The Journals of Sparrowhawk

Chapter 28 - Playing to the tune of the Order of Dawn

The party decide to attack the druids and mages on the island.

We scout the location – it is a highly defended position cut into the side of the mountain. At the top of the mountain there is a way in down a ladder. Quill casts an invisible eye that takes a look inside. There is a pile of leaves at the base of the ladder and an ogre guarding the room.

We decide to fly up while Tor spider climbs up the side.

Tor, Teghan and Sparrowhawk form a shock team to drop quickly inside and subdue the ogre.

The ogre lights the pile of leaves and it ignites immediately filling the ‘chimney’ with smoke and fire.

Kill one ogre – the rooms appear to be designed to protect from attackers from below.

Many other Ogres fall along with an invisible mage (Rory). A giant battles on but is eventually worn down and falls.

10 * +1 Greatclubs
10 * +1 Hide Armour

Horrible undead creature guards the mages possessions in a small tower – built in one of the caves. Teghan opened the trapdoor at the top and it attacked. Horrible gloop spreads from it with a hideous smell. This acidic gloom dissolves people in it and heals the creature.

We recover a spellbook and the notes that Rory had made.

Lots of equations – working out what is missing. Drawing of the numerologist tomb – ray from his eyes to the temple. Details of secret passage – Ways to define the imaginary plane in relation to other landmarks. Notes on Mortarbi people. Black smoke that destroyed the islands inhabitants – avoid going into any deep caves but will not come out.

Line on map that details should not be crossed – author believes no-one should be able to get to the fey glade alive. Leader of Shepherds of the root may be able to talk to the Fey.

We then fly off to the boats in the harbor whereupon figures appear from within. We quickly discern that most of the figures are illusions. Arjuth Halabi should return with the map once correctly mapped the temples and mapped to the bear constellation. Falfor Entwhistle also teleported back with completed map that should allow the location of another set of golden chains.

Early resurrection of Guidean was successful. He had managed to map the hidden location of the passage of the temple of Mnemoa. Route is not regular – movable area under some kind of influence. Falfor must set off soon and time is of the essence. Guiden is altered by his experience – distant. Altered form of speak to dead because the process of raising him will cause him to forget what he knew.

We cast a number of darkness spells and attempt to get the rest of the party out of the tapestry. A large number of real individuals come out of the hold and drive off Teghan. Sparrowhawk kills one of the plate clad warriors but was driven off by a turning from a powerful cleric.

We return to the Uzrivoy and pursue the ships as they sail away. We receive a message from Amigan who suggests we work together to attack the ships.

Admitted that their plans didn’t go well and El Padre started to panic when he realised that we had left the island under our own steam. They spent quite a long time looking for us.

We agree to attack the same ship as before while Red Avanti and crew take on the Ogre ship.

Places serve to both destroy and recreate

Speak to Amigan (Priest of St. Cuthbert)
Control over the caves is more important for the people of this world than the forces that oppose us. Places are there to provide benefit to the common man in times of need. The locations are linked and it would be good to prevent the other side from controlling it.

The BOX contained an image of the Fey Queen – who on her wings is a representation of some of the locations of the special places of the world. There are a number of maps that represented the thoughts of the gods at the time.

Amigan hands Tor a draft that his brother prepared for him. If drunk before sleep then they will be able to go on a journey and he will reveal some details.

The next night we approach the two boats but are driven off by a hail of canon shots. We approach from the rear and cast a spell to open a hole in the boat.

Tor cast 11 spells and then dicks about for the entire combat while the rest of the party engage the enemy.

Chapter 27 - Exploring Mortarbi Island (again)

We examine The Runes….

“Should we throw the seed in a volcano?”

We want to do this and we would be mainly sucessful. If we don’t do this it will result in a crisis in the family. There is an alternative approach. Through this approach we will be free of it.

We heal the ogre in order to question him.
Urangash – is in charge. (Ogre Mage).

People on the boats are wizards. The gorillas are part of the same group and protect the group by warning them. Captured the elves in order to use them as labour. Been here for two months.

They were to guard the body because the leaders set off a trap and needed to rest yesterday. The ogres were to protect it.

Mages rest in an old caves at the top of a hill – this contains a tower.

Cut down trees – constructed stuff on top of temples. Explored some temples.

Rumour has it that the main person in charge has dissapeared, the rest seem to be packing to leave.

Twenty mercenaries and a few wizards are around.

We return to the cave in the side of volcano. We discover an archway that was almost identical to the others that was just before each of the portal of light. Beyond is a series of pillars that used to hold globes on top but had been destroyed long ago.

New Day
Sparrowhawk does some exploring of the shrine of the Numerologist. Goes in via the shaft and discovers a rock fall. In the ceiling was a passageway that they have opened. Steps goes down and past a trap which has caved in the roof. Beyond is a room with a pentagram and some sort of puzzle.

A few minutes later ‘Rory’ comes out to speak of us. He doesn’t want us here and is irritated that we are here. He confirms that they have already got what they came for – this ios just a side interest.

We decide to bypass the people and put everyone into the tapestry and then Sparrowhawk turns to mist and takes them into the room beyond the blocked corridor. Beyond are a series of mathematical puzzels that require us to solve then take a rod from each and place into a central pentagram.

7, 1.6, 4, Pentagram, 20.

A secret door opens and we explore a new corridor. Close behind us the other group use magic to clear the outer passageway. Rory Mataus, a Mage and Mollyborb a Giant. We try hard to negotiate but he seems inflexible. We eventually agree to send two from each party to explore the new passageway.

Fresco – Great bearded man on throne on top of a volcano – surveying the temples below. Rich verdant land below. Lines drawn from eyes of bearded figure to pentagrams to the top of the temples. In space between figure and temples are some equations. In distance and behind him is the tomb of the numerologist. A ray of light passes from tomb to his forhead. There are 8 temples in the fresco.

Fresco – Same scene from a different angle – volcano in detail but with lots of angles

Fresco – Constalation of stars – Great bear figure with eyes and claws – body formed from 8 starts and filled in with others.

Fresco – City, the centre of which is a pentagram in the core. Other equations present that match some of those we have already seen. Lots of equations built into the construction of the city.

Welcome stranger to this great island – if you are no simple grave robber and the Lerenderath have guarded this place appropriately then your presence here comes at a grave time in your civalisation. You have our greatest sympathy. But with what we leave behind, we provide at least hope that all is not lost. We trust you now seek to reveal that which the gods originally provided by their great sacrifice. Here within lies a little information towards your goal though the true secret is available only to those that share an understanding of Geometry and the Gamatria. For as the numnerologist told us – the path to understanding the will of the gods is through an appreciation of mathematics.

Know that we have built our temples in accordance with the will of Marakin himslef whose guidance in the arts of stonemasenry have been amongst the gods greatest gifts. Our understanding of the Gamatria and geometry have been essential in deciding the locations of the temples and are essential for you to understand if you are to map the temple thrones to the imaginary plane required.

Know also that this map is only one of some. Others such as these temples exist though most more subtilly woven into the fabric of the world than these great god inspired constructs. To be fully sucessful you must locate most if not all and anchor your sacrifice in the same way. Good luck and gods speed for your world will never be the same again.

When the temples have been mapped you must locate the temple of Mnemona – a temple that no living man has ever seen. This temple drifts as the anchor for the etherial chains itself moves through your world and in doing so maps its movement. To see that which Mnemona left befind you must understand the nature of her gift of reunion. From this understanding a grave realisation should befall you. A journey that one of you must surely make upon this island.

We speculate that the temple mentioned above is the same as the location that holds the chains that hold the demons.

The mages tells us to look him up in Gilsand.

‘Borrowed’ the body of the Numerologist and cast speak with dead on him.

What is the nature of the artifact of the Gods once located on Mortarbi Island
A. The artifact of the Gods is a temple hidden from view that can only be accessed or considered by the dead.

How can we locate the hidden temple that is the artifact of the gods? Those that die on Mortarbi island – their souls remain here and they can view the temple as it drifts.

