Friday, 15 January 2010

Session 27 Part 2: Into the Maw of Madness




Scene 1: The Entrance

Our heroes fall through the darkness for what seems like an eternity, bitter cold crushing the breath from their lungs, until they crash land in a crumbling stone chamber littered with rubbish. Thick dust and cobwebs cover the floor and the ceiling is lost in shadows. Statues of ancient gods and kings are set in niches and many exits lead to parts unknown.

As they gather themselves together figures begin to appear in several of the corridors, misshapen and brutish the stench of rot and decay flows from them. They begin to shuffle forward with eager anticipation, fresh meat is rare in the Labyrinth.

As they press forward an old man comes stumbling from another corridor waving a rough staff above his head. The creatures recoil from him and flee. “Hello there, the stone people are easily startled but they will be back and in greater numbers. We should move from here quickly.” Puzzled by the old man the group nevertheless agrees to follow his advice.

Some brief questioning later reveals the man is a traveller, lost in the Labyrinth for so long he has forgotten his own name or why he came here. He explains the nature of the Labyrinth, a many doored prison for defeated gods, immortals and heroes, each trapped within a prison of their own making. Over time portals have formed between these prisons and they now exist as a latticework of passageways which those who know them can navigate. The group explain that they are here to find and stop Sopias, the mad Primordial and the old man agrees to act as their guide although he warns them that the journey is a dangerous one.

Scene 2: Portals Galore

[narrativist gamer alert]I ran this as a series of linked skill challenges and I let each member of the group define one of the portal worlds they passed through. Each player could also author in one campaign level benefit/bennie/secret to gain but doing so increased the number of successes required and increased the risk of failure. I designed the last portal area although they got a choice of three. Each had a serious failure condition although I should have given a better idea as to what they might be.[/narrativist twaddle]

The first gate finds the group far in their own worlds past, at the height of the Empire of Reptos, Warlord and Dominator of the World. His slave armies have landed on what will become the City of Kings and he has gone to war with the Second Glorious Kireshi Empire. The Taken, Wizards enslaved to his service unleash life eating sorcery destroying the Kireshi’s once verdant forest home. Nearby on a mountain slope Reptos himself battles Ashura, Primordial of the Sun. The group make their way quickly through the battle, avoiding the clashing armies but veering close to the battling ancients. Reptos has set up a series of enchanted mirrors designed to reflect the image of the Primordial over and over, distracting him in his vanity. As the group slip away into the next realm Assamber furiously scribbles notes on their position, the time and date and various alchemical and astronomical formulae. They might prove useful in the future when Ashura rises as an undead monstrosity.

The second gate finds them in a vast underground necropolis, the remains of a civilisation long dead. It is home to undead of all varieties, as well as being the lair of the First Vampire, sire to Hu’Maa High Priest of Sopias. The group make swift headway given their extensive experience in dealing with the undead but they are not the only threat. Assamber leads the group off on a side trek through its ancient library looking for ways to neutralise Hu’Maa and Morn triggers a trap that drains the blood from their veins. Alerted to their presence undead flood the library and they are forced to flee without the information they desired.

The third gate finds them in a realm of elemental chaos, the forces of creation rolling and boiling all around them. Here are imprisoned the four Elemental Lords who’s strife keeps the world turning. Azhanti should be in his element here but he leads them into tumultuous storms, perhaps Vulcan’s influence reaches even past death. The group are forced into retreat by the unpredictable forces with Morn drawing on the power of the Hammer to stabilise the chaos and aid their escape.

The fourth gate finds the group in a City floating in the vastness of chaos. A bubble wraps the small space, protecting it from the madness but the place is filled with a sense of despair. Slack jawed humans wander the streets aimlessly watched over by impassive stone faced guards. This is the City of Solitude, where those chosen as the Champions of Humanity who fail or who turned away from their duty are banished. The group make a quick exit from the dour place but as Morn steps through the portal he turns and salutes them, one day they will be given a chance to redeem themselves.

