touch it. Nyrond takes the
knife and secretes it deep within his tunic.
The village is dead. The party regroup and are joined by the marraq Veldus. He
thanks them for their support but refuses their offer to join them. "I head north into the
Olshay range," he says, "and from there into Myrid where I will hunt more
Elenorians. Who knows, I might even reach the Elenorian Forest itself…"
The next visitor is the dark sorcerer that gave them the task in the first place. Caldron
smiles at the carnage, he is particularly pleased with the sight of the burning tree. "It
will burn for a hundred years," he gloats.
To Malathrax he hands the deeds to the brothel a few leagues away and explains that
he has earned the right to them for the actions of the day. To Nyrond he hands a scroll
case that houses a seemingly blank parchment. "The words will come evident in the
strangest of lights," he says cryptically, "it is aid in the darkest of hours…"
And Caldron is gone…
The party decide that they must leave the scene quickly and plan to return to the city
of Dros Goran to restock. Osmedrain casts a number of pass without trace spells to
cover their tracks.
They reach Dros Goran and Malathrax – now the owner of a brothel – searches for a
man called Lord Snuffnir (he had promised the sorcerer to find girls for the business).
The city is busy and as the party move through the streets they are horrified to see the
noble lord Snuffnir manacled to a wagon – the Drenai have arrested him for some
reason and he is heading towards the dungeons.
Malathrax sneaks up to the noblemen and Snuffnir whispers, "get my sword! It is in
the magistrates office." As a fellow wielder of the katana Malathrax understands the
need for his weapon. The talented sorcerer casts invisibility and heads for the
magistrates office. The katana hangs like a trophy behind the magistrate’s chair.
Stormil, the magistrate, is talking to Meela (a Drenai posing as a Madame but is in
fact a spy).
Malathrax steals the blade and heads back alone to the brothel. The rest of the party
head back on horseback while Meela heads for the brothel with five women in tow
that she had promised the sorcerer (girls to work in his new venture).
With Malathrax staying off the road it is Nyrond, Osmedrain, Hujal and Danat who
arrive back at the brothel first, unaware that the woman is a Drenai spy. Malathrax
hurries back to his place and is joined by Snuffnir…together the two men reveal the
true extent of Meela’s deception. There is a flurry of activity and the girls and Meela
are soon ensnared (with web and entangle spells).
Nyrond brings out the Knife of Asgar and smiles at Meela; "Time to try out this
sacrificial knife I think…"
Her screams reached the mountainous border of Rosen several leagues distant…
The Shadow Grows
Cy 4850 Juniand 18th – 19th
As day breaks lord Snuffnir prepares to leave, The nobleman thanks Malethrax for his
help and decides to head into Rosengrad and relative safety. "There are those who
believe I have committed treason," he says, "so I shall put distance between me and
them…but many thanks, Malethrax, your help saved my life and I will never forget
it."
As the nobleman departs Nyrond, the dark priest of Malakar, works with stone magic
to fortify the building (an ex-brothel) where he and his companions now dwell. His
aim is to create a secret chamber underground along with an escape tunnel that they
can use in times of difficulty. The project – even with his sorcery – will take days so
he concentrates on creating a hidden chamber first.
The party – with the exception of the martial artist Danat Peres – are mainly
sorcerous. Three of them (Malethrax, Osmedrain and Hujal) possess familiars (Find
Familiar) and these act as lookouts and hidden eyes at the perimeter of their land.
Hujal and Osmedrain have hawks whilst the Nadir sorcerer has a rat called Skurm.
Early that evening it is the hawks that spot movement. Their masters are quick to alert
the party and they watch as thirty to forty men wander across their land and head
straight for them.
A ragged bunch they are dirty, unkempt and possess a wide variety of weapons, many
stolen from the dead of previous fights. Outlaws. Malethrax stands in the doorway
and the outlaw leader, Amitrar, greets him pleasantly. "We look for food and perhaps
shelter for the night," he says.
As the thooligans prepare to roast a pig for their guests the outlaws gather in the
courtyard to enjoy Malethrax’s hospitality. They eat and the talk is pleasant, the party
are wary of the outlaws but Amitrar is a strong leader and explains that his band are
from the White Woods to the north. "We come south to gather provisions
periodically," he says, "the Woods offer us sanctuary but lately the Rosen patrols are
getting more frequent."
The outlaws retire to the barn where Hujal’s familiar Skurm the Rat spies. Despite
some outlaws wanting to attack their hosts Amitrar forbids it. The party post guards
that night and sleep is not easy to find. But it is as the outlaws leave that Danat
Perez’s keen eyes register something is different about them that morning…they have
aged! Last night their hair and beards were black and red but as they trudge away east
there is grey in them. Malethrax sends his hawk to watch them and he too notices that
their movements are slower the closer to noon they get.
They shudder as they speculate what might have visited them in the night…outlaws?
Ghosts? Undead? Malethrax recalls the hawk and the mystery is left unsolved.
The next visitors arrive an hour after noon. A Rosen border patrol consisting of a
young captain called Sparrish and ten veteran troops ill at ease with the youngsters
company. The brash youth speaks with Malethrax. "I am searching for a woman by
the name of Meela," he says, "she is supposed to have passed this way but no-one
hereabouts has seen her. May I search your home?"
"Be my guest," Malethrax says confidently.
For the next hour the soldiers pair off and search the outbuildings, stables, barn and
even the main house. Malethrax is confident that they will find nothing largely due to
his druid friend Osmedrain who seems adept at covering tracks. Sparrish seems
unconvinced that they have nothing to hide but without evidence he turns and leaves.
Six hours pass and the summer evening light fades gradually. The hawk familiars spot
another visitor. A heavily armoured knight and his squire lead a lame horse towards
the house of Malethrax. He introduces himself as Gilabert – a Talkhand human – and
his squire is called Rogert (also from Talkhand). The priest Nyrond is uneasy in the
presence of the knight (he suspects Gilabert to be a religious warrior of another faith)
– Gilabert is equally uneasy with the priest so, at supper, the priest removes himself
from sight and goes to his shrine to prey.
Gilabert is grateful to Osmedrain the druid who tends to the horses leg injury with
sorcery, within a couple of spells the horse is cured. Danat Perez then makes a
startling discovery as he talks to the squire alone in the kitchen. The squire is in fact a
young girl, the daughter of a Talkhand Jarik priest captured by Rosen marauders.
Gilabert is aligned to the Jarik priesthood, a religion charged with dispensing justice
and balance throughout Grayhawk.
Nyrond gathers his companions. The Malakarian priest suggests that the knight
represents an opportunity to do the work of his dark god, an opportunity to sacrifice
the girl and dedicate her soul to Malakar himself. With Rosen trackers following
Gilabert the party decide to wait until they arrive…
At dusk the hawks of Osmedrain and Malethrax spot twelve Rosen soldiers moving in
on the house of Malethrax. Gilabert takes a huge two handed greatsword from his
horse and bids them all to stay and protect the girl…little does he know that the four
men within have no intention of letting her go!
Gilabert – in a composite of chainmail and plate armour – rushes into the courtyard to
face the Rosen soldiers head on. A consummate swordsman he disembowels the first
and beheads a second within a blink of an eye. He becomes a one man battering ram
as two more Rosens die at his feet, the greatsword moves with the speed of a rapier in
his expert hands.
But treachery lies behind him…
Osmedrain, Hujal and Malethrax are on the roof (obscured from view by a phantasm
the Menelothian has cast). With grim determination they prepare to attack the knight
from above and behind as the Rosens struggle with the swordsman from the front.
Malethrax sends an arrow crashing through his helmet and an explosion of blood
showers Gilabert’s armour. In that instance the knight knows he is doomed. Hujal –
the Nadir sorcerer – throws balls of energy into the steel-clad knight and despite
terrible wounds Gilabert fights on.
Two more Rosens fall to him as the great warrior struggles with the archer / sorcerers
above. It is Osmedrain – the druid – who launches the killing shaft. A second arrow to
the head punctures Gilabert’s eye and the knight falls dead to the soft earth. Four
Rosens remain and they approach Hujal and Danat Peres grateful for their
intervention. The Nadir sorcerer has no intention of stopping. He flicks a Web spell to
ensnare the Rosens and Danat carefully…one by one…slits their throats.
Osmedrain and Malethrax casts spells to clear the area, every blade of blood-stained
glass, every piece of evidence to show there has been a fight is hidden by the use of
Stone shape spells and careful cleansing.
Meanwhile, in the hidden chamber beneath the house, the evil priest Nyrond –
accompanied by the craven Nadir sorcerer Hujal – come to the girl (the Jarik priest’s
daughter). All hope dies in her eyes when she sees the knife of Asgar, the cruel
sacrificial dagger hefted by Nyrond. "I will have her before you priest," Hujal says.
Nyrond smiles grimly. "I can wait," he says with an expression of pure evil. The girl’s
screams are heard by no-one…there is no knight to save her…before long Nyrond
holds her beating heart in his hand and laughs cruelly. "For you my lord!"
As the last remnant of the fight is cleared horses once again come into the courtyard.
The young Drenai captain, Sparrish, and his ten guards have returned. A naturally
curious young man he greets Malethrax less than formally…he rudely declares that
Malethrax has something to hide. "I will take this place apart stone by stone!" he
states.
Malethrax is calm however, a fact that annoys the young captain even more. "I have
nothing to hide," the Menelothian says.
The atmosphere darkens like an impending storm. The sense of danger is thick in the
air and the party prepares for what they believe to be an inevitable fight. When
violence occurs it is as swift as it is startling. A burly veteran guard sat directly to the
right of Sparrish flicks out a hand with astonishing speed. A dagger plunges into the
young man’s throat and Sparrish falls, wide-eyed with horror. He is dead before he
hits the ground.
"I am Drusor Luckwarden," the killer says calmly. "We apologise for his insolence
Malethrax. I take it you can see that his body is never found…it would look bad if it
was." Malethrax smiles and winks at the veteran. "You can be certain he will never be
found."
Drusor leads his men away from the scene and the party relaxes…
In the floor of the hidden chamber, lay in a pool of the girl’s blood and gore, is
Gilabert’s greatsword. It gives off a subdued glow in the darkness, as if it is a visual
lament to her passing…
The Chateau Malethrax
Cy 4850 Juniand 19th – 20th
The chateau of Malethrax is quiet when morning comes. Only the fine warhorse is
evidence that Gilabert, the Talik knight, and the young girl he rescued have ever been
here. The priest of Malakar, Nyrond, rises late to see Oasmedrain Windsheer building
a grove in one of the large fields at the ten acre chateau. Meanwhile Malethrax and his
two friends Danat Peres and Hujal have taken a cart and headed into Dros Goran to
replenish supplies.
Dros Goran is crowded. All of its four markets are full and the three men move
quickly about their task. The most notable change from their last visit is the quiet
mobilisation that seems to be happening in the citadel. Hundreds of soldiers are
visible, on every spare piece of open land drill sergeants bully the Drenai soldiers into
shape. Malethrax buys wine and foodstuffs along with a number of sheep for his
fields. His last purchase is one he is most proud of…from a local sign maker her has a
sign constructed to display the name of his house – Chateau Malethrax.
On the way back to the chateau the three men come upon a mixed bunch of travellers.
Twenty five men of various races led by a Drenai called Fillitch. They are pilgrims.
"We are on our way to the Unholy Land," Fillitch says brightly, "to see for ourselves
the splendour of the realm of god." Malethrax tells them of the shrine and of Nyrond,
the resident priest, and the pilgrims are eager to spend the night at the chateau before
heading out to Rosen.
They are greeted by Nyrond who observed the usual religious rites on them. The
priest is alert to a shifty Drenai amongst the pilgrims, an unremarkable man called
Boorst, and he is convinced – through instinct or divine inspiration – that the man is a
spy. He smiles grimly as he wonders what lies ahead for the spy.
At an evening meal in honour of the pilgrims Nyrond discusses the spy with his
companions. Aware that the priest has designs for sacrifice Malethrax, Danat, Hujal
and Osmedrain cover all the exits, the thooligans act as back up outside. Boorst is an
astute man. He knows that he has been spotted but it is too late. Every exit is sealed
and he can feel the priest bearing down on him. As Nyrond moves in the spy tries to
run for it. Like a frightened squirrel he darts this way and that but escape is
impossible.
Nyrond casts a Fear upon the spy and Boorst collapses to the floor in tears. The
pilgrims haul him up and force him down onto a makeshift altar as Nyrond the
Malakarian prepares the dread dagger of Asgar.
Osmedrain is outside. As the commotion inside reaches fever pitch he spots a
movement in the shadows. Stood before him is a robed and cowelled figure. "Do not
be alarmed, I am Ulthor, my task here is to protect the priest."
"Does he need protecting?" Osmedrain says.
"We will see…"
There is horror within the chateau. The well-practised strokes of the sacrificial dagger
have wrenched another beating heart from a victim. But today is different. Within the
room the chants and songs for Malakar resound menacingly around the hall. Nyrond
tries to eat the beating heart! It is quickly obvious that something is wrong…a surge
of power erupts. The priest chokes as he tries to consume the soul of the spy.
Osmedrain rushes into the scene of carnage and casts the only curing spell he knows.
With good fortune – or more divine intervention – Nyrond stops choking. He clasps a
grateful hand on the shoulder of the druid. "My thanks friend."
As the night progresses the pilgrims continue their observances to Malakar under the
watchful eye of the priest. Osmedrain decides to head for his grove, where he slips
easily into the shape of a tree…it affords him solace and rest.
The pilgrims are gone by first light. The summer sun beats furiously down on chateau
Malethrax and the air is thick and humid. It promises to be a hot day…
At mid morning Nyrond spots flames coming from the far barn and he immediately
goes to investigate. When he is only yards from the small fire he realises it was started
deliberately. He has walked into a trap. Two outlaws – a common sight in the
borderlands – spring out of cover with longbows. Two others flank him and make
their way towards the chateau where they believe there are rich pickings.
Nyrond instinctively casts a Prayer and his companions are instantly alerted.
Malethrax climbs to the roof where his height advantage gives him a clear field of
view for the oncoming fight. Danat Peres slinks into the undergrowth to track the two
oncoming outlaws whilst Osmedrain knocks an arrow into his longbow.
The druid sees the priest in trouble and instinctively aims to shoot the outlaw who is
preparing to fire at him. But Osmedrain misjudges the distances and his first arrow
goes astray. There is a deep thud and the party stare in horror as Nyrond has been shot
through the head…the wound so bad he falls dead instantly.
Osmedrain is rocked by his error though he keeps firing at the outlaws who smell
victory in the air. The druid trades shots with the outlaw archers but his fate is at
hand…an arrow punctures his left eye and the druid falls dead in his grove. Danat
leaps with knife and fist at one of the outlaws. Vicious hand-to-hand fighting ensues
and the martial artist takes a severe cut to the stomach. Through the pain and blood he
continues, his great tenacity soon has the outlaw on the floor where a deadly strike
disembowels his victim.
From the roof Malethrax pins down the remaining archer whilst Hujaj hurls magic
missiles at the other one. A combination of his sorcery and Danat’s unarmed skills
puts the third outlaw down. A vicious shot by Malethrax (who is concealed by
phantasmal force) puts down the last outlaw and Hujal and the other sorcerer go to
the aid of Danat who bleeds profusely from a stomach wound. Malethrax is able to
staunch the flow with a few carefully placed bandages and the three men go about the
grim task of burying their companions.
Hujal Nazan picks up the dagger of Asgar and secretes it in the folds of his robes.
Malethrax stakes out the heads of the outlaws and places them where any others will
see – to deter more outlaws from attacking them. Barely has the ceremony to bury
Osmedrain and Nyrond finished when a long line of Drenai soldiers come down the
road. They number more than a thousand, mainly foot soldiers, they move by without
much trouble. One of their number – a captain on a large horse – crosses into the
chateau grounds to speak with Malethrax. It is an old friend. Drusor Luckwarden
advises them to leave the borderlands. He explains that tensions are high due to the
massacre at Karsus; his men have been dispatched to bring order to the borderlands
and counter any possible Rosen threat.
When the captain leaves – after sampling much of Malethrax’s wine – more soldiers
enter the chateau grounds. These are Rosen scouts; twenty in all, led by a wellcamouflaged soldier called Nayken. He accepts water from Malethrax and attempts to
give the nobleman the same advice that Drusor did.
At that point in the evening Drusor Luckwarden returns. The Rosen scouts melt into
the undergrowth except for their leader, Nayken. With Malethrax in between them the
two leaders can barely be civilised to each other. The Menelothian casts an ESP and
manages to learn that Nayken, the Rosen, has heard of Drusor (he is a legendary
figure in the borderlands) whilst Drusor is calm.
Malethrax is careful not to stir the uneasy atmosphere between the two men.
Eventually Drusor gets on his horse and departs, followed by the Rosen
scout…Malethrax sighs with relief at what could have been a tricky diplomatic
incident…
On the Eve of War
Cy 4850 Juniand 20th to 24th
As another warm summers day begins at Chateau Malethrax two more visitors join
the party. One is a Myrid called Zavien Scurge, an assassin from the north. The
second is an elf, a Muhaki sorcerer called Fray Sool. Malethrax greets them both
warmly.
Just after breakfast Malethrax’s hawk, Breeze, spots a lone rider approach the
chateau. The thooligans, who are working in the fields, can smell the stench from the
scraggy-faced man. Danat Peres is the first to greet him; the man is called Rell, a
Talik mercenary captain from the south who asks to speak to the owner. Soon
Malethrax greets the stranger (with an ESP running) and offers food and lodgings and
– most importantly – a place to bathe.
Rell tells them that he is in the area because of the trouble in the borderlands. "Wars
are good for business," he tells them. "I am looking to put together some men and sell
their services to the highest bidder." It is an idea that inspires Malethrax – always on
the lookout for a business opportunity – and the two men make plans to travel to Dros
Goran to find mercenaries for Rell to train. The mercenary captain tells the party that
he has been fighting (as a mercenary of course) in the employment of Illeum
Runesabre, whose forces are locked in a civil war with the forces of Korven the
sorcerer.
Meanwhile Fray Sool casts Find Familiar on a barn owl. The bird is charmed by the
spell and the Muhaki sends it forth to scout the chateau and grounds.
The next morning Malethrax, accompanied by Rell and Zavien, head for Dros Goran.
On the way Malethrax sees something that disturbs him. A farmer and cart are laden
with equipment…it is clear that the man has abandoned his home and heads for the
city walls and safety. "You would do well to pack up and leave," the farmer tells the
Menelothian, "the soldiers are building a barrier to repel the hordes of the god’s army.
All my neighbours have fled. You don’t want to be in the open when the Rosens
come."
Dros Goran is crowded. Soldiers are everywhere. Gone now is the pretence of quiet
mobilization for every able-bodied man and woman is being enlisted into the service
of Drenai. Rell leads Malethrax and Zavien into the more dangerous parts of the city –
a place where he hopes to find a band of reasonable mercenaries. Zavien senses soft
footfalls behind him. His keen hearing and attuned perception spot a hidden follower.
A spy? An assassin? He lags behind the two taller men and instinctively Malethrax
and Rell know what he is doing.
Zavien waits until he is in shadow before leaping acrobatically backwards onto a
ledge ten feet above the street. There he waits for the inevitable sneak to pass him.
When the tracker passes him Zavien Scurge leaps down behind him, knife in hand.
The sneak spins quickly and flashes steel at the young killer. Zavien dodges and turns
to flee…only to slip on the cobbles! He awaits the death blow…
Malethrax glides across the distance, his deadly katana is like a gust of wind as it
leaves the scabbard. He reaches the sneak in a heartbeat and splits his skull in two
with a blurred strike. Such is the force of the blow that he drives the steel deep into
the dead man’s chest cavity and as he sheathes it the street is silent once more.
"For a sorcerer you have an astonishing skill with a blade," Rell adds. The mercenary
had not even drawn his blade halfway from the scabbard before the fight was over.
Malethrax just grins and the three men enter a tavern. Zavien rapidly searches the man
and hands Malethrax a scroll case, which he secretes for later.
Rell goes about his business efficiently in the tavern. He gathers many mercenaries
about him promising them wealth and fame if they gather in the courtyard at first
light.
In their room at the Wallside Tavern Malethrax examines the scroll case and is
shocked to see a wanted poster with his name on! The reward is one thousand pieces
of gold alive and was issued by the local magistrate Stormil. He is a little aggrieved
by the low price.
Next morning Rell, Malethrax and Zavien are pleased to see one hundred prospective
mercenaries ready for the short journey to Chateau Malethrax. The leave immediately.
The mercenaries are set tasks by Rell to rebuild the outer barn, construct barracks,
practise ranges and generally help to build themselves a place to train. By early
evening the distinctive sound of a hundred horses canter down the lane towards them.
An elite band of Drenai cavalrymen stop at the chateau and their leader, a lieutenant
called Akromar, speaks to Malethrax.
He warns them that by staying they risk being swamped by the forces of the god king.
"The Rosens have specialists in the area; dark scouts up to no good. There have been
rumours of sorcery also." The lieutenant then goes on to enquire about Drusor
Luckwarden and the party sense a hidden agenda. There is clearly no love lost
between the two men and when it becomes clear to him that he will get no confessions
of wrongdoing from them he turns and leaves.
The next morning an old friend wanders into the chateau. Drusor Luckwarden is
alone; after sharing pleasantries (and a couple of glasses of wine) with Malethrax he
turns his attention to the mercenary captain. Malethrax casts ESP and listens intently
to the conversation. There is a grudging respect from both men but it is not clear how
well they know each other.
When Drusor leaves Rell tells the party that his great grandfather – a mercenary
captain like him – fought against a great warrior called Drusor…he speculates that if
that was the same man he would be nearly two hundred years old. "He might be a half
elf," Fray Sool suggests. The party return to training.
The next visitor arrives that evening, just as the sun sets. A small one-eyed Rosen
man called Nethar greets the party and asks to pray at the shrine. Malethrax, Hujal
and Fray can sense a strong sorcerer. In the distance a storm can be heard trundling
over the Lanik Range as it heads straight for them. Hujal remains close to the strange
man as he prays. His interest in Malakar tweaked recently since his involvement with
the priest Nyrond. He is shocked to see Nethar cutting his forearms and letting the
blood trickle onto the shrine. Hujal rushes to the man’s aid as he topples over but the
sorcerer stares at him directly and hisses; "Use the dagger." It can only refer to the
dreaded Dagger of Asgar.
Nethar departs quickly then. Hujal is the first to sense the growing power within the
shrine…his companions gather to see a small globe of pure blackness at the centre of
the shrine. Worse it begins to expand slowly! The sorcerers sense an enormous power
as the fabric of Grayhawk is been torn before them! Hujal tries to Identify the growing
darkness but the power is so great he is catapulted fifteen feet back against the wall.
The storm is now fully upon the chateau. Lightning bolts shower down upon them as
the globe continues to grow.
When it stops expanding it measures ten feet in diameter and totally obscures what
was the shrine to Malakar. Malethrax and the party hold a conference and the
Menelothian slips his hand into the dark globe before anyone can complain. He
withdraws it full of ice. The decision to enter is made quickly after that and Malethrax
and Zavien volunteer to be roped together.
Once inside it becomes clear that the globe is a portal. It is a dark cylinder, roughly
ten feet diameter, and the two men edge into it cautiously. The exit twenty feet further
on…into a colossal stone cathedral.
Walls a thousand feet high and doors a hundred feet across dwarf them. In the very
centre of the room is a raised platform with a globe identical to the one inside Chateau
Malethrax. Through openings two hundred feet up they can see the storm. Malethrax
wonders whether this place is Rosengrad – the god king’s capital. As Zavien scales
the walls Malethrax Levitates to a portal and the two men witness a breathtaking
scene. In a courtyard surrounded by huge walls are hundreds of thousands of soldiers.
Ranks and ranks of them. Then they hear the voice of Malakar – the god king
addresses his troops from above.
"We must go," Malethrax says, his face white. "And we must hide."
Back through the portal they drag provisions and all the mercenaries, thooligans and
anyone else into the tunnels Nyrond built before his death. As a precaution Malethrax
sends Breeze up into the air to witness the events, the Menelothian studies the scene
through his familiar’s eyes carefully.
Above them a muffled chaos erupts. From the hawk’s eyes Malethrax sees the shrine
and surrounding building collapse as winged creatures – as large as a vulture – soar
into the air. To his dismay there are twenty more such outpourings from the
surrounding area. Next come the soldiers. Like thunder above them the party hear
many thousands of boots overhead as the ranks of the Rosen army form above them.
Rell silences his newly formed band. Some of the less experienced soldiers want to
flee.
"If they discover us we are all dead," he says solemnly…
The Lanik Pass
Cy 4850 Jun 26th – 27th
The heavy boots of the Rosen army can be heard above them. Malethrax and his
companions, along with Rell the mercenary captain, one hundred mercenaries and the
remaining seven thooligans share sanctuary in the tunnels beneath chateau Malethrax.
Above the chateau Malethrax’s hawk, Breeze, surveys the area – through the birds
eyes the elementalist sees the Rosen troops strip his chateau of livestock, food and
anything else useful. The mustering force is quick to assemble and quick to march
east toward their target – Dros Goran.
Rell and the party discuss the wisdom of joining either army. The mercenary captain
is eager to ply his trade and is not concerned particularly which army he joins. A
consensus is reached to head west to the border where Drusor Luckwarden, the
legendary Drenai captain, has a force of more than a thousand men.
Hujal Nazan and Malethrax cast Mount spells and lead the group west.
Before they have travelled a league they notice five bodies in a field. Rosen scouts
probably. Zavien Scurge checks their wounds; each man has been felled with a single
bow shot to the throat…there are no other injuries.
The Lanik Range marks the border between Drenai and Rosen. It is a towering range
of mountains with few natural passes for an army to cross. As the party reach one
such pass (the Lanik Pass) they notice Drenai veteran troops regarding them
cautiously. Malethrax and Rell are unchallenged as they make the steep climb toward
the summit of the pass.
The tall figure of Drusor greets his friend, "What a rabble!" he laughs. "But a
welcome rabble…come my friends and eat."
Just behind the warrior stalks another old friend. The tall Marraq archer called Veldus
inclines his head with an evil smile, his deadly Darkbow already knocked with an
arrow.
The Lanik Pass is a narrow gorge between two imposing rock walls. Along a natural
break in the walls are the battlemented parapets and natural fortifications of the
soldiers of Drenai, at two hundred feet above the pass they have an unrestricted view
of anything that moves. At the southernmost end is a narrow opening and the spot
where the stone is stained with the blood of many Rosen soldiers. Malethrax grins;
"It’s a killing ground."
As night falls the Rosen troops hurry into the pass. The vanguard of heavy infantry
head straight for Drusor in an attempt to punch through the lines and double back up
onto the walls of the gorge. But Drusor has his most experienced veterans with him
and the tide of Rosens crash like a tide against a solid wall. Grapples and rope ladders
are quickly deployed as the Rosens attempt to gain a foothold on the walls. As they
climb the Drenai loose arrows and oil onto them. The initial death toll is staggering –
but still the Rosens come.
Malethrax unleashes an Ice Storm at the climbers; huge fist-sized rocks of ice that
knock them off their perches and to their deaths below. Hujal, Zavien and Danat Peres
hurl rocks or shoot arrows into the Rosens and it appears the battle is almost won.
But the Rosen archers step up to support the climbers. A swarm of shafts rain down
on the Drenai positions like locusts the air is filled with death. Many Drenai soldiers
fall to their deaths and Fray Sool, the young sorcerer, is among them. A further
scream from Malethrax sees a shaft skewer his leg, felling him in pain. Suddenly the
fight seems more dangerous. Soon some of the Rosens begin to gain footholds but
Danat and Zavien are upon them. The martial artist kicks several to the ground as the
assassin fights hand-to-hand with others.
Despite the pain Malethrax hurls another Ice Storm into the battle as he tries to
staunch the flow of blood from his severe leg wound. Hujal Nazan casts a Shield and
grins as the arrows bounce off the invisible shield. He studies the battle carefully,
trying to find a leader figure, a captain down below that commands the troops. Sure
enough he spots a man who manipulates the men around him with words and deeds.
Hujal concentrates hard and brings to the forefront of his mind the Power Word of
Destruction. He is a fledgling adept of one of the most powerful of the Nine Arts of
Magic – but he draws power from within.
He focuses on the leader, his mind only seeing the destructive force of his own will.
With the utterance of the single word all sound ceases. A brief second where no howls
of pain or shouts of anger can be heard, as if the sheer force of his will forbid
anything but the power itself. Suddenly the Rosen leader’s head topples from his
shoulders to the horror of the men around him.
Hujal rejoices in his first Power Word, tastes the bittersweet taste of raw power. The
Rosens lose heart then. Like the tide ebbing away they retreat amid the taunts of the
Drenai soldiers. Drusor gathers the party around him; he surveys the damage, the
casualties with a practised eye. Upon seeing Malethrax he calls for the priest. Irilea is
a dark-haired Drenai beauty – a young priestess of Willowstar who has found herself
in the middle of a horror.
"The wound is bad," she informs Drusor, "I am not sure I have the power left to heal
him – there are many wounded."
"Just make him walk," Drusor states.
After a Cure Serious Wounds spell Malethrax thanks the priestess. He can walk –
albeit with a limp.
Rell has lost all but eighteen of the hundred or so mercenaries that came with him. He
sighs as Drusor gives him an encouraging slap on the back. The veteran warrior
moves around his troops giving solace and support where it is needed.
Inevitably the second wave of Rosen troops enters the pass. Hujal takes the precaution
of casting Shield on Malethrax, Danat and Zavien before the next wave hits. The
Drenai watch enthralled as a wooden construction on wheels (like a fortified
moveable building) trundles up the pass. As the Drenai hurl rocks and fire arrows
onto it slits appear in the roof and small detonations can be heard inside. From forty
small holes come fizzing balls of heat that leave snake-like trails of steam behind
them. Some explode violently in mid-flight whilst some shatter against the parapet of
the walls and unleash death. Small projectiles rain onto the Drenai cutting many of
them to pieces. The party shelter wisely as a second volley of missiles is in the air.
Following the second strike the climbers with grapples and the spearhead to take on
Drusor rush forward.
Initially the numbers of defenders are depleted allowing the Rosens to gain a better
foothold on the walls. Soon reinforcements take the place of the slain and the fighting
is as fierce as ever. Danat Peres kicks one man over the edge before driving his cruel
dagger into the face of a second. Zavien battles with a sneaking killer eventually
seeing him fall backwards off the edge. Malethrax hurls a Fireball along the wall. The
flaming conflagration takes a dozen Rosen troops off the walls as their ropes snap or
their skin burns.
Hujal gathers his thoughts once more. But now it is a second Word of Power that he
focuses upon. That word is Death. The adept unleashes his second word and watches
as ten of the enemy collapse around him and fall dead into the pass. The intervention
of Malethrax and Hujal turns the tide of battle instantly. The foothold the Rosens
gained initially is now gone – the Drenai urge the attackers back to their deaths and
the corpses pile up below.
But such power does not go unnoticed. In the crush of soldiers below is a slender dark
robed sorcerer who has witnessed Hujal’s threat and gathers his power around him to
strike. Malethrax is the only man to see the danger. His Menelothian gift of Spirit
Sense knows something is wrong – he knows that a sorcerer will soon target his
friend. Malethrax gathers his own power…
Hujal cannot even see the danger as there is a crack of thunder about his head. It is so
swift and sudden that he cannot react – a Lightning Bolt knocks him back against the
rock wall but the men of the Nadir are sturdy and strong. The wound is superficial and
Hujal snarls angrily.
Malethrax spots the sorcerer. He casts Summon Swarm and nagging insects surround
the Rosen magician. To those above it is like the sorcerer has a banner above his head.
There is a second crack of thunder but this time it is Veldus, the Marraq archer, who
unleashes a deadly black shaft into the open mouth of the Rosen sorcerer.
For the second time that night the Rosen forces lose heart and the tide of foot soldiers
retreat back into the Lanik Range to regroup. Drusor once again is at the heart of his
troops. "Keep sharp lads," he says, "this night is not over by a long way…"
The battle in the Borderlands
Jun 27th – 28th cy 4850
The Rosen forces move against Drusor Luckwarden’s position relentlessly. For the
third time that night a wave of marauding shock troops try to puncture their way
through his fortification at the mouth of the Lanik Pass. Above him Malethrax, Danat
Peres and Zavien Scourge watch the grapples and rope ladders arrive – but this time
the approach is different.
Malethrax senses higher spirits below and his fears are greeted by a rising shroud of
thick fog. As Danat hurls large rocks onto the climbers both Malethrax and Zavien
launch arrows at the start of combat. An arrow from the assassin Zavien slips through
the semi corporeal form of a sorcerer causing an unearthly scream from the figure. A
further arrow sees a cloak fall to the ground as the sorcerer disappears.
As the fog lifts so the killers climb under the cover of it. Zavien’s highly tuned senses
can feel the danger rise. "They send assassins!" he yells to the Drenai on the walls of
the pass.
The first Rosen killers are up on the walls and the fighting is ugly. It soon becomes
clear that these are specialists in hand-to-hand fighting, their swift knives and cruel
blades take a heavy toll as they struggle to gain a foothold. All the men know that if
the walls of the pass fall then all is lost. Zavien sees the danger more than anyone; his
first action is to emerge from the shadows to slit the throat of a Rosen killer…so
expertly that he melts back into darkness to await another opportunity. More present
themselves. Within three minutes he has sliced open the throats of three more and sent
them into the foggy abyss below.
Danat, the martial artist, lashes out with a deadly combination of unarmed and knife
work. Trading blows with a Rosen he manages to kill one before he takes a vicious
underhand cut to the face. Blood gushes into his eye as he struggles for balance on the
edge of the walls. Despite the pain and disorientation he manages to kick his assailant
off the wall to his death.
Malethrax levitates above the combat and after a phantasm he launches arrows at the
fight below. The combat is vicious and even the Drenai veterans are pushed to the
limit by the two score assassins all around them. Malethrax’s aim is true and he picks
off several Rosens selectively, concentrating on supporting Danat.
But the tide of the fight is turned by one man. Zavien Scourge is amongst the killers,
his unseen hands strike at them when they least expect it…from his hands alone
almost a quarter of the killers are despatched. As the battle beneath dies so the
assassins lose heart and flee – to the great rousing cheers of the Drenai. Drusor is
amongst the men again but the Drenai have a new hero as many of the fighters on the
walls turn to Zavien and salute him. Even Drusor – the veteran slayer – smiles at the
young assassin and slaps him firmly on the back.
But the Rosens delivered a heavy blow on the third wave. Malethrax is already
amongst the injured, Irilea, the Willowstar priestess, helps him as they try to bandage
and splint and care for the wounded. Danat is bandaged but his head wound is severe.
Rell, the mercenary captain, brings his five remaining men up onto the walls to help
with the wounded.
A scout calls and the attention of all on the walls is on the pass. A hooded man limps
up the track but the volley of arrows pass harmlessly over him. Malethrax recognises
the dark feted Rosen. "He is called Nethar," he explains to Drusor.
"I wish to talk," Nethar says.
Before anyone can stop him Malethrax levitates down and the two men face each
other once more.
"I offer you a way out," Nethar says, "for the time of these Drenai runs short…soon
they will be dead. Your hospitality and talent will be rewarded. Meet me at the
western edge of the White Woods and I will offer you and your friends sanctuary."
Malethrax sighs but refuses to respond. Instead he returns to Drusor and reports the
conversation. At this point a scout enters the company and informs Drusor that the
White Woods and all other resistance in the area is gone. The Rosens are marching
three thousand men to cut them off from behind…the scout says that they will arrive
in twelve hours.
Drusor, Rell, Malethrax, Danat Peres, Zavien Scourge and the other captains debate
what to do next. To stay would mean death. After lengthy talks they decide to head
east to join the siege of Dros Goran – if the citadel remains in Drenai hands. Drusor
orders the priestess and the sorcerers to rest for four hours (to regain some of their
magical strength) -–after that the depleted battalion march east out of the Lanik
Range.
Malethrax has the idea to gather Rosen uniforms from the dead troops and Drusor
laughs at the irony; "Never thought I’d join the Rosen army!" But the disguise helps
them move quickly through the borderlands. At the start of the journey Irilea cures
Danat’s head wound and the Drenai troops move cautiously across the borderlands –
their first stop is at the deserted chateau Malethrax.
As they get closer to the city the paraphernalia of war is all around them. Siege
engines, supply wagons, reservists going to and from the front line. Drusor and his
men move without being challenged. Malethrax casts an alter self to disguise himself
more thoroughly. As they near the smoking citadel they can clearly see the siege in is
full swing but as yet the walls have not crumbled. Malethrax casts stone tell in an
attempt to find a possible route under the army and into Dros Goran.
But an alert guard spots him.
A Rosen captain called Getheren advises Malethrax that he should – as a spellcaster –
wear a sash that marks him out to the commanders. He then suggests that he and the
rest of his men go to see Sadrak, the general in charge of the god king’s armies. With
little chance of escape Malethrax, Drusor and the rest are taken deep into the inner
sanctum of the Rosen army.
At the general’s tent Drusor, Malethrax, Danat Peres, Zavien Scourge and the Marraq
Veldus are led in. Sadrak is an urbane, polite man with exquisite manners. He informs
the Menelothian that he knows of his reputation for fine wines. At this point
Malethrax reaches into his backpack and produces a fine vintage. Sadrak drinks it
slowly as the tension in the tent rises. Drusor is impatient – like a caged tiger – and he
asks Malethrax bluntly; "Death or siege?"
Malethrax says; "Death."
Any pretence of a fight is quickly abated as the Rosen elite guards swarm the tent.
General Sadrak does not move a muscle as Drusor, Veldus and the rest have knives
put at their throats. The general is less than pleased at the attack but seems to have a
degree of respect for Malethrax. "I like you," he says, "which is why I’m going to let
you back into Dros Goran with your friends…that is, of course, without the veteran
and the Marraq. I have uses for those two."
The remaining Drenai battalion are released into the citadel of Dros Goran. The scars
of two days under siege are clear to see. Malethrax and Irilea head straight for the
Willowstar temple. "We need to rescue Drusor," the Menelothian says.
At the temple they are greeted by Aenor, an Elenorian high priest, who shows concern
at their plight. Malethrax begs the elf for Willowstar’s help and he is led to the altar.
"To save Drusor you will need a sacrifice," the high priest says. "His life for another."
Zavien, Irilea and Danat watch in horror as Malethrax hefts his katana and turns it on
himself. Before any of them can react the blade bites deep into the flesh of his
abdomen as Malethrax commences the ritual suicide. The atmosphere in the temple
changes. Even the high priest, Aenor, is startled by the spirit that suffuses Malethrax
who continues the ritual oblivious to his surroundings. Both priests of Willowstar are
now on their knees – the katana finishes the final cut…but there is no blood!
As the weapon exits Malethrax’s stomach there is mark on the Menelothian – he
sheathes the sword amid the wailing of the priests and a figure begins to appear on the
altar. Malethrax grins as Drusor Luckwarden is amongst them.
The veteran warrior can barely contain his anger. "Get me a sword!" he growls. As he
marches from the temple he says nothing – no thanks to Malethrax, no friendly words
to his saviour. Instead he moves like a brooding storm up into the higher levels of the
citadel. Drusor Luckwarden heads for the Ducal palace with Malethrax and his friends
behind him.
An old friend, Lord Snuffnir, greets Malethrax. The thin nobleman throws a question
to the Menelothian. "Where’s he off to?"
Malethrax shrugs. "I think our friend here is about to take over the city…"
Wordmaster
Cy 4850 Jun 28th – 29th
Drusor Luckwarden heads for the stronghold of Dros Goran. In his wake are
Malethrax, Hujal, Zavien Scourge, Danat Peres, Rell, the six thooligans and five
mercenaries. The tall Drenai veteran has a dark disposition and Malethrax tries to
calm the situation when they reach the locked gates of the stronghold. The
Menelothian uses his exquisite manners and etiquette to converse with the guards and
persuade them not to arrest Drusor for his belligerent behaviour.
Soon they are greeted by a tall thin man called Murigan, the spymaster, lord of all
spying that occurs in the citadel. After a brief discussion Murigan leads them into the
stronghold and the party head for the war room. Three other men greet the
newcomers. Duke Andrilar – youngest brother of the Drenai king, general Gerith –
commander of the forces in Dros Goran, and Baltior – a quiet sorcerer and advisor to
the duke.
Gerith cannot hide his contempt for Drusor Luckwarden, he makes an acid comment
regarding his dubious parentage (legend has it that Luckwarden is a half elf). The
duke calms the heated situation and tells them all to stop bickering. "I will not turn
away any help," he tells the room, "especially help in the form of a soldier.
Furthermore I want Drusor to take charge of the men on the two walls." Gerith shakes
his head as Drusor grins.
The focus then turns to the situation at hand. Duke Andrilar guesses that the king of
Drenai will have an army at Dros Goran in three weeks – which means that they have
to secure the citadel until then. Whilst Drusor is not prone to pessimism he informs
them that the greatest threat is the Marraq, Veldus, the elf was captured and Drusor is
worried that if turned against them he will be a deadly long-ranged assassin.
Malethrax and his companions decide that the best way to solve the problem of the
Marraq is to infiltrate the Rosen camp and assassinate him. Still dressed in Rosen
attire Malethrax, Danat, Zavien and Hujal head out across the killing ground towards
the Rosen forces under cover of darkness. Hujal casts shield on everybody and sends
Skurm – his rat familiar – into the camp to find the Marraq. The rat soon finds two
large tents. One contains the Rosen general, Sadrak, and the other houses the Marraq
Veldus. Two Malakar priests have tied him to a chair and interrogate him brutally.
Outside are two heavily armed temple guards.
The plan is simple. Malethrax casts alter self to make him look like the general and
staggers ‘drunkenly’ past the guards who do not challenge him. Zavien uses the
distraction to crawl under the tent and get into a position to strike the Marraq whilst
the priests are distracted. But the Marraq has other ideas. A thought enters the head of
Zavien; "don’t you dare!" Zavien decides to go for the priests instead.
Danat Peres and Talarn are poised outside to attack the temple guards. As Zavien
strikes so Malethrax unleashes the katana and the fight explodes in the tent. Danat
rushes the guards as they turn to help the priests within.
One of the priests holds Zavien but Malethrax carves a couple of deft blows to his
back and as the priest falls dead the spell on Zavien is broken. At the entrance Danat
and Talarn take on two expert guards. They exchange rapid attacks and parries. The
sound of steel rings out in the night. The remaining priest is tenacious but cannot
contend with the two men before him…soon Zavien cuts him down and the Malethrax
is upon the guards with a quick stride. Soon the guards fall, small wounds slowing
them enough to wear them down…eventually as their blood is spilt the Marraq is free.
Meanwhile Hujal is at the general’s tent. The dagger of Asgar cuts a hole in the
canvas and he sees a chamberlain administering even more wine to the drunken
general. He sleeps the chamberlain and cuts his way in.
General Sadrak rises and hefts an empty wine bottle, his drunken eyes regarding the
Nadir tribesman with contempt. Even without a normal weapon the general is a
dangerous opponent. Hujal raises the dagger – but not for a strike – instead the young
wordmaster focuses on one of the Nine Words of Power. "Death," he says almost
negligently.
The general’s chest explodes outwards as his heart leaps onto the dagger that skewers
it firmly. Amid the blood and gore at the end of Asgar the heart continues to pump as
Hujal stares at the ruined body of the fallen general.
He waits.
Just one more minute…
As he casts the next power word of death Hujal squeezes the life out of the heart until
it beats no more, the awful focus of his power is now the soldiers around the general’s
tent. The backbone of the besieging army. The very earth groans at the power he
unleashes, the tribesman feels the awesome force once wielded by Promethius.
Hujal Nazan leaves the tent to join his companions who quickly flee the scene. The
Rosen soldiers around them are silent and appear to be asleep…but Hujal knows
otherwise. The Rosens have entered a sleep they will not wake up from.
Rope ladders are slung down the outer walls by Drusor and his men. The party are
greeted with cheers by the Drenai troops. But Hujal is singled out by the Marraq.
Veldus bows to the young tribesman and lays his darkbow on the ground in a mark of
respect.
As dawn breaks wagons are piled high with the dead Rosen soldiers. Once again the
Drenai troops cheer as the Rosen army retreats to the west…back to the borderlands.
A lone dark-robed priest walks up to the walls. Veldus wants to shoot him but Drusor
stops him – the priest bows in respect to the forces of Drenai and leaves the field.
That night Duke Andrilar throws a banquet in honour of Drusor, Hujal and the rest of
the party…
Old Friend, New Enemy
Jun 29th – Jultar 2nd
At the end of the banquet in their honour the party speak to Duke Andrilar of Dros
Goran. Malethrax wants horses to travel east to the coast where they plan to head for
the wealthy kingdom of Myrid. The duke gives Malethrax a letter of introduction to
the king – his brother – and the noble leader of Dros Goran thanks them for their
bravery and prowess during the siege.
Drusor Luckwarden embraces Malethrax. "I’ll miss you my friend," he says, "but I
cannot leave this citadel when there are armies close."
After buying provisions the party, which include Rell and his remaining five
mercenaries, ride out on the eastern road. Malethrax Spirit Senses the thooligans and
discovers that they are bound to them in a strange way.
Rell has his mercenaries scout ahead and behind. A couple of hours out of Dros Goran
the scouts report a lone Rosen horseman ahead of them. Malethrax, Zavien and Danat
ride ahead to greet an old friend…Caldron the sorcerer. It was Caldron who had
employed the party to attack the village of Karsus in the borderlands – an action that
laid the foundations of the current Rosen attack.
"We meet again Malethrax," he says pleasantly.
But Malethrax and his friends are cautious. Caldron wants their help to take Dros
Goran but the party is not interested. Barely able to hide his disappointment Cladron
says; "We part as enemies, Malethrax."
The next night is quiet. As they ride through Drenai the roads and villages are
deserted. The closer they go east the more habitation they see. A makeshift barricade
by an elderly gentlemen wielding a spear does not stop their easterly journey. He is
called Barthwaite – Drenai home guard – and the old man mistakes the party for a
Rosen horde.
At noon on the same day one of the mercenary scouts reports that a Rosen death
squad (containing ten killers) are tracking them. The party decides to lay in wait to
ambush them.
The five thooligans, Rell, two mercenaries and Malethrax find suitable locations at
maximum longbow range. Closer are Danat Peres, four other mercenaries, Zavien
Scourge and Talarn. The plan is simple: when the longbowmen open up those closer
will engage in hand-to-hand…but the Rosen death squad has other ideas.
Trained in the art of stealthy movement the Rosens get close before the longbowmen
can engage. Talarn suddenly faces a killer and reacts with a couple of strokes of his
blade. Zavien remains in the shadows as the unseen killers hurl small projectiles –
shuriken – into the fray. Malethrax is hit in the head with a small five-pointed star and
collapses…though the wound is not sufficient to kill him he topples over paralysed.
At the same time Danat is hit in the stomach but the poison is unable to take a hold of
him.
The Rosen killers are suddenly upon the group. Rell has his throat cut, as do several
of his mercenaries. The thooligans see the melee and decide to launch arrows into it.
Several of the Rosen killers are felled by the salvo but a stray shaft hits Talarn, he
clutches his side but continues to fight despite the deep wound.
Danat Peres slashes one of the Rosens to death with his deadly dagger and spins
dextrously to kick a second in the face and another Rosen falls. Zavien slides from the
shadows, his dagger rips through the spine of an unsuspecting killer and he slinks
back out of the fight to wait for his next victim. Danat backs up against a tree as
protection against the unseen killers. To his horror a metal garrotte is placed around
the tree – and his throat – and pulled tight across his neck.
Zavien realises that Danat has only seconds to live and leaps at the killer from the
shadows. His knife rips a ten inch gash in the Rosen’s arm, the tendons, muscles and
nerves are all severed and the garrotte falls harmlessly to the ground. Angered Danat
removes the shuriken from his side and stabs the killer – the fallen man is instantly
paralysed and Zavien ties him up for later interrogation.
The battle is over quickly. Rell and his mercenaries are slain but the thooligans are
undamaged. Malethrax wakes groggily from his paralysis and the interrogation of the
Rosen killer can start. An ESP aids the interrogation – Malethrax sees in the man’s
mind Caldron soliciting their help.
Malethrax decides to ride all night, fearing Caldron has other surprises in store for
them. He Spirit Senses The Bloodstone – an item Zavien has in his possession – and
determines a tentative spiritual link between it and Malakar.
The next morning Malethrax’s hawk spots Caldron on a swift steed galloping toward
them from the west. Malethrax pushes the party on as his hawk keeps an eye on the
dark sorcerer. When Caldron stops a couple of miles behind them he starts to create a
circle in the earth (they fear he is about to create a pentacle). They all decide that if
the sorcerer summons they will be in trouble and – as a unit – they turn their horses
and gallop toward him. Malethrax reasons that he will not have time to complete the
pentacle in time before they are upon him.
Malethrax’s plan is correct. As Caldron sees them in the distance he abandons the
pentacles but gathers his will about him. He casts a Demonic Horde and sends many
baying, slavering creatures at the onrushing party. The horses are spooked. They
sense the demonic souls and each man has trouble controlling them…only Talarn, a
skilled horseman, is able to drive his horse around the horde and he is within a few
hundred yards of the sorcerer.
Malethrax, Zavien, the thooligans and Danat leap from their horses and decide to
meet the demonic horde head on. Zavien moves expertly into the shadows and
Malethrax (who has already cast Invisibility) casts Jump – he knows that the demons
can sense his soul – he cannot rely on the invisibility protecting him. Danat and the
thooligans take the brunt of the demons, their blades cutting the imp-like horrors to
pieces.
Talarn is close now. He raises a weighted dagger as he bears down on Caldron, his
skill with the throwing knife as yet untried. But Caldron is ready for him and casts the
awful Death Spell – which stops Talarn and the horse instantly…they fall dead at the
sorcerer’s feet.
Malethrax and Zavien have broken through the demonic horde and now stalk Caldron.
They are aware that speed is of the essence but both men know that the dark sorcerer
will be able to cast another spell before they reach him…
Caldron gathers his will…
The spell is not what either Zavien or Malethrax expect. There is a white glow around
the sorcerer and he vanishes instantly…along with the remains of the demonic
horde…
Deep Water
Jul 2nd – Jul 4th
The party take the road east toward the citadel of Dros Drenai. They are joined by a
priest Jarik, a man called Locan, who travels with them on their quest for the Drenai
capital. At night the temperature plummets, an unseasonal cold. Zavien Scourge and
Malethrax are both aware that Caldron’s influence is close at hand.
At the western tip of the Lone Lake – a vast inland sea in the middle of the Drenai
lands – the party face a choice. The road splits north and south of the lake; the
northern road is the main highway to the capital whereas the southern way is quieter.
They decide on the quieter southern route.
They pass many small fishing villages along the way. Many of the inhabitants are
suspicious of strangers and lock their doors as Malethrax and his companions ride
past. One man offers them lodgings however, but the party decline and move on. All
the while the spectre of Caldron’s influence can be felt, like a deep chill in the bones.
A deserted village makes the horses nervous. Broken windows, sunken fishing boats
and general decay greet them…the horses have no desire to venture into it so
Malethrax steers the horses around it and out into the wilds.
The night is unnaturally cold once more. Away from the water’s edge but no away
from the cold they camp a few miles from the Lone Lake. Zavien handles the
Bloodstone; he hopes to gain some kind of sensation from the magical gem. He senses
double heartbeats amongst the party. He wonders whether it is the influence of the
dark sorcerer Caldron…Zavien does not have long to wait before he discovers the
meaning of the strangeness.
The five remaining thooligans stand up around the party and draw their swords.
Instantly Zavien – and his companions – realise that the thooligans are under some
kind of possession. Violence explodes in the camp as the party reach for weapons to
engage the warriors about them.
Malethrax casts jump and exits the combat immediately. A thooligan stabs at Zavien
with a longsword but the assassin swerves out of the way before somersaulting
backwards – out of the fight – and into the shadows of the night. As two thooligans
move toward Malethrax Danat and Locan are left to engage three thooligans together.
Danat Peres slashes at the face of an attacker and the poison on his knife (by Zavien)
paralyses the thooiligan. Locan, the young priest, cannot cope with the expert
swordsmen before him and he is cut down instantly, his throat cut by a well-aimed
blade.
Malethrax backs off and casts invisibility and the two thooligans are temporarily
confused. Zavien uses this confusion to attack one from behind. As the blade slices
into his sword arm the warrior is also paralysed from the poison on the blade. Danat
engages a second thooligan, his skill with the deadly knife too much for the warrior
and a third is paralysed.
Malethrax draws his longbow under the security of his invisibility and shoots a
thooligan in the back of the head. The last warrior turns on the Elementalist but
Malethrax puts an arrow into his mouth and the fight is over.
Zavien binds the three thooligans and uses the Bloodstone to interrogate them. It
becomes clear that Caldron’s influence is still upon them – some form of possession.
Zavien slaughters the three men mercilessly…but in respect of their help over the last
few weeks the thooligans are given a decent burial.
The party sleep during the day and move at night. The cold dogs their movement once
more. In the darkness a horse accelerates up in the air to fall down to earth hundreds
of yards away…it becomes clear that something fast and flying is amongst them.
Zavien and Danat let the horses escape – Danat has horsemanship and will be able to
round them up later.
To the party’s horror a huge skeletal monstrosity descends amongst them. It’s eyes are
blood red, it’s fangs drip with blood, and it’s claws are the size of small knives.
Malethrax and Zavien realise that they have no weapons to even mark the
demon…they flee the battle (Malethrax jumps once more) leaving Danat alone with
the beast. He hefts a small dagger of speed, the only possible weapon that can affect
it. Whilst Malethrax and Zavien sprint for safety Danat Peres – martial artist – attacks
the demon.
It takes all his skill and composure to stop the beast’s razor-like claws ripping him to
pieces. To add insult to injury the demon is protected by an aura that deflects all but
the very best attacks. With sweat in his eyes and panic rising Danat becomes more
desperate. Eventually his blade punctures the beast’s defences and it howls in pain
into the night – green acidic blood spills onto the earth. But the beast reacts angrily;
it’s vicious jaws bite deep into Danat’s shoulder. Never in his life has he felt such
exquisite, mind-sapping pain. It is not a physical wound; Danat feels the beast drink
his soul!
Danat recoils, his whole body limp and subdued. To his annoyance the demon’s
wounds have healed the effect of drinking a soul…the demon is invigorated by the
nourishing power of Danat’s soul. But Danat Peres draws on impossible reserves of
strength. He lashes out at the beast; the blade punctures the left eye and sprays green
acid everywhere. Another howl fills the night and drives away anyone who hears it.
The demon spins with a maddening scowl and lashes out ferociously. But Danat skips
and rolls away from the deadly claws. Despite the awesome pain he drives the dagger
into the ribs of the beast and more blood is spilt. Zavien and Malethrax watch from a
distance, unable to believe that Danat is still alive.
But the demon is hurt badly. Slowed by two cruel wounds he launches a desperate
attack…Danat ducks under the blow and comes up under it’s defences – he drives the
dagger with all his fading strength into the face of the beast. As the right eye explodes
the demon is blown into a thousand pieces…those pieces evapourate instantly and
Danat slumps to the ground, his face lined with exhaustion.
Malethrax decides that the quickest way to reach Dros Drenai is by boat across the
Lone Lake. "I will cast elementals," he says. Danat and Zavien agree. At the next
fishing village they hire a boat from a man called Dovit, a Drenai fisherman, and
Malethrax casts summon elemental Earth & Air to aid their journey.
Their progress is swift. The fisherman Dovit is unaware that his boat is travelling so
quickly. Only when he sees other fishing vessels in the area does he realise that
something is wrong.
After a day Malethrax halts the boat. A tower of steam is a quarter of a mile in front
of them. Despite his attempts to outrun the steam Malethrax realises that whatever is
in the water has them trapped. At first he fears demonic influences but when Dovit
points out a wall of water behind them he realises that they face elementals.
Malethrax watches as the wall of water grows behind them…at fifty feet he realises
that there is no escape. He casts water breathe on Zavien and himself just before the
catastrophic wave sinks them all…
When they wake the debris of the shattered fishing boat surrounds them. Water laps
around them and they find themselves unhurt and on the shore of a large underground
lake. On closer inspection Malethrax realises that they are underneath the Lone Lake,
the ceiling of the cave is actually the water of the lake above.
A figure rides toward them. Initially the rider appears human but webbed feet and
hands reveal that he is anything but. Even his horse has webbed feet.
"I am Sir Antiar," he says, "the chancellor of Lord Segar of the Lake…he is expecting
you."
They are shown through a waterfall into a natural cavern that is dominated by a pool.
Waterfalls feed the pool but Malethrax senses elementals everywhere…some of the
waterfalls flow up hill. Lord Segar is an elemental in the pool itself.
"Greetings Malethrax," he says. "I have been expecting you."
Malethrax explains the situation but the elemental lord is more concerned by the fact
that elementals were summoned into his lake. After an apology it appears to the party
that Lord Segar is not acting alone in this matter. He explains that he has another
sorcerer (Caldron) who was interfering with the lake…he has secured him in a similar
cavern. "The king of Drenai and I have a pact," Lord Segar says, "I maintain the lake
and he leaves me alone…although I concede you had no idea of this arrangement
Malethrax. I will therefore accept your story and send you to his majesty at once."
They are led to a waterfall, which flows directly upwards. Once inside they are
propelled rapidly to the surface of the Lone Lake, on the northern shore. Drenai
soldiers are everywhere. A thousand troop ships litter the lake. Soldiers haul the
travellers on board and a burly sergeant gathers Zavien, Malethrax and Danat
together.
"Go and fetch the king," he says…
The Dark Killer
Jultar 3rd - 4th
King Rufus IV of Drenai greets Malethrax, Danat, Hujal and Zavien as they climb
onto one of a thousand small vessels that congregate on the northern shore of the
Lone Lake. The elite palace guards help them to the king who takes the letter from
Malethrax (given to him by the king’s brother – Andrilar). Upon reading the letter
Rufus mellows, his eyes warm to the travellers and he says; "It seems I owe you a
debt of gratitude, my friends, for if it wasn’t for you I would have lost a citadel by
now."
Malethrax introduces his companions and the king seems genuinely grateful to the
party. Rufus is the head of the greatest spy network on Grayhawk and his knowledge
of the war is comprehensive – he even refers to Caldron and the sacking of Karsus as
the start of the war with Rosen. Malethrax shifts uncomfortably in front of the king
and changes the subject quickly.
King Rufus IV learns of their plight towards Myrid and gives Malethrax a letter to
give to the king, Viator Varkos, or at least to whatever authority is in charge. Along
with the letter Rufus provides five excellent riding horses – all fully equipped – and a
number of weapons to help against Caldron and his demons. "These we took from our
enemies," he says. The party share between them a magical longsword, a pair of
daggers (one white one black), a battleaxe and an elven ring.
Soon they are on the road eastward…their journey is to Dros Yali, a seaport, the king
has promised them a ship will be at their disposal should they reach it. But as they
make good speed on the road Zavien – the dangerous killer – senses they are being
tracked. Worse, he fears they are being tracked by an expert.
Hujal sends Skurm – his familiar – to scout around when the party finally stop for the
night. Through the rats eyes Hujal is able to see Skurm in the hands of a beautiful
elven woman, who stares at the rat curiously. Reacting instantly Hujal casts Web
through the rodent but the only effect is to annoy the woman. She places the rat inside
a pocket in her robe. Still undeterred Hujal casts magic missiles from the rat, even
though he cannot see a target. The elf is now angry, "this robe cost me a fortune!" she
hisses. She knocks Skurm unconscious and Hujal loses contact.
The party are secured in an earth elemental dome Malethrax has created. He sends out
Breeze – his hawk familiar – to find the elven woman. The party decide to confront
the woman, though Malethrax and Zavien are suspicious of her. She is called Fuviel
and after handing back Skurm she explains that she has been sent by the king to aid
them against Caldron. Malethrax helps her up onto his horse and the party head east.
Malethrax casts an ESP and this allays some of his fears about the woman. Zavien and
Hujal are more suspicious, however, when Hujal’s horse starts to back away from the
elf. The Nadir adept of the Power Words decides that something a little more creative
is called for – he intones a word and creates a compass to find Caldron. It is a simple
needle on a piece of thread…they all watch in horror as the needle gravitates in the
direction of the elven woman.
The visage of the elven woman changes…she is Caldron! The dark sorcerer reacts
quickest; he casts a spell into Malethrax and the elementalist disappears in a flash of
light. Danat, Zavien and Hujal launch themselves at Caldron. The sorcerer turns aside
every blow with a knife, or ducks under their desperate attacks. A minute after the
first spell Caldron casts another…and vanishes.
Speed is vital. Hujal is already gathering his thoughts to cast another Power Word. He
creates a shimmering arch in front of them, with the compass in hand he forms a
gateway to where Caldron (and probably Malethrax) have gone. Danat fears for his
life and declines Hujal’s invitation to take the gate…but Zavien is close behind the
Nadir.
At the other side of the gate the two men face a dark purple sky with angry clouds and
sweltering heat. It can only be one place.
The Abyss.
Before them is a castle; imposing, impenetrable with walls a hundred feet high. Along
the battlements sit twenty demons, their cruel faces watch Zavien and Hujal carefully,
their demonic lips salivate at the prospect of food. Hujal casts spider climb and the
two men clamber up the gatehouse to face claws and talons.
Hujal is knocked from the gatehouse and is set upon by many demons. Rather than rip
him to pieces they incapacitate him and fly him over the walls to an inner courtyard.
He is deposited in the centre of a pentacle next to the naked form of Malethrax. Hujal
knows instantly that the pentacle is a prison and that his magic – and Malethrax’s – is
useless within it. Caldron smiles triumphantly at the two men. To a demon he says;
"There is an assassin out there – find him and bring him to me."
Zavien melts into the shadows as the demonic guards are everywhere. He slows his
heartbeat and breathes economically; his whole being becomes the darkness all
around him. The killer moves into the inner courtyard with eyes fixed only on the
dark sorcerer.
Caldron gloats over his captives, but his cruel smile is short lived. From behind him –
with an expertise beyond his years – Zavien Scourge pulls a milky white blade across
the demonologist’s throat. Caldron is not able to say anything, no spell will come,
only blood flows from his now. The pentacle disappears with the death of the sorcerer
and the three men turn to another danger. A snarling twenty feet high demon towers
above them.
"I am Morash," it says plainly, "this is my castle once more. The deadly sorcerer had
usurped it for his own needs and I thank you for slaying him." Malethrax has his
equipment returned and Hujal rifles the body of the dead sorcerer...before Morash
opens a gateway to the Astral Plane...
The Road East
cy 4850 Jul 4th – Jul 9th
In the aftermath of Caldron’s death Malethrax carves the heart from the dead
demonologist as well as a sharp-looking canine tooth. He dons a silky black cloak and
places a magical ring on his finger, he also slips three scrolls into his backpack for
later study. Zavien takes two small vials of magical poison but the rest of the
demonologist’s equipment is left to rot in the Abyss, under the watchful eye of the
demon lord Morash.
As a Menelothian the Astral Plane is like a second home to Malethrax. His entire race
has led an interplanar nomadic existence and he believes he can find his family. This
brief search proves futile so they decide to head back to the Prime Material Plane – to
Grayhawk.
They emerge back on the North Drenai road where Danat Peres and Elkin, an
enormously strong Tilean Martial Artist, await them. Only two hours have past and
soon the party head east once more, their destination the seaport of Dros Yali.
Malethrax summons an air elemental to help the horses travel faster (tail wind etc)
and they make excellent progress in the hot summer sun. Whilst on the road
Malethrax turns his attention to the three scrolls he took from Caldron. Two of them
he is able to read into his repertoire but one is just beyond his skill at present. He
absorbs Caldron’s Decay and Combat.
Each night on the road Malethrax is able to create a sheltered bunker (earth
elemental) where the party are secure. But since the death of Caldron the feeling of
oppression, the feeling that they are being watched, disappears. For the first time in
weeks they can enjoy the ride.
But on the fifth day of Jultar Zavien is troubled in his sleep. Half awake he opens his
eyes to see Malethrax and Danat on guard talking quietly. But there is a woman
dressed in black next to them with undistinguished features! He wonders why his
companions cannot see her. His attempts to move are futile. His muscles are like solid
granite – is it a dream?
To his horror she reaches out for him. The more he tries to move the harder it
becomes…he feels a tingling sensation as she reaches through his chest (as though
she put her hand in water) and touches his heart. Zavien snaps awake. Malethrax and
the others are unaware of the woman or his apparent ordeal…the assassin turns his
senses inward.
He feels healed – as though the woman reached not his heart but his soul and swept
away an influence. Zavien cannot fathom the woman’s identity and for the rest of that
days ride ponders who she could be.
The next day a Drenai patrol led by a young officer stops the party. Despite Malethrax
displaying the letter with the king’s seal the youngster is out to cause trouble.
Malethrax is adamant that the officer will not get his hands on the letter…even the
soldiers fear where the Drenai’s attitude is going. The ten guards try to explain to him
that the katana at his side reveals much about the sorcerer. Just when it seems that
there is going to be a fight the soldiers manage to persuade their leader that attacking
this party would be a bad idea. As a parting gesture Malethrax casts Caldron’s Decay
on the man and they move on.
Zavien has his attention elsewhere during the conversation with the patrol. In the
distance, deep in the shadows, he spies the woman who came to him the previous
night…her gaze is focused on him alone.
The next morning they meet a young mercenary captain called Grimbor, fresh from
Dros Yali where he has picked up twenty mercenaries. "The war is that way,"
Grimbor quips to Malethrax. The two men share information but after a brief chat the
party continue on their easterly trek. The road climbs steadily but the excellent horses
make good progress and the weather is kind to the party.
That night Zavien – whose skill at the manufacture of noxious substances is greatly
enhanced - brews a nasty poison he calls Scourge of Drenai – a lethal ingested poison.
As the road climbs into the hills Breeze – Malethrax’s familiar – spots a band of
outlaws waiting in ambush along a narrow ridge overlooking the road. Forewarned is
forearmed – Malethrax takes the entire party down into the rock via an earth
elemental and he manoeuvres them slowly above the potential attackers. They
overlook a band of twenty ruffians, ten on each side, Malethrax forms arrow slits in
the rock via the elemental.
Zavien, Elkin and Malethrax himself draw their bows. In a deadly volley they cut
down five of the outlaws before their enemies even realise they are in trouble. Even
when they do manage to form some kind of resistance the deadly shafts find their
targets easily, a further six outlaws fall to their deaths on the road below before their
morale collapses and they make a run for it.
Further on they can smell the clean air of the sea as they reach a mountainous forest
ahead. Through this greenery is the road down into Dros Yali. As night falls the
temperature drops. Accustomed to warm humid nights their suspicion is that
something is close…something unnatural?
Drowned Rats
Jul 9th – 13th
The hot summer weather continued as Malethrax, Hujal, Danat Peres, Zavien Scourge
and Elkin move into the woodlands in the hills above Dros Yali. Malethrax brings the
party to a halt in the evening by creating an elemental in a crag by the hillside. For
experimentation Hujal and Malethrax discuss the possibility of creating a permanent
elemental, one bound to a place rather than the short duration of a summon elemental
spell. The Nadir tribesman cast a Power Word Creation and manages to secure the
elemental indefinitely.
Malethrax tells the party of the impending Festival of Rakshasa, an important
elemental festival of fire, celebrated all over Drenai by parties and the building of
bonfires. But as they settle for the night Skurm – Hujal’s rat familiar – suddenly starts
to become agitated…the Nadir sorcerer lets him out of the camp. Danat Peres and
Zavien Scourge also slip out of the shelter to investigate.
A familiar sensation visits Zavien, for the assassin senses they are been followed once
more. He also senses that the watcher is very careful not to be seen. He decides to
take the first watch.
The night passes without incident. The party head off on the descent into the seaport
of Dros Yali. Skurm is placed inside deeppockets by Hujal but the rat starts to become
even more agitated…as a last resort Hujal sleeps the rodent.
Dros Yali is sheltered by the towering Olshay Range to the north and its natural
harbour made it ideal for smugglers and pirates. When Rufus IV came to power he
took control of the city and it’s people, bringing law and order to Dros Yali. As the
party enter the city they are struck by the lack of Drenai soldiers present, adding to the
lawless reputation of the place. Mercenaries and merchants abound, what few troops
they see are secure behind barrack walls or the main manor house on the hill.
Zavien lags behind his companions. He eventually spots the follower, a young,
stealthy Drenai woman whose features are hidden by shadow. He wonders whether
she wanted to be seen.
Malethrax leads the party up to the manor house and a guard refuses them entry. The
Drenai soldier is slovenly and not as disciplined as some he has seen. Malethrax bites
his tongue and waits for the guard to return to his barracks…and the sound of dice
within. He casts an elemental and opens a portal large enough for the horses and his
friends.
At the main door a butler quizzes the Elementalist. Malethrax is accustomed to the
etiquette of nobility and convinces the butler to let them in…soon the horses are
stabled and they are in a study awaiting their host. Lady Arida is the middle-aged wife
of the ruler of Dros Yali – Lord Merendar. She is kind and orders her maids to prepare
bathing…the party welcome her hospitality though Hujal declines the offer of clean
hot water.
At dinner Malethrax charms Lord Merendar and his wife Arida with his exquisite
manners and noble breeding. The lord of Dros Yali reveals much about the place and
informs them that he knows about the letter from King Rufus IV. He also tells them
that the king has enrolled a talented young spy called Raven to follow their progress.
She is the king’s niece.
Upon hearing this Zavien slips out of the manor house.
As the party retire to bed in the guest quarters Danat seduces a serving wench and
takes her to bed…with the aim of gaining more information. Meanwhile Zavien greets
Raven at midnight under the dark shadow of the main gatehouse. They talk candidly
about the situation. Raven reveals the real reason for her following the party. "If
Malethrax fails in his mission then I will take the letter to Van Myrid."
The next morning Lady Arida escorts the party to the merchant vessel the king has set
aside for their mission. It is called The Rosenna and its captain is a veteran of the
Marine Corps called Marlatti. The crew are all either veteran sailors or retired soldiers
obviously loyal to the king. Malethrax meets Korren – a tough-looking soldier – and
the two talk about Drusor Luckwarden. Korren arrogantly believes that he is the
greatest swordsman in Drenai but reveals that Drusor once bested him in a tournament
once…Malethrax realises that the veteran has not fully recovered from the shame of
that defeat.
The party decide that Dros Yali is a dangerous place and rather than wait for the
Festival of Rakshasa they would celebrate it on their own…on the waters of the
Jandraki Coast.
Hujal is troubled by Varagas – a small demonic beetle he took from the battle in the
Abyss that led to the death of Caldron – the small demon is using its sorcery to
infiltrate his mind and threaten him. Hujal suspects that Varagas is meddling with
Skurm. He creates an impenetrable globe to ensnare the demon and hurls it overboard.
"Good riddance!" he cries as the globe sinks. But Hujal soon realises that demons can
teleport – worse still he can sense the thing is back in his possession. To his horror
Hujal realises that the bug is inside Skurm!
The Nadir exponent of the power words casts a destruction on the demon but the
beetle is too tightly bound to his familiar. Skurm explodes violently and Hujal is
catapulted back as the death of his rat causes him physical pain. The party watch as
the beetle Varagas scurries along the deck. Hujal dives onto it and rams the dagger of
Asgar into it with such force that the creature is nailed to the deck. Zavien and Danat
jump on the demon and hack at it with their knives. The beetle is tough and resists
their attacks – in the process it almost possessed Danat’s weakened soul. Malethrax
hands Zavien the Ring of Souls (taken from Caldron’s corpse) and Hujal renews his
attacks on the demon.
Finally Malethrax places a magical battleaxe (called Death’s Edge – given to him by
King Rufus IV) over the beetle and stamps down hard. With a satisfying crunch the
beetle is destroyed…Hujal then reveals that it was one of seven familiars of Malakar.
The voyage continues north hugging the brutal Jandraki coastline. Korren will not
leave Malethrax alone; his jibes and constant attention lead to the Menelothian agree
to a sparring match. Korren eagerly produces two wooden sparring swords. Malethrax
does not trust the veteran; an ESP reveals that Korren intends to kill him accidentally.
The fight is ugly and it soon becomes clear to all on board that Korren is not playfighting. Malethrax is an accomplished swordsman, however, and although he is
outgunned by his opponent’s power and number of attacks he is able to combine his
unarmed skill to fend of all Korren’s attacks. But Malethrax soon tires of the man and
casts Caldron’s Decay into the veteran.
The captain Marlatti steps in to halt the battle and a heated argument ensues. As the
tension rises Korren wants blood, Malethrax taunts the veteran with news of the spell
and violence is threatened once again.
Suddenly Malethrax reacts. The Rosenna sits on a large water elemental and the
Menelothian sinks the ship…he controls the elemental into a globe that encompasses
the vessel and takes them down two hundred and fifty feet. There is widespread panic
on board. The crew and the soldiers turn on Malethrax.
"If you kill me now you’re all dead!" Malethrax spits contemptuously.
The soldiers inch closer, hands on their weapons. Without warning Malethrax releases
his control of the water elemental and the full weight of millions of gallons of water
come crashing all around them.
The catastrophic force of water snaps the main mast and crushes many of the crew in
the first seconds. As quickly as Malethrax let go of the elemental he regains control
and propels his companions upwards towards the surface. The water elemental cradles
the ship and this he raises more slowly. Zavien, Danat Peres, Elkin, Hujal and Raven
break the surface and gulp air greedily. The entire crew, the captain, all the horses and
the veteran Korren have drowned.
The ship emerges under them. Malethrax stands where the main mast once was and
commands the water elemental to evacuate the deck. His companions watch as
Malethrax removes all traces of water (the elemental) from Raven’s silks. The
beautiful young woman narrows her dark eyes and stares deeply into the
Menelothian’s eyes.
"I have met Malakar," she says coolly, "but I find you a much more dangerous
man…"
Into Myrid
Cy 4850 Jultar 13th – 21st
The Rosenna is without a mast and without a crew, all drowned – along with the
horses in the hold – by Malethrax. The ship sits on the water elemental that he had
summoned the day before. Hujal binds the elemental permanently to Grayhawk; again
creating a force that will remain long after he or Malethrax leave.
The elemental – under Malethrax’s guidance – steers the ship north under the shelter
of the massive Olshay peaks, the dangerous reefs and razor-sharp rocks no deterrent
as the elemental steers itself around the dangers. Many other ships are further out to
sea, not wishing to risk the dangerous waters, and as such the Rosenna (or what is left
of it) is able to move quickly and unhindered up the coast. Malethrax begins to
suspect that his familiar – Breeze – has been influenced by someone / something. The
hawk’s behaviour and sudden use of telepathy would suggest this.
As night falls Malethrax casts a fire elemental into a candle flame, allowing Zavien
the ability to heat up liquids for brewing, the Elementalist also summons an earth
elemental into a diamond, which he then gives to Hujal who binds it once more using
a power word.
The next morning Zavien creates another lethal concoction, a poison he calls Scourge
of Hujal – after the tribesman. Suddenly Malethrax grips his chest tightly as an
enormous pain brings him to his knees. Instinctively he knows that Breeze is dead.
Moments later the bird falls lifeless to the deck with a large arrow skewering it neatly.
Raven examines it. A Marraq arrow.
Malethrax uses his spirit sense discover that the author of the arrow is their old friend,
Veldus.
The Elementalist takes the Rosenna into a secluded cove on the 15th day of Jultar –
the Festival of Rakshasa. He constructs (with the aid of elementals) a cave with a pool
and begins to summon fire into it. The party watch his spectacular display –
Malethrax is like a conductor and the fire is his music…they are treated to a concert
unrivalled in all of Drenai.
The party are not the only spectators. The conflagration attracts a number of other
watchers, notably a huge ogre called Volgul, who Malethrax beckons down into the
camp. The party suspect his band (collective noun for ogres?) is close by,
hidden eyes in the hills. Volgul brings a cow as an offering of friendship
and the party and the ogre enjoy the festival together. From Volgul they learn much
about the difficulties of the Olshay Range and consider a journey across the peaks and
into Myrid. The idea is quickly discounted.
The next morning the Rosenna moves into the Jandraki once more. One notable
absentee is Raven, the dark beauty is nowhere to be seen as the sun rises…Malethrax
steers the ship regardless.
The Rosenna is quicker than any ship afloat. The need for wind and sail is gone, the
water elemental moves like the strongest tide north. The party stand on deck and –
while they discuss the disappearance of Raven – Hujal notices something odd. He
reacts instantly as he detects the telltale thunderclap of a Marraq arrow by yelling at
Malethrax. The Elementalist turns a fraction too late, even his agile body swerve is
not enough to avoid the arrow and he waits for the pain. Astonishingly Zavien plucks
the arrow in mid-flight with a dexterous flick of the hand, the shaft halted instantly by
his incredible reactions.
But Malethrax does not stop to thank his friend; instead he draws the ship down into
the deep water of the Jandraki, enveloping it in a globe of water elemental. With a few
adjustments he is able to maintain the airflow with clever use of air / water
elementals. The Rosenna continues north a few hundred feet below the water.
Veldus possesses the naturally telepathic mind of the Marraq and although the party
are safe from his arrows he can still reach them with his mind. He taunts Hujal
constantly but the Nadir sorcerer ignores the elf, instead he turns his formidable mind
to the proble above ground…and the seed of an idea germinates into something
dangerous.
In one corner of the submerged ship Hujal puts his plan into effect. He creates (using
a power word) a pistol crossbow darkbow. He then binds an air elemental around
Malethrax with the hope of slowing / deflecting any future arrows. During their
underwater journey Malethrax writes a Fox’s Cunning spell, which Hujal gratefully
absorbs into his repertoire.
The party decide to head for the surface and take the fight to Veldus. Malethrax casts
ESP on himself and Hujal. The intention is to trap Veldus – Marraqs use the victim’s
mind as a target – the two sorcerers then hope to get a shot at him. Remarkably the
trap works well.
Veldus does indeed seek the mind of Malethrax who feels the telltale brush of the
elf’s mind on his. Hujal uses the ESP to aim into the mind of his opponent and he
fires the crossbow pistol at that mind. Veldus realises what is happening but is too
slow to react. His left eye explodes as the bolt punctures his brain and exits from the
back of his skull. Even then the Marraq howls in disgust at the irony of such a
death…it is the last thought his mind ever makes…
The sharp peaks of the Olshay Range end as quickly as they begun. The vast rolling
plainlands of Myrid stretch as far as the eye can see, all the way to the mighty
Elenoria Forest in the north. When the party close to Van Roten Malethrax sinks the
ship and uses the rowing boat to reach the busy, bustling seaport.
In Van Roten Malethrax secures seven good riding horses for the journey west, most
of the party are skilled with horses / horsemanship and the trader gives up trying to
fleece them. "I know when I am beat," he smiles at Malethrax, "take the horses and
leave my dignity intact."
Zavien begins to read the small signs once more. The minutiae that gives him the
whole picture…he announces to the party (when they are on the road west) that they
are being followed once again. The road is part of a network that join onto the main
arterial that leads to the capital, Van Myrid, where Malethrax has been quested by
King Rufus IV of Drenai to take a letter.
On the road they pass a Malakar priest on a donkey. After a brief exchange of words
the party decide to take the priest’s life but their initial attacks fail. It is only when
Zavien somersaults onto the back of the donkey and rams a knife into the priest’s side
that they move on once more.
At night the elemental bunker of Malethrax, a perfect place to safely rest and recover,
envelops them. Wolf howls are heard. Malethrax realises these are not real and they
sense a group of bandits nearby who have become curious about the sounds and
smells coming from the bunker. When two of them can be felt by Malethrax (as they
step onto the earth elemental) Zavien slips out and takes one of them (paralysis
poison). After a brief interrogation they let the frightened bandit go in the hope that he
will scare off his companions.
Next morning Hujal uses the compass he created (using power words) to discover that
Raven is directly behind them.
Malethrax returns to the bunker and creates a mud bath…as a sign to the young
woman. As he catches up with his companions the image returns to him and
Malethrax grins as they ride west towards Van Myrid…
A Black Knight
Jultar 21st - 24th
Malethrax leads the party west across the vast plains of Myrid, a green a luscious land
in the full bloom of summer. The party aim to reach the Myrid Highway, the main
arterial route across Myrid, which will lead them to their goal – Van Myrid. It is not
long before they see a huge herd bisecting their path heading north. Almost a
thousand horses on the move.
As they close on the horses they notice the entire herd is shepherded by a lone
horseman, who makes his way towards them. Malethrax spirit senses both him and
the herd and can sense something unusual, though he cannot discern exactly why the
man is so special. He is called Ashar of the Green Glade, half human half elven he
bears the distinctive features of Elenoria.
The horselord is guarded with information but pleasant, he and Malethrax exchange
what little information each is willing to divulge – Malethrax cannot gain much from
ESP either as the elves have a natural resistance to such magic. Whilst conversing
Malethrax feels the unmistakable brush of another mind on his; not the touch of a
Marraq mind – this is more subtle, more powerful…it is from within the herd.
As night falls the party reach the Myrid Highway. The road is well maintained, heavy
with traffic and has many roadside hostelries along the way. The party decide to take
refuge in one such place, Malethrax buys a ground floor common room for the night
whilst Hujal and Danat sample the food and ale of the bust taproom.
A large Bretonian man wearing a cloak that barely conceals his armour is present. His
men-at-arms hurry about him like compliant ants attending to the small details such as
stabling his horse and preparing his food. Hujal decides to feign drunkenness at the
bar and eavesdrops as the Knight tells the barman he is looking for a young woman
with black hair (Raven). He pays the man well for information and returns to his
friends.
Danat tries to buy information from the barman; only when a gold coin is passed over
does he become more responsive. Zavien Scourge decides to take up the offer of a
game of dice; he is able to keep an eye on the Bretonian whilst he gambles. All of the
party can clearly see the small – yet noticeable – symbol of Malakar pinned to the
knight’s lapel. The barman reveals his name to Danat: Vostrar.
Zavien does not sleep this night. Instead he perches on the rooftop, which affords him
a good view of the knight’s room. The only unusual event is that a host of butterflies
exit the shutters a couple of hours after midnight – Zavien wonders why such daytime
creatures are present…he avoids them and continues to watch.
The next day the party move off the road at lunchtime to cook a meal. When Vostrar
and his six men-at-arms come into view the large knight approaches them. With
exquisite manners Malethrax invites Vostrar to share their food and the knight reveals
a little more of his task. Malethrax does not reveal his name to the knight, instead he
uses a pseudonym (Vellius) and soon the knight is on the way once more.
The next evening the party looks for another hostelry. When they see Vostrar’s horse
and the ant-like men-at-arms around it they enter and find the knight once again. But
Vostrar’s mood is not as pleasant as at lunchtime. There is an edge to him; his dark
eyes are dangerous like an oncoming storm. The conversation is no longer about
Raven; instead the attention turns to the elementalist. Vostrar focuses himself on the
Menelothian and utters the word Malethrax. He informs them that Raven is captured
and is upstairs. "She has revealed much," he says.
There is a long pause.
Hujal reaches for Retaliator – his dark crossbow pistol – and violence erupts in the
taproom. Only Danat Peres, martial artist, is able to initiate any form of rapid
attack…but none are faster than Vostrar. The dark knight unleashes a broadsword in
one fluid motion, before anyone can blink Malethrax is propelled back onto the floor
the blade has severed his left leg, an horrific plume of arterial blood drenches the
taproom.
The men-at-arms are also moving; their blades search out the remaining party with
deadly efficiency. Hujal is mobbed by two blades, his defence is too slow and a
longsword finds him in the eye and the Nadir falls dead beside the screaming
Malethrax.
Zavien looks for a quick exit, a place in the shadows to remove himself. He calls on
all of his training but the taproom is too crowded, there are no opportunities to slip
away. As he looks the men-at-arms lash at him with their swords. Distracted he sees
one blade a fraction too late…there is a stupefying pain in his side, as he looks down
the man-at-arms wrenches free the longsword that he sheathed inside Zavien. The
assassin falls next to Hujal and dies in seconds.
Malethrax regains his composure. He puts aside the mind-numbing pain of the wound
and casts Invisibility – he then rapidly crawls back out of the quickly-emptying
taproom. Despite his enemy being invisible Vostrar lungs after him, slashing wildly at
the elementalist. Malethrax is spared initially; the knight’s blade does not bite his
flesh a second time.
Elkin and Danat are back to back, the men-at-arms fight in concert and pin them into
a desperate defence. When Elkin screams Danat Peres realises that his companion has
fallen. He faces six highly-skilled swordsmen alone! But Danat is tenacious, strong
and skilled. His initial reaction is to attack but the odds are stacked firmly against
him. A number of small wounds (most notably one to the side of his head) begin to
wear him down. Only a matter of time he thinks as the blades nibble away at him. He
turns his attention to escape. From great reserves of courage he distracts the men-atarms momentarily – a skill martial artists use to deceive an opponent. In the brief
moment of hesitation Danat Peres flings himself out of the window and into the
courtyard.
Malethrax meanwhile casts phantasmal force and creates a fake trail of blood. Vostrar
follows it, still slashing at thin air. Malethrax crawls to the threshold of the doorway
and can see freedom only feet away.
Danat is up quickly aware that the men-at-arms will be after him. He runs rapidly,
though painfully, heading out onto the Myrid plain. As he runs he sees a great white
stallion galloping towards him. A proud beast which flanks him as he runs. A skilled
horseman and trainer Danat leaps onto the back of the stallion and is away.
Once in courtyard Malethrax can feel stone beneath him and casts an earth elemental
– the stone envelops him and he descends to the safety of the solid earth. After a
minute he casts a water elemental and this power holds the stump of his ruined leg,
staunching the terrible flow of his lifeblood.
Vostrar is furious. He stands in the courtyard bellowing orders to his men-at-arms.
"Bring the girl! We must find these men!"
Danat Peres reins in the stallion. The commotion of the hostelry has died down and he
witnesses Vostrar’s outburst. He sees Raven carried out and placed unceremoniously
onto one of the men-at-arm’s horses, bound, gagged and looking as though she has
been tortured.
With their attention elsewhere Danat sneaks back into the taproom. Amongst the
carnage of his fallen companions he takes Asgar, Hujal’s soul compass, Retaliator, the
Ring of the Fettered and the Ring of the Enchanted wood. As he leaves he wraps up
the severed leg of Malethrax in a discarded tunic and heads out to the stallion.
It is an hour before Malethrax emerges to greet Danat Peres – the martial artist is
astonished that his companion still lives. In the secure bosom of the earth elemental
they camp for the night. Danat observes Vostrar, the men-at-arms and the bound
Raven as they move on towards Van Myrid.
Danat tends to his own wounds as best he can but it is only sleep that will heal him
completely…
Into theWilds
Jul 25th – 28th
Malethrax and Danat Peres are in the presence of a white stallion, a beast that can talk
to both men. After a conversation with the stallion Malethrax decides to head into the
north to tend to his severed leg before resuming his quest to deliver King Rufus IV’s
letter to Van Myrid. They are joined as they head north by two others; Amblay, a
Marraq sorcerer, and Finzerian, an archer from Jezharrah.
The stallion tells them about a nomadic people, northern Myrids called Myrnarians, a
vast tribe of people who nurture horses. Off the road Malethrax and Danat feel safer
in the open expanse of the Myrid plainlands. As a precaution Malethrax summons an
air elemental that brushes away their tracks as they move.
The next morning the party see caravans. Canvassed wagons with a multitude of
horses and horsemen around them…the Myrnarians. These people live in the wilds of
northern Myrid and their leader – Ganthar – greets Malethrax and his companions
with some concern. He is particularly concerned with the severe wound to the
elementalist’s leg and Ganthar admits that it is beyond any of his healers. "You will
have to find a temple," Ganthar says, "or head for the Elenorians to the north."
Malethrax dismisses the route north (he still has the letter to deliver) and instead plans
to come to Van Myrid by a northern route. The party dine with the Myrnarians whose
hospitality is legendary and for the first time in weeks Danat and Malethrax relax.
The next day they move west and north with the Myrnarians. Ahead of them is a huge
tented city, thousands of the nomadic wanderers gathered to celebrate summer and
renew old acquaintances.
The Great Summer Festival.
It is alive with music, poetry, and dance. The Myrnarians have no money; instead they
barter and trade goods for services – a self-sufficient people who live simple, yet
rewarding lives. But soon Grayhawkian life intervenes. Amblay, the Marraq, spots a
Bretonian at the festival, a man of sour disposition he later learns is called Cadavir.
After following him he realises he is part of a twenty strong band of mercenaries. One
of Ganthar’s men tells the party that he has been asking about a one-legged sorcerer.
Malethrax curses his luck.
Finzerian uses his unique ability to listen at long range and finds Cadavir speaking to
his men. He offers a reward of 1,000 gold pieces for the man that gets Malethrax’s
head. Danat slips away into the tented city in search of the Bretonian.
As Amblay tries to lure Cadavir into a fight but the Bretonian proves a slippery
opponent…but not elusive enough for Danat Peres. As Cadavir backs away from the
Marraq the martial artist pounces. It is is swift and deadly encounter. Cadavir turns to
strike but Danat pushes away the blade and drive the dagger of Asgar deep into his
opponent’s eye socket. Shortly afterwards the Bretonians are seen leaving the
Festival, unable to stomach a fight against Danat and his companions.
During the stay at the festival Malethrax is introduced to Ivara, an Elenorian priestess
of Elena, who uses her sorcery to stop the elementalist’s bleeding, though she can do
nothing to regenerate the leg fully. Amblay, the Marraq, talks to Ivara, who is nervous
in the presence of her one-time enemy. "It is water under the bridge my lady,"
Amblay says, "You have nothing to fear from me."
Eventually Malethrax decides to head west to Van Myrid. With the bleeding stopped
he is able to fight unhindered on horseback, his natural riding skill an aid to his
excellent swordsmanship. Soon his spirit sense realises that a big spirit is following
them. Amblay sends his bat familiar – Nightwing – to investigate. Through the bat’s
eyes Amblay sees a robed figure a mile or more distant drawing a pentacle. Malethrax
sinks the party in an earth elemental and moves slowly west.
Amblay watches horrified as a huge hulking demonic creature appears in the
circle…the demonologists forces the creature into a silvery black longsword, which
glows with a malevolent light when the binding is complete. When the figure is close
Amblay uses telepathy to scan the demonologist’s mind – but such is the power of the
sorcerer he is knocked unconscious by the sheer force of will.
At dawn Amblay wakes and Malethrax leads them west at a greater pace. Before long
they spot a large dead oak tree, the only vegetation for miles around. Upon it they see
the naked tortured form of Raven. "It’s a trap," Dannat says. Malethrax nods grimly
but leads them towards the stricken woman.
As they close on the tree six men-at-arms (the same men who slew Hujal and Zavien)
emerge quickly from their underground hideout and jump for the riders. Malethrax,
Danat and Amblay spur their horses forward but Finzerian stands his ground and
prepares to shoot at the attackers. Despite warnings from his companion Finzerian
bravely pulls back the bowstring. The men-at-arms swarm all over him, their blades
cut him down mercilessly.
This spurs Malethrax and his two companions on towards the tree. The elementalist
half turns on his horse and hurls a fireball directly into the middle of the men-at-arms.
A huge ball of fire engulfs them and they scatter, hastening themselves away from the
terrible fire, many of them trying to put out burning garments or flaming hair. Danat
turns their charge obliquely away from the tree…just in time!
A well concealed pit awaited them. A pit big enough to ensnare them all – including
the horses. Danat takes them back towards the tree with Malethrax and Amblay close
behind. Suddenly from nowhere the ground opens – the dark knight Vostrar emerges a
lethal broadsword in his hand. He places himself between Danat and Malethrax as the
two men ride quickly down on him.
Vostrar is a powerful man; he launches a couple of rapid strokes at the two riders.
Danat fends off the broadsword but Malethrax is a fraction too slow. The sickening
sound of a blade tearing through bone, sinew and flesh fills the air. As the two horses
pass the Bretonian Malethrax topples back off his horse, his head bounces several feet
beyond his limp body.
Amblay positions himself at a safe distance as Danat rides up to the tree. The Marraq
is aware that the men-at-arms are closing on him but on horseback he is able to outrun
them…he aims at Vostrar, who kneels over the dead elementalist. Amblay fires his
first shot astray but coolly draws a second shaft. This time his aim is truer. Whilst
Vostrar rummages through Malethrax’s clothes an arrow hits him in the left thigh.
Vostrar roars in pain as his leg buckles. Blood spills over the dry ground and the
Bretonian roars at his men to stop the archer.
Danat puts Raven over his saddle as Amblay draws another arrow. The men-at-arms
are closing but the cool Marraq shows no fear. Encouraged by the awful wound in
Vostrar’s thigh he aims another. Danat urges his companion to flee. "Let’s go,
Amblay, there will be other days to deal with this dark knight…"
Revenge
Jul 28th - Arr 4th
Danat Peres and Amblay ride away from the scene of Malethrax’s death. The young
Bretonian spy, Raven, drifts in and out of consciousness as they ride away. Before
long they meet three travellers: Aravan, a young Elenorian woman fighter, Banak, a
Menelothian fighter dressed in plate armour and carrying a greatsword, and Voltorb, a
strange Darim Sword Cultist. The three disparate folk ride north as they flee from the
vicious Vostrar and his men-at-arms.
The party are surprised when Danat’s white stallion speaks to the martial artist; "She
is dying," he says, referring to Raven. Banak steps in and with his survival skill is able
to stop the bleeding and prolong her life at least until morning. Danat decides to head
north but during the first night lanterns can be seen on the plains – Vostrar and the
men-at-arms are closing.
Danat and Amblay ride off north in the hope of reaching the safety of the
wilds…Voltorb, Banak and Aravan remain in the hope of steering Vostrar off the
trail. Vostrar limps into camp, his thigh heavily bandaged and sodden with blood. He
leaves without gaining any information and sends the men-at-arms out to flank Danat.
The three travellers sense their opportunity and as dawn breaks make plans to come at
Vostrar from behind.
Amblay peels off from his northerly journey and heads for Vostrar; the three
travellers close in, the trail of blood easy to track. When Vostrar realises that he has
ridden into an ambush it is too late to call for help. Amblay – Marraq archer –
launches a deadly shaft at the injured warrior. As the arrow plunges into Vostrar’s
chest Voltorb, Banak and Aravan move in to complete the attack.
Banak swings the greatsword at the horse and fells it with a monumental stroke.
Horse and rider collapse, Vostrar falls heavily and grunts in pain as he rolls onto his
injured leg but even badly hurt the warrior has in his hand the broadsword that slew
Malethrax. He lashes out ferociously and in seconds he has cut the throat of Banak
and caved in the chest of Voltorb. The Elenorian woman, Aravan, swerves away on
her horse from the deadly blade as Vostrar struggles towards her.
Amblay has the warrior in his sights. His final arrow is telling – it penetrates Vostrar’s
skull between the eyes and the dangerous warrior is slain.
Danat doubles back as Amblay and Aravan search the fallen warrior. They retrieve
the letter, which has been opened, but are unable to decipher the writing. As a trophy
the broadsword of Vostrar is taken and they head north once more, Danat worried for
the health of Raven.
The men-at-arms disappear. They melt into the background (possibly back to Van
Myrid) leaving the three travellers breathing space for the first time in weeks. Just
before noon a thousand riders come into view – the Myrnarians are a welcome sight.
Their leader Ganthar has with him Ivara – the priestess of Elena – she immediately
tends to the stricken Drenai spy. Once healed by the priestess Raven hugs Danat in
thanks for her life and sheds a single tear for her fallen companions.
Raven is able to read the letter. She confirms that her uncle, King Rufus IV, has
information that Malakar’s influence has entered the palace of Van Myrid. She
explains that the king wanted Malethrax to deliver the letter so that he could expose
the traitor and ultimately deal with him.
For the next week Amblay learns to ride amongst some of the greatest horsemen on
Grayhawk. Danat meanwhile ponders what to do about the newfound
information…he decides to head for Van Myrid.
Danat Peres, Amblay, Aravan and Raven turn their horses to the southwest and ride
towards the capital city of Myrid…
Disaster Strikes
Arrogan 4th - 21st
Danat Peres, Amblay the Marraq sorcerer, Aravan the Elenorian fighter and Raven,
Drenai spy enter the bustling citadel of Van Myrid, reputed to be one of the richest
kingdoms on Grayhawk. The heat is stifling and the crowds seem to fill every
available space. To ensure they are not too obvious Aravan swaps her horse with
Danat’s talking white stallion and after a brief conversation with a guard on the gate
they are allowed through.
Amblay brings up a thought shield – a Marraq ability of the mind that prevents attacks
and scrying minds. Raven takes the party into the Drenai embassy via a secluded back
entrance. Within minutes they are presented to the Drenai ambassador Herretal.
Raven introduces him as the head of Drenai Intelligence abroad…and her father! The
ambassador hugs Danat and thanks him for the rescue of his daughter. He offers them
hospitality and a place in the guest quarters for the duration of their stay in Van
Myrid.
Conversation soon turns to the apparent traitor within the palace. Danat hands
Herretal the letter, which comes as no surprise to the ambassador. Danat is eager to
get to the three leaders of Van Myrid in an attempt to expose the traitor. Herretal
comes up with a plan to announce the engagement of Danat and his daughter, Raven.
He will invite all the nobility of the citadel in a hope of bringing the three leaders into
the embassy.
That night the party bathe and relax in the safety of Herretal’s abode. Drenai security
is tight. The guards are unobtrusive but present in numbers. For the first time in weeks
they sleep soundly…
…The clattering of a shutter against a window frame wakes the three companions in
the middle of the night. Outside a sandstorm rages. Denied sleep because of the noise
Danat, Amblay and Aravan move about the embassy. There are no guards present
outside their rooms; all three draw weapons as they move through the corridors of the
embassy…as they move into the master bedrooms it becomes clear that they are
alone!
Amblay stretches out his powerful Marraq mind, over a mile in all directions. There
are no minds to be felt! At the top of the staircase, on the fifth floor of the embassy,
they take over a guard post that offers a good defensive position. They can see two
streets outside the embassy as well as a large square around which many other
embassies are situated. Still they see no-one.
Through the cacophony of the storm the peel of a bell can be heard. Moving slowly
into the embassy square is a dark robed figure, a lone individual in the chaos. Amblay
pushes his mind out to the figure but recoils it instantly. Even the slightest brush
against it reveals a massive presence and a deep-rooted evil that makes him shudder.
He quickly looses an arrow into the midriff and the black shaft buries itself deep into
the evil figure. The party watch in horror as the shaft melts, the residue is then
absorbed into the cloak.
Amblay takes Retaliator (Hujal’s creation – pistol crossbow made from the Mara
Tree) and shoots the figure once more…with identical results.
"I have come for you Danat Peres!" the figure yells. Then he turns to the embassy
itself and unleashes an unnamed power against the structure. The three companions
realise that the first floor of the embassy is collapsing, they feel themselves in free-fall
as the walls, and ceiling and floors collapse in on them…
All three wake suddenly…drenched in sweat. No sandstorm, no dark figure. After a
brief discussion about their collective dream they find Herretal and Raven at
breakfast. Amblay puts a picture of the figure into the ambassador’s mind. "It is
Sadhagar," he says solemnly. "High Priest of Malakar in this citadel."
Amblay takes himself away for most of the morning. In the comfort and safety of the
embassy he embarks on the task of duplicating each and every one of his spells onto
parchment provided by the embassy staff. A foxes cunning aids the creation of these
scrolls. Eventually, at noon, he tucks away the twelve spells into his backpack.
That evening Herretal brings Amblay, Danat and Aravan to the cells in the basement.
Sat bound to a solid wooden chair is one of the men-at-arms responsible for the deaths
of Hujal and Scourge. Four Drenai guards are present. "We found him snooping in the
grounds," a guard says.
For the next half hour Herretal and Amblay interrogate the minion of Vostrar. The
ambassador asks the right questions and Amblay is able to pick the thoughts from the
captive to reveal the plan. The rest of his companions are in the Dragon’s Claw
Tavern in the Merchants Quarters meeting with an emissary of Malakar, who is
paying them well for their services. Later Amblay finds the minds of the rest of the
men-at-arms and is able to further discover the true treachery of what they intend.
Dressed in Drenai garb (to look like embassy staff) they will attempt to gain access to
the building an attack Danat. Aravan instructs Herretal to make sure all his men roll
up their left sleeves; she hopes this will make the attackers easier to spot when the
attack occurs.
Forewarned with this knowledge the three companions decide to set a trap in the
stables. Amblay takes a decent vantage point on the first floor overlooking the entire
stables and courtyard. Aravan hides in the hey loft at one end of the stables and Danat
secures himself close to the entrance. With four Drenai guards at the stable gate they
wait for their attackers.
Three of the men-at-arms enter through the main door of the embassy but two go to
the stables. At the very moment they step past the threshold they are ambushed.
Amblay looses two quick shafts at the trailing attacker but is surprised to see him
parry one and dodge away from a second. Danat is upon the same man, his knife fast
in front of him, a blur of speed and power.
But these two men-at-arms are skilled. Danat’s blows are expertly turned aside and –
at first opportunity – the defender turns attacker with awesome force. A flicked
longsword fells Danat, an eighteen inch gap opens in his thigh to expose bone, sinew
and a lot of blood. The martial artist collapses in pain but fights on regardless. The
second man-at-arms swiftly fells the first real Drenai guard and pushes back the
others. Amblay can see his companions are troubled and shoots into the melee
(against his better judgement). The arrow punctures a Drenai guardian in the throat
and suddenly the odds turn in favour of the dangerous men-at-arms.
With Danat on the ground and struggling the two remaining Drenai guards and
Aravan attack in unison. But the men-at-arms are here for one reason…and that is to
kill Danat Peres. They both single-mindedly attack the crippled warrior. When the
inevitable deathblow comes it is swift and shocking – Danat’s head sails clear from
the battle.
Momentarily distracted the men-at-arms return to face three assailants. One of the
Drenai guards has stepped under the defence of the attackers and drives a longsword
up into the mouth of the man-at-arms and slays him instantly.
Amblay discards the darkbow and instead peppers the slyer of Danat with magic
missiles. The last man-at-arms is worn down by Amblay’s magical assault and –
inevitably – succumbs to his wounds. The Drenai guard cuts his throat.
Aravan turns from the fight and heads into the main embassy itself where sounds of
combat can be heard. From the stable courtyard an open door beckons and she meets
the last of the men-at-arms who is being pursued by a handful of Drenai guards. The
last warrior runs straight onto the woman’s blade, her shortsword punctures an eye
socket and exits from the back of the skull.
In a quiet moment Amblay and Aravan recover the magic from their fallen comrade,
Danat Peres. An unlikely union; a Marraq friends with an Elenorian (the race who
persecuted them for centuries), Amblay speaks quietly to her: "I don’t know about
you Aravan but I have had my fill of human affairs. What say we abandon this city
and head south?"
***
And so Amblay the sorcerer and Aravan a female Elenorian warrior utilize the fly
spell to head south. They roam over the impressive Olshay Range and beyond. Past
Drenai and further south over the plains of the Nadir tribesmen, with every league
they put between themselves and Van Myrid the two companions put the past firmly
behind them.
The lands of Darim and Kulland are visible beneath them as the weeks pass. Only
when they spot a creature high above them; a large unnamed beast, do they descend
into an unknown land…the land of the Tileans.
The Ruined Citadel
cy 4850, Arrogan 22nd - 27th
The deserted rocky steppes of Vartan Olniak stretch out for miles before the two
elves. Amblay the Marraq sorcerer, Aravan, the Elenorian warrior, are joined by two
others: Graz Tak, a thief from the Jandraki Coast, and Axe, a Nadir nomad with a
huge greataxe. Since the two elves have flown from the north they are without horses.
Axe – a nomad – is accustomed to finding such beasts, particularly in the land of the
Tileans who, like him, are a nomadic people.
Before long the Tileans make themselves known. Twenty riders approach the party.
Tileans riding camels are all around them, the nomads take a particular interest in
Amblay and to a man they make a strange gesture of salute in his presence. Fustor,
their leader, explains the affinity between Tileans and Marraqs. The Darims expanded
their lands decades ago and swallowed Tirros Tilean (now South Darim). The
dispossessed people sought sanctuary south and became nomadic. A few Marraqs
aided the Tileans and a bond of friendship exists between them.
Fustor tells them of the ruins of Hurlis to the southwest (the party reveal their desire
to go there)…once the capital of the Tileans it fell into ruin after the Darim attacked.
Now it is reputedly haunted, few of the Tileans dare to travel there in fear of the
hidden dangers. The Tilean leader does not try to dissuade them from Hurlis and
sends riders forward to gather horses for them.
Hours later the party have fresh horses from a Tilean called Mofas. Amblay casts
Stoneskin on the nomad as payment for his trouble…he then casts it on the entire
party. They continue southwest. A regular series of tremors – minor earthquakes –
occur at seemingly regular intervals. As the days pass (and they turn south) the
tremors become more powerful though not strong enough to give them problems.
At first light the party see the gold and red uniforms of a Darim patrol. Twenty horses
ride in to investigate. Amongst the Darim is a quiet Darklander who lurks behind the
leader of the soldiers – a man called Yastrey. Unlike the Tileans Yastrey tries to
persuade them to turn from their present course and head north to more civilised
lands. After a brief conversation the party ride on south.
An hour after noon they spot a hundred vultures circling something in the distance.
Upon investigation they find an adolescent Tilean stripped bare to the waist struggling
to survive in the wilds. Axe tends to him with the Nadir survival techniques he has
learnt in the wilds. It is the Nadir that notices the anaemic nature of the young lad;
also visible are two small puncture wounds in his wrist. Amblay and Axe exchange
worried glances. No telepathy is necessary both suspect the same thing…vampires.
Axe comforts Hosul before twisting his head sharply – the neck snaps instantly and
the boy is dead. The party burn the body thoroughly.
Night falls and the ruined citadel can be seen in the distance, only two leagues away.
They camp outside not wishing to enter Hurlis in darkness. At midnight they are
disturbed by a figure moving slowly toward them. The stench and shambling nature of
the creature is sickening; flesh hangs from its skeletal frame and flies buzz around it
as it approaches. Amblay hurls a fireball at it but misses. The rest of the party stalk
the creature carefully. Aravan is upon the shambling creature with her longsword –
the Blade of Menace – and she carves chunks of putrid flesh from it. But there is more
to the beast…it wails in an inhuman tongue and both Axe and Graz Tak are gripped
by its powerful mind. Realising that the creature is turning his companions against
him Amblay casts fly and hovers above the melee, his powerful Marraq telepathy
focuses on the creature.
The fight is ugly and confusing. Axe tries to attack Aravan as Amblay wrestles with
the creature’s mind. A couple of magic missiles pepper the shambling foe until
Amblay turns his mind control against the Nadir…eventually he breaks the hold upon
his friends and turns the combat decisively in their favour. Once slain the party burn
the creature into ashes…
Next morning they warily enter the citadel of Hurlis and notice the sudden drop in
temperature. Amblay sends his familiar bat down a narrow opening in the rubble and
through it’s eyes he sees a shadowy figure. Grey hair, translucent skin that seems to
glow with an inner light, the man is unrecognisable – neither elf nor human. Axe and
Aravan decide to crawl through the gap and meet him. Amblay tries to latch onto the
man’s mind but encounters a thought shield.
The grey haired creature greets the two warriors with an almost lascivious smile; his
dark brown eyes seem to stare directly into their souls. He is urbane but dangerous.
He tells them he is a Daywalker – a legacy of Barrios – forced to live off rats in a
desolate citadel. He offers them a deal; power for just a pint of their fresh blood.
Naturally they decline. Another small tremor seals the crawl-hole they entered from.
Axe and Aravan heft their magical longswords and move in on the vampire.
Aravan drives a forceful blow across Dathor’s skull and the blade opens a deep gash
in the creature’s skull. Axe attacks from behind, his own blade bites deep into ribcage.
Little blood flows, the Daywalker spins rapidly and attacks. Aravan fends off a
backhand swipe but Axe is not so lucky; the Daywalker grabs him by the throat and
raises him off the ground with superhuman strength.
Amblay senses the battle below but is powerless to aid his companions. He searches –
initially in vain – to find the mind behind the thought shield.
Meanwhile Axe remains in the torturous grip of the monster who wishes to squeeze
the Nadir into unconsciousness and feast on him later. With Axe immobilised the
Daywalker casts dispel magic to break the stoneskin and Aravan feels vulnerable. She
fights bravely and viciously, her blade making small cuts to the creature. When
Dathor catches her sword arm she knows she has to react quickly or die. She lightning
draws her shortsword with her left hand and draws it across the beast’s abdomen to
open a gaping wound. To her dismay the gash closes quickly – the Daywalker is
unaffected by non-magical weapons.
Axe finally falls into unconsciousness and Dathor lets him fall to the ground, now
able to concentrate entirely on the woman before him.
At that moment Amblay gets a grip on Dathor’s mind. The Marraq grips his foe with
a major control and Dathor releases Aravan’s hand as Amblay drags him up to the
surface.
As Dathor is brought slowly to the rubble-strewn streets Aravan puts Axe over her
shoulder and climbs quickly into the street. The powerful Daywalker remains in the
firm grip of Amblay’s mind – the Marraq draws him slowly into the daylight
whereupon he draws back the darkbow. Dathor is unable to twitch.
The first shot is decisive. It penetrates the Daywalker’s skull and fells him. Aravan is
already moving having witnessed at first hand the regenerative powers of the vampire.
