The Journals of Sparrowhawk

Chapter 35 - Betrayed!!!!

Still in the tower the party attempt to rest in a spell created mansion but are rudely interrupted just an hour into their massages.

An shadow like creature was dispatched and an elemental (which dispelled the massage and dinner) ran away.

We attempt to rest again and are attacked again by the elemental creature. It has spell resistance greater than 29, AC something horrible and around 25 damage resistance. It dispells magic at a glance and imprisons multiple people in spheres of force just as easily. It also blasts a wall of ice with flames to move through it.

After 20 minutes the force cages disappear.

We rest in the caves beneath the tower and manage an uninterrupted sleep. The next evening we again venture back into the tower and assault a number of half half machine Minotaurs. On the next floor a shadow disappears.

After dispatching the shadow a huge one appears. A wave of darkness washes over us and causes huge damage to the living.

A powerful fey mage runs past us all shrouded in shadow. He casts several shadow spells and kills Teghan. After raising her we progress to the next floor.

On the next floor there is a large glass cube with electricity arcing down wires into it. The device is designed to trap a creature within and syphon off its innate magical powers.

We destroy the device much to Teghan’s annoyance who wanted to save it in case we needed to melt anyone.

We open the lift shaft and rust the roof. Above a lift shaft goes upwards. Around 160’ up the shaft a door opens into an other floor where we discover huge numbers of prisoners and two huge constructs.

Centre console allows scrying, teleportation and some sort of shadow portal.

We operate the centre console and teleport up to a higher level of the tower, arriving at another console. Naked humanoid in a glass jar.

We fight an epic fight with the cleaning lady and smash the glass, killing the man in the tube.

Brass Amulet (M)
Scrolls
Wand
Money – To be confirmed next session

The books on this level have been torn apart – leaving just the covers. The owner had sufficient knowledge to make, forge or craft anything.

We operate the final control panel and an image of the wall on the lowest level appears. From inside the wall we see thousands of automotons with a Gargantuan automonton red dragon ion the background.
A small number of live Thalambarians mill about at the front along with Sorashal Al Fahim

We send a message to Amigan saying Have discovered a huge atomiton army under the control of Sorashal Al Fahim – Instructions?

Reply: We need to talk – meet me at Ravenswatch Inn – Ebsworth Rising".

We speak to Sorashal who initially doesn’t recognise us.
“What are you doing in Keban-an Ex’s Tower?”

He suggests there are Liches and Shelaki around the tower.

Stay away from the east coast.

He gathers the army for others.

He was told that we were dead – told this by Uzumray and his children that we had been taken and used. Was not surprised that they had been lied to.

He asked to speak to the machinist – who we think was the red man in the glass tube.

We destroy the controls of the tower and then plane shift away.
Planeshift away and teleport to Ebsworth.

We arrive at the inn and a man claiming to be Amigan asked to speak to Sparrowhawk alone. He is obviously not Amigan – he hands over a note.


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Chapter 34 - Exploring the Black Tower

We enter the ‘lift’ and press a button. A scan occurs and names us all in Silven. It also states all the spells we have running. It then says “Terminate” and starts to release poison gas into the lift. We blink out and open the door.

Blinking through the other door we discover a set of stairs going up.

We send the scouts upstairs invisible and moving silently. They are immediately spotted.

There are a large group of blind humanoids up there with 2 Fey spellcasters who engage Tor and Teghan. Tor runs away…..

We kill all the Grimloks and advance up the stairs.

We climb the stairs and see an area of darkness descending towards us.

In the centre of the darkness is a gargantuan bear headed automaton. We decide that this is the Fey that was having spells cast on it and we should run away and wait until it’s spells run out.

A truesight reveals that it is indeed a humanoid fey but polymorphed into a huge creature.
Attempts to hit it fail because of the number of spells protecting it.

We dispel several walls and retreat into the corridor below. Tor runs the other way and takes on the creatures on the next level above.