The fifth gate finds the group standing up to their knees in a murky, fetid swamp. In the distance a city can be seen surrounded by golden walls. Inside rises a Ziggurat on which is set a Throne. This is the realm of Dagon, once High Priest of Mael, he sought to usurp his master and was banished for it. The group don’t have much time to ponder such things as they quickly find themselves set upon by hostile locals. They make haste away not wanting to be delayed. Assamber summons a giant Dragonturtle from the depths of the muck to bear them across an enormous lake and away from the angry locals. Unfortunately it sinks beneath the depths part way across and tries to eat them. As the rest of the group race for the shore Morn manages to hold the beast off with the patented log in the mouth trick. The group manage to make it to the walls of the City but the trek has been draining. The very air seems to suck the will and energy from them. They must get out of this place and quickly if they are to have the strength to face Sopias. Artemis leads them into the ancient sewer system which reaches under the walls and many wrong turns later they find themselves in the bowels of the Ziggurat. Unfortunately Dagon has been alerted to their presence and as they leap through the portal he exacts a price, taking their power as his own.

Scene 3: Sopias at last!

The final gate leaves the group crashing into the Maw of Chaos, the prison of the mad Primordial Sopias himself. The Chamber is vast and dominated by its prisoner. A hundred feet high Sopias is chained to the floor locked in place eternally straining against the adamantine chains binding him. Once he was beautiful and mysterious, the soul of creation itself, but he devoured a portal to Chaos to save the world and it has changed him. That portal still exists here and it has warped him, now part primordial, part demon. Its presence has caused reality to fracture and many smaller rifts float around the room. Curled in front of him sits a great white dragon, its eyes filled with madness and its body having worn away in various places. Azhanti immediately recognises that it is no true dragon but a dream dragon possessed by a Demon Lord.

Its head rises as the group enters. “Turn back, there is nothing for you here mortals.” They are undeterred. They have fought dragons before and confidence is high. “Your interference will not be tolerated, leave or face the might of Demogorgon.” They decline and battle is joined.

Quickly things become more complicated. Demogorgon calls various allies out of the planar rifts; a huge clawed nycadaemon begins grabbing people holding them inside the rift so that chaos itself begins to dissolve them; a hulking carnage demon emerges and begins to lay about the group; a tall mass of pestilent chaos with mind rending whipping tentacles emerges from another and from all of them stream hordes of smaller horrors, rending and tearing wherever they can. Demogorgon advances on the group, “Your lives are forfeit, here my destiny will prevail, you cannot possibly succeed.” Each of our heroes feels a rending of their souls. At this place, at this time, the Threads of Destiny are the strongest they have ever been and the creature seems capable of manipulating and controlling them, perhaps even of severing them completely. They must endure the punishment or risk being extinguished forever.

The rifts seem to be the key. The portal Sopias consumed cannot be closed without shutting them off and the dragon keeps calling more allies through them as fast as the group can dispatch them. The group manage to shut several of them and Assamber brings down a Cloudkill across much of the room. The choking fumes begin to kill friend and foe alike but our heroes have significant healing resources unavailable to the demon. Morn manages to pin it in position but it seems to be a position it is happy to be in as it continues to drive him into the Cloudkill over and over again.

Slowly the tide begins to turn. The larger demons start to fall and the flood of lesser creatures is stymied by the poisonous cloud. Great rents have been torn into the dragon’s body but this seems to simply enrage it. Necrotic flames explode from the withered flesh of the dragon and black flames roll through the room. “I am eternal, I cannot be defeated”

This proves not to be the case. Bereft of allies he remains a serious threat but his time has come. At the last he begins to unleash his greatest power, rotting the souls of his enemies preventing them recovering from their injuries but it is not enough. With a scream which shakes the room the dragon dies and the spirit of Demogorgon passes back through the portal and into Chaos.

It is not over. The portal begins to buckle and strain. A clawed appendage shoves into the room trying to force its way into the world. Demogorgon risks annihilation to seek revenge on those who have stymied him. Assamber steps forward. The rifts are closed but the portal itself can only be closed from the other side. He gathers the power of the Spellstorm to him and steps forward. Entering chaos for the first time he looks into the Heart of the Spellstorm and the secrets of the Universe are laid bare there for the taking. Diving down he drives Demogorgon before him, sealing the portal behind. As he falls the flesh burns from his bones, seared by the power of the Vortex, the Heart of the Spellstorm. When he vanishes into the Vortex he is little more than bones, sorcery and a thirst for power. A new Lich is born but what role he might play in the future is yet to be seen.