Q. What was your great vision?
A. My great vision led to the contrustion of the temples and where to build them and how to use the temples to map to an imaginery plane to allow for the placement of the temple of Mnemoa.

Q. How do we use the temples to map to the imaginarary plane?

A. The imaginary plane is a 2D plane that the temples map onto using autographic projection – these are a small set of transforms used to show profile , detail or precise measurements of a 3D object. If the normal of the viewing plane is paralell to one of the 3d axis the mathemeatic transform is as follows. To project the 3d point Ax Ay Az to a 2D point…………..

Q. What races were present on Mortarbi Island while you were alive
A. The mortarbi people were the only people. We are elven in stock.

Q What is the relavence of the constalation of the great bear in relation to the temples.

A Once you have obtained the mapping of the temples to the orthoganal plane – you will see the constalation of the great bear – the temple of Mnemoa then drifts on that 2D plane. The location of the real world artifact of the gods can be found using an understanding of the mapping of the great bear onto the physical locations of the the world – mapping the drift of the temple of Mnemona allows you to map the real world location of the artifact of the Gods.

We release the elves but are attacked by an enormous dynosaur. Sagramor was sadly killed.

Amigan tells us our our heritage and that we were created as decoys.

Reveal that the Order of Dawn have never struck against us. So the people who attacked us were not working for them.

The Dark Alliance
The Shepards of the root (Including Entarba Green but not here)
Soroshal Al Fahiem
Sansom thatch
Pensa Main

The Rising Sun
In the background – flying and invisible
Murdering Red Avanti
Jennie Liddle
Two other pirates

Van Biers – mercenarey family – alliaed with the Dark Alliance. They front the aquisition of information. They probably don’t know just what the Dark Alliance are all about and would run a mile if they did. They are being manipulated.

Bishop Orvill’s brother (Merik) looking after the Cathedral in Wolsingham.

The Order of Dawn don’t know why the Dark Alliance are helping fund the creation of great Cathedrals of Pellor.

The order of dawn hold secrets that they have protected for ages.. Unless the Dark alliance find the location no event will happen. However they are very close to having to reveal the secrets to the Kings and rulers in order to ask for their help to protect locations but having done so the fall would be inevitable.

Serkeri – Heirophant of the Shepards of the Root – Most powerful of the Shepards. They are here to secure the sages of the Dark Alliance.

El Pardre (Amigan) raises Sagramore.

Amigan, “El Padre”. The Shepherds of the Root – the Fey – Entebbe Green was one of them – Shihiri, is their hierophant. The Dark Alliance – Sansun Thatch is kind of in with them.
Invisibly with him are Mirdering Red Avanti, Jenny Liddle, Blackie, and two others from the pirate ship (see murdering red avanti).
We were created as a distraction for the more powerful group, including Toreth.

Sagramor: Thalimbar , ancient foes of the gods fought. Thalimbarians are not god worshipers. Are they being manipulated?
Found scrolls of ancient wars between the gods. Made artifacts – pyramids, ziggarats – enhanced power of their minds using these artifacts (psionics).
Distrust the King’s Realm. Manipulation by the gods from priestly interference. Wild talents amongst Thalimbarians – Sagramor was one of these, plucked away from his family. Introduced to the church of Mithras, and in doing so completed an aspect of the prophecy – “The dark mind of the bull blood cleansed”.

“The mountain sentinel with his castle in the sky.” Tor has a brother called Toreth, a member of the Order of Dawn – strong of body, mind and faith. Resides in a great keep along with the Storm Lord, high in the mountains overlooking Discordant. Have keep vigil of sentinel since the time of the gods. Parents considered Tor slow and unfocused, and so was given away.

Order of Dawn hunts down evil entities, such as Harbingers. During hunting one of these down of one of these Harbingers a group of teaflings were encountered led by Jareth Blight. All were slain except for a young girl, Teghan. Amigan wishes he had chosen another – her heart is made of darker stuff. “The betrayed who rides on demon’s wings”.

A lonely child who found it difficult to make friends. A lack of belief. Our options were short, and they were pressed for time. “The unbeliever”.

Mother slain by lycanthrope and cursed passed onto Sparrowhawk. Amigan promised his father that he could do something for him. Temple of the Veiled Fist was infultrated by the dark alliance. A breeding ground for turning the lycanthropes against the gods. Sparrowhawk was a plant. Thought that Master Visichay was a more likely target of the dark alliance than Master Carillo.

An orphan, who killed seven other children when her orphanage burnt down. Brought to Kerwin, so others would not harm her. “The blood blaze witch”.

“The slayer and the slain to save all men”. Chose a goodly child – one who cared more for others than himself. Led to church of Pelor. Hoped he would counter Teghan’s presence.

Chapter 26 - The aftermath

The family discuss the direction that we have taken and Tegan’s actions.

Tor travels to Wheloon where he learns that the order for the arrest of Sagramor is still in existance. In Halguard the area of slums has been destroyed and started to be rebuilt as quality housing.

vmb\sdThe monks lodge has been destroyed – there had been battles in the place. Master Carillo has not been seen. Master Versice took an element of the temple out before the main battle to a place of safety.

Guru has taken the initiates to the temple of the winding way.

The rule of law is poor in the city and the militia do little to keep control. There is a great deal of suffering and a lack of food and water.

Many people in the city feel they have been abandoned by the King.

Tyralandi visited – She reminded Teghan that she was supposed to gather the horde of demons and send them against Umbaria. She has sent them on their way but they need leadership. Balcuth wanted this but she was prepared to lead them if Teghan wouldn’t do it.

She was also pushing to ensure that Teghan used the seed in the right place and that the fey who created it would be displeased if we used it in any other way.
She returned one more of the parties items but notably retained all of Sparrowhawks’ as leverage. Quill suggested using party funds to replace the items lost.

Sparrowhawk suggested using the seed in this realm that would mean that they remained trapped and would remove the threat that the seed presented to us.

Over in Walsingham (our old home) – a huge cathedral has been built and is just a few months from being completed. Many people have died due to a disease and others have left the place, unhappy with the changes. There is a 10,000 gold reward for the removal of the Greenskins from the fort.
People are subdued and somehow tired of living. This is all somehow suspicious.

When mortals die on Discordant their souls are trapped there and they manifest in negative energy portals where their souls can be extracted if you know how.

We discover that the seed will break of it’s own accord eventually but to willingly break it we will have to sacrifice an innocent. This will have major negative effects on Sagramor and will tip others towards evil.

We open a gate to Scuttle Cove and then shadowwalk to land.

Scuttle Cove Loot*

Meet up with the boat. Sail towards Tzolo but stop off on the way to allow Sparrowhawk to snack.

Library of Last Resort – Nemoa one of the ancient Gods to record the history of the world so that people can learn from past mistakes. Can recall a specific point in history – answers often not what you expect but library uses its initiative to provide you with a more rounded understanding. Test at every stage – feel that events may not be real but actually may have consequences outside / back in the land. We pose a question and throw it into a well.

There were originally 3 massive libraries
There are now libraries in Haalguard, Larnacost, Bucastle, Gilsand,

Anathanaum – Sought to gather all knowledge and hide some knowledge. Attempt to hide some knowledge from the world but that has a price. Originally 3 libraries – same aim but different Suliman Orban brought them together. Libraries are a place where knowledge can be found and lost.

Sphinx of Time – Desert South of Thamimbar – Take any mundane object obect there and it can reveal its history. Sand Sphinx is often the final option.

Examining the maps we discover that Umbaria is actually a lesser city and somewhat inland. It appears that Tzolo may have been onto something when she suggested that the targets of the attacks (Demons and Seed) are important for another reason. It is possible that the Human ‘Caves of Light’ are all in cities.

After much discussion we agree that we have no method of finding the demons or of finding a reliable target if we did find them. We travel to Mortarbi island instead.

We have a map that shows the two ‘lost’ temples.

In the cove we discover two ships alreasdy landed on the island and sneak towards them to investiage. Two large merchant vessels.