Tor reported that there were two dark fey at the top of the ramp. Cold damage and swords with shadow aura – striking from range. Shadow elemental with them.

We wait for a few minutes then scout out the levels above using a wizard eye. There is a shadow elemental guarding our way up and fog leading into the level above.

We enter the level above and are set upon by a number of fey and shadow elementals.

We fight them down to their last man and then offer him his life in exchange for information. He claims that there are many more of them.

We kill him and search the level with a truesight. These are mundane rooms with living quarters.

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Chapter 33 - Hi Ho, Hi Ho, Its off to "makework" we go

We speak to the actress – She tells us of the person who gave her the book and the mask. Bard gave her to them in Duchemy Antanor Telthin. The Carcosa Codex – he had been searching for and eventually found. Spoke of alien cities , haunted lakes and mysterious places.

We rest for the remainder of the day releasing the bard in the morning. Amigan contacts us and tells us that some people got sucked into Discordant when Bucastle merged with the demonic forest and asks us to rescue them.

One was a sorceress who had the ability to get back and reported – bringing with her items from the plane (metal) that allow us to return there.

We planeshift to a plane of discordent – dark dense forest. Twisted and gnarled.

We locate 5 ogres and a Minotaur – all clad in plate dragging 3 humanoids behind them.

We very effectively dispatch them with no losses and little damage

Ogres – Plate armour fused with their skin. Alchemical substances were piped to their bodies in order to enhance them.

5 * Magical Great club

Find prisoners:-

Bartholomew – Merchant.
Drake – Priest of Kord
Jake – Farmer

We tapestry the three.

We scout using Sparrowhawk in bat form. Spots an area of volcanoes and a huge spire with a large dragon sat on the top.

We scout the tower (badly) and it swoops down and breathes acid. It then climbs back up – seemingly unable to fly back.

The numpty brothers go scouting again and this time set off the fire based defenders (cloud) and run around saying ouch! rather than doing any scouting.

The party rest overnight and spell up to take on the Hydra. We discover that it does not breath fire, instead breathing acid, sonic, lightning, cold and slow.

It was eventually dispatched without loss on our side.

Further down the tunnel a room opened up into multiple branches. A 20’ chimney of metal leads up from an empty cavern. A lockable (but unlocked) metal trapdoor covered the hole. In the room above a number of constructs work on a forge and two evicerators guard the chamber controlled by a metal plated salamander.

Exploring the chute revealed that it was formed of polished metal making normal climbing almost impossible. An enormous anti magic zone covered 100’ of the chute making magical climbing impossible.

As the antimagic zone extended up to the trapdoor there appeared to be no way to enter the room without being noticed. With no obvious way into the room and only one member of the party able to enter we sent one person up who attempted to tie a rope to allow the rest of the group up.

The guards on that level quickly activated an alarm and attacked – severing the rope and leaving just two people up top. Teghan was badly injured in just seconds and exited leaving Sparrowhawk to keep the guards occupied while the party came up with a new plan.

Much time passed……

and then some more time……

Sagramor remembered that walls were not always ‘up’ to him and walked up the walls.

Rust monster & comedy tensers floating disc episode.
Gun turrets – Zap us with stuff (weakness) – used a rust monster against them.

Salamander – Green piece of metal

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Chapter 32 - We establish our demonic credentials

Tyralandi turns up looking very demonic and offers to help. This is obviously going to end badly…

She claims she is the only thing stopping King Artemis III from coming along and flaying the party. He and the Justicery of the Scales are hunting the people who caused the near apocalypse.

Originally 5 kingdoms merged.
Halguaard sacked by barbarian horde.
Now Bucastle lost

Rest of the Barons and Lords consider him a little careless so he is turning all his resources to finding us.

Balcuth told Teghan everything but she has not told us. Shame we don’t understand why we are doing all this work for us. Gods ultimately very jealous they set a limit on what you could achieve. They aim to remove this binding on what we could become.