The Chamber is silent. With the sealing of the Portal Sopias quickly recovers from the madness. His form shifts and shrinks, returning to human proportions. Purple mist rises and his eyes clear as if awaking from a long dark nightmare. He smiles, humanity has recognised its potential, has done what he could not and defeated the forces of Chaos which had so plagued him. Perhaps there is hope for them all after all. As he opens his mouth to speak Artemis shoots him through the eye with the Bow of Ashura slaying him instantly. He stands, shock, confusion and fear play across the face of a God and then he explodes. Primordial blood sprays through the room covering our heroes. It burns where it touches skin, infusing, changing, empowering and terrifying in one long moment of ecstasy and agony. Images flash through their minds, places and times long past, worlds created and destroyed, futures come and gone, places and times that could have been or that might be. All the dreams and fears of a Primordial, transmitted by his blood overwhelm them.

As they struggle to overcome the intensity of their visions a sound intrudes into the chamber. Tap, tap, tap. The sound of a plain wooden staff striking the stone floor. Their guide emerges from the shadows but as he does so he begins to change. His back straightens, his form fills out, the lines of age fall away from his face. “I thank you my children for freeing me. Truly I choose well with you. You have now fulfilled your Destiny and I Reptos, am once again free. No longer can this prison hold me. Let the world tremble at the coming of the Warlord.”

From thin air he draws out a black bladed sword and drives it into the floor. The walls shudder and the chamber collapses. Reptos teleports out returning to his stronghold, the City of Kings, as our heroes fall through the walls of reality itself as all about them crumbles. Darkness claims them and all that is left is the pulsing heartbeat of a Primordial beating within each of them....

*cut scene*

The Arkhosian Empire was once the heart of the Dragonborn civilisation but with the Sundering it fell to its human slaves. The Dragonborn were in turn enslaved and forced to fight one another by the many different city states, cults and religions which came to dominate the continent. That all changed when Khitai, now Emperor of Arkhosia, rose to power. He reunited the Dragonborn, brought the Clans together and conquered the continent.

With his ascension to power the worship of Vulcan was reinstated and he has worked long and hard to resurrect the dead Primordial. To this end he bound four of the spirits of the dragon god ancestors but the fifth escaped due to the meddling of our heroes. That work is now undone and the four great statues have been reduced to rubble. Above the winter palace the five great dragons dance and swoop through the air, their presence intoxicating and exhilarating to their children who are swept away in a frenzy of lust and bliss.

As Sopias dies the bells of the Temples of Vulcan begin to ring. The end of time has begun and in the temples the great gongs of Vulcan shiver and crash to the ground. A new symbol can be seen engraved in the holy places, a fist clenching a bolt of lightning. The oracles are overcome with visions and before the Temples crowds gather to hear the word of the Avatar of Storm, Azhanti has come to lead his people to greatness.

As Azhanti falls through the world five dragon faces whirl and spin around him. “We are free child of the Storm and you have played your part in that. Once each will we help you in the days to come before we return to the stars from which we were born. Take good care of our children for they will need your help and guidance...”

*cut scene*

In the deepest and most remote region of the deserts of the City of Kings, on a blasted salt flat known as the Hammer of the Gods, the most ancient spirits of the desert gather. Spirits of Earth, Fire and Air are gathered together to declare the beginning of the Great Hunt. “Three are declared worthy to be Master of the Hunt. Artemis, of Clan Antarion who slew the Primordial Sopias. Kubolta of the Hashashin, who slew Shraal, Lord of Entropy and Strom of the Kraken who faced death himself but did not die. Only one may be chosen. Let the dance of death begin.”

In the hidden reaches of the Shrouded Oasis much has changed. It was once a verdant land of jungles and rivers but now thick boiling mud, sulphurous ash and choking vapours fill the region. The sacred groves have been chopped down, the Temples defiled and the First Tree itself is under attack. Ashura, now fully descended into undeath, seeks to undo the life he himself breathed into creation. Soon the Third Glorious Kireshi Empire will emerge from the remnant of their last home to bring a wave of destruction to the younger races.