She hacks savagely at the beast’s throat and decapitates him instantly. As Axe stirs
from unconsciousness Amblay hurls a fireball at the fallen undead and the body
blazes furiously in the morning light. He kicks the head onto the fire and the four
companions stand back to watch the blaze. The temperature all over the citadel rises,
as if the fire burns away the influence of Dathor forever…
Temporal Warriors
Arr 28th - 29th
The ruins of Hurlis seem warmer now. The death of Dathor has lifted the gloom and
danger and what is left is a pile of arid rubble. Amblay, Axe, Graz Tak and Aravan
realise that there is nothing living here, save for the odd rat that avoided Dathor’s
cruel attention. Amblay, the Marraq sorcerer, stretches his telepathic mind to the edge
of the citadel and discovers a mind – weak but alive.
Axe and the rest of the party find yet another Tilean youth out in the wilds on a rite of
passage. He, like the previous one they discovered the day before, shows all the signs
of Dathor’s influence. Two distinct puncture marks on his right wrist. Axe snaps the
lad’s neck mercifully.
The party decide that any search above ground will be fruitless but the sewers are all
but intact. They clamber down one of many holes and move quickly through the city’s
hidden tunnels. Before long they come upon a crypt. All the wooden coffins are
empty and they decide that since the crypt has one entrance / exit it would be an ideal
spot to rest at night.
Constant small tremors disrupt their sleep during the night. Axe spots a group of rats
scavenging in the shadows and follows them. During the shadowing the Nadir nomad
comes across a perfectly round slab of stone deep within the sewers. It is smooth and
clean, no rubble or debris pollute the surface. In the centre is a metal handle.
Next morning Axe brings his companions to the trapdoor. He opens it to reveal a well;
thirty feet below him is clear water, fresh and tangy it fills his nostrils. Amblay
however feels nauseous; his head spins as he feels an intense pressure on him. He
moves away from the well. At this point Axe and the others notice something very
odd. The water flows up the sides of the well and into a series of grids fifteen feet up
the walls. Aravan and Graz Tak secure a rope to the trapdoor lid and lower Axe down
towards the water.
Axe notices the anomaly immediately. As soon as he descends past the halfway point
(the grids) gravity is reversed! He re-orientates himself and moves up toward the
water. Taking a deep breath he puts his head into the icy liquid…to emerge at the
bottom of a narrow indoor well. Above him is a room…obviously within a castle. He
feels heat and smells the alluring aroma of freshly baked bread. He ascends into the
room to investigate. A shuttered window will not open, he hears a storm outside and
beckons his friends through.
Graz Tak and Aravan enter the room as Axe secures the rope on his side of the
strange portal. A single door opens to a kitchen; alive with angry chefs and waiters,
too busy to notice the three companions.
They are Tileans. It dawns on all three that these Tileans are not nomadic, nor are they
forced to scavenge in the wilds for food…they conclude that somehow they have
returned to Hurlis as it was – before the Darim levelled it and killed all the
inhabitants. Axe leads them past the kitchens and realises that the storm is actually the
constant bombardment of missiles as the Darim army try to break the Tilean defences.
In a small office they come to a worried-looking man. He is Julran, the king’s
chancellor. Agitated and nervous this man is cautious but soon realises that the
unexpected travellers are unusual…perhaps even profound. From the chancellor’s
words Axe works out that his intuition was correct – King Vir (the Darim king on the
throne fifty years ago) is indeed outside the citadel with an army.
"We have travelled back in time," he says simply.
Julran stares at them carefully. His astute mind weighs up their words and he says:
"The chancellor of the Darim, a man called Muziel, wishes to offer terms. He is
presently in no-mans-land awaited my arrival…would you like to come?"
A temporary ceasefire allows Julran and the three time travellers to reach the tent
unharmed. Once there the chancellor of king Vir of Darim is dressed in rich finery,
beautifully tailored silks and cottons as befits a man of importance. It soon becomes
clear to Axe and his friends that this man – Muziel (he pronounces it Muzael) – knows
exactly where they have come from. In fact the smartly dressed chancellor ignores
Julran for the most part.
Muziel gestures to a folded parchment on a wooden table. "Take it," he says to Axe.
Axe passes the note to his companions – it says: "Kill the chancellor."
Axe, Aravan and Graz Tak realise that Muziel plans to change history. But Muziel
cannot persuade them to attack the chancellor. Disappointed the chancellor of Darim
turns to leave…and the party snap back to the future.
Axe, Aravan and Graz Tax suddenly find themselves amongst ten semi naked men
with painted faces and bodies, they carry an array of primitive weapons such as spears
and clubs. The three travellers react instantly and combat erupts.
Amblay is still underground but manages to major control and grab the mind of one
of the tribesmen. He causes chaos amongst them as Axe swings the greataxe and
cleaves a skull in two. Aravan hefts her shortsword and two vicious strikes
disembowel a couple of the tribesmen. Graz Tak uses his deadly longsword to good
effect and soon the tribesmen lose heart and flee for their lives – their primitive
weapons no match for the three well trained warriors.
As their enemies flee Axe, Aravan and Graz Tak pounce. Aravan splits the skull of
one as Graz Tak decapitates a second. Axe cuts one down before he and Graz Tak
resort to longbows to finish off the remainder.
Once the short fight is over the party return to Amblay in the sewers where they
discuss the merits of the strange portal they have found. Whilst this discussion
continues Axe returns to the well to find out whether it is still active. Once his head
penetrates the water he feels the warmth of the fire and the voices of two men – Julran
and King Kular Rockspawn (the last ever king of Tilean) – are discussing the meeting
with Muziel.
Julran leaves the king to his breakfast and Axe sneaks stealthily up the well and
across to king Kular (who has his back to Axe). The nomad lifts the greataxe as the
king turns…Axe hesitates, realising that his chance of surprise has gone. The king
stands; he is a tall man, powerfully built with the demeanour of a warrior. He sneers at
the Nadir before him. "An unusual weapon for an assassin," he says. Axe does not
even see the longsword as the king wrenches it from his scabbard (lightning draw)
and slashes it across Axe’s thigh. But there is no pain…instead the Nadir stands
before his companions back in the ruined citadel.
That morning the party develop their ideas on the portal. They see an opportunity to
steal from the past and – somehow – hide the loot so that they can find it again in the
present. After several hours Axe leads them to the well once more. On this occasion
Amblay overcomes his nausea and clambers through the temporal gate.
As each member of the party emerges silently from the water they hear a man being
throttled. Julran, the chancellor, has a garrotte round the throat of his king and his
knee in the small of Kular’s back...
The Battle of Hurlis
Arrogan 30th – Sepos 1st
Amblay, Axe, Aravan, Graz Tak are joined by Daggoran Sunspear, a Darim Agitator,
in the time-travelling well. As they climb into the familiar room they see Julran – the
Tilean king’s chancellor – throttle the life from Kular Rockspawn. Even as he
extinguishes the life of the monarch Julran converses with Amblay and his
companions. When the deed is done he departs into the empty kitchen.
Above them the Darim bombardment is underway. The ground shakes as missiles and
siege devices rain terror down on the Tilean capital. Amblay casts stoneskin on the
entire party and after Axe puts the body of the king over his shoulder they head down
into a more familiar territory…the sewers. Soon they find hidden doorways; one that
leads them into a long corridor with cells either side. A Darim soldier turns into the
dungeon initially surprised to see elves in the citadel. Daggoran steps forward
confidently, his Agitator training makes him a fine orator, and he proclaims; "These
are my prisoners." Immediately the soldier is put at ease by the authority of the words.
Three other soldiers come to investigate.
When they are close enough Daggoran draws his katana and leaps at his kinsmen.
Graz Tak and Aravan are close behind and swords clash in the narrow corridor.
Amblay reaches out with his mind and takes control of the rearguard Darim. Under
the direction of the Marraq the soldier slices through the ribcage of his companion and
fells him. Aravan and Graz Tak cut down the rest but Amblay continues to exert
control over the guard; he pushes him to the vanguard of their group as they press on
in search of the crypt.
Soon they hear voices. Five Darim soldiers and something else; a tall humanoid,
powerfully built with the head of a large lizard. "Have you found him yet?" it says.
The Darim troops split up in search of their quarry and the party watch the lizardman
sink inti the sewer water and disappear.
Graz Tak locates a closed doorway into the crypt. The entire party move into the room
and spot eight sarcophagi – four empty and four with bodies shrouded in white cloth.
Although chilled the air is not magical according to Amblay, the Marraq sorcerer. A
quick inspection of the bodies reveals a family resemblance but most significant is the
identical duplicate of Kular Rockspawn himself. As the party puzzle the conundrum
the exit slams shut…secured from the other side. Soon they discover the only other
exit is secured by rubble and debris on the other side…they are trapped.
Graz Tak, however, is a thief, and his expert ferreting discovers a false bottom to one
of the empty sarcophagi that leads into a secret escape tunnel; damp and dark. The
Tilean under mind control is sent down first and soon they are all moving down a
gentle slope towards the outer walls. Every now and then holes in the ceiling reveal
the true extent of the Darim assault on Hurlis. Walls and buildings reduced to rubble,
stone ablaze with sorcerous fire and bodies littering the streets and alleys.
With the Tilean at the head he surprises a hidden man and duly runs him through with
a katana – it is one of the bodies lay on the sarcophagus in the crypt.
After a while they come upon a room with provisions for four people; an escape
capsule with everything the royal family would need to escape. Another body is
present; the only woman whose body was also on a sarcophagus…her throat had been
slit. Axe and Amblay take maps of the citadel and the tunnels beneath it and hurry
their companions down the tunnel in the hope of survival.
As the tunnel turns slightly they send the mind controlled Tilean first to scout ahead.
A flurry of arrows greet him and despite a stoneskin the soldier is slain by his own
troops. "There is no escape!" yells a Darim soldier around the corner. Amblay
stretches out his mind and sees four archers, along with a lizardman – the mind is
particularly cunning.
Amblay and Axe sneak up behind Aravan, Daggoran and Graz Tak. The sorcerer’s
plan is simple; hurl a fireball at the junction and follow it up with blades and knives.
The blast of fire hits the mark and the screams of the Darim soldiers fills the tunnel,
along with the unmistakable aroma of burnt flesh. Graz Tak is the first around the
corner, his blade bites expertly into the throat of the first archer and he decapitates his
victim. Daggoran Sunspear is equally deft and his katana smashes the skull of a
second. The Darim archers are too busy extinguishing the small fires about them to
realise they are being cut down; Aravan draws her deadly longsword across the belly
of a third and the soldier dies instantly. From the shadows Axe spits a small needle
from a hollow tube with astonishing precision. The razor sharp metal opens the
jugular of the last archer and he dies screaming, bleeding and coughing blood.
The lizardman descends quickly into the ankle-deep water only to re-appear directly
behind Amblay. The Marraq is vulnerable; his warrior companions yards away and
unable to protect him from the outstretched hands of the lizardman. He senses the
growing threat of sorcery. From nowhere Axe – the Nadir assassin – grabs the lizard
head and in one terrifying motion snaps the neck of the creature before it knows it is
being attacked. It collapses into the pool, it’s body dissipating into a large puddle with
only a rough cloak remaining. Amblay finds a magical hairpin in the folds of the
garment and hands it to the thief, Graz Tak.
The exertions of the day take a heavy toll on Amblay, his continuous magic use has
brought him to the verge of exhaustion. The party guard him and grab sleep in the
bowels of the citadel – all the while the sounds of destruction continue above.
They move on after a full eight hours rest. Soon they spot two more lizardmen talking
to a Darim general. Without warning Amblay clutches his head and collapses, the
party suspect a mental attack from the lizardmen and waste no time in moving to a
safe location. When Amblay eventually regains consciousness he confirms some kind
of mental attack but worryingly cannot cast spells or use telepathy.
Eventually the tunnel emerges into bushes, ten yards distant is a copse where four
saddled horses await…and Julran. The party are unseen and clearly see him talking to
one of the horses. Axe and Graz Tak decide (because they are the most stealthy
members of the group) to attack and kill the murderous chancellor. Graz Tak draws a
bow as Axe moves in. An errant blowpipe needle causes Graz Tak to fire an
arrow…Julran’s reaction is as swift as it is deadly. In no time he leaps over to Graz
Tak who can only watch as an open hand attack smashes his neck in two…
The entire party are back (seemingly) in their own present. Graz Tak is alive and
Amblay is able to cast spells. The rubble of Hurlis is exactly as they left it…apart
from a dark tower that protrudes up from the debris, clean and imposing, it radiates
magic all around. Amblay draws the party away from the influrnce of the tower and
casts stoneskin on each and every one of them…
An Unexpected Truth
cy 4850 Sepos 2nd - 5th
Amblay, Axe, Aravan, Darrogan and Graz Tak stare at the new skyline of the Hurlis
ruins. A tower has sprouted from the rubble and casts doubts as to when they
are…Axe knows the solution and leads the party back into the sewers. Before he
commenced the last time-travelling excursion he deposited the Nadir greataxe in the
crypt so that he could be sure what time they were in. Aravan searches each of the
sarcophagi carefully. She realises that one of them has been recently inhabited…she,
like her companions, fear vampires.
Once in the sewers they hear footsteps. Small groups of men scurrying around under
the ruins. Amblay stretches out his telepathy and finds a Darim mind; a soldiers mind.
Through his eyes he is able to see other Darim soldiers all wearing blindfold, each
man with katana in hand. A small earthquake – one of many in the far south of
Grayhawk – causes the Darim soldier to panic. He momentarily removes the blindfold
and screams; "I have seen her!"
Axe cautiously leads them back into the crypt, to his relief he finds his greataxe under
rubble and knows for certain they have returned to the present. Amblay feels the
Darim’s mind die instantly, seconds later the minds of his unit die with him. The
Marraq casts Improved Invisibility as Axe sneaks into the shadows to hunt the slayer
of the Darims.
The dark tower penetrates the rubble and is grounded in the sewers. As Amblay
approaches he senses powerful magic, the natural aura of the thing is overwhelming to
his highly tuned senses. Without warning the tower vanishes leaving a twenty foot
diameter hole that opens up the sewers to the light of a cloudless sky. Meanwhile Axe
makes a grim discovery. He finds five dead Darim soldiers each with katana in hand
and none of them seem to have put up much of a fight. He is trained in the arts of
death and recognises instantly the work of brutal strength; four of them have broken
necks but it is the fifth that concerns him most. A small puncture wound to the neck
and the absence of any trace of blood is telling. He returns to his friends.
Amblay leads them all to the time-travelling well in search of answers. Instead he
finds twenty severed Darim heads bobbing horrifically in the water. An echoey voice
fills the dark tunnels of Hurlis. "I hate Darims!" It is a woman’s voice…the voice of
the killer. "Seek out the slayer of my husband. I have put him in a cave by the remains
of the west wall."
Amblay decides to rest and wait until daylight before searching for the man. The party
discuss the possibilities as they wait for dawn. Is the woman the queen? Is the man
imprisoned in the cave Julran?
As daylight floods the ruins the party make their way over to the west wall. Amblay
searches out the mind and under his guidance Axe and Darrogan locate a frail white
haired man…it is Julran. Amblay interrogates his peculiar mind and realises the
talented old man has compartmentalised his mind into three parts to protect himself
from the queen’s torture.
Julran admits to a deception fifty years earlier. He tells them that he Julran was the
king and that Kular Rockspawn was in fact the chancellor. Furthermore he tells them
that he is descended from the first king of the Tileans; such descendents of True Kings
are rare on Grayhawk – these men are the closest representation of the true identity of
their race. He explains:
"The deception was necessary because assassins were everywhere. I had long
suspected that King Vir had designs on my kingdom but without help there was little I
could do to avert a war. His chancellor (that awful Muziel) drove the king on to
attack. My chancellor (the original Julran) began to take his role as king too seriously
– I suspect he had been visited by Muziel who obviously implanted the idea that it
might be better for all concerned if he killed me. That is why I strangled him. The
doppelgangers were perfect…even the queen cannot bring herself to believe that I am
(or was) her husband. She became one of Dathor’s puppets after the war and all the
humanity in her faded. She cannot accept that I would deceive her in such a
manner…you are here to confirm or deny what she fears…"
Amblay decides to cast fly on each of his companions. The spell duration is enough
for almost two hours of flight, enough time to escape the clutches of the Daywalker
queen. As they pass over the barren lands that once was the land of the Tileans they
see the queen, her head in her hands she sobs uncontrollably. Before they can react
Julran flies down to be with her.
Amblay draws the Darkbow as Aravan, Graz Tak and Darrogan descend to help
Julran. Axe lurks in the shadows and tries to avoid the mesmerising eyes of the
beautiful Daywalker.
Aravan and Darrogan lunge at the woman whose agility and strength surprise them
all. With one hand she grabs Aravan by the scruff of the neck and Darrogan by the
lapels of his tunic and lift them a couple of inches off the ground. Graz Tak knocks an
arrow but hesitates for fear of hitting his friends. Amblay takes careful aim but his
first shot goes wide. Aravan hefts the magical blade of menace and opens a large gap
in her skull. The Daywalker squeals in pain as the wound burns with hidden fire. In
anger she casts a Death Spell into the Elenorian warrior and the blade in her hand
flares up brightly. Aravan breathes deeply as she survives the attack unharmed.
Graz Tak hesitates further, unable to chance a shot that may hit his companions. Axe
sneaks ever closer to the Daywalker and lifts the longsword called Hellath above his
head. She turns and jabs two fingers into his eyes, her face cannot hide her
disappointment as the stoneskin saves Axe’s life. Amblay continues to shoot – and
miss – with his Darkbow. Darrogan realises the Daywalker can only be hit by magical
weapons so tries to grapple the woman instead. After two unsuccessful attempts the
Daywalker casts a second Death Spell into Darrogan and he is slain instantly.
Aravan opens another wound in the Daywalker’s stomach and pain courses through
her body, her eyes fade as her power seeps away. In desperation she lashes out but the
robust stoneskin offers them immunity from her touch. Graz Tak finally launches an
arrow, the head wrapped in cloth, soaked in oil and ablaze; it thunders into her chest
and the wooden shaft cuts her vulnerable heart in two. She falls and dissolves into the
earth.
Julran and the party head toward the lands of Kulland, where Jarik Saal (the lord of
balance) led the Darklanders and what remained of the Sundered Isles to a new
homeland. Though the Kullish realm his gone the thriving kingdom would be a good
place for Julran to take stock and work out what he will do. A helpful patrol of Darim
soldiers point out the best way to reach Kulland – a lonely mountain pass used by
merchants – they head north on foot.
As the party camp for the night Axe goes in search of horses. Before long he comes
upon a Darim fort, an outpost in the wilds garrisoned by nearly three hundred soldiers.
Merchants and other travellers use the forts so Axe is not out of place amongst the
Darims. A few other Nadir kinsmen are present but it is to the stables – via a
gambling house – where he finds some decent horses.
A friendly sergeant sells him six excellent horses.
Next morning the party make better progress. Into the Kull Hills they come upon
hundreds of hill men, a cross between Tilean and Darim stock. Wild and largely
uncivilised the hill men are curious about the party and try to buy their horses for a
few hundred copper pieces but eventually let them through toward the towering
mountainous border of Kulland. During the journey they learn that Julran (or Kular as
he was known) is actually one hundred and two years old. Despite his advanced years
the man is hardy, he possesses an iron constitution that belies his age…
The Kull Hills
cy 4850: Sepos 6th - 8th
The party head northeast toward the Kull Hills and the pass beyond that will take
them into Kulland. Along with Kular Rockspawn (aka Julran) they are joined by an
Eren thief called Tstane Tschermak. On horseback they make good progress and
spend their first uneventful night in the rolling hills of southern Darim.
Early the next morning they reach a dirt track that descends into a valley, a milestone
heralds the village of Shaaft; a decrepit hovel that smells worse than many cesspits. A
guard sleeps soundly propped on his spear as they canter through Shaaft. Amblay, the
Marraq sorcerer, senses magic within the tavern shack, an unexpectedly powerful
surge. He leads the rest of the party to the safety of the valley ridge a mile away as
Axe enters the tavern to seek information.
The sorcerer is well hidden or brilliantly disguised. In conversation with a miner
called Garrian Axe learns that two ruffians with spears guard the most prosperous
shaft. Garrian offers the Nadir killer 100gp to kill them although Axe is less than
enthusiastic about Garrian’s method of payment; a scrap of parchment with an IOU
scribbled upon it. He decides to report back to his companions.
Amblay scans the small town with his mind – particularly the tavern – and can feel the
exquisite mind of a sorcerer. This time Graz Tak and Aravan decide to see whether
they can flush out the sorcerer and enter the tavern; Axe and Tstane shadow the party
from the safety of the shadows. Many of the miners have not seen a woman in years
so one as striking as Aravan draws their attention leaving Graz Tak and the two
hidden friends to study the rest. One in particular is not so interested in Aravan open
display of charm. Graz Tak slips an expert hand into the man’s pocket and removes a
small cork-stoppered vial.
Axe turns his attention to the two guards outside the main mine shaft. He waits until
one goes to relieve himself behind the hut before sneaking in to break his neck. The
guard turns at the last minute and yells. Cursing Axe is suddenly in combat he wanted
to avoid; two spear wielders bearing down on him. He slips a dagger into his hand and
sidesteps the first thrust of the spear, a quick dance inside the man’s defence and he
opens his throat. The second attacker moves to attack but Axe is too quick – his
deadly knife punctures the man’s right eye and the fight is over.
Axe wastes no time. He decapitates both bodies and pushes them into the mine shaft.
His actions are greeted with shouts from the miner below. He then walks back into the
tavern and proudly holds up the two severed heads of the guards, which causes a
stampede out of the door as the miners realise the main shaft is now unguarded. Only
one man remains.
The sorcerer is called Malnigar. Graz Tak, Axe and Aravan talk to the man and
discover he is hiding from someone / something. Malnigar is guarded with his
responses, perhaps still unsure whether he can trust the party. It soon becomes clear to
them that this man is never going to reveal the truth behind his tale so they say their
farewells and head back to Amblay and Kular. Amblay casts Identify on Graz’s stolen
vial – it is a potion of longevity, Amblay explains that drinking the contents of the
vial can restore health, youth and vigour.
They head out north away from the disgusting village of Shaaft. Before long they
come upon a lone rider, a Darklander with an arsenal of weapons. A cruel doublehanded nodachi – the Darkland equivalent of a greatsword – hangs along one of the
horse’s flanks.
He does not speak the common tongues of Grayhawk but they discover he is called
Jai’nar and that he is hunting someone. With a combination of sign language and
crude drawings in the dirt they realise that Jai’nar hunts for a sword. Amblay decides
to risk telepathy and enters the Darklanders mind. Mental communication has no
barriers and the two men converse briefly. Amblay confirms that he (Jai’nar) seeks a
stealer of a sword and in his opinion Malnigar is that man. The Marraq tells his new
friend about Malnigar.
With grim determination the Darkland slides down from his horse and draws the
nodachi. Aravan walks beside him as he descends the steep valley towards Shaaft.
Axe stealthily creeps around the back of the tavern and finds a hidden position (within
longbow range) that affords him a good view of the shack. He sees Malnigar hastily
packing a rucksack.
As the sorcerer exits the tavern he sees the Darklander. All colour drains from his face
as Jai’nar moves in for the kill. Malnigar casts invisibility and vanishes, but behind
him Axe was already aiming. By studying the sorcerer’s movements Axe is able to
predict where he will move. His first arrow finds its target. Malnigar’s skull is split as
the arrow smashes through bone and brain to exit horrifically from his right eye. The
sorcerer collapses face down in the dirt and the party move cautiously up to the body,
careful not to disturb the path of the Darklander.
Jai’nar kneels at his fallen enemy and weeps. From the folds of the rucksack he takes
an exquisite blade; an ivory-handled katana with a heavily inlaid ivory scabbard, a
blade of breathtaking beauty. He performs a small ritual on the blade before taking
out a spade in preparation of Malnigar’s burial. Axe takes the spade from him, Jai’nar
nods his thanks and the Nadir digs a suitable grave. Whilst the Darklander buries his
enemy Axe and Graz Tak search the rucksack and find a ring, a necklace, a dagger
and a few more potions (two of longevity and one of disguise).
Amblay notices that the Darklander has aged ten years in ten minutes. Now grey and
frail he seeks the mind and realises that now the hunt is over the reason for the
Darklander’s existence is no more. Age begins to overcome Jai’nar.
"Tell me about the blade," Amblay says into his mind.
"It is the last created by the greatest swordmaker who ever lived…"
There are no more questions. Jai’nar dies before he can finish his tale. Amblay soon
realises that whilst the blade is not magical it possesses a deep spiritual power – that
itself can produce magic-like effects or imbue the wielder with extraordinary powers.
Axe digs a second grave, though not before he takes the ivory-handled katana and
fixes it securely across his back. The party remain silent as the Darklander is buried
alongside his long term foe.
The next day takes the party deeper into the Kull Hills. At night they make camp and
– as usual – set two on guard at any one time.
Amblay and Aravan sit quietly and talk during their shift. They are suddenly in the
midst of a volley of arrows from the darkness, once bounces off Amblay’s forehead
(stoneskin) and a second glances off the Elenorian woman’s shoulder. In a well
practised routine the party find themselves awake and bearing weapons and stood in a
defensive circle. A swarm of swords and spears face them, burly men yelling and
screaming as they ambush the party. In the dark of night it is impossible to see their
numbers (Amblay guesses around thirty) so they are forced to fight close and dirty.
Amblay’s first spell is improved invisibility as the bandits press their supposed
advantage. Aravan however sets the tone and a couple of deadly strikes with the blade
of Menace fell two bandits easily. Graz Tak uses his knife to good effect and he kills a
further two. In the middle of the defensive circle is Kular (Julran) – Amblay
eventually casts stoneskin on Tstane and from that point onwards the entire party are
protected.
What Amblay and his companions lack in numbers they more than make up for in
ability. The bandits waver against some lethal knife and swordplay, Axe deals death
all around him with the bludgeoning power of his massive axe. Amblay casts fly and
levitates out of combat (still invisible) whereupon he draws the Darkbow and takes
aim. Without managing to deliver a single scratch upon the party the bandits begin to
lose the heart for the battle. Eventually, inevitably, their nerve collapses and they
attempt to scatter in all directions.
Aravan runs through an opponent as Graz Tak disembowels another. Tstane knifes a
bandit in the neck and Amblay and Axe pick off the remaining stragglers with arrows.
Weapons are sheathed.
The party stare at the twenty eight dead bodies that litter their temporary camp in a
scene reminiscent of a slaughterhouse…
The Agras Pass
Sepos 9th - 13th
The Marraq Amblay leads the group further into the Kull Hills towards the gap in the
Kull Ridge known as the Agras Pass. Axe, the Nadir assassin, shadows the party as
they move, never closer than one hundred feet from them but close enough to engage
if there are problems. He acts as a scout.
At the foot of the Agras Pass they encounter roughly made signs with Darklandish
and Darim writing scrawled upon them. Graz Tak studies the words. "They are plague
markers," he says eventually. The party believe they were set deliberately to ward of
unwanted attention. They ride up into the steep pass. The summer sun beats down
fiercely and the road ahead is clear; no snow caps the peaks of the mountains. At
night they find a suitable place to camp and Axe – inevitably – scouts the surrounding
area but finds nothing. Amblay writes a Dispel Magic scroll and hands it to the thief
Graz Tak, who has shown a talent for the reading of obscure texts.
An hour into the next day and the party stop at a spectacular waterfall; a massive drop
of three hundred feet descends into a dark chasm below. Amblay stretches out his
telepathic mind but finds nothing, save for a couple of large nesting birds at the top of
the fall. There is something unusual, uplifting about the falls. It gives the party a
spiritual lift – Axe and Graz Tak immerse themselves in the fresh water and all the
party fill waterskins from the cascading water. Axe draws the ivory-handled katana.
He realises that the ringing sound of the blade exiting the scabbard is louder than the
waterfall behind him…or at least it seems that way. Curiosity drives the assassin to
further experimentation; he leans the blade across a finger and is astonished when it
draws blood (not even the Stoneskin protected him).
Amblay’s familiar bat returns later. Smoke further on up the pass draws them to a
small roadside shrine to Jarik Saal – the Balance Bringer – two loaves of bread lie on
a small altar in offering to the god whilst incense burns around a sacred circle of
stones. The party treat the shrine respectfully and move on.
Near the first summit of the Agras Pass they spy a stone outcrop above them, a
battlemented wall built as an abutment to the mountainside. A small well trodden path
leads up into the construction and the party head up the steep slope to investigate.
The monastery resembles a training school. Nearly one hundred Darkland youths bow
as the party reach the main courtyard. They are students learning the martial arts that
the Darklands are famous for…each one stares in open wonder at the elves. The party
try to make conversation but it soon becomes clear that none of these students speak
any language known to the Grayhawkians. Only one man amongst them does; master
Yamai.
Axe introduces his companions and the ageing master invites them into his private
chambers for lunch. The Nadir shows the katana to the master who is awestruck by it.
He informs them that the blade was created by Aran Rinshai, a renowned blade maker
from the Darklands whose blades are priceless. "Rinshai didn’t make swords," Master
Jamai said, "He made legends."
They spend a night in the monastery and enjoy the peace and tranquillity of the
remote school. Next morning Amblay polymorphs into an eagle to reconnoitre the
path ahead. He finds nothing and the party resume on horseback. After two hours on
the pass they hear the sound of metal scraping on stone. Ahead they see a Darklander
sharpening a katana on a whetstone.
A renegade lord approaches them and demands a toll for travelling on his path.
Amblay, Axe and Kular stay distant from the rough-looking man as Aravan and Graz
Tak confront him. It is clear from the outset that the man is looking for trouble.
Aravan unleashes her shortsword with astonishing speed, so fast that the renegade
lord can only blink as his belly is opened with a vicious cut. The Darklander is fast to
respond but when Graz Tak stabs him between the shoulder blades the fight rushes to
an inevitable conclusion. Soon the two warriors manage to smash the Darklanders
head in two and the road is clear once more.
Further along the dangerous pass Amblay can sense minds; Darkland minds lying
wait in ambush. With the help of major control he is able to take control of the mind
of one of the ambushers and studies the surrounding area. On each ridge are fifteen
archers with one leader urging patience. At a designated spot in the road the party will
be in a crossfire…Amblay halts the progress and the party rest by the roadside. Axe
slips into the shadows and climbs above the Darkland outlaws…he sneaks close to the
outlaws without their knowledge and waits.
The powerful mind of Amblay – Marraq telepath and sorcerer – turns one of the
Darklanders aim across the ridge. He launches a shaft into a fellow ambusher and the
ensuing fight between the outlaws is vicious and quick. Arrows buzz around like
angry locusts and the party watch with grim satisfaction as many outlaws fall to their
deaths. As the leader tries to gain a grip on his men Axe tries to kill him with a blowdart from the shadows. Although he is unsuccessful the outlaw chief is struck in the
eye by a stray shaft and falls to his death on the path below. A new leader emerges
after the death of the old outlaw chief, but he lasts only seconds as Axe fires a small
dart into his neck and slays him.
With only five bandits remaining the Darklanders flee from the scene of slaughter.
Amblay still has control of the mind of the first Darklander and watches him as he –
and his wounded friends – return to a series of caves. They hastily gather their
belongings and move off down the path towards the relative safety of Kulland.
Later Amblay comes upon a blind Darklander with a dead mule. Telepathy reveals the
old man was once a great warrior; Amblay takes pity on the man and donates a spare
horse for the rest of the journey. As a gift the Darklander hands the Marraq a silk scarf
(magical – Assassins’ Bane).
Amblay moves the party into the labyrinth of caves. After a brief check they settle
down for the night; the Marraq sends the bat out into the night. A fierce storm moves
in. Even the horses shelter in the large cave as the howling wind and driving rain
force the party to abandon a normal guard routine. In the squally darkness a shape
looms. Amblay uses his mind to see a large creature, possibly a mountain troll or a
giant; the mind of the creature can sense human flesh…and it is hungry.
To his astonishment the creature polymorphs into a mountain lion. The mind has not
changed and Amblay suspects lycanthropy. It has their scent now but as it enters the
cave system it changes once more; this time to a large rat. With a link into the
creature’s thoughts Amblay is able to track its movement precisely. With his sharp
eyes looking down the shaft of an arrow Amblay looses a shaft into the dark cave.
The arrow thunders into the rodent and the party hear a loud groan.
A woman with feline features lies dying in a damp corner of the cave, the arrow that
skewers her head has pinned her to the earth and if left she would die an agonising
death. Graz Tak rams a lockpick into her face to finish her off.
The next day the sun shines once again. The party begin their descent into Kulland
and can see the vast mountain-sheltered lands that once were home to the giant Kulls,
a land that boasts one of the oldest citadels in Grayhawk; Aldegaarde. The towers and
spires of the vast city can be seen by the party even though it is many leagues
distant…
A Rinshai Blade
Sepos 13th - 15th
The town of Agras lies at the foot of the Agras Pass. It is a thriving community and as
Amblay and his companions descend the steep road they see many buildings under
construction, including the outer shell of what will become a temple to Jarik Saal.
Darklanders and Malans (from the Sundered Isles) are everywhere; their integration in
part due to the exodus from their own lands to Kulland (see Jarik Saal). Amblay
decides to spend the night and with Kular and Aravan head for the nearest tavern. Axe
shadows them from afar, taking refuge in another tavern (his room overlooks his
friends’).
The two thieves Graz Tak and Tstane Tschermak cannot contain themselves. The
people of Agras go about their business unaware that two men have designs on their
wealth. Both men move around the small town stealing from whoever they can, their
dextrous fingers unseen as they filch and steal.
In the tavern an old elf called Brinil joins Amblay, Aravan and Kular. The ageing elf
admits that he craves elvish company. Amblay cannot sense sorcery but a brief dip
into his mind reveals that Brinil is indeed a magician – furthermore Amblay discovers
he is seeking a Darklander with one eye and a burnt face. When Brinil finally leaves
the tavern he is quickly – and expertly – followed by Axe, the Nadir killer.
In a quiet, dark courtyard Brinil meets a robed and hooded individual. "They don’t
have it," the Muhaki says. "You fool!" spits the robed man, "they have turned you
over. Your ring has been stolen." Brinil checks his finger and curses. The brief
meeting ends as the robed man melts into the shadows and Brinil casts a spell and
vanishes. Axe returns to his reconnaissance but manages to relay the events to
Amblay when the Marraq enters his mind.
Back in the taproom the two thieves, Graz and Tstane, rejoin their companions as
Amblay scans the tavern for any suspicious thoughts. He senses a black spot, a mind
that is either telepathically or magically shielded. At night Amblay insists on three
guards to protect them whilst they sleep.
Next morning the town of Agras comes alive early. The market square brims to
overflowing with traders, farmers and merchants, but Amblay and his friends wish
nothing more than to leave town. In the stables they find Brinil in a sour mood. "I
want my ring back," he says calmly. The Muhaki begins to open his palm slowly in
some strange spellcasting ritual. In a flash Graz Tak has his dagger out and draws it
across the caster’s chest. The Muhaki elf reels in pain – the spell now spoilt – Aravan
and Tstane rush him quickly. The fight is swift and brutal, the Muhaki puts up little
resistance and is finally slain when Graz’s dagger punctures his brain.
Amblay stores the body in a dark corner (invisibility). From the corpse he takes a
magical cloak before the party mount up but the horses are unwilling to move.
Amblay suspects sorcery and casts Dispel Magic that brings them out of their
hypnotic state. As the tide of people head for the market the party (with Axe
shadowing two hundreds yards away) go against the current and head out towards the
northern gate.
In their path is a Darklander with a grey cloak. Across his back is a katana but it is the
appearance that draws their gaze…his right eye is an empty socket and half of his face
is a mass of scarred tissue. Graz Tak slips away into the crowd and finds a slightly
elevated position…he knocks an arrow and waits.
The Darklander introduces himself as Kozai and demands the blade; "I want it," he
says. Amblay is calm and reasonable as the tension of the situation increases, "We
don't know what you're talking about." Without warning Aravan, the Elenorian
warrior, flicks a magical dagger from the hidden folds of her cloak with such speed
that it is a blur in the air. As she hurled the knife she hefts the Blade of Menace in her
good hand and leaps into combat. Amblay casts jump but stumbles back as he
mistimes the escape. Kular backs away from the fight as Tstane joins Aravan in handto-hand combat with the Darklander. In the shadow, two hundred yards away, Axe
draws his longbow and waits for an opportunity to shoot.
Aravan carves a slice of flesh from Kozai’s stomach and a crowd gather to watch the
action. Nearly two hundred people surround the fight. The Darklander is a skilled
swordsman, his blade fast and dangerous, it is not too long before he executes an
unstoppable strike against the dangerous Elenorian woman. To his horror – and the
crowd’s astonishment – the blade rebounds off the stoneskin protected throat of
Aravan. Kozai staggers back, his morale crushed by the result. A backhanded swipe
also hits Tstane but with the same result. Many of the crowd begin to murmur that the
party are blessed by Jarik himself. Amblay recovers quickly from his earlier stumble
and casts glitterdust to aid his companions in the fight.
Aravan unleashes a thrust that takes the Darklander in the face; blood explodes from
the vicious wound but Kozai clings to life. Eventually, inevitably, the Darklander is
killed.
A priest of Jarik Saal called Lohas (who is building a temple) approaches the party to
accuse them of a crime, despite many of the crowd explaining that it was the
Darklander that initiated the fight.
"Bugger off priest!" Aravan says irreverently.
Lohas ignores her and takes Aravan, Amblay and Tstane back to the temple garden
where a shrine dominates the greenery. Lohas calms the situation with tea and the
three travellers hear his words. Axe and Kular are in the shadows whilst Graz Tak
lurks close by in case of trouble. The Nadir killer wants to take Kular away from the
town but the ageing Tilean refuses to go; "The lady Aravan will need protection."
Kular heads back to the temple whilst Axe follows reluctantly.
Enter Jeela, a Drenai Sisterhood Emissary (Elena priestess) who argues the case for
the party’s release. Despite the increased tension Lohas is reluctant to be more
forceful than talk to them – the overwhelming evidence is that they acted in self
defence when attacking the Darklander. Lohas reveals that the body of Brinil has been
found and the party were seen leaving the area quickly. Again the evidence against
them is flimsy and Jeela decides to escort Aravan to safety. Tstane by this time has
already slipped away into the shadows and is beyond the garden walls before the
priests and guards even know he has gone.
Jeela takes Aravan away to her own shrine. On the way Axe intercepts the two
women and unleashes the Aran Rinshai blade. Jeela’s eyes widen as the sound of the
blade in the air resonates throughout the town. "So that is why you were hunted…it
all becomes clear." But Axe is already moving, "I'm going to lance a boil," he says
mysteriously and is gone once more.
Amblay and Kular decide the best course of action would be to leave the town
immediately and heads for Aldegaarde – the largest citadel in Kulland that once
housed the mighty race of giants called the Kulls. "I’m coming too," Jeela says.
As the sun rises towards noon the party are on the road again. Amblay seeks out
Axe’s mind and finds it…the Nadir is on the road ahead of them. As ever…
The Lost Sword
Sepos 16th - 18th
Amblay brings the party along the road to Aldegaarde where they find Axe disguised
as a merchant. He has a cart, many horses and livestock such as goats. The Marraq
converses telepathically with the Nadir and Axe tells him that he will continue to
shadow the party from the rear; the cart offers him a good disguise as many such
vehicles travel to the capital of Kulland along the north road.
Amblay pass a group of twenty white-robed Darkland pilgrims who inform them that
they are on the way to the Agras pass, to a place called the Cave of Eternity. Via
telepathy he informs Axe of the pilgrims approach. Once at the cart one of the
Darklanders suddenly starts to howl. He falls to the ground and dribbles like a lunatic,
all manner of guttural noises erupt from his mouth. "It is a sign!" the pilgrim’s leader
says. "It is a very bad sign," quips Axe. But Axe hears a voice that makes him
shudder, a low booming sound from the lunatic’s mouth.
"Welcome sword bearer…"
When the pilgrims have gone Axe makes camp. He is joined – and befriends – three
other carters; Malangorians who have grain, turnips and other wares in their carts. He
feels comfortable and at ease with these men who share the common bond of the
journeyman.
Meanwhile, several miles away, Amblay senses the subtle touch of a mind. Another
telepath. He locates and contacts the mind – a guardian of the hierarchy of
Aldegaarde. The conversation is pleasant. Soon six large dragon-like beasts can be
seen in the sky. The Silk Guard ride wyverns and are heavily armed with spears,
knives and swords. Their leader Uphus greets the party, particularly Amblay, he has
an affinity with Marraqs and tells him that the every unit of the Silk Guard must have
at least one telepath in its ranks. Uphus was trained by a Marraq at the academy in
Aldegaarde. After pleasantries the Silk Guard mount up and leave.
Before they take flight Tstane Tschermak gets close to Uphus. His dextrous fingers
are hidden from the wyvern rider as he slips them into the folds of the guard’s cloak.
Unseen he lifts a purse full of gold crowns and watches as the Silk Guard take to the
air and head back to Aldegaarde.
Further along the road the party come across a travelling circus. Darkland jugglers,
fire-eaters, clowns and a one-armed swordsman have drawn a crowd of hundreds.
Although Amblay advises against it the two thieves – Tstane and Graz Tak – cannot
help themselves. They move amongst the crowd quietly until an opportunity presents
itself.
But Graz is unsuccessful on his first attempt to steal a purse; a strong hand grips his
wrist as a Darklander stares menacingly at him. "Thief!" Graz finds himself in handto-hand combat with a katana-wielding swordsman. Worse a clown – also with a
katana – is joined by four other circus performers and Graz is surrounded. Blades are
everywhere, one hits him in the face but Graz is saved by a stoneskin. Tstane enters
the fray to cause a distraction. Once the combatants see another thief they are
momentarily distracted – enough for Graz to flee and disappear into the crowd. Once
they realise Graz has gone it is distraction enough for Tstane to flee. The six warriors
stare in disbelief…the thieves are gone!
After an hour the two thieves catch up Amblay and the party. In the sky the Silk
Guard return led by their leader Uphus. But five of the wyverns hover dangerously
above the party, when Uphus dismounts he unhooks the catch of his bastard sword (to
prepare for a quick draw). His face is dark and menacing.
"I have been robbed!" he says.
At this point Tstane Tschermak fingers the purse and expertly dumps it in the pocket
of his companion, Graz. At that moment Graz opens his robe to the Guard to display
his innocence. To his horror the purse is evident to all. Uphus strikes the thief with a
mental strike and Graz Tak falls unconscious to the floor. Amblay and the rest of the
party hesitate…the tension grows as Uphus ties the stricken thief onto one of the other
guards and explains that Graz will face the truth of a trial in the temple.
The Silk Guard fly north. Before the party can decide what to do Amblay polymorphs
into a hawk and flies after the six wyverns. The small inconspicuous bird has no
difficulty in matching the wyverns’ pace but Amblay is concerned by the direction the
Silk Guard head. Not north, more northwesterly. On the top of a hill the Silk Guard
descend to a waiting Darkland warrior on a horse.
Amblay uses a major control on Graz and effectively takes over his mind. The
Darklander asks a few questions but, strangely, after the Silk Guard have gone he cuts
the bonds and allows Graz to run. The rider moves off into the west.
Amblay continues to follow the Darkland rider. As he turns north he comes across a
further twenty Darkland warriors – possibly outlaws – but all heavily armed. Amblay
hears the lone rider say; "Slay them all but I want the Marraq alive…"
Back in camp Amblay relays what he has heard and the party make plans to ambush
the ambushers. In camp Amblay and Aravan create manikins stuffed with straw to act
as decoys; the party hide within bow or thrown dagger range and wait. Soon, as
darkness falls, the Darkland outlaws close in on the false camp. Graz Tak takes a
scroll of fireball from his cloak (given to him by Amblay) and prepares to read it.
Jeela casts bless on all but the thieves and they are ready for the fight.
The fireball lands in the middle of the outlaws at the point where they realise they
have been tricked. Four of their number die instantly in the conflagration whilst three
others are dreadfully burnt. Aravan – with the blade of Menace in hand – leaps into
the fight followed by Tstane. Graz Tak prepares to fire arrows into the fight. The
Darklanders are totally surprised and cannot react quickly enough. Aravan and Tstane
cut down the first few and once the Darklanders get to grips with the fight it is all but
over. Jeela casts hold person to paralyse a Darklander and Amblay hurls a second
fireball into the fray.
When it is over Amblay and Jeela interrogate the last survivor. From him they gain
the Darklander’s name – Irridai – Jeela informs them that he is a well known
swordsman with possible links to Darim (a spy?).
Axe has seen the fire on the horizon (from the fireballs) and leaves the cart and his
livestock to investigate. When he approaches he notices an onlooker from a nearby
hill, a Darklander watches the battle. Axe decides to sneak up on the warrior. With the
darkness as his friend he is able to get very close to the Darklander called Irridai. The
warrior, however, has seen him approach and smiles grimly.
"You have brought the blade to me," he says.
Axe draws the Aran Rinshai blade; it makes a sound like thunder as it leaves the
ivory-inlaid sheathe. The Nadir is skilled with a longsword but the katana requires a
different technique. Still Axe delivers a stunning blow, a strike that would have
decapitated lesser men…but Irridai is up to the task and turns the blade aside with
consummate skill. But the blow left a deep spiritual scar in the Darklander. For the
first time in his life he felt fear – was this the swordsman that would kill him?
Axe moves in slashing and cutting. Irridai patiently turns aside blow after blow and
waits for an opportunity to strike. For his part Axe is up to the task, deflecting each
potentially lethal strike with equal ease. The steel-on-steel rings out in the night, a
sound like two huge bells ringing across the plains of Kulland. Irridai is a master
swordsman…Axe has faced none better but still the young Nadir presses on.
When Irridai finally outwits the young bladesmen he manages to strike into the
jugular of the Nadir. To his horror the blade bounces away as though it has hit stone
(stoneskin) – this hits the Darklander’s confidence and beads of sweat from on his
now-furrowed brow. Axe changes tactics mid-fight. Using his unarmed combat
prowess he catches the swordarm of Irridai frequently, forcing the Darklander to use
precious attacks freeing himself from the Nadir’s grip.
Again and again Irridai strikes under the defences. Blows that would kill another fail
to even cut the Nadir killer. For his part Axe strikes wherever and whenever he can
but even his best efforts are turned aside by the swift and skilful Darklander. The
young man begins to tire and he realises that the stoneskin protection will soon run
out. A few desperate strikes do not connect and Axe feels his aching limbs complain
as they search for respite. As they pain of exhaustion threatens to overwhelm him he
notices Irridai suffering the same way.
The last few strikes are weak. One manages to strike Axe’s arm and he realises that
Amblay’s stoneskin is no more. Just a matter of time he thinks. Irridai struggles
against the bone-sapping tiredness.
Suddenly Axe lifts the blade and takes a half step backwards; he salutes the
Darklander and bows, presenting his neck to the Darklander.
But Irridai is a man of honour. He sheathes his sword and the two men stare at one
another, both take huge gulps of air to relieve the pain in their lungs. "I will not take
your life in this way," he says. "Until the next time my young friend."
And the Darklander is on his horse and rides off into the west. Axe sucks air greedily
and sheathes the Aran Rinshai blade, his eyes follow the smoke from the nearby
battle. When he turns back to the west Irridai is gone…
Into Aldegaarde
Cy 4850 Sepos 19th - 21st
Axe returns to his cart after the exhausting fight with the Darklander Irridai. After a
brief mental communication Amblay polymorphs into a nondescript Malan rider and
heads out to find his friend's camp. Once there the Nadir tells Amblay about the
combat - the Marraq replenishes the stoneskin and once he is happy Axe is in no
danger he departs back to his own encampment.
Next morning the party - led by Amblay - can see the massive towers of Aldegaarde,
the Kullish architecture preserved, the grand walls and spires puncture the clouds.
Jeela, the Sisterhood priestess, imparts her knowledge of Aldegaarde; "Six years ago
the Kullanders elected a king," she says. "Berebian was his name. A wise, clever
Malan this man soon realised that Kulland did not need a king. So he formed the High
Council of Aldegaarde - of which he was the founder member - and invited three
other notable people to sit alongside him and see to the affairs of the land. Garran,
Arch Prelate of Jarik, sits on the High Council, as does Illyana, high priestess of
Elena. The fourth member is Lord Kenzu, a Darkland general who controls the entire
Darkland and Malan soldiers. Together they managed to make Kulland great;
prosperity brings with it much-needed trade. Virtually every kingdom has an embassy
in Aldegaarde..."
On eight towers around the perimeter wall are the wyvern nests where the Silk Guard
sit and overlook the citadel. As Amblay enters the wide streets Aravan and Jeela
decide to look for lodgings whereas Amblay leads Kular, Tstane and Graz Tak
towards the massive temple of Jarik that dominates the citadel. There are many fine
innhouses and taverns and the two women secure a couple of reasonable rooms with a
comfortable dining area and baths. Meanwhile Amblay leads his companions into a
huge cavern-like common area inside the entrance to Garran's temple...he has seen
smaller towns! Along each wall are guild houses (including thieves) and traders. Such
is the crush of people that they are channeled into a crush as pilgrims try to get close
to the altar. Tstane and Graz Tak take advantage and begin to snatch purses where
they can.
Axe arrives a few hours later and goes straight to one of the five markets. At a
livestock fair he offloads the goats and horses (keeping two for himself) and makes a
handsome profit in the process.
At the temple Amblay is able to speak to a high priest of Jarik called Varran with a
view to seeing the Arch Prelate Garran. He informs the priest that Kular is the exiled
Tilean king; upon hearing this Varran bids them come back in the morning when
Garran will be free.
Axe secures lodgings close to his friends where he continues to shadow them.
Back at the tavern Amblay, Kular and the thieves return to Aravan and Jeela who are
fresh from a hot bath. After they dine Kular notices they are being watched by a
Darklander. Amblay stretches out his mind subtly, able to caress the mind with such
skill that the warrior is unaware of the touch.
It is Irridai.
Tstane and Graz Tak make polite conversation with the Darklander. Tstane manages
to steal a short bladed knife before Irridai departs for the evening. Jeela becomes
increasing besotted with the Marraq, that night they slip away and share a bed for the
night...
Next morning at breakfast Irridai is more direct. He sits at the table where Amblay
and the others dine and demands the blade. "I will buy it," he says, "I will give you
thousands of gold pieces for the blade." Amblay refuses and dismisses the Darklander
but Irridai becomes angry. Amblay, however, is ready for him. His mind grabs the
Darklander with such completeness that the messages from Irridai's brain cannot
reach his limbs. Paralyzed the Darklander is in the control of Amblay, who forces him
to reveal the power behind him...Qestor is the name Irridai reveals.
Amblay forces the Darklander out onto the street and - grimly - a crowd gathers as
Irridai draws a blade. Deliberately, under the total control of the Marraq, Irridai opens
his jugular and the crowd scream in horror as he dies before their eyes. Tstane (who
has stolen Irridai's katana) snaps the blade in two. Jeela hugs Amblay and sheds a tear
for the fallen Darklander...
Amblay, Jeela, Tstane and Graz Tak head for the meeting with Arch Prelate Garran.
Kular and Aravan decide to remain outside. Amblay persuades Kular and Aravan
inside and the party have tea with the Arch Prelate. Garran is less than pleased by the
events that morning...he argues that Irridai was an honourable man and did not
deserve to die in the manner in which he did. In fact Garran suggests that Amblay
commits suicide to redress the balance. Amblay politely refuses and after a fruitless
meeting Jeela suggests they try Illyana and the Sisterhood.
But Illyana is less than satisfied with Amblay and after a brief meeting kicks him and
the party out of the temple. Disgruntled Amblay searches for the mind of Amorhaz
(the Marraq master of the Silk Guard). The welcome is better, the older Marraq is a
warrior but is pleased to contact the younger sorcerer. "We must meet," Amorhaz
says, "and share tales of the mind."
On the way back to the tavern that evening Amblay is contacted by a peculiar mind (a
wyvern) called Ikiran; the creature explains that he has learnt to use telepathy by
watching his master (Uphus). In the tavern Jeela is upset by the treatment of Amblay
and renounces her faith to be with him...Amblay stares at her for a long time in
silence...the two retire to their room.
Meanwhile, an hour after midnight, Amorhaz - the Marraq master of the Silk Guard is visited by a tall, slim Elenorian...Aravan is naked. The Marraq smiles broadly and
invites the lithe woman into his bed...
Flee!
Cy 4850 Sepos 22nd - 26th
The tavern rises slowly this morning. Amblay is up first, he leaves Jeela asleep in his
bed and - as he descends for breakfast - telepathically checks on Axe. Axe confirms
he is safe and heads for the Warehouse district to find an old man called Karamatsu
who may be able to help him learn kenjutsu. Graz Tak is also up early and with
Amblay they head for the academy of sorcery (The Academy of Nine Arts).
It is not long before Graz realises they are being followed; three men using a
triangulation approach to keep them in sight. Experts, he muses. Undaunted Amblay
enters the academy, a huge many-towered structure with halls, orchards, schools and a
massive library. At this point Graz and Amblay part; Amblay enters the school of
telepathy whilst Graz looks for wizards...and scrolls.
The Marraq acquaints himself with Alivar, the head of the school, and they talk at
length about the relationship between sorcery and telepathy. Alivar bows to Amblay's
greater knowledge on the subject although the Marraq is trying to find a lost ability to
cast without words (possibly through the mind). Amblay realises that this is an area of
study he will have to further research...he eventually leaves Alivar and heads for the
head of the entire school; Imrin is the head mage. He finds Graz in the company of the
sorcerer.
Imrin is knowledgeable. Indeed he knows a little too much for Amblay's liking. Imrin
is aware of the death if Irridai and is also aware of the lengths the authorities are
going to seek justice. "They have sent an Inquisitor," he says. "A man with complete
authority...he is required to find the truth and execute justice."
Axe and Tstane Tschermak meet in the warehouse district. Axe's attempts to find
Karamatsu have so far drawn a blank - the only mention of such a name is Karamtsu
Rinari Daiju - the head of the Rihaj. He wonders whether the two men are related. In
the local taverns around a fish market Axe finds the old man. Karamatsu confirms that
the man leading the Rihaj is his son. But the old man - despite his apparently hard life
- has no desire to step back into a world of swords. "The only legacy I will leave," he
says, "is a host of orphans and widows. I am a better person now than the bladesman I
once was." Axe and Tstane leave.
On their way out of the Academy of Nine Arts Amblay and Graz are stopped by an
Asharoki who bows respectfully. "I have been following you for a while now," the
man says, "my master, Allimar, wished to speak to you. He resides in the Alley of
Veils." Amblay interrogates the man further and discovers that Allimar has a tome
protected by a demon. He believes that a telepath will be able to read the mind of the
demon and discern the way to unpick the lock. Amblay dismisses the Asharoki and
moves on, his head full of thoughts and plans.
Axe and Tstane leave the warehouse district and are stopped by five Darkland
swordsmen who bar their way. A quick glance behind reveals a further five blocking
their escape. Tstane and Axe stand back-to-back and the Aran Rinshai blade is
revealed. Gasps from the crowd as the katana tastes the evening air. The Darklanders
hesitate but a strong leader drives them into combat. Overwhelmed by numbers the
two companions rely on stoneskin to buy them enough time to survive. Steel on steel
rings out and the crowd grows to watch the action. Tstane uses the blade of the planes
but each blow is deflected, Axe uses his unarmed skill to catch the sword arm of the
most dangerous swordsman and use it as a human shield to defend himself.
Slowly the stoneskin protection is whittled away. Axe realises he must cut the
numbers (and blood the sword) and as soon as he draws the blade across an
opponent's stomach he feels different. The blade feels lighter, quicker and easier to
handle. A second dead opponent is cut down by the katana and there is a glimmer of
hope.
Tstane realises that his best mode of attack is the backstab. His stoneskin is almost
gone so - dangerously - he ducks out of combat and into the shadows (flee); this
leaves Axe momentarily exposed to eight swordsmen. Desperately he defends but the
stoneskin is gone. A blade opens a small wound in his stomach. Not life-threatening
but enough for him to react too slowly to a second cut, a deeper, more disabling
wound. Tstane thunders back into combat by driving his dagger under the ribcage of a
Darklander and up into the heart. His second strike punctures the eye of a second and
hope is renewed.
Axe backhands a Darklander in the throat and five have fallen. Tstane flees once more
to return swiftly to stab another to death. Axe sustains a small cut above his right eye
and is covered with blood, the crimson flow obscures his vision and - with his body
fighting many injuries - he succumbs to a vicious cut to the throat.
Tstane grabs the Aran Rinshai blade before Axe falls, rolls under the attack and
escapes into the growing evening shadows. He ignores the shouts and calls of his
attackers and melts into the citadel once more.
Aravan - late up from her night spent with Amorhaz - passes the scene of the fight
later on. The Silk Guard are everywhere interviewing eye witnesses and securing the
body. She pales when she realises the corpse is Axe, her young Nadir companion.
Boldly she moves in and confronts the Silk Guard, noticing the empty ivory-encrusted
scabbard of the Aran Rinshai blade. She persuades them that she must accompany the
body. Luckily the guards inform her that the body and all it's artifacts will be taken to
their master - Amorhaz. She hides a wry smile.
The body is taken by wyvern to Star Haven, the citadel in the clouds, and Aravan is
flown into the chamber she left just hours ago. Amorhaz dismisses his guards and when alone - hugs the Elenorian. He hands her the scabbard and the rest of Axe's
belongings and says; "If anyone asks you don't me." Aravan nods and leaves the
chamber for the second time that morning.
Back in the tavern that evening Graz, Amblay and Aravan meet up to discuss the
events of the day and the death of their companion. Meanwhile Tstane Tschermak
breaks into an empty house an hides the Aran Rinshai blade under the floorborads
before returning to the tavern and his friends. Once there Aravan hands him the
scabbard which he hides about himself. Amblay writes scrolls that night (which he
hands to Graz Tak); Dispel Magic, Fly, Fireball, Wraith Form and Polymorph Self.
Aravan returns to the bed of the master of the Silk Guard, the Marraq Amorhaz.
Next morning, at breakfast, Amblay is confronted by Illdrych, a Khulan elf priest of
Jarik, The Inquisitor. He wishes to cast a truth spell upon the Marraq to ascertain the
reason behind the apparent murder of Irridai. Amblay refuses but the Inquisitor is
calm, yet persistent. "Let me cast a spell on you first," Amblay says and casts dispel
magic which has no effect. The Inquisitor cannot force Amblay to comply but says; !I
will take your refusal to co-operate as an admission of guilt then."
Amblay quickly leaves the tavern, casts a polymorph self into a hawk and flies high
above the city. Into his companions' minds he says; "We're leaving!"
Aravan meets Dax, a Jandraki explorer, who offers his cart as a means of escape. She
arranges the horses to make them appear shabby and mistreated and with Graz they
head out of the city at first light. Dax is not known to the authorities and slips out with
Graz and Aravan; he heads initially north and then turns south towards the Agras
Pass.
Tstane Tschermak has watched the Rihaj for twenty four hours. He has a mental
picture of every shadow, every nook, every cranny and when he is satisfied he moves
in under cover of darkness. It is relatively easy for him to move in amongst the
students, the mock combat and the rituals to find the master's chambers. Karamatsu
Rinari Daiju sits calmly and meditates in front of a small Jarik shrine. Tstane stands
before him and reveals the sword and scabbard, an unmistakable weapon. "Teach me
to use the blade," he says. But Karamatsu refuses.
Unbelievably, for no apparent reason, Tstane tries to quick-draw the blade and strike
the master of the Rihaj. The young thief is nowhere near quick enough; Karamatsu
disarms the sword, which falls onto the shrine, but does not follow up with an open
hand strike on his attacker. Tstane is gone. The hours he spent staking out the Rihaj
pay off. He quickly exits without being seen and moves rapidly away from the school
of combat.
When he thinks he is safe - in a dark and lonely alleyway - Tstane pauses for
breath...only to feel the brutally cold steel of a blade rest against his throat. He knows
instantly it is the Aran Rinshai katana, he knows also that one sudden movement will
have his head off. "Hold out the scabbard," Karamatsu Rinari Daiju says ominously.
Tstane is forced to comply and extends his arm. The sound of water crashing down to
the bottom of a waterfall greets him...but he feels no pain. Instead the blade rests
securely in the scabbard, the Rihaj master gone. Tstane runs from the citadel.
Amblay sees Tstane outside the city of Aldegaarde, catches him up and casts
Improved Invisibility on the thief before recasting polymorph self and taking to the
skies once more. On his flight south he passes over the Inquisitor and twenty temple
guards heading south. That night he reaches the cart and casts Improved Invisibility on
Graz and Aravan - once again he recasts polymorph self into a hawk and flies away.
Now, with only Dax visible on the cart, four temple guards (from the Inquisitor) stop
and speak to the explorer. One of them supplies a mental picture of the four travellers
and ask if he has seen them. Dax shakes his head, "I saw them in Aldegaarde," he
says, "but not since." The temple guards believe him and move on.
The party bypass the town of Agras and make their way up through the Agras Pass.
Before long, at the narrowest point, Dax comes across a roadblock. The Inquisitor
stands with ten temple guards. Once they see the cart they open the barricade and the
cart trundles through. Aravan leaps onto her horse and spurs it through the opening.
Illdrych the Inquisitor, casts dispel magic and the Elenorian becomes visible again.
Graz Tak, meanwhile, has climbed up and around the barricade on the sheer face of
the pass and is already moving south.
Amblay, flying high above, recognises the temple telepath and thought strikes him to no effect. At this point Illdrych casts a spell and disappears...
The Death of Amblay
cy 4850 - Sepos 27th - 29th
Dax, the Jandraki explorer, and Graz Tak are through the barricade in the Agras Pass
as they head south out of Kulland. Aravan has already ridden away and Amblay (in
the form of a hawk) soars above them keeping watch. Tstane, the bearer of the last
remaining Aran Rinshai blade, detours to a stream bed...the blade has a spiritual voice
that guides him. The young thief heads for the spot where the spirit was slain many
years ago by a strange dragon-woman.
By the stream he sleeps under the cloudy autumnal skies of Kulland.
Hours later Tstane Tschermak wakes with a pounding heart to find a blade pointed at
him and a dark, shadowy figure above him, his face not visible beneath a dark cowl.
Without hesitation Tstane rolls away (flee) and into cover. Still gripped by fear he
watches the sinister figure turn and move towards him. Stay absolutely still the blade
informs him. Tstane Tschermak is like granite.
From the cowl emanates a strange yellow, noxious vapour. It rapidly expands like the
ripple in a pool of still water. Tstane notices vegetation withers in seconds upon
contact with the vapour. Stay absolutely still. The thief dare not move as the yellow
vapour reaches him...but to his amazement - and relief - it melts around his statuesque
frame harmlessly. The figure grunts and calls down a wyvern. Tstane realises that it is
exactly the same steed as the Silk Guard ride. He only exhales when the figure is high
above him.
Amblay telepathically informs Tstane of their progress and the thief heads out to the
Agras Pass and a reunion with his companions. Two hours after midnight the party
see several torches in the distance ascending the pass and heading straight for them.
Amblay (hawk) flies out to see ten Darklanders - all heavily armed - moving as
though they want trouble. He takes over the mind of one with major control and
creates a sound on the ridge of the pass. Immediately the leader orders two of the
attackers up the cliff face to investigate. They ascend the sheer face like professional
climbers and the Marraq relays this to Aravan, Dax and Graz Tak.
Dax and Graz Tak knock arrows into their longbows as Aravan sneaks out to ambush
the attackers. Dax fells the first one and Graz Tak shoots two more through the eyes
as Aravan gets ever closer. Amblay lands on the opposite ridge facing the two
climbing attackers and looses two shots without success. Meanwhile Dax and Graz
fell two more before Aravan - blade of Menace in her hand - falls upon the
unsuspecting three who are left on the pass. She splits the skull of the first and before
his companions react carves a bloody line in the stomach of the second. Dax and Graz
rush forwards with blades to help Aravan finish off the last opponent. Amblay
skewers the heart of one of the ridge dwellers and grips the mind of the last one
firmly.
A combination of Aravan and Graz Tak slay the last attacker. Amblay sees the
shadowy cowled figure in the Darklanders mind but little else. He wonders whether
this was just a scouting party before the main assault. Amblay coldly forces the man
to throw himself off the ridge to his death and spreads out his mind in all directions.
He senses black spots all around him and surmises that some kind of thought
shielding is going on...he informs his companions and sends his familiar bat to
investigate. But as the bat flies into one of the dark spots Amblay clutches his chest in
pain...his familiar is dead!
He tells the party to be careful and polymorphs back into a hawk and takes to the skies
once more. Graz Tak stands on one side of the pass and Aravan rests at the opposite
side. Dax the explorer stays close to his cart and the horses.
Graz Tak is the first to spot a pinpoint of light from down the pass. It expands rapidly
and they realise - to their horror - that it is a fireball. It veers off right and Aravan
tumbles away desperately as the ball of fire explodes close by. As she rolls she
screams in pain; flesh burns, she swears and hurriedly suffocates any flames before
they envelop her. Dax crawls from under the cart and aims for the shadowy crack in
the pass that the missile came from. Both his and Graz's first shots go wide. A second
pinpoint of light grows but this time Dax knows it is aimed at the cart - he nimbly
scurries away before his cart, and several horses, are blown to pieces.
Aravan hurries towards the hidden sorcerer. Seconds before she finds his dark
hideaway one of Dax's arrows thunders into the darkness and she hears the magician
squeal in pain. She - and Menace - make light work of the sorcerer and Aravan
squeezes herself into the good hiding place to await further attackers.
Amblay changes into human form and casts fly - he ascends rapidly and avoids a
speculative arrow from a hidden archer.
Aravan sees two black robed assassins sneak past her. Their garb marks them as
expert killers, the fabled ninja that the Darklands is famous for. Without fear and
despite her burnt flesh, she cuts down the first assassin from behind, a single deadly
stroke decapitating him. Simultaneously Aravan launches the dagger of speed with
her off hand, the blade flies true - an astonishing double attack - it punctures leather
armour and lodges itself in the ribcage of the second assailant. This man spins to face
her. He hits under her defences but the ninja blade bounces harmlessly off her
stoneskin protection. The killer is faster than any opponent she has ever faced, and
possibly more skilled, she finds dust blinds her which makes her swing Menace
without success. The ninja rolls away and into the middle of the pass.
Graz Tak knows this is the moment he was waiting for. He unwraps a scroll of
fireball and reads it quickly. From his raised finger comes a ball of fire that
accelerates towards the ninja in the middle of the road. But his aim is not good. For
the second time that night Aravan finds herself in the path of the missile. She dives
sideways and once again the flames engulf her, though this time not as badly as
before. With incredible determination she rushes at the ninja and locks blades with
him. Graz Tak and Dax rush out to help her.
Amblay casts Improved Invisibility and is ready for battle. He descends into one of the
dark spots that his mind cannot see and casts dispel magic. Instantly the veil of
darkness disappears and he is amongst four startled Silk Guards, the wyverns
hovering with the precision of humming birds. But one of their number casts a
counter spell (dispel magic) with catastrophic effects. All Amblay's protection
vanishes instantly; worse still the fly spell is now gone. More than three hundred feet
above ground he flounders. His sharp mind looks for salvation; many things occur to
him like grabbing the mind of a Silk Guard and commanding him to fly down and
catch him. But there is no time. He plunges desperately and dies instantly as his heavy
body shatters upon the rocks below.
In that instant Aravan - and the rest of the party for that matter - realise that with the
death of the sorcerer the stoneskin is gone. But this does not deter Aravan as she
fences with the brilliant ninja. Nothing will stop her...despite facing a more gifted
swordsman she waits for the tiniest of mistakes. When the killer overstretches himself
she cleaves his head from his shoulders.
Above them the three companions see thirty Silk Guards, perched on the two ridges
high above them. A lone wyvern rider descends on Amblay's corpse and gently picks
up the body. Dax and Graz Tak realise the futility of the fight and walk into the
middle of the Silk Guards although Aravan maintains her place in the shadows.
"Justice!" reverberates around the bleak walls. Almai, the leader of the Silk Guard,
descends and speaks calmly to Daz and Graz, though Aravan is furious about the
death of the Marraq. She refuses Almai's offer of healing. Realising that he will not
sway or calm her Almai orders his men to leave. As a parting gesture he lays the
Marraq's equipment at Dax's feet before flying away.
Aravan emerges from the shadows and reverently takes the darkbow from the pile of
Amblay's equipment. When Tstane arrives the party sit and discuss their next move.
The consensus is to head south to the large island of Nyrn, ironically the best route
will take them back into Kulland and along the east road to Keisho port where Dax,
the explorer, assures them a ship can be hired.
After sleeping for the remainder of the night the party make their way back into
Kulland and find the east road. All the while they know they are being watched. A
hundred yards from the east road they make camp. Before long a dim light can be
seen in a nearby copse. Not a lantern it appears to be the dull glow of a magical
weapon. Graz (now in possession of a host of Amblay's scrolls) finds and casts
stoneskin on himself before he and the rest investigate the dull glow.
A beautiful, tall, lithe woman wearing an unusual gown is in the copse. The light
emanates from a strange curved broadsword strapped across her back, her penetrating
eyes are deepest purple and there is no recognisable racial characteristic. To Tstane
she bows; "Greetings sword bearer," she says. "I am Mesmira, I am the one you
summoned earlier."
Aravan invites the woman back into camp for food. Mesmira reveals her draconian
heritage and says that she is linked to the Aran Rinshai blade in a profound way. She
tells them that she has travelled from far away and that she must return before dawn.
"Before I leave there are things you must learn, sword bearer...walk with me into the
trees and listen well..."
Death and Rebirth
cy 4850 Sepos 30th - Octarius 5th
The party head along the east road towards Keisho, a sea port on the Jandraki coast.
They are joined by a young Jandraki sorcerer called Blant Farrand, who identifies
Dax’s longbow (an heirloom given to him by his father). As the party head out
Mesmira - the strange dragonian woman - is gone and Tstane Tschermak is back with
them. That day the road is busy. Traders, runners, roadwardens and farmers use the
paved highway to move their wares and themselves quickly.
That night Tstane Tschermak moves away from his companions. In a remote spot he
draws the Aran Rinshai spiritual katana and practises with it. The night is uneventful.
Early next morning a group of twenty Darkland cavalrymen led by Aikida – their
sergeant – stop and ask the party some routine questions. They seek the sword but
after several days searching for a katana amongst thousands of others Aikida admits
to Dax that his job is virtually impossible. Dax humours him and the patrol moves on.
Along the east road are situated – at various points – hostelries for the weary traveller.
The lights of these innhouses can be seen for miles in the darkness but the party
decide to sleep outside instead. Just before dawn, when the first glimpse of sunrise
gives a faint illumination, Tstane and his friends hear rustling. Footsteps close in on
them.
Blant Farrand casts mage armour as Tstane draws the Aran Rinshai blade and moves
in on three outlaws. His senses are tuned when he holds the blade and he detects three
more hidden, two with spears waiting to launch at Dax and Blant. He relays this and
his two friends ride quickly into a place of safety. Dax sees a spear fly harmlessly
over his head and draws his father’s longbow as he rides to safety…Blant is close
behind and throws a magic missile at one of the men attacking Tstane.
Tstane Tschermak attacks an unprotected back, the blade punctures the torso of the
first victim and sprays blood over his now-frightened friends. Tstane ducks under the
attack of a second and watches in the periphery of his vision as a third closes in. Dax
has already spotted him; he reins in the horse and looses an arrow through the right
eye socket of the man. The second spearman approaches Dax and Blant but the young
explorer half turns his horse and looses a second shaft that thunders into the outlaw’s
gaping mouth and exits ruinously from the back of his skull.
Tstane rolls away from his attacker and comes up behind the knife-wielding outlaw.
As the outlaw spins he fails to see the swift slashing blade as it cleaves his head from
his shoulders.
The remaining outlaws have seen enough and bolt like hares being chased by foxes.
Dax calmly looses a third arrow, which destroys an outlaw’s kneecap and fells the
man. A quick turn and another arrow takes the last outlaw in the upper thigh and he –
like his companion – falls in pain and anguish. Tstane rams the katana through his
torso as he passes.
Dax and Blant interrogate the outlaw and quickly reach the conclusion that the band
was desperate rather than organised. Poor men forced to live their lives on the edge of
a society that shunned them. Without mercy Tstane Tschermak runs the outlaw
through.
Next morning a thick fog descends to slow their progress east. Blant suspects sorcery
but cannot discover the caster (if any). Dax moves off the road and soon stumbles
upon the body of a Darklander – possibly another outlaw. The manner of death is
unusual; acid burns have scarred him and a small puncture wound is visible just above
his heart.
At noon the fog lifts and the party attach themselves to a group of Darkland women,
Elenian pilgrims heading to Keisho and the temple. Their leader is a woman called
Yu. The pilgrim women are good cover as they head along the road; Dax gives Yu the
Ring of the Enchanted Wood, a magical Elenian ring. She – and the other pilgrims –
are astonished by the gift…at first Yu will not accept but Dax persuades her and she
blesses the young explorer.
Further along the road they come across a cart that has thrown a wheel and a
frustrated silk merchant who begs their help. He is called Hernandus, a Drenai, and
after the pilgrims and the party replace the wheel Dax strikes a conversation with the
rich man. It soon becomes clear to the astute young explorer that Hernandus knows
very little about carts (Dax is a carter himself) and Dax reveals that he knows a spy
when he sees one. Hernandus realises he has been rumbled but treats Dax’s apparent
indiscretion as playful banter. "I’m surprised you didn’t fall for my broken-cart-bythe-side-of-the-road-routine," the Drenai chuckles.
Hernandus travels east with the party however.
Once again the party sleep away from the hostelries, preferring the relative safety of
the open grasslands of eastern Kulland. That night Aravan stirs; she somehow senses
a telepathic mind in hers. As she wakes the rest of her friends she realises the mind is
a wyvern – there is only one telepathic wyvern she knows and that is Ikiran, the steed
of Amorhaz, her lover. She relays this to the party.
Akiran deposits a small branch of the Mara tree into her hands. Aravan then sits
around the campfire and relays hers and Amblay’s vision of a world where Marraq
and Elenorian share a common bond and loyalty. She also tells them of the branch;
"As it grows," she says, "so the child within me grows. Once the child comes of age
the branch will be strong enough for him or her to create his own Darkbow and take
his place amongst the Marraqs."
Next morning a fog descends once again, although common in Kulland the party are
suspicious and continue to travel vigilantly. Their fears are realised when there is a
muted scream amongst them. Hernandus yells at everyone to stay close to the cart as
Dax alone goes out to determine what – or who – made the sound. He soon discovers
a body. One of the pilgrim women lie dead, the telltale signs of a small puncture
wound and a face marred by acidic damage reveal much. Dax reports back to the
party who curse the dense fog; visibility is now only ten feet at best.
Tstane Tschermak decides that his skills are required. He sneaks into the fog
cautiously and waits like a statue. Before long he sees a shadow pass by. It is a
shadow he has seen before, the cowl and cloak of Saloth – the creature that exhaled a
pungent yellow mist – and Tstane remains statue-like. As the creature passes he
sneaks up behind it, the memory of the night by the stream still sharp in his mind.
But something is wrong. The closer Tstane gets the clearer he sees his opponent. The
edges of Saloth blur as though he is made of smoke. A trap! Tstane now feels the real
Saloth behind him looming close. His hand darts for the Aran Rinshai blade but his
limbs are solid…as though his blood has turned to rock he cannot even move his little
finger.
Saloth looms even closer.
Tstane tries to call upon the spirit of the blade but without a hand on the hilt there is
no contact. Sweat pours down his cheeks as he sees a hand close by reaching for the
blade at his hip. The flesh drips from skeletal fingers and the stench of sulphur
assaults Tstane’s senses. But he is completely paralysed.
Dax realises something is wrong. As he, Hernandus, Aravan and Blant struggle to see
anything Dax listens – he follows the smallest sounds and in his brain tries to map out
the direction and eventually location of Tstane and whatever tracks him. He draws the
longbow and launches an arrow into the murky gloom.
Tstane feels the shaft pass his face only inches from his cheek. There is an explosion
of sound behind him and his head and neck are sprayed with the visceral acidic blood
of Saloth. A rivulet of yellow acid begins to eat away at the leather armour and then
into his flesh…but still Tstane Tschermak cannot move!
Dax and Aravan are already moving, sensing that Saloth is injured they converge on
their stricken companion. As Aravan reaches Tstane she sees the leather armour fall
away from the effects of the acidic blood. Dax is skilled at following tracks but the
globules of yellow gore are not difficult to miss. Saloth has limped off to the south.
Aravan is already after him. Dax is more cautious and knocks another arrow into his
father’s longbow.
There is a cacophonous sound as a wyvern accelerates into the air above their heads.
Aravan instinctively launches the Dagger of Speed but it flies harmlessly to the
ground. Dax lifts his longbow and – once again – his aim is true. A shaft lodges itself
in the upper thigh of the wyvern and the air is filled with it’s horrific squealing. Both
Dax and Tstane notice the yellow viscous blood flowing from Saloth’s wound…all
over the back of the beast he rides. As Saloth leaves the movement returns to Tstane’s
limbs and he is free of the paralysis.
The fog lifts and the party head east once more. Before long a dark crumpled shape
can be seen on the slope of the foothills of the mountains. Aravan, Tstane, Dax and
Blant investigate. They discover the fallen wyvern; Saloth’s blood has corroded the
tough scales and eaten away at its spine.
The hunt is on once again!
Dax tracks the blood and with his three companions by his side they realise the
injured Saloth heads south into the relative safety of the mountains. Hernandus and
the pilgrims take the road east as the four friends track Silk Guardian.
Several miles later, in a barren landscape, they spot Saloth’s two-handed broadsword
rammed into the ground. They circle it at three hundred yard distant until Dax picks
up the trail of Saloth…a trail that shows him staggering toward the blade. The young
explorer follows it carefully, eventually reaching the broadsword. The tracks
disappear at the sword.
He returns to the party and – after a brief discussion with Tstane – the thief moves in
on the broadsword. With the Aran Rinshai blade in hand his senses are refined. The
closer he gets the more it becomes clear that Saloth is inside the blade, somehow he
has managed to enter it for protection. Tstane Tschermak grips his own blade tightly
and takes a deep breath.
The strike is perfection. Swift, clinical and powerful. The broadsword shatters
instantly into a thousand pieces as a pall of yellow noxious vapour envelopes Tstane.
Dax and Aravan move in carefully.
Tstane feels the power of Saloth’s raw soul. Disembodied the soul must enter a body
to survive but Tstane is unprepared for the sheer phenomenal strength of Saloth’s
being. The young thief experiences pain unlike anything he has ever encountered. His
soul – the life-giving power – burns!
Saloth is consuming him!
Tstane cannot panic; there is no time. As the last vestiges of his humanity are burnt
away his screams can be heard for a hundred miles. Aravan is already closing,
opposite her Dax closes from the other side.
Saloth emerges into his new body with a grim smile. Young, fit and healthy he lifts
his prize above his head and bellows in triumph. Aran Rinshai’s blade is above his
head, as it moves it sings a deadly song. The blue eyes of Tstane are replaced with
dark pits; they stare now at the two attackers. Saloth hefts the blade with the
confidence of a grandmaster, his gaze flicks between the two attackers and he laughs
a guttural, awful laugh…the sound of a killer reborn…
The Lost Child
Octarius 6th - 10th
Saloth prepares for battle. Aravan gallops towards him as both Dax and Graz Tak
orbit around the fight with longbows in hand. Blant Farrand casts invisibility before
moving cautiously forward (to get into spell range). Saloth moves in on the charging
steed of the Elenorian woman, his eyes flick left and right as the two archers launch at
the periphery of his vision.
Graz Tak’s aim is truest. Aravan is spurred on as an arrow hammers into Saloth’s
skull and spills blood over his left eye. Despite this he advances upon Aravan, his
movement ragged and uncertain. As the two come together Saloth drives the Aran
Rinshai blade deep into her stomach, rupturing her womb and slaughtering the child
within. She has barely enough time to scream as Saloth flashes the sword across her
sword arm…Aravan watches helplessly as the blade of Menace slips from her grasp.
Dax and Graz Tak continue their salvo despite the danger to their companion…but the
need to kill Saloth drives them into more action. A stray arrow hits Aravan in the
chest and she fights desperately against the strength-sapping damage; she draws upon
inner strength and refuses to succumb to unconsciousness. Blant Farrand closes
carefully under the shield of invisibility and casts mage armour to improve his
defence.
Saloth reaches up and drags Aravan into his arms; she fears he will use her as a shield
against the archers. As another arrow (from Dax) thunders into his ribcage he coughs
blood over her but, amazingly, he draws her close to him. He casts invisibility in order
to escape but Blant hits him in the leg with a magic missile – the glowing ball of fire
marks the target easily for the archers.
Yet another arrow hits Saloth, this time in the stomach. He lurches forward but
maintains a surprisingly strong grip on Aravan. Saloth – last surviving priest of the
dead god Malkar – is close to the end of his existence. He draws himself up to cast a
second spell…but it is the last thing he ever does. Graz Tak hits him once more in the
head, the arrow skewers his brain and Saloth falls.
At the body Graz places the Aran Rinshai blade across two rocks and tries to destroy
it. He fails and turns his attention to the body, stripping it of equipment before starting
to dig a deep grave. Dax and Blant try in vain to stem the flow of blood from
Aravan’s wounds, they are amazed at the woman’s resilience to damage.
"I’m going to get help," Dax says and rides off towards the pilgrim woman Yu.
The blade speaks to the spirit of Graz Tak. It tries to persuade him not to harm it but
Graz is determined. The young thief buries it under seven feet of earth then places the
body of Saloth on top. He torches the corpse before filling in the pit.
Dax returns with Yu and a priestess of Elena called Aimaris. The pilgrim healer casts
three cure light wounds spells into Aravan’s stomach as the party return to the road
and the cart driven by Hernandus, the Drenai spy.
Next morning Dax sits next to Hernandus and the two men lead the cart east towards
Keisho. Aimaris and Aravan are in the back amongst the silks. The priestess casts
three more cure light wounds but Aravan is still badly injured although she is
immensely fit and her recovery rate surprises Yu and Aimaris. The two women fight
constantly to keep the Elenorian from getting on her horse. "You need rest," Aimaris
says. Aravan resigns herself to a journey in the back of the cart.
During that day on the east road Blant Farrand and Graz Tak travel together. The thief
gives the sorcerer every scroll he possesses and the young Jandraki magician spends
the day absorbing many of them.
That evening, as the last light of day disappears, Aravan moves away quietly to a
quiet copse where she burns the branch of the Mara tree and says some words for the
loss of her unborn child. She notices watchers in the darkness. Without hesitation she
launches the dagger of speed at the unseen foes but the knife does not find a target.
Six men overpower her, they pin her down to the floor whilst one of their number – a
Drenai – speaks softly to her.
Aravan realises she is being hypnotised. She resists the Drenai who tries to make her
believe it was all a dream.
Next morning Amorhaz reaches Aravan’s mind (he says he will contact her every
morning to ensure she is well) – she tells him of the Drenai. The Marraq then reaches
into the mind of Hernandus; soon he reveals what he has found.
"Hernandus is more than just a spy. He is part of an organisation called The Source –
Drenai spy / assassins. Highly trained, highly secretive who take their orders directly
from the king himself. From his thoughts I’d say that he is after the Aran Rinshai
katana…you need to take care Aravan."
By evening Hernandus makes camp and suggests they spend the night at one of the
many roadside hostelries on the eastern highway. Blant Farrand casts stoneskin on his
companions (apart from Graz who already had it cast from a scroll). Dax, Graz, Blant
and Aravan accompany the Drenai into a lively taproom. Aravan finds a secluded spot
and sits alone, her face dark and her mood darker. Dax talks to Hernandus but
unbeknown to him the Drenai slips a drug into his drink. Dax finds himself blabbering
openly, his conversation steered to wherever Hernandus wants it to go. Blant and
Graz lead the drunk-like Dax out of the taproom.
Hernandus moves over to Aravan. "I don’t require company," she says. But
Hernandus persists, again trying to hypnotise her like he did to Dax. Aravan reaches
for her sword but his strong hand secures it. "Don’t make a scene!" he spits. Aravan
tries to wrench another blade from her hip but is unable to in the cramped space.
Hernandus is very close now.
A figure looms over Hernandus. A tall, powerfully built Malan dressed in casual
clothes. "Why don’t you leave the lady alone?" he says. Hernandus tells him to get
lost but the Malan strikes him once; his hand a blur as he knife-hands the spy in a
pressure point. The Drenai collapses, his whole body twitches uncontrollably. "My
name is Banyon," he says pleasantly.
But Aravan drags the twitching Drenai out into the courtyard where many of the
clientele have fled the short fight. Blant steadies Dax (who still feels the effects of the
drug) – he is concerned when ten Drenai surround Aravan and their fallen comrade.
The Elenorian reaches down into her left boot and pulls out a tanto; in one fluid,
remorseless movement she slips the blade into Hernandus’ neck and kills him quickly.
The Drenai start to move for her but their leader – Killimar – stops them. Aravan
simply barges past them and heads back to camp, her manner dispassionate and cold.
Whilst the Drenai stare in disbelief at Aravan Blant the sorcerer casts invisibility and
takes the corpse of Hernandus, after a further minute he casts fly and heads back to the
encampment.
Back in camp Yu and Aimaris become increasingly watchful of Aravan, they are
concerned about her state of mind and general health although Aravan’s body shows a
great capacity to heal itself. The party are concerned about attack from the Drenai so
they head off into the night for two hours before making camp once more. Blant
Farrand casts find familiar and summons a crow…this bird then reveals that twenty
Drenai lie in ambush ahead whilst a further sixty bring up the rear on horseback.
As they make plans Yu suggests she speaks to the Drenai. "We should all have faith,"
she declares, "I have the Ring of the Enchanted Wood and the blessing of Elena is
with us all."
Dax and his companions are sceptical but allow Yu to take the lead on the cart (next
to the explorer). Before long Killimar and twenty Drenai bar their way…they want the
blade! But Yu stands before them and lectures them on the protection of the Lady of
the Wood. "This is Kulland," she says, "where honour and loyalty and religious piety
are held in high regard…maybe in your lands this is not so but here I am under the
protection of the goddess."
Strangely the Drenai become nervous at this point. Their eyes are everywhere, fear
creeps into their souls and even their leader – Killimar – is uncertain of the next
move. Even with superior numbers something about Yu’s words make him hesitate.
He calls off the Drenai but has some barbed words for the party; "There are dark
shadows in Keisho…in one of them you will meet your doom! I will have that sword
before the week is out."
When they depart Yu breaks down; Aravan embraces the pilgrim and comforts her.
Aimaris – the priestess – feels the deep religious significance of what has occurred
and she too collapses with nervous exhaustion. Graz Tak is there; he embraces her
and soothes her fears…
Later that night the light of a campfire can be seen in the distance. Dax goes to
investigate and finds the tall Malan, Banyon, enjoying sausage for supper. His manner
is easy and calm…Dax sits and they talk. Eventually Dax offers him the hospitality of
his cart and the protection of his friends.
Banyon smiles generously. "I thought you’d never ask!" he laughs.
The Jandraki Coast
Octarius 11th - 16th cy 4850
The party are joined by the tall Malan called Banyon as they head east along the road
that leads to Keisho a sea port on the Jandraki Coast. As they near the city Dax
prepares to take his companions into a stream and off towards the coast – his ability to
follow trail also gives him an insight into how to hide one. The idea is for Yu and the
rest of the pilgrims to secure passage on a ship and pick them up on the coast. Dax
donates five hundred gold pieces to the stunned woman. Graz Tak also puts one
hundred gold pieces into the pot.
That night they sleep under the stars once more. Banyon slips away into the darkness
but Blant Farrand ensures that his familiar crow follows. A mile away – at the east
road itself – Banyon waits. Eventually the crow sees a large winged creature
descend…a wyvern. Blant stares at the scene through the crow’s eyes and when
Banyon returns he is quizzed by the party. He admits immediately that he is an off
duty member of the Silk Guard sent by Amorhaz to watch over Aravan. He also
informs them that the Drenai have been rounded up and arrested – all of them – and
taken back to Aldegaarde for questioning. "By the time the diplomacy and legalities
of the situation are settled we should be far away from them," he grins.
Next morning Yu, Aimaris (the priestess) and the rest of the pilgrims head along the
road to Keisho whilst Dax leads the rest (including Banyon the Silk Guard) towards
the coast. By noon they reach a Darkland fishing village. The locals are unfriendly;
Banyon suggests food at the local tavern but the welcome there is also unfriendly.
"They are very provincial," Banyon explains, "but we are safe if we stay out of
trouble."
That night they make camp a mile from the village, a large camp fire and tents on the
beach. Just after dark a drunken fisherman approaches gesturing angrily and waving a
large quarterstaff. Dax intercepts the drunk and grabs the staff. A brief struggle ensues
ending when the Darklander has the staff removed and falls unceremoniously on his
backside. Blant polymorphs into a mountain lion and the drunkard runs off.
Next morning the party look out for any signs of a ship. Yu’s plan is to fly the flag of
Elena so that her friends can spot her. As Blant, Aravan and Banyon keep watch Dax
and Graz Tak head into the tavern for breakfast.
Graz Tak is half a step of Dax as they enter. Almost immediately the young explorer
knows something is wrong. He feels the cold steel of a blade against his ribs and a
strong hand wraps itself menacingly around his throat. "Back out slowly and no
sudden movements!" a voice hisses. Dax recognises the Drenai accent.
There is no time for hesitation. Dax reacts with astonishing speed and fluidity as he
first strikes with his elbow. He feels the blade against him loosen in the grip of the
Drenai and Dax is already spinning to bring his leg whip-like against the assailant’s
knee. The leg buckles and the Drenai collapses in pain as Dax is now ready for a
frontal attack.
The Drenai is Killimar!
The spy / killer lashes out with a dagger but Dax lets the blade ease past him before
ensnaring the arm securely and bending back the wrist in an attempt to immobilise the
attacker. Graz Tak spins and moves quickly behind the Drenai.
Outside Blant, Aravan and Banyon hear the commotion and rush towards the tavern.
Blant casts improved invisibility and heads for the entrance. The fishermen scatter
when they realise the fight may turn ugly, within minutes only the combatants and the
tavern keeper remain. Graz Tak uses the pommel of the dagger to beat Killimar with
as Dax and he struggle with each other. Eventually the strong Drenai frees himself
from Dax’s grip but from the floor his knife is ineffectual. Blant moves into the tavern
and casts ray of enfeeblement – the tavern keeper is hit and drops a tray of drinks
before collapsing behind the bar.
Dax connects with another vicious kick and the Drenai squeals as his broken leg takes
further punishment. As Aravan enters Blant casts a second ray of enfeeblement which
hits Killimar and saps what little strength he had left. Dax sees the opportunity and
dives onto the struggling spy. He rolls Killimar over onto his stomach, wrenches his
arms painfully up his back before placing a knee squarely between the Drenai’s
shoulder blades…Killimar is unable to resist.
Banyon ties up the Drenai and arrests him. He calls down the wyvern and ties
Killimar onto the back before saying his farewells to the party. On the horizon a small
merchant vessel can be seen flying the flag of Elena. Blant sends the crow out to the
ship; by the time the bird reaches it a small rowing boat is already on its way to take
them aboard.
The ship is called The Tiger Bane and is captained by a Darkland merchantman called
Daimar. It has two masts and a crew of ten. With him are Yu and Aimaris; both
women have shed the white robes of the pilgrim and wear more sensible travelling
attire.
Once underway Blant Farrand sends the crow out on watch. Dax is fascinated by the
captain’s charts, compass and the two men spend the best part of the day…Dax – as
an explorer – wants to know everything about ships and how to sail them. Graz Tak
re-acquaints himself with Aimaris – the Elenian priestess – and the two share the day
talking religion…though many of Graz’s companions are suspicious of his motives.
Aravan remains alone when she can although Yu keeps a close eye on the warrior
throughout the first day.
Dax inquires about Nyrn and its people. Daimar says that they are largely xenophobic
and have only recently opened themselves up to trade with other nations. Although he
himself has visited their cities he prefers the warmer hospitality of the northern
Grayhawkians.
That evening whales splash playfully around the ship…all is quiet.
The next day is filled with squally showers and rough seas. The party decide to go
below decks with the exception of Dax who wants to experience the true thrill of
seamanship.
That night the weather is calmer and the alarm is raised. The ship makes its way
carefully through what appears to be wreckage of another vessel. The flotsam and
jetsam of masts and sails is eerie in the darkness. Before long one of the crew spot a
survivor.
Dax turns to the captain and says; "I’ll wager this man is a Drenai." Daimar ignores
him but the young explorer is correct, the man is indeed a Drenai. "And you’ll notice
there are no other bodies in the water," Dax adds. The captain concentrates on hauling
the soaked Drenai aboard.
He is called Tostas and tells the party that his ship was wrecked in the storm and his
livelihood is at the bottom of the Jandraki Coast. Although the captain and the two
women are concerned about the man (they take him below decks) Dax is adamant that
there is something fishy about him. His colleagues agree. The Drenai is shifty and – at
times – arrogant, occasionally he calls the Jandrakis pirates. Blant senses magic on
him and casts dispel magic – whatever spell was cast on him disappears (Tostas is
unaware of this).
The next day Tostas makes a remarkable recovery. He is more spirited and begins to
charm both the women and the captain – who still see him as a genuine castaway. Dax
tells Blant to send the crow out to sea to find out whether Tostas has backup. The
crow flies all day but seas nothing.
That evening they all sleep in the hole. Dax becomes increasingly bullish, like the rest
of the party he knows Tostas is not what he seems but the honourable Darklanders
will not tolerate violence aboard the ship…Dax decides to play with the Drenai.
"I can tell you exactly what you want," the explorer says to Tostas, "I can tell you
exactly where the blade is hidden."
The Drenai regards Dax coolly. His eyes are penetrating and – at that moment – Dax
realises that the man can read the small signs, he is a master of the minutiae…he has
haragei. The ancient technique of super-awareness makes the man a dangerous
opponent. "I am not interested in the blade," he says.
Later Dax implores the captain to drop the Drenai at the nearest shore (the southern
tip of Grayhawk) but Daimar refuses saying the Drenai now wants to travel to Nyrn.
"If you don’t let him off then we will leave the ship!" Dax growls. Yu intervenes and
points out that she has paid handsomely for the voyage and wishes him to honour
their agreement.
As a man of honour Daimar cannot refuse when this is pointed out. He tells Tostas
that he must leave. After hours of wrangling and arguments Tostas is lowered – alone
– into a rowing boat. Daimar has put the ship as close as is safely possible to the shore
and the Drenai leaves the ship. His face is cold, unreadable; but Dax senses the
bitterness of the man. "Have twenty gold pieces for your journey," Dax taunts him.
Tostas takes the money; "And where will I spend it in the wilderness? You have not
seen the last of me young man…"
The Tiger Bane approaches a storm at the mouth of the Jandraki Sound. Soon the high
winds begin to throw the ship around. Unlike the previous squall this turns into
something more…a fierce reminder of the Jandraki Sound’s power. Down below a
number of small leaks begin to open.
The captain struggles on deck to keep the ship afloat but as Blant and the others wait
below they hear a terrifying tearing sound. Water floods into the hole like blood from
a bad wound. A three foot gap in the hull below the waterline. Blant calls the captain
who surveys the damage with an experienced eye. "Plug the gap!" he yells, "Anything
you can get your hands on."
Blant, Yu, Aravan and Graz Tak pile chests, caskets and any furniture to hand in the
gaping wound. Blant casts multiple web spells to bind the packing in place.
Astonishingly the water becomes a trickle and once the crew bring down the bilge
pumps they are able to remove more water…Aravan displays incredible strength as
she works the bilges furiously to keep the Tiger Bane afloat.
There is a sickening crack above them. The howls and screams of the crew indicate
only one thing…the main mast has collapsed…
The Nyrn Forest
Octarius 17th - 19th cy 4850
The Jandraki Sound is one of Grayhawk’s most feared stretches of water. Sandwiched
between the mainland and the vast island of Nyrn the currents currents are treacherous
and can endanger even the most experienced seamen. The Tiger Bane is caught in the
grip of a ferocious storm. With its mast split and a large hole in the hull the crew and
the party fight to keep it afloat.
On deck the captain Daimar and Dax struggle to sever the main mast from the ship
fearing it will drag them down to their deaths. Dax is aware that the sea plays tricks
with him; in the violent sea there appears watery hands like giant tentacles that grab
and pull at the ship. "Don’t concentrate on them!" Daimar hisses and the two men
return to the mast.
Below decks Aravan and the rest of the crew pump water from the hold. Despite the
rough seas they start to win the battle against the storm. As Daimar and Dax free the
mast the storm dies, the clouds part and visibility is good once more. Ahead on the
horizon is a landscape dominated by pine trees. Dax’s calculations confirm the
northeast coast of Nyrn.
The Tiger Bane reaches a sheltered cove surrounded by the evergreen forest. Daimar
informs them that it will take a week to patch up the ship so Dax and his companions
offer to head into the trees on reconnaissance. The forest is dense and Aravan – who
was born in the Elenorian Forest to the north – senses the unusual living environment
of a major forest. "There are elves here," she states.
Dax leads them to a high crag from which they spy the vast expanse of green as far as
the eye can see. Being the second largest forest on Grayhawk it houses a large variety
of creatures, a cacophony of sound assaults them but from their vantage point they
spy none of the telltale signs of a settlement.
As night falls Blant Farrand casts stoneskin on Yu and the priestess Aimaris. There is
a palpable change in the atmosphere at night; a more sinister feel about the forest. Dax
and Blant spot what they initially see as a horse, a white stallion illuminated in the
moonlight. On closer inspection they realise the single horn that protrudes from its
forehead can mean only one thing – unicorn. Blant sends his familiar crow – Fluck –
off to investigate.
Through Fluck’s eyes Blant sees three elves approaching. All are disfigured in some
way; one has an enlarged right eye socket whilst the two others have a deformed limb
each. In all other respects they appear as normal elves although no race that anyone
can determine. Their leader is called Xilara (with the enlarged eye) and she tells them
that they seek pure-blooded elves with which to breed with. The Nyrn Forest is filled
with humanoids and centuries ago the elves were bred with orcs, goblins and
hobgoblins (all creatures which abound in the forest). When asked about the unicorn
Xilara calls it a god.
Blant casts cat’s grace on Aravan as she heads off to speak to the unicorn. Dax
follows secretly (improved invisibility) to a secluded copse. The unicorn is called
Maishak and Aravan soon learns it is not a god but an Elenian priestess polymorphed
into the shape of one. Maishak explains that the elves needed guidance to steer them
away from the path that their race was following.
Next day the party move further south into the forest and decide to travel on foot
instead of returning to the ship. Blant sends Fluck back to the Tiger Bane with a note
tied to it explaining their decision. But through the crow’s eyes Blant sees the
smouldering ruins of the ship and a dark robed figure stalking the deck. The crew
have been butchered and the figure cuts strips from the captain Daimar with a cruellooking bastard sword.
The party head south once more all day and forgo sleep to move during the night.
When exhaustion sets in they sleep during the day and post a guard. Soon they hear
the captain’s voice; Daimar is obviously in pain and a second voice (a Darim) can be
heard. Aimaris recognises the voice. "He was at the academy with me," she says, "but
he was seduced by the Malakarians and defected to that religion…his name is Malnar.
Later Dax scouts around trying to find a trail. He spots a robed figure in the trees with
a bastard sword across his shoulder…but Dax knows instinctively something is
wrong. The figure hobbles as though hurt and he realises this is a trap. Without
warning Dax feels the power of a spell hit him but he is unharmed. A figure emerges,
a Darim priest of Malakar with a sour disposition. Dax is struck hard and fast by a
knife-hand strike (unarmed combat) to the solar plexus. The stoneskin protects the
young explorer and he stops the next strike with a deft catch.
As the two men struggle Blant, Aravan and Graz Tak move in. Aravan hefts the
sorcerous Blade of Menace while Graz holds the Dagger of the Planes. Malnar
struggles with Dax to no avail. His only hope is to cast a spell into Dax and flee but
Dax is aware of this tactic and – just before the priest can cast – Dax kicks him
soundly in the stomach.
Malnar realises that two other opponents are now upon him and rues the decision to
leave his bastard sword on the captain. Without enough defences the priest of Malakar
succumbs to the inevitable – Graz’s dagger punctures his left eye socket and kills him.
Aimaris tends to Daimar, the captain; her cure light wounds ease the pain of much of
the damage he has sustained. Daimar tells of the sudden attack and the single handed
destruction of his ship by the priest.
They leave the bastard sword behind and move south.
Dax scouts ahead and comes upon two orcs sat on a fallen tree arguing. Blant sends
Fluck to scout further ahead and is astonished to discover an encampment of nearly
five hundred orcs in a natural depression. They decide to move around the depression
and leave the orcs alone.
Whilst carefully moving around the depression they are ambushed from above. Five
orcs leap from the concealed branches of a tree onto the party. Aravan reacts first; she
unleashes her shortsword rapidly and 'skewers one of her opponents fatally through
the abdomen. Dax breaks the leg of a second with a vicious kick and Yu manages to
crush the throat of a third. By the time the orcs realise they are outclassed it is too late.
Not one of their blades finds a target as the party slay them within half a minute.
As silence descends once more the party advance south past a snoring guard,
confident that their brief fight has gone unnoticed. Only a Forest Lion and it’s cubs
are seen as the party make good progress south.
Next day they see an elven arrow stuck in a tree. Further on a second arrow can be
seen…Dax reckons it to be a marker of some kind. Am ambush is quickly ruled out.
At a third arrow the party discover a rope ladder leading fifty feet into the leafy
foliage of the trees. They climb to be greeted by a Khulandir elf that introduces
himself as Vestril. A strikingly handsome elf he is obviously a warrior due to the
cache of weaponry he has with him.
Vestril explains he was shipwrecked in the storm that disabled the Tiger Bane. He
reason for travelling to Nyrn was horses. "The Nyrn Meadow is a vast expanse of lush
greenery," he explains, "where horses roam free and – if you can tame them – make
excellent steeds."
The Khulandir leads the party south; his easy manner and endearing charm make him
a good travelling companion although his quips about humankind become irritating
after a while. "The trouble with humans is that they eat like pigs rut like them too…"
Vestril laughs heartily at his own humour as he moves through the trees.
Southward Bound
Octarius 20th - 27th
The Nyrn forest stretches from coast to coast on the largest island on Grayhawk and is
where the party – a disparate bunch – head south after being shipwrecked days earlier.
Daimar, the captain of the Tiger Bane, is being cared for by Aimaris and Yu but it is
the newest arrival – the Khulan Vestril – that leads them south. Vestril explains that
he is the youngest son of queen Jirenna of Khulandir and is on Nyrn to seek a horse.
This horse is called Vrardas and is the twin of the steed his mother rides. His ebullient
attitude begins to grate on the rest of the party but they follow him despite this.
That night whilst resting a whistling sound can be heard. Vestril, Dax and Graz Tak
head into the darkness to investigate and see a human giving signals to a wolf. The
wolf hunts something in the forest but disappears when the three travellers come
close. The Nyrnian introduces himself as Valyr Navic a hunter seeking a particular
type of poisonous snake found in the forest. "The venom is deadly when coated on a
blade or on an arrow," he says.
Valyr is a pleasant young man who is invited into their camp. He cooks two recently
caught rabbits and proves an easy mannered fellow who likes to talk. The party learn
much from him; he tells them that in Nyrn Malakar is seen as a force for good
whereas the Elenian religion is viewed as dark and evil. "The goddess is referred to as
the Dark Lady," he says eyeing the elves suspiciously.
Next morning Valyr the hunter moves away north. Before long they notice guttural
shouting and yelling in the distance. Blant casts improved invisibility as they creep
nearer to the sounds. A group of eight orcs surround two others who are engaged in a
bloody fight, their companions bet on the outcome.
"Let’s move around them," Dax says.
"No chance," Vestril grins. "There are but ten, barely entertaining but enough to get
our blood boiling. I say we slaughter them."
Dax shakes his head in disgust. The young explorer climbs a tree as Vestril leads Graz
Tak, Aravan and Blant against the orcs. Blant casts haste on the Elenorian as Vestril
draws a pair of twin longswords and relishes the fight with the orcs.
Aravan, Vestril and Graz are already upon the orcs before they realise what is
happening. Hastily they draw weapons and try to fend off the attackers. Blant casts
jump and initially remains behind his companions. Vestril severs the throat of the first
orc but Aravan and Graz take time to find an opponents flesh. After a slow start the
two companions begin to make their mark; Aravan cuts down a couple as does Graz
before Blant steps into the fray. Already under improved invisibility and with a chill
touch cast Blant soundly kicks an orc to death with a well measured attack.
The orcs are all dead within minutes, Vestril laughs heartily at the murder and returns
to Dax who is less than impressed with the display of bravado. "You could have
brought more orcs upon us," Dax says. Vestril merely shrugs; "Bring them on."
That evening Vestril takes time to walk alone with Aravan. He comments on her
mood; "You have lost your joy my lady," he says. But Aravan is unwilling to open up
to the prince of Khulan and – reluctantly – Vestril backs off.
Later that night Graz Tak investigates chanting deep in the trees. Almost half a mile
away in a clearing he witnesses some form of ritual. Eight men and women stand
around a pentacle (which is surrounded by burning bowls of incense). It occurs to
Graz that they may be summoning so he returns to the camp to inform his companions
of what he saw.
Next morning Daimar is fully recovered from his torture by Malnar (the Malakarian).
Blant casts stoneskin on him and the party move up to the remnants of the circle Graz
discovered. Blant senses sorcery around it although the pentacle is gone – the party
decide to move on. Fluck – Blant’s familiar crow – flies above the treetops and scouts
ahead. It sees an imp-like creature with large opaque eyes and small leathery wings
jumping from tree to tree obviously on the lookout for something…or someone.
Aravan tells the party to get close to the tree trunks so that whatever it is cannot find
them from above. The tactic works and the creature moves away before long. Aimaris
preys to Elena and informs them all that she suspects it to be a minion of Malakar – or
at best a minion of one of his priests. Dax has other ideas; he suggests to Yu that it
could be after the Ring of the Enchanted Wood.
The discussion that follows centres around an escape route. The suggestion is that the
Jandrakis in the party go into a seaport and secure a ship then sail down the coast and
pick up the elves and the priestess. Vestril, however, is adamant that he wants to find
the horse called Vrardas and the discussion becomes heated. During that night Blant
writes a scroll (mount).
Three hours after midnight a lantern can be seen. Dax and Vestril head off to
investigate whilst Graz Tak lurks unseen in the darkness. The horseman is dressed in
chainmail and is obviously a warrior. A two handed greatsword lies across his back
and a lance is at one side of the horse, they notice the leathery imp creature is
wrapped in a blanket (obviously dead). He holds up a lantern and greets them warmly.
Dax invites him into camp for supper.
He is called Ymric Talovic and is a pleasant man who thanks the party for their
hospitality and understanding. Naturally they question him but this professional
soldier tells a tale different to what they have heard since they arrived.
"There is a power struggle in Nyrn at the moment," he begins, "in particular in the
capital citadel of Malakor. King Gralnadar has been on the throne for almost two
decades but in the last five years we have all noticed a difference. Do not be fooled by
reports that Malakar is pure in this land – we know the reality of what he stands for.
There are enough Drenai and Bretonian merchants in our lands to tell us the truth
about Malakar.
"Trouble is Malakar suffuses every part of our society. Our children are taught in
Malakarian schools, all the guilds pay homage to him and virtually every Nyrnian
worships him. We are a naïve race but we are learning all the time of the ways of the
world. If Gralnadar is not careful he may lose his throne to the arch prelate of Malakar
and we will live in a theocracy of hate and despair. If I uttered these words in the city
I would be dead within the hour, that is why I prefer the meadow and the forest to the
battlements and keep.
"I have probably said too much already. Forgive me."
Ymric departs the next morning and – at last – the Nyrn forest gives way to a vast and
luscious green meadow. Farmsteads and villages can be seen as for many leagues and
cattle, sheep and horses roam free. Dax leads them to one of the larger villagers in
search of horses. The farmer welcomes the young Jandraki explorer though is
suspicious of the elves. He is called Hagen and has a large stable attached to his farm.
Dax knows horses and is stunned by the excellent quality of the mounts available.
Before conducting business Hagen insists that the party share the hospitality of the
Nyrnians and have lunch – a grand affair that takes place in the courtyard. All the
farmhands and their families are present and fresh food and wine flow freely. With
almost fifty people as audience Vestril cannot help himself. He stands up to introduce
his companions in a light hearted and mostly derogatory way.
But his words regarding Elenorians butchery of the Marraqs cause Aravan to stare
darkly at the foppish prince. Her eyes narrow and her teeth remain firmly clenched…
The Terror Within
Cy 4850 - Oct 28th – Novan 3rd
After the sumptuous meal at Hagen’s farm Dax concludes his business with the
farmer and purchases excellent riding horses for his companions. The route south is
easier on the Nyrnian horses, a welcome change from the tiring trek through the great
Nyrn Meadow. They are joined by Morikand, a Darak sorcerer, a guest at Hagen’s
table and a fellow traveller.
That night Blant Farrand sends his familiar Fluck out but the crow sees nothing.