Quill responds by saying that Teghan is incompetent and therefore has probably forgotten most of what she was told rather than actually holding things back.

Tyralandi suggests that if Sparrowhawk wishes to ever become epic then he will have to support her faction and with that she summons up a Demon and offers it to Quill in order to aid us.

Teghan flies back and listens in to the players. They are meeting with the mayor and the head of the guards. She is pushing for the play to go ahead but the others are saying that the building is unsafe and the mayor is persuaded not to go ahead. They do however say that that the family is implicated with demons.

We contact Amiganand inform him that we have disrupted the play and do not intend to pursue the players. Amigan tells us that he may have another mission in a couple of days.

Scry for a day. They have no plan or destination but feel they can find another location. Two groups or factions below her. Bards and non bards. They have another agenda.

“Making it permanent” – phrase crops up.

Didn’t understand why a group as powerful as the party would pursue them. Thought that they had left no clues behind.

There is a long discussion on the nature of the world. Sophea appears to pursue a an agenda of her own and has fallen in with others in order to recover hidden knowledge.

Mages only progress in one of four ways:-

A meritocracy
Wealth
Power
The “Casting Couch”

We follow the troop to another larger local town and see that they intend to play there. We plan an attack taking into account the fact that Sagramor feels that collateral damage is acceptable.

We attack the troop in an inn at night.
The party were mostly defeated by thin panes of glass and a couple of guards.

Most of the party finally admit they have been bad and hand themselves in at the jail.

Whip Dagger – +3
Harp – Alstroth
Mask – Palid Mask yellow sign of hastur on forehead. 3/day Quickened lesser confusion but there are more effects around the mask. Something around access to the wearers mind by an external force but exact effect is unclear.
Amulet – Resistance +2
Amulet with 8 small crystals – Life
Wand * 3 – Mage Armour, Restoration, Shield

When pale faced people die their armour and weapons disappears
Teeth coming from their scalp.
4 Magical teeth – Need to have a pact with strange creature. Greater magic weapon 1/day, deeper darkness 1/day
2 magical lens – Sapphire Monocle – Supernatural ability (pact magic) raise DC.
Strands of muscle attached to arms and still pulsing.

Bards:
Harp – Doss Lute (p156 book of joy)
Scroll – Mind Fog
Mask – Mask of Lies (p115 book of joy)

Giant
Full Plate +2
Greatsword +2
Amulet – +2 amulet of health
Belt – +4 Strength (Tor carrying)
Cure Serious *3

Book with strange sigils
12700g
Costumes and scenery. Pyramid set in ashen sands. Floating city in the background.

Carcosa – Place. What lies behind the curtain.
Use the combined mind of everyone there to find of more.
Passage between this world and another world that noone has ever been to. She could not make contact with the people on the other side.
She confirmed that the book and the mask would enlighten us.

Pale skinned creatures have given of themselves to things beyond the curtain (pacts).
Just beasts came through.

She escaped after charming several party members. Sparrowhawk chased her down and killed her. Once dead something crawled out of her ear.

We arranged for Templeton to raise her from the dead.
Sparrowhawk

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Chapter 31 - Those bards are up to no good

Teghan reports back after investigating the theatre. Bards in masks inside. Giant figures in costume. She came across a symbol of pain and screamed the house down fetching up all the company.

Read the runes – Proposed action of going in and murdering them was the favoured action of the gods but was doomed to fail.

We write a letter to Lady XXX stating that we require any assistance she can give and explain what has happened so far. Teghan teleports off so far.

Tor flew back into the building in the form of a fly but set off 3 symbols and became insane. As Sagramor was looking through his eyes at the time he was also affected and became insane. This was quickly removed by Templeton.

Tor was captured and instructed to strip off all his clothes and weapons.