In the rocky fortresses of the great desert the Pashtun, the people of the desert, gather in their many thousands. The great enemy Reptos has returned to the City of Kings and seeks once again to Dominate all of Humanity. In vast underground caves they gather by the hidden lakes and rivers. It is time to awaken the ancient powers which have been sleeping here for so very long. It is time for the Spirits of Water to rejoin the Elemental Court to oppose the rise of Reptos.

*cut scene*

On a blasted rocky plain covered in snow and ice a single giant warrior stands leaning against his hammer. His armour is covered in rents and tears, blood spatters him and his body aches. All around lay broken bodies, demons, elementals and archons. All of them invaders from the Realm of Chaos seeking entry into the world his people have sworn to protect. He is the last of his kind. The bodies of his kin scatter the battleground as well and he knows that soon he must fall. When he does there will be no-one left to hold back the forces of dissolution. The elementals are gathering for another assault. Wearily he stands, shifting his weight and lifting his hammer for yet another battle.

Out in the depths of Chaos, in the very deepest part of the Abyss, something stirs. It is vast and its movement sends lesser demons fleeing in terror. Malevolence exudes from every pore of its being and in the distance it can hear the ringing of bells. The stench of humanity is caught on the breeze and a low growl emerges from its throat. Slowly, ever so slowly, it begins to rise following the trail. Far in the distance it can see a crack, the reflected light of a broken Skydome. Once more The Beast will feed on man flesh.

As Morn falls through the darkness the tattoos on his arms, long a symbol of his enslavement, erupt in blue flame. Bright red eyes burn in the darkness before him and The Beast looks long and hard into his soul. Soon, it says, very soon.
*cut scene*

In the City of Kings the air is thick with tension as if its people can sense the terrible conflicts raging in a dimension so close to theirs but so far away. The outcome of those conflicts will have long lasting repercusions, none more significant than in the City itself. As Sopias dies to Artemis and his quest for humanity's freedom from gods and primordials the echo of his death reverberates throughout the cosmos. That echo is channelled into The Spire, a piece of unbreakable Law carved from the Menbim Stone itself, an the death cry is amplified and extended. The Spire shatters and power flows out, uncontrolled and potentially devastating.

Throughout the City magicians, sages and astrologers gathered from around the world by Assamber and his disciples have awaited this very moment. Apparatus have been set up throughout the City to focus and channel that cry into the Temple of Mael. Once, at the height of the First Great Human Empire its scattered nations were linked by a series of stable permanent portals. Assamber has delved deep into these secrets and now his last gift to his people is to once again reactivate the City Network. The power of Sopias energises those long dormant portals and across the five continents people awake to pillars of blue flame erupting from ancient long since abandoned sites. Once palacies, temples and the homes of the mighty are now alive with sorcery and flame.

In the centre of the City there is little more than rubble. Onlookers gather to witness the destruction most thought impossible. As they stare rock and crystal alike begins to shift and tumble. From the ruins a new Palace rises and all within the City hear the Voice... "come to me my children, your Master has returned and together we shall subjugate this world and purge it of the elder filth." Reptos has returned to his Dominion and begins to reconstruct his slave army.

Monday, 11 January 2010

Session 27 Part 1: Flight of the Navigator


GM Note: We lost Chiniko’s player prior to this session to work on his PhD and it was Assamber’s last session as he was heading back to Devon. This rather coloured some of the events which occurred.

Scene 1: Old Friends

Our heroes have finally recovered all 5 pieces of the key to the prison of Sopias and have made a hasty exit out of Dream to avoid the warring twin Queens. Now they find themselves in dire straits as their enemies are waiting for them. Their own ship has been boarded and disabled an Imperial Arkhosian Sky Cruiser floats above them. An Order of Transcendentant Enquiry Golem squats on the Ship of Dreams and Artemis’s sister, Kallista, stands on the prow of the cruiser demanding the group hand over the Hearts.