Next morning they come across a vast herd of horses moving towards the west. Three
mounted men are herding them, a mile apart, and the rearguard approaches. He is
called Kiolten, a horse master, the Nyrnian eyes the elves suspiciously, particularly
the vociferous Vestril. It is the Khulan prince that suggests they scan the horses. The
elf is arrogant and impatient in his quest for a special horse called Vrardas. Kiolten
explains that the herd is not for sale but Vestril treats the man like a peasant.
"These horses belong to king Gralnadar," Kiolten explains.
"I care not for your king," Vestril replies, "I will find the horse and claim him."
Blant Farrand changes into a pigeon (polymorph self) and flies around the horses.
With his natural ability to sense sorcery he finds what he believes to be a spellcasting
mount. Vestril moves over to the horse and Dax is with him. Although Dax cannot
speak elvish his linguistics ability is able to discern an argument between horse and
man. Vestril grows increasingly angry. He moves back to Kiolten to argue with the
horse master and whilst there the horse – called Runar – explains to Dax that he is not
the fabled Vrardas.
It is Aimaris – the Elenian priestess – that takes the situation in hand and quietly
convinces Vestril that the horse is not the one he is looking for. Reluctantly Vestril
agrees and they head south away from the herd.
The party become increasingly annoyed with Vestril; his arrogant manner and belief
that they are his servants cause great tension within them. That evening – when the
party set up camp for the night – Vestril sneaks off into the darkness. Dax follows him
as carefully as he is able and soon finds the elf talking to an object in his hand.
"You are giving me nothing to work on!" he says. Later Dax hears him say, "This is
insanity!"
Back at camp Graz Tak rifles through Vestril’s backpack. He takes a few gold coins
and a handful of gems.
The next day Fluck spots a smaller herd (one hundred head) of wild horses roaming
free. As Vestril moves off to investigate Blant Farrand decides to put distance
between him and the annoying elf. They ride hard for two leagues until they hit a
paved road that heads north and south. Dax tells the party of Vestril’s night time
activities which spurs them all to put greater distance between themselves and the
Khulan.
Unbelievably ahead of them sits Vestril on his horse. "He has travelled six miles in
five minutes!" Blant tells them.
That night they make camp just off the road. Once again Vestril sneaks away with
Dax close behind. Yet again Vestril speaks into some hidden object he holds; "This is
impossible!" he is heard to say.
It is only the next morning that Dax notices something significant about Vestril.
Quietly he announces that the elf has not eaten anything during his time with them;
nor has a drink past his lips. Blant and the others slowly come to the same realisation.
At Hagen’s farm Vestril ate nothing. When four farmers on the road (with carts full of
produce for market) share lunch by the roadside Dax takes the opportunity to offer
bread and water to the elf. Vestril declines and the party’s suspicions grow even
further.
Later that day the travellers hear a bell ringing in front of them. Ten dark-robed
Malakarian priests head north; they stop the party and question them, paying
particular attention to Aimaris. The priestess ensures that her symbol of Elena (a
silver necklace) is visible to the Malakarians. The situation becomes heated but it is
Vestril who steps in to fend of the priests.
He opens his cloak to reveal twin swords each with ruby pommels. The Malakarians
greet the elf with sudden recognition and fear; they are soon making their apologies
and move on. With every yard Blant Farrand cannot contain his suspicion. Vestril is
moody and irritable but Blant awaits the right moment.
He casts dispel magic on Vestril and launches an attack on the elf. Aravan, Dax, Graz
Tak, Aimaris and Daimar all leap at the elf. Vestril is swift to counterattack; what
little advantage they had disappears when he too casts a dispel magic – this time Blant
feels the drain as all his protective spells (including stoneskin) vanish.
Vestril is surrounded and outnumbered but it does not appear to worry the elf whose
reflexes are sharp and swift. Graz Tak drives the blade of Hellath into his opponent’s
stomach, a crushing blow, but no blood erupts froms the wound. Instead the stench of
rotting flesh and maggots explode from the gaping hole. The elf’s sorcerous disguise
flickers momentarily to reveal a decomposing skeletal figure, a corpse animated with
the dread black eyes of pure evil.
The elf mask returns and Vestril is able to turn aside the first wave of attacks in
preparation for a second spell. Dax stabs the creature through the eye socket and a
putrid grey splash of brain fills the air in a cloud of sulphurous dust. Aravan moves in
to deliver a well timed backhand strike with the blade of Menace, a powerful and
unstoppable strike, she decapitates the creature and they watch it’s head sail ten feet
away to land with a dull thud on the grassy plain.
The sorcery of disguise is now gone. The ruby-hilted blades are no more than rusted,
chipped steel. The princely clothes have gone and only now does Blant sense a
sorcerer…he casts jump to somersault back out of combat. Morikand casts glitterdust
to aid his companions and Aimaris joins in with a prayer.
And still the undead horror fights on.
Graz Tak closes murderously on the headless opponent. With all of his strength, with
perfect timing, he crashes his magical longsword through the exposed ribcage of the
former Vestril and the blade exits from the other side taking bone, rotten flesh and
putrid sinew with it.
They heave a sigh of relief as the corpse lies still. Yu and Aimaris douse the corpse
with oil and Daimar prepares a torch.
Graz emits a strangled cry. He clutches his left side and tries in vain to throw off the
studded leather armour that protects him. Blood drains from Aimaris’ face and the
priestess is first at her stricken friend. She realises that the gems he took from
Vestril’s backpack were not gems; instead they were a type of undead beetle that now
burrows under Graz’s flesh.
Time is critical. As Daimar helps Graz divest himself Aimaris lays her hand on his
stomach to feel the creature’s progress. She casts dismissal and the pain ceases
instantly. Aimaris embraces Grax fiercely, her eyes moist with tears. Grateful that the
pain has gone Graz kisses her fondly.
Next day they continue south out of the meadow. The countryside begins to feel more
urban, the frequency of villages and farms increase. Without the aid of maps it is
difficult to pinpoint their location but Dax – a skilled navigator and cartographer –
suggests they are within two days ride of the citadel of Malakaor itself; the Nyrnian
seat of power. Aimaris shudders; "I can feel the power even from her…it is as though
something watches us from a distance."
Dax takes them in the direction of their new goal; the port of Isiris in the south. A
farmer offers them food and lodging but Blant settles for information. The farmer tells
them that two dark haired men passed by the day before asking about elves…
Later Blant Farrand hands their newest companion – Morikand – the Soul Compass, a
strange magical item with the ability to find souls. Blant himself has not been able to
get the item to work but in the hands of the talented Morikand it begins to behave
strangely. When he writes Blant’s name on parchment and concentrates the compass
moves in the direction of the sorcerer. "So be it," Blant says, "it’s yours Morikand."
Blood and Honour
Cy 4850 – Novan 4th – 6th
The party continue south towards the port of Isirin. Blant Farrand sends his familiar,
Fluck, ahead to scout. Before long the bird finds an encampment full of campfires and
tents, an outlaw community in the wilds. Women, children and livestock inhabit the
encampment with their men.
Dax and Graz decide to head in to take a look. Once they meet the outlaw chief,
Berosta, they quickly decide to invite the rest of the party into the camp. Berosta feeds
them a warm stew and they feel at ease with the outlaw who tells a tale of Nyrnian
discontentment at the influence of Malakar in their society. They appear more like
conscientious objectors than real outlaws, forced to live rough instead of in the bosom
of a dark god.
Despite the relative closeness of the capital Malakor the outlaws are rarely troubled
by King Gralnadar’s men, Berosta takes this as a sign that all is not well between
Malakar and the king.
As the party depart Dax places one hundred gold crowns in Berosta’s hand. The
outlaw is astonished but thanks the young explorer. Graz Tak also donates twenty
gold crowns to Berosta’s wife before the party moves on once more.
After two hours Blant Farrand notices that he cannot see through Fluck’s eyes. He
reins in the horses to concentrate on his familiar. In the distance Dax notices horses
approaching quickly; so quickly in fact they seem to glide over the ground, skimming
the grass like a stone skimming over water. He notices Fluck flies on the shoulder of
the lead rider.
Blant casts glitterdust in preparation, Graz unfolds and casts haste whilst Morikand
casts invisibility. The riders approach and the tension mounts. The lead rider is a
striking woman, an elf of unearthly beauty. The sorcerers sense a powerful magic
surge as the three elves canter up to the party. The woman’s horse is powerful and
bears the intelligent eyes of a noble steed…it too emits a powerful magical surge.
The flanking riders appear menacing and heavily armed, their own mounts have
wings tucked into the flanks. They are Pegasus.
“I am Queen Jirenna of the Khulandir,” the woman intones. “These two are my
personal bodyguards Girawien and Ethaniel. I come for the soul of my son, Vestril.”
Blant regards his stunned companions and offers regret for the death of Vestril. The
queen smiles at him.
“He was a difficult child, seduced by evil power; power that consumed him in the
end. Know that I bear you no ill will for his death, there were times when I would
have happily strangled him myself, but this is a matter of blood and I must recover his
heart.”
The queen tells them that members of the Khulan royal line have their souls encased
and protected in a diamond that is placed within the heart itself. She wishes to reclaim
it and be on her way. Blant informs her where the body was burnt adding that they did
not see any such gem.
Dax fidgets in the background, the tension is palpable, his mistrust of the elven queen
is clear to see. Suddenly, without warning, the tension within him bursts out and he
tries to quickly release a blade and attack her. Graz reacts instantly to his companion’s
plight, his dagger is out quickly and he slashes at the queen, narrowly missing her
face. Blant is also quick to react, he casts dispel magic at Jirenna but the spell fails
against the powerful sorcery of the Khulan monarch.
But it is Aravan who opens the first wound. Her deadly blade of Menace carves a line
in the queen’s stomach, crimson blood spills out over the grey stallion. Her
bodyguards leap to her defence but with a single gesture she stops them dead in their
tracks.
“Enough of this!” she bellows, the harsh power within her voice clearly audible for
miles. “I will not have any more blood spilt this day!”
The momentum cannot be easily stopped. As the three elves hesitate Aravan strikes at
the queen. Her instant reactions catch the wrist holding the blade but Aravan drags a
dagger with her other hand and thrusts. Jirenna grabs this wrist also, her slender frame
belying the raw strength of the elven queen.
To her bodyguards she says; “Hurt them!”
Girawien and Ethaniel are released from their verbal restraint and spin to attack the
gathered party. Jirenna negligently tosses aside Aravan and launches a dispel magic at
Blant Farrand. His magical protections collapse under the forceful power of the
queen’s sorcery. Girawien turns to Graz Tak but his three rapid, artful strokes are
avoided with equal aplomb. Ethaniel wields twin longswords and goes after Dax, who
tries to stab the queen’s steed.
Jirenna rips out a katana but Aravan is on her once more. The tenacious warrior cuts
under the queen’s defences once more a delivers a staggering blow that opens a
twelve inch gash in the queen’s abdomen. Blood gushes once more and Jirenna
retaliates swiftly. With the katana spewing fire she slashes across Aravan’s throat and
the party watch in horror as her head sails back onto the grass.
Simultaneously Ethaniel is too quick for Dax. The young man is too slow to avoid a
vicious thrust and is quickly run through; he falls into a pool of his own blood.
Almost instantly the realisation hits them that they are outclassed. Daimar is already
running from the fight, Blant casts jump and somersaults back out of combat.
Aimaris, the Elenian priestess, stands in front of her lover Graz and implores him to
stop. As Yu kneels down to pray Ethaniel lashes out and decapitates her. Morikand
casts invisibility upon himself and flees the combat.
Girawien launches himself at Aimaris but Graz pushes her away just in time, he
engages the warrior hand-to-hand. Girawien is fast, skilful and powerful but Graz
trades knife work with him with equal skill. The thief ducks under an attack and
drives the dagger into Girawien’s face. He carves a crooked scar from cheek to temple
and the elf recoils angrily, spitting blood from the awful wound.
Angrily Girawien turns his attention on the pleading priestess; with a grim smile he
strikes her down efficiently. Graz gasps in horror but from somewhere deep down his
instinct for survival kicks in. Knowing that Ethaniel closes on him he flees combat,
rolling away into the shadows before hurrying away, Aimaris’ death hurting him more
than any of the elven blades.
Queen Jirenna points a finger at Morikand. Despite the invisibility the young sorcerer
realises that to resist would be futile. He turns to confront the queen who gives him a
task as payment for his continued survival. “Bring Blant Farrand to me!” she says.
Blant hides in wraithform at a nearby crag and is joined by two more of the survivors,
Daimar and Graz. When Morikand finds Blant with the Soul Compass the sorcerer
materialises and decides running from the queen would be futile. With Morikand
beside him Blant Farrand walks in to meet the queen and her two bodyguards. He
casts stoneskin on both before they move towards the queen.
Graz Tak however sneaks in nearby, unseen in the shadows, a bitter taste in his mouth
and a burning rage in his mind. He knocks an arrow in the longbow and gets into
position.
Blant stands before queen Jirenna. “You owe me a debt of blood,” she says, “for the
life of my son I require a service from you. Find and return Vestril’s Heart within
seven days and your debt will be repaid. Fail and I will hunt you down forever until
your soul is crushed and everything you hold dear is in ruins.”
“Very well,” Blant says. “I will return here within seven days.”
At that moment Graz Tak launches an arrow. Before Girawien can react the shaft
punctures his left eye; he collapses like a felled oak.
Ethaniel draws his weapons but the queen stops him. “It was a blood debt; Girawien
slew his woman…the debt is now repaid.” To Blant she says: “Go now Blant Farrand
and bring back Vestril’s Heart…but if you ever stray within the lands of the Khulan I
will kill you.”
When the queen departs Blant gathers his remaining companions. He casts polymorph
other on Daimar, Morikand and Graz, turning them into eagles he leads them back to
where they slew prince Vestril.
At the pile of ash that marked the fight with Vestril two travellers have made camp.
Zashir, an Eldrow hypnotist, and Hokaru, a Darkland sorcerer, are astonished by the
sudden transformation of four large birds into people. Zashir quickly demonstrates his
talent by waving his hand in front of Blant’s face and hypnotising him. It soon
becomes clear that Vestril’s Heart is gone…Blant is eager to find it, the threat of
queen Jirenna hangs uneasily over his head.
Morikand uses the Soul Compass to discover the gem moves west. He polymorphs
into a hawk and between them the party share the two newcomer’s horses. Before
long Blant’s hawk-like vision spots a lone rider searching through a pile of ten dead
bodies. He recognises the man as the Nyrnian soldier Ymric Talovic.
Blant introduces the rest of the party to the soldier. Ymric explains that he searches
for a necromancer called Ashadrir, a dark Bretonian who slew some of his men and
set the corpses against him. He was carrying a large gem. Blant is convinced that the
two incidents are connected and Ymric adds his weight to the quest by heading off to
find horses for the rest of the group. “I’m coming with you,” he says.
Into the night the party travel with Blant (now as a bat) scouring the landscape. A
used pentacle of summoning is found, bowls of smouldering incense still aglow. Upon
investigation Morikand feels a deathly cold shadow all over him, his strength sapped
by the undead creature. Eventually Graz drives the blade of Hellath through it twice
and it vanishes from whence it came…
The Necromancer's Ring
cy 4850 - Novan 7th - 10th
The party continue west after Ashadrir, the necromancer who has taken Vestril's
Heart. In order to catch the thief Blant Farrand drives his companions overnight,
forgoing sleep in his desperate attempt to return it to the queen of Khulandir.
Three hours after midnight they come across the sleepy village of Almar. Blant
polymorphs back into human form and enters the stables of the only tavern. The
stables are quiet and they discover a good horse (possibly belonging to Ashadrir).
Hokaru casts detect undead and detects one inside. Blant then casts protection from
evil 10' radius, stoneskin on Hokaru and Zashir, before they all tentatively enter.
In the taproom is a snoring man, his face slumped against the table. Zashir
investigates and discovers he has been magically slept; Blant suspects he is an
obstacle placed in the room to slow them down - or to make a noise. Graz reaches for
a scroll of glitterdust and casts it before leading Blant and Hokaru upstairs. On the
landing they are confronted by an animated skeleton with shield and longsword. No
sooner does the creature descend the stairs to attack than Blant casts web to secure it
to the wooden walls. Graz ascends and smashes it into a pile of bones with a couple of
deadly strikes with the blade of Hellath.
Up they go and encounter a shadowy wraith on the second landing. It cannot resist the
protection from evil on Blant and is forced out of the window and away. At one of
three doors on the top level they can see a bright light flooding under the gap and
through the keyhole. Hokaru is convinced that undead are beyond the door. Graz Tak
expertly picks the lock and the three companions prepare to launch an attack.
They are not prepared, however, for the horror beyond the door. The light emanates
from a tall figure in front of them; a sulphorous, winged devil with crimson-red eyes
and razor-sharp talons. Ashadrir the necromancer sits at the back of the room on the
edge of the pentacle he has created. "Kill them Ysurka!" he bellows before casting a
finger of death at Blant Farrand. The Jandraki is hit by the full force of the spell but
survives with only minor damage.
Hokaru realises that he must stop Ashadrir but cannot get past the looming devil; he
draws a light crossbow and aims at the necromancer. Graz Tak slams the blade of
Hellath into the creature's side and a gout of green blood erupts from the wound.
Ysurka redoubles it's efforts to grab for the intruders but it is unable due to Blant's
protection. Ashadrir realises this and hurls a dispel magic at Blant, who resists it.
Hokaru shoots Ashadrir in the right leg and the sorcerer squeals in pain. Graz
hammers a second blow at Ysurka and the devil bleeds anew. Blant Farrand casts
monster summoning II and invokes a mongrelman...a club wielding warrior he sends
in at Ashadrir. The mongrelman hits Ashadrir across the arm but is unable to stop him
casting a second dispel magic at Blant - once again the Jandraki stands firm against
the magical assault.
When Graz strikes a third time Ysurka reels back. Hokaru hits Ashadrir in the chest
with a second bolt as Blant casts wraithform on himself. The devil turns on the
summoner suddenly, whatever binding Ashadrir had now broken. Taloned hands grab
the throat of the Bretonian and pin him forcefully against the ceiling...but Ashadrir
does not have time to choke. Graz Tak caves in the skull of the necromancer and the
fight is over.
The devilish Ysurka disappears instantly and quiet returns once more to the sleepy
tavern. All the while Zashir has spent the time waking up the snoring man whilst
Morikand looks on from a distance. Once the fight is over they rejoin their
companions in the bloodstained room.
Blant Farrant finds Vestril's Heart on the body but a repulsion spell stops him picking
it up. He casts dispel magic to break the spell and - with a huge sigh of relief - pockets
the ruby gemstone. From the dead body they take a couple of daggers, a magical
cloak and a curious ring that eventually finds its way onto Morikand's finger. It is
called Illeum's Rite, a powerful magical band created by one of the world's leading
necromancers and emperor of Bretonia; Illeum Runesabre. As soon as Morikand
wears it Blant senses a sharp increase in the power of his companion.
With four hours of darkness left the travellers move out into the wilderness to rest
under the stars. During what's left of the night Blant and Hokaru create and swap
scrolls (jump and detect undead) whilst Morikand recovers strength lost to an undead
shadow. At first light Blant Farrand heads back to the rendezvous designated by
queen Jirenna where he hopes to return the soul of her dead son.
It is during this journey that Morikand becomes aware of a little more of the ring's
power. He senses ten Bretonian warriors close by that seem to be shadowing the
party; possibly following the ring or under orders to protect the wielder. He reaches
out to them (with his mind) and once the connection is made the Bretonian warriors
acknowledge him as master.
That night Hokaru cannot sleep. "There are undead out there," he says, his newly
found necromantic skills serving him well.
"They belong to the ring," Morikand says cryptically, "possibly guardians...I seem to
have complete control over them."
The following day Blant Farrand reaches the location where Vestril (and Dax and
Aravan) fell. He makes camp and they can do nothing but wait. He and Hokaru swap
more spells in the meantime.
At night Morikand senses a Bretonian voice in his mind; "There is a figure stalking
you master...he tries to get near."
"Bring him to me."
Shortly after four burly, heavily armed Bretonians manhandle a tall figure into the
camp, a hood over his head and muffled protests can be heard. Zashir rips off the
hood to reveal Ethaniel, the bodyguard of queen Jirenna. Blant has him untied and
Morikand dismisses the Bretonians though half of his mind is on the circle of undead
protection out in the darkness. Blant negligently tosses the gem at the elf's
feet...Ethaniel wastes no time in picking it up and wrapping it in the folds of his cloak.
"We are now even," Blant tells the elven bodyguard. "Tell your queen I have done as
she asked."
Ethaniel sneers and leaves, but over his shoulder he has a few barbed words for Blant;
"She has a sting in the tail for you sorcerer."
Fluck follows the elf as he makes his way north. Through the familiar's eyes Blant
Farrand sees Ethaniel tap the gemstone with his sword and appear to speak into (or
through) it. It is only then that Morikand receives a mental communication from the
Bretonians; "There are three hundred elven archers closing in on us!"
Blant acts quickly. He casts polymorph other on Graz (owl) and himself and shares
out invisibility and fly spells on the rest of the party. As they fly over the oncoming
Khulandir archers it is clear that Ethaniel's treachery will lead to the death of the
undead and the Bretonians. After one hour Blant descends (as the fly spells wear off)
and on foot they go in search of a farmstead to buy horses.
"We head for Isirin," he says as the weather draws in and rain begins to fall...
Isirin
Novan 11th – 15th
The chill in the air and the light rain on their backs herald the onset of winter in
southern Nyrn. Blant Farrand sends his familiar – Fluck – out ahead to scout. The
mountains to the south now dominate their view as they make their way toward the
city of Isirin, Nyrn’s southernmost settlement. On the road Morikand experiments
with Illeum’s Rite, the ring captured from the dead necromancer Ashadrir. He fails to
summon any more undead guardians.
Next morning at breakfast Blant creates a scroll of protection from normal missiles
and hands it to Graz Tak. They join an intersection in the road, to the left lies Malakor
and straight on lies Isirin. A short way on the southern road Fluck spots a Darklander
on foot. To their amazement it is Daimar, the sea captain that brought them to Nyrn.
Blant Farrand is immediately suspicious. He senses an almost imperceptible magical
presence about Daimar (a surge that was not there before). Morikand also suspects the
Darklander but his experiments with the Soul Compass prove inconclusive. Blant
decides to talk with Daimar and offers him a stoneskin. But he casts a dispel magic on
the Darklander and the magical disguise crumbles to reveal the true identity of the
traveller – a craggy-faced elf who realises instantly that he has been found out.
The elf rips out a longsword and launches himself at the party. Graz Tak intervenes
and smashes the blade of Hellath into his face. Blood erupts from the elf’s forehead
and he staggers back in pain. Zashir the hypnotist waves a dagger in front of his face;
"Watch the blade! Watch the blade!" he says. Astonishingly the elf is drawn to the
blade and is held firm in the grip of the hypnotist’s skill.
Blant casts web but only manages to secure a left ankle. Morikand lashes out a
dangerous kick into the elf’s groin before Graz Tak’s second strike splits the skull of
his opponent and the elf is dead.
The party’s attention is quickly grabbed by a hissing sound from the copse, an
odorous stench emanates from the open skull as a yellow vaporous creature rises from
the slain elf. It resembles a floating cloak but they all realise it is the manifestation of
a naked soul – and it wants a vessel to overcome.
Graz Tak takes out a scroll of protection from evil 10’ radius and as soon as it is cast
the creature is forced away from him. The rest of the party stand close and the evil
soul cannot breach the unseen circle of protection. Blant Farrand then casts control
undead and the creature is forced to do his bidding.
"Talk!" Blant urges the wraith.
"Let me live," the wraith says, "let me find a body or I will die!"
"Who sent you?" Morikand asks.
The creature flinches at the demonologist’s words; "So you are one of the masters of
the Nine Hells, one of Illeum’s generals in the south. My master Ethaniel captured
your companion (Daimar) and forced me to consume his soul and seek you out. Once
I found you I was to travel in disguise until the moment was right – until I could slay
you all whilst you slept."
Blant shakes his head in disgust as they watch the soul wither and die…it crumbles
into dust.
Through the hills they are being watched by a couple of outlaws but ignore them and
drive on into the seaport of Isirin – they arrive well into the night and give false
names to the guards. The city is busy even at night. The inns and taverns are packed
to overflowing but they find a nice enough place run by a man called Bilic. Zashir
hypnotises the stable boy to treat their horses well. The taproom is a throng of people
and Bilic offers them a dingy cellar room – the last room available – before Graz Tak
slips some gold into his hand. Bilic warms to them and provides a better room on the
second floor.
That night Blant writes Graz a scroll of protection from evil 10’ radius.
The city is growing rapidly because of the trade brought by the Bretonians and the
Drenai. Such is the wealth these two nations are bringing to Isirin they have their own
separate enclaves (which are policed by Drenai and Bretonian troops respectively). At
breakfast the party discuss business ventures as they entertain the idea of buying
property in Isirin and setting up a service for those who cannot read or write. Bilic
informs them that only Nyrnians can own property (unless it is in one of the enclaves)
or those who have the backing of the Malakarians.
After breakfast the party negotiate an extended stay at Bilic’s place (he is delighted)
and Morikand returns to the cellar room that he has hired for the duration. He spends
most of the day removing furniture and scrubbing the stone floors – as preparation for
this cleaning he launched a fireball into the cellar room and after putting out the
flaming door the disinfecting began in earnest.
Meanwhile Blant heads out into the market to buy provisions for scroll making whilst
Graz Tak takes Zashir (now his apprentice) to find the guild of thieves. In the
dingiest, darkest corner of Isirin they come to the Crow Bar, Graz makes a few secret
hand signals to the doorman and is given access to the tavern. Inside he quickly finds
the guildmaster, a Nyrnian called Retch.
Graz’s first action is to push one hundred gold coins across the table to the
guildmaster who is shocked and surprised though extremely grateful. Retch tells Graz
that he is known – the reputation of Graz Tak has reached the spies of the Drenai
enclave. Retch tells them that Gallor Galliath is the spymaster who runs the Drenai
enclave, a man reputedly to be the most hated in all of Drenai…even the king does
not like the man, which is probably why he is so far away from the homeland.
Next stop for Graz Tak and his apprentice is the temple of Malakar. The thief realises
that if they are to own property they need to do so with the backing of the temple or it
will not come to pass. Retch gives Graz a scarf that will identify him to an operative
inside the temple and help gain access to the high priest.
The temple resembles a great open plan academy. There are stalls, traders,
philosophers and politicians – a small citadel within a city. In the centre of the vast
structure lies the altar – surrounded by two concentric circles – Graz can sense the
sheer power of the stone from over a hundred yards away. Soon they are given
audience to a tall Nyrnian called Arik Warslayer, the High Priest of Malakar in Isirin.
An imposing, impressive man Arik takes them on a leisurely stroll through a series of
manicured gardens.
The High Priest knows of Graz and his companions. Once Graz tells them what they
want Arik becomes more generous and offers to help almost immediately. "I will
certainly help you, Graz Tak, I will ensure that you and your companions become
landowners in this citadel…but I need you to persuade them to talk to me…I have a
task for you"
Graz is uncertain but is further reassured by the High Priest. "I do not expect you to
drop to your knees and worship Malakar, I am not a stupid man Graz Tak. I require a
service from you and will pay handsomely for it. Convince your friends to help me
and I will make it worth your while. Step into the circle Graz Tak, breach the first
layer and let Malakar see into your heart." Graz Tak and Zashir feel the awesome
power as they approach the altar stone; they take tentative steps into the outer circle of
Malakar’s realm. Both men lose the next five minutes of their lives; when they wake
they find themselves by the exit, the High Priest smiles at them as they leave.
Back at their room Graz reveals his exploits to Blant, Morikand and Zashir. Initially
Blant is apoplectic at the idea but Morikand shrugs; "I for one will listen to what the
priest has to say." Blant resigns himself for a journey to the temple of Malakar.
Next morning Blant Farrand, Zashir, Graz Tak and Morikand are given a private
audience with Arik Warslayer. The High Priest will not tell them the nature of the task
he has for them and enters negotiations regarding their reward for such an
undertaking. "The nature of the task I have requires discretion – I cannot have the
temple implicated in any way. I will commune with my god on your demands."
"I require protection of my soul," Blant says, "and the ability of resurrection."
"I require magic resistance," Zashir adds.
"For me its permanent protection from evil," Graz says.
Arik Warhammer turns to Morikand. The demonologist says; "I require nothing other
than the good grace of your god." Arik Warslayer’s eyes widen and he goes to the
altar to pray to Malakar.
A short time later Arik returns. His face is troubled but he soon regains his
composure. "My master agrees to all of your demands…if you accept this task he will
grant your wishes.
"Will you do my bidding?" The question hangs in the air…
Arik's Quest
Novan 16th - 20th
The party are in the private chambers of Arik Warslayer, the High Priest of Malakar
in Isirin. Hokaru casts detect undead and discovers one close by, although he cannot
see it. Arik turns to Blant Farrand and Graz Tak and urges them to swear an oath to
take on the quest he has – as yet – not revealed. Despite misgivings from Hokaru the
two men accept the High Priest’s offer.
"King Gralnadar has been on the throne for eighteen years," Arik begins, "and I am
sure you are aware of the tension between the monarchists and those of the Faith.
During his reign he has had three queens and countless consorts but to date not one of
them has borne him a child.
"That is until now. There is one woman – his concubine – who is with child. She is
called Jaelana. Apart from myself, Malakar and the king this knowledge is secret, so
you can understand my caution at this point. If this child is born it will invigorate the
monarchists and lead to a rise of nationalism that will not serve Malakar well. I for
one would be happy if the king remained childless and the line ended with him.
"Jaelana’s family live here. In fact this very night she will land at the remote southern
wharf and gather some essential provisions before returning to Malakor and the safety
of Gralnadar’s palace. Once there she will be beyond my reach.
"The task is simple. I want Jaelana to disappear and never be found. Complete this
task successfully and you will have your reward…"
Blant leads the party to reconnoitre the southern wharf. It is early evening and – at a
quiet location – he casts rope trick and they all climb into the extra-dimensional space
to talk tactics. Whilst within it he creates two more polymorph self scrolls; they plan
to try to ambush the small boat before it lands at the wharf. By changing into large
fish (and other such creatures) their aim is to get her into the water and capture her.
Blant sends Fluck – his familiar – out to sea as he and his companions take to the
water. Before long Fluck spots a small boat, six oarsmen and a light below deck.
Convinced this is the vessel Blant Farrand launches a fireball at it. The sorcerous
flame smashes a gaping wound in the side of the small vessel, damage that will sink it
within minutes. As the sailors scurry for the shore a large Drenai warrior appears on
deck. He hurls a couple of large swords and sighs as he dispenses with a two-headed
greataxe.
"We must go master Luckwarden!" a sailor says. The large warrior swims towards the
shore with his companions.
Morikand, Graz Tak and Hokaru see that there is no woman on board…they have
attacked the wrong boat! They head immediately for the southern wharf. Meanwhile
Blant Farrand (now a large shark) decides to try to bite the Drenai warrior and drag
him down to his death. But the large man proves a tough opponent, even in the water
he is able to deliver three blows with a dagger to the shark’s snout (unhurt because of
stoneskin). Blant gives up and heads back to the harbour.
When Morikand and the others arrive at the southern wharf a rowing boat with two
sailors, two warriors and a beautiful Nyrnian woman is securing ropes to the secluded
wharfside. Morikand lands as a seagull on the boat as Hokaru positions himself a
short distance away on dry land as a human. Graz Tak is also in human form in the
water unseen, at an opportune moment he reads a scroll of fireball and the small
vessel quickly turns into an inferno.
Both sailors dive back into the water as Jaelana and the two warriors are on deck.
Hokaru casts melf’s acid arrow at one of the guards before unleashing the katana and
stepping into the fray. Morikand tries to grapple Jaelana but the young woman shrugs
him off initially. The first tall Nyrnian guard rushes out to meet Hokaru angrily but
the Darklander is ready; he ducks under a wild swing before slashing upwards to spill
the brains of the warrior all over the harbour floor.
In the distance Blant sees the flare of Graz’s fireball, turns into a hawk and races back
to the fight.
Graz Tak slashes with the blade of Hellath at the remaining warrior but his attempt to
flee is not good; he trips and lies prone at the warrior’s feet. The Nyrnian crashes a
sword down onto the thief’s head but it bounces harmlessly off him (stoneskin). Graz
uses the man’s astonishment and fear and is quickly on his feet. He drives the
longsword through his eyeball and blood is spilt once more.
Jaelana sprints away with Morikand after her. Blant Farrand’s keen hawk eyes spot
them and he lands along their projected course. Now Graz Tak, the fastest sprinter in
the party and the man with knowledge of the alleyways, is also ahead of the
frightened young woman. A simple leg out trips her, she crashes into a wall and when
she rises to her feet the four men have her trapped in a dim backyard…there is no
escape!
Morikand casts dispel magic on her and whatever protections she carries are gone.
"Who are you?" she says. Blant tries to polymorph her into a rabbit but fails twice.
Instead they gag her, bind her hands and feet and Graz casts a scroll of invisibility
onto her to secure her even further. Finally Morikand reaches for the Soul Compass
and asks it: "Show me the heir to the Nyrnian throne." Incredibly the needle spins
rapidly round and raises the question that they have been lied to by the High Priest.
Blant casts rope trick and decides that it would be safer (and more discreet) to have
the conversation within the safety of the spell.
Within the rope trick the party hatch a plan for the woman Jaelana. Morikand is
insistent that they return to their innhouse where he will perform the necessary rituals.
Two hours after midnight they find themselves back at Bilic’s innhouse where
Morikand creates his first ever pentacle. The rest of the party stay away as he prepares
(with the woman inside the pentacle) to summon a demon.
Morikand Bitchpiss draws upon the power of demonology and through a portal drags
a demon into the pentacle. He immediately casts a binding to control it. Despite
Jaelana’s protests he then binds the rat-like creature to the unborn foetus. Instantly the
ritual is complete and all four men haul her out to the stables.
Blant casts polymorph other and turns her into a grey mare, the kind of horse that
would blend in on the plains and grasslands of Nyrn.
Blant and the others rest until noon. When they feel they have enough strength they
gather their horses (Blant rides Jaelana) and head out into the wilds. At the northern
gatehouse they see the legendary Drenai warrior Drusor Luckwarden arguing with a
captain of the Nyrnian guard. He is unaware that the man who tried to drown him
hours earlier passes…Blant wears a wide grin as they make for the plains.
Two days later they come across a herd of six hundred wild Nyrnian horses. Blant
Farrand frees Jaelana and she gallops quickly to be with the rest of the herd.
"What now?" Morikand asks.
Blant casts an eye south. "Now we claim our reward…"
Demons
Novan 21st - 26th
Blant Farrand leads the party back from the edge of the Nyrn Meadow where they
have just set free the concubine Jaelana. The quest from Arik now complete they turn
south once more to return to the city of Isirin. A light covering of snow descends as
winter creeps across Nyrn.
Two days later Blant Farrand, Morikand, Graz Tak, Hokaru and Zashir enter the
temple as hordes of worshippers filter out after morning prayers. Before long Arik
Warslayer – the high priest – greets them and takes them into the security of his
private chambers. The high priest knows instantly what they have done and is pleased.
He congratulates Blant on his ingenuity in dealing with Jaelana.
He moves first to Hokaru; "I know you wanted no reward young man but since you
risked your life for Malakar it is only fitting you be paid for your troubles. Malakar
shares your hatred of undead and it is said that his most joyous time was when he rid
Rosengrad – the holy city – of the undead houses. Whilst there he found this…" Arik
hands the necromancer an exquisite shirt (magical). "It was created and worn by the
legendary Archibald of Rosen…it is now yours. Take it."
Then to Morikand; "You also played a major part in the Jaelana affair and asked for
nothing in return…but my master is a benevolent god and asked me to give you
this…" Arik hands the demonologist a small stoppered vial. Morikand senses the
demon within. "Remove the stopper and you will release Vohaas, a powerful demon
from the Plane of Conjunction. This creature is the only one that has ever wounded
the master in combat. Have a care though, Vohaas is cunning and will want to escape
his prison by whatever means possible."
Then to Zashir; "You asked for magic resistance young man. Step forward to the altar
and Malakar will grant your wishes."
Zashir strides confidently into the inner sanctum of Malakar but is unprepared for the
sheer power there. His body is battered by a force unseen, he wilts under the power of
Malakar and Zashir falls dead. A priest retrieves him from the altar and lays him at
the feet of the horrified party.
Then to Blant; "I suppose now would be a good time to give you this…" Arik hands
him a delicate parchment. "It is a scroll of resurrection written by Malakar himself.
You are the only man able to cast it but you must be careful; even the gods cannot use
this power without consequence. Unlike other scrolls this one has unlimited uses."
To Graz Tak; "Step into the inner sanctum young thief…"
Graz Tak stands where he stood days earlier, the same force that killed Zashir batters
his body but Graz Tak is made of sterner stuff. As he leaves the altar he has been
granted a permanent protection from evil.
Blant Farrand unwraps the scroll of resurrection and casts it. The universe groans
under the power in that room, Grayhawk shudders at such magic. Every sorcerer
within a thousand miles knows something profound has occurred. Further still each
deity – wherever they are – stop to hear the universe cry out in pain…each one
focuses their mind on one man…
Zashir blinks and breathes once more!
After breakfast the party split up and head into Isirin. Zashir finds a school in the
merchant quarters, a place where the wealthy send their sons and daughters to be
educated. He looks for a young woman…
Meanwhile Blant Farrand investigates the Mages Guild within the temple complex
but after a while returns to the room in Bilic’s tavern. Hokaru, Graz and Morikand
join them in the tavern but later Morikand descends to his cellar / pentacle room to
make preparations for a summoning.
Zashir returns after finding a suitable young woman and hypnotising her (she is to
come to the tavern and find Morikand).
Later that day the young woman reaches the tavern and is shown downstairs to where
Morikand waits. He sits her down in the centre of the pentacle and begins to chant.
Through glazed eyes she watches him, unaware of the impending danger, unaware
that she is merely a bargaining piece for his summoning.
The instant Morikand completes the summoning a dark shape materialises gradually.
The demonologist realises that he has summoned something monstrous, a massive
soul beyond his skill to handle. The shape before him unfolds like the petals of a dark
flower, a creature with ten arms and an insistent gaze.
Meanwhile upstairs in the taproom Blant and Hokaru know instantly that something
powerful is in the tavern. Their ale sours instantly, it rots within seconds to be
replaced by a tankard full of squirming maggots. The rest of the drink in the room is
similarly spoiled and Bilic faces a choir of protest against his ale. But Blant, Zashir
and Hokaru leave quickly. Swarms of flies are now present and the stench reminds
them of rotting flesh. Others take a similar path and Bilic’s tavern empties quickly.
Only Graz Tak remains…he is curious to see what is happening in the cellar.
In the cellar the stone oozes vomit but Morikand has no time to even notice. The
demon is upon him with astonishing speed and power, swords rain down on him and
it is only due to the stoneskin that he survives the first assault. He reaches into his
pocket and unstoppers the vial Arik Warslayer gave him.
He senses a dark shape behind him. The figure passes and with a dark blade unleashes
itself at the ten-armed monster. Vohaas moves with incredible speed. In a blink of an
eye he has cut three of the beast’s arms from the torso and almost contemptuously
reaches up to pluck out the eyes of the demon. The ten-armed one flails wildly in its
death throes, an errant sword slices the young woman in two as Vohaas turns his
attention to Morikand Bitchpiss.
Vohaas has a commanding presence but nothing prepares the young demonologist for
the power of his gaze. Morikand knows that if he looks this creature in the eyes he
will be finished. With a monumental effort he manages to replace the stopper. Vohaas
vanishes instantly. At that precise moment Graz enters the vomit-stained room but the
stench is like a barrier. Graz eventually leaves as Morikand goes upstairs to clean up.
The infestation of flies and maggots gets worse. The very wood is rotting at an
accelerated rate and even the stone crumbles in places.
Blant, Hokaru and Zashir retire to the safety of a nearby tavern where many Nyrnians
stand to watch the spectacle. A hundred Nyrnian soldiers create a cordon around the
decaying tavern but when some of them fail to even get through the front door (they
are violently sick) they call for a priest.
Minutes later Arik Warslayer is on the scene; the Nyrnian troops are replaced by
temple guards (elite soldiers trained at the fighting school within the temple complex).
Unlike the soldiers he is able to enter the tavern without vomiting, in fact he appears
calm as he talks to Morikand. "There will be a thorough investigation," he tells the
demonologist, "the results of which will find you innocent and absolve you of any
blame Morikand. The demon you summoned was the arch ruler of the Plane of
Pestilence by the way…if this tavern is not properly quarantined the city will die
within weeks."
Morikand leaves the tavern.
Over the next three hours Arik Warslayer and his retinue of priests cleanse the tavern
by burning it to the ground. The fire is sorcerous, able to burn stone, and for the rest
of the afternoon the Nyrnians are treated to an impressive bonfire.
Whilst in the new tavern the party are joined by a Drenai called Touros. As he talks to
Hokaru it becomes clear that the man has a message for Blant Farrand. Zashir subtly
hypnotises the Drenai to tell the truth and – incredibly – Touros tells them everything.
It appears that the head of the Drenai enclave, Gallor Galliath, wants to speak to Blant
urgently. The party suspect it is something to do with Blants recent acquisition. They
also discover that Drusor Luckwarden is here in Nyrn and he has brought along most
of his mercenaries.
Morikand goes alone into a room upstairs they have rented. He draws another
pentacle and summons an imp-like demon. He casts binding and forces it into a
throwing dagger.
Hokaru, Graz Tak, Morikand and Zashir decide to go into the Drenai enclave and see
what Gallor Galliath has to say. Blant casts a rope trick inside the room and clambers
into it. Once there they sense they are being watched but this is nothing unusual;
Drenais have a reputation for being the sneakiest race on Grayhawk. The first building
they encounter is a huge converted warehouse with stalls lining the back walls. A
trading room where everything is for sale…including information.
The next building is the manor house, the seat of power in the Drenai enclave. Two
guards confront them and will let no-one in without an appointment. They are rude
and point them to the Drenai offices a few doors down the street. Graz nimbly lifts
one of the guard’s long knives as he passes.
In the office they meet a young Drenai woman called Mercila. Graz slams the long
knife into the fine oak table and demands; "We want to see Gallor Galliath!" This
sours her disposition and once again they face the difficult barrier of a stubborn
official.
But suddenly Mercila capitulates – as if she was given some hidden command or
gesture – she sends them directly in to see the leader of the Drenai enclave. Gallor
Galliath is not alone. Slumped over a long chair is the massive frame of the legendary
warrior Drusor Luckwarden, the man appears red eyed and halfway towards being
drunk.
Gallor negotiates with Blant’s friends but will not disclose the nature of the task he
has in mind. In the end the Drenai spymaster says; "Tell Blant I pay better than
Malakar." The party decide to leave learning nothing more…however they suspect
Gallor’s task is urgent.
Graz Tak takes a small detour as his companions return to their tavern lodgings. He
walks into Mercila’s office and turns on the charm. Graz Tak is a handsome man and
few women can resist his easy manner and eloquent speechcraft. Her initial frostiness
melts away and she suggests a wharfside restaurant and a candlelit dinner. "I look
forward to it," he says kissing her hand as he departs.
Meanwhile Morikand summons yet another demon into the tavern room. A squat oneeyed hunchback appears and the demonologist binds it into a plain gold ring.
Exhausted he sleeps for the rest of the night.
Hokaru and Zashir go to the Nyrnian harbour to hire a boat. The party have decided
that their original plan – take a boat and explore the southern ocean – is preferable to
the politics of Isirin. They have little luck and are told by one man – Glydith the sea
captain – that their chances of hiring a boat indefinitely are slim. Zashir takes issue
with the man; "I’ll wager five gold crowns that you will be eating your words by
tomorrow."
On their way to breakfast with Arik the party see Touros (the Drenai spy hypnotised
by Zashir) wandering around the streets aimlessly like a lost sheep. He talks to
everyone and anyone, trying to remember something important but not quite
remembering what it was he had to say.
Graz Tak wakes in the arms of Mercila on a secluded beach not far from the harbour.
The young Drenai woman dresses quickly and kisses him before she leaves…the thief
returns into the city and realises that he is late for breakfast at the temple.
Arik Warslayer greets his friends over an abundant breakfast. The Nyrnian hospitality
is not limited to farmers; the high priest lavishes good food and wine upon them.
When Zashir raises the matter about the difficulties of getting a boat Arik waves a
hand in the air as if the problem is solved.
"I’ll get you a ship my friends…and I’ll even throw in a good crew."
The Southern Seas
Novna 26th – Decadus 1st
Arik Warslayer organises a ship for Blant Farrand and his companions, a ship that
will take them south into the unknown. After breakfast they head to the harbour to be
greeted by Glydith, the captain that had refused them passage a day earlier. Zashir and
he exchange a wry smile. "I had no idea you were connected to Malakar," Glydith
says. "Welcome to my ship – it’s called The Eagle."
The sea captain introduces them to some of the more important members of his crew.
Vihir, first mate and navigator, Maggot, a portly and grumpy chef, Mantic, the ship’s
priest, and Maldrar, a Dark Knight and one of Arik’s temple guards. The high priest
has leant him to the ship for protection. The last introduction is to an impressive
golden eagle sat on a perch above the poop deck. It is called Relven and despite Graz
Tak’s best efforts he cannot make the bird talk.
That afternoon the ship sets sail and heads for Devil’s teeth. Glydith explains that the
southern route is blocked by a series of dangerous hidden reefs that can tear a ship to
pieces in bad weather. It is one of the main reasons why there is so little traffic that
heads south…Glydith reassures them that – given favourable weather – he is able to
cross the barrier.
Later that day Morikand asks the captain whether he can prepare a room for
summoning. Glydith flatly refuses but the intervention of the Dark Knight Maldrar
changes his mind. Glydith grumbles under his breath. "Just do it quietly!" he says
indignantly. At night they drop anchor and Morikand finds himself a quiet room near
the hold…he begins to clean it thoroughly.
Next morning Blant sends Fluck – his familiar – on a routine scout around the ship.
To the southeast he sees what he thinks is a black cloud that hugs the sea, an unusual
sight in such good weather. As Fluck gets closer Blant realises it is no cloud – it is a
fleet of nearly a thousand ships! No banners or livery are evident but Blant fears for
the safety of his bird so recalls him and tells the party. Glydith cannot believe the tale
and Morikand decides that he needs to get closer.
He casts demon shield and invisibility and with a scroll of polymorph self becomes an
albatross. An invisible sea bird is able to get much closer to the ships. Morikand is
able to discern ships full of mercenaries…Drenai mercenaries. He returns to discuss
his findings with his companions and the captain – it is suggested that Drusor
Luckwarden (a mercenary general) is involved somehow, possibly Gallor Galliath
also. Glydith makes good progress south until night fall when he drops anchor.
In the calm of the night Morikand draws two pentacles deep in the bowels of the ship
(one protection and one binding). He lays a necklace into the binding pentacle; his
idea is to bind the demon into the necklace for protection. There is a distinct
temperature drop as Morikand brings forth a humanoid demon with deep red eyes and
a cruel expression. As it stands over the necklace Morikand tries to force it into the
jewellery but his initial attempt fails. A crew member strays down below to
investigate the noise; as he puts his head round the door the demon lashes out and rips
his soul apart in seconds. Nourished by the injection of a soul the demon tears down
the protection pentacle and is upon Morikand with a glint of triumph in his eyes.
Graz Tak and Zashir head down below quickly. The rest of the crew have noticed the
drop in temperature; ice forming on ropes. Graz and Zashir burst into the room and
realise that their companion is in trouble. Graz slams the blade of Hellath into the
creature’s back and cuts it badly. The demon howls and as he spins to meet the new
attackers Graz thunders a second blow and gashes the demon severely. Zashir stares
deep into the cruel red eyes in an attempt to hypnotise but the mind of the demon is
too strong; Zashir himself is mesmerised and forced to stand paralysed in the grip of
the demonic mind.
The powerful demon slashes a talon across Graz Tak’s face but the thief is saved by
stoneskin. Annoyed the demon tries another tactic and hurls a death spell at Graz who
withers under the force of the damage. He staggers back in pain as Morikand tries in
vain to bind the demon to the necklace.
With Zashir transfixed the demon is in command. A second death spell slays Graz
Tak and – in triumph – the demon turns to Morikand with a vicious smile. At this
point Morikand manages to successfully bind the demon; it vanishes into the necklace
and he sighs with relief. Zashir falls out of the paralysis to realise that in the grip of
the demon’s mind he found its name – Graarn.
Blant and the rest of the crew are nervous about the activity that night. There are
many dissenting voices but Maldrar keeps these in check. Blant watches as the crew
consign their fallen companion to the deep and with a heavy heart he unfurls the
Scroll of Resurrection and raises Graz Tak from the dead. Lightning strikes all around
them in the dark night as the universe groans as her laws are violated once more.
The atmosphere on the ship is subdued the next day. It takes Glydith a day and a half
to navigate the treacherous Devil’s Teeth and when they emerge on the other side they
all realise that this is new territory for them all. A small island is close. Shipwrecks
litter the beaches and they decide to ignore it and find a more suitable island to gain
provisions and fresh water.
A body floats face down in the water. One of the crew uses a long pole to turn it over
and they all realise it is a human race none of them recognise. Worse still the corpse
has no eyes, just empty sockets. Glydith leaves it floating and moves ever south.
The next set of islands is larger. Two main landmasses separated by a narrow
causeway that can be crossed only when the tide is out. Glydith orders a gathering
party and all the party move ashore. Blant creates a polymorph self and hands it to the
demonologist, in return Morikand creates binding and hands it to Blant…both men
absorb these into their repertoire. Morikand and Zashir take the causeway to be alone
on the second island. Once there the demonologist begins the creation of three
pentacles.
Two pentacles of protection and one of binding. Morikand lays Zashir’s leather shirt
into the binding pentacle and the chanting begins once more. On the other island the
sound of summoning drifts across the water and Blant and the remaining crew cast a
suspicious eye over the proceedings.
The demon summoned is a slender individual with a powerful presence. It appears no
difference to a normal humanoid but both Morikand and Zashir realise they are in the
presence of something commanding. Zashir locks eyes and is instantly mesmerised
once more by the powerful demonic mind. Morikand continues the ritual of binding,
his mind unwavering in the demon’s presence. As the demon breaks through the first
pentacle Morikand launches his throwing dagger (with a demon bound into it) which
lodges itself into the creature’s ribcage and begins to consume its soul. After this
wound Morikand successfully binds it into the leather shirt.
Zashir snaps out of the demon’s grip and wears a wide grin. "I have its name," he says
triumphantly, "It is called Edovi – Slayer Lord of the Plane of Mists." Morikand
smiles at his brave companion and Zashir puts on his new leather shirt. Morikand
realises that Zashir is now afforded excellent protection from the shirt as he struggles
to focus on the hypnotist…it is as if the shirt mesmerises those who stare at it.
Once back at the ship Zashir hypnotises Maggot – the ships cook – to feed him bacon
and eggs every morning. The crew are slightly concerned when – at breakfast the next
day – they are forced to eat seaweed porridge and the elven hypnotist tucks in to a
hearty feast.
On the move the ship is followed by whales and dolphins that come to investigate the
vessel. In the distance they see flames from a fire. Glydith guides the ship towards an
island where a bearded man leaps up and down on the beach signalling frantically.
The party head out in a small launch to rescue him. He is called Molyan, a Darim
sailor shipwrecked six months earlier.
Molyan’s tale:
"Our ship drifted way off course in a storm and we went for weeks without knowing
where we were. Eventually we spotted a large ship on the horizon and headed for it
and – hopefully – information as to our position. That’s when the trouble started. The
ship was manned by elves but not ones we had ever seen before. On the front of their
vessel was a huge cannon that launched a ball of fire into the sails and set the ship
ablaze. The next ball of fire went underwater and holed us…we began to sink quickly
after that! But that is not the worst of it. Even as we sunk the elves launched arrows at
us – but their range was nearly a mile! The crew either drowned or were shot in the
water by their long ranged archers…it was monstrous!"
As Molyan tells the tale Morikand and Zashir head of to a remote part of the island
and the demonologist creates more pentacles. In the binding pentacle he sets his
spiritual throwing dagger (an heirloom from his father). Once more Morikand brings a
demonic presence from the Abyss and this one he manages – without much of a
struggle – to bind into the dagger.
Back on board Blant creates a blink scroll and hands it to Graz Tak.
That night one of the crew members called Grudge sneaks into Zashir’s room quietly
and without hesitation thrusts a dagger deep into his chest. As Zashir wakes however
he realises the dagger has been consumed by his demonic shirt. Grudge recoils but
Zashir hypnotises him artfully; "You will obey my every command…"
Next day Fluck spots a ship during his scouting mission. It is full of strange elves and
sports a cannon on the front. Glydith does not want to get involved with such a vessel
so the party come up with a plan to reach the ship. Zashir – who is an Eldrow – will
pose as a man shipwrecked floating on a piece of flotsam in the water. His
companions will use magic to accompany him in the water.
Morikand polymorphs into a dolphin as does Graz but Blant prefers the shape of a
shark. He leaves Fluck on board next to the captain and will tell the bird to peck
starboard or port so that Glydith knows which direction to sail.
The elves spot Zashir immediately and steer their ship towards him. One in particular
makes a pulling gesture with his hand and magically draws the floating hypnotist
towards him. Once close the elf uses telekinesis to bring him aboard.
Zashir cannot understand the language but the captain speaks what he calls an ancient
tongue.
"I am Jaevian, captain of this vessel. Welcome aboard."
Jaevian explains that his race is the Jallaks and they come from an island (also called
Jallak) where their seat of power lies. Their god / king is called Valadaar, an ancient
elf who is reported to have lived for almost three thousand years. Zashir listens and
learns, his initial attempts to hypnotise one of the Jallak’s fails so he decides to be
more cautious.
Jaevian tells him of a race of humans called the Q’Tharians, these are the enemies of
the Jallaks and live under water in a fantastic domed citadel. The confrontation has
been going on for decades and Zashir learns that these Q’Tharians are immensely
powerful and rich in lore and music and art.
Under the ship the three companions swim. The two sorcerers feel the powerful
sorcery above them and wonder what manner of creatures they follow.
As Zashir is taken below decks he notices something odd about several of the Jallak
elves. Jaevian and others wear necklaces around their necks…made from human
eyeballs…
The Destruction of the Isle of Jallak
Cy 4850 Dec 2nd – 7th
Zashir stands on the deck of the Jallak war galley next to its captain, Jaevian. The ship
heads back to a small island, the seat of power in Jallak, an island that resembles a
dwarven fortress rather than an elven abode. Under the water Zashir’s friends follow
the ship, polymorphed into dolphins or – in Blant Farrand’s case – a shark. Morikand
decides that he needs a closer look. He transforms himself from dolphin to a seagull
and flies up onto the deck. When he lands he returns to human form. The crew and the
captain stare at him as Zashir explains he is a friend.
The Isle of Jallak looms large now as the ship closes in. After seeing Morikand fly
onto the deck Graz Tak does the same and polymorphs himself into eklven form; but
as he lands the bows of the Jallaks are aimed at him and the captain has him stripped
of his equipment. Graz makes it hard for them and steals certain items back from his
captors. In exasperation Jaevian has him manacled.
There are three harbours on the island, which is very small and crowded. Morikand
spots a group of elves on the battlements being taught to launch arrows at targets in
the bay. He realises the elf is a Marraq, the darkbow unmistakeable.
"That is Yalgron," Jaevian says, "He is the finest bowman I have ever seen, an
outlander elf like you. He teaches us how to shoot."
When the party reach land Blant decides to swim back to The Eagle but Hokaru
remains in the water, waiting for an opportunity to sneak ashore.
In the throne room sits Valdazaar, an ancient and powerful sorcerer. He greets the
newcomers with good grace, apart from Graz who he taunts. The self proclaimed god
king of the Jallaks wears the traditional necklace of human eyes. Zashir
surreptitiously attempts to hypnotise Valdazaar but fails.
The assembled nobles and guards are sorcerers. Many of the Jallaks are also
magicians and the party realise that they have a higher percentage of spellcasters than
anywhere else on Grayhawk. Valdazaar shows an interest in Morikand in particular.
Demonology is non-existent on the island.
Morikan grins. "Give me some room and I will demonstrate your majesty."
The throne room is cleared and Morikand Bitchpiss creates three pentacles of
protection (one for Valdazaar, one for Zashir and one for himself) and another of
binding. He takes from the king a ring and places it inside the binding pentacle. The
room falls silent as Morikand intones his chants of ritual summoning. Ice begins to
form as a powerful demon of possession is dragged from the Abyss into the throne
room.
The demon is a shadowy creature but Morikand knows it is powerful as it moves
through Zashir’s pentacle of protection with little difficulty. The hypnotist stares into
dark eyes as Morikand fails the initial binding. Suddenly, as soon as the demon
materialised it vanished, only Morikand – and Zashir – realising that it had possessed
the hypnotist. Zashir’s eyes glaze over and become pure milky white orbs. Valdazaar
and the assembled nobles applaud the display and the king orders a room be set aside
(at Morikand’s request) for summoning purposes. Valdazaar goes on to proclaim a
banquet that evening; "We will celebrate our new and powerful friends," he says, "and
for entertainment we will torture and mutilate the human to death!" There are howls
of delight from the crowd.
Meanwhile Hokaru slips ashore (in human form) as darkness falls. As he moves
carefully he is aware of a figure behind him…Yalgron the Marraq.
"Greetings and welcome," the Marraq says. Hokaru realises that this elf is troubled. "I
need to get off this island. The king is mad; a lunatic whose mood and temperament
changes with the weather and with the position of the moon in the sky. Help me leave
this place."
Meanwhile Morikand and Zashir are in an empty storeroom in the bowels of the
palace and immediately Morikand creates some pentacles (two protection and one
binding). He casts summon demon and for the second time that night brings a demon
of possession onto Grayhawk. This demon is not shadowy; instead it is a lumbering
giant forced to squat down because of the low ceiling. To Morikand’s annoyance he
realises that he has drawn something major from the Abyss…this one is even stronger
than the demon that has possessed Zashir.
Thinking quickly Morikand grabs the small bottle he was given by Malakar. The
demon tears down the protection pentacles and for the first time Morikand realises
that here is a beast he cannot defeat. From the bottle comes Vohaas. Armed with a
dread black broadsword the demon strikes at the junction between shoulder blade and
neck plunging it deep into the creature’s torso before exiting near the hip. The demon
of possession howls in agony as his soul spills out like acid on the floor. But Vohaas
is already delivering the death blow that decapitates and obliterates his foe.
Morikand has timed it well. As the supernaturally quick Vohaas spins to face him
Morikand coolly stoppers the bottle once more and breathes a heavy sigh of relief. "I
need a rest," he says.
Yalgron is at the banquet and talks to Valdazaar. The Marraq however is in constant
contact with Hokaru who polymorphs himself into a blood hound and moves up into
the palace. The guards ignore such a dog…there are many around the palace and
Hokaru is able to enter the throne room and sit quietly under one of the many long
tables. Before Morikand and Zashir come to the banquet the demonologist prepares
yet another summoning.
This time he tries to summon a demon of combat. When a tall humanoid with red eyes
and a nodachi strapped to its back appears he prepares to bind it into service. Unlike
the previous demons this one is more co-operative. "I am Yusk from the Plane of
Blades."
Morikand relaxes but binds it successfully to him anyway. "You will serve me as
bodyguard until we reach Grayhawk."
"So be it master," Yusk says calmly.
As the banquet gets under way Graz Tak is tied and bound on spit and roasts slowly,
agonisingly as his flesh burns. As Morikand makes his entrance – with the demon
Yusk half a step behind him – Yalgron sends a message into their minds. "When I
count to three we must act."
Yalgron notches an arrow and launches two in quick succession. They snap the
bindings on Graz Tak’s ankles and neck and he falls away from the fire a free man.
He quickly lifts a dagger from a nearby nobleman as the fighting starts. Valdazaar is
enraged by the fighting and casts reverse heal on the Marraq. Yalgron collapses with
blood flowing from every orifice, his screams of pain can be heard across the bay.
Two noblemen lunge at Morikand but Yusk cuts them down with ease, the large twohanded nodachi a blur in his hands. Hokaru emerges from under the table in human
form amid the confusion; he launches a crossbow bolt into the head of Jaevian, who
staggers back in pain. Then the Darklander releases the katana from its scabbard and
moves in to combat.
Many of the nobles scatter in panic, unable to stomach such a vicious fight. Valdazaar
however turns his attention to Morikand and casts ray of enfeeblement at him. Yusk
intervenes and deflects the spell – much to the king’s annoyance – and he moves in to
face the Jallak king. Valdazaar strikes the demon low and hard with a longsword and
opens a ten inch gash in Yusk’s midriff…a gash that leaks soul. Yusk responds
quickly and efficiently. His first stroke severs the right hand of Valdazaar but the king
does not have time to scream as a second stroke plunges the blade deep into
Valdazaar’s soul. When the blade exits the Jallak king is dead and Yusk’s damage is
gone.
A hollow explosion can be heard deep beneath them as the foundations of the island
crumble. The ancient power of Valdazaar kept the Jallaks alive and kept their island
fortress standing. Without that power the universe begins to reclaim a race that should
have died out centuries earlier.
Morikand realises that Yusk is an excellent bodyguard and decides to read a scroll
(death spell) in the midst of the combat. He casts it on the captain of the guard – who
fights with Zashir – and the Jallak is badly damaged though able to continue.
Amid the crumbling throne room the battle continues. Graz Tak follows the two elves
that tied him to the spit roast and taunted him throughout his ordeal. He comes upon
the first unawares; pushes the elf’s head against a wall and drives the stolen dagger
into one ear and out the other side. The second elf pleads for his life but Graz slashes
expertly – and powerfully – across his throat. The elf is dead before he hits the
ground…Graz goes in search of his equipment even as the fortress crumbles around
him.
A huge slab of ceiling falls close to Morikand but Yusk is there, the nodachi cleaves it
in two and two large pieces fall harmlessly to the ground.
Hokaru sneaks up on Jaevian and delivers a swift and bludgeoning strike to the sea
captain’s throat. The katana cuts deep and cleanly, the head sails off and into the
rubble as the fight draws to a close.
When the last Jallak, the guard captain, strikes Zashir’s head (with no effect because
of the stoneskin) he drops the blade and the party’s attention turns to escape. Hokaru
casts fly on Zashir and Graz Tak and himself. Zashir loots Valdazaar’s body and as he
does a slab of ceiling crushes Yalgron to death. Seconds before the island crumbles
into nothingness and is taken by the sea the party take to the air…Yusk dives into the
water and vanishes. As they escape the carnage they notice every ship sinks, every
Jallak drowns in the chaos of the destruction.
Once back on The Eagle Yusk appears next to Morikand once more (teleport).
Glydith sets sail south once more as the party take a well earned rest.
Two days later they come across a large mountainous island and decide to make camp
to take on supplies. It is covered with jungle and a search party is organised by the
captain. Blant persuades Glydith to accept the protection of stoneskin and also
replenishes Graz Tak’s.
Morikand casts tongues then polymorphs into an eagle to talk to Relven, the ship’s
eagle. He learns much about the captain – Glydith – the bird tells him that he was
summoned by the captain and that Glydith is some kind of mysterious sorcerer.
Morikand cannot sense a magical surge on the captain but does not doubt the truth of
the eagle’s words.
As the crew and the party settle down for supper Graz Tak wrestles with a dilemma.
His dreams have been troubled for days since he tried to convey his fears to the Lady
Elena in prayers. He fears reprisals if Malakar’s gift to Blant – The Scroll of
Resurrection – is allowed to exist. So he lifts it from Blant Farrand’s backpack and
tosses it into the fire.
The conflagration is like a huge fireball exploding amongst them. Sailors scatter in
flames. Once the fire abates the finger of accusation points to Graz, many of the crew
saw him put the scroll in the fire. Blant Farrand puts a comforting hand on the thief’s
shoulder. "It had to be done I suppose…"
In a secluded cove Morikand sets about the creation of further pentacles. Graz Tak
has given the demonologist the Cloak of Masking to have a demon bound into it -
Zashir is present and both men stand inside separate pentacles of protection as
Morikand intones the well-versed ritual of summoning. Once more Morikand is able
to bring forth a powerful energy, a humanoid creature with red eyes and an angry
disposition. Zashir fixes the creature’s gaze and is instantly mesmerised, though his
mind is able to witness the workings of the chaotic brain.
This time the demon is given no chance as Morikand forces it into the cloak. Zashir
smiles at his companion; "It is called Fang, from the Plane of Fortresses." Morikand
makes a mental note of the demon’s name.
Morikand is struck by the quality of the cloak. The demon augments it’s power
greatly; when he puts it on he realises (as does Zashir who can now sense sorcery)
that there is no magic emanating from him or any of his items or demons. It is as if he
was a non-magic user.
"This is too good for the thief," he says…
Discovery
cy 4850 Dec 8th – 9th
The Eagle is moored on the west side of a large mountainous island taking on board
supplies. Hokaru, the Darkland necromancer, finds time to perform the ancient tea
ceremony; his companions enjoy the calming ritual on deck. Morikand hands the
Darklander Illeum’s Rite, the necromantic ring.
Later that day a crew member returns and shows them a symbol he found on a cave. It
is the symbol of House Cadavris, one of the minor noble vampiric houses from
Rosengrad. When Malakar took control of king Archibald’s kingdom he drove out the
many undead houses in an attempt to cleanse the city. The party decide to take a look.
Hokaru leads Blant, Morikand, Graz Tak and Zashir down into a domed room full of
piles of bones. Some are whole skeletons long dead. Hokaru’s innate necromantic
senses reveals two undead amongst the bones; before long two skeletons approach
hefting glowing longswords. Hokaru casts hold undead and manages to paralyse one
but Blant’s web sticks harmlessly to the ceiling.
Morikand swiftly kicks out at the second skeleton and his bodyguard, Yusk, carves
the remaining one to pieces with swift work from his two handed nodachi. Blant
Farrand takes the two magical longswords and they move on.
Two doors face them. Both appear flimsy and rotten, a swift shoulder charge should
knock them down easily. Graz Tak, however, informs his friends that both doors are
trapped…both are magical although only one bears the symbol of House Cadavris
above it.
Morikand casts dispel magic and destroys the sorcery one the first door but despite
repeated attempts he, Blant and Hokaru all fail to dispel the door with the symbol on
it. Yusk shatters the first door with his blade revealing a corridor that descends to a
further opening a hundred yards away. Blant summons (monster summoning 2) a
bombardier beetle, an armoured giant, and sends it against the intact door. As soon as
the beetle touches the door there is a crack of energy as it is incinerated by the power
of the trap.
Zashir is getting impatient. He hypnotises Blant; "Use your magic to go through the
wall," he suggests. Blant, however, casts the only spell he knows to achieve such a
thing (wraithform) but this cannot see him through the door. At this point Morikand
and Zashir decide to head back to the ship leaving Graz Tak, Hokaru and Blant
Farrand to continue down the first passage.
At the end of the corridor they head through an opening into a natural cave that has
many bunkbeds along the walls. Hokaru has a strong sense of undead. Blant’s lantern
reveals women and children huddled together and frightened of the three intruders.
Twenty in total they cower at the light, their faces gaunt and pale, the children's’ eyes
bright with fear.
"Vampires!" Hokaru spits.
Hokaru casts fireball into the largest concentration of them. In the confined space the
impact of such a spell is devastating. As the screams of the dying vampires pierce the
silence Graz Tak unfurls a scroll and launches a second fireball, Blant Farrand wastes
no time and hurls a third into the room. The massacre is complete. When the flames
are starved of fuel they die down and all that is left is ash.
A brief search reveals nothing. The three companions head back up to the second door
to ponder the problem once more. Blant casts enlarge on the door and the flimsy
wood cracks and splinters. When he reverses the spell it falls back to reveal another
corridor that ends in an opening. Hokaru casts protection from evil and circle of
protection and, with his companions close, he leaps through the door. Bolts of energy
converge on the three men but as they emerge on the other side they are completely
unharmed.
They move down and into a large room where the magical surge is overwhelming.
Nine globes hover in mid air at various heights and slowly orbit some invisible force.
The lowest is at head height whilst the highest is thirty feet above them. Each globe
has a powerful gravitational pull. None of the three men decide to get too close…after
a brief discussion they move on through the only other exit.
Hokarus immediately sense the presence of an undead mage. Lord Cadavris sits on a
throne in the centre of the room flanked by two burning fire pits. Both Blant and
Hokaru realise the fire pits are sorcerous, probably portals.
"I am Lord Cadavris," the vampire states, "and I need your help. My people are
stranded here. We were on our way to the lost lands of Acremea in the south when a
storm took us. We have been here for years now. Help us off this island and I will
reward you handsomely."
"I need no reward from the likes of you!" spits Hokaru and he draws his katana and
attacks. Blant and Graz take the lead from the young necromancer and leap into the
fray. As soon as a blade comes close to the vampire lord he vanishes in a haze of mist;
vapours swirl around their heads briefly and then vanish.
Blant casts invisibility and can see lord Cadavris behind him. He reacts too late and
the icy touch of the dread vampire drains his life force, sucks out the vitality and
leaves Blant weak. Escape is the only thing on Blant’s mind now. Because of the
vampire’s touch he has lost much of his repertoire and resorts to a scroll of polymorph
self in order to change into a bird and fly away. Whilst preparing the spell a second
caress from lord Cadavris further drains him.
Hokaru casts hold undead and lord Cadavris is held like a granite statue before them;
motionless, vulnerable and beaten. Try as he can the bonds of the spell are too great.
Hokaru and Blant grab magical daggers and start to slice the vampire lord but Graz
Tak moves them aside. He hefts his trusted blade of Hellath, the longsword that has
served him well over the last few months, and strikes.
The blow is perfection. Power, speed, finesse. Lord Cadavris has no time to scream in
pain as the blade enters the top of his skull and exits from the groin; his life force
extinguished in the flash of a deadly attack.
Meanwhile back on the ship Zashir tries to persuade Glydith to set sail, despite the
late hour. "I won’t sail blindly in the dark in waters I don’t know," he says firmly,
dismissing the hypnotist.
With only an hour left until dawn Morikand and Zashir return to the quiet cove to
perform another summoning. As Morikand brings forth a demon of possession into a
pentacle of binding Zashir stares into it’s eyes. This time however the demon flinches
from the gaze of the hypnotist…just before Morikand binds it into the coin of greed.
When they return to the ship Morikand gives the coin to Glydith and tells him it is for
protection. The captain accepts it gratefully. Blant, Morikand and Graz are now back
at the ship and recount the tale of their fight with Cadavris. Mantic, the ship’s priest,
tends to Blant. He tells the sorcerer that the only way to restore his drained energy is
by getting to a temple of Malakar.
Morikand, Zashir and Yusk return to the cavern after a discussion regarding treasure.
At the trapped door Morikand leaps through and his demonic protection deflects the
energy of the door. Yusk and Zashir, similarly protected, also manage to move
through it. At the next opening the see the entrance to the globe room partially
blocked by the largest of the globes. These have now fallen to the marble floor and
remain where they fell.
Morikand polymorphs into a snake and slithers past the obstacle whilst Yusk teleports
to the other side to be with his master. Zashir, however, fairs worse. As he tries to
crawl in between the door frame and the globe he inadvertently touches the globe.
There is a crack of energy and Zashir is gone; sent to the Ninth Plane of Hell!
Morikand moves on to the throne room. On the throne itself he finds a small diamond
identifying it as the soul residue of lord Cadavris, all that is left after the blistering
strike from Graz Tak.
He and Yusk leap through the first fire pit (teleportal). They find themselves high in
the jungle canopy on a precarious ledge hundreds of feet above the ground. Live
monkeys, small bears and other jungle creatures lie suspended from branches. A
vampiric larder. They return and head through the second teleportal.
This time Morikand and Yusk find lord Cadavris’ treasure. Three huge chests piled
one on top of the other. With a monumental effort (and Yusk’s incredible demonic
strength) they manage to move and open the first chest. It is crammed full of gold and
platinum and silver crowns, much of which bears the head of the old king of Rosen,
Archibald. The next chest contains gems and jewels too numerous to count so both
take a handful before moving to the third chest. This one has the most prominent
magical surge.
When opened it reveals powerful magical items; a katana, a dagger, a staff, a skeletal
hand and much more. Morikand gathers all of this equipment and places it on himself
before polymorphing into a bird and flying back to the ship…
Further South
Dec 10th – 16th
The Eagle is moored in a sheltered cove on the Island of Imris, a large mountainous
isle in the seas south of Nyrn. As the party sit around on deck they are stunned to see
Zashir – who vanished when he touched one of the nine globes in Cadavris’ lair – the
hypnotist seems unharmed from his ordeal and tells his friends that he had to make a
deal to escape Hell. "I must get back to Grayhawk and find Illeum Runesabre in six
months," he tells them. "I have a letter for him…if I succeed then my task will be
complete."
Morikand calls his companions to the main deck and deposits a handful of items he
recovered from Cadavris’ treasure room. The demonologist offers them clues as to the
nature of the equipment (he went away and cast identify and was surprised at how
much information he received).
Graz Tak takes a jewelled pommel, Zashir takes the Amulet of the Unholy, Blant
takes a shield and Hokaru is given Devil’s Bane, a katana created by the famous
necromancer Illeum Runesabre. Another sorcerer joins them; Mangas takes Frostbite,
a dagger.
The party decide to leave the island and head south further. Some of them are
intrigued by the mention of the isle of Acrimea and want to explore the southern seas
further. As the rain beats down the Eagle makes steady progress.
A ship is spotted later that day. Fluck, Blant’s familiar, scouts ahead and sees a
deserted Drenai war galley, a massive four masted vessel that drifts on the waves.
Morikand casts invisibility and polymorphs into an albatross and flies to the ship to
investigate. He sees ghostly figures that move through the deck. He returns briefly to
brief his companions and they all – with the exception of the weakened Blant – decide
to board the ship and take a look. Blant Farrand casts fly on those who need it and
Morikand creates a polymorph self scroll and hands it to Mangas.
As they land on the ship Graz Tak draws Hellath, his trusted longsword, and places
the newly-gained pommel against it. The jewel bonds to the magical blade instantly
and Graz feels strong vibrations up and down the blade. It glows a dull crimson and
feels more balanced…more powerful. Hokaru can already sense undead as they head
down into the ship.
The captain’s cabin is their first destination. Hokaru (who has detect undead running)
senses the undead fleeing from them, as though they fear the party’s magic. Graz
picks the lock to the cabin easily and moves inside. An overturned table and a wideeyed man behind it greet him. There is a thunderous crack as the man fires a
Bretonian musket. Graz is stopped in his tracks by hundreds of small lead balls; the
gunman is stunned when the thief merely brushes away the shot (stoneskin) and takes
the gun from him.
The Drenai is called Magast. He seems slightly mad and tells them about an elven
woman they rescued, a wounded woman that they cared for. "The crew began to go
missing," he says, "one by one they would disappear only to return as ghosts or as
rotting human cadavers. I thought you were one of them."
They continue their search with Magast following them. At the bottom of the ship
they find a coffin surrounded by a pentacle made from the ash of human remains.
Hokaru cannot hide his distaste and hurls a fireball at the coffin. The bottom of the
ship is ablaze in seconds, they hear a tapping on the inside of the coffin but ignore it,
instead Hokaru casts a second fireball for good measure as they return to the Eagle
(with Magast) and watch the blazing ship burn and ultimately sink.
Next morning the sea is as still as glass. A strange mist surrounds them and there is no
wind. The revelation that Mantic, the ship’s priest, is missing causes concern and a
hasty search of the entire ship. Mangas casts ESP and skims the minds of selected
crew members. Magast’s thoughts betray concern for the elven woman whilst the
most interesting thoughts are those of Maldrar, the Malakarian temple guard. His
thoughts show Mantic boarding a small launch late last night and rowing away from
the ship.
Morikand casts invisibility and polymorphs into an albatross to investigate the magical
mist. He flies up to guauge the extent of the cover; it stretches for a mile all around
the ship and is several hundred feet high. He identifies the mist as Malakar’s Breath –
a spell that Malakar reserves for the most powerful of his nae priests. As he flies
around the ship he sees a sweeping glow brush over the mist, as though something
was probing the ship. He realises that whatever is searching for them cannot penetrate
the shroud that Malakar has thrown around them.
Next morning the mist is gone but Morikand sees the same luminescent glow on his
own skin. It travels up one arm, around his body before exiting down the other arm.
An identify reveals the nature of the spell – The Eyes of Elena – he tells the party as
they sail further south.
They find the body of Mantic floating face down in the sea. Maldrar gets the body on
deck and prepares it for a funeral rite. He explains that Mantic was sacrificed in order
to cast the Malakar’s Breath. "I have seen this effect before. The poor priest Mantic
was not able to cope with the sheer power that Malakar cast through him and although
he probably saved us he paid ultimately for it…he will be burnt at sea and we should
pray for him."
Blant polymorphs into a white shark and scouts around in the sea whilst Hokaru
becomes an albatross and checks out the skies and the surrounding ocean.
Morikand and Zashir slip away to the cargo hold and the demonologist creates some
pentacles (protection and binding). Above deck all of the crew can hear the telltale
sounds of a ritual summoning; it is a dread sound they have heard before. Glydith, the
ship’s captain, growls and draws a sabre. "I’ve had enough of this!" he bellows and
heads for the hold. Maldrar opens his hand and seems to grab the captain with some
powerful telekinetic power. He shoves him back against the mast. "Never come
between a demonologist and his summoning!" Maldrar warns.
Ice forms on deck as the temperature plummets. Mangas draws his new dagger
Frostbite and feels instantly warm…the cold does not affect him whilst holding it.
A dark shape begins to form in the cargo hold; a mind-numbing surge of magical
energy fills the confined wooden space. Morikand does not fear the beast. Zashir
opens his eyes and mind to it as the first thing the demon sees is Zashir who loses
himself in the brutal gaze of an angry demon.
But Morikand’s grip on the demon is strong. As it materialises in the centre of a
pentacle of binding the creature realises that it must escape if it has any chance of
defeating the summoner. Morikand crushes its will and forces the soul into the ship
itself. Zashir comes round and laughs; "It is called Thoasa, from the Plane of Tides."
On deck the crew and especially the captain give Morikand and Zashir a frosty
reception but the demonologist merely smiles. There is a deep thud as Relven, the
ship’s eagle, crashes dead onto the deck. The sailors gasp in horror and Glydith’s
anger flares once more. Morikand turns to the captain. "You will do as you are told!"
Glydith’s face changes from abject hatred to servile compliance and he starts to bark
orders at his crew.
Morikand can move the ship at will and tests its phenomenal speed in open water. The
crew are stunned by way it crashes through reefs and rock, obstacles that would
normally destroy the hull. But the Eagle is now enveloped in a demonic skin tougher
than any steel.
Mangas decides to enjoy the ride and starts work on his spell book.
Next day the watch spot a ship on the horizon. Morikand steers it close and they come
alongside a primitive single masted sailing vessel. Twenty men with shortbows line
the deck, nervous at the larger ship and unsure of who or what they are. Mangas casts
spectral hand and is able to touch the captain of the other ship and cast comprehend
languages. The captain beckons them aboard and the entire party step onto the new
ship (with the exception of Morikand who stands at the wheel of his new ship).
Zashir immediately hypnotises the captain who is called Vio. He explains that they
are from the Island of Imarand and invites them back to their land. "There are many
islands in the Imaris Sound, the largest of these being Acrimea. The Dalt’enn are the
most powerful of all the races and regularly take slaves from each island for their evil
summonings."
Mangas casts ESP on the captain and picks out the features of one of the Dalt’enn;
they are elven in appearance and Mangas is struck by their similarity to Morikand the
demonologist…
The Lost Isles
Dec 16th – 18th
The Eagle – Morikand’s demonic ship – follows the Imarand ship towards the first of
the Lost Isles. Blant Farrand, Graz Tak and Mangas are on the Imarand vessel and
converse with Vio, the ship’s captain, they learn much about Imarand culture and life
on the Lost Isles. Meanwhile Morikand is below decks on his own ship putting the
finishing touches to a pentacle of travel.
There is a large crowd in the harbour of Imarand to greet the new ship. When
Morikand comes on deck there is a collective gasp of horror; hundreds of bows are
levelled at him. The primitive Imarands believe him to be one of the feared Dalt’Enn.
Out of the crowd comes an old woman. She is blind in one eye but pushes her way to
the jetty where she confronts the demonologist. "Let me be the first to welcome the
Death Dealer!" she says.
Mangas casts ESP and skims her mind. He realises that her art is an obscure one;
Cathrar studies The Paths. Mangas is able to see glimpses of Morikand’s past in her
mind as well as his future. Though he cannot discern anything specific he is sure the
old woman Cathrar can.
Cathrar disappears into the crowd as Morikand comes ashore. Having been told about
the chieftain of Imarand (Herrea) he uses the soul compass to find him and with his
companions behind him heads for the heart of the city. Imarand elders, the wise men
that make all the decisions in the city, surround the chieftain. Morikand casts
comprehend languages on his friends and includes Herrea so that they are able to talk
freely.
The party learns much about Imarand and the other islands in the area. After an hour
with Herrea they decide to continue their journey south – a journey Dax the Explorer
set them on months earlier. After taking on fresh water and supplies from the
Imarands the Eagle heads out to hug the coast. They intend to sail directly into the
heart of Acrimea.
At night they anchor themselves off shore.
Two hours past midnight a sailor hurries down into the sleeping quarters to find
Morikand. "Master come quickly! There is a stranger on deck."
As they ascend up on deck Blant casts foxes cunning, Hokaru casts circle of
protection followed by cats grace. On the foredeck a dark elf stares down at the party.
Arrogant, evil and confident he leans on a battle axe which Morikand knows is
demonic. "This ship belongs to me now!" the Dalt’Enn says, "you are all slaves.
Throw down your weapons!"
Morikand casts banish demon and the axe crumbles into dust before the startled
Dalt’Enn. From nowhere four dark elven warriors appear. Each one is laden with
demonic protection and weaponry and the party have no time to think. Blant casts
jump and somersaults backwards out of the melee. Mangas casts glitterdust as swords
clash in the darkness.
The Dalt’Enn on the foredeck raises his hand and hurls a lightning bolt at Blant
Farrand. The sorcerer is able to avoid the shocking bolt but as it hits the deck the
demonic ship dissipates the damage evenly around the ship. Zashir finds himself in
hand-to-hand with an expert swordsman only stoneskin saves him initially.
Morikand disarms one of the warriors and Hokaru follows suit. Yusk and Hokaru are
quick to press the advantage; the demon cuts down the first as Hokaru cuts the throat
of the second with Devil’s Bane, Illeum Runesabre’s dangerous katana. Hokaru
Temochi can feel the blade quench its thirst on the blood of the Dalt’Enn and also
feels strength and vitality seep into him as the blade imparts this power on him.
Now freed of his attacker Zashir moves in on the Dalt’Enn sorcerer on the foredeck.
The sorcerer sees this and casts a summoning – a dark shadow appears on deck, a
growing sense of cold as the demon materialises slowly before them. Graz Tak cuts a
Dalt’Enn warrior with a deft backhand stroke with the Blade of Hellath (which now
has Illeum’s Pommel adorning it), as the warrior doubles over in pain his second
strike disembowels the attacker.
Mangas casts grease on the last warrior on the lower deck. The poor fellow slips and
slides and makes his way over to the rail where he clings on desperately. Yusk hits
him three times in quick succession and slays him.
The demon is now fully materialsed. A twelve foot monster with fiery wings and
sinister red eyes. It howls and yells as it rushes towards the party, almost able to taste
the naked souls. But Hokaru Temochi is in its path. The Darklander waits until the
demon is committed, with Devil’s Bane loose in his hand he lets the beast come. In a
fluid, awesome motion the blade is like a whip. It connects between the demon’s
shoulder and neck and carves through bone and sinew until it lodges in the dark heart.
Devil’s Bane gorges itself on demonic blood. As Hokaru retrieves the katana the
demon explodes into dust banished from Grayhawk for a hundred years.
Graz Tak has moved away from the fight. He can see Zashir Mindbender struggling
on the foredeck with the last remaining Dalt’Enn. He draws his longbow and after a
momentary uncertainty (he is not sure whether he will hit his friend or not) he lets fly.
The first arrow hits the Dalt’Enn in the stomach. The dark elf howls in pain and
clutches the shaft. Blood runs down it over his slender fingers but there is nothing he
can do to stem the torrent. The second arrow punctures his left eye and smashes
through the skull as it exits.
Morikand piles the demon-infested weapons on deck before starting the grim task of
decapitating the dead Dalt’Enn. He places them strategically on the front of the Eagle
so that they can be seen by any other ship.
Mangas puts on a demonic cloak (of steel) that was worn by the Dalt’Enn sorcerer.
Graz helps himself to a demonic longsword (of Pain). There is little chance of sleep
for the rest of the night particularly when Morikand descends to his summoning room
with Zashir to summon protection for the ship.
Zashir is integral to the summoning. His attempts to stare into the minds of the
creatures allow him to discern the true names of the demons…information vital to
Morikand.
The first is called Grusur, from the Plane of Combat. A horned humanoid demon who
wears a hood to hide his face. Morikand binds him to the ship. The second is from the
Plane of Blades, a dangerous and powerful demon that wears a mask and wields a
katana. His name is Myill and despite his power Morikand binds him immediately
into service as protection.
Blant Farrand gives Morikand the Cloak of Contempt and asks his friend to bind a
demon of protection into it. Morikand knows exactly which plane to seek such a
demon. He summons Uleach from the Plane of Fortresses and once again has little
trouble as he binds it to Blant’s cloak. As soon as Blant Farrand wraps the robe
around him his magical surge disappears, no trace of sorcery or the demon visible
from the outside.
Next morning they change their plans and head for the Tragornian city of Villius. Just
before noon a small vessel approaches with four heavily armed Tragornian barbarians
and one priest. They are helped on board and the priest introduces himself as
Angarod, High Priest of Ulmar the Lord of Battle. He is impressed by the severed
Dalt’Enn heads on the front of the ship and invites them back to his temple on the
mainland.
Villius is a large city more reminiscent of a Grayhawkian seaport than Imarand. The
Tragornians are warriors and merchants and soon the party is led through a huge
market place and up into the temple of Ulmar. Zashir goes immediately to the altar to
pray. He is astonished when the demon of possession is banished from him and the
god speaks directly into his mind. Zashir realises that Ulmar goes by a different name
on Grayhawk:- Jarik Saal.
Angarod takes them to the Hall of Kings, the seat of power in Tragorn. In a vast room
full of barbarians they are presented to King Halgar of Tragorn. The man is a little
worse for drink and when Zashir tries to speak Halgar has two burly guards silence
him. When the situation threatens to get out of hand a beautiful young woman stands
up. Silvana is the daughter of Halgar and clearly the power behind the throne. Her
words stop any nonsense and Zashir is free to proclaim the words of Ulmar. The
Tragornians are impressed.
Morikand greets the princess and says; "They call me Death Dealer."
The Tragornians are silent. All eyes upon the demonologist as Silvana studies the elf
carefully. When Morikand suggests that he is here to destroy the Dalt’Enn there are
cheers and shouts of approval. Silvana calls a banquet to honour the newcomers. Hot
food is brought out. The party are treated to sword and axeplay exhibitions; the
Tragornians are all superb combatants. Zashir manages to hypnotise King Halgar
amid the revelry of the banquet.
Princess Silvana is a good host. As the evening draws to a close she spends more and
more time with Graz Tak. Drawn as she is by his handsome face and charming
manner Graz is the envy of all the men in the Hall of Kings. She has a personal
bodyguard of four of the toughest Tragornians who protest bitterly when she
dismisses them for the night.
"My room is close," she says directly, "and my bed is warm."
Graz Tak grins as she slips her hand into his and leads him away. Mangas watches
them go and smiles. He skims the minds of the entire banquet with ESP and one mind
in particular – a young red haired barbarian – concerns him. The barbarian’s thoughts
are fuelled by jealousy as he stares at Graz Tak and wonders how he can get close to
strangle him…
The Summoner
Dec 19th – 21st
After the banquet thrown in honour of Morikand the party rise late the next day.
Hokaru aches all over, the rush of his blood-fuelled blade is gone to be replaced by
pain and a dry throat. He joins his companions at breakfast along with king Halgar
and the Ulmarian high priest Angarod. Graz Tak and princess Silvana do not attend
but the king does not dwell on his daughter’s activities.
The topic of conversation turns naturally to the Dalt’Enn. Morikand wants to give a
message to their king, Lord Dread, and decides to return to the Eagle to do his rituals.
Hokaru casts cat’s grace before descending into the summoning room – Zashir is
close behind.
Morikand summons a demon from the Plane of Disjunction but on its arrival he
dismisses it instantly. It was not powerful enough for his message. Next he summons
a demon from the Plane of Mists, a plane he has dipped into before. A shadowy figure
is soon before them and Zashir stares deeply into the demon’s eyes.
This demon is not bound by Morikand but offers his name anyway. "I am Enjul," it
says calmly. "I have heard of you Death Dealer. How may I serve you?" The demon
called Enjul releases Zashir from his powerful gaze and Morikand considers his
options.
"I want you to take a message to an enemy," Morikand says. Enjul bows his
acceptance of the mission. "But first I must give you something for Lord Dread."
Morikand summons a further demon from the Plane of Dreams and instantly binds it
into one of the 8 coins of greed. Armed with the gift Enjul takes leave of the ship and
heads for the palace of Acrimea in the citadel of Dalt’Ara.
That evening the Eagle sets sail for Acrimea. King Halgar has post fifty of his
strongest warriors on board. Blant Farrand moves amongst them and casts stoneskin
on six of the hardest of them.
As night falls Morikand is drawn to his summoning room once more followed by
Hokaru Temochi and Zashir Mindbender. The demonologist calls a demon from the
Plane of War called Amyldor but dismisses the four-armed horned woman
immediately. "These are not powerful enough," Morikand complains so turns his
attention to the Plane of Death.
The next summoning brings forth a nightmare.
As the powerful demon materialises Zashir attempts to stare at it. Edovi – his demonic
shirt – shrouds his eyes and gives him a stern warning. "To look at it is death! To
touch it is death!" Morikand and Hokaru shut their eyes. The necromancer draws
Devil’s Bane and jumps into the attack as Morikand tries in vain to bind it.
A deathly, unearthly wail emanates from the demon of death. Hokaru and Morikand
are chilled to their bones as their sorcerous protection withstands the death wail.
Zashir is not so lucky. His face blanches and his ears bleed as he falls dead at their
feet. Even Yusk – Morikand’s demon protector – succumbs to the icy touch of the
demon and is destroyed.
Blant Farrand is on deck with Mangas. He knows something is wrong. He has been in
this position before. He urges four of the Tregornians down below to aid his friends
and the warriors rush into battle without hesitation. As they pile into the hold the
slightest glimpse of the demon’s pale flesh is enough to kill them!
Hokaru and Morikand – eyes still firmly shut – hear the bodies pile up around them.
Morikand finally casts a successful binding and the demon of death is gone, bound
into a coin of greed. As they tentatively open their eyes Hokaru and Morikand wipe
beads of sweat from their eyes. Morikand takes no chances and casts unseen servant
to pick up the coin of death and place it securely in a leather pouch.
Mangas takes Edovi, the demonic shirt, from Zashir’s corpse.
Next morning a rowing boat can be seen in the distance. Beyond it is the shore of the
fabled Acrimea – land of the Dalt’Enn. As the boat draws close Morikand senses
demonic influences but does not attack the messenger. The lone boatman hurls a small
urn into the sea and rows back to Acrimea. Morikand examines the contents of it and
discovers a pile of ash…Enjul’s ashes.
At midnight the summoning continues. Morikand is joined by Mangas and Hokaru
and a Jezharrain traveller called Atavia as he prepares further summonings. His first
two attempts result in less powerful creatures that he dismisses but the third is from
the Plane of Famine. As soon as it begins to materialise Morikand realises that this
demon is powerful. After a brief struggle he manages to bind it into another coin of
greed.
Morikand continues his drive to arm himself and the party with demonic weaponry
and protection. He delves into the Plane of Blades once more and the demon that
presents itself is a shimmering silver longsword…an awesome magic surge. Atavia
reaches down and grabs it. The ferocious power of the arch demon of Blades
consumes the Jezharrain’s soul and gives a body to the unfettered demon. Morikand
tries to bind it once more but it is futile; the demon is too powerful. In the body of the
female Jezharrain the demon launches itself at Hokaru and Morikand.
Only Morikand’s stoneskin saves him as the demon strikes swiftly and dangerously,
keen to take the soul of the summoner. Hokaru trades blows with it but realises that it
is only a matter of time before it tears down Morikand’s defences and gets to his soul.
In desperation Morikand reaches for the stoppered vial given to him as a gift by
Malakar.
As Vohaas appears the arch demon of Blades turns to her new foe. Vohaas is speed
and power personified; his first strike is a blur as he severs her swordarm from the
elbow. His second strike is equally fast taking her other arm at the shoulder. The
demon of Blades is astonished, her dark eyes wondering what kind of maniacal
demon possesses such skill. She has little time to wonder as Vohaas decapitates her
and takes her soul.
Vohaas turns to Morikand who is already replacing the stopper on the small glass vial.
The demonologist breathes a heavy sigh of relief as Vohaas disappears. He turns to
Hokaru and grins. "I need to rest."
As Morikand heads for his bed chamber Hokaru stares at the shattered remains of the
elf and watches the shadow of its spirit drift around the room before seeping out and
dissipating into the Astral Plane.
Next morning the air is chilled and the sky is an angry red colour. Acrimea is only a
hundred yards away and Morikand is drawn to a woman who stands on the shore. A
Dalt’Enn mystic she shouts over to the ship.
"Greetings He-who-brings-death – let me be the first to welcome you to your fate.
The Dalt’Enn have waited many years for your coming. Lord Dread himself prepares
for the day of destiny…"
Destruction
Dec 22nd – 24th
The party decide to head for the Lost Isle to investigate Murtag’s tower. The
Tragornians on board tell them that Murtag is a blind mystic that even the Dalt’Enn
fear. Their curiosity takes them past Fort Blood but soon the lookouts spot a smaller
ship approaching. Blant Farrand sends out Fluck to investigate. He turns to Kheltar,
the Tragornian leader, and hands him the blade called Slayer.
The vessel is manned by seven Dalt’Enn and seems to be sailing itself. Six of the dark
elves prepare flaming arrows whilst a seventh stands in a pentacle and prepares a
summoning. The Eagle increases speed as the fifty Tragornian warriors on board
prepare to storm the enemy vessel. Graz Tak slips Illeum’s Pommel onto the hilt of
the demonic Blade of Pain and awaits the fight.
Suddenly without warning two Dalt’Enn swordsmen teleport on deck and surprise the
party. Their blades bounce harmlessly off Vetrick (stoneskin) an Asharoki ranger who
joined them in Villius and the Dalt’Enn realise that their surprise was in vain.
Blant casts glitterdust as his friends attack. Mangas casts grease on the first warrior
who slips into Hokaru’s Devil’s Bane and is killed instantly. Graz Tak is upon the
second warrior who is outclassed as the thief drives the demonic blade deep into his
heart. The Dalt’Enn howls with inhuman pain as the demonic blade consumes his
soul.
The Tragornians are almost alongside the Dalt’Enn vessel. The summoner summons a
demon onto the deck of the Eagle. The party are experienced with demons and realise
that the Dalt’Enn sorcerer has called a powerful four-armed katana-wielding monster
from the Plane of Combat. Blant Farrand casts fireball at the demonologist but the
pentacle protects him. Hokaru summons three ghouls onto the Dalt’Enn ship to help
the fight there.
As the demon of combat takes material form Blant casts fly and leaves the ship.
Mangas also levitates out of harms way leaving just two men; Hokaru and Vetrick, to
face the dangerous demon. The Tragornians swarm the Dalt’Enn ship led by Graz Tak
whose only thought is to deal with the demonologist. The dark elves are outnumbered
and outclassed as the Tragornian barbarians hack the six warriors to pieces.
Meanwhile on the Eagle Hokaru casts pentacle of protection at his feet but the demon
destroys it with little effort. Suddenly the Darklander faces a rapidly moving katanas,
he parries two but one crashes against his stoneskin.
Graz Tak uses the demonic Blade of Pain to destroy the sorcerer’s pentacle before
nonchalantly taking out his soul with a single strike. He leaves the Tragornians to
their bloodlust as they rip apart the bodies of their enemies. The thief spies Vetrick
and Hokaru in hand to hand with the powerful demon and rushes to their aid. The
demon turns aside every attack from the Asharoki and the Darklander and presses its
advantage against the two men.
Graz Tak is upon it within seconds. Before the demon realises there is a new attacker
Graz drives the Blade of Pain deep into its back and takes it soul.
With the fight over quickly the Tragornians start to cheer. Not one of their number
was even damaged during the fight. Blant Farrand descends to examine the sorcerer,
he spies a magical cloak but when he reaches for it his soul is attacked by a demon.
Luckily Blant recoils from the attack and decides to use a large stick to remove the
cloak.
That night they approach the Lost Isle close to the fishing village of Picket. An elf
with a lantern on the shore gains their attention. Blant, Graz Tak, Hokaru, Mangas and
Vetrick go ashore to greet him. He is called Almas and reveals that he is an Elenorian
abandoned here by his father some years ago. Blant casts ESP and discovers that
Almas is truthful although desperate to return to Grayhawk. He agrees to lead them to
Murtag’s Tower.
Breakfast in Picket. Later Blant writes a fly spell and Mangas absorbs it into his
repertoire. Hokaru and Blant then cast fly on the entire party – including Almas – and
head off to the tower. Fluck goes out on reconnaissance and discovers that the only
entrance is two thousand feet up in the clouds where he spots a study, a fire and a man
sitting warming his feet.
The party invite themselves in to the study. Murtag is apparently blind and each
sorcerer senses a powerful magic surge from the old man. Murtag explains that he is a
master of the Paths and gives them titbits of information regarding the Dalt’Enn, the
prophecy of the Death Dealer and the role of Malakar in their quest.
He proves to be mysterious, misleading and each member of the party senses he is
hiding something. They press him further regarding the nature of his skill. Murtag
explains that he can see where their fates lie but if he revealed them he would be blind
to them from that point onwards. Hokaru and the others become increasingly
suspicious about the man and his motives. Despite his power Murtag is evasive and
difficult, he constantly sidesteps direct questions and his answers are vague to the
point of being awkward.
Soon Hokaru has had enough. He executes the fluid and mesmerising ai-draw- the
Darkland skill of sudden explosive attack. Devil’s Blade cuts deep into Murtag’s skull
and gorges itself on his blood. In that instant Hokaru has an awful realisation; Murtag
is actually Malakar!
Graz Tak responds with a similar fluid speed. He lightning draws the Blade of Pain
and bites deep into the soul of a god. He too realises that the energy he draws is that
of Malakar but the momentum is impossible to stop now.
Malakar staggers back in pain – more pain than he has ever felt in his short life – his
blood sucked out by a devilish blade and his soul in tatters. Exquisite, awesome,
overwhelming pain he stumbles back unable to co-ordinate himself, he staggers into a
chair and falls. Hokaru hits him a second time, a ferocious strike that caves in the side
of his face; bone, blood and teeth fly across the room as Malakar tries – in vain – to
recover his senses.
It is Vetrick, the Asharoki ranger, who delivers the decisive strike. A blade rammed
into the side of Malakar’s temple causes the god to disappear in a cloud of vaporous
gas; banished from Grayhawk for one hundred years.
Immediately the tower begins to collapse under them. Luckily the fly spells are still
running and each man leaps into the air as the dark tower of Murtag implodes to
create a huge crater beneath them as if the earth swallowed every last lump of rock.
The party, still reeling from their surprise attack on the dark god, walk into Picket and
sense something is wrong. Moored out to sea is the Eagle is still and silent. Bodies
float on the water around it.
They realise as they fly onto deck that the entire crew and all the Tragornians are
dead, their bodies littered around. Thousands of snakes are leaving the deck after their
killing spree. Each member of the crew bitten hundreds of times. Even those with
stoneskin have succumbed to the multiple snake bites.
Hokaru summons four ghouls to clear the snakes from the ship.
Before long the crewless demonic ship heads towards the Red Isle with the Asharoki,
Vetrick, at the helm. Fluck spots a circle of eight monolithic standing stones in the
wastelands of the Red Isle. The smouldering volcano is in the background, a pall of
black smoke on the horizon.
The party walk into the standing stones. Mangas identifies them as the Circle of the
Planes. Once inside the circle the sound of the outside is muted. The sorcerer then
casts find familiar and waits. Before long a wolf appears from the north western
monolith. It bounds up to Mangas and with the telepathic speech of the wolf
introduces itself as Higord. The wolf explains that he comes from Limbo, one of the
Outer Planes, and was confronted with a portal which he decided to enter…the call of
Mangas was too intriguing to ignore.
Higord ranges out into the wastelands with Mangas peering through its eyes. Before
long the wolf shadows a lone figure. A robed and hooded Dalt’Enn stalks the party.
Mangas knows instinctively that the figure is Lord Dread.
The Battle for the Lost Isles
Dec 25th – 28th, cy 4850
The robed figure shadowing the party as they take refuge in the Circle of the Planes
can only be Lord Dread, king of the Dalt’Enn. Morikand moves towards him with
Vetrick by his side. Graz Tak flanks both men his longbow poised and ready for
action.
One hundred yards away from the Dalt’Enn sorcerer and Morikand can sense demons.
They stop and talk to the dark elf. Lord Dread wants peace but on his terms. Morikand
and Vetrick do not trust him and the conversation is dominated by Lord Dread’s need
to get Morikand off the Lost Isles and the secret he hid from Malakar all these years.
"There are two distinct Paths," he tells them, "two possible eventualities that Amarel
has seen. In one you sail away from these islands and leave us to our own fate. But
there is a second Path where you – the Death Dealer – step onto Acrimea and we face
obliteration and death."
Mangas casts a wall of ice around himself inside the Circle of the Planes whilst Blant
Farrand and Hokaru join Morikand and discuss their next move. When Lord Dread
informs them that he has their ship – the Eagle – and will not release it until they are
three days away from the Lost Isles Morikand realises there is only one course of
action. He advances the Dalt’Enn.
Graz Tak launches an arrow, which disappears instantly as it gets within ten feet of
Lord Dread. Blant summons a troglodyte and sends it against their enemy and Hokaru
sends two ghouls against him as well. Behind these creatures the party advance on
Lord Dread. As Hokaru gets close he realises that Lord Dread has made no footprints
in the snow; the sorcerers suspect a projected image.
At this moment Lord Dread hurls a devastating lightning bolt at the attackers that
catches Hokaru in the face. Not even Archibald’s Shirt can protect him as powerful
energy consumes his flesh. Even Devil’s Bane, Illeum’s powerful katana, is fried by
Lord Dread’s magic.
The party recoil in horror. Blant and Morikand cast invisibility as the summoned
troglodyte is torn to pieces by an unseen demon protecting the projected image. Blant
summons another creature (a lizard man) to recover Hokaru’s corpse and he
immediately starts to take items from it, most notably the Necras Ring which he puts
on.
As soon as Morikand and Blant get close the projected image disappears.
They return to the Circle of the Planes where Morikand creates the largest pentacle he
has ever attempted. It fills the diameter of the entire circle (one hundred and twenty
foot diameter) and he prepares to cast. Mangas sends Higord, his familiar, out before
Morikand summons a demon from the Plane of Storms. He is disappointed by the
result so he banishes it immediately.
Suddenly a demon appears from nowhere. A huge lion with dangerous claws and a
slavering mouth it leaps at the nearest soul. Graz Tak is equal to it. He strikes it once
with the Blade of Pain; demon meets demon as Graz’s awesome attack cuts a gaping
hole from the lion’s shoulder to its hip. A fountain of blood erupts into the air but the
demon is dust before it hits the ground.
Blant calls for rest to recover his – and the other sorcerers – strength. After an
uneventful night they head for the second stone circle depicted on their map.
On the way they are joined by Orbelain, an eldrow warrior, and before long they
come upon the huge skeleton of a dragon half buried in the volcanic ash. Mangas, the
Muhaki scholar, informs them that the skeleton was once a Storm Dragon – a species
that supposedly died out three thousand years earlier. Blant and Morikand discuss the
possible implications of this hypothesising that the Lost Isles are somehow suspended
in time.
The second circle is slightly smaller and the stones are rougher and appear older than
those of the Circle of the Planes. Again Mangas casts identify – the Temporal Wheel.
He informs them that they are standing at the very spot where Promethius – the
Creator of the Universe – created Time itself.
Morikand creates a pentacle inside the Temporal Wheel. A pentacle of travel. His idea
is to travel to the Abyss and from there he will attempt to travel in similar fashion to
the pentacle he has on his ship, the Eagle. Although there is scepticism the rest of the
party do not have a better plan so they agree to face the perils of the Abyss.
The ritual by Morikand creates a pair of double doors that he opens to swirling black
mists. "The Plane of Fortresses," the demonologist informs them. He leaps inside and
the party follow quickly before the huge doors close behind them.
A dark, damp prison cell greets them. Blant illuminates the room with his lantern and
the realisation that there is no magic here hits them hard. The doors are impenetrable
and only a small grate separates them from the remainder of the prison; through it
they see endless corridors and a myriad of demonic creatures keeping guard.
Before the panic sets in Morikand calmly starts to draw a pentacle of travel. Even
with no contact with the Layers of Magic Morikand Bitchpiss – the Death Dealer –
knows how to manipulate the Abyss. Once created he warns the party that when – if –
they manage to travel back to their ship the Dalt’Enn will wait in ambush. He opens
another portal, this time there is a wreathe of fire around the threshold but Morikand
does not hesitate. The party draw weapons and rush through.
The pentacle at the bottom of the ship is well known to them all. As their impossible
journey reaches the Eagle the party find themselves surrounded by enemies and are
forced to react quickly. Three Dalt’Enn sorcerers sit at the edge of the pentacle, a dark
watch accompanied by three demons they have summoned. Kramnas is a squat
humanoid with a deadly three-headed axe, Ulaya is a veiled woman with a katana and
Spike is a powerful orc with a demonic spear.
The first Dalt’Enn sorcerer casts death spell on Graz Tak. The thief buckles under the
awful damage but stays on his feet despite the terrible pain. Kramnas swings the
dreadful axe at Mangas and shatters the sorcerer’s skull into several gore-soaked
pieces. Spike thrusts the spear into the midriff of Orbelain and the eldrow howls in
agony as the demonic orc feeds on his soul. Orbelain staggers back weakened by the
awful wound.
Morikand tries to banish Ulaya but fails and decides to unstopper the vial that will
release Vohaas, the deadly demon of combat. The party recover quickly and press
their attack. Orbelain, despite the close quarter combat, lets fly a short bow arrow that
fells one of the Dalt’Enn and spoils his next spell. Graz Tak, full of rage, drives the
Blade of Pain deep into the guts of one of the sorcerers and destroys his soul. Vetrick
trades blows with the deadly Ulaya and, incredibly, manages to ram his magical blade
into the side of her head and destroy her.
Blant Farrand has seen enough. He polymorphs into and sparrow and tries to find an
escape route. The only one he can see is above him, an opening that takes him into
their sleeping quarters…he cannot fail to hear the voices of other Dalt’Enn above.
Orbelain draws sword and shield, much better suited for close quarter combat. The
arrival of Vohaas and his deadly swordmanship alters the focus of the battle. Kramnas
turns to face the new enemy and backs off when he realises what – and whom – he
faces. Vohaas’s katana weaves a mesmerising pattern in front of Kramnas and the
demon does not even see the blade that ends his life. Vohaas turns to Morikand, his
sharp eyes know what to expect, the demonologist re-stoppers the vial and the demon
of combat vanishes.
Vetrik and Morikand engage the orc. Their unarmed tactics of catching the sword arm
of their opponent frustrates and hinders the demon that struggles to overcome their
tactics. Graz Tak finishes off the last sorcerer and he and Orbelain turn their attention
to the commotion above.
Blant flies up to the rafters of the sleeping quarters and, unseen, returns to human
form. Four Dalt’Enn sorcerers prepare to launch spells into the fight below but Blant
is quickest. He casts web and firmly entangles three of the Dalt’Enn; without their
arms they cannot cast and they panic but the more they struggle the more they become
entangled. One of them is only partially entangled and is able to cast a spell. Before
he can launch it Orbelain hits him in the thigh and opens a massive gash…the sorcerer
gives up the notion of casting and concentrates on stopping the torrent of blood.
Vetrick manages to slay Spike and after Morikand hits the bleeding sorcerer with a
ray of enfeeblement Graz Tak decapitates the man.
After Blant ties up the three Dalt’Enn sorcerers silence returns to the Eagle once
more. It is soon evident that they are alone. It is also evident that the ship is moored
next to the impressive marble walls of Dalt’Ara – the great ruined citadel of their
enemies.
Blant Farrand restores stoneskin to the entire party whilst Morikand goes about the
business of restoring the demonic influence to the ship. He summons and
subsequently binds a demon from the Plane of Tides to his ship. Then he turns his
attention to Orbelain, the problem of his damaged soul is one Morikand thinks he can
solve. He creates a pentacle of summoning and places Orbelain’s greataxe into it.
From the Plane of Blades he brings forth a demon. "You will aid the wielder!"
Morikand says sternly, "and it drawing from an enemy’s soul you will grant that
healing to the wielder." With those words Morikand forces the demon into the
greataxe.
He then leads Orbelain to one of the three Dalt’Enn prisoners. The eldrow strikes the
prisoner once and slays him, as he leaves the blade inside the corpse Orbelain feels
himself recover, his soul fortified by the bound demon.