Humans on the ships. Flirty Knave & the Hired Wench.

When we find one of the ‘lost’ temples it has a wooden lookout structure built on top of it.

We are chased by a huge mammoth but drive it off with fire.

Investigate both the temple locations but they are just pyramids with no interiors. Both have wooden structures built on top of them.

We investigate the green hand orc camp. There are around 30 elves bound in huts with a small number of orcs remaining in the camp.

Rescued one of the elves – claimed they are lackies of Ogres and Giants who rampaged through the village. Given to the Orcs to look after. They are required to spend their days clearing the area around the temples. They also take food to one of the ancient structures. Seem to be excavating this site. Humans are in charge.

Chop down a wood and carry it to the temples for them where they build platforms. They then have people flying above the volcano and signalling to other people on the platforms. They appear to be making some sort of measurements.

Make our way to the temple near to the location the elf mentioned. There is a female ogre guarding the enterence. Teghan explores a little and then returns. We remember that we reached an area of plants inside last time we were here that attacked us and we never progressed past them. We ascend the pyramid but are chased in by arrows and a huge monster that we strongly suspect was being controlled.

Inscription above the door
“Here lies the body of Tyr Venardi – Greater than any king. From where he lies may he still gaze upon the seat of his great vision.”

Kill two Ogres and subdue a third.

In the crypt are 4 huges trees that have been burnt and hacked down.

Above in the ceiling is a shaft that leads to the sky.

We search the room but it appears the crypt was looted a few days ago.

Sparrowhawk flies off to the base camp site that the Elf mentioned. He finds a tiered hill with an encampment of ogres halfway up and a hole in the top of the hill with a ladder going down. Sounds of guards echo upwards at the bottom of the ladder.

Name of Ancient God = Mnemona"

Chapter 25 - We decide on a direction!

The monk appears to be instantly healing the damage caused by the Hags.

The hags suggest that the hunter is actually the monk.

We were able to discern that the monk wasn’t the source of either good or evil.

The hags lived on an island in the middle of the sea. They are the hags from the island who crashed the Iron Duke. Until we got to him (being the monk) in the hold.

Two suggest they will leave and leave one behind who will tell us everything.

The hunter drew them here. Hunter – hunted down the child which was on another boat (crewed by elves). Hunter employed them to wreck the ship. The hunter is not the monk. The monk was on the Iron Duke but wouldn’t speak. The monk appears to be a member of the Order of Dawn.

Hagrid – (Hag)

(Lucien) Help me – I cannot continue to combat both the hunter and the Hags- will be the end of the world. Help me to slay the hunter and return the child of fate to his people.

Teghan and Tor – I am the dark the hunter. I have captured the Star Child – no longer can the elves complete their ceremony (Tehtaen ’ i’arvandor – Sign of the Heaven) ,aboard the ‘I-ra ear alqua’ – Great Sea Swan. The Avatar of Light. Their great vigil will have been for naught. Slay this creature and this child will be delivered to Balcuth (tentacle demon from Despair) and the knowledge of the chains will be in his hands.

If the seraph wins then I cannot get the child to Balcuth – then the plan to break the golden chains will not go ahead.

We decide to cast a number of restorative spells on the Monk to try and aid the Seraph within him.

Huge evil creature and the seraph emerge from the monk – both appear battered and broken.

The evil creature seems fairly evil but the angel emanates almost divine goodness.

The evil creature says that he does not understand why we risk upsetting Balcuth.

We begin to battle the evil stalker. We suggest that the Hunter leaves but he summons huge shadows which drain us. Sagramor turns one of them and it is destroyed.

The Seraph teleports away with the child and the monk.

It destroys Sagramor’s weapon and then teleports away.

The Seraph returns – Ver Finese deals with evil spirits and incarnations – he took on the hunter. Will see if the child is the one that they have been seeking.

He is Lucien – and offers to aid us if we follow the path of light. He will allow us to call upon him if we follow light or he will turn aside from us. He offers to take us away from Sister or take her away from us. We explain that we would like to stay and influence our sister.

Teghan complains that performing good deeds has caused several of her unholy powers to disappear. The rest of the family point out that the evil faction has robbed them blind as well. It seems the rest of the party miss the point.

We rest in this area overnight in the room that the demons could not enter.

The next morning we follow the lantern under the red sky. We walk for many hours in the direction of the skull.

We come across a skeletal dragon

After an epic air battle we defeat the dragon and collect a small horde and a magical mace.

We rest overnight and the next day approach the huge skull. The lantern draws us down into a hole. The red blobby sky things are flung into the air from one of its eyes.

We swim into the skull through a pus filled hole.

The passage comes up into air and spirals upwards. The party meets a giant dwarf – Tor feels that his kind have battled these creatures before. Flaming red hair and grey skin.
Believed to be some kind of fire giant.

We speak to it and it says that we should wait here as they need more time.
It groups up with another one.

Zow-a-zar – they are minions of his. He is a test aspirant.

Teghan runs away from a mage that is casting spells. The two minions are killed.

The end chamber has 8 undead giants and an ethereal fire elemental. We destroy all of the undead using spells and the creature fades into the wall.

Massive iron throne in the chamber with spikes pointing outwards.

Tor reveals his looting credentials by going back and checking the fire giants.

Stairs go upwards beyond the double doors. A number of passages lead off in different directions. A black bonfire crackles down one passage.

You tread a dangerous path – I require time – you have destroyed my guards.
He claimed he wanted to study the nexus. We finish him off but Sparrowhawk is drained.

A Place of Power- The Negative Energy Nexus
Nexus = Strong necromantic. It appears to be a crack between a place of negative energy and the land. Teghan promised that this would be the fountain of Sparrowhawk.

Talk about appointing the demon from the arena as regent of this realm to appease it.

Full Plate +1
Wand – Inflict Serious
Potion – Invisibility
Periapt – Wisdom +2

Party Gloat List
Teghan (35) + 5 somethings for being evil [only 5? ha ha (t)]
Tor (24)
Sparrowhawk (12)
Sagramor (38)

Sparowhawk suddenly feels hard done by when the party reveal they only lost one item to the Succubus and he lost 3.

Rest overnight and then venture into the eye socket. The blobs appear from nowhere in this room and fly out of the eye.

The mummy umpire is inside and tells us that Teghan must proceed alone. Also says that no one else has got this far in the test.

Teghan is told she failed the second test but she has powerful friends who have arranged for a third test. She is threatened that her toys will be taken away if she chooses the incorrect option then she will ""write herself out of the history of the immortals".

Teghan performs a despicable act and passes the Test of the Smoking Eye.

She admits that whatever she did was worse than sacrificing babies.

Responsibilities – fight off any challengers. Show strength.

Realm of Discordant – Divided and conquered all the time but it has many hundreds of realms. Prison created by the Gods to keep Azumray and all those of his bloodline within. Keep the world of men safe and separate. It has magics that those of a pure heritage can break through but only for a short time – e.g. gate or portals but that only lasts a short time.

Nexus – connected with the souls that are a currency on Discordant. These are captured and bartered. The nexus appear randomly and move. This one has been here for several months.

This is a small and backwater realm. Those who would seek to take it over must be sure they could keep it or they would be demoted / transformed into a lesser being.

“We are all Carafon” – the mummy umpires. It reveals that the church was manifest from the presence of the goodly being who was within it.

Guest – Gathra. Here to congratulate Teghan. Here to give her a gift, a small box containing a gold and leather choker and hidden under the padding, a large black seed. Told that she would be expected. She is told that the choker is a Device of protection.

As promised the demon Delvanar arrives the next day. We meet the challenger outside and combat him. He is incredibly hard to hit and stuns us every time he strikes us. We eventually wear him down and defeat him. He states that the realm is in good hands and teleports away.

The big reveal….

The cost of what she has just done.

She sacrificed our father in order to achieve this.

Chapter 24 - I could get used to wings.....