*cut scene*


The group gather in the gardens of the Court of Summer preparing to leave Dream when they are approached by Menandore, Daughter of the Queen of Summer. “Many forces will be drawn to the power the Hearts represent. You may find your way blocked. Take these and use them wisely” she says handing the group a set of perfect illusionary Hearts forged from dream stuff.


The group achieved a significant victory in Dream and I left them with a campaign bonus effect they could set. They hadn’t decided on what they wanted by the time the session started so I allowed them to author in the copies via flashback.


The group confer. They decide to pass off the copies to Kallista to give them time to escape. She is suspicious but accepts them and the cruiser pulls away but so does the Ship of Dreams! The Golem has established control of the vessel and the group are about to be stranded. Chiniko acts, the Ship is his and he is linked to its power. Assamber has also spent some time inscribing various teleportation circles into the hull. Drawing on their power Chiniko teleports the group onto the ship but is exhausted in the attempt collapsing to the ground.


Unfortunately this also plunges the group into an immediate battle. The Golem proves to be a formidable opponent and it has support. An Order Mage causes great trouble for the group blasting people hither and yon and inflicting serious injuries before an unwise teleport places her too near the rail. Artemis blows up one of the ships power generators sending her crashing against it and follows it up with a boot to the face and she falls to her death. The Dragonborn Skycaptain finds himself mostly pinned down near the helm, the only targets for his lightning powers the redoubtable Morn (and his mass of healing surges) and Azhanti, Voice of Vulcan, God of the Storm (and highly resistant to both Thunder and Lightning). As his marines and the Golem fall he decides discretion is the better part of valour and leaps from the ship wings frantically beating to get away.


Scene 2: Ramming Speed

The group have taken back the ship but all is not yet saved. It seems their deception has been uncovered and the cruiser begins a slow turn to pursue them. They consider flight or fight but decide on neither. The Ship of Dreams is faster and more manoeuvrable but it has been damaged in the battle. They decide to overload its power generators and ram the enemy cruiser, using one of the teleportation circles to flee to the City of Kings before the impact.


Sails are set, power generators are primed and ramming speed is declared. The Ship of Dreams sustains withering broadsides from the enemy cruisers lightning cannons but somehow it manages to hold together. As four of our heroes leap through their emergency portal they see Chiniko, hands gripping the helm driving the ship into the side of the cruiser. The crunch of metal and wood is appalling but is drowned out by the screams of the dreaming sailors. The last sight is the two ships, fatally locked together and spinning out of control, Chiniko surrounded by smoke and flames going down with his ship.


Scene 3: An Interlude

From impending death the group find themselves stood on the roof of the Temple of Mael in the City of Kings. The City is ruined and on fire in many places. A thunder storm engulfs all but its centre where the Spire stands, gently glowing in the night. Forces move out in the darkness, a war is being fought in the shadows and old scores are being settled between immortals hungry for the power of the Hearts. Resolving to wait until the morning our heroes head off alone to prepare themselves for their most difficult confrontation, how do mortals kill a Primordial...


Azhanti spends his time basking on the roof of the Temple. Lightning and thunder roll and crackle all around him as he exults in his near deific status feeding on the power of the storm. In the distance, in the Plaza of Dead Gods, an earth tremor disturbs the grave of Vulcan. Perhaps the Primordial is not so dead as people think.


Artemis explores the cellars of the Temple where he experiences visions of the great spirits of the desert. He can feel the Great Hunt is close and as he comes out of his reverie he snaps off a single arrow which pierces the wall. The light from his bow reveals a mosaic of the birthing of the world and his arrow has pierced the eye of Sopias.


Morn spends his time moving quietly throughout the city. He seeks out the places where its people have huddled in fear at the events surrounding them and hands out small stone tokens, portal keys to take the bearer from the Temples teleportation circle to his base in Frosthome.


Assamber spends his time consulting with his minions, sages and magicians from the City and many other lands with which they have made contact. Foreign wizards and deep sea allies move through the City setting up a series of enchanted mirrors and antennae under his direction. Tomorrow a Primordial may die and in its death lies many opportunities.


Scene 4: Revenge!

As dawn breaks silence covers the City. The battles of the night before have subsided and the storm has retreated from the City itself. Our heroes gather and make their way through the ruins towards the Spire and the entrance to the Labyrinth.