Tor comes out of the building unconscious and the two militia blow whistles. One runs off to get help while Sparrowhawk flies in invisibly and flies off with Tor after healing him. Unfortunately the guard is attached to Tor by a rope. Tor is still insane. Sparrowhawk drops Tor on the guard, cuts the rope and then takes Tor to safety outside the village before beating him unconscious.

Note from the Lords wife returned by Teghan. It says that we are a group trusted by a close associate of the Lord. Someone has planted evidence that says we are devil worshippers.

We present our case to the mayor and a meeting is arranged to meet Sophia Lazileran with him.

We restore several people and eventually find one who was not brain fried. He tells a story close enough to our own and offers a direct contradiction to what she said – she claims rapturous applause and the witness.

Tors brother Torath has been killed in Bucastle as he tried to fight the monstrous growths. Thousands have been killed and many creatures have been crawling out of places and taking people back to Discordant. He entered the demon trees souls and fraught a battle with a great worm of bile, he was lost for all time, unable to be restored to life.

There is a meeting of the Mayor and the Guard chief where the guards are over-ruled and the play is allowed to go ahead. We decide to enact the plan to disrupt the play.

1. Turn people away at the roads entering the town
2. Release summoned demons to frighten people into locking themselves in their homes
3. Burn down the playhouse
4. Attack the players inside if necessary

During 2 the actors draw a number of townspeople into the playhouse to seek ‘refuge’. We begin to burn down the roof but heavily armed warriors move to attack us.

Upon entering the playhouse Sagramor suffers his daily death (One every day this week).

The players have the playhouse locked down. Their warriors appear to be considerably tougher than us and the bards have the townspeople held in place (despite the roof being mostly burned away). Attempts to get the people to flee using darkness and even rampaging elephants are unsuccessful.

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Chapter 30 - The blind leading the blind

We decide to attack the strange creatures despite being underpowered. Arbori accompanies us.

Haldine Hornswagle

We enter retrospective debate mode – and send a message to Amigan asking what he would like done. We hope that the answer is to attack the village as we are halfway through that anyway.

We attack the village. Several smaller creatures fall to fire damage but the party are drained by many mind effects and function erracticly. Sagramor is killed and the family retreat.

Two of the leader creatures are killed and the bone pile begins to move.

We retreat and raise Sagramor and then return to find the huge creature had gone along with most of the others. It had cut a huge swathe throught the forest and so was easy to track – eventually ending in a larger village further away.

On the village sign some sort of pyramid has been burnt into the sign.
The giant is whittled away one spell at a time and eventually falls. Two armoured trolls cause some concern.

There was a sign up on a building that announced the Kings Players in this location for 1 night only. (This was a week ago).

Teghan gets permission to slaughter a few innocents and goes at it like bunnies in spring.
Sagramor tries very hard to die underneth a zombie mob but is rescued.

We regroup and rest overnight. In the morning the bone creature is still there but the trolls and leader creature appear to have left.

We eventually kill the bone undead and rescue and cure a villager. He told us that there were banks of fog and strange creatures with drained them.

Martock Ampithertre – Dated tomorrow at dusk. A sign says “Martok – pop 1124 Enough?”

+1 Longsword
+1 Shortsword

Symbol of Hastur – Discovered. Makes us feel queezy to look at. Person who can cast symbol of insanity would use this to enhanse it.

Elder of the village of Fallowfield restored.

Play – King & Queen spoke to man in a mask – Didn’t like him and killed him. City in the distance “Carcosa”. Things were not looking good for them. Legend says Carcosa is parasitic, drifts and feeds off other cities.

Play involved magic and dragged them in. Black pyramid was part of the set. Multiarmed creature with an orb was important but didn’t join until the end.

The person is released and warned not to interact with the villagers.

We travel to Martok

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Chapter 29 - Betrayal!

Following a huge battle onboard the ship, we kill all of the people but Sagramor and Tor are killed during the battle.