Morikand stands on deck to survey the citadel. Five hundred feet above him he sees
the robed figure of Amarel the Mystic…
The Palace of Dread
Dec 29th – 30th
The Eagle is moored to the deserted wharf of the ruined citadel of Dalt’Ara, the home
of the dark elven race led by Lord Dread. Morikand Bitchpiss can still see the mystic,
Amarel, high above him on the outer city walls. "Before we go in we need to be
prepared," he says, "with both protection and weapons."
Down in the hold he gathers his companions and prepares to summon demons into
their weapons and armour. First he summons a demon from the Plane of Blades into
Vetrik’s greatsword, binding it to aid the wielder as well as draw out the soul of an
opponent. Next he turns to Gila, a Muhaki martial artist that has joined them, into his
studded leather armour he binds a Fortress demon and into his quarterstaff he binds a
Combat demon.
Orbelain gets a Fortress demon bound into his chainmail armour but it is only when
he tries to summon a demon from the Plane of War that Morikand and the party have
problems. A six-armed monstrosity will not be bound into his leather glove and a
battle ensues. Blant casts glitterdust from the room above as the party clash violently
with the demon.
When things look to be getting out of hand Morikand un stoppers the vial he was
given by Malakar and Vohaas begins to emerge in the hold. Before the powerful
demon can materialise Vetrik – armed with his heavily augmented greatsword – cuts
through his opponents flailing defences and the greatsword consumes its soul quickly.
When he wrenches the blade free there is only dust remaining of the demon.
Morikand is, as usual, one step ahead of Vohaas. As the demon of Combat draws his
nodachi the demonologist calmly stoppers the vial and he vanishes back into the
prison of Malakar’s making.
Eventually Morikand manages to bind a demon from the Plane of Combat into his
leather glove (right hand) and the party are now ready to face the citadel and Lord
Dread himself. Gila informs them all that the date is profoundly important. Although
the Grayhawkian calendar is on the verge of becoming common year 4851 (at
midnight this night) the actual date in terms of this universe is ten thousand years
since Promethius first created time.
All night the sounds of guttural screams emanates from within the citadel. Morikand
knows instinctively what is happening; Lord Dread is sacrificing his own people in
order to summon demonic help.
Blant casts stoneskin on Gila as Morikand leads his companions onto the wharf.
Amarel, the Dalt’Enn mystic who has watched them for nearly twenty four hours,
disappears behind the high walls. The streets are deserted. All buildings lie in ruins,
dilapidated and fallen, not even the rats have stayed in the emptiness of Dalt’Ara. The
only building that shows any evidence of life is the black marble walls of the palace
of Lord Dread.
The power of the demonic influence can be felt by all of the party (even those not
versed in magic) but Morikand closes in casting project image and invisibility in the
process. On the well maintained lawns the party can see six pentacles. Perched on a
tower high above them sits a huge purple and brown dragon that stares down at them
with piercing red eyes.
The Soul Compass merely spins wildly and Morikand is forced to trust his instincts
and his skills as a demonologist. At the threshold of the palace he summons a demon
from the Plane of Combat to go on ahead; he suspects that the pentacles will be
triggered when movement is detected nearby. The demon is sent into toward the first
pentacle and sure enough his fears are realised. A demon leaps from the nearest circle.
But Morikand recognises the slender Darklander that emerges. It is Vohaas! The
demonic swordsman makes light work of the demon Morikand has summoned; three
quick strikes and the demon of Combat is gone.
"Greetings, Morikand, I have been waiting for you. My name is Arrakaas."
The realisation that this demon is not Vohaas but his twin brother is a great relief.
Morikand takes a gamble and un stoppers the vial for the second time that day; when
Vohaas emerges the two demons face each other. It is obvious that there is a deep
hatred between these two and Morikand quickly urges the party on beyond the
ensuing fight.
As they reach the next pentacle a second demon leaps out and confronts them; a
darkly beautiful elven woman called Harrakara. She smiles at them and weaves her
magical charms upon them all. The whole group lunge at her apart from Vetrik who is
completely disarmed by her beauty. Graz Tak, master thief and master swordsman, is
not beguiled. He executes the perfect reverse strike on the demon that opens a wound
from her groin to her shoulder. Her screams echo around the open palace as she is
sent back to the Abyss.
As they head for the next pentacle Vohaas and his brother Arrakaas exchange the
initial blows. Steel on steel rings out around the palace. Blant stares back and cannot
even see the rapidly moving blades.
The next demon that leaps out at them is almost fifteen feet tall with gangling limbs
and a vacant expression. Ykrik is from Havoceum, the Plane of Havoc; Morikand
seems to know instinctively what the demons are called and where they come from
although he hasn’t got time to study why.
Ykrik is instantly attacked, although Orbelain is mesmerised by the chaotic creature
and aims a blow – mistakenly – at Gila the Muhaki. This demon proves little problem
for the party; Graz Tak brutally slaughters it with a powerful strike through the
midriff.
Another demon of Combat is summoned to go forth and, once again, another one of
Lord Dread’s demons leaps out to face them. Ulhara is a tall humanoid with six
tentacles protruding from it instead of arms. It wraps them around the demon of
Combat and squeezes the soul from the attacker. As it sets itself to attack the party
Morikand is half a step ahead of his companions. He launches a demonic throwing
dagger so skillfully that it punctures the eye of the unsuspecting Ulhara and destroys
its soul. Yet another is sent back to the Abyss.
Morikand continues his instant summoning and sends a demon of Combat up to the
next pentacle, triggering it like the ones before it. A slender robed figure emerges with
a pair of flickering daggers in his hands. As the Combat demon lunges Lord Dread’s
demon slits it’s throat easily and stands before the party to taunt them. "I am Kazzar
from Androlyne (the Plane of Killers) and I know you Morikand Death Dealer. I will
slay you last!"
Kazzar leaps at the party who are taken aback by his speed and power. Graz aims a
few blows that are easily turned aside; in fact Kazzar proves an elusive opponent and
a quick one with a knife. His twin daggers flicker in and out of sight as they shift from
the Astral Plane to the Ethereal Plane in his hand. Gila is the first victim of the terrible
blades, as the icy steel plunges beyond the stoneskin the Muhaki’s strength is drained.
Gila falls unconscious to the ground. Orbelain is next to fall to the icy blades and he
too falls unconscious as his strength is sapped.
Graz Tak realises that Kazzar is a killer. But he too knows the art of death and when
the demon makes a small mistake Graz puts the Blade of Pain through his ribcage and
consumes its soul instantly.
With two of their number down Morikand and Blant Farrand discuss their next move.
With only one pentacle left they are concerned about activating that before they
continue. Despite this the dragon still looms above them and the two twin demons
continue to exchange blows in one corner of the palace. The consensus is to lure the
final demon from the last pentacle.
Morikand summons yet another demon of Combat and draws out a shambling mess of
rotting flesh and vegetation, the putrid stench is almost unbearable. Grudger is from
the Plane of the Fetid and dismisses Morikand’s demon with little effort. But
Morikand is not without talent and throws his own power at the shambling beast.
Grudger vanishes in an instant.
Blant meanwhile has studied the two unconscious friends but is unable to resuscitate
them. "They’re out cold but still alive."
Morikand turns his attention to the dragon that looms above him. He instinctively
knows the creature is called Trillz the Dark, a powerful demonic force from the Plane
of Dragons; the force of the demon’s soul is overwhelming.
Morikand tries to bind Trillz into a service for him but the price is too much for
Morikand. "I want the two unconscious souls," Trillz says, "give me them and I will
aid you Death Dealer." But the demonologist will not pay that price and decides that
Trillz must be dealt with. He prepares to summon another demon to deal with the
dragon.
Meanwhile Blant and Graz Tak watch the two demons, Vohaas and Arrakaas, who are
in stalemate as they match each other blow for blow. Graz Tak casts a scroll of magic
missile at Arrakaas in an attempt to give his brother a small advantage. Unfortunately
the missiles cannot penetrate their innate magic resistance.
Blant, Graz and Vetrik take the unconscious men into the shelter of the Great Hall
where Morikand gathers himself for yet another summoning. This time he stretches
his power to the Plane of Slaves and forces a demon through to aid him. Ritual
summoning is safer than the instant summoning spells but there is not time for that so
Morikand chances his arm. As soon as the corpulent, bald-headed demon appears
Morikand knows he is in for a struggle.
In its massive arms the demon holds manacles and a spiked collar.
"More slaves I see!" booms the Slave Lord as he casts a casual glance over the two
unconscious warriors, Blant Farrand, Vetrik and Graz Tak. He stands almost fifteen
feet tall and looms over Morikand, his eyes pure red with hatred. He rattles the chains
dangerously before the demonologist's eyes...
Victory
Dec 31 - cy 4850
The massive slave lord from the Plane of Slaves towers above the party as they shelter
in the lee of the Atrium. Blant Farrand is already over his two unconscious
companions – Gila and Orbelain – and it is to Orbelain he turns to first. After a
telepathic conversation with Illeum Runesabre Blant knows exactly what he must do.
With Illeum’s ring (Necras) he places his hand on Orbelain’s forehead and pours
strength and vitality into the warrior. He moves next to Gila and within seconds both
men return to consciousness.
Meanwhile the slave lord tries to ensnare Morikand with a set of demonic manacles.
Graz Tak and Vetrik attack the beast as Morikand’s initial binding fails. The slave
lord parries Graz with the chains and the Blade of Pain is temporarily stuck in the
links. Instead of struggling to free the blade Graz Tak tries to use the situation to his
advantage by thrusting his longsword through and into the demon. When Morikand
catches a backhand swipe with a set of manacles he is able to hinder the slave lord’s
defences.
It is all the opportunity Graz Tak needs; the thief slams the blade through the chains
and up into beast’s skull – obliterating its soul.
Above them Trillz the Dark, the mighty demonic dragon, applauds. The party are
eager to descend into the palace and find Lord Dread. The sound of Vohaas and
Arrakaas duelling reverberates around the palace walls, Blant leaves Fluck behind to
keep an eye on them.
There is a demonic door at the base of the tallest tower and Gila smashes it down with
his quarterstaff. They see a spiral staircase leading up to the dragon and down into the
bowels of the palace. They move down.
Before long the heat becomes oppressive. The air is thick and sulphurous. Eventually
they reach the lower level of Lord Dread’s palace, a balcony perched on the ceiling of
a vast underground cavern. From their vantage point almost one hundred feet above
the ground they see a grim picture.
The floor is cracked and in places lava bubbles up in small rivulets causing immense
heat; the room resembles the inside of a furnace. Two large raised areas contain
pentacles and a third directly below them contains a third circle. The bodies of the
Dalt’Enn litter the room, their hearts ripped out as sacrifices for their craven leader
Lord Dread. The emaciated, gaunt demonologist sits in the furthest pentacle and
directs two demons to attack the party.
The demon directly below them is Gaxar, a huge powerfully built humanoid that
stands almost twenty feet tall and has eyes that are the deepest crimson. The other
pentacle contains a man-sized demon wearing a cloak and cowl that covers any facial
features; only the deep red eyes of a powerful demon are visible – Adral from the
Plane of Abomination.
Graz Tak is the first to react. He reads a scroll of dispel magic and aims it at Lord
Dread himself but the spell fails to affect him. Morikand hurls a dagger at the
lumbering Gaxar, a demonic blade that sinks deep into the beast’s breastbone and
causes a roar of pain that shakes the balcony and causes it to vibrate dangerously.
Gaxar springs upward and his huge hands reach the balcony. He swings like an
oversized ape and tries to pull himself up to get to the party. Morikand launches a
second demonic dagger that thunders into the beast and destroys its soul. As Gaxar
falls one of Morikand’s demonic blades falls into the lava.
At that instant Adral, the robed demon, teleports onto the balcony and is amongst
them. His initial attack is to try to embrace Graz with his black cloak but the thief
avoids any contact with the chilling demon. He raises the Blade of Pain and with a
deft backhand strike destroys the demon efficiently.
Morikand leaps off the balcony and casts polymorph self in mid air; he becomes an
eagle and descends to pick up his demonic dagger, an heirloom from his father.
Orbelain abseils down to the ground careful to avoid the fissures and the lava. Only
Lord Dread remains and they close in on him.
Lord Dread summons a demon from the Plane of Combat to face Morikand and
Orbelain. An ambidextrous swordsman with two black longswords stands between
them and Lord Dread but the momentum of the fight is with the party. Orbelain ducks
under a vicious strike from the demon and slams Conduct – his massive greataxe –
under the demon’s defenses. The blade crushes the demon’s skull and Orbelain forces
it down through its body before the beast is consumed.
Above them Vetrik launches arrows at Lord Dread but a magical protection stops
every single shaft. Graz resorts to arrows after casting the last of his dispel magic
scrolls but he too cannot penetrate the protection.
Morikand casts dispel magic and the protective circle around Lord Dread collapses.
Without these the desperate Dalt’Enn is vulnerable. Blant hits him with a fireball
shortly after Graz casts a scroll of fireball and Lord Dread smoulders under the attack.
Orbelain bears down on Lord Dread. He leaps into the pentacle and is met by a
devastating death spell – a magic so powerful it can obliterate the soul in seconds.
Conduct glows and vibrates in the warrior’s hands; the power it has consumed up to
that point takes the brunt of the spell. Lord Dread is spent; the last hope gone he faces
the dark elf’s anger.
Orbelain makes it quick. Conduct smashes Dread’s skull to pieces and the battle is
over.
The party congregate around the fallen body, realising that Lord Dread had used every
inch of power, sacrificed every item of power and value to stop them. His ruined
broken body a frail imitation of a once powerful elf. Next to him lies a silver platter
with a charred cloth covering something hidden. As soon as Blant removes the cloth
he realises it is a mistake.
The severed head of Malkar is underneath!
Even in death there is a dread power in the dead god’s visage. Orbelain takes the full
power of the gaze and his limbs solidify and turn to stone before his horrified
companions.
Gila is heading up the staircase for the top of the tower. Despite the sound of combat
from the palace lawns (Vohaas and Arrakaas) he does not realise that the scene
outside is an illusion. He feels the cold steel of a nodachi against his throat. Blood
pools around his feet, the demon Vohaas hobbles into view, its face cut and ruined, its
body carrying vicious-looking scars from its brother’s blade.
"I want you to get me the vial," he says.
Gila will not be bullied however and accepts only on his own terms. "I will promise
on my soul but I will not let you possess me."
Vohaas nods his agreement and the two descend the spiral staircase. When Gila
presents himself at the top of the balcony the party can all see the damaged demon
behind him. As Vohaas leaps to the ground and advances Blant Farrand backs away in
fear, his companions follow suit. Only Morikand advances calmly.
Vohaas can barely walk and has many bad wounds but there is a terrible
determination in his eyes as he bears down on the man who has held him captive for
months, the nodachi held loose. Even half dead Vohaas is one of the universe’s best
swordsmen.
Morikand lets the vial slip from his grasp and crushes the delicate glass under his
boot. Vohaas stops moving, his dark eyes narrow and his face betrays a stunned
expression. In that one movement the demonologist has set Vohaas – from the Plane
of Disjunction – free.
"Your service to me is done," Morikand says calmly.
"I will never forget this Morikand Death Dealer," Vohaas says, "but you are wrong. I
will come to your aid whenever you call but I will not be bound; my services to you in
future will be as friend. The name of Morikand Death Dealer will be well known in
the Abyss."
Blant recovers himself and moves forward with the covered head of Malkar. At the
right moment he displays it full in the face of Vohaas hoping to turn it to stone. The
demon snatches it contemptuously from Blant’s grasp. "His gaze in life could not
harm me; nor can his dead eyes…this will adorn my new palace as a trophy and as a
reminder of my captivity."
"One more service is required of you," says Graz Tak – master thief – to Vohaas.
"Our companion Orbelain, the slayer of Lord Dread, requires help. Is there anything
you can do for him?"
Vohaas nods and teleports the statue away. When Orbelain feels life rush into his
bones once more he faces the massive jaws of Trillz, the demonic dragon lips his lips.
"You have brought me a tasty soul!" he says. But with a simple gesture Vohaas sends
Trillz back to the Abyss before he himself disappears.
Orbelain sighs with relief. He stares around at the quiet city. Fluck hovers around him
and something catches his eye moving on the battlemented walls of the palace.
Amarel, Dalt’Enn mystic, the last of her race, stares at him. He raises a short bow but
the woman does not flinch; as if she has already seen and accepted her Fate.
Orbelain’s arrow hits her in the face and she is dead long before she crashes to the
palace floor below.
As Orbelain meets his companions at the base of the tower they realise that the New
Year – cy 4851 – is only seconds away. Blant and Vetrik suggest getting to the circle
called the Temporal Wheel. At once Blant gathers them all round and casts teleport.
As the New Year arrives the party stand in the centre of the Temporal Wheel…they
are not alone. A woman in a white gown stands before them; her appearance reminds
them of the striking face of the god Malkar. Lady Elena bows respectfully to them all.
"You have done the world a favour this day," she says, "and the attention of all of
Grayhawk is upon you. I will ascend to care for my brother and try to channel his
hatred into something constructive. With the gods elsewhere Grayhawk will be left to
people like you; through the various pantheons we will give guidance to its people but
essentially you are now Grayhawk’s future.
"The tales of this day will be told far and wide. For what its worth you have my
blessing and my love."
"Tell me one thing gracious lady," Graz says politely, "where did Lord Dread obtain
Malkar’s head?"
"It was given to him by Muziel," she says. "Malkar and the Echeron lord were at the
Gates of Limbo when Valadain Raikos and his half brother Illeum Runesabre came to
do battle. The tale of the Godslayer is well documented but what is not known is that
Muziel stole the body of my father and fled south, fearing reprisals from the
Godslayer.
"He offered Lord Dread the head of Malkar and claimed refuge on the Lost Isles. As
the years past Malakar grew into his new role of godhead but realised there was a
growing threat in the southern islands. He usurped the wizard and took on the mantle
of Murgat in the tower so that he could keep an eye on developments on Acrimea.
"Muziel realised this and fled but Malakar was consumed with the idea of retrieving
his father’s body. That is the point in the tale where you came in…"
As the party ponder the goddesses words she moves out of the Temporal Wheel and
vanishes…
Homeward Bound
Cy 4851 Janos 1st – 16th
It is the first day of the new year. Morikand and his companions discuss time in the
very location where Promethius – the Creator – created Time itself. The demonologist
polymorphs into a seagull and flies back to his demonic ship – the Eagle – which is
moored at the ruined citadel of Dalt’Ara. When he arrives he finds a strange note
pinned to the wheel; "Push these two buttons…The Shader."
Curious about the note he follows the instructions and is astonished when the ship
lumbers out of the water. He experiments with the wheel and finds he can levitate the
ship to any height and, furthermore, sail the ship through the air. He heads back to the
Red Isle with the ship one hundred feet off the ground.
Before long he reaches his companions and there is a brief discussion regarding The
Shader. Vetrik seems to know something about it but is reluctant to reveal what he
knows at that time. The party decide to head back to Bretonia where they have been
invited – via Blant’s Necras ring – to meet Illeum Runesabre. Before they left the war
in Bretonia dominated the northern landscape and the two powerful leaders, Illeum
and Korven, found themselves in stalemate.
Morikand steers the ship back into the sea and sails north back to towards Grayhawk.
Morikand is in the summoning room with Vetrik, Graz Tak and Orbelain and has
promised them demonic augmentations to their weapons. The first demon is from the
Plane of Combat, a ritual summoning that allows Morikand to bind it before it fully
materialises on the plane. This attempt, like many he has tried, fails and the shadowy
demonic warrior is now whole and wields two massive greataxes – one in either hand.
The fight is ugly. After a few failed attacks the demon is finally cut down by Graz and
the dangerous Blade of Pain, the demonic longsword that is adorned with Illeum’s
Pommel.
After waiting a short time to recover their composure Morikand reaches once more
into the Plane of Combat, he wants to bind a demon into Vetrik’s longbow. As soon
as the demon begins to materialise the demonologist knows it is powerful, he can feel
the tiny hairs stand to attention at the back of his neck and the chill sensation that
races down his spine.
Bestrand the Clown appears as a juggling fool. The four balls he keeps in the air are
pure black primal power…The Void. Morikand launches a throwing dagger at the
clown but the merest touch of the dark globes obliterates the dagger, it is unmade
before their eyes!
Panic sets in. Graz Tak does not even think about the danger and tries to strike the
demon with the Blade of Pain. Luckily for him his aim is bad and the blade hits
nothing but fresh air. Vetrik casts trip and to their amazement the clown Bestrand
falls to the floor. It is all the distraction they need and Graz Tak drives the Blade of
Pain into the clown and takes its soul.
Morikand takes a short break and decides to postpone his attempts in favour of less
harrowing demons. His studies have led to the discovery of a plane ruled by an arch
demon called Gresil. Gresil has a massive library and hoards books and tomes from
all over the universe…this intrigues Morikand so he summons from Gresil’s plane
(the Library Plane).
A humanoid demon wearing full plate armour and carrying a spear materialises.
Agrakar is one of Gresil’s guards and this time Morikand does not attempt to bind it.
"I need permission to enter the Plane of Libraries," the demonologist says, "tell your
master I seek study."
"Of course Morikand Death Dealer," Agrakar says, "I will convey your request
immediately." The demon vanishes and Morikand decides to rest further before any
more summoning.
Meanwhile Graz Tak starts to teach Orbelain how to dodge blows, The ship continues
north on its way to Grayhawk.
Next morning Morikand gathers Vetrik, Orbelain and Graz Tak as he tries to summon
more demons. The first attempt to bring a demon from the Plane of Combat is
successful this morning; as soon as it appears Morikand binds it into Vetrik’s
longbow. Next he binds a demon from the Plane of Dreams into Vetrik’s helmet
before he summons a demon from the Plane of Winds into a throwing dagger to
replace the one he lost earlier.
Finally he binds another demon from the Plane of Winds into Graz Tak’s quiver,
enabling any arrow within it to be imbued with magical properties. The next fourteen
days are uneventful and calm in the southern seas. The southernmost tip of Nyrn can
just be seen as Orbelain successfully learns the dodge skill from Graz Tak.
A ship heads out to them bearing the flag of Drenai, or at least some form of Drenai
ensign. It is packed with soldiers, probably a patrol boat. The captain, Rofir, comes
alongside the Eagle and with the agreement of Morikand steps aboard. Morikand
shakes the man’s hand but the dominate person spells fails to work. Rofir explains to
them that there is an exclusion zone around New Drenai. The party listen as the
captain of the Drenai ship explains how Gallor Galliath – now the self-proclaimed
king of the new land – is driving the Nyrnians north. Malakor, the largest citadel, has
already fallen to the talented Drusor Luckwarden who controls Galliath’s armies.
They discover that king Gralnadar is holed up in his last remaining city – Nyrnik – but
the Drenai believe that they will soon have control over the whole of the large island.
Morikand and Graz do not believe that Gallor Galliath has the official backing of the
Drenai king back in the north.
Back on the Drenai patrol boat they spot a robed figure taking a keen interest in what
is said. "That is Zadar," Rofir explains, "a spy…we are required to have one on board
at all times."
Morikand invites Zadar on board who accepts the offer but immediately dismisses the
captain back to his ship. Morikand casts dominate person and this time the spell
succeeds and they are able to control the spy and get information from him. Graz Tak
learns that Mercila, the spy in the Drenai enclave he consorted with before they left, is
bearing his child. Furthermore he learns that she is Gallor Galliath’s cousin. He
decides to write a letter to her and hands it to Rofir.
Morikand leads the spy Zadar down to the summoning room and conjures up a demon
from the Plane of Deception; he decides not to bind it as the creature stands side by
side with the spy.
"I give you this soul and exactly one year to cause havoc," Morikand says.
The demon bows and steps into the body of Zadar the spy. "As you wish Lord
Morikand," it says before boarding Rofir’s ship and departing.
They set sail once more and head for the Gorat Sea. Their intention is to navigate the
Gorat up as far as they can go and then use the ship to fly into the harbour of Erelain,
where they can begin their search for Illeum Runesabre.
A day later Morikand summons Agrakar once more.
"Gresil is keen to make your acquaintance," the demon says. He produces a demonic
coin and hands it to Morikand. Ever cautious the demonologist uses unseen servant to
take the coin and after the demon vanishes he casts identify – it is called Gresil’s Gate
and Morikand believes it to be some portal opening device that will allow him access
to the Library Plane.
Two days later, as the ship heads directly north up the Gorat Sea, a Nyrnian ship
approaches. Again they let the vessel come close and the Nyrnian captain – Valdic –
boards cautiously with a group of ten guards for company.
The man knows the names of Morikand and Graz Tak and the captain is keen to take
a message back to the king of the Nyrnians. "I am certain his majesty would be
interested in your arrival in our waters. Would you allow me get a message back to
the king?"
Morikand nods. "Make it quick."
Captain Valdic hastily scribbles a note and ties it to the legs of a pigeon one of his
men produces. He lets the bird fly into the bright morning sunshine and after a couple
of minutes the bird heads straight for Nyrnik.
Vetrik watches the pigeon fly off until it vanishes. He knows only too well that the
message – like all such messages – are being intercepted by Drusor Luckwarden.
Fatherhood
cy 4851 Janos 17th - 25th
As Valdic leaves Morikand’s demonic ship a seagull swoops low and deposits a small
parchment into the hands of Graz Tak. It is a very swift response to the letter he sent
to Mercila, although when he opens it he realises it is from the newly-appointed, selfproclaimed king of the Isle of Nyrn. (Read it here).
The party discuss their original plan, which was to head north and find Illeum
Runesabre, but the weight of responsibility sits heavily on Graz Tak’s shoulders. "I
must go to Malakor," he says, "and get to Mercila."
"Then I will go with you," Morikand says, "We all owe you too much to let you do
this alone." He uses the soul compass to confirm she resides in the former capital of
Nyrn – Malakor.
Vetrick is at the helm. The ranger lord is the only other person capable of sailing The
Eagle. Morikand and Blant Farrand go below decks as they both research new spells
they are creating. During this research Blant creates a death spell scroll and hands it to
Graz.
Morikand and Blant are at the pentacle room at the bottom of the ship and the
demonologist uses a pentacle of travel to reach Gresil’s Library plane. The plane is
dark and unwelcoming, a maze of twisting corridors full of bookshelves. It is
impossible to see any roof as the two men stand, bewildered, amongst millions of
ancient tomes. Eventually a small man approaches them, a pair of multi-coloured
spectacles hang on the end of an unusually sharp nose. The demon resembles a kind
old man but Morikand realises this is Gresil and on his own plane his power is
immense.
Gresil is pleased to see Morikand. "Have you brought me a sacrifice?" he inquires
eagerly peering at the wizard Blant.
"I’m afraid not," Morikand says, "But I have a gift for your archives instead." The
demonologist hands over the journals of the explorer, Dax. Gresil is delighted and
leads them to a reading room, a quiet secluded spot full of books. The demon hands
them both a steaming brew and urges them to drink. Blant is reluctant but Morikand
swigs it down heartily and begins to consume the knowledge all around him. Blant
shrugs, realising that without the brew he will never unlock the secrets of the tomes
around him…he swigs it down and begins to study.
After six days they are done. Gresil leads them to a vast hall where there is a large
tome. "Will you sign my visitor’s book?" he says opening it to reveal thousands of
scribbled signatures (including the infamous arch demon Loramas). Morikand realises
that to sign is a profound act but does so willingly. Blant signs himself Brian Farrand
and smiles at Gresil triumphantly. Gresil’s expression is unreadable but Blant Ferrand
suspects the demon may have the last laugh.
When they return they are astonished to discover that only five seconds have elapsed
on Grayhawk. On Morikand’s instructions Vetrick sails the ship to the eastern edge of
Nyrn where they face the shortest journey to the city of Malakor. Meanwhile Blant
and Morikand put their efforts for the next six days into spell creation.
After four days Blant resigns himself to failure. Despite his careful research the spell
he tried for is beyond him for now.
Two days later Morikand emerges triumphant from his study. True Name is born, his
first new spell and he joins the select elite of living sorcerers that have created new
sorcery.
That night Morikand takes the ship high into the clouds and sails it through the air to
land in the Little Mala River. As dawn breaks the towers of Malakor can be seen as
they navigate the narrow waterway towards the harbour. Fishermen, farmers and other
travellers are stunned as they large vessel moves up the river. By the time the ship
reaches the harbour the walls are lined with people eager to get a glimpse of the new
arrival.
Soon a group of two hundred soldiers – mainly mercenaries wearing Drenai livery –
are on the wharf. Styke, the Drenai harbourmaster, comes aboard and when he realises
who they are sends out a runner immediately.
Before long a further three hundred guards appear, at their vanguard is a strikingly
beautiful Drenai woman in flowing robes of pure black. Graz is first to meet her. She
introduces herself as Funosi, the chancellor to the new king, and leads them up
towards the palace.
The palace sits atop the biggest hill in the city, Gralnadar’s old home, but now it
resembles a fortress as Drenai soldiers line the walls. At the main palace building the
party stop; the telltale heavy pressure on their minds can mean only one thing – the
palace is cocooned in anti-magic. They enter despite this into a large heavily guarded
hall with two massive staircases on either side that lead up to a second balcony room.
Stood by a large fire Gallor Galliath watches them as they approach, his keen eyes
scrutinising each and every one of them carefully. The king of New Drenai is calm
and welcomes them all with good grace, all except Graz Tak. There is an atmosphere
between the two men and it is clear that Gallor Galliath is unhappy at his treatment of
his niece (Mercila).
Eventually the king agrees to let Graz go alone to see Mercila. Funosi takes him to a
private chamber with two elite guards outside. Mercila, full of tears, embraces Graz
and clings onto him.
While Graz is away with Mercila Morikand, Vetrick and Blant work on Gallor
Galliath. They eventually persuade him that the best place for Mercila would be the
ship where the two sorcerers could study her unusual pregnancy carefully. Reluctantly
Gallor agrees and soon they take Mercila, with Funosi along as guard, back to the
ship.
Between them Vetrick and Morikand come up with a stroke of genius. As Funosi
stands on deck talking with Vetrick about the ship the rest of the party descend to the
summoning room where Morikand presents his plan to Graz.
"We will go to the Library of Gresil and spend however many months it takes until
Mercila has the child. In Gresil’s plane time seems to move differently and therefore
we will return almost immediately back to our time."
Graz Tak is against the idea initially but eventually agrees and he, Mercila, Blant,
Morikand and Orbelain are transported to the main hallway in Gresil’s Plane. The
bespectacled arch demon is friendly, particularly to Morikand and Blant, and is
understanding to Graz’s plight.
He takes Mercila to a special room where she is able to float around in a large pool
full of warm water and fragrant scents. The Librarian shows the thief a pile of books
on various topics from royal births to bloodlines and after drinking a sweet-tasting
brew Graz begins to read.
Morikand and Blant know exactly how to use the Library and are soon buried
amongst ancient tomes of magic as they continue to study their art.
Gresil leads Orbelain to another room. The warrior is suspicious of the demon but
when he finds himself immersed in a room full of tomes and books he becomes
interested. After sampling the brew Gresil says; "I see you are an exponent of the axe
young man. Two books I recommend are Salazain’s Heavy Weapons and The Lore of
the Large Blade." Soon Orbelain is consuming knowledge.
After seven months Mercila has the child, a son with the eyes of his father and the
face of the mother. Morikand takes his companions back to the ship. As soon as they
are on Grayhawk he casts forget on Mercila but she is not affected by it. Blant casts
invisibility on the child but the spell dissipates around it and fails. Even Blant’s
attempts at ESP do not affect the special child.
In Funosi’s terms they have only been gone for seconds. When they emerge with the
child the chancellor is visibly shaken, her face betrays her disbelief as she is forced to
hurry after them after them. Morikand, Graz and the rest march into the palace.
Funosi takes a stiff drink at the palace. When Gallor Galliath sees them he too is
shaken, his hands tremble as his niece proudly shows him the newest member of his
family. "Gods teeth!" the king splutters. "What manner of power do you wield?"
The king wants to secure their services and after a brief discussion agrees that if they
help take the last remaining city (Nyrnik) from Gralnadar he will give them the citadel
and allow them to set up a free city state. Gallor hands Vetrick a letter to give to
Drusor Luckwarden.
Mercila remains with her uncle as Morikand and his companions take the Eagle up
into the clouds. After two days they see Drusor’s army of mercenaries below them.
Morikand lowers the ship and the army scatters in fear. As he lands it in the river only
one man is left within a thousand yards of the demonic ship.
Drusor Luckwarden is a large man, despite his greying hair and advancing years the
two greatswords strapped to his back signifies a powerful man. He strides aboard the
ship to receive the letter from Gallor Galliath.
"So you intend to walk into Nyrnik and take the city without a fight?" he says.
"Sounds like an interesting plan…I will be accompanying you of course, in case
things get a little scary. The Nyrnians don’t fight too well but there are enough of
them to cause you some bother. Lead the way Morikand Bitchpiss…"
Abdication
Janos 26th – 27th
Drusor Luckwarden – the man who, with his mercenary army, has brought the
kingdom of Nyrn to its knees – marches through the gate of the last citadel in control
of King Gralnadar. Blant Farrand, Morikand, Graz Tak, Vetrik and Gila are with him.
As a precaution Blant casts stoneskin on each of his companions.
The seaport of Nyrnik houses the remnants of its army, commerce and many refugees
from other areas of the southern kingdom. There is silence in the citadel as the Nyrns
stare with contempt at the towering Drenai, his characteristic twin greatswords
strapped to his back.
The nobility and the remains of the generals of Nyrn’s armies reside in a council hall
and the party head into it. They are not hindered as they make their way to where
Gralnadar sits.
"Have you come here to surrender then?" quips Gralnadar, his words aimed at Drusor.
The Drenai sneers. "I have come here with these men who have been sent by Gallor
Galliath. The terms are these, Gralnadar, leave this city and it becomes a free city
state. Stay and my forces will take it apart and kill every last man woman and
child…you have twelve hours. After that I will come!"
Drusor Luckwarden storms out and the muttering and mumbling begins from the
galleries around the council hall.
Blant, Gila, Graz Tak and Vetrik start to bargain with the king and the nobles. Retch,
the guildmaster of thieves, is present and he and Graz begin to talk in earnest about
the real situation on the ground. Vetrik and Gila deal with the king; their powerful
political arguments lead to the dawning realisation that he – Gralnadar – has no choice
but to abdicate.
At a particularly heated point in the debate Arik Warslayer, the former high priest of
Malakor in the south, faces Vetrik. The ranger draws his longsword and shouts; "This
is the very sword that took down your god!" Vetrik sees Arik visibly weaken at the
sight of the blade; in fact others in the council hall also blanch at the naked blade.
Blood oozes from the ugly scar on the head of the high priest and Vetrik sheathes it
with a cruel smile.
"Give us ten hours," Gralnadar says to them, "and I will give you my decision."
The party agree and return to the large tent where Drusor and his captains reside. The
soldiers leave and Drusor offers them all a bottle of wine. Blant and Morikand realise
instantly that it is magical. Blant takes it and casts identify – Nixior. Morikand shakes
his head and tells them; "It’s common name is Soul Rot…once imbibed it will slowly
eat your soul away."
"Gallor Galliath gave me this," says Drusor, "and said for me to celebrate my great
victory with it."
Blant is horrified. "He meant to kill you?"
Drusor shrugs. "I suspected it was an attempt on my life. It won’t be the last time
someone wants me dead."
"Then you should turn your forces on Gallor Galliath," Vetrik says.
But Drusor shakes his head. "Not until I have finished what I have been paid for.
After that I might head north and fight Bretonians. You should never trust a Drenai,"
he laughs ironically.
At this point every member of the party realise that Drusor’s real intention was to
flush out assassins in his ranks. Collectively they can hear the telltale small signs that
are a prelude to an ambush.
Orbelain lunges to the wall of the tent, his demonic greataxe plunges into the skull of
the first killer and exits with a fountain of blood, bone and brain. Vetrik backhands his
longsword across the throat of another and he too falls. Gila slams the end of his
demonic quarterstaff into a third and shatters another skull.
The killers are in chaos. Unable to realise that their prospective ambushees are already
cutting them down they struggle to find their weapons or any meaningful defence.
Drusor decapitates another as Graz Tak disembowels one more. Vetrik uses an artful
kick to take the legs from the last opponent, hoping to question him further. But Gila
has other ideas and his quarterstaff caves in the victim’s skull and quiet descends once
again. Drusor smiles at the grim carnage and the expert attack by his friends.
Morikand takes the party away to a quiet tent and creates a pentacle of summoning
and one of protection. He summons a demon from the Plane of Deception. When it
materialises he realises that it has doppelganger properties as it mimics each and
every member of the party in turn; both facially and orally. Morikand binds it and
uses true name to reveal it as Kedesa. "You will infiltrate Gallor Galliath’s palace and
report back any significant events."
Kedesa nods and vanishes.
After nine hours Retch enters the camp and reveals that Gralnadar will abdicate. They
waste no time in boarding the ship and sailing it into the centre of the walled city of
Nyrnik. Drusor begins to break camp immediately and send his mercenaries away
from the Nyrnians.
The city scatters as Morikand’s ship – the Eagle – returns to the watery harbour. Graz
Tak addresses the city and proclaims it a free citadel. There is relief, some cheering
but also some confusion. With Retch’s help they manage to call a banquet for that
evening and invite the real power behind the city.
Morikand searches for a quiet room in the council hall to summon from. The others
join the demonologist as he summons from the Plane of Disjunction once more.
Morikand – and his companions for that matter – realise instantly that the demon that
has materialised has a massive presence. In many ways it has the same waif-like
deceptive appearance that Vohaas had but the surge of magic is undeniable. Morikand
decides not to bind it…instead he decides to talk to the unarmed demon.
"I am known in your plane by Vohaas…a good friend of mine."
"I know Vohaas!" the demon spits, "he was the one that took my throne!"
Blant realises that this demon is not going to co-operate and casts the defensive jump
spell. Graz Tak is first to unleash a blade; his experience in this situation tells him that
speed is everything. Hesitate with demons and it costs you your soul. But the demon
catches Graz’s wrist in a powerful grip. When the master thief draws a dagger he
catches that also. Graz Tak is helpless in the demon’s grip…powerful fingers begin to
dig deep into his flesh. He realises that he is just seconds from death.
Gila slams the deadly quarterstaff into the demons unprotected back and it collapses
onto its knees and howls as its soul is almost crushed. It stares helplessly at Gila as the
quarterstaff ends its short excursion onto the Prime Material Plane.
Graz persuades Morikand to summon another demon to take a letter and a message to
Mercila. He wants them to come to live in Nyrnik now that he and his friends have
control.
Morikand duly obliges by summoning from the Plane of Goranthis a beautiful silver
haired demonic woman. Graz momentarily wonders whether she would be a good
messenger but Morikand has already bound her to the task.
As Graz and Retch continue their preparations for the banquet Morikand turns his
attention to the protection of the citadel. A modest outer wall needs augmenting so at
the first turret he summons Stram from the Plane of Fortresses. Stram is a dwarf-like
figure with a demonic pickaxe. He knows of Morikand’s reputation and offers two
other names; Jarka and Jaera, which Morikand also summons.
As Morikand sees to the structure Orbelain finds two veteran soldiers to accompany
him. The warrior is taken on a tour of the entire citadel in order to fully understand the
area and how best to defend it.
"We will make these walls impenetrable, master Morikand," Jarka says.
The council hall is packed as the banquet commences. Drusor Luckwarden is the first
notable visitor. The Nyrnians are wary of the massive warrior but that is nothing
compared to the utter dread when the next man enters.
An Erenlander wearing a lavish cloak and donning an exquisite katana enters. All the
sorcerers in the room can feel the sheer power of the man, even those not of the art
can sense the dark brooding power of the individual.
Retch introduces Illeum Runesabre. Gasps fill the council hall. Drusor nods at the
new arrival and it is clear to all that the two men are old friends. Illeum is calm and
self-assured and speaks at length with Blant and Morikand regarding the troubles in
Bretonia. Graz Tak knows that this man’s arrival will add further weight to their
legitimacy as a free city state.
Graz stands and brings the council chamber to order; his smooth charismatic presence
and charm soon have the crowd under his control. Women stare lasciviously at the
handsome man before them and the menfolk nod in agreement with his wisdom and
style.
"The king is gone," he says, "and you are all free men. A council will be installed to
run the day-to-day affairs and ensure that you are all treated equally and fairly. The
walls are already being strengthened to guarantee your safety and prosperity. I can
assure you that there will be no rise in taxation or other burdens because of these
changes.
"Furthermore I propose to build an Academy of the Thief. But this does not mean that
there will be wholesale thievery; it simply means that all such activities will be
regulated to maintain order and fairness. There will be two more academies built; a
Sorcerers School and a Demonologists Academy, so that the people can further
understand the ways of this world and come to appreciate the power inherent in every
last man and woman…"
Tumultuous applause erupts spontaneously throughout the council hall.
"And I will bring my new son here and marry his mother so that Nyrnik has an heir to
lead you when he is ready…"
The applause gets louder as the assemble nobles cheer rapturously. Only their
beautiful daughters look concerned and talk amongst themselves as Graz proclaims
his intentions to marry another…
Northward Bound
Jan 28th - Feb 15th
The banquet to herald the creation of a new city state of Nyrnik is in full swing. Blant
Farrand casts magic jar into his knife Ice Slayer in a quiet corner. He then spends the
rest of the time talking to two highly respected members of Nyrnik; Sirgient, the
Guilmaster Merchant and Gangrik, the Harbourmaster. These two men show the
necessary aptitude to become members of the council of Nyrnik. Retch, the
guildmaster thief, is another who displays the talent to lead. Arik Warslayer is touted
as the fourth member with Stavan, the highest ranking soldier in the city, making up
the fifth.
Stavan is summoned to the council chamber and it soon becomes clear that he is a
coward, only rising to the position of general because he was well connected to the
old king, Gralnadar.
Drusor Luckwarden and Illeum Runesabre strike a deal, the necromancer secures the
services of the Drenai mercenary captain for the fight with the armies of Korven in
the north.
A Khulandir ambassador called Galuthiel arrives and addresses the council hall. "I
bring a message from her royal highness queen Jirenna of the Khulan. Her most
gracious majesty extends her greetings to you all and hopes that greater trade links
can be arranged between us."
A beautiful young Nyrnian woman called Elassa – the daughter of a wealthy
nobleman – tries to seduce Graz Tak. The master thief is not interested and although
polite dismisses her immediately. The young woman skulks off, her eyes like hot
coals and her mood irritable. Mercila arrives with his son – called Golnorn – and is
greeted by the council chamber. Illeum Runesabre is particularly interested in the
infant, especially when Mercila reveals that Golnorn seems to be impervious to all
spells.
Stavan – the coward general – performs badly at council. Many question his
leadership and when Drusor ridicules him and his men Graz and the others realise
they have to find a more suitable man to lead and train what few soldiers they possess.
Orbelain has made several acquaintances amongst the troops of Nyrnik and when they
put forward a suitable candidate for Stavan’s job Blant and Graz go down to the
harbour to search out Avaris Marn.
The man was a captain but resigned his post years ago. They find him fishing.
Although reluctant at first the two companions persuade him to go to the council and
talk to the other members. Meanwhile Gila and Vetrick go exploring the city, taking
in the delights of several taverns. Before long both men realise they are being
followed. Gila spots the man and soon they have him cornered. He reveals himself as
Grysic – sent by the head of the guild of assassins. Gila and Vetrick are led back to
the Drunken Cavern Innhouse – the headquarters of the Assassins’ Guild.
They meet Kandrilar, the guildmaster, and offer him a position on council. He accepts
and the three men head back to the council hall. The council hall is packed and the
negotiations regarding the setting up and running of the new council are at an
advanced stage. Before Vetrick introduces the newest member he walks calmly up to
Graz Tak who is talking to Stavan and Avaris Marn. Vetrick draws his demonic
sword without warning and in one expert movement strikes the coward Stavan down.
There is silence in the council chamber as all eyes are on the fallen general. Two
soldiers drag away the body as Vetrick introduces Kandrilar to the council. This brutal
action succeeds in focusing the minds of the assembly and bringing order and
common sense to the proceedings.
After Stavan’s fall business is conducted efficiently and with little fuss as the new
council begins to cement relationships and build power in the new city state. Vetrick
goes to the harbour and to the Eagle. He prepares it for a journey north.
Orbelain meanwhile slips away with Elassa, the beautiful Nyrnian noblewoman. As
they lie together in her private chamber Orbelain begins to feel odd. It is as though his
limbs stiffen, all movement ebbs away and he realises – too late – that the young
woman has somehow poisoned him. A tall man enters as she leaves, a striking figure
he has one red eye and one brilliant blue. "I am Korven," he says, "please extend my
regards to Morikand and tell him I wish to meet him."
Meanwhile Blant follows Sirgient (the guildmaster merchant) back to his house under
the cover of improved invisibility. At the merchants home he sneaks in and tries to
find the wealth he is certain the merchant is hiding from him. In a study nearby Blant
senses a powerful sorcerer. Unseen he peers into the room and sees Korven studying a
book. Blant decides to leave immediately.
Next morning the Eagle is ready to sail, Orbelain tells them of his meeting with
Korven and Morikand soon spots the demonic spy in the warrior’s clothes. He
banishes it immediately. Illeum and Drusor are to hitch a lift north on the ship.
After two weeks Morikand drops of Illeum and Drusor at the northern tip of the
Khulandir forest whilst Morikand lifts the Eagle into the clouds. He lands it in the
Breton river a few days later and sails up to one of Grayhawk’s largest citadels. A
crow lands on the main mast and Morikand realises it is demonic, perhaps a spy from
the citadel.
Blant puts Illeum’s ring on a chain around Fluck’s neck; he is unsure how the
Bretonians loyal to Korven will take to such an obvious Illeum influence. As they sail
into the harbour the Eagle is dwarfed by war galleys and larger troop ships. The whole
citadel appears to be a massive training camp. Soldiers and siege weapons are
everywhere.
A general called Mirnabia introduces himself as general of the eighth army and
invites himself aboard. Morikand senses demons about the man. Mirnabia is
astonished when he realises who the men are and immediately invites them to the
palace.
The palace of Gran Breton is large enough to fit Nyrnik comfortably inside its vast
walls. Morikand and his companions are treated well and brought before the duke of
Gran Breton – a powerful sorcerer called Asinar.
"Welcome my friends," Asinar says genuinely pleased to see them, "I am the son of
Korven, ruler of Bretonia."
"We need to see Korven," Vetrick says abruptly, "and soon."
"A message has already been sent to him concerning your arrival gentlemen, emperor
Korven will be here shortly…"
The Battle of Morinae
cy 4851 Feb 15th - 16th
As Korven arrives at the court of his son, Duke Asinar of Gran Breton, there is
silence. The arch demonologist is a charismatic figure and – like many of the party –
he emits no magical presence whatsoever. He greets each of the newcomers in turn,
paying Morikand and Vetrick the greatest respects. "I have followed your progress
closely," he says, "and with great delight."
Korven explains a little about the present situation and the impending strike on the
walled town of Morinae. When Vetrick voices his concerns regarding spies in the
court Korven reassures them that no spies can penetrate Gran Breton palace.
Morikand talks about Illeum, Drusor and Asigoth (a dark assassin hired by Illeum).
Korven has heard of the killer and Morikand’s soul compass gives his direction as
south.
It is clear that Korven wants their help and soon reveals that he wants them to attack
and kill both Illeum and Drusor Luckwarden. Vetrick argues strongly that they should
be employed on or about the battlefield but Korven and the rest of his generals are
sceptical; with no experience in warfare they don’t believe that Vetrick and his
companions have what it takes to fight a conventional battle.
"I have an advantage," Vetrick says. "I can see into the future."
Korven tests this and when Vetrick correctly guesses the nature of a meeting Asinar
will have the next day the demonologist is suitably impressed.
"Before we embark on anything," Morikand says, "I need to visit Gresil’s library."
Korven nods his approval and hands him a small milky white gem. "Give him this gift
and give him my regards."
Morikand realises instantly it is a bound soul but true name reveals nothing. Deep in
the bowels of Gran Breton are many summoning chambers used by Korven and his
sorcerers. Morikand takes the party to a suitable chamber and uses the gem to reach
Gresil’s library. The kindly old man greets Morikand warmly.
"I have a gift for you," Morikand says and hands him the gem. To his surprise the
librarian disappears instantly. Slightly alarmed Morikand uses the soul compass to
eventually locate Gresil, who sits in a small antechamber (looking slightly older) but
happy with some discovery.
"A truly great gift!" he tells Morikand.
Morikand studies Korven, Graz Tak studies the art of stealing, Gila studies martial
arts whilst both Vetrick and Orbelain study the art of war and the great generals in
history (including Drusor Luckwarden).
Eventually, back in Gran Breton after their study, the party realise that only five
seconds have elapsed on Grayhawk. It is only when Orbelain heads for Korven’s
private chambers that he realises something profound has occurred. His special
awareness and all round vision have improved immeasurably. In some hidden three
dimensional matrix in his mind he becomes aware of everything around him; the
smallest movements, the weaknesses in the guard patterns, the relative strengths of
those guards. When he and the party enter Korven’s war room he sees the emperor
and eight of his best generals.
One man – Sturdik – stands out. Arguably this Bretonian is Korven’s best (Orbelain
can somehow sense it). The assembled men talk about Morinae and – against
Sturdik’s wishes – Korven suggests that Orbelain and Vetrick try out their newfound
skills at the battle of Morinae, he also suggests that Sturdik oversees the battle.
"How long will it take you to capture Morinae?" Korven asks his general.
"A week to ten days," Sturdik says.
Korven ponders this. "Drusor Luckwarden will take it in two. So there you have the
challenge, Orbelain, let us see what you and your friends can do."
Later that day Morikand flies his demonic ship over to the encampment of Korven’s
forces that surround the town of Morinae. Ten thousand experienced, veteran warriors
are given a speech by Sturdik; he tells them that Orbelain will be leading them. "If
you do well then I will maintain my position as your leader, but if you fail then all is
lost."
Orbelain’s first task is to re-organise the troops from a squad level upwards. Sturdik
casts a disapproving eye at the axeman but says nothing. Orbelain maximises the
force’s potential by resolving a few imbalances in the ranks. Once this is achieved he
brings fifty or so captains and squad leaders to a large tent to divulge his strategy and
get a feel for the quality of the men.
Blant Farrand suggests a closer look at the town and casts invisibility and fly on the
whole party. Before long they are inside Morinae, unseen, and make their way
through a disused warehouse to a cellar. Morikand creates a pentacle of travel inside
it, a possible gateway to allow troops to infiltrate the town when the battle starts.
On the way out Orbelain can see the defences at first hand, he applies his unique
ability to the town and gains valuable knowledge about it. Morinae has two walls that
surround it and steep hills behind. The walls are one hundred yards apart and the
buildings between have been trapped to make a killing ground. He spots two
weaknesses in the walls as well as the crude trap that the opposing general wants him
to find.
An Eren general is close. Mosanra is the leader of the town’s defences and gives
orders to his men wherever he finds them. Orbelain studies him closely. A good
leader; charismatic, intelligent, shrewd.
Back in the tent he puts the finishing touches to his idea. Vetrick and Gila are to head
the vanguard of one thousand men – The Forlorn Hope – who will attack the weakest
wall and try to breech wall two. Orbelain knows that if this is achieved the battle is
won.
At dawn the next day Blant casts Cats Grace, Protection from evil 10’ radius and fly
on Vetrick and Gila. Morikand and Graz Tak fly into the clouds on the ship along
with five hundred soldiers. As Vetrick and Gila head to the front of the Forlorn Hope
they are greeted with suspicion and concern. Some actively show dissent until one
man points out that Vetrick put a sword into Malakar’s skull. At that point there is
silence.
Blant Farrand lags behind and casts project image, Tenser’s Transformation and
spectral hand initially. Orbelain is enlarged by Blant and stands at the back of his
army to survey the scene. Sturdik stands in his shadow.
After an initial bombardment with ballistae the walls are attacked. Orbelain attacks
each of the weak points with a concerted effort – even the trap set by Mosanra – the
air is filled with arrows and the screams of the dead.
As the Forlorn Hope reach the walls Vetrick and Gila fly onto the battlements alone.
Suddenly fifty Eren soldiers are upon them. The Bretonians below cannot believe
what the two men have done and scramble urgently to aid them. Gila uses the deadly
quarterstaff to crush the souls of the first unfortunate opponents and behind him
Vetrick unleashes the greatsword into the horde of Erenlanders on the walls. The two
men are relentless. Soon bodies begin to pile up around them; very few of their
opponents can match the speed and power of the two killers. Worse still every soul
their weapons consume makes them stronger.
Out of the Erenlanders comes a tough warrior hefting a katana. He is upon Gila
instantly and launches three vicious attacks. Gila dances away from them effortlessly,
the last blow he parries with his staff before returning two deadly blows to the man’s
ribcage. As the bones snap his soul is crushed and Gila has time to fell another. The
Bretonians manage, albeit slowly, to gain a foothold and support the two men at the
vanguard. Blant Farrand’s image is attacked by a sorcerer close by, a spell passes
through the projected form. Blant sees the culprit immediately and hurls a fireball into
him. The sorcerer is enveloped in a ball of fire and dies instantly; five more
Erenlanders fall to their deaths as a result of the explosion.
Orbelain witnesses the gains on wall one. He realises that the Erenlanders have not
yet discovered his plan. Where Vetrick and Gila fight the wall is almost taken. Now
Orbelain redirects and concentrates his artillery against the second wall.
Vetrick sees a shambling Erenlander out of the corner of his eye. Undoubtedly an
undead it rushes at him with arms outstretched and rotten teeth bared. Vetrick
prepares himself but the protection from evil deflects the creature into the hordes of
the Forlorn Hope. He watches with grim satisfaction as his men tear the undead to
pieces and burn the remains.
A Bretonian demonologist struggles with two kegs filled with black powder. A stray
missile hits one of the houses between wall one and wall two igniting it and the rest of
the houses. In the midst of the inferno that Vetrick and his men must negotiate he sees
what Orbelain saw hours earlier – a way through! Without hesitation he and Gila are
down into the flames and the Bretonians follow in single file. When the sorcerer
ignites the demonic bombs a large hole is blasted into wall one and the rest of the
Forlorn Hope rush through to wall two.
Orbelain now senses that his opposite number, Mosanra, can now see the flaw in his
plan and the genius in Orbelain’s. Enter Morikand over the hills behind the town.
Rope ladders descend from the side of the Eagle as Graz Tak picks off soldiers on the
walls with well-aimed arrows.
Vetrick and Gila fly onto wall two and the Erenlanders part against their devastating
weaponry. Fuelled by their weapons Vetrick and Gila continue the slaughter,
quarterstaff and greatsword in murderous harmony. Wall two is soon the scene of a
second massacre. When enough Bretonians are on the walls a second demonic bomb
is brought to bear, Vetrick and Gila meet the troops from the Eagle and the battle is
won.
Orbelain feels the opposition evaporate when the second wall crumbles. His men
flood into the city and begin a deadly house-to-house battle. Orbelain and Sturdik
march into Morinae together.
Vetrick and Gila are at the vanguard once more; their target is the manor house and
the leader of the Eren forces. As Vetrick kicks a door off its hinges an old man is
taken out by Gila’s expert kick. Three coffins lie in a shadowy alcove and Vetrick
orders a captain to deal with them.
"We know what to do sir."
On the highest balcony of the manor house is Mosanra. Vetrick, Gila and Blant fly up
to stand beside him. Mosanra drops his sword and surrenders. The manor house is
surrounded by cheering Bretonians, Vetrick and Gila’s name on all their lips. Sturdik,
their general, is nowhere to be seen.
When Orbelain (now normal size) reaches the balcony he is given a similar reaction.
Mosanra bows to the winning general. Vetrick promises him a position in the south in
the free city of Nyrnik but Mosanra is reluctant to accept saying that his role is with
his people.
"Then go," Vetrick says, "go back to Illeum and tell him what we have achieved
here."
A few hours later the party, all except Blant Farrand and Graz Tak who stay in
Morinae, but with a sour-faced Sturdik, are in Korven’s war room once more. Korven
is pleased with Orbelain, and his companions, and as he receives reports from
captains on the field his delight increases. Only Sturdik, who skulks in the
background, is not pleased with the result.
"Incredible!" Korven says enthusiastically. "Bring on Drusor and his elves and
Orbelain here will crush them!"
Asigoth’s Gambit
Feb 16th – 21st
Blant Farrand and Graz Tak are in the manor house at Morinae searching for treasure
or any other valuables. Two of the Forlorn Hope ensure that the building is
surrounded and well guarded and – more importantly – that they are to be left
undisturbed. At the top floor they come upon Mosanra’s room. The defeated general
has a small casket under his bed and Blant senses sorcery within.
Within seconds Graz Tak, master thief, has it unlocked and they find almost two
hundred gold coins and an Amulet of Seeing, an item which Blant intends to use to
create spells.
When the captain of the Forlorn Hope returns he leads them into another bedroom
where a tapestry hangs from a window, a pentacle emblazoned on it. Blant moves
forward to inspect it. Suddenly the soldier grabs the sorcerer’s head and tries to snap
Blant’s neck. Luckily Blant manages to avoid certain death and both he and Graz turn
on the figure.
Before them is not a soldier. Instead a thin, shadowy man with deep red eyes and a
katana in each hand. "I am Asigoth!" he yells just before he launches a ferocious
attack.
Blant immediately casts Tenser’s Transformation, which allows him to fight as well
as a warrior, and draws a magical dagger. Graz Tak is upon the demonic assassin with
a couple of deadly swipes from his own demonic blade. Asigoth possesses great skill
with the blade and easily turns aside the initial onslaught before casting dispel magic
through one of the katanas and at Blant Farrand. Blant survives the attack and trades
blows with the demon.
The next dispel magic from Asigoth destroys all Blant’s protection (including the
stoneskin) and he is suddenly vulnerable. Despite this Blant manages to slash Asigoth
across the forehead and draw blood, a small wound but one that could easily turn the
tide of battle. Graz tries to occupy the demon but Asigoth turns aside all of his blows
and concentrates on destroying Blant.
Inevitably, under such ferocious attacks, Asigoth drives a katana under Blant’s
defences but is thwarted by his demonic armour. Asigoth only manages to consume
the soul bound into the armour instead of killing his target. Still the demon drives
against him. Blant recasts Tenser’s Transformation but he begins to realise that the
relentless demon will stop at nothing until he is dead. Suddenly he casts teleport and
vanishes back to Gran Breton.
Graz Tak finds himself alone with the demon, which now turns on him. The thief flees
out of the window and calls on the Forlorn Hope to go after the demon. Not
surprisingly they find the manor house empty, the pentacle drapery has vanished.
Blant quickly recounts his tale to Korven, Morikand and the others. Morikand uses
the soul compass to locate Asigoth (north) and Blant recasts stoneskin as well as
magic jar on himself.
Morikand, Gila, Vetrick and Orbelain go to one of Korven’s many pentacle rooms.
After half an hour Morikand has created a pentacle of travel and explains that he
wants to visit the Plane of Disjunction and try to either summon Graz Tak or get to
him. Meanwhile Blant retires to a quiet chamber where Korven provides him with a
place to continue his spell research.
Morikand and the others find themselves in a massive forest. He casts non detection
before heading towards a small village in the distance. The villagers have barricaded
themselves in and are unfriendly. It resembles a poor Darklandish place and the
demonic inhabitants closely resemble the Grayhawkian Orientals.
Vetrick leads them to the Black Lake. A viscous, poisonous, tar-like substance that
has a distinct sulphurous stench. On an outcropping stands Vohaas, now the ruler of
this plane. He greets Morikand warmly and after a brief conversation teleports them
all back to his castle.
The party are surrounded by demons. Orbelain’s interest in Vohaas and his current
campaign is heightened when he is introduced to five prominent generals. The demos
project a three dimensional model of the current arena and Orbelain studies their
tactics closely. Before long he is giving hints, then suggestions until finally he has rearranged the entire field of battle.
Vohaas is a remarkable creature. Whilst concentrating on Morikand he is also capable
of compartmentalising his mind to concentrate on Orbelain as well as what the rest of
his court are up to. They all tuck into a dragon roast and talk about Graz Tak and,
more importantly, Asigoth.
Eventually Vohaas propels them back onto the walls of Morinae, along for the ride is
Zaelador, one of the demonic generals ordered by Vohaas to study the way Orbelain
fights.
Meanwhile Blant is buried in his study. So deep is his concentration that he does not
notice a figure sat opposite him. The grim face of Asigoth manages a mocking smile.
"Good book is it Blant Farrand?"
Blant reacts quicker and casts teleport to arrive on the walls of Morinae.
Orbelain calls for reinforcements to be brought up from Morganth to bolster Morinae.
He prepares the army to march within a day, a march that will take them north and
towards their next target; Gulhaven. Meanwhile he has sent twoo hundred of the most
dangerous of the Forlorn Hope in advance to spy and to generally destabilise
Gulhaven before they arrive.
Vetrick and Gila are already hand picking five hundred of the Forlorn Hope. Their
plan is to fly into the hills between Morinae and Gulhaven (in the Eagle) and land
behind Drusor Luckwarden’s force. Vetrick believes that he can do immeasurable
damage to Drusor’s army with such talented men. Graz Tak, worried by the influence
of Illeum’s Pommel, decides to hide the artefact inside a mattress in one of Morinae’s
brothels.
At dawn the next day Orbelain, with Zaelador next to him and Blant Farrand studying
in a cart, leads almost nine thousand men north. Morikand intends to drop off Gila,
Vetrick, Graz Tak and the five hundred commandoes at dawn.
Blant Farrand is securely positioned in the middle of an army inside a slow moving
tented cart surrounded by books. He cannot believe, therefore, when he looks up from
the pages of a large tome Asigoth is there! Without hesitation he teleports out of
danger. But this time Blant Farrand miscalculates. His intended location is just in
front of the army but he lands too high. More than three hundred feet up – and
without the security of another spell – he plummets to his death.
Orbelain is out of the cart and races up to his fallen comrade. Only then does he
realise that the magic jar has saved his soul. Blant Farrand’s soul overwhelms a
nearby soldier and he has to quickly convince Orbelain that he is indeed the sorcerer.
Morikand (who steers the ship with his projected image) descends to a quiet valley, a
spot that Vetrick the Ranger knows would be a good place to hide and prepare an
ambush. Without warning the air is filled with deadly shafts. Like driving rain the
arrows thunder into Vetrick and his men, there is no escape, nowhere to hide. The
Forlorn Hope fall all around them before they can put up any reasonable defence.
Vetrick and Gila are hit many times, only the stoneskin keeps them alive but they
realise this will not last forever.
Morikand casts demonic shield over himself, his companions and fifty of the Forlorn
Hope. The storm of arrows bounce harmlessly off the impenetrable barrier giving
them time to assess the damage. Many of those inside are severely wounded.
Morikand remotely calls the ship down from the clouds to pick them up.
Outside the demonic shield the Khulandir archers finish off the last of the Forlorn
Hope. From the relative safety of Morikand’s protection Vetrick and Gila spot Drusor
Luckwarden approaching. He is an unmistakable figure; big bushy beard, broad of
shoulder, twin greatswords across his back. He smiles at them as he talks to a
sorcerer. Morikand wonders whether he will dispel the demonic shield.
"Greetings old friends," he says with mock sincerity, "tell Orbelain that I am ready for
him…"
The Fall of Blant Farrand
Feb 22nd - 28th
The Eagle returns with the remnants of the Forlorn Hope to the main force of
Orbelain’s army. Fifty stalwart survivors, battle hardened veterans agree to become
permanent guardians of Morikand’s demonic ship.
Vetrick, Graz Tak and Blant Farrand decide to head north to the Elenorian Forest. The
ship ascends to almost ten thousand feet above the Great Myr Lake where Blant is
determined to complete the creation of a new spell. They intend to spend four days up
in the clouds, all are wary of the threat of Asigoth – the demonic assassin – and as a
result protection on the ship is tight.
The Forlorn Guard pair up and rotate in shifts to watch Blant Farrand at all times.
Graz Tak and Vetrick also share these responsibilities, as each man is aware of the
danger. For two days Blant busies himself with his new spell as Vetrick and Graz
maintain tight security around him; at the end of the second day Blant casts stoneskin
on five of the closest of the guards.
When the attack comes it is swift and unseen. Asigoth – disguised perfectly as a
Forlorn Guardian – is close enough to get his hands on Blant’s throat. Before the
wizard can react the assassin snaps his neck with almost negligent ease. Instantly Graz
Tak, Vetrick and twenty other Forlorn Guards are upon the killer.
Asigoth throws off his disguise and is in the middle of them a deadly demonic katana
in each hand. From the magic jar Blant’s soul issues forth and Asigoth wastes no time
in driving a katana into the acrid vapour. Blant survives the attempt to consume his
soul and tries desperately to move away from the deadly assassin.
Asigoth turns aside a concerted attack from Graz and Vetrick but fails to defend one
of the Forlorn Guards whose sword bounces harmlessly off Asigoth’s stoneskin. The
demon casts death spell through his blade and Graz Tak buckles under the awful
damage. He staggers back out of combat and moves to a higher deck where he reaches
for his longbow.
Asigoth is upon Blant’s vaporous soul again as soon as he can. The wizard’s naked
life force is vulnerable and his failure to possess one of the Forlorn Guard is his
downfall. For a second time Asigoth’s blade attacks the soul and Blant is devoured by
the demon.
Graz Tak assaults Asigoth with a few well aimed shafts but the demon is able deflect
them all; buoyed by the death of the wizard Asigoth turns his attention to Vetrick. The
ranger puts up a stoic defence and dodges away from the deadly katanas.
Slowly the Forlorn Hope begin to gain the upper hand on Asigoth, their numerous
attacks begin to whittle away at the stoneskin. After a couple of failed death spells
Asigoth starts to look for a way out. Vetrick senses this. He manoeuvres round the
demon as best he can hoping for an opportunity to grab a sword arm and prevent him
leaving. But even Vetrick cannot stop the demon as he teleports away from combat
when the stoneskin is gone.
Graz Tak is already searching his companions broken body. A haul of magical
weapons and items are piled up beside him including the two most valuable resources;
Blant and Amblay’s spell books.
These tomes are of interest to Morikand who immediately absorbs Tenser’s
Transformation, Major Pentacle and ESP into his repertoire. Vetrick tosses Illeum’s
Ring over the side and it plunges into the deepest lake on Grayhawk.
Morikand descends into his pentacle room with Blant’s spellbook and summons a
demon from the Plane of Fortresses. Quothas (true name) is bound into it. Next he
recasts stoneskin on the rest of the party before Morikand decides to summon a demon
to deal with Asigoth.
Akazzar, from the Plane of Death, is known to the demonologist and he brings the
awesome killer onto the Eagle. But Akazzar will not be bound into service and
immediately attacks the party. Graz Tak and Vetrick react instantly and their blades
search for the demon’s soul. Tihs Rovem, a black orc thief member of the Forlorn
Guard, is also in the fight.
A brutal, ugly combat ensues. As Morikand fails to bind Akazzar the slender katanawielding killer tries to end the melee quickly but the party is equal to the demon’s
attacks. Graz Tak catches Akazzar’s swordarm and struggles to keep hold of it. It is
all the advantage they need as Vetrick’s massive greatsword feeds on the soul of the
killer and consumes it.
Morikand leads the Eagle north over the vast green sea of trees that is the Elenorian
Forest. The largest expanse of woodland anywhere on Grayhawk. His soul compass
reveals that Asigoth is to the south but the more immediate problem is ahead. The
large wingspan of a white dragon is unmistakable, even from a mile away. When it
gets close the party can see an elf on its back wearing the livery of Elenoria.
"I am Revaniel, Lord of the Watch," he says, "and you are trespassing."
Morikand explains that they wish to speak to the queen of Elenoria herself but
Revaniel is unhelpful. He suggests that they move south and take the demonic ship
into the Myrid plain whereupon he will get a message to the queen in person. Vetrick
and Morikand shrug and take the ship south.
The ship lumbers slowly over the vast expanse of grassland below. Vetrick inspires
Morikand with the idea of binding the Forlorn Guard to them with some kind of blood
oath and gets them all (including Graz Tak and himself) to donate a droplet of blood
into a small goblet. This goblet, now full, he hands to the demonologist and Morikand
takes it to his summoning room.
From the Plane of Poisons he summons a powerful energy called Drenk (true name)
and binds it to the blood. Vetrick is the first to drink, Graz quickly follows. After ten
minutes the entire Forlorn Guard have finished the brew. Morikand cannot sense the
demon Drenk anymore and, initially, the crew and his two friends show no ill effects.
Within days the Eagle hovers above the highest tower in the palace of Van Myrid.
Graz Tak, Vetrick, Morikand, This Revom, Morikand and five of the Forlorn Guard
descend down the spiral staircase. Soon, in a wide antechamber, they are met by
twenty furious palace guards and despite weapons being pushed into their faces they
do not react violently.
Soon a tall man enters the chamber. Dressed simply in a robe of the finest silk he
exudes the calm confidence of a man of great power. A katana is slung almost
casually across his shoulders.
"I am Valadain Raikos, High Steward of Van Myrid."
The party introduce themselves. Vetrick and Morikand know only too well the legend
of Valadain who – with his half brother Illeum Runesabre – slew Malkar at the gates
of Limbo. They are cautious and wary but Valadain dismisses his guards and takes
them for breakfast in his private chambers.
It becomes clear that Valadain – like so many others – has followed the progress of
Vetrick, Morikand and Graz Tak in recent months. Graz is deeply curious about the
errant king, Viator Varkos, who disappeared with the entire treasury many years ago
and is the main topic of conversation within the citadel.
"My only concern is the security of the reason," Valadain tells Graz, "without stability
in Myrid the potential for a wider conflict increases. A war involving half the world is
something we must avoid at all costs. Eventually one of them – Illeum or Korven –
will emerge victorious."
Vetrick and Morikand talk freely concerning Drusor Luckwarden and the involvement
of the Khulans in the war in Bretonia. Valadain indicates that he does not think it a
significant development but Vetrick is not so sure.
"I have one request of you," Valadain says. "Whatever your involvement in this war I
want you to leave Elenoria alone. As friend and consort to the queen I am responsible
for the security of the elves. It would be better that you leave her alone; I know her
too well. She is a great believer in justice and likes nothing better than a good cause."
Vetrick smiles. "We can’t promise that Valadain."
For several long seconds the two men regard each other carefully, their faces
impassive and their thoughts hidden. Two men who stood against a god and lived.
"Very well," the high steward sighs…
The Death of a General
Feb 29th - Mar 3rd
Orbelain’s army travels four days north toward Gulhaven. On the field in front of
them is Drusor Luckwarden’s mercenary army, a force of similar proportions,
bolstered by troops trained by Queen Jirenna of Khulandir. Drusor sits on a horse in
front of his men, a battle standard by his side but Orbelain will not enter into the
niceties of pre-battle ramble with him. Instead Orbelain drives his men forward into
battle.
The two armies come together and there is ferocious skirmishing on both sides.
Orbelain knows that Drusor is testing for weaknesses, indeed he opens up a few holes
in his defences but the Drenai mercenary does not take the bait. After the initial trials
Drusor strikes the first blow in earnest and his elves and men take out Orbelain’s left
flank. This crushing defeat leaves Orbelain with a quandary; shore up the broken
flank and lose more men or turn his attention to the stronger right flank.
Orbelain counterattacks with equal ferocity and he turns near defeat to near victory, as
Drusor’s own flank is crushed. Stood next to Orbelain is Zaelador, Vohaas’ demonic
general, the demon is impressed by the guile of Orbelain and also the sheer prowess
of Drusor himself. The Drenai general is in the thick of the fighting.
Soon Drusor smashes through the heart of Orbelain’s forces, the two halves are
pushed apart and he has to act quickly or the day will be lost. The remnants of the
Forlorn Hope drive themselves together and effectively cut off the head of Drusor’s
force. Drusor himself is surrounded by the veteran guards whilst the rest of his force
struggle to reach their leader. Orbelain drives forward and can see the mercenary
slaughtering all in his path.
The fighting is close and chaotic. On another day Orbelain would have won but the
savagery of Drusor’s men proves decisive. Soon the Forlorn Hope are scattered, the
Khulan’s and mercenaries surround the last pocket of resistance and Orbelain is
trapped.
Zaelador draws a katana and moves towards Drusor as the general approaches. With
almost negligent ease Drusor Luckwarden disarms Zaelador before cutting him down
with a vicious flick of one of his greatswords.
"At last an opponent worthy of me," Drusor grins at Orbelain.
But Orbelain grabs his demonic greataxe and launches himself into combat. Drusor
knocks the axe from his grip and – when Orbelain brabs a shortsword – he knocks that
away also.
"I don’t want to kill you," Drusor says, "on the contrary you and I have much in
common."
Orbelain spits at Drusor’s feet and grabs his axe once more. To this Drusor sighs.
"Very well young man…let’s end this then."
Drusor wields two greatswords as though they were rapiers. His massive frame is able
to cope with the sheer brute strength and dexterity required to wield blades in such a
manner. Orbelain is a good axeman but realises – very quickly – that he is outclassed.
Only stoneskin prolongs the fight, which is now being witnessed by the remains of
Drusor’s army.
On several occasions Orbelain comes close. On another day his great demonic axe
would have taken Drusor’s mighty soul but the Drenai is remorseless and relentless.
When the final blow comes it is quick. Orbelain’s head is smashed into small pieces
and Drusor is left to count the cost of the battle. Fewer than five hundred of his
soldiers remain…
Meanwhile Morikand, Vetrick, Graz Tak and This Revom leave Van Myrid in the
ship and head south and west toward Khulandir. They are joined by a grey orc priest
of Elena called Headlock. Morikand retires to his chamber in an attempt to create
another spell.
Graz Tak receives telepathic taunts from Asigoth – the demonic assassin – and when
he takes these concerns to Morikand the demonologist brings out the soul compass.
The pendulum on the compass locates Asigoth and they move on deck where one of
the Forlorn Guard is stood. Vetrick strikes him down immediately realising that he
has been tricked. Graz recieves further taunts and they all realise that Asigoth is an
assassin that can fool even the soul compass.
Morikand creates a pentacle of protection specifically designed to protect against
Asigoth. He casts stoneskin on Tihs and Headlock before continuing his studies.
Later Morikand summons a demon from the Plane of Life and binds it into Graz’s
blood, which the master thief quickly drinks. Below them the forest of the Khulans
can be seen and Vetrick steers the Eagle into one of the larger rivers.
A few hundred Khulan elves emerge and when Morikand tells them of their desire to
speak to Queen Jirenna one of them rushes off to take a message. After a couple of
hours more and more elves emerge. Thousands of Khulan warriors surround the ship.
Whilst they wait Morikand summons Venar, a grey haired woman from the Plane of
Prayers. He converses with the woman in demonic tongue and instead of binding her
they come to an agreement. Venar then turns to Vetrick and opens the small lantern
she carries. "This light will cleanse your soul ranger," she says.
There is no hesitation from Vetrick. He places his hand inside the small lantern and
screams. The pain is unlike anything he – or any other human – has ever experienced.
He falls unconscious to the floor and Venar says; "It is done…his soul is pure again."
When Vetrick wakes a beautiful elven woman; Princess Martyra of the Khulans,
comes aboard and announces that she is the emissary of the queen herself. The
conversation with Morikand and Vetrick is short. The princess will not agree to any
meeting between the queen and themselves and the party become more and more
frustrated with the situation.
When she turns to leave the princess is struck by something expertly thrown from the
shadows. A small throwing star cuts Martyra’s jugular vein and blood spurts like a
fountain from the falling elf. Morikand is quickest to react. Before the guards and
soldiers know what has happened he casts demonic shield and takes the ship up into
the clouds. Arrows bounce harmlessly off the impenetrable barrier and soon the Eagle
is in the clouds and they are safe.
They all suspect Asigoth.
Morikand summons a demon from the Plane of Trees to take the body back down to
the queen and with a message attached explaining what occurred. Before long an
eagle arrives (which Vetrick befriends and uses speak with animals to talk to it). The
eagle delivers a stark warning from Queen Jirenna; a warning that her vengeance will
be swift. "…you will be dead before the year is out."
That night, when Morikand is asleep, Asigoth makes an attempt on his life. He
appears in the doorway of the summoning room (where the entire party are inside the
pentacle of protection) and hurls a demonic dagger at the sleeping demonologist.
Vetrick is too quick. He deflects the deadly blade and sends it crashing against the
walls of the ship. Asigoth parries a couple of attacks before teleporting way.
Morikand casts true name on the demonic dagger left behind. It is Sordid from the
Plane of Death. After a brief conversation he banishes it.
The last leg of their journey takes them north. The vast citadel of Gran Breton looms
large below them and Vetrick lands in the largest courtyard of the palace itself. Soon
the party march into the court of Korven. Generals, bodyguards and nobility surround
him as he greets Morikand warmly.
Morikand dispenses with any pleasantries and demands payment for the sacking of
Morinae. It soon becomes clear that the oily, treacherous leader has no intention of
honouring their deal. In fact he is surprisingly calm as the atmosphere becomes heated
and the party begin to sense that Korven is not their ally after all.
Vetrick has seen enough. He ignores the hundreds of elite guards all around the throne
room and draws his mighty greatsword. But as he advances on Korven the king does
not flinch, does not even try to defend himself. Vetrick moves in and Korven merely
smiles…
Prisoners
Mar 3rd - Mar 6th
The atmosphere in Korven’s throne room is tense. Vetrick, Morikand and the grey orc
priest Headlock are surrounded. Korven taunts them arrogantly and they realise that
the emperor of Bretonia is not going to let them leave. Morikand’s persistent
questioning regarding Asigoth brings no clear answer but it does provoke Korven into
revealing that he will not let them leave. All around them in the galleries are the
nobility of Korven’s court. Each man and woman holds a dark mask to their eyes, a
mask with no slits for eyes.
Morikand goes on the offensive, his initial dispel magic fails but his demonic glove
connects. To his horror the glove turns black instantly and is shattered into a million
pieces that disappear as into nothingness. Korven laughs raucously and forbids his
men to intervene. "They are mine!" he spits.
Vetrick pulls the demonic greatsword and lunges at the calm demonologist before
him. Korven does not flinch. As the blade hits him Vetrick recoils; the greatsword
succumbs to the awesome force of Korven’s Void protection leaving Vetrick no
choice but to draw Scar, the blade that sent Malakar from Grayhawk.
Korven unleashes a spell at Headlock who vanishes instantly, banished to some
remote Abyssal prison. The emperor laughs maniacally and stretches out his right
hand. Both Morikand and Vetrick notice the creeping blackness that spreads from his
fingernails to encompass the entirety of it. He lunges at Vetrick and tries to touch him
with the Void Hand. But Vetrick is too quick.
A few more failed dispel magics make Morikand realise that the only possible
outcome is obliteration. He fingers the coin given to him by Gresil and after several
attempts he manages to break the protection of Korven’s vast pentacle and he and
Vetrick vanish. The kindly old man that is the librarian greets them warmly…
*****
It is dark. The stench makes Headlock’s eyes water. He casts light and the full horror
of the prison becomes apparent. There are many bodies, skeletons litter the place but
there are also survivors, barely able to lift their weak limbs to shield their eyes from
the brightness. Headlock counts five that breathe. He casts cure light wounds
systematically and finds Fallis, a Nadir hunter, the strongest of the survivors.
Headlock spends the first few days curing and devising a plan to escape.
When one of the demonic guards peers through a viewing slit in the door Headlock
tosses a throwing star into its face. Gripped by rage the gaolers – three in all – enter
the cell with cruel whips and start to strike all in their path. But Headlock casts bless
enabling all weapons to affect the demonic gaolers. His warhammer connects with
one of the towering brutes and snaps the spine in two. The creature collapses and
writhes around before dying. Fallis’ rusty longsword is more than a match for the
second gaoler and between the remaining four they manage to overpower the last one.
Headlock snatches a bunch of heavy keys and leads them into a vast, mesmerising
maze of twisting passageways and corridors. Doors line the walls; each one houses an
unfortunate victim of the demonic prison. Headlock moves quickly and checks each
of the viewing slits in the doors. He frees anyone human, leaving some of the more
demonic horrors behind. Soon his numbers swell to around fifty. The last cell he
opens contains a surprisingly fit and athletic man who, when released, calls himself
Dorik Luckwarden.
"Are you…?" Headlock says.
"I am Drusor Luckwarden’s younger brother. Well met priest, I owe you my life.
What’s the plan?"
Headlock leads them to a guard room. Twenty gaolers, similar in size and shape as the
ones he overpowered in his cell. Through that door Headlock hopes to build a
barricade.
"They want you to escape," Dorik says, "it is part of their sport. They allow so many
to flee so that the demonic nobility can hunt them down."
Headlock casts bless. "Then we will give them the kind of sport they won’t forget in a
hurry." He charges through the door and the battle is short and brutal. Dorik
Luckwarden possesses great skill with the rusty longsword. Every attack connects
with – and fells – the lumbering gaolers. Fallis is equally skilled and between them
they manage to overcome all the resistance and secure the three entrances to the upper
levels of the prison.
Dorik hands out the weaponry that lines the racks. Headlock waits…
*****
Vetrick wastes no time. With Gresil’s help he studies the three primal powers; The
Void, Rootvile and Creation. When he returns to Gresils antechamber Morikand is
gone. Nourished, refreshed and strangely calm he speaks Gresil.
"There was a priest with us in Gran Breton, an Elenian by the name of Headlock. It is
my belief that Korven banished him to some demonic prison and I need to get to
him."
Gresil sighs. "I fear what you say is true lord Vetrick. But the prison in question is
impenetrable. It is called Aggragar and is run by the arch demon Cusar. An army
could not breach it."
"Then I need to get to a temple of Elena. The Lady will help me. Know any priests
Gresil?"
Gresil the Great Librarian smiles and sends Vetrick back to Grayhawk. Vast trees are
all around him. He studies the ground, tastes the fresh water and observes the
minutiae around him. He is a ranger lord and knows, instinctively, that he is in the
Kalador forest.
Soon he is surrounded by elves. The Kals, by reputation, are fiercely proud and
warlike. Vetrick realises that he has strayed deep into the forest, deeper than any
human has ever reached. The irony of the situation is not lost on him; if only they
knew I was half demonic! Despite the Kals bravado and arrogance there is one voice
of reason amongst them.
A silver haired elf says; "Can’t you see what sword he carries? That is the blade that
marked Malakar."
There is silence. It is though even the birds, the insects and the very wind itself stills
in awe of the elf’s words. New found respect is on every face. "I need to visit a
temple," Vetrick says.
The temple of Elena, like so many in the great forests of Grayhawk, is an oasis of
greenery, natural groves and beautiful gardens. The high priestess is called Gehlen, a
striking woman who takes the ranger into a quiet room. There she leaves him. By a
clear pool sits Elena, Vetrick composes himself to face the full force of her beauty,
but the goddess is calm and smiles at him.
His gaze falls to the pool where he can see the scene of a dungeon. Headlock marshals
a handful of beleaguered prisoners as they barricade the doors and prepare for some
kind of assault.
"Can you get me there?" Vetrick says.
"It is a one way ticket Vetrick. Whilst I can place you inside the room the nature of
the place will prevent you from leaving."
"I will not leave him to die there," the ranger says.
Elena smiles warmly. "Nor will I. But there is only one creature, the foul lord of this
infernal place, that has the power to release those poor souls. Get to him, break his
power and I will reach you."
The goddess reaches deep into the pool and in her hand is a great black sword.
Vetrick steadies himself as the power of it nearly knocks him off his feet. A two
handed blade of awesome power, the dark metal seems to absorb all light and as soon
as he grips the black hilt he staggers back.
"It belongs to my brother," she says.
Vetrick staggers back once more.
"It’s presence will alert the foul lord of the prison and draw him to you as though
Malakar himself had stepped into his domain. It is the only way."
*****
Headlock does not even notice his companion arrive. Vetrick seems to melt out of the
shadows into view. The priest can feel the sheer presence of the blade. Vetrick walks
up to the confused Dorik Luckwarden and hands him Scar. "Take this sword, Drenai,
because very soon we are going to get a visit."
"By the gods man!" Dorik says.
Vetrick grins. "Indeed."
There is little time to react. The weaker prisoners begin to die. A foul, foetid stench
creeps into the guard room, a smell so unpleasant that it chokes the weak to death.
The charged atmosphere turns cold as something approaches. The doors, heavily
barricaded, begin to melt away. Great heat and raw power as the lord of the plane
arrives to face the blade of Malakar.
A hulking shape crashes into the room. Two harsh red eyes lay either side of a
tentacle that protrudes from a scaly forehead. Massive, powerful arms hold a double
spear; a hook at one end and a blade at the other. Only Headlock, Fallis, Dorik and
Vetrick remain able to fight as the beast advances. The remaining prisoners cower in
the shadows.
It slashes this way and that with awesome speed. Vetrick dances away dextrously and
awaits the inevitable opportunity. The walls shake as the arch demon hurls an
unknown spell at the ranger but in the cocoon of Malakar’s protection the spell
dissipates harmlessly around him. Vetrick feels strangely calm. He closes carefully
and launches an attack on the demon’s soul.
Vetrick’s double handed strike is a blur. No defence – however skilled – would stop
the blow. The blade smashes through the demon’s skull and buries itself deep into its
heart. Blood, gore and the life force of the beast are spilt on the floor. As it screams its
soul dies.
The power that binds the prison together is gone. The many-layered protections and
wards are no more and the whole place begins to crumble. Walls and floors collapse.
The screams of the millions of prisoners can be heard for miles and there is panic in
the guard room. Vetrick wrenches the blade from the corpse and the whole scenery
changes.
He, along with Headlock, Fallis, Dorik and the remaining prisoners, are suddenly in
the warmth of the Kalador forest; the beautiful temple of Gehlen is all around them.
The Kals are quick to comfort the sick and heal the wounded. Dorik and Fallis lead
the cheers as Gehlen, the high priestess, walks amongst them. She stops and bows to
Vetrick, her head inclined in the direction of the altar. Vetrick knows what must be
done and knows also the truth of what happened. With no powerful protections
around it Elena exerted her influence on the plane and plucked them all to safety.
"I am in your debt," she says, "to put yourself in such danger for a friend is a mark of
greatness." She takes her brother’s blade and stares deeply into his eyes. Vetrick has
the feeling that she stares directly into his soul, as though she opens him like the
petals of a flower in blossom to see what is underneath. He does not flinch. Few men
could withstand such scrutiny but Vetrick is unlike other men; his soul hardened by
his experiences. Eventually, inevitably, Elena turns and is gone.
When he returns to the jubilant crowd he sees Dorik Luckwarden embracing
Headlock. "I swear to you my orcish friend that I will keep my promise and follow
your goddess."
Even the elves congratulate the orc who looks incongruous in such a beautiful place.
Vetrick feels peace suffuse his entire being, a complete sense of well being he has
otherwise never experienced. As he returns to the elves a chorus of victory songs are
sung in his name…
Vetrick's Quest
Mar 7th - Mar 11th
During the celebrations in the Kalador Forest the party are joined by Xaian Lau, a
Menelothian woman and martial artist. Graz Tak introduces himself to the high
priestess, Gehlen, and informs him that he must see the Lady Elena, the goddess of
the elves. Gehlen informs him that the Lady will grant audience to all his companions
as well.
Elena sits by the clear pool that is her altar in this temple. Graz Tak, Vetrick,
Headlock, Dorik Luckwarden, Tihs Revom and Fallis are all present and are humbled
by the beautiful goddess. Vetrick wants help to get to the Temporal Wheel but is coy
with his companions about the nature of his visit.
"I can get you close," Elena says, "but are you really sure you want to go?"
Vetrick realises that inside her temple the goddess is able to read his mind. "I must."
Elena does not argue, nor does she try to persuade him against it. She agrees to his
request. A dark corridor in the grove opens; the path to the Red Isle and the Temporal
Wheel. Before they take the path Headlock casts cure serious wounds on Graz whilst
Vetrick helps out with cure light wounds. Once Graz is fully healed from the effects
of a death spell they enter the corridor.
The Red Isle is well named. The glow from the active volcano in the south of the
island leaves an eerie red presence in the sky. Though it is winter the air is humid and
the temperature mild. Vetrick and Graz lead the party to the circle of stones known as
the Temporal Wheel. Vetrick stands in the middle of it. "I’m taking you to the end of
time," he says. "Any who don’t wish to come leave now."
No one leaves. "Why?" Headlock says.
"Because something awaits me there, a gift of sorts."
They are propelled forward in time by Vetrick’s unseen companion, further forward
than any other creatures have ever gone. When their journey ends the scene around
them is totally different. The sky is a wash of angry colours. They perch on one of
two small islands in a sea of lava. The heat is overwhelming as time, space and
everything else is about to implode.
Vetrick searches in vain for anything. Instead they witness an incongruous sight. On
the only other small island stands a tall dark haired man with an exquisite silk shirt
and an air of towering arrogance. He appears to place something inside the folds of
his rich garments.
The stranger sneers at Vetrick. "Come and find me Vetrick and we shall discuss your
gift." The stranger vanishes. Soon the rest of the party follow suit but they soon realise
that one of their number – Fallis – did not return from the maelstrom.
Vetrick seethes as he leaves the Temporal Wheel. Not even the presence of Morikand
can ease his anger. "Tricked!" he hisses. They decide to head for the east coast of the
Red Isle where the plan is to capture a ship. Morikand aims to summon a demon into
it and use it as a means of quick transportation. The demonologist has come from his
successful study of a new spell – Possession in Death is born!
It soon becomes clear that they are being followed. Vetrick has ideas to ambush the
ambushers despite the barren terrain and flat landscape. But before any plans are laid
down twenty screaming barbarians – Tragornians from the eastern isle – rush out of
their cover and sprint towards the party.
Morikand casts slow and more than half are affected. Headlock and Graz reach for
their longbows. Xaian Lau launches a throwing dagger into the face of a barbarian
and fells him and the two archers take down a further four in the initial assault.
Vetrick is soon amongst them and his blade cuts three of the Tragornians down
immediately.
The fight is surprisingly short. The barbarians attack falters and as Graz enters combat
with the Blade of Pain all is lost. Within two minutes twenty dead Tragornians lie
dead around them. Graz and Tihs rifle the body for any gold and soon they are on
their way again.
Morikand decides that the party requires further protection and intends to bind
demons into weapons (for Vetrick and Xaian Lau). He creates pentacles of
summoning and protection and gets to work.
The first demon is from the Plane of Withering. An old man with a walking stick is
before them; the red eyes betray his true power. When Morikand fails to bind him the
demon blows dust into Tiih’s face and a fight ensues. It is brutally short. Graz Tak
rams his demonic blade into its ribs and the demon’s soul is taken.
The next demon is from the Plane of Combat (true name reveals it to be called
Ildrak). This is successfully bound into Xaian Lau’s scimitar. The next demon is from
the Plane of Vengeance (true name Hadien) which he successfully binds into Tihs’
longsword. The last demon he summons is from the Plane of Doom. This one
Morikand is unable to bind and the beast launches itself at the demonologist. A
horned, winged monster it manages only a few steps before Graz Tak drives the Blade
of Pain through its skull and destroys it.
Morikand is now a mage. His study of demons and his desire to summon them has led
to mastery of the art of demonology. He joins a small and dangerous band of
demonologist mages; few ever reach such heights.
Next day they reach the east coast and spot various ships in the waters between the
isles. Graz casts a scroll of polymorph self and Morikand follows suit with the spell of
the same name. They fly as seagulls over to an Imarand merchant ship, a small vessel
with ten crewmembers. Graz hides away in the shadows (in human form) and
Morikand also becomes human. The demonologist stands proud in front of the captain
(a man called Gregar) and casts dominate person on him. Soon the captain – now
under the total control of Morikand – orders the crew to head for shore.
The rest of the party board ship and Graz gets rid of the crew (he pays them 5gp each)
and as the rest of the party remove the grain in the cargo hold Morikand has enough
space to work on the pentacle. He summons a massive demon from the Plane of Tides
and successfully binds it into the ship. He renames it The Seagull and before long
Vetrick steers it out to sea.
Soon Vetrick raises the vessel into the clouds and heads back towards Grayhawk.
Headlock gathers insects from around the ship, small flies and the like, and when
ready he casts giant insects on them. Suddenly six enormous creatures are present.
"These will take human riders," Headlock remarks casually.
His companions stare in open-mouthed awe at the insects that now perch on the rails
of their new ship…
Return to Grayhawk
Mar 12th - Mar 19th
Morikand’s new ship, The Seagull, soars high above the clouds above the Harrain
Ocean. It heads north towards Grayhawk. Vetrick climbs onto one of Headlock’s
giant insects and flies around to scout, Morikand polymorphs into an albatross and the
two friends spend a few hours searching for unusual creatures. When none are found
they return to the ship.
During the week long flight Morikand does research into the possibility of binding
two demons into the same weapon. He casts his own spell possession in death during
his studies. He summons a demon from the Plane of Veils and immediately binds it
into Vetrick’s greatsword. Both Xaian Lau and Headlock, exponents of the spirit
sense are aware of a change in Vetrick when he holds the sword; he becomes
indistinct and hard to see.
Later Morikand puts his study to good use by summoning a demon from the Plane of
Darkness. Initially he fails to bind it and the ship is plunged into darkness, as the party
draw their weapons they can see neither friend nor foe. Morikand casts binding and
the demon (whose true name is Kedelac) is now bound into Gila’s quarterstaff…the
second demon within it. Gila tests the weapon, which feels good, and the two spirit
sense exponents sense an improvement in the weapon.
The free city state of Nyrnik comes into view after a week. Morikand notices the city
has grown considerably, due in part to the demonic engineers he set to work on the
defences. The walls are higher and the manor house – the seat of power – has become
a grand palace. It is to this palace where Morikand steers the vessel, he lands it
squarely on the roof and is soon surrounded by one hundred palace guards.
Vetrick examines the guards closely. The significance of their fine robes and
expensive silks is not lost on him; his mind turns to the lone figure he saw at the end
of time, a man who also wore similar finery. They are met by a powerful Drenai
sorcerer called Verawain. Discreetly Headlock casts know alignment on him and
discovers that he has strong allegiances to Gallor Galliath. Verawain is pleasant and
informs them that Mercila is now the queen. "The council was not working," he
explains as they head for the palace, "so it was decided that it is best if Mercila
becomes queen. Things are much more stable now."
The new queen greets the familiar faces of Gila, Morikand and Vetrick warmly and is
surprised to see Dorik Luckwarden amongst the party. Xaian Lau, the Menelothian
martial artist, can sense a dominating spirit within the palace, an influence so strong
that he cannot fail to spot it. Initially she keeps this to herself.
"We are just passing through," Vetrick says.
"But you will stay for dinner," Queen Mercila says. Next to her, in a small cot, is the
strange child she bore to Graz Tak, a child raised in the Abyss and brought back to
Grayhawk.
The dinner is a small affair. Present with the party are Verawain, Styxor, a Nyrnian
master thief, Galastor, a Drenai tailor, and Bosian, a maimed one-eyed priest of
Malakar. The Malakarian is deeply uncomfortable in the presence of the man who
maimed his god and their relationship during the meal is fractious. Vetrick, however,
turns his attention to the strange tailor. The man is effusive and confident. He is
obviously great friends with Mercila but Vetrick cannot get the man out of his head;
there is a gnawing suspicion about him.
Once the pleasantries of the meal are over the party return to ship and take off
immediately. Their destination is the Olshay Range, the largest mountain range on
Grayhawk. The tallest peaks are located here and it is one of the last true wildernesses
on the planet. Many creatures fled here as the domination of human and elvenkind
drove them into the mountains. Few humans have ever been deep into the Olshay
Range.
As they leave Nyrnik they rise into the clouds. Suddenly the sound of grapple hooks
on wood can be heard. Before they know what is happening fourteen pirates are on
deck and rush at the party. A grey bearded giant of a man leads the attack but
Morikand meets him head on. He casts death spell on him and grey beard falls dead in
a second. This shakes the confidence of the attackers and when Vetrick leaps into the
fray he carves a couple down with his demonic greatsword they begin to falter. Gila
uses his deadly quarterstaff to good effect and downs a couple more before the pirates
realise they are outclassed.
Tihs, the thief, ducks into the shadows emerging only to ram a longsword through the
back of a pirate and out the other side. Dorik Luckwarden lashes left and right with
economical blows, his skill too great fro the faltering attackers. Vetrick and Morikand
Lau mop up the remainder which leaves Headlock to cast hold person on one of the
pirates before they are all dead.
Gila ties up the survivor and Headlock releases him. The man blathers in an attempt to
save his life; he is called Devar and was hired by grey beard in a harbour-side tavern
by the tailor called Galastor. Headlock goes on to cast speak with dead on grey beard
and is able to ask him three questions. The pirate captain confirms the link with
Galastor but also explains that the tailor wanted him to throw a vial of liquid onto
Vetrick and this would win them the fight.
The party search grey beard and find the magical ceramic vial. Morikand identifies it
as Vetrick’s Bane and suspects it to be a sorcerous poison. The decision is made
quickly and after Tihs has filched some gold off the bodies all the pirates (including
the vial) are cast overboard.
It takes a few days before the party find a suitable location in the heart of the Olshay.
A vast mountain with an elongated natural plateau is where they land the ship.
Remote, inaccessible and easily defensible. Morikand draws a pentacle immediately
and summons a demon from the Plane of Towers. A squat dwarf appears which is
bound into a service.
"Build me a castle!" Morikand orders it.
"Of course master Morikand…I will build you one fit for a king…"
Drusor's Bane
Mar 20th - 23rd
The party are in their new home in the heart of the Olshay Range, five thousand feet
up they look down on the clouds. The demonic engineer continues to create
Morikand’s sky castle whilst the rest of his friends use the demonic ship as temporary
refuge. Vetrick scouts the surrounding area and discovers the tracks and footprints of
creatures he knows nothing about. These, he muses, are no ordinary animals.
Headlock, the orc priest of Elena, uses stoneshape to fashion a shrine which he buries
thirty feet into the rock on the edge of the plateau. When he completes the shrine he
notices words appearing suddenly, punched into the ceiling by an unknown sculptor.
Headlock’s acute spirit sense reveals demonic influence.
I AM BACK
The rest of the party consider the strange message. Vetrick suspects the re-emergence
of Asigoth and nobody disagrees with him. That night they sleep uneasily, aware that
an enemy is close. Xaian Lau and Gila, the two martial artists, take the first watch.
When Xaian spots a couple of rats trying to get into the ship he launches a well-aimed
throwing dagger that hits the first rat. The rodent is semi corporeal, a magical trick of
projection.
The clattering of the thrown dagger inside the sleeping quarters is enough to wake the
rest of the party. Morikand casts detect demon and realises Asigoth is close. Without
warning the demonic assassin is amongst them, he materialised in the middle with a
pair of jet-black katanas in his hands. Morikand realises that he cannot cast for at least
another minute but his friends are quick to take the offensive.
Headlock casts bless before swinging Wrathstar at the killer. Asigoth parries with the
blade and the priest’s hammer is unmade! It shatters into a million shards of black
glass before evaporating into nothingness. Horror stricken the rest of the party realise
what power Asigoth now wields; two void blades capable of utter destruction.
Vetrick is committed to his attack and as soon as the demon’s blade turns it aside the
greatsword vanishes along with the demon bound into it. Asigoth survives the first
barrage of blows and counterattacks swiftly. A deft flick of the first sword catches
Headlock unaware, the priest is obliterated before their eyes! Gila and Vetrick avoid
another couple of attacks and all continue to press their five-to-one advantage. They
know that Asigoth will soon run out of defences. Indeed when Xaian Lau flicks a
throwing dagger at the demon Asigoth does not defend and is cut by the powerful
throw.
Gila’s timing is perfect. The deadly quarterstaff smashes into Asigoth’s midriff and
punctures its soul. Asigoth screams. The demon is on its knees and howls like a
wounded puppy, his eyes now a pale pink instead of vibrant crimson. There is no
more fight left in him and he teleports away before Gila or Graz could deliver the
final death blow.
"Is he dead?" Xaian Lau asks.
"Not likely," Gila remarks, "he will lick his wounds and rebuild his soul. We have not
seen the last of that one."
Next morning Morikand creates a pentacle on the plateau floor. He summons a demon
from the Plane of Blades and is confronted by a corpulent man with a blacksmith’s
hammer and a sour disposition. After some initial taunts Morikand manages to bind it
into a service; to build Vetrick a greatsword. Later he casts true name – the demon is
called Avarak the Furnace Master. Avarak suggests that he needs a forge and an
unearthly fire to create the blade.
Morikand summons a second demon from the Plane of Pyres and binds it to Avarak’s
service. It is a small imp-like creature with a mastery of fire.
That night a wandering mountain elf called Aldanor Carlomin joins the group. A
paladin on a rite of passage he is welcomed by the party.
It takes Avarak twenty four hours to produce the greatsword. When Vetrick takes
possession of it the Furnace Master disappeared, his service complete, however
Morikand keeps the imp and sets it to work on the castle. The blade is identified by
the demonologist as Gar Avarak.
Meanwhile Graz uses his sorcerous quiver to enchant the paladin’s arrows. The party
now discuss taking the fight to Korven with Gila’s suggestion that they use Dorik
Luckwarden to get to Drusor and perhaps persuade him to help them. Dorik is
enthusiastic about the idea and convinces them all that he can get them to see his
brother.
Drusor Luckwarden has made massive gains in the war with Korven. His army
surrounds the citadel of Morganth on the border to the Bretonian heartland where
Korven rules. As Morikand steers the ship into the clouds he can see the siege mapped
out below. Smoke rises from the walls as Korven’s forces try to repel the irrepressible
army of Drusor.
It is decided to land the ship a mile from Drusor’s tent and walk in. His army is made
up of a core of Erenlanders and Khulans with a smattering of Drenai throughout the
ranks. As the party, led by Dorik, move through the engineers and reserves heads turn.
The troops can see the resemblance to their leader.
At a huge tent on the battlefield Drusor and his generals make plans to take another
city. When Dorik and the party enter the tent Drusor dismisses his men. Dorik and
Drusor embrace but Drusor’s disposition towards the others is not good. He accuses
them of treachery and dishonour, a charge Vetrick throws back in his face.
Vetrick and Drusor square up to each other, their tempers rising. Not even the
conciliatory Dorik or the calming influence of Graz Tak can blunt their anger. The
two men are bitter rivals but few could suspect what was about to happen. With his
anger at its peak Vetrick snaps; his new blade, Gar Avarak, is unleashed and he
lunges at Drusor.
Graz Tak reacts first. He knocks the blade from Vetrick’s grasp in an attempt to
diffuse the situation. But Gila is under no illusions about where this fight is going; he
is upon Drusor Luckwarden as soon as the Drenai’s trademark twin greatswords are
drawn. Gila uses the technique of distraction – a skill unique to martial artists – to
feign an attack. When Drusor is drawn to it Gila strikes. A small mistake but it sees
Gila’s staff crack Drusor’s head in two, the deadly quarterstaff quaffs the soul eagerly
and voraciously.
When Drusor’s empty body falls to the ground Dorik screams in anguish and turns his
blades on the killer of his brother. Gila deflects each blow methodically, calmly, his
senses tuned to the bodyguards who are rushing into the huge tent. Escape is
impossible. Even if they defeat the bodyguards an entire army will be right behind
them. But Gila is calm…calmer than he has ever been.
Gila spins to kick Dorik in the face as Morikand kicks him in the sword arm. The
howling guards are almost upon them but Morikand’s slow buys them vital seconds.
His next kick is lethal, the demonologist snaps the neck of Dorik Luckwarden with a
skilful attack.
Gila concentrates on the staff, he invokes the demonic influence from within, calling
on the demon from the Plane of Darkness to aid him. Instantly an impenetrable shroud
of blackness envelops the tent. Squeals of terror fill the area but Gila can see! He
drags Luckwarden’s body and shepherds his friends into a corner of the tent. The
guards lash out wildly, maiming each other in the blind panic.
When Morikand is certain everyone is present he activates the magical coin and they
are instantly transported to Gresil’s library in the heart of the Abyss. The great
librarian greets them warmly as usual but Morikand does not wait for pleasantries; he
realises that he needs to go back to his ship immediately. Using a pentacle of travel he
is able to drag them all back to Grayhawk and aboard the Seagull before Drusor’s
army even realise what has happened.
The ship soars high into the clouds and they pick through Drusor’s body for
equipment. Both greatswords are magical and the paladin Aldanor takes one and
Vetrick takes the other (blessed by Elena). Amongst the rest of the equipment is one
of Illeum’s rings (the Necras) that is so familiar to Graz Tak and Morikand. Another
ring is present, a tough mail shirt and an amulet called Tahaal. Morikand can sense
demonic influence on this item.
As they penetrate the clouds the group surround the fallen body of Grayhawk’s
greatest warrior and decide how to divide the spoils…
The Influence of Muziel
Mar 24th - 28th
The Seagull – Morikand’s demonic ship – is moored on the plateau high into the
Olshay Range. Next to it demonic engineers work to construct his impressive castle.
All is calm until Vetrick convulses on deck, his scream piercing and agonising. As his
companions rush to him blood seeps from the ranger’s mouth. The pain lasts for
several minutes until he recovers.
"It is the death of my familiar," he explains, "Muziel has taken the life of Willow, the
Shader."
Soon afterwards they discuss the world and its politics, particularly their place in it.
Two options present themselves; go north to canvas the aid of the Elenorians or go
south to see Mercila and Golnarn, Graz Tak’s special child. They decide to head
south.
Vetrick takes the ship up into the clouds and hugs the Jandraki Coast on their journey
south. That night they are all on deck. Gila and Xaian Lau spar on deck, putting each
other through their paces in hand to hand combat. Something can be heard flying
around them, a huge creature with a wingspan large enough to create a disturbance in
the air.
Out of nowhere the hulking shape swoops down at them. On its back is a rider
carrying a huge silver lance. The initial attack misses but the dragon and rider turn in
mid air for another assault. Vetrick launches three quick arrows and as the dragon
swoops down the second time there is no rider.
Vetrick steers the ship down to the water, the demonic ship skims the surface and
moves rapidly across it. They pass a shattered lance and realise that black shapes
encircle them above, like flying sharks in the gloom. Gila concentrates on his
demonic quarterstaff, from the demon of darkness he produces a shroud of blackness
that only his eyes can penetrate. As Vetrick removes the ship from danger Gila
watches as the dragon riders recover their fallen companion, their livery suggests
followers of Jarik Saal from Aldegaarde.
The harbour at Nyrnik is crowded. Vetrick steers the ship to a Bretonian enclave and
secures it. A few Bretonian soldiers protest but soon recoil as they realise who they
are dealing with.
Gila suggests buying garments for their trip to Mercila and all are in agreement as
they head for the Merchant Quarters, in particular they seek out tailors. Graz Tak
lurks behind them shadowing their every move. He realises that they are already being
followed, probably by Mercila’s spies, so he stays close and alert.
At the first shop they realise that Galastor – the queen’s tailor – has become the sole
producer of fine garments by royal appointment and soon the entire party are at his
busy establishment. A young apprentice called Kiran shows them to a private room
and goes to fetch his master – Galastor.
The tailor is a confident man who wears his fine clothes with arrogance. That
arrogance disappears when he enters the room, blood drains from his face as Aldanor
closes the door behind him. Gila smiles and invites him to talk.
"He made me do it," Galastor blathers referring to Muziel.
Gila steers the conversation and gains much information from the terrified clothier.
Galastor tries to convince them that he is just a pawn in Muziel’s game but the party
is not buying into his lies. When Galastor makes a chance remark about his feelings
for Mercila it is too much for Graz Tak. The master thief lunges for the tailor.
Each man is surprised by the swift kick Galastor aims at Graz. The thief avoids both
attacks easily. Galastor tries to escape but he is outnumbered; Xaian bloodies his nose
with a kick and Aldonar opens up a massive wound in his stomach. Still the tailor
clings on to life but Gila’s staff crushes his soul without mercy.
As they leave the shop Vetrick torches the private room. By the time they are well on
the way to the palace the alarm is raised and the smoke rises into the morning sky.
Militiamen scurry around the Merchant Quarter in a desperate bid to put out the
inferno.
As they take the main walkway up to the palace gates something odd happens. With
every step the palace seems to get further away. The more forward progress they take
the greater the distance. A man in an exquisite shirt appears at the threshold to the
palace…Muziel! Graz Tak takes out a scroll of dispel magic but the spell fails.
Aldonar launches an arrow that falls short of its target. When the man called Muziel
steps back into the doorway the distortion snaps back and they find themselves at the
palace gatehouse.
The guard captain greets Graz who notices that all the uniforms and livery of the
palace soldiers, in fact of all the palace staff, has been altered. The hand of Muziel is
everywhere. Xaian Lau senses a deep spiritual influence just from the clothes the
soldiers wear.
"Ok captain," Graz says sternly, "disrobe immediately. Tell your men to follow suit."
The guard captain reacts angrily and soon one hundred palace guards surround them.
Tensions are high. Even the appearance of the chamberlain, Verawain, cannot calm
the situation. When Xaian Lau starts to disrobe the arguments stop. The lithe woman
exposes her obvious charms and all the men gape – open mouthed – at her naked
beauty.
"Right lads, get them off!" says the guard captain.
As one hundred soldiers strip to their loincloths the influence of Muziel disappears.
"I want all palace staff to remove and burn their clothes," Graz Tak says.
The captain nods. "At once my lord."
As the party enters the quiet throneroom Mercila eyes Xaian Lau suspiciously, her
face darkens as she catches the eye of her husband, Graz Tak.