As they approach the main square a figure, robed in purple, appears on a roof above them. “Did you think we had forgotten? Did you think we had forgiven? This is the day of vengeance, now you shall reap in blood all that you have sown.”


A gray skinned old man, rotten with age appears on the other side of the street. “I Ixion, Grandfather of Clan Anatarion accuse you Artemis of Kinslaying.”


A bulky Dragonborn warrior emerges from the ruins behind the group. “I Martek, Warrior of the High Lightning Clan accuse you Assamber Kell of meddling in affairs which do not concern you.”


A second much larger Dragonborn appears on the other side of the street. “I Najentus, Warlord of the High Lightning Clan, accuse you Azhanti, false prophet and charlatan.”


Ahead of the group a dark skinned woman appears. “I M’kemba, High Priestess of the Unfettered God accuse you Morn of apostasy.”


The purple robed figure steps forward. "I am Paldemar who you wronged so long ago. In the name of Vinga, Goddess of Vengeance prepare to meet your doom!”


Battle is joined and things immediately begin to go wrong. Ixion unleashes the angry ghosts of Clan Anatarion which seek to drag the group down and he curses Artemis with the Unbreakable Vow, a promise of death which cannot be avoided. M’Kemba seeks to chain Morn but he twists free while Paldemar rips open a brief lived rift to chaos spilling out multicoloured death amongst the group. Assamber is stunned and Azhanti finds himself blasted back into Najentus where he spends much of the rest of the fight.


Things go from bad to worse as Martek charges into Morn delivering a Fatal Blow, leaving him shaken and unable to rally himself (can’t regain HP by any means). The initial assault is ferocious and things look bleak. The ranged assault team have the higher ground, Morn seems unable to engage them, pinned down by Martek, Assamber is stunned and Azhanti is out of position.


However with this group initial appearances are often deceptive. Ixion immediately comes under withering fire and is quickly overwhelmed. Unfortunately for our enemies he is also their primary healer. Morn manages to fly up to pin down M’Kemba and Paldemar but Paldemar manages to teleport away going to the aid of Ixion and reviving him. Ixion holds on managing to heal some of his allies but soon falls again.


M’Kemba is trapped between Morn, a Wall of Fire and a hefty drop. With nowhere to go she cannot withstand the warrior. Martek reaps bloody revenge amongst the group but finally falls although he manages to take down Artemis with him. The damage is nearly overwhelming, all of Azhanti’s skills are needed to keep the group functioning.


Paldemar, mobile and highly dangerous manages to blast the group over and over, he stands on the brink of death but they cannot seem to touch him. Najentus enters the fray but with the loss of much of their damage dealing team his effectiveness is limited.


Still the battle hangs on a knife edge. Azhanti is completely out of healing, most of the group have expended nearly everything they have and, most shocking of all, Morn has been forced into retreat for fear of collapse. However, Paldemar’s sorcery cannot compete with Artemis’s skill with the bow and he collapses, his revenge unfulfilled. Najentus seeks to escape but the group are having none of it and he is swiftly brought down by their combined might.


Scene 5: Betrayal

Exhausted, bloody and battered they stagger the remaining distance to the Spire where they are met by Catalia Antarion, mother of Artemis and High Priestess of the Cult of the Eternal. She has opened the Spire and has prepared the way for the Key to open the prison. She embraces Artemis, kissing him on the check and wishing him well. Tears form in the corners of her eyes. She places her staff in the centre of the chamber and it is pierced by a beam of light. Five platforms emerge from the floor, each indented with the shape of their respective Hearts. Placed in their settings the entire building begins to resonate and slowly the floor disappears revealing a marble staircase around an immense column of stone spiralling down into the darkness. Steeling themselves our heroes begin to descend.


As they do so a grinding noise begins from above. Calista stands above them at the entrance holding one of the Hearts in her hand. "I am sorry my son but I cannot leave the gate open. The risk is too great, if you fail the Mad God will be unleashed on tens of thousands of innocent people. You must find another way to escape...”


As the floor covers the exit the group is plunged into darkness, beneath them the steps disappear and they plunge into the abyss.....