Tor flies away with the man on the altar. Teghan says ‘Baa Az Galath’ and the statue starts to animate. Lady Wolvera pleads with the demonic statue, but it follows Teghan’s commands and slays the snake man. Lady Wolvera summons a snake monster from the lake, just in time for Sagramor to stand between them.

Teghan performs an evil incantation and then sacrifices Lady Wolvera to her dark god (or perhaps her father?)

A dark portal opens up behind her and everyone is blown down by a wave of force. Teghan is sucked into the portal.

Lady Wolvera
Ring (M)
Potion (M)
Huge mighty composite longbow (M)
Falchion (M)
Priestly scroll
Dagger (M)
Circlet (M)
Ring (M)

Teghan appears on the other side of the portal. Huge skull in the distance pushes out smoke.

Carafon – mummy – bids her welcome.

AdeMarcus – ruler of Incipitus – The place lies without a ruler – Teghan is a pretender to his throne. Given a lantern and told to follow its light to where she must go for the test.

Basin – surrounded by impossibly high mountains. Location of skull marked by amoeba like tendrils moving up from it.

Ground spongy underfoot. Ground appears to be skin, ulcerated and scaly. Rib like structures in forest dimensions. Other forests look like tentacles.

Floating blobs of plasma overhead shed light onto the ground.

Evil group’s plan was for Teghan to take a throne down here and become powerful in this land, then invade the Rhovaria cities and then the King’s Realm.

Cure lies after her ascension.

Pensa Main is not part of the same faction as Tyralandi but she pretends to be part of his. What they agreed on was to overthrow civilisation.

If we succeed here then we will be given a black seed that we can plant, cover in blood, place next to a capital city and it will release a horde of demons.

Tiralandi said that the Rhovarians and Thalimbarians have been watching the King’s Realm for weakness and now intend to invade.

Black Pyramid = where mortals go to become Gods

Must follow the Test of the Smoking Eye.

Discordant is made up of a number of different realms and all are very different. This is just one of them.

Teghan believes her father name is Azumreh. She called upon him earlier to open the portal. He is one of the ancient deities, the only one of the ancient Gods still to reside in Discordant (behind the walls of an ancient prison).

Teghan’s Mother is Desdemona. Most beautiful mortal who has ever lived. She was crafted by Mnemona for Kalzakar as a bride.

Teghan gives her word that she will change us back. Honest.

Tor tells us he had a vision from Vecna rune.
Vision – Tor was part of a great demonic swarm flying towards Rhovaria. This was what would have happened if we had allowed Lady Woolvera to go ahead with the sacrifice.

Despotic ruler commands people to descend and plunder and torture and murder. At head of host – disfigured demon – formally Lady Wolvera. She was in charge.

Wanted the head of her protagonist – Potentate Shasta Ormgrave – current lord of the land. A great favour will be given to whoever delivers the head.

All obeyed and Tor got the head. Within the nobles bedchamber – Lord was getting ready – but Teghan came out of the shadows and cut him down, slicing off his head. Tor killed Teghan and took the head.

Lady Woolvera sat on thrown surrounded by treasure.

Head towards the Skull – come across several large demons which we attack. We give them a good beating and all three teleport away.

Come across old battlefield with pus filled sacs that appear to be tapped by pipes.

Mummy umpire in the centre of the battlefield. We fly down to him.

Test of Resolve – Sparrowhawk is turned to stone by a creature before it is dispatched.

Every time Teghan stops she is teleported back to the beginning of the path.

Come across a retriever demon. Killed by summoned creature. This completed the first test.

Next was a partly ruined temple with a goodly aura – Stained glass. Umpire says that this is a test of judgement. Temple not dedicated to a single god but all good and neutral gods. As the building is not that old but is ageing rapidly we suggest that the last ruler of this part of Discordant was good or neutral and built the place.

Spells go off and people are caught in a web. Salamander appears to be casting spells at us. After a few spells are cast we exit left and explore the building from the outside.

We see pictures of angels that have been defaced and a library with books circling through the air rather than sitting on their shelves.

See a diabolic woman with leathery wings inside as well. Decide to speak with her. It appears she is also trying the test but has been blocked by the temple. “Any denizen of this world cannot progress in here”.

(From the Arena). “Delvanar”.. Tells us that the woman (Uvash) has a salamander and three driders with her. Decided not to take the test himself but hopes that Teghan will take it and win so that he can challenge Teghan once she has the throne. Remember him from the last time we were on Discordant.

We decide to wait 2 hours for the darkness to disappear.

After all the spells have gone down we return and attack the Succubus.
Teghan summoned a warhorse on the roof which promptly changed sides and started critting Teghan.

Tor tries to smash through a glass window (heavily promoted by taunts). When he misses the window and bounces off the frame the opposition start taunting him as well. He slinks away holding his sorry blue arse.

Kill the Salamander and one of the driders. The Succubus teleported away.

Long Spear (M)

Some of the books fly towards people who try to take them, searing them with holy fire. Clearly they are Devil’s Documents, or perhaps Hell’s Hardbacks, or maybe Bealzebub’s Books, or even Lucifer’s Library. Some white feathers fall down from the ceiling and the building appears to revet to its previous intact state.

Sagramor walks into the room of books and is killed. Epitaphs include “He read his final chapter” and “He was forced to eat his words” and “The pen is mightier than the sword” and “He made one mistake and someone threw the book at him”.

We go downstairs to speak to the mummy in the lower room. “So you are ready to undertake the second test” – Please proceed through the doors. Mummy has a holy symbol of Vecna (Eye held in a clawed hand).

We ask the mummy to cast the scroll which it agrees to do provided that we move onwards. It performs this service.

Beyond the door is a huge room filled with wooden walkways all connected by fine silken cords. Floor is covered in spikes. Pillars support the walkways. There is a spider at the far end of the room – enormous – dripping foul goo.

We rest in a rope trick and remove the stony effect on Sparrowhawk in the morning.

Move through the web and attack the spider. Eventually kill it using missile weapons.

Past this room is a secret door behind some webs. It leads to a group of 3 women (hags) surrounding a monk-like figure holding a small cage that appears to have a figure in it. Monk is barely alive having been tortured. In the cage appears to be a small elven child.

Lantern points through the circle.

Claim they have been forced to do this task against their will – break his spirit and damn his soul. The ‘Hunter’ gave them this task. Embroiled in something that they should not have got involved with.

They meddled and released things that were battling within him. The thing in the cage was the pray of the hunter.

Tears of shadows fall from the man’s eyes. The hunter is here – it has two very large legs.

Abilities reveal that overwhelming good and evil come from the Monk.

We consider that the shadow leaking from him may be part of the great shadow encountered on Mortarbi island and that he is containing it within himself (currently without turning undead as did the librarian on the island).

*Cast the runes
Would freeing the monk be beneficial to passing the quest of judgement.

No answer – but another direction would displease the gods and cause death, in another direction it would be a path of weakness, evil, destruction and hope.*

Chapter 23 - We don't need to run away

Brother Wookie cannot understand why Quill, Tor and Teghan are really keen to leg it. Sparrowhawk has already run away.

The teleporting ape uses its ability to rescue the rending beast.

Various wall spells are cast by the party to slow the enemies down. We attempt to shadow-walk out of danger but there is some effect in place that prevents movement of this kind.

The creatures continue to attack us in waves, gradually wearing us down.

Our mage wears the creatures down with a series of fireballs.

The house protections appear to be stopping creatures being summoned in.

Teghan reveals at this point that she has information that the lady of the house is doing something that will bode ill for the city. We wonder why Teghan waited this long to tell us….

Quill demonstrates his spell repatoir and variety of powerful magical feats – hasting us all.

Teghan activates an item and spots an Ur priest hidden invisibly in the nearby room.

Pink effect spreads throught the building – we believe it is caused by the building owner.

One by one we sucumb and start to grow evil looking wings.

Wookie grows leathery wings, fangs, hands and feet grow claws and horns grow from his head. Eyes glow a balefull red colour. He feels affinity for the undead golum.
Mind is beset by darkness and hatred.

Tiralandi beconds Teghan over and has a conversation.