"Why is everyone disrobing?" she says.
They give the queen a full rundown on the situation. Every one of them can sense the
change in the palace. Even Verawain – after some disagreement – is forced to disrobe.
When four naked guards enter they inform Graz that the quartermaster has been
siezed.
Vorlan Elmard appears to be innocent. After interrogation by Gila the party decide
that he is not complicit in Muziel’s plan but his stores are filled with garments and
weapons brought by Galastor and – ultimately – by Muziel himself. Vetrick alone can
see evidence of Muziel’s tampering and orders the entire stores to be destroyed.
Back in the throneroom the queen takes stock of the situation and admits the
deception had her fooled. When Golnarn, the child, begins to cry she knows
something is very wrong. "He never cries," she says.
Graz takes his child but still it weeps. The thief can see deeply into his son’s eyes and
knows, instinctively, that something – or someone – is trying to hurt Golnarn.
Morikand casts pentacle of protection but this is exactly what the enemy wants.
Having waited until Morikand cast the spell Asigoth appears out of nowhere. The
demonic killer wields two dark void blades but Gila and Morikand are quicker to
react. The demonologist tries to disarm Asigoth but fails but Gila – who draws
Asigoth into a mistake – crashes the staff into it’s skull. Asigoth reels and falls to the
floor, its soul all but spent, but there is still fight left in the deadly killer.
In desperation Asigoth swings at the child. Vetrick catches the sword arm but is
unable to stop the ambidextrous assassin plunge the second void sword into the
child’s face. Astonishingly the child Golnarn is unharmed. Asigoth’s last attack
catches Aldonar and the paladin is unmade instantly, along with the blade of Hellath
and one of Drusor’s mighty greatswords.
Morikand finally drives a demonic gloved fist into the demon’s face and Asigoth is
gone forever.
Next Morikand takes his friends down to the summoning room. Vetrick expresses a
desire to seek the wisdom of Vohaas, arch demon of Disjunction and friend of
Morikand. The demonologist summons a messenger and binds him into a service. "I
want to seek the counsel of Vohaas."
Half an hour later the demon returns to respond. "Lord Vohaas will gladly welcome
you Morikand Demon Friend, but he has two provisions. Firstly you must bring the
ship and secondly you must bring the child."
"No way!" Mercila scowls. "My son is not going anywhere near the Abyss. Graz tries
to reason with her as Morikand brings the demonic ship to the balcony. Mercila resists
all attempts at persuasion until – when his patience snaps – Graz manhandles her
aboard.
When everyone is aboard Morikand concentrates on the Plane of Disjunction. His
control of the ship is now total, he concentrates on the pentacle of travel and
visualises the palace where they had previously visited.
The journey is swift and stomach churning. But Morikand knows something is wrong.
Instinctively he realises that the ship has missed its target, in fact the demonologist is
hopelessly lost. As they emerge into the midst of a deadly battle there is fire and death
all around them. The ship is battered by storms and balls of fire. Unspeakable soldiers
riding demonic steeds attack.
Morikand is lost…
Disjunction
Mar 28th - 29th
The Seagull is in the midst of an unearthly battle. Somewhere in one of the six
hundred and sixty six planes of the Abyss Morikand’s ship is lost. The demonologist
watches as the front of his ship is blasted away by demonic power and he quickly
casts demonic shield to envelop himself and the rest of the party. He descends into the
ship and at the pentacle of travel he tries again, in desperation, to find the plane of
Disjunction.
This time he lands in the middle of a vast sea or inland lake. Gone is the battle all
around him. The plane resembles Grayhawk with blue sky, white clouds and a deep
azure sea. The boat begins to list but Morikand raises it from the water realising that
the demon bound into it is preparing to mend itself. Morikand rises into the clouds
and surveys the horizons.
To the perceived north is a large fiery hole, a mile across, which seems to suck all life
into it. Even from several miles away Morikand can sense the raw power of it and he
decides to head to the nearby coastline. He uses the Soul Compass to locate Vohaas
but he fails; Morikand’s instinct is that he has reached Disjunction.
As the coastline draws near they can all see an immense citadel, complete with
harbour and thousands of ships. Larger than any citadel they have ever seen they are
drawn to it and notice that there are gigantic sea creatures that swarm below. As a
result the ships – like Morikand – sail through the air and land at the harbour.
Morikand descends and is guided to a place in the harbour by a winged demon. An
imp lands on deck and questions the demonologist but Morikand dismisses the
creature without revealing anything.
There are humanoid creatures present but they are in the minority. A vast
conglomeration of different species all thrown together in a huge walled environment,
Morikand realises quickly that each member of his party carry one or more demons
and as such they can blend in with the natives. Gila, Xaian Lau and Morikand go
exploring and soon find themselves in what they perceive to be a tavern. Speech and
language are unusual; most creatures use telepathy but there are several demonic
languages that Morikand can recognise.
A waiter offers them drinks and tells them that they are in Sag’ranad the last free
citadel of the plane. Morikand gets three tankards of a red gloopy liquid and soon
realises that it is a concentrated soul liquefied. Gila and Xaian stare distastefully at the
beverages but Morikand quaffs his without hesitation.
Darkness envelops the demonologist. All sound, taste, touch and sight disappear as
his body takes in the powerful drink. Slowly, inexorably, his senses return so too does
a new sensation. As he stares around the room he does not see shapes or features;
instead he can see the burning power of the souls within represented by fire. The
hotter the fire the more intense the soul. Reluctantly both Gila and Xaian follow the
demonologist. They too experience similar pain followed by euphoria. All three feel
more attuned to the place and more able to cope with the intense surroundings.
Morikand leads them to a shadowy table where a tentacled demon sits. The waiter has
already informed them that information can be gained there. When Morikand asks for
the creatures name it laughs; "You don’t want to be giving your name to anyone
around here, Grayhawkian."
They learn that Sag’ranad is about to be attacked by Vohaas and his army. The last
resistance to his tyranny has gathered within the citadel and prepares to repel the great
hordes. Morikand decides that it would be wise to return to the ship and leave. At the
harbour, however, the harbourmaster has other ideas. He requests Morikand sign his
name in the log (in blood) something the demonologist is reluctant to do. Instead
Morikand casts control demon but the harbourmaster is not tricked by the spell and
becomes more insistent that Morikand signs. Morikand flips him a small gold coin
(with a massive demon from the plane of Greed bound into it) – when the
harbourmaster takes the coin his whole demeanour changes.
"Stay as long as you like," he grins and moves away.
Morikand raises the ship into the clouds and heads away from Sag’ranad. Before long
he gets the feeling that there are demons close. Considering the ship is thousands of
feet in the air this causes him some concern. Suddenly a massive fleet of invisible
demonic ships – some not unlike the Seagull – become visible. Thousands of vessels
inching towards Sag’ranad and the inevitable battle. Some carry thousands of
Darkland-like warriors who carry katanas whilst others have grotesque winged and
barbed demons as tall as houses.
Two emaciated humanoids board the Seagull and calmly suggest they are all now
prisoners. Morikand explains who he is but they seem unimpressed. Gila stands in
front of them and leans on his quarterstaff. "I am no-one’s prisoner," he states firmly.
Again the two demons seem calm and point out the army that surround them. Gila
shrugs. Eventually one of the demons makes a suggestion. "If you slay our best
warrior in one-on-one combat we will accede to your wishes and take you to Vohaas.
Fail and your friends are prisoners."
From one of the ships a slim dark-robed warrior lands on deck. One of the calm
demons explains that this demon (true name Letcham) was trained as a bodyguard to
Vohaas himself.
Gila knocks Letcham to the ground with an artful sweep and the two combatants
exchange rapid blows. Gila realises that Letcham is an expert and his one small
mistake is almost punished. Stoneskin comes to the martial artist’s rescue and
although Gila is outclassed he is not beaten. He projects darkness around him from his
demonic staff and forces the demon to fight blind. A sweeping kick knocks Letcham
to the ground and a ferocious double strike crushes his soul.
True to their word the two demons lead the Seagull to the back of the fleet where a
monstrously large vessel – with almost two thousand troops on board – awaits.
Vohaas sits uncomfortably on a throne but beckons Gila, Xaian and Morikand into a
private stateroom. As Gila walks past one of the two emissaries he strikes him
viciously with a crushing blow that consumes his soul. Not one of the soldiers even
blink.
"I see you have brought both ship and child," the arch demon says, "good. If you left
either alone on Grayhawk then Muziel would have taken one or both, or at the very
least exerted influence over them."
Vohaas explains that he – like Muziel – is a master of the primal art of Creation.
Muziel has been systematically destroying all other primal sorcerers – particularly
those that follow his own path – which is why Vetrick and the child Golnarn are in
danger. He briefly explains that the four fundamental laws of the universe; Time,
Space, Life and Death are the four Primal Constants. "These are the powers that
Muziel can draw upon. As you have seen he is particularly skilled in the arts of Time
and Space. There will be others who will show talent in other aspects which is why –
if Vetrick is to have any chance – that I must mentor him."
Vohaas explains that a rogue general called Skyrd has raised a force against him. In a
small bowl of water Vohaas demonstrates his mastery of Space and Time and displays
Skyrd marshalling his troops. "When the battle begins I want you to take him out.
Once Skyrd is dead then I will be master of this plane…do this for me and I will
reward you greatly."
They agree. The battle is unlike anything they have ever seen. Raw power blasts
across the water devastating whole regions of the citadel. Winged demons assault
from the air as the ground troops move house to house. Vohaas opens his fist and
says; "Prepare yourselves!" Morikand casts a few foxes cunnings before Vohaas
closes his fist.
Skyrd is alone in a room but reacts instantly to the assault. Jahick (an Estallian
Pyromancer), Morikand, Xaian Lau and Gila surround him and hack at the fierce
beast. Skyrd is a master bladesman and even outnumbered he is able to cope with the
multiple attacks. Just as the battle outside goes against him so the battle within is
similarly failing. Morikand manages to control demon and forces Skyrd to lie flat on
his face and place his hands behind his back. Gila executes the rogue general
mercilessly.
They are soon back with Vohaas who rejoices in their actions. Gila takes Avenger
(Skyrd’s katana) and Vohaas explains that it was created by him years earlier. They
each discuss training. Xaian Lau and Gila are interested in learning the katana whilst
Jahick wants to learn unarmed technique.
Vohaas tells them that some people have primal potential and never even know it. As
a test he bends time and space and asks each one of them to simply find the fire. "I
have put it beyond the reach of normal souls but if you have any potential you will
find it."
Both Xaian and Jahick cannot find it, neither can Morikand but Gila reaches beyond
time and space itself, finds the impossible recess where Vohaas hid the fire and
caresses it. Vohaas smiles. "It seems I now have two students."
Vohaas explains a little about the plane of Disjunction saying that there are pockets of
it that defy the normal laws of the universe. This was one of the reasons he discovered
his talent for Creation and now – with the aid of these spaces of no time – he
completes the training of three of the party.
Jahick learns unarmed combat whilst both Gila and Xaian manage to become
exponents of the katana...their master one of the universe's greatest swordsmen.
Morikand meanwhile experiments with a new spell. He shape changes into Muziel
and tries to gain knowledge from the physical attributes of the Echeron Lord...
The Enemy
Mar 30th - Arr 3rd
The party reside in Vohaas' mighty palace deep in the plane of Disjunction. The arch
demon is now ruler of the entire plane having recently crushed any resistance to his
rule.. Gila and Vetrick are now his students in the Art of Creation, the most difficult
of the three primal powers to master. Both men practise their new skills under the
watchful eye of the demon but it soon becomes clear that Vohaas has taught them as
much as he can and - inevitably - the discussion turns to their future and that of the
child Golnarn.
Meanwhile Morikand finds one of the many summoning rooms in the palace and
takes Xaian Lau and Tihs Revom with him. He summons a demon from the plane of
Torment and immediately binds it into the martial artist's katana. Next he summons
another demon, this time from the plane of Crushing and binds this together in the
same katana. Xaian Lau notices the difference straight away, the blade is lighter in her
hands. Finally Morikand summons a demon from the plane of Fortresses and is able
to bind this into Tihs Revom's leather armour.
The party come to a clear decision that it would be best if they returned to Nyrnik
where they can - with Gila and Vetrick's help - protect Mercila and the child in safer
surroundings. They all board Morikand's demonic ship - the Seagull - but it is Gila
that transports them. He uses his primal talents to fold space between Vohaas' palace
and the harbour at Nyrnik. Instantly the surroundings change and they are in Nyrnik
once more!
Things are different in Nyrnik. Since the incident with Gallastor and his influential
garments there is an explosion of tramp-like attire that can be seen on virtually every
individual. Guards and soldiers wear tunics that are dirty and stained, their beards
have not been trimmed for days. The nobility seem to have taken this to heart also
with wealthy individuals wanting to outdo their neighbours by wearing more and
more outrageous filth. Mercila smiles at the unkempt harbourmaster and is soon in the
bosom of her palace where they are all greeted by the chancellor, Verawain.
The chancellor gives a brief report on world events; the two most notable items being
the stalemate in the Bretonian civil war and the fact that Gallor Galliath wants to meet
with Mercila immediately.
Tihs Revom, Xaian Lau and Jahick decide to venture into the thriving citadel to see
what they can discover. Not everyone has taken to the vogue filth of Nyrnik. Foreign
travellers turn their nose up at some of the sights and as the three men enter the
packed market square they realise that the free city state is booming. Xaian Lau
realises very quickly that there is a big spirit close by, Jahick can sense a hefty
sorcerous presence even in the midst of three hundred people. Tihs cannot help
himself. He filches a purse from an unsuspecting traveller unaware that it is from the
sorcerer that they are tracking.
In a quiet corner of the market an Elenorian elf emerges, a man with a longbow and
an impressive magical presence. "Do not open the pouch, thief," he says to Tihs, "for
it contains a message from the north. The child is in danger and only my mistress can
protect him. My name is Velgar - take the message to Mercila at once!"
The mysterious elf is gone as quickly as he appeared. Sensing magic in the pouch the
three companions decide to take it back and seek the advice of Morikand Bitchpiss.
Morikand opens the pouch and a small parchment emerges, along with a ring that he
identifies as The Seal of Illyanth. The parchment can only be read by Morikan - it
reads:
The child is in immediate danger, The Enemy is close and I fear there is only one
sanctuary left. The ring is the key to my kingdom; bring it and the child and you will
be safe. But hurry!
Illyanth of Elenoria.
Meanwhile Graz Tak and Mercila are in the queen's private chambers. It is their first
time alone for weeks and they share an intimate embrace. During their lovemaking
Graz's highly tuned sense know instinctively that something is wrong. The candle by
the bedside does not flicker, as though it has been turned to stone and a fly above it is
motionless, suspended in time above the flame. His heart pounds as he realises they
are not alone. A glance over his shoulder reveals a tall man with an outstretched hand
and a longsword above his head. He notices the man is casually dressed in silks, the
quality of the garments is what he notices most and he realises that the man above him
is Muziel!
Although naked Graz Tak is never far from his knives. He reaches under the pillow
and his slender fingers close around the hilt of a demonic knife.
"Don't stop Graz!" Mercila yells in raptures beneath him.
Graz can see Muziel's hand closing to make a fist. The pain is unbearable. It is as
though Muziel was twisting his heart around inside his chest. The thief drives himself
through the pain and tries to twist his body to make an attack; but at that instant Graz
watches - horrified - as his heart explodes from his naked chest to be caught
nonchalantly by the grinning Muziel. Then, as he dies, he sees Muziel drive the
longsword through his ribcage and into his lover.
There is a scream that fills the palace. A sound not heard since he was born - Golnarn
bawls at the top of his voice. Gila and Vetrick, who were studying their art together in
their quarters, rush to the sound. Morikand, Jahick, Xaian Lau and Tihs rush to the
queen's nursery.
Vetrick gathers himself and using the Art of Being he contracts the Timeline upon
himself, effectively stepping back in time to a few minutes before the scream. Now he
moves purposefully into the queen's chambers. The bedroom is a scene of carnage as
Graz and Mercila lie where they died. He hurries into the nursery where he sees
Muziel over the child; the Echeron lord seems to know what has happened and simply
winks at Vetrick. He knows that Vetrick is unable to alter time retrospectively. But
there is a third person in the room. The efl Velgar aims an arrow at Muziel. The
smartly dressed killer ignores the child and - thinking only of his own safety disappears.
Vetrick allows the timeline to snap back and he is with the rest of the party in the
nursery; they quiz Velgar who reiterates the need to get to the protection of Illyanth.
Gila is already gathering his power. He focuses on Death, more specifically on the
line that represents it within his own mind. Soon he is in a shadowy landscape where
all around him is grey. He sees Mercila walking calmly towards a portal in the
distance and heads her off.
"I must go through the door," she says to him.
"Not today my dear," Gila says and leads her back beyond the shadows.
She exhales as she wakes. The party are startled first by her sudden re-appearance and
secondly by the lack of emotion in her. She casually pushes aside the body of her
dead husband without a tear, as if he was some piece of deadwood.
"There is no soul," Gila says to his companions, "so I fear she is now undead."
Morikand leads them all - including Mercila and the child Golnarn - to the ship. With
the soul compass he has located Gallor Galliath to the east and takes the ship up into
the clouds for safety. Later that day (again with the aid of the compass) he locates a
troop of one hundred Drenai cavalrymen below and realises that it is Gallor's
bodyguard.
Gallor Galliath seems to know everything that has happened. Before they even speak
he regards them all arrogantly and suggests that he will - as they have discussed agree to become steward of Nyrnik in his niece's absence. Gila reacts angrily and uses
the same skill on the Drenai as he did on Mercila. He takes the corpulent Drenai
spymaster to the same shadowy line and grabs him by the scruff of the neck, dangling
him over it. Somehow Gallor knows where he is - his astute intelligence realises that
this is a line he cannot cross.
Gila growls at the spymaster; "You will do exactly as we ask Gallor Galliath; Mercila
is handing stewardship of her city to you for safekeeping. You will maintain it well
until her return!"
The bodyguard are not even aware that a potential attack has taken place. Gila returns
to the present and Gallor falls apart as he hastens away from the party, in particular
Gila. Morikand sets the ship down in the Gorat Sea, he hovers a few feet above the
waves and heads north towards the sanctuary of queen Illyanth of Elenoria.
Shortly after noon there is a sudden explosion of thunder and Morikand is hit by a
black arrow that materialised before him. His stoneskin protected him but when a
second arrow hits him he casts a demonic shield around the party and examines the
arrow. It is a Marraq shaft and it is identified as Zakarath's arrow. A third arrow
bounces harmlessly off the shield.
Jahick, the pyromancer, spends his time perusing the many scrolls from the fallen
Graz Tak's equipment list. He finds phantasmal killer and manages to absorb it into
his repertoire before casting it and sending it after Zakarath.
Gila examines the arrow and asks Velgar whether he knows the archer. Velgar shakes
his head so Gila concentrates hard on the dark shaft, his mind delves deep into his
new skill and he is able to pinpoint a scene from hundreds of miles away. The Marraq
Zakarath stands on a cliff with an arrow knocked. Slightly behind him is the tall
Echeron lord Muziel.
"I cannot see the demonologist's mind, master, it is hidden," Zakarath says.
"It is there," Muziel says calmly, "try looking where there is nothing but shadow."
Muziel manipulates something in the Marraq's mind slightly, hardly a noticeable
change but one that allows him to see Morikand. "Ah, I see it now," Zakarath says
and lets the first arrow fly.
Gila returns himself to the ship. "This is going to be a rough ride folks..."
The Art of Being
Arr 4th - Arr 19th
The Seagull heads north towards Elenoria. On deck Gila spars with Xaian Lau as they
hone their newly-learnt martial skills. Tihs Revom spots a black cloud on the horizon,
a strange sight in an otherwise clear sky. Fearing the worst Morikand decides to move
the ship into the Abyss. He manages to reach a calm sea in a desolate plane; although
it is not his intended target – the plane of Disjunction – it serves him well. He decides
to sit down and study his next spell.
Gila and Vetrick use the enforced rest to further study the art of Being, the primal art
of Promethius. Gila steps onto the line between life and death and sees the pitiful
figure of Mercila. The undead Drenai woman cowers in the shadows of the ship, her
urge to consume life becoming too strong for her. "Soon I must feed myself," she tells
him. Gila does not hesitate and pushes her forcefully back over the line towards life.
She is destroyed instantly.
Jahick casts find familiar and after a short wait is visited by a strange bird called
Zelroth. The pyromancer realises it is demonic and furthermore realises it is a
mythical phoenix. Zelroth explains that every now and then it will spontaneously
combust!
Meanwhile Gila continues to experiment with his new skill. He subtly alters Xaian
Lau’s soul as they spar, a small alteration but one that makes him irresistible to him.
Xaian Lau is suddenly consumed by a passion for her sparring partner and tries
everything to overcome him. Eventually she regains control of herself but the urges
remain. Gila explains what he has done and promises to put it right when he can use
the control skill again.
After seven laborious days in the Abyss Morikand fails to create the spell and decides
to head back to Grayhawk and continue their journey north. Since he is unfamiliar
with Elenoria he targets Van Myrid to the south and soon the demonic ship soars high
above the clouds above the kingdom of Myrid. Vetrick creates a carrier for Golnarn
and straps Golnarn to his back…the child is content in the makeshift carrier and falls
asleep contentedly.
Morikand casts demonic shield around the centre of the ship before recasting
stoneskin on the entire party. The spell fails – notably – on the child Golnarn, who
continues to sleep soundly on Vetrick’s back.
Without warning the demonic shield is obliterated by a single arrow; the shattering of
the spell has all the hallmarks of a Marraq attack but more worryingly it is a Marraq
firing Void arrows. Morikand realises he is the intended target but he cannot cast a
protection spell in time before the next arrow hits.
This time the aim is true. Morikand watches helplessly as the arrow unmakes his
demonic cloak and then his demonic mail before disappearing. A close escape! He
casts plane shift and the party find themselves on the plane of Disjunction once more.
Once in the safety of the plane he wastes no time in replacing his fallen protection. He
takes Archibald’s shirt and – from the plane of Fortresses – binds a demon into it for
his protection.
Morikand then states that he is going to attempt to create another spell and disappears
into his study.
Gila draws his will and tries to bend space, fold it between himself and the Marraq
archer Zakarath. Unbelievably he manages to open a space to where the archer stands.
His attempts to drag him through fail and because of this disruption he is left behind
when the power he used snaps back the space. Vetrick follows his companion’s mind
and uses the same power to fold the space between them. Realising that something
incredible is happening Xaian Lau grabs Vetrick and is pulled through to the cliff top
where Gila and Zakarath stand.
The Marraq is astonished and shocked. A deadly void arrow is in his hand as the three
newcomers draw their weapons. Despite his shock the Marraq is first to react and he
launches the arrow at them but at such close range he cannot get a clear shot and the
arrow falls harmlessly into the sea. Zakarath then assaults Vetrick’s mind but is
unable to bend it to his will.
Gila strikes the elf swiftly and without mercy, the Marraq is dead before he can blink!
Vetrick scans the horizon. His ranger talents tell him that they are on the eastern edge
of the Olshay Range and they look out over the Jandraki Coast. Gila is not an archer
but takes the prized Darkbow anyway, he uses his primal power to alter the living
bow and finds that he can draw it easily – a feat none Marraqs would find impossible.
Vetrick leads them down to the coast. "It is the safest option," he tells his friends. Gila
carries the body down to the shore before they carve it up and destroy it.
A few hours later, as night creeps in, Vetrick spots a ship out on the Jandraki Coast.
He folds the space between him and the vessel and draws it into the cove where they
stand. All three board the ship – a Jandraki pirate ship – and stand before the confused
crew.
The captain – Eksul – gathers his cut-throats around him. Fourteen angry men
converge on Gila, Vetrick and Xaian Lau. Gila Mangolita is a blur as he moves
quicker than the eye can see. Any within reach of the fabled whirlwind attack are cut
down and as the captain, Eksul, watches the mesmerising display he turns to the one
remaining pirate left after Gila’s assault. That man is summarily cut down by
Vetrick’s greatsword and Eksul is alone.
"We sail north," Gila states firmly. Eksul considers arguing but decides against his.
He begins the impossible task of single-handedly moving the vessel along the coast.
Morikand finally succeeds in creating steal the soul and turns his attention to his
missing companions. After some thought Morikand summons the demon he bound to
Vetrick’s bow. Both demon and bow are now on board and it quickly fills the
demonologist in on the whereabouts of his friends.
Next morning Xaian Lau notices something is wrong. The captain Eksul begins to age
unnaturally fast; his beard drops to his stomach and his skin wrinkles in seconds as
though he has stepped through decades. Vetrick and Gila react instantly, aware that
this effect is classic Muziel. Vetrick cuts Eksul dead and all three are on their guard.
Xaian Lau can sense a massive spirit and informs her companions.
"He is here," she says calmly, clutching the katana tightly.
Morikand Bitchpiss moves out of the Abyss to his growing castle in the heart of the
Olshay Range. He uses the soul compass to locate Vetrick and once more the Seagull
takes to the skies.
Vetrick, Gila and Xaian Lau are back to back, weapons at the ready. All three can
sense a growing presence on board the pirate ship...
In Search of Muziel
Arr 20th - May 3rd
The Seagull hovers above the Jandraki Coast. Morikand lowers ropes for Gila,
Vetrick and Xaian Lau and they climb aboard. Once aboard the demonologist heads
up the coast to their destination; Elenoria. Gila concentrates on his staff, particularly
the demon of darkness that is bound within. Somehow he knows something is wrong,
a gnawing sense that danger is close. Vetrick picks up on his friend’s unease and
draws his greatsword.
Both men spot black lines approaching from the horizon to the east, like black smoke
that emanates from behind a flaming beast. Both men are horrified as they realise that
these trails are an army of demons flying incredibly quickly towards them, propelled
by the same time-warping skills that they both possess. Gila immediately stretches the
timeline, an ability that slows the enemies progress. The demons and their riders
approach at a crawl now, Gila guesses that he has gained them all two hours before
the attackers reach the ship.
Vetrick stretches his mind out and enters one of the riders’ minds. Morikand casts
ESP and is able to listen in on the telepathic conversation. The demonologist knows
that the creature is called Avazaarus from the Plane of the Mage, a sky rider gathered
and sent by Muziel to attack the ship. Vetrick interrogates the demon and the ranger
learns that Muziel has trained this death squad well. Several of the demons are tasked
with defeating their magical protection whilst others are tasked with removing the
weapons they carry.
Morikand turns to his demon lore and summons a demon from the plane of War. After
binding it he forces the six armed warrior-demon to give information regarding
gathering an army. The demon instead gives him a name; "You want Dacla, master,
he will help you."
Morikand manages to summon Dacla, a small squat man with a large axe resembling
an ugly dwarf. After binding it into a service Dacla goes to work to prepare for the
arrival of Muziel’s death squad. At the front of the ship the demon begins to scrawl
shapes onto a parchment. When he has finished he places the parchment in the centre
of the main deck and waits. Meanwhile Vetrick – still interrogating Avazaarus –
discovers the leader of the death squad is a demon called Jolan.
Gila decides to sleep, the exhaustion of his primal casting has made him weary. As
soon as he drifts off the timeline snaps back and the death squad is catapulted at great
speed towards the ship. Jahick manages to loose off a fireball but it is absorbed by the
demonic protections around the horde. Morikand shape changes into Drusor
Luckwarden and waits for the imminent attack.
Astonishingly the demonic horde is forced through a dark portal opened by Dacla’s
powerful sorcery. Morikand realises that the demonic gate leads to Dacla’s plane and
– to his grim satisfaction – to a battle against thousands of mercenary troops.
For the rest of the northerly journey Gila sleeps. Jahick takes the opportunity to
absorb identify and stoneskin into her repertoire, two of the many scrolls he took from
Graz Tak’s dead body. When Gila wakes eight hours later the ship is off the eastern
edge of the vast forest of Elenoria. Morikand uses the soul compass to locate Illyanth
– the Elenorian queen – and the ship heads west.
Deep in the heart of the green landscape Morikand sets the ship down into a small
lake. The palace of Illyanth and a sprawling mass that covers many acres; tree houses,
hidden walkways and vast tree-lined canopies give it the appearance of an
underground cavern. A nobleman called Calibrien, a smartly dressed Elenorian, greets
them warmly. Though suspicious at first his face changes to awe and wonderment as
Vetrick shows him Illyanth’s seal.
Calibrien leads them on a small raft to a jetty where the stunning queen Illyanth waits.
Looming behind her, with a sour disposition, is her consort – Valadain Raikos, the
Steward of Myrid. Illyanth is delighted to see them and leads them deep into her
palace. With every step the party feel warm and – more importantly – safe. The
dangers of their recent past seem to evaporate and for the first time in months they
relax.
Illyanth holds the child Golnarn under the watchful eye of Valadain. The tense
atmosphere between Vetrick and the Steward is not lost on the queen and soon they
are all deep in conversation. The topic is Golnarn and his safety. Vetrick is adamant
that they speak to Elena and before long, with the child in his arms, Vetrick and the
others are in the queen’s private temple. The High Priestess, Merivyan, vacates her
temple and soon they are alone.
Elena welcomes them to her house. The goddess tries to persuade them to leave
Golnarn with her but Vetrick refuses. "He is as safe with us as he is with you," he
says. She tells them of Muziel’s early influence on Mercila and dispels their belief
that Muziel wants the child dead. "He wants to make sure the child is genuine," she
says, "And now he knows it is true since not even Asigoth’s blade could harm
Golnarn."
Talk of possibilities and threats and paranoia drag them down. It soon becomes clear
that the party have no plan or indeed no idea how to take the fight to Muziel. Not even
Elena’s calm persuasion can help them. Vetrick decides to sleep on it.
He wakes on a vast salt lake with hills hundreds of miles away on the horizon.
Instantly he realises he is dreaming although the whole experience feels real. Before
him stands Muziel, a longsword gripped awkwardly in his slender fingers. The
Echeron Lord taunts Vetrick who tries to ignore him. When Muziel cuts him with the
blade Vetrick offers no defence…he wakes in pain and vomiting blood.
High Priestess Merivyan tries to heal and restore him but her spells are powerless
against Muziel’s magic. He brings Golnarn to him and returns to sleep on the altar
itself…this time his dreams are undisturbed.
Next morning Jahick absorbs two more of Graz Tak’s scrolls into his repertoire;
polymorph self and cat’s grace. Vetrick concentrates inwardly on his own power;
using the primal ability of self manipulation he is able to restore his life (soul and
strength) back to it’s original state. Morikand invites queen Illyanth to observe a
summoning and despite Valadain’s protests she and the rest of the party (except Gila
who goes looking for a bowmaster) gather around a pentacle. From the Emerald
Mines Morikand summons a squat mining demon and binds him to a specific service;
"Find me a gem that will adorn the best garment!"
Ten minutes later, to the delight of queen Illyanth, the squat demon returns and
presents Morikand with a diamond of breathtaking beauty, a diamond with a powerful
demon bound into it. "A gift from my master to you, Morikand Bitchpiss." Morikand
casts true name and learns that it is called Tiandra – the Emerald Jewel). He places it
securely on Golnarn’s robes.
Meanwhile Gila searches for a bowmaster. He slowly becomes aware that the forest is
changing, the well known passageways and corridors become blurred, indistinct and
he realises he is lost. Worst of all he realises that the subtle manipulation of space is
Muziel’s doing.
"There is nowhere to hide," Muziel says. Gila cannot see the primal sorcerer. "No
place in the Abyss where you can seek sanctuary, no safe haven in any temple and no
solace even in your dreams…"
The route suddenly becomes clear and Gila hurries back to the party.
Morikand shape changes into Zakarath (the dead Marraq) and takes the darkbow from
Gila. He scans Grayhawk for Muziel’s mind but is unable to locate it…even with
Gila’s help. He scours the palace and finds Valadain’s mind. He eavesdrops on an
argument between queen and consort; Valadain’s vociferous arguments urge her to
take care when dealing with Morikand and Vetrick.
His next experiment is to take a small needle and prick Golnarn’s finger. He realises
that the child does not bleed.
The next morning Vetrick, Gila and Morikand discuss their plight. In the end they
decide to head for Muziel’s birthplace – the plane of Echeron. Morikand casts plane
shift and they all arrive on a small lake surrounded by towns and villages.
The sorcerers realise that Echeron is not a land of magic. Their connection to the
magical layers is flimsy and they feel heavy – both Jahick and Morikand quickly
realise that their skills will be alien to the Echeron people.
Along the jetty of a nearby town they see men and women lined up to watch them
approach. Each foppish individual is well dressed and there are no weapons visible.
Curiosity brings hundreds out to watch the ship dock. They have absolutely no idea of
the power that walks amongst them...
Echeron
May 3rd - 8th
In the small lakeside town of Weft the Echeronians line the harbour to watch the
Grayhawkians disembark. They are a gentle people with no visible weapons or
armour, they are more curious than afraid. A tall man called Baraith introduces
himself as Mayor of Weft and leads them up to his house for afternoon tea. The
streets are lined with Echeronians eager to see the newcomers.
As they pass the Mayor’s stables Vetrick casts speak with animals and converses with
a startled horse who is too stunned by a human that can speak its language to make
much sense. It is an idyllic place and they enjoy a relaxed atmosphere in the company
of the Mayor. They discuss power and the monarchy and Baraith tells them of the
wisest man in the town, the leader of the Academy of the Cloth – Mohins.
Soon they reach the academy and soon realise that the sorcery of Echeron is
profoundly entwined in the weaving and cutting of garments. Mohins learns a little
more of their quest and realises quickly who they seek. The name Muziel is not one
that even a great mage like Mohins will utter in public so he informs them that he will
summon King Prinyal, the current ruling monarch, to the academy.
Next day King Prinyal arrives with two hundred soldiers all wearing cloth armour and
katanas. The king himself sports a superb blade and he seems eager to help them. "We
will return to my palace in the citadel of Eladran," he says, "where we can talk further
and in safety."
At the magnificent palace of King Prinyal they learn more about Muziel (the Great
Murderer as he is colloquially known) and discover that his mother – a woman called
Ferril – is protected beneath the citadel. The party is keen to speak to her but the king
warns them that she has not uttered a single word to him in twenty years however
Vetrick is certain he can communicate.
In a deep cavern they approach a sphere of anti-magic where Ferril is a prisoner.
Morikand casts shape change into the Marraq Zakarath whilst Jahick casts fire shield
for extra protection. As they enter the sphere, however, all their magic dissolves but
they are stunned by the extra dimensional space that belies the sphere’s exterior. Ferril
has a luxurious chamber with rooms adjoining and a large library.
Immediately Vetrick contracts his own time line and – using Ferril as a focal point –
returns accurately to the point where the mother last met Muziel. He hides amongst
the heavy drapes of a curtain and spies on the scene before him. Muziel – who is
younger and who radiates a kind of unfettered primal surge around him – has his
mother by the throat and is squeezing the life out of him. "Betrayer!" Muziel spits at
her as twenty armed soldiers flood into the chamber. Muziel is unconcerned and
Vetrick – a talented exponent of the Art of Being himself – watches with fascination
as the man he tracks lashes out at the soldiers to buy him time.
Vetrick sees the raw power of an angry Muziel, the soldiers are pushed back in time
or their own spatial perception is blurred to such a degree that they cannot even see
him. But Vetrick observes Ferril's fight back. She strikes at her son’s heart with a fist
that focuses her own primal skill into a desperate attempt to survive. Muziel is
stunned by the strike and vanishes in pain and terror.
Once back in the present Ferril regards Vetrick with awe and respect. "Who are you?"
she says.
They learn about Muziel’s arrogance, about his cowardice and – most importantly –
the reason why Ferril believes he is on the path he now follows. "My son has seen the
nature of his own death; perhaps not the author but it is my belief that he knows
another of our kind," she regards Gila and Vetrick, "will strike the fatal blow. His
misguided, arrogant belief is that he can change the inevitable. I have long since
known of his talent but not even he can avoid death."
She tells them of the subsequent attack on her life; Muziel trained an assassin –
Kassorik – to slay her but at the final moment the killer realised he could not slaughter
her and fled into the mountains. Ferril tells them that to this day Kassorik has survived
any attempts by Muziel to kill her. Vetrick and Gila become interested in any being
that can avoid Muziel. Morikand’s soul compass locates the assassin and they prepare
to head off to speak to him.
Before they leave Vetrick leaves Golnarn with Ferril after a little persuasion. She is
scared to have any involvement with the child. "I have already brought up one son,"
she says, "and look what he has become! Can you trust me with another?" Vetrick
smiles graciously. "I think we have found the safest place for him."
The leave the sphere and Morikand casts stoneskin on the entire party whilst
replenishing possession in death upon himself. Vetrick persuades King Prinyal that
the child should remain. Morikand and the rest of the party use the Seagull to fly over
the northern hills in search of the assassin that could hold the key to finding Muziel.
When the compass spins violently Morikand sets the ship down high above the citadel
of Eladran. He shape changes into Zakarath but is unable to find the mind of
Kassorik. Both Gila and Vetrick try several imaginative ways to locate the killer but
after several hours decide to sleep on it. Morikand casts attraction on a handful of
pebbles and scatters them around the vessel.
Next day Vetrick and Gila are refreshed and begin again to fathom out how to find the
assassin. Vetrick realises that if time is gently altered (the ripple effect) peaks and
troughs are created and it is possible to hide in the troughs. He turns his power to iron
out these ripples and – almost instantly – a man appears close by. Kassorik is dressed
like a barbarian, his existence in the wilds have left their mark, as has the fear of
Muziel. He carries a katana and realises that he is now visible.
Vetrick is able to calm the frightened assassin and after a few minutes they realise he
has not killed anyone in his life! Kassorik talks of Muziel and gives them an insight
into not only Muziel’s methods but of his psychology.
Kassorik agrees to teach them what Muziel imparted on him. Vetrick decides that the
Plane of Disjunction is the only place they can do so in relative safety. Morikand casts
plane shift and they vanish.
They are enveloped by a raging inferno all around them as Morikand realises his aim
was poor. He casts demonic shield when he can but the fire destroys it within seconds.
Jahick stands in the centre of the ship with her arms outstretched; the pyromancer
casts fireweave and forces the flames back buying them more time before the ship is
consumed. Morikand – a minute later – casts plane shift once more, again his target is
the Plane of Disjunction. To his dismay his aim is awry and the ship is on the Astral
Plane.
There is no time to think as spectral shapes swoop down to attack them. Swirling
figures with no limbs that move swiftly to attack, like angry cloaks caught in a storm
they flap around the party. Gila has his katana out instantly. The blade shatters the
existence of one and he cuts down a further eight in a mesmerising whirlwind attack.
There are still fifteen others which descend onto the party. Tihs Revom is touched by
one of the spectral hands and only his demonic armour saves him. So powerful is that
touch that the demon’s soul shatters taking the armour with it.
The rest of the party does their best to avoid contact. Gila gathers his will and focuses
upon the line between life and death, an area that he has walked before, but this time
the focal point is his blade. As the swooping figures approach Gila unleashes his
katana in one deadly strike. Each creature is bashed over the line and is destroyed
instantly!
Morikand decides to create a pentacle of travel on board and steer the ship to the
Plane of Disjunction once more. This time – when his sorcery fails – he realises that
all access to Vohaas’ plane is closed. Vetrick suggests summoning Vohaas. Minutes
later even his summoning spell fails. They fear Vohaas is in trouble.
Morikand turns his attention to Grayhawk and sends the ship to his tower in the
Olshay Range. It has sprouted and grown impressive since their last visit, the walls
are thick and impenetrable and it has tumbled over the mountain edge and grown into
the rock itself. But Gila and Vetrick see a different situation. They exchange a worried
look but say nothing to the others; the mark of Muziel is everywhere! The yellow
stain that only they can see is on everything – even a recently erected flag that bears
the family crest of Morikand has come from cloth spun by Muziel himself!
Jahick casts stoneskin on Kassorik as Vetrick speaks to Gila alone. "We must act as if
nothing has happened," he says, "if Muziel even suspects we know he’s been here we
will lose our advantage…"
The Fight for Gresil's Library
May 8th - 10th
Morikand Bitchpiss gathers the party to his demonic ship, The Seagull, along with the
Echeronian assassin Kassorik. His destination is Gresil’s library though this time he
uses the special coin to transport the entire ship as well. The Plane of Gresil is small
and Morikand finds himself moored in a harbour with hundreds of other ships. From
these ships comes the most precious cargo – books. The harbourmaster and Gresil’s
workers move the tomes up into the library itself. Soon a small demon takes their
names and ushers them into the library itself.
Gresil is as warm and friendly as ever as he greets them. Gila, however, notices the
silk scarf around the librarian’s neck, the stain of Muziel is all over it. He questions
Gresil who reveals that it was indeed a gift from Muziel. Gila manages to take a look
at the scarf but has no intention of handing it back; instead he vanishes it with his
ability to shift space.
Gresil is upset. He does not listen to Gila’s claims that the scarf was meant to control
him and will not listen to their claims that he is in danger. Nothing they say will
convince him that Muziel is not up to something so Vetrick uses his primal ability to
project a few memories into Gresil’s mind; a few reminders of what Muziel is capable
of.
Despite even this graphic display Gresil cannot be swayed and tries to remain
impartial. When a junior librarian interrupts them and speaks to Gresil everything
changes. Gresil’s face darkens as he listens to the junior’s report. With a heavy sigh
he turns to the party.
"It seems Muziel has shut off this plane by sorcery that is beyond me; no one can
come in or out! I am sorry to have doubted you."
Gila says; "We must sleep and recover our strength."
Next morning they all join Gresil for breakfast. A servant informs them that an
emissary of Muziel has come. Gresil is accompanied by the entire party as they enter
the reception area.
Korven stands before them. Surrounding him are ten demons, Dracorian Guards from
the Plane of Terror. Korven himself is calm, possessing the arrogant demeanour of a
man who has just won a battle.
"The terms are simple," he says carefully, "there is but one gate open on this plane. If
Vetrick and his companions use it then the blockade will be lifted…if not then I will
burn this entire library and everyone in it. You have two hours."
With that the demonologist turned to leave but Jahick had other ideas, infuriated by
the man’s tone and lack of respect she casts wall of fire to separate Korven from his
guards. Korven merely grins and walks through it without flinching.
Morikand and the rest of the party return to Gresil’s summoning room to discuss the
situation but soon events overtake them. Gresil informs them an hour later that the
library burns, this fire is Void Fire unmaking everything it touches.
Morikand and the rest of the party leave Gresil and make there way up a small hill
where Muziel’s gate has been placed. The portal resembles a spherical storm, a
contained maelstrom of wind and lightning. Once there they debate whether they
should enter the portal.
They are not there long before the Dracorian Guard – the ten bodyguards of Korven –
attack. From nowhere they appear wielding void blades and fall onto the party
savagely.
Tihs Revom twists away from one of the deadly blades at the last instant although as
it brushes his armour it is destroyed, shattering into a million pieces before vanishing
forever. There are other similar narrow escapes although Kassorik, the Echeronian,
catches a blade full in the face and is unmade before a scream passes his lips.
Gila turns defence into attack with a blistering whirlwind attack – his deadly katana
crushes four of the Dracorians in the blink of an eye. Morikand, Vetrick, Xaian Lau
and Jahick catch the sword arms of their attackers and struggle is fierce to avoid the
deadly blades.
With his hands round the wrists of two demons Morikand casts steal the soul and
consumes one of the demons instantly. Suddenly augmented by the demon’s power he
lashes out with his foot and disarms another, the blade falls to the floor at Tihs’ feet.
The thief, secreted in the shadows, tries to take the void blade but recoils when he
realises that if he even grips the hilt he will be unmade.
Gila receives a punishing blow to the midriff; his demonic armour absorbs the brunt
of the attack and is unmade in the process. In his anger he lashes out at the Dracorian
who parries him deftly and on contact with the void unmakes the katana! Gila falls
back and takes out his demonic quarterstaff and slaughters the demon that destroyed
his blade.
Jahick launches magic missiles into the face of a Dracorian Guard before Xaian Lau
cuts it down. Vetrick finishes off the last remaining Dracorian and the party breathe a
sigh of relief.
Gila uses his primal sorcery to fold space between themselves and Gresil, he deposits
them all in the librarian’s study where Korven – now without a guard – holds Gresil in
a strangle hold. On seeing the party Korven slices open Gresil’s throat and discards
him before unleashing a katana from its scabbard.
Korven is incredibly quick. On this occasion it is his skill with the katana that
overshadows his talent as a sorcerer; Korven is a grandmaster of the blade and jumps
amongst them confidently. Morikand casts spell turning as Korven executes a
whirlwind attack. Each one of them avoids the void blade but Korven is relentless.
From his free hand sprays a fan of black liquid that Xaian Lau and Jahick manage to
avoid by a well-timed dodge.
The party press their attack on Korven who turns every blow with ease. He spins back
onto the attack and thunders a two handed blow under Gila’s defences. No bladesman
anywhere in the world would stop such a strike; Gila is cut from right shoulder to left
hip, as the blade exits Gila Mangolita shatters into a million shards that evaporate into
nothingness.
Korven has little time to enjoy his success. Morikand twists a kick that knocks the
katana from his grip, before the blade hits the ground Xaian Lau is upon him – a
student of Vohaas she cuts him deeply in the abdomen. A blow that would cut a
normal man in two merely brings Korven to his knees. As he clutches at his ruined
stomach Xaian Lau hits him again and blood sprays everywhere. Vetrick pounches
and opens Korven’s skull with Scar, the blade that maimed Malakar. Incredibly the
demonologist staggers back and vomits blood but Vetrick will not be denied. The next
blow is fatal and Korven falls dead next to his deadly katana.
Xaian Lau considers picking up Korven’s blade but as her hand hovers close she
realises that if she even brushes against it she will be unmade. The party’s attention
now turns to Gresil. The librarian still bleeds from the gash in his throat but Morikand
senses that he is not dead, somehow suspended by some time trickery that prolongs
his life even at the very moment of his death.
Morikand and Vetrick sense the flames have gone. Though the damage is extensive
both men turn their attention to the fallen demon…
Escape from Gresil's Library
Date: Unknown
The party’s enforced incarceration in Gresil’s library continues. The Great Librarian
himself is trapped within a temporal anomaly whereby he is in stasis at the exact
moment of his death. Corrigan, a Malangorian assassin, joins them in the library.
Korven’s fallen body lies before them, his terrible void blade not far from the corpse.
Scolios decides to search the demonologist but as soon as his hands touch it he
realises – too late – that Korven is suspended in life in death and attacks Scolios’ soul.
Korven is now alive! He springs for the void katana and the party turns in horror to
face the demonologist once more.
Korven casts dispel magic on Jahick and her magical defences are destroyed. She
retaliates with a flame arrow and causes him a minor wound before the battle begins
in earnest. Vetrick and Tihs Revom hack at him but their initial blows fail to land. A
brilliant swordsman Korven turns on Vetrick with a venomous strike. Vetrick moves
inside the blow and secures the swordarm; Korven tries to break free of his grasp but
Vetrick will not let go and pushes his advantage decisively.
He drives Scar into Korven’s face, using his grip to spoil the demonologist’s
defences. Tihs Revom uses the Blade of Pain, Graz Tak’s favoured weapon, to skewer
Korven. As the great demonic blade feasts on soul Korven slumps to his knees in
agony. Tihs’ next blow ends Korven’s soul forever.
Immediately after the battle Jahick casts stoneskin on herself once more. The party
search Korven’s body as Morikand constructs a pentacle around the stricken body of
Gresil. From the corpse they take two daggers (one demonic the other magical) and a
cloak (which is also demonic). Morikand casts true name on the dagger and it is
revealed as Morralash. Eventually he binds it into an indefinite service to him. True
name on the cloak reveals the name Narkan. Morikand identifies the other dagger as
Black Carnage, a blade he is sure was created by Korven himself.
Morikand tries several methods to restore Gresil but the most successful is a trap the
soul. With Gresil’s soul now incarcerated inside a small gemstone he looks for a
suitable host for the librarian. Once a servant is found Gresil is able to overcome the
host and returns to his former self within seconds.
Meanwhile Vetrick sleeps. In the Abyss any outsiders cannot regain their power by
rest or prayer, as the normal connections that exist on Grayhawk are absent here. But
Vetrick is a primal sorcerer, an adept of the Art of Being and after eight hours he rises
refreshed and replenished. His attempts to use the power of Promethius to escape fail
however.
Gresil and the party examine the damage that the void fire caused. Around the edges
of the library the walls and books lie in ruins, great gaping holes that descend into the
void itself. They return to study.
Gresil informs them that the one portal – the one-way trap that Muziel set – has now
gone. "We are completely adrift of everything," the librarian says.
The next day Muziel sends an ambassador. A thin Echeronian tailor called Gracian
appears in Gresil’s private quarters and speaks to the entire party. "I bring a message
from Muziel to lord Vetrick. My master says that if you give him the child Golnarn
then he will allow your companions back to Grayhawk and set them free."
They send Gracian away and discuss their position. Again Vetrick tries to manipulate
both time and space but to no avail. After a full day Gracian returns for their answer.
Vetrick says; "No deal." Unseen by the rest of the party Jahick polymorphs into a
mouse and finds a way into the folds of Gracian’s garments where she finds a small
pocket and secretes herself unseen.
Gracian suddenly vanishes. From a mouse Jahick changes into a small snake in an
attempt to gain a better look at her new surroundings. She hears thousands of voices
and the unmistakable sound of heavy boots on stone. Peering out she realises that the
palace is a massive unearthly structure, she guesses it must be the plane of
Disjunction, the plane where Vohaas trained her to fight, but there are no signs of any
of his demons now.
The halls stretch for miles and are cluttered with thousands of humans; Echeronians,
Grayhawkians and a smattering of demons are present. Soon Jahick and her host reach
their destination. She hears Muziel clearly;
"You have done well, Gracian."
"I am afraid Vetrick did not accede to your demands."
"Did you place the device?"
"Of course my lord…"
Muziel is pleased and Gracian exits. Jahick now becomes a moth and follows the
tailor / sorcerer as he wanders through the masses. He travels miles through the halls
of Disjunction, rooms so large that they could comfortably swallow any Grayhawkian
citadel. Along the fringes there are cages where the humans taunt and torture demons
captured during the invasion. Some of these demons are bound by nothing more than
a simple silk scarf.
Gracian meets a handful of friends and they congratulate him on his successful
mission. Their triumph is short lived. From the shadows comes a wiry figure, a blur
from the darkness that deals death with every stroke of his deadly katana. Having
spent weeks in the company of the greatest swordsman in the universe Jahick realises
that the killer is Vohaas.
She returns to her own form and casts project image and sends the image to talk to
Vohaas. The arch demon rifles the bodies expertly, stripping garments wherever he
can. He recognises Jahick immediately. "Follow me," he says.
Vohaas takes Jahick down into the deep recesses of his own palace, through sewers
and hidden chambers. He passes her a cloak and Jahick feels that she blends into the
shadows when she wraps it round herself.
Only ten of Vohaas’ soldiers remain. Each one – like Vohaas himself – is scarred and
battle-weary. "This is it," the arch demon says bitterly, "this is what my army is
reduced to…but still we fight."
Jahick explains the situation and Vohaas is pleased that Morikand and Vetrick still
live. "There is hope," he says.
Back in Gresil’s library Morikand quips about time bombs. To his horror he realises
that they are all ageing at an accelerated rate, approximately one year for every hour
they exist. Gresil scowls and they realise that the ambassador Gracian has left
something behind.
Vetrick explains to them all – including Gresil – about his ability to see where Muziel
or his influence has been. "It is like a beacon to me," he says, "wherever he has been
or touched is obvious to me." With Morikand’s ESP he is able to show the party
exactly what to look for and they all prepare to search for their lives. It is only when
Vetrick shows Gresil (again through ESP) that they find the answer. Gresil, being the
arch demon of his own plane, is almost omnipotent and omnipresent. He instantly
finds the small scrap of silk, a bookmark placed inside a book about tailoring.
Corrigan quickly retrieves the bomb and hurls it beyond the edges of the library to be
unmade by the void.
As a master of the Art of Being and the mentor to Vetrick and Gila Mangolita Vohaas
gathers his power. Using Jahick as a channel for his magic Vohaas tries to bend time
in order to reach Gresil’s library. Instead his aim is awry and they land in the Astral
Plane. Almost instantly creatures set them upon that Muziel has left to patrol the
Astral. Vohaas and his men make light work of them, his bodyguards take great
delight in ripping out and consuming their naked souls.
Jahick casts foxes cunning. "We go to Elenoria," she informs them. Her method of
travel is mundane but much more accurate than Vohaas’. Soon Jahick breathes the
free air of Grayhawk once more as she stares at the forest canopy all around her.
There are hundreds of elves in the clearing who scatter screaming at the sight of
eleven dishevelled demons, blood dripping from their blades and souls dripping from
their mouths. Within a minute the Elenorians are gone but Jahick knows it is only a
matter of time before the elves return; in particular she feels that one elf in particular
is bound to come…
The Gathering Storm
cy 4862 - Jan 3rd - 6th
In Gresil’s library the party wait. Corrigan, who has used the time like to study the
Void amongst the tomes and grimoires, moves to the frayed edges of the library.
Since the plane is cut adrift from the Abyss he can easily see the Void all around him.
With a deep breath he focuses on the black nothingness and is able to control the
blackness, albeit in a small way.
Next Corrigan moves to Korven’s katana. He hesitates before firmly grasping the hilt
but miraculously is not destroyed. He sheathes the blade triumphantly by his side.
Meanwhile Morikand casts ESP into Vetrick’s mind as the two men experiment with
their respective skills. It is only when Vetrick realises that a link already exists that he
is able to solve the problem. Via the Phoenix – Jahick’s familiar – he is able to
connect Jahick with her bird. At that instant the library is now part of the universe
once more, it floats on the Astral Plane but all remnants of Korven’s Void Fire
disappear.
Jahick, Vohaas and the ten demonic renegades are before Queen Illyanth of Elenoria.
The queen is surprised to see them and leads them towards the nearest temple of
Elena. Jahick discovers that eleven years have passed since they were marooned from
the rest of the universe.
The goddess is cautious. Elena informs them that things are now different on
Grayhawk and admits that everyone believed that the struggle between Muziel and the
rest of the universe was over. She seems more pleased when she hears that Vetrick is
still alive however.
Meanwhile back in the library the party is ambushed. Five Xandrar, mysterious
warrior-demons, on patrol in the Astral Plane, leap into the library wielding glowing
staffs. Morikand controls one immediately and sends it against the others. Xaian Lau
is upon the others with her demonic katana. Her first attack slices through its soul but
when she tries to catch the arm of a second she cannot grip anything substantial.
Instead she strikes ferociously through the Xandrar’s defences and destroys its soul.
Vetrick uses his mastery of the Art of Being to send one away (via telepathy) and the
controlled Xandrar destroys the last.
Morikand binds the Xandrar into service (called Xoth from the Plane of Woe). He
then summons Vohaas to them who in turn summons his renegade warriors into the
library. Finally Vohaas folds space and brings Jahick back to them.
Vohaas tells them that they are sitting targets on the Astral Plane and tasks Morikand
with somehow reconnecting the library with the Abyss. As if to confirm his fears a
horde of demons crash through the main entrance and burst through like a tidal wave.
Vohaas unleashes his katana as fifty demons of combat, led by a slender warrior
called Craft the Dark (an old enemy of Vohaas and a consummate bladesman), burst
into Gresil’s largest reception hall.
Morikand casts demonic horde immediately and fills the space with a small force of
his own, a force that crashes in waves against the demons of combat. Vohaas is at the
vanguard, katana held loosely, his eyes on a familiar opponent. Craft is known to the
arch demon; a brilliant swordsman and an opponent worthy of his skills. But it is
Xaian Lau, Vohaas' student, who is first to the demon. Her exquisite and explosive
first blow sets the tone for the battle; a strike undefendable by any swordsman she
buries her blade into Craft's neck and exits via the hip.
Vohaas smiles at his protégé as his own blade wreaks havoc amongst the demons. His
renegade warriors from Disjunction do considerable damage in the first few moments
of battle, their expert skill honed by recent fights with Muziel's armies.
Jahick casts fire shield and she too goes on the offensive. Vetrick cuts left and right
and strikes two down with his greatsword whilst Tihs Revom comes from the
shadows to take the souls of two more with the Blade of Pain. Corrigan hefts the Void
katana awkwardly; though untrained he realises how dangerous the weapon is and
eventually blasts a demon of combat to oblivion. Kandar Morbius, an Asharoki noble
sorcerer, casts jump and somersaults behind the fighting to maximise his potential
from range.
In the confined spaces of the library the fighting is ugly and lethal. The demonic
horde is fodder to the more powerful demons from the Astral Plane but they serve
their purpose well. Several minutes later the renegades and Vohaas and Xaian Lau
make their superior skill count. Bravely Jahick catches one of the demons and
unleashes a lightning bolt into it which blasts it back to the Plane of Combat.
Slowly, inevitably, greater prowess and numbers take their toll. Xaian Lau fittingly
despatches the last demon of combat to which Vohaas gives her a salute that a master
gives to his favourite student. They take stock and Vohaas urges Morikand to turn his
growing power to the problem of the library stranded in the Astral Plane.
Vetrick projects a dream into Muziel’s head of the child Golnarn in an attempt to
torment the Echeronian. Vohaas senses the influence of Muziel and immediately has
his katana against the throat of his companion. He chastises Vetrick for his rash action
but Vetrick is unperturbed and shrugs. "Let him come…"
Morikand summons a demon of travel from the Plane of Planes and binds it – with
Gresil’s approval – to the library. Although he fails with a true name he now has the
tools with which to move the plane. Before this he binds a demon of combat into
Kandar’s longsword. True name Agrul.
Vetrick goes to sleep to recover his power.
Morikand moves the entire plane back to the Abyss (using the same magic as he used
to move his demonic ships) and abuts it to Valashan, the Halls of the Holy. Once there
Morikand tries to bind a demon of travel into Xaian’s dagger but fails to bind it. With
the demon loose there is panic in the room; only Tihs Revom's quick thinking saves
the day. He rams the Blade of Pain deep into the demon and consumes it.
All through this battle Vetrick slept. Xaian Lau realises that he has slept for almost
twelve hours and - hearing the concern in her voice - Vohaas acts. He pries into
Vetrick's mind and wakes him with the Art of Being. Vetrick and Vohaas speak
quietly regarding the threat of Muziel; Vetrick wants a fight but Vohaas urges caution.
"We must prepare well for his coming," Vohaas says sensibly, "ask yourself this,
Vetrick, ask yourself whether you are ready to take him on? We must arm ourselves
with knowledge, power and weapons."
So Morikand Bitchpiss, one of the greatest living demonologists on Grayhawk, sets to
work to arm his companions with weapons and protection that may give them the
advantage over Muziel. He pushes the boundaries of his art even further than ever by
binding three demons into Vetrick's greatsword; from the planes of Reversal, Illusions
and Desolation. Vetrick hefts the blade gingerly before trying the balance. In
Corrigan's leather armour Morikand binds a demon from the plane of Fortresses.
Amid the carnage of the library - which now resembles a slaughterhouse - Morikand
and his small group prepare for their greatest challenge yet...
The passage of events cy 4851 - 4862
Being the summary of important events in the eleven years that Morikand, Vetrick
and the party were lost as Gresil's Plane was attacked by Muziel (see here)
Rulers and their kingdoms - several kingdoms have seen their old monarchs fall or
die of old age. Below we see the most important changes and a little background
knowledge into why.
Drenai - the death of King Rufus IV was - like most things in Drenai - shrouded with
mystery. Tales of assassination and dark conspiracies abound. Somewhere within this
web of deceit lies a truth well hidden. The new king was the younger brother to Rufus
IV and assumed the kingly mantle with a twist. He refers to himself (and insists others
label him) as Invincible. He openly states that he has never lost a fight or a battle
though some are sceptical as to these claims whilst others point out that he has never
actual fought a battle. Rufus the Invincible is a leader in the mould of Drusor
Luckwarden; powerful yet without the guile of his more illustrious brother. He has
caused a stir during his three year tenure by turning the Drenai focus away from
spying; he openly pours money into the military and if he wasn't king he would have
made a general before long.
Talkhand - at around the same time King Rostar of the Talik was gravely ill. A tired,
frail old man he succumbed to a natural death and left a void behind. Rostar had ruled
well for twenty one years; he brought stability and prosperity despite being in the
shadow of the mighty Darim kingdom. Grestarn is his oldest son and stepped into his
father's shoes without anyone really noticing a change. Despite this Grestarn has made
his mark and drawn the resentment of the merchant classes by raising taxes to almost
crippling proportions. Some say Grestarn is a lunatic whilst others say he is trying to
make Talkhand a political and economic force in the region.
Darim - Brallon II ended his fifteen year reign by stepping aside for the his nephew,
Syvestar. The young king Syvestar has been groomed by the nobility of the day,
trained in the very best academies and has a grasp of diplomacy unrivalled in
monarchs across Grayhawk. He was born to rule and has spent all of his life honing
the skills of statecraft for the day when he would succeed Brallon. In cy 4855 he got
his chance and became king. Initially things went well but there are rumblings of
disquiet in Darim society; unrest amongst the ruling nobles are beginning to cause
problems within the kingdom - in places there is almost civil war between powerful
noble factions. Syvestar seems powerless to control his nobles and his growing
reputation amongst the ladies of Darim is not helping his cause.
Kordos - with the death of king Gathas the small kingdom was thrown temporarily
into crisis. No obvious heir to the throne meant a search for anyone with any
connection whatsoever to the throne. Hyreld was the man they found. Distantly
related to the king he starts his reign without clear authority and with growing unrest
amongst the ruling classes.
Rosen - after the destruction of Rosengrad by Malakar the people of the Rosen had to
rebuild. Since Malakarians were treated with suspicion at best and hatred at worst.
They decided to elect a king - candidates from all over the realm were considered by a
hierarchical process and eventually one man stood head and shoulders above the rest.
King Dramnir of Rosen was a nobleman who held the respect of his peers and slowly
turned the sceptics to his way of thinking. A brilliant politician Dramnir started to win
friends in the north (Valadain) and to the west (Illeum). He began to rebuild the army
but is a long way from the forces that Archibald had at his disposal.
New Bretonia - the death of Korven effectively put an end to the savage civil war that
had claimed hundreds of thousands of lives. The tri-state empire lost its appetite for
bloodshed and quickly fell under the rule of the Necromancer Illeum Runesabre. A
man with a long history of leadership Illeum rebuilt New Bretonia quickly and peace
descended on the region for the first time in six years. Prosperity followed as treaties
were forged with other lands and after five years Illeum began to gain complete
control over the lands of his birth.
Return to Grayhawk
cy 4862 - Jan 6th - 9th
Gresil's library is now firmly attached to the Abyss. With time on their hands the
party get down to serious study. For the next few months each individual benefits
from Vohaas' training or the library itself. A summary of all the training and spell
creation can be found here.
Morikand bids farewell to his great friend Vohaas, who has decided to take his ten
renegade warriors back to the Plane of Disjunction. Morikand plane shifts the rest of
the party on the ship into the middle of the Murgat Sound.
Before him is the vast expanse of New Bretonia, Grayhawk’s largest empire. At the
port of Erenvar Morikand sails the demonic vessel up the Eren Surge, the large river
that leads directly to Erengrad – Illeum Runesabre’s home city and the ancient seat of
power of the Erenlanders.
Half way up the Eren Surge they moor for the night at one of the many riverside inns.
Other merchant ships are docked at the tap room is full of carousing sailors and rich
merchants. Only Morikand, the only elf in the party, is treated suspiciously but on the
whole the atmosphere is relaxed.
Corrigan meets Sleeza, a high class hooker, and invites her on board for a party.
"Bring your friends," he says hoping to gather information from the women. As she
moves away to gather five other girls Kandar fails to charm her.
When Tihs Revom tries to steal the purse of a merchantman the sailor turns on him
and draws a longsword angrily. "Thief!" the merchant yells and on seeing the sword
the crowd back off to watch the fight. Incredibly the blade is wrenched from the
merchant by an unseen force and spirals across the room to be caught by the
innkeeper. Blomgard (the innkeeper) calms the situation and stores the blade with
many others behind the bar.
Later the party on the boat is in full swing, though only Corrigan and the black orc,
Tihs, get intimate with the girls. Jahick cannot hide her contempt or disgust for the
girls and Morikand seems preoccupied elsewhere on the ship. Corrigan manages to
discover that Erengrad is ruled by Saharan, the son of Illeum Runesabre, and this
further interests Vetrick who manages to pick thoughts from her mind. With his
primal telepathy Vetrick is able to see the vision of a playboy prince, a hedonist who
cares little for politics or the wider situation in general.
Next morning the ship enters one of the three main harbours in Erengrad with Sleeza
on board. The first problem they incur is that the harbourmaster wants to see papers
but Morikand dominates him and smoothes things over; soon they are moored safely.
Once on land Vetrick casts animal friendship and speak with animals on a rat (called
Tooey). He sends the rodent ahead as Sleeza leads the entire party to the palace.
On the way Tihs Revom expertly lifts a katana from a rich nobleman and stashes it
away in the folds of his cloak. At the palace gates is a stern soldier called Jendar who
is uncertain about the new arrivals and fearful for their motives. Vetrick realises that
there is only one man they want to speak to and that man is Illeum Runesabre. He has
no time for the protocols involved to see his son and tells Jendar that they will leave
immediately.
As the leave Jahick casts firecurse on Jendar and hurries the party away. Tooey,
Vetrick’s rat, leads them through the quiet alleyways of Erengrad. When they reach
the harbour they see one hundred soldiers surrounding the ship. Four brave soldiers
are on board and tentatively search Morikand’s vessel.
There is a commotion behind them as Jahick’s firecurse detonates. She smiles
triumphantly as the party prepare to sneak on board. Before they move, however,
Sleeza is surprised by a hand across her mouth – it is a foppish youth called Saharan.
The ruler of Erengrad is vacuous, empty-headed and only concerned with pleasure.
Vetrick quickly realises that this man is nowhere near as talented as his illustrious
father.
Vetrick plunges into the water (water breathing) and manages to get aboard without
being spotted by the guards. Tihs uses his new demonic cloak and his own stealth to
slink on board whilst Kandar casts invisibility and climbs aboard.
On board the four soldiers are nervous. When Vetrick casts summon insects they
scatter in terror. Vetrick is immediately at the helm and lifts the ship above the
harbour. He steers it into a position so that Sleeza, Saharan and Morikand can step
aboard before accelerating it up into the clouds. "We head for Gran Breton and your
father," "Vetrick tells Saharan. The youth shrugs. "I must warn you he is an incredible
bore."
On the way to Gran Breton Vetrick casts find familiar on Tooey the rat. Jahick casts
fireweave on the irritating lord of Erengrad and burns off all his clothes. This does not
faze the young man but Sleeza wraps him in a cloak and drags him away from the
elementalist. "Leave him alone!" she spits at Jahick.
On the highest turret in Gran Breton palace Vetrick secures the ship. The entire party
enters and descends toward the throne room. Halfway down the tower, in a small
study room full of books, they are met by a surly guard who introduces himself as
Sultar Ironhand. The man is the bodyguard of Illeum and wears a pair of katanas
across his back.
Sultar leads them to a weasel of a man called Algar Halfhand, a disagreeable man
who informs them that to see Illeum they must remove all their demons. Vetrick is not
amused and reacts angrily to the chancellor.
"It is not up for discussion," Algar says calmly.
"Then neither are we," Vetrick retorts. "Tell Illeum if he wants to talk then he can find
us in the clouds."
The ranger lord takes the party back to the ship. As they leave Jahick casts fire eyes
into a nearby torch. She uses the spell to jump from fire to fire until she can see into a
private chamber where Illeum is in conversation with his bodyguard Sultar.
"It seems Algar got to them before I could bring them your imperial majesty."
"No matter. I need to speak to them, Sultar, particularly Morikand and Vetrick. I am
placing my faith in you my friend – do not let me down…"
Minutes later the demonic ship soars high into the clouds…
Baron Vetrick Agrakii and Illeum Runesabre
Jan 10th - 14th
Morikand’s demonic ship ascends to the safety of the clouds. The discussion on board
is about taking the fight to Muziel and all agree that they must get to see Illeum
Runesabre, despite the efforts of his chancellor to stop them. Next morning the ship
reaches the highest tower in the palace once more. Corrigan and Tihs Revom slip
quietly off and make their way down with Tooey – Vetrick’s rat familiar – inside the
assassin’s pocket.
Twenty soldiers lie in wait at the base of the tower; they hear Algar Halfhand, the
chancellor, and realise it is a trap. Tooey slips off into the room and Vetrick (using the
Art of Being) connect the rat and Corrigan telepathically, allowing the assassin to see
what the rat sees. Algar is accompanied by a dark robed inhuman figure. Corrigan and
Tihs decide to head further into the palace.
Corrigan makes a small mistake. A footstep out of place reveals his location and he is
suddenly faced with twenty bows levelled at him. He looses a couple of shortbow
arrows and hits two but the first salvo peppers him with deadly shafts. Incredibly
survives the first onslaught, in part due to his defences but in the main down to his
stoneskin. The next salvo, however, he will face without such protection.
Vetrick has witnessed the whole event from the ship through Tooey’s eyes and using
his primal skill plucks the two men from danger and deposits them in the study room
halfway up the tower.
The entire party, except Morikand who remains on the ship, joins Corrigan and Tihs
to plan an attack on the soldiers and Algar. Jahick casts fire eyes and through the
burning wall lanterns in the room is able to spot the barricades and where each soldier
is positioned. Meanwhile Morikand shape changes into Zakarath and tries to find the
mind of Illeum. Instead he reaches Sultar, the bodyguard, and through him speaks to
the emperor of Bretonia.
"It is a trap," Illeum tells Morikand, "the chancellor is a spy for Muziel and is luring
you into danger."
But the party are already preparing to assault the troops and break through into the
palace. Jahick casts fire shield whilst Kandar casts invisibility and protection from
evil. Meanwhile Morikand casts screen and projects his image a few seconds out of
sink with reality.
Corrigan is first into the room once more and gets close to draw the initial arrow fire.
In such close quarters a true aim is impossible and the arrows thunder amongst the
archers and fell half their number. As the rest of the party enters they reach for their
swords. Corrigan stumbles once more and a soldier takes advantage by driving a
longsword through his skull and slaying him. The fight is short and brutal. Xaian Lau
and Vetrick carve several to pieces with their katanas whilst Tihs leaps from the
shadows to back stab a couple more.
There is no sign of Algar but his dark robed associate advances from the chancellor’s
room and attacks. Kandar is closest and his demonic blade feasts on the creature’s
soul. It falls to it’s feet in agony, alive but fading fast. Vetrick controls its tattered soul
easily and digs for more information. The creature reveals that the trap is their
meeting with Illeum; Vetrick dismisses this before decapitating the creature with a
single deadly backhand strike.
Vetrick uses his primal ability to clairvoy Muziel. Remarkably he witnesses a
restaurant with many creatures sat reading books and drinking wine. For some reason
Vetrick feels he knows the place but his mind returns to the quest in hand; he urges
them forward toward the throne room.
Tihs Revom delays his advance and hovers over the body of Corrigan. His hand is
instinctively drawn to the Void blade. At the last instant he recoils from picking it up
and joins his companions.
The palace guards scatter as the party advance. Their terror opens an easy route to the
massive throne room. A huge high-ceilinged chamber with galleries full of noblemen
around the edges greets them, Illeum Runesabre and Sultar the bodyguard greet them
warmly. As he moves Vetrick turns his attention to the errant chancellor; he stretches
out his mind once more and finds Algar.
The chancellor is staring directly at Morikand’s unprotected neck.
Vetrick snaps a warning thought into his friend’s mind; Morikand is still in the shape
of the Marraq Zakarath and receives the warning just in time.
Morikand spins quickly and strikes Algar so fast with his fist that the chancellor is
unable to react. Morikand’s blow is absorbed by stoneskin and the two come together
violently. Algar holds two steaming black daggers and has a technique that Morikand
has never seen before. The chancellor strikes quickly and the demonologist catches
both wrists expertly. Algar is stronger but struggles to free himself in the face of
Morikand’s soul stealing attempts; the chancellor knows that a demon of protection
and Xoth are close. If he is to survive he must despatch Morikand quickly.
Algar frees a blade and uses it to turn aside Xoth and the combat demon’s blows. He
drives at Morikand once more but the demonologist uses the same tactic and catches
the wrists of his artful attacker. Algar Halfhand goes limp in Morikand’s grip as
Xoth’s soul-drinking blade erupts from his chest.
Morikand casts temporal stasis on the corpse.
Vetrick slices open his right palm and green viscous blood oozes from the wound. He
tries to persuade Illeum to do the same; Vetrick knows that if he is to take on Muziel
then he must master a second primal power. That power is Rootvile and Illeum
Runesabre is a master of the third primal power. But Illeum will not do what is
required arguing that the universe will rebel against Vetrick.
"Even the gods will turn against you," he explains.
Vetrick is bitterly disappointed and despite Xaian Lau (who urges taking what is
required rather than asking) Vetrick concedes defeat and leaves. He takes the party
back to the ship and Morikand sets a course for Gresil’s library.
As soon as the demonic ship docks at the library Morikand realises everything is
different. The library resembles a large floating restaurant and Vetrick knows this is
what he saw when he used clairvoyance to spot Muziel. A waiter approaches.
"Where is Gresil?" Morikand asks.
"He has retired," the demon responds. "Have you booked?"
Vetrick and Xaian Lau react angrily and the waiter scurries off to fetch the new lord
of the library. Falbert is a powerful yet foppish demon who is dressed in beautiful
silks and expensive shoes. He has a cruel smile and behind the crimson eyes lies a
mind accustomed to torture and death.
Vetrick’s temper flares as Falbert exudes arrogance. He uses the Art of Being to
implode the demon and expand it just as rapidly…it vanishes and the waiters scatters
in terror.
But Falbert returns even angrier than Vetrick. The tables are now deserted but Falbert
is unconcerned and heads straight for the ranger. Falbert’s arrogance is his downfall,
powerful as he is he cannot cope with the single elegant strike from Vetrick. A blow
of sublime technique, a blow so quick no mortal or immortal being could deflect it.
Falbert’s cruel smile disappears…as does his soul.
The library / restaurant is now deserted…
The Arch Mage
Jan 15th - 16th
The dust settles after the destruction of Falbert. The library is eerily quiet, as all the
demonic guards have gone leaving only the party and Morikand’s ship present.
Vetrick, exhausted by his use of primal magic, finds a quiet place to sleep in order to
recover his primal strength.
Xaian Lau can sense something. Her instincts tell her that a massive spirit has come to
the library and soon her worst fears are realised.
Muziel approaches.
The master of the Art of Being is – as always – immaculately dressed. "I come to
offer you a deal," he says. Xaian Lau kicks Vetrick. "He will remain asleep," Muziel
says confidently. Tihs Revom is already in the shadows trying to get behind him.
Jahick impulsively casts death spell but the figure merely shimmers. A lightning bolt
brings down a few bookshelves onto the figure. The debris passes straight through
him. She suspects it is a projected image and tries to find the real Muziel who, she
realises, must be in line of sight of the spell.
"I have Vohaas and Gresil hostage," Muziel continues, "if you give me the
whereabouts of the child we will trade. I will return in twelve hours."
Morikand realises that he cannot use the library effectively so he shape changes into
Gresil. Even in this transformation he cannot access the memories of the great
librarian. Instead he tries to study the ability to cut off a plane of existence using
comprehend languages and with help from the thief, Tihs Revom.
Later Morikand experiments with a pentacle that will – like a magnet – draw into it
any summoning that enters the library. Jahick stone shapes a diamond into a flat disc,
which Morikand lays in the middle of the pentacle. For good measure he casts trap
the soul (Gresil) onto the disc.
After twelve hours in which Vetrick was able to recover his primal strength, the party
is greeted by the re-appearance of Muziel. The primal master uses the same projected
image and Morikand tests it with an immediate death spell. Despite Xaian Lau
insisting that the only way to defeat Muziel is to stay together, Tihs breaks her rule.
He sneaks into the shadows behind the image – to his amazement he spots
something…Muziel hides in the shadows. Tihs is unaware that he is being lured into a
trap.
Meanwhile Morikand rushes forward to touch the image. Muziel returns a death spell
that is – in turn – dissipated by Morikand’s spell turning.
The thief takes his opportunity to lunge at Muziel’s back. At that moment Tihs
realises his mistake, somehow – using space-altering techniques – Muziel strikes a
single deadly blow from behind. His blade severs the thief’s head and a fountain of
blood erupts from the falling corpse.
Muziel is now revealed but decides to leave quickly before the party can attack him
further. Vetrick takes Illeum’s Pommel from the dead thief and attaches it to his
katana.
Morikand decides to summon a council of powerful demons. To achieve this he
summons and binds ambassadors from eight planes to go back and invite the rulers of
these planes to attend. "Let’s take the fight to Muziel for once!" he says as he sends
the last messenger away. The represented planes are: War, Doom, Towers, Mustering,
Mirth, Swallowed Void, and Shendrilavri.
Xaian Lau senses another huge spirit. This time the horror they face is their master
and their friend…Vohaas approaches. The greatest swordsman in the universe has
murder in his eyes and a deadly intent etched on his face. It is clear to them all that
Vohaas’s mind has been altered by Muziel. Furthermore his katana shimmers with
primal power; again they suspect Muziel has doctored it.
Vohaas attacks instantly. He falls upon them using the devastating whirlwind attack –
a blinding rush of blade and speed. Jahick can barely see the blade as it strikes her. As
she dies the deadly fire curse explodes only to be quashed by Morikand’s spell
turning. Xaian Lau dances away from the initial strike but Morikand is not so lucky.
He falls to a perfect reverse strike, a blow so fast and accurate that no defence is
possible. Morikand’s possession in death – the embodiment of his naked soul – oozes
from the corpse.
Vetrick ducks under a couple of blows but Xaian Lau – his favoured student – catches
her master’s sword arm. When Vetrick tries to cut him in two Vohaas in turn catches
him and the three are locked in a struggle. Vohaas, like any warrior, can be defeated
by sheer numbers and when Kandar Morbius attacked his unprotected flank he
realised that the end was close.
The sorcerer’s blade cut deeply into his flesh. Vohaas screamed insanely as his soul
leaked from the terrible wound. On his knees the scream became a plea for death as
Kandar struck a second fatal blow.
Vohaas was dead.
Morikand’s wispy, smoke-like soul attacks the weakest soul. A Nuleyn noble called
Putvin could not withstand the sheer awesome power of Morikand. As Morikand’s
soul seeps into the recesses of his new body the demonologist felt revived, his
strength that of the host body but his sharp intelligence that of himself.
He took a few moments to enjoy the rebirth and then realised that a more profound
change had occurred. A voice in his head – Morikand, Arch Mage, Morikand, Arch
Mage! He watched as his shadow receded, melted away until, eventually, Morikand
Bitchpiss had no shadow.
A tight smile etched itself on his new human features. I am primal! He rejoiced in his
mind.
The Council of Morikand
cy 4862 - Jan 17th - 18th
Morikand has called a council in Gresil’s Library, a council of powerful demonic
rulers, in an attempt to take the fight to Muziel. With Vetrick by his side and two
other companions, Nalgron, an Eren assassin, and Albber Jaster, an Ashandir Jarak
priest, the arch demonologist speaks to the council (who are listed here):
o
o
o
o
o
o
o
o
Avrassir - Queen of the Succubi. This powerful arch demon was once the
handmaiden of Loramas in the second millennium. Such close ties gave her
the impetus to rise to the very top of Shendilavri, a plane of undead and cross
breeds. She takes the form of a raven-haired, savagely beautiful woman who
likes to torture enemies and lovers alike.
Bulldread – Arch demon lord of the Plane of War this four armed, triplehorned leviathan is feared and ruthless. A general so good he usurped the ruler
of the plane in a military coupe. A brilliant tactician (though he has never
heard of Drusor Luckwarden) he has forthright opinions and is not shy in
upsetting people due to his impressive size. Knows a lot about the war on the
Plane of Disjunction. (Muziel won by strength of numbers not tactics).
Gasharn – Arch demon ruler of the Plane of Doom. He fought against
Loramas in the first Abyssal wars and had several successes in the early years
of the conflict. He appears as a slim, shadowy, almost skeletal figure. His
breath is icy cold and freezes on contact with room temperature; his touch is
death itself (save verses death or become enfeebled).
Qasadar – Arch demon ruler of the Plane of Towers, another demon who,
like Gasharn, stood against Loramas. He wears a mask at all times, a reflective
plate visor that can unsettle those who stare too long at it. Perhaps the most
intelligent of the arch demons Qasadar is a veteran and managed to onfiltrate
the inner court of Loramas herself.
Kalifran – General in the barracks of Durao (the Plane of Mustering). This
squat, powerfully built humanoid wears a garish uniform but is responsible for
the Gathering; an expert in recruitment, both forced and unforced. He is quiet
and will only speak when spoken to.
Agnira – Queen of Surrogates. She appears as a heavily pregnant young
woman with wide-eyes innocence but she is far from that. She is one of the
fabled Handmaidens of the Swallowed Void, carriers of the great demonic
lords.
Throstar – Prince of Mirth. The son of the fabled Aegle, Laughing God ruler
of the Plane of Mirth. He appears as a short, fat, balding man with a dead pan
face. He is quiet and humourless; he explains by saying that if the party were
exposed to the full power of his wit then they would die laughing…
Gardanyir – Master of the Sword. Bladesman renegade from the second
Plane of War who leads a large band of mercenary / outlaws and has quite a
reputation in the Abyss. He has fought in many of the great Abyssal wars –
usually ending up on the winning side. He appears as a red-eyed Darklander
with a katana whose hilt is shaped into a hawk’s head.
After hours of debate it becomes clear that all sat around the table are in agreement.
Muziel must be stopped. Many of the demons are veterans of past campaigns against
Loramas and Avrassir, the queen of the Succubi, co-ordinates the construction of
Morikand’s force. "In the Abyss we can have an army ready to go in twelve of your
hours…"
After the council disperses Morikand creates a pentacle of summoning and into
Nalgron’s twin scimitars he binds a couple of demons from the Twin Hells. From the
Plane of Funghi he binds a demon into Albar’s chainmail.
Suddenly, without warning, a tear in the fabric of the plane begins to open as if
someone is forcing their way through into the library. Sure enough Bulldread, the
mammoth demonic general from the Plane of War, steps through and ushers
Morikand and his friends down a temporary tunnel. At the end of this tunnel is the
largest army Morikand has ever seen. In the valleys of the Plane of Mustering a huge
black sea of soldiers can be seen.
There are flying demons, cavalry, and infantry, invisible demons and creatures that
fade in and out of rock. Each armed and ready for the battle ahead. Bulldread urges
Morikand to say a few words and the arch demonologist speaks to his army.
Vetrick takes Bulldread to one side. "I want a cohort of your best to act as
bodyguards."
Bulldread nods and hand picks forty dark robed humanoids.
Morikand, his companions and Morikand’s Cohort move back into the library as
Bulldread leads the army through an enormous swirling vortex on the top of a nearby
hill – this vortex is a plane gate to Disjunction.
Both Morikand and Vetrick know instinctively that something is quite wrong. The
library appears colder, desolate somehow. When three of the Cohort fall lifeless to the
library floor Morikand acts decisively. He casts plane shift and targets Nyrnik, the
free citadel they left eleven years earlier. In the basement of the council chambers
Morikand, Vetrick and his companions emerge. The Cohort fades into invisibility as
the four men enter the chamber.
Morikand glances out of a nearby window and notices his demons have created a
great fortress in the free city. The walls are impressive and augmented by demonic
protections. Almost immediately guards appear and challenge the four men. At this
stage the hundreds of traders and diplomats are not even aware that there is anything
wrong.
When the demons kill the guards Vetrick tries to announce himself. Other guards
approach and the Cohort despatch them with clinical ease. The council chamber
empties, the traders screaming in panic. Soon, inevitably, a general called Korrisain
appears with a force of two hundred. Vetrick and Morikand enter the courtyard and
watch as the Cohort take apart the soldiers and make a path that leads to the palace.
A small man approaches. Savian, the chancellor, protests angrily at the four men.
Vetrick unsheathes his katana and effortlessly decapitates the man without blinking.
News spreads as they head up into the palace. The palace staff scatters but the palace
guards – two hundred in all – attack them in the courtyard.
Vetrick meets the force head on, flanked by the Cohort. His whirlwind attack sees five
dead at his feet in the first few seconds and a sixth dies by his lethal blade before the
fight begins for real. Vetrick parries and catches attackers who attack the priest and
the assassin but as the Cohort get to work he realises that the two men are able to take
care of themselves.
Into the palace they go. Vetrick drives them into the private chambers of the steward
of Nyrnik. Victor Vamblay is drunk, through narrow eyes he watches as Vetrick
strikes him once…it is the last thing he ever sees.
Morikand casts stoneskin on Nalgron.
After the initial assault a Bretonian ambassador called Massik enters the palace
tentatively to speak with Vetrick and Morikand. He agrees to spread the word that
Nyrnik has new rulers.
The next visitor is less than civil. A high priestess of Elena called Serrevail chastises
Vetrick for the carnage. Vetrick ignores her arrogantly and states that he is going to
the temple to speak to the goddess himself. Serrevail becomes angry and casts unholy
word at Vetrick as he walks past her. The ranger lord, adept of the Art of Being is
stopped in his tracks. The powerful spell has Vetrick on his knees…but he is alive. To
her horror she sees that he is unhurt.
Vetrick spins and attacks her. Serrevail is a master of unarmed combat and catches the
first deadly katana strike. At the last moment Vetrick throws her to the ground,
realising how dangerous it would be to allow the high priestess to cast into him. As
she tumbles across the cobbles of the courtyard Nalgron is there. As she tries to stand
the Eren assassin draws a scimitar blade across her throat and they watch Serrevail
gurgle her last few breaths as she dies at their feet.
Vetrick continues the march to the temple of Elena with his companions close behind
him. A calm descends upon him as he is confronted by hundreds of pilgrims and
worshipers at the palace gates. He gives the greatsword (blessed by Elena) to one of
them. "If the goddess wishes to speak to me then she will have to find me!"
Albar leads them to the temple of Jarik Saal, an impressive structure deep in the heart
of the free citadel. There they are greeted warmly by the high priest Boynar…
Contracts
cy 4862 Jan 19th - 22nd
It was against the background of revolution in the free city of Nyrnik that two men,
Albar Jaster and Nalgron Astarian, an Ashandir Jarik priest and an Eren assassin, go
into the city. Their first stop is a courtesy. Albar introduces his friend to Boynar, the
high priest, and the head of Jarik Saal in Nyrnik questions the two about the recent
uprising.
After Nalgron tries to secure work from the high priest Bpynar declines but points
him in the direction of a man called Gramen. “He is the head of the Guild of Slayers,”
the priest says.
It does not take the two men long to find the Cracked Tankard, the headquarters of the
Guild of Slayers. The tavern is situated in a dark corner of the city, Nalgron realises
that although there is only one way in there are probably hundreds of exits. A tall
doorman stops them entering and despite Albar’s disguise it is obvious that they are
nervous about priests. “Can you vouch for him?” the guard says. Nalgron nods and
the two men go inside.
It is quiet that morning and their first stop is the bar where the barman directs them to
a small booth where Gramen, an unremarkable plain fellow sits. After the niceties of
their profession Gramen and Nalgron get down to business. The guildmaster wants a
tax collector called Chrachian taken out, a man that formerly worked for the deposed
Victor Vamblay. “I want him to know that I am behind his death…he hurt us with his
extortion and now it’s payback.”
In another room is the guild’s quartermaster, an unusual man called Meritrar. “I am
here to help you with equipment and knowledge,” the man says. Nalgron manages to
obtain poisonous coating for five of his needles (blow pipe ammunition) and one dose
of paralysis poison which he also coats on a needle. The quartermaster will not accept
payment. “When your reputation grows Nalgron I will let you see some of my more
dangerous pieces of equipment.”
Nalgron and Albar spend the rest of the day surveying the city. To the assassin this is
an essential part of any job; knowing where the exits and boltholes is can be the
difference between life and death. Nalgron also procures a couple of guard uniforms
from the many dead bodies that litter the palace.
At Chrachian’s house – a leafy avenue in the wealthy inner citadel – the two men
observe the tax collector emptying the contents of his house onto two carts. A soldier
in livery identical to the palace guard uniforms stands at the door as Chrachian tries to
hurry the servants.
Nalgron and Albar don the guard uniforms and sneak to the secluded side alley. The
priest casts silence 15’ radius on a small pebble and reduces the area of effect down to
five feet. Nalgron takes this and is able to force entry via Albar’s warp wood round
the back without being seen. Once inside Nalgron assumes the identity of a guard and
boldly walks up to Chrachian and the first guard. He is able to persuade the guard up
to stairs and follows him into a room full of old furniture covered in dust sheets.
Nalgron reaches a hand round the guard’s mouth to stifle his scream as he rams one of
his twin demonic scimitars through the man’s spine. The man falls dead immediately
and the assassin covers him with a dust sheet before returning to his target Chrachian.
Again he manages to draw the tax collector upstairs and the grumpy Nyrnian moves
into the same room where the guard died.
Nalgron shuts the door with his foot whilst simultaneously spitting the poisoned
needle into Chrachian’s neck. At first the tax collector is unaware of what has
happened but soon realises that his bones and muscles are solidifying and he soon
stares in horror as Nalgron gets to work. The assassin tortures and dissects the tax
collector before the end; he eventually severs the head and makes his escape into the
leafy inner citadel, Chrachian’s head wrapped in a white sheet. Albar casts pass
without trace as they leave the area.
Back at the Cracked Tankard Gramen is delighted with the prize and pays the assassin
well for his work. “Stick around,” he says, “if you are interested I have more work for
you. Since the fall of Victor Vamblay there are more opportunities than we can cope
with.”
Later that evening – in a quiet booth in the midst of the now busy tavern – Gramen
gives Nalgron his second contract. A necromancer called Dunia – a top sorcerer in the
guild – has been causing trouble. Gramen wants to exert leverage on him by
kidnapping his daughter, Milar. Again the guildmaster supplies Nalgron with the
address and yet again Meritrar supplies him with a poisoned dart with a sleep drug
coating.
The guild of sorcerers is an open compound comprising of many buildings dedicated
to the various arts of magic. Nalgron and Albar spend a couple of hours familiarising
themselves with the public compound before Nalgron moves in; the priest of Jarik is
close in the shadows.
Nalgron sees a gathering in the necromantic halls and realises that there are sorcerers
and undead alike in the room. Off the main hallway lies the sleeping quarters where –
he believes – he will find the necromancer’s daughter.
When a servant – carrying a bag of garbage – moves towards the necromantic hall
Nalgron shadows him before dragging him into a dark corner and assassinating him.
He immediately assumes the guise of the servant and quickly gains entry into the
gathering. Immediately another porter thrusts a tray of wine into his hand and shoves
him into the hallway. He moves amongst the sorcerers and undead like an invisible
man, they only notice the wine.
When the tray is empty he returns to the kitchen but does a quick detour up a flight of
stairs and into the sleeping quarters. Imprinted on his mind is the layout of the
sleeping quarters he obtained from Gramen and soon he is at the door to the
necromancer’s chamber. He hears two voices inside; Dunia and Milar. Cursing his
luck Nalgron hides close by in the shadows and waits.
Before long the sorcerer Dunia leaves but posts a vampiric guard at the door to his
daughter’s chamber. Nalgron decides to find another way in and he enters an adjacent
room and goes out onto the next balcony. He leaps the balcony silently, all the while
Albar watches hidden from the compound. The priest casts silence 15’ radius on
another stone and throws it to the assassin.
Nalgron can see the necromancer’s daughter, Milar, reading a book in front of an
open fire. He tests the windows and realises they are magically protected but this does
not stop him. Using on of his demonic scimitars he is able to break the protective spell
and smash a small pane of glass. The silence spell cloaks any sound and a single
blow-dart to her neck sends Milar to sleep. He crashes silently through the balcony
doors speed is now vital. He wraps her up in a sheet and ties further sheets together by
which he lowers her to the ground and the waiting priest.
Albar casts pass without trace as they leave the scene.
Gramen, the guildmaster assassin, pays handsomely once more and is very pleased
with their exploits. Albar offers rooms at the Jarik Saal temple where he is able to
pray and make a further generous donation to the cause.
Next morning Dunia, the necromancer, is in the temple begging for the help of
Boynar the high priest. The cleric is calm and offers what little help he can before the
distraught sorcerer returns to the academy.
Later that morning Nalgron and Albar are in the Cracked Tankard once more visiting
Gramen. Once again Nalgron takes a contract to maim a troublesome foppish
nobleman called Nanadrar. “He is supposed to be an excellent swordsman,” Gramen
explains, “and whilst I don’t want him dead I want him maimed so that his blade
becomes nothing more than an ornament.”
It is in the quartermaster’s chamber where once again Nalgron is given a steaming
magical concoction that Meritrar handles with thick leather gloves. “My true
passion,” the quartermaster says, “is the brewing and administering of poisons. This
little beauty will maim the victim irrevocably and not even the priesthood will be able
to cure him.”
Nalgron also takes a dart coated in another of Meritrar’s poisons. “It will slow him
down considerably,” the quartermaster explains, “but in his own mind he will think he
is still unbeatable.”
Nalgron disguises himself and Albar as fops. Whilst the assassin steps into the role
superbly the priest is less comfortable but – Nalgron reckons – makes a passable
noble fop. That evening they scour the watering holes and brothels that they know
Nanadrar frequents. Their quarry is a man accustomed to causing trouble and when
they eventually find him he is in a boisterous mood. Before approaching Nalgron spits
another dart expertly into the fop’s neck.
Nalgron engineers a situation where he makes an accusation about Nanadrar’s
parentage and the outraged bully draws a dangerous-looking katana. Space is made
for the two protagonists and Nanadrar’s friends start placing bets on the outcome.
Nalgron, however, makes the fight look as real as possible. With his unarmed combat
skill he manages to keep the fop at bay and realises that Nanadrar is slowing down
with every second. Albar casts heat metal on the blade, which Nanadrar drops almost
immediately. In the heat of the scuffle and when he is sure he can administer the vial
of liquid Nalgron pours it liberally over the fop’s sword arm.
Nalgron is up and into the crowd instantly followed by Albar. As they walk they
begin to disrobe and they hear the anguished, tortured howls from behind them. They
can only wonder what horrible agony their latest victim is in as they move swiftly
through the dark alleyways of Nyrnik. By the time they are half a mile away they
have discarded their disguise but can still hear the pain of the fop…
The Free City of Nyrnik
cy4862 - Jan 23rd - 24th
Morikand calls a council of all the major leaders of Nyrnik, including all priests, all
heads of guilds and anyone who he thinks can contribute to the discussion. He shape
changes into a Marraq and throws his mind out to Malakor, the capital city of Nyrn,
where he finds the demon of deception he implanted there eleven years earlier. He
bids Kadessa to come to him at Nyrnik within three days.
Nalgron goes to Gramen, the guildmaster assassin to garner support for the council
and give out invites. Albar Jaster goes to the temple of Jarik Saal where he invites
Boynar and the other religious leaders of Nyrnik. Meanwhile Vetrick goes to the
treasury but it not surprised to see it empty.
Later that day Albar and Nalgron take Morikand, Vetrick and Xaian Lau on a tour of
the city. Almost immediately Xaian realises (through her acute spirit sense) that a big
spirit is following them. The only visible sign of pursuit is a haggard old beggar
woman that pesters shops and stalls alike, each time she is moved on. Nalgron falls
back into the shadows and follows her whilst Xaian and the others keep a wary eye on
the crone.
At the headquarters of the city militia Vetrick meets Velan, the captain and head of
Nyrnik defences, who explains that most of the professional soldiers can find more
lucrative work in the guilds as bodyguards or affiliated to the fighting schools. Vetrick
invites the man to the council.
Xaian Lau, intrigued by the beggar woman’s spirit, places a small gold crown into the
begging bowl that disappears instantly. “I want to speak to Morikand,” she says.
Eventually the entire party approach the crone who has gone to a quiet area of the
militia. Avrassir, Queen of the Succubi, reveals herself.
“I am here to give you a progress report on the War of Disjunction. Bulldread (arch
demon of the Plane of War) led a force against the vanguard of Muziel’s army whilst
Gasharn (arch demon from the Plane of Doom) led a covert force from inside their
camp. The results were catastrophic for Muziel. His force could not cope with the
sheer force of the two generals; his armies lie scattered to the four winds, ripped apart
by Bulldread and Gasharn.
“Muziel escaped with Gresil and a small girl child. The headed for Lassar’s Maze but
luckily they are now trapped with our forces covering every possible exit. Many
hostages were taken; most notable of these are Madrigal, an Echeronian noble tailor
and right hand man to Muziel, and a demonic killer called Sulam Khan from the Plane
of Death. These two were closely connected to our enemy.”
Back at the palace Morikand summons Guttirk (true name) from the Plane of
Persuasion and binds him to the palace itself. His job is to fill the many vacant
positions around the palace; from lowly waiters to more prominent and important
clerical roles. Guttrik immediately takes charge of the arrangements for the council.
That evening Nalgron takes the party to the Cracked Tankard. At the entrance both
Nalgron and Albar are recognised and allowed into the busy taproom. Immediately a
silence descends on the place, all eyes upon the newcomers. It is obvious that all
present know Vetrick, Morikand and Xaian Lau by reputation. They meet the genial
guildmaster, Gramen, who treats them well. Nalgron slips into the quartermaster’s
room to see Meritrar; the quartermaster hands him a few recipes for poison making.
Nalgron suggests to the guildmaster that in order to plug the security in the palace a
force of counter-assassins should be deployed. Vetrick and Gramen are both in
agreement and the guildmaster promises thirty will be despatched to the palace
immediately.
Next morning the council begins in earnest. The first casualty is a Drenai called
Bursik, a representative of Gallor Galliath. The rest of the council soon challenges his
lack of respect and before he can cause any more trouble he is ejected from the room.
Nalgron follows him. As he makes his way across the lawns and through the palace
grounds the assassin uses his deadly blowpipe. A single lethal dart to the back of the
neck is all that is needed, the ambassador falls dead and Nalgron is upon him. He lifts
a purse full of gold and moves back into the shadows to further observe the council.
On the whole the council goes well. Attendees are as follows:
Morikand Bitchpiss (Arch Demonologist)
Baron Vetrick Agrakii (Master of the Art of Being)
Xaian Lau (Disciple of Vohaas)
Albar Jaster (Priest of Jarik Saal)
Masiltar (High Priest of Malakar)
Gramen (Guildmaster of Assassins)
Dunia (Necromancer of the Sorcerers Guild)
Jarn Diamondsong (Guild of Singers)
Boynar (High Priest Jarrik Saal)
Massik (Bretonian Ambassador in the Breton Enclave)
Daynor (Guildmaster of Thieves)
Barumas (Drenai Ambassador in the Drenai Enclave)
Bursik (Drenai Ambassador for Nyrn)
Stygor (Marraq High Priest of Andurien Willowstar)
Valen (Head of Nyrnik Militia Force)
Also present is Nalgron but the assassin hides in the galleries out of sight of the other
council members.
The agreement between all the parties is that there will be no figurehead – the free
citadel will run itself with the help of all the organisations present. A tithe of ten
percent of the value of goods in or out is imposed by Vetrick, which all present agree
to.
At the end of the council Vetrick, Morikand and the rest of the party head for the most
prominent fighting school to ask the master why he did not attend. At the gates to the
compound two guards (both Darklanders) stand. Vetrick controls them using his
primal power and they slip through into the large area unnoticed. Vetrick marches to
the centre of the largest training arena and rams his greatsword into the ground to
await the master.
Faces of students and other masters begin to appear at the windows and by the time
the grand master himself walks into the open the entire school is awake and watching.
The tension rises as the grand master holds a katana loosely in his hand; he wears no
armour other than a flimsy silk robe.
Vetrick temporarily accelerates time around himself via the Art of Being making him
react and move almost three times quicker than anyone else.
The man is called Jacek Khan, a Darklander, who explains to Vetrick that the reason
he did not attend was that he did not want to get killed. He also informs Vetrick that
he knows that he and Xaian Lau have been trained by Vohaas, a bladesman he has
studied. Rather than antagonise the man any further Vetrick talks in a more civilised
manner, the air of tension disappears and Vetrick realises that Jacek Khan is a man he
can do business with…
The City Grows
cy4862 Jan 25th - 27th
In the academy of Combat run by Jacet Khan, the Darkland Grandmaster, Vetrick,
Morikand and the rest of the party are made to feel welcome. Jacet gives his support
to all that they are trying to achieve and offers expert tuition to their new force.
Later they head for the second combat school. Unlike Jacet Khan’s this school deals
with combat on a more practical level, it resembles a school for militia rather than
offering the more exotic arts of combat. It is run by a Nyrnian veteran called Straaken
and he gives them a tour as well as a demonstration of what his students can do.
It is during this demonstration that Xaian Lau detects a massive spirit, a malevolent,
aggressive spirit well concealed. She asks Straaken about it (she has already detected
that the master can detect spirits) and he just shrugs. “I have been trying for years to
find it but I cannot,” he says.
But it is Nalgron, with his acute hearing, picks out a mumbled litany under a student’s
breath, a strange monologue barely audible. He triangulates the sound whilst the rest
of the party concentrate on the demonstration. Xaian Lau is also on the trail of the
malevolent spirit. When the sound suddenly stops they realise the student is on to
them.
From the crowd a Menelothian wielding two lethal Void daggers, leaps out at Xaian
Lau. Her first reaction is to parry with the katana but that is duly unmade, one of the
demons within is freed and starts to materialise. Her second defence fails and her
leather armour is also unmade. Luckily she catches the wrist of the third attack before
she can offer any sort of resistance. Her attempts to grapple the blades from her
attacker fail but Nalgron emerges quickly from the shadows to plunge a demonic
blade into the back of Drasarian’s head.
The Menelothian buckles and screams, one of the Void daggers slips from his grasp
as he falters, the damage to his soul irreparable. Xaian Lau keeps a form grasp on
Drasarian’s wrist as she kicks him viciously in the chest. It is Nalgron, however, who
finishes the job by plunging the demonic blade through the Menelothian’s brain.
Vetrick uses the Art of Being to push the sacrificial Void daggers to the end of time
and thus out of harms way.
Nalgron approaches the master Straaken and hands him a parchment. “An invoice for
my work,” he says.
Straaken reacts impassively and merely tosses the parchment into the nearest fire
before rudely walking away. Nalgron stares dangerously at the man as he walks away
but says nothing.
Later that night, back at the palace, Vetrick talks to his demonic Edoin blade and the
blade recommends a replacement for the one Xaian Lau lost in the fight. Morikand
summons Sadana from the Plane of Edo.
Next morning Kadessa arrives to give his report to Morikand. The demon of
deception was implanted into Malakor eleven years earlier and tells the arch
demonologist of the progress of the city. Kadessa tells them the tale of Jaelana, who
was transformed into a horse by Blant Farrand whilst pregnant. Morikand then bound
a demon into the foetus but Gallor Galliath (the Drenai ruler of Nyrn) discovered the
horse and awaited the birth.
But when the girl child was born – called Lucira – she was taken by Muziel; the
Echeronian stole it from right from under the Drenai’s nose.
After breakfast the stunning Avrassir, queen of the Succubi, arrives to give a further
report on the state of the hunt for Muziel. “He is still trapped,” she tells Morikand,
“and from what I can gather off the other arch demons he will remain so indefinitely.”
Vetrick waits until the arch demoness is gone before he stretches out with the Art of
Being, a clairaudience that spans the planes. He hears Muziel and Gresil mentoring
the child Lucira, from his own teaching he realises that Muziel is honing her primal
powers. After a few moments Muziel – who realises Vetrick is listening – cuts off the
link.
Later Morikand exerts his influence over the demonic walls, in his mind he has a
vision for the citadel; a huge pentacle, larger than anything ever seen on Grayhawk
before. The lumbering demonic walls begin to move to their master’s will.
The entire party, including the invisible Cohort of thirty nine demons, visit the
opulence of the Drenai enclave. Barumas resides in the tallest building – the Drenai
Embassy – and greets them warmly. He and Vetrick get on well and the Drenai
ambassador seems to have the prosperity of the Nyrnians at heart.
Later they head for the second enclave; the Bretonians. On route they are approached
by two dark robed thugs, heavyset individuals who between them carry a man
battered half to death. They fling him at the feet of Nalgron who quickly realises that
it is Straaken, master of the second combat school they visited. The bruised man
hands over a bag of coins.
Nalgron smiles grimly as the two thugs depart. “The Guild always gets paid,” he says.
Albar Jaster tries to heal the most severe wounds but the damage is beyond his skill.
Instead they carry him to the temple of Jarik Saal where Boynar heals the man.
Immediately Straaken lunges for Nalgron but Boynar holds him paralysed in an
attempt to calm the situation. The party leave quickly and head for the Bretonian
enclave.
The Bretonian enclave is not as opulent but has a thriving merchant quarter
nonetheless. The soldiers are professional, possibly the most experienced of all the
troops in Nyrnik. One soldier recognises Vetrick (though the ranger is not sure from
where) and congratulates him on killing Drusor Luckwarden. Soon the party intervene
in a dispute between the harbourmaster (a Bretonian called Vensing) and a Nyrnian
tax collector (called Sarvan). Sarvan is proved right and after the squabble they are
met by Massik, the Bretonian ambassador.
He takes them to a tavern for a chat. Like his Drenai counterpart Massik seems to
believe wholeheartedly in the ideology of a free city state and welcomes the
involvement of Vetrick and Morikand. “Until you came this place was nothing more
than a small province of the larger Nyrn.” Says Massik.
Morikand spots a small merchant vessel in the harbour. He dominates the captain and
pays him a fair price for the ship (250 gp). Shortly afterwards the Leaking Bucket is
transformed with the help of a demon from the Plane of Tides. With the Cohort on
board Morikand and the others go in search of Gallor Galliath.
It is not long before they spot a large force moving west. Halfway between Malakor
and Nyrnik the massed ranks of Gallor Galliath’s troops have made camp. Morikand
sets the Leaking Bucket down as close to the centre of the soldiers as he can. Their
initial reaction is one of good humour, thinking that it is a joke. Morikand and Vetrick
realise that Gallor’s army is slovenly, lacks experience and lacks good leadership.
The Cohort surrounds the main tent as Gallor Galliath invites them inside…alone. He
has aged and grown fat though he still possesses the sharp intelligence of a Drenai
Spymaster. Vetrick thumbs the hilt of his katana and the action is not lost on Gallor
Galliath.
“I have something you want,” the fat man says, “and you have something I need. I
propose a trade.”
“I’m listening,” Vetrick says.
“The girl was taken from me by our enemy…get her back and I will share his
weakness with you.”
“It seems we have a common enemy so I will let you live…for now.”
Gallor Galliath shifts uncomfortably and his face grows pale.
“But I am not a patient man,” Vetrick intones, “so speak quickly..."
Cataclysm
cy4862 - Jan 28th - 29th
Vetrick and the rest of the party are in the tent talking to Gallor Galliath. The king of
the island of Nyrn reveals that, despite appearances, he is actually supportive of what
Vetrick is trying to achieve in the free citadel. As the conversation continues Gallor
reveals that he has placed a spy in the midst of Muziel’s entourage. The spy is
Madrigal, currently held captive by the Arch Demon council that Morikand
summoned.
"It took me years to plant the spy," Gallor Galliath explains, "but once there he fed us
much information. Muziel has found a way to absorb the primal power of Promethius
in much the same way as a vampire would draw blood from a victim. This he learnt
from Gresil. Apparently the librarian does something similar with knowledge. Trouble
is that Muziel is now dependent on consuming this power to survive; he is a primal
junkie that must consume to survive…"
Vetrick assumes that Muziel has taken the child along to breed; perhaps to produce
other primal beings so that he can feed.
Morikand flies the Leaky Bucket back to the palace at Nyrnik. Morikand sets to work
to create a pentacle beneath the palace grounds and after this the entire party head for
the temple of Malakar where Vetrick wants to question the high priest. Along the way
Xaian Lau realises they are being watched by unseen trackers and Nalgron hangs back
to try to spot them.
At the gates of the temple Vetrick orders a gardener to fetch the high priest. It is early
evening and Masiltar is preparing the midnight mass but comes to see Vetrick.
"Talk to me about Void-wielding assassins," Vetrick says bluntly.
Masiltar shrugs. "What do you expect baron. You have a towering arrogance if you
believe that my master is going to forgive or forget what you did."
Vetrick controls his anger and they head back to the palace. He asks Morikand to use
the soul compass to find Mosanra, a general defeated by Orbelain twelve years ago in
the Bretonian civil war, and Morikand locates the soul to the north.
Nalgron visits the Willowstar temple where the high priest Stygor tells him about the
glowing ruby called Willowstar’s Tear. "It will affect your mood and protect you in
times of danger," Stygor says, "and when in danger she will aid you."
Morikand shapechanges into a Marraq but fails to find the mind of Mosanra.
Without warning the tell tale hiss of an arrow passes close to them. As it thunders into
a nearby cart there is a shattering explosion as it is blasted into oblivion. It is Void
magic! They scatter into cover and draw weapons but the sniper remains unseen and
fires a second arrow into a wall, which explodes into nothingness.