Torc of Heroic Sacrifice
Ring of Silent Spells
Boots of Swimming & Climbing
Amulet of Health
Full Plate +3
Ring of Arming
Full Plate +1
Heavy Shield +1
Water Cloak
Gloves of Dexterity
Ring of Protection +1
Composite Longbow +4 Str Adjusted, Mage Bane
Great Hammer +2
Helm of Glorious Recovery
Amulet of Intellect +2
Chronocharm of the Grandmaster +5 AC Vs Ranged

Potion – Keen Edge
Wand of Curing (31)
12 * +3 Arrows
Longbow +1
Greatsword +2
Scroll Summon Monster 7
Scroll Imbue with Spell Ability
Wand Curing
Silver Dagger
Wand Cure Light

We discuss the future with Amigan and he suggests that there is now no use in secrecy and he has begun contacting important people in order to warn them. He gives us a scroll and asks us to deliver it to Lord Haradine of Bethsby (a central realm in the Kings lands). We discuss killing Tzolo and agree a plan. We head towards Gilsand in order to shop.

Tor has been to the Flying Castle in the clouds where he was born. His brother was bigger and more blue. He flies on a Roc – he took Tor to the Cloud Castle and explained that it was a barrier between our world and discordant. The giants there defend that boundry.

He believes that if the evil faction is sucessful then the hordes in discordant will come over the wall and come into human lands. This would happen during the Night of Dissolution.

Order of Dawn is poorly prepared for what is coming – They are an army who is fat and Lazy.

Tor was offered the use of the Smithies of the Giants. His brother gave him many giant sized gifts that only Tor can use.

Amulet of Health +4
Potions of Heal *2
Ring of Three Wishes
Ring of Regeneration

The party decide to betray their brother, in an attempt to remove Tzolo’s influence they cast spells on him that cause the geas to activate and Sparrowhawk to clash with Arbori. Unable to harm Arbori, Sparrowhawk retreats and stands without retaliating while the family murder him.

During these events Teghan teleports away having stolen the Seed.

Sparrowhawk is resurected as a human and Teghan is scried upon. She has a child with her and is in a city. The family use the Ring of Wish to recover her only to discover that she has already killed the child and set off the seed in Bewcastle. She claimed that she had been under the influence of a dream and was not responsible for her own actions.

She further claimed that the start of the true age of enlightenment was only two weeks away.

A day later a scry confirms that Bewcastle has been covered by a giant forest.

We teleport to Bethsby and appologise in advance for the destruction that follows in our wake.

The sergent at the castle directs us to an Elven woman (the wife of the Lord). Nilanderal Silverglade. We pass the message to her naming the Order of Dawn which appears to trouble her.
We are given horses and directed to where the Lord is curreltly dealing with tax issues.

Lord Haldine is given the message. He asks if we could explore a local village as an insanity has occured and he is loath to leave it unattended.

Violence and chaos is its own reward – “vis quod chaos est own remuneror”

We track a group of trolls and strange creatures through a forest who are leading a chain gang of captured villagers.

Some of the creatures with them cast numerous spells at us.

The two creatures eventually drained the will and minds of a few party members and then sank into the ground.

Within the village is a massive pile of bones – gargantuan in size. Gaunt giant, surrounded by whips of fog that form into screaming faces.

Bone hive queen *1 (arm that came out was the size of a house).
Giant Sentinal *1
Leaders *3
Large Hive Creatures *12 (Outside)
Medium Hive *2 in each buildings (Inside)
6 Small ones in buildings

Suggesions include ranged damage from the air, take a building and control the enternece, use movement preventing spells to control the ground. e.g. Fogs, Darkness.

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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.

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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
Amigan
In the background – flying and invisible
Blackie
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”.

Tor:
“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.

Teghan:
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”.

Quill:
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”.

Sparrowhawk:
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.

Arbori:
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”.

Wookie:
“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.

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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"

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