Feel that we can cast desicration and darkness. Gain darkvision.

Outside so many of the city have been transformed that the sky turns black with winged people. They congregate around this building. People who have escaped the effect are quickly ripped apart.

Feel slightly afraid of Teghan and feel she could bend us to her will.

Fly speed =40’
Smite Good 1/day +11 dam Vs Good
Darkness 3/day
Desicrate 1/day
Unholy blight 1/day
Darkvision 60’
Saves Vs Poison +4
Resistance Acid / Cold / Elec / Fire +5
Damage Resistance 5/magic

Magical hand axe *2
Magical Medium Full Plate
Elixir of Fire Breath *3
Potion of Cure Crit *3
Potion of Invisibility *3
Potion of Haste *2
Vial of Poison *3
Magical Bracers (Ape) – What do these do???

The party carefully removed the squares on the map and their fingerprints.

We descend into the passages that lead to Lady Wolvera

Plot / struggle for control of the power of the world.

Order of Dawn – 1 faction

Three groups that mimic us. One dead. One very powerful and us. These have been a pain in the arse to the evil faction.

Lady Wolvera – taken over all of us and will gain permanent control of us if she continues her ceremony.

We go down and search for her.

Huge circular room – very plush. Huge number (40) of rich figures that have been butchered in there.

Wookie starts eating hearts while Sparrowhawk loots. Most people have had their throats cut.

Ghostly spectres rise from the bodies. We destroy them with ranged magic.

Off the main corridor are offices with stairs up to small towers with no exits.

Loot 3 black metal rings (M)

Brother Wookie starts believing he can control undead instead of destroying them and is killed by a shadow. Then raised as a shadow. Then killed again. He’s going to be damm expensive to raise…..

Discovered a room with abjuration magic on one wall. Teghan just manages to spot a hidden door using all of her skills. Behind is a chest containing a number of wands (8).

Teghan attempts to get our items back from Tyralandi but she refuses. We decided she has annoyed us sufficiently to be murdered.

We search downstairs extensively but discovered nothing and so go upstairs.

Up there we are met by a large golum that is battered down.

Large room / auditorium below with many golums. Arbori uses some powerful magics to destroy them all. We explore through a maze of doors, all opening into bedrooms.

Loot a variety of books
Silk underwear
Pouch made of human flesh containing gold

Discover another large golum that looks like Lady Wolvera
It is quickly dispatched.

Large red fleshy golum in a room guarding several chests – we decide to come back later.

9 Pieces of artwork (3600g)

Shockingly realistic pictures of snakes eating humans.

Two snake-like armoured creatures cast darkness spells and attack us.

Tyralandi sends a message to Teghan saying that she managed to get a scroll of resurrection but it was very costly.

One dies and another runs away into a magical circle.

4 dark blue potions
(M) Spiked Chain *2
(M) Large Steel Shield *2
(M) Falshion *2
(M) Huge Mighty Composite Longbow *2

We walk into the circle and are teleported to another room below ground. There is a body of water and some stores.

We find a number of near naked females locked in cells but choose to leave them for the moment. Behind a series of portcullis we find another undead hydra and the injured snake creature.

Swim out of the water passage and discover a way out and into the harbour. Search the rest of the caverns and with the help of some tracking discover a secret door in the store area.

Huge cavern – containing a statue of one of the Lords of Discordant.

The cavern is almost completely flooded and algae covers the surface. One island houses the statue with another snake man, a mage and Lady Wolvera who now appears with a snake tail.

Teghan suddenly claims she has to slay Lady Wolvera on the alter which will give us control of ourselves and the horde outside. Then have to travel to Discordant. Can then turn us back into ourselves.

Tor consults the runes…… (What happens if we walk away)?

If we walk away we are weak and this will lead to bad luck and misfortune but we will get a boon at some time in the future. An alternative path will not get us anywhere.

Mage appears to have been coverted into a demon similar to us.

She says that the defense went well and that we should wait upstairs.

Lady Wolvera drains the life from Sparrowhawk, apparently killing him but he turns to mist and floats away just as the others finish off the winged mage.

NOTE TO SURVIVORS – Lady Woolvera is taking 2 actions a round!

Chapter 22 - Doing Time

We make a variety of plans to escape. Brother Quill says that he can get us all out with a spell that will transport us into a shadowy world and move us at great speed.

We agree that we have no interest in performing the actions for the Succubus. (Killing the Order of Dawn).

We speak to Moras – an old man in the prison who has been there for many years. He tells us that all escape attempts have failed over the years.

We have some discussions with Midnight and she tells us that she is interested in escaping. Sagramor gets paranoid and claims that everyone is out to get us.

Sister trades some food from a create food spell for a set of lockpicks. She breaks out during the night and climbs down the shaft. There are two twin clay golem like creatures guarding the passageway.

We suggest removing the tattoos and then trying to go past the golems again.

Sparrowhawk was shot with an arrow during the night. “Going down closed off tunnels can be fatal”

The attacker appeared to be a woman – probably not a guard as the shot hit a vital point. We suspect that there may be other people hiding down the tunnels that the guards don’t know about.

More of the family fall victim to the paranoia – Tor now believes that everyone in the prison is working against us.

Sparrowhawk passes a message to Talon – saying he got the message. Talon passes a message back suggesting he has no idea what I am talking about. It appears the paranoid brothers were correct….

Sagramor manages to remove the last of his Tattoos. Teghan goes down into the mining area and explores the tunnel that Sparrowhawk discovered boarded up.

Teghan discovers a very long passageway with various offshoots. One seems to go down to a volcanic vent that appears to vent to the outside. Another goes to a massive hole that goes down a vast distance.

The next day the chain holding the basket is broken and Sparrowhawk and Sagramor plunge downwards. Two other people in the basket die but we escape with some injuries. Sagramor experiments with the golems and discovers they are activated even with no Tattoos present. They beat him some more before the two spider climb out of the shaft.

Sagmramor gets another message from Lady Wolverasaying that we can have all of our items dropped off at the top.

This evening Teghan tries to go exploring again. She fails miserably and is pursued by guards.

Trying again she gets to the mine and comes past a blockage that she can just get past. Beyond is an Earth elemental so she flees.

She instead flies up the volcanic passageway and eventually comes out of the top of the volcano.

The island is tree covered, the prison is visible as is the port.

Contraband is found somewhere and the Warden (part Orc) – Red robes , black sash. Beats someone into unconsciousness and gives a speech.

We speak to Lady Wolvera – she agrees to drop off our gear and arrange a pickup at the docks. She asks how we are doing breaking out Karl Mandelhome – and describes him …. 5’11’ Mid-late 20’s Fair Hair.

Our weapons arrive on night 13 and we decide to break out tonight. We break out the other prisoners to provide a diversion.

We web the shaft and destroy the clay golums while activating our distraction in the form of all the other prisoners who now need controlling.

The plan being that the guards will most likely:-

a. Form a ring around the top of the shaft to prevent escape b. Send in a force to control the escaped prisoners c. Gradually work their way downwards securing the levels of the prison as they go

Based on this assumption we have 20-30 minutes before they again control the 2nd level and can progress through the webs to the third.

It appears that Clay Golem damage is very difficult to heal. Teghan begins to search the cells – discovers a variety of people and creatures in the cells as well as Brother Wookie.

We decide to call upon the RUNES….. Short term, messing with things that are forbidden. – Less advancement if we go down a different path. The disfavour of the gods. Long term despair and hopelessness. But this is a path of decisiveness.

Other prisoners:-

Arakbar – An assassin (Admits he is guilty) Karl Mandelhome

Werewolf – Vaden Kiang. Only reveals who he is after he has been un-manacled. Then demands that we get into the cells. Says that his current form does not allow him any control.

We kill him and bag him before casting a shadow walk

Lady Wolvera and a mage arrive floating above the water. She demands Karl but we refuse to supply him until she returns our items and places us on the boat. In particular Quill goes off on one having a good rant.

She returns some of our items but many important ones are missing.

We ask her about our missing items and she reveals that Tyralandi has them.