Morikand casts demonic shield but the next arrow obliterates it. Xaian Lau moves out
and tracks the spirit of the archer; a spirit that is intent on putting an arrow into
Vetrick. Morikand spots the archer after a fourth shaft is launched. He casts fireball at
hits the man squarely in the midriff, the blast illuminating the target instantly. The
victim shrieks in agony as Morikand follows up the attack with the Marraq telepathic
skill of dominate person. He stops the archer firing just as the Cohort rip him to
pieces.
Albar Jaster casts spot traps on the body, which reveals the body is laced with them.
A clear Malakarian symbol can be seen.
Nalgron diverts the party to the Cracked Tankard, home of the Guild of Assassins
where they sit with Gramen, the guildmaster and talk about the Malakarians. Gramen
agrees that unsolicited murder is bad for the city. "Because they bring them through
the temple they are impossible for us to track…or for you to tax for that matter."
Morikand says that he will build walls around all the temples to prevent such
infiltration but Gramen offers his services on a more practical level.
"Ok do what you have to," Vetrick says.
Later Nalgron sneaks close to the Malakarian temple. It is three hours after midnight
and the worshippers are departing after midnight mass and sacrifice. The assassin can
sense others of his kind close by and indeed feels the icy hand of one of Gramen’s
men on his shoulder. "Watch but do not intervene," the shadow says.
It is impossible to see what happens next but Nalgron is aware of silent violence
inside. Four carts trundle up to the main entrance of the temple and the unconscious
bodies are loaded onto them. Some are bruised and have minor injuries whilst several
are dead. A couple of explosions illuminate the inner temple until, finally, two large
hooded killers drag Masiltar, the high priest, out into the open.
His fingers are broken, his knees are shattered and a gag prevents him from speaking
or casting spells. Gramen studies the priest impassively and orders them to take the
entire temple to the palace.
In the throne room two hundred battered and bruised bodies are laid out before
Vetrick in a heap. He toys with the idea of slaying one in ten but Xaian Lau gently
reminds him that if he lets any live they will simply come back to trouble him in the
future. Vetrick slaughters every last one of them, using his blade Scar to crush their
temples. Masiltar, the broken high priest, is the last one to die.
Next morning Albar Jaster and the party are at the empty Malakarian temple. The
priest casts call lightning but the effects are minimal. All agree that it must be
destroyed because with the altar still functioning it will be possible for Malakar to
move priests, and soldiers, through into Nyrnik.
Vetrick uses the Art of Being to clairaudience Malakar. The sibilant voice of his
enemy returns to him as the god is aware of the connection; "You can kill a million of
my priests and I will still destroy you…" Vetrick severs the link.
Morikand enters the temple and can feel the pregnant power of the altar. He realises
that Malakar can see directly through into the empty temple and indeed Xaian Lau
senses that Malakar is pouring power into the altar to destroy it – and anyone within
miles of it. The arch demonologist senses the primal attack and casts time stop to buy
himself valuable minutes. The party prepare to evacuate but Morikand makes a great
sacrifice for them; he casts permanency on the time stop thus losing a portion of his
soul in the process. The result freezes the point of explosion in time until dispelled.
They return to the palace to rest. Morikand posts five of his Cohort to guard the
temple whilst he works on a way to move the altar or destroy the temple.
Next afternoon he summons a leviathan from the Plane of Towers, a demon built from
granite towers twenty feet into the air. He fails to bind it and the party find themselves
in a fight. Nalgron and Xaian Lau have their wrists caught by the creature as they
attack. Xaian Lau frees herself but the demon begins to crush Nalgron’s wrist and
slowly take his soul.
Vetrick channels his anger onto the demon and with his triple-demonic greatsword
executes a shattering blow that blasts the demon’s body into a million pieces whilst he
takes the soul forever.
Next Morikand and the party return to the temple and try to create a pentacle of travel
around the altar. His subsequent attempt to move it fails. His attempts to banish the
altar also fails.
As a Marraq he links with Vetrick’s mind, their idea is for Vetrick to absorb the blast
using the Art of Being, their minds synchronised telepathically.
Morikand cancels the time stop.
There is no noisy explosion, just a shroud of darkness as Malakar’s Void energy
destroys the altar in a cataclysmic maelstrom. A million charged pieces of altar scatter
through the citadel, each one unmaking everything it touches within a radius of two
miles.
Morikand and Nalgron are hurled to the ground as daylight floods in all around them.
There are no screams of pain just anguished howls of bemusement as the citadel that
was is no more than a handful of scarred ruins. The sea pours into the vast crater as
the two men kneel on a slab of rock high above the rushing water. The full extent of
the devastation becomes evident. No one building remains intact. The entire inner
citadel, noble quarters, palace, and merchant quarters are gone. Only a small section
of the harbour wall remains like a folly to remind people that a citadel once stood.
The survivors number hundreds. Many of them drown as the tidal flow breaches the
empty harbour and rushes in to the crater. This leaves small islands of rock or towers
that poke from the surging water. The survivors cling to these islands in much the
same way as Morikand and Nalgron, the two men recover themselves as best they can
but their minds are stunned by the death toll.
Morikand eventually speaks; "I am finished with Grayhawk now…"
The Village of Bruland
cy 4862 - Arr 1st - 2nd
It is the Willowstarrian Festival of the Lake in Bruland, a small village in the lee of
the Murgat Teeth on the Isle of Sharok. A celebration of the first day of Spring. Six
disparate characters come together to witness the festival, drawn by the crowds to the
normally quiet villale.
Maharabel, a Marraq priest of Willowstar, Talaran Runepiper, an Elenorian ranger,
Marazan Vose, a Lionian Sword Cultist, Wolf, an Ashandir druidess, Adakar, an
Asharoki sorcerer, and Scabrin, a Middenheimer Martial Artist all enjoy the festivities
as they head for a circle of thorns. The circle is a shrine to Willowstar and the focus of
the celebration; it is run by two Elenorian priests called Arrengar and his wife
Sylvius. Maharabel stretches out his telepathic mind into Arrengar's but cannot find
anything unusual.
Adakar senses sorcery on a strange looking humanoid. This creature has a lizard's
face and introduces himself as Xarn Xandros; he is the head chef at the Inn of the
Sacred Chest. It is outside this innhouse - run by an old Eren innkeeper called Hillius
Haldran - that the banqueting tables and ale is laid out. The Marraq enters the mind of
Hillius and discovers that the climax of the festival will be the torching of the circle of
thorns.
Hillius points out Galyorn, a wealthy farmer who is also the largest landowner in the
area. With him are two young women - his daughters - Hillius warns the party that the
farmer will try to marry them to a wealthy noble.
That night the festivities heighten around midnight. The priests prepare to burn the
thorns but no-one present is prepared for the result. As soon as the flames touch the
ancient thorns there is a conflagration; fire engulfs the domed circle immediately. The
crowd scream in terror but the Marraq called Maharabel feels the intense pressure on
his mind. The flames contort into a woman's face (possibly Willowstar's?) and intones
an ominous warning;
"Beware...Sagar is coming!"
As the crowd disperses the conversation is about one thing; who is Sagar? Maharabel
tries to get into the lizard man's mind but Xarn Xandros snaps back at him. Although
the Marraq was denied access he realises that he faces another telepath.
They take a room at the inn. Marazan plays a haunting melody on his flute as they
wait for the festivities to die down. Even the most ardent partygoers must sleep
sometime. Wolf casts find familiar on a barn owl which subsequently tells her all it
knows about Sagar. "I know the name...he is a ranger, an Eren Lord from across the
Murgat Sound." When Wolf sees a ghostly figure move through a solid wall into a
barn belonging to Galyorn the party decide to investigate.
Inside the barn is an impressive stallion. It is Galyorn's finest and his own personal
steed. Wolf casts speak with animals and the stallion reveals more about Sagar. "He
was dismissed from Illeum Runesabre's army for sadism and brutality."
They return to the circle of thorns an hour before dawn. Maharabel sees another
ghostly figure. They decide that Galyorn, the farmer and landowner, is the man to
speak to regarding the new information so they return to the farmstead at first light.
Galyorn and the rest of his workers are already up. The large Erenlander greets the
party. "I know of Sagar," Galyorn says, "and I know that he is looking for something
here on the Isle of Sharok. He has been looking for years."
A noise from the Inn of the Sacred Chest draws their attention. As they get close they
see three chainmail clad ruffians pushing a serving maid around. They suspect that
these men belong to Sagar so as a group they move forward. Only at the last few
moments do the three men even realise that they are being faced by the party. They
sneer indignantly and draw longswords.
Even with a two to one advantage the party are surprised by the skill and experience
of the ruffians. It soon becomes clear that they are no novices and in the first few
seconds Wolf is skewered through the groin and dies instantly. Maharabel is twenty
feet behind the group and uses his deadly darkbow to great effect. His first arrow
punctures the eye of a ruffian and slays him whilst the second shatters the knee of
another forcing him to collapse in pain and curse the elven archer.
Talaran Runepiper engages the third but is soon gasping in pain as a longsword
hamstrings him and puts him down. The ranger struggles manfully to continue an
attack and is able to inflict minor wounds on his opponent. Whilst he keeps the man at
bay the Marraq archer Maharabel skewers the sword arm of the second and the
longsword falls to the floor.
Adakar casts magic missile into the face of the unarmed swordsman but the ruffian
uses his off hand to launch a viciously spinning dagger. The small knife lodges itself
into the sorcerer's jugular and Adakar falls dead. Scabrin is the next to die as he miss
times a dodge, his head removed by a swift strike , it falls next to his corpse in the soft
grass.
One of the ruffians tries to make a run for it but Marazan and Talaran add to his
wounds before Maharabel embeds another shaft into his back and fells him
(unconscious not dead). The first floored ruffian is quickly despatched and they
concentrate on the unconscious ruffian. Maharabel curses the man but as he can gain
no useful information he slits the man's throat and ends his existence.
Maharabel casts cure light wounds onto Talaran's leg - the ranger's natural ability
heals the rest. The remaining three travellers begin to pick the bodies clean, each now
rich as they share the gold from the wealthy noble druidess called wolf...
The Road to Arros
cy 4862 Arr 2nd - 4th
In the aftermath of the fight outside the Inn of the Sacred Chest the party are joined by
three noblemen from the eastern side of Grayhawk. Count Xarak is an Edlrow,
Viscount Taymar a Malan warrior and Giltarn is a Lantrian assassin. The three friends
join Marazan Vose and Talaran Runepiper and begin to discuss their next move.
After the festival of a few days ago the visitors to the Circle of Thorns go north to
Arros. It is the nearest seaport although the three newcomers warn that it is a
dangerous road.
Marazan goes to Galyorn’s farm in search of a horse to purchase. Galyorn tells him
that there is a farmer looking to sell a few horses in the next village of Reckford. The
party head for Reckford, which is two leagues to the north, passing two drunken
ruffians en route. They resemble Sagar’s thugs but the party decides to continue
without challenging the noisy pair.
At Reckford Marazan buys a good riding horse for just over four gold pieces from a
farmer called Scurrik. Now with fast horses they make good progress along the Arros
Road until they are forced to camp out at night by the side of the road. To their right
are the huge peaks that cut the Isle of Sharok in half; a haven for outlaws and other
creatures.
That night the ranger Talaran Runepiper, spots a mountain lion on a ridge above them.
Upon closer inspection he realises that there is a small humanoid creature riding it.
Next morning they break camp and see a ghostly figure of a woman enter the
mountains just ahead. After just a few hundred yards along the road they are
ambushed by goblins, a score of screaming diminutive creatures are driven down the
slopes of the mountain at the party. The goblin leader sits on a ledge to watch the
battle.
Viscount Taymar and Talaran fell two with their longbows whilst Giltarn uses a
crossbow to pick off a third. They all dismount and meet the goblins head on. The
plate-clad viscount Taymar is almost invincible against the goblin’s primitive
weapons and small knives and he batters several of them to death in the initial
moments. Talaran Runepiper cuts a goblin down but the party are forced into a
desperate defence as the small vicious creatures are like hornets around them.
Marazan Vose takes a blow to the side of the head from a flint axe; the stone weapon
cracks his skull in two and the sword cultist falls dead. Xarax fails to turn the many
flailing knives and a goblin dagger punctures his heart, killing him instantly.
The remaining three men begin to take small wounds (particularly the ranger who can
barely walk by the end of the fight), lacerations that are not life threatening by
themselves but slow the combatants down. Giltarn takes a blow to the ribs that almost
kills him but his deadly daggers exact a lethal revenge on the goblin horde.
Slowly the three men gain the upper hand.
When the last goblin lies dead at their feet they notice the goblin leader is gone. They
turn their attention to burying their companions and healing their wounds. Talaran
uses his natural healing skill to patch himself up whilst Giltarn helps himself to the
sword cultist’s katana.
Later that morning they meet a couple of young men in carts and decide to travel the
dangerous road together. Brox is a swordmaker’s apprentice and possesses a huge cart
and a three horses (two to pull the cart and a riding horse). Voldred is a Jandraki
sorcerer along for the ride.
A few leagues further they come across a spear at the side of the road thrust into the
ground, upon it is the severed head of an unfortunate victim…a warning. Talaran
spots the agile goblin leader on a ridge above them still mounted on the mountain
lion. “I’m going to sort that little bastard,” he says and urges the party to continue
along the road.
Talaran Runepiper slips off the road and sneaks into the shelter of the peaks. He
eventually finds a track up and above the goblin rider; his agility and stealth bring him
out above the goblin. The small creature watches the cart and the rest of the group.
Talaran the ranger aims his bow at the unsuspecting goblin. The shaft punctures the
top of the goblin’s helmet and exits through his throat. The arrow then slams into the
hindquarters of the lion causing it to fall off the ledge and tumble down the steep
slope.
As the yelping lion descends ungracefully viscount Taymar and the assassin Giltarn
pepper it with shafts until it is dead.
From the goblin Talaran takes a beautifully crafted leather pouch. Viscount Taymar
suggests that it contains something magical and the sorcerer Voldred confirms this. It
contains a Ring of Hiding, which Talaran duly slips onto his finger.
Next morning Talaran bandages Giltarn’s chest wound. The assassin feels better after
a good nights sleep, his strong constitution helping to heal the cuts overnight.
Later that day they see a body lying at the side of the road.
“This is a trap,” Talaran says, “a classic. I’ll head up the ridge and try and get round
them.”
“I’ll go the other way,” Giltarn says. The two men slip away as Brox leads the cart
into the trap.
Talaran Runepiper soon finds himself above three outlaws, whose bows are aimed
squarely at the cart. Below he can see another archer in a small depression whilst a
fifth lies in wait behind a bush. He looses two quick arrows and two outlaws fall dead,
shafts buried deep into their skulls. He drops onto the third with his sword and a
skirmish begins.
Giltarn sneaks up behind the outlaw in the bush and stabs him in the back, he rips a
huge gash in his leg and the outlaw dies from the torrent of blood from his femoral
artery. He then advances on the outlaw in the depression.
Brox leaps onto the back of his riding horse from the cart with the agility of an
excellent rider. He then uses the horse as a weapon as he rides down the outlaw, the
hooves smashing the opponent’s ribcage like an eggshell.
Viscount Taymar, Giltarn and Talaran see off the last outlaw with swords and quiet
descends on the road once more. Brox busies himself by decapitating the corpses and
lining the cart with the grim adornment.
“There is bound to be a price on their heads,” he tells the rest of the party, “and once
we get to Arros I’ll claim it…”
The Town of Arros
cy 4862 Arr 5th - 6th
In the distance the party can see the lights of the small seaport of Arros, just a few
leagues away. They decide to camp for the night. Several members of the party see a
strange ghostly figure of a woman in the distance, she lights up the night as she passes
but is soon gone into the darkness.
In the darkness they are woken by a rush of air above their heads. A deep low snarling
sound can be heard from the mountains before viscount Taymar spots a huge spear as
it sails high above them. Voldred casts shield and Brox calms the horses as Talaran
Runepiper and Giltarn sneak off up the slope to investigate. They discover a hill giant,
a towering hulking humanoid that stands fifteen feet tall, it prepares to hurl another
missile. Talaran climbs above it as the killer Giltarn sneaks closer.
Talaran's first longbow shaft embeds itself into the giant's shoulder whilst his second
is buried deep into its ribs. The monster howls but before it can attack Giltarn distracts
it with a pebble before he rams his dagger up into the beast's spine. Still the giant
fights, slashing dangerously with the huge spear. Giltarn ducks under the blow as
count Taymar rushes up the slope to enter the fray. Talaran leaps down into hand-tohand combat and the fight becomes ugly.
Voldred casts jump before rushing up the slope. He casts magic missile at the giant
before he is hit with a well thrown spear. The force of the impact shatters Voldred's
thigh and the sorcerer dies instantly. With the help of the heavily armed viscount the
three men injure the giant badly before Talaran finishes it off with a bastard sword
through the skull.
Next morning Brox takes the cart into the seaport of Arros. It is small and compact,
squalid in parts and dilapidated in others. Unlike the larger seaport to the south
(Grenarn) Arros is an unlawful place where smugglers and pirates are able to move
their goods without hassle. The party pass a deserted slave market before they park
the cart at the Smugglers Rest, the largest inn house in the seaport. Kohaaven, a
retired Eren soldier, runs the place and greets them courteously. Viscount Taymar
asks him about passage on a ship.
"There is a merchant called Sengarn in the spice market," he says, "he will help you."
In the spice market a herbmaster called Castillian Black tries to sell Giltarn poisons
and other drugs. Despite there being a sorcerous air about the stall the party manage to
drag Giltarn away. Sengarn is close by and tells them that he - like many others travel under the protection of Sagar.
"He charges an extortionate amount," Sengarn says dolefully, "but there is no other
way to guarantee a safe passage."
In one corner of the spice market is a small shop that attracts their attention. It is run
by Grinholt, a Bretonian clockmaker. Also present in the back room is his son, who
watches his father within easy reach of his Bretonian musket.
All manner of clocks and watches are sold. Brox becomes interested in a small pocket
timepiece - which he purchases - and when he examines it closely a strange
phenomenon occurs. The party are shaken by a miniature earthquake, the whole room
vibrates and the air is charged with power. Only Brox remains still, unaffected by the
mysterious temporal tremor.
When two ruffians enter the shop all within become nervous.
One of them says; "Who is looking for Sagar?"
"I am," Brox replies, "And here is a gold coin for an introduction."
The two ruffians leave, satisfied with the gold coin, but they are quietly shadowed by
Talaran the ranger and Giltarn the assassin. It is not long before the two ruffians join
five of their companions in an open tavern in the spice market. They decide very
quickly that Brox and his companions are worth ambushing and head back down the
narrow streets to the clockmaster's shop.
Talaran and Giltarn are behind them. Talaran waits until they are almost at the shop
door before felling one with a well placed arrow. Giltarn stabs a second in the back
and the noise brings viscount Taymar and Brox out into the alleyway. The sound of
steel on steel rings out as the party hack at the ruffians, slowly gaining the upper hand
although Giltarn is badly wounded in the abdomen. When Brox is set upon by two of
them viscount Taymar manages to deflect the blow with his own as - gradually - the
tide turns. Gilatrn's dagger sees off three of them with Talaran and Taymar cutting
down two more.
Before the end Giltarn sustains a devastating blow to the stomach and - as he clutches
his entrails as they spill onto the floor - he dies in agony before his friends. Taymar
smashes the skull of the last attacker and - after rifling their friend's body - they head
out into Arros.
The town has come alive after midday. A crowd has gathered by the slave market and
Gunderman - the Eren slavemaster - presides over the baying crowd. Viscount
Taymar pushes to the front and examines the handful of pitiful individuals (pirates
and captured outlaws ) that are chained before him. But his - and the crowds' attention are drawn to the tall and beautiful half elf in the centre of the arena. Her
naked beauty is adorned by a tattoo of a dragon that begins at the base of her neck,
travels down her spine and ends up with the tail at her ankle. Taymar can feel the
power in the woman and he and Brox discuss her race.
Neither man can place either her elven heritage or her human race.
Taymar is determined to get her. Gunderman starts the bidding at one thousand gold
pieces and soon the price is almost double that. A wealthy Bretonian merchant goes
up to twice the starting bid before - inevitably - Taymar gets the woman. Gunderman
hands her over and Brox hides her as best he can in the cart.
Talaran, Brox, and Taymar cannot understand her babbling language...but all three
know that she is terrified...her fate lies in their hands as Taymar leads them east into
the mountains. "We head for Grenarn," he says. "I take it your cart can get us over the
Murgat Teeth, Brox?"
Brox nods and listens hard at the half breed's strange language as he turns the cart and
leads it out of the strange town of Arros.
Murgat's Teeth
cy 4862 Arr 6th - 9th
Brox drives the large cart, which is pulled by two shire horses, up into the northern
edge of the Murgat Teeth. He heads for the mountain pass above Arros. Once they are
two leagues outside the town Brox uses his skill with metal to free the strange half
elven woman from her manacles. Viscount Taymar believes she is Eldrych, dark elves
from the Sundered Isles and also gets her name; Xira.
They are joined by Vortigan, a martial artist and Katana, a sword cultist, and
Kalendria, a sorcerer. As they ascend the rough road into the mountains Brox spots
five men moving up the road on foot, the height and steep incline of the road offers
them a good view of any who follow them. The swordsmith quickly removes a wheel
from the cart and props it up on stone whilst the rest of the party hide to await the
men. As they get closer it appears they are Sagar’s ruffians.
Viscout Taymar puts a couple of shafts into the approaching ruffians; this wounds
them and merely slows them down. Katana hits one with a sling bullet but Sagar’s
men are already at the cart. Viscount Taymar, Vortigan and Katana engage the
attackers. Kalendria casts sleep and two fall to the ground. Viscout Taymar crushes
the skull of another with his longsword and the battle turns in the party’s favour.
Vortigan, however, is too slow to react to a blow and is decapitated by the last ruffian.
Katana suffers a severe cut in the chest before the last ruffian is overcome.
Kalendria patches up Katana’s wound but Xira emerges from the safety of the cart
and runs her finger up the scar in Katana’s chest; astonishingly the damage vanishes.
Taymar and Brox are unable to gain any useful information from the two captives so
the nobleman slays them with an arrow.
They are joined by another sorcerer called Sade, a half elf, who fortuitously identifies
Xira’s language. She is indeed Eldrych and – through Sade – the party are able to
converse with the woman. She is a dragon rider from the dying Sundered Isles and
was on her way to Grayhawk when her mount was shot down over the sea. The
dragon drowned and she was taken by slavers who roam the western seas in search of
slaves.
Xira tells them that Sagar is after her; she thinks he wants something she has although
she has no idea what that thing is. Xira also informs them that Sagar uses ghosts as
spies, she has seen many on the Isle of Sharok.
That night they camp high up in the pass and inevitably see several of the ghostly
white women down at the foot of the pass. Sade identifies the tattoo and reveals the
Mark of Xanath; Xira later confides in the sorcerer;
“The Mark of Xanath is given to all of my kind. It is a secret Eldrych society of killers
and assassins. I was born into it and because my father was of noble birth I inherited a
dragon. But I have no desire to follow into a career as a killer, in fact my natural
ability is to heal people. That is why I was travelling to Grayhawk’ to heal.”
That night the party are disturbed by a strange wind, a strong intermittent breeze that
has them on edge. Suddenly a ghostly figure is upon them, its fangs bared and its
claws razor sharp it leaps into the encampment attacking wildly. Brox is touched by
the icy claws and falls back into his cart barely able to lift his weapon. The cold touch
took almost all of his strength.
Viscount Taymar puts a sword into the creature’s midriff and the blade sails through
it’s smoky body and causes the undead pain. The wind walker is swift and slashes
across Taymor’s face; the warrior reels back as his strength falls. The undead spins
and strikes Katana and the sword cultist feels the icy drain on his strength. On the
verge of panic the party regroup desperately.
In the back of the cart Xira gets to work quickly. She places her hand on Brox’s
forehead and channels power through herself and into the swordsmith. Brox breathes
heavily, gasps as she replenishes his strength. After her efforts Xira collapses in the
back of the cart as Brox leaps back into the fight.
Taymar puts his blade through the wind walker for a second time and sends it back to
Hell.
Next morning the affects of the strength drain have all but gone but Xira restores the
two men with her unique skill. She sleeps all day, her dreams troubled and vocal.
Sade tries to wake Xira and the Eldrych’s hand catches his throat swiftly, a hint of her
training as a killer. She stops herself crushing his throat at the last moment and
apologises to the half elven sorcerer.
Later that day the cart turn a narrow corner and come upon three bandits arguing
about the best way to ambush the cart. So engrossed are they in the debate they fail to
notice the cart was now no more than thirty yards away. Kalendria reacts first and
casts web securing the three bandits together. Viscount Taymar puts one down with a
well-aimed shaft whilst Brox crushes the other two to death with his cart.
That night the horses become spooked. A low growl can be heard and immediately
Brox calms the horses. The party gathers round for protections, weapons ready, and
when the beast shows itself they are shocked. A three headed lion with a massive
body and armour-plated shoulders stalks them. Taymar looses a shaft and does it
minor damage but the three headed monster rushes forward.
Kalendria casts web and stops the beast in its tracks. Two of the heads are bound
together and cannot move, the third spits a long gush of acidic that Taymar deflects
with his shield. Taymar has to drop the shield as the acid eats through it hungrily. The
rest of the party are upon the disable beast in a flash. Sade casts magic missiles into it,
Kalendria does the same until, finally, Katana puts his blade through the last
remaining skull and fells it at their feet…
The Mountain Pass
cy 4862 Arr 10th - 14th
Brox’s cart makes steady progress over the mountain pass in the wild lands of the
Murgat Teeth. Talaran Runepiper decides to slip off back down the pass to protect the
rear. Before long he spots a figure moving expertly in the shadows and follows it
closely and – more importantly – unseen. The figure resembles Xira, the Eldrych
slave woman. It slips in and out of solid rock but Talaran is able to track it without a
problem.
As the Eldrych gets closer Talaran hears Xira speaking to Maharabel, the Marraq
priest, and the Willowstarrian translates it to the rest of the party. "There is an unseen
killer tracking me," she says. This is enough for Talaran. He launches an arrow into
the killer and skewers the Eldrych through his stomach. The second arrow is deflected
away deftly and the Eldrych melts into the shadows and escapes.
Kalendria casts web at the rock but to no avail…the killer is gone.
As night falls the party make plans to camp. Maharabel, like the others, spot the
ghostly white figures ascending the pass behind them. The Marraq moves close to the
women (scouts for Sagar) and turns them with the force of his faith. The ghosts scatter
and never return.
When he returns there is an earthquake-like wobble that shakes the entire party. No
rocks move however; Brox realises that they are experiencing yet another strange time
anomaly and when he clutches the watch tightly the wobble stops.
That night a mountainous figure looms over them. The stench and shambling gait can
mean only one thing; a mountain troll! It snacks on the remains of a human leg.
Kalendria is quickest, the elven sorcerer hurls a sleep spell at the monster and it
collapses in front of them. The rest of the party waste no time and set fire to it; soon
the troll is reduced to a pile of hot ash.
Next morning they are on the road again. A few leagues ahead they find the
dismembered remains of a group of bandits unlucky enough to come across the
mountain troll. Kalendria senses a large spirit in the area and Talaran hangs back but
finds nothing following them.
As the morning mist lifts the following day Kalendria spots at least thirty ruffians
making their way up the pass behind them. He calculates that the are no more than a
day away and the party turn to Talaran to prepare a suitable ambush site. With
Katana’s skill with stone the two men create a killing ground in front of them. The
Rosen sword cultist sets rockfalls above and creates places for four of the archers and
slingers to stand. Talaran creates small traps in the area and – when he is finished –
they wait for the thirty.
It soon becomes clear that these men are the same ruffians who make up Sagar’s
band. At a pre-defined point Katana gives the signal and the four above (Maharabel,
Katana, Talaran, and viscount Taymar) lever the rocks down onto Sagar’s men.
The rockfall is devastating. It spreads panic and confusion amongst the ranks of the
ruffians. Before they can recover the archers and Katana’s sling fire a couple of
deadly salvos down into the crowd. The shafts find their targets easily and six more
fall in the first moments. Amid the chaos one man gets control of his men. The
bellowing voice of Sagar rallies his troops in the middle of all the death.
It is all that Katana needs. His next sling bullet is accurate, the rapid projectile
smashes through the top of Sagar’s skull and exits under his chin, a line of blood and
brains follows it. Sagar collapses dead at the feet of his men. The ruffians panic
although the only way out is now toward the cart. Kalendria closes their only escape
by putting a web across the entire pass, an eighty foot thick impenetrable barrier that
snares two of the ruffians.
In desperation one of the ruffians barks orders at the rest. "Shoot them! Shoot them!"
Four archers aim above and start to pepper the party, particularly the archers above.
Katana is struck in the sling arm by an arrow but is able to use his other hand to throw
a bullet into the face of an archer. Talaran gets a shaft in the leg but is still able to
launch arrows from his position, despite the agony of a longbow arrow through the
thigh.
Slowly the party pick away at the remaining ruffians, felling them inevitably with
well aimed arrows. Brox grabs his longsword and rides out into the combat when
there are only a handful left. His runs through a ruffian caught in Kalendria’s web
before engaging three more on the ground. But the ruffians are now desperate to
survive and fight on viciously. Brox hacks away from horseback but catches an
unlucky blow to the side of the face, a blow that cracks his skull and kills him
instantly.
When the last ruffian is felled the party gather their fallen comrade. They set fire to
the cart and push it into a deep ravine before turning to Sagar’s body and looting it of
all the magic. Talaran lifts a magical pouch with a dragon’s eye within. Xira explains
(through Maharabel) that this is a symbol of her master, a way that he can keep tracks
on his most gifted students. Talaran hurls it into the ravine in disgust but takes Brox’s
magical timepiece in compensation.
Among the other items are chainmail, a longsword, a girdle, a ring, and a dagger that
the party distribute amongst themselves. They bed down for the night after Maharabel
cures the damage on Katana and Talaran but they are soon disturbed by a noise up the
path. They are disturbed to see Sagar’s shambling zombie body along with four of his
fellow ruffians approach.
Maharabel uses his Marraq mind to control one and set it fighting the others. The
party then launches arrows until the zombies are fallen before burning the bodies
completely so that no trace is left.
Later the next day the party makes better time on horseback. Viscount Taymar uses a
riding horse but takes along a Shire horse with a view to training it into a warhorse.
They pass a narrow crag that appears to be bleeding. Blood seeps out of the top of it
and oozes down onto the floor. Maharabel casts dispel magic and the blood vanishes,
replaced by a large oak door.
It opens easily and descends steeply into a musty corridor. They are drawn in and
after Maharabel casts light they are able to see where they are going. The corridor
ends with another large door with thousands of inscriptions in various languages. It is
easy to translate; The Monastery of the Moon. Viscount Taymar is a student of history
and informs the rest of the party that the monastery died out in the first millennium of
Grayhawk history.
The noble fighter then tries to kick the locked door but is unable to. Katana steps in,
boosted by augmented strength from the girdle worn by Sagar, he is able to shatter the
door panels with a single kick, the ancient wood splinters and shatters.
Talaran takes out the magical watch and notices that the second hand moves
backwards…
Monastery of the Moon
cy 4862 Arr 15th - 21st
The party at the entrance to the Monastery of the Moon high in the Murgat Teeth.
Although the door has handles it is locked, furthermore Kalendria senses magic on it
and casts dispel magic but to no avail. Katana, the sword cultist, reasons that the door
mechanism is triggered by the light of the moon. He tells the party that in six days the
moon will be full.
Talaran Runepiper examines the hands on the strange magical timepiece and notices
they are turning backwards. He pushes the hands forward and time distorts once more.
Early evening has turned to night in an instant. After a brief discussion the party urge
him to turn the hands another five days in an attempt to accelerate them to the full
moon.
Talaran turns the hands once again and they reach the day before the full moon.
Katana and viscount Taymar tend to the horses (who have not eaten or drunk for five
days) and they wait for midnight.
Sure enough at midnight the door opens. Inside they see a dusty room. They brush
away the dust to reveal a large pentacle with symbolic writing around the edges; The
Cult of Perpetual Night. Viscount Taymar – a student of history – informs them that
the cult died out in the first millennium of Grayhawk and was aligned to the Old God
Mormegon. "The monks were all blind," he says, "they believed that Mormegon
would bring everlasting night to Grayhawk so would not need to see. They became
expert with all their other senses."
A ghostly white figure hurries down a corridor and the party follow it cautiously.
They enter a crypt where the bodies of eight monks are preserved. No sign of decay
on any of the bodies, each one clutches an ornate quarterstaff.
Down the other corridor Sade sends his familiar eagle (Sven) to investigate. Through
the bird’s eyes he can see a room filled with lit candles. Millions illuminate the small
antechamber. The party hurry in to investigate; Kalendria is first in the room and
notices immediately that these candles give off no heat. He puts his hand over a flame
and then through the insubstantial wax itself.
They head up the other corridor and Sade finds recesses in the walls and eight monks
habits hung neatly on pegs. He identifies them as Mormegon’s Mail and promptly
puts it on and moves up to another door. Most of the party pick up a robe each when
they realise that Sade is the only one who can enter the next room.
The next room opens out into a combat hall. Weapons of all descriptions line the
perimeter and in the centre a small round mat. Sade stands on the mat and hears a
strange voice in his head urging him to kill the party and free his soul. He quickly
steps off the mat.
The next room contains a sunken pool. A bath-house with crystal clear water and
aromatic smells emanating from the liquid. Inscribed on the walls is; Cleanse your
Soul. Sade decides to leap into the water without warning…it is his last ever mistake.
Virulent caustic acid strips the flesh from his bones in an instant; the only evidence
that remains is the powerful protective cloak that bobs gently on the surface.
Kalendria senses a subtle change in the spiritual energy of the monastery. As he dies
so one or more of the monks have gained a soul. They all rush back into the combat
hall to find two of the monks circling the room, quartestaffs held menacingly. In a
spirit stance Katana knows that both monks are deadly opponents, even without
eyesight he sense two brilliant combatants.
It is Katana who is first to meet the monks head on. His deadly blade double-strikes
the first monk, he relieves the first opponent of his head whilst the second blow
crashes through his ribcage. The monk turns to dust and vanishes. The rest of the part
close in on the next monk but Kalendria cannot stop the vicious strike that crushes his
skull, the sorcerer collapses dead at the party’s feet and they realise that as they die
another monk hijacks the soul and comes back to life!
Shihan, an Allorin assassin, realises that as one of the party dies another of the eight
monks will be reborn so he situates himself at the door and hides. As the next monk
rushes into the room Shihan pounces, he draws a sharp knife across the monk’s throat
to slay him. Pip, a Muhaki archer, punctures the eye of another monk and fells him
too. Viscount Taymar sustains a devastating blow to the stomach that almost kills him
but the hardy warrior continues.
The last monk proves troublesome, having sustained a great deal of damage, he is still
able to smash the skull of Talaran Runepiper before the deadly sword cultist, Katana,
finishes him off with some excellent blade work.
Xira emerges from her hiding place to survey the badly wounded party and begins to
mend the party, she starts with Viscount Taymar whose wound is the most severe…
Escape from the Monastery
cy 4862 Arr 22nd - May 2nd
The party clear up the mess from the Combat Hall. They are joined by Deverrask, a
dwarven sword cultist, Borriolix, a giant Ygran elf martial artist, and Carshan
Zandria, a Tilean Paladin from a strange unknown order. As a precaution they return
to the remaining monks and decapitate them. Xira spends her time healing viscount
Taymar. Through the next door they come to a gallery with six balconies that
overlook the northern tip of the Isle of Sharok. They find themselves almost two miles
up, below them a sheer drop straight down.
The next room contains a blood stained altar with a pentacle beyond it and a flight of
stairs descending to another level. Carshan touches the ancient stone slab and is
overcome by an overwhelming sense of evil. The party drag him back to the gallery
to revive him.
Katana leads them down into a dining area where two skeletons slump over a long
table. Borriolix and Carshan smash the bones to powder as a precaution and they head
south to another door. This leads to the kitchen where a third skeleton resides,
Borriolix duly smashes this one up as a precaution. The kitchen is dusty and deserted
but opens out into a much grander chamber. Even beyond the chamber they see
another room - a library. In the centre of the room is a raised dais and on this is a
pentacle of protection.
Something moves in the pentacle. An overpowering sense of evil permeates
everything. A severed muscular arm squirms at the centre of the pentacle and viscount
Taymar speculates that this may well be the arm of the Old God Mormegon, severed
by the ancient warrior mage Kiruk four thousand years earlier. Katana notices the
watch still ticks backwards.
They avoid the arm and instead head for the library. Here they find ancient
manuscripts that turn to dust as soon as they are handled but both Katana and Taymar
can sense sorcery within. Before long they discover two ancient magical tomes but are
unable to decipher the script. Borriolix stashes them away in his backpack and the
party head back for the only other door.
Enter the Hall of Kings. Three statues stand in their way; an old first millennium
soldier with a spear, a similarly ancient Darkland warrior with a nodachi, and a blackrobed priest of Mormegon who carries a rod. Viscount Taymar launches an arrow at
the furthest statue - the priest - and his aim is superb. The priest's left eye is punctured
and the stone gushes blood as the statue falls and shatters.
Katana is swiftly upon the spearman, a lightning fast attack sees him decapitate the
old soldier and he too falls dead and shatters. The assassin - Shihan - sneaks up
behind the last foe - the Darklander - and the ancient warrior leaps into combat. This
warrior proves a more difficult opponent. He trades blows with Katana and Taymar,
the viscount suffers another terrible wound to the stomach. Borriolix hurls darts at the
Darklander whilst Deverrask, Carshan, Taymar and Katana start to wear it down.
Shihan stabs it and opens an awful wound in it's back before Katana - using the Iron
Hand technique - cuts the statue in half.
Xira lays on hands and cures Taymar once more, she offers her healing to other
members of the party who were injured in the fight.
Borriolix takes the nodachi and Deverrask puts the priest's rod in his backpack.
In the final room, the monks quarters, they see a sleeping Rosen nobleman called
Almas. Katana knows instinctively that this man is indeed one of the ancient undead
families of Rosengrad. Indeed Almas informs them that he believes the time to be cy
4850 and is stunned when they tell him that he has lost twelve years. Katana stays
close, he tells Almas of the intervention of Malakar in Rosengrad and of the
purification of the vampire lords and their influence.
Katana discovers the light of the full moon from another gallery and urges the party
back out into the mountain pass. Their horses are gone. Almas' presence sits uneasily
with most of the party but they put up with him initially. Later that night the drained
bodies of four bandits litter the pass and Almas seems healthier and much happier. As
night wears on the vampire becomes concerned about finding shelter from the
daylight. They find a suitable cave and bed down for the day.
That morning Katana realises that the hands of his watch will not move. Somehow he
is drawn out alone up the pass and finds a grey haired old man sieving for gold with a
pan. "Greetings Katana," he says simply.
"How do you know my name old man?"
"I know many things; many things that will be and many things that have already
been. The universe forces you toward a choice young man, a choice between the
honour of your professional and your loyalty to your friends. It is a choice you must
make."
Katana has heard enough. His blade is out quickly - the swift lightning draw - but as
he attacks the old gold digger has gone.
Back in the cave Viscount Taymar attacks Borriolix without warning. The Ygran is
forced to defend himself and Xira tries to step in, she warns the viscount that she will
defend the elf if necessary. The rest of the party draw weapons and the tension rises to
a fever pitch. Amid the confusion Shihan, the silent killer, sneaks up behind the
daylight-weakened vampire Almas and draws a dagger across it's throat. He then
tosses the head into the sun and the party watches as it dissolves to dust.
This seems to ease the tension. Viscount Taymar admits that he has been hearing
voices urging him to kill one of the party. Katana asks Deverrask to reveal the priest's
rod but it has gone, somehow migrating into Taymar's backpack. "It fed off your
dishonour," Borriolix remarks astutely, "That thing is pure evil."
Try as he might Viscount Taymar cannot relinquish himself of the rod of chaos. As
dawn breaks the party make their way down the steep pass that leads them to the
northern tip of the Isle of Sharok...no-one speaks and the atmosphere is strained and
tense...
Out of the Pass
cy 4862 May 3rd - 6th
The party descends the steep mountain pass that will lead them into the forest below.
They are only a few days from reaching sea level and pick up their pace. A tree trunk
has been placed across the narrow gully and four dead bodies are suspended from it.
They are Erenlanders, stripped and hung, a crudely drawn sign in orcish is unreadable.
Further down the pass viscount Taymar notices Mormegon’s rod becomes warm to
the touch. He grips it and suddenly he can see only blackness; what little vision he
does possess focuses on several red glowing forms around them. He realises quickly
that the rod is showing him where the evil is located. Taymar informs the party that
they are close to being ambushed. Four enemies in front, two above and two behind.
They don’t have to wait too long before the ambush occurs. Four orcs step out in front
of them with shortbows, the initial salvo triggers the other orcs to attack. Pip and
Carshan are at the back and draw weapons to face two orcs wielding double headed
spears. The first arrows zip past their heads, Borriolix cannot avoid a shaft that
thunders into his face and he is killed instantly.
Katana, Taymar, Deverrask and Carshan rush forward to the archers, Katana
unleashes a sling bullet as he runs. One orc is felled by the lethal missile and as
Katana reaches the enemies he decapitates another with his katana. Deverrask and
Taymar follow suit; both sever the heads from the vanguard of orcs.
Meanwhile Pip artfully cuts a spear-wielding orc in half and after a short skirmish
disembowels the last one.
The two orcs above start to hurl spears and knives. Viscount Taymar shoots one in the
face and Katana’s lethal sling fells the last remaining enemy. There is a small handful
of Eren gold but little else of value.
That night Katana and Deverrask build a shelter. Whilst they are not disturbed they
sense a large predator above them.
Next morning they descend the steep gully and smell tobacco smoke rising. They are
joined by a grey dwarf sorcerer called Malarras. Soon they find a group of dwarven
miners resting at the entrance of a cave. Their leader – Verj – informs them that a grey
bearded prospector showed them where they could find gold. The party notice the
dwarves have many sacks full.
Later that day they discover a trail of blood on the path. Further down the gully they
discover an injured mountain lion, a huge beast collapsed in the middle of the path.
Pip and Carshan use arrows whilst Deverrask uses sling bullets to kill it. Meanwhile
Malarras casts find familiar on a vulture and is able to see through the carrion bird’s
eyes.
At long last they reach the forest that signals the end of the mountain pass. A dark
robed figure that viscount Taymar informs them is evil emerges from the trees. It is
dressed in an ancient robe similar to those worn by the monks in the Monastery of the
Moon and its intent is clear. Taymar, Deverrask, Carshan and Katana are upon it
instantly, their weapons drawn. Taymar and Carshan are caught by the wrists and
realise that the undead creature is immensely strong. It tries – in vain – to rip their life
essence from them. Katana and Deverrask strike the creature with vicious blows.
Taymar manages to free his sword arm as Deverrask executes a punishing and
devastating double strike that brings the monster to its knees; viscous putrid blood
spews from its body as Pip finishes it off with a backhanded strike with his katana.
Later that evening they find themselves in the midst of a vast elven graveyard. A
gravedigger – an Erenlander called Halloman – greets them. He has two bodies
wrapped in cloth and prepares yet another grave for them. Xira examines the bodies
as Halloman tells them of the plague that has gripped the island. "It kills only elven
kind," he says. Pip and Xira exchange a worried glance. Halloman tells them where
the road is located and where the fishing villages are.
The fishing village is close by. The large island can be seen across the water, the
island where they hope to take a ship to Kantarn and then to the mainland. The village
has an innhouse and as they enter the entire taproom is silent. The party are not sure
whether it is because there are two elves in the room or the unusual nature of the
newcomers.
Pip hires a room for the night.
That evening they are woken by a heavy magical presence. Malarras looks through
the vulture’s eyes and sees a woman deposited onto the roof of the inn by a dragon,
which flies off into the night. The woman is not human nor is she elven but she is
aware enough to pat the vulture on the head before acrobatically skipping down onto
the ground and entering one of the fishermen’s houses.
The party mobilises at once. They surround the fisherman’s house whilst the two
dwarves, Malarras (with invisibility cast) and Deverrask, climb onto the second floor
balcony. Viscount Taymar speaks to the nervous fisherman who, at first, denies the
presence of the woman. He realises that the party mean business and informs them
that Xerafina, the dragon rider, is present.
"Who is she?" asks Pip menacingly…
The Dragon Rider
cy 4862 May 7th - 9th
The party have Halloman’s house surrounded. Both entrances are covered and
Malaras, the dwarven sorcerer, is on the balcony at the second floor. The fisherman
tries to stop them entering but the mysterious woman – called Xerafina – ushers them
inside. She tells them she is indeed (as viscount Taymar suspected) a dragon rider. "I
am of Glaennyn descent," she says, "my blood and power are derived from the great
dragons of that name. I am an ambassador sent from Kulland under the direction of
the religion of Jarik Saal. I am here to investigate the strange plague that affects
elves."
Xerafina gathers a drop of blood from Pip, the giant Ygran elf, and casts a spell into
the bowl. The blood boils and evaporates. "You are clean," she says. Xira, the Eldrych
healer / assassin, is guarded about giving her blood to the sorcerer.
They later discover that the plague originated in the south of the island of Sharok,
which is where she is headed. The party decide to maintain their current plan of
getting a ferry across to Kantarn.
"Is there any way we can stay in touch my lady?" the dwarf Malaras asks.
"Only by telepathy." Her dragon – called Qavan – swoops majestically down and she
mounts it and flies off into the night.
When the party return to their tavern room Katana, the sword cultist, knows
instinctively that something is wrong. "Someone has been here." He tries to activate
the time piece but fails but Malaras has more success; when he pushes back the hour
hand he sees a semi corporeal figure in the room, the events replayed before their
eyes.
The stealthy sneak is an expert. It is impossible to see his features as every inch of
skin is covered, only the eyes are on display. The intruder appears to be looking for
something and does a thorough search. At the end of his search he dabs a small
amount of liquid at the place where their heads would rest.
Malaras casts identify on the dab of liquid – Xenaril’s Serum. They decide to return to
Halloman’s house and seek passage across with him.
Halloman is only too pleased to help them. At first light his small vessel is ready, as
are thirty or so of his friends and neighbours. He informs the party that the ferry in the
next village has been sunk and the ferryman slain brutally.
The journey will take them only a few hours. Halfway to the other side they are
stopped by a larger vessel (another fishing boat) full of Eren soldiers. One of their
number shouts; "Turn back! No elves are allowed on Kantarn!"
Before the rest of the party can argue Katana swiftly launches a bullet from his sling
that signals their intent. The soldiers are incensed and one of them levels a large
Bretonian musket at them. The explosion from it is deafening but the weapon can
only be used by an expert. The gun misfires and blows the Eren captain off the boat,
his head split in two by the explosion. It is then the Erenlanders realise that they have
no more missile weapons and row desperately toward the smaller vessel to engage.
Viscount Taymar puts two into the water with well aimed arrows, Carshan skewers
another through the eye whilst Katana’s lethal sling fells a fourth. Even with half their
number dead the Erenlanders have no choice but to board the small vessel. Malaras
meanwhile slips off the side of Halloman’s fishing boat and spider climbs on board
the Eren vessel as they attack his colleagues. Pip disembowels the first attacker whilst
Carshan’s awesome greataxe crushes the skull of another. The Erenlanders are ill
prepared for such ferocious combat.
Pip cuts down a third as Katana’s blade decapitates another with a swift, unstoppable
blow. Carshan crushes the spine of the final opponent and the water is littered with the
flotsam of dismembered bodies. They sink the boat and sink the bodies as best they
can before Halloman makes for the far shore.
As they alight into a rocky inlet they decide to head over the mountains. Their recent
journey over Murgat’s Teeth has tempered them and this mountain range poses no
problem for them. Malaras’ vulture scouts ahead.
At night the dwarf builds a shelter on the pass. As they guard silently they are
attacked suddenly by a stealthy assassin. Xira is suddenly choking, a garrotte secured
around her neck. The shadowy killer drags the woman up a six foot ridge and they can
all hear the deadly struggle above them. Malaras spider climbs to the ledge to see Xira
– fighting desperately for her life – break the leg of the killer. The assassin is
relentless and remorseless, ignoring the pain he continues to strangle the life from the
Eldrych healer. Malaras, in desperation, tries to hit it with a shortsword but fails.
Katana leaps up to the ledge and with his incredible strength drags his body up to face
the killer. The assassin realises the sword cultist is a threat and discards the woman to
draw two highly ornate shortswords. Katana cuts the killer once with a crushing
strike; blood cascades from his stomach in a blow that would stop most things dead.
The killer drops the swords and dives back into darkness.
Malaras sends the vulture into the darkness. The killer dived into a chasm that drops
one thousand feet but clings onto the sheer face. Blood runs down the walls like a
waterfall, his leg is mangled from Xira’s kick but still the lethal killer manages to
climb down.
Carshan makes the ledge eventually and chooses a suitably heavy rock. His aim is
sublime, the rock knocks the assassin off the ledge and down into a dark sudden
death.
Xira explains that it was one of her order sent to kill her. "They will never stop. They
fear I will divulge their secrets." She heals her neck but cannot sleep for the rest of the
night.
Next morning they reach the top of the peak and see the port of Kantarn beneath
them. They choose a path down and make good progress, Malaras’ vulture is their
eyes ahead. Soon Malaras – through the bird’s eyes – spots an ambush. Five Eren
outlaws lie in wait, their leader is talking to the same figure that searched the tavern
room two nights previous.
The plan is simple. Malaras casts invisibility on the entire party along with protection
from normal missiles on Katana. It is all about timing. Katana and Pip move against
the first ridge (where two Erenlanders and the strange assassin are situated). Viscount
Taymar will time his aimed shot to coincide with Katana and Pip’s arrival. Carshan
and Malaras are in a position to shoot at the other ridge and the lone Erenlander on the
ground.
The assassin knows something is wrong. The faint whistling of a distant arrow makes
a distinctive sound, but even his acute senses cannot save him. Taymar’s arrow
punctures his skull and exits through his nose, the killer’s brains spew all over the
startled Eren outlaw.
Pip and the sword cultist, both wielding katanas, are upon the two outlaws before the
assassin’s body has fallen. Pip opens the stomach of his opponent as Katana
decapitates the second. Simultaneously Carshan shoots at the other ridge and puts a
shaft into the mouth of an Eren archer. Viscount Taymar puts a shaft into the stomach
of the Erenlander on the ground and kills him and Malaras hurls a fireball at the last
outlaw. It explodes next to the enemy, melting his flesh and forcing him to jump to his
death to the pass below.
Ten seconds have past, ten deadly seconds in which six men have been destroyed.
They gather at the fallen assassin, his longsword lies at his side and they are careful
how they handle the body. Malaras identifies the blade as Sephrenor’s Blade of Death
and they decide to leave it where it is.
Carefully they disrobe the assassin, a Menelothian with tattoos and symbols (some of
which are magical) inscribed all over his body. Pip stops his companions from
touching the corpse, he recognises one of the runes; the rune of possession. It glows
angrily at them!
"We burn the body," Malaras states firmly and sets to work creating a funeral pyre for
the dead killer. As the morning mist clears the smoke from the unknown killer’s body
rising up over the seaport of Kantarn…
The Pirates of the Murgat Sound
cy 4862 May 9th -13th
The party move quickly across the northern island of Sharok. Their destination is
Kantarn, the large seaport sits on the northern tip and is on the major shipping route to
the mainland. At night they set a guard of four. Pip, Shihan, Maharabel, and Malaras
take the first watch.
Pip feels a heaviness descend upon him and notices his three fellow guards have
already fallen asleep. He suspects sorcery and when he sees a robed figure approach
he realises that they are being attacked. Try as he might, however, he cannot move a
single muscle. Only his eyes flicker this way and that. The vulture familiar of Malaras
sits on it’s master but is unable to wake the dwarven sorcerer from his slumber.
But astonishingly the figure seems afraid of the vulture and backs away. Pip regains
control of his paralysed limbs and kicks the rest of the party awake. The figure is
gone. Maharabel, the Marraq, projects his mind into the vultures and sees a sharp
intelligence. The vulture is certain that the figure came for Malaras’ watch. Malaras
identifies Shihan’s nodachi – the Curse of Edo.
Next morning Malaras casts invisibility on all the elves. They come upon a small Eren
town called Stenk. Barricades and signs say strictly no elves and the townsfolk have
posted a militia to stop elves entering. Pip, Maharabel, Xira, and Shihan decide to
walk round the perimeter whilst Katana, Malaras, viscount Taymar, and Deverrask
enter the town to find out more information.
Later that day the two parties meet up and see the seaport of Kantarn below them.
There are two ways into Kantarn; first by the sea and second by the south gate. The
gate is heavily patrolled and Malaras casts spider climb on all the elves to enable them
to scale the walls whilst the humans and dwarves walk through unhindered.
Once inside Kantarn viscount Taymar leads them to the busy harbour and quickly
finds the harbourmaster – a man called Danjik. The Erens and Bretonians in the
harbour recognise Taymar’s noble status and are very deferential to his needs. This
allows him to find a suitable ship – the Broken Anchor – and, more importantly, gets
him an introduction to the captain Vansar. The captain allows Taymar and his
companions to sleep on board before that night before they depart at first light.
Maharabel gets the impression that this captain knows there are invisible elves on
board, a fact that is confirmed when Taymar drops one hundred and fifty gold crowns
into his hand for no questions asked.
That night Devarrask slips ashore to buy fresh food and bread. At one of the markets
he feels a presence behind him and turns to see a robed elf tower above him. "I am
Xenaril," the figure says, "and I will pay you handsomely for the timepiece." He
shows the dwarf a bag of gold.
"It is not mine to sell," Devarrask says. The dwarf weighs up the situation and realises
that it is pointless arguing with the stranger. Instead he unleashes his katana and
attacks the stranger called Xenaril. In a spirit stance Devarrask feels that Xenaril –
who wields a longsword – is a master swordsman but also gets the feeling that the elf
only wants to hurt him.
They exchange quick blows, the dwarf gives a good account of himself as he turns
aside every single attack that Xenaril has to offer as well as troubling the elf with a
few of his own.
Soon the commotion draws the attention of the market militia and Xenaril can see
them out of his peripheral vision. He flees the combat acrobatically. Devarrask is
unable to follow the elf and is helped by the traders as well as the militia.
Next morning other passengers join the Broken Anchor, along with a fifteen man Eren
crew. They consist of two Bretonian noblemen, a couple of Eren diplomats, three off
duty Bretonian musketeers and a Jarik priest who for some reason wants to conceal
his identity.
The captain Vansarn is a pleasant, genial host but Maharabel senses something is
wrong. He deftly, expertly enters the mind of Vansarn that morning to eavesdrop on a
telepathic communication between Vansarn and another mind.
"Do they have it?" the strange mind asks.
"Yes, master, the dwarf has it. But they are being followed."
"They are being followed by more than you know, Vansarn, but that is of no
consequence. Proceed with the plan."
Maharabel relays the conversation and the party become more guarded. Shihan
cancels the invisibility and slips effortlessly into the captain’s cabin; he hides himself
well and watches Vansarn’s strange routine. The captain takes a large tome from a
cabinet in and pours himself a brew whilst he studies the tome. Vansarn becomes
frustrated and eventually puts shuts the book. When he exits the cabin Shihan steals a
small vials-worth of the liquid and takes it back to Malaras…he also takes the tome.
Malaras identifies the tome as The Timemaster and the brew as Xaclan (a magical
poison / drug) and the dwarf reckons the captain is addicted to it. To buy them some
time Shihan replaces the tome as the party gather to discuss their next move. When
Maharabel senses that the passengers are indeed working for Vansarn the decision to
attack becomes a certainty.
The only problem being the running of the large merchant vessel. Pip and Maharabel
climb to the crows nest as the rest of the party prepare themselves to attack the
passengers. Shihan stalks the captain across the deck as they prepare their ambush.
The elven assassin will start the attack by killing Vansarn quickly.
Vansarn is not even aware of the danger. Shihan drives the dagger up into his ribcage
and exits below the armpit and Vansarn screams and spits blood through Shihan’s
clenched fingers. That is the signal for the party’s blistering attack.
From the height advantage of the crows nest Maharabel and Pip fell a Bretonian and
an Eren each as their companions ambush the passengers on deck. Devarrask
decapitates one with a deft backhand stroke of the katana as the passengers struggle to
fend off the attack. Another falls to Katana whilst Carshan and viscount Taymar
inflict severe wounds on their enemies. Maharabel casts plant growth on a small thorn
and watches it creep down the rigging. His idea is to follow it with an entangle spell
but the battle is all but over.
Shihan’s expert staff skill damages two Bretonians whilst all resistance crumbles. It
takes only sixty seconds and Vansar and all his henchmen are dead. As Carshan picks
through the bodies Shihan and Malaras take the drug and the tome respectively. Once
searched the bodies are hurled over the side.
Shihan gathers the fifteen Eren sailors around him and with the promise of viscount
Taymar’s gold they decide to set sail for the mainland. One of the sailors tells Malaras
that there was an ambush set in a cove just north of Erenhaven. The dwarf instructs
the sailor to take them south and to drop them on land somewhere secluded. The
Broken Anchor changes course and heads south.
Maharabel casts his mind through the ship like a net trawling for fish.
"There is a hidden mind on board," he informs them…
Revelations
cy 4862 May 14th - 18th
The Broken Anchor heads south on the Murgat Sound. The party are on deck in
conference with Xira, the Eldrych killer / healer. She suspects that the hidden mind on
board is one of the assassins sent to slay her. "I will act as bait and lure him into the
open," she says.
"I’m coming with you," Malaras, the dwarven sorcerer says and the woman nods her
agreement.
The two descend into the large cargo hold and Maharabel, the Marraq priest of
Willowstar, casts fire trap on all the exits from the hold. Soon the shadows in the hold
move and Xira and Malaras sense the killer is close.
"You have not told them have you?" the shadow intones menacingly, "they have no
idea what is in store for them."
Xira’s hand is a blur as she launches a dagger at the unseen killer. Malaras cannot
follow the blade but the sound of it striking an opponent is unmistakeable. The killer
clutches his neck as his life blood erupts in a crimson fountain from his jugular. Xira
calmly removes the dagger and something else. Malaras’s eyes are alert to her
surreptitious movements and she storms off back to the captain’s cabin in silence.
Malaras winds the hands back on his mystical time piece and – sure enough – he finds
the last moments of the assassin’s life replayed before his eyes. He studies the
Eldrych woman and sees her hand reach into the dead killer’s chest and pull out a
black gem.
Malaras dumps the body over the side and recounts the tale to his companions. Whilst
Maharabel gets into her mind Katana leads his fellow travellers to the cabin; he wants
answers. Maharabel senses a dark evil within the mind of Xira, an evil she struggles
to overcome.
Katana opens the cabin door and Xira looks wretched. Tears cascade down her face
and she sobs violently and uncontrollably. "Go away!" she tells them but the party
remain.
With a sigh she tells them of her master although will not give them his name. "There
were twelve of us at first," she says, "all trained and given specific targets on
Grayhawk. These black stones are at the heart of our power…and our evil intent.
Through them the master can control, communicate and locate us all."
Maharabel persuades her to hand him one of the black hearts. "It will do you no
good," she says, "they are indestructible."
"You should have faith," the priest says with a warm smile.
Xira shrugs and hands him the gem. Maharabel casts dispel magic upon the
Darkstone. There is a momentary darkening of the skies, the air around the ship is
charged with awesome power as the full force of Willowstar is directed – through the
priest – upon the Darkstone. It disintegrates into a black powder and is scattered by a
sudden breeze.
Xira collapses at Maharabel’s feet, stunned by what she has witnessed. Her
demeanour changes; for the first time since she came into the party there is hope
behind her dark, brooding eyes. More tears, this time tears of joy as she clings to
Maharabel.
"Take me to your goddess and show me salvation!" she wails.
"We take the rest of those evil stones to a temple," Maharabel says, "we head for
Salik, a Kordian city on the edge of the Forest of Maldrick. We are bound to find a
temple to our lady there."
Malaras hides in a quiet corner and studies the tome called the Timemaster.
The next day they see ships, mainly merchant vessels like the Broken Anchor,
traverse the Murgat Sound. Xira spends every waking minute with Maharabel and the
priest obliges with tales of Willowstar and the way of the great elven goddess.
On the second night on the Murgat Sound Malaras – whilst on guard – realises that
the mist surrounding the ship is magical. He identifies it as Xenaril’s Mist of Hiding, a
spell obviously created by their current enemy. He wakes his friends. Maharabel casts
dispel magic and the mist vanishes!
Five ships can be seen in a semi circle around them, although they remain two
hundred yards away. It soon becomes clear that Xenaril and his men were not
expecting the removal of their cover and the party on board the Broken Anchor react
quicker.
Pip, viscount Taymar, and Carshan wrap cloth around a few arrow heads before
dipping them in a nearby barrel of oil. They light their fire arrows from one of the
many torches around the deck and launch them at the becalmed ships. Their aim is
excellent. After the first salvo four of the five ships are ablaze, the sails catching
quickly. The crew and soldiers aboard hurry to extinguish the rapidly growing flames.
Maharabel launches two arrows at the remaining ship and he fells two in quick
succession. The only resistance comes from the ship free of fire and soon the air
buzzes with arrows. Deverrask is hit in the stomach but manages to survive but Pip is
not so lucky. A stray arrow punctures his skull and slays him instantly.
Maharabel searches the remaining ship for the mind of Xenaril and soon he finds it;
the Marraq launches one of his deadly shafts but Xenaril ducks out of the way.
Carshan, however, studied the flight of the Marraq’s shaft and fires a shaft at the same
figure on the deck. His arrow thunders into Xenaril who falls over and screams as the
shaft puntures his side. Xenaril is still alive but Maharabel’s aim is better for the next
shot; this arrow nails Xenaril’s head to the main mast!
Viscount Taymar concentrates on the last remaining ship and puts two fire arrows into
the rigging. It catches immediately but before the crew realise the danger they have
brought to the front a handful of longbowmen. Malaras casts protection from normal
missiles on Carshan as some of his companions take hard cover against the oncoming
salvo. Deverrask is unlucky. As the arrows rain down he catches one in the stomach
and as he vomits blood and entrails onto the deck the dwarf dies.
Soon the five ships are beyond salvation. The crew and soldiers dive into the ocean
and swim for their lives.
Next morning the Broken Anchor moors itself in the Kordian city of Salik. Viscount
Taymar immediately dons his platemail and feels dressed once more! Maharabel
hurries them into the city, a bustling place full of merchants and travellers. The spires
of the Willowstar temple is what he requires and soon they can hear the choir within
singing.
The high priest Gavir leads the service and the temple is full to bursting with eager
worshippers. Before long Maharabel and the high priest meet; the two take Xira to the
altar. The atmosphere is charged. All feel the presence of something profound as Xira
deposits the five remaining gems onto the altar; within seconds they have gone.
But one amongst them cannot rejoice in the presence of the goddess’ spirit. Carshan,
the strange paladin of an unknown religion, suddenly becomes enlightened. He feels
he has to get out of the temple; not because he feels threatened or in danger, he leaves
because he realises what calling he follows.
Carshan has no god. Instead his calling comes from the universe itself, a guardian of
Nature, a protector of the universal laws; he suddenly feels at one with the universal
heartbeat of Grayhawk - of all the planes of existence in the known universe.
Somewhere in the recesses of his mind he can see the old prospector in the mountains;
the white haired man smiles and welcomes him into a very exclusive band of
warriors…
Mining
cy 4862
May19th - 22nd
The party leave Gavir’s temple in Salik with Xira clinging tightly to Maharabel.
Theevents of the last hour have shakedn her world, the destruction of the evil
Darkstones has given her hope and a new direction. Before he left Malaras, the
dwarven sorcerer, showed his items to Gavir. The high priest was most impressed by
the Timepiece and the large tome called the Timemaster.
"These are priceless," he says, "but the two books from Mormegon must be
destroyed."
Malaras hands over the offending tomes and leads the party out into Salik. They find a
suitable innhouse (called Murg) and the innkeeper, a Kordian called Trosk, lets them
rent luxury apartments on the first floor. Maharabel quickly creates a shrine and then
– through Xira – tries to contact the mind of the master, Xira’s assassin teacher.
Incredibly, through the influence of her own Darkstone, Maharabel finds himself in
the mind of the master.
The master is hurt by the destruction of the five Darkstones and sits with the
remaining three disciples discussing what to do. "I want her dead!" he hisses.
Maharabel has never seen such a mind before. There are several compartments to it,
each one separate and yet part of the whole. Each compartment has a specific task;
one for sorcery, one for combat etc. The priest withdraws carefully and informs his
companions of his discoveries.
Carshan meanwhile registers with the council offices; he intends to buy an acre of
land. The officials are initially suspicious about his motives but tell him that they will
be back to him within the day. Later Malaras and the rest of the party visit the same
offices and gather information about mining rights and the mechanics of staking a
claim. The dwarf discovers where the border with Bretonia lies and the best locations
to set up a mine.
Malaras leads them north into the mountains that border Illeum Runesabre’s mighty
empire. Soon they come across two Bretonian travellers who both possess the
unmistakable muskets that derive from that realm. They are called Gatsol and Snork,
self-proclaimed dragon hunters on a mission to recover the hide of a young dragon.
Maharabel gets into their minds and discovers that as yet the two men have not even
seen a dragon, let alone shot one.
That night the party make camp and are disturbed by the two Bretonians heaving a
carcass up the pass towards them. It is a large deer and the two men gladly share it
with the party in exchange for company and a good night’s sleep.
Next morning the two hunters depart on their quest as the party continue their search
for a mine. They come across the small mining town of Velch (population eleven)
which is dirty and rough but houses four mine shafts and a group of old miners who
appear not to have washed in years. Malaras goes into negotiations to buy the town
outright and the miners are very interested.
Katana tosses two hundred and fifty gold pieces into the middle of the miners and
they gather it quickly before leaving the town to Malaras. The miners do not even
bother to pick up their belongings as they head north for Bretonia. Immediately
Maharabel and Katana work on making Velch defendable. They pull down the huts
and burn them on a large bonfire as Malaras surveys the mines he has now inherited.
His dwarven senses tell him that in at least one of the mines there is gold.
Later his vulture familiar spots the bodies of the old miners littering the pass at
various intervals. A closer inspection reveals that they have been shot through the
head (obviously by the Bretonian hunters Gatsol and Snork).
That evening Gatsol and Snork return to the newly-acquired town for supper. They
admit that they shot dead the miners and that they are now richer to the tune of two
hundred and fifty gold pieces. Katana shrugs; "It is only money…hardly important at
all."
Next morning the two Bretonians demonstrate their (lack) of skill with the muskets as
they fail to hit any target they are set. Maharabel, however, senses that the two men
are hiding their true prowess.
Carshan has the urge to build a small shrine in the town, a symbol of his newfound
calling, but the Willowstarrian priest Maharabel takes exception to this. The Marraq is
incensed by the intrusion of another religion into their town but Carshan argues
reasonably that there is enough room on Grayhawk for all religions.
Maharabel, however, seeks to deny Carshan and casts plant growth and then entangle
to halt the construction. Carshan is patient and listens to the lecture from the Marraq
without comment. When Maharabel releases him Carshan calmly begins to rebuild his
small shrine.
This infuriates Maharabel once more and the Marraq this time draws the darkbow and
knocks an arrow. Carshan takes a firm grip of his greataxe and the two friends square
up to each other. Maharabel is too close to fire effectively so instead tries to kick the
axe from Carshan’s hand but the warrior maintains a firm grip on it. Without
hesitation Carshan strikes once, a swift, deadly, unstoppable blow of mighty
proportions. Maharabel can only blink as the steel slices easily through his throat. The
Marraq crumples to the ground as the shocked party look on in silence.
Carshan sighs as Xira kneels in tears at the fallen body of the priest. He takes some
wild flowers and lays them at the shrine to Willowstar; taking the time to say a few
words of comfort to the goddess who has just lost a priest…
Killer's Gambit
cy 4862 May 23rd - 25th
Katana continues building the walls and other defensible positions in Velch, the
mining town he, Malaras, Shihan and Viscount Taymar have bought. The dwarf is
down the first shaft with Taymar and they prepare the mine for excavation. The two
Bretonian musketeers show the party how to reload their muskets and give a
demonstration of their skill before heading off towards Bretonia that evening.
Shihan shadows them. Soon he – like the musketeers – spot a lone horseman ahead, a
smartly dressed Kordian with the air of authority and nobility. Shihan eavesdrops the
conversation with the Bretonians and the Kordian and discovers that he is called
Tohar Justarn, the landowner of the area. Shihan follows the Bretonians but loses
them in the night. Eventually he returns back to Velch.
Next morning the Kordian lord Tohar introduces himself to the party. He is polite and
amiable and is taken by the beautiful Eldrych woman Xira. He shares breakfast and
invites them to his lands at the foot of the mountain range. Katana senses magic and
Malaras senses a sorcerer although it is not the lord…he suspects it could be the
horse. After Tohar has gone Malaras, Taymar, and Carshan head down the mine to
dig.
Later that day the two remaining guards on the surface – Katana and Shihan –
encounter a group of rough-looking men (all Kordians) at the entrance to the mining
town. Swampy – a Darak druid friend of the party – hurries down the mine to alert the
others whilst Shihan and Katana stand in the way of the ruffians.
The leader of the outlaws is called Granad. He is unpleasant and argumentative and
Shihan tries to keep him talking. Katana, however, has other ideas and moves close to
the leader. Within a fraction of a second the sword cultist unleashes his katana and
strikes the blinking Granad in the stomach; blood sprays over the outlaws and Shihan
reacts before any of the outlaws. He strikes a vicious double strike and crushes the
skull of the leader before felling one of the eight remaining outlaws.
Katana and Shihan take the fight to the outlaws and soon four more lie dead under the
devastating sword and staff attack. Shihan however realises something is terribly
wrong. The normally calm and clinical sword cultist is behaving oddly. A red mist is
in his eyes and the Rosen fights as if he was invincible, not bothering to parry or
dodge some of the outlaw attacks. Shihan realises with an awful certainty that his
companion is berserking; he knows that soon the deadly blade will come for him.
Malaras, Carshan, viscount Taymar, and an Elenorian sorcerer called Norcrensel, are
almost at the battle. The outlaws are all but gone but the companions do not realise
that their friend Katana can see only enemies. When the sword cultist tries to strike
Shihan the assassin catches the sword arm and they all realise where the real danger
lies. Katana is too strong and releases his sword arm; he aims a vicious strike at
Carshan who ducks under the blade.
Shihan executes another double strike – this time on Katana – and it is the second of
the quick blows that crushes the skull of their companion and ends the sword cultist’s
life. Viscount Taymar runs through the last outlaw and Shihan is already on Katana’s
fallen body. He strips off the girdle of giant strength and puts it on along with all the
gold that the Rosen berserker was carrying.
Later that day the atmosphere in the camp deteriorates. Carshan approaches the dwarf
Malaras and says; "Give me the timepiece…I have to destroy it." Malaras instantly
vanishes (invisibility) then flies off to a safe spot away from the paladin. Xira tries to
calm the situation; "Gentlemen," she says, "this is the same zealousness that killed the
Marraq priest."
Meanwhile Swampy the druid uses the dead bodies to fertilise the soil and hollows
out their skulls to make plant pots. He clears an area for his garden and spends most
of the time trying to make things grow.
The rest of the party continue to mine with the exception of Shihan who stays above
ground to guard.
That evening Swampy persuades Shihan and Xira that he needs to visit the nobleman
called Tohar as the promise of seeds and plants is too good to resist. "Very well," says
Shihan, "we can pick up some horses while we’re there."
By morning the three travellers reach Tohar’s farmstead and are greeted warmly. The
nobleman pays particular attention to Xira and later gives them a tour of his estate.
This allows the druid to gather seeds and plants and eventually they reach the
impressive stables. Shihan is an expert with horses and drives a hard bargain as he
buys twelve excellent riding horses. As part of the negotiations Tohar cheekily
manages to secure an evening in the company of the Eldrych assassin.
Shihan and Swampy ride the horses back towards Velch leaving Xira behind in the
company of Tohar Justarn. Swampy can sense they are being followed so Shihan slips
off into the shadows and shadows the tracker. The druid casts speak with animals and
the horses tell him that something evil is in their midst. Shihan can see a shadow that
absorbs all light and cannot get close enough to see its identity. But the shadow
speaks to him; "Tell the dwarf I want the timepiece."
Shihan and Swampy hurry back to Velch. One of the horses speaks to both of them; "I
am called Escobar, a former palace horse in the stables of the king. That thing
following us is powerful…"
At Velch Shihan and Swampy gather the party in the darkness to tell them of the
strange shadow. Suddenly the hollowed skull plant pots begin to cackle and laugh, a
mocking sound that fills them all with dread. Malaras casts invisibility followed by fly
and in the invisible plane can see the intruder.
Sat in the centre of Katana’s sparring area is a figure dressed in black that appears to
be meditating; a long sleek katana lies across his lap. Malaras hands the timepiece to
viscount Taymar and flies up into the dark night night still keeping an eye on the
intruder. Shihan closes in on Taymar and pretends to hold a knife at Taymar’s throat.
"Show yourself assassin!" he bellows, "show yourself and the timepiece is yours!"
Malaras casts fireball into the centre of the sparring circle before flying off south
towards Xira. On the wing he casts a second indivisibility and is gone.
Norcrensel gathers a handful of sand and throws it in the air in the hope that the
invisible assailant will be revealed but it is to no avail. Incredibly, however, the dark
clad assassin is before them – his invisibility now gone. The assassin holds the katana
loosely but the party waste no time in launching an attack. Viscount Taymar launches
an arrow, as does Carshan, but both shafts miss. Norcrensel casts sleep but the
assassin is unharmed. Swampy casts shillelagh but he too misses the target. Only
Shihan’s double strike into the stomach hurts the killer.
The assassin flashes the deadly katana at speed as he counter attacks. Swampy ducks
under the first attack and Shihan – now bolstered by the girdle of giant strength –
catches the sword arm and holds it tightly. The quarterstaff falls from Shihan’s grasp
but his free hand darts into the folds of his robe and before the staff clatters to the
ground he has struck his opponent with a lightning drawn dagger. The small blade
slices a huge hole in the killer’s throat but – astonishingly – the killer is still alive!
Viscount Taymar - an experience combatant – sizes up the situation and sees his
opportunity. He discards the longbow and draws his longsword. The killer is still held
tight by Shihan and is unable to defend against the noble swordsman. Viscount
Taymar makes no mistake; his blade cuts the head cleanly and the killer collapses,
headless, onto the ground…
The Dwarven Miner
cy 4862 May 26th - 29th
It is the aftermath of the fight with the Master. The party led by Norcrensel prepare to
burn the body after they have stripped it. When Malaras’ familiar vulture starts to
peck at the forehead of the fallen Eldrych and Norcrensel realises that it is a sign. He
splits open the skull with his hand axe and a surge of magic hits him. Embedded
within the Master’s skull is a milky white diamond. He carefully places it into a bag
and continues to prepare the body for burning.
The party realise that there is not enough firewood so ride out towards the edge of the
forest a few miles away. On the way Norcrensel identifies the diamond – The Xenarth
Stone.
Meanwhile Malaras flies to Tohar Justarn’s house. A crowd has gathered round and
he becomes visible and enters whereupon he finds Tohar and the shattered body of
Xira. The Kordian lord explains to the dwarf that she suddenly convulsed and was
dead, Malaras realises that the Master’s death and Xira’s are no coincidence. Tohar
then gives him her equipment along with a letter she begged him to reveal upon her
death. Malaras reads it;
"I am gone. To a better place no doubt where the Master cannot touch me, where
even the nightmares that have haunted me cannot reach. There were ten of us in total,
all hardened killers trained and indoctrinated into his plan and sent into the world to
execute it.
But I went renegade.
It was not until that time that I realised how important I was to the whole, how
important any of us were for that matter, I only realised that when they hunted me
with a zealousness that took me by surprise.
The Master is called Xirnath and comes from an ancient noble Eldrych family that
had links with our king himself. In the dark days the Eldrych were at the heart of all
trouble in the Sundered Isles and beyond; they were evil, kept many secrets and had
many hidden powers that even now the world has not seen. One such power binds me
to him with sickening bonds. The black heart inside is dominated and controlled by a
white diamond inside his brain.
It is called the Xenarth Stone and is the key to his power. It acts as a bottomless
storage of spirit, power, and sorcery but it is evil beyond belief. Every single wielder
is inside it; every ounce of power and knowledge is stored within. Great warriors,
great assassins, great kings and sorcerers are all etched within it forever.
Xirnath was mad. He had the stone implanted inside his head to gain the knowledge
of the great Eldrych within; it ensured that the stone could not be stolen and –
eventually – drove him mad. Xenarth was the first Eldrych sorcerer; a brute if the
history is to be believed, a magician with scant regard for life or good. It is
indestructible and also his weakness…to kill him you must find a way to negate it.
There is magic that can smother all forms of sorcery…this will effectively blind him.
Xenarth became king when he murdered the reigning monarch and took control of the
entire Eldrych race. From that moment on we were doomed. Whatever good or
compassion we had as a race disappeared very quickly and he drove us into battle
against anyone and everyone. The Xenarth Stone sat on the pommel of his great
sword (an Eldrych icon) and learnt from every single death it dealt.
I am in a place where not even the stone can hurt me now. I only hope that you – the
reader – realise what you must do.
The Master must die…"
Malaras thanks the lord and rushes back (with fly and invisibility spells) to the party.
At the edge of the forest Norcrensel has set a funeral pyre and burnt the Master’s body
to ashes, which he then scatters about liberally. Shihan takes the katana (called the
Blade of Woe) and they head back to Velch.
Malaras gives them the letter and, after a rest, decides to continue with his mining.
Norcrensel summons skeletons and they help with the excavation.
Later that day the vulture spots a large group of Kals appear on the ridge and alerts
Malaras. The party watch as one hundred are posted above the town whilst a further
two hundred – all heavily armed – move in.
The leader is called Hazzadrin. Norcrensel listens to his demands and launches three
magic missiles at the Kal chief. Almost instantly the Kals pepper him with a volley of
arrows but Malaras has already cast protection from normal missiles and Norcrensel
retreats back into the mine unharmed. As the Kals prepare to rush the party Malaras
gives them something to think about as he hurls a fireball at them. The ball of flame
falls short and the party hurry down the mine.
As they move Norcrensel casts web to secure the main tunnel and they descend
further as Malaras watches from the vulture’s eyes as the elves prepare oil for a fire.
The Kals start to make a lot of noise in order to scare the party but Malaras drives
them further down into the depths, certain that he can find another way out of the
tunnels.
Norcrensel hears a buzzing behind him like the flapping of tiny wings. He spins and
launches magic missiles into it and a dead bat lies
After an hour Malaras studies the ceiling and decides that to slow the elves down he
will collapse the tunnel. This he achieves in minutes as he puts hundreds of tons of
rubble in their path, effectively trapping them.
"That should slow them down," Malaras says confidently. Shihan stares at the dwarf
but is unconvinced by the action. Malaras leads them on, his acute dwarven senses
able to sniff out tunnels and avoid dead ends. After a further hour Malaras finds what
he is looking for; a series of tunnels created by dwarves. In a chamber called Hell’s
Vanguard he realises that the inferior mine above was built on the site of a better
dwarven one. He also realises that escape is now a certainty.
Norcrensel senses movement ahead and sends a skeleton forward. A huge beetle – the
size of a large shield – becomes visible. He casts find familiar and names it Volks.
Norcrensel sends the beetle ahead to scout.
Before long they reach a blocked tunnel but Malaras soon finds a crawlway and their
journey continues. Eventually they reach a chamber with rain pouring down on top of
them, the mountains visible high above. Malaras has to sleep to regain his strength.
Once rested he casts fly and invisibility on the entire party and they soar high above
the mountains. Malaras makes contact with his vulture, who is perched above Velch,
and notes that there is no sign of any elves. The party decide that they must head for
Tohar Justarn’s and on the way they stop off at their mining town. The vultures tells
Malaras of the two Bretonians (Gatsol and Snork) who set about the Kals with their
deadly muskets. Hazzadrin was forced to flee and the elves scattered.
Malaras leads the party over the mountains and Viscount Taymar spots a wounded
Kal on the ground. He swoops down and scoops him up for interrogation. They learn
about the battle although the Kal is convinced the Bretonians numbered hundreds.
Taymar slays the Kal before he bleeds to death and the party walk down to see their
friend, Tohar Justarn.
Inside is a Bretonian lord called Olnar who is talking with the young lord. They
eavesdrop and discover that it is more than just elves that want to speak to them.
When Olnar departs the party reveal themselves to Tohar who tells them of the
interest in Xira, the timepiece, and also of a council of the highest ranked elves on
Grayhawk.
Shihan wants more horses and Tohar suggests he calls Escobar. Shihan, like the rest
of the party, are amazed when the horse appears along with five of their original
steeds. "Where do we find out about Eldrych?" Shihan asks. The consensus is that
they must head for Aldegaarde where the refugees from the Sundered Isles and the
Darklands have set up home.
Soon they are on the road that will take them through Rosen and into the east. Escobar
takes the lead and seems to drag the other horses along at phenomenal speeds. At
night they reach a roadside tavern and disturb the barman’s sleep. He tells them that
there are no rooms available as two Bretonians have taken them all. Malaras and
Shihan bang on the door of the first room and – as they suspected – the two Bretonian
musketeers greet them.
Gatsol and Snork reveal their true identities; they work directly for the emperor
Illeum Runesabre. They divulge more details about the council of elves and slowly
Malaras and his companions come to the conclusion that perhaps it would be wiser to
seek Illeum’s advice.
"The things you possess have the elves in panic," Gatsol says, "the Eldrych link is
why they are so worried. These chaotic elves have a history of bloodshed, violence
and extreme brutality but they are / were incredible sorcerers. Illeum Runesabre is a
man that is not easily bullied by anyone…perhaps it would be wise to seek his
protection…"
Into Bretonia
cy4862 May 30th - Juniand 5th
The two Bretonian musketeers, Gatsol and Snork, lead Malaras and the party back
toward Bretonia. They are joined by a couple of thieves along the way; Kapiche, an
Eldrow, and Cosca di Vicenzo, an Erenlander. The party discuss the wisdom of
returning to a mountain range infested with elves so the decision is made to find
Fermat’s highway.
Fermat was the god / king of the orcs, he united the disparate tribes and formed a
formidable army. To move these armies from the heartland of his kingdom in the west
he used vast underground highways. Malaras and the Erenlander Cosca (natural
miners) descend into the caves beneath the Breton Ridge.
Into the depths they go. Cosca has superior hearing, he hears a clicking sound in the
distance before the rest of the party but Gatsol reacts instantly. The boom of his
musket is deafening in the gloom as he blows a bombardier beetle to pieces. "I don’t
like caves," he says glumly, "give me open spaces any day!"
Next day they see a light ahead of them in the caverns. Malaras senses magic and it
opens up to reveal a gem-encrusted cave that is so bright they have to shield their
eyes. The dwarf identifies it as the Furnace of Samhial. Viscount Taymar tells them
(with his knowledge of history) that Samhial was an ancient dwarven weapon maker.
But Malaras is distracted. Through his vulture’s eyes he sees a beautiful elven
woman. The bird is perched on her forearm and he can see hordes of elven warriors
behind her. They are interrogating it. Before long a hood is placed over the bird’s eyes
and Malaras sees nothing but blackness from the bird.
Cosca and Kapiche find a secret door in the walls and soon the party travel through
dwarven tunnels. After a few hours they come across iron gates (dwarven made) with
two skeletal dwarves with axes as guards. Kapiche senses a trap. Malaras dimension
doors past the gates to a larger cavern as his companions approach the gates.
Cosca trises to steal one of the axes but is shocked when the skeleton animates and
swipes at him with the axe. Viscount Taymar, Cosca and Carshan attack the skeletons
whilst Kapiche slips through the gate that Malaras is opening. The dwarven axemen
are proficient and push the party back. Gatsol instinctively raises his musket and fires
into combat; too late to realise his fatal mistake. In the way is his companion, Snork,
who takes the full power of the weapon in the head. Snork’s skull explodes hurling
shards of brain everywhere.
Despite the party’s complaints Gatsol reloads and fires once again, this time it is a
skeleton that explodes into pieces. Carshan chops the second in two with a devastating
strike with great axe. Gatsol falls to his fallen companion and weeps.
Malaras drives them on through the gates and the full splendour of Fermat’s Highway
becomes evident. A massive two hundred foot high road, a hundred feet wide. Wind
from the many vents brushes their faces as they turn north towards Gran Breton.
Before they set foot on it however they hear the unmistakable sound of marching feet;
an army approaches!
Malaras quickly casts rope trick and ushers the party inside. Through a portal in the
extra dimensional space they see a semi-corporeal army of orcs. A ghostly legion that
haunts the highway. They let it pass and move on north.
Malaras casts invisibility for the rest of the journey.
After a nights sleep a cart moving south comes into view. It is the old prospector who
met them in the mountains around Velch. His clothes are scruffy and the donkey
pulling the cart has seen better days. Kapiche sneaks around the cart to examine it as
Malaras speaks to the prospector, who soon takes Carshan aside to speak quietly with
him.
For some reason known only to himself Kapiche launches a throwing dagger at the
prospector. The knife buries itself in the old man’s back as he prepares to launch
another. An enraged Carshan is already moving, his great axe above his head. The
thief is astonished by the speed of the man and can only blink as his head spins from
his shoulders and bounces down Fermat’s Highway until it comes to rest…a look of
shock in the dead thief’s eyes.
The prospector recovers the knife and seems unconcerned. Malaras says; "So who are
you old man?"
"I am everything…" The prospector, cart and pony disappear.
The party move on with Malaras casting mount – he gets a pit pony. Later that day a
second ghostly orc army – this time moving south – moves towards them. Malaras
casts rope trick and they hide whilst the army passes; it is the dwarf who notices that
amongst the orcs is an elf. The elf carries the iconic darkbow that marks him as a
Marraq.
Two hours later they reach the end of the highway. The tunnel opens out into the
foothills around Gran Breton, covered and hidden by plant growth and entangle
spells. Malaras scouts ahead. He sees the vast mustered ranks of a Bretonian army
camped out all over the hills. Miles upon miles of tents arranged in small garrisons.
Gatsol receives the news by leading them out amongst the soldiers, though Malaras
remains invisible.
They notice that those soldiers who see Gatsol recognise him immediately and salute.
He moves towards the generals tent for a report; that man is called Kingsrik. The two
Bretonians know each other and Malaras notices a tension between them. Soon Gatsol
leads them west towards Gran Breton, after taking six good riding horses along with
him.
Next morning they see the vast citadel of Gran Breton, the largest northern city on
Grayhawk, and Gatsol is cautious as he enters the bustling streets. He leads them to a
non descript tavern where he has a long conversation with the barman. "We’ll take a
room here tonight," Gatsol says, "this place is swarming with elven spies and
assassins."
A tense night follows. Cosca hears something stir outside the door and notices that
Carshan and Taymar are already paralised. A biting cold has got into their bones. The
thief stares at Gatsol who makes a gesture for him to remain absolutely still and quiet.
The door opens and a dark, malevolent shape appears. It seems to sniff the room,
ignoring the four men. Cosca hears it mutter under its breath; "There is no dwarf here
master."
Malaras is asleep inside a rope trick unaware of the acute danger his companions face.
The shape moves away and the paralysis vanishes. Gatsol calms the party and tells
them to wait.
The next visitor to open the door is tall; he wears twin katanas across his back but has
the bearing of a powerful sorcerer. His timeless, charismatic face scours the room, he
meets Gatsol’s eyes and the musketeer bows instinctively. Illeum Runesabre is
dressed more like an assassin than an emperor.
"Where’s the dwarf?" he says…
Enemies and Allies
cy 4862 Juniand 6th - 10th
In a quiet tavern room in his own great citadel Illeum Runesbare, the emperor of
Bretonia, meets the party with some more information about the items they carry and
the threat posed by the elves around his city.
"There are spies everywhere, Malaras, and things you must know before you continue
your journey. Let me begin with the real reason the elves are gathered against you. It
is the stone. Elves live beyond the normal span of most living creatures and it has
been their goal to pass on knowledge between generations. An elf that lives two
thousand years has a lot of knowledge to pass on.
"Thousands of years ago the Xenarth Stone was created; but this was not the only one.
Four other stones of similar power and ability came into being; The Mindstones the
elves called them. You know the history of this one but the other three are a closely
guarded secret. Andurien Willowstar has one, her daughter Elena has another, and the
third lies with the Elenorian Queen Illyanth.
"Up until recently they thought the fourth stone was lost. Now they are rabid to get it
back. Each stone possesses almost infinite wisdom as each contains the spirit and
mind of each wielder / wearer. The Eldrych have poured all their malice and evil into
theirs but it is – effectively – identical to its brothers. Imagine the depth of a hundred
minds within your grasp. Naturally the elves want it back.
"The link with the tome and the timepiece is a mystery I have not yet fathomed but
the elves believe they are in grave danger because of the two in such close proximity.
I am here to help you; partly because I don’t have the stomach for a war with the elves
and partly because I have a friend, who can, most definitely, aid you. He is a Time
Dancer, the last of his kind alive.
"One thing unique about his kind is that they live three distinctly separate lives
simultaneously; their existence is shared equally between the past, present, and future.
I met him some years ago when I was researching the common enemy (Muziel). His
name is Varakan al Akri Alabar but he is known as Slider to his friends. He resides
in Van Myrid, a haven for elven sympathizers ruled by the Elenorian queen’s consort
Valadain Raikos.
"Tell him I sent you, tell him you have studied the tome and he will assuredly aid you
– or at least give you some good advice. That is all I can offer you, Malaras and
friends, Gatsol will lead you secretly out of Gran Breton where your horses are being
watched by Escobar…"
After the emperor speaks to Norcrensel, the wielder of the Xenarth Stone, he hands
Malaras a mantle that will protect him from the prying minds of the elves (particularly
Marraqs). Malaras is well aware that they also possess his vulture familiar.
Gatsol leads the party to their horses, which are led by Escobar, out under the city and
towards the ridge of mountains that surround the great citadel. Norcrensel casts mount
and receives an excellent riding horse.
Next morning they head towards a secret pass through the mountains, Gatsol is
convinced the elves will not discover them. Swampy casts find familiar and gets an
eagle; he immediately sets it off to scout ahead. The mountain pass is a thin narrow
pathway, the mountain walls tower above as they head through unseen. Ahead, at the
end of the pass, the eagle spots elves all over.
Suddenly Norcrensel – through the Xenarth Stone – senses a mind (Marraq) probing
and searching. As a precaution Swampy casts obscurement and they move on. Gatsol
and Escobar are deep in conversation along the way, their thoughts firmly focused on
protecting the party.
Later that day Norcrensel casts another mount spell (focusing it through the Stone)
and to his astonishment a small demure woman of unknown origin is before him. "I
am Vixarrin," she says. The minds within the Stone reveal her true nature; she is a
dragon, a shapeshifter able to assume many forms.
At night Malaras secures himself inside a rope trick.
Next morning Shihan and Malaras discuss the Marraq and have a plan. Without
warning the dwarf removes the mantle and effectively opens his mind. Almost
immediately Malaras casts a Time Shield, a spell he learnt from the Timemaster (a
tome of great power he carries), and the arrow stops inches from his face. The party
are astonished as he merely takes the arrow out of mid air and discards it.
Swampy watches the Marraq from the eyes of his eagle familiar and can see the elven
archer launch more arrow – each has the same effect, the dwarf plucks them out of
mid air casually. But Swampy sees something else. The Marraq is hit in the head by
some unseen missile, the Marraq’s brains explode and he falls hundreds of feet down
the mountainside.
All eyes now turn to Gatsol, the telltale signs of smoke around him as he reloads his
musket. In the midst of all this activity Shihan has moved, unseen, behind the dragon
woman Vixarrin and drives a knife into her back. She screams and turns on the killer;
her initial reaction is to cast a death spell and Shihan is killed instantly. Norcrensel
asks her to yield but her shape shifts and she starts to transform into a dragon.
Swampy calls lightning down on her and the woman is hit by a terrible cascade of
light that brings her to her knees.
Malaras is already moving and casts another powerful spell – Time Shift – to jerk
time back at the moment of Vixarrin’s death spell – at that precise moment he grabs
the assassin and tries to protect him from her spell. Amazingly the dwarf takes the full
force of her spell but survives because of his toughness and the magical protections he
wears.
As time snaps back to the present Shihan is – amazingly – alive and joins the fight
with renewed vigour. Gatsol shoots her between the eyes and her head erupts,
throwing pieces of brain, skull and gore for several yards.
But the battle takes an even more unusual turn. Shihan is not ready to stop fighting; he
turns next to Norcrensel and rams the dagger into the necromancer’s stomach. For the
first few seconds no-one knows what is going on but it is clear Shihan has murderous
intentions. Malaras immediately scampers into a rope trick as the fight develops.
Norcrensel, now badly wounded, faces another attack from Shihan. This time viscount
Taymar intervenes, knocking the blow aside with his shield.
The situation is tense and dangerous, Cosca also attacks Norcrensel and chaos reigns.
Gatsol blasts Cosca away with his musket, the deadly weapon shatters another skull.
Swampy now calls lightning onto Norcrensel and the necromancer is in trouble,
especially when Shihan strikes him once more in the stomach. Norcrensel is now on
his knees coughing blood but still has the strength to cast summon skeletons through
the Xenarth Stone. It is his last action; Carshan hacks him to death before the
skeletons appear.
Carshan lunges next at Gatsol who defends himself by using the musket as a parrying
weapon. Fortunately for him Carshan misses with the great axe and tries to get in
close where the musket is less effective. His plan fails when the dextrous Bretonian
manages to loose a lucky shot that opens Carshan’s skull and slays him.
Taymar squares up to Shihan and the two strong men are locked in a fierce grappling
match as the assassin catches the sword arm of the warrior. Try as he might Taymar
cannot break free of the sorcery-enhanced strength Shihan possesses. As the two men
struggle Swampy calls lightning on Gatsol but misses. Gatsol turns the musket on the
druid, at a comfortable distance he puts one well aimed bullet into Swampy’s face –
the druid dies instantly.
In the middle of the combat – unobserved by anyone else – Malaras sneaks out of the
rope trick and crawls to Norcrensel’s body. He spirits away the Xenarth Stone and
returns quickly to the safety of his extra dimensional space.
"Stop!" cries Gatsol as the two remaining combatants – Shihan and Taymar – remain
locked in their struggle. Shihan frees himself and hurls a dagger at the musketeer.
Gatsol avoids it and takes the opportunity to blast a large hole in the assassin’s
stomach. Shihan is catapulted back ten feet by the force of the gun, he lands on his
back and clutches rendered flesh and singed hole. He is alive!
Gatsol reloads with expert efficiency and the situation calms down. Viscount Taymar
stares around him in disbelief at his fallen companions, he sheathes his sword and
stares at the Bretonian whose gun is still levelled at the assassin Shihan.
"What now?" Taymar asks Gatsol.
The musket is levelled at Shihan’s face. "That very much depends on our treacherous
friend here…"
The Viscount's Gambit
cy 4862 Jun 10th - Jun 15th
In the sights of Gatsol’s lethal musket Shihan ceases to attack. Viscount Taymar tries
to stop the bleeding but the assassin turns him away; "I’ll live," he says. Once more
calm descends on the group who pick up the pieces from their devastating fight. Four
of their number lie dead around them and after dealing with the bodies they are soon
on the way north once more.
Malaras becomes a necromancer. The minds within the Xenarth Stone will ultimately
try to influence the wielder, their malevolence will steer the wielder towards a dark
path. But necromancers are immune to the effects of such evil influence; this forces
the minds within to serve their new master…their new dwarven master.
In the Forlorn Hills they are met by four travellers. Mevik, a Nadir martial artist,
Ellivin, a Muhaki warrior, Persidium, a thief, and Sakkarrim, an Eren sorcerer.
Viscount Taymar hires them immediately as bodyguards and Malaras casts stoneskin
on each and every member of the party (apart from Gatsol). At night Gatsol does not
sleep, alone with his thoughts he sits at the highest vantage point above the camp to
watch for danger. Shihan is never far away in the shadows. Despite the best efforts of
the viscount there is still tension between the Bretonian and the elf.
Next day Malaras casts deep pockets through the stone and is surprised by the level of
augmentation.
In the middle of the path they follow a single arrow is stuck in the ground one
hundred yards away, the fletching marks it as elven and Gatsol brings the party to a
stop, his keen eyes and experience know this is a trap. Malaras casts ESP and can
sense hundreds of minds (though no Marraqs) – elven archers awaiting ambush. The
dwarf immediately casts invisibility and blur on the entire party. Gatsol climbs the
nearest ridge (Shihan follows him in the shadows) as the party carefully ride across
the exposed ground.
Malaras polymorphs into a swift and flies up high around the ridges, he is able to spot
many of the elves but realises that his spells have worked, the archers are not aware
that the party trundle slowly towards safety.
Shihan is close to Gatsol. The Bretonian is expert at sneaking around but the assassin
discovers another side of the musketeer. Gatsol mutters under his breath at regular
intervals; Shihan realises that he talks to Snork – his long time friend – Shihan
wonders whether Gatsol is losing his mind.
They reach the next valley and relax. Suddenly an arrow hits Taymar – who is at the
head of the group – in the face. Astonishingly it bounces harmlessly away (stoneskin)
and is quickly followed by two others. He wastes no time and spurs his horse at the
lone elven scout. He opens up the elf’s stomach and the archer flees for his life under
a barrage of attacks from the rest of the party. It is Taymar, however, that shoots the
archer in the back of the head and slays him.
That night Malaras and Shihan climb up into a rope trick to talk privately. Whilst the
rest of the party guard a shadow arrives. Viscount Taymar puts an arrow through it’s
body but the creature is unharmed.
"I have a message from the emperor," the undead says. "There is an insurmountable
force lying in wait to the east; head north to the lake."
Malaras climbs down from the rope trick. "Give the emperor a message from me,
shadow. Tell him I am beginning to dislike certain elves."
A discussion about their journey takes the rest of the night. Eventually Taymar makes
a decision; "We go south. Once we get onto the Nadir Plain we can cut east and get a
ship into Myrid, it’s the last thing the elves will expect."
Viscount Taymar leads them south and east. With the elves concentrating their search
to the north and in particular on the border with Myrid they move quickly unhindered.
After a full day in the Forlorn Hills they encounter nothing. Malaras shadows the
party as a swift and sees empty, barren hills for miles around.
On the top of one such hill they spot a ruin. Mevik, Ellivin and Persidium go up to
investigate whilst Taymar and Gatsol cover from a few hundred yards away. It is a
ruined Malkar temple. The three companions can see movement within so with
weapons drawn they approach. On the ground they discover remnants of an altar and
the remains of a pentacle. They also discover a cauldron that is still warm.
From the shadows comes a crone. An old woman who mutters curses and insults at
them. Ellivin wastes no time and cracks her skull with a warhammer as Persidium
kicks over the cauldron. Both Persidium and the martial artist Mevik keel over in
agony. They vomit blood, insects and even rats all over the floor. Ellivin is unharmed
but realises that the crone is alive once more! He stoves her head in a second time as
Taymar pulls the two vomiting men out of the cursed temple. Immediately they
recover.
Persidium hurls burning oil at the crone and – when she is ablaze – moves down into
the crypt to explore further. Ellivin follows.
As the turmoil at the ruined temple takes everyone’s attention Shihan strikes. He
grabs Gatsol’s neck and tries to break it instantly. Somehow Gatsol wriggles free and
tries to bring the musket to bear but Shihan is lightning quick, his quarterstaff strikes
time and time again at the struggling musketeer. Gatsol suffers many wounds from the
dangerous staff; when his musket is disarmed he realises that the end is close. In
desperation he tries to punch Shihan.
The assassin drops the staff and in one rapid, fluid motion catches Gatsol’s arm.
Before the staff hits the ground he has already struck twice with the dagger, the
second blow punctures the musketeer’s eye socket and the Bretonian is dead. Shihan
efficiently searches the body, his main concern being the musket.
As he touches it, however, he feels a threat to his soul. Some unnameable force
(probably demonic) tries to grab his soul. He drops the musket like it was hot metal.
Viscount Taymar is more practical; he wraps the gun in a spare fur and places it safely
over his shoulder.
Meanwhile Ellivin and Persidium are in the crypt. The find a secret compartment
barely wide enough to get their arm through and nothing much else. Ellivin tests out
the gap with his warhammer and discovers a howling wind beyond. With Persidium
helping him he reaches with his hand into the maelstrom. Incredibly he can feel slimy
fingers, a hand wanting to be saved. But Ellivin feels a ring on the finger in the
maelstrom and – swiftly – he grabs it. The secret compartment grinds shut as Ellivin
snatches his hand back.
He wastes no time in placing the mysterious ring on his finger…
The Lanik Range
cy 4862 Jun 16th - 20th
After the death of Gatsol and the discovery of a strange ring by Elliven the party head
south. The Muhaki Elliven realizes very quickly that the ring he wears allows him to
see the dead spirits and souls of the fallen all around him – indeed he witnesses
Gatsol’s soul ascend from the body and disappear. A ghostly figure appears to him,
visible only to him alone, and recounts the following message:
"I am to give you a message from the emperor himself. This ring – The Ring of the
Dead – is both his gift and guidance to you on your perilous journey. It will open your
mind to the dead and – through them – will be the source of his advice and
counselling.
"Firstly to the dwarf; Malaras I commend your ascension into the ranks of
necromancy, in one fell swoop you have now gained power and control over the
minds within the Xenarth. I can only imagine the apoplexy on the faces of the elves!
You are now protected from the influence of evil – it is my belief that many of the
Eldrych wielders have no desire to return to make peace with the good elves…use
their wisdom…and their power.
"To Shihan, Lord of Killers; know that I bear you no ill will or malice with regards to
the death of my famous musketeer. Death is the business we are both in and I will not
bear a grudge, though there are things you need to understand about Gatsol. His
musket was created by Korven, my great former enemy, into it is bound a demon of
great power. To use the musket you must first overpower the demon within – not my
field as I’m sure you are aware, but if you can achieve it then you will gain a weapon
of awesome potential.
"To Viscount Taymar; you have assumed the mantle of command and that is right and
proper as your nobility will help this group reach their destination. Escobar is your
horse, viscount, a noble beast for a noble man – I sense the horse is uncomfortable in
the hands of the killer; he is used to carrying kings…"
Later that day the party sees a dust cloud on the horizon. Shihan climbs off his horse
and heads out in the shadows to investigate. He sees several hundred orcs moving
hurriedly towards the Lanik Range (their own destination). He returns to his
companions and they move with caution. Elliven sees two dead orc spirits along the
way and is able to converse both mentally and orally; they tell him that the orcish
leader of the group is afraid that elves are in the area and is driving them too hard.
Shihan leads them into the very edge of the mountains in order to find decent shelter.
They bed down for the night warily and post three on guard in case of trouble.
Trouble finds them quickly, barely two hours after dark their peaceful sleep is
disturbed by the wailing chaos of an orc ambush.
Sakkarim jumps out of the melee immediately, finding a ledge thirty feet above the
fight. Shihan chose the location carefully, a well defendable bowl only open from the
front. His quarterstaff cracks a couple of skulls as the fight begins in earnest. In the
chaos it is difficult to initially determine how many orcs have attacked but from his
position of height Sakkarim reckons fifty attackers have set about his friends.
Mevik, the martial artist, shows fast hands and feet as he fells one orc after another,
his use of combination giving him a dagger attack as well. The orcs are unable to cope
with his speed and power and soon the bodies pile up around him.
Shihan has similar success. A skilled assassin he is also a competent fighter, he
changes to his lethal dagger and the bodies fall around him as he cuts them down with
ease. Persidium the thief is less comfortable in combat but manages to fell a couple
before fleeing back up the hill to join the invisible sorcerer Sakkarim. Elliven sees the
orc spirits depart their bodies and uses his warhammer to smash the skulls of a couple
more.
Above them Sakkarim guides an unseen servant to harass the orcs using a large
branch, the tactic works fine as they are knocked off balance or fail to connect with
their attacks.
But soon the leader arrives. A massive warhammer-wielding orcish brute who climbs
above them and tries to smash strike them from above. Mevik lashes a crushing kick
into the creature’s ribcage (several ribs crack with the force of the blow) and Shihan
stabs the beast in the face with his knife killing him instantly. The resolve of the
remaining orcs collapses when they see their leader fall dead at their feet. They turn
and run!
Next morning they are in the Lanik Range proper. Elliven continues to see spirits of
the dead constantly, one tells him that he can seek sanctuary at the ford. The Lanik
Range is border to three countries; Drenai, Talkhand and Rosen. As they descend one
of the many valleys they see the ford the spirit talked about – a small shrine to Jarik
Saal welcomes them to the Land of the Dren.
At the shrine a priest snores loudly, several empty flasks of ale tell them that he is
almost certainly drunk. But drunk or not the priest (called Memnar) shows them
hospitality and gives them blessings and a place to rest for the night. Sakkarim ESPs
him but discovers nothing other than his fancy for the killer Shihan. The sorcerer
smiles and decides to keep the information to himself.
As they depart next morning Persidium slips his agile fingers into the priest’s robes
and comes away with a pack of cards and a pair of loaded dice. Meanwhile Elliven is
already conversing with spirits; he is informed of one orcish ghost that the orcs have a
new leader, a clever and tactically brilliant leader called Rogarn, an orc clever enough
to bind several tribes and clans together to form a formidable force.
At a wooden fort they take shelter. The captain of the fort, an experienced soldier
called Straklan, gives them a warm welcome. A second individual called Hadlan is
less accommodating; a spymaster from the infamous Drenai Ministry of Information
wants to know their names. Each one of the party give false names and the spy soon
becomes bored with them and leaves them alone.
They spend the night drinking with the captain and his men although they realize that
there are many guards posted all around them in case the orcs try another assault.
Straklan tells him of his growing concerns – and that of the king himself – that this
orc movement will become a problem. Persidium trades his skills with the best Drenai
gambler and finds, to his amazement, that his dice are blessed – he gets the better of
the Drenai soldier to the tune of seventeen gold crowns – this causes much merriment
amongst the troops who have waited for a long time to see their cheating gambler
beaten.
But in the large mess hall there is a dark killer abroad. Shihan uses the noise and
distraction of the game to slip an odourless, tasteless liquid into the spymaster’s ale.
Later that evening Hadlan begins to feel unwell, so much so that Persidium helps him
back to his room. The thief realizes that Hadlan will soon be dead.
Before dawn they have gone, Elliven hears the spirit of the spymaster screaming in
the night.
They head for the Talkhand border. All of them feel they are being watched, unseen
eyes above them as they move from valley to valley. Eventually they come across a
gallows with a dead Drenai suspended by the neck. The orcs have used him for arrow
practice as he is peppered with hundreds of orc shafts. Sakkarim casts invisibility on
each member of the party including the horses but Shihan slips away, able to use his
expertise in the shadows to avoid detection.
Elliven sees the spirit of the Drenai as they approach. "You are in the middle of
Rogarn’s territory." Shihan can now see thousands of orcs above them some hidden in
secret valleys. He directs the party up over the nearest ridge and at that moment
Rogarn reveals himself on a distant hilltop, a giant of an orc, two massive greataxes
across his back. He howls across the valleys, the very rock shakes with the sound.
Hours later Elliven sees hundreds of spirits (Drenai soldiers) moving away from the
smouldering remains of a Drenai fort. He quizzes a soldier who tells him that the orcs
– led by Rogarn – did what they all thought was impossible…sacked a well defended
garrison and killed everyone inside.
Sakkarim is forced to sleep early in the lee of a craggy rock face, his spell exertions
taking their toll. Next morning he casts invisibility on Shihan and now the entire party
is masked by the spell. He also casts identify on a second ring worn by Elliven – it is a
ring of protection.
Quietly, unseen the party head further south, the border of Talkhand now close.
Always they have one eye behind them, an eye searching for a powerful orc warlord
called Rogarn…
Treachery
Cy 4862 Juniand 21st – 27th
The party head south in the Lanik Range towards the kingdom of Talkhand. They are
joined by a Drenai warrior called Tymm, a man that starts to speak in tongues on the
first night they camp together. "You cannot escape me!" the Drenai says. Malaras
realises that this is a message from the orc called Rogarn. The guard is doubled as a
consequence.
Next day Malaras polymorphs into a swallow to scout. He flies back the way they
came (whilst invisible) and reaches the valley where Rogarn and his orcs gather. To
his relief there is no concerted effort to follow the party but a more worrying
development is the sight of a single elven woman entering the orc encampment. On
closer inspection Malaras realises that the twin katanas and beautiful appearance can
mean that this is the great elven queen Illyanth. The orc Rogarn and the queen speak
together in the orc’s tent.
Malaras returns to tell the party. Ellivin finds a spirit (through the Ring of the Dead)
and sends it back towards the camp to eavesdrop the conversation; since no one else
can actually see the spirits of the dead (even the necromancer Malaras) he reckons the
queen and the orc will not see it either.
The dead spirit (a former bandit) returns to tell them of a pact the orc and Elenorian
queen are making. They both want the dwarf. On hearing this Malaras uses the
Xenarth Stone to augment a polymorph self spell and changes into a Talkhand human
– the spell works brilliantly as Malaras is transformed into the likeness of the
Talkhanders.
Next day they reach a small stream where a small wooden hut – a border post – has
been constructed. On this particular part of the border between Drenai and Talkhand
two ageing border guards lean against the hut and make small talk. Both are
profoundly deaf, their eyesight is failing and they fail to notice the horses or the rest
of the party pass by. Even when Sakkarim casts burning hands on some kindling they
fail to see the fire meant as a distraction.
Further down the mountain track they reach the real border of Talkhand. A barricade
across a narrowing gulley is manned by twenty or so professional Talkhand troops,
each with bows and swords. Shihan scouts ahead and leads the party up and over the
barricade and back on to the road beyond, a road that will descend steadily into the
flat lands of Talkhand.
Hours later they see four elven travellers on the road. An entourage of Elenorians;
immediately the party are on their guard as Errevalen, the Elenorian diplomat, says he
is on his way to see the king of Talkhand with his three attendants. Sakkarim tries to
ESP the diplomat but cannot penetrate the mind. Persidium boldly snatches a purse
full of Elenorian gold from one of the attendants before the party ride on down the
mountain road.
That night Shihan senses movement in the shadows and wakes everyone up
immediately; the tell tale signs of an expert in the shadows is not lost on him. He fears
the worse; an assassin like him is hunting them! His fears are concerned when –
suddenly – Sakkarim clutches his throat as a razor sharp garrotte constricts his throat.
Only the life-saving stoneskin stops the razor wire severing his head. The assassin is
stunned but recovers quickly.
Persidium lashes out with his dagger whilst Tymm tries to stab the killer with a short
sword. Malaras hurls three magic missiles into the assassin but it is Shihan who
sneaks up and rams a dagger through the killer’s throat. On closer inspection they
discover that the dead elf is one of the diplomat’s attendants.
Shihan is in the shadows, convinced that a second killer lurks in the shadows. He
watches the party pick through the body and feels the cold steel of a blade against his
throat. The assassin’s triumph is short lived as Shihan spins quickly to stab the
Elenorian. The assassin catches the arm and both men struggle in deadly close
combat.
Roused by the fight above them the party move in to help the struggling Shihan.
Sakkarim casts web and – astonishingly – both combatants are held fast by the
magical binding. Shihan’s massive strength enables him to free his blade arm and then
use it to cut himself partially free from the web. In the meantime the rest of the party
launch missiles at the assassin, some of the stray arrows and axes hit Shihan (who is
protected by the stoneskin), but after Mevik’s arrows have badly wounded the
Elenorian it is Tymm who manages to crack the assassin’s skull open and kill him.
Finally, the next morning, the party reach the Talkhand Plains and Mevik immediately
drives them east towards his homeland – the great Nadir Plains. He dons war paint for
the journey, a symbol of his rank and position amongst the tribes. Before long a
hunting party from the Tiger tribe greet Mevik and realise that his markings show him
to be a noble man whose family holds a high position within the tribes. They move
further east away from Talkhand.
That day Ellivin uses the ring to gather many dead spirits and uses them as scouts
across the plains. On open plain land they make rapid progress as the unique and
powerful Escobar, the sorcerous talking horse, leads the horses.
Within a day they are at the western edge of the Great Nadir Lake where they
approach an old fisherman’s hut. Ellivin sends a spirit to investigate but as they get
closer the sorcerers can sense the magic within. Both Sakkarim and Malaras believe it
to be a trap and after some discussion they decide to leave it alone. Ellivin sends in
the spirit and sees a beautiful elven woman lying down with two katanas (Illyanth?) –
but Malaras does not take the bait. Escobar confirms their suspicions by telling them
explicitly that it is a trap.
They head north and then east between the Great Drenai Ridge and the Nadir Lake.
Soon four hundred orcs are in their path on a forced march west. They are tribal orcs,
indigenous to the plains so Mevik speaks to them. They tell him that they have been
summoned to a gathering by the great orc leader; all orcs of the plains are compelled
by the power of Rogarn
Later that day Escobar stops the party. He informs them all that Ellivin has been in
communication with a telepath (possibly a Marraq), and furthermore the horse tells
them that he has revealed the secret of the stoneskin to their enemy.
Malaras questions the elf but there is no defence. "Sometimes telepathy can be a
curse," Escobar says calmly as the party leap at the traitor in their midst. Ellivin reacts
by drawing his warhammer but any resistance is useless against the entire might of the
party. The stoneskin merely delays the inevitable; once the spell is spent Ellivin
cannot avoid the many attacks that come his way; small wounds mount up, his blood
leaks over the barren plains.
On his knees, in pain, Ellivin yells the name of the elven queen as his entrails spill out
onto Nadir soil…
"For Illyanth!"
The Wrath of Illyanth
cy 4862 Juniand 28th - 29th
The party share the spoils from Ellivin’s corpse. Along with some gold coins are the
two powerful rings; The Ring of the Dead and a ring of protection. Malaras, the
necromancer, makes a strong case for the first ring and quietly slips it onto his finger.
Shihan takes the protection ring.
At night Malaras concentrates on the Xenarth Stone and uses it’s power to shroud the
party from the prying mind of the Marraq that is hunting them. Escobar confirms that
the masking has worked.
Next morning they head into the Wolf and Bear clan territories, two of the most
prominent of the Nadir tribes. As they reach the edge of the lake they turn
southeastward and soon Malaras – through the Ring of the Dead – can see spirits like
Ellivin before him. A derelict town is before them with a massive graveyard. The
spirits gather round Malaras and – eventually – he uses them as scouts. They tell him
that Yekan, a vampire, rules the town which is called Xerath and Malaras is sure that
this creature is the eyes and ears of Illeum in the plains. He sets up camp and waits for
night fall.
They gather wood for a fire. Persidium borrows four magical sling bullets (from
Gatsol’s musket) and this tempts Shihan to unwrap the demonic weapon and try to
dominate it. It is a risky strategy. As his hand grips the weapon the demonic soul is all
over him, Shihan staggers back as the full force of a mighty demon is unleashed upon
him. The rest of the party are anxious, their fears realised when Shihan’s eyes turn a
deep crimson colour.
Malaras spends the day building a stone fortress. Tymm – who has a natural mending
ability, helps out and after a few hours they have a good defensable position with
many arrow slits and musket points.
Meanwhile viscount Taymar is plagued by telepathic messages from the Marraq.
Whilst this does not unduly concern him Taymar tells his companions everything. The
messages soon become taunts and threats as the Marraq is angered by Taymar. The
viscount is too shrewd; he does not take the bait.
Suddenly there is a loud burst of thunder. An arrow from the dreaded darkbow
appears inches from Escobar’s head and hits him squarely between the eyes. The shaft
bounces harmlessly away (thanks to Malaras’ stoneskin he cast on the horse earlier).
Yekan is a pale man. As the sun sinks behind the Jandraki Hills he emerges from his
underground crypt, but as night takes hold he gets stronger. In the desolate town of
Xerath there are no living creatures, no rats, no insects, nothing. The vampire is
pleased to have so many living things in his midst. He can barely hide his hunger.
But Malaras exerts himself and Yekan admits that he has been tasked by Illeum to
help them. "I fear it is too late however," the vampire says, "for there are elves
everywhere – a small army converges here Malaras. I fear you are trapped."
The spirits confirm this as they hurry back from their scouting. The party prepare for
the worst and Escobar informs them that a single elf – queen Illyanth herself –
approaches out of the darkness. She is soon before them and offers them all a way out
if they leave the Xenarth Stone behind.
The party are disrespectful and taunt the queen who remains calm throughout. It soon
becomes clear to her that they will not accept her terms. As she turns to leave the thief
Persidium tries to sneak up on her, a knife in his hand, the sense of danger palpable.
She clutches an amulet that houses the brother stone to the Xenarth and in one
sweeping gesture opens her hand and faces the vampire Yekan. Incredibly the
vampire explodes into dust before their eyes. She follows this action by casting a
dispel magic that wipes out any protection the party have stored.
It is the signal for violence. The entire party have her within melee range and the rest
of her forces are far enough away to make their advantage count. Persidium is closest
and lunges at the Elenorian queen. Illyanth has already drawn her katanas and swirls
like a dancer as she decapitates the thief with an almost contemptuous flick of the
blade. Tymm retreats and draws his longbow, whilst the rest of the party prepare to
attack.
Illyanth leaps amongst them with the grace of a master swordswoman and it is to
Shihan, the deadly assassin that she faces first. He halts her whirlwind attack by
catching the sword arm and he manages to avoid the second blade by ducking under
it. But without a weapon – other than the demonic musket – and facing a woman who
has multiple attacks his defence crumbles. Shihan is cut from the top of the head
downwards, the blade finally making a gory exit just above his left hip.
The stark realisation that they face an opponent of far superior skill and also an
impending charge from elven cavalry make the party flee for their lives. Sakkarim the
sorcerer jumps away but is cut down by the relentless elven queen. Viscount Taymar
turns Escobar away from her and rides as fast as he can to the north, painfully aware
that he charges headlong towards thousands of elves.
Malaras uses Time Shield to halt one of Illyanth’s expertly thrown katanas and move
quickly to the vulnerable Tymm. The fighter looses his first shot, which Illyanth
snatches easily from the air and discards with a air of arrogance. Malaras reaches
Tymm and – during the confusion – takes them both into a rope trick.
Taymar is almost upon the elves. Escobar throws thoughts into the horses’ minds and
the elves have difficulty maintaining control of their steeds. A channel opens that
Taymar rides through, once he has penetrated the line of cavalry he knows that no
horse will ever catch Escobar. But even when through the line of elves Escobar has a
warning; "There is still a Marraq out there and he knows where we are!"
The words are timely. A thunderclap heralds the arrival of a deadly dark arrow, a
shaft that appears inches from the victim before it hits. Taymar holds his breath…
Then the impossible happens. An arrow cuts the dark shaft from the sky in mid flight,
a truly impossible, improbable and outrageous shot. Escobar is already away, his
telepathy shielding his rider as best he can as he churns up the soft ground and puts
miles between them and Illyanth’s forces.
Back at the scene of carnage Malaras and Tymm sit quietly in their extra dimensional
hiding place and watch a tall Marraq bow before the queen. Illyanth picks through the
bodies of the dead and wipes the katanas clean on Shihan’s cloak. The Marraq is
shaken, he discards the darkbow on the ground at the queen’s feet and she throws a
questioning glance at him.
"The viscount and that horse have help," he says.
"So?" she replies waspishly, "I want them dead!"
"You don’t understand your majesty; it is aid beyond my skill…and possibly beyond
yours."
Queen Illyanth regards the Marraq critically. Only then does she see the abject fear in
his eyes, his whole body quivers nervously. He is broken. She turns to her closest
guard.
"Strip the bodies and burn them! We’ll regroup at the lake." Her eyes follow the
Marraq’s gaze north where the noble Taymar and the horse have fled. Then she turns
to the space where she knows the Xenarth Stone to be…she sighs and spits on the
ground.
"This is not over dwarf!"
Descent into Hell
cy 4862 Juniand 29th - 30th
Malaras and Tymm are holed up in the rope trick as they watch Queen Illyanth of the
Elenorians retreat back towards the Great Nadir Lake with her small elven force.
Meanwhile viscount Taymar continues his gallop east towards the relative safety of
the Jandraki Hills.
Mevik, the martial artist, returns to the scene of the battle with a couple of
companions; Scorrin, a warrior, and Isaramir, a martial artist. Once at the scene
Malaras disembarks from the extra-dimensional lair and polymorphs into a Bretonian,
then casts mount for Tymm to ride. They head east.
Escobar tries but cannot find Malaras’ mind – he assumes that they have all perished
against the elven queen so they continue to head for the Jandraki Coast.
Malaras sees spirits rushing towards him (through the Ring of the Dead), but their
demeanour is unusual. Spirits are not normally frightened of anything but these are
terrified. One of them offers an explanation; "Something consumes us! And it is
coming this way!"
Malaras polymporhs into a swift and scouts ahead. He spots a lone orc, a tribal
wanderer by the look of his markings, staggering towards them. The orc has severe
wounds to his chest and foams at the mouth. Malaras returns to the party and
envelopes them inside an augmented major pentacle, where they await the orc. Once
in view the dwarf ESPs into the orcs mind; something has scrambled it and sent it
towards them as a targeting device. Tymm launches a single shaft into the orc’s throat
and slays it.
Upon the death of the orc ten robed figures emerge from nowhere. The party prepare
arrows but it is Malaras who acts decisively; through the Xenarth stone he uses the
pentacle to descend…to Hell!
They are in a dark, cold place. No light illuminates their way; they cannot even
produce fire from their tinderboxes. The awesome chill seeps into their bones,
Tymm’s plate mail begins to freeze up in the cold, the warrior is more scared than he
has ever been in his life. Without warning he hurls himself into the darkness.
Tymm can feel thorns against the plate mail as he rushes blindly. He is halted by a
solid mass. Two red eyes burn into him and he reaches for his sword – but the plate
mail is rendered and ripped to pieces as the hulking devil grabs his spine and
wrenches it – and his soul – from his body.
A light approaches in the distance. Malaras tries to move them back to Grayhawk but
his attempts fail. The light is a torch carried by a dark robed woman with pale skin
and crimson red eyes. Her wings are folded behind her as she stops at the edge of the
pentacle. Malaras converses with her. She is called Noviel, a Handmaiden of Naarl,
the lord of this particular island.
Realising that he has to be careful Malaras agrees to follow her back into the lair of
Naarl. She takes them back into the opulence of Naarl’s palace. Distant guttural
sounds greet them inside the palace, the air is hot and stifling, a welcome change from
the chill of outside. Into her bedchamber they go, the sound of screaming infants
apparent from several cribs lying around the edge of the room. Small imp-like
creatures that wail constantly.
Noviel is a good host though the party refrain from taking any food or water from her.
After she has made them comfortable she takes her leave to inform the Lord Naarl of
her ‘guests’.
Still Malaras is unable to return to Grayhawk. As a sorcerer he is well aware that
recovery of spells is impossible this far down in one of the outer planes. Instead he
waits patiently, waits for an opportunity to escape.
Suddenly Noviel’s chamber changes. The silks and fine carpets become solid rock
and damp walls. Rats and insects infest the prison cell and bite constantly at the four
men. Malaras, Mevik, Scorrin and Isarimir are trapped.
Soon the hulking monster that is Naarl appears to gloat over his quarry. A massive
winged and horned devil with a penetrating gaze and a powerful aura. Malaras is
respectful; he alone realises that if this monster just wanted their souls they would
already be dead. He quietens the fear in his companions and talks to the Devil.
"I want influence on Grayhawk," Naarl says, "and in you four I have the perfect
vehicle to achieve this. It is rare for me to be visited by an elven goddess but she
made quite a strong case for handing you over. But I am a practical soul and know an
opportunity when I see one. This woman wants the Stone, Malaras, but we should not
always give in to the demands of a goddess."
"What is the deal?" Malaras says bluntly.
"I intend to alter the Stone so that it becomes as one with all your souls; to leave here
you will sign your souls over to me (in blood) so that way when you die the power
will pass to me and not the elves. I imagine you will become an itch they cannot
scratch."
"What’s in it for us?" Scorrin the warrior says.
"Power, wealth, influence; all these things and more. Your souls will burn fiercely
and your lives will be transformed. If you do not then I will enjoy torturing you for a
thousand years!" Naarl cackles his obvious delight.
"Do it then!" Mevik says. The rest of them are in agreement. They sign the contract in
blood.
Within seconds the Stone disappears, the minds within suddenly open doors into their
brains; perception, awareness, clear thought and wisdom pour into the four men.
Naarl is pleased with his work and with Malaras’ help catapults them back into the
Jandraki Coast.
To these four men the world has changed. Everything is different now, the small
details they took for granted now have significance beyond their normal
understanding. Their minds are truly opened. Mevik takes the Time Master from
Malaras and begins to read. The normally illiterate Nadir tribesman can now
understand and absorb the complex writings of the tome with ease. Scorrin stares at
his dagger and tries to alter its state.
"Your abilities are augmented," Malaras explains to the warrior, "you may not be a
sorcerer but you have other talents that you can enhance. In the days that follow I will
teach you how to use this gift."
The next day Viscount Taymar and Escobar appear. Together they head down into the
hidden coves and inlets the smugglers and pirates use to hide their contraband. In one
such hidden harbour they see five large vessels. Taymar buys passage on Brangwen’s
ship – which is headed for Port Allivos – but they intend to head off into the Olshay
Range where they hope they can shake of Illyanth and her elves…
The Olshay Range
cy 4862 Jultar 1st - 5th
The party board the ship The Leaking Bucket and set sail north. Malaras casts
stoneskin on the entire party. With The Ring of the Dead the dwarf is able to see and
converse with the spirit of the original captain of the vessel, a Jandraki man that built
the ship over one hundred years ago. His great grandson – Brangwen – now owns the
vessel.
Viscount Taymar stores his armour carefully in the hold with Escobar, tying it to a
couple of buoyant barrels to ensure it floats if the ship sinks. In a quiet corner of the
ship Mevik Z’mmm, the martial artist, continues to read The Timemaster, the ancient
tome lent to him by Malaras.
They spend the first evening having supper with the captain Bragwen. Malaras ESPs
the man and despite being a pirate he reckons the man is honest – at least honest
enough not to betray them immediately. That night however Malaras is raised from
slumber by the spirit only he can see. The ancient captain shouts; "There is a woman
on board! She stalks the deck and none of the crew can see her."
He has Taymar wake the rest of the party as he casts invisibility and moves up on
deck with the dead spirit close behind. The spirit points her out but Malaras – like the
rest of the ship – cannot see her. He suspects a projection of some kind and from the
description guesses it must be queen Illyanth of the Elenorians. The projection heads
down into the hold and vanishes when it sees Escobar.
Next morning Escobar and Taymar discuss the elves in the safety of the hold as the
rest of the party remain on deck. Vultures start to appear in the rigging. Ferrik, an orc
warrior, decides to loose an arrow at one. It slays the bird but as the corpse lands on
deck it becomes a horde of beetles that scurry back up the main mast to regoup and
reform as a vulture once more.
Malaras casts cloak of X and tries to Esp the vultures. He relises that maybe these
creatures are in fact just one being from the lower planes (possibly Hell). Escobar
confirms this by saying; "Don’t shoot the guardians."
Malaras cannot identify the creature because of magic resistance.
That night they are roused once more by the crew on deck. A lantern can be seen on
the water that illuminates a small vessel. Two elves come into view waving and
gesturing their intention to get closer. Ferrik wastes no time and looses an arrow into
the first elf whose kneecap shatters with the force of the attack. This signals the intent
and other arrows follow.
Viscount Taymar wraps a cloth round an arrow head, soaks it in oil and hits the small
wooden vessel, which is on fire in moments. A second elf – a woman – howls her
displeasure at the attack but it silenced when Ferrik’s next arrow punctures her eye
socket and slays her. Malaras can see the two spirits leave the body, arguing as the
move away, and he realises that this was bait, a test by the elven queen.
Next morning a storm can be seen out to sea. Without hesitation they head for an inlet
situated on the eastern edge of Drenai. The captain says his farewells and Malaras
decides to leave the vultures on board in the hope that the elves will follow the ship.
Malaras casts mount and with three horses between them they make steady progress –
under Escobar’s guidance – north. The towering peaks of the Olshay Range are ahead
of them dominating the horizon. That first night in the hills of western Drenai is spent
in a rope trick – Malaras posts guards outside but they encounter nothing.
The hills are dotted with small villages and farms. Malaras takes the precaution of
casting invisibility on the entire party (including the horses) as they travel north. Later
that evening (in the cover of the rope trick) Taymar spots a lone horseman in the
distance. It becomes clear that the man is a tracker as he stops constantly to examine
the ground. Without hesitation Taymar launches an arrow that sails harmlessly over
the horseman’s head. The rider leaps onto his horse and is off into the night.
Taymar realises that he must be quick as his target will be out of range soon. His next
arrow is well aimed – it thunders into the rider’s head and pins it to the leather saddle.
With Escobar’s help he locates the horse in the darkness. To his horror he realises that
the man was a noble Drenai…his heraldic knowledge confirms the rider as Prince
Veldar of Drenai – one of the king’s many sons.
A discussion occurs back at camp. Malaras wants nothing to do with any weaponry or
items from the body – nothing that will implicate them in the murder of a prince. He
draws a simple pentacle and – with the agreement with all concerned – sends the
horse and dead rider to Noviel’s room in the Eighth Plane of Hell.
Next day they are close to the Olshay Range. A group of travelling gypsies move
from the coast inland but the party ignore them and move on. Soon they are at the foot
of the mighty Olshay Mountains, the largest mountain range on Grayhawk, home to
many of the monsters and unsavoury races that fled the ascension of mankind.
The path is steep at first. A rock fall catches Malaras unawares as he is hit by a large
boulder. He suffers minor injuries but Isarimir patches him up with his natural healing
ability. The dwarf - who is now constantly in the guise of a human (polymorph self)
goes in search of dwarven mines in the hope of finding a more comfortable way to get
through the Olshay Range.
The Hunter and the Hunted
cy 4862 Jultar 6th - 8th
Mevik completes the study of the Time Master after a week of intensive study and
passes it to Scorrin to read. As they move north into the Olshay Range they come
upon three large pits, thirty feet deep and twenty feet diameter. It marks the road as a
slave route, centuries earlier the Drenai used to take slaves from the mountains or
from Myrid further north.
Later that day the dangers of the Olshay Range become clear. Seven black shapes
descend from the sky without warning, the natural cover of the mountains aiding their
attack. Black dragons out to terrorise anything that moves. But the party are on a
constant state of alert and the dragons find their quarry ready for a fight.
Isarimir, the martial artist, is first to launch an arrow that punctures the eyeball of the
nearest dragon and sends it plummeting to its death in the valleys below. Other arrows
bounce off scales as tough as plate mail as the dragons swoop. Their first tactic is to
spit streams of acid at the group. Malaras dimension doors away from the immediate
battle to hide himself amongst the rocks and the shadows.
The initial acid attack falters as the party launch a vicious counter attack led by
viscount Taymar, whose arrows fell two of the beasts quickly. Isarimir manages hit
the eyeball of another as the dragons swoop with their claws. Scorrin is unlucky – a
huge claw grabs him and lifts him into the air, the dragon accelerates upwards with
the sorcerer clinging on desperately. He tries to tie himself to the claw, fearing that
the dragon intends to drop him from the clouds.
Malaras polymorphs into an eagle having seen his companion taken by the dragon.
But time is running out for Scorrin. Malaras begins his ascent as the last dragon is
shot down but Scorrin is already plummeting to the ground. The sorcerer is killed
instantly but Malaras witnesses something odd. As Scorrin dies his spirit emerges (as
viewed by the Ring of the Dead) but even the spirit is consumed as a pit opens up
beneath him, a taloned hand drags soul and spirit back to Hell.
Malaras casts rope trick and the entire party and all the horses shelter from the
dangers of the night. They are camped half a mile from the scene of the carnage and
soon the carrion creatures of the mountains emerge to feast on the remains of the dead
dragons. Whilst on guard Mevik and Taymar spot a woman moving strangely outside
the rope trick. She shimmers and blurs in and out of time and when they eventually
get a view of her they see a maimed and scarred elf. Her resemblance to queen
Illyanth of Elenoria is startling, as is the array of weaponry the woman carries;
longbow, katana, daggers, hooks, grapples and spikes hang from her belt.
Later that night the feeding frenzy comes to an abrupt end. The creatures scatter in
panic as a booming roar sounds in the valley; rocks are disturbed and fall as the
ground shakes. A mammoth black dragon, larger than a small hamlet, perches itself
between two peaks to mourn the death of his kind.
Malaras does not want to venture out whilst the dragon is present so cleverly casts
another rope trick just outside the old one that enables the entire party to hide securely
before the initial spell runs out. There is little they can do other than wait. Isarimir
starts to study the Time Master.
Eventually – twenty four hours later – the dragon leaves the site, other of his kind
reclaim the dead dragons and fly north. Malaras – now fully rested – casts invisibility
on every member of the party (not the horses) and leads them further north.
Later that day Mevik spots a small hut above them, perched impossibly at the top of a
high peak in the lee of an overhang. There is no obvious way up and the hut is
obviously inhabited as smoke rises from the chimney. He and Malaras decide to take
a look and cast dimension door up to a small ledge.
A white haired old man with a long scruffy beard lives in the hut and is staring
through the magical telescope at the horses below. Malaras quickly checks out the hut
whilst Mevik positions himself by the old man.
They decide to cancel the invisibility and reveal themselves. The old man is called
Daggard, a knowledgeable fellow who knows Slider and a little of what the party are
up to. The conversation is amiable and Daggard reveals that Slider is being held
captive in Van Myrid, which is under the control of Valadain Raikos – the Steward
and consort of queen Illyanth of Elenoria. The old man also hints that Slider – who he
describes as the strangest man in the universe – took over the authorship of the Time
Master and wants their help to escape. He also confirms the identity of the strange
maimed elf – Illyth is the younger sister of the queen, a woman disliked at court but
also a woman who turned her talents to becoming an assassin.
Without warning Mevik, the martial artist, strikes the old man so quickly that
Daggard cannot defend such a rapid strike. Mevik positions his staff so that as
Daggard recoils he trips over it and plunges to his death on the rocks below. Mevik
takes the telescope and both dimension door back to the party.
That night – in the comfort of Malaras’ rope trick Mevik spies each member of the
party with the magical telescope. When he is on guard he spots Illyth once more
tracking the party. This time – however – Mevik is able to view her through the
telescope. He sees a flash of her history, Illyth struggles with a demon who pushes her
face into a pan of boiling water. The demon then defiles her and discards her broken
body in the midst of a terrifying battle.
Through the telescope Mevik can see the past…
Death of a Priest
cy 4862 Jultar 13th - 14th
The party are joined by Chanra Tal, a noble born Marraq sorcerer, and Chopper, a
Skorlian fighter. After the death of Daggard – the strange hermit in the mountains –
Malaras sets fire to his hut before leading the party onwards.
Later that day two large cat-like predators are seen in the distance. The party monitor
them without getting too close as the Marraq, Chanra Tal, informs them that they are
telepathic creatures. The party stay vigilant but ignore the beasts.
Malaras polymorphs into a swift to scout ahead as drums are heard, the sound
reverberates around the peaks making it impossible to exactly pinpoint the location of
those making the sound. It is clear to all that the drums signify a call to arms or a
gathering.
As the sun fades over the mountains Malaras – still flying high – spots a small band of
orcs heading towards the party. Two scouts and five in the main group, Malaras flies
back to warn his friends and they prepare to ambush the small band. The drums are
distant but still sound.
Taymar sets the archers of the party at a suitable spot and wait for the unsuspecting
humanoids to wander into the line of fire. Before the first shot is fired Mevik casts
haste and Taymar lets fly at the lead orcs. The first shaft thunders home and the scout
dies instantly; this signifies a wave of arrows.
Mevik hits the throat of a second orc and downs him, Chopper sends an arrow through
the left eyeball of a third and the orc’s head explodes eggshell-like. Still the orcs –
totally surprised by the ambush – are not even aware that they are being attacked.
Taymar has two more down just a few seconds later, his attacks augmented by the
haste spell.
Only when Mevik puts an arrow through the kneecap of the sixth orc the two
remaining react – albeit with horror and disgust – but their reaction is not something
the party expect. The unharmed orc puts his hand against the wounded one and the
two orcs meld together to become a taller, stronger creature. With a howl the now
single entity draws a scimitar and sprints towards the attackers. Isarimir is already
running at the orc.
The rest of the archers know that they only have a few shots left before Isarimir and
the orc will be in hand-to-hand combat so they launch their last attacks. Initially the
orc turns aside every arrow and it appears that it will reach the martial artist head on.
But eventually the orc’s luck runs out. Mevik’s last arrow skewers its stomach and the
orc is on its knees howling in pain. But the pain is short lived as Taymar sends a shaft
through the monster’s skull.
At night they sleep in Malaras’ rope trick where the dwarf and Chanra Tal swap spells
from scrolls and Malaras’ newly created spell book. Whilst they sleep Chopper and
Escobar spot a troll outside the extra dimensional space. They are surprised when the
creature reaches inside itself and pulls out two orc-like scouts, similar to the orc
creatures the previous evening. They watch in silence as the troll moves on.
Next day there is no sign of the troll or any orc scouts so they head further north.
Progress is slow in the Olshay Range, the terrain is difficult and paths are not easy to
find. Malaras feels a touch on his mind, possibly a mental attack or an attempt to
communicate via telepathy – he is unsure which so stays wary.
On a distant ridge a rider is seen on a huge black horse. The watcher wears black
robes an immediately Mevik uses the telescope to get a closer look. Through
Daggard’s Time Scope Mevik sees a snapshot of the man’s history; he is at least four
hundred years old – ancient for a human – and Mevik sees him argue with a king in an
unknown castle. The figures are blurred and he cannot see what race the men are,
other than they are human.
They decide to speak to the horseman. When they reach the ridge the rider has gone
but on the down slope of the hill there is a rare area of woodland spanning a few
acres. The party sense sorcery and a trap as the rider can be seen in amongst the trees.
Chanra Tal stretches out his mind and the rider is receptive. "My name is Vogarl,
Arch Priest of Malakar."
Malaras invites the arch priest to talk and soon – away from the forest – the party
converse with Vogarl. He tells them that he is tracking Illyth, the dangerous sister of
the queen of Elenoria, and on that quest came upon the party.
"I would reward your help if you aid me in capturing her," he says. "The help of
Malakar is much sought after."
The discussion continues over lunch and the party come to be more at ease with the
priest though something dark is brewing. Mevik exudes the same calm as his
companions but all the while he is waiting for the right moment, his mind seeking the
best moment to attack.
When the attack comes it is with quick strike – sorcery enhanced magic learnt from
the Time Master. As Mevik strikes so too does Malaras with the same skill. Ironically
both attacks fail but this signals the start of a terrifying fight.
Malaras acts first and casts dimension door out of the combat. Chanra Tal follows suit
with a jump – he immediately reaches for the dreaded darkbow when he lands. The
rest of the party are already attacking; Mevik casts haste and launches a couple of
ineffectual staff blows at the priest whilst the rest of the party try to strike Vogarl.
The arch priest of Malakar seems unconcerned by the attack and – when he finally
attacks it is with sorcery and a black katana with the symbol of Malakar at the hilt. He
casts dispel magic and wipes out all magic on the party before launches a blistering
attack with the katana. Taymar, Isarimir, Mevik and Chopper keep the arch priest on
his toes but the Malakarian turns every blow with a ruthless efficiency. The priest is a
master swordsman.
Mevik uses his catch ability to good advantage and soon casts another haste to double
the party’s attacks. Vogarl realises that he cannot defend all the attacks and is forced
to dispel the magic once more but even then he does not have enough. He tries to put
down Taymar and Mevik – who pose the greatest immediate threat and have more
attacks than anyone else – but time is running out for the arch priest.
Chanra Tal looses more arrows but Vogarl parries each one. But eventually Mevik –
who has the priest’s swordarm held fast – cracks Vogarl’s skull with his staff. Blood
flows from the priest’s ruined nose and whilst his scarred face grimaces Mevik gets
the impression that he enjoys the pain.
Malaras casts major pentacle and hurriedly transports himself into the palace of Lord
Naarl.
As the blood trickles into Vogarl’s mouth he prepares the spell that will destroy
Mevik – a touch spell that will obliterate the martial artist. But Vogarl runs out of
defences. On the blind side viscount Taymar slashes viciously with Sagar’s
longsword; a perfect cut that decapitates Vogarl even as the priest forms the spell on
his lips.
The dead priest’s dead horse snorts as his master finally comes to rest the party
rejoice. Not one of them is wounded. On the ground the katana lies next to the blood
soaked robes, the scarred icon of Malakar’s face stares up at them, the sword crackles
with power an overwhelming magical surge that even the non sorcerers can feel…
Liberty of the Damned
cy4862 Jultar 15th - 17th
Malaras is in Hell. After fleeing the battle with Vogarl, the Arch Priest of Malakar, he
finds himself in Naarl's castle, but as soon as he lands he realises that he is in the
middle of a battle. It is no ordinary battle either; bolts of fire and lightning fly all
around him, unnameable beasts hack and devour the poor souls caught up in the
melee. Almost immediately three winged soldier devils - driven by their master
Stormaz (a massive greater devil who spots Malaras instantly) - descend from the sky
to attack Malaras.
The dwarf finds himself fending off claw and talon, his meagre defences turn some
and his stoneskin deflect a few more but sharp talons open wounds in his stomach. He
eventually tries to cast major pentacle but the spell fails - the greater devil is able to
stop any magic within his vicinity. Helples and facing further attacks Malaras backs
off and casts time shield - an impenetrable barrier that temporarily halts the soldier
devils' attack. He realises that it will only last for a few minutes before he gathers
himself to work out a way to escape.
Stormaz witnesses the impossible time magic and his interest is stirred even more. He
flings a dispel magic at the dwarf and although the time shield is unaffected his
protections are now gone, only the cloak he wears can stop the inevitable. Malaras
moves aside as the soldier devils crash against the wall in a heap (as well as another
devil Stormaz summoned into the fight). There is, however, nowhere to run. Malaras
finds large claws rip at him, one in particular breaks his left arm rendering it useless.
The soldier devil deposits Malaras at the feet of Stormaz, who summarily stamps on
the dwarf's good arm and shatters it to pieces. Malaras is in agony and - ironically watches as another broken body is deposited next to him. Naarl, the lord of the castle
lies next to him, blood seeps from many wounds but the lord is smiling through the
pain. "It seems you will be free of my contract soon enough!" he laughs.
"Strip them!" Stormaz orders. In a last desperate effort Malaras tries to swallow the
Time Piece but it is quickly knocked from his grasp and gathered up by one of the
soldier devils.
The hulking monster called Stormaz starts to bleed them, an exquisite torture that drip
feeds him their souls...slowly.
*****
The party strip the dead priest of his belongings. Two items take their interest; the
ring of death and the katana (identified as a holy symbol to Malakar). Despite the
warnings Chanra Tal, the Marraq, tries the balance of the blade. He likes it and
sheathes it next to his own blade.
Suddenly Mevik and Isarimir begin to vomit. At first the rest of the party feel that it
has something to do with the arch priest but the two men vomiting know exactly what
is happening. They feel the torment their companion - one of the damned - is going
through. Hours later they know that Malaras is dead...as is the beast Naarl who had
their souls.
Later that day they spot movement on a ridge ahead of them. Chanra Tal - now an
Illusionist - casts improved invisibility on the entire party as they move closer to the
ridge. Fifteen orcs led by a large ogre are preparing an ambush. Virtually every
member of the group has a longbow so they decide to chance their arm and pick them
off from a distance. Chanra Tal casts hallucinatory terrain in the middle of the orcs
and a dazzling array of shimmering colours and lights appear. The orcs and the ogre
sit down mesmerised by the display. This is the signal to attack.
In the first minute seven of the orcs are shot and killed. Only one orc stands to rouse
his companions from the attack but Mevik puts an arrow deep into his stomach and
the orc falls from the ridge to his death. In less than two minutes there is silence.
That night Chanra Tal casts another hallucinatory terrain whilst they camp to shield
them from prying eyes. A massive three headed lion stumbles by and Chopper
immediately puts a shaft through the eye socket of the middle head even as Taymar
wakes the rest of the group. Mevik puts an arrow into the left head whilst Chopper
expertly punctures the remaining head to slay the beast.
Next morning they head north, now free of the Time Piece Taymar decides that they
must complete the trek north across what many believe is an un-crossable barrier.
"We'll do it because it's there," Taymar informs the rest of the party.
As they head north Chanra Tal stretches his growing mind out to feel for enemies.
Soon he comes across a conversation with some scouts and a lord who directs them to
find tracks. The scouts can find nothing but Chanra Tal moves his companions
cautiously over the next hill. On the ridge of a wide valley, a mile away, is an
encampment. Mevik uses the telescope and sees the symbol of Malakar clearly. He
also spots a leader, a handful of men-at-arms, a small shrine with a resident priest and
- more worryingly - seven plate-mail clad paladins of Malakar.
Since there are so many archers the plan is to catch the encampment in a cross fire.
Mevik takes Taymar and Marvarras, another Marraq martial artsist who has joined the
group, and casts haste on them. Chanra Tal takes Scordan and Chopper to find a
suitable location within normal bow range.
With the two Marraqs co-ordinating the attack they fire simultaneously. Mevik looses
the first haste enhanced shafts. The first arrow takes out the leader (through the eye)
and another arrow fells one of the paladins. Deadly shafts buzz through the camp, the
malakarians do not know which way to turn. Scordan casts unseen servant and sends
the invisible servant in to the camp to set fire to the tents. Before the camp has had
chance to grip weapons and react almost half of them lie dead or fatally wounded. The
paladins split their force, professional soldiers able to react well in the most dangerous
situations. Two run towards Mevik and three head towards Chanra Tal.
But men run slowly in plate mail. Before the paladins' cover twenty feet they are
hammered by arrow after arrow from both sides. Mevik finishes off the two in front of
him and starts to shoot the other three from behind. Chanra Tal and Chopper find the
small gaps between the mailed visors easily and soon - in less than two minutes - the
paladins are all dead.
Taymar and Chopper begin to take out the attendants and last few men-ata-arms and
soon the camp is silent save for the crackling of burning tents.
For the next few minutes the party recover what arrows they can and rifle the bodies
for gold and magic. Mevik is unequivocal about a large staff and takes it for himself
(identified as the staff of Azael) despite complaints from Scordan. Taymar takes a
large battle shield of invulnerability whilst Chopper takes Viper, a magical
longsword. Chara Tal finds a ring of protection and Mevik takes the Ring of the
Damned. Several hundred gold pieces are shared equally amongst the group.
They trash the camp to make it look as though it was attacked by bandits and move
on. Later that day Chanra Tal spots a mountain owl and casts find familiar on it. He
uses the bird to scout ahead.
Later still they stumble upon a clearing shielded by peaks on all fronts. In the middle
of this clearing is a dead body, a man skinned alive, his entrails littering the ground
around him. A warning? Chanra Tal scans around the place; to his horror he senses
three to four hundred minds. Furthermore they are not savage minds, they are humans
who are keen to keep something secret...
The Hidden Citadel
Jultar 18th - Arrogan 14th
Chanra Tal knows they are in danger. He gathers Taymar, Scordan Trandeer, Mevik,
Taymar and Marvarris - another Marraq new to the group - they keep the sorcerer
Scordan in the centre and draw their bows. A lone monk appears to them and walks
forward, a Drenai by the name of Staravain. The monk is tattooed and confident that
he has the group surrounded. He speaks plainly and with some distaste for the two
elves before him - they sense his deep rooted hatred.
Mevik flicks out a hand in distraction then strikes with astonishing speed to fell the
monk, Staravain is dead instantly. Soon after the others emerge, hundreds and
hundreds of similarly dressed Drenai 'monks' - some with staffs, some with swords
but most just relying on their skills with hand and feet. Mevik wastes no time - he
casts haste on the entire party and longbows and darkbows are knocked and ready.
Chanra Tal, with his Marraq companion, lead the way. They rain down feathered
death on the approaching Drenai monks. Taymar and Mevik find targets with similar
ease as the relentless surge approaches. Scores of dead now litter the fields as the
Drenai meet the four archers - at the last instance they draw weapons and continue the
deadly defence. Mevik's staff of Azael passes through the body of the first monk as
though he was a ghost, when it exits out the other side the monks evaporates in a
cloud of mist. He swings the second attack through a longsword and through the next
monk, dealing him a similar fate.
Viscount Taymar hacks with his deadly longsword and the monks collapse before his
crushing strikes. One after another they fall as he takes full advantage of his hasted
state. But there is a surprise in store for the plate-clad warrior. Mevik grabs the two
Marraqs and casts dimension door taking all three out of the melee to a spot three
hundred yards away. Taymar and Scordian face opponents on all sides. The sorcerer
casts rope trick but cannot ascend into it for fear of exposing himself to an attack. He
takes a minor wound to his chest before Taymar realises the danger and starts to
deflect the blows. With hundreds massed round him Taymar roars defiance and meets
the monks head on. As the Drenai get within two paces of the warrior they fall; heads
hack off, skulls crushed, limbs severed. Not one Drenai gets close enough to even
scratch the plate mail. Taymar moves as if unhindered by heavy plate mail - every
time his blade moves it kills a monk.
Meanwhile the two Marraqs empty two full quivers of darkbow arrows into the horde,
they are not even able to see Taymar in the middle of the battle. They can only hear
the screams of the dead as the viscount hacks murderously in the middle. Mevik waits
a minute and then casts a second dimension door, this time he arrives beside his two
friends and manages to take them back to the Marraqs.
The monks turn to face the group, then the dead and dying that litter the field before
them. Three score and sixteen of their number lie before them and their will to face a
further barrage is broken. They move back into their hiding places as the group forage
for arrows amongst the dead. Chanra Tal dominates a monk, holds him as a guide and
eventually forces him to reveal the hidden citadel.
The citadel is underground and the entrance is marked by two huge columns that
descend into the mountains. Two monks face them but they do not offer any
resistance - in fact the only emotion they show is shame. Chanra Tal realises - from
the mind of the man he dominates - that Staravain was their leader. As the enter the
citadel they are greeted by almost six hundred Drenais, women and children, old men
and young. On the walls are paintings and depictions of a former king; Rufus II, a
tyrant who died out almost a century earlier.
Rufus II was a xenophobic racist who led his people through several bloody struggles
and was responsible for the death of thousands of elves. Chanra Tal hides his anger
even when he comes to the slave pits full of malnourished elves. Four hundred pitiful
creatures barely recognisable as elven kind. Quickly he discovers a strong mind, an
emaciated Kal called Zaelyan. This elf bares the Drenai no ill will - this adds to the
shame of the humans who free their elven slaves.
Taymar decides to spend some time in the Hidden Citadel. He quickly rips down
every effigy of the dead king Rufus II and takes control of the place. The Drenai are
quick to help the elves and - over the next few weeks - they begin to recover strength
and health.
Zaelyan and the elves (many Kals, Khulans and a few Elenorians) are grateful for the
help of the Drenai. The grip that Staravain had over them is gone and harmony and
peace are the main aims for both races.
When a dead body (human) is found in a dark corner of the Hidden Citadel Zaelyan
fears trouble. Mevik stares at the body through his Time Scope, his vision clears and
focuses on the exact moment of the Drenai's death. The Drenai was confronted by the
unmistakable maimed face of Illyth - queen Illyanth's younger sister - whose face was
red with rage. She intones a single dealy word and the Drenai collapses.
They speak to Zaelyan about this and he advises a search for the woman. "She can't be
that hard to find."
"If you do find her," Taymar says, "tell her that we bare her no ill will. We wish to
talk."
Two days later Zaelyan informs them that the woman has been found. "She fears you
all. She does indeed want to talk but fears a backlash."
"I will meet her," Marvarris says, "after all I have never met her but know you all well
enough to represent you."
The party agree and a meeting is arranged. Two hours later Zaelyan and Marvarris
reach a quiet dark chamber in the Hidden Citadel. Sat perched on a cold stone chair is
a woman in a dark robe, half her beautiful face is silhouetted in the dim light. She
turns slowly and the full horror of her burnt face becomes clear.
"I am Illyth..."
The Wrath of Malakar
cy 4862 Arrogan 15th - 16th
Illyth, the sister of queen Illyanth of Elenoria, meets Marvarris and Zaelyan in a dark
shadowy corner of the Hidden Citadel. The contrast of her maimed yet beautiful face
makes her seem even more terrifying and the two men are cautious. But despite her
appearance and fearsome reputation Illyth offers peace and an alliance to Marvarris
and the party.
Mevik uses his abilities gained from the Time Master to Time Portal back to the event
– he eavesdrops on the conversation from the shadows.
"My sister is like the elves of old," Illyth tells them, "from a time when humankind
were slaves to the might and ancient power of the Old Lore. I can tell you that your
plan to rescue Slider is folly; Illyanth has set a deadly trap."
Marvarris invites her to the party and Illyth greets them all – especially Viscount
Taymar – with great respect. The conversation is frank. She requires help to depose
her sister and rid the world of a potential tyrant whilst the party are more cautious;
Chopper in particular asks what’s in it for them. A compromise is quickly reached
however and she agrees to travel with them as Taymar leads them north on their epic
quest across Grayhawk’s largest mountain range.
That evening Chanra Tal stretches out his growing mind, his Marraq power searches
for one mind in particular. The queen of Elenoria greets him, allowing the Marraq
past her mental defences so she can taunt him. "I have been waiting for this…I
suppose you have my sister?" But Chanra Tal does not enter conversation with her,
instead he strikes at her mind with his own and connects a blow that would hurt the
elven queen. Illyanth breaks the link immediately.
Next morning the Marraqs (with the help of many elven fletchers) load recently made
arrows onto horses and head out into the brilliant sunshine. Whilst they travel Mevik
uses the Time Scope to spy on Illyth; he catches brief glimpses of her traumatic life
from the terrible ordeal at the hands of the demons to an even more terrible time
incarcerated by her sister.
Later Marvarris’ mind spots a predator spying on them. The party prepare bows and
the Marraq informs them that it is likely to be a dragon – a young and hungry dragon
at that. When his mind finds it almost a mile away he puts an arrow into its shoulder
and the beast moves from its cover. The dragon is small although it’s massive jaws
are capable of snapping a man in two. Before it is within normal bow range Chanra
Tal puts an arrow between shoulder and neck, the long shaft punctures the soft flesh
and buries itself into the fledgling’s heart.
That night Chanra Tal casts hallucinatory terrain whilst Scordian casts rope trick.
The idea is that six of the party sleep whilst two sit outside on guard with the horses.
The illusion should give them enough cover to hide their encampment.
But it is within the rope trick that something strange occurs. Scordian sits by the
portal and notices a flicker of movement to his left. Illyth is asleep but her skin moves
as though independent to her mind, small ripples in the flesh that travel up her arm
and her face. Behind the closed lids a deep crimson light can be seen. Immediately
Scordian screams at the party and everyone wakes.
Chanra Tal is instantly in Illyth’s mind as she wakes. He senses her reaction to danger
and is astonished by her ruthless and meticulous mind as it copes with the danger. In
the first millisecond she has already identified the strongest targets and knows exactly
where she is going to strike them to kill them instantly. In the next millisecond she
has mapped out her route to the exit and beyond.
When it becomes clear that she is not in danger she relaxes to face the scrutiny of
many nervous faces. Illyth is calm; "I should have warned you about that. It is
perfectly natural and nothing to worry about – one does not go through what I went
through without scars…"
None of the party sleep for the rest of the night.
Next morning Chanra Tal’s owl familiar spots an encampment in the next valley.
Illyth volunteers to scout ahead whilst the party climb to a nearby ridge to take a look.
The symbol of Malakar is clearly visible as are the plate-clad warriors and their
retinue.
Later Illyth appears to the party. "Malakar has sent a priest called Bastinar to recover
the holy relic (the katana) that Chanra Tal possesses. Do you realise that Malakar has
heard every single conversation you have ever had through it?"
That fact strikes them all hard, their faces display horror and fear that the dark god has
been so close. But they have no time to react as Bastinar sends his dark warriors at
them.
The ten heavily armed warriors appear suddenly, sent magically by the high priest
who uses the katana symbol as a focus. There is no time to react as the party are
completely surprised. The first broadsword cuts Marvarris at the neck and slays him
instantly. Isarimir is next, a blade crushing his skull before he can even blink.
Chopper, the Skoorlian warrior, falls to another cruel strike whilst Scordan, the
sorcerer, takes a devastating blow to the midriff that almost cuts him in half. Even
Chanra Tal, the powerful Marraq, sustains a broken skull and falls dead.
Viscount Taymar is hit last of all, a crushing blow to the stomach makes him spit
blood through his visor. Despite the near fatal gash to the stomach he survives
although any effort causes further gushing from the wound and from his mouth.
Only Mevik, Illyth, and the badly wounded Taymar are left. Mevik casts haste and
reacts with blinding speed. He uses the staff of Azael to destroy two of the dark
warriors then watches in awe as Illyth – now twice as fast as normal – explodes
violently against the Malakarians. Her hands and feet kill with the deadly finesse of a
true killer. Five fall dead after her first assault.
Taymar’s blows are turned aside as the three remaining warriors turn defence into
attack. Mevik catches the sword arm of one and rams the staff into his foot to destroy
him. Illyth effortlessly breaks the neck of her opponent before deftly striking the last
warrior dead with a sweeping kick.
Before they can regain their composure the high priest Bastinar appears amongst
them, he places one arm on Mevik and another on Taymar and prepares to cast a
deadly spell into. There is triumph on the priest’s face. He is within seconds of wiping
the two men out with a single spell.
But Mevik is too quick. He casts dimension door and hurls the party almost three
hundred yards away. In one swift movement Taymar draws the bow, nocks an arrow
and lets fly. The shaft pierces the high priests skull, his triumph stolen at the last
second. He falls face first into the dirt and dies.
Mevik staunches the blood from Taymar’s abdomen and the three remaining friends
pick through the equipment of their fallen comrades. After a while the Malakarian
katan / symbol begins to shine brightly, the luminescence as bright as the sun. Illyth is
horrified. "Malakar is doing this! He is going to destroy it! Move!"
Once again Mevik reacts quicker than any of them. He casts dimension door and
removes them from harms way. As the step through the katana has already exploded,
a distinctive and terrible shattering of matter itself. An explosion of void magic
unmakes everything within one hundred feet radius; all the horses, including Escobar,
all the equipment are gone.
Illyth’s face drains of blood as she staggers back in horror. A whisker away from total
destruction she puts a hand on Mevik’s shoulder and smiles; "That is twice you have
saved me Mevik Z’mmm, it is becoming a habit."
Mevik gestures to Taymar who vomits a fresh spurt of blood from his mouth. "We’d
better help our friend here – let’s remove his armour and stop the bleeding before
Malakar claims another casualty…"
The Isle of Endegar
cy 4862 - Arrogan 17th - 19th
Illyth and Mevik help Viscount Taymar from his plate armour as the warrior
continues to vomit blood. Despite both their skills with wounds they are unable initially at least - to stem the flow. They receive help as four individuals see their
dilemma and come to their aid, they are; Kuraluk, a Mosharak priest of Jarik Saal,
Barra Din, a Merkand Assassin, Damula Darkbreaker, a Myrid paladin of Elena, and
Taryn Bzar, a Menelothian ranger.
Kuraluk tries to cast cure light wounds and when he realises that his spell fails he
informs them that the wound can only be treated at a temple. He tries protection from
evil instead and this stops the blood temporarily allowing both Mevik and Illyth to
clamp the wound shut.
They head north. Later that day they see a wrecked galleon in the bottom of a valley
hundreds of miles from the nearest ocean. Mevik uses the Time Scope and sees the
fall of the ship; it was a flying vessel with a Drenai crew assaulted by dragons and
their spell-throwing riders. Kuraluk finds tracks on the ground as well as a severed
arm in the middle of the road; he and Barra Din go in to investigate with Taryn and
Damula close behind. Kuraluk finds the owner of the footprints; a Jandraki man
pinned to the ceiling by two large stakes. Recently slain he drips blood onto the party.
From the dark recesses of the ship comes a hulking monster, stooping low because he
is too big for the space.
The ogre giant lays about them with a huge fist and the four companions draw
weapons to fend it off. Kuraluk leaps forward and lashes at it with his tanto, the
vicious blade opening the beast's jugular and ending the fight. Further into the ship the
ogre's lair becomes apparent - as does a shimmering great axe suspended magically in
mid air. Mevik scope the axe to reveal it to be the legendary Drenai general Drusor
Luckwarden's first weapon. Barra Din speaks to it and manages to take it and secure it
on his horse. Kuraluk buries the Jandraki before they move on.
Next morning Taymar is slightly better. The wound still festers and he is prone to
vomiting but a good nights sleep helped the warrior regain some strength. Kuraluk
spots the tracks of two enormous beasts that move quicker than a lion and the party
become cautious.
The valley is different to anything they have encountered before. Gone is the harsh
greyness of the Olshay Range to be replaced by green fields and luscious orchards.
This paradise contains massive creatures and when a gigantic rattle snake appears
before them they draw their bows. After a few failed attempts by the archers Taryn
puts a shaft through the rattler's eye and into its brain. Barra Din is upon the beast
immediately and milks the fangs for many pints of venom.
Later down the same track a spider appears, it too larger than a horse. Mevik is the
first to react on this occasion and his first arrow is deadly; the spider is slain before it
can reach the party. All around them the plants too become enormous, some of them
appear to chatter to themselves as the party move by. On the road before them they
discover a gruesome scene. A Jandraki groans and signals for help; he is badly
wounded and lies amongst the scattered remains of his fallen comrades. His legs are
missing and Kuraluk casts cure light wounds to stop the bleeding.
He is called Listus, a Jandraki hunter, he tells them that they have reached the fabled
Valley of Endegar. "On the isle in the centre of this lake is wealth un-imaginable!
Any man who reaches is will be richer than all the kings put together!"
The island is set in the middle of a small lake. He is taken back to a time of pre
history, a time when Promethius created it. The Father of Creation stands beside one
of his sons (Varn or Fatal) and speak; "This island will capture men's greed my son."
There is a sudden burst of noise and a massive lion with a mouth capable of
swallowing a horse whole charges at them. Quickly the party start to launch arrows
but the tough hide of the lion is difficult to penetrate. They draw swords and knives
but Mevik leaps into the forefront of the fight. His steel-tipped staff of Azael is
brought to bear and when it makes contact with the enemy it vaporises the beast
instantly.
At the edge of the lake Illyth gives them a warning. "You are insane to even
contemplate crossing. It is a trap." But Kuraluk, Taryn and Damula are more
determined and build a crude raft, enough to see them to the Isle of Endegar which is
tantalisingly close. That night the rest at the water's edge. Barra Din and Kuraluk are
on guard when - to their horror - slimey grey mermen drag the Jandraki called Listus
under the water to his death.
Next morning - despite Illyth's continuing warnings - the raft sets out for the small
island. In the water the faces of stricken men, arms outstretched, plead for help but
none is given as the three companions strive onwards. After the small beach they
move quickly to the centre of Endegar. Trees lined with solid gold leaves await them,
blossoms that reveal diamonds, rubies and other precious gems are everywhere but
the three friends ignore these riches.
In the epicentre of Endegar is a stone slab that resembles an altar, overgrown by
weeds and disused it seems a stark contrast to the riches beyond the perimeter.
Kuraluk sits down and casts withdraw to contemplate what is happening. Damula
kneels and prays at the altar but Taryn is more direct; he touches the ancient stone and
a man appears.
"Congratulations," a grey bearded man says with a smile. "I am - or more precisely
was - the chancellor of Promethius and you are the first to pass the test. May the
blessing of Promethius be with you always..." The man vanishes. Taryn senses the
awesome change in the three of them, his spirit sense able to detect a profound
alteration.
Damula strides confidently over to Promethius' pro-type altar and lays her axe, Eye
Opener, on the cold stone. Sparks emanate from the blade as it is charged by the
ancient stone and she knows that her goddess is pleased by her success. When they
return the faces of the fallen are gone from the water. On dry land Mevik uses the
Time Scope to survey them; he can see the event but it is blurred and indistinct.
Kuraluk ponders the information from his contemplative spell as Taryn leads them out
of the Valley of Endegar.
Illyth regards the two paths out of the valley and asks the ranger; "Why that particular
path Taryn?"
Taryn stares at the two tracks and shrugs; "Instinct my lady...pure instinct tells me that
one path is safer than the other..."
Continue North
cy 4862 20th Arrogan - 21st Sepos
Taryn leads the party safely out of the valley of Endegar and heads north. Still
bleeding viscount Taymar is tended to by Illyth. Mevik Z'mmm decides to act with his
unique skill Time Portal learnt from the Timemaster, and although the spell is
difficult and frought with danger he manages to arrive a few seconds before the near
fatal blow is struck. He launches an arrow at the Malakarian paladin but compounds
the problem by hitting Taymar in the left knee. Nature reacts to the time anomaly and
snaps Mevik back to the present - unfortunately the warrior now bears the scars of the
knee wound which makes him unable to walk.
The Universe fights against such magic and a storm - an unearthly and violent one rises in the north and heads directly for them. The party scatter as bolts of lightning
erupt from the sky and strike the rocks around them. When the lightning subsides
hailstones the size of large pebbles fall upon them. Damula finds shelter and prays to
Elena. The others find similar cover until the rain passes from the valley. Each and
every horse is dead, pummelled to death by the frightening precipitation.
A wolf visits the party who are not moving far due to Taymar's bad leg. Taryn strides
out to meet it, aware that this is no ordinary wolf. His suspicions are confirmed when
the wolf introduces himself as Galvas. Mevik Time Scopes the wolf and sees several
white robed men round a table - one of whom alters his form and strides out to greet
the party.
Galvas tentatively enters the encampment and immediately bows to the Elenian
Damula. "My lady," Galvas says with much respect. He offers them sanctuary and
healing within his underground dwelling - the Monastery of the Dark Harvest. They
enter a hidden construction under the mountains and Galvas resumes his human form.
The monks are pleasant and welcoming and there is a shrine to Elena which Damula
prays at almost immediately.
The party are fed and find comfort amongst the monks, who are trained to fight
against the dangers of Malakar and his dark brethren. Each monk is an incredible
combatant and although the party are skilled nothing they possess can match the
prowess of the monks of the Dark Harvest.
It takes almost four weeks for Taymar to fully recover from his wounds. An ugly and
painful black scar is all that remains from the Malakarian blade and the viscount
realises that he will never be free of the pain of the wound. They thank the monks and
head off refreshed and nourished by the monk's kindness.
In less than a day the party find themselves under fire as explosive cannonballs rain
down on them from the next valley. Taryn spots a black orc scout on the nearest ridge
and they rush immediately up the hill. At the crest they spot a huge Bretonian cannon,
manned by ten black orcs who abandon the artillery piece and charge up the steep hill
wailing and screaming a battle song. Damula, Taymar, Taryn and Mevik launch
arrows down at the advancing orcs and only five make it to the ridge to engage them,
one of those has a severed arm and is useless in a fight.
Taymar lashes out viciously and disembowels the first black orc, pleased to get
involved in combat once more. The rest of the black orcs are put down with little
difficulty; Mevik knocks one out with a swift kick and ties him up for later
interrogation. From this black orc he discovers - with the use of the Time Scope - that
hundreds more black orcs, and many more siege weapons exist. As Taymar torches
the cannon Taryn wastes no time and leads them out and away from the danger.
The ranger soon comes across a vast valley with thousands of black orcs, huge beasts
to pull the many siege devices. He calculates more than ten thousand.
Soon they discover an old man secreted perfectly in an outcropping of rock. He is
Mazran and tells them of a nearby fort that the black orc army trying to capture.
"Why?" Taryn asks, "what do you defend?"
"Nothing," Mazlan says but Taryn's instinct tells him it was a lie. The old man is
scoped by Mevik and sees battle upon battle with Bretonians, Rosens and now orcs.
Intrigued he follows Mazlan to the walls of the small stone fortress and notices the
two guards on the barbican are both octogenarians.
"Why don't you join us?" Mazlan says. "We could do with help - we are several
hundred against several thousand - good odds don't you think?"
Black Orc Assault
cy 4862 Sepos 22nd - 23ed
The fortress is nothing more than a small stone garrison built almost a century ago,
Mazlan, the old Myrid warrior, stands at the gates of it to summon the leader. Blistar
is of similar age to most of the warriors within the fortress but he is annoyed that
Mazlan is leading potential spies into their midst.
"They don’t look much like orc spies to me!" Mazlan qips, "besides – you need to
look carefully at them Blistar."
Eventually Blistar opens the gates and the party move inside. They notice no women
or children are present; every warrior is ancient, eighty years old being the youngest.
They are joined by a few newcomers, a Marraq called Jindra Dar, a pretty female
warrior called Indermere, an elven assassin called Kun Zum La and a Sword Cultist
called Albaron.
But all eyes are on the three people who went to – and survived – the Promethian test
on the Isle of Endegar. Damula, Kuraluk and Taryn all receive more scrutiny than
most – somehow these old soldiers have seen the three friends before.
They are led to a large covered area with benches and tables and are fed broth and
fresh meat and water. The atmosphere is relaxed considering the orc army that is
almost upon them, these men seem to know no fear. It is soon agreed by the party that
they will help the Myrids fend off the orcs for a chance to shelter during the cruel
winter months. Blistar and Mazlan are careful with any information and Taryn senses
the two men are keeping much from them.
Later that afternoon Mazlan takes them underground to meet Zend, a grumpy
quartermaster who sits at a hatch with a cavernous stores behind him. At first glance
the underground arsenal could supply an army forty times the size of the Myrids and
Zend proves difficult as the party ask for a stockpile of arrows.
"If you can hit the apple I’ll give you arrows," he says and points to a long corridor
under the fortress with an apple suspended from a rope more than two hundred paces
distant. None of the party – even the Marraq or Taymar – come even close to hitting
the apple. Zend sneers at them and refuses to give them arrows.
Kuraluk commands the surly quartermaster who eventually relents and provides them
with enough arrows for the battle.
Next morning the tension within the party is acute; the orc army rumbles closer yet
within the Myrid ranks there is a quiet deployment as the old hands ready themselves
with an air of indifference, as if they had done it hundreds of times before. Mazlan is
with them all the way and they find a suitable wall to defend. The massive orc force,
with Bretonian canons and siege towers, fills the valley like an angry black sea. They
have never seen anything so frightening.
The bombardment of canon has already begun but the orcs are poor artillerists, their
shots fly wide and short causing more damage to their own side than to the walls
themselves. As the orcs reach bow range the Myrids – and the party – start their
attack. Mazlan offers them advice on how to stand and shoot from battlements and the
initial stages are taken with archery. Each member of the party has good success as
they rain death onto the orcs but the lumbering siege towers – many alight from a
barrage of fire arrows – get closer. Grappling hooks are easily disposed of but the
sheer numbers mean that shortly the orcs will start to find themselves on the walls.
Mazlan belies his age as the first black orc shows his head above the stone. His sword
is accurate and fast as he decapitates the orc and a cheer goes up all around the
fortress. The party stay close as more orcs fill the gaps between them. In ones and
twos they are met by deadly force from the defenders, Taymar and Mevik in
particular cause heavy losses – Taymar with Sagar’s longsword and Mevik with the
deadly staff of Azael.
Kun Zum La crouches in the shadows as the fighting erupts around him; every now
and then he spits a deadly dart into the throat of an unsuspecting orc or opens the
throat of another with his dagger. Indermere and Albaron fight back-to-back and slay
any orc that gets close – always under the watchful eye of Mazlan who is ever at hand
to rip into the orcs if necessary.
On the opposite wall Mevik spots more heated fighting as a siege tower is almost at
the wall. He dimension doors with Taymar and Taryn at his flanks and the three men
carve into the orcs to the great shock of the Myrids present.
Meanwhile Mazlan – equally shocked by the move – realises that himself and Damula
are the only two close enough to repel a burning siege tower as the drawbridge
clatters down onto the battlements. Orcs ten deep and five wide attack noisily and the
two are left in the path of the screaming humanoids. Damula slashes two dead
instantly but the old Mazlan is a terrifying sight in full flow. One after the other he
cuts the orcs down creating a barrier of dead bodies until Albaron, Indermere and
Kuraluk are able to plug the gap.
Kuraluk takes a few minor cuts, as does the feisty Indermere, but nothing that cure
light wounds or her natural healing cannot handle. As the orcs spill out in larger
numbers Kun Zum La is able to pick of several from the shadows, able to shrink back
unseen for the moment.
Mevik returns his two companions to his friends and their intervention is timely. The
orc assault on the wall falters and when Taymar – dressed in full plate and virtually
untouchable by any orc weapon – wades in ferociously to carve the last remaining
orcs to pieces.
The great wave of orcs recede and the cheering echoes round the fortress. The party
waste no time and launch arrows into the retreat whilst the Myrids are calmer and see
to their wounded. To Taryn’s utter astonishment nearly a quarter of the orc forc lies
dead or dying at the foot of the fortress; the Myrids around him have suffered nothing
more than a few cuts and bruises.
Mazlan smiles and ensures the party are well before heading off to see the leader
Blistar. "This is just the start," he tells them, "get some rest if you can and tend to
your wounds…they’ll be back soon even stronger."
Kuraluk prays to Jarik in a shrine he has built on the wall. The rest of the party
replenish arrows or take in food and water. The atmosphere is buoyant all around
them as the exhilaration of battle is tangible.
The Bretonian canons are burnt by the orcs and more siege towers are brought to bear.
Two hours after the initial attack the orcs come again.
This time their attack is more concentrated and sustained as if the first was just to test
the strength of the defenders. There seem to be more siege towers and initially the
pattern is the same; orcs gain a foothold before they can deploy heavier forces on the
walls from the siege towers.
Taymar and Mevik are the stalwarts as the siege tower lands. The two experienced
warriors bear the brunt of the first orc assault, Mevik’s staff crushes any resistance
and Taymar uses his shield to push orcs off the walls. Indermere is cut several times
in the chest and the abdomen, as is Albaron and they are forced back but with
nowhere to hide they resort to desperate defending.
Taymar spots Kuraluk hit badly in the leg and rushes over to protect the priest, seeing
off a couple of tenacious orcs in the process. In the midst of the burning siege tower is
Mazlan hacking orcs to pieces. Taryn yells to the old man as the tower begins to
collapse and Mazlan somersaults back onto the walls to be greeted by cheers from his
Myrid colleagues.
Damula hears a rough orc shout; "Get the bitch!"
An agile orc is in front of her with two scimitars and the skill to use them. She fends
off a backhanded swipe but Indermere is less fortunate and takes a bad hit to the leg, a
wound bad enough to force her down onto the floor.
Kun Zum La trades blows with a persistent orc and only the intervention of Taymar
on his way to the priest slays the orc he trades blows with.
Taryn fights bravely but knows the orcs have another ace up their sleeve, his instinct
tells him that they are keeping the walls busy so as to bring something else up into the
fight. The concentrated attack on his friends shows no sign of letting up, the blood of
his companions is everywhere as the orcs inflict a succession of small wounds, minor
by themselves but these wounds are grinding them down.
Indermere and Albaron are bleeding. Their arms ache and the energy-sapping wounds
have forced them against the wall with orcs everywhere. The priest Kuraluk staggers
behind the protection of Taymar’s shield and he too carries several bad wounds.
Damula is also cut but her wounds are not enough to slow her significantly.
Taryn is still strong but at the back of his mind is the question what next? He senses
the orcs have an ace up their sleeve; the young ranger can now see Myrid casualties,
several old men cough their insides out through their mouths or have wounds that will
surely be fatal.
Taryn knows the orcs are winning…
The Fall of the Myrid Fort
cy 4862 Sepos 24th
The battle for the Myrid fortress intensifies. Damula, Kun Zum La and Taryn all have
leg wounds that incapacitate them. Taryn, the ranger, busily tries to stop the blood
flow from a couple of cuts in order to stand and fight. Taymar is above him fending
off the orc assault and causing many deaths amongst them with his artful swordplay.
Indermere uses the last of her healing skills to fix Damula’s leg and the paladin of
Elena can stand once again and enter the fray.
The orcs are everywhere. Mevik and Taymar are separated on the walls in two small
groups so between them cut a path to each other in order to regroup. During the
intense fighting they decide to head for the gatehouse – a small entrance on the walls
is close by. Taryn drags the injured Kun Zum La as Taymar and Mevik cut orc after
orc down in an attempt to reach the relative safety of the gatehouse. Damula brings up
the rear, cutting down any orc who gets close.
On the ground Jindra Dar, the Marraq archer, sees his companions make for the
gatehouse. All around him the fighting continues, the orcs have – in small numbers –
managed to breach the walls in several places and the enemy is fighting from building
to building. His arrows claim a few victims before he heads inevitably towards his
friends.
The gatehouse brings small respite in the fighting. A spiral staircase goes down to a
battle or up to the unguarded and unmanned tower. Initially Taymar and Mevik watch
the two entry points and Damula puts herself in the opening to the wall to stop any
orcs as they decide what to do. Jindra Dar joins them. Their limbs ache with the
exertion of battle, even the Myrid veterans tire under the relentless wave of orcs.
Mazlan appears from the lower level of the gatehouse. "Taymar I need Damula and
Taryn."
"Why?" the viscount remarks, we need them here."
"I cannot say but they must come."
Soon Taryn and Damula race across the ground and head for the keep in the wake of
the old man called Mazlan. He takes them to the quartermaster Zend, who is preparing
to join the battle above ground. Zend smiles at them as he leaves and Mazlan takes
them to an innocuous looking door in the cavernous store. Damula notices Mazlan
slowing. His movements are laboured and fatigued, as if the full weight of his old age
suddenly catches up with him. He can barely open the door and indeed the paladin
helps him.
They face a small corridor and another door. Even without the skills of the sorcerer
they are able to sense the raw magical power behind the wooden frame. Mazlan
stumbles behind them and dies, Damula says a prayer to the goddess Elena but they
have to continue.
The door is unlocked and reveals a small circular room with a single stone font in the
middle. Inside the font is a single brilliant flame, so hot they can feel it warm their
souls, so powerful it takes their breath away. Instinctively they know what the fire
represents; it is the first fire the creator Promethius’ first ever flame to ignite the
universe and kick-start all life. In awe of the discovery Damula and Taryn say little.
Both know what me be done.
Simultaneously the two friends reach into the fire. Their flesh is consumed instantly,
bones and sinew melt and the pain is so intense it sends them into darkness.
Damula is the first to be aware that she is not dead. The room is dank and dark and
she takes out her blessed axe that sheds enough light to view her surroundings. The
font remains but the fire is gone. Next to her is the lifeless form of Taryn. In her mind
she can hear Elena; the paladin listens to her goddess and makes a decision – she
plunges into some dark place within her mind and finds Taryn stumbling towards a
dark doorway. Without hesitation Damula pours the inner fire into the ranger and she
is suddenly back in the font room.
Taryn gasps…and lives.
Meanwhile at the gatehouse Taymar decides to go up onto the battlements of the
gatehouse where he guards the single stairway like a giant. His companions loose
arrows from their high vantage point whilst Taymar butchers any orc unfortunate
enough to try the stairs.
Jindra Dar’s keen Marraq eyes see a change in the battle. The veteran’s defence
collapses as they begin to fall over or be cut down by the orcs all around. It happens
so suddenly; closer inspection reveals that the Myrids’ borrowed lives are snatched
back and the party are alone.
Before long the gatehouse becomes the focus and rallying point for the orc
celebrations. Mevik and the rest find easy targets with their bows. Before long a
standard can be seen approaching – the orc leader Agrost calls a halt to the attack.
"We are here for the fire!" he calls up to them. Mevik and Taymar are reluctant to
give the leader any help but when Kum Zum La loses patience and looses an arrow at
the leader the battle erupts once more as the orcs seek to defend their leader. Mevik
Z’mmm goes for the leader Agrost, who snatches the first arrow out of the air
dextrously. But Mevik will not be denied – his last arrow punctures the orc’s left eye
and slays him.
Below the keep Taryn and Damula are aware in a change in the battle above. They do
not want to be trapped in a cave so the head up to the top of the keep to see the
commotion. When Taryn sees the parlay between the orc leader and his friends he
calls out. The orc force splits in two and swarms towards the gatehouse to face the
new foe. Damula finds the best defensive position and the two of them fell many orcs
with their bows before the swarm reach them.
Damula’s first blow is decisive. She cuts the throat of the lead orc and is shocked
when the spurt of blood becomes flame. The flame fans the orcs and Taryn but when
it touches orc flesh it ignites their skin and blood, a rapid combustion not dissimilar to
the pain she initially suffered in the font room. Taryn’s blade deals out a similar fate
to the orc he cuts down, a burst of fire from the orc’s belly and the beast collapses
backwards, rolling like skittles into the rushing pack and igniting them with the
intense fire.
Damula grabs the hair of her next victim as she decapitates an orc and hurls the head
– which spews fire – over the walls. The two fire-wielding warriors cause panic and
havoc amongst the orcs. The enemy try to rush them, shoot arrows or form shield
walls but every tactic fails. Each time a blade touches orc flesh it ignites and
consumes. Their position is unassailable but Damula is weary – she knows that it is
tiredness that will kill them both, not the orcs.
At the gatehouse there is a similar scene. Taymar is forced to rest frequently; the fit
Mevik replaces him at the vanguard of the stairway. Indermere and Jindra Dar share
similar responsibilities and the wounded Kum Zum La cuts the grapples and ropes
that appear on the walls. Fatigue starts to take it’s toll. Even Mevik starts to fade, the
energy sapping tiredness makes him misjudge a parry and an orc blade nicks his
chest.
Still the relentless orcs attack.
Indermere and Jindra Dar struggle to draw the strings of their bows. Taymar returns to
action and changes to a dagger; a lighter weapon with more attacks. He is glad to
relinquish his heavier blade but even the dagger feels heavy in his grasp. Sweat flood
into his eyes and stings. He too – like Mevik – gets slower and starts to misjudge his
defences.
The party are a small band of friends in the middle of wave after wave of orc
marauders. Pain and exhaustion threaten them now more than the orc blades. One
mistimed parry or fatigued dodge and it could all be over…
The Orc Retreat
cy 4862 Sepos 25th - 26th
Mevik Z’mmm plugs the entrance to the gatehouse tower with his skill and the
formidable staff of Azael. Where the staff touches orc flesh it obliterates souls, his
lethal unarmed combat skill sees off any others. Beside him his companions strive to
fend off the marauders as best they can but their resolve is weakening. Limbs ache
from the exertion of battle, small wounds slow them down as the orc surge continues.
At the top of the keep Taryn and Damula face a similar task. Taryn is plagued by
small cuts but fights on regardless even though there is no end in sight from the orc
assault. He opens the throat of an orc and grabs its tunic piling the bodies at the mouth
of the opening to provide a barricade. Damula decapitates a second and follows suit,
soon the orc face a grim barrier if they are to get close to their quarry.
In the gatehouse Indermere and Jindra Dar loose fire arrows at the orcs below who
bring up pitch in large vats. A couple of well aimed shots ignite three of the vats and
send orcs diving for cover. Many are consumed by the explosions.
Mevik is taking damage steadily but his strength holds for the moment. He sees a
hulking shadow and smells vomit, urine and stale sweat as a giant ogre with two
heads emerges on the spiral staircase. Kum Zum La spits a dart at the beast but the
tough skin is impenetrable with his precision needles. Jindra Dar spins and fires
instinctively at the ogre but his aim is poor. At that moment Mevik – engaged in
hand-to-hand combat with two orcs – cannot predict the flight of the arrow. A
sickening crack is heard; the sound of the arrow puncturing the warrior’s skull. Mevik
is thrown forward and down the staircase, the ogre tramples over him to get to the
party.
Jindra Dar and Albaron step into the breech but are immediately pushed back by the
weight and momentum of the two headed ogre. They know that if the beast secures
the stairway entrance the orcs will flood in behind and it will all be over. Kum Zum
La gets too close to the monster, one of the heads snaps at him and takes a large
chunk out of his neck. The assassin is dead before the ogre starts to chew!
Indermere is there with her axe. An incredible swing takes off the first head as
Albaron cuts the monster’s ribs and groin to slow it down. The ogre yells in pain and
– more importantly – remains a solid barrier preventing the orc assault. Albaron
finally backhands his katana across the beast’s throat and the ogre collapses –
headless – to land on the still form of Mevik below.
In the keep Taryn and Damula catch their breath. The orcs have relented for several
minutes, bickering below as they try to decide how best to attack the two defenders.
Strangely they are spooked by something and begin to disappear – some actually
throw themselves from the keep walls in order to escape the strange newcomer.
Any hope that salvation is at hand is soon dashed. Damula senses a malevolent evil
about the figure and Taryn’s spirit sense tells him that they face an enormously strong
individual. The black robed tall orc is unlike the rabble they have fought for the last
two days. It’s armour is the finest chainmail and it has the bearing of an orc leader.
"I am Ullanor," it says proudly, "I am lord of all the orcs in the Olshay Range. You
have fought well but it is time to stop. I am here for the secret of Fire."
"We will only stop until you are all dead!" Damula says proudly.
As if seeing the woman for the first time Ullanor scowls and cannot hide his contempt
for the servant of Elena. Both she and Taryn are bathed in the blood of the orcs but
the lord of the orcs burns with hatred.
Taryn – however – diffuses the situation by stepping forward. "You can have the
secret Ullanor but as a price you let my friends go." Damula is about to protest but
Taryn silences her. The black orc lord frowns; "Is this some kind of trick?"
"No trick – my life for that of my friends."
Ullanor smiles and beckons the ranger to him. "Very well Taryn Bzar, you have
yourself a deal."
Taryn takes off all his weapons and moves down to face Ullanor. Immediately the
orc’s honour guard are all about him binding his hands behind his back and leading
him into the courtyard.
"The battle is over!" Ullanor yells. The orcs halt immediately and gather to their
leader in the middle of the courtyard. "Because of the sacrifice of this man you will
live this day!" Then he spots Damula making her way along the battlement walls to be
with her companions. Ullanor points a crooked finger at her; "But if I see you bitch I
will hack you down!"
Damula smiles grimly at the orc but wastes no time in returning to the group.
It takes the orcs hours to depart. A mass of black filth head north with Taryn bound in
the middle of it. Jindra Dar follows them at a distance and manages to keep in
telepathic communication with his companions as they tend to their wounds.
Indermere gathers the equipment from Mevik’s broken body and takes the staff of
Azael for herself.
Sleep is what they need. That night weary bones and tired limbs gain respite from the
trauma of battle. Next morning they are refreshed and stronger, Indermere manages to
use her natural healing to mend herself and Albaron as the discussion over what to do
starts.
"We have to rescue Taryn," Damula says firmly.
All are in agreement. When Jindra Dar tells them that the orcs are coming back to
finish the job they leave the Myrid fortress and head up the mountains. Indermere
finds them a suitable defensible position high in the mountains. As a ranger she
knows only too well that if they are to have any chance they they must attack from
above. She also knows that winter is close…in the Olshay Range winter can last six
months.
In the orc camp Taryn tries to converse with Ullanor. He plays mind games with the
orc until Ullanor becomes annoyed and has him gagged.
Later that afternoon Ullanor sends two hundred of his finest orc warriors up a steep
incline where Damula and the rest of the party are positioned. Taryn can sense a
growing madness in the orc leader, even trussed and gagged his sharp spirit sense can
see that Ullanor has only one face in his mind. Damula is within and is starting to
drive the orc to insanity. When she smiled at him at the keep the purity and goodness
of that smile was etched into the orc mind.
It suddenly dawns on Taryn that Damula smiles with the same grace and beauty of her
goddess. He takes himself back to that moment and realises that Elena was with them
all along, her protective arm was around them and when Damula stared at Ullanor the
full power of the smile was Elena’s. Taryn knows it haunts Ullanor and will –
ultimately – drive him mad.
Even trussed and suspended between two orcs Taryn knows that the goddess has not
abandoned him; indeed he feels her presence very close…
The Mind of a Marraq
cy 4862 Sepos 27th - 28th
Ullinor’s black orc elite guards – one hundred in total – race up the steep hill towards
the outcropping of rock where the party have set up their defences. Indermere, the
ranger, chose the spot which has a sheer face behind protected by an overhang and
three built up sides like natural battlements.
Before the orcs are even close Jindra Dar – the Marraq – finds his range quickly, his
darkbow claims sixteen victims in the fading light. When the rest of the orcs come
into normal bow range the rest of the party start to loose shafts into the onrushing
group. But these orcs are not inexperienced, they are the hardest troops Ullinor has at
his disposal and they return fire quickly and in greater numbers.
Salvo after salvo pins the party down, Albaron and Damula take minor wounds but
continue to put down as many as they can. Each time the Elenian paladin’s arrows
strike they spray fiery blood onto other orcs causing them to ignite at the merest
splash of orc blood. Soon the orcs swarm against the outcropping and the clash of
sword-on-sword, axe-on-axe rings out across the valley.
Viscount Taymar stands out like a mountain himself; the orc blades are easily turned
aside and his longsword finds the throats and hearts of his enemies easily. His large
shield deflects every blow and he even defends his two closest companions –
Indermere and Jindra Dar – with his consummate skill. At the other side of the
outcropping stands Damula Darkbreaker, her mighty axe wreaks havoc amongst the
black orcs. Every successful strike spurts fiery blood against them and ignites even
more in the process.
Jindra Dar uses his telepathy to regularly control orcs at the back of the band – he
twists their thoughts and makes them attack their brothers. With his dagger flashing
quickly he takes the lives of many of the orcs and soon the bodies begin to pile up all
around them.
Albaron – the sword cultist – slashes murderously with his deadly katana and
Indermere uses her greataxe efficiently and dangerously as she meets the orc
onslaught head on.
But the party do not have the fight all their own way. When Damula mistimes a parry
a scimitar slices open her skull and she flies back against the back wall. Blood gushes
from her face and Indermere quickly spots that her friend is in trouble. Without
hesitation or thought for her safety the ranger is by her friend’s side. Taymar stands
over them both as Indermere tends to Damula. Her hands close the wound and her
inner magic staunches the blood. Damula is dazed but returns to fight to face the orcs
anew.
Albaron, however, is not so fortunate. An orc axe opens his throat and sends him
crashing into the back wall of the outcropping – he collapses dead at their feet. But
even after losing one companion the result is not in doubt; despite minor damage the
party begin to win the day. Taymar is indomitable and Damula’s axe sends the souls
of many orcs to oblivion.
Eventually – inevitably – they stand triumphant. Indermere realises that Albaron is
gone and takes his magic before burying him with a few tearful words.
Meanwhile Taryn is bound and gagged amongst the orc army in the valley below. He
is calm, always looking for an escape route and studying the orc leader Ullinor very
carefully. The self-proclaimed demigod is angry; he wails and lashed out at the death
of one hundred of his best men. All the while he is unaware of the Marraq Jindra, who
scours the minds of him and his generals in an attempt to free Taryn.
Jindra Dar finds an unusual mind amongst the evil of the orcs. An elven mind of great
power and in disguise. He wonders what manner of disguise could fool the orcs and
realises it is Illyth, the sister of the elven queen Illyanth.
"My lady," he says respectfully.
"At my signal I want you to shoot at Ullinor," she says, "in the confusion I will free
Taryn Bzar."
Before this an orc emissary is sent to barter with the party. "If you do not surrender by
dawn we will send you the head of your companion – then Ullinor, Lord of the Black
Orcs, will send his full force against you."
"Tell him that if he does not surrender we will not spare any of you!" Indermere spits,
her mind reeling over the loss of her love-one Albaron.
Jindra Dar gets into the mind of the emissary before he reaches the main camp. He
dominates his mind and puts in a small suggestion. Taryn watches as the emissary
delivers Indermer’s words then watches the orc stab Ullinor in the neck when his back
is turned. Ullinor merely turns and scowls as eight arrows slay the traitor. "Bring his
family to me! In fact bring every member of his clan before me!"
Illyth moves in during the confusion. She gets close as Ullinor gathers hundreds of
orcs and has them knelt before him. When the time is right Jindra Dar locates
Ullinor’s mind and sends an arrow over a mile away into the centre of the orc camp.
Jindra sends a second shortly afterwards.
The first arrow slams into Ullinor’s back and there is silence. No-one can believe the
dark shaft that is embedded into the orc’s midriff. As Ullinor turns in disbelief – the
pain not yet registering – Jindra’s second arrow punctures his skull between the eyes.
Taryn senses Illyth close. The elven assassin slashes expertly with a katana, a single
awesome stroke that cuts two orc throats and slices the bonds in half in the same
movement. Suddenly Taryn is free. His muscles spring into life and he follows the
rapid elven woman into the darkness. Illyth decapitates two more orcs before they are
running up towards the outcropping.
Damula smiles as Taryn returns and gives him back his equipment.
The rest of the night they rest but keep a careful eye on the orcs. Jindra Dar spends the
night sewing the seeds of discontent within the orc group. By the time he has finished
the nine thousand orcs are on the brink of a tribal civil war. Without the strength of
Ullinor to bind them together they will fragment and fall apart.
An hour before dawn Taryn Bzar leads the party over the next ridge and into a deep
valley. They make good progress and put as much distance between them and the
army as possible.
At night they find a good defensible location and set three on guard. Sleep and rest are
welcome as the party recover from three days of solid combat. That night Taymar,
Indermere and Damula see something incredible. The side of a mountain opens
quickly and closes without a sound. Indermere immediately uses the timescope to
watch the event. He sees a scene two hundred years ago; a mammoth door into the
mountains and enormous dragons using it to enter and exit the lair beneath.
At first light the two rangers scout round the mountain and find – inevitably – small
openings and caves. They decide to investigate. A series of tunnels lead into the heart
of the mountain and the deeper they go the more they find. Both Taryn Bzar and
Damula feel an inner glow, like a warm protective glow around them.
In one cave they see piles of dried up bones; orcs, humans, elves, and dwarves.
Indermere timescopes them to discover a production line where the dead are discarded
into great caves. She also sees tracks that carried reptilian humanoids and large eggs
deep into the mountain. She leads them into a series of larger caves and tunnels, the
heat rises and although they do not sense evil or magic Jindra Dar senses a protected
mind. He throws up a thought shield but this does not protect his friends.
Each member of the party – except Jindra Dar – senses a massive mind in theirs.
They are being watched…
Under the Mountain
cy 4862 - Sepos 29th
The party are joined by two new travellers. Zaskar, a Jandraki noble martial artist, and
Imno Tani, a half elven assassin. Taryn leads them through piles of bones into the
heart of the mountain. Both he and Damula are protected by the inner fire they took
from the Myrid fort days earlier and they notice that this protection gets stronger the
closer to trouble they get. Using this triangulation they head deep into the mountain.
Through tunnels and dark passageways they go until they reach a series of smaller
more cylindrical tunnels. A boat is spiked to the ground and they use this to enter one
of the passages. Taymar tests the depth and it is about a greatsword blade deep.
Zaskar uses his javelin to propel the boat in the gentle current. The sharp easily
embeds itself in the rock – which is now more pliable and less dense – Taymar and
Taryn Bzar realise that this rock is living.
As they descend into a larger chamber they see bits of body and debris in the water;
other tunnels and waterways alight the larger chamber and they decide to take one.
Slowly they begin to feel that they are inside a gargantuan creature – possibly a
dragon – certainly something larger than most cities. Taymar suggests that the wall of
rock that opened earlier may well have been the creature itself flexing it’s muscles or
opening a wing.
Soon they reach a beach where they spike the boat and head towards three drier
tunnels. Taryn Bzar is at the vanguard, his acute senses and ranger skills show them
the way. Inside these tunnels he spots movement. Three enormous worms are coiled
to the inside of the tunnel and the ranger wastes no time and looses an arrow into the
first worm. The resultant explosion spurt fiery blood onto the others and soon his
single arrow has reduced the three creatures to ash.
Taryn leads the way and Damula brings up the rear. Soon the young paladin spots
three floating black orbs approaching and releases her greataxe. As they approach she
realises that the globes suck in all light; her first attack misses but she backhands the
axe and crashes into the first globe. A shuddering cold attacks her and she is only
saved by the inner fire; the globe is propelled back and slams into the other two to
merge and become a larger, more lumbering black globe.
Taryn hurries them away and eventually comes into a larger arterial tunnel. This is
spacious, twenty feet diameter, the ranger notices footprints on the ground; some
larger, some smaller than human size. Cautiously he leads them forward. Soon he is
forced to duck as a rapidly moving spiked globe flies at him. It flies past the party and
comes back at greater speed for Taryn as if it was an intelligent missile weapon.
Taryn deflects it with his sword and the spikes embed it into the wall, he quickly
slices the thing in two and it erupts into flame, eventually falling at his feet in a
charred blackened heap.
Later they come across willowy tendrils that bar their way like a silk curtain. The
tendrils seem to have volition and seek for food as they sway gently before them.
Damula and Taryn advance and start to cut them with fiery blows. Soon their way is
clear once again and they move on.
Without warning two wraith-like shadows descend on them from above. No more
than flying cloaks with red dots where eyes should be they have two short blades each
and move with exceptional speed. Damula can feel the malevolence about them.
Blades clash on blades as the party fend of the wraiths efficiently. As they outnumber
the two attackers the party soon get the upper hand and begin to inflict damage on the
desperate shadows.
But Damula fails to avoid a blade. As soon as the cold steel touches her the wraith
attacks and possesses her body. Damula suddenly turns and attacks Taymar, the
warrior turns aside her attacks as he destroys the other wraith with a single blow. He
then turns his attention to his possessed companion.
Taymar artfully disarms Damula and uses his unarmed skill to knock her to the
ground. Taryn Bzar knows exactly what to do next as he dives onto the paladin,
despite her struggles Taryn is able to force his sword – and therefore his own inner
fire – into her.
Suddenly Taryn finds himself in a dark room. Before him is a demonic beast that has
Damula bound in chains. The malevolent beast has her secured and scowls at the
unwanted presence of Taryn’s soul. It attempts to attack but Taryn is too strong and
he leaps at the demon with all his inner strength wielding the might of primal fire.
Within seconds the demon’s soul is in flames…as the screams die down Damula
comes round, her eyes blue instead of crimson red.
They continue down the large tunnel. When they see three black globes ahead Taryn
hurries them into a smaller section of tunnels in an attempt to circumnavigate the
lethal globes. He reaches a series of sinewy damp tunnels, the floor and ceiling
consists of tubular muscle-like structures that is difficult to walk upon.
Taymar feels his leg sink in between two sinews and he is stuck fast. The walls close
around him like a constricting snake and the pressure holds him immobile. Only the
tough greaves of his plate mail keep him alive. The party gather round. Zaskar snaps
two javelins trying to prise open the floor, Taryn and Damula try in vain to cut the
sinewy floor, the slimy damp surface deflects their blows easily.
Taymar can feel the plate mail greaves buckling under the awesome strength of the
floor. The metal begins to constrict the blood supply and – more alarmingly – it cuts
into his flesh. Taymar begins to lose consciousness and despite Taryn’s attempts to
haul him out using brute strength the warrior begins to fade before their eyes. In
minutes they fear that Taymar’s life will ebb away.
But Taryn will not be beaten so easily. He summons up the last remains of his
strength, takes a deep breath and cuts viciously into the sinews with an awesome
strike. The blade punctures the tough floor and Taryn pours all his inner fire into it.
The muscle-like floor contracts as it tries to avoid the deadly fire; Damula and Zaskar
haul Taymar out and run. They drag Taymar out into a normal passageway and
remove the cracked greaves.
Damula gets to work immediately and uses her innate ability to heal the fractured leg.
After three minutes Taymar can walk…he hobbles to his feet and studies the ruined
armour with a rueful smile.
"Thankyou my lady," he says.
Taryn takes them onwards…
The Mountain Dragon
cy 4862 - Sepos 29th - 30th
Taryn Bzar leads the party onwards inside the massive mountainous creature. Kuraluk
casts cure light wounds on Taymar’s battered leg enabling the warrior to move more
freely. His greaves, however, are damaged beyond even the skill of the best armourer.
Jindra Dar – the Marraq – tries to contact the overbearing presence of the mind of the
creature but it, like him, is protected by a thought shield.
Ahead Jindra spots a black shape moving in the shadows. His mind searches out the
creature and he discovers nothing more than animal intelligence. He launches an
arrow into the mind anyway and the shape stops moving. They move up to see a
darkbow shaft protruding from the brain of a huge armoured beetle. Imno Tani milks
the mandibles and gathers a strong paralysis poison.
Further down they find the body of a Myrid traveller. The unfortunate man has – like
a corpse they found earlier – had his ribcage ripped open and heart and lungs
devoured. They move more cautiously forward.
A wall of blackness soon confronts them spanning the entire passageway. Taryn
places an arrow over the threshold and the arrow disappears without a sound but reappears when he pulls it back. The barrier absorbs both light and sound.
Zaskar bravely puts his head into the darkness and recoils instantly with blood
spurting from a head wound. Unseen claws have ripped his head in two and he falls
dead instantly. The party grab for bows and let loose into the darkness, which retreats
rapidly under the barrage of arrows. It is too quick for any of them to follow but
Jindra uses his mind to spot one – and promptly puts an arrow into it!
The party reach the dead monster as Jindra pulls the arrow out of its forehead. It is a
large humanoid with tiger claws and a snake’s head. They all shudder at the sight.
The Marraq searches down the tunnels and feels the minds – intelligent predators –
gather. There are nineteen left and they sprint towards the party. The wall of
blackness accelerates at them and Taymar, Jindra, Imno Tani, Damula, and Taryn all
fire arrows into the terrifying darkness.
The blackness envelops them and they are in hand-to-hand combat. Jindra Dar uses a
dagger and is able to find minds before he strikes them, Damula is able to sense evil
before she cuts them with her blessed axe. The others are fighting blind.
Taryn uses his unarmed skill to feel for his opponents; when he catches the arm of one
of them he drives his knife up into its brain. Damula strikes wherever she senses evil,
her deadly axe cutting and culling in the eerie silence. Taymar is less selective and
cuts left and right without thought for his companions safety – anything that gets close
he attacks.
It is unlike any fight the party have ever experienced. When the last monster is slain
the darkness / silence is lifted and the true carnage emerges. Taymar, Damula, Taryn,
and Jindra Dar remain amongst nineteen of the dead creatures. Both Imno Tani and
Kuraluk are dead, either ripped apart by the snake heads or cut down by friendly fire.
Using the inner heat to guide them Taryn moves on until he reaches a cavernous
opening – like the inside of a monumental ribcage – it could easily house several of
Grayhawk’s larger cities within it. The floor is damp and covered by small pools and
rivers and bands of travellers can be seen traversing the cavern. When an arrow hits
the wall next to them Taryn decides to lead them down to the floor of the massive
cavern.
At ground level they meet a group of Myrid travellers led by a man called Westrel.
"We have come inside to shelter from the cold – I’ve never seen snow like it!"
Westrel and his men move west but Taryn knows his goal – and the goals of the party
– lie to the east. He somehow knows that Westrel is taking his men to their deaths.
Exhaustion takes hold and Taymar finds them a good place to rest, a small cave on the
edge of the cavern. Whilst they sleep Taymar and Jindra watch in horror as their
companions age and turn to dust before their eyes. Jindra senses another mind playing
tricks and shuts his own mind with a thought shield. Only then does he see that their
minds are being targeted – he informs the rest of the party this by waking them and
then goes in search of the attacking mind.
With his powerful mind open Jindra seeks – and finds – the mind. He is instantly
struck dumb and falls down, foaming at the mouth his body is wracked by violent
shaking. Damula reacts quickest and casts bless and Jindra recovers instantly.
"It was as if I was in the mind of the creature that created all of this!" the Marraq says
wide eyed…
The Heart of the Dragon
Oct 1st cy 4862
The party wake inside the Mountain Dragon. Taryn is up first, his blood an inferno
through his veins signifying their closeness to the heart of the mystery. Damula
follows him at the front of the group as they move down a narrow corridor that
expands and contracts slowly, the walls the consistency of muscles rather than stone.
Ahead they see a dark figure. It is crouched down and hunched over as though in pain,
in fact Jindra Dar sees many arrows protruding from its body. Indermere Time Scopes
the figure but sees only ghostly figures from the past absorbed into the walls. Jindra
Dar enters the mind of the creature and is instantly possessed – the Marraq slumped
backs unconscious.
Viscount Taymar aims carefully and puts an arrow into the skull of the beast.
Unfortunately it is Jindra Dar that takes the damage! They all look on in horror as the
Marraq’s skull is split into pieces by Taymar’s arrow. Only after Damula casts bless
does the creature stand and bow. It is tall and willowy with inhuman features and
dangerous crimson eyes that mark it as demonic. "I am a guardian," it says with a
bow, "and you, my lady, can pass."
Trayn leads the group carefully past the guardian and on down the corridor. Soon the
corridor opens out into an impressive crystal chamber. Their senses and orientation
are dulled by the oppressive cavern but Taymar – using the Time Scope – is able to
look back thousands of years to the creation of the crystal chamber. He sees the two
oldest gods, Varn and Fatal, construct the impossible door that is invisible to anyone
and changes location several times each minute.
Taryn and Damula discuss the problem and decide that their unique blood is the key.
Each slices their palms and grips the other by the wounded hand; almost instantly
there is a profound connection between the two – their minds, souls and spirits are
intrinsically linked. Damula can see the door clearly now. She gently pushes the
crystals in front of her and the doorway opens to reveal another corridor.
Quickly the party make their way through the opening, which shuts firmly behind
them. The corridor is narrow and soon they see three dangerous obstacles. Indermere
Time Scopes the three orbs and stares into the vast nothingness of the Void itself. She
shudders as they watch the globes hover and orbit round each other. Mugpi – an
Ashaki sorcerer – takes the Time Scope and tries to slip past the globes. He almost
makes it but just the merest touch from the black orbs is enough to shatter him into a
million shards of black nothingness.
Indermere is shocked and furious that the Time Scope is gone. Damula decides to use
her own primal power and slices her wrists carefully. As the blood emerges it erupts
into flames, flames she spreads around her like a halo. As she moves up to the orbs
they recoil and move away from the intense heat. Quickly she ushers the party
onwards and when they are all past she cures herself and heads onwards.
Taryn spirit senses a hidden predator but can see nothing. The corridor opens out and
becomes solid, built in stone instead of the organic material of the narrow passage.
Ahead of them is an ornate set of double doors, expertly carved and beautifully
finished in the finest oak. It is locked. Damula and Taryn try to open it; either by axe
or by their fiery blood. Nothing will even scratch the surface.
"We do not need to covet this power," Taryn Bzar says to Damula, "I say we leave
this place and let Promethius’ secrets remain."
But this is too much for the hidden predator. An old man with a dirty white beard and
dressed in rags and mis-matched boots emerges. His face betrays anger and irritation.
"You cannot leave now!" he fumes, "you are so close to this – I have waited for
thousands of years for this moment. Open the door damn you!"
Damula notices the battered old pan strapped across the old man’s back, a prospectors
pan used for sifting the shallow waters for gold. Taryn is already on the attack and
Damula is close behind. The ranger strikes but his wrist is caught by the surprisingly
quick old man. Damula is next and she too has her wrist gripped by the prospector.
Despite his frail appearance the old man has incredible strength and both attackers are
unable to move.
Taymar and Indermere launch their own attacks. The viscount bludgeons the old man
with an awesome strike, the kind of blow that would decapitate an elephant. The old
man’s head opens and blood flows but the strike is no more than an irritation. Taymar
continues the assault and causes minor wounds to his stomach.
The prospector uses his towering mind to try to crush the two warriors he has hold of.
Through the connection of their wrists he is able to force his powerful mind and soul
into theirs – such a force that would have destroyed the most powerful Marraq or the
strongest demonic soul. The old man pours his anger and frustration into Taryn and
Damula but they are not alone. The gentle powerful force of Elena is with them; her
power and spirit push back the prospector’s mind and stop them being crushed.
The prospector is no warrior but is as indomitable as the mountain itself. Angered by
the damage to his head and intervention by the goddess he bares his teeth and sinks
them like a wild dog into Damula’s neck. She feels no pain. Indeed she almost pities
the old man as the force of the First Fire, the most powerful fire in the known
universe, erupts into the prospector’s mouth.
His death is quick. The fire consumes him instantly; as his soul and spirit dies the
universe returns him to itself – within seconds he is no more than dust scattered by a
gentle breeze.
Damula rubs her neck…there is barely a mark on her. The oppressive weight of the
hidden predator is gone and she – and Taryn – feel the comforting presence of Elena –
Bringer of Justice, Lady of the Eternal Light…
Stranded
Time Unknown
The party stand before the two great doors at the heart of the mighty dragon in the
Olshay Range. Winter rages above them – a winter unlike any ever seen in the Olshay
Range. The choice is simple; go on or go back. Without further clues Damula
stretches out her mind and somehow finds the slumbering intelligence of the great
creature; from this she deduces that they have not yet succeeded in their quest.
After a conference between herself and Taryn Bzar they turn to the three black void
globes down the corridor. It was their fiery blood that repelled them and they reason
that they could move the globes down the corridor towards the door – possibly using
them to obliterate the last barrier to their goal.
It takes a great effort to push the globes towards the door. Taryn and Damula slash
their wrists and let the fire erupt from them. The globes move back and converge
slowly, fighting against the two companions at every step. The closer they orbs come
to the door the closer they converge. The air is charged all around and the party feel
sluggish and incredibly heavy.
Tendrils of wispy void snake forth from the single globe and Taymar leads the party
back out of the way. But Taryn and Damula force themselves forward and push back
the dangerous globe towards their target. The tendrils are replaced by sparks and
shards of void energy as the orb crackles and strains against them.
They get within five feet of the doors when the power of the void and creation collide
– the implosion comes as a devastating white light and everything changes.
Taymar and Damula are nothing more than floating souls in a bubble of light. Their
companions; Taryn, Meklor (an Eldarim sorcerer), and Batista (a young spy) are
whole. Their bodies have been spared the wrath of void / creation but the sphere of
light is like a prison.
No time or space exist within as Taryn speculates – correctly – that they are somehow
at a point (or have created the right conditions) whereby the universe was nothing
more than a blank canvas. Throughout the thousands of universes that Promethius
created there was a point at which he started. The party are at that point.
Taymar recreates himself a body – as do the others – and it soon becomes evident that
nothing is beyond their imagination. With the power of creation at their fingertips the
party start to experiment. But Taryn – above all others – realises the futility of their
situation. "Time and Space do not yet exist; therefore nothing we do is real…or
impossible."
To test that theory Damula creates a portal and concentrates on her faith and on
Grayhawk itself. She enters the portal and it – and her – vanish.
Meklor creates tomes of magic; free hand speculation on sorcery as he lets his mind
ramble and sets his thoughts into words on the pages. Soon great tomes are produced
by the score. He turns his attention to scrolls and writes a scroll easily. Taymar and
Batista begin to study magic; soon becoming sorcerers as the normal constraints of
Time does not apply. In turn he teaches them how to use a sword but the conundrum
of the globe still remains. Damula does not return and Taryn turns his attention to the
creation of Time (and therefore Space) – he reasons that without them they will never
escape.
Taryn Bzar tries to kickstart his own heartbeat, the words of the Mountain Dragon are
at the back of his mind; Your heartbeat regulates your minds and gives you a sense of
passage – contained within the words of the ancient creature is the key. (see The
Mountain Dragon).
But even as Taryn watches Meklor and his friends attempt to create time he realises
that the truth – and solution – are within him. Without him this event would not have
occurred and through him he knows there is a way to get them back to the door and
reality. Somehow though his mind returns to a lost soul. Damula’s final words before
she struck out through the portal keep coming back;
"I have Faith…"
A New Dawn
cy 4862 - Octarius 1st - 3rd
Taryn Bzar increases the temperature inside the sphere. As his inner fire expands the
walls begin to crack; the ranger knows that this course of action will have only one
outcome. He – like his companions – are suspended in time, captured at the exact
second that the Void and Creation were forced together. Cracking the walls of the
sphere will fling them all back into their own time.
Viscount Taymar disappears, unmade by the initial Void explosion. Indermere
staggers up to Meklor, Taryn and Batista, her face drained of all colour as she stares at
the altered landscape around her. The mountains have gone. In a fifty mile radius
around the epicentre there is flat highly polished rock with the consistency of marble.
Everything within that radius is gone, unmade by the catastrophic union between the
two most powerful forces in the universe.
Four riders approach. Prince Antigor of Allorin (a druid) and his friend Fuls Brett, an
Allorin sorcerer, Jorgenson Coppereye, an Asharoki warrior, and Scabrus Ratting, a
Draxxian sorcerer investigate the movement in the centre of the flat plain. The two
groups come together and learn of the plight of Taryn and his friends. But Taryn
knows – with the death of viscount Taymar – the reason for their quest is gone.
"We head east," he says, "at the coast we can catch a ship – I have had my fill of these
mountains."
They camp in the centre of the flat plain. At night torches can be seen in the distance
and each one of them is awake. A scout comes close and returns with ten horsemen.
Taryn casts mount and Indermere jumps on the back as the ranger charges at the
riders. Batista melts into the night. Meklor casts invisibility and Fuls Brett stays close
to his prince as the riders close. Jorgenson moves fifty yards from the group and
prepares a longbow.
The riders launch fire arrows at the group, aiming particularly at the three sorcerers.
Scabrus is unlucky as he takes a shaft in the face – he dies instantly. Fuls Brett casts
feather fall on an arrow and it floats harmlessly down to the floor. Taryn’s horse
flanks the riders and he and Indermere launch arrows from the back of the fast
moving mount. Their aim is good. Five enemies fall dead and the attackers realise that
they face tough opponents.
Fuls Brett hears a scream from one of the attackers – a scream in his native Allorin
tongue. He begins to suspect the attackers are kinsmen. He yells at his friends to keep
one alive but Taryn and Indermere have already put down four others. Only one
remains – the Asharoki Jorgenson slays the horse with a well aimed arrow and the
party close on the fallen enemy.
The Allorin elf draws a long knife, a symbol of the nomadic hunters of the Nadir
Plains. Before Prince Antigor can reach him the attacker slips the blade into his own
throat and dies in seconds.
On one of the Allorin hunters Fuls Brett finds a parchment with the king’s seal upon
it. He takes it to the prince and opens it. Prince Antigor is shocked when he reads; Kill
them all and take the jewel.
"I do not possess any such jewel," Prince Antigor informs them. He is baffled as to
why his father – King Alvarius of the Plains – would want him dead. Fuls Brett casts
identify on the heirloom the king gave to his son: a magical katana called The Jewel.
The prince wrestles with the idea that his father wants him dead for the rest of the day.
As the sun fades they reach the edge of the explosion and stare in awe as mountains
have been sliced in two, gaping holes appear and debris falls constantly from the
wounded mountains. Taryn Bzar finds a protected cave a hundred feet above the plain
and the party bed down for the night.
Later in the darkness they spot a lone figure on horseback. The armour on the horse
and rider along with the unmistakable longbow mark him as a Darklander in full
battle armour. The rider seems to have picked up the trail of their horses and stares up
at the fractured peaks. Batista slips away into the night shadows as the party gather
their weapons and head for the rider.
Fuls Brett is at the head of the party and shouts, "What do you want Darklander?"
"I want the sword that was stolen," he replies, "stolen by a vagabond king and given
to a vagabond son."
The Darklander opens his stance, the sign of a man preparing for combat, and the
party tread carefully. Meklor casts mirror image on himself and prince Antigor casts
warp wood on the armour. The Darklander is constricted by his own armour and
shuffles uncomfortably on the spot. Indermere hefts her axe and she and the Asharoki
Jorgenson close up on their foe.
The Darklander is a blur as he attacks the two companions with a speed neither has
ever seen before. Jorgenson lifts a shield but the katana rips into his throat and kilss
him instantly – Indermere is felled by an extension of the same attack, her jugular
vein sliced in two by the lethal swordsman.
Meklor casts blindness on the Darklander attacks and Fuls Brett levitates up (taking
the prince with him) and prepares his longbow. Taryn and the others start to shoot the
blind Darklander and when Meklor casts reduction on the armour their enemy is
immobile and vulnerable.
Eventually Taryn Bzar puts an arrow through the Darklander’s visor and into his
brain. He looks down at the crumpled form of the beautiful Indermere and carefully
lifts the deadly staff of Azael from the body. The others search the Darklander before
turning their attention to their fallen companion.
"We’ll bury her here," Taryn says, "I will say a few words and hope that her soul
finds it’s way to the goddess…"
Ambinaria
cy 4862 - Oct 3rd - 6th
Taryn Bzar leads the party out of the devastation and up into the mountains of the
Olshay Range. The bitter cold of winter surrounds them and the ranger is sceptical
that the horses can survive the cold. He casts find familiar on a mountain eagle and
sends it forward to scout ahead whilst Prince Antigor casts endure cold on the six
horses.
Progress is slow in the blizzard conditions but despite this Taryn teaches them
rudimentary survival techniques as they travel. They find shelter for the first night and
set three to watch the horses which huddle together for warmth. Suddenly one of them
is taken up into the clouds by an unseen predator and the party are instantly awake.
Traumbrenner goes out and sits on his horse and Taryn lays down in the snow to wait
for another attack. A creature falls from the sky, an elongated body with wide wings
and savage talons, it grabs another horse with its massive claws and tries to lift it
upwards. Traumbrenner launches a shuriken into the beast’s underbelly but Taryn
needs only one shot. His longbow arrow punctures the dark eye socket and slays the
creature instantly. Taryn and Prince Antigor (using speak with animals) calm the
horses. The ranger knows he has slain a wyvern – he knows also that they rarely hunt
alone.
Four horses remain and, next morning, Taryn continues an easterly path. Later that
morning the mountain eagle tells Taryn that he has spotted a snow serpent ahead.
Prince Antigor gathers the mounts together and soon they can all see the tell tale
ripples in the snow, like a wave on the ocean. The snake is almost thirty feet long and
goes directly for the horses. A few speculative arrows have no effect but when the
snake raises it’s head to take a horse it is vulnerable and the party strike.
Fuls Brett uses magic missiles whilst the others hack at the creature with hand
weapons. The snake is surprised and is soon cut down by the ferocity of the party.
Taryn begins to skin the creature immediately realising that the hide is insulated. He
creates horse coats and fastens them around the remaining mounts as he takes them
further east into the blizzards.
Soon they see a black banner, a battle standard, buried in the drifting snow. As they
get closer they realise a hand still holds it aloft. They dig down and find a Darklander
– frozen to death – still stood where his master left him. The banner depicts a red sun
rising from a dark ocean.
That night Taryn digs out a snow cave and creates shelter for the party. Prince Antigor
calms the horses and gets them to lie down together so that they will survive the bitter
cold of the night. Soon they see a figure moving stealthily across the snow. It seems to
glide over the drifts and moves with a grace that tells of consummate skill. The figure
is dressed all in white and its body and face are all covered save for a slit for its eyes.
They decide not to challenge the figure and it moves off to the east.