The family have a discussion about releasing the assassin and agree that the prison is an unjust institution and that we will release him. However we agree that there will probably be consequences.

Return to Porfory House in magical disguise. Return to our rooms.

Tyralandi arrives after an hour. It would be a surprise if the Order of the Dawn wanted to hurt us as they made us – We are their creation. They are the group that put us together. She refuses to tell us more – saying that Teghan and her share blood ties but are just starting their journey together.

There are factions that wanted us all killed – It is only Teghan’s presence that has kept us safe. She reveals that she is still interested in the prison.

Her associates are disappointed in our actions. Pensa Mane would like to speak with us regarding where our paths lie.

Message from Father – Cathedral nearly finished. Hope you are all well. Message from Amigan – Are you still alive? Need to talk to you Question to father – “Are you a member of the Order of Dawn”?

Pensa Mane arrives – (Human, Staff, Silver Torc, mid 30’s).

He realises we have a very mercenary like relationship. He is interested is getting our cooperation. Events are coming to a head very quickly. Time to build a relationship is running out.

He is part of a collection of interested parties under no banner. All of whom have bought into this shared goal. Tyralandi is part of this faction. However she has her own agenda.

He refuses to involve himself in the recovery of our items. He is offering an exchange of dirty deeds for power gained. He is saying that what he wants doing is not very nice.

He offers Quill unlimited access to the libraries of the Anathaium. In return he asked would Quill organise for a barbarian horde to descend on one of the major seats of power and destroy everything.

Quill said he would.

After he left the family had a discussion

Sister reveals a dream she had about Amigan – Controlling puppets that represent us. He plays with the pupppets for a bit and then drops the puppets and they go limp. He picks them up and begins again. There are several sets of puppets that represent the family but through the ages – the second set more correctly fit the people in the prophecy.

We contact Amigan via the Amulet and scrying.

He tells us that forces that seek to destroy the world as we know including the Kings Realm. If we stand by the Kings Realm then we should oppose these forces.

He says if we succeed we will be dammed forever – if we failed then everyone may be dammed forever.

He is a force for maintaining the balance rather than a force for good. He is part of the Order of Dawn – this order contains some goodly orders. They have existed since the beginning of the world when the Gods walked on the land and they were given specific duties to protect things in the world.

We agree to protect Lady Woolvera for 10000g.

We send a message to our father…. Q. Can we give Amigan our unconditional trust? A. I would trust Amigan with my life

New Day

The brothel is attacked by a demonic flesh golem and several apes wielding clubs. A bald headed harpy, Kedwood Bone and a demonic ape clad in close fitting black leather plus a few thugs.

A voice from outside shouts that everyone inside is guilty of treason against the city and will be torn apart by the Sister of Lamentation.

The Sister of Lamentation sings a song so dire that many party members suffer terrible losses to their STR and DEX. This happens several times. Other members of the family are beset by woefull songs and suffer bouts of confusion.

Chapter 21 - The Bad Man Returneth

The battle in the sewer continued.

Vulture headed creature was summoned in the centre and attacks. A second demonic vulture creature is summoned and both cast mirror images.

Kedwood Bone continued to rain down spells upon us and summon demonic creatures. Huge numbers of hands fill the chamber and beat on us. while some sort of evil effect grows over the body of Sagramor and Sparrowhawk. We discover that the coward wasn’t even there himself but was casting via a projected image.

Kedwood wielding his scythe appears on the other side of the wall of stone. He is hideous. He appears significantly spelled up.

He is wreathed in flames and his Scythe passes through armour. He states that he intends to kill us all and it appears he has blocked off all of the exits.

Tor mentioned that he couldn’t do anything useful at all. The rest of the family agreed (that they could do nothing useful either).

Kedwood Bone runs away – activating an item to disappear.

He reappears a few seconds later on the other side and beside the bone devil continues his attacks.

He disappears – followed by a darkness and then reappears pulling out a rule change that prevents us from following him with a silence spell. His displacement saves him times a many.

Kedwood Mind Jars Gabriella or something similar. We end up grappling Gabriella and subduing her. Somebody says not to worry as it is bound to wear off. Sagramor says that he wants to smell Gabriella. We all look worried. Gabi agrees to get into the tapestry.

We return to the Brothel and speak to Lady Wolvera. We are asked to sell Gabriella or Wookie in exchange for the Brothel for a year (200,000Gp / year!) or 30,000gp

We refuse (boo yah!) but we agree to continue to pursue Kedwood tonight as he has been beaten close to death.

We get a sending scroll and summon the boatman. We then target the house we believe he is holed up in. We use the boat to bypass layers of defence at this location by entering from below.

Fight our way through his troops and defences but he yet again bugs out. Yet another major disappointment. :(

Return to Lady Wolvera and report.

During the night we are attacked and teleported away by apes. A message from Lady Wolvera tells us to go along with this as she has a mission for us. We arrive in a prison and are required to hand over all of our items.

Lady Wolvera visits and passes another message… Go to Blackmaw on prison ship in 2 days. We must rescue Carl Mandleholme – her alchemist – and then escape.

Teghan joins us but also has a visitor. Message from the Succubus (Tyra Landi) – She had arranged for Carl to be taken to Blackmaw. Kedwood & Lady Wolvera being manipulated. She wants us to go to the island. Order of Dawn members that she wants killed. (Warden – Vaden Kiang) others are unknown.

Wait for two days until the prison ship arrives. Travel there in the hold.

Blackmaw 4 guards in tight fitting robes (monks). Taken underground via a winch operated basket. Into a 50’ chamber which has wings off it. Shaft continues below this level.

Rao Chang – New Warden. A very recent change.

We are branded with a magical effect. They hurt if you fight, cast spells or when Rao Chang blows a whistle.

  • Talon Urgos – main bad guy in the prison population
  • Sedarkus – loner who will stand up to him
  • Midnight – Woman with goons under her sway – Works on forge
  • Galan – Works in the pantry
  • Old man Moras – Been here all his life.

Seen 16 guards in total – “The Sentinels”

Message – Via copper wire

  • Establish contact with the rest of the family
  • Establish where to find Carl Mandleholme
  • Find out if anyone knows what happened to the last warden
  • Establish what happens when you cast spells – YES, INT and CHA loss
  • Establish what happens when we fight – YES – Lose CON
  • Establish what happens when the whistle is blown

Possible Spells that do not require a component Break enchantment Heals Lesser Restoration

Sagramor can move out of his manacles Sparrowhawk can shapeshift out of his


The mithral mines became unstable recently and were shut down. Is this part of the wider conspiracy? Is there a cavern of light down here? Was the last warden removed because of his involvement with the Caverns of Light?

Tor provides a distraction by dropping a rock on his head while Sparrowhawk shapeshifts and looses his shackles. He then checks out a couple of the closed shafts. One has been boarded up and looks different to the others.

Getting back into his hole Sparrowhawk finds he cannot get the shackles back on and is forced to accept the assistance of Talon Urgos who has noticed me moving around unshackled.

Make another attempt to explore but am thwarted by a guard.

Chapter 20 - Ships that Pass in the Night

The party decide to return to the Elephant room and explore the passageway that opens up between its legs.

Enter a room containing multiple fly headed humanoids that radiate moderate necromantic magic. Poking them feels nasty but Teghan shakes it off.

Open the coffin and a spell effect goes off on a cloth covering the woman’s face. Effect goes off causing a Symbol of Pain effect. Wait for 4 hours for the effect to wear off (1 hour) and further time for the magic to dissipate.

Perfectly preserved woman – Touch her and she animates. Throw away her mace but it returns to her hand.

Some force prevents people from getting near her.

She casts various acid based spells and we are forced to combat her from a distance.

She keeps healing herself and casting other spells while we continue to attempt to approach her. Only range spells or effects work.

Cast a vast number of spells but we cannot really get near her. We eventually corner her and she uses a potion to escape and casts a wall of stone over the exit.

We stoneshape the wall away and are immediately attacked by a huge Earth Elemental.