Next morning they come across a hidden settlement, Ambinaria is home to thousands
of Kulraqs – mountain elves – caves and buildings carved into the valley walls give
shelter to the families. Soon they meet Ellerak, the elder, Batista can sense the elf is
ancient and Fuls Brett senses sorcery on him.
Prince Antigor ensures the horses are stabled well and the hospitality of the Kuldraqs
is a welcome respite from the bitter chill of the mountains. "You must stay here,"
Ellerak says, "for soon all the passes will be blocked. We have more than enough food
and would be glad of the company…even the orcs are welcome."
Later they head for the temple where a priestess called Soriel greets them with equal
welcome. She struggles with a man who writhes on the altar, a deep cut in his right
arm bleeds profusely and she struggles to staunch the crimson flow. The man is a
Darklander, he slips in and out of consciousness with the pain of his wound.
Taryn Bzar tends to the man by taking out his shortsword. He makes a tiny yet precise
incision next to the wound. The expected fire bubbles from the Darklander’s veins
and – to the Kuldraq’s astonishment – begins to fill the wound. As the primal fire
licks around the open cut it cauterises instantly, stopping the blood.
The Darklander speaks – albeit in his own tongue – before he slips back into
unconsciousness.
The Kuldraqs gather round open fires and Taryn tells them the tale of Viscount
Taymar and Damula. The atmosphere is good and their mood is lifted by the elves
hospitality. Taryn discusses with Ellerak the possibility to train and be trained over
the winter.
They are given quarters, caves constructed from solid rock. Soon Prince Antigor hears
a voice, a gentle whisper in his ear from the rock upon which he leans. "Give me the
sword and I will leave you in peace."
The party are woken and Batista can spirit sense another large and dangerous spirit in
the room. They consider whether it could be the white robed figure they saw the night
before but the figure does not reveal itself for the rest of the night.
Next morning they visit the Darklander at the Elenian temple and he is much
improved. Batista manages – through his linguistics skill – to communicate with the
man. He learns that he was part of a larger party led by his master – Red Sun. The
injured man is slow to reveal information but Batista gains his confidence and loosens
his tongue.
"The devil back," he tells Batista, "my master knows that the blade is the only thing
that can defeat it and he wanted it back."
Prince Antigor cannot understand the words but there is something about the tone
with which they are spoken that he does not like. His hand caresses the ivory-hilted
weapon as he stares at the Darklander for some time. Suddenly – without warning –
Prince Antigor of the Allorin unleashes the katana called the Jewel for the first time in
anger. He strikes the defenceless man with all the skill his master taught him; a blow
so quick and deadly it decapitates the man.
There is a stunned silence as the elves try to comprehend what they have just
witnessed. The priestess Soriel is first to speak, she leans close to Taryn and whispers;
"That man has the devil in him!"
The Slayer
Oct 6th - Nov 10th - cy 4862
Ambinaria is cut off. The drifting snow seals every possible exit and the party bed
down for a long winter with the Kuldraqis. As the first month passes the Kuldraqs’
harsh exterior softens and the real nature of their character comes to the fore. They are
a people with a love of poetry and art, cultured despite the unforgiving conditions.
The party do not spend their time idly. Fuls Brett starts to create a spell book and
make friends amongst the sorcerers. Taryn Bzar experiments and learns to control the
inner fire within. Traumbrenner searches for herbs and ingredients and starts to
experiment with the making of rudimentary blade venoms whilst prince Antigor
creates a druids’ grove and starts to grow things.
Ellerak, the elder, and Soriel, the priestess, act as good hosts and they are respected
within the Kuldraq society. But even in such a close knit community there are
factions. One such are the Strangelings, a group of Kuldraqs that live on the far side
of the small valley. Ellerak explains that they are aloof and often arrogant.
Before long the party, led by Taryn Bzar, move into the Strangelings’ camp. The
elves they meet are fearful and remove children, many of them disappear into their
caves but one – Valdar their leader – confronts them. His welcome is far from warm.
"You bring doom to this valley," he says to Taryn, "with your coming the paths end
here before long."
Taryn Bzar has heard of a rare breed of sorcerers, exponents of the dying art of the
Paths. The ability to read the time line of a person and – in many cases – predict the
future. Although the rest of his group dismiss Valdar as a charlatan Taryn suspects
Valdar is gifted and tries to elicit more information from him.
The party return to Ellerak and Soriel who are similarly sceptical of Valdar’s claims.
But Taryn is moved by the elf’s words and that night gathers provisions to survive the
harsh winter alone in the mountains. He realises that if Valdar has seen his path
leading to the destruction of Ambinaria then he must move away and possibly save
the elves.
Next morning Ellerak is appalled that Taryn has left the camp. "I will send five of my
best scouts to get him…or at least recover his body."
Traumbrenner sneers; "Forget it! If anyone can survive then Taryn is the man – you
will just lose your scouts."
Ellerak shrugs; "I cannot let him walk to his death."
Taryn takes his eagle familiar with him and once out of the relative shelter of the
valley he is hit by the savage winds and incapacitating cold. Without shelter the gusts
would rip the skin from him but he is a ranger – he knows when the weather will turn
and moves accordingly. His inner fire sustains him until he finds hard cover, one of
the natural caves in the highest peaks. For days he moves until he finds a suitable cave
to ride out the winter.
There are – astonishingly – creatures that move when the wind dies down. But these
are not predators, they are scavengers out to find whatever the wind has swept across
the snow. But Taryn realises that there are larger beasts out in the open. When he sees
a large snake-like creature attracted to his camp fire he reaches for his bow. The
creature turns and heads towards him. He realises that although it slithers like a snake
it is actually a large dragon – thirty feet in length – whose wings are folded back for
protection against the wind. It raises it’s head and Taryn has an arrow sighted – he
looks down the shaft and right into the large eye of the monster.
"I am not your enemy," the dragon says in a surprisingly urbane voice, "I am merely
curious as to what manner of human can survive out here. My name is Somnael – if
you want to survive this winter then I can offer you a better shelter."
Taryn follows the dragon into a series of labyrinthine caverns. At every turn large
dragons can be seen. At first these creatures are wary, then curious and ultimately
friendly. Taryn Bzar finds himself in the heart of a community of dragonkind –
hundreds of them young and old, many can speak and many are sorcerers. He gives
him familiar a message to relay to Prince Antigor and sends the bird out of the
caverns.
Meanwhile – back in Ambinaria – the bodies of the five scouts are recovered, their
bodies ravaged and torn to pieces by the brutal storms above.
Batista – the orc spy – and Traumbrenner – the disguised Jezharrain assassin – return
to the Strangeling called Valdar. The elf makes tea and as they reach his cave they
freeze in fear. There, at the kettle, is a white-clad Darklander with soulless black eyes.
"Tell the prince I want the sword he stole," the Darklander calls himself Nightsbane.
"And what price for the sword?" Batista says.
"His life."
"And what price for carrying the message?" the spy says.
"I will spare you both."
The two companions return to Ellerak and prince Antigor to deliver Nightsbane’s
message. The Allorin prince has no desire to give up the blade his father gave him and
enlists the help of Ellerak and the other Kuldraqs in dealing with the Darklander.
When Taryn’s familiar appears the prince uses speak with animals to communicate
directly with the ranger. Batista and Traumbrenner decide to try to lure out the
Darklander and head off to the Strangelings’ camp.
Taryn receives the grave news and says to Somnael that he must return.
"It is death out there," the dragon says, "by the time you reach your friends it will be
over."
"I must at least try," Taryn says, "they are my friends and I will not leave them to this
fate; if they are dead then so be it but I cannot stay here."
Somnael is impressed by Taryn’s loyalty. He speaks to the other dragons and agrees
to go with Taryn on a journey that would take three days to reach Ambinaria.
Meanwhile Batista enters the Strangelings’ camp and things are eerily quiet. Two
tendrils of twisting steam rise from the kettle inside Valdar’s cave; the spy thinks the
scene odd and that there is something wrong with the way the steam behaves.
The first Strangeling he sees is face down in the snow with it’s throat slit. With every
step towards Valdar’s cave he discovers another body. Fear grips him. Fear slows his
progress until he is yards from Valdar’s cave. Instinctively he knows they are all dead
and starts to back away along the route where Traumbrenner hides (blow pipe in
hand).
That evening they decide to sleep in the temple with Soriel but sleep is not easy to
come by. Batista’s spirit sense tells him that a dark and deadly spirit now presides
over Ambinaria. Although a difficult night they reach morning without incident.
Soriel knows something is wrong. "It is too quiet," she says and descends from the
temple toward the main camp. The party hear her screams of anguish as she finds the
bodies. Those screams are cut short and they all know the priestess is dead. Fuls Brett
places a quiver of longbow arrows on the altar itself and they all stay close to it. This
morning Ambinaria does not wake; there are no sounds of children running or playing
in the snow, there are no sounds of fires or of life.
There is just silence.
At noon they spot a movement. The Darklander is a few hundred yards below them at
the foot of a steep slope. Fuls Brett reaches quickly for an arrow and sends it
instinctively at the Darkland killer. It lands six feet short of it’s target and the sorcerer
/ archer realises that this killer knows exactly the range of a longbow.
Fuls casts rope trick (situated directly above the altar) and the party clamber inside.
The window portal within looks out beyond the valley and – to their horror – they see
the Darklander approach. The killer calmly starts to place kindling around the altar
and bring forth a kettle to brew his deadly poison.
The party quickly decide that they do not want to emerge from the rope trick into a
cloud of deadly poison so Fuls prepares to cancel his spell. Before he does he casts
levitation and readies his longbow.
Traumbrenner, Batista, prince Antigor, and Fuls Brett suddenly emerge around the
Darklander. Their only hope is to surprise him. The killer fails to grab a defensive
blade in time and Traumbrenner sticks a poison-coated shuriken into the attacker’s
leg. Fuls rises slowly but his shaft thunders into the killer’s stomach and the killer
doubles up in pain.
The speed of their attack has caught the deadly killer off guard. Batista strikes with
his longsword but the blow defelects off tough leather armour. It is left to Prince
Antigor to deal the deadly blow – wielding the magical katana for only the second
time in anger he splits the Darklander’s skull in two and the killer is dead even before
he flops lifelessly onto the altar of Elena…
Escape from the Mountains
Nov 10th cy 4862 – Jan 1st cy 4863
As the party gather the bodies of the dead of Ambinaria Traumbrenner searches the
corpse of Nightsbane – the deadly Darkland assassin – and discovers ten small cubes.
These resemble incense burners but he knows that the vapour from them is lethal.
Meanwhile prince Antigor stoneshapes a mass grave and the work of burying an
entire settlement begins.
On the night of the full moon the prince’s sword – the Jewel – begins a lament to the
dead. Antigor casts fire trap on the katana. As the lament dies down movement can be
seen on the far side of the valley. Figures, twenty or thirty, descend into the valley
clad in white fur.
A band of Ice Orcs greet them. Their leader is called Agrivarn and converses with
Batista – the grey orc spy. The Ice orcs are scavengers and foragers, rarely seen
outside the Olshay Range and the party allow them to take what they need and be on
their way. Taryn insists that Agrivarn prays to Elena and the orc leader reluctantly
complies at the altar of the elven goddess.
Meklor and Fuls Brett study during the long winter nights, they exchange spells and
ideas and develop their own spell books. Traumbrenner uses the time to create and
perfect poisons, mainly blade venoms, and hone his abilities as a killer.
After a little more than six weeks Taryn stares up at the ridge above them. His keen
ranger eyes spot a break in the weather and – more importantly – a gap in one of the
passes to the east. "We move tonight," he says.
Despite the opportunity to move there is no chance for the horses and they are left
behind. Somnael, the large dragon friend of Taryn’s, bids them farewell and heads
back to his subterranean lair in the heart of the mountains. Above the protective ridge
of the valley the wind is cruel and the going is slow. Taryn finds them shelter during
the night and finds the best route during the short days. Slow going but the ranger
drives them east.
One morning both Batista and Taryn sense a predator – a hungry one at that. In the
vicious winds and unrelenting snow visibility is very poor. The hulking shape is upon
them before they know it, a huge mountain troll with massive club-like hands
clenched into fists. Meklor casts mirror image and the troll swipes harmlessly at one
of his images. Fuls Brett casts invisibility and backs away from the fight. Taryn,
Traumbrenner and Prince Antigor move at the troll.
Prince Antigor stands before the towering beast and – using just his highly trained
hands – strikes the troll in the face. Astonishingly his fist buries itself into the troll’s
skull and the noble prince wrenches the tiny brain from the troll’s head. The troll
blinks and vomits blood from the newly-opened crater in its face.
Taryn’s heart soars when he spots a seagull. He immediately sends his familiar east
and can see the ocean. Soon the party look down on the ocean where the Jandraki
Coast meets the Great Eastern Sea and Taryn smiles in triumph – he knows that they
have survived the worst that the Olshay can throw at them.
They descend into a settlement on the edge of one of the many inlets on this side of
the coast. Natural harbours that house smugglers, outlaws, and anyone else who wants
to hide from the authorities. The settlement is called Hell’s Bay and has no more than
one hundred buildings. As they get closer they hear music and laughter and realise
that Hell’s Bay is in the grip of the Year End Festival as the inhabitants see out the old
year and herald the start of a new one.
Forty ships are moored in the hidden harbour, their crews mostly drunk or revelling in
the celebrations. The main populace is split equally between Jandrakis, Drenai and
Myrids. Batista leads them carefully into Hell’s Bay. It soon emerges that many of the
population do not care that they are different. He passes a queue at the local
whorehouse and spots four taverns close to the waters edge. He leads them into one of
them to secure rooms for the night.
Traumbrenner is alert to any danger and when he spots a cloaked shadow tracking
them he doubles back and manages to get behind the pock-marked Jandraki. Expertly
Traumbrenner places one of the razor sharp points of a shuriken at the watcher’s
throat. The Jandraki gasps but remains still; he knows that one sudden movement and
his life will spill out before him.
Traumbrenner urges the Jandraki to give him information; he learns that the main man
in the town is a gangster called Codface. Before the Jandraki realises what has
happened Traumbrenner is gone, leaving him with the words; "Tell Codface we have
arrived!"
They pick a tavern that is as rowdy as all the rest. The festivities are in full swing but
the party are on their guard. Batista is drawn to a beautiful Drenai woman watching
them from a quiet corner whilst Taryn talks to the tavern keeper and secures a squalid
room next to the stables. "It is in poor condition," the tavern keeper warns him. Taryn
grins; "After what we have endured this year it will be like a palace."
Batista realises the woman – called Velda – is a spy / whore / assassin and they share
a professional courtesy as they manoeuvre round each other for information. Velda
insists that they had the same master but Batista thinks it unlikely; his master was a
grumpy orc who used to whip him when he made mistakes.
Fuls Brett decides to head for the toilets to cast an alter self. Once inside the grimy
room he feels the unmistakable edge of a blade against his throat. He is robbed before
the thief sneaks out unseen into the crowd.
Meklor rouses the crowd by singing and for added effect casts mirror image – there
are now nine singing sorcerers and many more join in the chorus. No one seems too
bothered about the multiple Meklors on stage.
When Codface enters the atmosphere changes. A bruising ugly man he strolls in as
though he owns the place, flanked by bullies and thugs he barges his way towards the
stage to watch Meklor.
But the party are not intimidated by a thug and move to the offensive. Taryn Bzar
attacks and the rest of his companions follow suit. Traumbrenner’s deadly rapier
skewers a henchman and the whole tavern erupts into a mass brawl. It hinders the
fight but Meklor reaches over and casts vampiric touch on Codface – Fuls Brett
follows suit and the gangster is hurt by the withering magic.
Batista – using unarmed – spars with Codface, he catches the ambidextrous gangster
time and time again negating the twin daggers artfully. Traumbrenner slashes at him
and opens a few minor cuts that slowly grind down the leader.
Taryn Bzar is at the other side of the room and concentrates on spotting and killing
Codface’s henchmen. With a deft backhanded stroke he opens the jugular of one man
and a gout of flame sprays forth and drenches the brawlers. He watches as they fire
consumes only enemies, the merest touch ignites flesh and bone.
Codface is losing the fight. Drained by the two sorcerers and struggling against the
unarmed artistry of Batista the end is close. It takes another astonishing strike by
prince Antigor to slay the man; a fist in the face cracks the gangster’s skull and the
Allorin crushes the brain.
Taryn screams; "Enough!" and the fight ceases. The henchmen dissolve into the
crowd as Meklor is first to the fallen gangster. He takes a pouch and later examines it
– inside is a blinking eye, a magical object identified as The Eye of Illyath. He casts
vampiric touch on it but it is not harmed.
The next day dawns slowly for most of the inhabitants of Hells Bay. The party head
for the harbour to a ship called the Devil’s Arm. It’s captain is called Astiedon – a
Myrid pirate – but he is nowhere to be seen. Taryn boards the vessel and is confronted
by a drunk sailor. Taryn hurls him into the icy water and makes for the captain’s
cabin.
Traumbrenner and Fuls Brett work on the moorings and set the ship drifting in the
harbour, the current takes it slowly towards the dangerous waters of the Great Eastern
Sea.
Taryn kicks down the cabin door to find Astiedon – the captain – worse for wear after
the festivities. The ranger is unconcerned by his condition and prince Antigor casts
neutralise poison which sobers him up instantly.
"You sail today!" Taryn says firmly.
Astiedon stands and moves on deck to survey the drifting ship and the widening gap
between ship and moorings. "That might be difficult…you see my crew are probably
still in the whorehouse."
Meklor smiles; "Then you better teach us to sail and quick."
But captain Astiedon is surprisingly calm. He has an air of arrogance and a strange
glint in his eye. He rolls up his sleeve and makes for the cargo hold. "No need – I’ll
just summon up another crew…"
Hell’s Bay
Cy 4863 – Janos 1st – 2nd
The party follow the sea captain called Astiedon into the hold of his ship – the Devil’s
Arm. Traumbrenner is close to the man with his companions close by. To their
astonishment they see a swirling, sparking globe of light in the centre of the empty
cargo hold. Astiedon heads straight for it and before anyone can challenge the man he
vanishes into the mysterious portal.
The rest of the party return to the deck. Fuls Brett turns his attention to securing the
drifting ship back to the jetty by flying back to the shore with rope with Todgem, a
Merkand thief, helping him. Traumbrenner remains in the hold to watch the globe of
shimmering light, he becomes concerned when the light pulsates and becomes an
angry red glow. Taryn Bzar and Batista lower the small launch into the water.
Without warning a creature emerges from the portal and everyone on the ship knows
it has arrived. A cloven-hoofed, horned devil with a sour disposition and a maniacal
rage crouches low. It stands almost ten feet tall, in one taloned hand it clutches a
dripping, still-beating heart as it searches for prey.
Traumbrenner is up and launches a shuriken at the devilish beast. With surprising
agility the horned devil is upon Traumbrenner, it’s huge talons try to reach into the
assassin’s ribcage and pull out his heart. Luckily Traumbrenner is saved by the
stoneskin and after a brief assault decides flight is the best defence. He turns and
heads up onto deck with the slavering beast in hot pursuit.
As Traumbrenner emerges so Taryn is there, shortsword in hand he faces the devil as
it crashes out of the hold. Traumbrenner uses the launch to flee to the safety of the
jetty whilst Batista hides himself in the shadows. Taryn Bzar catches the first blow
and despite the creature’s incredible strength he manages to pull aside the arm and
slash powerfully into the devil’s ribs. The beast lets out a baleful scream as flame
gushes from the open wound. Batista leaps in and knocks the dying heart from the
creature and ducks under a vicious swipe.
Taryn cuts left and right and opens more terrible wounds in the beast; with each strike
a fresh gush of fire spills onto the deck only to turn to putrid blood as it makes contact
with the wood. Traumbrenner – now on the jetty – puts a single arrow through the
heart and the creature cries in anguish. The end is close, between Batista and Taryn
they slay the devil which dissolves within minutes before their eyes.
Taryn dives into the deadly icy water, his inner primal fire keeps him alive. Fuls Brett
flies back to the ship and helps Batista to the shore. Garsh, a sorcerer friend, puts a
fireball into the ship and Fuls Brett shrinks a few planks below the waterline. Soon
the ship – the Devil’s Arm – lists badly and is enveloped in smoke. Before long it
sinks under the water to leave just a mast protruding the water like a tombstone
marking a grave.
They head back to the tavern. Few people are up from the revelry of the previous
night and they decide to sleep for the rest of the day, all with the exception of Todgem
who begins to scour the unconscious drunks and rifles a few pockets. He finds a
precious dagger (identified later as The Eastern Eye) and eventually returns to the
party at the tavern. When they eventually emerge the tavern is quiet but getting busy
towards the evening. Batista heads straight for the whorehouse to meet with the spy
Velda whilst Taryn Bzar gets a surprise.
"I have renamed the tavern The Bzar in your honour, master," the innkeeper says.
Taryn smiles and the rest of them decide that it would be wise to eradicate the
competition and take over Hell’s Bay. The innkeeper tells them that the two other
taverns; The Three Barrels and The Crooked Knife represent the two other houses of
power in the small community.
Taryn leads them immediately towards the Three Barrels followed by his companions,
Traumbrenner is in the shadows as they approach. Two guards with quarterstaffs bar
their way but Taryn will not be stopped. Fuls Brett and Garsh charm the two guards to
stand aside and Taryn enters the Three Barrels like a tidal wave. There is silence and
the innkeeper points to a small door at the side of the bar.
In a dimly lit room is a Jandraki pirate called Garf. A scarred, pock-marked individual
who is scared witless by Taryn’s appearance he is almost in tears. Taryn marches into
the main taproom with Garf by his side and pronounces his claim to the tavern. To
emphasise the point he rams the shortsword into Garf’s ribs and lets him fall in pain at
his feet. Todgem is upon the man stabbing frenziedly at the pirate. Garf is dead in
seconds.
There is a polite ripple of applause which turns into a roar of delight when Todgem
buys a round for the entire tavern. The innkeeper smiles and says; "I will prepare your
rooms."
Taryn is in no mood for drinking. "I have business with the Crooked Knife first."
"The lord of the manor over there is called Korgal, a violent Drenai ex marine," the
innkeeper says.
Unaware of this is Batista. He and Velda re-acquaint themselves in her room at the
whorehouse. A master of seduction the grey orc soon has her besotted, she spends the
afternoon in his bed and they talk about Hell’s Bay and the unique structure of the
settlement. Through her contacts Velda learns what Taryn is up to and she and Batista
dress and head for the Crooked Knife.
Taryn is already there. He has a table and his companions drink and wait for the
return of the master Korgal. Garsh tries to cast a spell at the innkeeper but is refrained
from doing so by a Drenai ruffian. From the shadows comes Traumbrenner; the killer
cuts deep into the ruffian’s arm and a nasty situation is quickly diffused.
Batista and Velda arrive at the Crooked Knife shortly before Korgal and they slip into
the shadows unseen as the focus turns to Korgal’s meeting with Taryn. Korgal is a
massive man, the ex-marine wears a lethal greatsword across his back and has ten
guards – all ex marines – around him.
The tension rises as Korgal confronts Taryn with rhetoric and blustering arrogance.
The ranger is calm and unfazed by the harsh tone as he prepares for the inevitable
violence. He does learn – however – that the coward called Garf was the only man in
Hell’s Bay who knew where the treasure was hidden.
Without warning Korgal tries to lightning draw the massive blade but he – and the
rest of the taproom – cannot even see the blur that is the talented thief Tidgem. As
quick as a striking cobra Todgem punctures the Drenai’s left eye with his newly found
dagger. Korgal does not even know he is dead as the muscles respond instinctively
and wrench the blade from its scabbard. Korgal’s blade spins across the taproom and
cuts down the innkeeper Prindil who’s leg buckles under a deep cut.
The guards blink and the fight is over. Facing Taryn’s shortsword and having just
witnessed Todgem’s speed they have no appetite for further death. Todgem is already
rifling the Drenai’s body and claims a magical ring and a belt, which he duly takes.
"I take it there will be no more arguments?" Taryn says. No one dare oppose him and
he bandages Prindil’s leg before returning to the original tavern – the Bzar.
Fuls Brett hires Batista to discover the man who mugged him a the night before in the
toilets and hires Traumbrenner to deal with the body. It is Taryn, however, who
discovers the identity of the man – a Jandraki thief who sits at the bar.
Traumbrenner sits next to the nervous thief and talks. Realising that he has been
rumbled the nervous thief deposits the empty purse onto the bar, a purse of obvious
quality lacking only the contents of the night before. "You’ll find the money in the
whorehouse or gambled away last night," the thief quips.
Traumbrenner has one of his poisoned blow gun darts between his fingers. With a
swift flick of his wrist he sticks it deep into the thief’s eyeball, the sharp point injects
poison deep into the man’s brain. Before anyone can react the thief slumps dead
across the bar. Not one man in the taproom raises an eyebrow or gives any hint of
disapproval. The assassin hands Fuls Brett the empty purse and shrugs…
Count Xavior
Cy 4863 Jan 2nd – 3rd
With Taryn installed as the new leader of Hell’s Bay the normal day-to-day activities
resume as if nothing had happened. The inhabitants accustomed to such dramatic
changes took it in their stride. For the first day the party busy themselves with various
tasks. Fuls Brett writes stoneskin scrolls for Meklor or Garsh – his fellow sorcerers –
prince Antigor experiments with climbing plants whilst Traumbrenner gathers some
aspiring killers close to him with the idea of mentoring them.
Next day a Myrid ship enters the harbour. From its mast flies a nobleman’s crest and
count Xavior arrives with a proposition for Taryn Bzar.
"I want you to stop a ship," he says, "and ensure no-one on board survives the voyage.
I am prepared to give you ten thousand gold pieces for your trouble."
"Who is on the ship?" Taryn asks.
"The grandson of the Steward of Van Myrid (Valadain Raikos)."
The count gives them until one hour after dawn the next day to make their move.
Taryn and the others debate the action back at the tavern, he mobilises several ships
and many men for the operation. Meanwhile the three sorcerers casts invisibility and
fly and head for the count’s ship. Through the porthole on the outside of the ship they
discover a crone huddled over the captain’s table with a strange fire sprite dancing
before her.
Later that evening the crone leaves the ship and Batista shadows her with Velda close
by. Down a dark alley she goes and inevitably she is set upon by three of Hell’s Bay’s
most notorious muggers. Batista hears a short scuffle and is surprised to see the crone
emerge unharmed from the other end of the alley. He sees the broken and crushed
bodies of the muggers and wonders what kind of woman he follows.
She slips quietly into the whorehouse. Batista enters from the front entrance whilst
Velda comes in from behind but there is no sign of the old woman. A sudden
bloodcurdling scream from one of the rooms makes the whole building run into one of
the rooms. A young whore lies on the bed terrified and babbling. Batista notices a red
mark on her forehead, a mark similar to those Taryn creates with his inner fire. The
young whore cannot remember a thing – she thinks it a nightmare but Batista is not
convinced.
Taryn decides to move in on the count’s ship after midnight. One hundred cut-throats
and vagabonds are mobilised with a further flotilla in the harbour to prevent escape.
Taryn sends them on board as the three sorcerers, Meklor, Garsh and Fuls Brett get
into position to fire spells. Taryn is on the harbour wall with a bow, prince Antigor is
on the roof of a nearby building and Traumbrenner is close by with his shortbow.
Meklor casts shrink below the waterline and the hull buckles and springs a leak.
Garsh launches a fireball high into the rigging and Taryn’s men swarm onto the deck.
The battle has begun!
Twenty heavily armed Myrid soldiers appear to face the pirates. It soon becomes clear
that they are skilled in battle, unfazed by the rabble before them they cut the first
twenty five pirates to pieces without a single wound to themselves. But Taryn and the
other two archers maintain the pressure. They pick off seven of the Myrid crew in the
rigging before turning their attention to the soldiers on deck.
The three archers slay many of the soldiers over the next few minutes, despite their
heavy losses these Myrid combatants are able to slay all but six of the pirates before
the deadly archers fell the last ones. A constant bombardment of fireballs from Garsh
and blindness spells from Meklor help to destroy the Myrid warriors.
The ship lists badly, the rigging and cabins are all ablaze as the pirates alight it in
triumph. Still there is no sign of the crone, or the captain, so Traumbrenner and
Batista get amongst the remaining pirates. Batista realises – with spirit sense – that
one of the pirates is a massive spirit. He knows it is the count Xavior, disguised as a
pirate, and the two men move in.
Count Xavior sees them approach and unleashes a longsword at them with astonishing
speed. Both Traumbrenner and Batista are hit but to the count’s dismay the stoneskin
saves them from harm. Batista engages the count – an expert swordsman – with
unarmed combat whilst Traumbrenner stalks him from the shadows, nipping in to
inflict minor wounds with his rapier.
Meklor casts blindness on the count and the fight becomes desperate for the noble
Myrid swordsman. With a growing number of wounds the count is slowed and Batista
continues to stifle his attacks with unarmed catches. He disarms the longsword which
falls at Meklor’s feet, and the battle is almost over. Traumbrenner eventually runs the
count through with a rapier stab to the brain.
The count’s ship is almost sunk. It is an inferno but Taryn can sense magic within,
powerful magic that dominates the entire harbour. He leaps into the flames despite the
protests of those close by but few of the pirates are aware that Taryn Bzar is able to
cope with most flames. His own inner fire protects him as he moves through the
captain’s cabin, the roof almost gone and the floor about to collapse into the sea.
Eventually he puts his hand upon a small black diamond, cold to the touch but
throbbing with inner energy.
On deck Fuls Brett tries to identify it but the gemstone absorbs all the magic cast upon
it. He then tries dispel magic but this too fails. Taryn is unconcerned by the sorcery,
instead his eyes are all over the harbour and the buildings beyond. The crone has
disappeared…her body nowhere to be found…
The Sunken Ship
Janos 3rd – 7th cy 4863
The harbour at Hell’s Bay contains the sunken Myrid vessel as the harbourmaster
Grendel and the party discuss how to remove the ship. Taryn wants to search it first.
Prince Antigor casts water breathing on Taryn, Meklor and Garsh and they move
through it meticulously, in particular they search the ruined captain’s cabin for
treasure but find none. Meklor and Garsh can sense a sorcerer in the water with them
but are unable to find it.
Later prince Antigor turns his thoughts to the wreckage. He casts several stone shape
spells, building nine long thin columns of rock that raise the ship from the depths of
the harbour. The inhabitants of Hell’s Bay are astonished by such magic but Taryn
disperses the crowd.
Fuls Brett casts invisibility and fly on himself and Garsh. The two men fly into the
raised wreckage, although they find no treasure they discover runes written on one
wall of the crews’ cabin. Garsh can make out some of the runes but realises that they
are a spell-like form. They depart back onto the jetty to where Taryn and the rest
discuss the ship.
Meanwhile Taryn sends his familiar (eagle) out to sea in the hope of discovering the
ship of Arvial, the grandson of Valadain Raikos.
The decision is made to destroy the ship. Jandraki and Myrid pirates douse it with oil
and other flammables as Garsh prepares to hurl a fireball. The ship ignites instantly
though none are prepared for the strange movements of the fire. Tentacled arms
sprout from the flames, like a huge fiery octopus that starts to rip the ship apart. A
tentacle comes close to Taryn – who swerves away from it easily – the rest of the
party back off a little and watch, with the rest of the inhabitants, as the ship is torn
apart by the monstrous fiery octopus.
The party take a well earned rest that evening. The sorcerers recover their spell points
as the rest of them spend a night in the tavern. Meklor sings to the assemble revellers,
his Eldarim voice melodic and hypnotic. Into the songs he weaves ESP to check out
the minds of the audience he has enthralled. He senses nothing unusual.
Fuls spots a flaming rune in an alleyway behind the tavern but when he returns later
the rune is gone. Later Prince Antigor cultivates a garden in the yard with plant
growth.
That night Traumbrenner – who has gathered ingredients for brewing – goes to a quiet
room to develop poisons. Amid the boiling and gurgling sounds Traumbrenner can
sense an intruder. His finely tuned senses realise that an expert has crept into the room
and moves up behind him. He grabs a glass jar and turns – straight into a knife across
the throat!
The stoneskin saves his life once more. He unleashes his rapier across the killer’s
throat and blood spews forth from a terrible wound. Still alive the killer tries to make
good his escape through a balcony window but stumbles and falls. Traumbrenner is
upon him, he drives the rapier into the exposed back and the fight continues.
Traumbrenner presses his advantage but the killer wraps silk around his sword arm to
secure the blade, he uses the weight of the killer to propel them both out of the
window.
As he falls Traumbrenner senses a whistling sound. As he lands on the ground the
enemy is dead, a crescent-shaped throwing blade embedded in the Myrid killer’s
throat. Lopez – one of the fledgling Exterminators – reclaims the blade.
Next morning Fuls Brett writes a letter to Arvial and Taryn sends the eagle in the
hope that the letter of invitation will find it’s intended target. Meanwhile prince
Antigor gathers seagulls to him (with speak with animals) and tries to form a spy
network, offering the gulls food in plenty. He tries the same tactic using rats from the
tavern with similar positive results.
Later that morning Taryn is with the harbourmaster. A drunken Drenai thug rushes
forward to challenge Taryn for the leadership of Hell’s Bay, a club held firmly he runs
at the ranger. Taryn sidesteps the wild blows easily, grabs his shortsword and severs
the jugular vein with a swift, deadly strike. Fire erupts from the wound, spraying ten
feet into the air, and the first challenge to Taryn’s leadership is over.
That night Meklor finds an empty property (there are many available) and between
him and the rest of the party (particularly Antigor’s stone shape) turn the dilapidated
structure into a defensible stronghold. Traumbrenner turns one of the rooms into a
brewing parlour for poison creation.
Next morning Meklor puts up a sign inviting the inhabitants to learn to read and write.
Fuls and Antigor (using fly and invisibility) head out to find dolphins. Instead they see
a huge whale. Prince Antigor lands on it and with speak with animals converses with
the hulking sea creature. He learns about the queen of the sea, about whaling
problems with the Jandrakis. Prince Antigor sends out an invitation to meet the queen.
That night the party are in their new property. Traumbrenner’s young Exterminators
patrol the surrounding area. There is a commotion outside. The party – along with
most of Hell’s Bay – head down to the harbour where a strange small ship has
docked. It has an ethereal quality about it, the lanterns give it a bright appearance and
on deck stand a lone elven woman dressed in a silvery white gown. There is no sign
of a crew.
Taryn Bzar goes on board taking the rest of the party with him. The elf is an Aquan
and possesses a regal beauty.
"I am Syldith," she says. "Queen of the Sea."
Prince Antigor introduces himself. The queen is affable and pleasant but the mood
changes when Taryn reveals the black diamond gem he took from count Xavior.
The queen recoils. "'I hoped never to have to see one of those things again!"
Visitors
Cy 4863 Janos 7th – 10th
The queen of the Aquan elves, Syldith, is taken by Taryn to the tavern where she
informs them about the fleet of ships hurrying towards Hell’s Bay. She also informs
them that the crone wants the black diamond back, that it is the heart of her power and
that there are four other witches all with political agendas.
"On board the ship is Calandrin, the youngest son of Valadain Raikos; with him is his
own son Arvial. They are here because the Steward of Myrid is trying to set up a
meeting with a very special individual.
"The relationship between Valadain and his estranged consort – queen Illyanth of the
Elenorians – has broken down. The two have different ideologies. Some say the queen
exerts unnatural influences upon Myrid but one thing is for certain; Valadain is on the
brink of war with her.
"There are rumours that Viator Varkos is here in Hell’s Bay, substantial rumours, also
some believe that with him is the treasure horde that he stole from Van Myrid itself
during his time as king. Calandrin has been sent to meet with Viator, although I do not
know the nature of what he will ask the King of Thieves Valadain is certain that
Viator is here. Calandrin and his fleet will be here in two days."
Taryn begins preparation to meet the son of Valadain Raikos. Batista, Velda and the
four Exterminators go in search of the crone. Batista can sense the spirit of her
everywhere and enlists Todgem – the thief – to help find her. Eventually, with the
help of the Exterminators and Batista’s new ability of haragei they discover the crone
in a quiet terraced building. Inside Batista hears cackling laughter – he is aware that
there are others inside the house. He returns to the tavern to gather Taryn and the
others.
The party positions itself outside the front door. Todgem dextrously scales the
building and sneaks in through a window on the second floor. As the party prepare to
enter Batista senses a figure watching them down one of the many dark alleyways; he
hangs back to study it as Taryn barges through the front door.
The crone is present with four other old women. In a flash the women hurl small
daggers at the ranger, who ducks under three of them but one gets through his
defences and he is struck on the head by a poisoned knife. It bounces harmlessly off
his forehead (stoneskin).
Taryn and prince Antigor attack. The four women back off, scared by the apparent
indestructibility of their opponents. The crone avoids two of Taryn’s blows and puts
up her arms in defence of Antigor’s magical katana. The first blow severs her right
arm at the elbow whilst the second chops off her left arm at the shoulder. She staggers
back spilling blood in an awful torrent, her eyes pained. She realises she cannot cast
spells and backs off in terror.
Fuls Brett and Garsh web the four other women and secure them to the wall. Taryn
moves in on the crone and finishes her off quickly. Outside the hidden assassin sneaks
in but Batista trips him before he is able to enter the fray. The killer – a young
Jandraki manipulated by the crone – is up and attacks Batista. The spy catches the
first blow and crashes his head ferociously into the Jandraki with such force that the
attacker’s neck is snapped instantly.
Todgem finds a sailor tied up under the bed. He removes the gag and finds out where
he keeps his money before calmly replacing the gag and robbing the man. Garsh finds
a small vial of black liquid on the crone and takes it. As a parting gesture prince
Antigor stone shapes the body down into the rock, buying it forever.
For the next two days the preparations for the visitors continue. Fuls and Garsh fly
around the perimeter of Hell’s Bay invisibly to ensure the area is secure. Meanwhile
Antigor casts water breathing on himself and Taryn Bzar and the two men head out to
swim to the Myrid war galleys and meet with Calandrin.
When they see a huge forty-foot long shark Antigor casts familiar and the shark
transports them quickly under the water. They easily avoid the ten ships protecting
Calandrin’s vessel and close in on it on the surface. Both men stand on the back of the
shark perfectly balanced and the Myrid soldiers prepare bows against them.
Calandrin invites the two men on board. The son of Valadain Raikos has a huge
presence both spiritually and physically. His son, Arvial, clings to him as Taryn and
Antigor speak.
Calandrin is sceptical about the presence of Viator Varkos but acceded to his father’s
wishes in trying to meet him. Taryn is convinced that Viator is in hell’s Bay. For the
next few hours they are treated well by their host, Taryn casts an eye over the
firepower the Myrid’s have at their disposal. Each vessel contains almost three
hundred highly trained palace guards.
Meanwhile back at Hell’s Bay one Myrid war galley pulls into port. With only Batista
and the harbourmaster to greet them it becomes clear that the Myrid’s want to secure
the whole area; they stop other ships docking and bully push back any undesirables in
their way.
When Taryn and the flagship of Calandrin pull into harbour he is incensed by the way
the Myrid’s have taken over his town. He orders them out immediately. After some
harsh words and with Calandrin’s help the Myrid soldiers return to their vessels
leaving Calandrin and his son and Syldith in the tavern under the hospitality of Taryn
Bzar and his cutthroats.
Todgem stays close to conversation, hidden in the shadows. After two days of stealing
from individuals and robbing houses he is a rich young thief. He watches the
discussions between Taryn, Calandrin and Syldith carefully, waiting for an
opportunity to fill his purse some more. But it is Todgem who is the victim this time.
Some inner sense makes him check his pockets; pockets that until recently were filled
with gold and silver are now empty.
In place of coinage there is a small slip of paper. Todgem reads it;
I will meet them at Smugglers Bay at midnight
The King of Thieves
The King of Thieves
Cy 4863 10th – 11th Janos
The party take Syldith’s boat to Smugglers Bay, a small inlet close to the harbour at
Hell’s Bay. The queen of the sea remains on board as Taryn leads the party along with
Calandrin and his son Arvial onto the shale beach. In the depths of a small cave they
sense a figure.
Viator Varkos – the King of Thieves – greets them warmly, offers them a place round
a small fire in the mouth of the cave. Fuls, Meklor and Garsh sense he is a powerful
sorcerer. Viator wears simple robes. His face is sharp, his eyes even sharper and
despite the grey hair he is a man of considerable presence.
Initially Viator explains why he disappeared from the throne of Myrid, admitting that
Valadain Raikos makes a much better ruler. (The synopsis of this explanation – in
Viator’s words – can be read in Viator’s Twenty Year Plan). He goes on to outline the
plot he has uncovered by Illyanth – queen of the Elenorians – to destroy Van Myride,
Valadain and even Calandrin and Arvial.
Calandrin thinks the idea preposterous, he clutches his young son closer as he listens
to – and refutes – the words of Viator Varkos. He tells them that he is prepared to
return to his mother, unable to believe that he is in any danger.
"That will not be possible," Viator says. The atmosphere becomes tense around the
fire. Calandrin eyes the king of thieves with hatred in his eyes; his hand strays to the
hilt of the katana at his side.
"Your father and I hatched this plan to get you out of Van Myrid," Viator continues,
"it was the only safe thing to do. With both heirs to Myrid out of the way we have a
chance – if Illyanth has her way you, the entire Myrid population and your father will
perish. The Elenorians must not be underestimated; remember what they did to the
Marraqs."
"I will return to my ship and we will be gone," Calandrin says firmly.
"I will steal your son if needs must," Viator says calmly.
Calandrin is incensed and reacts violently. Unbelievably however his blade is gone!
The king of thieves has already snatched it and bangs it down firmly in front of him.
The blood – and fight – drains from Calandrin.
"You are our guest here," Viator says. "Until you come to realise the truth."
"I will look after him," Taryn says.
Back in the tavern prince Antigor speaks to a stray cat and tells it to get close and be
friendly to the young boy Arvial. The harbourmaster gets word to Taryn that a strange
Elenorian has landed on board a Myrid merchant vessel. Traumbrenner sends Lopez
to take him out as they continue to talk to Calandrin in the tavern. Still the man does
not believe what he is hearing.
Later word reaches them that Lopez and his shadow have been nailed to the harbour
wall. The party go and cut the two men down; they are still alive but badly beaten.
The perpetrater, a lithe powerful looking Elenorian called Lutheliar, taunts them at the
other end of the harbour. With towering arrogance the elf strolls towards them.
Meklor and Fuls Brett casts dispel magic at him but their spells fail. Traumbrenner
hurls a shuriken, which embeds itself in the elf’s chest.
In anger Lutheliar hurls a lightning bolt at Traumbrenner but the magic strikes the
harbour wall harmlessly. It seems that Lutheliar offers no resistance or defence. One
single arrow from Antigor punctures the elf’s eye and slays him.
The party now realise the true danger as the wispy, smoke-like soul of Lutheliar
emerges from the corpse. Powerful and charged with energy it makes its way towards
the party. Taryn is first to react. He rushes forward, arms outstretched, to meet the
danger.
"She will have your souls!" Lutheliar screams as he meets Taryn head on. The inner
fire burns the soul instantly, unable to cope with Taryn’s power. Within seconds
Lutheliar is gone.
Fuls Brett searches the body. He finds six magical arrows with runes inscribed on
each one. Antigor speculates that each arrow will have but one target. Fuls takes them
to a blacksmith and destroys them in a nearby forge. Calandrin examines the body,
informs them that the elf was a high-ranking official in Elenoria; a Huntsman, a
prominent position within the palace of Queen Illyanth.
Later Antigor converses with rats. They inform him that twenty elves (he suspects
Elenorians) have slipped into the sewers beneath the North Gate and are hiding
beneath it. They inform the druid that each was carrying at least three heavy
waterskins. Antigor leads the party to a grating above the North Gate. After a second
conversation with the rats it is clear that the Elenorians are preparing a bomb. They
have stacked the waterskins under the gate.
Taryn Bzar returns to the tavern and gathers Calandrin and Arvial. "Time to take a
little walk," he tells them. Soon the ranger is above the town of Hell’s Bay, he
scrambles up the near sheer cliffs of the Olshay Range. Fuls Brett casts invisibility
and fly – he too has doubts about what is happening. As his friends – led by prince
Antigor – descend into the sewers, he ascends high above Hell’s Bay.
Batista and Traumbrenner scout ahead. When an Elenorian face peers round a corner
Traumbrenner spits a dart into his thigh. The elf yelps and returns to his comrades.
Round the next corner the twenty Elenorians have built a barricade of fallen stone and
discarded furniture. Behind them is an Elenorian with a torch, behind him is the pile
of waterskins filled with combustible material.
The party face longbows and swords before they can reach the Elenorian, who is
about to light the fuse. Meklor however reacts first. He launches a fireball at the
Elenorian, the ball of rapidly-growing flame engulfs the target. But the flame expands
into the confined space. The party look on in horror at what Meklor has done.
Meanwhile Taryn is high above Hell’s Bay when the North Gate erupts. Stone, wood,
and flesh are ripped to pieces. A huge section of the harbour wall collapses as gouts of
tendril-like fire reach up to the heavens. Shortly after the initial explosion the South
Gate erupts, followed by smaller explosions; more targeted but equally devastating.
The taverns, the whorehouse, the harbourmasters, the warehouses all vanish, within
minutes the entire town is alight.
Taryn knows instinctively that his friends are gone. He recalls painfully the last
catastrophic explosion, when a large chunk of the Olshay Range was unmade, an
event he survived.
Calandrin pulls his son Arvial tightly to him as if to protect him from the fire below.
"And so it begins," Taryn says grimly…
Bears & Mountains
cy 4863 - Janos 11th - 16th
Taryn Bzar leads Calandrin and Arvial up onto the ridge above Hell’s Bay. Behind
them smoke rises from the ruins of the small sea port, along the coast there are similar
fires from the many other hidden coves and inlet used by the pirates and smugglers.
Further out to sea a fleet of Elenorian warships litter the ocean. Taryn notices that on
each one is perched a winged demon, sat menacingly in the crows nest.
Calandrin gathers his katana that hangs from the branches of a dead tree on the
mountain pass. He is astonished to find it (left by Viator Varkos who stole it a day
earlier).
They are joined by a few travellers. Horse, an Ygran druid, Herla, a female
Middenheim priestess of Malakar, Dietrich, a female Kuldraq ranger, Crazat, a
Landrian ranger, and Karnak, a Merkand priest of Jarik Saal.
Taryn heads into the mountains. When Calandrin spots two Elenorians in a valley he
decides to head for them, still unsure about the plot to kill him or the child Arvial.
Taryn is unable to stop him and as Calandrin marches down to the Elenorians Taryn
and the others are close behind; some in bow range others closer still.
Calandrin sees his opportunity to escape and lightning draws his lethal katana. The
blow misses Taryn but the two are forced into melee, Taryn catches a series of
Calandrin’s deadly attacks and the battle rages around them. The two Elenorians –
palace guardians from Illyanth’s inner sanctum – draw demonic longswords and
attack.
But to Calandrin’s horror and despair a blade smashes the side of Arvial’s skull and
sends him crashing down onto the snow, blood pouring from a deep gash. Realising
his mistake Calandrin turns on the two traitrs; two deft and brilliant strokes opens
their jugular veins and the two die quickly in the snow.
Taryn is already at the boy’s side. He uses his inner fire to cauterise the wound and
stem the bleeding. As Calandrin watches ashen faced Karnak casts cure light wounds
and closes the wound. Calandrin scoops up his son and watches as the gash in his
head closes mysteriously. Soon Arvial is smiling once more.
Calandrin turns to Taryn shame faced. "I am sorry I doubted you Taryn Bzar. But it is
hard for me to take that my mother wants myself and her own grandson dead."
Arvial says; "It is not surprising in her condition."
No one questions the young boy, instead they head off into the mountains, discarding
the demonic blades and amulets worn by the dead Elenorians. Herla casts endure cold
whilst at night Fuls Brett – now an adept of Elementalism – creates a shelter from the
walls of a rock face.
That night Horse spots a huge mountain bear foraging in the snow, a massive beast
roaming the wilderness in search of food or a mate. The druid casts animal friendship
then speak with animals on it. It is called Granitar. It tells Horse of its quest to find a
mate after it lost its partner a year earlier. Horse does not think there can be many
more such carnivorous, ferocious looking bears in the Olshay Range. Granitar agrees
to travel with them.
Next day Granitar informs Horse that there is a putrid predator ahead lying in wait to
ambush them. The bear heads forward to spring the trap whilst the party ready bows
and spells. Suddenly Granitar rams his paws into the snow, which bubbles red shortly
afterwards. The bear rips at the hidden foe under the snow, gouts of red blood spew
from the ground as Granitar rends the demon beneath. Suddenly three towers of ice
dwarf the bear, demons encased in ice armour surround it.
As arrows are launched Taryn and Horse run into combat, Taryn cutting himself to
produce fire along his shortsword. Herla casts bless on the archers. Blood and bones
fly from the centre of the combat, Taryn smashes the blade through a rent in demonic
armour to ignite the creature within. Horse casts produce fire and punches deep into a
demonic midriff, the fire igniting the creature internally.
To Taryn’s astonishment Granitar has already felled two of the demons. The bear is
covered with putrid blood and slime from the demons but – astonishingly – it does not
have a single mark upon it.
That night figures are spotted in the blizzard but go unchallenged as the party shelter
in one of Fuls earth elementals.
Next day the path narrows into a narrow gulley. To avoid the obvious ambush site
Fuls creates an earth elemental to move through the rock, a small moving room that
comfortably holds the entire party including the gigantic bear Granitar. Soon the
moving elemental opens up into a space where two Elenorian archers wait behind two
arrow slits carved into the rock wall. They are cut down quickly and efficiently
without even being aware that they are being attacked.
Next night Karnak casts wyvern watch to guard their elemental shelter. An elven
woman – possibly an Elenorian – can be seen out in the snow. She searches blindly
though makes her way closer to the shelter. Calandrin becomes nervous. "Something
is not right about this," he warns them. Fuls needs no second prompt and creates an
earth elemental room and descends quickly.
Inside the room the pressure increases quickly, each member of the party feels pain
inside his or her head, as if the skull wants to compress itself. Calandrin urges Fuls
back up to the top and when they emerge there is no shelter, half the valley is no more
than a crater. It reminds Fuls of the void disaster inside the huge dragon further south.
"It is sad that Illyanth resorts to suicide killers to kill us," Calandrin says, shocked by
the massive crater. He hands Fuls the katana, informs him that the queen will be able
to track it. "Bury it deep," he says. Fuls obliges by sending the sword – via an earth
elemental – deep into the core of the world.
Next morning Fuls casts fly on each member of the party, including Granitar. With a
wind elemental behind them the spell lasts for one and a half hours. Still in that time
they manage to travel a substantial distance before Fuls lands them on a tall peak
above the clouds. The elementalist needs to rest to recover his strength so they
descend down the mountain to create another hidden shelter with an earth elemental.
Later there is an earth shattering roar, like an earthquake, but the sound resembles a
creature in pain. The bear Granitar – who can now speak a little common tongue –
informs them that the mountain is alive. The party make haste down the slopes. To
their horror the mountain creature starts to move hundreds of tons of rock towards
them, it attempts to sweep them over a gorge and plunge them two thousand feet onto
the valley floor. Without enough spells left Fuls starts to panic.
Incredibly however Granitar leans against the moving rock face and halts it’s
movement. Hundreds of tons of earth stopped by one bear!
When they eventually reach the valley a small stream marks the edge of the mountain
creature they feel safe. Fuls creates an underground shelter in order to rest. When
Granitar returns the mountain tries once more to harm them; it directs a river over
them, a flash flood carrying rocks and other debris. The elemental is moved down to
protect them.
Next morning Fuls casts stoneskin on the rest of the party – including Granitar – and
takes to the skies once more. Again they put miles between them and rest in a
sheltered valley. Horse and Granitar go out in search of food, the bear finds a
dragon’s larder, a hole with cattle carcasses, a hidden meat store preserved in the ice.
He takes a few choice cuts of meat before returning to the camp fire.
As Granitar rends the meat he watches the party roast it over a spit. Granitar chuckles,
a rumbling sound like an earthquake; "What a strange thing," it says without a hint of
irony, "burning meat before eating it…"
Granitar’s low mumbling laughter fills the cave…
The Windweaver
Cy 4863 – Janos 17th - 20th
Taryn Bzar leads the party northwest through the great mountain range of the Olshay.
With Granitar – the mountainous bear – bringing up the rear Taryn and Arvial talk.
The ranger learns that the boy’s mother was a noble Myrid woman and that Illyanth is
indeed pregnant. Arvial, however, is at a loss to understand why his grandmother
wants him dead. Taryn further speculates that the child Illyanth carries is a girl, he
alludes to the possibility that if it is there is a natural successor to her as queen.
That evening Dietrich sketches a portrait of Arvial, a masterful depiction of the boy
that appears to show every emotion. Taryn suggests it is a spiritual work, lent power
by something – possibly Arvial himself.
Fuls casts stoneskin on Todgem that evening. Later heavy footsteps can be felt even in
the shelter of Ful’s elemental cave. The elementalist stretches out an earth elemental
until he feels a prehistoric creature – possibly a large carnivorous reptile – outside.
Fuls uses the earth elemental to sink the creature, which is as large as a giant, and
smother it under the ground.
Suddenly Arvial lets out a piercing scream. "Let it out!" he yells, "It is hungry, not
evil!" Fuls lets the creature go as Calandrin cares for his son and warns Fuls not to
upset the boy again.
Next morning Arvial spots a watcher on a ridge a mile away. Taryn sends his familiar
upwards to see a humanoid lay on the ground with four other similarly clad warriors
behind him, hidden from view. When the watcher has finished he grabs hold of a
longbow beside him; the weapon becomes snake-like and coils round the watcher’s
forearm before disappearing beneath the robes. Taryn notices a pair of red glowing
eyes…a demon.
Back with the party Taryn relays what the familiar has seen. Fuls immediately
summons a tunnelling elemental and travels through the mountain that separates them
and their enemies. The tunneller makes its way to where the five demons lay in
ambush.
Suddenly they are hit by a dispel magic – when Fuls manages to re-activate the
elemental and move on the demons are upon them. Fuls is hit by a demonic blade and
is wracked in pain as his soul is drained. Granitar is similarly hit and roars in the most
exquisite pain.
Todgem leaps forward using the dagger called Eastern Eye; he rams it through the
crimson pupils of the first demon and destroys it utterly, the corporeal form
evaporates into nothingness as the demon is sent back to the Abyss. Taryn Bzar hacks
at the second, his deadly shortsword plunges into the eye of a second and another is
destroyed.
Herla, the Malakarian priestess, casts bless allowing the more mundane attacks to
harm the demons. Calandrin – who is weaponless – rams two fingers into the eyes of
a third and another one is destroyed. Taryn uses a similar tactic to destroy another, his
inner fire exploding the demon’s head and banishing it. Granitar is slain by the last
demon before Todgem stabs it to death.
Arvial kneels at the limp body of Granitar. He sheds a tear for the great bear as both
Taryn and Herla realise that the boy is in communion with a goddess…they realise
that Arvial is committing its soul to Elena.
That night Herla creates a shrine to Malakar in their elemental cave. She is astonished
when Arvial sits next to her and says; "May I pray at your shrine?" Herla is amazed
and the two of them discuss religion, Malakar, and the upbringing of Calandrin. Herla
is told that Calandrin played with Malakar and Elena when they were his age.
Next morning the wind and snow close in. They struggle through a blizzard, their
progress is slow and laborious. Herla senses a demon. A shadowy figure can be seen
at longbow range through the snow fall, with a deep booming voice he signals his
intention to kill the child. Blood drains from Calandrin’s face. "By the gods I know
that voice! It is Xalvar Nightsbane, Illyanth’s night chancellor."
Calandrin urges they retreat from the demon. Taryn calmly runs his palm over the
blade of his sword, the blood bubbles, then ignites the steel itself. They huddle into a
circle. Fuls Brett feels the enormous weight of a spell against him; a dispel magic has
been hurled by Xanlvar but Fuls manages to defeat it. He knows that it is only a
matter of time before the demon casts another.
He uses an earth elemental to drop the party deep underground, then tries to outmanoeuvre Xalvar. It soon becomes clear that they cannot outrun the chancellor, nor
can they avoid the demonic help he has brought with him. Fuls realises that since they
cannot hide they must fight. Calandrin argues against it but Fuls returns to the surface
– just as a second dispel magic hits them. This time their magical protections and
spells are gone.
A perimeter of one hundred demonic Elenorians suddenly rush in at the party, who
desperately draw weapons to defend themselves. The marauding demons are upon
them in seconds but it is Todgem who is quickest; his deadly knife Eastern Eye
destroys the first demo and the battle begins in earnest. Taryn severs the femoral
artery of his first opponent, the demonic blood ignites two of his companions and
obliterates them in seconds.
But the party feel the full weight of the demonic attack in the first few seconds. Herla
and Dietrich are cut by demonic blades, their souls damaged by the deadly weapons.
Fuls is also cut before he can cast another stoneskin. Taryn has only one thing on his
mind – protect the child! He turns aside a couple of blows as Calandrin stays close to
do the same.
All the while the boy Arvial begins to speak in a strange tongue; it is a litany that
increases in volume as the battle rages. Desperately they defend themselves against
the impossible odds. The demons are ten deep in front of them, their feral eyes and
dangerous blades close to taking their souls.
But as they cling to life Arvial increases the volume. After a couple of minutes Taryn
senses a change in the atmosphere around them. It is as if the child communes with
Nature itself. The air becomes thick and cloying, the pressure causes head aches and
nausea. Still the child speaks.
Fuls casts a dig spell then. The ground in front of them collapses, taking the first three
lines of demons with it. He continues to dig out the earth as the demons try to
scramble, unsuccessfully, out of their predicament. Todgem rams the dagger through
the eye of a clambering demon but they are all aware that a greater force is present.
The air around them becomes intense, a swirling vortex that begins to shred the skin
of the demons trapped in the pit and corrode the steel of their blades. Such is the force
of the wind that it soon becomes impossible to put anything into the swirling tornado
only inches away from them. Fuls summons an air elemental around them even as the
vortex subsides.
Wounded but alive the air clears to cloudless skies, the sun is warm against their flesh
as they survey their new surroundings. The pit contains nothing but sand, all evidence
of the demons is gone. There is also no sign of Xalvar; none of the party sense magic
or demons in the area. Fuls creates an elemental causeway across the pit and the party
move out onto firmer ground.
All eyes are on Arvial. Even his father, Calandrin, gapes with open-mouthed awe at
what his son has achieved. Dietrich absently stares at the portrait of the young boy
and notices an expression of profound joy on his face. It is also an expression that
hides primal power…
Black Mountains
cy 4863 - Janos 20th - 22nd
As the dust and debris settle there is no sign of the hundred demons that attacked the
party. Arvial, the son of the noble born Calandrin, is at the centre of the devastation.
His power caused nature to destroy the demonic force led by Xalvar Nightsbane –
Illyanth’s night chancellor. There is no sign of Xalvar but Taryn Bzar knows he has
not seen the last of the half demon.
As they continue north west Taryn studies the black diamond once more. The
priestess Herla is more than interested by the artefact and once she touches it realises
that it was created by her master – the God Malakar. Once hearing this insight Taryn
gifts the gem to her and they proceed on their journey always alert, the ranger believes
that it is only a matter of time before Xalvar regroups and attacks again.
That night Fuls Brett creates a defensible bunker and they post guards throughout the
night. Herla casts glyph of warding at the entrance and Karnak casts wyvern watch
above. The attack comes after five hours of sleep. The walls of the elemental begin to
bleed, blood seeps down and covers the guards. Soon everyone is awake. Fuls Brett
senses a demon has occupied the space where the elemental had been. He urges
everyone outside immediately…straight into an ambush.
As they exit the mouth of the cave four rapidly growing balls of fire hurtle towards
them. The party dive for cover as four massive explosions erupt at the mouth of the
cave.
Taryn rolls to safety, his inner fire deflecting the heat of the magical fireball, he
smothers Arvial, effectively saving the boys life. Herla also is unharmed, Malakar’s
black heart absorbs the magic. Fuls Brett, Karnak, Dietrich, and Rakalam are not so
lucky – the fire consumes them instantly.
Todgem and Calandrin are charred, injured but alive! Four small demonic imps can be
seen ahead of them. Taryn is already charging, followed rapidly by Todgem and
Calandrin. The imps have no time to react. Taryn and Calandrin butcher one apiece
whilst Todgem uses his magical dagger to fell the other two.
There is no time to mourn their fallen comrades. A screeching call to arms can be
heard from the ridge high above them. Herla casts animate undead and turns her
fallen comrades into zombies, which follow her. Xalvar Nightsbane calls in more
reinforcements – more demons descend from the blackened skies; not imps this time
though, these monsters are large and dangerous, their crimson eyes containing
powerful souls.
Taryn leads them down into a narrow gully between two cliff faces. Sheltered from
above the gully is accessible from only one point. They hear the demons perched
above them, like gulls following a sailing ship, Taryn realises that they are trapped.
Herla begins immediately to build a shrine to Malakar. Suddenly three travellers hurry
into the gully seeking protection from the swarm of demons overhead. The Cutter, an
assassin, Vajan Wolftongue, a martial artist, and Earl Caldera, a Malakarian priest are
thankful for the sanctuary. Herla realises that each of the newcomers is half elven,
half demonic. Only the fact that there is a Malakarian amongst them stops her
attacking them.
The predicament becomes clear when Xalvar speaks; "You will never see another
dawn!"
Herla casts glyph of warding on a zombie and sends it out into the clearing. It is hit
from above by demonic bolts, the undead is obliterated within seconds.
The party sit and discuss tactics. The Cutter slips out of the gully and sneaks up above
them. Within minutes he finds himself in the company of Xalvar Nightsbane with
demons all around and above him. Xalvar does not slay him. He hands the assassin a
parchment (with Illyanth’s seal in wax) and says; "Hand this to the child and I will let
you live."
The Cutter returns to the party who dismiss the parchment as an obvious trap. Herla
hands it to one of the zombies. Between them they hatch an escape plan. The Cutter
and his two half demon friends will return to face Xalvar thus distracting him enough
so that Calandrin and Arvial and the others can slip away. Taryn plans to sneak away
to get within longbow range of the meeting with a view to taking out Xalvar.
So the three half demons climb up to face Xalvar. The demons are close, intimidating
and frightening. The night chancellor is suspicious and it soon becomes clear to him
that The Cutter has tricked him. Meanwhile Calandrin leads the rest of them out in a
hurry, he hugs the rock face in an attempt to get cover.
Taryn Bzar looks down the shaft of a longbow arrow. In his sights is the tall demonic
chancellor who stands menacingly before his companions. He breathes deeply before
he lets the shaft go.
Xalvar senses something is wrong. Before he can react the arrow thunders into the
side of his head, flames spew from the awful wound. Damage that would take down a
dragon merely causes Xalvar to scream and spew fire. The three half demons jump
Xalvar, unconcerned that Taryn continues to shoot from distance they engage the
screaming demon. Two more arrows thunder into Xalvar’s groin but the chancellor
refuses to go down.
Above the demons scatter like frightened crows. Half their number chase Calandrin
and half head straight for Taryn.
Xalvar wrenches both katanas from his shoulder scabbards; enraged by the damage he
decapitates Caldera and Vajan before they can offer any resistance. The Cutter ducks
away as a third arrow finds Xalvar’s groin; the assassin hopes to kill the half demon
by surprise. Fire erupts from the belly of Xalvar. Slowed and in pain the chancellor
struggles on. The Cutter seizes his chance and drives his longsword up into the
wounded groin; Xalvar screams and lashes out wildly – the blade slices through the
assassin’s heart and kills him instantly.
Taryn Bzar is only aware of the target. Fifty maniacal demons hurtle towards him but
he concentrates only on the crouching and wounded chancellor. Just one more shot he
thinks. Sweat drips into his eyes but his focus is the screaming half demon two
hundred and fifty yards distant. Just one more shot. Forgoing his own safety Taryn
draws what should be his final arrow; the demons are almost upon him, red eyes fixed
on his throat, teeth slavering and drooling as they aim for his soul.
Just one more shot.
As the arrow flies he rolls down and to the side. Miraculously no talons or teeth find
his flesh. With incredible agility he leaps to his feet and prepares to face impossible
odds; only to see the demons evaporate into smoke, the stink of sulphur the only
evidence of their appearance. In the distance he sees the remaining demons that were
chasing Arvial vanish in a similar fashion. He stares to the ridge and Xalvar
Nightsbane – the chancellor is no more than a cloud of noxious vapour, the remnants
of his fire that have taken his soul.
As Taryn smiles he hears the jubilation in the voices of his companions. Joy echoes
around the valley, bounces off the rock and reverberates for miles. He wonders at the
irony of the sound. This is no place for joy he muses as he makes his way back to his
friends…
The Hidden Valley
Cy 4863 – Jan 22nd – 23rd
After the death of Xalvar Nightsbane, Illyanth’s night chancellor, the party feel as if a
weight has been lifted from them. The oppressive sense that they are being hunted is
no more. Taryn leads them ever northward towards the kingdom of Myrid.
Taryn finds them suitable shelter at night. Herla casts glyph of warding on the
entrance whilst Horse casts endure cold as they camp in the darkness.
Next day Taryn leads them over a ridge. Before long he – like everyone else – notices
greenery in a valley below them. It is as if the whole expanse was not touched by a
single snowdrop. In the centre of the valley are three ruined towers two hundred feet
apart forming a triangle. Arvial stares at Taryn who has a similar expression. "You
can feel it too can’t you?" the boy says. Taryn nods but says nothing – they can both
sense the profound sensation of primal magic.
Taryn leads them down into the valley. Cattle graze in the distance and it feels as if
spring has come early; flowers blossom all around them, trees reveal their leaves and
butterflies and bees hum around them.
The closer they go to the towers the more painful the pressure inside their heads
becomes. Herla gives a rallying cry; "Have faith!" and drives them on towards their
goal.
Suddenly the pain in their head dissipates as the real scene unfolds. As they cross
some invisible barrier they are staring at three impressive towers – now in pristine
condition. Sparking between all three is raw energy in the form of lightning bolts,
hundreds of times a second this energy flickers around the length of each tower.
After a brief discussion Herla sends one of her animated zombies into the centre of
the towers. As soon as it enters the sparking energy the zombie vanishes. "It is a
portal," Arvial states confidently.
Taryn leads them all through the portal, he leaves his familiar behind but orders it to
follow after a minute or so. The eagle sits patiently as his master vanishes like the
zombie before him.
Nothing prepares the party for the stench of death, rotting flesh and sulphurous vapour
that hangs around them. They find themselves in a trench littered with bodies at
various levels of decomposition; many are skeletons. Rats scurry amongst the dead.
Above them is a cloud of thick noxious gas. It provides a temporary ceiling to obscure
what is above. Flies fall out of the cloud, shrivelled and burnt by the vapour.
Herla animates six skeletons to accompany them and then casts speak with dead on
one of the bodies. The body turns out to be a Nyrondian from the third millennium of
Grayhawk, slain by some unseen foe with a crossbow. Meanwhile Horse and Taryn
speak to one of the many rats. The rodent informs them that a man guards the gate
across from the trench and that every traveller wants to reach it. "He has only let one
old man through in four thousand years," the rat says.
The rat leads them round to the point in the trench where they are closest to the gate.
The distance is fifty paces. They peek above the trench as the noxious gas begins to
lift to see sheer walls and a massive set of imposing double doors. Herla sends a
skeleton over the trench; which is instantly hit by bolt after bolt until it is nothing
more than a pile of bones.
Taryn argues that it may be better to walk across to the gate rather than trying to
storm the unseen attacker. The party reluctantly agree and eventually they all move as
one, spaced apart for safety, towards the gate. The expected crossbow bolts do not
come. Instead a dark robed figure drops down in front of them. A pair of crossbow
pistols in his hands.
"I am Cortasain, the guardian of this gate for many years."
Taryn realises why they have not been attacked. The guardian Cortasain is primed to
at least speak to primal beings such as himself and Arvial. Cortasain sets them a test
to proceed. "I challenge one of you to single combat; best me and I will let you
through the gate."
"Then I will face you," Taryn says, "but there are conditions. First we use no
weapons. Second if I lose then you let all my friends go."
Cortasain agrees to the conditions and the two men stalk each other like tigers, Taryn
is aware that the man before him has had many such fights as this. He realises that
Cortasain is skilled in many arts of combat. The first few attacks from the guardian
are tentative yet lightning fast. Taryn ducks under the first blow, catches the arm of
the second and throws Cortasain to the ground in one fluid sweeping movement.
Cortasain smiles as he prepares another attacker. From nowhere, however, Todgem
lunges into the fray, the deadly Eastern Eye dagger in front of him. Cortasain is
shocked but more shocked when Horse, Herla and Crazat join in the fight.
Taryn – uncomfortable at the sudden unsporting attack – backs away to be with Arvial
and Calandrin who is similarly uncomfortable. Cortasain starts to take damage, minor
wounds plus a deep cut in his forehead from Horse. The guardian is tough and comes
back fighting, a devastating kick into Horse’s face breaks the druid’s neck, followed
by a lethal punch that crushes Herla’s spine.
Todgem now backs away leaving Crazat alone with the guardian. Cortasain
dispatches him before raising a pistol and shooting Todgem in the eye. Arvial,
Calandrin remain still.
"It was only a test!" protests Cortasain, "I did not want this treachery!"
Taryn meanwhile is at the bodies of his fallen companions. From Todgem he takes a
few items; a girdle of incredible strength, a ring of protection and the fable Eastern
Eye dagger. From Herla he takes possession of the strange Malakarian gem for the
second time, slipping it into the folds of his robes before returning the the raging
guardian…
The Kalador Forest
cy 4863 Jan 24th - 25th
Cortasain is horrified by the death of Taryn’s companions at the entrance to the
Fulcrum Gate. He allows entry to the ranger, Hoss, the paladin of Malakar, Arvial and
his father Calandrin. Inside is a domed room with hundreds of pulsating globes
suspended in mid air, the power emanating from them is unmistakable.
Arvial explains that each globe is a one way portal, a means to travel quickly to any
point on Grayhawk. "Promethius used them to move around after he had cemented
time and fixed the Laws of Creation," the child explains.
Taryn has an idea. He finds a portal that will take him back to the hidden valley, he
surmises that time will be stopped inside the Fulcrum Gate. In doing so he arrives
back at the exact moment he and his companions enter the triangular towers and
therefore manages to reach his familiar eagle before it enters the gate after him. With
the eagle secure on his arm he travels back through the portal and back to the party.
After a lengthy discussion about their next move it is decided to head for the Kalador
forest which lies on the southern edge of the Nadir Plains. Since Hoss is a royal
cousin it will allow them access to King Luthien Stormrider and a possible sanctuary
for Arvial.
Through the gate they arrive at Green Haven, Hoss’ ancestral home. It is a huge
sprawling city built amongst – and indeed within – the massive trees that dominate the
forest. Green Haven is a thriving place full of markets and traders; merchants from
every corner of Grayhawk are here.
Soon they meet five travellers. Dio, a rock dwarf warrior, G-Lest, a Jarak Malakr
priest, Clytem Grandis, a half Marraq warrior, Brazer Silverbow, another half Marraq
warrior and Sergei Streng, a Myrid thief. With these companions in tow Taryn
decides to find rooms for the night in one of the many innhouses before coming up
with a plan.
The two Marraqs Brazer and Clytem actively seek out minds and danger. The two
most curious and powerful minds of all are their two new companions; Taryn and
Arvial. They settle into the taproom of an inn and one topic dominates all
conversation. The Elenorians have declared war on Myrid.
Next morning there are celebrations to mark the sixty second anniversary of the
king’s ascendancy to the throne. The party move through the market place and stop at
a store where Sergei the thief buys a rat with the intention of training it to do simple
tasks. Taryn uses speak with animals to determine which is the most intelligent rat.
Taryn realises that they need help. He moves through the Guilds District and realises
that help could be closer at hand than he thinks. He recalls a conversation with Viator
Varkos – the King of Thieves – in Hell’s Bay when the ancient thief told him that he
would always be close or at least have agents closer. "We head for the thieves’ guild!"
he proclaims.
Into the noble quarter where there are more heavily armed Kal guards than in any
other part of Green Haven. Brazer sweeps for minds under the direction of Taryn;
"Find me a thief," he asks. Brazer soon finds several wandering through the noble
quarter and Taryn approaches them. The startled thief points them to the Silk Glove
Inn, the hidden headquarters of the Thieves’ Guild.
Situated in the Restaurant Quarter the Silk Glove is a wealthy innhouse full of the
richest merchants and noblemen. The innkeeper is surprised therefore when Taryn and
his rowdy band demand to be served. Soon a slender heavily armed Kal appears
called Kasnar. Brazer gets into his mind and realises that this man is the head of the
Thieves Guild, an astute and powerful elf. The Marraq also notices something
unusual; deep within his mind is a black space, an impenetrable place that not even
Brazer’s telepathy can penetrate.
"You will be more comfortable in a private room," Kasnar suggests.
Once inside Kasnar reveals himself and Taryn persuades the guildmaster to help them
(Brazer throws an image of Viator Varkos into his mind). Within minutes a plan is
hatched; the party intend to go to the king and present themselves using Hoss’
influence to get them close. Kasnar tells them that the king is being courted by a high
ranking Elenorian diplomat called Vonidar.
Soon they head north into the forest led by Kasnar. An hour after they left Green
Haven they are attacked; twelve robed and hooded figures emerge from the trees and
the undergrowth with swords aloft. Calandrin moves Arvial behind him for
protection.
Taryn catches the first blow and rams his fingers into the eye sockets of the first
opponent. Blood and flame sprout from the lethal wound, the flames touch another
assailant and he too is engulfed in primal fire. Dio the dwarf takes a crunching blow
to the leg and falls down but lashes out with a greataxe to decapitate his foe when he
falls. Calandrin and Taryn take the offensive, their blades dance dangerously and
expertly – five more are slain in their blistering assault.
Taryn catches one of the last opponents and hurls him to the floor, a knee to the throat
secures the attacker as Calandrin mops up the rest.
Brazer removes the hood to reveal an Elenorian; further interrogation reveals that they
have been sent by Vonidar. Taryn slices open the elf’s throat before declaring his
intention to kill the meddling diplomat.
After a nights sleep in the forest they are up early and head for the palace itself.
Before long two heavily armed Kal soldiers appear before them. As soon as they spot
Hoss they kneel and bow; "How may we help you my lord?"
"Take us to see my uncle," Hoss says.
To their astonishment they move through an army camped in amongst the trees.
Thousands of Kals regimented and preparing for battle are before them. The two
officers explain that the king wants a quiet mobilisation due to events in the north.
Hoss leads them into the expansive palace grounds but is soon stopped by Aluthar, the
kings wily old chancellor. "Well met Hoss, haven’t seen you here for some time
now."
Clytem invades the chancellor’s mind but the powerful Kal plucks out their plans and
smiles. Directly to Taryn he says; "There will be no blood shed by you this day. The
diplomat is under the protection of the king himself and I will not allow him to
harmed – such things are bad form."
The Caves of the Dead
cy 4863 Janos 26th - 27th
King Luthien Stormrider greets his nephew, Hosskal, warmly and invites his
companions into the throne room. Immediately Brazer Silverbow uses his natural
Marraq telepathy to get into the mind of the monarch. What he sees there is a genuine
and honest man, a man with vast experience and an all encompassing control of the
entire Kalador Forest. Brazer is certain that the king knows who they are even before
Hosskal introduces them.
Taryn’s fears that the Kals will join forces with Elenoria are quickly dispelled.
Luthien tells them that he refused Illyanth’s pleas for an alliance and informs them
that no other kingdom will – presently – come to the aid of Valadain Raikos. The
Godslayer stands alone against the might of the Elenorian horde. King Luthien also
reveals what he knows of the queen’s motives (he admits to having spies inside the
palace at Elenoria) – he believes she is pregnant from some arch demon and wishes to
mirror the Bloodlines of Loramas. To ensure purity of that bloodline she cannot allow
the remaining two of her offspring (Calandrin and Arvial) to exist – thus she ensure a
pure bloodline emanating from herself.
Taryn suggests a council of kings and Luthien agrees; he sends his chancellor Aluthar
to make the arrangements. The discussion continues over lunch at the king’s grand
banqueting hall with the group divided on the best course of action. Arvial, however,
is more succinct.
"We must sever the head of this particular snake," the child says profoundly, "if we
are to be truly free we must go after Illyanth and kill her. If we do not then she will
hunt us down for the rest of our days. We will never be free."
Taryn nods in agreement. The king is astonished by the young child’s perception but
adds a note of caution. "It will not be easy to defeat her; she is, after all, the greatest
living swordswoman on Grayhawk and her allies can be counted from the Abyss as
well as from the elven contingent."
"Do you know of the Caves of the Dead?" Arvial asks.
Once again the king is shocked. "Of course – the ancestral burial place of Lord Kal
himself, the first and true king of the Kals."
"Inside that tomb is the embodiment of the Kals strength," Arvial continues. "The five
disciplines of the Kals (sorcery, necromancy, archery, swordsmanship, and telepathy)
are represented – Lord Kal took his artefacts with him and the Kals guarded his tomb
with five of the greatest exponents of each discipline. If we can get past these we can
retrieve weapons that will help us defeat the queen."
"Incredible!" King Luthien says. "This child is correct, but there is a flaw in your
plan. The Caves of the Dead will not give their secrets easily; many have tried and all
have failed. It might be more prudent to go immediately to face the queen…it may
well be an easier task."
"We will – of course – return any weapons when the queen is dead," Arvial says.
That evening Hosskal takes his companions – with the exception of Calandrin and
Arvial – to meet some of his noble companions. He is well known amongst them.
Many of the noble ladies flirt with them all night and whilst Taryn stays relatively
sobre the others enjoy a night of revelry. Brazer Silverbow, a charming half breed
Marraq, is an instant hit with the noble ladies out to gain favour and position. That
night he takes three such beauties back to his room and is the last to rise next
morning!
Next morning Taryn takes the party to tour the Temple District. The Kalador Forest is
one of the few places on Grayhawk that has the four major religions in close
proximity; the grand temples form an area all of their own and compete for the many
worshippers who reside in the forest. First they find the Malakarian temple run by
Kossrik, a vicious social climber with a dark heart and a darker attitude towards the
party. Hosskal and G-Lest, both Malakar followers, remain in this temple for the rest
of the day.
Taryn receives a warmer welcome in the three other temples. The Jarik temple is run
by a Nadir high priest called Myrvian, the Elenian temple by a Kal priestess called
Luthiel Dawnwarden, and the Willowstarrian temple by a wise old Kal called Bellian.
It is in Bellian’s company where Taryn discovers much about the mystery of Arvial’s
mother. Both Brazer and Clytem successfully get into the minds of all the high priests
but in Bellian’s they learn most.
"I was present at Arvial’s birth," Bellian says calmly though his mind is in turmoil at
the memory. "It was a grave day indeed. He was born inside the temple; the mother
was half Myrid and half something else – not demonic, not undead…something
darker. Whatever infected her drove her mad. She wanted to slay the child as soon as
she set eyes upon it. We had to kill her…there was no choice."
Later King Luthien Stormrider takes the party (via tree-like teleportation – to the
Caves of the Dead. He has one last attempt to persuade them against the action but
Taryn politely declines. When the king is gone the ranger lord asks Kasnar – the
guildmaster thief agent of Viator – to find the King of Thieves and bring him to the
entrance.
When Kasnar returns the news is not good. "He will not enter the Caves of the Dead."
Taryn shrugs. "It was as I suspected."
Taryn leads them through into the first cave. Brazer and Clytem can feel a mind
awakening. They see an archery range with straw targets set at maximum longbow
range at one side. Valdras is the first of the guardians of Lord Kal’s tomb; he hefts an
ancient longbow.
The Kal archer offers them a duel. "If one of you can best me in a duel then you may
proceed, but if you fail you will have to leave."
Clytem, the Marraq, steps forward. He stands at the range and the Kal smiles. "A
Marraq…this should be some sport. Five shots each."
G-Lest casts warp wood on the Kal’s arrows, subtly altering their shape a fraction so
that the feathers are slightly out of alignment. Meanwhile Brazer is inside the Kal’s
head and can feel the confidence. The Kal called Valdras sends his first arrow
forward. To his horror the shaft veers off and misses the entire target. Valdras is
horrified. Clytem hits the outer ring but when the Kal misses the second shot panic
sets in. Brazer sees the mind collapse but the victory is a narrow one – Clytem only
just hits the target with three shots.
For a second Valdras considers turning on the party. Brazer Silverbow already has an
arrow knocked and Taryn hovers behind the Kal menacingly. Valdras admits defeat
and allows them passage to the next room.
The next chamber is set out like an arena. A large mat marks out a sparring area and
at the perimeter are hundreds of weapons of all shapes and types. Some weapons are
so old they have fallen out of use. In the centre of the mat is a Kal sat cross legged
with a katana perfectly balanced across his thighs.
"I am Morvel," the elf says, "and I represent swordmanship. It is the discipline you
must face if you are to proceed. Who amongst you will challenge me."
Calandrin moves forward and the two swordsmen circle around each other like tigers
round cornered prey, their eyes intent and their katanas held loosely by their side.
Brazer is inside the mind of the Kal and can feel the supreme confidence of a
combatant who has sent many to his death. But in Calandrin he faces an opponent
trained by Illyanth herself.
They come together in a blur of steel and the clatter of sword on sword. Attack and
parry are too fast to distinguish. The Kal, however, has never faced such a quick
opponent. Calandrin draws the blade across Morvel’s back, rips it down his spine and
then across the Kal’s throat in one swift, mind-numbingly fast strike – a blow not in
any master’s repertoire, a blow only seen by a select few swordsmen.
Hosskal lifts the dead Kal’s katana and the rest of the party help themselves to some
other weapons from the racks, some replacing damaged blades but most just taking a
finer weapon.
Through the next door the scene changes once again. A lone robed Kal sits by an open
fire. Like the other guardians he has just woken. Brazer and Clytem try to get into his
mind and are met by the stone wall defence of a master telepath.
"I am Voltian," he says pleasantly, "and I require a duel if you are to proceed. I see
there are three telepaths her."
Arvial suggests that he may be needed in a further challenge – that of sorcery or
necromancy – so Brazer, the novice telepath steps forward. Voltian is pleased and
realises that he is in for an easy victory. Brazer however prepares his mind as the Kal
explains what form the mental combat will take. "The sanest one amongst us is the
winner."
Brazer has never fought mind-to-mind before but realises that the Kal’s mind will be
dominant, indeed if the guardian strikes cleanly then it will be over very quickly. He
feels the Kal’s mind as it strikes, the full weight of power of a telepath accustomed to
centuries of combat. Brazer has only one hope. He deftly avoids the mental crush and
finds himself inside the Kal’s head; he searches for the dark recess in every mind, the
greatest fear that all beings have. A fear so profound that a mind will lock it away and
never seek it.
Brazer opens that door in Voltian’s mind and – to his utter disbelief – finds himself
stood there! It is too much for the Kal who realises that the moment of his defeat, and
ultimate death, has arrived. His mental attack fades into nothingness as his heart stops.
At the other side of the cave another door opens to a dimly lit chamber…
Breaking the Tomb
cy 4863 - Janos 27th - 29th
The fourth cavern of the Caves of the Dead is dimly lit. A tomb dominates the centre
of the small crypt and five recesses contained skeletal figures laid in state. G-Lest
casts bless before the party – led by Taryn Bzar – enter the room. Behind the tomb is
a man called Horvain, a necromancer, the fourth discipline of the Kals. Brazer reaches
into the mind of a killer, an elf of pure evil.
Horvain offers them passage through to the final cavern. "One of you must spill blood
and soul onto this tomb and you will be guaranteed safe passage."
Brazer senses the over confidence of the necromancer and feeds this to his
companions by their telepathic link. Taryn steps forward. He raises his hand and
slowly draws a knife across it; at the same time he bites hard down onto his tongue,
blood fills his mouth.
Horvain is pleased to see the blood from Taryn’s clenched fist drip onto the stone
tomb but his glee turns to horror as flames bubble from the slab. Brazer senses the
necromancer preparing a death spell and feeds this information into Taryn’s mind.
The ranger spits the mouthful of blood at the spell caster; a gout of flame like
dragons’ breath passes close to Horvain but flies harmlessly past. Taryn strikes once
with his bleeding hand; a crushing blow that snaps the neck of the necromancer
instantly.
Skeletons that were animating fall lifeless at the death of the necromancer.
G-Lest prays for one hour before they enter the final cave. Unlike the rest this one is
large and contains a mausoleum in the centre of the room. Each member of the party
knows instinctively that they have reached the tomb of the great Lord Kal himself.
Stood next to the structure is a slender youthful sorcerer called Mercurius.
Again Brazer penetrates the sorcerer’s mind and senses further over confidence.
When Arvial steps forward to take the challenge Mercurius is sure he will win. He
places Arvial two hundred feet away and prepares for the battle ahead. When it starts
the Kal sorcerer pours death magic down upon Arvial. Spell after spell; fire, lightning,
death magic. Brazer sneaks into Arvial’s mind as the incredible child turns aside
every attempt to slay him. Arvial nonchalantly deflects every attack patiently.
Eventually…inevitably Mercurius runs out of steam. Exhausted he kneels down
before Arvial and screams; "Who are you child?"
There is a moment when Mercurius thinks about denying them entrance to the tomb.
Arvial is fed this information and reacts. His mind kicks down every defence, every
secret compartment in the Kal’s mind and crushes his resistance.
Eventually Mercurius opens the tomb. As soon as the door opens a storm hits the
cave. Debris rages all around but the party feel none of it. Mercurius, the other
chambers and everything in them is shredded to nothingness. Only the tomb of Lord
Kal remains.
Inside is the body of Lord Kal. His beautiful unblemished face looks peaceful,
reposed and calm as though he has merely fallen into a deep sleep. The spirit of the
Kals is strong inside the tomb and sorcery of the highest order can be sensed – even
by those without the ability to do so.
The Five Weapons of the Kals
Valkaras – the slightly curved longsword made by Lord Kal himself.
The Mantle of the Kals – a headband with telepathic properties.
Amzak, the bow of kings, a great longbow carved from an unknown wood.
The Cloak of the Dead – a necromantic artefact.
The Ring of Kal Amoth – a ring of sorcerous power.
Clytem claims the ring and when he slips it on he feels the sorcery around the room.
He can identify all the items and sense the different aspects of all the sorcery and
sorcerers in the room. Brazer claims the mantle; his mind is suddenly opened.
Furthermore he now has the ability – amongst others – to compartmentalise his mind
thus separating it into two. G-Lest claims the cloak and sword whilst Taryn takes the
bow Amzak.
As soon as they have liberated the items the tomb, the body and everything around
them turns to dust. They find themselves in the Kalador Forest once more. Brazer
stretches out his mind in a wide radius, he picks up the concentration of big minds and
realises he has found the palace fifty miles to the north. They head immediately for it.
Taryn casts mount and Brazer discovers horses a mile away. Three hunters led by
Narmiel agree to lend their horses to the party and soon they make haste towards the
palace. Before long Brazer senses an ambush. Five minds lie in wait, archers awaiting
their passage.
Taryn hefts the bow Amzak and using Brazer’s mind locates the ambushers. His bow
fires a couple of shots five hundred yards distant – the second arrow puntures the
heart of one and sprays lethal fire over two others. Brazer smiles as the leader decides
they are outgunned but Taryn’s third arrow is already in flight. It crashes through the
back of the skull and the dead assassin vomits fire over the last opponent killing him
instantly.
They ride up to the ambush sight and a fire has quickly taken hold threatening to
engulf several trees. Taryn opens his clenched fist and the firs turns to blood
immediately.
When they reach the palace of Luthian Stormrider they are struck by the amount and
diversity of the races present. Eventually the reach Aluthar – Luthian’s chancellor –
and are ushered quickly into the throne room.
The Council of Kings
Luthian Stormrider – King of the Kals
Illeum Runesabre – emperor of New Bretonia
Dramnir – the king of the Rosens
Queen Jirenna – ruler of the Khulandir elves.
Grestarn – King of the Talik of Talkhand.
Luthian greets them warmly. It appears that Illeum has shrouded the throne room in a
bubble of magic; sight, sound, magic or telepathy cannot penetrate. The talk revolves
around the siege of Van Myrid where Valadain Raikos stoically keeps at bay the vast
army of queen Illyanth of Elenoria.
They learn that Illyanth’s child will be born on the sixth day of the sixth month and
that she is desperate to maintain the purity of her bloodline by slaying Calandrin and
Arvial. Another reason is that Calandrin is – technically – the rightful heir to the
Elenorian throne though some in the room are sceptical about his claim.
Diplomacy is discussed with few holding out any hope for a favourable result. Illeum
suggests mustering an army to march into Myrid with hope of luring Illyanth into a
mistake at best and re-enforcing Van Myrid at worst. Taryn wants to take Arvial with
them to lure the Elenorian queen out into a fight.
As the discussions progress another idea is formulated. Taryn and the party should go
– via theoportation – into Van Myrid itself to bolster Valadain’s chances of survival
and – should the need arise – rescue him if things turn against him. Illeum and Jirenna
promise a guard of one hundred of their palace guardians – superb troops that should
help in their plight.
It is agreed that Calandrin and Arvial will remain in the protective care of the emperor
of New Bretonia and when the council is concluded the party head for the temple
region. It is to the Malakarians that they turn; the weasel-like high priest Kossrik is
pleased that over one hundred people are in his temple. Clytem senses an interloper
however; someone has slipped in amongst the hundred troops but neither Clytem nor
Brazer can spot the mind.
Kossrik assures them that only one hundred troops will pass to the temple of Van
Myrid. "I will divert the sneak thief into my lord’s house and let him deal with it!"
Kossrik says with some glee.
True to his word only one hundred troops along with the rest of the party make it
through to the temple at Van Myrid.
Heat, noise and death are all around them. The temple is ablaze and the fighting
comes from the air as well as through the shattered walls. Immediately the Bretonians
and Khulan warriors fan out, their swords savage and brutal as they go. Taryn glances
above the near-demolished temple structure. The roof is missing and demonic shapes
fly over to drop sorcerous fire onto the troops below. Such is the intensity of that fire
it melts solid stone.
The Bretonians engage imps and red-eyed monsters. Their impact is immediate and
devastating; the demons are pushed back by the powerful Bretonians and the Khulans
prove to be just as effective against them. Taryn tries to assess the situation. He
wonders whether the city has fallen or whether this is a concerted and ongoing assault
to destroy all the temples in Van Myrid. He knows only too well that if the temples
are destroyed they are trapped…
The Siege of Van Myrid
cy 4863 - Janos 30th
The party emerge from the altar of Malakar into a battle scene. The temple is in ruins,
the walls and ceiling are on fire and all around them are dead or dying priests. Above
fly demons who rain down fire and lightning on those below. Other demonic creatures
are on the ground but the Bretonian and Khulandir palace guardians are upon them
cutting them down with lethal efficiency.
Taryn launches an arrow from the Bow of Kings, punctures the heart of a flying
demon which is then engulfed in primal fire. The last of the five weapons of Lord Kal
from the Caves of the Dead is handed to Hosskal – the mighty Valkaras a slightly
curved longsword – and the party move out of the falling temple.
When the fighting stops they emerge into the Temple District where two other
temples (Willowstar and Elena) lie in ruins before them. It is on the third temple –
that of Jarik Saal – that all eyes focus. Sat atop the highest spire is an enormous
creature, the largest dragon they have ever seen. Its scales shimmer as the light
catches it sending a prism of colour all around it.
Brazer Silverbow caresses the creature’s mind and is stunned. He senses a creature
older than the universe itself, in fact he senses this creature has existed in many
universes. The mind is more complex, more powerful than anything else the young
Marraq has ever encountered.
"You have a subtle touch with the mind," the dragon says, "I am Hamroth, Lord of the
Glaennyn. Welcome to Hell!"
The Glaennyn lord informs them that Valadain Raikos is on the way. All around them
the sounds of battle can be heard from all corners of the citadel. Soon Valadain
emerges, a haunted face that tells of the hardship that he and his people have endured.
A man who has foregone sleep just to keep the city alive.
"I am Taryn Bzar…well met Valadain Raikos."
"I owe you a debt I will never be able to repay for saving Arvial and my son."
"We are here to rescue you my lord."
Valadain laughs. "I will not leave until all my people are safe."
"Then we will help you in this battle. Illeum and queen Kirenna have sent one
hundred of their finest guardians. But tell me Valadain, why do you not reinforce this
place through the temples? Surely you could have ten thousand men here within a
day?"
"We will speak of this in the palace," he says. "Did Illeum get my message?"
"We know of no message, lord," says Brazer, "but I can help you in this." Brazer –
using the power of the mantle – touches Valadain’s mind and then strives out west
and south until he finds the mind of Illeum. He maintains a telepathic link with the
two half brothers whilst the party listen in to the conversation.
Illeum and Valadain keep it brief. Valadain assures the emperor that he can maintain
Van Myrid for a year if he has to – particularly with Hamroth’s help. Illeum
Runesabre tells him of the army they muster and Valadain warns of the hidden army
Illyanth has in the northern Olshay Range.
"Taryn and his companions are on a mission." Illeum says, "they intend to slay
Illyanth and stop this war. There is merit in their plan so I think all our efforts should
lie in keeping her and her armies busy so that they can get close to her."
"Brave indeed," Valadain says, "But it is a better plan than I have. I will help them
anyway I can Illeum."
"Good," the emperor says, "we will speak later Godslayer."
Valadain breaks the link and turns to the party. "Come with me to the palace and we
will discuss this further."
But Taryn shakes his head. "We will prove our words on the walls my lord and then
we will talk."
Valadain smiles. "Then when you have had your fill of slaying come to me in the
palace."
As they leave Brazer touches the mind of the Glaennyn lord once more and gets a
panoramic view of the awesome scene beyond the walls. An ocean of Elenorians are
gathered around the city, siege towers and ballistae, a production line of warriors that
crash against the walls like an angry tsunami.
From this viewpoint Brazer spots the concentration from the Elenorians. Their tactic
is to bombard a section of wall and then try to over-run it. Brazer leads them to the
wall above the Grand Library where the next assault is gathering. Once there the
Bretonians and the Khulans stay close.
The heavy bombardment pounds the walls and the Myrid troops lie in wait below the
battlements. Some of the Myrids sleep whilst others wait for the inevitable onslaught.
Arrows keep any watchers at bay until the sound of grapples on the walls signals a
bellowing battle cry from a Myrid captain nearby.
The troops emerge at the battlements. Brazer Silverbow spreads his mind out amongst
the sea of Elenorians to find the leaders or at least the most competent or unusual
minds. He sends this telepathically to each of his companions and Taryn puts the first
arrow through the eye of an Elenorian captain.
The battle begins.
Siege towers numbering hundreds trundle towards the walls. G-Lest casts warp wood
on the first such tower, bending and buckling the base of a tower which immediately
starts to list badly. Taryn picks out soldiers at the base of two other towers and puts an
arrow into their necks. The resultant spurt of blood ignites the base of these towers
and consumes any Elenorian within a few feet. The wood burns hotter than any
furnace.
On the walls Hosskal leaps amongst the Elenorian grapplers and decapitates two
immediately, the blade Valkaras giving him incredible ability and power. The
Bretonians’ heads are turned by Hosskal’s savage swordplay as he cuts down
opponent after opponent in a blur of steel and blood. G-Lest augments their attacks
with bless and tries to stay out of the battle as much as possible.
Soon the walls are full of Elenorians. Bows are discarded in favour of blade, the clash
of steel on steel rings out across the city. The fighting is brutal and death is quick. A
huge cheer goes out as one of the siege towers crashes onto hundreds of Elenorians.
G-Lest is already working on the second tower. Clytem, wielder of Kal Amoth the
ring of sorcery, launches a fireball into the crowd below. A great ball of flame
expands and destroys scores of Elenorians.
Taryn Bzar is amongst the fiercest fighting. His shortsword ideally suited to close
combat, his quick reactions and lightning reflexes make him a difficult target as he
cuts throats, eyes and femoral arteries to produce his deadly gouts of flame. Now GLest is involved in combat – not even his sanctuary can aid him with so many
opponents.
Hosskal is like a man possessed. He deflects not only his own attacks but those
coming close to Clytem. The half Marraq uses his blade to cut down many Elenorians
as the death toll rises around them. Two more siege towers – the ones targeted by
Taryn’s fire – abandon the blazing siege engine as hundreds of Elenorians fall to their
deaths amongst the hordes.
The enemies are relentless. When Brazer Silverbow’s stomach is opened by a sword
G-Lest and Taryn rush to him to cure light wounds. Inevitably there are more wounds,
the most severe being Taryn who receives a near-fatal crack to the skull. Even dazed
he dispatches two opponents before being cured by himself and Brazer Silverbow.
Hosskal slices through the enemy with great sword-borne skill, he deals death left and
right, he surprises the veteran troops on the walls and begins to gain a devout
following amongst the soldiers he fights alongside. Even the hardcore Bretonian
palace guards are impressed, men accustomed to the most terrifying combat, men
used to dealing death so nonchalantly themselves.
All around him are the severed limbs and battered skulls of his victims. Hosskal feels
the great joy of battle, senses how Lord Kal must have felt in the early years of his
reign. He revels in the mutilated corpses all around him, his spirit soars as no-one can
touch him; not even the best Elenorian can face him.
"Is this the best you can do?!" he yells in the middle of the fiercest fighting…
The Siege of Van Myrid 2
cy 4863 - Janos 30th
The battle for the walls continues with Taryn and his companions at the heart of the
fighting. Brutal, deadly hand-to-hand combat with the Elenorian forces swarming all
over them like maggots on a rotting corpse. But it is the defenders who hold their
own; the combination of the deadly Hosskal and Taryn’s fire magic keep the main
thrust at bay.
With growing respect the hardened veterans from Bretonia and Khulan are swept
along by the party’s bloodlust. Warriors accustomed to the dangers of battle watch in
awe as the party pile bodies around them. The Myrid defenders know that they are
amongst special warriors.
But still the battle rages. Reinforcements wait at the base of the wall ready to take
over the mantle and relieve the weary. Brazer Silverbow is ever alert, one
compartment of his mind aware of the danger all around them, able to sense strange or
powerful individuals when they get close. One such Elenorian forces himself into the
fray; a be-feathered leader with war paint and a flaming sword breaks through to their
section of the wall and heads for Taryn.
Without pausing Taryn grabs the sword arm of the first attack and with his magic
enhanced strength hurls the leader over the battlements without any effort whatsoever.
The sword and leader crash down into the horde two hundred feet below.
Hosskal maintains a stoic defence, able to parry not only his own opponents but also
those attacks aimed at his friends close by. But Clytem is not so lucky. An Elenorian
swordsman gets too close and the blade cleaves his skull in two.
Streng – who is in the shadows stabbing exposed backs whenever possible – sees the
fallen warrior and quickly kneels to rifle the body. He is after one thing only. The
fabled ring of Kal Amoth is now his; slipping it on his finger he vanishes (invisibility)
and is able to move unseen on the battlements.
Taryn Bzar starts to sever limbs. The appalling blood loss turns the Elenorians to fire,
his unusual magic is deadly to his opponents. Brazer uses the Mantle of the Kals to
mind control Elenorians who are too close forcing them to leap off the battlements to
their death. The priest of Malakar – G-Lest – sustains a bad wound to his chest and is
forced to cure light wounds. He realises that he needs to pray for more spells if he is
to survive the battle…reinforcements are close however and soon the party ready
themselves to be replaced.
Before that happens Streng becomes accustomed with the powerful ring of Kal
Amoth. He locates an Elenorian leader on the walls fifty yards away and from his
hand hurls a fireball into the melee. The fire expands quickly, engulfing fifteen
Elenorians and a handful of Myrid warriors, all who leap to their deaths in a futile
attempt to escape the fire.
Eventually the party descend into the citadel and head for the temple of Jarik Saal. A
Bretonian palace guard slaps Hosskal on the back. "I have fought in many campaigns
noble lord but I feel privileged to have been fighting beside you," he says, "you are
truly gifted young man." This sentiment is shared by many of the Bretonians and
Khulans alike and Hosskal realises that only a handful of their guards have been slain.
When they reach the Temple District it becomes clear that the Malakar temple is
destroyed. The last remaining temple is that of Jarik Saal, the Glaennyn lord Hamroth
sits atop the roof and it is unblemished, undamaged by the war all around it. Inside
they meet another high priest called Vandrar who welcomes them warmly.
The high priest heals the many minor wounds and G-Lest sits and prays at the altar.
They are visited by Leandra, a beautiful Myrid woman who is tasked with curing the
wounded and running the makeshift hospital she has set up in the Great Market. She
brings a handful of the most seriously wounded so that Vandrar can heal them with
his god-given spells. Brazer and Streng are aware that Vandrar is restoring souls as
well as closing more mundane wounds.
After a brief discussion with the high priest Taryn leads the party to the palace where
Valadain awaits. The Steward of Van Myrid introduces his war cabinet; Leandra, a
noble born woman, Casar Goldhammer, an arch mage and head of the Great
University, Virrimar, a general and the highest ranking military man, and Stelvor
Darkblade, the ex guildmaster assassin.
Valadain pours over a map of the citadel and a larger map of Grayhawk. He has been
in contact with Illeum and tells them of their plans. "We mean to draw out the
Elenorians and take the fight to them. Illyanth has an army hidden in the northern
Olshay Range – Illeum will bring up an army into the plains of Myrid to flush them
out. Then he will head north into the Elenorian Forest although we expect to be met
head on by the hidden army.
"All this will be no more than a decoy to get her to focus on the war instead of your
plight. Hopefully Taryn you will be able to slip in unseen and get to her before the
child is born."
Taryn realises the need to harden his companions in battle. With Illeum facing at least
three weeks before he can muster enough troops and deploy them Taryn wants to stay
at Van Myrid. Brazer speaks to the arch mage Casar who agrees to cast stoneskin on
them all.
Taryn gives the mighty Amzak – the Bow of Kings – to a young Jarik Saal priest
called Jarik who joins them from the temple. They go to one of the corner towers near
to the temple of Jarik Saal where their view of the battle and the Elenorian hordes is
excellent. The Khulans and Bretonians set flags high above the tower and this attracts
the Elenorians who begin to muster siege towers. The constant bombardment is
deflected by the impressive shield Hamroth the Glaennyn lord has enveloped the city
walls with.
Brazer stretches out his growing mind and finds a tent a mile away. Even though the
Elenorian general is shielded by a thought shield Brazer is able to slip in unnoticed.
He can also sense a brooding evil – possibly a demon – within the tent. But it is the
mind of the leader he is more interested in. With the mention of Marraqs Brazer
searches the horde. The unnamed leader has deployed two Marraqs, fellow
countrymen, to take out Taryn and himself. But Brazer gets to the Marraqs’ minds
first and persuades them to change sides.
The two darkbows fire in unison as they turn on the Elenorian leader but their revolt is
short lived as they are cut down within seconds.
Brazer curses the Elenorians and turns his attention to the leader. Streng can feel the
awesome build up of power from Brazer’s mind as the half Marraq strikes out at the
leader. With some satisfaction the mind crush turns the leader into a gibbering insane
wreck, an elf bleeding from every orifice and now useless to their cause.
The young priest Jarik, Streng and G-Lest stand at the top of the tower as their
companions find a spot on the walls as the hordes approach. G-Lest already topples
three siege towers before they reach the walls and the soon the battle resumes, this
time with Taryn and Hosskal side by side…
The Breaking of the Siege
Cy 4863 – Janos 30th
The relentless battle for control of Van Myrid continues. Taryn, Hosskal, Brazer
Silverbow, Skraal - a Leonian martial artist, and Streng are on the walls above the
Temple District taking the brunt of the Elenorian assault head on. Siege towers and
ladders are deployed. The fighting is just as savage as before but in the failing light of
the last day of Janos a new threat emerges. As a backdrop to the battle a slow moving
cloud crawls across the sky, edging closer to the tower that the party fight to defend.
Brazer’s mind senses many dangerous minds within. G-Lest senses both demons and
undead within the noxious vapours and realises that the night shift is almost upon
them The Malakarian priest gauges that when night falls the cloud will envelop them.
Taryn sets the tone from the beginning. He decapitates the first three Elenorians who
make the ramparts, their blood igniting all around them as they twist and die. Hosskal
is just as murderous. His Kal blade Valkaras finds many targets as the party move in
formation; their opponents line up to be slaughtered by quick blades and quicker
minds. Brazer (who can control eight minds simultaneously) causes chaos on the
walls by making eight Elenorian attack each other. G-Lest, safe inside the corner
tower, uses spiritual hammer to crack Elenorian skulls as Streng uses the shadows to
sneak and stab; he finds many exposed backs and brings down scores of Elenorians on
the walls.
All the while Brazer links his mind to that of his companions so that they fight as one
tight unit; at all times each member of the party knows where his companion is
located. Such is the link that Hosskal, Brazer and Taryn are able to defend blows
aimed for their friends – this defence means that very few blades reach them and
those that do are turned aside by the stoneskin present on each of them. The telepath
controls minds all around him, turning his attention to Elenorians on the ladders he
makes them cut the ropes halfway up the walls. The carnage is terrible as hundreds
fall to their deaths before they reach the ramparts.
And still the cloud approaches…
Taryn uses a lull in the fighting to draw his shortsword across his palm. Blood trickles
through his clenched knuckles and he soon catches the sword arm of an attacker. The
Elenorian screams in pain as Taryn’s secret fire consumes his soul. More follow.
Taryn now does not even bother to keep hold of them; instead he stops the weapon
arm and releases it immediately to watch the attacker scream and die as he moves
onto the attack.
Brazer Silverbow turns his attention to a siege tower a hundred yards up the wall. He
concentrates hard, controls eight Elenorians to spill their guts inside the crowded
troop carrier. The morale collapses of all around as the Elenorians watch their
comrades commit suicide before them. The fear is tangible now to Brazer. The
attackers that come against the party do not have time to feel fear…they just have
time to die.
Night is almost upon them…as is the cloud.
Taryn peers over the battlements during the melee. A well aimed warp wood sheers
the thick axle of the nearest siege tower. The ranger does not wait to watch it topple,
instead he cuts through the ranks of Elenorians and the bodies pile up all around them,
the dead number five score and rising.
Hosskal’s movement is nothing more than a blur. Each time an opponent gets close
the warrior cuts them down mercilessly; all the while he is mindful of his
companions. When one of them is in trouble he is there, his blade knocking aside any
danger before plunging through the throats of his unfortunate victims.
Brazer feels the awesome touch of Hamroth’s mind in his. "Beware Brazer," the
Glaennyn lord says, "driving that cloud is an arch demon, an unnamed ruler of some
unnamed plane of the Abyss. Be on your guard for there is powerful sorcery within."
The party continue to fight. Thousands of tendrils of snake-light smoke emerge from
the cloud when it gets close; they trail across the sky and seem to converge upon
them. Taryn slips through the tower door and bounds up the steps to where the
Bretonians and Khulans are stationed. He takes out his bow now clearly able to see
the black globes at the head of each tendril. To his utter horror – and that of his
companions – the first arrow is unmade as it touches a globe.
Now fear drives them all. Hosskal shepherds the party up to join Taryn at the top of
the tower. The cloud is thick and within tens of feet of them. They form a circle and
wait for the globes to strike. Incredibly the globes do not cross the threshold of the
walls, nor do they reach the inner citadel as Hamroth’s primal shield bursts them. But
their joy is short-lived as the cloud envelops them.
Demons swarm all over them. Unseen blades, claws and teeth are all around them like
maggots trying to strip a corpse. In the darkness the party are crushed by the sheer
force of numbers; back to back they defend for their souls. Brazer uses his mind
compartment to look through the eyes of Hamroth, who towers above them on the
Jarik temple, and through the Glaennyn’s eyes Brazer sees the arch demon almost
upon them hefting a mighty void blade.
Streng – through the ring of Kal Amoth – senses other void weapons as well as the
impending arch demon. Saved only by the stoneskin the party are taking many hits.
Unable to defend every blow now it is only a matter of time.
Brazer can feel the Bretonians and Khulans on the tower being massacred. No defence
can withstand this demonic horde for long and he realises that his companions have
only minutes left to live. The arch demon is clad in thick magical plate mail and
towers to the height of a large troll. He scatters the demons in all directions and hurls
a dispel magic into the party. Now exposed and devoid of all magical defences the
party are vulnerable. The void sword swings viciously at Taryn and Hosskal, the two
men duck under the blow and prepare to attack.
But the arch demon is accompanied by other attackers. Taryn feels the exquisite pain
of a knife in his guts, a soul-sapping pain that he suffers in silence. Brazer is cut
similarly and feels the icy cold pain right to the very core of his being. Taryn bites
hard on his tongue, his blood fills his mouth as he faces the terrible foe that towers
above him.
Hosskal is first on the offensive. With astonishing blade-given skill he disarms the
arch demon and cuts deep into the putrid flesh. The demon lord screams as fetid blood
spurts from open wounds; Brazer follows suit and they inflict many small wounds on
the powerful demon. As the arch lord bends to pick up his blade Taryn spits fiery
blood into its face; the left eye bursts and the demon lord screams.
Hosskal disarms it for a second time and opens the throat of the beast with a blinding
backhand stroke. Gurgling, hurt and powerless to stop the party’s onslaught the arch
demon backs away in pain. Taryn maims the beast’s last remaining eye with a well
aimed spurt of blood from his mouth. The cloud of smoke now falters, the demonic
horde scatters over the walls fearing the worst; their leader is about to fall.
Relentless and inevitable is the part