Teghan attempts to remove the gems from the Elephant statue.

Teghan succeeds on her thieving gypsy bastard roll and we get two large black opals and a large ruby (2000g in total).

Teghan then works loose 36 of its teeth (1800g total)

Try to search for her – making out way back to the ship.

Large oak table – numerous chairs and large oak cabinets. Coffin forms part of the ship.

Large amount of preserved fruit, water and food in the hold.

In the boat room the water turns out to be 30’ deep. Beneath the water is another sealed coffin with an inscription on the lid. “Death waits beneath this lid -watery doom in here is hid”.

Rest overnight

New day

No sign of the woman so we go back to the ship room. Search the pool and the coffin below but it is empty. However it contained a poison and Sparrowhawk was struck down.

Once cured and restored we investigate the coffin in the boat. An undead creature emerges and attacks. He attacks with claws and his hair attacks and grapples us.

(M) Full Plate – Glamoured to look like robes with flowers and snakes Gold Circlet (M) Ring (M) Gauntlets Potions x 2 Assorted Jewellery (3600g)

Tome of Ancient Lore

Put the gems into the slots in the wall and after a minute the wall descends.

Small room – Sarcophagus Murals on the walls – animal headed humanoids trying to break free from strangling vines Red banner above murals – embroidered with mud sorcerers symbols 4 brass bowls hanging from the ceiling Clay urns – 6 against each of two walls

Sarcophagus made of white marble – bas-relief carving of an elephant headed humanoid – intertwining snakes and thorny roses.

Beyond is a treasure chamber – lots of chests and tapestries.

Glowing symbols hovering along the portcullis Strong Necromantic Magic on the symbols On banner – numerous low levels of conjuration

Faint transmutation from the Sarcophagus Moderate evocation on Sarcophagus

1st Urn – Statue/totem of bear 500g 2 – Tiger eye gems 3 – Empty 4 – 10g 5 – 3 Potions (Cure Serious) 6 – Statue of a camel 60g 7 – Wooden Donkey 1g 8 – Wooden dog 9 – Agates 500g 10 – Raven attacks but misses and disappears 11 – Potion 12 – 2 Scrolls – Shatter & Monster Summoning 4

Bas-relief carving struggles free from the sarcophagus but is surrounded by a wall of force.

This is removed by Sparrowhawk with a scroll of disintegrate.

We all attack it but it is healing faster than we can damage it. Sparrowhawk is turned to stone and the woman arrives, looking quite vampiric. She casts a wall of stone sealing us in.

Six factions

The Hidden & Mysterious – Father & Aimigan The Greenskins – Most reasonable so far The Rising Sun (Good Guys?) – Who want to kill us The Animators – Who raised a Huge Black Dragon The Eastern Mob – Who Hired us The Undead – Tzolo

We suspect that we were put together as a family by one faction

Backstory Tzolo was running from some people and while fleeing she came across one of the caves of light. She had access to powerful, legendary level information gathering

She teleports Sparrowhawk to the cave of light – Tall arch with light seemingly pouring from around it. The archway itself was worked stone but did not detect as magical or appear any different under a truesight. There appeared to be no way to detect it or pass it using mortal magics.

Returned to Tzolo and reported this. She confirmed that she had also been unable to make any progress.

She orders Sparrowhawk not to return to this place without her present. Sparrowhawk casts a teleport locator spell on this place before he leaves.

She takes us to the treasure room where there are two tapestries.

Tapestry 1 Great city – Forest overshadowing the great buildings – Dark twisted and gnarled wood – Looks like a great Eastern City. Trees cracking foundations and branches killing people. Evil creatures flow from holes in the trees.

Large winged creature flies above carrying a woman in Red/Orange robes – she fires streams of flames from her hands towards the trees (She is defending the city).

Tapestry 2 City swathed in darkness – Winged creatures tearing people limb from limb

Blue Skinned demon – holding the head of the king (crowned).

Giant holding massive sword is closing on the Demon Flying fortress hovers behind him

Tapestry 3 City under balls of flame. Demonic creatures attacking. Funnels of twisting air. Port ablaze in background. Great and ancient beast upon which sits a well muscled humanoid.

Tapestry 4 Largest Tapestry – City under blanket of darkness. Appears to represent several cities. Ghoulish humans feast on humans. Woman in white robes defending the city – martial arts – small white staff with a white bell.

Do these represent the past of the future? They were woven by a Hag – a representation of her visions.

She suggests we start demanding answers as we are part of a greater prophesy.

She has no great desires about this place – she just wants to understand it. She considers herself the steward.

Return to the ship (Uzivoy) – Captain Majalore – Sail out through the earth

Add section about her and the boat

Pensamane in the camp. He has been to other locations like this but refuses to tell us of them.

Sail back to the Scuttle Cove and arrange to have the boat sink under the earth to protect it. We will meet the captain in 24 hours.

Make our way to Porfere House – (House of Red Light). Lady Wolvera – Kedwood Boan has interfered with her plans. Paid for false arrest of Karl Mandleholme – an Alchemist of hers. Taken to Blackmoore Prison.

Kedwood has paid for assassins to try and kill her.

Time in the future when things will change drastically. At that time he will offer us the position of Lord of a small city within the King’s Realm. Sansom Thatch – Could be persuaded to drop his opposition to us and the warrant dropped. (Has has been putting on plays that belittle our involvement in the war) He looks for us to be loyal to someone (not the King!) in the future. Appears to want to support a different faction when the revolution comes. Succubus enters Porfere House as we are leaving – “Good to she you are in good health sister” to Teghan.

We agree to these offers and are teleported to a large city. We cash in the favour from Father’s Necklace at a major temple of Pelor and resurrect Tor as well as get the Vile Damage to Sagramor Healed in a consecrated area. Do some shopping with our ill gotten gains. * Purchased a party item – Helm of Comprehend languages and read magic*

Lady Wolvera asks us to capture Kedrick. We spell up and immediately walk into the trap.

Tor has his healing belt stolen and we chase the thieves into the sewer

Attacked by two demonic creatures covered in chains quickly followed by a number of thieves.#

Multiple hidden mages target us with dispel magic.

Chapter 19 - Exploring the Dungeon of the Mud Sorcerors

We decide to go back and check the places which seemed too dangerous on the basis that these fell into the pattern of the dungeon design.

Green key discovered in the right near of the Right ear of the windy face.

Down the corridor we enter the room with a pillar of green basalt. Teghan places the green key into a green keyhole.

When the key is turned there is an explosion and the pillar blasts out. This reveals a hole with a purple coffin inside. The coffin has a painting on it of a beautiful woman wearing a mud sorcerer symbol (Symbol 1). She appears asleep.

Female corpse inside – Appears to match the drawing.

It does not animate – Detect magic reveals strong conjuration magic on the necklace.

M – (Silver pendent).

Magic still in the pillar.
Paper inside the scroll tube – Written in a foreign tongue.

To sail the ship that is smiled upon my lady gave the silver necklace

Inside the pillar is a length of woven hair – Teghan pulls it and the pillar collapses.

Move onto the door with the knives – Teghan unlocks it.

Open the 1st Sarcophagus – Mans corpse. Rotting red robes.

Gold earrings – Small sapphires (1260g)
Gold rings – Symbol matches gem
Bronze mace
Gem between teeth – blood sorceror symbol on it (faint abduratrion magic) of Symbol 3

Inscribed on wrappings on chest is a message (foreign tongue).

Coloured stones to thee bequeath
Bitten tight in priestly teeth
Each a key to Tzolo’s wall
Sign to sign will make it fall

Wookie loots him and there is a banging from inside the two larger coffins. A large mummy emerges. A second one emerges and they pound several of us before they are dispatched.

Open a second small coffin:

Gold earrings with sapphires (1260g)
Carnelian gem with Symbol 1 in mouth
Golden Philactory set with gems
Gold ring with symbol that matches the one on the gem

Third Coffin:
Gem – Citrine
Plus the rest

Fourth Coffin:
Gem – Onyx
Plus the rest

Gate made of blueish metal – large symbol on the floor – Mosaic on the floor of Symbol 1.

Sparrowhawk enters the room and suddenly gets chopped to tiny pieces that immediately disappear.

Some experimentation later Wookie tried this and we work out that the effect was an illusion.

Sparrowhawk appears in a room – Lots of pillars. Carved with hands making strange signs. Pool in the middle. Cast defensive spells and wait against a wall. Hear the sound of crying down one corridor but ignore it.

A hag attacks Sparrowhawk but her gives her a beating and she runs off.

Fog banks appear blocking the view and the hag appears and lightning bolts us using a wand before disappearing again.

Down the corridor Tor and Teghan faff about and balls up the only exit. The rest of the party search the room.

The hag appears through an illusionary part of the wall and attacks.

She hits Brother Wookie but takes a beating from Sparrowhawk and then escapes and turns invisible. We dispel this and a further fog cloud but she keeps tumbling away. Eventually we surround her and finish her off.

(M) Wand of Lightning Bolt
Metal ring with brass keys

Open a series of jail cells with the keys but nothing inside any of them.

Rest overnight

New Day

Explore the jail passageway – room at the end with 2 suits of platemail apparently guarding a coffin.

Daubed inscription – “Let the chips fall where they may”

On lid of coffin – “Disturb not the slumber of Tzolo”

Weapon – Contains

Magic Scroll – Displacement
Potion Bottle

Open the coffin – Metal lid. The wall starts to move towards us and a gate drops to block the passageway. The body grabs Sparrowhawk. Fortunately Brother Wookie casts a True Sight showing the wall to be an illusion.

Remove body and find a compartment with 3 scrolls.

Control Weather
Raise Dead
Water Breathing

Check the next corridor which starts from one of the cells. There is a permanent wall of force but Teghan discovers it has a small gap at the top.

Down another passage there is a stone head – Squints in pain. Move the eyelid up and it opens its eyes revealing a small hole through to the other side.

The Wookie suddenly has a turn of speed and takes us forwards – using the ring to rock to mud the face.

Large room with a small island inside a moat like structure. Figure in the middle of the moat.
Two passages lead off – one a water passage.

Permanent magic on the figure in the middle of the room. Silver symbol on a silver chain with a mud sorcerer symbol on it. (Symbol 3 – Water)
Wraith -like creature emerges from the creature. Closely followed by 4 large water elementals. The wraith drains the life force from both Sagramor and Brother Wookie but is finally blown away by magic missiles. A further water elemental emerges from the pool as the others draw close to falling.

Several waves of water elementals attack us. They only settle back into the water when we leave the room.

Escape with the mummy – Examine it:

(M) Book –
(M) Silver necklace

Back at the wall of force we send Teghan over to explore.
She finds a stone face that seems to be modelled as though wet and holding its breath.

Appears to have frosted glass on part of the wall.

Secret door – goes down and joins the passageway where we destroyed the face.

We dash through the room with the water elementals and enter a long passageway that becomes quite wide – pillars down the centre.

Massive mausoleum – Groaning from one corner – when investigated a number of undead activate.

Wave after wave of them attack us – hundreds are destroyed by Wookie but the waves never seem to end. Except that it does…

Teghan discovers a secret door high up in one of the small alcoves. It descends into a large room with a long pool of water and 3 large piles of earth.
There is a silver ladle

Iron portal locked up tight
Pound and pull with all your might
Precious metal – waters clay
Earthen being makes the way

Pour water onto the right hand pile of dirt and it turns into a stone man with the head of a camel. It grapples Sparrowhawk and engulfs him.

New Day

We form a plan to deal with the creatures.

Summon the next one – it appears with the head of a hippo and proceeds to smash down the door.

Move into a room full of pillars – A single word is written on each pillar.

Tzolo / Knows / Where / Light / Hides

This leads to another large room with a long water pool in the centre. There are eight statues of tiger headed humanoids with polearms. Painting on ceiling depicts animal headed humanoids locked in battle.

Elephant headed human – massive statue. Stands with hands outstretched. Huge gems for eyes and huge tusks. Large red gem in the centre of its forehead.

Moderate conjuration from a green tusk
Strong evocation on the hands of the creature

Below navel there are 5 ivory tiles

L / K / H / W / T

Statue in far left corner is magical – Faint transmutation / Faint divination

We decide to explore the other chambers before we go further and go all the way back. We go back to the door where the numpties faffed about and broke it. Along the way we notice that the Hag’s body is missing.

The door opens into a 10*10 room – hundreds of symbols decorate the ceiling and walls. The 4th Mud Sorceror symbol is present in a large form on one wall.

It has Moderate Evocation magic

Turns out to be a blade barrier that catches many of the party. The same symbol is further down the passage but before we can touch it the blades strike us again.

This room teleports to the first step of steps that go down.

Return to the water elemental chamber and take the water exit. This leads to the room of green marble with 4 black stone pillars – each with a sorceror’s symbol on – A dome covers a pool at one end. A black metal door leads off – covered in glyphs and symbols.

There is a mummy at the bottom of the pool. Multiple magic sources exist on the corpse.
A wraith emerges from the body and attacks.

Tor unfortunately dies

Silver daggers – 120g
Gem – Black pearls (600g)
Ivory Tube – 3 Scrolls
Scroll Tube – 3 Scrolls
Greater Heroism
Gust of Wind
Lightning Bolt
Polymorph Other
Project Image

Talisman around neck – Symbol 2 – Strong Necromantic Magic

Massive bolt of cold rushes from the door as it is opened.

Small 10*10 room – Teleports to where we first met the Hag.

Back to the Elephant room – Investigate the statue in one corner – It contains several scrolls.
and piece of paper.
Purify food and drink
Bull Strength

Ivory blade – a crimson sword
Leads thee to the hidden horde

The runes are pressed in the correct order and its belly opens up revealing a passageway beyond.

We use a True Sight to explore the passageway back and discovered an illusion covering a hole in a wall.

Unscrew the green tusk – Fog appears in the room.
Tusk – Ivory (Green)
Tusk – Ivory (Red)

Put the Red horn into an illusion covered hole – (see the riddle above) Pull open to reveal a passageway.

Rug (250g)
2 gold candelabras (800g)

Inscription on the archway

You have reached the inner sanctum of Tzolo
Tzolo sleeps waiting for her predestined time
Gloat not – lest thy pride usher in a unalterable doom

Mud sorcerors symbols are inlaid on the casket.
Candles are burning – sweet smell. (Magical)

Loot the carpet

We put out the candles and cast gust of wind in order to remove the odour of the candles and stop people falling asleep. Move the coffin and there is a keyhole beneath. Unlocking this causes the wall to start moving towards us.

Search the coffin:
Figure in the coffin – Breastplate
Canadleabra – 500
Silver handles – 400
Bracelets -800
Collar – 850
Rings – 780
Circlet – 330
Mask – 950
Breastplate – 3100

Wookie and Sagramor jump into the hole but the bottom falls away and Wookie falls into a pit.

Search the area uncovered by the wall and discover a passageway going off.

We use various methods to escape the hole before the wall returns.

Uzrivoy – A boat 35’ tall room. Mastless ship made of red wood. Small cabin and covered stairway and wheel. Appears to be in drydock – supported on logs.

Stone face – evil fanged grin. Gritted teeth. Eyes appear to cry.

Two tusked heads spray water into the pool

In the passage a pit trap opens and Wookie falls in. Sparrowhawk follows him down and then uses the Mud ring to stone shape to remove the pit.

On one of the walls we find 4 indentations containing each of the 4 gems with the symbols.

Above the archway:

Those with naught to offer should turn back now
Even those who can shed light on understanding should tread with care

Boat – Doors locked
Wheel – Hundred of letters we don’t understand. (Don’t say anything in particular)
Inside the boat is bigger than on the outside. Great oak table – Cabinets.
Two huts – The larger one contains stairs leading downwards. The hold is 60’*30’
Wooden Sarcophagus in centre. – A figure lies inside.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.